JSFiddle - React, Tailwind, and code Playground
by Gwyn Milcote
HTML
Seed: <input type='number' id='select_seed' min='1' max='65530' value='12345'>
<!-- Tile size: <input type='number' id='select_tileSize' min='2' max='10' value='3'> -->
Chunks wide: <input type='number' id='select_mapWidth' min='1' max='6' value='3'>
Chunks high: <input type='number' id='select_mapHeight' min='1' max='6' value='3'>
Scale: <input type='number' id='select_scale' min='5' max='40' value='15'>
<br>
Biome: <select id='select_biome'>
<option value='1'>Islands</option>
<option value='2'>Desert</option>
<option value='3'>Forest</option>
<option value='4'>Mountains</option>
<option value='5'>Tundra</option>
<option value='6'>Jungle</option>
<option value='7'>Volcano</option>
<option value='8'>Ice Cave</option>
<option value='9'>Sea Cave</option>
<option value='10'>Underwater</option>
</select>
Method: <select id='select_method'>
<option value='1' selected>Simplex</option>
<option value='2'>Perlin</option>
</select>
Shape: <select id='select_shape'>
<option value='0' selected>Normal</option>
<option value='1'>Island/Peak</option>
<option value='2'>Lake/Crater</option>
<option value='3'>Island Ring</option>
<option value='4'>Lake Ring</option>
</select>
ShapeMod: <input id='select_shapeMod' type='number' min='1' max='20' value='5'>
Turbulence: <input id='select_turbulence' type='number' min='0' max='40' value='30'>
Show values? <select id='select_showInfo'>
<option value='1'>Yes</option>
<option value='0' selected>No</option>
</select>
Buildings? <select id='select_showBuildings'>
<option value='1' selected>Yes</option>
<option value='0'>No</option>
</select>
<br><button id='output_button'>Output settings</button>
<div id='output_settings'></div>
<button id='generate_button'>Generate</button> <button id='randomise_button'>Randomise!</button> Current seed: <span id='seed_test'></span><br>
<canvas id='canvas'></canvas>
<p><span id='render_time'></span></p>
<div...
CSS
canvas {
box-shadow: 0 0 10px #777;
max-width: 800px;
max-height: 800px;
margin: 15px auto;
}
body {
background-color: #eee;
}
#info {
font-family: monospace;
border: 1px solid grey;
padding: 15px;
}
input {max-width: 50px;}
JavaScript
/*
* Perlin and simplex noise.
* Edited from code by josephg on github
*/
(function(global){
var module = global.noise = {};
function Grad(x, y, z){
this.x = x; this.y = y; this.z = z;
}
Grad.prototype.dot2 = function(x, y){
return this.x*x + this.y*y;
};
var grad3 = [
new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)
];
var p = [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];
// To remove the need for index wrapping, double the permutation table length
var perm = new Array(512);
var gradP = new Array(512);
// This isn't a very good seeding function, but it works ok. It supports 2^16
// different seed values. Write something better if you need more seeds.
module.seed = function(seed){
if(seed > 0 && seed < 1){
// Scale the seed out
seed *= 65536;
}
seed =...