ECT Bombing Creeper
originally spawned 5 tnt now it spawns 50% dynamite close enough
This commit is contained in:
parent
8bef5dcbc8
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0122159cbc
762
mods/creepers.js
762
mods/creepers.js
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@ -1,11 +1,5 @@
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//Prerequisite Functions and Variables
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function pyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
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var a = Math.abs(xB - xA);
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var b = Math.abs(yB - yA);
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var c = Math.sqrt(a**2 + b**2);
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return c;//Prerequisite Functions and Variables
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function pyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
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var a = Math.abs(xB - xA);
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var b = Math.abs(yB - yA);
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@ -171,6 +165,7 @@ elements.creeper = {
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if (isEmpty(pixel.x, pixel.y+1)) {
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createPixel("creeper_body", pixel.x, pixel.y+1);
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pixel.element = "creeper_head";
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pixel.color = pixelColorPick(pixel)
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("creeper_head", pixel.x, pixel.y-1);
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@ -704,6 +699,8 @@ elements.creeper_head = {
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##################
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*/
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//Angelic Creeper
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elements.angelic_creeper = { //let's get this one out of the way first
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color: ["#f5ef56", "#fcbddf", "#de8aa8", "#e35d95", "#eb4974", "#ed3ea7", "#d645a3", "#a84556", "#9e4f6c", "#91315b", "#8c4963"],
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category: "life",
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@ -1251,155 +1248,11 @@ elements.angelic_creeper_head = {
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};
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},
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};
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};
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function rgbColorBound(number) { //RGB bounding function, used for safety checking color changes
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return Math.min(255,Math.max(0,number));
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};
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//Bombing Creeper
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function slBound(number) { //SL bounding function (not hue), same use as above
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return Math.min(100,Math.max(0,number));
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};
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function upVelocity(pixel,x,y,radius,fire,smoke,power) { //Angelic Creeper's effect, "compatible" with velocity.js by including the modified version of its code in itself
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if(enabledMods.includes("mods/velocity.js")) {
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//console.log("yeet");
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// set the pixel.vx and pixel.vy depending on the angle and power
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if (!elements[pixel.element].excludeRandom) {
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//console.log("LOOKS LIKE IT'S YEETING TIME!");
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var angle = Math.atan2(pixel.y-y,pixel.x-x);
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//console.log(`angle calculated (${angle})`);
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pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
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//console.log(`vx calculated (${pixel.vx}) for pixel (${pixel.x},${pixel.y})`);
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pixel.vy = 0 - Math.abs(Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power/4)) + 4); //massively increased Y velocities even for objects below
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//pixel.color = "rgb(255,0,0)";
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//console.log(`vy calculated (${pixel.vy}) for pixel (${pixel.x},${pixel.y})`);
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};5
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//console.log(`Velocities set`);
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};
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//console.log(`end`);
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};
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function explodeAtPlus(x,y,radius,fire="fire",smoke="smoke",beforeFunction=null,afterFunction=null) { //explodeAt with additional arguments, used to allow implementation of Angelic Creeper's effect
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// if fire contains , split it into an array
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if (fire.indexOf(",") !== -1) {
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fire = fire.split(",");
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}
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var coords = circleCoords(x,y,radius);
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var power = radius/10;
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//for (var p = 0; p < Math.round(radius/10+1); p++) {
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for (var i = 0; i < coords.length; i++) {
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// damage value is based on distance from x and y
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var damage = Math.random() + (Math.floor(Math.sqrt(Math.pow(coords[i].x-x,2) + Math.pow(coords[i].y-y,2)))) / radius;
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// invert
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damage = 1 - damage;
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if (damage < 0) { damage = 0; }
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damage *= power;
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if (isEmpty(coords[i].x,coords[i].y)) {
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// create smoke or fire depending on the damage if empty
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if (damage < 0.02) { } // do nothing
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else if (damage < 0.2) {
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// if smoke is an array, choose a random item
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if (Array.isArray(smoke)) {
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createPixel(smoke[Math.floor(Math.random() * smoke.length)],coords[i].x,coords[i].y);
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}
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else {
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createPixel(smoke,coords[i].x,coords[i].y);
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}
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}
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else {
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// if fire is an array, choose a random item
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if (Array.isArray(fire)) {
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createPixel(fire[Math.floor(Math.random() * fire.length)],coords[i].x,coords[i].y);
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}
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else {
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createPixel(fire,coords[i].x,coords[i].y);
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}
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}
