Random Anime Pixel Face Generator Schema

1. **Project Overview:**
   - Develop a **17x16 random anime pixel face generator**.
   - Use **HTML, CSS, and JavaScript** for implementation.
   - The generator should include distinct areas for facial features.

2. **Grid Layout:**
   - **Dimensions:** 
     - **Columns:** 17 (0 to 16)
     - **Rows:** 16 (0 to 15)
   - **Notation:**
   - **Facial Outline:** Requires a **1px empty area** surrounding it.
   - The outline must not be square; it must follow a defined shape.

3. **Facial Outline Positioning:**
   - Facial outline starts from **row 5**; rows **0-4** are reserved for hairstyles.

4. **Feature Area Index Mappings:**
   - **Hairstyle Indices (H):**
     H = {
       
     }

   - **Eyes Indices (E):**
     E = {
      
     }

   - **Nose Indices (N):**
     N = {
    
     }

   - **Mouth Indices (M):**
     M = {
      
     }

   - **Outline Indices (O):**
     O = {
     
     }

5. **Color Allocation for Features:**
   - **Hair Colors (C_h):**
     C_h = {
       #8B4513, #A52A2A, #CD5C5C, #D2691E
     }
   - **Eye Colors (C_e):**
     C_e = {
       #000000, #0000FF, #00FFFF, #FFFFFF
     }
   - **Nose Color (C_n):**
     C_n = {
       #000000
     }
   - **Mouth Colors (C_m):**
     C_m = {
       #000000, #8B0000
     }
   - **Outline Color (C_o):**
     C_o = {
       #000000
     }
   - **Empty Area Color:** White

6. **Functional Definitions:**
   - **ClearGrid(G):**
      - Function to clear the grid, setting all pixels to white.
   - **GetRandomColor(colorArray):**
      - Function to randomly select a color from the specified array.
   - **GenerateFace(G):**
      - Function to populate the grid according to feature indices, coloring specified areas for hair, eyes, nose, mouth, and the outline.

7. **Visual Representation Context**
   - The generator produces colorful pixelated faces based on the specified layout.

8. **Stabilization Algorithms:**
   - Create algorithms to stabilize each feature's shape, including randomization of pixel placements.

9. **Array Utilization:**
   - Use preallocated arrays for efficient management and access of feature indices.





















in this specific situation, we having such "chesspieces":

1: empty index
2: border outline
3: hair
4: brows
5: eyes
6: nose
7: mouth

then empty index is empty mazafakin index which leaves that cell empty if some piece is moved, right?

then border outline is something immutable in concept which cannot be overriden with anything, right?

then hair is "H"
then brows is "B"
then eyes is "E"
then nose is "N"
then mouth is "M"

then we do have only 5 movabivable "pieces", right?

then if we imagine:

HHHHH
BBBBB
EEEEE
NNNNN
MMMMM

then:
(H1-B2):
1HHHH
BHBBB
EEEEE
NNNNN
MMMMM

then:
(B3-E4):
1HHHH
BH1BB
EEEBE
NNNNN
MMMMM

then:
(E5-N1):
1HHHH
BH1BB
EEEB1
ENNNN
MMMMM

then:
(N2-M1):
1HHHH
BH1BB
EEEB1
E1NNN
NMMMM


then:
(M4-H4):
1HHMH
BH1BB
EEEB1
E1NNN
NMM1M

and voila!





why Gameplay?

you stop there fantasizings. this overall thing is about universal animu pixelface generation in algorithm, not any games involved to that concept.

maybe we just started from too huge dimension as 17x16? maybe we need to curb it, ne?

then we can something as:

HHHHH
EEEEE
MMMMM

5x3 pixelface:

|||||
|6|6|
|===|

that looks good to you?


<mark>
|||||
|6|6|
|===|
</mark>


there:
first row = 5 hairinkas
second row = border line kinda first one, then 6 kinda eye, then border line, then eye, then boder line.
third row = border line, then kinda = lips three times, then border line



we are assuming that:
1-first character at first row = "|", which is hairinka which is knows no borders.
2-second character at first row = "|", which is hairinka which is knows no borders.
3-third character at first row = "|", which is hairinka which is knows no borders.
4-fourth character at first row = "|", which is hairinka which is knows no borders.
5-fifth character at first row = "|", which is hairinka which is knows no borders.
6-first character at second row = "|", which is borderinka which borders with others in the same row.
7-second character at second row = "6", which is eyerinka which borders with others in the same row.
8-third character at second row = "|", which is emptyspaceinka which borders with others in the same row.
9-fourth character at second row = "6", which is eyerinka which borders with others in the same row.
10-fifth character at second row = "|", which is borderinka which borders with others in the same row.
11-first character at third row = "|", which is borderinka which borders with others in the same row.
12-second character at third row = "=", which is lipseinka which borders with others in the same row.
13-third character at third row = "=", which is lipseinka which borders with others in the same row.
14-fourth character at third row = "=", which is lipseinka which borders with others in the same row.
15-fifth character at third row = "|", which is borderinka which borders with others in the same row.

correct, ne?


extremely precisely do an array in code in through "P" pixels as-is:
```
        const pixelStructure = [
            "       P       ",
            "      PPP      ",
            "     PPPPP     ",
            "    PPPPPPP    ",
            "   PPPPPPPPP   ",
            "  PPPPPPPPPPP  ",
            " PPPP|||||PPPP ",
            "PPPPP|6|6|PPPPP",
            " PPPP|===|PPPP ",
            "  PPPPPPPPPPP  ",
            "   PPPPPPPPP   ",
            "    PPPPPPP    ",
            "     PPPPP     ",
            "      PPP      ",
            "       P       ",
        ];
```
       
lense effect on a rhombus pixel area for circular volume:
we can do it programmatically by reducing pixels size gradually radially exponentially from the centeral pixel(WHICH IS KINDA THAT BAR INBETWEEN TWO "6"'es IN THIS CASE) and stucking them to each-another edge-to-edge. (you also better watch for all potential "while(true)" loops more carefully.)

PIXELS SHOULD NO BE SCATTERED, ONLY STACKINGLY STICKING TO EACH-ANOTHER EDGE-TO-EDGE.

extremely precisely do an array in code in through "P" pixels as-is:
```
        const radialDownscaleFromTheCenter = [
            "       0       ",
            "      010      ",
            "     01210     ",
            "    0123210    ",
            "   012343210   ",
            "  01234543210  ",
            " 0123456543210 ",
            "012345676543210",
            " 0123456543210 ",
            "  01234543210  ",
            "   012343210   ",
            "    0123210    ",
            "     01210     ",
            "      010      ",
            "       0       ",
        ];
```
fullcode in actual pixels full code as need strictly.

you align pattern to pattern and make a scalar grid in cells in pixels as need.