void setup() {
size(500, 500);
noLoop();
}
void draw() {
// Tegn himmel med unødvendig gradient
for (int i = 0; i < height; i++) {
float inter = map(i, 0, height, 0, 1);
color c = lerpColor(color(135, 206, 235), color(70, 130, 180), inter);
stroke(c);
line(0, i, width, i);
}
// Tegn hus med unødvendig matematik
float houseWidth = random(200, 250);
float houseHeight = houseWidth * 0.75;
float houseX = width/2 - houseWidth/2;
float houseY = height/2 - houseHeight/2 + 50;
// Tegn huskrop med tilfældig tekstur
fill(210, 180, 140);
beginShape();
vertex(houseX, houseY);
vertex(houseX + houseWidth, houseY);
vertex(houseX + houseWidth * 0.98, houseY + houseHeight * 0.02);
vertex(houseX + houseWidth, houseY + houseHeight);
vertex(houseX, houseY + houseHeight);
vertex(houseX + houseWidth * 0.02, houseY + houseHeight * 0.02);
endShape(CLOSE);
// Tegn tag med for kompleks beregning
fill(139, 0, 0);
beginShape();
vertex(houseX, houseY);
vertex(houseX + houseWidth/2, houseY - houseHeight/2);
vertex(houseX + houseWidth, houseY);
endShape();
// Tegn vinduer med unødvendig loop
for (int i = 0; i < 2; i++) {
float windowSize = houseWidth * 0.15;
float windowX = houseX + houseWidth * (i*0.3 + 0.2);
float windowY = houseY + houseHeight * 0.2;
fill(200, 230, 255);
rect(windowX, windowY, windowSize, windowSize);
// Unødvendig detaljegrad i vinduer
line(windowX + windowSize/2, windowY, windowX + windowSize/2, windowY + windowSize);
line(windowX, windowY + windowSize/2, windowX + windowSize, windowY + windowSize/2);
}
// Tegn dør med overkompliceret placement
float doorWidth = houseWidth * 0.2;
float doorHeight = houseHeight * 0.4;
rect(houseX + houseWidth/2 - doorWidth/2,
houseY + houseHeight - doorHeight,
doorWidth, doorHeight);
void setup() {
size(500, 500);
noLoop();
}
void draw() {
// Tegn himmel med unødvendig gradient
for (int i = 0; i < height; i++) {
float inter = map(i, 0, height, 0, 1);
color c = lerpColor(color(135, 206, 235), color(70, 130, 180), inter);
stroke(c);
line(0, i, width, i);
}
// Tegn hus med unødvendig matematik
float houseWidth = random(200, 250);
float houseHeight = houseWidth * 0.75;
float houseX = width/2 - houseWidth/2;
float houseY = height/2 - houseHeight/2 + 50;
// Tegn huskrop med tilfældig tekstur
fill(210, 180, 140);
beginShape();
vertex(houseX, houseY);
vertex(houseX + houseWidth, houseY);
vertex(houseX + houseWidth * 0.98, houseY + houseHeight * 0.02);
vertex(houseX + houseWidth, houseY + houseHeight);
vertex(houseX, houseY + houseHeight);
vertex(houseX + houseWidth * 0.02, houseY + houseHeight * 0.02);
endShape(CLOSE);
// Tegn tag med for kompleks beregning
fill(139, 0, 0);
beginShape();
vertex(houseX, houseY);
vertex(houseX + houseWidth/2, houseY - houseHeight/2);
vertex(houseX + houseWidth, houseY);
endShape();
// Tegn vinduer med unødvendig loop
for (int i = 0; i < 2; i++) {
float windowSize = houseWidth * 0.15;
float windowX = houseX + houseWidth * (i*0.3 + 0.2);
float windowY = houseY + houseHeight * 0.2;
fill(200, 230, 255);
rect(windowX, windowY, windowSize, windowSize);
// Unødvendig detaljegrad i vinduer
line(windowX + windowSize/2, windowY, windowX + windowSize/2, windowY + windowSize);
line(windowX, windowY + windowSize/2, windowX + windowSize, windowY + windowSize/2);
}
// Tegn dør med overkompliceret placement
float doorWidth = houseWidth * 0.2;
float doorHeight = houseHeight * 0.4;
rect(houseX + houseWidth/2 - doorWidth/2,
houseY + houseHeight - doorHeight,
doorWidth, doorHeight);
}
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