所以我正在写一个处理草图来测试我正在研究的焦土克隆的随机地形生成器。它似乎按预期工作,但有一个小问题。在代码中,我生成了 800 个 1 像素宽的矩形,并预先将填充设置为棕色。矩形的组合应该是一个实心块,带有类似棕色的泥土颜色 (77,0,0)。
但是,无论设置的 rgb 填充值如何,组合都显示为黑色。我认为这可能与每个矩形的边框为黑色有关?有谁知道这里发生了什么?
final int w = 800;
final int h = 480;
void setup() {
size(w, h);
fill(0,128,255);
rect(0,0,w,h);
int t[] = terrain(w,h);
fill(77,0,0);
for(int i=0; i < w; i++){
rect(i, h, 1, -1*t[i]);
}
}
void draw() {
}
int[] terrain(int w, int h){
width = w;
height = h;
//min and max bracket the freq's of the sin/cos series
//The higher the max the hillier the environment
int min = 1, max = 6;
//allocating horizon for screen width
int[] horizon = new int[width];
double[] skyline = new double[width];
//ratio of amplitude of screen height to landscape variation
double r = (int) 2.0/5.0;
//number of terms to be used in sine/cosine series
int n = 4;
int[] f = new int[n*2];
//calculating omegas for sine series
for(int i = 0; i < n*2 ; i ++){
f[i] = (int) random(max - min + 1) + min;
}
//amp is the amplitude of the series
int amp = (int) (r*height);
for(int i = 0 ; i < width; i ++){
skyline[i] = 0;
for(int j = 0; j < n; j++){
skyline[i] += ( sin( (f[j]*PI*i/height) ) + cos(f[j+n]*PI*i/height) );
}
skyline[i] *= amp/(n*2);
skyline[i] += (height/2);
skyline[i] = (int)skyline[i];
horizon[i] = (int)skyline[i];
}
return horizon;
}