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}
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else if (!outOfBounds(coords[i].x,coords[i].y)) {
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// damage the pixel
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var pixel = pixelMap[coords[i].x][coords[i].y];
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var info = elements[pixel.element];
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if(typeof(beforeFunction) === "function") {
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beforeFunction(pixel,x,y,radius,fire,smoke,power,damage);
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};
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if (info.hardness) { // lower damage depending on hardness(0-1)
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if (info.hardness < 1) {
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damage = damage * ((1 - info.hardness)*10);
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}
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else { damage = 0; }
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}
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if (damage > 0.9) {
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if (Array.isArray(fire)) {
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var newfire = fire[Math.floor(Math.random() * fire.length)];
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}
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else {
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var newfire = fire;
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}
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changePixel(pixel,newfire);
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continue;
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}
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else if (damage > 0.25) {
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if (info.breakInto) {
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// if it is an array, choose a random item, else just use the value
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if (Array.isArray(info.breakInto)) {
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var result = info.breakInto[Math.floor(Math.random() * info.breakInto.length)];
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}
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else {
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var result = info.breakInto;
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}
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// change the pixel to the result
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changePixel(pixel,result);
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continue;
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}
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else {
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if (Array.isArray(fire)) {
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var newfire = fire[Math.floor(Math.random() * fire.length)];
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}
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else {
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var newfire = fire;
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}
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changePixel(pixel,newfire);
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continue;
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}
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}
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if (damage > 0.75 && info.burn) {
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pixel.burning = true;
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pixel.burnStart = pixelTicks;
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}
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pixel.temp += damage*radius*power;
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pixelTempCheck(pixel);
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if(typeof(afterFunction) === "function") {
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//console.log(`running afterFunction ${afterFunction}`)
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//console.log(`arguments: ${pixel}, ${x}, ${y}, ${radius}, ${fire}, ${smoke}, ${power}, ${damage}`)
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afterFunction(pixel,x,y,radius,fire,smoke,power,damage);
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};
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};
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};
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};
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enemyHumanoidArray = ["head","body"] //just in case
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/*Start Main Creeper
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##################
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######### ######
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####### ####
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###### OOOOO##
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#### OOOOOOO#
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### OOOOO##
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### ####
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### ####
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### ####
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#### ####
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###### ####
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####### ### ####
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####### ### ####
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##################
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*/
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elements.creeper = {
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color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
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elements.bombing_creeper = {
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color: ["#5b8b59", "#3f8738", "#559552", "#479143", "#50b143", "#58c546", "#e83c3c", "#c92a2a", "#f53d3d", "#ad3131"],
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category: "life",
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properties: {
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dead: false,
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@ -1409,25 +1262,26 @@ elements.creeper = {
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},
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tick: function(pixel) {
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if (isEmpty(pixel.x, pixel.y+1)) {
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createPixel("creeper_body", pixel.x, pixel.y+1);
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pixel.element = "creeper_head";
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createPixel("bombing_creeper_body", pixel.x, pixel.y+1);
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pixel.element = "bombing_creeper_head";
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pixel.color = pixelColorPick(pixel)
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("creeper_head", pixel.x, pixel.y-1);
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createPixel("bombing_creeper_head", pixel.x, pixel.y-1);
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pixelMap[pixel.x][pixel.y-1].color = pixel.color;
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pixel.element = "creeper_body";
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pixel.element = "bombing_creeper_body";
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pixel.color = pixelColorPick(pixel)
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}
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else {
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deletePixel(pixel.x, pixel.y);
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}
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},
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related: ["creeper_body","creeper_head"],
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desc: 'So we back in the mine...'
