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Perlin script
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<?php | |
set_time_limit(0); | |
//This is a port of Ken Perlin's "Improved Noise" | |
// http://mrl.nyu.edu/~perlin/noise/ | |
// Originally from http://therandomuniverse.blogspot.com/2007/01/perlin-noise-your-new-best-friend.html | |
// but the site appears to be down, so here is a mirror of it | |
class Perlin | |
{ | |
var $p, $permutation, $seed; | |
var $_default_size = 64; | |
function Perlin($seed = NULL) | |
{ | |
//Initialize the permutation array. | |
$this->p = array(); | |
$this->permutation = array(151, 160, 137, 91, 90, 15, | |
131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, | |
190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, | |
88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, | |
77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, | |
102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, | |
135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, | |
5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, | |
223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, | |
129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, | |
251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, | |
49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, | |
138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 | |
); | |
//Populate it | |
for ($i = 0; $i < 256; $i++) { | |
$this->p[256 + $i] = $this->p[$i] = $this->permutation[$i]; | |
} | |
//And set the seed | |
if ($seed === NULL) $this->seed = time(); | |
else $this->seed = $seed; | |
} | |
function noise($x, $y, $z, $size = NULL) | |
{ | |
if ($size == NULL) $size = $this->_default_size; | |
//Set the initial value and initial size | |
$value = 0.0; | |
$initialSize = $size; | |
//Add finer and finer hues of smoothed noise together | |
while ($size >= 1) { | |
$value += $this->smoothNoise($x / $size, $y / $size, $z / $size) * $size; | |
$size /= 2.0; | |
} | |
//Return the result over the initial size | |
return $value / $initialSize; | |
} | |
//This function determines what cube the point passed resides in | |
//and determines its value. | |
function smoothNoise($x, $y, $z) | |
{ | |
//Offset each coordinate by the seed value | |
$x += $this->seed; | |
$y += $this->seed; | |
$z += $this->seed; | |
$orig_x = $x; | |
$orig_y = $y; | |
$orig_z = $z; | |
$X1 = (int)floor($x) & 255; // FIND UNIT CUBE THAT | |
$Y1 = (int)floor($y) & 255; // CONTAINS POINT. | |
$Z1 = (int)floor($z) & 255; | |
$x -= floor($x); // FIND RELATIVE X,Y,Z | |
$y -= floor($y); // OF POINT IN CUBE. | |
$z -= floor($z); | |
$u = $this->fade($x); // COMPUTE FADE CURVES | |
$v = $this->fade($y); // FOR EACH OF X,Y,Z. | |
$w = $this->fade($z); | |
$A = $this->p[$X1] + $Y1; | |
$AA = $this->p[$A] + $Z1; | |
$AB = $this->p[$A + 1] + $Z1; // HASH COORDINATES OF | |
$B = $this->p[$X1 + 1] + $Y1; | |
$BA = $this->p[$B] + $Z1; | |
$BB = $this->p[$B + 1] + $Z1; // THE 8 CUBE CORNERS, | |
//Interpolate between the 8 points determined | |
$result = $this->lerp($w, $this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA], $x, $y, $z), // AND ADD | |
$this->grad($this->p[$BA], $x - 1, $y, $z)), // BLENDED | |
