Types of Random
Coloring grids using different types of random number generation. noise is re-seeded when the page is reloaded.
Source Code for this Sketch
class NoiseBox {
static offset = 0
static blockSize = 3
static height = 50
constructor(noisef) {
this.noisef = noisef
this.y = NoiseBox.offset
// Place the next NoiseBox below this one
NoiseBox.offset += NoiseBox.height + 10
}
label() {
return this.noisef.toString().
replace("function () {", "").
replace("function (x, y) {", "").
replace("\t\treturn color(", "").
// remove trailing ) and }, trim whitespace
slice(0, -1).trim().slice(0, -1)
}
draw() {
// default noise detail
noiseDetail(4, .5)
for (let x = 0; x < width; x += NoiseBox.blockSize) {
for (let y = this.y; y < this.y + NoiseBox.height; y += NoiseBox.blockSize) {
fill(this.noisef(x, y))
rect(x, y, NoiseBox.blockSize, NoiseBox.blockSize)
}
}
let textGrow = this.label().includes("\n") ? 14 : 0
fill(0, 0, 100, .9)
rect(3, this.y + 3, 150, 15+textGrow)
fill(280, 80, 50)
text(this.label(), 8, this.y + 14)
}
}
let boxes = []
function setup() {
createCanvas(400, 1020, P2D, canvas)
colorMode(HSL)
noStroke()
// Reduce framerate so "static" effect is less distracting
frameRate(1)
boxes.push(new NoiseBox(function () {
return color(random(0, 100))
}))
boxes.push(new NoiseBox(function () {
return color(randomGaussian(50, 40))
}))
boxes.push(new NoiseBox(function () {
return color(random(30, 70))
}))
boxes.push(new NoiseBox(function () {
return color(randomGaussian(50, 10))
}))
boxes.push(new NoiseBox(function () {
return color(randomGaussian(20, 10))
}))
boxes.push(new NoiseBox(function () {
return color(randomGaussian(70, 15))
}))
boxes.push(new NoiseBox(function (x, y) {
return color(noise(x, y) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
return color(noise(x / 20, y / 20) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
return color(noise(x / 50, y / 50) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
noiseDetail(3, .25)
return color(noise(x / 20, y / 20) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
noiseDetail(4, .25)
return color(noise(x / 20, y / 20) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
noiseDetail(5, .25)
return color(noise(x / 20, y / 20) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
noiseDetail(3, .7)
return color(noise(x / 20, y / 20) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
noiseDetail(4, .7)
return color(noise(x / 20, y / 20) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
noiseDetail(5, .7)
return color(noise(x / 20, y / 20) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
return color(noise(x, y / 30) * 100)
}))
boxes.push(new NoiseBox(function (x, y) {
return color(noise(x / 30, y) * 100)
}))
// At 1 FPS there's a 1 second delay before
// the first draw() call, so we should
// draw during setup() also
boxes.map((box) => { box.draw() })
}
function draw() {
boxes.map((box) => { box.draw() })
}
You may use all or part of the p5 code seen on this page for your own creations, without restriction. Attribution is appreciated but not required.
This sketch also includes the following sources: p5common.js . Sources are available under their respective licenses.