>>> Prompt 1: new terrain, more continuous than then puzzled together previous one
Give me code to randomly and procedurally generate a 2D map in javascript.
It is not tilebased, there should be jagged edges and make it look cliffy and organic.
Make empty space in upper left and lower right corner, but make it configurable.
There are holes for walkways and caves that should be at least 40 pixels high.
The color of these pixels should just be plain black. Using, these variously
sized holes and walkways make there is a partial route from from the empty spaces in
upper left and lower right corners. The holes and walkways shuld also look
organic (e.g. sometimes round, sometimes jagged, sometimes cliffy, hilly).
The dirt and rock terrain may take up around 50% the canvas, the rest should
be either just empty or a hole or a walkway.
A canvas is 800x600, but should be configurable.
Terrain that can be used is either rock or dirt (see colors below).
At the very bottom there should be water.
You must include the full implementation for any noise function you will inevitably use.
These are the colors to use:
const blackColorBytes = [0,0,0];
const waterColorBytes = [0x00, 0x77, 0xbe]; // [0, 119, 190];
const rockColorBytes = [0x88, 0x88, 0x88]; // [136, 136, 136];
const dirtColorBytes = [0x4a, 0x2e, 0x00]; // [74, 46, 0];
I don't need explanation, just give me the code.
>>> Prompt 2: Additional prompting to fix tunnels in the result from the above:
Given these two for-blocks that clear existing noise for tunnels and caves (by setting 0 at a map-position). There are problems with them:
// carve out tunnels
// left->right
for (let y = 0; y < canvasHeight; y += 20) {
const startX = Math.floor(Math.random() * (canvasWidth - 20));
for (let x = startX; x < startX + 20; x++) {
map[y][x] = 0;
}
}
// top->bottom
for (let x = 0; x < canvasWidth; x += 10) {
const startY = Math.floor(Math.random() * (canvasHeight - 20));
for (let y = startY; y < startY + 20; y++) {
map[y][x] = 0;
}
}
- problem 1: they are only 1 pixel in size, they should be at least 30 pixels in size
- problem 2: the length of the tunnels/caves should be random instead of fixed length like now
- problem 3: they are currently completely straight, they should be organic looking, rounded floor and ceiling wand walls. There is a noise
function available to help with that. It is used like this (this is an example to show the interface, you should not use this verbatim):
// create height map using Perlin noise
for (let y = 0; y < canvasHeight; y++) {
for (let x = 0; x < canvasWidth; x++) {
let amplitude = AMPLITUDE;
let frequency = 1.0 / canvasWidth;
let noiseHeight = 0;
for (let i = 0; i < OCTAVES; i++) {
let sampleX = x * frequency;
let sampleY = y * frequency;
let noiseValue = PerlinNoise2D(sampleX, sampleY);
noiseHeight += noiseValue * amplitude;
amplitude *= PERSISTENCE;
frequency *= LACUNARITY;
}
map[y][x] = noiseHeight;
}
}
- make sure you don't redeclare any of the consts used in the example above, prefix any new consts with TUNNEL_, make sure you declare all consts and variables used.
- make sure you do bounds checking against canvasHeight and canvasWidth
- don't overwrite parts of the map that is not affected by tunnels -- modify ONLY tunnel noise
- only carve out tunnels/caves where existing map value is > 0.4
- The size of the tunnels and caves are of utmost importance, they can't just be 1 pixel lines here and there
Fix the code. And give me only the code, no explanations, because frankly, your explanations are rather verbose and pointless.