$this->lerp($u, $this->grad($this->p[$AB], $x, $y - 1, $z), // RESULTS | |
$this->grad($this->p[$BB], $x - 1, $y - 1, $z))),// FROM 8 | |
$this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA + 1], $x, $y, $z - 1), // CORNERS | |
$this->grad($this->p[$BA + 1], $x - 1, $y, $z - 1)), // OF CUBE | |
$this->lerp($u, $this->grad($this->p[$AB + 1], $x, $y - 1, $z - 1), | |
$this->grad($this->p[$BB + 1], $x - 1, $y - 1, $z - 1)))); | |
return $result; | |
} | |
function fade($t) | |
{ | |
return $t * $t * $t * (($t * (($t * 6) - 15)) + 10); | |
} | |
function lerp($t, $a, $b) | |
{ | |
//Make a weighted interpolaton between points | |
return $a + $t * ($b - $a); | |
} | |
function grad($hash, $x, $y, $z) | |
{ | |
$h = $hash & 15; // CONVERT LO 4 BITS OF HASH CODE | |
$u = $h < 8 ? $x : $y; // INTO 12 GRADIENT DIRECTIONS. | |
$v = $h < 4 ? $y : ($h == 12 || $h == 14 ? $x : $z); | |
return (($h & 1) == 0 ? $u : -$u) + (($h & 2) == 0 ? $v : -$v); | |
} | |
} | |
$biomes = [ | |
0 => ["deepocean", "deepocean", "deepocean", "deepocean", "deepocean", "deepocean"], | |
1 => ["deepocean", "ocean", "ocean", "ocean", "ocean", "ocean"], | |
1 => ["ocean", "ocean", "ocean", "ocean", "ocean", "lake"], | |
2 => ["lake", "lake", "desert", "grassland", "forest", "forest"], | |
3 => ["lake", "grassland", "grassland", "forest", "forest", "stone"], | |
4 => ["stone", "stone", "stone", "snow", "snow", "snow",], | |
]; | |
$seed = 338403732; | |
//$seed = 1510868393; | |
//$seed = 1510868812; | |
$baseX = -100; | |
$baseY = -100; | |
if (isset($_GET["x"])) { | |
$baseX = $_GET["x"]; | |
} | |
if (isset($_GET["y"])) { | |
$baseY = $_GET["y"]; | |
} | |
$bob = new Perlin($seed); | |
$john = new Perlin($seed * 1.5); | |
$coastLeft = new Perlin($seed * 2); | |
$coastRight = new Perlin($seed * 6); | |
$coastTop = new Perlin($seed * 4); | |
$coastBottom = new Perlin($seed * 10); | |
$size = 1; | |
$smooth = 20; | |
$height = 200; | |
$width = 200; | |
$heightLimit = $baseY + $height; | |
$widthLimit = $baseX + $width; | |
$maxHeight = 5; | |
$maxDry = 5; | |
$map = []; | |
for ($y = $baseY; $y < $heightLimit; $y++) { | |
$map[$y] = []; | |
for ($x = $baseX; $x < $widthLimit; $x++) { | |
$hu = round(($john->noise($x, $y, 0, $smooth) + 1) * 0.5 * $maxDry); | |
$he = round(($bob->noise($x, $y, 0, $smooth) + 1) * 0.5 * $maxHeight); | |
$biome = $biomes[$he][$hu]; | |
$map[$y][$x] = [ | |
"height" => $he, | |
"humidity" => $hu, | |
"biome" => $biome, | |
]; | |
} | |
} | |
$topCoast = []; | |
$bottomCoast = []; | |
for ($i = $baseX; $i < $baseX + $width; $i++) { | |
$val = round(($coastTop->noise($i, 0, 0.1) + 1) * 0.5 * 100) - 40; | |
$coast = round(($coastTop->noise(0, $i, 1) + 1) * 0.5 * 15); | |
for ($j = 0; $j < $val; $j++) { | |
$map[$baseY + $j][$i]["biome"] = "ocean"; | |
if ($j >= $coast) { | |
$map[$baseY + $j][$i]["biome"] = "lake"; | |
} | |
} | |
$val = round(($coastBottom->noise($i, 0, 0.1) + 1) * 0.5 * 100) - 40; | |
$coast = round(($coastBottom->noise(0, $i, 1) + 1) * 0.5 * 15); | |
for ($j = 0; $j < $val; $j++) { | |
$map[$baseY + $height - $j][$i]["biome"] = "ocean"; | |
if ($j >= $coast) { | |
$map[$baseY + $height - $j][$i]["biome"] = "lake"; | |
} | |
} | |
} | |
for ($i = $baseY; $i < $baseY + $height; $i++) { | |
