Based off way wavy way and tiled waves. Have fun :)
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Canvas.setpenopacity(0.5);
// Global code will be evaluated once.
const turtle = new Turtle();
const size = 80.0;
class Noise {
// http://mrl.nyu.edu/~perlin/noise/
constructor(octaves = 1) {
this.p = new Uint8Array(512);
this.octaves = octaves;
for (let i = 0; i < 512; ++i) {
this.p[i] = Math.random() * 256*100;
}
}
lerp(t, a, b) {
return a + t * (b - a);
}
grad2d(i, x, y) {
const v = (i & 1) === 0 ? x : y;
return (i & 2) === 0 ? -v : v;
}
noise2d(x2d, y2d) {
const X = Math.floor(x2d) & 255;
const Y = Math.floor(y2d) & 255;
const x = x2d - Math.floor(x2d);
const y = y2d - Math.floor(y2d);
const fx = (3 - 2 * x) * x * x;
const fy = (3 - 2 * y) * y * y;
const p0 = this.p[X] + Y;
const p1 = this.p[X + 1] + Y;
return this.lerp(
fy,
this.lerp(
fx,
this.grad2d(this.p[p0], x, y),
this.grad2d(this.p[p1], x - 1, y)
),
this.lerp(
fx,
this.grad2d(this.p[p0 + 1], x, y - 1),
this.grad2d(this.p[p1 + 1], x - 1, y - 1)
)
);
}
noise(x, y, scale=0.5) {
let e = 1,
k = 1,
s = 0;
for (let i = 0; i < this.octaves; ++i) {
e *= scale; // This constant factor will adjust where the lines are drawn
s += e * (1 + this.noise2d(k * x, k * y)) / 2;
k *= 2;
}
return s;
}
}
const perlin = new Noise(3);
// The walk function will be called until it returns false.
turtle.up();
function walk(i) {
scale = 300;
// J is x coordinate for it to start
//(𝑥𝑝−𝑥𝑐)2+(𝑦𝑝−𝑦𝑐)2 with 𝑟2
for (let j = -100; j < 100; j+= 0.5) {
const h = perlin.noise(100 + j * 0.01, 100 + i * 0.01, 0.4);
turtle.goto(j, 0.2 * (i-1000) + h * 300 - 100);
ax = Math.abs(turtle.x());
ay = Math.abs(turtle.y());
if (((Math.pow(ax, 2)+Math.pow(ay, 2)) < Math.pow(size / 1.1, 2)))
turtle.down();
else if (((Math.pow(ax, 2)+Math.pow(ay, 2)) < Math.pow(size / 1.05, 2)))
turtle.up();
else if((Math.pow(ax, 2)+Math.pow(ay, 2)) < Math.pow(size, 2))
turtle.down();
else
turtle.up();
}
turtle.up();
return i < 2200;
}