New properties: fireSpawnTemp, fireSpawnChance
temp is obvious chance is int 0-100 (default 10)
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@ -20,7 +20,20 @@ function doBurning(pixel) {
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fire = fire[Math.floor(Math.random()*fire.length)];
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}
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//End fire getter block
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fireIsCold = (fire === "cold_fire");
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//Fire temp getter block
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var fireTemp = info.fireSpawnTemp;
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if (fireTemp == undefined) {
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fireTemp = pixel.temp;
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};
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//End fire temp getter block
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//Fire chance getter block
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var fireChance = info.fireSpawnChance;
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if (fireChance == undefined) {
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fireChance = 10;
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};
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//End fire chance getter block
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var fireIsCold = (fire === "cold_fire");
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var fireInfo = elements[fire];
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pixel.temp += burnTempChange;
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pixelTempCheck(pixel);
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@ -42,7 +55,6 @@ function doBurning(pixel) {
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//End fire getter block
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newFireIsCold = (newFire === "cold_fire");
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//console.log(`burning pixel ${pixel.element}: ${fire} (${fireIsCold}) / burned element ${newPixel.element}: ${newFire} (${newFireIsCold})`);
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if((!fireIsCold && !newFireIsCold) || (fireIsCold && newFireIsCold)) {
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if (elements[newPixel.element].burn && !newPixel.burning) {
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@ -71,21 +83,23 @@ function doBurning(pixel) {
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pixel.color = pixelColorPick(pixel)
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}
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}
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else if (Math.floor(Math.random()*100)<10 && !fireSpawnBlacklist.includes(pixel.element)) { // Spawn fire
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else if (Math.floor(Math.random()*100)<fireChance && !fireSpawnBlacklist.includes(pixel.element)) { // Spawn fire
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if (isEmpty(pixel.x,pixel.y-1)) {
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createPixel(fire,pixel.x,pixel.y-1);
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pixelMap[pixel.x][pixel.y-1].temp = fireTemp;
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pixelMap[pixel.x][pixel.y-1].temp = pixel.temp//+(pixelTicks - (pixel.burnStart || 0));
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if (info.fireColor != undefined) {
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pixelMap[pixel.x][pixel.y-1].color = pixelColorPick(pixelMap[pixel.x][pixel.y-1],info.fireColor);
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}
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};
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}
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// same for below if top is blocked
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else if (isEmpty(pixel.x,pixel.y+1)) {
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createPixel(fire,pixel.x,pixel.y+1);
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pixelMap[pixel.x][pixel.y+1].temp = fireTemp;
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pixelMap[pixel.x][pixel.y+1].temp = pixel.temp//+(pixelTicks - (pixel.burnStart || 0));
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if (info.fireColor != undefined) {
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pixelMap[pixel.x][pixel.y+1].color = pixelColorPick(pixelMap[pixel.x][pixel.y+1],info.fireColor);
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}
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};
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}
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}
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}
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