325 lines
13 KiB
JavaScript
325 lines
13 KiB
JavaScript
// World management functions
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let worldOffsetX = 0;
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let worldOffsetY = 0;
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let worldOffsetXBeforeDrag = 0;
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let worldOffsetYBeforeDrag = 0;
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let chunks = new Map(); // Map to store chunks with key "x,y"
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let metadata = new Map(); // Map to store metadata for pixels
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let generatedChunks = new Set(); // Set to track which chunks have been generated
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function moveWorld(dx, dy) {
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worldOffsetX += dx;
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worldOffsetY += dy;
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updateCoordinatesDisplay();
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// Generate terrain for chunks around the current view
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generateChunksAroundPlayer();
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}
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function updateCoordinatesDisplay() {
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const chunkX = Math.floor(worldOffsetX / CHUNK_SIZE);
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const chunkY = Math.floor(worldOffsetY / CHUNK_SIZE);
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document.getElementById('coords').textContent = `Chunk: ${chunkX},${chunkY} | Offset: ${Math.floor(worldOffsetX)},${Math.floor(worldOffsetY)}`;
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}
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function getChunkKey(chunkX, chunkY) {
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return `${chunkX},${chunkY}`;
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}
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function getOrCreateChunk(chunkX, chunkY) {
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const key = getChunkKey(chunkX, chunkY);
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if (!chunks.has(key)) {
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// Create a new chunk with empty pixels
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const chunkData = new Array(CHUNK_SIZE * CHUNK_SIZE).fill(EMPTY);
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// Add floor at the bottom of the world (y = 0 and y = 1)
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if (chunkY === 0 || chunkY === 1) {
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// Fill the bottom row with walls
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for (let x = 0; x < CHUNK_SIZE; x++) {
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chunkData[(CHUNK_SIZE - 1) * CHUNK_SIZE + x] = WALL;
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}
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}
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// Get the current player chunk position
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const playerChunkX = Math.floor(worldOffsetX / CHUNK_SIZE);
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// Special generation for chunks within 3 chunks of the player's position
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if (chunkY === 0 && Math.abs(chunkX - playerChunkX) <= 3) {
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generateSpecialChunk(chunkData, chunkX, playerChunkX);
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}
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chunks.set(key, chunkData);
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}
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return chunks.get(key);
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}
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// Generate special terrain for chunks near the player
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function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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// 1. Create a base layer of sand above the floor
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const floorY = CHUNK_SIZE - 1;
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const baseHeight = 10; // Base height of sand
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// Use the chunk position as part of the seed for consistent generation
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const seed = chunkX * 10000;
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const random = createSeededRandom(seed);
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// Create two random hill points
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const hill1X = Math.floor(CHUNK_SIZE * (0.2 + random() * 0.2));
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const hill2X = Math.floor(CHUNK_SIZE * (0.6 + random() * 0.2));
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const hill1Height = baseHeight + Math.floor(random() * 10) + 5; // 5-15 blocks higher
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const hill2Height = baseHeight + Math.floor(random() * 10) + 5;
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// Generate height map for sand
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const heightMap = new Array(CHUNK_SIZE).fill(0);
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// Calculate heights based on distance from the two hills
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for (let x = 0; x < CHUNK_SIZE; x++) {
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// Distance from each hill (using a simple distance function)
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const dist1 = Math.abs(x - hill1X);
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const dist2 = Math.abs(x - hill2X);
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// Height contribution from each hill (inverse to distance)
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const h1 = hill1Height * Math.max(0, 1 - dist1 / (CHUNK_SIZE * 0.3));
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const h2 = hill2Height * Math.max(0, 1 - dist2 / (CHUNK_SIZE * 0.3));
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// Take the maximum height contribution
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heightMap[x] = Math.floor(baseHeight + Math.max(h1, h2));
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// Add some variation based on distance from player's chunk
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const distanceFromPlayer = Math.abs(chunkX - playerChunkX);
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if (distanceFromPlayer > 0) {
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// Make terrain more extreme as we move away from player
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const factor = 1 + (distanceFromPlayer * 0.2);
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heightMap[x] = Math.floor(heightMap[x] * factor);
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}
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}
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// Find the lowest points for water
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let minHeight = Math.min(...heightMap);
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// Place sand according to the height map with noise
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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 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 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 * 0.7 + 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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// 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() < 0.5) { // 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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// 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 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 (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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chunkData[y * CHUNK_SIZE + x] = WATER;
