mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-15 10:35:11 -04:00
HUD scale should not affect chat (Thanks bludude4), start work on singleplayer generator.
This commit is contained in:
parent
cf9d225b81
commit
15bb7b1716
@ -79,13 +79,13 @@ namespace ClassicalSharp {
|
||||
|
||||
Font chatFont, chatInputFont, chatUnderlineFont, announcementFont;
|
||||
public override void Init() {
|
||||
int fontSize = (int)(12 * game.GuiScale * game.ChatScale);
|
||||
int fontSize = (int)(12 * game.GuiChatScale);
|
||||
Utils.Clamp( ref fontSize, 8, 60 );
|
||||
chatFont = new Font( "Arial", fontSize );
|
||||
chatInputFont = new Font( "Arial", fontSize, FontStyle.Bold );
|
||||
chatUnderlineFont = new Font( "Arial", fontSize, FontStyle.Underline );
|
||||
|
||||
fontSize = (int)(14 * game.GuiScale);
|
||||
fontSize = (int)(14 * game.GuiChatScale);
|
||||
Utils.Clamp( ref fontSize, 8, 60 );
|
||||
announcementFont = new Font( "Arial", fontSize );
|
||||
blockSize = (int)(23 * 2 * game.GuiScale);
|
||||
|
@ -141,6 +141,8 @@
|
||||
<Compile Include="Entities\LocationUpdate.cs" />
|
||||
<Compile Include="Entities\NetPlayer.cs" />
|
||||
<Compile Include="Game\Game.Properties.cs" />
|
||||
<Compile Include="Generator\Noise.cs" />
|
||||
<Compile Include="Generator\NotchGenerator.cs" />
|
||||
<Compile Include="Particles\CollidableParticle.cs" />
|
||||
<Compile Include="Particles\Particle.cs" />
|
||||
<Compile Include="Particles\ParticleManager.cs" />
|
||||
@ -265,6 +267,7 @@
|
||||
<Folder Include="2D\Widgets\Menu" />
|
||||
<Folder Include="2D\Widgets\Chat" />
|
||||
<Folder Include="Blocks" />
|
||||
<Folder Include="Generator" />
|
||||
<Folder Include="Particles" />
|
||||
<Folder Include="GraphicsAPI" />
|
||||
<Folder Include="Entities" />
|
||||
|
@ -130,6 +130,16 @@ namespace ClassicalSharp {
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary> Calculates the amount that 2D chat widgets should be scaled by when rendered. </summary>
|
||||
/// <remarks> Affected by both the current resolution of the window, as well as the
|
||||
/// scaling specified by the user (field ChatScale). </remarks>
|
||||
public float GuiChatScale {
|
||||
get {
|
||||
float scaleX = Width / 640f, scaleY = Height / 480f;
|
||||
return Math.Min( scaleX, scaleY ) * ChatScale;
|
||||
}
|
||||
}
|
||||
|
||||
string defTexturePack = "default.zip";
|
||||
/// <summary> Gets or sets the path of the default texture pack that should be used by the client. </summary>
|
||||
/// <remarks> If the custom default texture pack specified by the user could not be found,
|
||||
|
114
ClassicalSharp/Generator/Noise.cs
Normal file
114
ClassicalSharp/Generator/Noise.cs
Normal file
@ -0,0 +1,114 @@
|
||||
// Source from http://mrl.nyu.edu/~perlin/noise/
|
||||
// Optimised form as we can always treat Z as being = 0.
|
||||
// Octave and combined noise based on:
|
||||
// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
|
||||
using System;
|
||||
|
||||
namespace ClassicalSharp.Generator {
|
||||
|
||||
// TODO:L calculate based on seed
|
||||
public abstract class Noise {
|
||||
|
||||
public abstract double Compute( double x, double y );
|
||||
}
|
||||
|
||||
public sealed class ImprovedNoise : Noise {
|
||||
|
||||
public override double Compute( double x, double y ) {
|
||||
// Find unit rectangle that contains point
|
||||
int X = (int)Math.Floor( x ) & 255;
|
||||
int Y = (int)Math.Floor( y ) & 255;
|
||||
// Find relative x, y of each point in rectangle.
|
||||
x -= Math.Floor( x );
|
||||
y -= Math.Floor( y );
|
||||
|
||||
// Compute fade curves for each of x, y.
|
||||
double u = Fade( x ), v = Fade( y );
|
||||
// Hash coordinates of the 4 rectangle corners.
