Compare commits
8
Commits
bcfadc4800
..
main
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
a7fde20dd6 | ||
|
|
831ab54250 | ||
|
|
90fa03265a | ||
|
|
bc94ffaa54 | ||
|
|
2534e7ec59 | ||
|
|
f33d6f2428 | ||
|
|
6aad8657c9 | ||
|
|
eb0c1721da |
@@ -0,0 +1,4 @@
|
|||||||
|
# OrangeDream
|
||||||
|
Eventually, it's supposed to be a survival/crafting game with space travel. Hence why it's world-shaped.
|
||||||
|
|
||||||
|
Using the heightmap generator from here: https://github.com/TangentFoxy/heightmap
|
||||||
+45
-116
@@ -1,146 +1,75 @@
|
|||||||
local heightmap = require "lib.heightmap"
|
local map_generator = require "map_generator"
|
||||||
local lovebird = require "lib.lovebird"
|
local lovebird = require "lib.lovebird"
|
||||||
local lume = require "lib.lume"
|
local lume = require "lib.lume"
|
||||||
|
|
||||||
local map = {}
|
local map
|
||||||
|
|
||||||
local biomes = {
|
|
||||||
[1] = {
|
|
||||||
name = "water",
|
|
||||||
altitude = {min = 0, max = 0.9},
|
|
||||||
temperature = {min = 0.1, max = 0.9},
|
|
||||||
humidity = {min = 0.8, max = 1},
|
|
||||||
color = {0, 0, 1, 1},
|
|
||||||
},
|
|
||||||
[2] = {
|
|
||||||
name = "sand",
|
|
||||||
altitude = {min = 0.2, max = 0.9},
|
|
||||||
temperature = {min = 0.2, max = 1},
|
|
||||||
humidity = {min = 0, max = 0.2},
|
|
||||||
color = {1, 1, 0, 1},
|
|
||||||
},
|
|
||||||
[3] = {
|
|
||||||
name = "grass",
|
|
||||||
altitude = {min = 0.3, max = 0.9},
|
|
||||||
temperature = {min = 0.2, max = 0.8},
|
|
||||||
humidity = {min = 0.3, max = 0.6},
|
|
||||||
color = {0, 1, 0, 1},
|
|
||||||
},
|
|
||||||
[4] = {
|
|
||||||
name = "trees",
|
|
||||||
altitude = {min = 0.4, max = 0.7},
|
|
||||||
temperature = {min = 0, max = 0.7},
|
|
||||||
humidity = {min = 0.1, max = 1},
|
|
||||||
color = {0, 0.67, 0, 1},
|
|
||||||
},
|
|
||||||
[6] = {
|
|
||||||
name = "stone",
|
|
||||||
altitude = {min = 0, max = 1},
|
|
||||||
temperature = {min = 0, max = 1},
|
|
||||||
humidity = {min = 0, max = 1},
|
|
||||||
color = {0.67, 0.67, 0.67, 1},
|
|
||||||
},
|
|
||||||
[5] = {
|
|
||||||
name = "ice",
|
|
||||||
altitude = {min = 0, max = 1},
|
|
||||||
temperature = {min = 0, max = 0.1},
|
|
||||||
humidity = {min = 0.1, max = 1},
|
|
||||||
color = {1, 1, 1, 1},
|
|
||||||
},
|
|
||||||
}
|
|
||||||
|
|
||||||
love.load = function()
|
love.load = function()
|
||||||
map.size = 150
|
map = map_generator.generate()
|
||||||
map.altitude = heightmap.create(map.size, map.size, 0, 1)
|
|
||||||
map.temperature = heightmap.create(map.size, map.size, 0, 1)
|
|
||||||
map.humidity = heightmap.create(map.size, map.size, 0, 1)
|
|
||||||
|
|
||||||
-- if true then return end
|
-- if true then return end
|
||||||
|
|
||||||
-- lower temperature by half height
|
-- lower temperature by half height
|
||||||
-- NOTE ruins "normalization" but that's fine once we have "real" numbers to work with
|
-- NOTE ruins "normalization" but that's fine once we have "real" numbers to work with
|
||||||
for x = 0, map.temperature.w do
|
-- for x = 0, map.temperature.w do
|
||||||
for y = 0, map.temperature.h do
|
