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#freecodefriday 3/20/15
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using UnityEngine; | |
using System.Collections; | |
/* | |
Copyright (c) 2015 Lycaon | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files | |
(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, | |
publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, | |
subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, | |
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE | |
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
/*Helper class for storing and converting HSV color space data.*/ | |
public class HSVColor{ | |
public float s; | |
public float v; | |
public float h; | |
public float brightness{ | |
get{ | |
return (this.getRGB().r + this.getRGB().g + this.getRGB().b); | |
} | |
} | |
public HSVColor(float H, float S, float V){ | |
this.h = H; | |
this.s = S; | |
this.v = V; | |
} | |
public Color getRGB(){ | |
return HSVToRGB(h, s, v); | |
} | |
public override string ToString(){ | |
return "HSVColor: (" + h + ", " + s + ", " + v + "), brightness: " + brightness; | |
} | |
public static Color HSVToRGB(float H, float S, float V){ | |
if (S == 0f){ | |
return new Color(V,V,V); | |
} | |
else if (V == 0f){ | |
return Color.black; | |
} | |
else{ | |
Color col = Color.black; | |
float Hval = H * 6f; | |
int sel = Mathf.FloorToInt(Hval); | |
float mod = Hval - sel; | |
float v1 = V * (1f - S); | |
float v2 = V * (1f - S * mod); | |
float v3 = V * (1f - S * (1f - mod)); | |
switch (sel + 1){ | |
case 0: | |
col.r = V; | |
col.g = v1; | |
col.b = v2; | |
break; | |
case 1: | |
col.r = V; | |
col.g = v3; | |
col.b = v1; | |
break; | |
case 2: | |
col.r = v2; | |
col.g = V; | |
col.b = v1; | |
break; | |
case 3: | |
col.r = v1; | |
col.g = V; | |
col.b = v3; | |
break; | |
case 4: | |
col.r = v1; | |
col.g = v2; | |
col.b = V; | |
break; | |
case 5: | |
col.r = v3; | |
col.g = v1; | |
col.b = V; | |
break; | |
case 6: | |
col.r = V; | |
col.g = v1; | |
col.b = v2; | |
break; | |
case 7: | |
col.r = V; | |
col.g = v3; | |
col.b = v1; | |
break; | |
} | |
col.r = Mathf.Clamp(col.r, 0f, 1f); | |
col.g = Mathf.Clamp(col.g, 0f, 1f); | |
col.b = Mathf.Clamp(col.b, 0f, 1f); | |
return col; | |
} | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
/* | |
Copyright (c) 2015 Lycaon | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files | |
(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, | |
publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, | |
subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, | |
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE | |
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
/*Attach this script to a GameObject to turn it into a leaf sprite*/ | |
public class LeafGen : MonoBehaviour { | |
void Start(){ | |
var sr = gameObject.AddComponent<SpriteRenderer>(); | |
sr.sprite = makeLeaves(); | |
sr.sprite.texture.filterMode = FilterMode.Point; | |
} | |
public static Sprite makeLeaves(){ | |
Texture2D leaves = new Texture2D(128, 128); | |
//Pick a random, fully saturated, full value color. This is *way* easier to do with HSV than RGB. | |
Color leafColor = new HSVColor(Random.value, 1f, 1f).getRGB(); | |
//Set all the pixels in the leaf sprite texture to transparent | |
var texColors = new Color[leaves.width * leaves.width]; | |
for(int i = 0; i < texColors.Length; i++){ | |
texColors[i] = Color.clear; | |
} | |
leaves.SetPixels(texColors); | |
int radius = 0; | |
Vector2 location; | |
//Place between 10 and 20 randomly sized circles (defined here as a point and a radius) | |
for(int i = 0; i < Random.Range(10, 20); i++){ | |
radius = Random.Range(10, 50); | |
location = new Vector2(Random.Range(0f + radius, leaves.width - radius), Random.Range(0f + radius, leaves.width - radius)); | |
//Get a color very close to the base color, for variation in leaf tones | |
Color thisLeafColor = new Color(leafColor.r + Random.Range(-0.1f, 0.1f), leafColor.g + Random.Range(-0.1f, 0.1f), leafColor.b + Random.Range(-0.1f, 0.1f)); | |
//dumb as hell bresenham approximation, goes over some pixels in the circle too many times but w/e | |
for(int y = -radius; y <= radius; y++){ | |
for(int x = -radius; x <= radius; x++){ | |
if(x * x + y * y <= radius * radius + radius * 0.8f){ | |
leaves.SetPixel((int)(location.x + x), (int)(location.y + y), thisLeafColor); | |
} | |
} | |
} | |
} | |
leaves.Apply(); | |
return Sprite.Create(leaves, new Rect(0, 0, leaves.width, leaves.height), new Vector2(0.5f, 0f), 100f); | |
} | |
} |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
/* | |
Copyright (c) 2015 Lycaon | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files | |
(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, | |
publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, | |
subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, | |
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, | |
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE | |
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
public class TrunkGen : MonoBehaviour { | |
//helper class for converting hex color codes to rgb unity colors | |
internal class ColorTranslator | |
{ | |
public static Color FromHtml(string hexString) | |
{ | |
return new Color(Convert.ToInt32(hexString.Substring(1, 2), 16) / 255f, | |
Convert.ToInt32(hexString.Substring(3, 2), 16) / 255f, | |
Convert.ToInt32(hexString.Substring(5, 2), 16) / 255f); | |
} | |
} | |
public static List<Color> trunkColors = new List<Color>(){ColorTranslator.FromHtml("#836539"), | |
ColorTranslator.FromHtml("#653700"), | |
ColorTranslator.FromHtml("#7b5804"), | |
ColorTranslator.FromHtml("#341c02"), | |
ColorTranslator.FromHtml("#ad8150")}; | |
// Use this for initialization | |
void Start () { | |
var sr = gameObject.AddComponent<SpriteRenderer>(); | |
sr.sprite = makeTrunk(); | |
sr.sprite.texture.filterMode = FilterMode.Point; | |
} | |
public static Sprite makeTrunk(){ | |
Texture2D trunk = new Texture2D(128, 128); | |
//Set all the pixels in the trunk texture to transparent | |
var texColors = new Color[trunk.width * trunk.width]; | |
for(int i = 0; i < texColors.Length; i++){ | |
texColors[i] = Color.clear; | |
} | |
trunk.SetPixels(texColors); | |
//place between 7 and 13 slightly overlapping randomly sized rectangles of a random color from the list established above | |
float height = 0f; | |
for(int i = 0; i < UnityEngine.Random.Range(7, 13); i++){ | |
Color trunkColor = trunkColors[UnityEngine.Random.Range(0, trunkColors.Count)]; | |
Rect section = new Rect(UnityEngine.Random.Range((trunk.width/2) - 1, (trunk.width/2) + 1), i * height/2, UnityEngine.Random.Range(5, 10), UnityEngine.Random.Range(15, 20)); | |
height = section.height; | |
for(int x = (int)section.x; x < (int)section.xMax; x++){ | |
for(int y = (int)section.y; y < (int)section.yMax; y++){ | |
trunk.SetPixel(x, y, trunkColor); | |
} | |
} | |
} | |
trunk.Apply(); | |
return Sprite.Create(trunk, new Rect(0, 0, trunk.width, trunk.height), new Vector2(0.5f, 0f), 100f); | |
} | |
} |
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