Example #1
0
        protected override ChunkData GenerateChunk()
        {
            Random r = new Random();
            ChunkData mc = new ChunkData();
            mc.Complete = true;
            mc.InitContinousChunks(4);
            //Fill with data
            int off = mc.GetIndex(0, 13, 0);
            for (int i = 0; i < 16*16; i++)
                mc.BlockType [off + i] = (byte)BlockID.SoulSand;
            off += 16 * 16;
            for (int i = 0; i < 16*16; i++)
            {
                if (r.Next(4) > 0)
                    mc.BlockType [off + i] = (byte)BlockID.SoulSand;
                else
                    mc.BlockType [off + i] = (byte)BlockID.Lava;
            }
            off += 16 * 16;
            for (int i = 0; i < 16*16; i++)
            {
                if (r.Next(4) == 0)
                    mc.BlockType [off + i] = (byte)BlockID.Fire;
            }
            for (int n = 0; n < mc.BlockLight.Length; n++)
                mc.BlockLight [n] = 0x88;
            for (int n = 0; n < mc.Biome.Length; n++)
                mc.Biome [n] = 9;
			
            return mc;
        }
Example #2
0
 protected override ChunkData GenerateChunk()
 {
     Random r = new Random();
     ChunkData mc = new ChunkData();
     mc.Complete = true;
     mc.InitContinousChunks(4);
     //Fill with data
     int off = mc.GetIndex(0, 60, 0);
     for (int i = 0; i < off; i++)
         mc.BlockType [i] = (byte)BlockID.Dirt;
     for (int i = 0; i < 16*16; i++)
         mc.BlockType [off + i] = (byte)BlockID.Grass;
     off += 16 * 16;
     for (int i = 0; i < 16*16; i++)
     {
         if (r.Next(4) == 0)
             mc.BlockType [off + i] = (byte)BlockID.Rose;
         if (r.Next(5) == 0)
             mc.BlockType [off + i] = (byte)BlockID.Dandelion;
     }
     for (int n = 0; n < mc.BlockLight.Length; n++) 
         mc.BlockLight [n] = 0xff;
     for (int i = 0; i < 16*16; i++)
         mc.Biome [i] = (byte)((i >> 3) % 23);
     return mc;
 }
Example #3
0
        protected override ChunkData GenerateChunk()
        {
            ChunkData mc = new ChunkData();
            mc.Complete = true;
            mc.InitContinousChunks(4);
            //Fill with data
            int off = mc.GetIndex(0, 0, 0);
            for (int i = off; i < off + 64 * 16 * 16; i++)
                mc.BlockType [i] = (byte)BlockID.IronBlock;
            for (int n = 0; n < mc.BlockLight.Length; n++)
                mc.BlockLight [n] = 0xff;
            for (int n = 0; n < mc.BlockSkyLight.Length; n++)
                mc.BlockSkyLight [n] = 0x00;
            for (int n = 0; n < mc.Biome.Length; n++)
                mc.Biome [n] = 9;

            return mc;
        }