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related: ["bombing_creeper_body","bombing_creeper_head"],
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desc: 'A creeper type from <em>Extra Creeper Types</em> <a href="https://www.curseforge.com/minecraft/mc-mods/extra-creeper-types">(CF)</a>. It spawns more explosives when it explodes.'
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};
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elements.creeper_body = {
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color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
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elements.bombing_creeper_body = {
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color: ["#e83c3c", "#c92a2a", "#f53d3d", "#ad3131"],
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category: "life",
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hidden: true,
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density: 1500,
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@ -1439,8 +1293,8 @@ elements.creeper_body = {
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stateLow: "frozen_meat",
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burn: 10,
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burnTime: 250,
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
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breakInto: ["blood","gunpowder"],
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","dynamite","gunpowder"],
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breakInto: ["blood","dynamite","dynamite"],
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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@ -1457,7 +1311,7 @@ elements.creeper_body = {
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if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
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if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
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var headPixel = pixelMap[pixel.x][pixel.y-2];
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if (headPixel.element == "creeper_head") {
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if (headPixel.element == "bombing_creeper_head") {
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if (isEmpty(pixel.x, pixel.y-1)) {
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movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
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}
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@ -1479,7 +1333,7 @@ elements.creeper_body = {
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}
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// Find the head
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if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "creeper_head") {
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if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "bombing_creeper_head") {
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var head = pixelMap[pixel.x][pixel.y-1];
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if (head.dead) { // If head is dead, kill body
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pixel.dead = head.dead;
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@ -1595,7 +1449,8 @@ elements.creeper_body = {
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};
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if(pixelTicks - pixel.burnStart > 30) {
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//console.log("Kaboom?");
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explodeAt(pixel.x,pixel.y,explosionRadius);
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explodeAt(pixel.x,pixel.y,explosionRadius,"fire,dynamite"); //Effect: Places (originally 5) primed TNT when it explodes (i.e. cluster bomb creeper)
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//Dynamite is the closest thing we have to powder TNT (i.e. good enough)
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//console.log("Yes, Rico, kaboom.");
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};
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};
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@ -1648,7 +1503,7 @@ elements.creeper_body = {
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},
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};
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elements.creeper_head = {
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elements.bombing_creeper_head = {
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color: ["#5B8B59", "#3F8738", "#559552", "#479143", "#50B143", "#58C546"],
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category: "life",
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hidden: true,
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@ -1661,8 +1516,8 @@ elements.creeper_head = {
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stateLow: "frozen_meat",
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burn: 10,
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burnTime: 250,
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
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breakInto: "blood",
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","dynamite","gunpowder"],
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breakInto: ["blood","dynamite"],
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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@ -1689,7 +1544,7 @@ elements.creeper_head = {
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}
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// Find the body
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if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "creeper_body") {
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if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "bombing_creeper_body") {
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var body = pixelMap[pixel.x][pixel.y+1];
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if (body.dead) { // If body is dead, kill head
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pixel.dead = body.dead;
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@ -1914,572 +1769,7 @@ elements.creeper_head = {
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if(pixelTicks - pixel.hissStart > 30) {
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//console.log("Kaboom?");
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//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
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explodeAt(body.x,body.y,explosionRadius);
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//console.log("Yes, Rico, kaboom.");
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};
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};
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};
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if(Math.random() < 0.01) { //1% chance each tick to lose interest
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pixel.following = false;
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//console.log("Meh.");
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};
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},
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};
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/*End Main Creeper
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##################
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##################
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##################
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#########X#X######
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#########XXX######
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##########X#######
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##########X#######
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### # # # X # ####
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### ####
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#### ####
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###### ####
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####### ### ####
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####### ### ####
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##################
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*/
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elements.angelic_creeper = { //let's get this one out of the way first
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color: ["#f5ef56", "#fcbddf", "#de8aa8", "#e35d95", "#eb4974", "#ed3ea7", "#d645a3", "#a84556", "#9e4f6c", "#91315b", "#8c4963"],
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category: "life",
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properties: {
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dead: false,
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dir: 1,
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panic: 0,
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following: false,
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},
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tick: function(pixel) {
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if (isEmpty(pixel.x, pixel.y+1)) {
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createPixel("angelic_creeper_body", pixel.x, pixel.y+1);
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pixel.element = "angelic_creeper_head";
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pixel.color = pixelColorPick(pixel)
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("angelic_creeper_head", pixel.x, pixel.y-1);
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pixelMap[pixel.x][pixel.y-1].color = pixel.color;
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pixel.element = "angelic_creeper_body";
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pixel.color = pixelColorPick(pixel)
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}
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else {
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deletePixel(pixel.x, pixel.y);
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}
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},
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related: ["angelic_creeper_body","angelic_creeper_head"],
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desc: 'A creeper type from <em>Extra Creeper Types</em> <a href="https://www.curseforge.com/minecraft/mc-mods/extra-creeper-types">(CF)</a>. It sends things upward.'
