refactor: add painterly terrain layers with deterministic texturing

Replace flat green ground fill with layered subsoil/road/foliage bands
that match the parallax background palette. Add pebble texture on the
road surface and sparse grass tufts along the edge for visual depth.
Use a hash-based PRNG instead of Math.random() so decorative elements
remain consistent across level rebuilds.
This commit is contained in:
Brian Fertig 2026-08-20 10:32:25 -06:00
parent 3b8c13fb4e
commit 5eea8872dc
1 changed files with 141 additions and 6 deletions

View File

@ -1,5 +1,41 @@
import { TERRAIN_DEPTH, WORLD_SCALE } from '../config.js'; import { TERRAIN_DEPTH, WORLD_SCALE } from '../config.js';
// Palette picked to match assets/backgrounds/bg_mid.png and bg_near.png's
// painterly foliage (deep leaf greens, an olive/yellow-green highlight, warm
// rust accents on a few "turning" leaves) so the drivable ground reads as
// the same world as the parallax behind it, with a dirt-road strip riding
// right on the surface where the bus actually touches down.
const COLORS = {
roadTop: 0xa5814f,
roadEdge: 0x5c4128,
roadPebble: 0x50381f,
roadHighlight: 0xc9a56d,
subsoil: 0x3f5c28,
foliageMid: 0x36531f,
foliageDeep: 0x223a15,
tufts: [0x4a7a2e, 0x6fa23f, 0x9bbf4a, 0x8a5a3a],
};
// How deep (from the surface line, straight down) each visual layer reaches
// - not the physics depth (TERRAIN_DEPTH, which just needs to be deep
// enough nothing ever tunnels through the bottom). Purely a "how many
// pixels of dirt before it turns into foliage" tuning knob.
const ROAD_DEPTH = 22 * WORLD_SCALE;
const SUBSOIL_DEPTH = ROAD_DEPTH + 46 * WORLD_SCALE;
const MID_FOLIAGE_DEPTH = TERRAIN_DEPTH * 0.55;
// Deterministic hash-based PRNG (mulberry32-style mix) instead of
// Math.random(), so the road's pebble scatter and the grass tufts look the
// same every time a level is (re)built - a fresh Math.random seed every
// retry would make the ground visibly "shuffle" between attempts at the
// same spot, which reads as a bug even though it's purely decorative.
function hashRandom(seed) {
let t = (seed ^ 0x6d2b79f5) >>> 0;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
}
// Ground is stored as left-to-right surface polylines (easy to hand-author), // Ground is stored as left-to-right surface polylines (easy to hand-author),
// each converted into a chain of angled static rectangle bodies extruded // each converted into a chain of angled static rectangle bodies extruded
// downward - simpler and more robust than concave polygon decomposition. // downward - simpler and more robust than concave polygon decomposition.
@ -55,21 +91,120 @@ export default class Terrain {
this.bodies.push(body); this.bodies.push(body);
} }
_drawSegment(points) { // Fills the ribbon bounded above by the surface polyline and below by
// that same polyline shifted straight down by `depth` AT EVERY POINT (not
// just its two ends - a segment can run for thousands of units and climb
// or drop a lot along the way, so a bottom edge built from only the first
// and last point would just be one long straight diagonal across the
// whole thing, nowhere near a constant `depth` below the actual terrain
// in between). Layers are drawn deepest-first in _drawSegment, each
// shallower fill simply capping the top portion of the previous one - a
// cheap way to get bands that follow the terrain's contour without
// computing separate band-only polygons.
_fillFromTop(points, depth, color) {
const g = this.graphics; const g = this.graphics;
g.fillStyle(0x3c8f3c, 1); g.fillStyle(color, 1);
g.beginPath(); g.beginPath();
g.moveTo(points[0].x, points[0].y + TERRAIN_DEPTH); g.moveTo(points[0].x, points[0].y);
for (const p of points) g.lineTo(p.x, p.y); for (const p of points) g.lineTo(p.x, p.y);
