Esempio n. 1
0
        private float GetPixelShade(int x, int y)
        {
            var baseLandscape = _generalRollingBaseNoise.GetNoise(x, y);
            var level         = _generalLandscapeNoise.GetNoise(x, y);

            if (level < _riverFactor)
            {
                level = BaseLevel + baseLandscape + level - level * riverLoweringFactor;
            }
            else if (level > _canyonFactor)
            {
                level = BaseLevel + baseLandscape + level;
                var step = (float)(Math.Round((double)level / 3200) * 3200);
                if (step < level)
                {
                    step = level;
                }
                level = step + _featureRockNoise.GetNoise(x, y);
            }
            else
            {
                level = BaseLevel + baseLandscape + level;
            }

            return(level < 0 ? 0 : level);
        }
Esempio n. 2
0
        private ushort GetPixelShade(int x, int y)
        {
            //float baseLandscape = _generalRollingBaseNoise.GetNoise(x, y);
            var level = _swampPathNoise.GetNoise(x, y);

            level = BaseLevel + (float)(Math.Round((double)level / _stepFactor) * _stepFactor);

            if (level < _pathLevel)
            {
                level = _pathLevel - _swampFillerNoise.Amplitude + _swampFillerNoise.GetNoise(x, y);
            }

            /*
             * else if (level > _canyonFactor)
             * {
             *  level = _baseLevel + baseLandscape + level;
             *  var step = (float) (Math.Round((double) level / 3200) * 3200);
             *  if (step < level) step = level;
             *  //level = _baseLevel + step;
             *  //level = (_cellNoise.GetNoise(x, y) * _cellNoiseMultiplier);              (_cellNoise.GetNoise(x, y) * _cellNoiseMultiplier);//
             *  level = step + _featureRockNoise.GetNoise(x, y);
             * }
             * else
             * {
             *  level = _baseLevel + baseLandscape + level;
             * }
             */
            return(level < 0 ? (ushort)0 : (ushort)level);
        }
Esempio n. 3
0
        private ushort GetPixelShade(int x, int y)
        {
            float baseLandscape = _generalRollingBaseNoise.GetNoise(x, y);
            float level         = _generalLandscapeNoise.GetNoise(x, y);

            level = WorldSettings.GroundLevel + baseLandscape + level;

            return((ushort)(level < 0 ? 0 : level));
        }
Esempio n. 4
0
        private ushort GetPixelShade(int x, int y)
        {
            float level = _mazeNoise.GetNoise(x, y);

            if (level > _riverFactor)
            {
                level = BaseLevel;
            }
            else
            {
                level = BaseLevel + _generalLandscapeNoise.GetNoise(x, y);
                //+ _featureNoise.GetNoise(x, y);
            }

            return(level < 0 ? (ushort)0 : (ushort)level);
        }