Beispiel #1
0
        public SS_Cloud(int seed, int size, double frequency, double lacunarity, int octaves, Color tint, float brightness)
        {
            // Create sprite texture
            Sprite = new SS_Texture(size, size, Color.white);

            // Initialize noise with parameters
            RidgedMultifractal noise = new RidgedMultifractal(frequency, lacunarity, octaves, seed, QualityMode.Medium);

            // Create cloud
            for (int y = 0; y < size; y++)
            {
                for (int x = 0; x < size; x++)
                {
                    float distance = SS_Point.Distance(new SS_Point(x, y), Sprite.Center);

                    float n          = (float)noise.GetValue(x, y, 0);
                    Color pixelColor = tint * n * brightness;

                    float blackness = ((pixelColor.r + pixelColor.g + pixelColor.b) / 3.0f);
                    float fade      = distance / (size / 2);

                    pixelColor.a = (1f - fade) * blackness;
                    if (distance > (size / 2))
                    {
                        pixelColor.a = 0f;
                    }

                    Sprite.SetPixel(x, y, pixelColor);
                }
            }
        }
Beispiel #2
0
        void CreateFlare(SS_Texture texture, SS_Point lightPoint, int radius, bool customTint, Color tint)
        {
            Color flareColor = tint;

            if (!customTint)
            {
                flareColor = new Color(random.Range(0f, 1f), random.Range(0f, 1f), random.Range(0f, 1f));
            }

            int hRad = radius / 2;

            int xMin = lightPoint.x - hRad;
            int yMin = lightPoint.y - hRad;
            int xMax = lightPoint.x + hRad;
            int yMax = lightPoint.y + hRad;

            for (int y = yMin; y < yMax; y++)
            {
                for (int x = xMin; x < xMax; x++)
                {
                    float distance = SS_Point.Distance(lightPoint, new SS_Point(x, y));

                    if (distance < hRad)
                    {
                        Color c = SS_Utilities.Blend(flareColor, texture.GetPixel(x, y), 1.0f - ((distance - 0) / (hRad - 0)));
                        if (texture.GetPixel(x, y).a == 0f)
                        {
                            c.a = 1f;
                        }
                        texture.SetPixel(x, y, c);
                    }
                }
            }
        }
Beispiel #3
0
        public SS_Blackhole(int seed, int size)
        {
            Seed = seed;
            Size = size;

            Sprite = new SS_Texture(Size, Size, Color.clear);
            SS_Random random = new SS_Random(Seed);

            float radius = Size * 0.75f;
            float atmosphereThickness = Size * 0.125f;

            for (int y = 0; y < Size; y++)
            {
                for (int x = 0; x < Size; x++)
                {
                    //float dist = Vector2.Distance(new Vector2(x, y), new Vector2(sprite.Center.x, sprite.Center.y));
                    int dist = SS_Point.Distance(new SS_Point(x, y), Sprite.Center);

                    if (dist <= (radius / 2))
                    {
                        Sprite.SetPixel(x, y, Color.black);
                    }

                    // Create "glow"
                    Color currentPixel = Sprite.GetPixel(x, y);

                    Color atmosphereColor = Color.black;
                    if (currentPixel == Color.clear)
                    {
                        atmosphereColor.a = 1;
                        //float distToEdge = Vector2.Distance(new Vector2(x, y), new Vector2(sprite.Center.x, sprite.Center.y));
                        int distToEdge = SS_Point.Distance(new SS_Point(x, y), Sprite.Center);
                        if (distToEdge < (radius / 2) + atmosphereThickness &&
                            distToEdge > (radius / 2))
                        {
                            float dist2 = dist - (radius / 2);
                            atmosphereColor.a = (atmosphereThickness - dist2) / atmosphereThickness;;

                            Sprite.SetPixel(x, y, atmosphereColor);
                        }
                    }
                }
            }

            // Calculate the number of light points around the even horizon based on the square root of the size halfed.
            int lightSpecCount = (int)(Mathf.Sqrt(Size) / 2) * Size;

