refactor: Replace cloud circles with static pixel squares

This commit is contained in:
Kacper Kostka (aider) 2025-04-05 17:49:02 +02:00
parent da895b11df
commit 03b192ae0a

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@ -66,7 +66,7 @@ function render() {
// Reset world moved flag after rendering // Reset world moved flag after rendering
worldMoved = false; worldMoved = false;
// Update cloud position animation only (not colors) // Update cloud position animation only (not colors or shapes)
skyAnimationTime += skyAnimationSpeed; skyAnimationTime += skyAnimationSpeed;
if (skyAnimationTime > 1) skyAnimationTime -= 1; if (skyAnimationTime > 1) skyAnimationTime -= 1;
@ -125,53 +125,69 @@ function renderSky() {
ctx.fillStyle = gradient; ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
// Add some clouds (bigger clouds made of more, smaller circles) // Add some clouds (made of pixel squares instead of circles)
const cloudCount = 5; const cloudCount = 5;
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)'; ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
for (let i = 0; i < cloudCount; i++) { for (let i = 0; i < cloudCount; i++) {
// Use animation time to move clouds slowly across the sky // Use animation time to move clouds slowly across the sky
// Only the position is animated, not the shape
const cloudX = ((i * canvas.width / cloudCount) + (skyAnimationTime * canvas.width * 2)) % (canvas.width * 1.5) - canvas.width * 0.25; const cloudX = ((i * canvas.width / cloudCount) + (skyAnimationTime * canvas.width * 2)) % (canvas.width * 1.5) - canvas.width * 0.25;
const cloudY = canvas.height * (0.1 + (i % 3) * 0.1); const cloudY = canvas.height * (0.1 + (i % 3) * 0.1);
const cloudSize = 40 + (i % 3) * 25; // Bigger overall cloud size const cloudSize = 40 + (i % 3) * 25; // Overall cloud size
// Draw cloud (group of many overlapping smaller circles) // Use a deterministic pattern for each cloud based on its index
// Create a more complex cloud shape with more circles // This ensures the cloud shape doesn't change every frame
const circleCount = 12; // More circles for more detail const seed = i * 1000; // Different seed for each cloud
// Create a pixelated cloud shape
// Main cloud body (center) // Main cloud body (center)
ctx.beginPath(); const centerSize = Math.floor(cloudSize * 0.25);
ctx.arc(cloudX, cloudY, cloudSize * 0.25, 0, Math.PI * 2); drawPixelSquare(cloudX, cloudY, centerSize);
ctx.fill();
// Surrounding smaller circles to create fluffy edges // Create a pixelated cloud pattern with squares
for (let j = 0; j < circleCount; j++) { // Use fixed positions based on cloud index instead of random values
// Calculate position around the main circle const squareCount = 24; // More squares for more detail
const angle = (j / circleCount) * Math.PI * 2;
const distance = cloudSize * 0.4; // Distance from center for (let j = 0; j < squareCount; j++) {
// Use deterministic values based on j and seed
const angle = (j / squareCount) * Math.PI * 2;
const distance = cloudSize * 0.4;
const offsetX = Math.cos(angle) * distance; const offsetX = Math.cos(angle) * distance;
const offsetY = Math.sin(angle) * distance * 0.6; // Flatten vertically const offsetY = Math.sin(angle) * distance * 0.6; // Flatten vertically
// Vary the size of each circle // Size is deterministic based on position in the cloud
const circleSize = cloudSize * (0.15 + Math.random() * 0.1); const squareSize = Math.floor(cloudSize * (0.15 + (((j * seed) % 100) / 1000)));
ctx.beginPath(); drawPixelSquare(cloudX + offsetX, cloudY + offsetY, squareSize);
ctx.arc(cloudX + offsetX, cloudY + offsetY, circleSize, 0, Math.PI * 2);
ctx.fill();
} }
// Add some random smaller circles for extra fluffiness // Add some additional squares for extra fluffiness
for (let j = 0; j < 8; j++) { for (let j = 0; j < 12; j++) {
const offsetX = (Math.random() - 0.5) * cloudSize * 1.2; // Use deterministic offsets based on j and seed
const offsetY = (Math.random() - 0.5) * cloudSize * 0.6; const offsetX = ((((j * seed) % 200) / 100) - 1) * cloudSize * 0.8;
const circleSize = cloudSize * (0.1 + Math.random() * 0.1); const offsetY = ((((j * seed + 50) % 200) / 100) - 1) * cloudSize * 0.4;
const squareSize = Math.floor(cloudSize * (0.1 + (((j * seed + 100) % 100) / 1000)));
ctx.beginPath(); drawPixelSquare(cloudX + offsetX, cloudY + offsetY, squareSize);
ctx.arc(cloudX + offsetX, cloudY + offsetY, circleSize, 0, Math.PI * 2);
ctx.fill();
} }
} }
// Helper function to draw a pixelated square
function drawPixelSquare(x, y, size) {
// Round to nearest pixel to avoid sub-pixel rendering
const pixelX = Math.round(x);
const pixelY = Math.round(y);
const pixelSize = Math.max(1, Math.round(size));
ctx.fillRect(
pixelX - Math.floor(pixelSize/2),
pixelY - Math.floor(pixelSize/2),
pixelSize,
pixelSize
);
}
// Add a subtle horizon line to separate sky from world // Add a subtle horizon line to separate sky from world
const horizonGradient = ctx.createLinearGradient(0, canvas.height * 0.4, 0, canvas.height * 0.6); const horizonGradient = ctx.createLinearGradient(0, canvas.height * 0.4, 0, canvas.height * 0.6);
horizonGradient.addColorStop(0, 'rgba(255, 255, 255, 0)'); horizonGradient.addColorStop(0, 'rgba(255, 255, 255, 0)');