refactor: Simplify cloud rendering to use fewer random squares
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03b192ae0a
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41
js/render.js
41
js/render.js
@ -125,7 +125,7 @@ function renderSky() {
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ctx.fillStyle = gradient;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Add some clouds (made of pixel squares instead of circles)
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// Add some clouds (just a few random squares)
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const cloudCount = 5;
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ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
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@ -134,41 +134,22 @@ function renderSky() {
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// Only the position is animated, not the shape
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const cloudX = ((i * canvas.width / cloudCount) + (skyAnimationTime * canvas.width * 2)) % (canvas.width * 1.5) - canvas.width * 0.25;
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const cloudY = canvas.height * (0.1 + (i % 3) * 0.1);
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const cloudSize = 40 + (i % 3) * 25; // Overall cloud size
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// Use a deterministic pattern for each cloud based on its index
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// This ensures the cloud shape doesn't change every frame
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const seed = i * 1000; // Different seed for each cloud
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// Use a deterministic seed for each cloud
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const seed = i * 1000;
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// Create a pixelated cloud shape
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// Main cloud body (center)
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const centerSize = Math.floor(cloudSize * 0.25);
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drawPixelSquare(cloudX, cloudY, centerSize);
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// Create a pixelated cloud pattern with squares
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// Use fixed positions based on cloud index instead of random values
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const squareCount = 24; // More squares for more detail
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// Just draw a few simple squares for each cloud
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const squareCount = 8; // Fewer squares for simpler clouds
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for (let j = 0; j < squareCount; j++) {
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// Use deterministic values based on j and seed
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const angle = (j / squareCount) * Math.PI * 2;
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const distance = cloudSize * 0.4;
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const offsetX = Math.cos(angle) * distance;
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const offsetY = Math.sin(angle) * distance * 0.6; // Flatten vertically
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// Use deterministic values for consistent cloud shapes
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const offsetX = ((((j * seed) % 200) / 100) - 1) * 40;
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const offsetY = ((((j * seed + 50) % 200) / 100) - 1) * 20;
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// Size is deterministic based on position in the cloud
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const squareSize = Math.floor(cloudSize * (0.15 + (((j * seed) % 100) / 1000)));
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drawPixelSquare(cloudX + offsetX, cloudY + offsetY, squareSize);
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}
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// Add some additional squares for extra fluffiness
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for (let j = 0; j < 12; j++) {
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// Use deterministic offsets based on j and seed
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const offsetX = ((((j * seed) % 200) / 100) - 1) * cloudSize * 0.8;
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const offsetY = ((((j * seed + 50) % 200) / 100) - 1) * cloudSize * 0.4;
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const squareSize = Math.floor(cloudSize * (0.1 + (((j * seed + 100) % 100) / 1000)));
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// Vary square sizes
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const squareSize = 5 + ((j * seed) % 15);
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// Draw a simple square
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drawPixelSquare(cloudX + offsetX, cloudY + offsetY, squareSize);
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}
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}
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