public class WorldMapView
extends java.lang.Object
Modifier and Type | Field and Description |
---|---|
static int |
Beach |
static float |
beachColor |
float[] |
BIOME_COLOR_TABLE |
float[] |
BIOME_DARK_COLOR_TABLE |
static float[] |
BIOME_TABLE |
protected float[] |
biomeColors |
protected squidpony.squidgrid.mapping.WorldMapGenerator.DetailedBiomeMapper |
biomeMapper |
static int |
BorealForest |
static float |
borealForestColor |
protected float[][] |
colorMap |
static float |
deepColor |
static int |
Desert |
static float |
desertColor |
static int |
Empty |
static float |
emptyColor |
static float |
foamColor |
static int |
Grassland |
static float |
grasslandColor |
protected int |
height |
static int |
Ice |
static float |
iceColor |
static int |
Ocean |
static int |
Rocky |
static float |
rockyColor |
static int |
Savanna |
static float |
savannaColor |
static int |
SeasonalForest |
static float |
seasonalForestColor |
static int |
Shallow |
static float |
shallowColor |
static int |
TemperateRainforest |
static float |
temperateRainforestColor |
static int |
TropicalRainforest |
static float |
tropicalRainforestColor |
static int |
Tundra |
static float |
tundraColor |
protected int |
width |
static int |
Woodland |
static float |
woodlandColor |
protected squidpony.squidgrid.mapping.WorldMapGenerator |
world |
Constructor and Description |
---|
WorldMapView(long seed,
int width,
int height) |
WorldMapView(squidpony.squidgrid.mapping.WorldMapGenerator worldMapGenerator) |
Modifier and Type | Method and Description |
---|---|
void |
generate() |
void |
generate(double landMod,
double heatMod) |
void |
generate(int seedA,
int seedB,
double landMod,
double heatMod) |
squidpony.squidgrid.mapping.WorldMapGenerator.DetailedBiomeMapper |
getBiomeMapper() |
float[][] |
getColorMap() |
int |
getHeight() |
int |
getWidth() |
squidpony.squidgrid.mapping.WorldMapGenerator |
getWorld() |
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 |
match(float... similarColors)
Initializes the colors to use in some combination for all biomes, without regard for what the biome really is.
|
void |
setBiomeMapper(squidpony.squidgrid.mapping.WorldMapGenerator.DetailedBiomeMapper biomeMapper) |
void |
setWorld(squidpony.squidgrid.mapping.WorldMapGenerator world) |
float[][] |
show() |
protected int width
protected int height
protected float[][] colorMap
protected squidpony.squidgrid.mapping.WorldMapGenerator world
protected squidpony.squidgrid.mapping.WorldMapGenerator.DetailedBiomeMapper biomeMapper
public static final int Desert
public static final int Savanna
public static final int TropicalRainforest
public static final int Grassland
public static final int Woodland
public static final int SeasonalForest
public static final int TemperateRainforest
public static final int BorealForest
public static final int Tundra
public static final int Ice
public static final int Beach
public static final int Rocky
public static final int Shallow
public static final int Ocean
public static final int Empty
public static float iceColor
public static float desertColor
public static float savannaColor
public static float tropicalRainforestColor
public static float tundraColor
public static float temperateRainforestColor
public static float grasslandColor
public static float seasonalForestColor
public static float borealForestColor
public static float woodlandColor
public static float rockyColor
public static float beachColor
public static float emptyColor
public static float deepColor
public static float shallowColor
public static float foamColor
protected float[] biomeColors
public static final float[] BIOME_TABLE
public final float[] BIOME_COLOR_TABLE
public final float[] BIOME_DARK_COLOR_TABLE
public WorldMapView(squidpony.squidgrid.mapping.WorldMapGenerator worldMapGenerator)
public WorldMapView(long seed, int width, int height)
public int getWidth()
public int getHeight()
public float[][] getColorMap()
public squidpony.squidgrid.mapping.WorldMapGenerator.DetailedBiomeMapper getBiomeMapper()
public void setBiomeMapper(squidpony.squidgrid.mapping.WorldMapGenerator.DetailedBiomeMapper biomeMapper)
public squidpony.squidgrid.mapping.WorldMapGenerator getWorld()
public void setWorld(squidpony.squidgrid.mapping.WorldMapGenerator world)
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 match(float... similarColors)
similarColors
- an array or vararg of packed float colors with at least one elementpublic void generate()
public void generate(double landMod, double heatMod)
public void generate(int seedA, int seedB, double landMod, double heatMod)
public float[][] show()
Copyright © Eben Howard 2012–2022. All rights reserved.