Merge branch 'R74nCom:main' into main

This commit is contained in:
DoobieRalsei 2024-05-28 10:03:18 -07:00 committed by GitHub
commit 046632988a
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GPG Key ID: B5690EEEBB952194
13 changed files with 4071 additions and 548 deletions

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@ -16704,10 +16704,10 @@ Cancer, Landmine, Grenade, Smoke Grenade">?</span>
<option value="pt_br">Português (Brasil)</option>
<option value="vi">Tiếng Việt</option>
<option value="zh_hant">繁體中文</option>
<option value="zh_cn">简体中文</option>
<optgroup label="Incomplete">
<option value="es">Español</option>
<option value="ru">Русский Язык</option>
<option value="zh_cn">简体中文</option>
</optgroup>
</select></p>
<p>Try our NEW GAME: <a href="https://R74n.com/cook/" target="_blank">Infinite Chef</a></p>

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@ -225,6 +225,7 @@
<tr><td>more_breaking.js</td><td>Allows for breaking more elements in explosions</td><td>Alice</td></tr>
<tr><td>rays.js</td><td>Adds more Ray types</td><td>Alice</td></tr>
<tr><td>rays++.js</td><td>Adds a couple more rays</td><td>uptzik</td></tr>
<tr><td>subspace.js</td><td>Adds the Subspace Tripmine from Roblox</td><td>nousernamefound</td></tr>
<tr><td>weapons.js</td><td>Adds varieties of different weapons </td><td>Jayd</td></tr>
<!----><tr><td class="modCat" colspan="3">Food & Cooking</td></tr><!---->

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@ -1,4 +1,5 @@
//aircrafts
elements.bomb.ignore = ["super_bomber_left","super_bomber_right"],
elements.fast_bullet_left = {
color: "#4c4e42",
behavior: [
@ -222,4 +223,38 @@ elements.bomber_right = {
burnInto: "metal_scrap",
breakInto: "metal_scrap",
conduct: 1
},
elements.super_bomber_left = {
color: "#000000",
category: "aircrafts",
behavior: [
"XX|XX|XX",
"M1%3 AND EX:7>fire,fire,fire,metal_scrap|XX|XX",
"M1 AND EX:7>fire,fire,fire,metal_scrap|XX|XX",
"M1%3 AND CR:bomb|CR:bomb|CR:smoke%10 AND CR:bomb",
"CR:bomb|CR:bomb|CR:bomb",
],
ignore: "bomb",
burnTime: 1000,
burn: 40,
burnInto: "metal_scrap",
breakInto: "metal_scrap",
conduct: 1
},
elements.super_bomber_right = {
color: "#000000",
category: "aircrafts",
behavior: [
"XX|XX|XX",
"XX|XX|M1%3 AND EX:7>fire,fire,fire,metal_scrap",
"XX|XX|M1 AND EX:7>fire,fire,fire,metal_scrap",
"CR:smoke%10 AND CR:bomb|CR:bomb|M1%3 AND CR:bomb",
"CR:bomb|CR:bomb|CR:bomb",
],
ignore: "bomb",
burnTime: 1000,
burn: 40,
burnInto: "metal_scrap",
breakInto: "metal_scrap",
conduct: 1
}

