diff --git a/.vscode/settings.json b/.vscode/settings.json index b8f3e36..072f9b4 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -2,6 +2,8 @@ "cSpell.words": [ "Alea", "amogus", + "DDFBM", + "DWFBM", "PIXI", "spritesheet" ] diff --git a/public/assets/images/world/world_terrain_atlas_overlay.ase b/public/assets/images/world/world_terrain_atlas_overlay.ase new file mode 100644 index 0000000..3b3a923 Binary files /dev/null and b/public/assets/images/world/world_terrain_atlas_overlay.ase differ diff --git a/public/assets/images/world/world_terrain_atlas_overlay.png b/public/assets/images/world/world_terrain_atlas_overlay.png new file mode 100644 index 0000000..4555e4a Binary files /dev/null and b/public/assets/images/world/world_terrain_atlas_overlay.png differ diff --git a/src/Game/AssetsLoader/AssetsLoader.js b/src/Game/AssetsLoader/AssetsLoader.js index 8d35864..8e2e5a3 100644 --- a/src/Game/AssetsLoader/AssetsLoader.js +++ b/src/Game/AssetsLoader/AssetsLoader.js @@ -4,7 +4,7 @@ import { loadPixelAsset } from "../Utils/Assets.utils"; export async function loadGameAssets() { UIAssetsLoaderInfoPipe.update((s)=>{ - s.totalToDownload = 5; + s.totalToDownload = 6; s.downloaded = 0; }); // await loadPixelAsset("assets/images/amogus.png"); @@ -43,6 +43,10 @@ export async function loadGameAssets() UIAssetsLoaderInfoPipe.update((s)=>{ s.downloaded += 1; }); + await loadPixelAsset("assets/images/world/world_terrain_atlas_overlay.png"); + UIAssetsLoaderInfoPipe.update((s)=>{ + s.downloaded += 1; + }); await loadPixelAsset("assets/images/selection.png"); UIAssetsLoaderInfoPipe.update((s)=>{ s.downloaded += 1; diff --git a/src/Game/Game.js b/src/Game/Game.js index 25910bd..97323c0 100644 --- a/src/Game/Game.js +++ b/src/Game/Game.js @@ -55,13 +55,18 @@ function setupInGameSelector() { let t = screenToWorldCoordinates(e.data.global.x, e.data.global.y); // let tChunk = getWorldChunkAt(t.x, t.y); // let tTerrainTile = tChunk.getFromChunk(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN); + let terrainTile = getTileAt(t.x, t.y, ChunkStorageTypes.TYPE_TERRAIN); + // console.log(terrainTile); + UISelectionInfo.update((s)=>{ + s.types = [terrainTile.props.type]; + }); t.x = BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale * Math.floor(t.x / (BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale)); t.y = BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale * Math.floor(t.y / (BC_SPRITES_SETTINGS.defaultSize * BC_SPRITES_SETTINGS.scale)); - sprite0.position.set(t.x, t.y); + sprite0.position.set(t.x, t.y); }; - BC_VIEWPORT.onpointerdown = (e) => + BC_VIEWPORT.onclick = (e) => { let t = screenToWorldCoordinates(e.data.global.x, e.data.global.y); // console.log(getNavigationGridTile(t.x, t.y)); diff --git a/src/Game/Utils/Noise.utils.js b/src/Game/Utils/Noise.utils.js new file mode 100644 index 0000000..59b0324 --- /dev/null +++ b/src/Game/Utils/Noise.utils.js @@ -0,0 +1,41 @@ +import { Noise } from "noisejs"; +import { clampNumber } from "./Math.utils"; + +function _normalizeNoiseValue(value) +{ + return (value+1)*0.5; +} + +/** + * Fractal Brownian Motion + * @param {Noise} noiseRef + * @param {Number} octaves + * @param {Number} x + * @param {Number} y + */ +export function FBMSimplex2(noiseRef, octaves = 8, x, y) +{ + let value = 0; + let freq = 1.0; + let amplitude = 1.0; + for (let i = 0; i < octaves; i++) { + value += _normalizeNoiseValue(noiseRef.simplex2(x * freq, y * freq)) * amplitude; + amplitude *= 0.35; + freq *= 2.0; + } + return clampNumber(value, 0.0, 1.0); +} + +/** + * Domain Warping for FBM + * @param {Noise} noiseRef + * @param {Number} x + * @param {Number} y + * @param {Number} strength + * @param {Number} octaves + */ +export function DWFBMSimplex2(noiseRef, x, y, strength, octaves = 8) +{ + let q = [FBMSimplex2(noiseRef, octaves, x, y), FBMSimplex2(noiseRef, octaves, x + 5.2, y + 1.3)]; + return FBMSimplex2(noiseRef, octaves, x + q[0]*strength, y + q[1]*strength); +} \ No newline at end of file diff --git a/src/Game/WorldGeneration/TerrainGenerator/TerrainGenerator.js b/src/Game/WorldGeneration/TerrainGenerator/TerrainGenerator.js new file mode 100644 index 0000000..f791139 --- /dev/null +++ b/src/Game/WorldGeneration/TerrainGenerator/TerrainGenerator.js @@ -0,0 +1,57 @@ +import {Noise} from "noisejs"; +import { BC_CHUNKS_SETTINGS, PRNG } from "../../GlobalVariables/GlobalVariables"; +import { clampNumber } from "../../Utils/Math.utils"; +import { DWFBMSimplex2, FBMSimplex2 } from "../../Utils/Noise.utils"; + +/** + * Terrain generator + * + * cNoise 1:100 - continent type + * mNoise 1:20 - mountains + */ + +let cNoise = new Noise(Math.floor(PRNG() * 999999999999)); +let tNoise = new Noise(Math.floor(PRNG() * 999999999999)); + +export function genTerrain(xMin, xMax, yMin, yMax) +{ + /** + * @type {Array} + */ + let terrainResult = new Array(BC_CHUNKS_SETTINGS.width * BC_CHUNKS_SETTINGS.height); + let mainValue = 0; + let mountainsValue = 0; + let temperatureValue = 0; + + let ii = 0; + let jj = 0; + for (let i = xMin; i < xMax; i++) { + jj = 0; + for (let j = yMin; j < yMax; j++) { + mainValue = DWFBMSimplex2(cNoise, i / 1000.0, j / 1000.0, 3.0); + mainValue *= mainValue; + temperatureValue = DWFBMSimplex2(tNoise, i / 1000.0, j / 1000.0, 3.0); + // mainValue = Math.abs(temperatureValue - mainValue); + // if(temperatureValue > 0.5) + // { + mainValue *= DWFBMSimplex2(cNoise, i / 100, j / 100, 3.0); + // } + // mountainsValue = _normalizeNoiseValue(mNoise.simplex2(i / 200, j / 200)); + // mainValue += clampNumber(Math.pow(mountainsValue * 2, 5), 0.0, 1.0); + // mainValue = clampNumber(mainValue, 0.0, 0.99); + terrainResult[ii * BC_CHUNKS_SETTINGS.width + jj] = mainValue; + // //soil + // if(continentValue > 0.5) + // { + // terrainResult[ii * BC_CHUNKS_SETTINGS.width + jj] = continentValue; + // } + // else //water + // { + // terrainResult[ii * BC_CHUNKS_SETTINGS.width + jj] = continentValue * 0.3; + // } + jj++; + } + ii++; + } + return terrainResult; +} \ No newline at end of file diff --git a/src/Game/WorldGeneration/TerrainPredefines/TerrainPredefines.js b/src/Game/WorldGeneration/TerrainPredefines/TerrainPredefines.js new file mode 100644 index 0000000..75e7731 --- /dev/null +++ b/src/Game/WorldGeneration/TerrainPredefines/TerrainPredefines.js @@ -0,0 +1,47 @@ +import { Rectangle } from "../../../pixi/pixi.mjs"; + +class _type_TerrainTilesMapPreDefinition +{ + /** + * @type {Array} + */ + textureVariations; + /** + * @type {Number} + */ + textureVariationsNumber; + /** + * @type {Number} + */ + zIndex; +} + +/** + * @type {Array<_type_TerrainTilesMapPreDefinition>} + */ +export const TerrainTilesMapPreDefinition = { + //water + 0: { + textureVariations: [new Rectangle(1, 1, 32, 32)], + textureVariationsNumber: 1, + zIndex: 4, + }, + //sand + 1: { + textureVariations: [new Rectangle(1, 35, 32, 32), new Rectangle(35, 35, 32, 32), new Rectangle(69, 35, 32, 32), new Rectangle(103, 35, 32, 32)], + textureVariationsNumber: 4, + zIndex: 2, + }, + //grass + 2: { + textureVariations: [new Rectangle(1, 69, 32, 32), new Rectangle(35, 69, 32, 32), new Rectangle(69, 69, 32, 32)], + textureVariationsNumber: 3, + zIndex: 3, + }, + //stone + 3: { + textureVariations: [new Rectangle(1, 103, 32, 32)], + textureVariationsNumber: 1, + zIndex: 1, + }, +}; diff --git a/src/Game/WorldGeneration/WorldGen.js b/src/Game/WorldGeneration/WorldGen.js index 364ac33..002e01d 100644 --- a/src/Game/WorldGeneration/WorldGen.js +++ b/src/Game/WorldGeneration/WorldGen.js @@ -9,6 +9,8 @@ import { addGameObjectToGameState } from "../GameState/GameState"; import { VegetationTile, VegetationTileProps } from "./WorldObjects/VegetationTile/VegetationTile"; import { WorldChunksVisibilityUpdater } from "./WorldChunksVisibilityUpdater/WorldChunksVisibilityUpdater"; import { NavigationGridChunk, NavigationGridTile } from "../World/NavigationGrid/NavigationGrid"; +import { genTerrain } from "./TerrainGenerator/TerrainGenerator"; +import { TerrainTilesMapPreDefinition } from "./TerrainPredefines/TerrainPredefines"; /** * @type Map @@ -18,9 +20,9 @@ const WorldChunksStorage = new Map(); /* #### REWRITE PART START ####*/ const terrainSpriteList = { 0: { x: 20, y: 20 }, //water - 1: { x: 2, y: 20 }, //sand - 2: { x: 2, y: 2 }, //grass - 3: { x: 20, y: 2 }, //stone + 1: { x: 0, y: 20 }, //sand + 2: { x: 0, y: 0 }, //grass + 3: { x: 20, y: 0 }, //stone }; const terrainTypeList = { 0: "ter_water", //water @@ -29,7 +31,7 @@ const terrainTypeList = { 3: "ter_stone", //stone }; const terrainNavigationCostList = { - 0: 100000000000, //water + 0: 10, //water 1: 1.7, //sand 2: 1, //grass 3: 1.5, //stone @@ -147,8 +149,8 @@ let noise = new Noise(Math.floor(PRNG() * 188822321)); let noiseErosion = new Noise(Math.floor(PRNG() * 327749029)); let noiseBiomes = new Noise(Math.floor(PRNG() * 927472011)); -let terrainCue = new NumberCue([0, 1, 2, 3, 3], [0.0, 0.2, 0.25, 0.9, 1.0]); -let terrainTintCue = new NumberCue([0.9, 1, 1, 0.95, 0.9, 1, 0.93, 1], [0.0, 0.45, 0.45, 0.5, 0.5, 0.9, 0.9, 1.0]); +let terrainCue = new NumberCue([0, 1, 2, 3, 3], [0.0, 0.25, 0.5, 0.75, 1.1]); +let terrainTintCue = new NumberCue([0.9, 1, 1, 0.95, 0.9, 1, 0.93, 1], [0.0, 0.45, 0.45, 0.5, 0.5, 0.9, 0.9, 1.1]); /** * @@ -159,25 +161,30 @@ let terrainTintCue = new NumberCue([0.9, 1, 1, 0.95, 0.9, 1, 0.93, 1], [0.0, 0.4 export function fillWorldGenChunk(chunk, x, y) { let ii = 0; let jj = 0; + let terrainData = genTerrain(BC_CHUNKS_SETTINGS.width * x, BC_CHUNKS_SETTINGS.width * (x + 