Created
June 2, 2023 14:32
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One file procedurally generated game map, based on https://stitcher.io/blog/procedurally-generated-game-in-php
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<?php declare(strict_types=1); | |
// ---------------------------------------------------------------------------- | |
// Biomes | |
// ---------------------------------------------------------------------------- | |
namespace Biome { | |
use Pixel; | |
interface Biome | |
{ | |
public function getPixelColor(Pixel $pixel): string; | |
} | |
final readonly class Sea implements Biome | |
{ | |
public function getPixelColor(Pixel $pixel): string | |
{ | |
$base = $pixel->value; | |
while ($base < 0.25) { | |
$base += 0.01; | |
} | |
$r = hex($base / 3); | |
$g = hex($base / 3); | |
$b = hex($base); | |
return "#{$r}{$g}{$b}"; | |
} | |
} | |
final readonly class Beach implements Biome | |
{ | |
public function getPixelColor(Pixel $pixel): string | |
{ | |
return "#D2B48C"; | |
} | |
} | |
final readonly class Plains implements Biome | |
{ | |
public function getPixelColor(Pixel $pixel): string | |
{ | |
$g = hex($pixel->value); | |
$b = hex($pixel->value / 4); | |
return "#00{$g}{$b}"; | |
} | |
} | |
final readonly class Forest implements Biome | |
{ | |
public function getPixelColor(Pixel $pixel): string | |
{ | |
$g = hex($pixel->value / 1.5); | |
$b = hex($pixel->value / 4); | |
return "#00{$g}{$b}"; | |
} | |
} | |
final readonly class Mountain implements Biome | |
{ | |
public function getPixelColor(Pixel $pixel): string | |
{ | |
$x = $pixel->value < 0.9 ? hex($pixel->value / 2) : hex($pixel->value); | |
return "#{$x}{$x}{$x}"; | |
} | |
} | |
final readonly class Factory | |
{ | |
public static function make(Pixel $pixel): Biome | |
{ | |
return match (true) { | |
$pixel->value < 0.4 => new Sea(), | |
$pixel->value >= 0.4 && $pixel->value < 0.44 => new Beach(), | |
$pixel->value >= 0.6 && $pixel->value < 0.8 => new Forest(), | |
$pixel->value >= 0.8 => new Mountain(), | |
default => new Plains(), | |
}; | |
} | |
} | |
} | |
namespace { | |
const ROWS = 100; | |
const COLS = 150; | |
const SEED = 314159; | |
// ---------------------------------------------------------------------------- | |
// Value Objects | |
// ---------------------------------------------------------------------------- | |
/** | |
* @property-read int $x | |
* @property-read int $y | |
*/ | |
class Pixel | |
{ | |
private function __construct(public float $value, private readonly Point $point) | |
{ | |
} | |
public static function new(float $value, Point $point): self | |
{ | |
return new Pixel($value, $point); | |
} | |
public function __get(string $name): ?int | |
{ | |
return match ($name) { | |
'x' => $this->point->x, | |
'y' => $this->point->y, | |
default => null, | |
}; | |
} | |
} | |
class Point | |
{ | |
private function __construct(public int $x, public int $y) | |
{ | |
} | |
public static function new(int $x, int $y): Point | |
{ | |
return new Point($x, $y); | |
} | |
public function ceil(string $var): int | |
{ | |
return (int)(ceil($this->$var / 10) * 10); | |
} | |
public function floor(string $var): int | |
{ | |
return (int)(floor($this->$var / 10) * 10); | |
} | |
} | |
// ---------------------------------------------------------------------------- | |
// Seeded "noise" generation | |
// ---------------------------------------------------------------------------- | |
final readonly class Noise | |
{ | |
public function __construct(private int $seed) | |
{ | |
} | |
public function generate(Point $point): float | |
{ | |
return $this->baseNoise($point) * $this->circularNoise($point); | |
} | |
private function hash(Point $point): float | |
{ | |
$baseX = ceil($point->x / 10); | |
$baseY = ceil($point->y / 10); | |
$hash = bin2hex(hash(algo: 'xxh32', data: (string)($this->seed * $baseX * $baseY))); | |
$hash = floatval('0.' . $hash); | |
return sqrt($hash); | |
} | |
private function baseNoise(Point $point): float | |
{ | |
if ($point->x % 10 === 0 && $point->y % 10 === 0) | |
{ | |
return $this->hash($point); | |
} | |
if ($point->x % 10 === 0) | |
{ | |