285
mods/fast_lightmap.js Normal file
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@ -0,0 +1,285 @@
// Redbirdly's Mod that adds a better light system
// this is the faster version of lightmap.js (although lower quality)
let lightmap = [];
let nextLightmap = [];
let lightmapWidth, lightmapHeight;
let pixelSizeQuarter = pixelSizeHalf / 2;
let lightmapScale = 3;
// Define RGB colors
let lightColor = [255, 223, 186];
let sunColor = [255*8, 210*8, 26*8];
let lampColor = [255*4, 223*4, 186*4];
let laserColor = [255, 0, 0];
let ledRColor = [255, 0, 0];
let ledGColor = [0, 255, 0];
let ledBColor = [0, 0, 255];
let fireColor = [255, 69, 0];
let plasmaColor = [160, 69, 255];
let coldFireColor = [0, 191, 255];
let magmaColor = [255, 140, 0];
let neonColor = [255*2, 60*2, 10*2];
function initializeLightmap(width, height) {
lightmapWidth = Math.ceil(width / lightmapScale);
lightmapHeight = Math.ceil(height / lightmapScale);
for (let y = 0; y < lightmapHeight; y++) {
lightmap[y] = [];
nextLightmap[y] = [];
for (let x = 0; x < lightmapWidth; x++) {
lightmap[y][x] = { color: [0, 0, 0] };
nextLightmap[y][x] = { color: [0, 0, 0] };
}
}
}
function deepCopy(source, target) {
for (let y = 0; y < source.length; y++) {
target[y] = [];
for (let x = 0; x < source[y].length; x++) {
target[y][x] = { ...source[y][x] };
}
}
}
function propagateLightmap() {
if (!lightmap || !lightmap[0]) { return; }
let width = lightmap[0].length;
let height = lightmap.length;
let neighbors = [
{ dx: 1, dy: 0 },
{ dx: -1, dy: 0 },
{ dx: 0, dy: 1 },
{ dx: 0, dy: -1 },
];
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let totalColor = [0, 0, 0];
let neighborCount = 0;
neighbors.forEach(({ dx, dy }) => {
let nx = x + dx;
let ny = y + dy;
if (nx >= 0 && ny >= 0 && nx < width && ny < height) {
totalColor[0] += lightmap[ny][nx].color[0];
totalColor[1] += lightmap[ny][nx].color[1];
totalColor[2] += lightmap[ny][nx].color[2];
neighborCount++;
}
});
nextLightmap[y][x] = {
color: [
Math.min(Math.max(0, totalColor[0] / neighborCount * 0.8), 255*8),
Math.min(Math.max(0, totalColor[1] / neighborCount * 0.8), 255*8),
Math.min(Math.max(0, totalColor[2] / neighborCount * 0.8), 255*8)
]
};
}
}
deepCopy(nextLightmap, lightmap);
}
function rgbToHsv(r, g, b) {
r /= 255, g /= 255, b /= 255;
let max = Math.max(r, g, b), min = Math.min(r, g, b);
let h, s, v = max;
let d = max - min;
s = max === 0 ? 0 : d / max;
if (max === min) {
h = 0;
} else {
switch (max) {
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, v];
}
function hsvToRgb(h, s, v) {
let r, g, b;
let i = Math.floor(h * 6);
let f = h * 6 - i;
let p = v * (1 - s);
let q = v * (1 - f * s);
let t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function renderLightmap() {
if (!canvas) { return; }
if (!lightmap || !lightmap[0]) { return; }
let context = canvas.getContext('2d');
let width = lightmap[0].length;
let height = lightmap.length;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let { color } = lightmap[y][x];
let [r, g, b] = color;
if (r > 0 || g > 0 || b > 0) {
let [h, s, v] = rgbToHsv(r, g, b);
let newColor = hsvToRgb(h, s, 1);
let alpha = v;
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha*0.4})`;
context.fillRect(
x * pixelSize * lightmapScale,
y * pixelSize * lightmapScale,
pixelSize * lightmapScale,
pixelSize * lightmapScale
);
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
context.fillRect(
(x * pixelSize - pixelSizeHalf) * lightmapScale,
(y * pixelSize - pixelSizeHalf) * lightmapScale,
pixelSize * lightmapScale * 2,
pixelSize * lightmapScale * 2
);
}
}
}
}
elements.sun.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: sunColor };
};
let originalLightTick = elements.light.tick;
elements.light.tick = function(pixel) {
originalLightTick(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: lightColor };
};
let originalLiquidLightTick = elements.liquid_light.tick;
elements.liquid_light.tick = function(pixel) {
originalLiquidLightTick(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: lightColor };
};
elements.magma.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: fireColor };
};
elements.neon.tick = function(pixel) {
if (!pixel.charge || pixel.charge <= 0) {return;}
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: neonColor };
};
elements.light_bulb.behaviorOn = null
elements.light_bulb.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 10;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: lampColor };
}
pixel.lightIntensity -= 1;
};
elements.led_r.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 4;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: ledRColor };
}
pixel.lightIntensity -= 1;
};
elements.led_g.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 4;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: ledGColor };
}
pixel.lightIntensity -= 1;
};
elements.led_b.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 4;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: ledBColor };
}
pixel.lightIntensity -= 1;
};
let originalLaserTick = elements.laser.tick;
elements.laser.tick = function(pixel) {
originalLaserTick(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: laserColor };
};
let originalFireTick2 = elements.fire.tick;
elements.fire.tick = function(pixel) {
originalFireTick2(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: fireColor };
};
elements.cold_fire.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: coldFireColor };
};
elements.plasma.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: plasmaColor };
};
// Wait for loading
// if it loads too soon then width will be undefined
setTimeout(() => { initializeLightmap(width, height); }, 700);
// Add code to functions instead of replacing them
let originalTick = tick;
tick = function() {
originalTick();
if (!paused) {propagateLightmap();}
};
// Even after updating tick(), setInterval still uses the old tick(), reset setInterval
resetInterval(tps);
let originalDrawPixels = drawPixels;
drawPixels = function(forceTick = false) {
originalDrawPixels(forceTick);
renderLightmap();
};

