fix level generator bug

main
Norman Köhring 1 year ago
parent 9ba37c04a7
commit 43d6932716

@ -0,0 +1,73 @@
import type { NoiseFunction2D } from 'simplex-noise'
import {blockTypes as T, level as L, probability as P, type Block} from './def'
function trees(r: number, i: number, row: Block[], previousRow: Block[]) {
const max = row.length - 1
const h = i - 1
const j = i + 1
if (row[i] === T.treeTopMiddle) {
if (i) {
if (row[h] === T.treeTopRight) row[h] = T.treeTopLeftMixed
else row[h] = T.treeTopLeft
}
if (i < max) row[j] = T.treeTopRight
} else if (previousRow[i] === T.treeTopMiddle) {
row[i] = T.treeCrownMiddle
if (i) {
if (row[h] === T.treeCrownRight) row[h] = T.treeCrownLeftMixed
else row[h] = T.treeCrownLeft
}
if (i < max) row[j] = T.treeCrownRight
} else if (previousRow[i] === T.treeCrownMiddle) {
row[i] = T.treeTrunkMiddle
if (i) {
if (row[h] === T.treeTrunkRight) row[h] = T.treeTrunkLeftMixed
else row[h] = T.treeTrunkLeft
}
if (i < max) row[j] = T.treeTrunkRight
} else if (previousRow[i] === T.treeTrunkMiddle) {
row[i] = T.treeRootMiddle
if (i) {
if (row[h] === T.treeRootRight) row[h] = T.treeRootLeftMixed
else row[h] = T.treeRootLeft
}
if (i < max) row[j] = T.treeRootRight
}
}
function ground(r: number, i: number, row: Block[], previousRow: Block[]) {
const rootParts = [T.treeRootLeft, T.treeRootMiddle, T.treeRootRight]
const prevBlock = previousRow[i]
if (prevBlock === T.air) {
if (r < P.soilHole) row[i] = T.air
else if (row[i] === T.soil) row[i] = T.grass
} else if (rootParts.indexOf(prevBlock) >= 0) {
if (row[i] === T.soil) row[i] = T.grass
}
}
function rock(r: number, i: number, row: Block[], previousRow: Block[]) {
if (previousRow[i] === T.soil && r < P.fray) row[i] = T.soil
}
function underground(r: number, i: number, row: Block[], previousRow: Block[]) {
if (previousRow[i] === T.stone && r < P.fray) row[i] = T.stone
}
export default function createBlockExtender(rand: NoiseFunction2D) {
function extendBlocks(level: number, column: number, row: Block[], previousRow: Block[]) {
for (let i = 0; i < row.length; i++) {
const r = rand(level, column + i)
if (level < L.ground) trees(r, i, row, previousRow)
else if (level < L.rock) ground(r, i, row, previousRow)
else if (level < L.underground) rock(r, i, row, previousRow)
else underground(r, i, row, previousRow)
}
}
return extendBlocks
}

@ -1,9 +1,7 @@
import type { NoiseFunction2D } from 'simplex-noise'
import {blockTypes as T, level as L, probability as P, type Block} from './def'
export default function createBlockGenerator(noise2D: NoiseFunction2D) {
const rand: NoiseFunction2D = (x, y) => 0.5 + 0.5 * noise2D(x, y)
export default function createBlockGenerator(rand: NoiseFunction2D) {
// randomly generate a block
// level: number, smaller is "higher"
// column: number, the x-axis

@ -1,18 +1,18 @@
import alea from 'alea'
import { createNoise2D } from 'simplex-noise'
import { createNoise2D, type NoiseFunction2D } from 'simplex-noise'
import createBlockGenerator from './blockGen'
import createBlockExtender from './blockExt'
import {blockTypes as T, level as L, type Block} from './def'
//import BlockGen from './first-iteration'
//import BlockExt from './second-iteration'
//import PlayerChanges from './third-iteration'
export default function createLevel(width: number, height: number, seed = 'very random seed') {
const prng = alea(seed)
const noise2D = createNoise2D(prng)
const rand: NoiseFunction2D = (x, y) => 0.5 + 0.5 * noise2D(x, y)
const _grid: Block[][] = new Array(height)
const blockGen = createBlockGenerator(noise2D)
const blockGen = createBlockGenerator(rand)
const blockExt = createBlockExtender(rand)
// Apply changes, coming from the player (tocktocktock-plopp!)
function change (level: number, column: number, newBlock: Block) {
@ -26,6 +26,7 @@ export default function createLevel(width: number, height: number, seed = 'very
const previousRow = i ? _grid[i-1] : [] as Block[]
blockGen(level, column, row, previousRow)
blockExt(level, column, row, previousRow)
_grid[i] = row
}

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