fix level generator bug
parent
9ba37c04a7
commit
43d6932716
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import type { NoiseFunction2D } from 'simplex-noise'
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import {blockTypes as T, level as L, probability as P, type Block} from './def'
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function trees(r: number, i: number, row: Block[], previousRow: Block[]) {
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const max = row.length - 1
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const h = i - 1
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const j = i + 1
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if (row[i] === T.treeTopMiddle) {
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if (i) {
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if (row[h] === T.treeTopRight) row[h] = T.treeTopLeftMixed
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else row[h] = T.treeTopLeft
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}
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if (i < max) row[j] = T.treeTopRight
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} else if (previousRow[i] === T.treeTopMiddle) {
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row[i] = T.treeCrownMiddle
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if (i) {
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if (row[h] === T.treeCrownRight) row[h] = T.treeCrownLeftMixed
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else row[h] = T.treeCrownLeft
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}
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if (i < max) row[j] = T.treeCrownRight
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} else if (previousRow[i] === T.treeCrownMiddle) {
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row[i] = T.treeTrunkMiddle
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if (i) {
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if (row[h] === T.treeTrunkRight) row[h] = T.treeTrunkLeftMixed
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else row[h] = T.treeTrunkLeft
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}
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if (i < max) row[j] = T.treeTrunkRight
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} else if (previousRow[i] === T.treeTrunkMiddle) {
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row[i] = T.treeRootMiddle
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if (i) {
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if (row[h] === T.treeRootRight) row[h] = T.treeRootLeftMixed
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else row[h] = T.treeRootLeft
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}
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if (i < max) row[j] = T.treeRootRight
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}
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}
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function ground(r: number, i: number, row: Block[], previousRow: Block[]) {
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const rootParts = [T.treeRootLeft, T.treeRootMiddle, T.treeRootRight]
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const prevBlock = previousRow[i]
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if (prevBlock === T.air) {
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if (r < P.soilHole) row[i] = T.air
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else if (row[i] === T.soil) row[i] = T.grass
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} else if (rootParts.indexOf(prevBlock) >= 0) {
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if (row[i] === T.soil) row[i] = T.grass
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}
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}
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function rock(r: number, i: number, row: Block[], previousRow: Block[]) {
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if (previousRow[i] === T.soil && r < P.fray) row[i] = T.soil
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}
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function underground(r: number, i: number, row: Block[], previousRow: Block[]) {
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if (previousRow[i] === T.stone && r < P.fray) row[i] = T.stone
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}
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export default function createBlockExtender(rand: NoiseFunction2D) {
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function extendBlocks(level: number, column: number, row: Block[], previousRow: Block[]) {
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for (let i = 0; i < row.length; i++) {
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const r = rand(level, column + i)
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if (level < L.ground) trees(r, i, row, previousRow)
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else if (level < L.rock) ground(r, i, row, previousRow)
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else if (level < L.underground) rock(r, i, row, previousRow)
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else underground(r, i, row, previousRow)
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}
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}
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return extendBlocks
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}
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