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naka-chan-dayo
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naka.cr
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Updates, various. - Naka has been split to a separate file for better readability. - Naka::Noise2D added. Basically Perlin noise, but it adds a few APIs to sum stacks of octaves and such. Generation from seed is still missing even though it’s critical. - An example map is generated using several Naka::Noise2D. - Some assets added, and used to display an example map. Objects that are higher than one tile are displayed, but widths can’t overflow at the moment. - Maps are saved to disk. This is still minimal, however, and loading them from save files is not implemented at the moment. - Some Naka::Event were added at some point, although they’re still very much works in progress, and probably incomplete. - Maps are displayed in a very crude way. Transitions between terrain types are unsupported, for example.
2018-11-03 16:32:03 +01:00
File splitting.
2018-11-03 16:57:20 +01:00
# Not sure we
’
d even need that, buuut…
Updates, various. - Naka has been split to a separate file for better readability. - Naka::Noise2D added. Basically Perlin noise, but it adds a few APIs to sum stacks of octaves and such. Generation from seed is still missing even though it’s critical. - An example map is generated using several Naka::Noise2D. - Some assets added, and used to display an example map. Objects that are higher than one tile are displayed, but widths can’t overflow at the moment. - Maps are saved to disk. This is still minimal, however, and loading them from save files is not implemented at the moment. - Some Naka::Event were added at some point, although they’re still very much works in progress, and probably incomplete. - Maps are displayed in a very crude way. Transitions between terrain types are unsupported, for example.
2018-11-03 16:32:03 +01:00
class
Naka
end
File splitting.
2018-11-03 16:57:20 +01:00
require
"
./naka/*
"
Updates, various. - Naka has been split to a separate file for better readability. - Naka::Noise2D added. Basically Perlin noise, but it adds a few APIs to sum stacks of octaves and such. Generation from seed is still missing even though it’s critical. - An example map is generated using several Naka::Noise2D. - Some assets added, and used to display an example map. Objects that are higher than one tile are displayed, but widths can’t overflow at the moment. - Maps are saved to disk. This is still minimal, however, and loading them from save files is not implemented at the moment. - Some Naka::Event were added at some point, although they’re still very much works in progress, and probably incomplete. - Maps are displayed in a very crude way. Transitions between terrain types are unsupported, for example.
2018-11-03 16:32:03 +01:00