sandboxels/mods/stripe_paint.js

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function averageColors(color1,color2,outputType="rgb",weight1=0.5) {
color1 = convertColorFormats(color1,"json");
color2 = convertColorFormats(color2,"json");
theColor = averageColorObjects(color1,color2,weight1);
return convertColorFormats(theColor,outputType);
};
stripeFixedDefaultProperties = {
color2: "rgb(0,0,0)",
phase: 0,
scale: 1,
angle: 0
};
stripeSpreadingProperties = {
color1: "It doesn't matter what I put here; I'm just sick of writing for loops.",
color2: "stan loona",
};
/*stripeSpreadingProperties2 = {
phase: 0,
scale: 1, :eggTF:
angle: 0
};*/
function stripeFunction(pixel) {
if(pixel.color1 == undefined || pixel.color1 == null) {
pixel.color1 = pixel.color;
};
for(prop in stripeFixedDefaultProperties) {
if(pixel[prop] == undefined || pixel[prop] == null) {
pixel[prop] = stripeFixedDefaultProperties[prop];
};
};
//color1 and color2 self staining
for (var i = 0; i < adjacentCoords.length; i++) {
var x = pixel.x+adjacentCoords[i][0];
var y = pixel.y+adjacentCoords[i][1];
if(isEmpty(x,y,true)) {
continue;
};
var otherPixel = pixelMap[x][y];
for(prop in stripeSpreadingProperties) {
if(otherPixel.element == pixel.element && pixel[prop] && otherPixel[prop]) {
otherPixel[prop] = averageColors(pixel[prop],otherPixel[prop]);
};
};
/*for(prop in stripeSpreadingProperties2) {
if(otherPixel.element == pixel.element && pixel[prop] !== undefined && otherPixel[prop] !== undefined) {
otherPixel[prop] = pixel[prop]/2 + otherPixel[prop]/2;
}; :eggTF:
};*/
};
var radians = pixel.angle * (Math.PI / 180);
var colorNumber = (pixel.x*Math.cos(radians))+(pixel.y*Math.sin(radians));
var sineWeight = (1+Math.sin(pixel.phase + colorNumber / pixel.scale))/2;
var preColor = averageColors(pixel.color1,pixel.color2,"json",sineWeight);
for(colorlet in preColor) {
preColor[colorlet] = Math.round(preColor[colorlet]);
};
pixel.color = convertColorFormats(preColor,"rgb");
};
stripePaintDesc = `Exactly what it says on the button.
<br/>
Properties: <ol>
<li>color1: The first color of the stripe</li>
<li>color2: The second color of the stripe (defaults to black)</li>
<li>scale: Relative width of the stripes, compared to the default</li>
<li>phase: Offset in the position of the stripes (π/2 = 1 stripe width)</li>
<li>angle: Angle in degrees<ul>
<li>0 = vertical line</li>
<li>45 = bottom left to top right</li>
<li>90 = horizontal line</li>
<li>135 = top left to bottom right...</li>
</ul></li></ol>
color1 and color2 spread through striped paint like dye does with itself. <u>color1</u> can be set <em>on initial placement</em> through the color picker, but otherwise, properties must be changed through the console or with prop.js's tools.
<small><em style="color: #ff5555;">This does not work with HSL color and the game will black screen if one is somehow used.</em> The color conversion functions are a clusterf***.</small>`
elements.stripe_paint = {
behavior: behaviors.LIQUID,
state: "liquid",
density: 998,
tempHigh: 100,
stateHigh: "smoke",
color: elements.paint.color,
customColor: true,
category: "special",
properties: {
color1: null,
color2: null,
scale: 1,
phase: 0,
angle: 0
},
stain: elements.dye.stain,
tick: function(pixel) {
stripeFunction(pixel);
},
desc: stripePaintDesc
};