本文整理汇总了PHP中Random::nextRange方法的典型用法代码示例。如果您正苦于以下问题:PHP Random::nextRange方法的具体用法?PHP Random::nextRange怎么用?PHP Random::nextRange使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Random
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在下文中一共展示了Random::nextRange方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: populate
public function populate(Level $level, $chunkX, $chunkZ, Random $random)
{
if ($random->nextRange(0, $this->waterOdd) === 0) {
$v = new Vector3($random->nextRange($chunkX << 4, ($chunkX << 4) + 16), $random->nextRange(0, 128), $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 16));
$pond = new PondObject($random, new WaterBlock());
if ($pond->canPlaceObject($level, $v)) {
$pond->placeObject($level, $v);
}
}
}
示例2: growGrass
public static function growGrass(Level $level, Vector3 $pos, Random $random, $count = 15, $radius = 10)
{
$arr = array(BlockAPI::get(DANDELION, 0), BlockAPI::get(CYAN_FLOWER, 0), BlockAPI::get(TALL_GRASS, 1), BlockAPI::get(TALL_GRASS, 1), BlockAPI::get(TALL_GRASS, 1), BlockAPI::get(TALL_GRASS, 1));
$arrC = count($arr) - 1;
for ($c = 0; $c < $count; ++$c) {
$x = $random->nextRange($pos->x - $radius, $pos->x + $radius);
$z = $random->nextRange($pos->z - $radius, $pos->z + $radius);
if ($level->level->getBlockID($x, $pos->y + 1, $z) === AIR and $level->level->getBlockID($x, $pos->y, $z) === GRASS) {
$t = $arr[$random->nextRange(0, $arrC)];
$level->setBlockRaw(new Vector3($x, $pos->y + 1, $z), $t);
}
}
}
示例3: populate
public function populate(Level $level, $chunkX, $chunkZ, Random $random)
{
foreach ($this->oreTypes as $type) {
$ore = new OreObject($random, $type);
for ($i = 0; $i < $ore->type->clusterCount; ++$i) {
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 16);
$y = $random->nextRange($ore->type->minHeight, $ore->type->maxHeight);
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 16);
if ($ore->canPlaceObject($level, $x, $y, $z)) {
$ore->placeObject($level, new Vector3($x, $y, $z));
}
}
}
}
示例4: growTree
public static function growTree(Level $level, Vector3 $pos, Random $random, $type = 0)
{
switch ($type & 0x3) {
case SaplingBlock::SPRUCE:
if ($random->nextRange(0, 1) === 1) {
$tree = new SpruceTreeObject();
} else {
$tree = new PineTreeObject();
}
break;
case SaplingBlock::BIRCH:
$tree = new SmallTreeObject();
$tree->type = SaplingBlock::BIRCH;
break;
case SaplingBlock::JUNGLE:
$tree = new SmallTreeObject();
$tree->type = SaplingBlock::JUNGLE;
break;
default:
case SaplingBlock::OAK:
/*if($random->nextRange(0, 9) === 0){
$tree = new BigTreeObject();
}else{*/
$tree = new SmallTreeObject();
//}
break;
}
if ($tree->canPlaceObject($level, $pos, $random)) {
$tree->placeObject($level, $pos, $random);
}
}
示例5: placeObject
public function placeObject(Level $level, Vector3 $pos, Random $random)
{
// The base dirt block
$dirtpos = new Vector3($pos->x, $pos->y - 1, $pos->z);
$level->setBlockRaw($dirtpos, new DirtBlock());
// Adjust the tree trunk's height randomly
// plot [-14:11] int( x / 8 ) + 5
// - min=4 (all leaves are 4 tall, some trunk must show)
// - max=6 (top leaves are within ground-level whacking range
// on all small trees)
$heightPre = $random->nextRange(-14, 11);
$this->trunkHeight = intval($heightPre / 8) + 5;
// Adjust the starting leaf density using the trunk height as a
// starting position (tall trees with skimpy leaves don't look
// too good)
$leafPre = $random->nextRange($this->trunkHeight, 10) / 20;
// (TODO: seed may apply)
// Now build the tree (from the top down)
$leaflevel = 0;
for ($yy = $this->trunkHeight + 1; $yy >= 0; --$yy) {
if ($leaflevel < self::$leavesHeight) {
// The size is a slight variation on the trunkheight
$radius = self::$leafRadii[$leaflevel] + $leafPre;
$bRadius = 3;
for ($xx = -$bRadius; $xx <= $bRadius; ++$xx) {
for ($zz = -$bRadius; $zz <= $bRadius; ++$zz) {
if (sqrt($xx * $xx + $zz * $zz) <= $radius) {
$leafpos = new Vector3($pos->x + $xx, $pos->y + $yy, $pos->z + $zz);
$level->setBlockRaw($leafpos, new LeavesBlock($this->type));
}
}
}
$leaflevel++;
}
// Place the trunk last
if ($leaflevel > 1) {
$trunkpos = new Vector3($pos->x, $pos->y + $yy, $pos->z);
$level->setBlockRaw($trunkpos, new WoodBlock($this->type));
}
}
}
示例6: __construct
public function __construct($random = false)
{
if (!$random instanceof Random) {
$random = new Random();
}
$this->xCoord = $random->nextFloat() * 256;
$this->yCoord = $random->nextFloat() * 256;
$this->zCoord = $random->nextFloat() * 256;
for ($i = 0; $i < 512; ++$i) {
$this->permutations[$i] = 0;
}
for ($i = 0; $i < 256; ++$i) {
$this->permutations[$i] = $i;
}
for ($i = 0; $i < 256; ++$i) {
$j = $random->nextRange(0, 256 - $i) + $i;
$k = $this->permutations[$i];
$this->permutations[$i] = $this->permutations[$j];
$this->permutations[$j] = $k;
$this->permutations[$i + 256] = $this->permutations[$i];
}
}
示例7: findRandomLeavesSize
private function findRandomLeavesSize(Random $random)
{
$this->totalHeight += $random->nextRange(-1, 2);
$this->leavesSizeY = 1 + $random->nextRange(0, 2);
$this->leavesAbsoluteMaxRadius = 2 + $random->nextRange(0, 1);
}
示例8: populate
public function populate(Level $level, $chunkX, $chunkZ, Random $random)
{
if ($random->nextRange(0, MineshaftPopulator::$ODD) === 0) {
//$mineshaft = new Mineshaft($random);
}
}
示例9: findRandomLeavesSize
private function findRandomLeavesSize(Random $random)
{
$this->totalHeight += $random->nextRange(-1, 2);
$this->leavesBottomY = (int) ($this->totalHeight - $random->nextRange(1, 2) - 3);
$this->leavesMaxRadius = 1 + $random->nextRange(0, 1);
}