1), BC_CHUNKS_SETTINGS.height * y, BC_CHUNKS_SETTINGS.height * (y + 1)); + // console.log(terrainData); for (let i = BC_CHUNKS_SETTINGS.width * x; i < BC_CHUNKS_SETTINGS.width * (x + 1); i++) { jj = 0; for (let j = BC_CHUNKS_SETTINGS.height * y; j < BC_CHUNKS_SETTINGS.height * (y + 1); j++) { - let res = (noise.simplex2(i * 0.025, j * 0.025) + 1) / 2; - let resR = (noiseErosion.simplex2(i * 0.3, j * 0.3) + 1) / 2; - let resB = (noiseBiomes.simplex2(i * 0.01, j * 0.01) + 1) / 2; - if (resB > 0.7) { - res = clampNumber(res - resR / 4, 0.0, 0.99); - } - if (resB > 0.5 && res < 0.9 && res >= 0.5) { - res = clampNumber(res + resR / 4, 0.0, 0.99); - } + // let res = (noise.simplex2(i * 0.025, j * 0.025) + 1) / 2; + let res; + res = terrainData[ii * BC_CHUNKS_SETTINGS.width + jj]; + // let resR = (noiseErosion.simplex2(i * 0.3, j * 0.3) + 1) / 2; + // let resB = (noiseBiomes.simplex2(i * 0.01, j * 0.01) + 1) / 2; + // if (resB > 0.7) { + // res = clampNumber(res - resR / 4, 0.0, 0.99); + // } + // if (resB > 0.5 && res < 0.9 && res >= 0.5) { + // res = clampNumber(res + resR / 4, 0.0, 0.99); + // } let sTint = new RGBColor(255, 255, 255).multiplyByNumber(terrainTintCue.getValueAt(res)).toNumber(); res = Math.floor(terrainCue.getValueAt(res)); let terrainTile = new TerrainTile(false); - terrainTile.spriteSheetPath = "assets/images/world/world_terrain_atlas.png"; - terrainTile.frame = new Rectangle(terrainSpriteList[res].x, terrainSpriteList[res].y, 16, 16); + let tilePreDefines = TerrainTilesMapPreDefinition[res]; + terrainTile.spriteSheetPath = "assets/images/world/world_terrain_atlas_overlay.png"; + terrainTile.frame = tilePreDefines.textureVariations[Math.floor(PRNG() * (tilePreDefines.textureVariationsNumber - 1))]; terrainTile.props = new TerrainTileProps(terrainTypeList[res], res * 5, terrainNavigationCostList[res]); terrainTile.worldPosition = new Point2D( i * BC_TERRAIN_SETTINGS.scale * BC_TERRAIN_SETTINGS.tileSize, @@ -187,8 +194,9 @@ export function fillWorldGenChunk(chunk, x, y) { addGameObjectToGameState(terrainTile); terrainTile.drawObject.tint = sTint; - terrainTile.drawObject.zIndex = 1; - terrainTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * ii, 16 * BC_SPRITES_SETTINGS.scale * jj); + terrainTile.drawObject.zIndex = 1 + tilePreDefines.zIndex; + // terrainTile.drawObject.pivot.set(BC_SPRITES_SETTINGS.defaultSize * 0.5, BC_SPRITES_SETTINGS.defaultSize * 0.5); + terrainTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * (ii) - 8 * BC_SPRITES_SETTINGS.scale, 16 * BC_SPRITES_SETTINGS.scale * (jj) - 8 * BC_SPRITES_SETTINGS.scale); terrainTile.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale); chunk.addToChunk(terrainTile, ChunkStorageTypes.TYPE_TERRAIN, ii + "_" + jj); @@ -218,7 +226,7 @@ export function fillWorldGenChunk(chunk, x, y) { addGameObjectToGameState(vegetationTile); vegetationTile.drawObject.tint = sTint; - vegetationTile.drawObject.zIndex = 2; + vegetationTile.drawObject.zIndex = 10; vegetationTile.drawObject.position.set(16 * BC_SPRITES_SETTINGS.scale * ii, 16 * BC_SPRITES_SETTINGS.scale * jj); vegetationTile.drawObject.scale.set(BC_SPRITES_SETTINGS.scale, BC_SPRITES_SETTINGS.scale);