feat: Enhance cloud rendering with more spread and noise

This commit is contained in:
Kacper Kostka (aider) 2025-04-05 17:51:37 +02:00
parent 288c4a8772
commit 724c5907a1

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