feat: Enhance cloud rendering with more spread and noise
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288c4a8772
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16
js/render.js
16
js/render.js
@ -142,15 +142,19 @@ function renderSky() {
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const squareCount = 8; // Fewer squares for simpler clouds
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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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for (let j = 0; j < squareCount; j++) {
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// Use deterministic values for consistent cloud shapes
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// Use deterministic values for consistent cloud shapes but more spread out
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const offsetX = ((((j * seed) % 200) / 100) - 1) * 40;
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const offsetX = ((((j * seed) % 200) / 100) - 1) * 80; // Doubled spread on X axis
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const offsetY = ((((j * seed + 50) % 200) / 100) - 1) * 20;
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const offsetY = ((((j * seed + 50) % 200) / 100) - 1) * 40; // Doubled spread on Y axis
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// Add some additional noise to the position
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const noiseX = ((((j * seed + 123) % 100) / 100) - 0.5) * 30;
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const noiseY = ((((j * seed + 321) % 100) / 100) - 0.5) * 20;
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// Vary square sizes
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// Vary square sizes
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const squareSize = 5 + ((j * seed) % 15);
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const squareSize = 3 + ((j * seed) % 12); // Slightly smaller squares
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// Draw a simple square
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// Draw a simple square with the noisy position
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drawPixelSquare(cloudX + offsetX, cloudY + offsetY, squareSize);
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drawPixelSquare(cloudX + offsetX + noiseX, cloudY + offsetY + noiseY, squareSize);
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}
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}
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}
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}
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