2D架空瓦片生成

时间:2012-12-16 02:00:35

标签: java tile

我现在有这个代码:

private void generateLevel() {
    for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
            tiles[x + y * width] = random.nextInt(4);
        }
    }
}

允许此方法工作:

public Tile getTile(int x, int y) {
    if (x < 0 || y < 0 || x >= width || y >= height) return Tile.voidTile;
    if (tiles[x + y * width] == 0) return Tile.grass;
    if (tiles[x + y * width] == 1) return Tile.stone;
    else return Tile.water; 
    //return Tile.voidTile;
}

返回此结果: 2D Tile Generation

我想要的是光滑,圆形的岛屿,随处可见石块沉积物。 perlin的噪音是否会过度杀伤?我想我可以生成一个图块,检查它旁边的图块ID,然后如果相邻的图块是相同类型,则将其放下。但这将创造无尽的相同瓷砖。有什么帮助吗?

1 个答案:

答案 0 :(得分:1)

我要采取的第一步是在域级别的任何内容中创建对象:

public class Island {
    private Point2D center = null;
    private int radius = 0;

    private List<Deposit> deposits = new ArrayList<Deposit>();

    public Island(Point2D center, int radius) {
        this.center = center;
        this.radius = radius;
    }

    public void generateDeposits(int numDeposits) {
        for (int i = 0; i < numDeposits; i++) {
            // TODO: I leave it to you to find an x and y inside the island's
            // boundary.
            int x = getIntInsideCircle(center, radius);
            int y = getIntInsideCircle(center, radius);
            if (!depositInLocation(x, y)) {
                deposits.add(new StoneDeposit(x, y));
            } else {
                i--; // TODO: This code could potentially go on forever,
                     // if we keep generating locations that have been used, 
                     // but I'll leave this for you to handle.
            }
        }
    }
}

public abstract class Deposit {
    private Point2D location = null;

    public Deposit(Point2D location) {
        this.location = location;
    }
}

public class StoneDeposit extends Deposit {
    // TODO: You can fill this with StoneDeposit specifics.
}

现在我们的代码将生成一个包含所有随机存款的岛屿。剩下要做的唯一事情就是放置这些岛屿。我将保持简单,只添加一个到地图,但我相信你可以弄清楚如何添加多个(我会留下一些评论与我的想法):

public class Map {
    private final int WIDTH = 1000;
    private final int HEIGHT = 1000;

    private List<Island> islands = new ArrayList<Island>();

    public void generate() {
        // TODO: If you want to make more, make a for loop.
        int radius = 100;
        Island island = new Island(new Point2D(WIDTH / 2, HEIGHT / 2), radius);
        // TODO: If you are going to add more, then you can't simply add them
        // all willy-nilly. You are going to have to check if the islands collide
        // and, if they do, find a way to handle that.
        // You could let them collide and create a mountain range where they do, or,
        // you could try to place the next island in a different position (similar
        // to what we used above placing deposits, but both situations require
        // code a bit better than what I've included).
        islands.add(island);
     }
}

好的,现在我们已经获得了所需的所有数据。这将我们带到实际使用瓷砖将其绘制到屏幕上的最后一点。我对这个主题并不太熟悉,所以这可能效率低下,但它应该成为一个起点。

我推广的一些函数(比如drawTile(int x,int y,TileType type),因为我不知道你是如何将图块绘制到屏幕上的。)

// Generate our data.
Map map = new Map();
map.generate();
// Draw to the screen.

// 1. Fill the entire screen with water.
for (int y = 0; y < HEIGHT; y++) {
    for (int x = 0; x < WIDTH; x++) {
        drawTile(x, y, Type.WATER);
    }
}

// 2. Draw the islands.
// We're going to use this algorithm to draw the circle:
// http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
for (Island island : map.getIslands()) {
    int f = 1 - island.getRadius();
    int ddF_x = 1;
    int ddF_y = -2 * island.getRadius();
    int x = 0;
    int y = 0;

    Point2D center = island.getCenter();
    int radius = island.getRadius();
    drawTile(center.getX(), center.getY() + radius, TileType.LAND);
    drawTile(center.getX(), center.getY() - radius, TileType.LAND);
    drawTile(center.getX() + radius, center.getY(), TileType.LAND);
    drawTile(center.getX() - radius, center.getY(), TileType.LAND);

    while(x < y) {
        if(f >= 0) {
          y--;
          ddF_y += 2;
          f += ddF_y;
        }
        x++;
        ddF_x += 2;
        f += ddF_x;    
        drawTile(center.getX() + x, center.getY() + y, TileType.LAND);
        drawTile(center.getX() - x, center.getY() + y, TileType.LAND);
        drawTile(center.getX() + x, center.getY() - y, TileType.LAND);
        drawTile(center.getX() - x, center.getY() - y, TileType.LAND);
        drawTile(center.getX() + y, center.getY() + x, TileType.LAND);
        drawTile(center.getX() - y, center.getY() + x, TileType.LAND);
        drawTile(center.getX() + y, center.getY() - x, TileType.LAND);
        drawTile(center.getX() - y, center.getY() - x, TileType.LAND);
      }

      // TODO: Now you have to figure out how to fill in the guts of the island.
    }

// 3. Draw the deposits.
// TODO: I'll leave this one for you.

所以基本上就是这样 - 这不是太糟糕。

你总是可以更进一步,添加主要是水但有一些海岸线的瓷砖。为此,您必须检查您正在绘制的图块是边缘还是边角:

+-+-+-+
|1|2|3|
+-+-+-+
+-+-+-+-+
|4|5|6|7|
+-+-+-+-+
+-+-+-+
|8|9|0|
+-+-+-+

在这里你可以看到2,9和4都是边缘瓷砖。 1,3,8,0都是角砖,5是内砖。当您将瓷砖识别为角落时,您必须选择所有附加的水砖并将其绘制为“海岸”瓷砖:

  +-+-+
  | |x|
  +-+-+-+-+
  |x|1|2|3|
  +-+-+-+-+
    +-+-+-+-+
    |4|5|6|7|
    +-+-+-+-+
    +-+-+-+
    |8|9|0|
    +-+-+-+

所有的x都是沿海瓷砖。

我希望这有点帮助。