diff options
Diffstat (limited to 'html/rogue/js')
-rw-r--r-- | html/rogue/js/world.js | 78 |
1 files changed, 77 insertions, 1 deletions
diff --git a/html/rogue/js/world.js b/html/rogue/js/world.js index c479a57..05cb8ca 100644 --- a/html/rogue/js/world.js +++ b/html/rogue/js/world.js @@ -453,7 +453,7 @@ const renderMapleTree = (ctx, tree, groundY) => { trunkHeight ); - // Draw leaf clusters as overlapping circles + // Draw main leaf clusters as base shape ctx.fillStyle = canopyColor; // Center cluster @@ -471,6 +471,82 @@ const renderMapleTree = (ctx, tree, groundY) => { ctx.arc(clusterX, clusterY, canopyRadius * 0.9, 0, Math.PI * 2); ctx.fill(); } + + // Define leaf texture colors (distinct from base color) + const leafColors = [ + '#2b5', // Bright leaf green + '#3c6', // Fresh spring green + '#195', // Deep forest green + '#2a7', // Sage green + '#3b5', // Vibrant green + '#1a6', // Dark leaf green + '#2c4', // Light forest green + '#394', // Muted green + '#1b7' // Deep emerald + ].filter(color => color !== canopyColor); + + // Add detailed leaf texture using small circles + const circleSize = canopyRadius * 0.15; // Size of texture circles + const spacing = circleSize * 1.2; // Space between circles + + // Function to fill an area with random circles + const fillWithCircles = (centerX, centerY, radius) => { + const bounds = { + minX: centerX - radius, + maxX: centerX + radius, + minY: centerY - radius, + maxY: centerY + radius + }; + + // Generate circles within the bounds + for (let py = bounds.minY; py < bounds.maxY; py += spacing) { + for (let px = bounds.minX; px < bounds.maxX; px += spacing) { + // Check if point is within the cluster radius + const distToCenter = Math.sqrt( + Math.pow(px - centerX, 2) + + Math.pow(py - centerY, 2) + ); + + if (distToCenter <= radius) { + const seed1 = px * 13.37; + const seed2 = py * 7.89; + + // Random variations with minimum size guarantee + const variation = { + x: (seededRandom(seed1, seed2) - 0.5) * spacing * 0.8, + y: (seededRandom(seed2, seed1) - 0.5) * spacing * 0.8, + size: Math.max(circleSize * (0.6 + seededRandom(seed1, seed2) * 0.8), 1) + }; + + // Pick a random color + const colorIndex = Math.floor(seededRandom(seed1 * seed2, seed2 * seed1) * leafColors.length); + ctx.fillStyle = leafColors[colorIndex]; + + // Draw circle with guaranteed positive radius + ctx.beginPath(); + ctx.arc( + px + variation.x, + py + variation.y, + Math.max(variation.size / 2, 0.5), // Ensure minimum radius of 0.5 + 0, + Math.PI * 2 + ); + ctx.fill(); + } + } + } + }; + + // Fill each cluster with texture circles + fillWithCircles(x, groundY - trunkHeight - canopyRadius, canopyRadius * 0.9); + + for (let i = 0; i < leafClusters; i++) { + const angle = (i / leafClusters) * Math.PI * 2; + const clusterX = x + Math.cos(angle) * (canopyRadius * 0.8); + const clusterY = groundY - trunkHeight - canopyRadius + Math.sin(angle) * (canopyRadius * 0.8); + + fillWithCircles(clusterX, clusterY, canopyRadius * 0.8); + } }; // Main tree render function that handles both types |