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mapgen2.as
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mapgen2.as
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// Display the voronoi graph produced in Map.as
// Author: [email protected]
// License: MIT
package {
import graph.*;
import flash.geom.*;
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.ByteArray;
import flash.utils.getTimer;
import flash.utils.Timer;
import flash.net.FileReference;
import flash.system.System;
import de.polygonal.math.PM_PRNG;
import com.adobe.images.PNGEncoder;
[SWF(width="800", height="600", frameRate=60)]
public class mapgen2 extends Sprite {
static public var SIZE:int = 600;
static public var displayColors:Object = {
// Features
OCEAN: 0x44447a,
COAST: 0x33335a,
LAKESHORE: 0x225588,
LAKE: 0x336699,
RIVER: 0x225588,
MARSH: 0x2f6666,
ICE: 0x99ffff,
BEACH: 0xa09077,
ROAD1: 0x442211,
ROAD2: 0x553322,
ROAD3: 0x664433,
BRIDGE: 0x686860,
LAVA: 0xcc3333,
// Terrain
SNOW: 0xffffff,
TUNDRA: 0xbbbbaa,
BARE: 0x888888,
SCORCHED: 0x555555,
TAIGA: 0x99aa77,
SHRUBLAND: 0x889977,
TEMPERATE_DESERT: 0xc9d29b,
TEMPERATE_RAIN_FOREST: 0x448855,
TEMPERATE_DECIDUOUS_FOREST: 0x679459,
GRASSLAND: 0x88aa55,
SUBTROPICAL_DESERT: 0xd2b98b,
TROPICAL_RAIN_FOREST: 0x337755,
TROPICAL_SEASONAL_FOREST: 0x559944
};
static public var elevationGradientColors:Object = {
OCEAN: 0x008800,
GRADIENT_LOW: 0x008800,
GRADIENT_HIGH: 0xffff00
};
static public var moistureGradientColors:Object = {
OCEAN: 0x4466ff,
GRADIENT_LOW: 0xbbaa33,
GRADIENT_HIGH: 0x4466ff
};
// Island shape is controlled by the islandRandom seed and the
// type of island. The islandShape function uses both of them to
// determine whether any point should be water or land.
public var islandType:String = 'Perlin';
static public var islandSeedInitial:String = "85882-8";
// Point distribution
public var pointType:String = 'Relaxed';
public var numPoints:int = 2000;
// GUI for controlling the map generation and view
public var controls:Sprite = new Sprite();
public var islandSeedInput:TextField;
public var statusBar:TextField;
// This is the current map style. UI buttons change this, and it
// persists when you make a new map. The timer is used only when
// the map mode is '3d'.
public var mapMode:String = 'smooth';
public var render3dTimer:Timer = new Timer(1000/20, 0);
public var noiseLayer:Bitmap = new Bitmap(new BitmapData(SIZE, SIZE));
// These store 3d rendering data
private var rotationAnimation:Number = 0.0;
private var triangles3d:Array = [];
private var graphicsData:Vector.<IGraphicsData>;
// The map data
public var map:Map;
public var roads:Roads;
public var lava:Lava;
public var watersheds:Watersheds;
public var noisyEdges:NoisyEdges;
public function mapgen2() {
stage.scaleMode = 'noScale';
stage.align = 'TL';
addChild(noiseLayer);
noiseLayer.bitmapData.noise(555, 128-10, 128+10, 7, true);
noiseLayer.blendMode = BlendMode.HARDLIGHT;
controls.x = SIZE;
addChild(controls);
addExportButtons();
addViewButtons();
addIslandShapeButtons();
addPointSelectionButtons();
addMiscLabels();
map = new Map(SIZE);
go(islandType, pointType, numPoints);
render3dTimer.addEventListener(TimerEvent.TIMER, function (e:TimerEvent):void {
// TODO: don't draw this while the map is being built
drawMap(mapMode);
});
}
// Random parameters governing the overall shape of the island
public function newIsland(newIslandType:String, newPointType:String, newNumPoints:int):void {
var seed:int = 0, variant:int = 0;
var t:Number = getTimer();
if (islandSeedInput.text.length == 0) {
islandSeedInput.text = (Math.random()*100000).toFixed(0);
}
var match:Object = /\s*(\d+)(?:\-(\d+))\s*$/.exec(islandSeedInput.text);
if (match != null) {
// It's of the format SHAPE-VARIANT
seed = parseInt(match[1]);
variant = parseInt(match[2] || "0");
}
if (seed == 0) {
// Convert the string into a number. This is a cheesy way to
// do it but it doesn't matter. It just allows people to use
// words as seeds.
