feat: Enhance grass generation with more coverage and variety
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7806b39a51
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41
js/world.js
41
js/world.js
@ -111,22 +111,22 @@ function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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}
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// 3. Add grass with significantly more coverage and noise
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// Increase grass probability for more coverage
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// Increase grass probability for more coverage - now almost guaranteed
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const grassProbability = (height - baseHeight) / (hill1Height - baseHeight);
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if (random() < grassProbability * 0.7 + 0.3) { // Minimum 30% chance, up to 100%
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if (random() < grassProbability * 0.3 + 0.7) { // Minimum 70% chance, up to 100%
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// Add grass on top
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chunkData[(floorY - noiseHeight) * CHUNK_SIZE + x] = GRASS;
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// More frequently add patches of grass on the sides
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if (random() < 0.5) { // Increased from 0.3
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// Much more frequently add patches of grass on the sides
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if (random() < 0.8) { // Increased from 0.5
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// Add grass to the left if possible
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if (x > 0 && chunkData[(floorY - noiseHeight) * CHUNK_SIZE + (x-1)] === SAND) {
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chunkData[(floorY - noiseHeight) * CHUNK_SIZE + (x-1)] = GRASS;
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}
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}
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if (random() < 0.5) { // Increased from 0.3
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if (random() < 0.8) { // Increased from 0.5
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// Add grass to the right if possible
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if (x < CHUNK_SIZE-1 && chunkData[(floorY - noiseHeight) * CHUNK_SIZE + (x+1)] === SAND) {
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chunkData[(floorY - noiseHeight) * CHUNK_SIZE + (x+1)] = GRASS;
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@ -134,8 +134,8 @@ function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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}
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// More frequently add grass patches below the top
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if (random() < 0.3 && noiseHeight > 2) { // Increased from 0.15
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const patchDepth = Math.floor(random() * 4) + 1; // Increased max depth
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if (random() < 0.6 && noiseHeight > 2) { // Increased from 0.3
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const patchDepth = Math.floor(random() * 5) + 2; // Increased max depth and minimum
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for (let d = 1; d <= patchDepth; d++) {
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if (floorY - noiseHeight + d < floorY) {
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chunkData[(floorY - noiseHeight + d) * CHUNK_SIZE + x] = GRASS;
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@ -143,22 +143,37 @@ function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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}
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}
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// Sometimes add grass clusters
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if (random() < 0.2) {
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// Add a small cluster of grass
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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// More frequently add grass clusters
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if (random() < 0.5) { // Increased from 0.2
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// Add a larger cluster of grass
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for (let dy = -2; dy <= 1; dy++) { // Increased vertical range
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for (let dx = -2; dx <= 2; dx++) { // Increased horizontal range
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const nx = x + dx;
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const ny = floorY - noiseHeight + dy;
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if (nx >= 0 && nx < CHUNK_SIZE && ny >= 0 && ny < CHUNK_SIZE &&
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chunkData[ny * CHUNK_SIZE + nx] === SAND) {
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(chunkData[ny * CHUNK_SIZE + nx] === SAND || chunkData[ny * CHUNK_SIZE + nx] === EMPTY)) {
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// Higher chance to place grass closer to center
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if (Math.abs(dx) + Math.abs(dy) <= 2 || random() < 0.7) {
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chunkData[ny * CHUNK_SIZE + nx] = GRASS;
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}
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}
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}
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}
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}
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// Sometimes add grass "islands" on top of sand
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if (random() < 0.15 && noiseHeight > 4) {
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// Add a small patch of grass above the surface
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const islandHeight = Math.floor(random() * 2) + 1;
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for (let d = 1; d <= islandHeight; d++) {
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const ny = floorY - noiseHeight - d;
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if (ny >= 0) {
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chunkData[ny * CHUNK_SIZE + x] = GRASS;
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}
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}
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}
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}
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}
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// 2. Add water in more areas with greater depth
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