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};
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elements.angelic_creeper_body = {
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color: ["#d2d2d2", "#fcbddf", "#de8aa8", "#e35d95", "#eb4974", "#ed3ea7", "#d645a3", "#a84556", "#9e4f6c", "#91315b", "#8c4963"],
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category: "life",
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hidden: true,
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density: 1500,
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state: "solid",
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conduct: 25,
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tempHigh: 250,
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stateHigh: "cooked_meat",
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tempLow: -30,
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stateLow: "frozen_meat",
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burn: 10,
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burnTime: 250,
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
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breakInto: ["blood","gunpowder"],
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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"plague": { "elem1":"plague", "chance":0.05 },
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},
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properties: {
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dead: false,
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dir: 1,
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panic: 0,
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charged: false,
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didChargeBlueTinted: false,
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},
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tick: function(pixel) {
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if(!pixel.hissing) { //If not hissing (it floats when hissing)
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if(Math.random() < 0.2) { //20% chance to fall
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if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
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if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
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var headPixel = pixelMap[pixel.x][pixel.y-2];
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if (headPixel.element == "angelic_creeper_head") {
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if (isEmpty(pixel.x, pixel.y-1)) {
|
||||
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
|
||||
} else {
|
||||
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
} else {
|
||||
if((pixelTicks - pixel.start) % 3 == 0) {
|
||||
if (!isEmpty(pixel.x, pixel.y-1, true)) { // Find head
|
||||
var headPixel = pixelMap[pixel.x][pixel.y-1];
|
||||
if (headPixel.element == "angelic_creeper_head") { //Validate head
|
||||
if (tryMove(headPixel, pixel.x, pixel.y-2)) { // Float
|
||||
if (isEmpty(pixel.x, pixel.y-1)) { //If the head didn't swap with something
|
||||
movePixel(pixel, pixel.x, pixel.y-1); //Pull body up
|
||||
} else { //If it did swap
|
||||
swapPixels(pixel, pixelMap[pixel.x][pixel.y-1]); //Pull body up through other pixel
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
doHeat(pixel);
|
||||
doBurning(pixel);
|
||||
doElectricity(pixel);
|
||||
if (pixel.dead) {
|
||||
// Turn into rotten_meat if pixelTicks-dead > 500
|
||||
if (pixelTicks-pixel.dead > 200) {
|
||||
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// Find the head
|
||||
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "angelic_creeper_head") {
|
||||