-- for y = 0, map.temperature.h do
|
||||||
map.temperature[x][y] = math.max(0, map.temperature[x][y] - map.altitude[x][y] / 2)
|
-- map.temperature[x][y] = math.max(0, map.temperature[x][y] - map.altitude[x][y] / 2)
|
||||||
end
|
-- end
|
||||||
end
|
-- end
|
||||||
heightmap.normalize(map.temperature, 0, 1)
|
-- heightmap.normalize(map.temperature, -89.2, 56.7)
|
||||||
|
|
||||||
-- modify temperature by latitude
|
-- modify temperature by latitude
|
||||||
-- TODO would be more efficient to calculate Y in outer loop, since X does not change the distance
|
-- TODO would be more efficient to calculate Y in outer loop, since X does not change the distance
|
||||||
-- NOTE only subtracts temperature, which further "ruins normalization" and makes everything too cold:
|
-- NOTE only subtracts temperature, which further "ruins normalization" and makes everything too cold:
|
||||||
local center_y = map.size / 2
|
-- local center_y = map.size / 2
|
||||||
for x = 0, map.temperature.w do
|
-- for x = 0, map.temperature.w do
|
||||||
for y = 0, map.temperature.h do
|
-- for y = 0, map.temperature.h do
|
||||||
local distance = math.abs(y - center_y)
|
-- local distance = math.abs(y - center_y)
|
||||||
map.temperature[x][y] = lume.clamp(map.temperature[x][y] - distance / map.size, 0, 1)
|
-- map.temperature[x][y] = lume.clamp(map.temperature[x][y] - distance / map.size, 0, 1)
|
||||||
end
|
-- end
|
||||||
end
|
-- end
|
||||||
heightmap.normalize(map.temperature, 0, 1)
|
-- heightmap.normalize(map.temperature, -89.2, 56.7)
|
||||||
|
|
||||||
-- increase humidity by half temperature
|
-- increase humidity by half temperature
|
||||||
for x = 0, map.humidity.w do
|
-- for x = 0, map.humidity.w do
|
||||||
for y = 0, map.humidity.h do
|
-- for y = 0, map.humidity.h do
|
||||||
map.humidity[x][y] = math.min(1, map.humidity[x][y] + map.temperature[x][y] / 2)
|
-- map.humidity[x][y] = math.min(1, map.humidity[x][y] + map.temperature[x][y] / 2)
|
||||||
end
|
-- end
|
||||||
end
|
-- end
|
||||||
|
-- heightmap.normalize(map.humidity, 18, 3240)
|
||||||
-- planetizer!
|
|
||||||
map.terrain = {}
|
|
||||||
local radius = (map.size / 2)^2
|
|
||||||
for x = 0, map.size do
|
|
||||||
map.terrain[x] = {}
|
|
||||||
for y = 0, map.size do
|
|
||||||
if lume.distance(x, y, map.size / 2, map.size / 2, true) < radius then
|
|
||||||
for _, biome in ipairs(biomes) do
|
|
||||||
local altitude = map.altitude[x][y]
|
|
||||||
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
|
|
||||||
local temperature = map.temperature[x][y]
|
|
||||||
if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
|
|
||||||
local humidity = map.humidity[x][y]
|
|
||||||
if humidity >= biome.humidity.min and humidity <= biome.humidity.max then
|
|
||||||
map.terrain[x][y] = biome.color
|
|
||||||
break
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local camera = {
|
||||||
|
x = 0, y = 0,
|
||||||
|
speed = 500,
|
||||||
|
}
|
||||||
love.update = function(dt)
|
love.update = function(dt)
|
||||||
lovebird.update()
|
lovebird.update()
|
||||||
|
|
||||||
|
if love.keyboard.isDown("w") then
