Another noise field
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// You can find the Turtle API reference here: https://turtletoy.net/syntax
Canvas.setpenopacity(0.5);
const size = 95; //min = 10, max = 100, step = 5
const perlinSize = 3; //min = 1, max = 50, step = 1
const turnRatio = 0.5; //min = 0.1, max = 5, step = 0.1
const footStep = 0.1; //min = 0.1, max = 2, step = 0.1
//const drawBoth = 2; //min = 0, max = 2, step = 1,(no, yes, middle)
// Global code will be evaluated once.
const turtle = new Turtle();
class Perlin{
constructor(size, gridSize){
this.size = size;
this.gridSize = gridSize;
this.grid = [];
// For each grid intersection, compute a random unit vector
for(let i = 0; i <= gridSize; i++){
let table = [];
for(let j = 0; j <= gridSize; j++){
let angle = Math.random() * 2 * Math.PI;
let x = Math.cos(angle);
let y = Math.sin(angle);
table.push([x, y]);
// console.log([x, y]);
}
this.grid.push(table);
}
// console.log(this.grid);
}
get(x, y){
x = x / 2 + this.size / 2;
y = y / 2 + this.size / 2;
if(x < 0) x = 0;
if(x >= this.size) x = this.size - 0.01;
if(y < 0) y = 0;
if(y >= this.size) y = this.size - 0.01;
// console.log(x, y);
let posx = x * this.gridSize / this.size;
let posy = y * this.gridSize / this.size;
// console.log(posx, posy);
let x1 = Math.floor(posx);
let x2 = x1 + 1;
let y1 = Math.floor(posy);
let y2 = y1 + 1;
let scal = [];
scal.push()
scal.push(this.scalar(posx, posy, x1, y1));
scal.push(this.scalar(posx, posy, x2, y1));
scal.push(this.scalar(posx, posy, x1, y2));
scal.push(this.scalar(posx, posy, x2, y2));
// console.log(scal);
// interpolate : linear interpolation for a start
let int1 = this.interpolate(posx - x1, scal[0], scal[1]);
let int2 = this.interpolate(posx - x1, scal[2], scal[3]);
// console.log(int1, int2);
return this.interpolate(posy - y1, int1, int2);
}
scalar(x, y, vx, vy){
x -= vx;
y -= vy;
// console.log(x, y);
return x * this.grid[vx][vy][0] + y * this.grid[vx][vy][1];
}
smooth(v){
if(v < 0) v = 0;
if(v > 1) v = 1;
return v**2 * (3 - 2*v);
}
interpolate(x, a, b){
return a + (b - a) * this.smooth(x)
}
}
let perlin = new Perlin(size, perlinSize);
let posx = 0;
let posy = 0;
let gen = 0;
let step = 0;
// The walk function will be called until it returns false.
function walk(i) {
if(Math.abs(posx) > size || Math.abs(posy) > size){
step++;
posx = 0;
posy = 0;
turtle.seth(step);
turtle.jump(posx, posy);
gen++;
if(step == 360) return false;
}
let turn = perlin.get(posx, posy)
// console.log(amp);
turtle.right(turn * turnRatio);
turtle.forward(footStep);
posx = turtle.x();
posy = turtle.y();
// console.log(posx, posy);
return true;
}