var head = pixelMap[pixel.x][pixel.y-1];
|
||||
if (head.dead) { // If head is dead, kill body
|
||||
pixel.dead = head.dead;
|
||||
}
|
||||
}
|
||||
else { var head = null }
|
||||
|
||||
if (isEmpty(pixel.x, pixel.y-1)) {
|
||||
// create blood if decapitated 10% chance
|
||||
if (Math.random() < 0.1) {
|
||||
createPixel("blood", pixel.x, pixel.y-1);
|
||||
// set dead to true 15% chance
|
||||
if (Math.random() < 0.15) {
|
||||
pixel.dead = pixelTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (head == null) { return }
|
||||
else if (Math.random() < 0.1) { // Move 10% chance
|
||||
var movesToTry = [
|
||||
[1*pixel.dir,0],
|
||||
[1*pixel.dir,-1],
|
||||
];
|
||||
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
|
||||
while (movesToTry.length > 0) {
|
||||
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
|
||||
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
|
||||
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
|
||||
movePixel(head, head.x+move[0], head.y+move[1]);
|
||||
break;
|
||||
};
|
||||
};
|
||||
};
|
||||
// 15% chance to change direction while not chasing a human
|
||||
if(!head.following) {
|
||||
if (Math.random() < 0.15) {
|
||||
pixel.dir *= -1;
|
||||
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
|
||||
};
|
||||
}/* else {
|
||||
//console.log("*chases cutely*");
|
||||
};*/
|
||||
};
|
||||
|
||||
if(pixel.charge) {
|
||||
pixel.charged = true;
|
||||
};
|
||||
|
||||
if(head) {
|
||||
if(typeof(head.charge) !== "undefined") {
|
||||
if(head.charge) {
|
||||
pixel.charged = true;
|
||||
};
|
||||
};
|
||||
if(typeof(head.charged) !== "undefined") {
|
||||
if(head.charged) {
|
||||
pixel.charged = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if(typeof(pixel.charged) === "undefined") {
|
||||
pixel.charged = false;
|
||||
};
|
||||
|
||||
if(pixel.charged) {
|
||||
var explosionRadius = 10;
|
||||
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
|
||||
//console.log("something something halsey lyric");
|
||||
var color = pixel.color;
|
||||
if(color.startsWith("rgb")) {
|
||||
//console.log("rgb detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var red = parseFloat(color[0].substring(4));
|
||||
var green = parseFloat(color[1]);
|
||||
var blue = parseFloat(color[2].slice(0,-1));
|
||||
red = rgbColorBound(red + 51);
|
||||
green = rgbColorBound(green + 51);
|
||||
blue = rgbColorBound(blue + 102);
|
||||
color = `rgb(${red},${green},${blue})`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
} else if(color.startsWith("hsl")) {
|
||||
//console.log("hsl detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var hue = parseFloat(color[0].substring(4));
|
||||
var saturation = parseFloat(color[1].slice(0,-1));
|
||||
var luminance = parseFloat(color[2].slice(0,-2));
|
||||
hue = hue % 360; //piecewise hue shift
|
||||
if(hue <= 235 && hue >= 135) {
|
||||
hue = 185;
|
||||
} else if(hue < 135) {
|
||||
hue += 50;
|
||||
} else if(hue > 235 && hue < 360) {
|
||||
hue -= 50;
|
||||
};
|
||||
saturation = slBound (saturation + 10);
|
||||
luminance = slBound(luminance + 20);
|
||||
color = `hsl(${hue},${saturation}%,${luminance}%)`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
};
|
||||
pixel.didChargeBlueTinted = true;
|
||||
};
|
||||
} else {
|
||||
var explosionRadius = 7;
|
||||
};
|
||||
|
||||
if(pixel.burning) {
|
||||
pixel.hissing = true;
|
||||
if(!pixel.burnStart) { //I don't like errors.
|
||||
pixel.burnStart = pixel.ticks;
|
||||
};
|
||||
if(pixelTicks - pixel.burnStart > 30) {
|
||||
//console.log("GOTTA YEET YEET YEET!");
|
||||
explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","smoke",null,upVelocity); //Special effect: Flings you upwards (extended to all movable tiles because it's easier).
|
||||
//It also floats when hissing, but that will come soon.