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@ -1,3 +1,169 @@
function getImportantLetters(input) { // entirely chadgbd i just told it what algoritm to make
const isVowel = char => 'AEIOU'.includes(char);
const isConsonant = char => /^[BCDFGHJKLMNPQRSTVWXYZ]$/.test(char);
const removeDuplicates = str => {
let seen = new Set();
return str.split('').filter(char => {
if (seen.has(char)) {
return false;
} else {
seen.add(char);
return true;
}
}).join('');
};
const words = input.replace(/[^a-zA-Z0-9\s_]/g, '').replace(/_/g, ' ').toUpperCase().split(/\s+/);
if (input.length <= 4) {
return input.toUpperCase();
} else if (words.length === 1) {
const word = removeDuplicates(words[0]);
let result = '';
let consonantCount = 0;
let vowelFound = false;
for (let char of word) {
if (isVowel(char) && !vowelFound) {
result += char;
vowelFound = true;
} else if (isConsonant(char) && consonantCount < 3) {
result += char;
consonantCount++;
}
if (result.length === 4) {
break;
}
}
return result.padEnd(4, result[result.length - 1] || '');
} else if (words.length === 2) {
const firstWord = words[0];
const secondWord = words[1];
let result = '';
if (isNaN(firstWord) && !isNaN(secondWord)) {
const word = removeDuplicates(firstWord);
let consonantCount = 0;
let vowelFound = false;
for (let char of word) {
if (isVowel(char) && !vowelFound) {
result += char;
vowelFound = true;
} else if (isConsonant(char) && consonantCount < 2) {
result += char;
consonantCount++;
}
if (result.length === 3) {
break;
}
}
result = result.padEnd(3, result[result.length - 1] || '') + secondWord;
} else if (!isNaN(firstWord) && isNaN(secondWord)) {
const word = removeDuplicates(secondWord);
let consonantCount = 0;
let vowelFound = false;
for (let char of word) {
if (isVowel(char) && !vowelFound) {
result += char;
vowelFound = true;
} else if (isConsonant(char) && consonantCount < 2) {
result += char;
consonantCount++;
}
if (result.length === 3) {
break;
}
}
result = result.padEnd(3, result[result.length - 1] || '') + firstWord;
} else {
result = firstWord[0];
let consonants = [];
let vowels = [];
let allChars = [];
for (let char of secondWord) {
allChars.push(char);
if (isConsonant(char)) {
consonants.push(char);
} else if (isVowel(char)) {
vowels.push(char);
}
}
if (consonants.length >= 3) {
let consonantCount = 0;
for (let char of allChars) {
if (isConsonant(char) && consonantCount < 3) {
result += char;
consonantCount++;
}
if (result.length === 4) {
break;
}
}
} else if (consonants.length === 2) {
let consonantCount = 0;
let vowelCount = 0;
for (let char of allChars) {
if (isConsonant(char) && consonantCount < 2) {
result += char;
consonantCount++;
} else if (isVowel(char) && vowelCount < 1) {
result += char;
vowelCount++;
}
}
} else {
let consonantCount = 0;
let vowelCount = 0;
for (let char of allChars) {
if (isConsonant(char) && consonantCount < 1) {
result += char;
consonantCount++;
} else if (isVowel(char) && vowelCount < 2) {
result += char;
vowelCount++;
}
if (result.length === 4) {
break;
}
}
}
result = result.padEnd(4, result[result.length - 1] || '');
}
return result;
} else if (words.length === 3) {
const firstWord = words[0];
const secondWord = words[1];
const thirdWord = words[2];
let result = firstWord[0] + secondWord[0];
let consonantCount = 0;
let vowelFound = false;
for (let char of thirdWord) {
if (isVowel(char) && !vowelFound) {
result += char;
vowelFound = true;
} else if (isConsonant(char) && consonantCount < 1) {
result += char;
consonantCount++;
}
if (result.length === 4) {
break;
}
}
return result.padEnd(4, result[result.length - 1] || '');
} else {
return words.map(word => word[0]).join('').slice(0, 4);
}
}
function swapObjectValues(obj) {
const keys = Object.keys(obj);
while (keys.length > 1) {
@ -50,12 +216,15 @@ elements.name_settings = {
if (doNameSwapping == "yes"){settings.funnyname.doNameSwapping = true} else {settings.funnyname.doNameSwapping = false}
var doLetterSwapping = prompt("Would you like to swap the letters in the names? Type yes or no.", "no")
if (doLetterSwapping == "yes"){settings.funnyname.doLetterSwapping = true} else {settings.funnyname.doLetterSwapping = false}
var condenseToFour = prompt("Would you like to condense the names to 4 letters? Also known as TPT-ify. Type yes or no.", "no")
if (condenseToFour == "yes"){settings.funnyname.condenseToFour = true} else {settings.funnyname.condenseToFour = false}
var doNameRates = prompt("Would you like to make the names a rating? If yes, this will set all others to no (it is incompatible.) Type yes or no.", "no")
if (doNameRates == "yes"){
settings.funnyname.doNameRates = true
settings.funnyname.doNameSwapping = false
settings.funnyname.doVowelSwapping = false
settings.funnyname.doLetterSwapping = false
settings.funnyname.condenseToFour = false
} else {settings.funnyname.doNameRates = false}
saveSettings()
var allNamesString = prompt("Would you like to set all names to a custom string? This will set all others to no. Type yes or no.", "no")
@ -64,6 +233,7 @@ elements.name_settings = {
settings.funnyname.doNameSwapping = false
settings.funnyname.doVowelSwapping = false
settings.funnyname.doLetterSwapping = false
settings.funnyname.condenseToFour = false
settings.funnyname.doNameRates = false
customName = prompt("What would you like to set the names to?", "")
settings.funnyname.customName = true
@ -138,5 +308,13 @@ runAfterAutogen(
}
}
}
if (settings.funnyname.condenseToFour){
for (let elementname in elements){
if (elementname != "name_settings"){
let newelementname = getImportantLetters((elements[elementname].name)||elementname)
elements[elementname].name = newelementname
}
}
}
}
)