$top = Point::new($point->x, $point->floor('y')); | |
$bottom = Point::new($point->x, $point->ceil('y')); | |
return smooth( | |
a: $this->hash($top), | |
b: $this->hash($bottom), | |
fraction: ($point->y - $top->y) / ($bottom->y - $top->y) | |
); | |
} | |
if ($point->y % 10 === 0) | |
{ | |
$left = Point::new($point->floor('x'), $point->y); | |
$right = Point::new($point->ceil('x'), $point->y); | |
return smooth( | |
$this->hash($left), | |
$this->hash($right), | |
($point->x - $left->x) / ($right->x - $left->x), | |
); | |
} | |
$topLeft = Point::new($point->floor('x'), $point->floor('y')); | |
$topRight = Point::new($point->ceil('x'), $point->floor('y')); | |
$bottomLeft = Point::new($point->floor('x'), $point->ceil('y')); | |
$bottomRight = Point::new($point->ceil('x'), $point->ceil('y')); | |
$a = smooth( | |
$this->hash($topLeft), | |
$this->hash($topRight), | |
($point->x - $topLeft->x) / ($topRight->x - $topLeft->x) | |
); | |
$b = smooth( | |
$this->hash($bottomLeft), | |
$this->hash($bottomRight), | |
($point->x - $bottomLeft->x) / ($bottomRight->x - $bottomLeft->x) | |
); | |
return smooth( | |
$a, $b, | |
($point->y - $topLeft->y) / ($bottomLeft->y - $topLeft->y) | |
); | |
} | |
private function circularNoise(Point $point): float | |
{ | |
$totalWidth = COLS; | |
$totalHeight = ROWS; | |
$middleX = $totalWidth / 2; | |
$middleY = $totalHeight / 2; | |
$distanceFromMiddle = sqrt( | |
($point->x - $middleX)**2 + | |
($point->y - $middleY)**2 | |
); | |
$maxDistanceFromMiddle = sqrt( | |
($totalWidth - $middleX)**2 + | |
($totalHeight - $middleY)**2 | |
); | |
return 1 - ($distanceFromMiddle / $maxDistanceFromMiddle) + 0.3; | |
} | |
} | |
// ---------------------------------------------------------------------------- | |
// Functions | |
// ---------------------------------------------------------------------------- | |
function hex(float $value): string { | |
$value = min($value, 1.0); | |
$hex = dechex((int) ($value * 255)); | |
if (strlen($hex) < 2) { | |
$hex = "0" . $hex; | |
} | |
return $hex; | |
} | |
function lerp(float $a, float $b, float $fraction): float | |
{ | |
return $a + $fraction * ($b - $a); | |
} | |
function smooth(float $a, float $b, float $fraction): float | |
{ | |
$smoothstep = static function (float $fraction): float { | |
$v1 = $fraction * $fraction; | |
$v2 = 1.0 - (1.0 - $fraction) * (1.0 - $fraction); | |
return lerp($v1, $v2, $fraction); | |
}; | |
return lerp($a, $b, $smoothstep($fraction)); | |
} | |
function getRenderData(Pixel $pixel): array | |
{ | |
$biome = Biome\Factory::make($pixel); | |
$color = $biome->getPixelColor($pixel); | |
return [ | |
$pixel->x, | |
$pixel->y, | |
$color | |
]; | |
} | |
// ---------------------------------------------------------------------------- | |
// Pixel Map | |
// ---------------------------------------------------------------------------- | |
$grid = []; | |
$noise = new Noise(SEED); | |
$cellCount = ROWS * COLS; | |
for ($i = 0; $i < $cellCount; $i++) | |
{ | |
$x = $i % COLS; | |
$y = (int)($i / COLS); | |
$point = Point::new($x, $y); | |
$pixel = Pixel::new($noise->generate($point), $point); | |
$grid[] = getRenderData($pixel); | |
} | |
?> | |
<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<title>PHP Procedurally Generated Game</title> | |
<style> | |
:root { | |
--pixel-size: 8px; | |
--pixel-gap: 0; | |
--pixel-color: #000; | |
background: #000; | |
display: flex; | |
height: 100%; | |
} | |
body { | |
margin: auto; | |
} | |
.map { | |
display: grid; | |
grid-template-columns: repeat(<?= COLS ?>, var(--pixel-size)); | |
grid-auto-rows: var(--pixel-size); | |
grid-gap: var(--pixel-gap); | |
} | |
.map > div { | |
width: var(--pixel-size); | |
height: 100%; | |
grid-area: var(--y) / var(--x) / var(--y) / var(--x); | |
background-color: var(--pixel-color); | |
} | |
</style> | |
</head> | |
<body> | |
<div class="map"> | |
<?php foreach($grid as [$x, $y, $color]): ?> | |
<div style="--x: <?= ($x + 1) ?>; --y: <?= ($y + 1) ?>; --pixel-color: <?= $color ?>"></div> | |
<?php endforeach; ?> | |
</div> | |
</body> | |
</html> | |
<?php } // End namespace |
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