Documentation ¶
Index ¶
- Variables
- type BiomeType
- type HeatType
- type HeightType
- type MoistureType
- type TerrestrialTextureSet
- func (textureSet *TerrestrialTextureSet) BiomeColor(tile *textureset.Tile) *textureset.Color
- func (textureSet *TerrestrialTextureSet) BumpColor(tile *textureset.Tile) *textureset.Color
- func (textureSet *TerrestrialTextureSet) CloudColor(tile *textureset.Tile) *textureset.Color
- func (textureSet *TerrestrialTextureSet) CloudMapFrequency() float64
- func (textureSet *TerrestrialTextureSet) CloudMapOctaves() int64
- func (terrestrialSet *TerrestrialTextureSet) HeatColor(tile *textureset.Tile) *textureset.Color
- func (textureSet *TerrestrialTextureSet) HeatMapFrequency() float64
- func (textureSet *TerrestrialTextureSet) HeatMapOctaves() int64
- func (terrestrialSet *TerrestrialTextureSet) HeightColor(tile *textureset.Tile) *textureset.Color
- func (textureSet *TerrestrialTextureSet) HeightMapFrequency() float64
- func (textureSet *TerrestrialTextureSet) HeightMapOctaves() int64
- func (terrestrialSet *TerrestrialTextureSet) Init(tile *textureset.Tile)
- func (terrestrialSet *TerrestrialTextureSet) MoistureColor(tile *textureset.Tile) *textureset.Color
- func (textureSet *TerrestrialTextureSet) MoistureMapFrequency() float64
- func (textureSet *TerrestrialTextureSet) MoistureMapOctaves() int64
- func (textureSet *TerrestrialTextureSet) SpecularColor(tile *textureset.Tile) *textureset.Color
- type TerrestrialTile
Constants ¶
This section is empty.
Variables ¶
View Source
var ( BiomeMatrix = map[*MoistureType]map[*HeatType]BiomeType{ Dryest: map[*HeatType]BiomeType{ Coldest: Ice, Colder: Tundra, Cold: Grassland, Warm: Desert, Warmer: Desert, Warmest: Desert, }, Dryer: map[*HeatType]BiomeType{ Coldest: Ice, Colder: Tundra, Cold: Grassland, Warm: Desert, Warmer: Desert, Warmest: Desert, }, Dry: map[*HeatType]BiomeType{ Coldest: Ice, Colder: Tundra, Cold: Woodland, Warm: Woodland, Warmer: Savanna, Warmest: Savanna, }, Wet: map[*HeatType]BiomeType{ Coldest: Ice, Colder: Tundra, Cold: BorealForest, Warm: Woodland, Warmer: Savanna, Warmest: Savanna, }, Wetter: map[*HeatType]BiomeType{ Coldest: Ice, Colder: Tundra, Cold: BorealForest, Warm: SeasonalForest, Warmer: TropicalRainforest, Warmest: TropicalRainforest, }, Wettest: map[*HeatType]BiomeType{ Coldest: Ice, Colder: Tundra, Cold: BorealForest, Warm: TropicalRainforest, Warmer: TropicalRainforest, Warmest: TropicalRainforest, }, } // Biome Colors BiomeMapColors = map[BiomeType]*textureset.Color{ Desert: textureset.NewRGBColor255(238.0, 218.0, 130.0), Savanna: textureset.NewRGBColor255(177.0, 209.0, 110.0), TropicalRainforest: textureset.NewRGBColor255(66.0, 123.0, 25.0), Grassland: textureset.NewRGBColor255(164.0, 225.0, 99.0), Woodland: textureset.NewRGBColor255(139.0, 175.0, 90.0), SeasonalForest: textureset.NewRGBColor255(73.0, 100.0, 35.0), TemperateRainforest: textureset.NewRGBColor255(29.0, 73.0, 40.0), BorealForest: textureset.NewRGBColor255(95.0, 115.0, 62.0), Tundra: textureset.NewRGBColor255(96.0, 131.0, 112.0), Ice: textureset.NewRGBColor255(1.0, 1.0, 1.0), } )
