Add perlin based generation for the terrain tiles

This commit is contained in:
Marc Di Luzio 2020-07-08 20:10:28 +01:00
parent 10959ef726
commit ed9ecef80a
4 changed files with 50 additions and 6 deletions

View file

@ -4,6 +4,7 @@ import (
"log"
"math/rand"
"github.com/aquilax/go-perlin"
"github.com/mdiluz/rove/pkg/maths"
"github.com/mdiluz/rove/pkg/objects"
"github.com/mdiluz/rove/pkg/vector"
@ -47,6 +48,9 @@ type Atlas struct {
// ChunkSize is the x/y dimensions of each square chunk
ChunkSize int `json:"chunksize"`
// perlin is the current perlin noise generator
perlin *perlin.Perlin
}
// NewAtlas creates a new empty atlas
@ -57,6 +61,7 @@ func NewAtlas(chunkSize int) Atlas {
Chunks: make([]Chunk, 1),
LowerBound: vector.Vector{X: 0, Y: 0},
UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
perlin: perlin.NewPerlin(2, 2, 3, 100),
}
// Initialise the first chunk
a.populate(0)
@ -102,12 +107,23 @@ func (a *Atlas) populate(chunk int) {
c.Tiles = make([]byte, a.ChunkSize*a.ChunkSize)
c.Objects = make(map[int]objects.Object)
// Set up the tiles
for i := 0; i < len(c.Tiles); i++ {
if rand.Intn(3) == 0 {
c.Tiles[i] = byte(TileRock)
} else {
c.Tiles[i] = byte(TileSand)
origin := a.chunkOriginInWorldSpace(chunk)
for i := 0; i < a.ChunkSize; i++ {
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)
// Choose a tile based on the perlin noise value
var tile Tile
switch {
case pl > 0.1:
tile = TileSand
default:
tile = TileRock
}
c.Tiles[j*a.ChunkSize+i] = byte(tile)
}
}
@ -217,6 +233,7 @@ func (a *Atlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
LowerBound: lower,
UpperBound: upper,
Chunks: make([]Chunk, size.X*size.Y),
perlin: a.perlin,
}
// Log that we're resizing