feat: Enhance terrain generation with more grass and water variety
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076f21f9ca
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74
js/world.js
74
js/world.js
@ -103,55 +103,71 @@ function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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for (let x = 0; x < CHUNK_SIZE; x++) {
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const height = heightMap[x];
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// Add some noise to the height
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const noiseHeight = height + Math.floor(random() * 3) - 1;
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// Add more noise to the height
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const noiseHeight = height + Math.floor(random() * 5) - 2;
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for (let y = floorY - noiseHeight; y < floorY; y++) {
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chunkData[y * CHUNK_SIZE + x] = SAND;
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}
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// 3. Add grass with more coverage and noise
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// Add grass on top of the sand with probability based on height
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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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const grassProbability = (height - baseHeight) / (hill1Height - baseHeight);
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if (random() < grassProbability * 0.8 + 0.2) { // Minimum 20% chance, up to 100%
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if (random() < grassProbability * 0.7 + 0.3) { // Minimum 30% 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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// Sometimes add patches of grass on the sides
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if (random() < 0.3) {
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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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// 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() < 0.3) {
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if (random() < 0.5) { // Increased from 0.3
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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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}
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}
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// Sometimes add grass patches below the top
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if (random() < 0.15 && noiseHeight > 2) {
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const patchDepth = Math.floor(random() * 3) + 1;
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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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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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}
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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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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] = 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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}
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// 2. Add water in the lowest areas
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// 2. Add water in more areas with greater depth
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for (let x = 0; x < CHUNK_SIZE; x++) {
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const height = heightMap[x];
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// Add water where the height is close to the minimum
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if (height <= minHeight + 2) {
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// Add a few layers of water
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const waterDepth = 3;
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// Add water where the height is close to the minimum (increased threshold)
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if (height <= minHeight + 4) { // Increased from +2 to +4
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// Add more layers of water
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const waterDepth = 5; // Increased from 3 to 5
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for (let d = 0; d < waterDepth; d++) {
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const y = floorY - height - d - 1;
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if (y >= 0) {
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@ -159,6 +175,32 @@ function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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}
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}
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}
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// Sometimes add small water pools in random depressions
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if (random() < 0.1 && height <= minHeight + 8 && height > minHeight + 4) {
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// Add a small pool of water
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const poolDepth = Math.floor(random() * 2) + 1;
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for (let d = 0; d < poolDepth; d++) {
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const y = floorY - height - d - 1;
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if (y >= 0) {
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chunkData[y * CHUNK_SIZE + x] = WATER;
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}
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}
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}
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}
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// Add some connected water channels between pools
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for (let x = 1; x < CHUNK_SIZE - 1; x++) {
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// Check if there's water to the left and right but not at this position
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const y = floorY - heightMap[x] - 1;
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const leftHasWater = x > 0 && chunkData[y * CHUNK_SIZE + (x-1)] === WATER;
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const rightHasWater = x < CHUNK_SIZE-1 && chunkData[y * CHUNK_SIZE + (x+1)] === WATER;
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if (leftHasWater && rightHasWater && chunkData[y * CHUNK_SIZE + x] !== WATER) {
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if (random() < 0.7) { // 70% chance to connect water bodies
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chunkData[y * CHUNK_SIZE + x] = WATER;
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}
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}
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}
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// Add some random elements based on the chunk position
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