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Random Little Houses — Codea

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May 16th, 2012
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Lua 4.85 KB | None | 0 0
  1. --# Gradient
  2. Gradient = class()
  3.  
  4. function blendColor( c1, c2, a )
  5.     return color( c1.r * a + c2.r * (1 - a),
  6.                   c1.g * a + c2.g * (1 - a),
  7.                   c1.b * a + c2.b * (1 - a),
  8.                   255 )
  9. end
  10.  
  11. function gradient(startCol, endCol)
  12.     -- you can accept and set parameters here
  13.     local img = image(64,64)
  14.    
  15.     local a = 1
  16.     local c = nil
  17.    
  18.     for y = 1,img.rawHeight do
  19.         a = y / img.rawHeight
  20.         for x = 1,img.rawWidth do
  21.             c = blendColor( endCol, startCol, a )
  22.             img:rawSet( x, y, c )
  23.         end
  24.     end
  25.    
  26.     return img
  27. end
  28.  
  29.  
  30. --# Hill
  31. Hill = class()
  32.  
  33. function Hill:init(rad, pos, col)
  34.     -- you can accept and set parameters here
  35.     self.houses = {}
  36.     self.color = col or color(0,0,0,255)
  37.     self.position = pos or vec2(0,0)
  38.     self.radius = rad
  39.    
  40.     -- add houses from -30 to 30 degrees
  41.     local angle = -45
  42.     local h = nil
  43.     local v = vec2( 0, rad*0.99 )
  44.     while angle < 45 do
  45.         h = House(self.color)
  46.         h.rotation = angle
  47.         h.position = v:rotate( math.rad(angle) )
  48.        
  49.         table.insert( self.houses, h )
  50.        
  51.         angle = angle + math.random(7, 15)
  52.     end
  53. end
  54.  
  55. function Hill:draw()
  56.     pushMatrix()
  57.     pushStyle()
  58.    
  59.     fill(self.color)
  60.    
  61.     translate( self.position.x, self.position.y )
  62.    
  63.     ellipseMode( RADIUS )
  64.     ellipse( 0, 0, self.radius )
  65.    
  66.     for _,v in pairs(self.houses) do
  67.         v:draw()
  68.     end
  69.    
  70.     popStyle()
  71.     popMatrix()
  72. end
  73.  
  74. function Hill:touched(touch)
  75.     -- Codea does not automatically call this method
  76. end
  77.  
  78. --# House
  79. House = class()
  80.  
  81. function House:init(col)
  82.     -- you can accept and set parameters here
  83.     self.color = col or color(0,0,0,255)
  84.     self.position = vec2(0,0)
  85.     self.rotation = 0
  86.     self.base = mesh()
  87.     self.windows = mesh()
  88.    
  89.     local houseWidth = math.random( 30, 60 )
  90.     local roofWidth = houseWidth * 1.3
  91.     local houseHeight = houseWidth * 0.67
  92.     local roofHeight = houseHeight * (math.random() * 0.2 + 0.8)
  93.    
  94.     self:addBase( houseWidth, houseHeight )
  95.    
  96.     if math.random() < 0.5 then
  97.         self:addChimney( houseWidth, houseHeight, roofHeight )
  98.     end
  99.    
  100.     self:addRoof( roofWidth, roofHeight, houseHeight )
  101.    
  102.     -- Make the house black
  103.     self.base:setColors( self.color )
  104.    
  105.     if math.random() < 0.7 then        
  106.         self:addWindow( houseWidth, houseHeight )
  107.     end
  108. end
  109.  
  110. function House:addBase(w, h)
  111.     self.base:addRect( 0, h/2, w, h )
  112. end
  113.  
  114. function House:addRoof(w, h, bh)
  115.     local verts = self.base.vertices
  116.    
  117.     table.insert( verts, vec3( -w/2, bh ) )
  118.     table.insert( verts, vec3( 0, bh + h ) )
  119.     table.insert( verts, vec3( w/2, bh ) )
  120.    
  121.     self.base.vertices = verts
  122. end
  123.  
  124. function House:addChimney(w, bh, rh)
  125.     local chimWidth = w * (math.random() * 0.1 + 0.2)
  126.     local pos = -w/2 + chimWidth
  127.    
  128.     if math.random() < 0.5 then pos = w/2 - chimWidth end
  129.    
  130.     self.base:addRect( pos, bh + rh/2, chimWidth, rh )
  131. end
  132.  
  133. function House:addWindow(w, h)
  134.     -- Add a random window
  135.     local winSize = w * (math.random() * 0.2 + 0.2)
  136.     local randomX = math.random( -w/2 + winSize, w/2 - winSize )
  137.  
  138.     self.windows:addRect( randomX, h - winSize, winSize, winSize )
  139.    
  140.     self.windows:setColors( 255, 200, 0, 255 )
  141. end
  142.  
  143. function House:draw()
  144.     pushMatrix()
  145.  
  146.     translate( self.position.x, self.position.y )
  147.     rotate( self.rotation )
  148.    
  149.     self.base:draw()
  150.     self.windows:draw()
  151.    
  152.     popMatrix()
  153. end
  154.  
  155.  
  156. --# Main
  157.  
  158.  
  159. -- Use this function to perform your initial setup
  160. function setup()    
  161.     displayMode(FULLSCREEN)
  162.    
  163.     -- Lock renderer to starting orientation
  164.     supportedOrientations(CurrentOrientation)
  165.    
  166.     hills = {}
  167.    
  168.     backgroundColor = color(22, 20, 27, 255)
  169.     foregroundColor = color(54, 49, 69, 255)
  170.    
  171.     -- Create some hills
  172.     local h = Hill(400, vec2(WIDTH/2, -30), backgroundColor)
  173.     table.insert(hills,h)
  174.    
  175.     h = Hill(400, vec2(WIDTH/2 - 300, -100), backgroundColor)
  176.     table.insert(hills,h)
  177.    
  178.     h = Hill(400, vec2(WIDTH/2 + 300, -100), backgroundColor)
  179.     table.insert(hills,h)
  180.    
  181.     h = Hill(300, vec2(WIDTH/2 - 250, -150), foregroundColor)
  182.     table.insert(hills,h)
  183.    
  184.     h = Hill(300, vec2(WIDTH/2 + 250, -150), foregroundColor)
  185.     table.insert(hills,h)
  186.    
  187.     -- Create the sky
  188.     local skyCol1 = color(168, 159, 197, 255)
  189.     local skyCol2 = color(64, 48, 107, 255)
  190.    
  191.     sky = gradient(skyCol1, skyCol2)
  192. end
  193.  
  194. -- This function gets called once every frame
  195. function draw()
  196.     -- This sets a dark background color
  197.     background(140, 94, 48, 255)
  198.  
  199.     sprite( sky, WIDTH/2, HEIGHT/2, WIDTH + 10, HEIGHT + 10 )
  200.  
  201.     -- Do your drawing here
  202.     for _,v in pairs(hills) do
  203.         v:draw()
  204.     end
  205. end
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