Lua color code generator8/23/2023 ![]() Parameter: val Blue value to set ( 1 - 255). parse ( '#ffffff' ): green ( 1 ): string () = '#ff00ff' Color:blue( val) ( function) Blue color property getter-setter. ( number optional) Returns: Color instance. Parameter: val Green value to set ( 1 - 255). parse ( '#000000' ): red ( 255 ): string () = '#ff0000' Color:green( val) ( function) Green color property getter-setter. Parameter: val Red value to set ( 1 - 255). Returns: Hexadecimal 6-digit or HSLA color string. ( Color) Color:string() ( function) Color string default output. 'no color data provided' ( string line 304) 'invalid color type "$1" specified' ( string line 309) Returns: Color instance. ( string) tup Color tuple in HSL or RGB ( table) alp Alpha value range ( 0 - 1). Color:new(typ, tup, alp) ( function) Color instance constructor. Color.alp (member number) Color alpha channel value. Color.typ (member string) Color space type. The class provides color prop getter-setters, procedures for color computation, compositing methods and serialisation into CSS color formats.Ĭolor.tup ( table) Color tuple. ( string) Usage: ColorĬolor item class, used for color processing. ( table) Error: 'invalid SASS parameter name supplied' ( string line 778) Returns: Color string aligning with parameter. Parameter: frame Frame invocation object. instance ( '#ffffff' ) colors.wikia(frame) ( function) Color SASS parameter access utility for templating. ( Color| string) Returns: Whether the color item was instantiated. parse ( '#ffffff' ) See also: Color:new colors.instance(item) ( function) Instance test function for colors. ![]() ( string) Error: 'cannot parse $str' ( string line 756) Returns: Color instance. fromHsl ( 0, 0, 1, 0.2 ) See also: Color:new colors.parse(str) ( function) Parsing logic for color strings. H Hue value ( 0 - 360) ( number) s Saturation value ( 0 - 1). fromRgb ( 255, 255, 255, 0.2 ) See also: Color:new omHsl(h, s, l, a) ( function) Creation of HSL color instances. fromHsl ( 214, 0.15, 0.8 ): string ()) - expected output '#414b58' Documentation Package items omRgb(r, g, b, a) ( function) Creation of RGB color instances. Something like: function CreateLevel (cols, rows) local col\_offset = math.random(-150000, 150000) - spread the numbers out a bit local row\_offset = math.Local colors = require ( "Dev:Colors" ) mw. If your concern is then that you always get the same map, you just have to offset these (this is basically like seeding a random number generator), probably with some wide step so you don’t land near the values from your previous map. What you want to be doing is sending unique inputs to the algorithm for each tile, say the row and column. If you do want to treat it like a generator, you could just maintain a counter and march in one direction: local Index = 0 function CreateLevel (cols, rows) for row = 1, rows do for col = 1, cols do local sample = PerlinNoise(Index, 1) - assuming 2D noise DoSomethingWithIt(sample) Index = Index + 1 end end end Something like: function CreateLevel (cols, rows) local col\_offset = math.random(-150000, 150000) - spread the numbers out a bit local row\_offset = math.random(-150000, 150000) for row = 1, rows do for col = 1, cols do local sample = PerlinNoise(col + col\_offset, row + row\_offset) DoSomethingWithIt(sample) end end end (As opposed to white noise, where the values are all over the place.) Generally this will mean the values themselves must be fixed. Noise algorithms, in the computer graphics sense, produce coherent randomness: if you compare the values yielded by some pixel and any of its neighbors, they will be close. The problem is that the Perlin Noise generation in corona is not an actual generator, because it gives the same result every time. I also found that corona has already a Perlin Noise generation and can be used to create tile maps as well
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