for (var i:int = 0; i < islandSeedInput.text.length; i++) {
seed = (seed << 4) | islandSeedInput.text.charCodeAt(i);
}
seed %= 100000;
variant = 1+Math.floor(9*Math.random());
}
islandType = newIslandType;
pointType = newPointType;
numPoints = newNumPoints;
map.newIsland(islandType, pointType, numPoints, seed, variant);
}
public function graphicsReset():void {
triangles3d = [];
graphics.clear();
graphics.beginFill(0xbbbbaa);
graphics.drawRect(0, 0, 2000, 2000);
graphics.endFill();
graphics.beginFill(displayColors.OCEAN);
graphics.drawRect(0, 0, SIZE, SIZE);
graphics.endFill();
}
public function go(newIslandType:String, newPointType:String, newNumPoints:int):void {
cancelCommands();
roads = new Roads();
lava = new Lava();
watersheds = new Watersheds();
noisyEdges = new NoisyEdges();
commandExecute("Shaping map...",
function():void {
newIsland(newIslandType, newPointType, newNumPoints);
});
commandExecute("Placing points...",
function():void {
map.go(0, 1);
drawMap('polygons');
});
commandExecute("Building graph...",
function():void {
map.go(1, 2);
map.assignBiomes();
drawMap('polygons');
});
commandExecute("Features...",
function():void {
map.go(2, 5);
map.assignBiomes();
drawMap('polygons');
});
commandExecute("Edges...",
function():void {
roads.createRoads(map);
// lava.createLava(map, map.mapRandom.nextDouble);
watersheds.createWatersheds(map);
noisyEdges.buildNoisyEdges(map, lava, map.mapRandom);
drawMap(mapMode);
});
}
// Command queue is processed on ENTER_FRAME. If it's empty,
// remove the handler.
private var _guiQueue:Array = [];
private function _onEnterFrame(e:Event):void {
(_guiQueue.shift()[1])();
if (_guiQueue.length == 0) {
stage.removeEventListener(Event.ENTER_FRAME, _onEnterFrame);
statusBar.text = "";
} else {
statusBar.text = _guiQueue[0][0];
}
}
public function cancelCommands():void {
if (_guiQueue.length != 0) {
stage.removeEventListener(Event.ENTER_FRAME, _onEnterFrame);
statusBar.text = "";
_guiQueue = [];
}
}
public function commandExecute(status:String, command:Function):void {
if (_guiQueue.length == 0) {
statusBar.text = status;
stage.addEventListener(Event.ENTER_FRAME, _onEnterFrame);
}
_guiQueue.push([status, command]);
}
// Show some information about the maps
private static var _biomeMap:Array =
['BEACH', 'LAKE', 'ICE', 'MARSH', 'SNOW', 'TUNDRA', 'BARE', 'SCORCHED',
'TAIGA', 'SHRUBLAND', 'TEMPERATE_DESERT', 'TEMPERATE_RAIN_FOREST',
'TEMPERATE_DECIDUOUS_FOREST', 'GRASSLAND', 'SUBTROPICAL_DESERT',
'TROPICAL_RAIN_FOREST', 'TROPICAL_SEASONAL_FOREST'];
public function drawHistograms():void {
// There are pairs of functions for each chart. The bucket
// function maps the polygon Center to a small int, and the
// color function maps the int to a color.