View File

@ -377,7 +377,6 @@ elements.left_push = {
breakPixel(p);
}
}
if (p.del || !elements[p.element].movable) { return }
tryMove(p,p.x-1,p.y);
}
})
@ -413,7 +412,6 @@ elements.right_push = {
breakPixel(p);
}
}
if (p.del || !elements[p.element].movable) { return }
tryMove(p,p.x+1,p.y);
}
})
@ -449,7 +447,6 @@ elements.up_push = {
breakPixel(p);
}
}
if (p.del || !elements[p.element].movable) { return }
tryMove(p,p.x,p.y-1);
}
})
@ -485,7 +482,6 @@ elements.down_push = {
breakPixel(p);
}
}
if (p.del || !elements[p.element].movable) { return }
tryMove(p,p.x,p.y+1);
}
})
@ -501,6 +497,168 @@ elements.down_push = {
state: "solid",
density: 100000000,
excludeRandom: true,
},
elements.leftquake = {
color: ["#bda791","#997756","#613d19"],
tick: function(pixel) {
if (pixel.stage) {
var coords = circleCoords(pixel.x,pixel.y,pixel.stage);
if (pixel.stage >= pixel.mag) {
deletePixel(pixel.x,pixel.y);
return;
}
coords.forEach(function(coord){
var x = coord.x;
var y = coord.y;
if (!isEmpty(x,y,true)) {
var p = pixelMap[x][y];
if (p.element === "leftquake") {
if (pixel !== p) {
pixel.mag += 3;
deletePixel(p.x,p.y);
}
return;
}
if (elements[p.element].breakInto) {
if (Math.random() < (elements[p.element].hardness || 1) * 0.25) {
breakPixel(p);
}
}
if (p.del || !elements[p.element].movable) { return }
tryMove(p,p.x+1,p.y);
}
})
pixel.stage++;
}
else if (!tryMove(pixel,pixel.x-1,pixel.y)) {
// random 10 to 20
pixel.mag = Math.floor(Math.random() * 10) + 20;
pixel.stage = 1;
}
},
category: "weapons",
state: "solid",
density: 100000000,
maxSize: 1,
cooldown: defaultCooldown,
excludeRandom: true,
},
elements.rightquake = {
color: ["#bda791","#997756","#613d19"],
tick: function(pixel) {
if (pixel.stage) {
var coords = circleCoords(pixel.x,pixel.y,pixel.stage);
if (pixel.stage >= pixel.mag) {
deletePixel(pixel.x,pixel.y);
return;
}
coords.forEach(function(coord){
var x = coord.x;
var y = coord.y;
if (!isEmpty(x,y,true)) {
var p = pixelMap[x][y];
if (p.element === "rightquake") {
if (pixel !== p) {
pixel.mag += 3;
deletePixel(p.x,p.y);
}
return;
}
if (elements[p.element].breakInto) {
if (Math.random() < (elements[p.element].hardness || 1) * 0.25) {
breakPixel(p);
}
}
if (p.del || !elements[p.element].movable) { return }
tryMove(p,p.x-1,p.y);
}
})
pixel.stage++;
}
else if (!tryMove(pixel,pixel.x+1,pixel.y)) {
// random 10 to 20
pixel.mag = Math.floor(Math.random() * 10) + 20;
pixel.stage = 1;
}
},
category: "weapons",
state: "solid",
density: 100000000,
maxSize: 1,
cooldown: defaultCooldown,
excludeRandom: true,
},
elements.upquake = {
color: ["#bda791","#997756","#613d19"],
tick: function(pixel) {
if (pixel.stage) {
var coords = circleCoords(pixel.x,pixel.y,pixel.stage);
if (pixel.stage >= pixel.mag) {
deletePixel(pixel.x,pixel.y);
return;
}
coords.forEach(function(coord){
var x = coord.x;
var y = coord.y;
if (!isEmpty(x,y,true)) {
var p = pixelMap[x][y];
if (p.element === "upquake") {
if (pixel !== p) {
pixel.mag += 3;
deletePixel(p.x,p.y);
}
return;
}
if (elements[p.element].breakInto) {
if (Math.random() < (elements[p.element].hardness || 1) * 0.25) {
breakPixel(p);
}
}
if (p.del || !elements[p.element].movable) { return }
tryMove(p,p.x,p.y+1);
}
})
pixel.stage++;
}
else if (!tryMove(pixel,pixel.x,pixel.y-1)) {
// random 10 to 20
pixel.mag = Math.floor(Math.random() * 10) + 20;
pixel.stage = 1;
}
},
category: "weapons",
state: "solid",
density: 100000000,
maxSize: 1,
cooldown: defaultCooldown,
excludeRandom: true,
},
createAtXvar = 0;
createAtYvar = 0;
create1var = "";
elements.element_spawner = {
color: "#71797E",
onSelect: function() {
var answer1 = prompt("Please input the x value.",(createAtXvar||undefined));
if (!answer1) {return}
createAtXvar = parseInt(answer1);
var answer2 = prompt("Please input the y value.",(createAtYvar||undefined));
if (!answer2) {return}
createAtYvar = parseInt(answer2);
var answer3 = prompt("Please input what element should spawn.",(create1var||undefined));
if (!answer3) {return}
create1var = answer3;
},
tick: function(pixel) {
if (pixel.charge){
createPixel(create1var, createAtXvar, createAtYvar);
}
doDefaults(pixel);
},
density: 1,
conduct: 1,
state: "solid",
category: "machines"
//hello nouser if you are reading this:
};
};

