#include "WGDefault.h" static int grassLevel(const siv::PerlinNoise &perlin, int x) { return (int)(perlin.noise(x / 50.0, 0) * 13); } static int stoneLevel(const siv::PerlinNoise &perlin, int x) { return (int)(perlin.noise(x / 50.0, 10) * 10) + 10; } Swan::Tile::ID WGDefault::genTile(Swan::TilePos pos) { int grass_level = grassLevel(perlin_, pos.x); int stone_level = stoneLevel(perlin_, pos.x); // Caves if (pos.y > grass_level + 7 && perlin_.noise(pos.x / 43.37, pos.y / 16.37) > 0.2) return tAir_; if (pos.y > stone_level) return tStone_; else if (pos.y > grass_level) return tDirt_; else if (pos.y == grass_level) return tGrass_; else return tAir_; } void WGDefault::genChunk(Swan::WorldPlane &plane, Swan::Chunk &chunk) { for (int cx = 0; cx < Swan::CHUNK_WIDTH; ++cx) { int tilex = chunk.pos_.x * Swan::CHUNK_WIDTH + cx; for (int cy = 0; cy < Swan::CHUNK_HEIGHT; ++cy) { int tiley = chunk.pos_.y * Swan::CHUNK_HEIGHT + cy; Swan::TilePos pos(tilex, tiley); Swan::Chunk::RelPos rel(cx, cy); chunk.setTileData(rel, genTile(pos)); } } } Swan::BodyTrait::HasBody *WGDefault::spawnPlayer(Swan::WorldPlane &plane) { int x = 0; return dynamic_cast( plane.spawnEntity("core::player", Swan::SRFFloatArray{ (float)x, (float)grassLevel(perlin_, x) - 4 })); }