void DetermineLandmass() // Perlin { waters.Clear(); var noise = new Noise(seed); foreach (var i in Polygons) { int total = 0; int water = 0; foreach (var j in i.Nodes) { //var n = noise[(int)((j.X + 1) / 2 * 255), (int)((j.Y + 1) / 2 * 255)]; var n = noise.GetNoise((j.X + 1) * 2, (j.Y + 1) * 2, 0.3); var d = j.X * j.X + j.Y * j.Y; if (n < d * 0.65 || (Math.Abs(j.X) > 0.9 || Math.Abs(j.Y) > 0.9)) { j.IsWater = true; waters.Add(j); water++; } total++; } } }
void AddNoiseAndBiome(TerrainTile[,] buff, Dictionary<MapPolygon, double> moist) { int w = buff.GetLength(0); int h = buff.GetLength(1); var elevationNoise = new Noise(rand.Next()); var moistureNoise = new Noise(rand.Next()); //var elevationNoise = PerlinNoise.GetPerlinNoise(rand.Next(), 256, 256, 2); //var moistureNoise = PerlinNoise.GetPerlinNoise(rand.Next(), 256, 256, 2); for (int y = 0; y < w; y++) for (int x = 0; x < h; x++) { var tile = buff[x, y]; if (tile.PolygonId != -1) { var poly = map.Polygons[tile.PolygonId]; poly = poly.Neighbour[poly.Id % poly.Neighbour.Length]; tile.Elevation = Math.Min(1, (float)(poly.DistanceToCoast + poly.DistanceToCoast * elevationNoise.GetNoise(x * 128.0 / w, y * 128.0 / h, 0.3) * 0.01f) * 2); if (tile.Elevation > 1) tile.Elevation = 1; else if (tile.Elevation < 0) tile.Elevation = 0; tile.Moisture = (float)(moist[poly] + moist[poly] * moistureNoise.GetNoise(x * 128.0 / w, y * 128.0 / h, 0.3) * 0.01f); if (tile.Moisture > 1) tile.Moisture = 1; else if (tile.Moisture < 0) tile.Moisture = 0; } tile.Biome = GetBiome(tile); var biomeGround = GetBiomeGround(tile.Biome); if (biomeGround != 0) tile.TileId = biomeGround; buff[x, y] = tile; } }
public void RenderSetPiece(World world, IntPoint pos) { int[,] t = new int[33, 33]; for (int x = 0; x < 33; x++) //Grassing for (int y = 0; y < 33; y++) { if (Math.Abs(x - Size / 2) / (Size / 2.0) + rand.NextDouble() * 0.3 < 0.95 && Math.Abs(y - Size / 2) / (Size / 2.0) + rand.NextDouble() * 0.3 < 0.95) t[x, y] = 1; } for (int x = 12; x < 21; x++) //Outer for (int y = 4; y < 29; y++) t[x, y] = 2; t = SetPieces.rotateCW(t); for (int x = 12; x < 21; x++) for (int y = 4; y < 29; y++) t[x, y] = 2; for (int x = 13; x < 20; x++) //Inner for (int y = 5; y < 28; y++) t[x, y] = 4; t = SetPieces.rotateCW(t); for (int x = 13; x < 20; x++) for (int y = 5; y < 28; y++) t[x, y] = 4; for (int i = 0; i < 4; i++) //Ext { for (int x = 13; x < 20; x++) for (int y = 5; y < 7; y++) t[x, y] = 3; t = SetPieces.rotateCW(t); } for (int i = 0; i < 4; i++) //Pillars { t[13, 7] = rand.Next() % 3 == 0 ? 6 : 5; t[19, 7] = rand.Next() % 3 == 0 ? 6 : 5; t[13, 10] = rand.Next() % 3 == 0 ? 6 : 5; t[19, 10] = rand.Next() % 3 == 0 ? 6 : 5; t = SetPieces.rotateCW(t); } Noise noise = new Noise(Environment.TickCount); //Perlin noise for (int x = 0; x < 33; x++) for (int y = 0; y < 33; y++) if (noise.GetNoise(x / 33f * 8, y / 33f * 8, .5f) < 0.2) t[x, y] = 0; for (int x = 0; x < 33; x++) //Rendering for (int y = 0; y < 33; y++) { if (t[x, y] == 1) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = Grass; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 2) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = TileDark; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 3) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = Tile; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 4) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = Stone; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 5) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = Stone; tile.ObjType = PillarA; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 6) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = Stone; tile.ObjType = PillarB; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } } Entity skull = Entity.Resolve(0x0d56); //Skulls! skull.Move(pos.X + Size / 2f, pos.Y + Size / 2f); world.EnterWorld(skull); }
