236 lines
9.5 KiB
JavaScript
236 lines
9.5 KiB
JavaScript
import { TERRAIN_DEPTH, WORLD_SCALE } from '../config.js';
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// Palette picked to match assets/backgrounds/bg_mid.png and bg_near.png's
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// painterly foliage (deep leaf greens, an olive/yellow-green highlight, warm
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// rust accents on a few "turning" leaves) so the drivable ground reads as
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// the same world as the parallax behind it, with a dirt-road strip riding
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// right on the surface where the bus actually touches down.
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const COLORS = {
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roadTop: 0xa5814f,
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roadEdge: 0x5c4128,
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roadPebble: 0x50381f,
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roadHighlight: 0xc9a56d,
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subsoil: 0x3f5c28,
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foliageMid: 0x36531f,
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foliageDeep: 0x223a15,
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tufts: [0x4a7a2e, 0x6fa23f, 0x9bbf4a, 0x8a5a3a],
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};
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// How deep (from the surface line, straight down) each visual layer reaches
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// - not the physics depth (TERRAIN_DEPTH, which just needs to be deep
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// enough nothing ever tunnels through the bottom). Purely a "how many
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// pixels of dirt before it turns into foliage" tuning knob.
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const ROAD_DEPTH = 22 * WORLD_SCALE;
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const SUBSOIL_DEPTH = ROAD_DEPTH + 46 * WORLD_SCALE;
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const MID_FOLIAGE_DEPTH = TERRAIN_DEPTH * 0.55;
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// Deterministic hash-based PRNG (mulberry32-style mix) instead of
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// Math.random(), so the road's pebble scatter and the grass tufts look the
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// same every time a level is (re)built - a fresh Math.random seed every
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// retry would make the ground visibly "shuffle" between attempts at the
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// same spot, which reads as a bug even though it's purely decorative.
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function hashRandom(seed) {
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let t = (seed ^ 0x6d2b79f5) >>> 0;
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t = Math.imul(t ^ (t >>> 15), t | 1);
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t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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}
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// Ground is stored as left-to-right surface polylines (easy to hand-author),
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// each converted into a chain of angled static rectangle bodies extruded
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// downward - simpler and more robust than concave polygon decomposition.
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export default class Terrain {
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constructor(scene, levelData) {
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this.scene = scene;
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this.bodies = [];
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this.graphics = scene.add.graphics();
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for (const segment of levelData.terrain) {
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this._buildSegment(segment.points);
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this._drawSegment(segment.points);
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}
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if (levelData.obstacles) {
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for (const obstacle of levelData.obstacles) {
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this._buildObstacle(obstacle);
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}
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}
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}
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_buildSegment(points) {
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for (let i = 0; i < points.length - 1; i++) {
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const a = points[i];
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const b = points[i + 1];
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const dx = b.x - a.x;
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const dy = b.y - a.y;
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if (Math.hypot(dx, dy) < 1) continue;
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// A perfectly vertical a-b (dx === 0, seen in hand-authored data as
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// float-rounding near-duplicate points, e.g. two points a couple of Y
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// units apart at the same X) makes the straight-down-extruded quad
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// below degenerate: shifting a vertical edge straight down keeps every
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// corner at the same X, so it has zero width/area, which Matter's
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// fromVertices can't turn into a body. Skip it - the segments on
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// either side still meet at both of this pair's endpoints, so physics
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// coverage stays continuous either way.
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if (Math.abs(dx) < 1) continue;
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// Built from the exact same 4 corners _fillFromTop draws (a, b, and
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// both shifted straight down by TERRAIN_DEPTH) rather than a rotated
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// rectangle, so the body's top edge is a-b itself and can never
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// diverge from the drawn line. A previous version offset a rotated
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// rectangle's center straight down, which shifted its top edge
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// sideways from a-b by TERRAIN_DEPTH/2*sin(angle) on any slope; a
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// later fix offset perpendicular to the segment instead, which kept
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// the top edge glued to a-b but, on a near-vertical segment (a steep
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// dropOff cliff), pointed that offset almost entirely sideways -
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// ballooning the body out under whatever terrain preceded the cliff,
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// well above where anything was ever drawn. Extruding straight down
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// from the real points (matching the visual fill exactly, at every
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// slope) has no such failure mode.
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const cx = (a.x + b.x) / 2;
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const cy = (a.y + b.y) / 2 + TERRAIN_DEPTH / 2;
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const vertices = [
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{ x: a.x, y: a.y },
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{ x: b.x, y: b.y },
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{ x: b.x, y: b.y + TERRAIN_DEPTH },
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{ x: a.x, y: a.y + TERRAIN_DEPTH },
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];
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const body = this.scene.matter.add.fromVertices(cx, cy, vertices, {
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isStatic: true,
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friction: 0.95,
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label: 'terrain',
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});
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this.bodies.push(body);
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}
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}
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_buildObstacle(obstacle) {
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if (obstacle.type !== 'ramp') return;
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const body = this.scene.matter.add.rectangle(obstacle.x, obstacle.y, obstacle.width, obstacle.height, {
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isStatic: true,
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angle: obstacle.angle || 0,
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friction: 0.95,
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label: 'terrain',
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});
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this.bodies.push(body);
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}
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// Fills the ribbon bounded above by the surface polyline and below by
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// that same polyline shifted straight down by `depth` AT EVERY POINT (not
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// just its two ends - a segment can run for thousands of units and climb
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// or drop a lot along the way, so a bottom edge built from only the first
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// and last point would just be one long straight diagonal across the
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// whole thing, nowhere near a constant `depth` below the actual terrain
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// in between). Layers are drawn deepest-first in _drawSegment, each
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// shallower fill simply capping the top portion of the previous one - a
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// cheap way to get bands that follow the terrain's contour without
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// computing separate band-only polygons.
