velocityBlacklist = [];

function explodeAtPlus(x,y,radius,fire="fire",smoke="smoke",beforeFunction=null,afterFunction=null,changeTemp=true) {
	// if fire contains , split it into an array
	if(fire !== null) {
		if (fire.indexOf(",") !== -1) {
			fire = fire.split(",");
		};
	};
	if(smoke !== null) {
		if (smoke.indexOf(",") !== -1) {
			smoke = smoke.split(",");
		};
	};
	var coords = circleCoords(x,y,radius);
	var power = radius/10;
	//for (var p = 0; p < Math.round(radius/10+1); p++) {
	for (var i = 0; i < coords.length; i++) {
		// damage value is based on distance from x and y
		var damage = Math.random() + (Math.floor(Math.sqrt(Math.pow(coords[i].x-x,2) + Math.pow(coords[i].y-y,2)))) / radius;
		// invert
		damage = 1 - damage;
		if (damage < 0) { damage = 0; }
		damage *= power;
		if (isEmpty(coords[i].x,coords[i].y)) {
			// create smoke or fire depending on the damage if empty
			if (damage < 0.02) { } // do nothing
			else if (damage < 0.2) {
				// if smoke is an array, choose a random item
				if(smoke !== null) {
					if (Array.isArray(smoke)) {
						createPixel(smoke[Math.floor(Math.random() * smoke.length)],coords[i].x,coords[i].y);
					}
					else {
						createPixel(smoke,coords[i].x,coords[i].y);
					}
				}
			}
			else {
				if(fire !== null) {
					// if fire is an array, choose a random item
					if (Array.isArray(fire)) {
						createPixel(fire[Math.floor(Math.random() * fire.length)],coords[i].x,coords[i].y);
					}
					else {
						createPixel(fire,coords[i].x,coords[i].y);
					}
				}
			}
		}
		else if (!outOfBounds(coords[i].x,coords[i].y)) {
			// damage the pixel
			var pixel = pixelMap[coords[i].x][coords[i].y];
			var info = elements[pixel.element];
			if(typeof(beforeFunction) === "function") {
				beforeFunction(pixel,x,y,radius,fire,smoke,power,damage);
			};
			if (info.hardness) { // lower damage depending on hardness(0-1)
				if (info.hardness < 1) {
					damage = damage * ((1 - info.hardness)*10);
				}
				else { damage = 0; }
			}
			if (damage > 0.9) {
				if(fire !== null) {
					if (Array.isArray(fire)) {
						var newfire = fire[Math.floor(Math.random() * fire.length)];
					}
					else {
						var newfire = fire;
					}
					changePixel(pixel,newfire,changeTemp);
				} else {
					deletePixel(pixel.x,pixel.y);
				}
				continue;
			}
			else if (damage > 0.25) {
				if (info.breakInto) {
					// if it is an array, choose a random item, else just use the value
					if (Array.isArray(info.breakInto)) {
						var result = info.breakInto[Math.floor(Math.random() * info.breakInto.length)];
					}
					else {
						var result = info.breakInto;
					}
					if(typeof(breakIntoElement) === "undefined") {
						deletePixel(pixel.x,pixel.y);
						continue
					};
					// change the pixel to the result
					changePixel(pixel,result,changeTemp);
					if(info.onExplosionBreakOrSurvive) {
						info.onExplosionBreakOrSurvive(pixel,x,y,radius,fire,smoke,power,damage);
					};
					continue;
				}
				else {
					if(fire !== null) {
						if (Array.isArray(fire)) {
							var newfire = fire[Math.floor(Math.random() * fire.length)];
						}
						else {
							var newfire = fire;
						}
						changePixel(pixel,newfire,changeTemp);
					} else {
						deletePixel(pixel.x,pixel.y);
					}
					continue;
				}
			} else {
				if(info.onExplosionBreakOrSurvive) {
					info.onExplosionBreakOrSurvive(pixel,x,y,radius,fire,smoke,power,damage);
				};
			}
			if (damage > 0.75 && info.burn) {
				pixel.burning = true;
				pixel.burnStart = pixelTicks;
			}
			pixel.temp += damage*radius*power;
			pixelTempCheck(pixel);
			if(enabledMods.includes("mods/velocity.js")) {
            // set the pixel.vx and pixel.vy depending on the angle and power
				if (!elements[pixel.element].excludeRandom && !elements[pixel.element].excludeVelocity) {
					var angle = Math.atan2(pixel.y-y,pixel.x-x);
					pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
					pixel.vy = Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power/10));
				}
			};
			if(typeof(afterFunction) === "function") {
				//console.log(`running afterFunction ${afterFunction}`)
				//console.log(`arguments: ${pixel}, ${x}, ${y}, ${radius}, ${fire}, ${smoke}, ${power}, ${damage}`)
				afterFunction(pixel,x,y,radius,fire,smoke,power,damage);
			};
		};
	};
};
