CLEAN WORLD: Removed ALL terrain elevation - only flat grass platform + water river (no stone/dirt/sand hills)
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@@ -367,24 +367,11 @@ class TerrainSystem {
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const ny = y * 0.1;
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const ny = y * 0.1;
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const elevation = this.noise.noise(nx, ny);
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const elevation = this.noise.noise(nx, ny);
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// SIMPLE TERRAIN - samo grass (brez elevation/stone/hills)
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let terrainType = this.terrainTypes.GRASS_FULL;
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let terrainType = this.terrainTypes.GRASS_FULL;
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// Edges of WORLD
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// Edges of WORLD -也 grass
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if (x < 3 || x >= this.width - 3 || y < 3 || y >= this.height - 3) {
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// (removed elevation-based terrain - user wants clean platform)
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terrainType = this.terrainTypes.GRASS_FULL;
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} else {
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if (elevation < -0.6) terrainType = this.terrainTypes.WATER; // Deep Ocean
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else if (elevation < -0.4 && Math.random() < 0.2) {
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// ISOLATED ISLANDS (Nodes)
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// If we are in deep water but get random bump -> Island
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terrainType = this.terrainTypes.SAND;
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}
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else if (elevation > 0.1) terrainType = this.terrainTypes.SAND;
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else if (elevation > 0.2) terrainType = this.terrainTypes.GRASS_FULL;
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else if (elevation > 0.3) terrainType = this.terrainTypes.GRASS_TOP;
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else if (elevation > 0.7) terrainType = this.terrainTypes.DIRT;
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else if (elevation > 0.85) terrainType = this.terrainTypes.STONE;
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}
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// Farm Override - ZELENA PLATFORMA!
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// Farm Override - ZELENA PLATFORMA!
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if (Math.abs(x - FARM_CENTER_X) <= FARM_SIZE / 2 && Math.abs(y - FARM_CENTER_Y) <= FARM_SIZE / 2) {
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if (Math.abs(x - FARM_CENTER_X) <= FARM_SIZE / 2 && Math.abs(y - FARM_CENTER_Y) <= FARM_SIZE / 2) {
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