|
||||||
|
camera.y = camera.y - camera.speed * dt
|
||||||
|
end
|
||||||
|
if love.keyboard.isDown("s") then
|
||||||
|
camera.y = camera.y + camera.speed * dt
|
||||||
|
end
|
||||||
|
if love.keyboard.isDown("a") then
|
||||||
|
camera.x = camera.x - camera.speed * dt
|
||||||
|
end
|
||||||
|
if love.keyboard.isDown("d") then
|
||||||
|
camera.x = camera.x + camera.speed * dt
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local window_width, window_height = love.graphics.getDimensions()
|
||||||
love.draw = function()
|
love.draw = function()
|
||||||
local tile_size = 2
|
love.graphics.translate(window_width / 2 - (map.size * map.tile_size) / 2 - camera.x, window_height / 2 - (map.size * map.tile_size) / 2 - camera.y)
|
||||||
|
|
||||||
for x = 0, map.altitude.w do
|
for x = 0, map.size do
|
||||||
for y = 0, map.altitude.h do
|
for y = 0, map.size do
|
||||||
-- raw heightmap
|
|
||||||
local value = map.altitude[x][y]
|
|
||||||
if value then
|
|
||||||
love.graphics.setColor(value, value, value, 1)
|
|
||||||
love.graphics.rectangle("fill", x * tile_size, y * tile_size, tile_size, tile_size)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- temperature map
|
|
||||||
local value = map.temperature[x][y]
|
|
||||||
love.graphics.setColor(value, 0, 0, 1)
|
|
||||||
love.graphics.rectangle("fill", map.size * tile_size + x * tile_size, y * tile_size, tile_size, tile_size)
|
|
||||||
|
|
||||||
-- humidity map
|
|
||||||
local value = map.humidity[x][y]
|
|
||||||
love.graphics.setColor(0, 0, value, 1)
|
|
||||||
love.graphics.rectangle("fill", x * tile_size, map.size * tile_size + y * tile_size, tile_size, tile_size)
|
|
||||||
|
|
||||||
-- "naive" biomed map
|
|
||||||
local value = map.terrain[x][y]
|
local value = map.terrain[x][y]
|
||||||
if value then
|
if value then
|
||||||
love.graphics.setColor(value)
|
love.graphics.setColor(value)
|
||||||
love.graphics.rectangle("fill", map.size * tile_size + x * tile_size, map.size * tile_size + y * tile_size, tile_size, tile_size)
|
love.graphics.rectangle("fill", x * map.tile_size, y * map.tile_size, map.tile_size, map.tile_size)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -0,0 +1,181 @@
|
|||||||
|
local heightmap = require "lib.heightmap"
|
||||||
|
local lume = require "lib.lume"
|
||||||
|
|
||||||
|
local biomes = {
|
||||||
|
-- [5] = {
|
||||||
|
-- name = "ocean",
|
||||||
|
-- altitude = {min = 0, max = 0.2}, -- bottom of world is the only part that matters
|
||||||
|
-- temperature = {min = 0, max = 1},
|
||||||
|
-- humidity = {min = 0, max = 1},
|
||||||
|
-- color = {0, 0, 0.67, 1},
|
||||||
|
-- },
|
||||||
|
-- [6] = {
|
||||||
|
-- name = "beach",
|
||||||
|
-- altitude = {min = 0.2, max = 0.205}, -- just above ocean
|
||||||
|
-- temperature = {min = 0, max = 1},
|
||||||
|
-- humidity = {min = 0, max = 0.8}, -- excluding upper humidity for swamp
|
||||||
|
-- color = {1, 1, 0.33, 1}, -- brighter yellow to distinguish from sand
|
||||||
|
-- },
|
||||||
|
-- [8] = {
|
||||||
|
-- name = "swamp", -- fun idea, but generates between ocean and water too often?
