Initial
This commit is contained in:
commit
4e3fda1732
20 changed files with 9153 additions and 0 deletions
6
.babelrc
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6
.babelrc
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{
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"presets": [
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["env", { "modules": false }],
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"stage-3"
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]
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}
|
9
.editorconfig
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9
.editorconfig
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root = true
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[*]
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||||
charset = utf-8
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||||
indent_style = space
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||||
indent_size = 2
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||||
end_of_line = lf
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insert_final_newline = true
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trim_trailing_whitespace = true
|
12
.gitignore
vendored
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12
.gitignore
vendored
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.DS_Store
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node_modules/
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dist/
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npm-debug.log
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yarn-error.log
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# Editor directories and files
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.idea
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*.suo
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*.ntvs*
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*.njsproj
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*.sln
|
18
README.md
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18
README.md
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# building-game
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> A blocky, side-scrolling, building and exploration game
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## Build Setup
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``` bash
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# install dependencies
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npm install
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# serve with hot reload at localhost:8080
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npm run dev
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# build for production with minification
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npm run build
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```
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||||
For detailed explanation on how things work, consult the [docs for vue-loader](http://vuejs.github.io/vue-loader).
|
11
index.html
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11
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>building-game</title>
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</head>
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<body>
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<div id="app"></div>
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<script src="/dist/build.js"></script>
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</body>
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</html>
|
8368
package-lock.json
generated
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8368
package-lock.json
generated
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35
package.json
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35
package.json
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{
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"name": "building-game",
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"description": "A blocky, side-scrolling, building and exploration game",
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"version": "1.0.0",
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"author": "koehr <n@koehr.in>",
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"license": "MIT",
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"private": true,
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"scripts": {
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"dev": "cross-env NODE_ENV=development webpack-dev-server --open --hot",
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"build": "cross-env NODE_ENV=production webpack --progress --hide-modules"
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},
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"dependencies": {
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"seedrandom": "^2.4.3",
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"vue": "^2.5.11"
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},
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"browserslist": [
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"> 1%",
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"last 2 versions",
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"not ie <= 10"
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],
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"devDependencies": {
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"babel-core": "^6.26.0",
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"babel-loader": "^7.1.2",
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"babel-preset-env": "^1.6.0",
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"babel-preset-stage-3": "^6.24.1",
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"cross-env": "^5.0.5",
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"css-loader": "^0.28.7",
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"fast-simplex-noise": "^3.2.0",
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"file-loader": "^1.1.4",
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"vue-loader": "^13.0.5",
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"vue-template-compiler": "^2.4.4",
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"webpack": "^3.6.0",
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"webpack-dev-server": "^2.9.1"
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}
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}
|
29
src/App.vue
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29
src/App.vue
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<template>
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<div id="building-game">
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<Field />
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</div>
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</template>
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<script>
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import Field from './Field'
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export default {
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name: 'building-game',
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components: { Field },
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data () {
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return {
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||||
}
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}
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}
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</script>