View Source
var ( HeatTypes = []*HeatType{ Coldest, Colder, Cold, Warm, Warmer, Warmest, } Coldest = &HeatType{ Value: 0.05, } Colder = &HeatType{ Value: 0.18, } Cold = &HeatType{ Value: 0.4, } Warm = &HeatType{ Value: 0.6, } Warmer = &HeatType{ Value: 0.8, } Warmest = &HeatType{ Value: 0.8, Range: true, MaxValue: math.Inf(1), } // Heat Colors HeatMapColors = map[*HeatType]*textureset.Color{ Coldest: textureset.NewRGBColor(0.0, 1.0, 1.0), Colder: textureset.NewRGBColor255(170, 255, 255), Cold: textureset.NewRGBColor255(0.0, 229.0, 133.0), Warm: textureset.NewRGBColor255(255.0, 255.0, 100.0), Warmer: textureset.NewRGBColor255(255.0, 100.0, 0.0), Warmest: textureset.NewRGBColor255(241.0, 12.0, 0.0), } )
HeatTypes
View Source
var ( HeightTypes = []*HeightType{ DeepWater, ShallowWater, Shore, Sand, Grass, Forest, Rock, Snow, } DeepWater = &HeightType{ Value: 0.2, } ShallowWater = &HeightType{ Value: 0.4, } Shore = &HeightType{ Value: 0.5, } Sand = &HeightType{ Value: 0.55, } Grass = &HeightType{ Value: 0.7, } Forest = &HeightType{ Value: 0.8, } Rock = &HeightType{ Value: 0.9, } Snow = &HeightType{ Value: 0.9, Range: true, MaxValue: math.Inf(1), } River = &HeightType{ Value: 0.2, } // Height Colors HeightMapColors = map[*HeightType]*textureset.Color{ DeepWater: textureset.NewRGBColor255(15.0, 30.0, 80.0), ShallowWater: textureset.NewRGBColor255(15.0, 40.0, 90.0), Shore: textureset.NewRGBColor255(198.0, 190.0, 31.0), Sand: textureset.NewRGBColor255(198.0, 190.0, 31.0), Grass: textureset.NewRGBColor255(50.0, 220.0, 20.0), Forest: textureset.NewRGBColor255(16.0, 160.0, 0.0), Rock: textureset.NewRGBColor(0.5, 0.5, 0.5), Snow: textureset.NewRGBColor(1.0, 1.0, 1.0), River: textureset.NewRGBColor255(241.0, 12.0, 0.0), } BumpMapColors = map[*HeightType]*textureset.Color{ DeepWater: textureset.NewRGBColor(0.0, 0.0, 0.0), ShallowWater: textureset.NewRGBColor(0.0, 0.0, 0.0), Shore: textureset.NewRGBColor(0.3, 0.3, 0.3), Sand: textureset.NewRGBColor(0.3, 0.3, 0.3), Grass: textureset.NewRGBColor(0.45, 0.45, 0.45), Forest: textureset.NewRGBColor(0.6, 0.6, 0.6), Rock: textureset.NewRGBColor(0.75, 0.75, 0.75), Snow: textureset.NewRGBColor(1.0, 1.0, 1.0), River: textureset.NewRGBColor255(0.0, 0.0, 0.0), } )
View Source
var ( MoistureTypes = []*MoistureType{ Dryest, Dryer, Dry, Wet, Wetter, Wettest, } Wettest = &MoistureType{ Value: 0.95, Range: true, MaxValue: math.Inf(1), } Wetter = &MoistureType{ Value: 0.95, } Wet = &MoistureType{ Value: 0.8, } Dry = &MoistureType{ Value: 0.6, } Dryer = &MoistureType{ Value: 0.4, } Dryest = &MoistureType{ Value: 0.27, } MoistureMapColors = map[*MoistureType]*textureset.Color{ Wettest: textureset.NewRGBColor255(0.0, 0.0, 100.0), Wetter: textureset.NewRGBColor255(20.0, 70.0, 255.0), Wet: textureset.NewRGBColor255(85.0, 255.0, 255.0), Dry: textureset.NewRGBColor255(80.0, 255.0, 0.0), Dryer: textureset.NewRGBColor255(245.0, 245.0, 23.0), Dryest: textureset.NewRGBColor255(255.0, 139.0, 17.0), } )
View Source
var (
Black = textureset.NewRGBColor(0.0, 0.0, 0.0)
)
Functions ¶
This section is empty.