function landTypeBucket(p:Center):int {
if (p.ocean) return 1;
else if (p.coast) return 2;
else if (p.water) return 3;
else return 4;
}
function landTypeColor(bucket:int):uint {
if (bucket == 1) return displayColors.OCEAN;
else if (bucket == 2) return displayColors.BEACH;
else if (bucket == 3) return displayColors.LAKE;
else return displayColors.TEMPERATE_DECIDUOUS_FOREST;
}
function elevationBucket(p:Center):int {
if (p.ocean) return -1;
else return Math.floor(p.elevation*10);
}
function elevationColor(bucket:int):uint {
return interpolateColor(displayColors.TEMPERATE_DECIDUOUS_FOREST,
displayColors.GRASSLAND, bucket*0.1);
}
function moistureBucket(p:Center):int {
if (p.water) return -1;
else return Math.floor(p.moisture*10);
}
function moistureColor(bucket:int):uint {
return interpolateColor(displayColors.BEACH, displayColors.RIVER, bucket*0.1);
}
function biomeBucket(p:Center):int {
return _biomeMap.indexOf(p.biome);
}
function biomeColor(bucket:int):uint {
return displayColors[_biomeMap[bucket]];
}
function computeHistogram(bucketFn:Function):Array {
var p:Center, histogram:Array, bucket:int;
histogram = [];
for each (p in map.centers) {
bucket = bucketFn(p);
if (bucket >= 0) histogram[bucket] = (histogram[bucket] || 0) + 1;
}
return histogram;
}
function drawHistogram(x:Number, y:Number, bucketFn:Function, colorFn:Function,
width:Number, height:Number):void {
var scale:Number, i:int;
var histogram:Array = computeHistogram(bucketFn);
scale = 0.0;
for (i = 0; i < histogram.length; i++) {
scale = Math.max(scale, histogram[i] || 0);
}
for (i = 0; i < histogram.length; i++) {
if (histogram[i]) {
graphics.beginFill(colorFn(i));
graphics.drawRect(SIZE+x+i*width/histogram.length, y+height,
Math.max(0, width/histogram.length-1), -height*histogram[i]/scale);
graphics.endFill();
}
}
}
function drawDistribution(x:Number, y:Number, bucketFn:Function, colorFn:Function,
width:Number, height:Number):void {
var scale:Number, i:int, w:Number;
var histogram:Array = computeHistogram(bucketFn);
scale = 0.0;
for (i = 0; i < histogram.length; i++) {
scale += histogram[i] || 0.0;
}
for (i = 0; i < histogram.length; i++) {
if (histogram[i]) {
graphics.beginFill(colorFn(i));
w = histogram[i]/scale*width;
graphics.drawRect(SIZE+x, y, Math.max(0, w-1), height);
x += w;
graphics.endFill();
}
}
}
var x:Number = 23, y:Number = 200, width:Number = 154;
drawDistribution(x, y, landTypeBucket, landTypeColor, width, 20);
drawDistribution(x, y+25, biomeBucket, biomeColor, width, 20);
drawHistogram(x, y+55, elevationBucket, elevationColor, width, 30);
drawHistogram(x, y+95, moistureBucket, moistureColor, width, 20);
}
// Helper functions for rendering paths
private function drawPathForwards(graphics:Graphics, path:Vector.<Point>):void {
for (var i:int = 0; i < path.length; i++) {
graphics.lineTo(path[i].x, path[i].y);
}
}
private function drawPathBackwards(graphics:Graphics, path:Vector.<Point>):void {
for (var i:int = path.length-1; i >= 0; i--) {
graphics.lineTo(path[i].x, path[i].y);
}
}
// Helper function for color manipulation. When f==0: color0, f==1: color1
private function interpolateColor(color0:uint, color1:uint, f:Number):uint {
var r:uint = uint((1-f)*(color0 >> 16) + f*(color1 >> 16));
var g:uint = uint((1-f)*((color0 >> 8) & 0xff) + f*((color1 >> 8) & 0xff));
var b:uint = uint((1-f)*(color0 & 0xff) + f*(color1 & 0xff));
if (r > 255) r = 255;
if (g > 255) g = 255;
if (b > 255) b = 255;
return (r << 16) | (g << 8) | b;
}
// Helper function for drawing triangles with gradients. This
// function sets up the fill on the graphics object, and then
// calls fillFunction to draw the desired path.
private function drawGradientTriangle(graphics:Graphics,
v1:Vector3D, v2:Vector3D, v3:Vector3D,
colors:Array, fillFunction:Function):void {
var m:Matrix = new Matrix();
// Center of triangle:
var V:Vector3D = v1.add(v2).add(v3);
V.scaleBy(1/3.0);
// Normal of the plane containing the triangle:
var N:Vector3D = v2.subtract(v1).crossProduct(v3.subtract(v1));
N.normalize();
// Gradient vector in x-y plane pointing in the direction of increasing z
var G:Vector3D = new Vector3D(-N.x/N.z, -N.y/N.z, 0);
// Center of the color gradient
var C:Vector3D = new Vector3D(V.x - G.x*((V.z-0.5)/G.length/G.length), V.y - G.y*((V.z-0.5)/G.length/G.length));
if (G.length < 1e-6) {
// If the gradient vector is small, there's not much
// difference in colors across this triangle. Use a plain
// fill, because the numeric accuracy of 1/G.length is not to
// be trusted. NOTE: only works for 1, 2, 3 colors in the array
var color:uint = colors[0];
if (colors.length == 2) {
color = interpolateColor(colors[0], colors[1], V.z);
} else if (colors.length == 3) {
if (V.z < 0.5) {
color = interpolateColor(colors[0], colors[1], V.z*2);
} else {
color = interpolateColor(colors[1], colors[2], V.z*2-1);
}
}
graphics.beginFill(color);
} else {