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<style>
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html,body,#app {
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display: block;
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width: 100vw;
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background: black;
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margin: 0;
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padding: 0;
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}
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</style>
|
35
src/Block.vue
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35
src/Block.vue
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<template>
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<div class="block" :class="type"></div>
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</template>
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<script>
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export default {
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name: 'block',
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props: {
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type: String
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},
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data () {
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return {
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}
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}
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}
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</script>
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<style>
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.block {
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flex: 0 0 auto;
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width: 30px;
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height: 30px;
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background-color: #6DA956;
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border: 1px solid transparent;
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}
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.block.air { background-color: #33A; }
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.block.grass { background-color: #33A; height: 28px; border-bottom: 2px solid #0A0; }
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.block.soil { background-color: #543; }
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.block.gravel { background-color: #665; }
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.block.stone { background-color: #555; }
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.block.bedrock { background-color: #444; }
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.block:hover {
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border-color: rgba(255,255,255,0.2);
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}
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</style>
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84
src/Field.vue
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84
src/Field.vue
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<template>
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<div class="field">
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<input v-keep-focussed type="text"
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@keydown.down="goDown($event)"
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@keydown.up="goUp($event)"
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@keydown.right="x = x + 1"
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@keydown.left="x = x > 0 ? x - 1 : 0"
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/>
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<template v-for="row in rows">
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<div v-for="block in row" class="block" :class="block.type" />
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</template>
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</div>
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</template>
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<script>
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import Level from './lib/level-generator'
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const WIDTH = 32
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const HEIGHT = 32
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const level = new Level(WIDTH, HEIGHT)
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export default {
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name: 'field',
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data () {
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return {
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x: 0,
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y: 0
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}
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},
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computed: {
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rows () {
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return level.grid(this.x, this.y)
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}
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},
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methods: {
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goDown (ev) {
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if (ev.shiftKey) this.y += 32
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else this.y++
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},
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goUp (ev) {
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if (ev.shiftKey) this.y -= 32
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else this.y--
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this.y = Math.max(0, this.y)
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}
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}
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}
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</script>
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<style>
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.field {
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display: flex;
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flex-flow: row wrap;
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width: 1024px;
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margin: auto;
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margin-top: calc(100vh - 1056px);
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border: 16px solid #222;
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}
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.field > input {
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position: absolute;
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opacity: 0;
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display: block;
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width: 1px;
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height: 1px;
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}
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.block {
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flex: 0 0 auto;
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width: 30px;
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height: 30px;
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background-color: #6DA956;
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border: 1px solid transparent;
