Fixed island generation!
My while statements were looping forever because the ranges were too big!
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@ -11,19 +11,12 @@ function oceanRoom () {
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}
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rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
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rm_Ocean.speedGaugeImg = new Image();
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rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png";
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rm_Ocean.clockTimerCutoff = (1 / OS.S.defaultStep) * 60 * 5; // 5 minute day.
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rm_Ocean.clockTimerCount = 0;
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rm_Ocean.clockImg = new Image();
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rm_Ocean.clockImg.src = "images/clock_sheet.png";
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rm_Ocean.DoFirst = function () {
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G.player.x = (pixel(64) * 25) - pixel(32) - G.player.xBound;
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G.player.y = pixel(64) * 22;
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console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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G.player.x = (this.squareSize * (this.squaresX / 2)) - (this.squareSize / 2) - G.player.xBound;
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G.player.y = (this.squareSize * (this.squaresY / 2));
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// console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
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G.oceanParticle.x = G.player.x + randomSmidge();
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G.oceanParticle.y = G.player.y + randomSmidge();
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@ -59,16 +52,12 @@ rm_Ocean.Do = function () {
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this.waveTimer = Math.round(Math.randomRange(30, 150));
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}
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if (guiControl && guiControl.inventory && guiControl.map && guiControl.trade) { // Force it to wait until loaded.
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if (guiControl && guiControl.inventory && guiControl.trade) { // Force it to wait until loaded.
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if (!guiControl.inventory.show && !guiControl.map.show && !guiControl.trade.show) {
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if (ct_cancel().down) {
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guiControl.inventory.activateDelay = 5;
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guiControl.inventory.show = true;
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}
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if (ct_m.down) {
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guiControl.map.activateDelay = 5;
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guiControl.map.show = true;
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}
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}
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}
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@ -151,47 +140,41 @@ rm_Ocean.DrawClock = function () {
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}
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rm_Ocean.GenerateMap = function () {
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var xSquares = [25];
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var ySquares = [22];
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while(xSquares.length < 10){
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var randomX = Math.round(Math.randomRange(1, 48));
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var foundX = false;
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for(var i = 0; i < xSquares.length; i++){
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// console.log(i + ": " + (xSquares[i] - 3) + " <= " + randomX + " <= " + (xSquares[i] + 3) + "?");
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if (randomX >= xSquares[i] - 3 && randomX <= xSquares[i] + 3) {
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foundX = true;
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break;
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}
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}
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if (!foundX) xSquares[xSquares.length] = randomX;
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}
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while(ySquares.length < 10){
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var randomY = Math.round(Math.randomRange(1, 42));
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var foundY = false;
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for(var i = 0; i < ySquares.length; i++){
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// console.log(i + ": " + (ySquares[i] - 3) + " <= " + randomY + " <= " + (ySquares[i] + 3) + "?");
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if (randomY >= ySquares[i] - 3 && randomY <= ySquares[i] + 3) {
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foundY = true;
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// console.log("It's between! Do not add!");
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break;
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}
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}
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if (!foundY) ySquares[ySquares.length] = randomY;
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}
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for (var i = 0; i < xSquares.length; i++) {
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G.map.push({
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island: rm_Ocean.AddObject(OS.P["Island"], {
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x: pixel(64) * xSquares[i],
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y: pixel(64) * ySquares[i]
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}),
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drawX: xSquares[i],
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drawY: ySquares[i],
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drawWidth: 1,
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drawHeight: 1
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});
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// console.log(G.map[i + 1].island.name + " created at " + G.map[i + 1].island.x + ", " + G.map[i + 1].island.y);
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}
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console.log(xSquares + "\n" + ySquares);
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var xSquares = [25];
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var ySquares = [22];
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while (xSquares.length < this.numberOfIslands) {
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var randomNumber = Math.round(Math.randomRange(2, this.squaresX - 2));
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var found = false;
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for (var i = 0; i < xSquares.length; i++) {
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if (xSquares[i] - ((this.squaresX / this.numberOfIslands) / 2) < randomNumber && randomNumber < xSquares[i] + ((this.squaresX / this.numberOfIslands) / 2)) {
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found = true;
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break;
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}
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}
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if (!found) xSquares.push(randomNumber);
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}
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while (ySquares.length < this.numberOfIslands) {
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var randomNumber = Math.round(Math.randomRange(2, this.squaresY - 2));
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var found = false;
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for (var i = 0; i < ySquares.length; i++) {
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if (ySquares[i] - ((this.squaresY / this.numberOfIslands) / 2) < randomNumber && randomNumber < ySquares[i] + ((this.squaresY / this.numberOfIslands) / 2)) {
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found = true;
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break;
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}
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}
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if (!found) ySquares.push(randomNumber);
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}
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for (var i = 0; i < this.numberOfIslands; i++) {
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G.map.push({
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island: rm_Ocean.AddObject(OS.P["Island"], {
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x: this.squareSize * xSquares[i],
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y: this.squareSize * ySquares[i]
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}),
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drawX: xSquares[i],
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drawY: ySquares[i],
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drawWidth: 1,
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drawHeight: 1
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});
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}
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}
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