// The gradient box is weird to set up, so we let Flash set up
// a basic matrix and then we alter it:
m.createGradientBox(1, 1, 0, 0, 0);
m.translate(-0.5, -0.5);
m.scale((1/G.length), (1/G.length));
m.rotate(Math.atan2(G.y, G.x));
m.translate(C.x, C.y);
var alphas:Array = colors.map(function (_:*, index:int, A:Array):Number { return 1.0; });
var spread:Array = colors.map(function (_:*, index:int, A:Array):int { return 255*index/(A.length-1); });
graphics.beginGradientFill(GradientType.LINEAR, colors, alphas, spread, m, SpreadMethod.PAD);
}
fillFunction();
graphics.endFill();
}
// Draw the map in the current map mode
public function drawMap(mode:String):void {
graphicsReset();
noiseLayer.visible = true;
drawHistograms();
if (mode == '3d') {
if (!render3dTimer.running) render3dTimer.start();
noiseLayer.visible = false;
render3dPolygons(graphics, displayColors, colorWithSlope);
return;
} else if (mode == 'polygons') {
noiseLayer.visible = false;
renderDebugPolygons(graphics, displayColors);
} else if (mode == 'watersheds') {
noiseLayer.visible = false;
renderDebugPolygons(graphics, displayColors);
renderWatersheds(graphics);
return;
} else if (mode == 'biome') {
renderPolygons(graphics, displayColors, null, null);
} else if (mode == 'slopes') {
renderPolygons(graphics, displayColors, null, colorWithSlope);
} else if (mode == 'smooth') {
renderPolygons(graphics, displayColors, null, colorWithSmoothColors);
} else if (mode == 'elevation') {
renderPolygons(graphics, elevationGradientColors, 'elevation', null);
} else if (mode == 'moisture') {
renderPolygons(graphics, moistureGradientColors, 'moisture', null);
}
if (render3dTimer.running) render3dTimer.stop();
if (mode != 'slopes' && mode != 'moisture') {
renderRoads(graphics, displayColors);
}
if (mode != 'polygons') {
renderEdges(graphics, displayColors);
}
if (mode != 'slopes' && mode != 'moisture') {
renderBridges(graphics, displayColors);
}
}
// 3D rendering of polygons. If the 'triangles3d' array is empty,
// it's filled and the graphicsData is filled in as well. On
// rendering, the triangles3d array has to be z-sorted and then
// the resulting polygon data is transferred into graphicsData
// before rendering.
public function render3dPolygons(graphics:Graphics, colors:Object, colorFunction:Function):void {
var p:Center, q:Corner, edge:Edge;
var zScale:Number = 0.15*SIZE;
graphics.beginFill(colors.OCEAN);
graphics.drawRect(0, 0, SIZE, SIZE);
graphics.endFill();
if (triangles3d.length == 0) {
graphicsData = new Vector.<IGraphicsData>();
for each (p in map.centers) {
if (p.ocean) continue;
// Each polygon will be drawn as a series of triangles,
// where the vertices are the center of the polygon and
// the two endpoints of the edge.
for each (edge in p.borders) {
var color:int = colors[p.biome] || 0;
if (colorFunction != null) {
color = colorFunction(color, p, q, edge);
}
var corner0:Corner = edge.v0;
var corner1:Corner = edge.v1;
if (corner0 == null || corner1 == null) {
// Edge of the map; we can't deal with it right now
continue;
}
// We already have elevations for corners and polygon centers:
var zp:Number = zScale*p.elevation;
var z0:Number = zScale*corner0.elevation;
var z1:Number = zScale*corner1.elevation;
triangles3d.push({
a:new Vector3D(p.point.x, p.point.y, zp),
b:new Vector3D(corner0.point.x, corner0.point.y, z0),
c:new Vector3D(corner1.point.x, corner1.point.y, z1),
rA:null,
rB:null,
rC:null,
z:0.0,
color:color
});
graphicsData.push(new GraphicsSolidFill());
graphicsData.push(new GraphicsPath(Vector.<int>([GraphicsPathCommand.MOVE_TO, GraphicsPathCommand.LINE_TO, GraphicsPathCommand.LINE_TO]),
Vector.<Number>([0, 0, 0, 0, 0, 0])));
graphicsData.push(new GraphicsEndFill());
}
}
}
var camera:Matrix3D = new Matrix3D();
camera.appendRotation(rotationAnimation, new Vector3D(0, 0, 1), new Vector3D(SIZE/2, SIZE/2));
camera.appendRotation(60, new Vector3D(1,0,0), new Vector3D(SIZE/2, SIZE/2));
rotationAnimation += 1;
for each (var tri:Object in triangles3d) {
tri.rA = camera.transformVector(tri.a);
tri.rB = camera.transformVector(tri.b);
tri.rC = camera.transformVector(tri.c);
tri.z = (tri.rA.z + tri.rB.z + tri.rC.z)/3;
}
triangles3d.sortOn('z', Array.NUMERIC);
for (var i:int = 0; i < triangles3d.length; i++) {
tri = triangles3d[i];
GraphicsSolidFill(graphicsData[i*3]).color = tri.color;
var data:Vector.<Number> = GraphicsPath(graphicsData[i*3+1]).data;
data[0] = tri.rA.x;
data[1] = tri.rA.y;
data[2] = tri.rB.x;
data[3] = tri.rB.y;
data[4] = tri.rC.x;
data[5] = tri.rC.y;
}
graphics.drawGraphicsData(graphicsData);
}
// Render the interior of polygons
public function renderPolygons(graphics:Graphics, colors:Object, gradientFillProperty:String, colorOverrideFunction:Function):void {
var p:Center, r:Center;
// My Voronoi polygon rendering doesn't handle the boundary
// polygons, so I just fill everything with ocean first.
