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terrain.js
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125 lines (107 loc) · 4.13 KB
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let terrain;
function isGround(x, y) {
// Convert pixel coordinates to grid coordinates
let col = floor(x / resolution);
let row = floor(y / resolution);
// Ensure the coordinates are within the bounds of the terrain array
if (col >= 0 && col < cols && row >= 0 && row < rows) {
return getTerrain(col, row) === 1; // 1 = ground, 0 = air
}
return false; // Out of bounds is considered air
}
function stepsToAir(x, y) {
let steps = 0;
let currentY = y;
// Loop upward until air is found or we go out of bounds
while (currentY >= 0) {
if (!isGround(x, currentY)) { // If it's air
return steps;
}
steps++; // Increment step count
currentY -= resolution; // Move up by resolution
}
// If we reach the top of the canvas without finding air
return steps;
}
// Function to access terrain data
function getTerrain(x, y) {
return terrain[x + y * cols];
}
function setTerrain(x, y, value) {
terrain[x + y * cols] = value;
}
// Optimized destroyTerrain function
function modifyTerrain(px, py, radius, value) {
let cx = floor(px / resolution);
let cy = floor(py / resolution);
let radiusSq = radius * radius;
for (let x = -radius; x <= radius; x++) {
for (let y = -radius; y <= radius; y++) {
if (x * x + y * y < radiusSq) {
let nx = cx + x;
let ny = cy + y;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
setTerrain(nx, ny, value);
}
}
}
}
}
function drawTerrainBuffer() {
terrainBuffer.background(135, 206, 235); // Clear buffer with sky blue
terrainBuffer.noStroke(); // Disable stroke for filled shapes
// Draw green ground
for (let x = 0; x < cols; x++) {
for (let y = 0; y < rows; y++) {
if (getTerrain(x, y) === 1) { // If it's ground
terrainBuffer.fill(34, 139, 34); // Green color
terrainBuffer.rect(x * resolution - 1, y * resolution - 1, resolution, resolution);
}
}
}
// Draw Marching Squares lines (optional, for visual detail)
terrainBuffer.stroke(0);
terrainBuffer.strokeWeight(2);
terrainBuffer.noFill();
for (let x = 0; x < cols - 1; x++) {
for (let y = 0; y < rows - 1; y++) {
let x0 = x * resolution;
let y0 = y * resolution;
// Get state of 4 corners
let a = getTerrain(x, y);
let b = getTerrain(x + 1, y);
let c = getTerrain(x + 1, y + 1);
let d = getTerrain(x, y + 1);
let state = getState(a, b, c, d);
// Interpolated Midpoints
let mx = resolution / 2;
let my = resolution / 2;
let midX = x0 + mx;
let midY = y0 + my;
// Smoother Marching Squares Lines
terrainBuffer.beginShape();
switch (state) {
case 1: terrainBuffer.vertex(x0, midY); terrainBuffer.vertex(midX, y0 + resolution); break;
case 2: terrainBuffer.vertex(midX, y0 + resolution); terrainBuffer.vertex(x0 + resolution, midY); break;
case 3: terrainBuffer.vertex(x0, midY); terrainBuffer.vertex(x0 + resolution, midY); break;
case 4: terrainBuffer.vertex(midX, y0); terrainBuffer.vertex(x0 + resolution, midY); break;
case 5: terrainBuffer.vertex(midX, y0); terrainBuffer.vertex(midX, y0 + resolution); break;
case 6: terrainBuffer.vertex(midX, y0); terrainBuffer.vertex(x0 + resolution, midY);
terrainBuffer.vertex(midX, y0 + resolution); break;
case 7: terrainBuffer.vertex(midX, y0); terrainBuffer.vertex(x0 + resolution, midY); break;
case 8: terrainBuffer.vertex(x0, midY); terrainBuffer.vertex(midX, y0); break;
case 9: terrainBuffer.vertex(x0, midY); terrainBuffer.vertex(midX, y0 + resolution);
terrainBuffer.vertex(midX, y0); break;
case 10: terrainBuffer.vertex(midX, y0); terrainBuffer.vertex(midX, y0 + resolution); break;
case 11: terrainBuffer.vertex(x0, midY); terrainBuffer.vertex(x0 + resolution, midY); break;
case 12: terrainBuffer.vertex(midX, y0); terrainBuffer.vertex(x0 + resolution, midY); break;
case 13: terrainBuffer.vertex(midX, y0); terrainBuffer.vertex(x0 + resolution, midY); break;
case 14: terrainBuffer.vertex(x0, midY); terrainBuffer.vertex(midX, y0); break;
}
terrainBuffer.endShape();
}
}
}
function getState(a, b, c, d) {
return a * 8 + b * 4 + c * 2 + d * 1;
}