biomes work

This commit is contained in:
Tangent 2019-07-19 19:04:21 -07:00
parent d2d4d57509
commit ad75946a83
5 changed files with 72 additions and 20 deletions

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@ -1,5 +1,7 @@
import random, noise from love.math
biomes = love.image.newImageData "biomes3.png"
class World
new: =>
@generateSeed!
@ -8,42 +10,87 @@ class World
unless map[x]
map[x] = {}
unless map[x][y]
p = @precipitation(x, y)
-- map[x][y] = { 1 - p, 1 - p, 1, 1 }
h = @height(x, y)
h = @altitude(x, y)
-- map[x][y] = { h, h, h, 1 }
p = @precipitation(x, y)
-- p = math.sqrt(p * (1 - h)) -- correct precipitation according to altitude
-- map[x][y] = { 1 - p, 1 - p, 1, 1 }
t = @temperature(x, y)
-- map[x][y] = { t, 0, 0, 1 }
map[x][y] = { t, h, p, 1 }
t = math.sqrt(t * (1 - h)) -- correct temperature according to altitude
-- map[x][y] = { t, h, p, 1 }
colors = {
ocean: { 0, 0, 1, 1 }
"fresh water": { 1/3, 1/3, 1, 1 }
"deep ocean": { 0, 0, 2/3, 1 }
"sandy desert": { 1, 1, 0, 1 }
"rocky desert": { 1, 0.9, 0.1, 1 }
"cold desert": { 1/3, 0.75, 0.75, 1 }
swamp: { 65/255, 104/255, 37/255, 1 }
beach: { 1, 1, 2/3, 1 }
rainforest: { 0, 1, 0, 1 }
"frozen ocean": { 0, 0.75, 0.75, 1 }
ice: { 0, 0.9, 0.9, 1 }
snow: { 1, 1, 1, 1 }
tundra: { 0, 1/3, 2/3, 1 }
grassland: { 1/3, 1, 0, 1 }
undefined: { 1, 0, 0, 1 }
white: { 1, 1, 1, 1 }
}
for biome, color in pairs colors
table.insert color, biome
-- biome, probability = "undefined", 0
-- for name, fn in pairs biomes
-- t = fn(t, h, p)
-- if t > probability
-- biome = name
-- probability = t
-- map[x][y] = colors[biome]
-- temperature is x value
-- precipitation is y value (inverted)
t = math.min 9, math.floor t * 10
p = math.min 9, math.floor p * 10
-- print t, p
map[x][y] = { biomes\getPixel t, 9 - p }
unless map[x][y]
map[x][y] = colors.white
return map[x][y]
generateSeed: =>
@map = {}
@sealevel = random! * 0.06 + 0.05 -- 0.05 to 0.11
@precipitationXOffset = random! * 256
@precipitationYOffset = random! * 256
@precipitationScale = random! * 0.009 + 0.001
@temperatureXOffset = random! * 256
@temperatureYOffset = random! * 256
@temperatureScale = random! * 0.009 + 0.001
@heightXOffset = random! * 256
@heightYOffset = random! * 256
@heightScale = random! * 0.009 + 0.001
@heightAmplitude = random! * 0.9 + 0.1 -- max: 1, min: 0.1
@heightXOffset2 = random! * 256
@heightYOffset2 = random! * 256
@heightScale2 = random! * 0.012 + 0.008
@heightAmplitude2 = random! * 0.09 + 0.01 -- max: 0.1, min: 0.01
@heightXOffset3 = random! * 256
@heightYOffset3 = random! * 256
@heightScale3 = random! * 0.092 + 0.01
@heightAmplitude3 = random! * 0.009 + 0.001 -- max: 0.01, min: 0.001
@altitudeXOffset = random! * 256
@altitudeYOffset = random! * 256
@altitudeScale = random! * 0.009 + 0.001
@altitudeAmplitude = random! * 0.9 + 0.1 -- max: 1, min: 0.1
@altitudeXOffset2 = random! * 256
@altitudeYOffset2 = random! * 256
@altitudeScale2 = random! * 0.012 + 0.008
@altitudeAmplitude2 = random! * 0.09 + 0.01 -- max: 0.1, min: 0.01
@altitudeXOffset3 = random! * 256
@altitudeYOffset3 = random! * 256
@altitudeScale3 = random! * 0.092 + 0.01
@altitudeAmplitude3 = random! * 0.009 + 0.001 -- max: 0.01, min: 0.001
precipitation: (x, y) =>
return noise((x + @precipitationXOffset) * @precipitationScale, (y + @precipitationYOffset) * @precipitationScale)
temperature: (x, y) =>
return noise((x + @temperatureXOffset) * @temperatureScale, (y + @temperatureYOffset) * @temperatureScale)
height: (x, y) =>
h = noise((x + @heightXOffset) * @heightScale, (y + @heightYOffset) * @heightScale) * @heightAmplitude +
noise((x + @heightXOffset2) * @heightScale2, (y + @heightYOffset2) * @heightScale2) * @heightAmplitude2 +
noise((x + @heightXOffset3) * @heightScale3, (y + @heightYOffset3) * @heightScale3) * @heightAmplitude3
altitude: (x, y) =>
h = noise((x + @altitudeXOffset) * @altitudeScale, (y + @altitudeYOffset) * @altitudeScale) * @altitudeAmplitude +
noise((x + @altitudeXOffset2) * @altitudeScale2, (y + @altitudeYOffset2) * @altitudeScale2) * @altitudeAmplitude2 +
noise((x + @altitudeXOffset3) * @altitudeScale3, (y + @altitudeYOffset3) * @altitudeScale3) * @altitudeAmplitude3
-- max: 1.11, min: 0.111
-- slope = (output_end - output_start) / (input_end - input_start)
-- output = output_start + slope * (input - input_start)

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@ -33,6 +33,11 @@ love.draw = ->
screenX += 1
love.graphics.setColor 1, 0, 0, 1
love.graphics.circle "line", w/2, h/2, 5
t = world\get player\tile!
love.graphics.setColor 0, 0, 0, 1
love.graphics.rectangle "fill", 0, 0, w, 16
love.graphics.setColor 1, 1, 1, 1
love.graphics.print t[5] or "", 1, 1
love.keypressed = (key) ->
love.event.quit! if key == "escape"