An imperfect grid of imperfect circles.
Set sliders to zero for randomness.
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// You can find the Turtle API reference here: https://turtletoy.net/syntax Canvas.setpenopacity(1); // UI settings let padding = 0; // min=0, max=100, step=5 let grid = 0 // min=0, max=6, step=1 // setup var width = 200 var height = 200 var start = {x:-100, y:-100} const random = mulberry32(Date.now()); const big_blobs = 3 const small_blobs = 2 const square_iterations = 4 const iterations = Math.max(big_blobs, small_blobs,square_iterations) const blob_step = 0.1 // Global code will be evaluated once. const turtle = new Turtle(); turtle.jump(start.x,start.y); turtle.pendown(); if (grid == 0) grid = Math.floor(randomIn(1.1,3.1)) * 2 if (padding == 0) padding = Math.floor(randomIn(20,40)) // The walk function will be called until it returns false. function walk(i) { if (i>=iterations) return false buildGrid(i) return true } function buildGrid(iter) { let w = (width - padding) / (grid+1); let h = (height - padding) / (grid+1); let gridSpan = (width - grid * w) / (grid + 1); let x = 0 let y = gridSpan for (let i = 0; i < grid; i++) { x = gridSpan + randomIn(0, 3); for (let j = 0; j < grid; j++) { drawRect(x, y, w, h) if (iter < big_blobs) drawBlob(x, y, w) if (iter < small_blobs) drawBlob(x + w / 4, y + w / 4, w / 2) x += w + gridSpan; } y += h + gridSpan } } function drawRect(x, y, w, h) { x = x + start.x y = y + start.y turtle.jump( x+posNoise(), y+posNoise()) turtle.goto( x+w+posNoise(), y+posNoise()) turtle.jump(x + w + posNoise(), y + posNoise()) turtle.goto(x + w + posNoise(), y + h + posNoise()) turtle.jump(x + posNoise(), y + h + posNoise()) turtle.goto(x + w + posNoise(), y + h + posNoise()) turtle.jump(x + posNoise(), y + h + posNoise()) turtle.goto(x + posNoise(), y + posNoise()); } function drawBlob(cx, cy, diameter) { let radius = diameter / 2 let delta = random(diameter / 20, diameter/10) cx = cx + start.x + radius cy = cy + start.y + radius radius = radius - random(delta) let x = 0 let y = 0 let cxoff = cx let cyoff = cy let close = {x:0, y:0} for (var a = 0; a < 2*Math.PI; a += blob_step) { let offset = map(noise(cxoff, cyoff), 0, 1, -delta, delta); let r = radius + offset; x = cx+r * Math.cos(a); y = cy+r * Math.sin(a); if (a==0) { close = { x: x, y:y} turtle.jump(x,y) } else turtle.goto(x, y); cxoff += 0.1 cyoff += 0.1 } turtle.goto(close.x, close.y) } // utilities 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); function noise(x,y) { return perlin.noise2d(x,y) } function posNoise(type) { return (randomIn(-3,3)) } function randomIn(min, max) { return random() * (max - min) + min; } function map(number, inMin, inMax, outMin, outMax) { return (number - inMin) * (outMax - outMin) / (inMax - inMin) + outMin; } function mulberry32(a) { return function() { var t = a += 0x6D2B79F5; t = Math.imul(t ^ t >>> 15, t | 1); t ^= t + Math.imul(t ^ t >>> 7, t | 61); return ((t ^ t >>> 14) >>> 0) / 4294967296; } }