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}
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.block.air { background-color: #56F; }
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.block.grass { background-color: #56F; height: 28px; border-bottom: 2px solid #0A0; }
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.block.leaves { background-color: #383; }
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.block.wood { background-color: #876; }
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.block.soil { background-color: #543; }
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.block.gravel { background-color: #665; }
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.block.stone { background-color: #555; }
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.block.bedrock { background-color: #333; }
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.block.cave { background-color: #000; }
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.block:hover {
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border-color: rgba(255,255,255,0.2);
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}
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</style>
|
57
src/lib/block-generator.js
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57
src/lib/block-generator.js
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import SeedRng from 'seedrandom'
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import FastSimplexNoise from 'fast-simplex-noise'
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import * as T from './block-types'
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import * as P from './block-probabilities'
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import * as L from './block-levels'
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export default class BlockGen {
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constructor (seed = 'so freakin random') {
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const simplex = new FastSimplexNoise({ random: SeedRng(seed) })
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this.rand = (x, y) => 0.5 + 0.5 * simplex.raw2D(x, y)
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}
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block (level, column, above, before) {
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if (level < L.PEAK) return this.air()
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const r = Math.abs(this.rand(level, column))
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if (level < L.GROUND) return this.tree(r, above)
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if (level < L.ROCK) return this.ground(r, above)
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if (level < L.UNDERGROUND) return this.rock(r)
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return this.underground(r, above, before, level - L.UNDERGROUND)
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}
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// always returns air
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air () {
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return T.AIR
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}
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// returns mostly air, but sometimes starts a tree
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tree (r, above) {
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const peak = above === T.AIR && r < P.TREE
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if (peak || above === T.WOOD) return T.WOOD
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return T.AIR
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}
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// returns mostly soil and grass, sometimes gravel and sometimes air
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ground (r, above) {
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if (above === T.AIR && r < P.SOIL_HOLE) return T.AIR
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if (above === T.AIR) return T.GRASS
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if (above === T.WOOD) return T.SOIL
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return r < P.SOIL_GRAVEL ? T.GRAVEL : T.SOIL
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}
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// returns mostly stones, sometimes gravel
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rock (r) {
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return r < P.ROCK_GRAVEL ? T.GRAVEL : T.STONE
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}
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// return mostly bedrock, sometimes caves, depending on the level
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underground (r, above, before, level) {
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if (above === T.STONE || above === T.GRAVEL) return T.BEDROCK
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const a = P.CAVE / P.CAVE_MAX**2
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const p = Math.min(P.CAVE, a * level**2)
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if (r < p) return T.CAVE
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return T.BEDROCK
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}
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}
|
4
src/lib/block-levels.js
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4
src/lib/block-levels.js
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export const PEAK = 24
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export const GROUND = 28
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export const ROCK = 32
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export const UNDERGROUND = 48
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6
src/lib/block-probabilities.js
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6
src/lib/block-probabilities.js
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export const TREE = 0.1
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export const SOIL_HOLE = 0.3
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export const SOIL_GRAVEL = 0.2
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export const ROCK_GRAVEL = 0.1
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export const CAVE = 0.5
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export const CAVE_MAX = 250
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9
src/lib/block-types.js
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9
src/lib/block-types.js
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export const AIR = {type: 'air', hp: 0, damage: 0}
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export const GRASS = {type: 'grass', hp: 1, damage: 0}
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export const LEAVES = {type: 'leaves', hp: 1, damage: 0}
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export const WOOD = {type: 'wood', hp: 5, damage: 0}
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export const SOIL = {type: 'soil', hp: 2, damage: 0}
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export const GRAVEL = {type: 'gravel', hp: 5, damage: 0}
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export const STONE = {type: 'stone', hp: 10, damage: 0}
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export const BEDROCK = {type: 'bedrock', hp: 25, damage: 0}
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export const CAVE = {type: 'cave', hp: 0, damage: 0}
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55