285
mods/lightmap.js Normal file
View File

@ -0,0 +1,285 @@
// Redbirdly's Mod that adds a better light system
// if the mod is too laggy, use fast_lightmap.js
let lightmap = [];
let nextLightmap = [];
let lightmapWidth, lightmapHeight;
let pixelSizeQuarter = pixelSizeHalf / 2;
let lightmapScale = 2;
// Define RGB colors
let lightColor = [255, 223, 186];
let sunColor = [255*8, 210*8, 26*8];
let lampColor = [255*4, 223*4, 186*4];
let laserColor = [255, 0, 0];
let ledRColor = [255, 0, 0];
let ledGColor = [0, 255, 0];
let ledBColor = [0, 0, 255];
let fireColor = [255, 69, 0];
let plasmaColor = [160, 69, 255];
let coldFireColor = [0, 191, 255];
let magmaColor = [255, 140, 0];
let neonColor = [255*2, 60*2, 10*2];
function initializeLightmap(width, height) {
lightmapWidth = Math.ceil(width / lightmapScale);
lightmapHeight = Math.ceil(height / lightmapScale);
for (let y = 0; y < lightmapHeight; y++) {
lightmap[y] = [];
nextLightmap[y] = [];
for (let x = 0; x < lightmapWidth; x++) {
lightmap[y][x] = { color: [0, 0, 0] };
nextLightmap[y][x] = { color: [0, 0, 0] };
}
}
}
function deepCopy(source, target) {
for (let y = 0; y < source.length; y++) {
target[y] = [];
for (let x = 0; x < source[y].length; x++) {
target[y][x] = { ...source[y][x] };
}
}
}
function propagateLightmap() {
if (!lightmap || !lightmap[0]) { return; }
let width = lightmap[0].length;
let height = lightmap.length;
let neighbors = [
{ dx: 1, dy: 0 },
{ dx: -1, dy: 0 },
{ dx: 0, dy: 1 },
{ dx: 0, dy: -1 },
];
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let totalColor = [0, 0, 0];
let neighborCount = 0;
neighbors.forEach(({ dx, dy }) => {
let nx = x + dx;
let ny = y + dy;
if (nx >= 0 && ny >= 0 && nx < width && ny < height) {
totalColor[0] += lightmap[ny][nx].color[0];
totalColor[1] += lightmap[ny][nx].color[1];
totalColor[2] += lightmap[ny][nx].color[2];
neighborCount++;
}
});
nextLightmap[y][x] = {
color: [
Math.min(Math.max(0, totalColor[0] / neighborCount * 0.8), 255*8),
Math.min(Math.max(0, totalColor[1] / neighborCount * 0.8), 255*8),
Math.min(Math.max(0, totalColor[2] / neighborCount * 0.8), 255*8)
]
};
}
}
deepCopy(nextLightmap, lightmap);
}
function rgbToHsv(r, g, b) {
r /= 255, g /= 255, b /= 255;
let max = Math.max(r, g, b), min = Math.min(r, g, b);
let h, s, v = max;
let d = max - min;
s = max === 0 ? 0 : d / max;
if (max === min) {
h = 0;
} else {
switch (max) {
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, v];
}
function hsvToRgb(h, s, v) {
let r, g, b;
let i = Math.floor(h * 6);
let f = h * 6 - i;
let p = v * (1 - s);
let q = v * (1 - f * s);
let t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function renderLightmap() {
if (!canvas) { return; }
if (!lightmap || !lightmap[0]) { return; }
let context = canvas.getContext('2d');
let width = lightmap[0].length;
let height = lightmap.length;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let { color } = lightmap[y][x];
let [r, g, b] = color;
if (r > 0 || g > 0 || b > 0) {
let [h, s, v] = rgbToHsv(r, g, b);
let newColor = hsvToRgb(h, s, 1);
let alpha = v;
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha*0.4})`;
context.fillRect(
x * pixelSize * lightmapScale,
y * pixelSize * lightmapScale,
pixelSize * lightmapScale,
pixelSize * lightmapScale
);
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
context.fillRect(
(x * pixelSize - pixelSizeHalf) * lightmapScale,
(y * pixelSize - pixelSizeHalf) * lightmapScale,
pixelSize * lightmapScale * 2,
pixelSize * lightmapScale * 2
);
}
}
}
}
elements.sun.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: sunColor };
};
let originalLightTick = elements.light.tick;
elements.light.tick = function(pixel) {
originalLightTick(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: lightColor };
};
let originalLiquidLightTick = elements.liquid_light.tick;
elements.liquid_light.tick = function(pixel) {
originalLiquidLightTick(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: lightColor };
};
elements.magma.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: fireColor };
};
elements.neon.tick = function(pixel) {
if (!pixel.charge || pixel.charge <= 0) {return;}
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: neonColor };
};
elements.light_bulb.behaviorOn = null
elements.light_bulb.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 10;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: lampColor };
}
pixel.lightIntensity -= 1;
};
elements.led_r.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 4;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: ledRColor };
}
pixel.lightIntensity -= 1;
};
elements.led_g.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 4;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: ledGColor };
}
pixel.lightIntensity -= 1;
};
elements.led_b.tick = function(pixel) {
if (pixel.charge > 0) {pixel.lightIntensity = 4;}
if (pixel.lightIntensity > 0) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: ledBColor };
}
pixel.lightIntensity -= 1;
};
let originalLaserTick = elements.laser.tick;
elements.laser.tick = function(pixel) {
originalLaserTick(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: laserColor };
};
let originalFireTick2 = elements.fire.tick;
elements.fire.tick = function(pixel) {
originalFireTick2(pixel);
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: fireColor };
};
elements.cold_fire.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: coldFireColor };
};
elements.plasma.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: plasmaColor };
};
// Wait for loading
// if it loads too soon then width will be undefined
setTimeout(() => { initializeLightmap(width, height); }, 700);
// Add code to functions instead of replacing them
let originalTick = tick;
tick = function() {
originalTick();
if (!paused) {propagateLightmap();}
};
// Even after updating tick(), setInterval still uses the old tick(), reset setInterval
resetInterval(tps);
let originalDrawPixels = drawPixels;
drawPixels = function(forceTick = false) {
originalDrawPixels(forceTick);
renderLightmap();
};

2333
mods/mossstuff.js Normal file

File diff suppressed because it is too large Load Diff

View File

@ -2999,7 +2999,7 @@ elements.insulated_wire = {
}
elements.insulated_wire.desc = "Insulated wire. Only conducts to other insulated wires. Pairs with ray emitters to not make diagonal rays."
elements.e_pipe.desc = "Electric pipe. Only passes elements while charged."
elements.destructible_e_pipe.desc = elements.e_pipe.desc
elements.destroyable_e_pipe.desc = elements.e_pipe.desc
elements.channel_pipe.desc = "Channel pipe. Only passes elements to pipes of the same channel."
elements.bridge_pipe.desc = "Bridge pipe. Can pass and receive from any other type of pipe."
elements.ray_emitter.desc = "Emits a ray of the specified element in the opposite direction it was shocked from."

