Fractal.Create (Civ5 API): Difference between revisions
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|valign="top" style="padding-right:6px;"|xExponent: | |valign="top" style="padding-right:6px;"|xExponent: | ||
|valign="top"| '' | |valign="top"| ''Width resolution of the fractal. Higher values will produce sharper fractals, while lower values will produce blurry ones.'' | ||
|- | |- | ||
|valign="top" style="padding-right:6px;"|yExponent: | |valign="top" style="padding-right:6px;"|yExponent: | ||
|valign="top"| '' | |valign="top"| ''Height resolution of the fractal.'' | ||
|} | |} | ||
'''A note about fractal exponents from MultilayeredFractal.lua:''' | |||
<blockquote>FracXExp is the width of the source fractal. | |||
FracYExp is the height of the source fractal. | |||
These exponents are raised to powers of two. So a value of FracXExp = 7 | |||
means 2^7, which would be 128 units wide. FracXExp = 6 would be only 64 | |||
units wide. FracYExp works the same way.</blockquote> | |||
'''Fractal Flags''' | '''Fractal Flags''' | ||
:{| | :{| | ||
|- | |- | ||
|valign="top" style="padding-right:6px;"|'''boolean''' FRAC_WRAP_X: | |valign="top" style="padding-right:6px;"|'''boolean''' FRAC_WRAP_X: | ||
|valign="top"| ''Whether or not the fractal should wrap around the X axis.'' | |valign="top"| ''Whether or not the fractal should wrap around the X axis.'' | ||
|- | |||
|valign="top" style="padding-right:6px;"|'''boolean''' FRAC_WRAP_Y: | |||
|valign="top"| ''???'' | |||
|- | |- | ||
|valign="top" style="padding-right:6px;"|'''boolean''' FRAC_POLAR: | |valign="top" style="padding-right:6px;"|'''boolean''' FRAC_POLAR: | ||
|valign="top"| ''???'' | |valign="top"| ''???'' | ||
|} | |} | ||
=Source code samples= | =Source code samples= |
Latest revision as of 06:45, 11 February 2014
This page is a part of the Lua and UI Reference (Civ5).
This function is a member of Fractal. This is a static method, invoke it with a dot. |
Usage
Fractal Fractal.Create(int width, int height, int grain, table fractalFlags, int xExponent, int yExponent)
Returned Value
- Returns an instance of Fractal.
Parameters
width: The width of the 2D array to create. height: The height of the 2D array to create. grain: Amount of grain to add to fractal. 0 is no grain (smooth), 7 is lots of grain (jagged). fractalFlags: A table that holds certain additional options used in creating the fractal. See below. xExponent: Width resolution of the fractal. Higher values will produce sharper fractals, while lower values will produce blurry ones. yExponent: Height resolution of the fractal.
A note about fractal exponents from MultilayeredFractal.lua:
FracXExp is the width of the source fractal.
FracYExp is the height of the source fractal. These exponents are raised to powers of two. So a value of FracXExp = 7 means 2^7, which would be 128 units wide. FracXExp = 6 would be only 64
units wide. FracYExp works the same way.
Fractal Flags
boolean FRAC_WRAP_X: Whether or not the fractal should wrap around the X axis. boolean FRAC_WRAP_Y: ??? boolean FRAC_POLAR: ???
Source code samples
Too many occurences. Only 50 out of 130 are listed.
