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javaTerrainGen.pde
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javaTerrainGen.pde
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int cols, rows;
int scl = 20;
int w = 3200;
int h = 1600;
float [][] terrain;
float xoff, yoff;
float flying = 0;
float playerXposition = 0;
float playerYposition = 0;
float accY = 0;
float accX = 0;
boolean keyUp;
boolean keyDown;
boolean keyRight;
boolean keyLeft;
float c = .001;
float d = 1.02;
float l = .00001;
float angle = .1;
float flyHeight = 0;
void setup() {
size(1400,700,P3D);
cols = w/scl;
rows = h/scl;
terrain = new float [cols][rows];
}
void draw() {
if (keyUp){
accY -= c;
}
if (keyDown){
accY += c;
}
if (keyRight){
accX += c;
}
if (keyLeft){
accX -= c;
}
playerYposition += accY;
playerXposition += accX;
accY = accY > l || accY < -l ? accY/d : 0;
accX = accX > l || accX < -l? accX/d : 0;
println(accY, accX);
yoff = playerYposition;
for(int y = 0; y< rows; y++) {
xoff = playerXposition;
for(int x = 0; x< cols; x++) {
terrain[x][y] = map(noise(xoff,yoff), 0, 1, -150, 150);
xoff += .04;
}
yoff += .04;
}
background(25);
stroke(215);
noFill();
translate(width/2, height/2);
rotateX(angle);
translate(-w/2,-h/2, flyHeight);
for(int y = 0; y< rows-1; y++) {
beginShape(TRIANGLE_STRIP);
for(int x = 0; x< cols; x++) {
vertex(x * scl, y * scl, terrain[x][y]);
vertex(x * scl, (y+1) * scl, terrain[x][y+1]);
}
endShape();
}
}
void keyPressed(){
if (key == 'w'){
keyUp = true;
}
if (key == 's'){
keyDown = true;
}
if (key == 'd'){
keyRight = true;
}
if (key == 'a'){
keyLeft = true;
}
if(key == 'q') {flyHeight+=10;}
if(key == 'e') {flyHeight-=10;}
if(keyCode == UP) {angle+=.1;}
if(keyCode == DOWN){angle-=.1;}
}
void keyReleased(){
if (key == 'w'){
keyUp = false;
} else
if (key == 's'){
keyDown = false;
} else
if (key == 'd'){
keyRight = false;
} else
if (key == 'a'){
keyLeft = false;
}
}