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Generator.js
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function Generator(seed)
{
this.seed = seed;
this.perlin = new ClassicalNoise();
this.nextSeed = 0;
this.totalSeeds = 0;
for(field in this.seed)
{
this.totalSeeds += this.seed[field].length;
}
}
//generates a new character object with randomy generated sprites
//size -> character sprite width and height (must be no less than 10)
//enemy (optional) -> boolean of type, defaults to character
//hue (optional) -> value from 0 - 360 to define color of character
Generator.prototype.generateCharacter = function(size, enemy, hue)
{
if( typeof(hue) == 'undefined' )
hue = this.getSeedVal(0, 360);
else
hue = Math.min( 360, Math.max( 0, hue ) );
if( typeof(enemy) == 'undefined' ) enemy = false;
//create charater
var char = new Character(size, size, hue);
//create three levels of canvas
var imgBack = document.createElement('canvas'),
imgMain = document.createElement('canvas'),
imgFront = document.createElement('canvas');
var ctxBack = imgBack.getContext('2d'),
ctxMain = imgMain.getContext('2d'),
ctxFront = imgFront.getContext('2d');
//set image sizes
imgBack.width = imgMain.width = imgFront.width = size;
imgBack.height = imgMain.height = imgFront.height = size;
//set colors for all layers
ctxBack.fillStyle = "hsl(" + hue + ", 90%, 40%)";
ctxBack.strokeStyle = "hsl(" + hue + ", 90%, 60%)";
ctxMain.fillStyle = "hsl(" + hue + ", 90%, 50%)";
ctxMain.strokeStyle = "hsl(" + hue + ", 90%, 30%)";
ctxFront.fillStyle = "hsl(" + hue + ", 90%, 60%)";
ctxFront.strokeStyle = "hsl(" + hue + ", 90%, 20%)";
/////////////////////////
// generate main image //
/////////////////////////
var numPoints = Math.floor(this.getSeedVal(5, 30));
var dA = Math.twoPI / numPoints,
maxDist = size * 0.5,
dist, x, y;
ctxMain.beginPath();
for(var i = 0; i < numPoints; ++i)
{
dist = this.getSeedVal(0.25 * maxDist, maxDist);
x = size * 0.5 + Math.cos(-Math.PI + dA * i) * dist;
y = size * 0.5 + Math.sin(-Math.PI + dA * i) * dist;
if(i == 0)
ctxMain.moveTo(x, y);
else
ctxMain.lineTo(x, y);
}
ctxMain.closePath();
ctxMain.fill();
ctxMain.stroke();
//eyes
ctxMain.fillStyle = 'white';
var rad1 = this.getSeedVal(size * 0.06, size * 0.12),
rad2 = this.getSeedVal(size * 0.06, size * 0.12),
pos1X = this.getSeedVal(size * 0.5, size * 0.625),
pos1Y = this.getSeedVal(size * 0.25, size * 0.375),
pos2X = this.getSeedVal(size * 0.75, size * 0.875),
pos2Y = this.getSeedVal(size * 0.25, size * 0.375),
start1 = 0,
end1 = Math.twoPI,
start2 = 0,
end2 = Math.twoPI;
if(enemy)
{
pos1X = size - pos1X;
pos2X = size - pos2X;
start1 = this.getSeedVal(-Math.PI * 0.5, -Math.PI * 0.25);
end1 = this.getSeedVal(-Math.PI, -Math.PI * 0.25);
start2 = this.getSeedVal(-Math.PI * 0.25, 0);
end2 = this.getSeedVal(-Math.PI * 0.75, -Math.PI * 0.5);
}
ctxMain.beginPath();
ctxMain.arc( pos1X, pos1Y, rad1, start1, end1, false);
ctxMain.closePath();
ctxMain.fill();
ctxMain.stroke();
ctxMain.beginPath();
ctxMain.arc( pos2X, pos2Y, rad2, start2, end2, false);
ctxMain.closePath();
ctxMain.fill();
ctxMain.stroke();
//pupils
ctxMain.fillStyle = 'black';
ctxMain.beginPath();
ctxMain.arc(pos1X + this.getSeedVal(-rad1 * 0.25, rad1 * 0.75),
pos1Y + this.getSeedVal(-rad1 * 0.25, rad1 * 0.75),
this.getSeedVal(rad1 * 0.125, rad1 * 0.25),
0,
Math.twoPI,
false);
ctxMain.arc(pos2X - this.getSeedVal(rad2 * 0.25, rad2 * 0.75),
pos2Y - this.getSeedVal(rad2 * 0.25, rad2 * 0.75),
this.getSeedVal(rad2 * 0.125, rad2 * 0.25),
0,
Math.twoPI,
false);
ctxMain.fill();
/////////////////////////
// generate back image //
/////////////////////////
var handSize = this.getSeedVal(size * 0.125, size * 0.5);
numPoints = Math.floor(this.getSeedVal(5, 15));
dA = Math.twoPI / numPoints;
maxDist = handSize * 0.5;
var oX = size * 0.125,
oY = size * 0.5;
if(enemy)
oX = size - oX;
ctxMain.beginPath();
for(var i = 0; i < numPoints; ++i)
{
dist = this.getSeedVal(0.25 * maxDist, maxDist);;
x = oX + Math.cos(-Math.PI + dA * i) * dist;
