Add gravel tiles

This commit is contained in:
Marc Di Luzio 2020-07-08 23:45:52 +01:00
parent ed9ecef80a
commit 7b4541716a

View file

@ -18,10 +18,13 @@ const (
TileNone = Tile(0)
// TileRock is solid rock ground
TileRock = Tile('.')
TileRock = Tile('-')
// TileGravel is loose rocks
TileGravel = Tile(':')
// TileSand is sand
TileSand = Tile(',')
TileSand = Tile('~')
)
// Chunk represents a fixed square grid of tiles
@ -112,12 +115,14 @@ func (a *Atlas) populate(chunk int) {
for j := 0; j < a.ChunkSize; j++ {
// Get the perlin noise value for this location
pl := a.perlin.Noise2D(float64(origin.X+i)/10, float64(origin.Y+j)/10)
pl := a.perlin.Noise2D(float64(origin.X+i)/15, float64(origin.Y+j)/15)
// Choose a tile based on the perlin noise value
var tile Tile
switch {
case pl > 0.1:
case pl > 0.2:
tile = TileGravel
case pl > 0.05:
tile = TileSand
default:
tile = TileRock