$val = round(($coastLeft->noise($i, 0, 0.1) + 1) * 0.5 * 100) - 40; | |
$coast = round(($coastLeft->noise($i, 1, 0.1) + 1) * 0.5 * 70) - 30; | |
for ($j = 0; $j < $val; $j++) { | |
$map[$i][$baseX + $j]["biome"] = "ocean"; | |
if ($j >= $coast) { | |
$map[$i][$baseX + $j]["biome"] = "lake"; | |
} | |
} | |
$val = round(($coastRight->noise($i, 0, 0.1) + 1) * 0.5 * 100) - 40; | |
$coast = round(($coastRight->noise($i, 1, 1) + 1) * 0.5 * 70) - 30; | |
for ($j = 0; $j < $val; $j++) { | |
$map[$i][$baseX + $width - $j]["biome"] = "ocean"; | |
if ($j >= $coast) { | |
$map[$i][$baseX + $width - $j]["biome"] = "lake"; | |
} | |
} | |
} | |
$mapColor = [ | |
"deepocean" => "0D47A1", | |
"ocean" => "2196F3", | |
"lake" => "64B5F6", | |
"desert" => "FDD835", | |
"grassland" => "8BC34A", | |
"tropical" => "AFB42B", | |
"forest" => "33691E", | |
"temperate" => "D4E157", | |
"taiga" => "A1887F", | |
"stone" => "9E9E9E", | |
"snow" => "F5F5F5" | |
]; | |
?> | |
<!doctype HTML> | |
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>map</title> | |
<style> | |
table { | |
border-collapse: collapse; | |
} | |
td { | |
width: 6px; | |
height: 6px; | |
} | |
<?php foreach($mapColor as $k=>$v):?> | |
<?=".".$k;?> | |
{ | |
background-color: | |
<?= "#".$v;?> | |
; | |
} | |
<?php endforeach;?> | |
.wrapper { | |
display: flex; | |
flex-direction: row; | |
} | |
.row { | |
flex: 1 1 auto; | |
} | |
.player { | |
width: 80%; | |
height: 80%; | |
margin: 10%; | |
background-color: rgba(255, 0, 0, 1); | |
border-radius: 100%; | |
} | |
.controller td { | |
width: 100px; | |
height: 100px; | |
} | |
a { | |
font-size: 5em; | |
text-decoration: none; | |
} | |
</style> | |
</head> | |
<body> | |
<div class="wrapper"> | |
<div class="row"> | |
<table> | |
<?php foreach ($map as $r => $row): ?> | |
<tr> | |
<?php foreach ($row as $c => $cell): ?> | |
<td class="<?= $cell["biome"]; ?>"> | |
<?php if (0 == $r): ?> | |
<?php if (0 == $c): ?> | |
<div class="player"></div> | |
<?php endif; ?> | |
<?php endif; ?> | |
<?php if (false && round($baseY + $height / 2, 0, PHP_ROUND_HALF_DOWN) == $r): ?> | |
<?php if (false && round($baseX + $width / 2, 0, PHP_ROUND_HALF_DOWN) == $c): ?> | |
<div class="player"></div> | |
<?php endif; ?> | |
<?php endif; ?> | |
</td> | |
<?php endforeach; ?> | |
</tr> | |
<?php endforeach; ?> | |
<tr></tr> | |
</table> | |
</div> | |
<div class="row"> | |
<table class="controller"> | |
<tr> | |
<td><a href="?x=<?= $baseX - 1; ?>&y=<?= $baseY - 1; ?>">🡼</a></td> | |
<td><a href="?x=<?= $baseX; ?>&y=<?= $baseY - 1; ?>">⯅</a></td> | |
<td><a href="?x=<?= $baseX + 1; ?>&y=<?= $baseY - 1; ?>">🡽</a></td> | |
</tr> | |
<tr> | |
<td><a href="?x=<?= $baseX - 1; ?>&y=<?= $baseY; ?>">⯇</a></td> | |
<td></td> | |
<td><a href="?x=<?= $baseX + 1; ?>&y=<?= $baseY; ?>">⯈</a></td> | |
</tr> | |
<tr> | |
<td><a href="?x=<?= $baseX - 1; ?>&y=<?= $baseY + 1; ?>">🡿</a></td> | |
<td><a href="?x=<?= $baseX; ?>&y=<?= $baseY + 1; ?>">⯆</a></td> | |
<td><a href="?x=<?= $baseX + 1; ?>&y=<?= $baseY + 1; ?>">🡾</a></td> | |
</tr> | |
</table> | |
</div> | |
</div> | |
<table> | |
<tr> | |
<th>Seed</th> | |
<td><?= $seed; ?></td> | |
</tr> | |
</table> | |
</body> | |
</html> |
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