src/lib/level-generator.js
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55
src/lib/level-generator.js
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import * as T from './block-types'
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import * as L from './block-levels'
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import BlockGen from './block-generator'
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||||
export default class Level {
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constructor (width, height) {
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||||
this._x = 0
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||||
this._y = 0
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||||
this._w = width
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||||
this._h = height
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||||
this._grid = new Array(height)
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||||
this.blockGen = new BlockGen('super random seed')
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}
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||||
|
||||
grid (x, y) {
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this._x = x
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this._y = y
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this.generate()
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return this._grid
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||||
}
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||||
|
||||
generate () {
|
||||
// TODO: caching
|
||||
for (let i = 0; i < this._h; i++) {
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this._grid[i] = this._row(i + this._y)
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||||
}
|
||||
}
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||||
|
||||
_row (level = 0) {
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const row = Array(this._w)
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const previousRow = this._grid[level - 1] || Array()
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||||
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||||
// first step: generate a row for the given level
|
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for (let i = 0; i < row.length; i++) {
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const above = previousRow[i]
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row[i] = this.blockGen.block(level, i, above, row[i - 1])
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}
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|
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// second step: add extras like tree leaves
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if (level < L.GROUND && level > L.PEAK) {
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||||
for (let i = 0; i < row.length; i++) {
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||||
const above = previousRow[i]
|
||||
const block = row[i]
|
||||
|
||||
if (block === T.WOOD && above === T.AIR) {
|
||||
if (row[i - 1] === T.AIR) row[i - 1] = T.LEAVES
|
||||
if (row[i + 1] === T.AIR) row[i + 1] = T.LEAVES
|
||||
previousRow[i] = T.LEAVES
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return row
|
||||
}
|
||||
}
|
14
src/main.js
Normal file
14
src/main.js
Normal file
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|
|||
import Vue from 'vue'
|
||||
import App from './App.vue'
|
||||
|
||||
Vue.directive('keep-focussed', {
|
||||
inserted (el, binding) {
|
||||
el.focus()
|
||||
el.addEventListener('blur', () => el.focus())
|
||||
}
|
||||
})
|
||||
|
||||
new Vue({
|
||||
el: '#app',
|
||||
render: h => h(App)
|
||||
})
|
47
test/demo.html
Normal file
47
test/demo.html
Normal file
|
@ -0,0 +1,47 @@
|
|||
<!DOCTYPE html>
|
||||
<title>Simplex noise</title>
|
||||
<style>
|
||||
body, html { width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden; background: black; }
|
||||
canvas { display: block; width: 1024px; height: 768px; margin: calc(50vh - 768px / 2) auto 0; border: 2px solid #333; }
|
||||
</style>
|
||||
<canvas></canvas>
|
||||
<script src='simplex.js?8'></script>
|
||||
<script>
|
||||
var canvas = document.getElementsByTagName('canvas')[0];
|
||||
canvas.width = 1024;
|
||||
canvas.height = 768;
|
||||
|
||||
var ctx = canvas.getContext('2d');
|
||||
|
||||
var image = ctx.createImageData(canvas.width, canvas.height);
|
||||
var data = image.data;
|
||||
|
||||
var simplex = new SimplexNoise
|
||||
|
||||
function paint(data, w, h, steps = 100, threshold = 0, inverse = false) {
|
||||
for (var x = 0; x < w; x++) {
|
||||
for (var y = 0; y < h; y++) {
|
||||
var value = simplex.noise(x / steps, y / steps);
|
||||
value = 128 - 128 * value;
|
||||
// value = Math.abs(256 * value);
|
||||
|
||||
var cell = (x + y * w) * 4;
|
||||
if (threshold) value = value < threshold ? 0 : 255
|
||||
if (inverse) value = 255 - value
|
||||
data[cell] = value * x / y; // red
|
||||
data[cell + 1] = value * y / x; // green
|
||||
data[cell + 2] = 0; // blue
|
||||
// data[cell] += Math.max(0, (25 - value) * 8);
|
||||
data[cell + 3] = 255; // alpha.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
console.time('simplex canvas')
|
||||
paint(data, 1024, 768, 100)
|
||||
console.timeEnd('simplex canvas')
|
||||
|
||||
ctx.fillColor = 'black';
|
||||
ctx.fillRect(0, 0, 100, 100);
|
||||
ctx.putImageData(image, 0, 0);
|
||||
</script>
|
98
test/simplex.js
Normal file
98
test/simplex.js
Normal file
|
@ -0,0 +1,98 @@
|
|||
// Original from Stefan Gustavson's Java implementation,
|
||||
// see http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
|
||||
// ported to JavaScript by Sean McCullough
|
||||
// Adapted and Ported to ES6 by Norman Köhring <n‹Æt›koehr.in>
|
||||
|
||||
const { floor, sqrt } = Math
|
||||
const grad3 = [
|
||||
[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],
|
||||
[1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1],
|
||||
[0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]
|
||||
]
|
||||
|
||||
const F2 = 0.5 * (sqrt(3.0) - 1.0)
|
||||
const G2 = (3.0 - sqrt(3.0)) / 6.0
|
||||
|
||||
function dot (i, x, y) {
|
||||
const g = grad3[i]
|
||||
return g[0] * x + g[1] * y
|
||||
}
|
||||
|
||||
/**
|
||||
* Usage new SimplexNoise( r: { random: Callable } )
|
||||
*/
|
||||
const SimplexNoise = function (r = Math) {
|
||||
if (!r.hasOwnProperty('random') || !r.random.call) {
|
||||
throw new Error('optional first argument must contain a random function')
|
||||
}
|
||||
|
||||
this.p = new Uint8Array(256)
|
||||
for (let i = 0; i < 256; i++) this.p[i] = i
|
||||
// shuffle the array
|
||||
for (let i = 255; i > 0; i--) {
|
||||
const n = floor((i + 1) * r.random())
|
||||
const q = this.p[i]
|
||||
this.p[i] = this.p[n]
|
||||
this.p[n] = q
|
||||
}
|
||||
|
||||
// To remove the need for index wrapping, double the permutation table length
|
||||
this.perm = new Uint8Array(512)
|
||||
this.permMod12 = new Uint8Array(512)
|
||||
for (let i = 0; i < 512; i++) {
|
||||
this.perm[i] = this.p[i & 255]
|
||||
this.permMod12[i] = this.perm[i] % 12
|
||||
}
|
||||
}
|
||||
|
||||
SimplexNoise.prototype.noise = function (xin, yin) {
|
||||
// Skew the input space to determine which simplex cell we're in
|
||||
const s = (xin + yin) * F2 // Hairy factor for 2D
|
||||
const i = floor(xin + s)
|
||||
const j = floor(yin + s)
|
||||
const t = (i + j) * G2
|
||||
|
||||
// The x,y distances from the unskewed cell origin
|
||||
const x0 = xin - (i - t)
|
||||
const y0 = yin - (j - t)
|
||||
|
||||
// For the 2D case, the simplex shape is an equilateral triangle.
|
||||
|
||||
// Determine which simplex we are in.
