public class WildMapView
extends java.lang.Object
Modifier and Type | Field and Description |
---|---|
float[] |
BIOME_COLOR_TABLE |
float[] |
BIOME_DARK_COLOR_TABLE |
protected float[] |
biomeColors |
protected float[][] |
colorMap |
protected int |
height |
java.util.Map<java.lang.String,? extends ICellVisible> |
viewer |
protected int |
width |
squidpony.squidgrid.mapping.WildMap |
wildMap |
Constructor and Description |
---|
WildMapView() |
WildMapView(long seed,
int width,
int height,
int biome) |
WildMapView(squidpony.squidgrid.mapping.WildMap wildMap) |
WildMapView(squidpony.squidgrid.mapping.WildMap wildMap,
java.util.Map<java.lang.String,? extends ICellVisible> viewer) |
Modifier and Type | Method and Description |
---|---|
static java.util.HashMap<java.lang.String,? extends ICellVisible> |
defaultViewer() |
void |
generate() |
float[][] |
getColorMap() |
int |
getHeight() |
int |
getWidth() |
squidpony.squidgrid.mapping.WildMap |
getWildMap() |
void |
initialize() |
void |
initialize(com.badlogic.gdx.graphics.Color desertColor,
com.badlogic.gdx.graphics.Color savannaColor,
com.badlogic.gdx.graphics.Color tropicalRainforestColor,
com.badlogic.gdx.graphics.Color grasslandColor,
com.badlogic.gdx.graphics.Color woodlandColor,
com.badlogic.gdx.graphics.Color seasonalForestColor,
com.badlogic.gdx.graphics.Color temperateRainforestColor,
com.badlogic.gdx.graphics.Color borealForestColor,
com.badlogic.gdx.graphics.Color tundraColor,
com.badlogic.gdx.graphics.Color iceColor,
com.badlogic.gdx.graphics.Color beachColor,
com.badlogic.gdx.graphics.Color rockyColor,
com.badlogic.gdx.graphics.Color shallowColor,
com.badlogic.gdx.graphics.Color deepColor,
com.badlogic.gdx.graphics.Color emptyColor)
Initializes the colors to use for each biome (these are almost always mixed with other biome colors in practice).
|
void |
initialize(float hue,
float saturation,
float brightness,
float contrast) |
void |
setWildMap(squidpony.squidgrid.mapping.WildMap wildMap) |
void |
show(SparseLayers layers) |
protected int width
protected int height
protected float[][] colorMap
public squidpony.squidgrid.mapping.WildMap wildMap
public java.util.Map<java.lang.String,? extends ICellVisible> viewer
protected float[] biomeColors
public final float[] BIOME_COLOR_TABLE
public final float[] BIOME_DARK_COLOR_TABLE
public WildMapView()
public WildMapView(squidpony.squidgrid.mapping.WildMap wildMap)
public WildMapView(squidpony.squidgrid.mapping.WildMap wildMap, java.util.Map<java.lang.String,? extends ICellVisible> viewer)
public WildMapView(long seed, int width, int height, int biome)
public int getWidth()
public int getHeight()
public float[][] getColorMap()
public squidpony.squidgrid.mapping.WildMap getWildMap()
public void setWildMap(squidpony.squidgrid.mapping.WildMap wildMap)
public static java.util.HashMap<java.lang.String,? extends ICellVisible> defaultViewer()
public void initialize()
public void initialize(float hue, float saturation, float brightness, float contrast)
public void initialize(com.badlogic.gdx.graphics.Color desertColor, com.badlogic.gdx.graphics.Color savannaColor, com.badlogic.gdx.graphics.Color tropicalRainforestColor, com.badlogic.gdx.graphics.Color grasslandColor, com.badlogic.gdx.graphics.Color woodlandColor, com.badlogic.gdx.graphics.Color seasonalForestColor, com.badlogic.gdx.graphics.Color temperateRainforestColor, com.badlogic.gdx.graphics.Color borealForestColor, com.badlogic.gdx.graphics.Color tundraColor, com.badlogic.gdx.graphics.Color iceColor, com.badlogic.gdx.graphics.Color beachColor, com.badlogic.gdx.graphics.Color rockyColor, com.badlogic.gdx.graphics.Color shallowColor, com.badlogic.gdx.graphics.Color deepColor, com.badlogic.gdx.graphics.Color emptyColor)
Color
or some subclass, like SColor
. All non-null parameters should probably be fully opaque,
except emptyColor
, which is only used for world maps that show empty space (like a globe, as produced by
WorldMapGenerator.RotatingSpaceMap
).desertColor
- hot, dry, barren land; may be sandy, but many real-world deserts don't have much sandsavannaColor
- hot, mostly-dry land with some parched vegetation; also called scrub or chaparraltropicalRainforestColor
- hot, extremely wet forests with dense rich vegetationgrasslandColor
- prairies that are dry and usually wind-swept, but not especially hot or coldwoodlandColor
- part-way between a prairie and a forest; not especially hot or coldseasonalForestColor
- forest that becomes barren in winter (deciduous trees); not especially hot or coldtemperateRainforestColor
- forest that tends to be slightly warm but very wetborealForestColor
- forest that tends to be cold and very wettundraColor
- very cold plains that still have some low-lying vegetation; also called taigaiceColor
- cold barren land covered in permafrost; also used for rivers and lakes that are frozenbeachColor
- sandy or otherwise light-colored shorelines; here, these are more common in warmer placesrockyColor
- rocky or otherwise rugged shorelines; here, these are more common in colder placesshallowColor
- the color of very shallow water; will be mixed with deepColor
to get most ocean colorsdeepColor
- the color of very deep water; will be mixed with shallowColor
to get most ocean colorsemptyColor
- the color used for empty space off the edge of the world map; may be transparentpublic void generate()
public void show(SparseLayers layers)
Copyright © Eben Howard 2012–2022. All rights reserved.