示例#1
0
        private void GenerateSandLayer()
        {
            List <PerlinNoise2D> noiseFunctions = new List <PerlinNoise2D>();

            noiseFunctions.Add(new PerlinNoise2D(4, 2f));
            noiseFunctions.Add(new PerlinNoise2D(8, .5f));
            noiseFunctions.Add(new PerlinNoise2D(12, .25f));
            noiseFunctions.Add(new PerlinNoise2D(26, .125f));
            noiseFunctions.Add(new PerlinNoise2D(34, .0625f));
            noiseFunctions.Add(new PerlinNoise2D(64, .0425f));

            double[,] data = MapTools.SumNoiseFunctions(WorldSettings.MAPWIDTH, WorldSettings.MAPLENGTH, noiseFunctions);

            for (int x = 0; x < WorldSettings.MAPWIDTH; x++)
            {
                for (int z = 0; z < WorldSettings.MAPLENGTH; z++)
                {
                    int height = (int)(data[x, z] * 5) + 20 + WorldSettings.SEALEVEL;
                    for (int y = 0; y < height; y++)
                    {
                        if (_map[x, y, z] == BlockType.None)
                        {
                            _map[x, y, z] = BlockType.Sand;
                        }
                    }
                }
            }
        }
示例#2
0
        private void BuildTree(int tx, int ty, int tz)
        {
            int height = 4 + r.Next(3);

            if ((ty + height) < WorldSettings.MAPHEIGHT)
            {
                for (int y = ty; y < ty + height; y++)
                {
                    _map[tx, y, tz] = BlockType.Tree;
                }
            }

            int radius = 3 + r.Next(2);
            int ny     = ty + height;

            for (int i = 0; i < 40 + r.Next(4); i++)
            {
                int lx = tx + r.Next(radius) - r.Next(radius);
                int ly = ny + r.Next(radius) - r.Next(radius);
                int lz = tz + r.Next(radius) - r.Next(radius);

                if (MapTools.WithinMapBounds(lx, ly, lz))
                {
                    if (_map[lx, ly, lz] == BlockType.None)
                    {
                        _map[lx, ly, lz] = BlockType.Leaves;
                    }
                }
            }
        }
示例#3
0
        public BlockType[, ,] GenerateMap()
        {
            _map = new BlockType[WorldSettings.MAPWIDTH, WorldSettings.MAPHEIGHT, WorldSettings.MAPLENGTH];
            MapTools.Clear(_map, BlockType.None);

            GenerateRockLayer();
            GenerateDirtLayer(15, false);
            CarveLandscape();
            GenerateDirtLayer(10, true);
            GenerateSandLayer();
            CarveTunnels(200);
            GenerateWaterLayer();
            return(_map);
        }
示例#4
0
        private void GenerateDirtLayer(int offset, bool trees)
        {
            List <PerlinNoise2D> noiseFunctions = new List <PerlinNoise2D>();

            noiseFunctions.Add(new PerlinNoise2D(4, 2f));
            noiseFunctions.Add(new PerlinNoise2D(8, .5f));
            noiseFunctions.Add(new PerlinNoise2D(12, .25f));
            noiseFunctions.Add(new PerlinNoise2D(26, .125f));
            noiseFunctions.Add(new PerlinNoise2D(34, .0625f));
            noiseFunctions.Add(new PerlinNoise2D(64, .0125f));

            double[,] data = MapTools.SumNoiseFunctions(WorldSettings.MAPWIDTH, WorldSettings.MAPLENGTH, noiseFunctions);

            for (int x = 0; x < WorldSettings.MAPWIDTH; x++)
            {
                for (int z = 0; z < WorldSettings.MAPLENGTH; z++)
                {
                    int height = (int)(data[x, z] * 20) + offset + WorldSettings.SEALEVEL;
                    for (int y = 0; y < height; y++)
                    {
                        if (_map[x, y, z] == BlockType.None)
                        {
                            if (y == height - 1)
                            {
                                if (r.Next(250) == 1 && trees)
                                {
                                    BuildTree(x, y, z);
                                }
                                else
                                {
                                    _map[x, y, z] = BlockType.Grass;
                                }
                            }
                            else
                            {
                                if (r.Next(20) == 1)
                                {
                                    _map[x, y, z] = BlockType.Gravel;
                                }
                                else
                                {
                                    _map[x, y, z] = BlockType.Dirt;
                                }
                            }
                        }
                    }
                }
            }
        }
示例#5
0
        private void CarveLandscape()
        {
            List <PerlinNoise2D> heightFunctions1 = new List <PerlinNoise2D>();

