Endermen are mysterious creepy creatures in the game Minecraft. Staring at them can trigger an attack, so be careful with this code.
http://minecraft.gamepedia.com/Enderman
Lua was chosen for easier programming, so LuaLaTeX is required. tikz‑3dplot is used for 3d visualization.
http://sidenote.hu/2014/07/20/drawing-an-enderman-in-latex/
Edit and compile if you like:
% Enderman % Author: István Szántai (szantaii) \documentclass[tikz]{standalone} \usepackage{luacode} \usepackage{tikz-3dplot} \definecolor{endermanblack}{HTML}{000000} \definecolor{endermangray}{HTML}{161616} %\definecolor{endermanpurple}{HTML}{CC00FA} %\definecolor{endermanlightpurple}{HTML}{E079FA} \definecolor{endermanpurple}{HTML}{FF9EFF} \definecolor{endermanlightpurple}{HTML}{FFC9FF} \definecolor{particlecolor}{HTML}{DF4AF8} \begin{luacode*} function draw_coordinate_system() tex.sprint("\\draw[white!50!gray,thick,->] (0,0,0) -- " .. "(3,0,0) node[text=white!50!gray,anchor=north east]{$x$};") tex.sprint("\\draw[white!50!gray,thick,->] (0,0,0) -- " .. "(0,3,0) node[text=white!50!gray,anchor=west]{$y$};") tex.sprint("\\draw[white!50!gray,thick,->] (0,0,0) -- " .. "(0,0,3) node[text=white!50!gray,anchor=south]{$z$};") end function matrix_scalar_multiplication(matrix, scalar) local rows = #matrix local cols = #matrix[1] local tmp_matrix = {} for i = 1, rows do tmp_matrix[i] = {} for j = 1, cols do tmp_matrix[i][j] = matrix[i][j] * scalar end end return tmp_matrix end function shift_coordinates(matrix, array) local matrix_rows = #matrix local matrix_cols = #matrix[1] local array_length = #array local tmp_matrix = {} if matrix_cols == array_length then for i = 1, matrix_rows do tmp_matrix[i] = {} for j = 1, matrix_cols do tmp_matrix[i][j] = matrix[i][j] + array[j] end end return tmp_matrix else return nil end end function tikzcube(x, y, z, color) local side_1 = {{1, 1, -1}, {-1, 1, -1}, {-1, -1, -1}, {1, -1, -1}} local side_2 = {{-1, 1, -1}, {-1, 1, 1}, {-1, -1, 1}, {-1, -1, -1}} local side_3 = {{-1, -1, -1}, {1, -1, -1}, {1, -1, 1}, {-1, -1, 1}} local side_4 = {{1, 1, -1}, {-1, 1, -1}, {-1, 1, 1}, {1, 1, 1}} local side_5 = {{1, -1, -1}, {1, 1, -1}, {1, 1, 1}, {1, -1, 1}} local side_6 = {{1, 1, 1}, {-1, 1, 1}, {-1, -1, 1}, {1, -1, 1}} local cube_sides = {side_1, side_2, side_3, side_4, side_5, side_6} local tex_cube = "" for i = 1, #cube_sides do tex_cube = tex_cube .. "\\draw[ultra thin, fill=" .. color .. "] " local current_side = matrix_scalar_multiplication(cube_sides[i], 0.5) current_side = shift_coordinates(current_side, {x, y, z}) local current_side_rows = #current_side local current_side_cols = #current_side[1] for j = 1, current_side_rows do for k = 1, current_side_cols do if k == 1 then tex_cube = tex_cube .. "(" end tex_cube = tex_cube .. current_side[j][k] if k ~= current_side_cols then tex_cube = tex_cube .. ", " else tex_cube = tex_cube .. ") -- " end end end tex_cube = tex_cube .. "cycle;" end tex.sprint(tex_cube) end function draw_head(x_pos, y_pos, z_pos) local color for x = x_pos, x_pos + 7, 1 do for y = y_pos, y_pos + 7, 1 do for z = z_pos, z_pos + 6, 1 do if (x == x_pos or x == x_pos + 7 or y == y_pos or y == y_pos + 7 or z == z_pos or z == z_pos + 6) and not (x == x_pos + 7 and y > y_pos and y < y_pos + 7 and z == z_pos) then if x == x_pos + 7 and (y == y_pos or y == y_pos + 2 or y == y_pos + 5 or y == y_pos + 7) and z == z_pos + 2 then tikzcube(x, y, z, "endermanlightpurple") elseif x == x_pos + 7 and (y == y_pos + 1 or y == y_pos + 6) and z == z_pos + 2 then tikzcube(x, y, z, "endermanpurple") else if math.random(0, 8) < 6 then color = "endermangray" else color = "endermanblack" end tikzcube(x, y, z, color) end end end end end end function draw_bodypart(x_pos, y_pos, z_pos, x_length, y_length, z_length) local color for x = x_pos, x_pos + x_length - 1, 1 do for y = y_pos, y_pos + y_length - 1, 1 do for z = z_pos, z_pos + z_length - 1, 1 do if x == x_pos or x == x_pos + x_length - 1 or y == y_pos or y == y_pos + y_length - 1 or z == z_pos or z == z_pos + z_length - 1 then if math.random(0, 8) < 6 then color = "endermangray" else color = "endermanblack" end tikzcube(x, y, z, color) end end end end end function draw_particles(x_min, x_max, y_min, y_max, z_min, z_max) local x local y local z local black_amount local particle_size local particle_scale local particle_count = math.random(30, 40) local particle for i = 1, particle_count, 1 do x = math.random(x_min, x_max) y = math.random(y_min, y_max) z = math.random(z_min, z_max) particle_size = math.random(1, 8) particle_scale = math.random(20, 100) / 100 black_amount = math.random(0, 25) tex.sprint("\\tdplottransformmainscreen{" .. x .. "}{" .. y .. "}{" .. z .. "}") for i = 0, particle_size - 1, 1 do for j = 0, particle_size - 1, 1 do if math.random(0, 1) == 0 and ((i ~= 0 and j ~= 0) and (i ~= particle_size - 1 and j ~= 0) and (j ~= particle_size - 1 and i ~= 0) and (i ~= particle_size - 1 and j ~= particle_size - 1)) then particle = "\\filldraw[black!" .. black_amount .. "!particlecolor, tdplot_screen_coords] (" .. i * particle_scale * 0.25 .. "+\\tdplotresx, " .. j * particle_scale * 0.25 .. "+\\tdplotresy) " .. "rectangle +(" .. particle_scale .. "*0.25, " .. particle_scale .. "*0.25);" tex.sprint(particle) end end end end end function draw_enderman(x_rotation, z_rotation) tex.sprint("\\tdplotsetmaincoords{" .. x_rotation .. "}{" .. z_rotation .. "}") tex.sprint("\\begin{tikzpicture}[tdplot_main_coords]") math.randomseed(os.time()) draw_bodypart(3, -2, -30, 2, 2, 30) -- right arm draw_bodypart(3, 1, -42, 2, 2, 30) -- right leg draw_bodypart(3, 5, -42, 2, 2, 30) -- left leg draw_bodypart(2, 0, -12, 4, 8, 12) -- body draw_bodypart(3, 8, -30, 2, 2, 30)-- left arm draw_head(0, 0, 0) -- head draw_particles(-10, 10, -10, 10, -44, 10) -- draw_coordinate_system() tex.sprint("\\end{tikzpicture}") end \end{luacode*} \begin{document} \luadirect{draw_enderman(70, 130)} \end{document}
Click to download: enderman.tex • enderman.pdf
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