随机效果与码绘作品
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2022-03-07 21:35:43
随机效果与码绘作品随机游走&颜色向量(向特定方向移动时颜色不一样)随机数の终结——最后的结果居然是一种稳定的图形,说明P5中随机数的生成是有周期的var x1=250;var y1=250;var x2 = 250;var y2 = 250;var x3=250;var y3=250;var x4 = 250;var y4 = 250;var step = 25;// 函数setup() :准备阶段function setup() {createCanvas(...
随机效果与码绘作品
- 随机游走&颜色向量(向特定方向移动时颜色不一样)
随机数の终结——最后的结果居然是一种稳定的图形,说明P5中随机数的生成是有周期的
var x1=250;
var y1=250;
var x2 = 250;
var y2 = 250;
var x3=250;
var y3=250;
var x4 = 250;
var y4 = 250;
var step = 25;
// 函数setup() :准备阶段
function setup() {
createCanvas(500,500);
}
// 函数draw():作画阶段
function draw() {
p1();
p2();
p3();
p4();
back();
}
function p2()
{
var coin2 =
random(0,1)>0.5?true:false;
choice = random(0,4);
if(choice<1)
{
fill(255,0,0,255);
x2+=step;
}
else if(choice>=1&&choice<2)
{
fill(0,255,0,255);
x2-=step;
}
else if(choice>=2&&choice<3)
{
y2+=step;
fill(0,0,255,255);
}
else if(choice>=3&&choice<4)
{
fill(255,255,0,255);
y2-=step;
}
noStroke();
ellipse(x2,y2,10,10);
}
function p1()
{
var coin2 =
random(0,1)>0.5?true:false;
choice = random(0,4);
if(choice<1)
{
fill(255,0,0,255);
x1+=step;
}
else if(choice>=1&&choice<2)
{
fill(0,255,0,255);
x1-=step;
}
else if(choice>=2&&choice<3)
{
y1+=step;
fill(0,0,255,255);
}
else if(choice>=3&&choice<4)
{
fill(255,255,0,255);
y1-=step;
}
noStroke();
ellipse(x1,y1,10,10);
}
function p3()
{
var coin2 =
random(0,1)>0.5?true:false;
choice = random(0,4);
if(choice<1)
{
fill(255,0,0,255);
x3+=step;
}
else if(choice>=1&&choice<2)
{
fill(0,255,0,255);
x3-=step;
}
else if(choice>=2&&choice<3)
{
y3+=step;
fill(0,0,255,255);
}
else if(choice>=3&&choice<4)
{
fill(255,255,0,255);
y3-=step;
}
noStroke();
ellipse(x3,y3,10,10);
}
function p4()
{
var coin2 =
random(0,1)>0.5?true:false;
choice = random(0,4);
if(choice<1)
{
fill(255,0,0,255);
x4+=step;
}
else if(choice>=1&&choice<2)
{
fill(0,255,0,255);
x4-=step;
}
else if(choice>=2&&choice<3)
{
y4+=step;
fill(0,0,255,255);
}
else if(choice>=3&&choice<4)
{
fill(255,255,0,255);
y4-=step;
}
noStroke();
ellipse(x4,y4,10,10);
}
function back()
{
if(x1<0) x1=500;
if(x1>500) x1=0;
if(x2<0) x2=500;
if(x2>500) x2=0;
if(x3<0) x1=500;
if(x3>500) x1=0;
if(x4<0) x2=500;
if(x4>500) x2=0;
if(y1<0) y1=500;
if(y1>500) y1=0;
if(y2<0) y2=500;
if(y2>500) y2=0;
if(y3<0) y1=500;
if(y3>500) y1=0;
if(y4<0) y2=500;
if(y4>500) y2=0;
}
- 柏林噪声的应用 ——所爱隔山海,山海不可移
通过柏林噪声生成地形,和飞行物的轨迹与飞行角度
翅膀的震动通过自己编写的库(利用贝塞尔曲线)来实现
xoff=0;
yoff=10000;
function setup() {
createCanvas(500, 500);
}
function draw() {
background(240);
drawmountain();
move();
drawbutterfly()
}
function move()
{
xoff = xoff + 0.005;
yoff= yoff+0.005;
x= noise(xoff) * width;
y= noise(yoff)*height;
translate(x,y)
rotate(-PI/2*noise(yoff))
}
function drawmountain()
{
for(var i=1;i<=9;i++)
{
for (let x=0; x < width; x++)
{
let noiseVal = noise(i*10+x/100-xoff*i/3);
stroke(225/i);
line(x, height*3/(10-i)+noiseVal*height/2, x, height);
}
}
}
function drawbutterfly()
{
ellipse(0,0,10,13+10*noise(xoff));
T=millis();
fill(100+T/10%125,20,20);
arcline0424(5,0,20+50*noise(yoff),-25+10*noise(yoff),80);
arcline0424(5,0,20+50*noise(yoff),25+10*noise(yoff),80);
fill(100+T/10%55,20,20);
arcline0424(5,0,30+50*noise(yoff),50+10*noise(xoff),80);
arcline0424(5,0,30+50*noise(yoff),-50+10*noise(xoff),80);
}
function arcline0424(x1,y1,x2,y2,D)
{
bezier(x1,y1,x1+(x2-x1)/3+D/2-random(D),y1+(y2-y1)/3+D/2-random(D),x1+2*(x2-x1)/3+D/2-random(D),y1+2*(y2-y1)/3+D/2-random(D),x2,y2);
}
function arclinepluse0424(x1,y1,x2,y2,D)
{
x3=x1+(x2-x1)/3+D/2-random(D);y3=y1+(y2-y1)/3+D/2-random(D);
x4=x1+(x2-x1)/3*2+D/2-random(D);y4=y1+(y2-y1)/3*2+D/2-random(D);
arcline0424(x1,y1,x3,y3,D);
arcline0424(x3,y3,x4,y4,D);
arcline0424(x4,y4,x2,y2,D);
}
本文地址:https://blog.csdn.net/h_ush_/article/details/111098492
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