|
||||
// Offsets for second (middle) corner of simplex in (i,j) coords
|
||||
// lower triangle, XY order: (0,0)->(1,0)->(1,1)
|
||||
const i1 = ~~(x0 > y0) // 1 if true, false otherwise
|
||||
// upper triangle, YX order: (0,0)->(0,1)->(1,1)
|
||||
const j1 = ~~(!i1) // 1 if i1 is 0, 0 otherwise
|
||||
|
||||
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
|
||||
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
|
||||
// c = (3-sqrt(3))/6
|
||||
const x1 = x0 - i1 + G2 // Offsets for middle corner in (x,y) unskewed coords
|
||||
const y1 = y0 - j1 + G2
|
||||
const x2 = x0 - 1.0 + 2.0 * G2 // Offsets for last corner in (x,y) unskewed coords
|
||||
const y2 = y0 - 1.0 + 2.0 * G2
|
||||
|
||||
// Work out the hashed gradient indices of the three simplex corners
|
||||
const ii = i & 255
|
||||
const jj = j & 255
|
||||
const gi0 = this.permMod12[ii + this.perm[jj]]
|
||||
const gi1 = this.permMod12[ii + i1 + this.perm[jj + j1]]
|
||||
const gi2 = this.permMod12[ii + 1 + this.perm[jj + 1]]
|
||||
|
||||
// Calculate the noise contribution from the three corners
|
||||
// let n0, n1, n2
|
||||
const t0 = 0.5 - x0 * x0 - y0 * y0
|
||||
const t1 = 0.5 - x1 * x1 - y1 * y1
|
||||
const t2 = 0.5 - x2 * x2 - y2 * y2
|
||||
|
||||
const n0 = t0 < 0 ? 0.0 : (t0 ** 4) * dot(gi0, x0, y0) // (x,y) of grad3 used for 2D gradient
|
||||
const n1 = t1 < 0 ? 0.0 : (t1 ** 4) * dot(gi1, x1, y1)
|
||||
const n2 = t2 < 0 ? 0.0 : (t2 ** 4) * dot(gi2, x2, y2)
|
||||
|
||||
// Add contributions from each corner to get the final noise value.
|
||||
// The result is scaled to return values in the interval [-1,1].
|
||||
return 70.14805770653952 * (n0 + n1 + n2)
|
||||
}
|
||||
|
||||
// export default SimplexNoise
|
178
test/simplex_orig.js
Normal file
178
test/simplex_orig.js
Normal file
|
@ -0,0 +1,178 @@
|
|||
// Original from Stefan Gustavson's Java implementation, ported by Sean McCullough
|
||||
// see http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
|
||||
//
|
||||
// Adapted and Ported to ES6 by Norman Köhring <n‹Æt›koehr.in>
|
||||
|
||||
/**
|
||||
* You can pass in a random number generator object if you like.
|
||||
* It is assumed to have a random() method.
|
||||
*/
|
||||
var SimplexNoise = function(r) {
|
||||
if (r == undefined) r = Math;
|
||||
this.grad3 = [[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],
|
||||
[1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1],
|
||||
[0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]];
|
||||
this.p = [];
|
||||
for (var i=0; i<256; i++) {
|
||||
this.p[i] = Math.floor(r.random()*256);
|
||||
}
|
||||
// To remove the need for index wrapping, double the permutation table length
|
||||
this.perm = [];
|
||||
for(var i=0; i<512; i++) {
|
||||
this.perm[i]=this.p[i & 255];
|
||||
}
|
||||
|
||||
// A lookup table to traverse the simplex around a given point in 4D.
|
||||
// Details can be found where this table is used, in the 4D noise method.
|
||||
this.simplex = [
|
||||
[0,1,2,3],[0,1,3,2],[0,0,0,0],[0,2,3,1],[0,0,0,0],[0,0,0,0],[0,0,0,0],[1,2,3,0],
|
||||
[0,2,1,3],[0,0,0,0],[0,3,1,2],[0,3,2,1],[0,0,0,0],[0,0,0,0],[0,0,0,0],[1,3,2,0],
|
||||
[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],
|
||||
[1,2,0,3],[0,0,0,0],[1,3,0,2],[0,0,0,0],[0,0,0,0],[0,0,0,0],[2,3,0,1],[2,3,1,0],
|
||||
[1,0,2,3],[1,0,3,2],[0,0,0,0],[0,0,0,0],[0,0,0,0],[2,0,3,1],[0,0,0,0],[2,1,3,0],
|
||||
[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],
|
||||
[2,0,1,3],[0,0,0,0],[0,0,0,0],[0,0,0,0],[3,0,1,2],[3,0,2,1],[0,0,0,0],[3,1,2,0],
|
||||
[2,1,0,3],[0,0,0,0],[0,0,0,0],[0,0,0,0],[3,1,0,2],[0,0,0,0],[3,2,0,1],[3,2,1,0]];
|
||||
};
|
||||
|
||||
SimplexNoise.prototype.dot = function(g, x, y) {
|
||||
return g[0]*x + g[1]*y;
|
||||
};
|
||||
|
||||
SimplexNoise.prototype.noise = function(xin, yin) {
|
||||
var n0, n1, n2; // Noise contributions from the three corners
|
||||
// Skew the input space to determine which simplex cell we're in
|
||||
var F2 = 0.5*(Math.sqrt(3.0)-1.0);
|
||||
var s = (xin+yin)*F2; // Hairy factor for 2D
|
||||
var i = Math.floor(xin+s);
|
||||
var j = Math.floor(yin+s);
|
||||
var G2 = (3.0-Math.sqrt(3.0))/6.0;
|
||||
var t = (i+j)*G2;
|
||||
var X0 = i-t; // Unskew the cell origin back to (x,y) space
|
||||
var Y0 = j-t;
|
||||
var x0 = xin-X0; // The x,y distances from the cell origin
|
||||
var y0 = yin-Y0;
|
||||
// For the 2D case, the simplex shape is an equilateral triangle.
