a lil improvement
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parent
d2f693ccf5
commit
15eec53d50
41
src/index.js
41
src/index.js
@ -138,6 +138,11 @@ class Chunk {
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class ChunkWorld {
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constructor () {
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this.chunks = []
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this.dirty = true
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}
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mkdirty () {
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this.dirty = true
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}
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static generateTerrain (c) {
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@ -181,13 +186,15 @@ class ChunkWorld {
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}
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update (pos, scale) {
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if (!this.dirty) return
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let positions = ChunkWorld.getPositionsInViewport(pos, scale)
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let generated = false
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for (let p in positions) {
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let cpos = positions[p]
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let found = false
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for (let i in this.chunks) {
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let chunk = this.chunks[i]
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if (chunk.x == cpos.x && chunk.y == cpos.y) {
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if (chunk.x === cpos.x && chunk.y === cpos.y) {
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found = true
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break
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}
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@ -195,25 +202,33 @@ class ChunkWorld {
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if (!found) {
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let chunk = new Chunk(cpos.x, cpos.y)
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generated = true
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ChunkWorld.generateTerrain(chunk)
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this.chunks.push(chunk)
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break
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}
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}
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// We generated nothing this time around, mark it as not dirty
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if (!generated) {
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this.dirty = false
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}
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}
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render (r, o, s) {
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let scaledSize = TotalSize / s
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// Convert to chunk-space coordinates
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let localX = Math.floor(cursor.x / scaledSize) * -1
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let localY = Math.floor(cursor.y / scaledSize) * -1
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let localW = Math.ceil(canvas.width / scaledSize) + 1
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let localH = Math.ceil(canvas.height / scaledSize)
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for (let i in this.chunks) {
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let chunk = this.chunks[i]
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let scaledSize = TotalSize / s
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// Convert to chunk-space coordinates
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let localX = Math.floor(cursor.x / scaledSize) * -1
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let localY = Math.floor(cursor.y / scaledSize) * -1
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let aw = Math.ceil(canvas.width / scaledSize) + 1
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let ah = Math.ceil(canvas.height / scaledSize)
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if (chunk.x <= localX + aw && chunk.x + 1 >= localX &&
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chunk.y <= localY + ah && chunk.y + 1 >= localY) {
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if (chunk.x <= localX + localW && chunk.x + 1 >= localX &&
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chunk.y <= localY + localH && chunk.y + 1 >= localY) {
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Chunk.render(r, chunk, o, s)
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}
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}
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@ -222,7 +237,7 @@ class ChunkWorld {
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let world = new ChunkWorld()
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let input = new Input(canvas)
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let noise = new BetterNoise(1, /*amplitude = */15, /*persistence = */0.4, /*octaves = */5, /*period = */120, /*lacunarity = */2)
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let noise = new BetterNoise(1, /* amplitude = */15, /* persistence = */0.4, /* octaves = */5, /* period = */120, /* lacunarity = */2)
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let zoom = 2
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let tiles = [
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@ -232,7 +247,7 @@ let tiles = [
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new Tile('stone', '#515151')
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]
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let cursor = {x: 0, y: 0}
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let cursor = { x: 0, y: 0 }
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function render () {
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ctx.fillStyle = '#00aaff'
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@ -243,14 +258,18 @@ function render () {
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function update (dt) {
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if (input.isDown('w')) {
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cursor.y += 6
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world.mkdirty()
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} else if (input.isDown('s')) {
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cursor.y -= 6
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world.mkdirty()
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}
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if (input.isDown('a')) {
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cursor.x += 6
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world.mkdirty()
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} else if (input.isDown('d')) {
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cursor.x -= 6
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world.mkdirty()
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}
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world.update(cursor, zoom)
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