Greyscale Pixel Map
by Kaeden
HTML
<div id="container">
<div id="map"></div>
</div>
<div id="log"></div>
CSS
#container {
overflow-x:scroll;
overflow-y:scroll;
position: absolute;
top: 50px;
bottom: 50px;
left: 50px;
right: 50px;
}
.row {
margin-bottom: -1px;
}
.row:first-of-type {
margin-top: -2px;
}
#map {
display: inline-table;
line-height: 0;
overflow:visible;
white-space: nowrap;
border: 15px solid pink;
}
.point {
height:4px;
width:4px;
margin:0;
padding:0;
/*border: 1px solid black;*/
border: none;
display:inline-block;
}
.water {
background-color: blue !important;
}
.land {
background-color: green;
}
JavaScript
noise = function(x, y, z) {
var p = new Array(512)
var permutation = [ 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
];
for (var i=0; i < 256 ; i++)
p[256+i] = p[i] = permutation[i];
var X = Math.floor(x) & 255, // FIND UNIT CUBE THAT
Y = Math.floor(y) & 255, // CONTAINS POINT.
Z = Math.floor(z) & 255;
x -= Math.floor(x); // FIND RELATIVE X,Y,Z
y -= Math.floor(y); // OF POINT IN CUBE.
z -= Math.floor(z);
var u = fade(x), // COMPUTE FADE CURVES
v = fade(y), // FOR EACH OF X,Y,Z.
w = fade(z);
var A = p[X ]+Y, AA = p[A]+Z, AB = p[A+1]+Z, // HASH COORDINATES OF
B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z; // THE 8 CUBE CORNERS,
return scale(lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), // AND ADD
grad(p[BA ], x-1, y , z )),...