Add chunk wrapping

This commit is contained in:
shylie 2025-07-19 11:02:18 -04:00
parent e255ae4e85
commit 832f9a5c9a
2 changed files with 139 additions and 101 deletions

238
main.lua
View File

@ -1,110 +1,133 @@
local zprite = require("zprite")
local tex = love.graphics.newImage("atlas.png") local tex = love.graphics.newImage("atlas.png")
tex:setFilter("nearest", "nearest") tex:setFilter("nearest", "nearest")
local function water_color(layer)
local value = layer / 24
return value / 4, value / 2, value
end
local function sand_color(layer)
return layer / 32 + 0.2, layer / 32 + 0.15, 0.4
end
local function dirt_color(layer)
if layer < 32 then
return layer / 40 / 2.5, layer / 80 / 2.5, 0.1
else
return 0.05, (layer - 32) / 36 + 0.3, 0.05
end
end
local function mountain_color(layer)
if layer < 58 then
local value = layer / 64 / 2 - 0.1
return value, value, value
else
local value = (layer - 58) / 20 + 0.7
return value, value, value
end
end
local function pick_colorfn(maxlayer)
if maxlayer < 16 then
return water_color
elseif maxlayer < 22 then
return sand_color
elseif maxlayer < 46 then
return dirt_color
else
return mountain_color
end
end
local function ease(n)
return 5 ^ (3.1 * (n ^ 0.3) - 3) + 1 - 1.1 ^ n
end
local WATER = love.graphics.newQuad(1, 1, 8, 8, tex)
local SAND = love.graphics.newQuad(11, 1, 8, 8, tex)
local DIRT = love.graphics.newQuad(21, 1, 8, 8, tex)
local GRASS = love.graphics.newQuad(31, 1, 8, 8, tex)
local STONE = love.graphics.newQuad(1, 11, 8, 8, tex)
local SNOW = love.graphics.newQuad(11, 11, 8, 8, tex)
local function dirt_sprite(layer)
if layer < 32 then
return DIRT
end
return GRASS
end
local function mountain_sprite(layer)
if layer < 58 then
return STONE
end
return SNOW
end
local function pick_sprite(maxlayer)
if maxlayer < 16 then
return WATER
end
if maxlayer < 22 then
return SAND
end
if maxlayer < 46 then
return dirt_sprite
end
return mountain_sprite
end
local z = require("zprite").zchunk.new(tex, 128, 64)
local function update_map()
z:clear()
for i = -160, 160 do
for j = -160, 160 do
local noise_value = love.math.simplexNoise(i * 0.008, j * 0.008)
local layers = ease(noise_value) * 64
z:put(i * 8, j * 8, pick_sprite(layers), math.floor(layers) + 1, pick_colorfn(layers))
coroutine.yield()
end
end
end
local co = coroutine.create(update_map)
local x = 0 local x = 0
local y = 0 local y = 0
local angle = 0 local angle = 0
local scale = 1 local scale = 1
local dist = 4
function love.update(dt) local atlas = {
for _ = 1, 64 do water = love.graphics.newQuad(1, 1, 8, 8, tex),
if coroutine.status(co) == "suspended" then sand = love.graphics.newQuad(11, 1, 8, 8, tex),
coroutine.resume(co) dirt = love.graphics.newQuad(21, 1, 8, 8, tex),
end grass = love.graphics.newQuad(31, 1, 8, 8, tex),
stone = love.graphics.newQuad(1, 11, 8, 8, tex),
snow = love.graphics.newQuad(11, 11, 8, 8, tex),
}
local colors = {}
function colors.water(layer)
return 0.1, layer / 16, layer / 8
end
function colors.sand(layer)
return layer / 16 + 0.2, layer / 16 + 0.15, 0.4
end
function colors.dirt(layer)
if layer < 20 then
return layer / 40, layer / 80, 0.1
else
return 0.1, layer / 32 + 0.3, 0.1
end
end
function colors.stone(layer)
local value = layer / 48 - 0.2
return value / 1.1, value, value * 1.1
end
function colors.snow(layer)
local value = layer / 48 + 0.2
return value / 1.1, value, value * 1.1
end
