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SCRIPT-8
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// title: Runner at Sunset #2 | |
initialState = { | |
x: 56, | |
y: 0, | |
mag: false, | |
frame: 0, | |
land: {} | |
} | |
update = (state, input, elapsed) => { | |
if (state.frame==0) | |
generateLand(state) | |
state.frame += 1 | |
state.animFrame = Math.floor(state.frame / 15) % 2 | |
let step = 60 - (state.frame % 30) | |
state.flip = input.left | |
state.speed = input.left || input.right ? 32 : 0 | |
if (state.speed > 0) | |
state.x = state.x + (step / 120) * (input.left ? -1 : 1) | |
if (input.startPressed) | |
state.mag = !state.mag | |
} | |
draw = state => { | |
clear(1+clamp(Math.floor(state.frame/700),0,5)) | |
camera(state.x-56, state.y - 60) | |
// Sun | |
circFill(80 + Math.ceil((128-state.x)/80) + state.x-60, | |
40+state.frame/60 + state.y - 60, | |
30, 0) | |
// Floor | |
//rectFill(0, 68, 128, 128, 4) | |
//line(0, 68, 128, 68, 2) | |
state.y = drawLand(state) - 8 | |
// Man | |
sprite(state.x, state.y, state.animFrame + state.speed,2, state.flip) | |
if (state.mag) drawMag(state) | |
} | |
// Magnifying | |
const factor = 3 | |
const magsize = 18 | |
const { sin, cos, tan, pi, sqrt, round, floor } = Math | |
function drawMag(state) { | |
let mag_x = 30 + state.x - 56 | |
let mag_y = 96 + round(state.y) - 60 | |
let radius = (magsize / 2) * factor | |
circFill(mag_x, mag_y, radius + 2, 1) | |
circFill(mag_x, mag_y, radius, getPixel(state.x, state.y)) | |
for (let x of range(-1, magsize * 2)) { | |
x = x - floor(magsize / 2) | |
for (let y of range(0, magsize)) { | |
let hipot = sqrt(((x - 4) * factor) ** 2 + ((y - 4) * factor) ** 2) | |
if (hipot < radius - 1) { | |
let pix = getPixel(state.x + x, state.y + y) | |
rectFill( | |
mag_x + (x - 4) * factor - factor / 2, | |
mag_y + (y - 4) * factor - factor / 2, | |
factor, | |
factor, | |
pix | |
) | |
} | |
} | |
} | |
circStroke(mag_x, mag_y, radius + round(factor / 2), 2) | |
circStroke(mag_x, mag_y, radius + round(factor / 2) - 1) | |
} | |
function _drawMag(state) { | |
rectStroke( | |
mag_x - 1, | |
mag_y - 1, | |
(magsize + 1) * factor + 2, | |
magsize * factor + 2, | |
2 | |
) | |
for (let x of range(-1, magsize)) { | |
for (let y of range(0, magsize)) { | |
let pix = getPixel(state.x + x, 60 + y) | |
rectFill( | |
mag_x + (1 + x) * factor, | |
mag_y + y * factor, | |
factor, | |
factor, | |
pix | |
) | |
} | |
} | |
} | |
// Land generation | |
function f_terrain(x) { | |
let base = 68 | |
if (0 < x && x < 144) return base | |
if (x <= 0) x = x + 143 | |
let freq = 4 | |
return ( | |
base - | |
108 + | |
perlin.octave(x / 1200, 2, 2, 3, 1) * 155 + | |
perlin.octave(x / 180, 1, 2, 4.1, 1) * 65 + | |
x / 2 - | |
base + | |
8 + | |
Math.sin(3.141595 / 2 - (((x / 512) * freq ** 2) % 3.141595) * 2) * 5 | |
) | |
} | |
/* | |
