diff --git a/ClassicalSharp/2D/Screens/ChatScreen.cs b/ClassicalSharp/2D/Screens/ChatScreen.cs index d73c0b085..cf02985e7 100644 --- a/ClassicalSharp/2D/Screens/ChatScreen.cs +++ b/ClassicalSharp/2D/Screens/ChatScreen.cs @@ -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); diff --git a/ClassicalSharp/ClassicalSharp.csproj b/ClassicalSharp/ClassicalSharp.csproj index 9d60f5462..4640ee02d 100644 --- a/ClassicalSharp/ClassicalSharp.csproj +++ b/ClassicalSharp/ClassicalSharp.csproj @@ -141,6 +141,8 @@ + + @@ -265,6 +267,7 @@ + diff --git a/ClassicalSharp/Game/Game.Properties.cs b/ClassicalSharp/Game/Game.Properties.cs index 4ee253377..4b64bbd5b 100644 --- a/ClassicalSharp/Game/Game.Properties.cs +++ b/ClassicalSharp/Game/Game.Properties.cs @@ -130,6 +130,16 @@ namespace ClassicalSharp { } } + /// Calculates the amount that 2D chat widgets should be scaled by when rendered. + /// Affected by both the current resolution of the window, as well as the + /// scaling specified by the user (field ChatScale). + public float GuiChatScale { + get { + float scaleX = Width / 640f, scaleY = Height / 480f; + return Math.Min( scaleX, scaleY ) * ChatScale; + } + } + string defTexturePack = "default.zip"; /// Gets or sets the path of the default texture pack that should be used by the client. /// If the custom default texture pack specified by the user could not be found, diff --git a/ClassicalSharp/Generator/Noise.cs b/ClassicalSharp/Generator/Noise.cs new file mode 100644 index 000000000..bd5061fa5 --- /dev/null +++ b/ClassicalSharp/Generator/Noise.cs @@ -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 ); + } + } +} diff --git a/ClassicalSharp/Generator/NotchGenerator.cs b/ClassicalSharp/Generator/NotchGenerator.cs new file mode 100644 index 000000000..c2476e8d4 --- /dev/null +++ b/ClassicalSharp/Generator/NotchGenerator.cs @@ -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); + } + } + } + }