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把伊子的地形代码放一块……

用户:公子熙公子熙查看:2 回复:5 评论:2 创建时间:2020-10-11T19:42:18


var seaLevel=20;
var xzZoom=15;
var yZoom=15;
var exZ1=1;
var exZ2=1;
var exZ3=10;
var base=15;

(async function(){
for(let i=0;i<127;i+=0.1){
    
    var xh=Math.sin(i/xzZoom)*yZoom;
    for(let j=0;j<127;j+=0.1){
        var zh=Math.pow(Math.sin(j/xzZoom),3)*yZoom*exZ1;
        if(xh+zh+base<seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"dirt");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else if(Math.round(xh+zh+base)==seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"sand");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else{
            voxels.setVoxel(i,xh+zh+base,j,"grass");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }
        
        
    }
    await sleep(10);
}
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<=seaLevel;k++){
            if(voxels.getVoxel(i,k,j)==0){
                voxels.setVoxel(i,k,j,"water");
            }
        }
    }
}
})()
//nc=n c(去掉空格)

var seaLevel=1;
var xzZoom=15;
var yZoom=4;
var exZ1=1;
var base=15;
(async function(){
for(let i=0;i<127;i++){
    var xh=Math.pow(Math.sin(i/xzZoom),3)*yZoom*exZ1-i/15;
    for(let j=0;j<127;j++){
        var zh=Math.pow(Math.sin(j/xzZoom),3)*yZoom*exZ1;
            voxels.setVoxel(i,xh+zh+base,j,"sand");

            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"sand");
            }
        
        
    }
    await sleep(20);
}
world.say("仙人掌建造中");
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<100;k++){
            if(voxels.getVoxel(i,k,j)==voxels.id("sand")&&voxels.getVoxel(i,k+1,j)==0){
                if(Math.random()*500<=1){
                    voxels.setVoxel(i,k+1,j,"green_leaf");
                    voxels.setVoxel(i,k+2,j,"green_leaf");
                    voxels.setVoxel(i,k+3,j,"green_leaf");
                }
            }
        }
    }
    await sleep(10);
}



})();
var seaLevel=14;
var xzZoom=10;
var yZoom=1;
var exZ1=1;
var exZ2=1;
var exZ3=10;
var base=20;
function tree(x,y,z){
    if(voxels.getVoxel(x,y,z)!=voxels.id("water")){
       var rand=1;
    for(let i=y+rand;i<y+4+rand;i++){
            voxels.setVoxel(x,i,z,"acacia");
        }
    for(let i=3+rand;i<5+rand;i++){
        for(let j=-2;j<3;j++){
            for(let k=-2;k<3;k++){
                voxels.setVoxel(x+j,y+i,z+k,"green_leaf");
            }
        }
    }
    for(let j=-1;j<2;j++){
        for(let k=-1;k<2;k++){
            voxels.setVoxel(x+j,y+5+rand,z+k,"green_leaf");
        }
    }
    voxels.setVoxel(x-1,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x+1,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z-1,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z+1,"green_leaf");
    }
    
};
(async function(){
for(let i=0;i<127;i++){
    var ii=i-63;
    var xh=Math.tan(Math.pow(Math.cos(i/xzZoom),2))*yZoom*exZ1+i/5;
    for(let j=0;j<127;j++){
        var jj=j-63;
         var zh=Math.tan(Math.pow(Math.cos(j/xzZoom),2))*yZoom*exZ1+j/-5;
        if(xh+zh+base<seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"dirt");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else if(Math.round(xh+zh+base)==seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"sand");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else{
            voxels.setVoxel(i,xh+zh+base,j,"grass");

            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }
        
        
    }
    await sleep(20);
}
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<=seaLevel;k++){
            if(voxels.getVoxel(i,k,j)==0){
                voxels.setVoxel(i,k,j,"water");
            }
        }
    }
}
await sleep(1000);
world.say("即将生成建筑和树木");
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<100;k++){
            if(voxels.getVoxel(i,k,j)==voxels.id("grass")){
                if(Math.random()*60<=1){
                    tree(i,k,j);
                }
            }
        }
    }
    await sleep(10);
}