View File

@ -1,3 +1,7 @@
removeMod("pizzasstuff.js");
addMod("mossstuff.js");
reload();
elements.freeze_ray = {
color: ["#8cf9ff","#5c59ff"],
tick: function(pixel) {

46
mods/subspace.js Normal file
View File

@ -0,0 +1,46 @@
function playSubspace(file) {
var audio = new Audio("https://JustAGenericUsername.github.io/" + file + ".mp3");
audio.play();
}
elements.subspace_trimpine = {
color: "#2e2430",
behavior: behaviors.STURDYPOWDER,
maxSize: 1,
cooldown: defaultCooldown,
density: 1500,
category: "weapons",
state: "solid",
properties:{
counter: 0
},
tick: function(pixel){
if (pixel.counter == 0){
playSubspace("subspaceplace")
}
if (!pixel.rgb){pixel.rgb = pixel.color.match(/\d+/g);}
if (pixel.counter >= 90 && pixel.counter < 121){
if (!pixel.a){pixel.a = 1}
pixel.a -= 0.05
pixel.color = "rgba(" + pixel.rgb[0] + "," + pixel.rgb[1] + "," + pixel.rgb[2] + "," + pixel.a + ")"
}
if (pixel.counter >= 121){
if (!isEmpty(pixel.x, pixel.y-1, true)){
let oldx = pixel.x
let oldy = pixel.y
explodeAt(pixel.x, pixel.y, 20)
playSubspace("subspaceboom")
deletePixel(pixel.x, pixel.y)
var coords = circleCoords(oldx, oldy, 25)
for (var i = 0; i < coords.length; i++){
var x = coords[i].x
var y = coords[i].y
if (!isEmpty(x, y, true)){
var newPixel = pixelMap[x][y]
newPixel.color = pixelColorPick(pixel, "#FF00FF")
}
}
}
}
pixel.counter ++
}
}