graphics.beginFill(colors.OCEAN);
graphics.drawRect(0, 0, SIZE, SIZE);
graphics.endFill();
for each (p in map.centers) {
for each (r in p.neighbors) {
var edge:Edge = map.lookupEdgeFromCenter(p, r);
var color:int = colors[p.biome] || 0;
if (colorOverrideFunction != null) {
color = colorOverrideFunction(color, p, r, edge);
}
function drawPath0():void {
var path:Vector.<Point> = noisyEdges.path0[edge.index];
graphics.moveTo(p.point.x, p.point.y);
graphics.lineTo(path[0].x, path[0].y);
drawPathForwards(graphics, path);
graphics.lineTo(p.point.x, p.point.y);
}
function drawPath1():void {
var path:Vector.<Point> = noisyEdges.path1[edge.index];
graphics.moveTo(p.point.x, p.point.y);
graphics.lineTo(path[0].x, path[0].y);
drawPathForwards(graphics, path);
graphics.lineTo(p.point.x, p.point.y);
}
if (noisyEdges.path0[edge.index] == null
|| noisyEdges.path1[edge.index] == null) {
// It's at the edge of the map, where we don't have
// the noisy edges computed. TODO: figure out how to
// fill in these edges from the voronoi library.
continue;
}
if (gradientFillProperty != null) {
// We'll draw two triangles: center - corner0 -
// midpoint and center - midpoint - corner1.
var corner0:Corner = edge.v0;
var corner1:Corner = edge.v1;
// We pick the midpoint elevation/moisture between
// corners instead of between polygon centers because
// the resulting gradients tend to be smoother.
var midpoint:Point = edge.midpoint;
var midpointAttr:Number = 0.5*(corner0[gradientFillProperty]+corner1[gradientFillProperty]);
drawGradientTriangle
(graphics,
new Vector3D(p.point.x, p.point.y, p[gradientFillProperty]),
new Vector3D(corner0.point.x, corner0.point.y, corner0[gradientFillProperty]),
new Vector3D(midpoint.x, midpoint.y, midpointAttr),
[colors.GRADIENT_LOW, colors.GRADIENT_HIGH], drawPath0);
drawGradientTriangle
(graphics,
new Vector3D(p.point.x, p.point.y, p[gradientFillProperty]),
new Vector3D(midpoint.x, midpoint.y, midpointAttr),
new Vector3D(corner1.point.x, corner1.point.y, corner1[gradientFillProperty]),
[colors.GRADIENT_LOW, colors.GRADIENT_HIGH], drawPath1);
} else {
graphics.beginFill(color);
drawPath0();
drawPath1();
graphics.endFill();
}
}
}
}
// Render bridges across every narrow river edge. Bridges are
// straight line segments perpendicular to the edge. Bridges are
// drawn after rivers. TODO: sometimes the bridges aren't long
// enough to cross the entire noisy line river. TODO: bridges
// don't line up with curved road segments when there are
// roads. It might be worth making a shader that draws the bridge
// only when there's water underneath.
