local heightmap = require "lib.heightmap" local lovebird = require "lib.lovebird" local lume = require "lib.lume" local map = {} local biomes = { water = { altitude = {min = 0, max = 0.2}, color = {0, 0, 1, 1}, }, sand = { altitude = {min = 0.2, max = 0.215}, color = {1, 1, 0, 1}, }, grass = { altitude = {min = 0.215, max = 0.34}, color = {0, 1, 0, 1}, }, trees = { altitude = {min = 0.34, max = 0.72}, color = {0, 0.67, 0, 1}, }, stone = { altitude = {min = 0.72, max = 0.9}, color = {0.67, 0.67, 0.67, 1}, }, ice = { altitude = {min = 0.9, max = 1}, color = {1, 1, 1, 1} }, } love.load = function() map.size = 150 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 -- lower temperature by half height -- NOTE ruins "normalization" but that's fine once we have "real" numbers to work with for x = 0, map.temperature.w do for y = 0, map.temperature.h do map.temperature[x][y] = math.max(0, map.temperature[x][y] - map.altitude[x][y] / 2) end end heightmap.normalize(map.temperature, 0, 1) -- modify temperature by latitude -- 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: local center_y = map.size / 2 for x = 0, map.temperature.w do for y = 0, map.temperature.h do local distance = math.abs(y - center_y) map.temperature[x][y] = lume.clamp(map.temperature[x][y] - distance / map.size / 2, 0, 1) end end heightmap.normalize(map.temperature, 0, 1) -- increase humidity by half temperature for x = 0, map.humidity.w do for y = 0, map.humidity.h do map.humidity[x][y] = math.min(1, map.humidity[x][y] + map.temperature[x][y] / 2) end end -- 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 name, biome in pairs(biomes) do local value = map.altitude[x][y] -- this allows a non-deterministic change of terrain -- depending on which biome is checked first but I don't care right now] if value >= biome.altitude.min and value <= biome.altitude.max then map.terrain[x][y] = biome.color break end end end end end end love.update = function(dt) lovebird.update() end love.draw = function() local tile_size = 2 for x = 0, map.altitude.w do for y = 0, map.altitude.h 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] if value then 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) end end end end love.keypressed = function(key) if key == "escape" then love.event.quit() elseif key == "r" then love.load() end end