            heightFunctions1.Add(new PerlinNoise2D(1, 2f));
            heightFunctions1.Add(new PerlinNoise2D(8, 1.5f));
            heightFunctions1.Add(new PerlinNoise2D(12, .25f));
            heightFunctions1.Add(new PerlinNoise2D(26, 2.625f));
            heightFunctions1.Add(new PerlinNoise2D(34, .0625f));
            heightFunctions1.Add(new PerlinNoise2D(64, 0.1425f));

            List <PerlinNoise2D> heightFunctions2 = new List <PerlinNoise2D>();

            heightFunctions2.Add(new PerlinNoise2D(2, 2f));
            heightFunctions2.Add(new PerlinNoise2D(8, .5f));
            heightFunctions2.Add(new PerlinNoise2D(12, .25f));
            heightFunctions2.Add(new PerlinNoise2D(26, 3.125f));
            heightFunctions2.Add(new PerlinNoise2D(34, .0625f));
            heightFunctions2.Add(new PerlinNoise2D(64, 0.1425f));

            double[,] heightData1 = MapTools.SumNoiseFunctions(WorldSettings.MAPWIDTH, WorldSettings.MAPLENGTH, heightFunctions1);
            double[,] heightData2 = MapTools.SumNoiseFunctions(WorldSettings.MAPWIDTH, WorldSettings.MAPLENGTH, heightFunctions2);


            for (int x = 0; x < WorldSettings.MAPWIDTH; x++)
            {
                for (int z = 0; z < WorldSettings.MAPLENGTH; z++)
                {
                    int height1 = (int)(heightData1[x, z] * 10) + 3 + WorldSettings.SEALEVEL;
                    int height2 = (int)(heightData2[x, z] * 15) + 5 + WorldSettings.SEALEVEL;
                    if (height2 > WorldSettings.MAPHEIGHT)
                    {
                        height2 = WorldSettings.MAPHEIGHT;
                    }

                    if (height2 > height1)
                    {
                        for (int y = height1; y < height2; y++)
                        {
                            _map[x, y, z] = BlockType.None;
                        }
                    }
                }
            }
        }
示例#6
0
        private void GenerateRockLayer()
        {
            List <PerlinNoise2D> noiseFunctions = new List <PerlinNoise2D>();

            noiseFunctions.Add(new PerlinNoise2D(4, 5f));
            noiseFunctions.Add(new PerlinNoise2D(8, .5f));
            noiseFunctions.Add(new PerlinNoise2D(12, .25f));
            noiseFunctions.Add(new PerlinNoise2D(26, .125f));
            noiseFunctions.Add(new PerlinNoise2D(34, .0625f));
            noiseFunctions.Add(new PerlinNoise2D(64, .3825f));

            double[,] data = MapTools.SumNoiseFunctions(WorldSettings.MAPWIDTH, WorldSettings.MAPLENGTH, noiseFunctions);

            for (int x = 0; x < WorldSettings.MAPWIDTH; x++)
            {
                for (int z = 0; z < WorldSettings.MAPLENGTH; z++)
                {
                    int height = (int)(data[x, z] * 10) + 15 + WorldSettings.SEALEVEL;

                    for (int y = 0; y < height; y++)
                    {
                        if (y > WorldSettings.SNOWLINE + r.Next(3))
                        {
                            _map[x, y, z] = BlockType.Snow;
                        }
                        else if (r.Next(8) == 1)
                        {
                            _map[x, y, z] = BlockType.Gravel;
                        }
                        else
                        {
                            _map[x, y, z] = BlockType.Rock;
                        }
                    }
                }
            }
        }