Types ¶
type BiomeType ¶
type BiomeType string
const ( Desert BiomeType = "desert" Savanna BiomeType = "savanna" TropicalRainforest BiomeType = "tropical-rainforset" Grassland BiomeType = "grassland" Woodland BiomeType = "woodland" SeasonalForest BiomeType = "seasonal-forest" TemperateRainforest BiomeType = "temperate-rainforest" BorealForest BiomeType = "boreal-forest" Tundra BiomeType = "tundra" Ice BiomeType = "ice" )
func FindBiomeType ¶
func FindBiomeType(moistureType *MoistureType, heatType *HeatType) BiomeType
type HeatType ¶
func FindHeatType ¶
type HeightType ¶
func FindHeightType ¶
func FindHeightType(value float64) *HeightType
type MoistureType ¶
func FindMoistureType ¶
func FindMoistureType(value float64) *MoistureType
type TerrestrialTextureSet ¶
type TerrestrialTextureSet struct {
Tiles map[int]*TerrestrialTile
}
func NewTerrestrialTextureSet ¶
func NewTerrestrialTextureSet() *TerrestrialTextureSet
func (*TerrestrialTextureSet) BiomeColor ¶
func (textureSet *TerrestrialTextureSet) BiomeColor(tile *textureset.Tile) *textureset.Color
func (*TerrestrialTextureSet) BumpColor ¶
func (textureSet *TerrestrialTextureSet) BumpColor(tile *textureset.Tile) *textureset.Color
func (*TerrestrialTextureSet) CloudColor ¶
func (textureSet *TerrestrialTextureSet) CloudColor(tile *textureset.Tile) *textureset.Color
func (*TerrestrialTextureSet) CloudMapFrequency ¶
func (textureSet *TerrestrialTextureSet) CloudMapFrequency() float64
func (*TerrestrialTextureSet) CloudMapOctaves ¶
func (textureSet *TerrestrialTextureSet) CloudMapOctaves() int64
func (*TerrestrialTextureSet) HeatColor ¶
func (terrestrialSet *TerrestrialTextureSet) HeatColor(tile *textureset.Tile) *textureset.Color
func (*TerrestrialTextureSet) HeatMapFrequency ¶
func (textureSet *TerrestrialTextureSet) HeatMapFrequency() float64
func (*TerrestrialTextureSet) HeatMapOctaves ¶
func (textureSet *TerrestrialTextureSet) HeatMapOctaves() int64
func (*TerrestrialTextureSet) HeightColor ¶
func (terrestrialSet *TerrestrialTextureSet) HeightColor(tile *textureset.Tile) *textureset.Color
func (*TerrestrialTextureSet) HeightMapFrequency ¶
func (textureSet *TerrestrialTextureSet) HeightMapFrequency() float64
func (*TerrestrialTextureSet) HeightMapOctaves ¶
func (textureSet *TerrestrialTextureSet) HeightMapOctaves() int64
func (*TerrestrialTextureSet) Init ¶
func (terrestrialSet *TerrestrialTextureSet) Init(tile *textureset.Tile)
func (*TerrestrialTextureSet) MoistureColor ¶
func (terrestrialSet *TerrestrialTextureSet) MoistureColor(tile *textureset.Tile) *textureset.Color
func (*TerrestrialTextureSet) MoistureMapFrequency ¶
func (textureSet *TerrestrialTextureSet) MoistureMapFrequency() float64
func (*TerrestrialTextureSet) MoistureMapOctaves ¶
func (textureSet *TerrestrialTextureSet) MoistureMapOctaves() int64
func (*TerrestrialTextureSet) SpecularColor ¶
func (textureSet *TerrestrialTextureSet) SpecularColor(tile *textureset.Tile) *textureset.Color
type TerrestrialTile ¶
type TerrestrialTile struct { HeatType *HeatType BiomeType BiomeType HeightType *HeightType MoistureType *MoistureType }
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