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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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if (random() < 0.3) {
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// Add a small tree or plant cluster
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const plantX = Math.floor(random() * CHUNK_SIZE);
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const plantY = floorY - heightMap[plantX] - 1;
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if (plantY > 0 && chunkData[plantY * CHUNK_SIZE + plantX] === GRASS) {
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// Add a small tree
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for (let i = 0; i < 3; i++) {
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if (plantY - i > 0) {
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chunkData[(plantY - i) * CHUNK_SIZE + plantX] = WOOD;
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}
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}
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// Add some leaves
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for (let dy = -2; dy <= 0; dy++) {
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for (let dx = -2; dx <= 2; dx++) {
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const leafX = plantX + dx;
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const leafY = plantY - 3 + dy;
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if (leafX >= 0 && leafX < CHUNK_SIZE && leafY >= 0 &&
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Math.abs(dx) + Math.abs(dy) < 3) {
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chunkData[leafY * CHUNK_SIZE + leafX] = LEAF;
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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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function getChunkCoordinates(worldX, worldY) {
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const chunkX = Math.floor(worldX / CHUNK_SIZE);
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const chunkY = Math.floor(worldY / CHUNK_SIZE);
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const localX = ((worldX % CHUNK_SIZE) + CHUNK_SIZE) % CHUNK_SIZE;
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const localY = ((worldY % CHUNK_SIZE) + CHUNK_SIZE) % CHUNK_SIZE;
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return { chunkX, chunkY, localX, localY };
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}
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function setPixel(worldX, worldY, type) {
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const { chunkX, chunkY, localX, localY } = getChunkCoordinates(worldX, worldY);
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const chunk = getOrCreateChunk(chunkX, chunkY);
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const index = localY * CHUNK_SIZE + localX;
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chunk[index] = type;
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// Assign random color index for natural elements
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if (type === DIRT || type === GRASS || type === STONE || type === WOOD || type === LEAF) {
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const colorIndex = Math.floor(Math.random() * 10);
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setMetadata(worldX, worldY, { ...getMetadata(worldX, worldY) || {}, colorIndex });
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}
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else if (type === WATER) {
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const colorIndex = Math.floor(Math.random() * 10);
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setMetadata(worldX, worldY, { ...getMetadata(worldX, worldY) || {}, colorIndex, waterColorTimer: 0 });
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}
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}
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function getPixel(worldX, worldY) {
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// Special case: floor at the bottom of the world (first two chunks)
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const floorChunkY = Math.floor(worldY / CHUNK_SIZE);
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if (worldY % CHUNK_SIZE === CHUNK_SIZE - 1 && (floorChunkY === 0 || floorChunkY === 1)) {
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return WALL;
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}
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const { chunkX, chunkY, localX, localY } = getChunkCoordinates(worldX, worldY);
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const key = getChunkKey(chunkX, chunkY);
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if (!chunks.has(key)) {
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return EMPTY;
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}
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const chunk = chunks.get(key);
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const index = localY * CHUNK_SIZE + localX;
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return chunk[index];
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}
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// Metadata functions to store additional information about pixels
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function setMetadata(worldX, worldY, data) {
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const key = `${worldX},${worldY}`;
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metadata.set(key, data);
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}
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function getMetadata(worldX, worldY) {
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const key = `${worldX},${worldY}`;
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return metadata.get(key);
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}
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function removeMetadata(worldX, worldY) {
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const key = `${worldX},${worldY}`;
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metadata.delete(key);
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}
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// Move metadata when a pixel moves
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function moveMetadata(fromX, fromY, toX, toY) {
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const data = getMetadata(fromX, fromY);
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if (data) {
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setMetadata(toX, toY, data);
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removeMetadata(fromX, fromY);
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}
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}
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function getVisibleChunks() {
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const visibleChunks = [];
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// Calculate visible chunk range
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const startChunkX = Math.floor(worldOffsetX / CHUNK_SIZE) - 1;
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const endChunkX = Math.ceil((worldOffsetX + canvas.width / PIXEL_SIZE) / CHUNK_SIZE) + 1;
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const startChunkY = Math.floor(worldOffsetY / CHUNK_SIZE) - 1;
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const endChunkY = Math.ceil((worldOffsetY + canvas.height / PIXEL_SIZE) / CHUNK_SIZE) + 1;
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for (let chunkY = startChunkY; chunkY < endChunkY; chunkY++) {
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for (let chunkX = startChunkX; chunkX < endChunkX; chunkX++) {
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visibleChunks.push({ chunkX, chunkY });
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}
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}
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return visibleChunks;
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}
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