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📄 castleinfinity.java

📁 good project for programmer,,
💻 JAVA
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////////////////////////CastleInfinity Lux Map Generator//Generates maps for Lux in the style of Castle Lux SI//Greg McGlynn//////////////////////package org.mcglynns.lux;import com.sillysoft.lux.*;import java.util.*;import java.io.*;import java.awt.*;import java.awt.geom.*;import java.awt.image.*;import javax.imageio.*;public class CastleInfinity implements LuxMapGenerator, ImageObserver {  //used in making names  static char[] consonants = new char[]{'b', 'c', 'd', 'f', 'g', 'h', 'j', 'k', 'l', 'm',                                        'n', 'p', 'q', 'r', 's', 't', 'v', 'w', 'x', 'z'};  static char[] vowels = new char[]{'a', 'e', 'i', 'o', 'u'};  static int numConsonants = consonants.length;  static int numVowels = vowels.length;  Random rand;  int width, height;  //how big the hexagons are:  double hexRad = 32;  Vector countryPolygons;  Vector connections;  Polygon[][] castles;  Vector[][] castleConnections;  Polygon[] castleCenters;  Vector bridgePolygons;  Vector bridgeConnections;  Vector allPolygons;  int numCastles;  String[] castleNames;  String[] countrysideNames;  String choice;  int seed;  MapLoader m;  PrintWriter out;  //theme:  BufferedImage background;  BufferedImage foreground;  Graphics2D backG, foreG;  BufferedImage siForeground = null;  //get the foreground from Castle Lux SI, from which we get building images  private void loadSIForeground() {    try {      File support = new File(m.getMapGeneratorPath()).getParentFile();      String siForegroundPath = support.getPath() + File.separator + "Themes" + File.separator +                                "Castle Lux SI" + File.separator + "overground.png";      siForeground = ImageIO.read(new File(siForegroundPath));    } catch(Exception e) {      e.printStackTrace();    }  }  //Lux calls this when it needs a map, write out the xml and theme for a new map  public boolean generate(PrintWriter pw, String theChoice, int theSeed, MapLoader loader) {    m = loader;    out = pw;    choice = theChoice;    seed = theSeed;    if(siForeground == null) {      loadSIForeground();    }    rand = new Random(seed);    countryPolygons = new Vector();;    connections = new Vector();    bridgePolygons = new Vector();    bridgeConnections = new Vector();    allPolygons = new Vector();    if(choice == CHOICE_SMALL) {      width = 591;      height = 485;      numCastles = 4;    } else if(choice == CHOICE_NORMAL) {      width = 785;      height = 625;      numCastles = 6;    } else if(choice == CHOICE_BIG) {      width = 1062;      height = 765;      numCastles = 10;    }    castles = new Polygon[numCastles][4];    castleConnections = new Vector[numCastles][4];    castleNames = new String[numCastles];    countrysideNames = new String[numCastles];    //get new theme images    background = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);    foreground = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);    backG = (Graphics2D)background.getGraphics();    foreG = (Graphics2D)foreground.getGraphics();    backG.setRenderingHint(RenderingHints.KEY_ANTIALIASING,  RenderingHints.VALUE_ANTIALIAS_ON);    foreG.setRenderingHint(RenderingHints.KEY_ANTIALIASING,  RenderingHints.VALUE_ANTIALIAS_ON);    backG.setColor(new Color(0, 0, 173));    backG.fillRect(0, 0, width, height);    //create a map-spanning grid of hexagons    makeHexagonalGrid();    //chocse hexagons for castle locations    pickCastleCenters();    //name and create each castle    for(int i = 0; i < numCastles; i += 1) {      castleNames[i] = makeCastleName();      countrysideNames[i] = makeCountrysideName(castleNames[i].substring(0, castleNames[i].length() - 7));      makeCastleAround(castleCenters[i], i);    }    //make borders between countryside continents    makeCountrysideBorders();    //bring all polygons into one vector so we know ids.    allPolygons = new Vector();    for(int i = 0; i < countryPolygons.size(); i += 1) {      allPolygons.add(countryPolygons.get(i));    }    for(int i = 0; i < numCastles; i += 1) {      for(int j = 0; j < 4; j += 1) {        allPolygons.add(castles[i][j]);      }    }    for(int i = 0; i < bridgePolygons.size(); i += 1) {      allPolygons.add(bridgePolygons.get(i));    }    //now we have all the data we need to write the xml file    //write the header...    