const last = points[points.length - 1]; for (let i = points.length - 1; i >= 0; i--) g.lineTo(points[i].x, points[i].y + depth);
g.lineTo(last.x, last.y + TERRAIN_DEPTH);
g.closePath(); g.closePath();
g.fillPath(); g.fillPath();
}
g.lineStyle(4 * WORLD_SCALE, 0x2c6e2c, 1); _drawSegment(points) {
this._fillFromTop(points, TERRAIN_DEPTH, COLORS.foliageDeep);
this._fillFromTop(points, MID_FOLIAGE_DEPTH, COLORS.foliageMid);
this._fillFromTop(points, SUBSOIL_DEPTH, COLORS.subsoil);
this._fillFromTop(points, ROAD_DEPTH, COLORS.roadTop);
this._drawRoadTexture(points);
const g = this.graphics;
g.lineStyle(4 * WORLD_SCALE, COLORS.roadEdge, 1);
g.beginPath(); g.beginPath();
g.moveTo(points[0].x, points[0].y); g.moveTo(points[0].x, points[0].y);
for (const p of points) g.lineTo(p.x, p.y); for (const p of points) g.lineTo(p.x, p.y);
g.strokePath(); g.strokePath();
this._drawFoliageTufts(points);
}
// Scatters small pebble/rut flecks across the dirt band so it doesn't
// read as a flat color fill - sampled a few times per segment rather
// than per original point (point spacing depends on the level/editor's
// width settings, so this keeps texture density roughly constant
// regardless of how the terrain was authored).
_drawRoadTexture(points) {
const g = this.graphics;
for (let i = 0; i < points.length - 1; i++) {
const a = points[i];
const b = points[i + 1];
const segLen = Math.hypot(b.x - a.x, b.y - a.y);
if (segLen < 1) continue;
const count = Math.max(1, Math.round(segLen / (26 * WORLD_SCALE)));
for (let j = 0; j < count; j++) {
const seed = Math.round(a.x) * 97 + i * 131 + j * 17;
const t = (j + 0.5) / count;
const px = a.x + (b.x - a.x) * t + (hashRandom(seed) - 0.5) * 16 * WORLD_SCALE;
const py = a.y + (b.y - a.y) * t + (0.25 + hashRandom(seed + 1) * 0.65) * ROAD_DEPTH;
const isHighlight = hashRandom(seed + 2) > 0.55;
const radius = (1.3 + hashRandom(seed + 3) * 1.5) * WORLD_SCALE;
g.fillStyle(isHighlight ? COLORS.roadHighlight : COLORS.roadPebble, isHighlight ? 0.5 : 0.45);
g.fillCircle(px, py, radius);
}
}
}
// Sparse little grass/leaf blades poking up right at the road's edge,
// leaned and colored from the bg_mid/bg_near palette - breaks up the
// otherwise perfectly straight edge line and is what actually reads as
// "foliage" rather than just a flat green fill underneath.
_drawFoliageTufts(points) {
const g = this.graphics;
const palette = COLORS.tufts;
for (let i = 0; i < points.length - 1; i++) {
const a = points[i];
const b = points[i + 1];
const segLen = Math.hypot(b.x - a.x, b.y - a.y);
if (segLen < 1) continue;
const seed0 = Math.round(a.x) * 53 + i * 197;
if (hashRandom(seed0) > 0.4) continue; // keep tufts sparse, not on every segment
const dirX = (b.x - a.x) / segLen;
const dirY = (b.y - a.y) / segLen;
// Perpendicular to the segment, rotated so it points away from the
// fill (i.e. "up" relative to the local slope, not world-up).
const nx = dirY;
const ny = -dirX;
const t = 0.3 + hashRandom(seed0 + 1) * 0.4;
const baseX = a.x + (b.x - a.x) * t;
const baseY = a.y + (b.y - a.y) * t;
const bladeCount = 3 + Math.floor(hashRandom(seed0 + 2) * 3);
for (let k = 0; k < bladeCount; k++) {
const seed = seed0 + k * 11 + 3;
const spread = (hashRandom(seed) - 0.5) * 14 * WORLD_SCALE;
const height = (7 + hashRandom(seed + 1) * 11) * WORLD_SCALE;
const lean = (hashRandom(seed + 2) - 0.5) * 6 * WORLD_SCALE;
const color = palette[Math.floor(hashRandom(seed + 3) * palette.length)];
const rootX = baseX + dirX * spread;
const rootY = baseY + dirY * spread;
const tipX = rootX + nx * height + lean;
const tipY = rootY + ny * height;
g.lineStyle(2.4 * WORLD_SCALE, color, 0.9);
g.beginPath();
g.moveTo(rootX, rootY);
g.lineTo(tipX, tipY);
g.strokePath();
}
}
} }
} }