|
||||
// Determine which simplex we are in.
|
||||
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
|
||||
if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
|
||||
else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
|
||||
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
|
||||
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
|
||||
// c = (3-sqrt(3))/6
|
||||
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
|
||||
var y1 = y0 - j1 + G2;
|
||||
var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
|
||||
var y2 = y0 - 1.0 + 2.0 * G2;
|
||||
// Work out the hashed gradient indices of the three simplex corners
|
||||
var ii = i & 255;
|
||||
var jj = j & 255;
|
||||
var gi0 = this.perm[ii+this.perm[jj]] % 12;
|
||||
var gi1 = this.perm[ii+i1+this.perm[jj+j1]] % 12;
|
||||
var gi2 = this.perm[ii+1+this.perm[jj+1]] % 12;
|
||||
// Calculate the contribution from the three corners
|
||||
var t0 = 0.5 - x0*x0-y0*y0;
|
||||
if(t0<0) n0 = 0.0;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * this.dot(this.grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
|
||||
}
|
||||
var t1 = 0.5 - x1*x1-y1*y1;
|
||||
if(t1<0) n1 = 0.0;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * this.dot(this.grad3[gi1], x1, y1);
|
||||
}
|
||||
var t2 = 0.5 - x2*x2-y2*y2;
|
||||
if(t2<0) n2 = 0.0;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * this.dot(this.grad3[gi2], x2, y2);
|
||||
}
|
||||
// Add contributions from each corner to get the final noise value.
|
||||
// The result is scaled to return values in the interval [-1,1].
|
||||
return 70.0 * (n0 + n1 + n2);
|
||||
};
|
||||
|
||||
// 3D simplex noise
|
||||
SimplexNoise.prototype.noise3d = function(xin, yin, zin) {
|
||||
var n0, n1, n2, n3; // Noise contributions from the four corners
|
||||
// Skew the input space to determine which simplex cell we're in
|
||||
var F3 = 1.0/3.0;
|
||||
var s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D
|
||||
var i = Math.floor(xin+s);
|
||||
var j = Math.floor(yin+s);
|
||||
var k = Math.floor(zin+s);
|
||||
var G3 = 1.0/6.0; // Very nice and simple unskew factor, too
|
||||
var t = (i+j+k)*G3;
|
||||
var X0 = i-t; // Unskew the cell origin back to (x,y,z) space
|
||||
var Y0 = j-t;
|
||||
var Z0 = k-t;
|
||||
var x0 = xin-X0; // The x,y,z distances from the cell origin
|
||||
var y0 = yin-Y0;
|
||||
var z0 = zin-Z0;
|
||||
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
|
||||
// Determine which simplex we are in.
|
||||
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
|
||||
var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
|
||||
if(x0>=y0) {
|
||||
if(y0>=z0)
|
||||
{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
|
||||
else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
|
||||
else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
|
||||
}
|
||||
else { // x0<y0
|
||||
if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
|
||||
else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
|
||||
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
|
||||
}
|
||||
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
|
||||
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
|
||||
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
|
||||
// c = 1/6.
