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javascript - 在 Canvas 中自动生成像素行星

转载 作者:行者123 更新时间:2023-11-30 11:05:05 25 4
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我的目标是使用 JavaScript 生成一个随机的“真实”星球。我的问题是让它看起来不错,而不仅仅是随机颜色。我当前的脚本采用 2 个随机生成的颜色之间的颜色,并使用 2 个值之间的随机颜色填充球体。我的目标是拥有看起来接近(呃)这个 enter image description here 的东西我在 Photoshop 中制作了该图像,是的,我知道我无法以简单的方式接近该结果,但无论如何我都想改进代码以使其看起来更好。而且我不知道如何进行,任何关于如何改进的想法都是有帮助的。

 var colors;
window.onload = function () {
generatePlanet();
}

function generatePlanet() {
colors = interpolateColors("rgb(" + getRndColor() + "," + getRndColor() + "," + getRndColor() + ")", "rgb(" + getRndColor() + "," + getRndColor() + "," + getRndColor() + ")", 6000);
drawPlanet()
}

function getRndColor() {
return Math.floor(Math.random() * 256)
}

function interpolateColors(color1, color2, steps) {
var stepFactor = 1 / (steps - 1),
interpolatedColorArray = [];

color1 = color1.match(/\d+/g).map(Number);
color2 = color2.match(/\d+/g).map(Number);

for (var i = 0; i < steps; i++) {
interpolatedColorArray.push(interpolateColor(color1, color2, stepFactor * i));
}

return interpolatedColorArray;
}

function interpolateColor(color1, color2, factor) {
if (arguments.length < 3) {
factor = 0.5;
}
var result = color1.slice();
for (var i = 0; i < 3; i++) {
result[i] = Math.round(result[i] + factor * (color2[i] - color1[i]));
}
return result;
};

function drawPlanet() {

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

var i = 0, j = 0;
function animate() {
ctx.beginPath();
ctx.fillRect(10 * j, 10 * i, 10, 10);
ctx.fillStyle = 'rgb(' + colors[Math.floor(Math.random() * 6001)] + ')';
ctx.fill();
ctx.closePath();
j += 1;
if (j >= 70) {
i += 1;
j = 0;
}
if (i < 70) {
animate();
}
}
animate();
}
    #canvas {
border: 10px solid #000000;
border-radius: 50%;
}
<button onclick="generatePlanet()">GENERATE</button>
<canvas id="canvas" width="700" height="700"></canvas>

最佳答案

如果您对随机生成的星球感兴趣,代码中有注释。我没有设置任何颜色限制,所以有些颜色搭配看起来有点奇怪。如果不清楚,请发表评论。

var colors;
var tileNum = 0;
var tiles;
var colorsLand;
var colorsWater;
var rndLandColor;
var rndWaterColor;

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

window.onload = function () {
generatePlanet();
}

function generatePlanet() {
//reset
tileNum = 0;
tiles = [{ x: 0, y: 0, land: false }];

//Retrive colors
colorsLand = interpolateColors("rgb(" + getColor(true) + ")", "rgb(" + getColor(true) + ")", 6000);
colorsWater = interpolateColors("rgb(" + getColor(false) + ")", "rgb(" + getColor(false) + ")", 6000);

//Creates a array of my tiles and sets either water or land to them and calculates the % of being water/land
for (var i = 0; i < 5040; i++) {
var currentTile = tiles[tiles.length - 1];
if (currentTile.x <= 69) {
var isLand = false;
if (currentTile.land == true || tiles.length > 70 && tiles[tiles.length - 70].land == true) {
isLand = (Math.floor(Math.random() * 100) + 1) > 35;
}
else if (currentTile.land == true || tiles.length > 70 &&
(tiles[tiles.length - 1].land == true ||
tiles[tiles.length - 70].land == true)) {
isLand = (Math.floor(Math.random() * 100) + 1) > 70;
}
else {
isLand = (Math.floor(Math.random() * 100) + 1) > 99;
}
tiles.push({ x: currentTile.x + 1, y: currentTile.y, land: isLand });
}
else {
tiles.push({ x: 0, y: currentTile.y + 1, land: isLand });
}
}
drawPlanet()
}