            // Create specs of light around event horizon
            for (int i = 0; i < lightSpecCount; i++)
            {
                int a    = random.Range(0, 359);
                int dist = (short)random.Range(radius * 0.25f, radius * 0.65f);

                int x = Sprite.Center.x + (int)(Mathf.Cos(a * Mathf.Deg2Rad) * dist);
                int y = Sprite.Center.y + (int)(Mathf.Sin(a * Mathf.Deg2Rad) * dist);

                SS_Point p = new SS_Point(x, y);

                int distToCenter = SS_Point.Distance(p, Sprite.Center);

                float v = 1 - (distToCenter / radius);

                Color c = new Color(v, v, v);

                Sprite.SetPixel(x, y, c);
            }

            SS_Drawing.Swirl(Sprite, Sprite.Width / 2, Sprite.Height / 2, Sprite.Width / 2, 5f);

            for (int y = 0; y < Size; y++)
            {
                for (int x = 0; x < Size; x++)
                {
                    float dist = Vector2.Distance(new Vector2(x, y), new Vector2(Sprite.Center.x, Sprite.Center.y));

                    if (dist > (radius * 0.25f))
                    {
                        Color c = Sprite.GetPixel(x, y);
                        c.a = 1 - (dist / (Size / 2));
                        Sprite.SetPixel(x, y, c);
                    }
                }
            }

            SS_Drawing.Ellipse(Sprite, Sprite.Center.x, Sprite.Center.y, (int)(radius * 0.25), (int)(radius * 0.25), 32, Color.white);
        }
Beispiel #4
0
        private void CreateBody(SS_Texture targetTexture, SS_ShipBody body, int length, int smoothCount, bool highlights)
        {
            // Temporary texture
            SS_Texture tmpTexture = new SS_Texture(Size, Size, Color.clear);

            // Determine type of body to generate
            if (body == SS_ShipBody.Human)
            {
                // Data points for body edge
                List <SS_Point> topPoints    = new List <SS_Point>();
                List <SS_Point> bottomPoints = new List <SS_Point>();

                // Noise generator
                Perlin perlin = new Perlin(BodyDetail, 2, 0.5, 8, Seed, QualityMode.Medium);

                // Calculated step points
                int step = length / GetRandomBodyStep(length);

                for (int xCnt = 0; xCnt <= length; xCnt += step)
                {
                    // Get some funky noise value
                    float noise = (float)perlin.GetValue(xCnt, 0, 0);
                    noise = (noise + 3.0f) * 0.25f; // Convert to 0 to 1
                    noise = Mathf.Clamp(noise, 0.05f, 1f);

                    int x = Sprite.Center.x - (length / 2) + xCnt;
                    if (x > Size - 1)
                    {
                        x = Size - 1;
                    }
                    int y = (int)(noise * (Size / 4));

                    topPoints.Add(new SS_Point(x, Sprite.Center.y + y));
                }

                // Fix first and last points so they are less ugly than a random tip and butt.
                topPoints[0] = new SS_Point(topPoints[0].x, Sprite.Center.y + 4);
                topPoints[topPoints.Count - 1] = new SS_Point(topPoints[topPoints.Count - 1].x, Sprite.Center.y + 2);

                // Loop through all the points and smooth them out a bit
                for (int j = 0; j < smoothCount; j++)
                {
                    for (int i = 0; i < topPoints.Count - 1; i++)
                    {
                        float y = (topPoints[i].y + topPoints[i + 1].y) / 2f;
                        y            = Mathf.Ceil(y);
                        topPoints[i] = new SS_Point(topPoints[i].x, (int)y);
                    }
                }

                // Duplicate top points to bottom points but inverse the Y position
                for (int i = 0; i < topPoints.Count; i++)
                {
                    SS_Point p = topPoints[i];
                    p.y = Size - p.y - 1;
                    bottomPoints.Add(p);
                }

                // Draw the body outline - use lines since they seem to be more symmetric (pixel placement) than my polygon drawing... not sure why.
                SS_Drawing.LineStrip(tmpTexture, topPoints.ToArray(), SS_StellarSprite.OutlineColor);
                SS_Drawing.LineStrip(tmpTexture, bottomPoints.ToArray(), SS_StellarSprite.OutlineColor);