Amazon_XP.lua (G&K)
DLC/Expansion/Maps/Amazon_XP.lua
0069
|
local peaksFrac = Fractal.Create(iW, iH, grain_amount + 1, {}, 6, 6); |
0269
|
local grass_check = Fractal.Create(iW, iH, 5, {}, 6, 6); |
0270
|
local desert_check = Fractal.Create(iW, iH, 4, {}, 6, 6); |
0366
|
local marshes = Fractal.Create(iW, iH, forest_grain, {}, 6, 6); |
0367
|
local forests = Fractal.Create(iW, iH, forest_grain, {}, 6, 6); |
Boreal.lua (G&K)
DLC/Expansion/Maps/Boreal.lua
0126
|
local lakesFrac = Fractal.Create(iW, iH, 2, iFlags, -1, -1); |
0127
|
local hillsFrac = Fractal.Create(iW, iH, grain, iFlags, -1, -1); |
0128
|
local mountainsFrac = Fractal.Create(iW, iH, grain, iFlags, -1, -1); |
0181
|
local snowFrac = Fractal.Create(iW, iH, 3, iFlags, -1, -1); |
0182
|
local snowFrac2 = Fractal.Create(iW, 1 + math.floor(iH * 0.4), 2, iFlags, 7, 6); |
0183
|
local plainsFrac = Fractal.Create(iW, iH, 4, iFlags, -1, -1); |
ContinentsWorld.lua
Gameplay/Lua/ContinentsWorld.lua
0102
|
self.mountainsFrac = Fractal.Create(self.iNumPlotsX, self.iNumPlotsY, 4, self.iFlags, self.fracXExp, self.fracYExp); |
Europe.lua (G&K)
DLC/Expansion/Maps/Europe.lua
0440
|
local snow_frac = Fractal.Create(iW, iH, grain_amount + 1, iFlags, -1, -1); |
0441
|
local tundra_frac = Fractal.Create(iW, iH, grain_amount + 1, iFlags, -1, -1); |
0442
|
local grass_frac = Fractal.Create(iW, iH, grain_amount, iFlags, -1, -1); |
FeatureGenerator.lua (G&K)
DLC/Expansion/Gameplay/Lua/FeatureGenerator.lua
0128
|
self.jungles = Fractal.Create(width, height, self.jungle_grain, self.fractalFlags, self.fracXExp, self.fracYExp); |
0129
|
self.forests = Fractal.Create(width, height, self.forest_grain, self.fractalFlags, self.fracXExp, self.fracYExp); |
0130
|
self.forestclumps = Fractal.Create(width, height, self.clump_grain, self.fractalFlags, self.fracXExp, self.fracYExp); |
FractalWorld.lua
Gameplay/Lua/FractalWorld.lua
0059
|
self.riftsFrac = Fractal.Create(self.iNumPlotsX, self.iNumPlotsY, rift_grain, {}, self.fracXExp, self.fracYExp); |
0062
|
self.continentsFrac = Fractal.Create(self.iNumPlotsX, self.iNumPlotsY, continent_grain, fracFlags, self.fracXExp, self.fracYExp); |
0662
|
self.hillsFrac = Fractal.Create(self.iNumPlotsX, self.iNumPlotsY, grain, self.iFlags, self.fracXExp, self.fracYExp); |
0663
|
self.mountainsFrac = Fractal.Create(self.iNumPlotsX, self.iNumPlotsY, grain, self.iFlags, self.fracXExp, self.fracYExp); |
Great_Plains.lua
Maps/Great_Plains.lua
0069
|
local hillsFrac = Fractal.Create(iW, iH, grain_amount, iFlags, 6, 6); |
0070
|
local peaksFrac = Fractal.Create(iW, iH, grain_amount + 1, iFlags, 6, 6); |
0071
|
local regionsFrac = Fractal.Create(iW, iH, grain_amount, iFlags, 6, 6); |
0361
|
local rocky = Fractal.Create(iW, iH, grain_amount, iFlags, -1, -1); |
0362
|
local plains = Fractal.Create(iW, iH, grain_amount + 1, iFlags, -1, -1); |
0363
|
local east = Fractal.Create(iW, iH, grain_amount, iFlags, -1, -1); |
0364
|
local variation = Fractal.Create(iW, iH, grain_amount, iFlags, -1, -1); |