public function renderBridges(graphics:Graphics, colors:Object):void {
var edge:Edge;
for each (edge in map.edges) {
if (edge.river > 0 && edge.river < 4
&& !edge.d0.water && !edge.d1.water
&& (edge.d0.elevation > 0.05 || edge.d1.elevation > 0.05)) {
var n:Point = new Point(-(edge.v1.point.y - edge.v0.point.y), edge.v1.point.x - edge.v0.point.x);
n.normalize(0.25 + (roads.road[edge.index]? 0.5 : 0) + 0.75*Math.sqrt(edge.river));
graphics.lineStyle(1.1, colors.BRIDGE, 1.0, false, LineScaleMode.NORMAL, CapsStyle.SQUARE);
graphics.moveTo(edge.midpoint.x - n.x, edge.midpoint.y - n.y);
graphics.lineTo(edge.midpoint.x + n.x, edge.midpoint.y + n.y);
graphics.lineStyle();
}
}
}
// Render roads. We draw these before polygon edges, so that rivers overwrite roads.
public function renderRoads(graphics:Graphics, colors:Object):void {
// First draw the roads, because any other feature should draw
// over them. Also, roads don't use the noisy lines.
var p:Center, A:Point, B:Point, C:Point;
var i:int, j:int, d:Number, edge1:Edge, edge2:Edge, edges:Vector.<Edge>;
// Helper function: find the normal vector across edge 'e' and
// make sure to point it in a direction towards 'c'.
function normalTowards(e:Edge, c:Point, len:Number):Point {
// Rotate the v0-->v1 vector by 90 degrees:
var n:Point = new Point(-(e.v1.point.y - e.v0.point.y), e.v1.point.x - e.v0.point.x);
// Flip it around it if doesn't point towards c
var d:Point = c.subtract(e.midpoint);
if (n.x * d.x + n.y * d.y < 0) {
n.x = -n.x;
n.y = -n.y;
}
n.normalize(len);
return n;
}
for each (p in map.centers) {
if (roads.roadConnections[p.index]) {
if (roads.roadConnections[p.index].length == 2) {
// Regular road: draw a spline from one edge to the other.
edges = p.borders;
for (i = 0; i < edges.length; i++) {
edge1 = edges[i];
if (roads.road[edge1.index] > 0) {
for (j = i+1; j < edges.length; j++) {
edge2 = edges[j];
if (roads.road[edge2.index] > 0) {
// The spline connects the midpoints of the edges
// and at right angles to them. In between we
// generate two control points A and B and one
// additional vertex C. This usually works but
// not always.
d = 0.5*Math.min
(edge1.midpoint.subtract(p.point).length,
edge2.midpoint.subtract(p.point).length);
A = normalTowards(edge1, p.point, d).add(edge1.midpoint);
B = normalTowards(edge2, p.point, d).add(edge2.midpoint);
C = Point.interpolate(A, B, 0.5);
graphics.lineStyle(1.1, colors['ROAD'+roads.road[edge1.index]]);
graphics.moveTo(edge1.midpoint.x, edge1.midpoint.y);
graphics.curveTo(A.x, A.y, C.x, C.y);
graphics.lineStyle(1.1, colors['ROAD'+roads.road[edge2.index]]);
graphics.curveTo(B.x, B.y, edge2.midpoint.x, edge2.midpoint.y);
graphics.lineStyle();
}
}
}
}
} else {
// Intersection or dead end: draw a road spline from
// each edge to the center
for each (edge1 in p.borders) {
if (roads.road[edge1.index] > 0) {
d = 0.25*edge1.midpoint.subtract(p.point).length;
A = normalTowards(edge1, p.point, d).add(edge1.midpoint);
graphics.lineStyle(1.4, colors['ROAD'+roads.road[edge1.index]]);
graphics.moveTo(edge1.midpoint.x, edge1.midpoint.y);
graphics.curveTo(A.x, A.y, p.point.x, p.point.y);
graphics.lineStyle();
}
}
}
}
}
}
// Render the exterior of polygons: coastlines, lake shores,
// rivers, lava fissures. We draw all of these after the polygons
// so that polygons don't overwrite any edges.
