Method |
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AddCactus ( MCDawn.Level Lvl, ushort x, ushort y, ushort z, Random Rand ) : void |
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AddTerrainHeight ( float array, ushort x, ushort y, ushort width, float height ) : void |
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AddTree ( MCDawn.Level Lvl, ushort x, ushort y, ushort z, Random Rand ) : void |
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Evaluate ( MCDawn.Level lvl, float height ) : ushort |
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FilterAverage ( MCDawn.Level Lvl ) : void |
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GenerateFault ( float array, MCDawn.Level Lvl, string type, Random rand ) : void |
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GenerateNormalized ( float array, float persistence, int octaves, int width, int height, int seed, float zoom ) : void |
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GeneratePerlinNoise ( float array, MCDawn.Level Lvl, string type, Random rand ) : void |
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GetAverage5 ( ushort x, ushort y, MCDawn.Level Lvl ) : float |
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GetAverage9 ( ushort x, ushort y, MCDawn.Level Lvl ) : float |
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GetPixel ( ushort x, ushort y, MCDawn.Level Lvl ) : float |
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Interpolate ( float a, float b, float x ) : float |
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InterpolatedNoise ( float x, float y, int seed ) : float |
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NegateEdge ( ushort x, ushort y, MCDawn.Level Lvl ) : float |
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Noise ( int x, int y, int seed ) : float |
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Range ( float input, float low, float high ) : float |
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SmoothNoise ( int x, int y, int seed ) : float |
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TreeCheck ( MCDawn.Level Lvl, ushort x, ushort z, ushort y, short dist ) : bool |
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