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using UnityEngine; | |
using System.Collections; | |
public class MapGenerator : MonoBehaviour { | |
Sprite[] tileSprites; | |
int[,] tileMap; | |
float[,] values; | |
int width, height; | |
// Use this for initialization | |
void Start () { | |
width = height = 100; | |
tileSprites = Resources.LoadAll<Sprite>("Sprites/tiles"); | |
tileMap = new int[width, height]; | |
values = new float[width, height]; | |
float shiftX = Random.Range(0, 100); | |
float shiftY = Random.Range(0, 100); | |
// noise manipulator values | |
float a, b, c, d; | |
a = 0.05f; | |
b = 1.06f; | |
c = 1.3f; | |
for (int y = 0; y < height; y++) | |
{ | |
for (int x = 0; x < width; x++) | |
{ | |
float nx = (float)x / width - 0.5f; | |
float ny = (float)y / height - 0.5f; | |
Vector2 pos = new Vector2(nx, ny); | |
d = 2 * Mathf.Max(Mathf.Abs(pos.x), Mathf.Abs(pos.y)); | |
float e = Mathf.PerlinNoise(nx, ny); | |
e += 0.5f * Mathf.PerlinNoise(2 * nx, 2 * ny); | |
e += 0.25f * Mathf.PerlinNoise(4 * nx, 4 * ny); | |
e = (e + a) * (1 - b * Mathf.Pow(d, c)); | |
print(e); | |
values[y, x] = e; | |
} | |
} | |
GenerateWater(); | |
GenerateLand(); | |
InstantiateTiles(); | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
void InstantiateTiles() | |
{ | |
for (int x = 0; x < width; x++) | |
{ | |
for (int y = 0; y < height; y++) | |
{ | |
GameObject go = new GameObject(); | |
SpriteRenderer renderer = go.AddComponent<SpriteRenderer>(); | |
renderer.sprite = tileSprites[tileMap[x, y]]; | |
go.transform.position = new Vector3(x, y, 0); | |
} | |
} | |
} | |
void GenerateWater() | |
{ | |
for (int x = 0; x < width; x++) | |
{ | |
for (int y = 0; y < height; y++) | |
{ | |
tileMap[x, y] = 387; | |
} | |
} | |
} | |
void GenerateLand() | |
{ | |
for (int x = 0; x < width; x++) | |
{ | |
for (int y = 0; y < height; y++) | |
{ | |
if (values[x, y] < 0.1f) | |
{ | |
continue; | |
} | |
else | |
{ | |
tileMap[x, y] = 70; | |
} | |
} | |
} | |
} | |
} |
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