View File

@ -37,7 +37,7 @@ elements.fat_man = {
excludeRandom: true,
cooldown: defaultCooldown
},
elements.self_propelled_bomb = {
elements.self_propelled_bomb = {
color: "#71797E",
tick: function(pixel) {
if ((pixel.temp > 1000 || pixel.charge) && !pixel.burning) {
@ -740,17 +740,17 @@ elements.tank_right = {
"XX|M1|M1",
],
},
elements.realistic_missle_left = {
elements.realistic_missile_left = {
color: "#524c41",
category: "weapons",
state: "solid",
behavior: [
"XX|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|XX",
"EX:20>missile_shrapnel|XX|XX|XX|XX|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|XX|M2|XX|XX|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|XX|M1|XX|XX|CR:smoke|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|XX|M2|XX|XX|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|XX|XX|XX|XX|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|M2 AND EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|M1 AND EX:20>missile_shrapnel|XX|EX:20>missile_shrapnel|CR:smoke AND EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|M2 AND EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"XX|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|XX",
],
tick: function(pixel) {
@ -765,17 +765,17 @@ elements.realistic_missle_left = {
excludeRandom: true,
cooldown: defaultCooldown
},
elements.realistic_missle_right = {
elements.realistic_missile_right = {
color: "#524c41",
category: "weapons",
state: "solid",
behavior: [
"XX|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|XX",
"EX:20>missile_shrapnel|XX|XX|XX|XX|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|XX|XX|XX|M2|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|CR:smoke|XX|XX|M1|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|XX|XX|XX|M2|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|XX|XX|XX|XX|XX|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|M2 AND EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|CR:smoke AND EX:20>missile_shrapnel|EX:20>missile_shrapnel|XX|M1|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|M2 AND EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel",
"XX|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|EX:20>missile_shrapnel|XX",
],
tick: function(pixel) {
@ -803,4 +803,197 @@ elements.realistic_missle_right = {
conduct: 1,
state: "solid",
category: "ammunition"
},
elements.vlms_left = {
color: "#71797E",
tick: function(pixel) {
if ((pixel.temp > 1000 || pixel.charge) && !pixel.burning) {
pixel.burning = true;
pixel.burnStart = pixelTicks;
}
if (pixel.burning) {
if (!tryMove(pixel, pixel.x, pixel.y-1)) {
// tryMove again to the top left or top right
tryMove(pixel, pixel.x+(Math.random() < 0.5 ? -1 : 1), pixel.y-1);
}
if (pixelTicks-pixel.burnStart > 50 && Math.random() < 0.1) {
explodeAt(pixel.x, 10, 4, "realistic_missile_left");
deletePixel(pixel.x,pixel.y)
}
}
else {
if (!tryMove(pixel, pixel.x, pixel.y+1)) {
// tryMove again to the bottom left or bottom right
tryMove(pixel, pixel.x+(Math.random() < 0.5 ? -1 : 1), pixel.y+1);
}
}
doDefaults(pixel);
},
burn: 90,
burnTime: 100,
density: 2000,
conduct: 1,
state: "solid",
category: "weapons"
},
elements.vlms_right = {
color: "#71797E",
tick: function(pixel) {
if ((pixel.temp > 1000 || pixel.charge) && !pixel.burning) {
pixel.burning = true;
pixel.burnStart = pixelTicks;