0492
|
local forests = Fractal.Create(iW, iH, forest_grain, iFlags, fracXExp, fracYExp); |
1490
|
local herds = Fractal.Create(iW, iH, 7, {}, -1, -1) |
1491
|
local iHerdsClumps = herds:GetHeight(3) |
Hemispheres.lua (G&K)
DLC/Expansion/Maps/Hemispheres.lua
0820
|
local regionHillsFrac = Fractal.Create(iW, iH, 5, {}, 7, 7); |
0821
|
local regionPeaksFrac = Fractal.Create(iW, iH, 6, {}, 7, 7); |
Highlands.lua
Maps/Highlands.lua
0169
|
local terrainFrac = Fractal.Create(iW, iH, grain, iFlags, -1, -1); |
0170
|
local lakesFrac = Fractal.Create(iW, iH, lake_grain, iFlags, -1, -1); |
0171
|
local mountain_passFrac = Fractal.Create(iW, iH, grain, iFlags, -1, -1); |
InlandSea.lua
Maps/InlandSea.lua
0073
|
local seaFrac = Fractal.Create(iWidth, iHeight, grain, fracFlags, -1, -1) |
0074
|
local seaThreshold = seaFrac:GetHeight(47); |
Lakes.lua
Maps/Lakes.lua
0100
|
local lakesFrac = Fractal.Create(iW, iH, lake_grain, fracFlags, -1, -1); |
MultilayeredFractal.lua (G&K)
DLC/Expansion/Gameplay/Lua/MultilayeredFractal.lua
0338
|
local riftsFrac = Fractal.Create(iRegionWidth, iRegionHeight, iRiftGrain, {}, iRegionFracXExp, iRegionFracYExp); |
0341
|
regionContinentsFrac = Fractal.Create(iRegionWidth, iRegionHeight, iRegionGrain, iRegionPlotFlags, iRegionFracXExp, iRegionFracYExp); |
0350
|
local regionHillsFrac = Fractal.Create(iRegionWidth, iRegionHeight, iRegionHillsGrain, iRegionTerrainFlags, iRegionFracXExp, iRegionFracYExp); |
0351
|
local regionPeaksFrac = Fractal.Create(iRegionWidth, iRegionHeight, iRegionHillsGrain + 1, iRegionTerrainFlags, iRegionFracXExp, iRegionFracYExp); |
0708
|
self.hillsFrac = Fractal.Create(self.iW, self.iH, grain_amount, self.iTerrainFlags, fracXExp, fracYExp); |
0709
|
self.mountainsFrac = Fractal.Create(self.iW, self.iH, grain_amount, self.iTerrainFlags, fracXExp, fracYExp); |
North_vs_South.lua
Maps/North_vs_South.lua
0090
|
local lakesFrac = Fractal.Create(iW, iH, lake_grain, fracFlags, 6, 6); |
Oval.lua
Maps/Oval.lua
0100
|
local baysFrac = Fractal.Create(iW, iH, 3, fracFlags, -1, -1); |
Skirmish.lua
Maps/Skirmish.lua
0146
|
local terrainFrac = Fractal.Create(iW, iH, grain, fracFlags, -1, -1); |
0151
|
local hillsFrac = Fractal.Create(iW, iH, grain, fracFlags, -1, -1); |
TerrainGenerator.lua
Gameplay/Lua/TerrainGenerator.lua
0108
|
self.deserts = Fractal.Create( self.iWidth, self.iHeight, |
0109
|
self.grain_amount, self.fractalFlags, |
0110
|
self.fracXExp, self.fracYExp); |
0115
|
self.plains = Fractal.Create( self.iWidth, self.iHeight, |
0116
|
self.grain_amount, self.fractalFlags, |
0117
|
self.fracXExp, self.fracYExp); |
The initial version of this page was created by the Civ5 API Bot, see the Civ5 API Reference FAQ. Some of the texts come from the 2kgames' wiki and most of code samples are copyrighted to Firaxis.
Functions' signatures were either copied from the 2kgames' wiki, or infered from the Lua source files and the binaries. Errors are possible.
Contributors may find help in the Contributors guide to the Civ5 API.