if (x <= 0) | |
x = x + 143 | |
let freq = 4 | |
return (base - 108 + perlin.octave(x/1200, 2, 2, 3, 1) * 155 - \ | |
perlin.octave(x/180, 1, 2, 4.1, 1) * 65 + \ | |
((x)/2 + sin(pi/2-x/c_width*freq**2 % 3.141595 * 2) * 5)) | |
}*/ | |
function generateLand(state) { | |
for (let x of range(Math.floor(state.x - 128), Math.floor(state.x + 128))) { | |
state.land[x] = f_terrain(x) | |
} | |
} | |
function drawLand(state) { | |
let camPos = Math.floor(state.x) - 56 | |
let pos = null | |
for (let x of range(0, 128)) { | |
let col = camPos + 127 - x | |
let h = f_terrain(col) | |
if (col == Math.floor(state.x) + 4) { | |
pos = h | |
} | |
setPixel(col, h, Math.floor(col/10)%2 +3) | |
line(col, h + 1, col, 128 + state.y, 2) | |
} | |
return floor(pos) | |
} | |
// This is a port of Ken Perlin's Java code. The | |
// original Java code is at http://cs.nyu.edu/%7Eperlin/noise/. | |
// Note that in this version, a number from 0 to 1 is returned. | |
// Taken from http://asserttrue.blogspot.com/2011/12/perlin-noise-in-javascript_31.html | |
var perlin = new function() { | |
this.noise = function(x, y, z) { | |
var p = new Array(512) | |
var permutation = [ | |
151, | |
160, | |
137, | |
91, | |
90, | |
15, | |
131, | |
13, | |
201, | |
95, | |
96, | |
53, | |
194, | |
233, | |
7, | |
225, | |
140, | |
36, | |
103, | |
30, | |
69, | |
142, | |
8, | |
99, | |
37, | |
240, | |
21, | |
10, | |
23, | |
190, | |
6, | |
148, | |
247, | |
120, | |
234, | |
75, | |
0, | |
26, | |
197, | |
62, | |
94, | |
252, | |
219, | |
203, | |
117, | |
35, | |
11, | |
32, | |
57, | |
177, | |
33, | |
88, | |
237, | |
149, | |
56, | |
87, | |
174, | |
20, | |
125, | |
136, | |
171, | |
168, | |
68, | |
175, | |
74, | |
165, | |
71, | |
134, | |
139, | |
48, | |
27, | |
166, | |
77, | |
146, | |
158, | |
231, | |
83, | |
111, | |
229, | |
122, | |
60, | |
211, | |
133, | |
230, | |
220, | |
105, | |
92, | |
41, | |
55, | |
46, | |
245, | |
40, | |
244, | |
102, | |
143, | |
54, | |
65, | |
25, | |
63, | |
161, | |
1, | |
216, | |
80, | |
73, | |
209, | |
76, | |
132, | |
187, | |
208, | |
89, | |
18, | |
169, | |
200, | |
196, | |
135, | |
130, | |
116, | |
188, | |
159, | |
86, | |
164, | |
100, | |
109, | |
198, | |
173, | |
186, | |
3, | |
64, | |
52, | |
217, | |
226, | |
250, | |
124, | |
123, | |
5, | |
202, | |
38, | |
147, | |
118, | |
126, | |
255, | |
82, | |
85, | |
212, | |
207, | |
206, | |
59, | |
227, | |
47, | |
16, | |
58, | |
17, | |
182, | |
189, | |
28, | |
42, | |
223, | |
183, | |
170, | |
213, | |
119, | |
248, | |
152, | |
2, | |
44, | |
154, | |
163, | |
70, | |
221, | |
153, | |
101, | |
155, | |
167, | |
43, | |
172, | |
9, | |
129, | |
22, | |
39, | |
253, | |
19, | |
98, | |
108, | |
110, | |
79, | |
113, | |
224, | |
232, | |
178, | |
185, | |
112, | |
104, | |
218, | |
246, | |
97, | |
228, | |
251, | |
34, | |
242, | |
193, | |
