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Generator - Tileable textured rock pattern.monkey
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Generator - Tileable textured rock pattern.monkey
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Import mojo
'
' This is the tile class.
' Here a stone tile is created
' using the generate method
Class tile
Field width:Int,height:Int
Field map:Int[][]
Method New(w:Int,h:Int)
Self.width = w
Self.height = h
map = New Int[width][]
For Local i:Int=0 Until width
map[i] = New Int[height]
Next
End Method
Method generate(spacing:Int)
' Put a number of stone points on the map
' try to keep a distance between them
Local numpoints:Int=Rnd(width/5,width/2)
For Local i:Int=0 Until numpoints
Local x:Int=Rnd(width)
Local y:Int=Rnd(height)
Local exitloop:Bool=False
While exitloop=False
exitloop = True
If disttootherstone(x,y,i) < spacing
x=Rnd(width)
y=Rnd(height)
exitloop=False
End If
Wend
map[x][y] = i
Next
'
' Grow the stone points
For Local i:Int=0 Until (width*height)*10
Local x:Int=Rnd(width)
Local y:Int=Rnd(height)
If map[x][y] > 0
If disttootherstone(x,y,map[x][y]) < spacing Then Continue
For Local y2:Int=y-1 To y+1
For Local x2:Int=x-1 To x+1
If x2<0 Or y2<0 Or x2>=width Or y2>=height Then Continue
If Rnd(5)<2 Then
If map[x2][y2] = 0
If x2 = 0 Then map[width-1][y2] = map[x][y]
If x2 = width-1 Then map[0][y2] = map[x][y]
If y2 = 0 Then map[x2][height-1] = map[x][y]
If y2 = height-1 Then map[x2][0] = map[x][y]
map[x2][y2] = map[x][y]
End If
End If
Next
Next
End If
Next
shadeedges()
End Method
' Add ligther and darker pixels ontop of the stones
' value 1 to <100 is each seperate stone
' value 200 is light color 100 is dark color
Method shadeedges()
For Local y:Int=0 Until height
For Local x:Int=0 Until width
If map[x][y] > 0 And map[x][y] <> 200
If x-1 >=0 And map[x-1][y] = 0
For Local x2:Int=x+2 To x+4
If Rnd(2)<1
If x2>=0 And x2<width And map[x2][y] >0 Then map[x2][y] = 100
End If
Next
End If
If x-1 >=0 And y-1>=0 And map[x-1][y-1] = 0
map[x][y] = 100
End If
If x+1 < width And map[x+1][y] = 0
For Local x2:Int=x-4 To x+2
If Rnd(2)<1
If x2>=0 And x2<width And map[x2][y] >0 Then map[x2][y] = 200
End If
Next
End If
End If
Next
Next
End Method
' Returns the shortest distance to any other stone part then
' the currentstore
Method disttootherstone:Int(sx:Int,sy:Int,currentstone:Int)
Local shortest:Int=9999
For Local y:Int=0 Until height
For Local x:Int=0 Until width
If map[x][y] <> 0 And map[x][y] <> currentstone
Local d:Int=distance(sx,sy,x,y)
If d<shortest Then shortest = d
End If
Next
Next
Return shortest
End Method
' Draw the tile at x and y position and tw=size
Method draw(sx:Int,sy:Int,tw:Int,th:Int)
Local x:Int
Local y:Int
For y=0 Until height
For x=0 Until width
Local t:Int=map[x][y]
Local x2:Int=x*tw
Local y2:Int=y*th
x2+=sx
y2+=sy
If t >= 1 Then 'grey base color
SetColor 100,100,100
End If
If t=100 Then SetColor 40,40,40 'dark shade color
If t=200 Then SetColor 140,140,140 'light shade color
If t>0 ' draw a rect (part of the stone)
DrawRect x2,y2,tw,th
End If
Next
Next
End Method
Function distance:Int(x1:Int,y1:Int,x2:Int,y2:Int)
Return Abs(x2-x1)+Abs(y2-y1)
End Function
End Class
Class MyGame Extends App
Field mytile:tile
Field cnt:Int=0
Method OnCreate()
Seed = GetDate[4]*GetDate[5]
SetUpdateRate(1)
mytile = New tile(32,32)
mytile.generate(6)
End Method
Method OnUpdate()
cnt+=1
If KeyHit(KEY_SPACE) Or cnt>3
cnt = 0
mytile = New tile(32,32) 'reset/create new tile
Local spacing:Int=Rnd(4,10) ' set random spacing
If Rnd(3)<1 Then spacing=4
mytile.generate(spacing) ' generate the tile
End If
End Method
Method OnRender()
Cls 0,0,0
'draw the tiles in 4x the size
For Local y:Int=0 Until DeviceHeight Step 32*4
For Local x:Int=0 Until DeviceWidth Step 32*4
mytile.draw(x,y,4,4)
Next
Next
' draw the tiles in 1x size
SetColor 0,0,0
DrawRect 320,240,320,240
For Local y:Int=240 Until DeviceHeight Step 32
For Local x:Int=320 Until DeviceWidth Step 32
mytile.draw(x,y,1,1)
Next
Next
End Method
End Class
Function Main()
New MyGame()
End Function