|
||||
int A = p[X] + Y, AA = p[A], AB = p[A + 1],
|
||||
B = p[X + 1] + Y, BA = p[B], BB = p[B + 1];
|
||||
|
||||
// and add blended results from 4 corners of rectangle.
|
||||
return Lerp(
|
||||
v,
|
||||
Lerp( u, Grad( p[AA], x, y, 0 ),
|
||||
Grad( p[BA], x - 1, y, 0 ) ),
|
||||
Lerp( u, Grad( p[AB], x, y - 1, 0 ),
|
||||
Grad( p[BB], x - 1, y - 1, 0 ) )
|
||||
);
|
||||
}
|
||||
|
||||
static double Fade( double t ) {
|
||||
return t * t * t * (t * (t * 6 - 15) + 10);
|
||||
}
|
||||
|
||||
static double Lerp( double t, double a, double b ) {
|
||||
return a + t * (b - a);
|
||||
}
|
||||
|
||||
static double Grad( int hash, double x, double y, double z ) {
|
||||
// convert low 4 bits of hash code into 12 gradient directions.
|
||||
int h = hash & 15;
|
||||
double u = h < 8 ? x : y;
|
||||
double v = h < 4 ? y : h == 12 || h == 14 ? x : z;
|
||||
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
|
||||
}
|
||||
|
||||
static int[] p = new int[512];
|
||||
static int[] permutation = { 151,160,137,91,90,15,
|
||||
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
|
||||
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
|
||||
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
|
||||
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
|
||||
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
|
||||
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
|
||||
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
|
||||
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
|
||||
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
|
||||
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
|
||||
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
|
||||
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
|
||||
};
|
||||
|
||||
static ImprovedNoise() {
|
||||
for( int i = 0; i < 256; i++ )
|
||||
p[256+i] = p[i] = permutation[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public sealed class OctaveNoise : Noise {
|
||||
|
||||
readonly int octaves;
|
||||
readonly ImprovedNoise baseNoise;
|
||||
public OctaveNoise( int octaves ) {
|
||||
this.octaves = octaves;
|
||||
baseNoise = new ImprovedNoise();
|
||||
}
|
||||
|
||||
public override double Compute( double x, double y ) {
|
||||
double amplitude = 1, frequency = 1;
|
||||
double sum = 0;
|
||||
for( int i = 0; i < octaves; i++ ) {
|
||||
sum += baseNoise.Compute( x * frequency, y * frequency ) * amplitude;
|
||||
amplitude *= 2;
|
||||
frequency /= 2;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class CombinedNoise : Noise {
|
||||
|
||||
readonly Noise noise1, noise2;
|
||||
public CombinedNoise( Noise noise1, Noise noise2 ) {
|
||||
this.noise1 = noise1;
|
||||
this.noise2 = noise2;
|
||||
}
|
||||
|
||||
public override double Compute( double x, double y ) {
|
||||
double offset = noise2.Compute( x, y );
|
||||
return noise1.Compute( x + offset, y );
|
||||
}
|
||||
}
|
||||
}
|
35
ClassicalSharp/Generator/NotchGenerator.cs
Normal file
35
ClassicalSharp/Generator/NotchGenerator.cs
Normal file
@ -0,0 +1,35 @@
|
||||
// Based on:
|
||||
// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
|
||||
using System;
|
||||
using System;
|
||||
|
||||
namespace ClassicalSharp.Generator {
|
||||
|
||||
// TODO: figure out how noise functions differ, probably based on rnd.
|
||||
public class NotchGenerator {
|
||||
|
||||
int width, height, length;
|
||||
int waterLevel;
|
||||
|
||||
|
||||
short[] CreateHeightmap() {
|
||||
Noise n1 = new CombinedNoise(
|
||||
new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
|
||||
Noise n2 = new CombinedNoise(
|
||||
new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
|
||||
Noise n3 = new OctaveNoise( 6 );
|
||||
int index = 0;
|
||||
short[] map = new short[width * length];
|
||||
|
||||
for( int z = 0; z < length; z++ ) {
|
||||
for( int x = 0; x < width; x++ ) {
|
||||
float hLow = n1.Compute( x * 1.3f, z * 1.3f ) / 6 - 4;
|
||||
float hHigh = n2.Compute( x * 1.3f, z * 1.3f ) / 5 + 6;
|
||||
|
||||
float height = n3.Compute( x, z ) > 0 ? hLow : Math.Max( hLow, hHigh );
|
||||
if( height < 0 ) height *= 0.8f;
|
||||
map[index++] = (short)(height + waterLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user