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; }
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; }
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; }