feat(biome): abyssal bioluminescent + glow blocks + abyssal jellyfish + particles
- BlockDatabase: GLOW_CORAL_CYAN(10), GLOW_CORAL_VIOLET(11), LAVA_VENT(12) with emission data - WorldGenerator: abyssal blocks at y<-40 (cyan 4%, violet 1%, vent 0.5% via 3D noise) - Chunk.gd: multi-surface mesh (solid + 3 emissive surfaces with StandardMaterial3D emission) - MobSpawner: abyssal jellyfish spawn when player y<-30, max 8 - AbyssalJellyfish: cyan fluo, slower, double damage (10), bioluminescent flash on attack - BioluminescentParticles: 200 cyan-green particles follow player, only emit in abyss Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -26,6 +26,11 @@ static func generate_chunk(chunk_x: int, chunk_y: int, chunk_z: int, seed: int)
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noise_wreck.noise_type = FastNoiseLite.TYPE_CELLULAR
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noise_wreck.frequency = 0.03
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var noise_glow: FastNoiseLite = FastNoiseLite.new()
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noise_glow.seed = seed + 7777
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noise_glow.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
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noise_glow.frequency = 0.08
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for lx: int in range(CHUNK_SIZE):
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for lz: int in range(CHUNK_SIZE):
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var wx: int = chunk_x * CHUNK_SIZE + lx
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@@ -45,7 +50,7 @@ static func generate_chunk(chunk_x: int, chunk_y: int, chunk_z: int, seed: int)
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var idx: int = lx + ly * CHUNK_SIZE + lz * 256
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data[idx] = _get_block_at(wy, ground_height, biome, wx, wz, lx, lz,
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is_wreck_center, noise_detail, seed)
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is_wreck_center, noise_detail, noise_glow, seed)
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return data
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@@ -61,11 +66,28 @@ static func _get_biome(biome_val: float, ground_height: int) -> int:
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static func _get_block_at(wy: int, ground_height: int, biome: int,
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wx: int, wz: int, lx: int, lz: int,
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is_wreck_center: bool, noise_detail: FastNoiseLite, seed: int) -> int:
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is_wreck_center: bool, noise_detail: FastNoiseLite, noise_glow: FastNoiseLite, seed: int) -> int:
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if wy <= -60:
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return BlockDatabase.BlockType.BEDROCK
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# --- Abyssal bioluminescent decorations (deep zone) ---
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if ground_height < -30 and wy >= ground_height and wy < ground_height + 3:
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if wy < -40:
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var glow_val: float = noise_glow.get_noise_3d(float(wx), float(wy), float(wz))
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# GLOW_CORAL_CYAN patches — 4% density on surfaces
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if glow_val > 0.65:
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return BlockDatabase.BlockType.GLOW_CORAL_CYAN
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# GLOW_CORAL_VIOLET rare columns — 1%
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var violet_val: float = noise_glow.get_noise_3d(float(wx) * 1.3, float(wy) * 0.5, float(wz) * 1.3)
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if violet_val > 0.82:
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return BlockDatabase.BlockType.GLOW_CORAL_VIOLET
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# LAVA_VENT columns — 0.5% density, very deep
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if wy < -50 and wy < ground_height + 3:
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var vent_val: float = noise_glow.get_noise_3d(float(wx) * 0.5, float(wy) * 2.0, float(wz) * 0.5)
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if vent_val > 0.88:
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return BlockDatabase.BlockType.LAVA_VENT
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if wy < ground_height - 5:
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return BlockDatabase.BlockType.ROCK
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