|
@@ -0,0 +1,160 @@
|
|
|
+//
|
|
|
+// Trying to figure out how to do larger terrain by generating at the edges - work in progress
|
|
|
+//
|
|
|
+//
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+#include "raylib.h"
|
|
|
+#include <math.h>
|
|
|
+
|
|
|
+static int map[600][600];
|
|
|
+
|
|
|
+static int mapWidth = 600;
|
|
|
+static int mapHeight = 600;
|
|
|
+static float tileWidth;
|
|
|
+static float tileHeight;
|
|
|
+static const int screenWidth = 640;
|
|
|
+static const int screenHeight = 480;
|
|
|
+
|
|
|
+static void makemap(int px, int py);
|
|
|
+static void drawmap();
|
|
|
+static void genmap();
|
|
|
+
|
|
|
+int main(void)
|
|
|
+{
|
|
|
+ // Initialization
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ InitWindow(screenWidth, screenHeight, "raylib example.");
|
|
|
+
|
|
|
+ // We want to have the tile width and height fill the entire screen.
|
|
|
+ tileWidth = 1;//ceil((float)screenWidth / (float)mapWidth);
|
|
|
+ tileHeight = 1;//ceil((float)screenHeight / (float)mapHeight);
|
|
|
+ genmap();
|
|
|
+
|
|
|
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ // Main game loop
|
|
|
+ while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
|
+ {
|
|
|
+ // Update
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+ if(IsKeyDown(KEY_SPACE)){
|
|
|
+ genmap();
|
|
|
+ }
|
|
|
+
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+ // Draw
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+ BeginDrawing();
|
|
|
+
|
|
|
+ ClearBackground(RAYWHITE);
|
|
|
+ drawmap();
|
|
|
+ DrawRectangle(0,0,screenWidth,24,DARKGRAY);
|
|
|
+ DrawText("Press Space to Generate new map",2,2,20,WHITE);
|
|
|
+
|
|
|
+ EndDrawing();
|
|
|
+ //----------------------------------------------------------------------------------
|
|
|
+ }
|
|
|
+
|
|
|
+ // De-Initialization
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+ CloseWindow(); // Close window and OpenGL context
|
|
|
+ //--------------------------------------------------------------------------------------
|
|
|
+
|
|
|
+ return 0;
|
|
|
+
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+static void makemap(int px,int py){
|
|
|
+
|
|
|
+
|
|
|
+ // First we create a couple of hills in the map
|
|
|
+ // We create a random spot and draw a line there somewhat randomly
|
|
|
+ // We create a line of some sort to create more realistic landmasses. :Experiment:
|
|
|
+ int rx,ry;
|
|
|
+ for(int i=0;i<40/3;i++){
|
|
|
+ rx = GetRandomValue(-10,60-5);
|
|
|
+ ry = GetRandomValue(-10,60-5);
|
|
|
+ int mx=GetRandomValue(-1,1);
|
|
|
+ int my=GetRandomValue(-1,1);
|
|
|
+ int len=GetRandomValue(1,50/4);
|
|
|
+ for(int ii=0;ii<len;ii++){
|
|
|
+ if(GetRandomValue(0,10)<2){
|
|
|
+ mx=GetRandomValue(-1,1);
|
|
|
+ my=GetRandomValue(-1,1);
|
|
|
+ }
|
|
|
+ int nx=rx+mx;
|
|
|
+ int ny=ry+my;
|
|
|
+
|
|
|
+ //if(nx>0&&nx<55-1 && ny>0 && ny<55-1){
|
|
|
+ map[nx+px][ny+py] = 1;
|
|
|
+ //}
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ // Now we want to pile sand ontop and right next to the current hills.
|
|
|
+ // This will make them into larger hills. We do this by picking a random
|
|
|
+ // spot. If there is something below that we increase the height there.
|
|
|
+ int clunk=(50*50)*GetRandomValue(2,3);
|
|
|
+ for(int i=0;i<clunk;i++){
|
|
|
+ int nx,ny;
|
|
|
+ nx = GetRandomValue(-20,70-2);
|
|
|
+ ny = GetRandomValue(-20,70-2);
|
|
|
+ if(map[nx+px][ny+py]>0){
|
|
|
+ for(int y=-1;y<2;y++){
|
|
|
+ for(int x=-1;x<2;x++){
|
|
|
+ map[nx+x+px][ny+y+py]++;
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+static void drawmap(){
|
|
|
+ for(int y=0;y<mapHeight;y++){
|
|
|
+ for(int x=0;x<mapWidth;x++){
|
|
|
+ if(map[x][y]==0){ // water
|
|
|
+ DrawRectangle(x*tileWidth,y*tileHeight,tileWidth,tileHeight,BLUE);
|
|
|
+ }
|
|
|
+ if(map[x][y]>0){
|
|
|
+ if(map[x][y]>0){//Draw the beach
|
|
|
+ DrawRectangle(x*tileWidth,y*tileHeight,tileWidth,tileHeight,(Color){250,220,0,255});
|
|
|
+ }
|
|
|
+
|
|
|
+ if(map[x][y]>3){//If the height is larger than 3 than draw trees
|
|
|
+ DrawRectangle(x*tileWidth,y*tileHeight,tileWidth,tileHeight,(Color){0,210,0,255});
|
|
|
+ }
|
|
|
+ if(map[x][y]>15){ // here we draw some more trees
|
|
|
+ DrawRectangle(x*tileWidth,y*tileHeight,tileWidth,tileHeight,(Color){0,170,0,255});
|
|
|
+ }
|
|
|
+
|
|
|
+ if(map[x][y]>20){ // draw mountains or rocks
|
|
|
+ DrawRectangle(x*tileWidth,y*tileHeight,tileWidth,tileHeight,(Color){110,110,110,255});
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static void genmap(){
|
|
|
+ // Here we generate the map using the hill algorithm
|
|
|
+ for(int y=0;y<mapHeight;y++){
|
|
|
+ for(int x=0;x<mapWidth;x++){
|
|
|
+ map[x][y]=0;
|
|
|
+ }}
|
|
|
+
|
|
|
+ for(int y=1;y<7;y++){
|
|
|
+ for(int x=1;x<8;x++){
|
|
|
+ makemap(x*50,y*50);
|
|
|
+ }}
|
|
|
+};
|