local z = zprite.zchunk.new(tex, 16 * 8, 32, dist * 2 + 1)
local function layered_noise(x, y, layers, persistence)
local freq = 1
local ampl = 1
local maxval = 0
local val = 0
for i = 1, layers do
val = val + love.math.perlinNoise(x * freq, y * freq) * ampl
maxval = maxval + ampl
ampl = ampl * persistence
freq = freq * 2
end end
return val / maxval
end
local function heightmap(x, y)
return layered_noise(x * 0.003, y * 0.003, 1, 0.1)
end
local function dirtgrass_sprite(layer)
if layer < 20 then
return atlas.dirt
end
return atlas.grass
end
local function pick_from_atlas(height)
if height < 0.2 then
return atlas.water
end
if height < 0.3 then
return atlas.sand
end
if height < 0.7 then
return dirtgrass_sprite
end
if height < 0.9 then
return atlas.stone
end
return atlas.snow
end
local function pick_color(height)
if height < 0.25 then
return colors.water
end
if height < 0.3 then
return colors.sand
end
if height < 0.7 then
return colors.dirt
end
if height < 0.9 then
return colors.stone
end
return colors.snow
end
local function generate(x, y)
local height = heightmap(x, y)
z:put(x, y, pick_from_atlas(height), math.ceil(height * 32), pick_color(height))
end
local generated = {}
local function generate_chunk(cx, cy)
local idx = z:_chunk_index(cx * z._chunk_size, cy * z._chunk_size)
if generated[idx] then
return
end
generated[idx] = { cx, cy }
z:clear(cx * z._chunk_size, cy * z._chunk_size)
for i = 1, z._chunk_size, 8 do
for j = 1, z._chunk_size, 8 do
local x = cx * z._chunk_size + i - 1
local y = cy * z._chunk_size + j - 1
generate(x, y)
end
end
end
function love.update(dt)
if love.keyboard.isDown("d") then if love.keyboard.isDown("d") then
local dx = 256 * math.cos(-angle) local dx = 256 * math.cos(-angle)
local dy = 256 * math.sin(-angle) local dy = 256 * math.sin(-angle)
@ -136,17 +159,31 @@ function love.update(dt)
angle = angle - dt angle = angle - dt
end end
if love.keyboard.isDown("f") then if love.keyboard.isDown("f") then
scale = scale - dt * 5 scale = scale * (1 - dt)
if scale < 0.2 then if scale < 0.2 then
scale = 0.2 scale = 0.2
end end
end end
if love.keyboard.isDown("r") then if love.keyboard.isDown("r") then
scale = scale + dt * 5 scale = scale * (1 + dt)
if scale > 5 then if scale > 5 then
scale = 5 scale = 5
end end
end end
local center_cx = -math.floor(x / z._chunk_size)
local center_cy = -math.floor(y / z._chunk_size)
for key, gen in pairs(generated) do
if math.abs(gen[1] - center_cx) > dist or math.abs(gen[2] - center_cy) > dist then
generated[key] = nil
end
end
for cx = center_cx - dist, center_cx + dist do
for cy = center_cy - dist, center_cy + dist do
generate_chunk(cx, cy)
end
end
end end
local t = love.math.newTransform() local t = love.math.newTransform()
@ -155,10 +192,11 @@ function love.draw()
for _, chunk in pairs(z._chunks) do for _, chunk in pairs(z._chunks) do
chunk.z._height_scale = 12 * scale chunk.z._height_scale = 12 * scale
end end
t:reset() t:reset()
t:translate(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2) t:translate(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2)
t:scale(scale, scale) t:scale(scale, scale)
t:rotate(angle) t:rotate(angle)
t:translate(x, y) t:translate(x - z._chunk_size, y - z._chunk_size / 2)
z:draw(t) z:draw(t)
end end

2
zprite

@ -1 +1 @@
Subproject commit ccfa075d244c87171799941125decd143c3fb37a Subproject commit 071b00d922ba6dcf76b5ecae0fdd5c01579482bf