public function renderEdges(graphics:Graphics, colors:Object):void {
var p:Center, r:Center, edge:Edge;
for each (p in map.centers) {
for each (r in p.neighbors) {
edge = map.lookupEdgeFromCenter(p, r);
if (noisyEdges.path0[edge.index] == null
|| noisyEdges.path1[edge.index] == null) {
// It's at the edge of the map
continue;
}
if (p.ocean != r.ocean) {
// One side is ocean and the other side is land -- coastline
graphics.lineStyle(2, colors.COAST);
} else if ((p.water > 0) != (r.water > 0) && p.biome != 'ICE' && r.biome != 'ICE') {
// Lake boundary
graphics.lineStyle(1, colors.LAKESHORE);
} else if (p.water || r.water) {
// Lake interior – we don't want to draw the rivers here
continue;
} else if (lava.lava[edge.index]) {
// Lava flow
graphics.lineStyle(1, colors.LAVA);
} else if (edge.river > 0) {
// River edge
graphics.lineStyle(Math.sqrt(edge.river), colors.RIVER);
} else {
// No edge
continue;
}
graphics.moveTo(noisyEdges.path0[edge.index][0].x,
noisyEdges.path0[edge.index][0].y);
drawPathForwards(graphics, noisyEdges.path0[edge.index]);
drawPathBackwards(graphics, noisyEdges.path1[edge.index]);
graphics.lineStyle();
}
}
}
// Render the polygons so that each can be seen clearly
public function renderDebugPolygons(graphics:Graphics, colors:Object):void {
var p:Center, q:Corner, edge:Edge, point:Point, color:int;
if (map.centers.length == 0) {
// We're still constructing the map so we may have some points
graphics.beginFill(0xdddddd);
graphics.drawRect(0, 0, SIZE, SIZE);
graphics.endFill();
for each (point in map.points) {
graphics.beginFill(0x000000);
graphics.drawCircle(point.x, point.y, 1.3);
graphics.endFill();
}
}
for each (p in map.centers) {
color = colors[p.biome] || (p.ocean? colors.OCEAN : p.water? colors.RIVER : 0xffffff);
graphics.beginFill(interpolateColor(color, 0xdddddd, 0.2));
for each (edge in p.borders) {
if (edge.v0 && edge.v1) {
graphics.moveTo(p.point.x, p.point.y);
graphics.lineTo(edge.v0.point.x, edge.v0.point.y);
if (edge.river > 0) {
graphics.lineStyle(2, displayColors.RIVER, 1.0);
} else {
graphics.lineStyle(0, 0x000000, 0.4);
}
graphics.lineTo(edge.v1.point.x, edge.v1.point.y);
graphics.lineStyle();
}
}
graphics.endFill();
graphics.beginFill(p.water > 0 ? 0x003333 : 0x000000, 0.7);
graphics.drawCircle(p.point.x, p.point.y, 1.3);
graphics.endFill();
for each (q in p.corners) {
graphics.beginFill(q.water? 0x0000ff : 0x009900);
graphics.drawRect(q.point.x-0.7, q.point.y-0.7, 1.5, 1.5);
graphics.endFill();
}
}
}
// Render the paths from each polygon to the ocean, showing watersheds
public function renderWatersheds(graphics:Graphics):void {
var edge:Edge, w0:int, w1:int;
for each (edge in map.edges) {
if (edge.d0 && edge.d1 && edge.v0 && edge.v1
&& !edge.d0.ocean && !edge.d1.ocean) {
w0 = watersheds.watersheds[edge.d0.index];
w1 = watersheds.watersheds[edge.d1.index];
if (w0 != w1) {
graphics.lineStyle(3.5, 0x000000, 0.1*Math.sqrt((map.corners[w0].watershed_size || 1) + (map.corners[w1].watershed.watershed_size || 1)));
graphics.moveTo(edge.v0.point.x, edge.v0.point.y);
graphics.lineTo(edge.v1.point.x, edge.v1.point.y);
graphics.lineStyle();
}
}
}
for each (edge in map.edges) {
if (edge.river) {
graphics.lineStyle(1.0, 0x6699ff);
graphics.moveTo(edge.v0.point.x, edge.v0.point.y);
graphics.lineTo(edge.v1.point.x, edge.v1.point.y);
graphics.lineStyle();
}
}
}
private var lightVector:Vector3D = new Vector3D(-1, -1, 0);
public function calculateLighting(p:Center, r:Corner, s:Corner):Number {
var A:Vector3D = new Vector3D(p.point.x, p.point.y, p.elevation);
var B:Vector3D = new Vector3D(r.point.x, r.point.y, r.elevation);
var C:Vector3D = new Vector3D(s.point.x, s.point.y, s.elevation);
var normal:Vector3D = B.subtract(A).crossProduct(C.subtract(A));
if (normal.z < 0) { normal.scaleBy(-1); }
normal.normalize();
var light:Number = 0.5 + 35*normal.dotProduct(lightVector);
if (light < 0) light = 0;
if (light > 1) light = 1;
return light;
}
public function colorWithSlope(color:int, p:Center, q:Center, edge:Edge):int {
var r:Corner = edge.v0;
var s:Corner = edge.v1;
if (!r || !s) {
// Edge of the map
return displayColors.OCEAN;
} else if (p.water) {
return color;
}
if (q != null && p.water == q.water) color = interpolateColor(color, displayColors[q.biome], 0.4);
var colorLow:int = interpolateColor(color, 0x333333, 0.7);
var colorHigh:int = interpolateColor(color, 0xffffff, 0.3);
var light:Number = calculateLighting(p, r, s);
if (light < 0.5) return interpolateColor(colorLow, color, light*2);
else return interpolateColor(color, colorHigh, light*2-1);
}
public function colorWithSmoothColors(color:int, p:Center, q:Center, edge:Edge):int {
if (q != null && p.water == q.water) {
color = interpolateColor(displayColors[p.biome], displayColors[q.biome], 0.25);
}
return color;
}
//////////////////////////////////////////////////////////////////////
// The following code is used to export the maps to disk
// We export elevation, moisture, and an override byte. Instead of
// rendering with RGB values, we render with bytes 0x00-0xff as
// colors, and then save these bytes in a ByteArray. For override
// codes, we turn off anti-aliasing.