|
||||
//console.log("Yes, Rico, kaboom.");
|
||||
};
|
||||
};
|
||||
|
||||
//Head hissing color handler: keeps track of head's hissing for coloring purposes
|
||||
for(i = 0; i < 1; i++) { //dummy for loop
|
||||
if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
|
||||
//console.log("ss-- oof");
|
||||
pixel.hissing = false;
|
||||
break;
|
||||
};
|
||||
if(head.hissing) {
|
||||
//console.log("Ssssssss");
|
||||
if(!head.hissStart) {
|
||||
//console.log("t-30 ticks or whatever it was");
|
||||
head.hissStart = pixelTicks;
|
||||
};
|
||||
|
||||
//Color code {
|
||||
var ticksHissing = pixelTicks - head.hissStart;
|
||||
var color = pixel.color; //do on each hissing tick
|
||||
if(color.startsWith("rgb")) {
|
||||
//console.log("rgb detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var red = parseFloat(color[0].substring(4));
|
||||
var green = parseFloat(color[1]);
|
||||
var blue = parseFloat(color[2].slice(0,-1));
|
||||
red = rgbColorBound(red + (ticksHissing * 3));
|
||||
green = rgbColorBound(green + (ticksHissing * 3));
|
||||
blue = rgbColorBound(blue + (ticksHissing * 3));
|
||||
color = `rgb(${red},${green},${blue})`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
} else if(color.startsWith("hsl")) {
|
||||
//console.log("hsl detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var hue = parseFloat(color[0].substring(4));
|
||||
var saturation = parseFloat(color[1].slice(0,-1));
|
||||
var luminance = parseFloat(color[2].slice(0,-2));
|
||||
//console.log("the j");
|
||||
luminance = slBound(luminance + 1.176);
|
||||
//console.log(luminance);
|
||||
color = `hsl(${hue},${saturation}%,${luminance}%)`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
};
|
||||
//}
|
||||
};
|
||||
};
|
||||
},
|
||||
},
|
||||
elements.angelic_creeper_head = {
|
||||
color: ["#f5ef56", "#f0ea4f", "#f0ea60"],
|
||||
category: "life",
|
||||
hidden: true,
|
||||
density: 1080,
|
||||
state: "solid",
|
||||
conduct: 25,
|
||||
tempHigh: 250,
|
||||
stateHigh: "cooked_meat",
|
||||
tempLow: -30,
|
||||
stateLow: "frozen_meat",
|
||||
burn: 10,
|
||||
burnTime: 250,
|
||||
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
|
||||
breakInto: "blood",
|
||||
reactions: {
|
||||
"cancer": { "elem1":"cancer", "chance":0.005 },
|
||||
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
|
||||
"plague": { "elem1":"plague", "chance":0.05 },
|
||||
"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
|
||||
},
|
||||
properties: {
|
||||
dead: false,
|
||||
following: false,
|
||||
hissing: false,
|
||||
charged: false,
|
||||
didChargeBlueTinted: false,
|
||||
},
|
||||
tick: function(pixel) {
|
||||
doHeat(pixel);
|
||||
doBurning(pixel);
|
||||
doElectricity(pixel);
|
||||
if (pixel.dead) {
|
||||
// Turn into rotten_meat if pixelTicks-dead > 500
|
||||
if (pixelTicks-pixel.dead > 200) {
|
||||
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
// Find the body
|
||||
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "angelic_creeper_body") {
|
||||
var body = pixelMap[pixel.x][pixel.y+1];
|
||||
if (body.dead) { // If body is dead, kill head
|
||||
pixel.dead = body.dead;
|
||||
}
|
||||
}
|
||||
else { var body = null }
|
||||
|
||||
if(body) {
|
||||
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
|
||||
pixel.dir = body.dir;
|
||||
};
|
||||
};
|
||||
|
||||
if (isEmpty(pixel.x, pixel.y+1)) {
|
||||
tryMove(pixel, pixel.x, pixel.y+1);
|
||||
// create blood if severed 10% chance
|
||||