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_fillFromTop(points, depth, color) {
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const g = this.graphics;
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g.fillStyle(color, 1);
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g.beginPath();
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g.moveTo(points[0].x, points[0].y);
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for (const p of points) g.lineTo(p.x, p.y);
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for (let i = points.length - 1; i >= 0; i--) g.lineTo(points[i].x, points[i].y + depth);
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g.closePath();
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g.fillPath();
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}
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_drawSegment(points) {
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this._fillFromTop(points, TERRAIN_DEPTH, COLORS.foliageDeep);
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this._fillFromTop(points, MID_FOLIAGE_DEPTH, COLORS.foliageMid);
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this._fillFromTop(points, SUBSOIL_DEPTH, COLORS.subsoil);
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this._fillFromTop(points, ROAD_DEPTH, COLORS.roadTop);
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this._drawRoadTexture(points);
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const g = this.graphics;
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g.lineStyle(4 * WORLD_SCALE, COLORS.roadEdge, 1);
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g.beginPath();
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g.moveTo(points[0].x, points[0].y);
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for (const p of points) g.lineTo(p.x, p.y);
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g.strokePath();
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this._drawFoliageTufts(points);
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}
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// Scatters small pebble/rut flecks across the dirt band so it doesn't
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// read as a flat color fill - sampled a few times per segment rather
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// than per original point (point spacing depends on the level/editor's
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// width settings, so this keeps texture density roughly constant
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// regardless of how the terrain was authored).
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_drawRoadTexture(points) {
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const g = this.graphics;
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for (let i = 0; i < points.length - 1; i++) {
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const a = points[i];
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const b = points[i + 1];
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const segLen = Math.hypot(b.x - a.x, b.y - a.y);
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if (segLen < 1) continue;
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const count = Math.max(1, Math.round(segLen / (26 * WORLD_SCALE)));
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for (let j = 0; j < count; j++) {
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const seed = Math.round(a.x) * 97 + i * 131 + j * 17;
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const t = (j + 0.5) / count;
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const px = a.x + (b.x - a.x) * t + (hashRandom(seed) - 0.5) * 16 * WORLD_SCALE;
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const py = a.y + (b.y - a.y) * t + (0.25 + hashRandom(seed + 1) * 0.65) * ROAD_DEPTH;
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const isHighlight = hashRandom(seed + 2) > 0.55;
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const radius = (1.3 + hashRandom(seed + 3) * 1.5) * WORLD_SCALE;
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g.fillStyle(isHighlight ? COLORS.roadHighlight : COLORS.roadPebble, isHighlight ? 0.5 : 0.45);
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g.fillCircle(px, py, radius);
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}
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}
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}
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// Sparse little grass/leaf blades poking up right at the road's edge,
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// leaned and colored from the bg_mid/bg_near palette - breaks up the
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// otherwise perfectly straight edge line and is what actually reads as
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// "foliage" rather than just a flat green fill underneath.
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_drawFoliageTufts(points) {
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const g = this.graphics;
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const palette = COLORS.tufts;
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for (let i = 0; i < points.length - 1; i++) {
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const a = points[i];
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const b = points[i + 1];
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const segLen = Math.hypot(b.x - a.x, b.y - a.y);
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if (segLen < 1) continue;
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const seed0 = Math.round(a.x) * 53 + i * 197;
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if (hashRandom(seed0) > 0.4) continue; // keep tufts sparse, not on every segment
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const dirX = (b.x - a.x) / segLen;
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const dirY = (b.y - a.y) / segLen;
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// Perpendicular to the segment, rotated so it points away from the
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// fill (i.e. "up" relative to the local slope, not world-up).
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const nx = dirY;
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const ny = -dirX;
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const t = 0.3 + hashRandom(seed0 + 1) * 0.4;
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const baseX = a.x + (b.x - a.x) * t;
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const baseY = a.y + (b.y - a.y) * t;
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const bladeCount = 3 + Math.floor(hashRandom(seed0 + 2) * 3);
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for (let k = 0; k < bladeCount; k++) {
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const seed = seed0 + k * 11 + 3;
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const spread = (hashRandom(seed) - 0.5) * 14 * WORLD_SCALE;
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const height = (7 + hashRandom(seed + 1) * 11) * WORLD_SCALE;
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const lean = (hashRandom(seed + 2) - 0.5) * 6 * WORLD_SCALE;
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const color = palette[Math.floor(hashRandom(seed + 3) * palette.length)];
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const rootX = baseX + dirX * spread;
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const rootY = baseY + dirY * spread;
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const tipX = rootX + nx * height + lean;
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const tipY = rootY + ny * height;
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g.lineStyle(2.4 * WORLD_SCALE, color, 0.9);
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g.beginPath();
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g.moveTo(rootX, rootY);
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g.lineTo(tipX, tipY);
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g.strokePath();
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}
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}
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}
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}
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