                // Connect both sizes of lines
                SS_Drawing.Line(tmpTexture, topPoints[0].x, topPoints[0].y, topPoints[0].x, (Size - topPoints[0].y), SS_StellarSprite.OutlineColor);
                SS_Drawing.Line(tmpTexture, topPoints[topPoints.Count - 1].x, topPoints[topPoints.Count - 1].y, topPoints[topPoints.Count - 1].x, (Size - topPoints[topPoints.Count - 1].y), SS_StellarSprite.OutlineColor);

                // Fill with magenta
                SS_Drawing.FloodFillArea(tmpTexture, Sprite.Center, SS_StellarSprite.FillColor);

                // Inner detail (same shape as body, but slightly smaller)
                for (int i = 0; i < topPoints.Count; i++)
                {
                    topPoints[i] = SS_Point.Scale(topPoints[i], Sprite.Center, 0.5f, 0.25f);
                }

                for (int i = 0; i < bottomPoints.Count; i++)
                {
                    bottomPoints[i] = SS_Point.Scale(bottomPoints[i], Sprite.Center, 0.5f, 0.25f);
                }

                // Draw the body outline - use lines since they seem to be more symmetric (pixel placement) than my polygon drawing... not sure why.
                SS_Drawing.LineStrip(tmpTexture, topPoints.ToArray(), SS_StellarSprite.OutlineColor);
                SS_Drawing.LineStrip(tmpTexture, bottomPoints.ToArray(), SS_StellarSprite.OutlineColor);

                // Connect both sizes of lines
                SS_Drawing.Line(tmpTexture, topPoints[0].x, topPoints[0].y, topPoints[0].x, (Size - topPoints[0].y), SS_StellarSprite.OutlineColor);
                SS_Drawing.Line(tmpTexture, topPoints[topPoints.Count - 1].x, topPoints[topPoints.Count - 1].y, topPoints[topPoints.Count - 1].x, (Size - topPoints[topPoints.Count - 1].y), SS_StellarSprite.OutlineColor);

                // Texturize and shade
                if (!DebugDrawing)
                {
                    Texturize(tmpTexture, SS_StellarSprite.FillColor, ColorBase, highlights, true);
                    SS_StellarSprite.ShadeEdge(tmpTexture);
                }
                SS_Drawing.MergeColors(targetTexture, tmpTexture, 0, 0);
            }
            else if (body == SS_ShipBody.Alien)
            {
                float bodyAngleSteps = 360.0f / 32;

                List <SS_Point> bodyPoints = new List <SS_Point>();
                for (float angle = 0; angle < 360f; angle += bodyAngleSteps)
                {
                    int px = (int)((Size / 2) + (Mathf.Cos(angle * Mathf.Deg2Rad) * (BodyLength * 0.5)));
                    int py = (int)((Size / 2) + (Mathf.Sin(angle * Mathf.Deg2Rad) * (BodyLength * 0.5)));

                    bodyPoints.Add(new SS_Point(px, py));
                }

                SS_Drawing.PolygonFill(tmpTexture, bodyPoints.ToArray(), SS_StellarSprite.OutlineColor, SS_StellarSprite.FillColor);

                if (!DebugDrawing)
                {
                    Texturize(tmpTexture, SS_StellarSprite.FillColor, ColorBase, false, true);
                }

                Color ringColor = random.NextColor();
                int   ringMin   = random.RangeEven(12, 18);
                int   ringMax   = random.RangeEven(18, 24);

                for (int y = 0; y < Size; y++)
                {
                    for (int x = 0; x < Size; x++)
                    {
                        int dist = SS_Point.Distance(new SS_Point(x, y), Sprite.Center);

                        if (dist >= ringMin && dist <= ringMax)
                        {
                            tmpTexture.SetPixel(x, y, tmpTexture.GetPixel(x, y) * ringColor);
                        }
                    }
                }

                if (random.NextBool())
                {
                    CreateFlare(tmpTexture, Sprite.Center, 48, true, random.NextColor());
                }
                if (random.NextBool())
                {
                    CreateFlare(tmpTexture, Sprite.Center, 24, true, Color.white);
                }

                if (!DebugDrawing)
                {
                    SS_StellarSprite.ShadeEdge(tmpTexture);
                }
                SS_Drawing.MergeColors(targetTexture, tmpTexture, 0, 0);
            }
        }