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
|
||||
createPixel("blood", pixel.x, pixel.y+1);
|
||||
// set dead to true 15% chance
|
||||
if (Math.random() < 0.15) {
|
||||
pixel.dead = pixelTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//start of most new code
|
||||
var pX = pixel.x;
|
||||
var pY = pixel.y;
|
||||
|
||||
if(pixel.charge) {
|
||||
pixel.charged = true;
|
||||
};
|
||||
|
||||
if(body) {
|
||||
if(typeof(body.charge) !== "undefined") {
|
||||
if(body.charge) {
|
||||
pixel.charged = true;
|
||||
};
|
||||
};
|
||||
if(typeof(body.charged) !== "undefined") {
|
||||
if(body.charged) {
|
||||
pixel.charged = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if(typeof(pixel.charged) === "undefined") {
|
||||
pixel.charged = false;
|
||||
};
|
||||
|
||||
if(pixel.charged) {
|
||||
var explosionRadius = 10;
|
||||
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
|
||||
//console.log("something something halsey lyric");
|
||||
var color = pixel.color;
|
||||
if(color.startsWith("rgb")) {
|
||||
//console.log("rgb detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var red = parseFloat(color[0].substring(4));
|
||||
var green = parseFloat(color[1]);
|
||||
var blue = parseFloat(color[2].slice(0,-1));
|
||||
red = rgbColorBound(red + 51);
|
||||
green = rgbColorBound(green + 51);
|
||||
blue = rgbColorBound(blue + 102);
|
||||
color = `rgb(${red},${green},${blue})`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
} else if(color.startsWith("hsl")) {
|
||||
//console.log("hsl detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var hue = parseFloat(color[0].substring(4));
|
||||
var saturation = parseFloat(color[1].slice(0,-1));
|
||||
var luminance = parseFloat(color[2].slice(0,-2));
|
||||
hue = hue % 360; //piecewise hue shift
|
||||
if(hue <= 235 && hue >= 135) {
|
||||
hue = 185;
|
||||
} else if(hue < 135) {
|
||||
hue += 50;
|
||||
} else if(hue > 235 && hue < 360) {
|
||||
hue -= 50;
|
||||
};
|
||||
saturation = slBound (saturation + 10);
|
||||
luminance = slBound(luminance + 20);
|
||||
color = `hsl(${hue},${saturation}%,${luminance}%)`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
};
|
||||
pixel.didChargeBlueTinted = true;
|
||||
};
|
||||
} else {
|
||||
var explosionRadius = 7;
|
||||
};
|
||||
|
||||
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
|
||||
var directionAdverb = "left";
|
||||
if(pixel.dir > 0) {
|
||||
directionAdverb = "right";
|
||||
};
|
||||
//console.log(`Looking ${directionAdverb}`)
|
||||
if(pixel.dir === -1) {
|
||||
for(i = -4; i < 4+1; i++) {
|
||||
var oY = i;
|
||||
//console.log(`Starting row look at row ${pY+oY}`)
|
||||
for(j = (-1); j > (-16 - 1); j--) {
|
||||
var oX = j;
|
||||
var nX = pX+oX;
|
||||
var nY = pY+oY;
|
||||
if(outOfBounds(nX,nY)) {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
|
||||
break;
|
||||
};
|
||||
if(isEmpty(nX,nY)) {
|
||||
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
|
||||
continue;
|
||||
};
|
||||
if(!isEmpty(nX,nY,true)) {
|
||||
var newPixel = pixelMap[nX][nY];
|
||||
var newElement = newPixel.element;
|
||||
if(enemyHumanoidArray.includes(newElement)) {
|
||||
//console.log(`Human part found at (${nX},${nY})`)
|
||||
if(!newPixel.dead) {
|
||||
pixel.following = true;
|
||||
//console.log(`Human detected at (${nX},${nY})`)
|
||||
//Start "hissing" if a human is close enough
|
||||
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
|
||||
pixel.hissing = true;
|
||||