|
||||
var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
|
||||
var y1 = y0 - j1 + G3;
|
||||
var z1 = z0 - k1 + G3;
|
||||
var x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords
|
||||
var y2 = y0 - j2 + 2.0*G3;
|
||||
var z2 = z0 - k2 + 2.0*G3;
|
||||
var x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords
|
||||
var y3 = y0 - 1.0 + 3.0*G3;
|
||||
var z3 = z0 - 1.0 + 3.0*G3;
|
||||
// Work out the hashed gradient indices of the four simplex corners
|
||||
var ii = i & 255;
|
||||
var jj = j & 255;
|
||||
var kk = k & 255;
|
||||
var gi0 = this.perm[ii+this.perm[jj+this.perm[kk]]] % 12;
|
||||
var gi1 = this.perm[ii+i1+this.perm[jj+j1+this.perm[kk+k1]]] % 12;
|
||||
var gi2 = this.perm[ii+i2+this.perm[jj+j2+this.perm[kk+k2]]] % 12;
|
||||
var gi3 = this.perm[ii+1+this.perm[jj+1+this.perm[kk+1]]] % 12;
|
||||
// Calculate the contribution from the four corners
|
||||
var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
|
||||
if(t0<0) n0 = 0.0;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * this.dot(this.grad3[gi0], x0, y0, z0);
|
||||
}
|
||||
var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
|
||||
if(t1<0) n1 = 0.0;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * this.dot(this.grad3[gi1], x1, y1, z1);
|
||||
}
|
||||
var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
|
||||
if(t2<0) n2 = 0.0;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * this.dot(this.grad3[gi2], x2, y2, z2);
|
||||
}
|
||||
var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
|
||||
if(t3<0) n3 = 0.0;
|
||||
else {
|
||||
t3 *= t3;
|
||||
n3 = t3 * t3 * this.dot(this.grad3[gi3], x3, y3, z3);
|
||||
}
|
||||
// Add contributions from each corner to get the final noise value.
|
||||
// The result is scaled to stay just inside [-1,1]
|
||||
return 32.0*(n0 + n1 + n2 + n3);
|
||||
};
|
78
webpack.config.js
Normal file
78
webpack.config.js
Normal file
|
@ -0,0 +1,78 @@
|
|||
var path = require('path')
|
||||
var webpack = require('webpack')
|
||||
|
||||
module.exports = {
|
||||
entry: './src/main.js',
|
||||
output: {
|
||||
path: path.resolve(__dirname, './dist'),
|
||||
publicPath: '/dist/',
|
||||
filename: 'build.js'
|
||||
},
|
||||
module: {
|
||||
rules: [
|
||||
{
|
||||
test: /\.css$/,
|
||||
use: [
|
||||
'vue-style-loader',
|
||||
'css-loader'
|
||||
],
|
||||
}, {
|
||||
test: /\.vue$/,
|
||||
loader: 'vue-loader',
|
||||
options: {
|
||||
loaders: {
|
||||
}
|
||||
// other vue-loader options go here
|
||||
}
|
||||
},
|
||||
{
|
||||
test: /\.js$/,
|
||||
loader: 'babel-loader',
|
||||
exclude: /node_modules/
|
||||
},
|
||||
{
|
||||
test: /\.(png|jpg|gif|svg)$/,
|
||||
loader: 'file-loader',
|
||||
options: {
|
||||
name: '[name].[ext]?[hash]'
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
resolve: {
|
||||
alias: {
|
||||
'vue$': 'vue/dist/vue.esm.js'
|
||||
},
|
||||
extensions: ['*', '.js', '.vue', '.json']
|
||||
},
|
||||
devServer: {
|
||||
historyApiFallback: true,
|
||||
noInfo: true,
|
||||
overlay: true
|
||||
},
|
||||
performance: {
|
||||
hints: false
|
||||
},
|
||||
devtool: '#eval-source-map'
|
||||
}
|
||||
|
||||
if (process.env.NODE_ENV === 'production') {
|
||||
module.exports.devtool = '#source-map'
|
||||
// http://vue-loader.vuejs.org/en/workflow/production.html
|
||||
module.exports.plugins = (module.exports.plugins || []).concat([
|
||||
new webpack.DefinePlugin({
|
||||
'process.env': {
|
||||
NODE_ENV: '"production"'
|
||||
}
|
||||
}),
|
||||
new webpack.optimize.UglifyJsPlugin({
|
||||
sourceMap: true,
|
||||
compress: {
|
||||
warnings: false
|
||||
}
|
||||
}),
|
||||
new webpack.LoaderOptionsPlugin({
|
||||
minimize: true
|
||||
})
|
||||
])
|
||||
}
|
Loading…
Reference in a new issue