Random tile-based map generation like Terraria in unity?

I would like to generate a map from tiles like in the games Terraria and Starbound using Unity and C# What I have done so far isn't working and I have no idea why... Any help/ideas/suggestions?

using UnityEngine;
using System.Collections;

public class MapGeneration : MonoBehaviour {
public int mapWidth, mapHeight, spreadDegree;
GameObject[,] blocks;
public GameObject baseBlock;

public int maxHeightAllowed;
public int nullDispersion;
int dispersionZone;

void Start() {
    GenerateMap();
}

void GenerateMap() {
    dispersionZone = maxHeightAllowed - nullDispersion;
    blocks = new GameObject[mapWidth, mapHeight];
    for(int x = 0; x < blocks.GetLength(0); x++) {
            for(int y = nullDispersion; y <= maxHeightAllowed; y++) {
                int heightDiff = y - nullDispersion;
                float dispersionModifier = Mathf.Sin( (heightDiff / dispersionZone) * 90);
                float random = Random.Range(0, 1);

                if(random > dispersionModifier) {
                    blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
                } else if (y < blocks.GetLength(1) && blocks[x,y+1] != null) {
                    blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
                }
            }

            for(int y = 0; y < nullDispersion; y++) {
                blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
            }
    }
}
}

Upvotes: 0

Views: 2315

Answers (1)

Euphoric
Euphoric

Reputation: 12849

(heightDiff / dispersionZone)

This is integer division. Use (heightDiff / (float)dispersionZone) instead.

* 90

Mathf.Sin works in radians, not degress. Use * Math.PI/2

            if(random > dispersionModifier) {
                blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
            } else if (y < blocks.GetLength(1) && blocks[x,y+1] != null) {
                blocks[x,y] = (GameObject)Instantiate(baseBlock, new Vector2(x, y), Quaternion.identity);
            }

Why are you using if, when you are creating same type of block? Shouldn't there be some kind of difference between the bodies in if and else?

Upvotes: 1

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