FAZA 1: Terrain generation with Perlin noise and isometric view - Ready for testing

This commit is contained in:
2025-12-06 17:54:45 +01:00
parent 7e20dff962
commit d61df381cb
7 changed files with 630 additions and 20 deletions

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// Isometric Utilities
// Konverzija med kartezičnimi in izometričnimi koordinatami
class IsometricUtils {
constructor(tileWidth = 48, tileHeight = 24) {
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
}
// Kartezične (grid) koordinate -> Isometrične (screen) koordinate
toScreen(gridX, gridY) {
const screenX = (gridX - gridY) * (this.tileWidth / 2);
const screenY = (gridX + gridY) * (this.tileHeight / 2);
return { x: screenX, y: screenY };
}
// Isometrične (screen) koordinate -> Kartezične (grid) koordinate
toGrid(screenX, screenY) {
const gridX = (screenX / (this.tileWidth / 2) + screenY / (this.tileHeight / 2)) / 2;
const gridY = (screenY / (this.tileHeight / 2) - screenX / (this.tileWidth / 2)) / 2;
return { x: Math.floor(gridX), y: Math.floor(gridY) };
}
// Izračun depth (z-index) za pravilno sortiranje
getDepth(gridX, gridY) {
return gridX + gridY;
}
// Izračun centerja tile-a
getTileCenter(gridX, gridY) {
const screen = this.toScreen(gridX, gridY);
return {
x: screen.x,
y: screen.y + this.tileHeight / 2
};
}
// Preveri ali je grid koordinata znotraj meja
isInBounds(gridX, gridY, mapWidth, mapHeight) {
return gridX >= 0 && gridX < mapWidth && gridY >= 0 && gridY < mapHeight;
}
// Dobi sosednje tile-e (NSEW)
getNeighbors(gridX, gridY, mapWidth, mapHeight) {
const neighbors = [];
const directions = [
{ x: 0, y: -1 }, // North
{ x: 1, y: 0 }, // East
{ x: 0, y: 1 }, // South
{ x: -1, y: 0 } // West
];
for (const dir of directions) {
const nx = gridX + dir.x;
const ny = gridY + dir.y;
if (this.isInBounds(nx, ny, mapWidth, mapHeight)) {
neighbors.push({ x: nx, y: ny });
}
}
return neighbors;
}
}

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src/utils/PerlinNoise.js Normal file
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// Perlin Noise Generator
// Implementacija za proceduralno generacijo terena
class PerlinNoise {
constructor(seed = Math.random()) {
this.seed = seed;
this.permutation = this.generatePermutation();
}
generatePermutation() {
const p = [];
for (let i = 0; i < 256; i++) {
p[i] = i;
}
// Fisher-Yates shuffle z seed-om
let random = this.seed;
for (let i = 255; i > 0; i--) {
random = (random * 9301 + 49297) % 233280;
const j = Math.floor((random / 233280) * (i + 1));
[p[i], p[j]] = [p[j], p[i]];
}
// Podvoji permutacijo
return [...p, ...p];
}
fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
lerp(t, a, b) {
return a + t * (b - a);
}
grad(hash, x, y) {
const h = hash & 3;
const u = h < 2 ? x : y;
const v = h < 2 ? y : x;
return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
}
noise(x, y) {
const X = Math.floor(x) & 255;
const Y = Math.floor(y) & 255;
x -= Math.floor(x);
y -= Math.floor(y);
const u = this.fade(x);
const v = this.fade(y);
const p = this.permutation;
const a = p[X] + Y;
const aa = p[a];
const ab = p[a + 1];
const b = p[X + 1] + Y;
const ba = p[b];
const bb = p[b + 1];
return this.lerp(v,
this.lerp(u, this.grad(p[aa], x, y), this.grad(p[ba], x - 1, y)),
this.lerp(u, this.grad(p[ab], x, y - 1), this.grad(p[bb], x - 1, y - 1))
);
}
// Octave noise za bolj kompleksne terene
octaveNoise(x, y, octaves = 4, persistence = 0.5) {
let total = 0;
let frequency = 1;
let amplitude = 1;
let maxValue = 0;
for (let i = 0; i < octaves; i++) {
total += this.noise(x * frequency, y * frequency) * amplitude;
maxValue += amplitude;
amplitude *= persistence;
frequency *= 2;
}
return total / maxValue;
}
// Generira normalizirano vrednost med 0 in 1
getNormalized(x, y, scale = 0.1, octaves = 4) {
const value = this.octaveNoise(x * scale, y * scale, octaves);
return (value + 1) / 2; // Normalizacija iz [-1, 1] v [0, 1]
}
}