172 lines
3.5 KiB
JavaScript
172 lines
3.5 KiB
JavaScript
//const width = 2048;
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//const height = 2048;
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const tileSize = 8;
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function getRGBA(data, i) {
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let out = new Uint8Array(4);
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for (let j = i * 4; j < i * 4 + 4; j++) {
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out[j - i * 4] = data[j];
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}
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return out;
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}
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function setRGBA(data, i, input) {
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for (let j = i * 4; j < i * 4 + 4; j++) {
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data[j] = input[j - i * 4];
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}
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}
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function toPoint(x2, y2, base, fac, exp, inSize) {
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let isMask = 1;
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x2 = Math.round(x2 / tileSize);
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y2 = Math.round(y2 / tileSize);
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for (let j = 0; j < exp; j++) {
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isMask *= base[(y2 % inSize) * inSize + (x2 % inSize)];
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x2 /= inSize;
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y2 /= inSize;
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x2 = Math.floor(x2);
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y2 = Math.floor(y2);
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}
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isMask *= fac;
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isMask = (isMask - 0.5) * 25 + 0.5;
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isMask = Math.max(isMask, 0);
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isMask = Math.min(isMask, 1);
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return isMask;
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}
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function Game(inSize, exp, cs) {
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this.exp = exp;
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this.inSize = inSize;
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this.cs = cs;
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this.img = new Image();
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this.base = new Float32Array(inSize * inSize);
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this.frames = 0;
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this.camera = [0, 0];
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this.dead = false;
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}
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Game.prototype.player = function () {
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let { ctx, fac, base, exp, inSize, camera, cs } = this;
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ctx.fillStyle = 'red';
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ctx.rect(cs / 2 - 2, cs / 2 - 2, 4, 4);
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ctx.fill();
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if (toPoint(camera[0], camera[1], base, fac, exp, inSize) == 0) {
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this.dead = true;
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}
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let cx = Math.floor(camera[0]) / tileSize;
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let cy = Math.floor(camera[1]) / tileSize;
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let sum = 0;
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for (let i in base) {
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sum += base[i]
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}
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sum *= fac;
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let dim = Math.log(sum) / (Math.log(base.length) / 2);
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document.querySelector('.ui-text').textContent = `Coordinates: ${cx},${cy}\nDimensionality: ${dim}`
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}
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Game.prototype.main = function () {
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var { base, inSize, ctx, cs, frames, exp, camera, dat } = this;
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if (this.dead) {
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document.querySelector('.message').style.display = 'flex';
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return;
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} else {
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}
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this.frames++;
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this.fac = 0.9999 ** frames;
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for (let i = 0; i < cs * cs; i++) {
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let x = i % cs
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let y = Math.floor(i / cs);
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x = x + Math.round(camera[0] - cs / 2);
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y = y + Math.round(camera[1] - cs / 2);
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let isMask = toPoint(x, y, base, this.fac, exp, inSize);
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if (x < 0 || y < 0) {
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setRGBA(dat.data, i, [0, 0, 0, 255])
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continue;
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}
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let rgb = [(Math.round(x / tileSize) % 2) ? 255 : 235, (Math.round(y / tileSize) % 2) ? 255 : 235, 255];
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setRGBA(dat.data, i, [rgb[0] * isMask, rgb[1] * isMask, rgb[2] * isMask, 255])
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}
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ctx.putImageData(dat, 0, 0, 0, 0, cs, cs);
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this.player();
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}
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Game.prototype.map = function () {
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var { base, inSize, exp } = this;
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//noise.seed(Math.random() * 1000);
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for (let i in base) {
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let x = i % inSize;
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let y = Math.floor(i / inSize);
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base[i] = Math.random();
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base[i] = Math.max(base[i], 0);
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base[i] = Math.min(base[i], 1);
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base[i] = Math.pow(base[i], 0.3);
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base[i] = base[i] * 0.4 + 0.6;
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//base[i] = (Math.random() > 0.5) ? 0 : 1;
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}
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this.fac = 1;
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let x2 = 0, y2 = 0;
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while (true) {
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x2 = Math.random() * 1e5;
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y2 = Math.random() * 1e5;
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let mask = toPoint(x2, y2, base, this.fac, exp, inSize);
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if (mask == 1) break;
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}
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this.camera = [x2, y2];
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}
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Game.prototype.loop = function () {
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let that = this;
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setInterval(function () { that.main() }, 1000 / 60);
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}
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Game.prototype.startGame = function () {
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var canvas = document.querySelector("#canvas");
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canvas.width = this.cs;
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canvas.height = this.cs;
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var ctx = this.ctx = canvas.getContext("2d");
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ctx.imageSmoothingEnabled = false;
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this.dat = ctx.getImageData(0, 0, this.cs, this.cs);
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this.map();
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this.loop();
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}
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Game.prototype.init = function () {
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let that = this;
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that.startGame();
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}
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let game = new Game(8, 4, 32 * tileSize)
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game.init();
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