More Odd Nonsense Code
console.log(
(() => () => () => 0xa)()()()
)
console.log(
(() => () => () => 0xa)()()()
)
_=((((
(
( 0xb - 0b1001
)
)
) / 0xd0f)
/ 0b010101
) ** .001 ** 2) / 0xe * 0xf00d * 0xdab
console.log(_)
// IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN.
const p = [];
const permutation = [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];
for (let i = 0; i < 256 ; i++)
p[256+i] = p[i] = permutation[i];
function noise(x, y, z) {
const X = Math.floor(x) & 255,
Y = Math.floor(y) & 255,
Z = Math.floor(z) & 255;
x -= Math.floor(x);
y -= Math.floor(y);
z -= Math.floor(z);
const u = fade(x),
v = fade(y),
w = fade(z);
const A = p[X ]+Y, AA = p[A]+Z, AB = p[A+1]+Z,
B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z;
return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ),
grad(p[BA ], x-1, y , z )),
lerp(u, grad(p[AB ], x , y-1, z ),
grad(p[BB ], x-1, y-1, z ))),
lerp(v, lerp(u, grad(p[AA+1], x , y , z-1 ),
grad(p[BA+1], x-1, y , z-1 )),
lerp(u, grad(p[AB+1], x , y-1, z-1 ),
grad(p[BB+1], x-1, y-1, z-1 ))));
}
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
function lerp(t, a, b) {
return a + t * (b - a);
}
function grad(hash, x, y, z) {
const h = hash & 15;
const u = h<8 ? x : y,
v = h<4 ? y : h==12||h==14 ? x : z;
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
}
const canvas = document.body.appendChild(document.createElement('canvas'));
const c = canvas.getContext('2d');
canvas.width = canvas.height = 200;
c.fillStyle = 'black';
c.fillRect(0, 0, canvas.width, canvas.height);
const pix = c.createImageData(canvas.width, canvas.height);
const freq = 1 / 20;
let inc = 0;
let z = 0;
function loop() {
z += 0.02;
inc = 0;
for (var y = 0; y < canvas.height; y++) {
for (var x = 0; x < canvas.width; x++) {
var col = parseInt(Math.abs(noise(x * freq, y * freq, z)) * 500);
pix.data[inc++] = col;
pix.data[inc++] = col;
pix.data[inc++] = col;
pix.data[inc++] = 255;
}
}
c.putImageData(pix, 0, 0);
window.requestAnimationFrame(loop);
}
loop();
Perlin noise (created by Ken Perlin).
Years ago I grabbed the noise function from here I think….
This shows how to do perlin noise on an html5 canvas. If you need a more performant one for animation and/or larger images – a glsl shader is the way to go.
let _seed = 1234567;
// Deterministic pseudo-random float in the interval [ 0, 1 ]
function seededRandom( s ) {
if ( s !== undefined ) _seed = s % 2147483647;
// Park-Miller algorithm
_seed = _seed * 16807 % 2147483647;
return ( _seed - 1 ) / 2147483646;
}
Straight from the THREE.js source code – a fun and simple seeded random. The best libraries are always filled with gems like this…
If I were going to use this I would do a couple things out of pure preference:
let seed = 1234567;
const setSeed = newSeed => seed = newSeed
function seededRand() {
// Park-Miller algorithm
seed *= 16807 % 0x7fffffff;
return (seed - 1) / 0x7fffffff;
}
// try it out:
console.log('one', seededRand());
console.log('two', seededRand());
console.log('three', seededRand());
seed = 9999
console.log('one new seed', seededRand());
console.log('one new seed', seededRand());
seed = 1234567;
console.log('one old seed', seededRand());
If you’re wondering about what this is doing… read more about it here.
myEl.parentNode.appendChild(myEl);
This will make an element the top most of all of its siblings…
document.body.innerHTML += `
<div>
<button>one</button>
<button>two</button>
<button>three</button>
<button>four</button>
</div>
<style>
button { display: block; cursor: pointer; }
</style>
`;
document.addEventListener('click', e => {
if (e.target.tagName === 'BUTTON') {
e.target.parentNode.appendChild(e.target);
}
});
Clicking on any button will bring it to the top most position within its parent.