refactor: Reduce tree seed generation frequency and spacing
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4716cbe692
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12
js/world.js
12
js/world.js
@ -174,8 +174,8 @@ function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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}
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}
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// Randomly spawn tree seeds on grass
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if (random() < 0.08) { // 8% chance for a tree seed on grass
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// Randomly spawn tree seeds on grass (reduced frequency)
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if (random() < 0.03) { // Reduced from 8% to 3% chance for a tree seed on grass
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const seedY = floorY - noiseHeight - 1; // Position above the grass
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if (seedY >= 0 && chunkData[(floorY - noiseHeight) * CHUNK_SIZE + x] === GRASS) {
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chunkData[seedY * CHUNK_SIZE + x] = TREE_SEED;
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@ -262,15 +262,15 @@ function generateSpecialChunk(chunkData, chunkX, playerChunkX) {
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}
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}
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// Add additional tree seeds scattered throughout the terrain
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for (let x = 0; x < CHUNK_SIZE; x += 5 + Math.floor(random() * 10)) { // Space them out
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// Add additional tree seeds scattered throughout the terrain (with increased spacing and reduced chance)
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for (let x = 0; x < CHUNK_SIZE; x += 15 + Math.floor(random() * 20)) { // Increased spacing from 5-15 to 15-35
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const height = heightMap[x];
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const surfaceY = floorY - height;
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// Only place seeds on grass
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if (chunkData[surfaceY * CHUNK_SIZE + x] === GRASS) {
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// 25% chance for a tree seed at each valid position
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if (random() < 0.25) {
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// Reduced from 25% to 10% chance for a tree seed at each valid position
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if (random() < 0.1) {
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const seedY = surfaceY - 1; // Position above the grass
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if (seedY >= 0) {
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chunkData[seedY * CHUNK_SIZE + x] = TREE_SEED;
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