HUD scale should not affect chat (Thanks bludude4), start work on singleplayer generator.

This commit is contained in:
UnknownShadow200 2015-12-04 14:32:08 +11:00
parent cf9d225b81
commit 15bb7b1716
5 changed files with 164 additions and 2 deletions

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@ -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);

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@ -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" />

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@ -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,

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@ -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 );
}
}
}

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@ -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);
}
}
}
}