if(!pixel.hissStart) {
|
||||
pixel.hissStart = pixelTicks;
|
||||
};
|
||||
};
|
||||
};
|
||||
} else {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
|
||||
break; //can't see through humans
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
} else if(pixel.dir === 1) {
|
||||
for(i = -4; i < 4+1; i++) {
|
||||
var oY = i;
|
||||
//console.log(`Starting row look at row ${pY+oY}`)
|
||||
for(j = 1; j < 16 + 1; j++) {
|
||||
var oX = j;
|
||||
var nX = pX+oX;
|
||||
var nY = pY+oY;
|
||||
if(outOfBounds(nX,nY)) {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
|
||||
break;
|
||||
};
|
||||
if(isEmpty(nX,nY)) {
|
||||
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
|
||||
continue;
|
||||
};
|
||||
if(!isEmpty(nX,nY,true)) {
|
||||
var newPixel = pixelMap[nX][nY];
|
||||
var newElement = newPixel.element;
|
||||
if(enemyHumanoidArray.includes(newElement)) {
|
||||
//console.log(`Human part found at (${nX},${nY})`)
|
||||
if(!newPixel.dead) {
|
||||
pixel.following = true;
|
||||
//console.log(`Human detected at (${nX},${nY})`)
|
||||
//Start "hissing" if a human is close enough
|
||||
if(pyth(pX,pY,nX,nY) <= 3.15) {
|
||||
pixel.hissing = true;
|
||||
if(!pixel.hissStart) {
|
||||
pixel.hissStart = pixelTicks;
|
||||
};
|
||||
};
|
||||
break;
|
||||
};
|
||||
} else {
|
||||
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
|
||||
break;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
//Pre-explosion handler: keeps track of time before the kaboom
|
||||
for(i = 0; i < 1; i++) { //dummy for loop
|
||||
if(pixel.hissing) {
|
||||
//console.log("Ssssssss");
|
||||
if(pixel.dead || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
|
||||
//console.log("ss-- oof");
|
||||
pixel.hissing = false;
|
||||
break;
|
||||
};
|
||||
if(!pixel.hissStart) {
|
||||
//console.log("t-30 ticks or whatever it was");
|
||||
pixel.hissStart = pixelTicks;
|
||||
};
|
||||
//Color code {
|
||||
var ticksHissing = pixelTicks - pixel.hissStart;
|
||||
var color = pixel.color; //do on each hissing tick
|
||||
if(color.startsWith("rgb")) {
|
||||
//console.log("rgb detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var red = parseFloat(color[0].substring(4));
|
||||
var green = parseFloat(color[1]);
|
||||
var blue = parseFloat(color[2].slice(0,-1));
|
||||
red = rgbColorBound(red + (ticksHissing * 3));
|
||||
green = rgbColorBound(green + (ticksHissing * 3));
|
||||
blue = rgbColorBound(blue + (ticksHissing * 3));
|
||||
color = `rgb(${red},${green},${blue})`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
} else if(color.startsWith("hsl")) {
|
||||
//console.log("hsl detected");
|
||||
color = color.split(","); //split color for addition
|
||||
var hue = parseFloat(color[0].substring(4));
|
||||
var saturation = parseFloat(color[1].slice(0,-1));
|
||||
var luminance = parseFloat(color[2].slice(0,-2));
|
||||
luminance = slBound(luminance + 1.176);
|
||||
color = `hsl(${hue},${saturation}%,${luminance}%)`;
|
||||
pixel.color = color;
|
||||
//console.log("color set");
|
||||
};
|
||||
//}
|
||||
|
||||
if(pixelTicks - pixel.hissStart > 30) {
|
||||
//console.log("GOTTA YEET YEET YEET!");
|
||||
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
|
||||
explodeAtPlus(body.x,body.y,explosionRadius,"fire","smoke",null,upVelocity);
|
||||
explodeAt(body.x,body.y,explosionRadius,"fire,dynamite");
|
||||
//console.log("Yes, Rico, kaboom.");
|
||||
};
|
||||
};
|
||||
|
|
|
|||
Loading…
Reference in New Issue