|
||||||
|
-- altitude = {min = 0, max = 1},
|
||||||
|
-- temperature = {min = 0.5, max = 1},
|
||||||
|
-- humidity = {min = 0.95, max = 1},
|
||||||
|
-- color = {0, 0.5, 0.33, 1},
|
||||||
|
-- },
|
||||||
|
-- [10] = {
|
||||||
|
-- name = "water",
|
||||||
|
-- altitude = {min = 0, max = 0.9}, -- top excluded because it should've gone downhill
|
||||||
|
-- temperature = {min = 0.1, max = 0.9}, -- bottom should be ice, top should evaporate
|
||||||
|
-- humidity = {min = 0.8, max = 1}, -- only the wettest places
|
||||||
|
-- color = {0, 0, 1, 1},
|
||||||
|
-- },
|
||||||
|
-- [20] = {
|
||||||
|
-- name = "sand",
|
||||||
|
-- altitude = {min = 0.2, max = 0.9}, -- top falls down, bottom is underwater
|
||||||
|
-- temperature = {min = 0, max = 1},
|
||||||
|
-- humidity = {min = 0, max = 0.2}, -- only where dry makes more sense for a desert
|
||||||
|
-- color = {1, 1, 0, 1},
|
||||||
|
-- },
|
||||||
|
-- [30] = {
|
||||||
|
-- name = "grass",
|
||||||
|
-- altitude = {min = 0.3, max = 0.9}, -- top of the world not enough air, bottom too wet / leaving space for others
|
||||||
|
-- temperature = {min = 0.2, max = 0.8}, -- not very sensitive to temperature
|
||||||
|
-- humidity = {min = 0.2, max = 0.6}, -- not very sensitive to humidity; but excluded from the worst
|
||||||
|
-- color = {0, 1, 0, 1},
|
||||||
|
-- },
|
||||||
|
-- [40] = {
|
||||||
|
-- name = "trees",
|
||||||
|
-- altitude = {min = 0.4, max = 0.7}, -- more sensitive than grass
|
||||||
|
-- temperature = {min = 0, max = 0.7},
|
||||||
|
-- humidity = {min = 0.3, max = 0.8}, -- these are not desert trees, they need more water
|
||||||
|
-- color = {0, 0.67, 0, 1},
|
||||||
|
-- },
|
||||||
|
-- [60] = {
|
||||||
|
-- name = "stone",
|
||||||
|
-- altitude = {min = 0, max = 1},
|
||||||
|
-- temperature = {min = 0, max = 1},
|
||||||
|
-- humidity = {min = 0, max = 1},
|
||||||
|
-- color = {0.67, 0.67, 0.67, 1},
|
||||||
|
-- },
|
||||||
|
-- [50] = {
|
||||||
|
-- name = "ice",
|
||||||
|
-- altitude = {min = 0, max = 1},
|
||||||
|
-- temperature = {min = 0, max = 0.01},
|
||||||
|
-- humidity = {min = 0.2, max = 1},
|
||||||
|
-- color = {1, 1, 1, 1},
|
||||||
|
-- },
|
||||||
|
[900] = {
|
||||||
|
name = "deep ocean",
|
||||||
|
altitude = {min = -math.huge, max = -5000},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
humidity = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0, 0, 0.25, 1},
|
||||||
|
},
|
||||||
|
[1000] = {
|
||||||
|
name = "ocean (definition, 0 meters)",
|
||||||
|
altitude = {min = -math.huge, max = 0},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
humidity = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0, 0, 0.5, 1},
|
||||||
|
},
|
||||||
|
[2000] = {
|
||||||
|
name = "snowline (middle estimate)",
|
||||||
|
altitude = {min = 4000, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
humidity = {min = -math.huge, max = math.huge},
|
||||||
|
color = {1, 1, 1, 1},
|
||||||
|
},
|
||||||
|
[2100] = {
|
||||||
|
name = "alpine zone",
|
||||||
|
altitude = {min = 3500, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
humidity = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0.8, 0.8, 0.8, 1},
|
||||||
|
},
|
||||||
|
[2200] = {
|
||||||
|
name = "subalpine zone",
|
||||||
|
altitude = {min = 3000, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