238, | |
210, | |
144, | |
12, | |
191, | |
179, | |
162, | |
241, | |
81, | |
51, | |
145, | |
235, | |
249, | |
14, | |
239, | |
107, | |
49, | |
192, | |
214, | |
31, | |
181, | |
199, | |
106, | |
157, | |
184, | |
84, | |
204, | |
176, | |
115, | |
121, | |
50, | |
45, | |
127, | |
4, | |
150, | |
254, | |
138, | |
236, | |
205, | |
93, | |
222, | |
114, | |
67, | |
29, | |
24, | |
72, | |
243, | |
141, | |
128, | |
195, | |
78, | |
66, | |
215, | |
61, | |
156, | |
180 | |
] | |
for (var i = 0; i < 256; i++) p[256 + i] = p[i] = permutation[i] | |
var X = Math.floor(x) & 255, // FIND UNIT CUBE THAT | |
Y = Math.floor(y) & 255, // CONTAINS POINT. | |
Z = Math.floor(z) & 255 | |
x -= Math.floor(x) // FIND RELATIVE X,Y,Z | |
y -= Math.floor(y) // OF POINT IN CUBE. | |
z -= Math.floor(z) | |
var u = fade(x), // COMPUTE FADE CURVES | |
v = fade(y), // FOR EACH OF X,Y,Z. | |
w = fade(z) | |
var A = p[X] + Y, | |
AA = p[A] + Z, | |
AB = p[A + 1] + Z, // HASH COORDINATES OF | |
B = p[X + 1] + Y, | |
BA = p[B] + Z, | |
BB = p[B + 1] + Z // THE 8 CUBE CORNERS, | |
return scale( | |
lerp( | |
w, | |
lerp( | |
v, | |
lerp( | |
u, | |
grad(p[AA], x, y, z), // AND ADD | |
grad(p[BA], x - 1, y, z) | |
), // BLENDED | |
lerp( | |
u, | |
grad(p[AB], x, y - 1, z), // RESULTS | |
grad(p[BB], x - 1, y - 1, z) | |
) | |
), // FROM 8 | |
lerp( | |
v, | |
lerp( | |
u, | |
grad(p[AA + 1], x, y, z - 1), // CORNERS | |
grad(p[BA + 1], x - 1, y, z - 1) | |
), // OF CUBE | |
lerp( | |
u, | |
grad(p[AB + 1], x, y - 1, z - 1), | |
grad(p[BB + 1], x - 1, y - 1, z - 1) | |
) | |
) | |
) | |
) | |
} | |
function fade(t) { | |
return t * t * t * (t * (t * 6 - 15) + 10) | |
} | |
function lerp(t, a, b) { | |
return a + t * (b - a) | |
} | |
function grad(hash, x, y, z) { | |
var h = hash & 15 // CONVERT LO 4 BITS OF HASH CODE | |
var u = h < 8 ? x : y, // INTO 12 GRADIENT DIRECTIONS. | |
v = h < 4 ? y : h == 12 || h == 14 ? x : z | |
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v) | |
} | |
function scale(n) { | |
return (1 + n) / 2 | |
} | |
this.octave = function(x, y, z, octaves, persistence) { | |
let total = 0 | |
let frequency = 1 | |
let amplitude = 1 | |
let maxValue = 0 // Used for normalizing result to 0.0 - 1.0 | |
for (let i = 0; i < octaves; i++) { | |
total += | |
this.noise(x * frequency, y * frequency, z * frequency) * | |
amplitude | |
maxValue += amplitude | |
amplitude *= persistence | |
frequency *= 2 | |
} | |
return total / maxValue | |
} | |
}() |
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{ | |
"lines": [ | |
44, | |
55, | |
48, | |
0, | |
0, | |
0, | |
0, | |
348 | |
] | |
} |
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{} |
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{} |
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} |
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