})();
function vil(x,y,z,num){
	if(num==1){
		for(let i=-4;i<=4;i++){
			for(let j=-4;j<=4;j++){
				for(let k=0;k<=5;k++){
					voxels.setVoxel(x+i,y+k,z+j,0);
				}
                if(voxels.getVoxel(x+i,y-1,z+j)!=0){
                    voxels.setVoxel(x+i,y-1,z+j,"grass")
                }
                
			}
		}
		for(let i=0;i<=3;i++){
			voxels.setVoxel(x+2,y+i,z+2,"stone");
			voxels.setVoxel(x+2,y+i,z-2,"stone");
			voxels.setVoxel(x-2,y+i,z+2,"stone");
			voxels.setVoxel(x-2,y+i,z-2,"stone");
		}
		for(let i=0;i<=3;i++){
			for(let k=-1;k<=1;k++){
				voxels.setVoxel(x+2,y+i,z+k,"plank_02");
				voxels.setVoxel(x-2,y+i,z+k,"plank_02");
				voxels.setVoxel(x+k,y+i,z+2,"plank_02");
				voxels.setVoxel(x+k,y+i,z-2,"plank_02");
			}
		}
		voxels.setVoxel(x+2,y+1,z,"window");
		voxels.setVoxel(x-2,y+1,z,"window");
		voxels.setVoxel(x,y+1,z+2,"window");
		voxels.setVoxel(x,y+1,z-2,"window");
		for(let i=-2;i<=2;i++){
			for(let j=-2;j<=2;j++){
				voxels.setVoxel(x+i,y-1,z+j,"stone");
				voxels.setVoxel(x+i,y+3,z+j,"acacia");
			}
		}
        voxels.setVoxel(x+2,y,z,0);
        voxels.setVoxel(x+2,y+1,z,0);
	}
};


var seaLevel=14;
var xzZoom=4;
var yZoom=4;
var exZ1=1;
var exZ2=1;
var exZ3=10;
var base=4;
function tree(x,y,z){
    if(voxels.getVoxel(x,y,z)!=voxels.id("water")){
       var rand=1;
    for(let i=y+rand;i<y+4+rand;i++){
            voxels.setVoxel(x,i,z,"acacia");
        }
    for(let i=3+rand;i<5+rand;i++){
        for(let j=-2;j<3;j++){
            for(let k=-2;k<3;k++){
                voxels.setVoxel(x+j,y+i,z+k,"green_leaf");
            }
        }
    }
    for(let j=-1;j<2;j++){
        for(let k=-1;k<2;k++){
            voxels.setVoxel(x+j,y+5+rand,z+k,"green_leaf");
        }
    }
    voxels.setVoxel(x-1,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x+1,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z-1,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z+1,"green_leaf");
    }
    
};
(async function(){
for(let i=0;i<127;i++){
    var ii=i-63;
    var xh=Math.sin(ii/xzZoom)*yZoom+i/5;
    for(let j=0;j<127;j++){
        var jj=j-63;
        var zh=Math.cos(jj/xzZoom)*yZoom+j/5;
        if(xh+zh+base<seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"dirt");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else if(Math.round(xh+zh+base)==seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"sand");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else{
            voxels.setVoxel(i,xh+zh+base,j,"grass");

            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }
        
        
    }
    await sleep(20);
}
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<=seaLevel;k++){
            if(voxels.getVoxel(i,k,j)==0){
                voxels.setVoxel(i,k,j,"water");
            }
        }
    }
}


await sleep(1000);
world.say("即将生成建筑和树木");
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<100;k++){
            if(voxels.getVoxel(i,k,j)==voxels.id("grass")){
                if(Math.random()*100<=1){
                    tree(i,k,j);
                }else if(Math.random()*1000<=1){
            	vil(i,k+1,j,1);       
                }
            }
        }
    }
    await sleep(10);
}