}
if (pixel.burning) {
if (!tryMove(pixel, pixel.x, pixel.y-1)) {
// tryMove again to the top left or top right
tryMove(pixel, pixel.x+(Math.random() < 0.5 ? -1 : 1), pixel.y-1);
}
if (pixelTicks-pixel.burnStart > 50 && Math.random() < 0.1) {
explodeAt(pixel.x, 10, 4, "realistic_missile_right");
deletePixel(pixel.x,pixel.y)
}
}
else {
if (!tryMove(pixel, pixel.x, pixel.y+1)) {
// tryMove again to the bottom left or bottom right
tryMove(pixel, pixel.x+(Math.random() < 0.5 ? -1 : 1), pixel.y+1);
}
}
doDefaults(pixel);
},
burn: 90,
burnTime: 100,
density: 2000,
conduct: 1,
state: "solid",
category: "weapons"
},
createAtXvar = 0;
createAtYvar = 0;
create1var = "";
elements.element_spawner = {
color: "#71797E",
onSelect: function() {
var answer1 = prompt("Please input the x value.",(createAtXvar||undefined));
if (!answer1) {return}
createAtXvar = parseInt(answer1);
var answer2 = prompt("Please input the y value.",(createAtYvar||undefined));
if (!answer2) {return}
createAtYvar = parseInt(answer2);
var answer3 = prompt("Please input what element should spawn.",(create1var||undefined));
if (!answer3) {return}
create1var = answer3;
},
tick: function(pixel) {
if (pixel.charge){
createPixel(create1var, createAtXvar, createAtYvar);
}
doDefaults(pixel);
},
density: 1,
conduct: 1,
state: "solid",
category: "machines"
},
elements.railgun_beam_left = {
color: ["#ff0000","#ff5e00"],
tick: function(pixel) {
var y = pixel.y;
for (var x = pixel.x; x < width; x--) {
if (outOfBounds(x, y)) {
break;
}
if (isEmpty(x, y)) {
createPixel("railgun_ammo_left", x, y);
pixelMap[x][y].temp = 3500;
}
else {
if (elements[pixelMap[x][y].element].isGas) { continue }
if (elements[pixelMap[x][y].element].id === elements.railgun_beam_left.id) { break }
pixelMap[x][y].temp += 100;
pixelTempCheck(pixelMap[x][y]);
break;
}
}
deletePixel(pixel.x, pixel.y);
},
temp: 3500,
category: "ammunition",
state: "gas",
density: 1,
excludeRandom: true,
noMix: true
},
elements.railgun_beam_right = {
color: ["#ff0000","#ff5e00"],
tick: function(pixel) {
var y = pixel.y;
for (var x = pixel.x; x < width; x++) {
if (outOfBounds(x, y)) {
break;
}
if (isEmpty(x, y)) {
createPixel("railgun_ammo_right", x, y);
pixelMap[x][y].temp = 3500;
}
else {
if (elements[pixelMap[x][y].element].isGas) { continue }
if (elements[pixelMap[x][y].element].id === elements.railgun_beam_right.id) { break }
pixelMap[x][y].temp += 100;
pixelTempCheck(pixelMap[x][y]);
break;
}
}
deletePixel(pixel.x, pixel.y);
},
temp: 3500,
category: "ammunition",
state: "gas",
density: 1,
excludeRandom: true,
noMix: true
},
elements.railgun_ammo_left = {
color: ["#ff0000","#ff5e00"],
category: "ammunition",
state: "solid",
density: 1300,
tick: function(pixel) {
explodeAt(pixel.x, pixel.y, 10)
doHeat(pixel);
},
},
elements.railgun_ammo_right = {
color: ["#ff0000","#ff5e00"],
category: "ammunition",
state: "solid",
density: 1300,
tick: function(pixel) {
explodeAt(pixel.x, pixel.y, 10)
doHeat(pixel);
},
},
elements.railgun_left = {
category: "weapons",
behavior: behaviors.WALL,
behaviorOn: [
"XX|XX|XX",
"CR:railgun_beam_left|XX|XX",
"XX|XX|XX",
],
color: "#71797E",
conduct: 1,
hardness: 1,
},
elements.railgun_right = {
category: "weapons",
behavior: behaviors.WALL,
behaviorOn: [
"XX|XX|XX",
"XX|XX|CR:railgun_beam_right",
"XX|XX|XX",
],
color: "#71797E",
conduct: 1,
hardness: 1,
}