static Bitmap RenderNoiseBmp(int w, int h) { Bitmap bmp = new Bitmap(w, h); BitmapBuffer buff = new BitmapBuffer(bmp); buff.Lock(); var noise = new Noise(Environment.TickCount); for (int y = 0; y < w; y++) for (int x = 0; x < h; x++) { uint color = 0x00ffffff; color |= (uint)(noise.GetNoise(x / (double)w * 2, y / (double)h * 2, 0) * 255) << 24; buff[x, y] = color; } buff.Unlock(); return bmp; }
public void RenderSetPiece(World world, IntPoint pos) { var t = new int[33, 33]; for (int x = 0; x < 33; x++) //Grassing for (int y = 0; y < 33; y++) { if (Math.Abs(x - Size/2)/(Size/2.0) + rand.NextDouble()*0.3 < 0.95 && Math.Abs(y - Size/2)/(Size/2.0) + rand.NextDouble()*0.3 < 0.95) t[x, y] = 1; } for (int x = 12; x < 21; x++) //Outer for (int y = 4; y < 29; y++) t[x, y] = 2; t = SetPieces.rotateCW(t); for (int x = 12; x < 21; x++) for (int y = 4; y < 29; y++) t[x, y] = 2; for (int x = 13; x < 20; x++) //Inner for (int y = 5; y < 28; y++) t[x, y] = 4; t = SetPieces.rotateCW(t); for (int x = 13; x < 20; x++) for (int y = 5; y < 28; y++) t[x, y] = 4; for (int i = 0; i < 4; i++) //Ext { for (int x = 13; x < 20; x++) for (int y = 5; y < 7; y++) t[x, y] = 3; t = SetPieces.rotateCW(t); } for (int i = 0; i < 4; i++) //Pillars { t[13, 7] = rand.Next()%3 == 0 ? 6 : 5; t[19, 7] = rand.Next()%3 == 0 ? 6 : 5; t[13, 10] = rand.Next()%3 == 0 ? 6 : 5; t[19, 10] = rand.Next()%3 == 0 ? 6 : 5; t = SetPieces.rotateCW(t); } var noise = new Noise(Environment.TickCount); //Perlin noise for (int x = 0; x < 33; x++) for (int y = 0; y < 33; y++) if (noise.GetNoise(x/33f*8, y/33f*8, .5f) < 0.2) t[x, y] = 0; XmlData dat = world.Manager.GameData; for (int x = 0; x < 33; x++) //Rendering for (int y = 0; y < 33; y++) { if (t[x, y] == 1) { WmapTile tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = dat.IdToTileType[Grass]; tile.ObjType = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 2) { WmapTile tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = dat.IdToTileType[TileDark]; tile.ObjType = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 3) { WmapTile tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = dat.IdToTileType[Tile]; tile.ObjType = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 4) { WmapTile tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = dat.IdToTileType[Stone]; tile.ObjType = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 5) { WmapTile tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = dat.IdToTileType[Stone]; tile.ObjType = dat.IdToObjectType[PillarA]; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Map[x + pos.X, y + pos.Y] = tile; } else if (t[x, y] == 6) { WmapTile tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = dat.IdToTileType[Stone]; tile.ObjType = dat.IdToObjectType[PillarB]; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Map[x + pos.X, y + pos.Y] = tile; } } Entity skull = Entity.Resolve(world.Manager, "Skull Shrine"); //Skulls! skull.Move(pos.X + Size/2f, pos.Y + Size/2f); world.EnterWorld(skull); }
private void DetermineLandmass() // Perlin { waters.Clear(); Noise noise = new Noise(seed); foreach (MapPolygon i in Polygons) { int total = 0; int water = 0; foreach (MapNode j in i.Nodes) { //var n = noise[(int)((j.X + 1) / 2 * 255), (int)((j.Y + 1) / 2 * 255)]; float n = noise.GetNoise((j.X + 1) * 2, (j.Y + 1) * 2, 0); double d = j.X * j.X + j.Y * j.Y; if (n < d * 0.7 || (Math.Abs(j.X) > 0.9 || Math.Abs(j.Y) > 0.9)) { j.IsWater = true; waters.Add(j); water++; } total++; } } }