humidity = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0.67, 0.67, 0.67, 1},
|
||||||
|
},
|
||||||
|
[2300] = {
|
||||||
|
name = "montane zone",
|
||||||
|
altitude = {min = 2500, max = math.huge},
|
||||||
|
temperature = {min = -math.huge, max = math.huge},
|
||||||
|
humidity = {min = -math.huge, max = math.huge},
|
||||||
|
color = {0.67, 0.67, 0.5, 1},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
local function generate()
|
||||||
|
local map = {}
|
||||||
|
|
||||||
|
map.size = 500
|
||||||
|
map.tile_size = 1
|
||||||
|
map.altitude = heightmap.create(map.size, map.size, 0, 1) -- meters
|
||||||
|
map.temperature = heightmap.create(map.size, map.size, -89.2, 56.7) -- celsius
|
||||||
|
map.humidity = heightmap.create(map.size, map.size, 18, 3240) -- millimeters rainfall
|
||||||
|
|
||||||
|
-- local function earthlike_altitude_adjustment(altitude)
|
||||||
|
-- -- max too low, min too high, too much ocean
|
||||||
|
-- return 6099 - 114909 * altitude + 830891 * altitude^2 - 2.72e6 * altitude^3 + 4.19e6 * altitude^4 - 3.02e6 * altitude^5 + 815866 * altitude^6
|
||||||
|
-- end
|
||||||
|
local function earthlike_altitude_adjustment(altitude)
|
||||||
|
-- good oceans, too much high altitude
|
||||||
|
return -10948 + 101018 * altitude - 643382 * altitude^2 + 2.17e6 * altitude^3 - 3.62e6 * altitude^4 + 2.87e6 * altitude^5 -852042 * altitude^6
|
||||||
|
end
|
||||||
|
-- local function earthlike_altitude_adjustment(altitude)
|
||||||
|
-- -- only creates ocean (wtf)
|
||||||
|
-- return -10851 + 151279 * altitude - 1.14e6 * altitude^2 +3.84e6 * altitude^3 -6.11e6 * altitude^4 +4.48e6 * altitude^5 - 1.21e6 * altitude^6
|
||||||
|
-- end
|
||||||
|
local min, max = math.huge, -math.huge
|
||||||
|
for x = 0, map.size do
|
||||||
|
for y = 0, map.size do
|
||||||
|
local value = earthlike_altitude_adjustment(map.altitude[x][y])
|
||||||
|
if value > max then max = value end
|
||||||
|
if value < min then min = value end
|
||||||
|
map.altitude[x][y] = value
|
||||||
|
end
|
||||||
|
end
|
||||||
|
print("Altitude", "Min: ", min, "Max:", max)
|
||||||
|
|
||||||
|
-- planetizer!
|
||||||
|
local biome_order = {}
|
||||||
|
for order in pairs(biomes) do
|
||||||
|
biome_order[#biome_order + 1] = order
|
||||||
|
end
|
||||||
|
table.sort(biome_order)
|
||||||
|
|
||||||
|
map.terrain = {w = map.size, h = map.size}
|
||||||
|
local radius = (map.size / 2)^2
|
||||||
|
for x = 0, map.size do
|
||||||
|
map.terrain[x] = {}
|
||||||
|
for y = 0, map.size do
|
||||||
|
if lume.distance(x, y, map.size / 2, map.size / 2, true) < radius then
|
||||||
|
-- for _, biome in ipairs(biomes) do
|
||||||
|
for _, order in ipairs(biome_order) do
|
||||||
|
local biome = biomes[order]
|
||||||
|
local altitude = map.altitude[x][y]
|
||||||
|
if altitude >= biome.altitude.min and altitude <= biome.altitude.max then
|
||||||
|
local temperature = map.temperature[x][y]
|
||||||
|
if temperature >= biome.temperature.min and temperature <= biome.temperature.max then
|
||||||
|
local humidity = map.humidity[x][y]
|
||||||
|
if humidity >= biome.humidity.min and humidity <= biome.humidity.max then
|
||||||
|
map.terrain[x][y] = biome.color
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
return map
|
||||||
|
end
|
||||||
|
|
||||||
|
return {
|
||||||
|
generate = generate,
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user