//retrive a random color if it's a land tile i want it dark water i want light
function getColor(land) {
while (true) {
var r = Math.floor(Math.random() * 256) + 1
var g = Math.floor(Math.random() * 256) + 1
var b = Math.floor(Math.random() * 256) + 1
hsp = Math.sqrt(
0.299 * (r * r) +
0.587 * (g * g) +
0.114 * (b * b)
);
//light color
if (hsp > 127.5 && land == false) {
return r + "," + g + "," + b;
}
//dark color
else if (hsp < 127.5 && land == true) {

return r + "," + g + "," + b;
}
}
}

//these 2 functions interpolateColor(s) takes 2 colors and gives me 'steps' colors between
function interpolateColors(color1, color2, steps) {
var stepFactor = 1 / (steps - 1),
interpolatedColorArray = [];
color1 = color1.match(/\d+/g).map(Number);
color2 = color2.match(/\d+/g).map(Number);

for (var i = 0; i < steps; i++) {
interpolatedColorArray.push(interpolateColor(color1, color2, stepFactor * i));
}
return interpolatedColorArray;
}

function interpolateColor(color1, color2, factor) {
if (arguments.length < 3) {
factor = 0.5;
}
var result = color1.slice();
for (var i = 0; i < 3; i++) {
result[i] = Math.round(result[i] + factor * (color2[i] - color1[i]));
}
return result;
};

//retrives a random color for land
function rndLandColor() {
return 'rgb(' + colorsLand[Math.floor(Math.random() * 5999) + 1] + ')';
}
//retrives a random color for water
function rndWaterColor() {
return 'rgb(' + colorsWater[Math.floor(Math.random() * 5999) + 1] + ')';
}

function drawPlanet() {
var i = 0, j = 0;
function animate() {
ctx.beginPath();

//fill in holes in the land that is bigger then 1
var score = 0;
if (tiles[tileNum - 71] !== undefined && tiles[tileNum + 71] !== undefined) {
if (tiles[tileNum].land == false) {
score++;
}
if (tiles[tileNum - 1].land == true) {
score++;
}
if (tiles[tileNum + 1].land == true) {
score++;
}
if (tiles[tileNum + 71].land == true) {
score++;
}
if (tiles[tileNum - 71].land == true) {
score++;
}
}

if (score >= 3) {
ctx.fillStyle = rndLandColor;
}

//cover single land tiles with water (if land tile is up,down,left and right of this tile)
else if (
tiles[tileNum - 71] !== undefined &&
tiles[tileNum + 71] !== undefined &&
tiles[tileNum - 1].land == false &&
tiles[tileNum + 1].land == false &&
tiles[tileNum - 71].land == false &&
tiles[tileNum + 71].land == false) {
ctx.fillStyle = rndWaterColor();
}

//cover single water tiles with land (if water tile is up,down,left and right of this tile)
else if (
tiles[tileNum - 71] !== undefined &&
tiles[tileNum + 71] !== undefined &&
tiles[tileNum - 1].land == true &&
tiles[tileNum + 1].land == true &&
tiles[tileNum - 71].land == true &&
tiles[tileNum + 71].land == true) {
ctx.fillStyle = rndLandColor();
}
//cover tile with land
else if (tiles[tileNum] !== undefined && tiles[tileNum].land == true) {
ctx.fillStyle = rndLandColor();
}

//cover tile with water
else if (tiles[tileNum] !== undefined && tiles[tileNum].land == false) {
ctx.fillStyle = rndWaterColor();
}
tileNum++;

ctx.fill();
ctx.closePath();
ctx.fillRect(10 * j, 10 * i, 10, 10);

j++;
if (j >= 71) {
i++;
j = 0;
}
if (i <= 71) {
animate();
}
}
animate();
}
#canvas {
border: 10px solid #000000;
border-radius: 50%;
background-color: aquamarine;
}

.container {
width: 720px;
height: 720px;
position: relative;
}

.gradient {
position: absolute;
height: 730px;
width: 730px;
top: 0;
left: 0;
border-radius: 50%;
opacity: 0.8;
}
<button onclick="generatePlanet()">GENERATE</button>
<div class="container">
<img class="gradient" src="https://www.mediafire.com/convkey/1f5a/cgu50lw1ehcp4fq6g.jpg" />
<canvas id="canvas" width="710" height="710"></canvas>
</div>

关于javascript - 在 Canvas 中自动生成像素行星,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/55983221/

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