out.write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n" +              "<luxboard>\n" +              "<version>1.0</version>\n" +              "<width>" + width + "</width>\n" +              "<height>" + height + "</height>\n" +              "<theme>" + choice+seed + "</theme>\n" +              "<author>CastleInfinity Generator (by Greg McGlynn)</author>\n" +              "<email>greg@mcglynns.org</email>\n" +              "<webpage>www.sillysoft.net</webpage>\n" +              "<title>" + choice + " #" + seed + "</title>\n" +              "<description>This map was made by the CastleInfinity LuxMapGenerator. Type: " + choice + "seed: " + seed + "</description>\n");    writeHexagons(); //the countryside    writeCastles(); //the castles    writeBridges(); //the bridges    out.write("</luxboard>"); //done the xml    out.flush();    //create and write out the theme    doTheme();    return true;  }  //make a grid of hexagons that spans the map. the grid needs to be flush with the sides of the map  private void makeHexagonalGrid() {    //make the hexagons...    for(double x = hexRad; x <= width-hexRad; x += Math.sqrt(3)*hexRad) {      for(double y = hexRad-hexRad/3; y <= height-hexRad+hexRad/3; y += hexRad*3) {        countryPolygons.add(hexagonAround(new Point((int)x, (int)y)));      }    }    for(double x = hexRad+Math.sqrt(3)/2*hexRad; x <= width-hexRad; x += Math.sqrt(3)*hexRad) {      for(double y = 5*hexRad/2-hexRad/3; y <= height-hexRad+hexRad/3; y += hexRad*3) {        countryPolygons.add(hexagonAround(new Point((int)x, (int)y)));      }    }    //connect the ones that touch    for(int i = 0; i < countryPolygons.size(); i += 1) {      connections.add(new Vector());      for(int j = 0; j < countryPolygons.size(); j += 1) {        if(i != j && dist(polygonCenter((Polygon)countryPolygons.get(i)),                          polygonCenter((Polygon)countryPolygons.get(j))) < hexRad*1.9) {          ((Vector)connections.get(i)).add((Polygon)countryPolygons.get(j));        }      }    }    //make hexagons flush with sides of map    for(int h = 0; h < countryPolygons.size(); h += 1) {      Polygon p = (Polygon)countryPolygons.get(h);      Point center = polygonCenter(p);      if(center.x > hexRad*Math.sqrt(3)*2/3 && center.x < hexRad*Math.sqrt(3)*4/3) { //left        p.xpoints = new int[8];        p.ypoints = new int[8];        p.npoints = 8;        for(int i = 0; i < 3; i += 1) {          p.xpoints[i] = center.x + (int)((hexRad-1)*Math.cos(Math.PI/6 + i*Math.PI/3));          p.ypoints[i] = center.y + (int)((hexRad-1)*Math.sin(Math.PI/6 + i*Math.PI/3));        }        p.xpoints[3] = 5;        p.ypoints[3] = p.ypoints[1];        for(int i = 3; i < 6; i += 1) {          p.xpoints[i+2] = center.x + (int)((hexRad-1)*Math.cos(Math.PI/6 + i*Math.PI/3));          p.ypoints[i+2] = center.y + (int)((hexRad-1)*Math.sin(Math.PI/6 + i*Math.PI/3));        }        p.xpoints[4] = 5;        p.ypoints[4] = p.ypoints[6];      }      if(center.x > width - (hexRad*Math.sqrt(3)*4/3) && center.x < width - (hexRad*Math.sqrt(3)*2/3)) { //right        p.xpoints = new int[8];        p.ypoints = new int[8];        p.npoints = 8;        for(int i = 0; i < 6; i += 1) {          p.xpoints[i] = center.x + (int)((hexRad-1)*Math.cos(Math.PI/6 + i*Math.PI/3));          p.ypoints[i] = center.y + (int)((hexRad-1)*Math.sin(Math.PI/6 + i*Math.PI/3));        }        p.xpoints[6] = width-7;        p.ypoints[6] = p.ypoints[4];        p.xpoints[7] = width-7;        p.ypoints[7] = p.ypoints[1];      }      if(center.y < hexRad*1.5) { //bottom        for(int j = 0; j < p.npoints; j += 1) {           if(p.ypoints[j] < center.y) {             p.ypoints[j] = 0;           }        }      }      if(center.y > height - hexRad*1.5) { //top        for(int j = 0; j < p.npoints; j += 1) {          if(p.ypoints[j] > center.y) {            p.ypoints[j]  = height;          }        }      }    }  }  //pick <numCastles> hexagons to be the centers of castles.   //castles must be a certain distance from the side of the map and from each other  private void pickCastleCenters() {    Polygon ret[] = new Polygon[numCastles];    loop1:    while(true) {      loop2:      for(int i = 0; i < numCastles; i += 1) {        loop3:        for(int j = 0; j < 15; j += 1) {          int index;          while(!canBeCastleCenter(index = rand.nextInt(countryPolygons.size())));          ret[i] = (Polygon)countryPolygons.get(index);          for(int k = 0; k < i; k += 1) {            if(dist(polygonCenter(ret[i]), polygonCenter(ret[k])) < 240) {              continue loop3;            }          }          continue loop2;        }        continue loop1;      }      break;    }    for(int i = 0; i < numCastles; i += 1) {      removeHexagon(ret[i]);    }    castleCenters = ret;  }  static final int cOR = 45; //castleOutRadius  static final int cIR = 30; //castleInRadius  static final double[] castleAngles = new double[]{0, Math.PI/4, Math.PI/2, Math.PI/2, Math.PI/4, 0};  static final double[] castleRadii = new double[]{cOR-2, Math.sqrt(2)*(cOR-2), cOR-2, cIR, Math.sqrt(2)*cIR, cIR};  //make the polygons and connections of a castle centered on Polygon p  private void makeCastleAround(Polygon p, int castleIndex) {    Point c = polygonCenter(p);

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