static public var exportOverrideColors:Object = {
/* override codes are 0:none, 0x10:river water, 0x20:lava,
0x30:snow, 0x40:ice, 0x50:ocean, 0x60:lake, 0x70:lake shore,
0x80:ocean shore, 0x90,0xa0,0xb0:road, 0xc0:bridge. These
are ORed with 0x01: polygon center, 0x02: safe polygon
center. */
POLYGON_CENTER: 0x01,
POLYGON_CENTER_SAFE: 0x03,
OCEAN: 0x50,
COAST: 0x80,
LAKE: 0x60,
LAKESHORE: 0x70,
RIVER: 0x10,
MARSH: 0x10,
ICE: 0x40,
LAVA: 0x20,
SNOW: 0x30,
ROAD1: 0x90,
ROAD2: 0xa0,
ROAD3: 0xb0,
BRIDGE: 0xc0
};
static public var exportElevationColors:Object = {
OCEAN: 0x00,
GRADIENT_LOW: 0x00,
GRADIENT_HIGH: 0xff
};
static public var exportMoistureColors:Object = {
OCEAN: 0xff,
GRADIENT_LOW: 0x00,
GRADIENT_HIGH: 0xff
};
// This function draws to a bitmap and copies that data into the
// three export byte arrays. The layer parameter should be one of
// 'elevation', 'moisture', 'overrides'.
public function makeExport(layer:String):ByteArray {
var exportBitmap:BitmapData = new BitmapData(2048, 2048);
var exportGraphics:Shape = new Shape();
var exportData:ByteArray = new ByteArray();
var m:Matrix = new Matrix();
m.scale(2048.0 / SIZE, 2048.0 / SIZE);
function saveBitmapToArray():void {
for (var x:int = 0; x < 2048; x++) {
for (var y:int = 0; y < 2048; y++) {
exportData.writeByte(exportBitmap.getPixel(x, y) & 0xff);
}
}
}
if (layer == 'overrides') {
renderPolygons(exportGraphics.graphics, exportOverrideColors, null, null);
renderRoads(exportGraphics.graphics, exportOverrideColors);
renderEdges(exportGraphics.graphics, exportOverrideColors);
renderBridges(exportGraphics.graphics, exportOverrideColors);
stage.quality = 'low';
exportBitmap.draw(exportGraphics, m);
stage.quality = 'best';
// Mark the polygon centers in the export bitmap
for each (var p:Center in map.centers) {
if (!p.ocean) {
var r:Point = new Point(Math.floor(p.point.x * 2048/SIZE),
Math.floor(p.point.y * 2048/SIZE));
exportBitmap.setPixel(r.x, r.y,
exportBitmap.getPixel(r.x, r.y)
| (roads.roadConnections[p]?
exportOverrideColors.POLYGON_CENTER_SAFE
: exportOverrideColors.POLYGON_CENTER));
}
}
saveBitmapToArray();
} else if (layer == 'elevation') {
renderPolygons(exportGraphics.graphics, exportElevationColors, 'elevation', null);
exportBitmap.draw(exportGraphics, m);
saveBitmapToArray();
} else if (layer == 'moisture') {
renderPolygons(exportGraphics.graphics, exportMoistureColors, 'moisture', null);
exportBitmap.draw(exportGraphics, m);
saveBitmapToArray();
}
return exportData;
}
// Export the map visible in the UI as a PNG. Turn OFF the noise
// layer because (1) it's scaled the wrong amount for the big
// image, and (2) it makes the resulting PNG much bigger, and (3)
// it makes it harder to apply your own texturing or noise later.
public function exportPng():ByteArray {
var exportBitmap:BitmapData = new BitmapData(2048, 2048);
var originalNoiseLayerVisible:Boolean = noiseLayer.visible;
var m:Matrix = new Matrix();
m.scale(2048.0 / SIZE, 2048.0 / SIZE);