})();



world.onPlayerJoin(({entity})=>{
    entity.player.scale=0.8;
    entity.player.canFly=true;
})
var seaLevel=10;
var snowLine=75;
var xZoom=15;
var zZoom=12;
var yZoom=45;
var exZ1=1;
var exZ2=1;
var exZ3=12;
var base=30;
function tree(x,y,z){
    if(voxels.getVoxel(x,y,z)!=voxels.id("water")){
       var rand=1;
    for(let i=y+rand;i<y+4+rand;i++){
            voxels.setVoxel(x,i,z,"acacia");
        }
    for(let i=3+rand;i<5+rand;i++){
        for(let j=-2;j<3;j++){
            for(let k=-2;k<3;k++){
                voxels.setVoxel(x+j,y+i,z+k,"green_leaf");
            }
        }
    }
    for(let j=-1;j<2;j++){
        for(let k=-1;k<2;k++){
            voxels.setVoxel(x+j,y+5+rand,z+k,"green_leaf");
        }
    }
    voxels.setVoxel(x-1,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x+1,y+6+rand,z,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z-1,"green_leaf");
    voxels.setVoxel(x,y+6+rand,z+1,"green_leaf");
    }
    
};
(async function(){
for(let i=0;i<65;i++){
    var ii=i-63;
    var xh=Math.sin(i/xZoom)*yZoom;
    for(let j=0;j<127;j++){
        var jj=j-63;
         var zh=Math.sin(j/zZoom)*yZoom;
        if(xh+zh+base<seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"dirt");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else if(Math.round(xh+zh+base)==seaLevel){
            voxels.setVoxel(i,xh+zh+base,j,"sand");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }else if(Math.round(xh+zh+base)>snowLine+10){
            voxels.setVoxel(i,xh+zh+base,j,"snow");
            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"snow");
            }
        }

        else{
            voxels.setVoxel(i,xh+zh+base,j,"grass");

            for(let k=0;k<xh+zh+base-1;k++){
                voxels.setVoxel(i,k,j,"dirt");
            }
        }
        
        
    }
    await sleep(50);
}
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<=seaLevel;k++){
            if(voxels.getVoxel(i,k,j)==0){
                voxels.setVoxel(i,k,j,"water");
            }
        }
    }
}
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=snowLine;k<snowLine+10;k++){
            if(voxels.getVoxel(i,k,j)==voxels.id("grass")&&Math.random()*2<1){
                voxels.setVoxel(i,k,j,"snow");
            }else if(voxels.getVoxel(i,k,j)==voxels.id("dirt")&&Math.random()*3<1){
                voxels.setVoxel(i,k,j,"snow");
            }else if(voxels.getVoxel(i,k,j)==voxels.id("water")){
                voxels.setVoxel(i,k,j,"ice");
            }
        }
    }
}

await sleep(1000);
world.say("即将生成建筑和树木");
for(let i=0;i<127;i++){
    for(let j=0;j<127;j++){
        for(let k=0;k<100;k++){
            if(voxels.getVoxel(i,k,j)==voxels.id("grass")){
                if(Math.random()*60<=1){
                    tree(i,k,j);
                }
            }
        }
    }
    await sleep(10);
}

})();

有问题的话……(自己解决(我不会啊~))


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公子熙公子熙

center_image

首先创建一个山谷湖泊模板然后 代码!!!!!!!

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公子熙公子熙

实验图:https://box3create.codemao.cn/games/86eceeba9b4cda0e25e4

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亿只懒Ink亿只懒Ink

喵喵喵喵喵喵喵喵喵喵喵喵喵喵喵喵嘎(笑出鸭叫)

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公子熙公子熙

有人说代码不对~

我来告诉你们流程:

1.山谷湖泊模板

2.选择一个伊子的地形代码

3.同2(不可用重复的)

4.同2(不可用重复的)

5.同2(不可用重复的)

然后就完了~

(建议:1.山峰2.伊子的第一个地形代码3.随便4.随便5.随便)

emotion_编程猫_点赞

 

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亿只懒Ink亿只懒Ink

正确流程:4座山地形-沙漠地形-海滨地形-正弦山地地形-双峰地形

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