y = oY + Math.sin(-Math.PI + dA * i) * dist;
if(i == 0)
ctxBack.moveTo(x, y);
else
ctxBack.lineTo(x, y);
}
ctxBack.closePath();
ctxBack.fill();
ctxBack.stroke();
//////////////////////////
// generate front image //
//////////////////////////
var handSize = this.getSeedVal(size * 0.125, size * 0.25);
numPoints = Math.floor(this.getSeedVal(5, 15));
dA = Math.twoPI / numPoints;
maxDist = handSize * 0.5;
var oX = size - size * 0.125,
oY = size * 0.5;
if(enemy)
oX = size - oX;
ctxMain.beginPath();
for(var i = 0; i < numPoints; ++i)
{
dist = this.getSeedVal(0.25 * maxDist, maxDist);
x = oX + Math.cos(-Math.PI + dA * i) * dist;
y = oY + Math.sin(-Math.PI + dA * i) * dist;
if(i == 0)
ctxFront.moveTo(x, y);
else
ctxFront.lineTo(x, y);
}
ctxFront.closePath();
ctxFront.fill();
ctxFront.stroke();
//set images on character
char.imgBack = imgBack;
char.imgMain = imgMain;
char.imgFront = imgFront;
return char;
}
//generates and returns a seperated image using perlin noise
//w -> width
//h -> height
//blockSize -> number of screen pixels per color block
//widthOffset (optional) -> use to offset noise x values by factor of width
//noiseDetail (optional) -> smaller is smoother noise
//baseColor (optional) -> allows for darker or lighter images
//maxColor (optional) -> allows for darker or lighter images
Generator.prototype.generateBackground = function (w, h, blockSize, widthOffset, noiseDetail, baseColor, maxColor)
{
if( typeof(noiseDetail) == 'undefined' ) noiseDetail = 0.05;
if( typeof(widthOffset) == 'undefined' ) widthOffset = 0;
if( typeof(baseColor) == 'undefined' ) baseColor = 0;
if( typeof(maxColor) == 'undefined' ) maxColor = 255;
img = new SeparatedImage(w, h);
//get drawing contexts for each image
var ctxBW = img.getCTX('bw'),
ctxR = img.getCTX('r'),
ctxG = img.getCTX('g'),
ctxB = img.getCTX('b');
//create empty image data for images
var dataBW = ctxBW.createImageData( w, h ),
dataR = ctxR.createImageData( w, h ),
dataG = ctxG.createImageData( w, h ),
dataB = ctxB.createImageData( w, h );
//fill image datas with noise
var pixel, byte, r, g, b;
for(var pY = 0; pY < h; pY += blockSize)
{
for(var pX = 0; pX < w; pX += blockSize)
{
r = baseColor + (maxColor - baseColor) * this.getNoise( (widthOffset * w + pX) * noiseDetail, pY * noiseDetail );
g = baseColor + (maxColor - baseColor) * this.getNoise( (1000 + widthOffset * w + pX) * noiseDetail, pY * noiseDetail );
b = baseColor + (maxColor - baseColor) * this.getNoise( (2000 + widthOffset * w + pX) * noiseDetail, pY * noiseDetail );
//do pixelsize x pixelsize
for(var oY = 0; oY < blockSize; oY++)
{
for(var oX = 0; oX < blockSize; oX++)
{
var nX = Math.min( pX + oX, w - 1 );
var nY = Math.min( pY + oY, h -1 );
pixel = nY * w + nX;
byte = pixel * 4;
dataR.data[byte] = r;
dataG.data[byte+1] = g;
dataB.data[byte+2] = b;
//greyscale
dataBW.data[byte] = dataBW.data[byte + 1] = dataBW.data[byte + 2] = (r+g+b)/3;
//alpha
dataBW.data[byte+3] = dataR.data[byte+3] = dataG.data[byte+3] = dataB.data[byte+3] = 255;
}
}
}
}
//set images
ctxBW.putImageData(dataBW, 0, 0);
ctxR.putImageData(dataR, 0, 0);
ctxG.putImageData(dataG, 0, 0);
ctxB.putImageData(dataB, 0, 0);
//return separated image
img.blend(1, 1, 1);
return img;
}
//to access perlin noise generator
// y and z are optional
Generator.prototype.getNoise = function(x, y, z)
{
if(typeof(x) != 'undefined')
{
if(typeof(y) != 'undefined')
{
if(typeof(z) != 'undefined')
{
return this.perlin.noise(x, y, z);
}
return this.perlin.noise(x, y, 0);
}
return this.perlin.noise(x, 0, 0);
}
}
Generator.prototype.getSeedVal = function(min, max)
{
var ind, field, seed = this.nextSeed;
for(field in this.seed)
{
if(seed >= this.seed[field].length)
{
seed -= this.seed[field].length
continue;
}
else
{
field = parseInt(field);
ind = seed;
break;
}
}
var perc = Math.min(1, Math.max( 0, (this.seed[field][ind] - 32) / (126-32) ));
this.nextSeed++;
if(this.nextSeed >= this.totalSeeds)
this.nextSeed = 0;
return min + (max - min) * perc;
}