diff --git a/mods/moving_pixels.js b/mods/moving_pixels.js new file mode 100644 index 00000000..3c8d6e65 --- /dev/null +++ b/mods/moving_pixels.js @@ -0,0 +1,179 @@ + +// created by Rain :o 20/8 2024 + +elements.car = { + //color: ["#E37F6F", "#B075DF", "#4F8FEF"], + color: ["#ee70aa", "#ab33ef", "#5e6eee"], + category: "special", + density: 10000, + state: "solid", + tempHigh: 400, + stateHigh: ["steel", "molten_plastic", "glass"], + breakInto: ["steel", "plastic", "glass_shard"], + reactions: { + "water": { elem1: "rust", chance: 0.003 }, + "dirty_water": { elem1: "rust", chance: 0.003 }, + "salt_water": { elem1: "rust", chance: 0.006 }, + "grape": { elem2: "juice", chance: 0.1, color2: "#291824" }, + "tomato": { elem2: "sauce", chance: 0.1 }, + "egg": { elem2: "yolk", chance: 0.1 }, + "malware": {elem1: "explosion"}, + }, + flippableX: true, + tick: function (pixel) { + + if (pixel.carFlip === undefined) { + pixel.carFlip = 1; //it's the "pixel." that gives the variable to each car instance, very important :) + } + tryMove(pixel, pixel.x, pixel.y + 1); //try to move down (fall) + if (!isEmpty(pixel.x, pixel.y + 1)) { //if it didn't work (if the car is on the ground): + + if (isEmpty(pixel.x + pixel.carFlip, pixel.y + 1)) { + tryMove(pixel, pixel.x + pixel.carFlip, pixel.y + 1); // move diagonally down to avoid falling when going downhill + } + else if (isEmpty(pixel.x + pixel.carFlip, pixel.y)) { + tryMove(pixel, pixel.x + pixel.carFlip, pixel.y); //move to the side (which side is derived from current carFlip state) + + } else if (isEmpty(pixel.x + pixel.carFlip, pixel.y - 1)) { + tryMove(pixel, pixel.x + pixel.carFlip, pixel.y - 1); //move diagonally up the hill + + } else { //if no movement possible (like when hitting a wall): + pixel.carFlip = pixel.carFlip * -1; // Update carFlip for this car instance + } + + doDefaults(pixel); + } + }, +}; + +elements.tram = { + color: "#93E493", + conduct: 1, + category: "special", + density: 10000, + state: "solid", + tempHigh: 400, + stateHigh: ["molten_aluminum", "molten_plastic", "glass"], + breakInto: ["aluminum", "plastic", "glass_shard"], + flippableX: true, + desc: "Powered by electricity. Can hang on conductive materials for suspension railway", + reactions: { + "malware": { elem2: "electric" }, + }, + tick: function (pixel) { + + if (pixel.tramFlip === undefined) { + pixel.tramFlip = 1; //tramFlip works like carFlip for the car + } + + if (pixel.charge > 0) { //only if powered by electricity + + if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 2)) { + var diUpPixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y - 2] //establishes the variable. Must be down here because it would crash if there is no diUpPixel + if (elements[diUpPixel.element].conduct && diUpPixel.element !== "tram") { //^ is also the reason this is a seperate if statement + tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y - 1); //move diagonally upwards if there is support + } + else { + pixel.tramFlip = pixel.tramFlip * -1; + } + } + else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1)) { + var sidePixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y - 1] + if (elements[sidePixel.element].conduct && sidePixel.element !== "tram") { + tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y); //move to the side if there is support + } + else { + pixel.tramFlip = pixel.tramFlip * -1; + } + } + else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y + 1) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y)) { + var diDownPixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y] + if (elements[diDownPixel.element].conduct && diDownPixel.element !== "tram") { + tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y + 1); //move diagonally downwards if there is support + } + else { + pixel.tramFlip = pixel.tramFlip * -1; + } + } + + else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y + 1) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y)) { + tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y + 1); //move diagonally downwards if there isn't support + } + else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1)) { + tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y); //move to the side if there isn't support + } + else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 2)) { + tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y - 1); //move diagonally upwards if there isn't support (uphill) + } + else { + pixel.tramFlip = pixel.tramFlip * -1; + } + + } + else { //if not powered + if (!isEmpty(pixel.x, pixel.y - 1)) { + var upPixel = pixelMap[pixel.x][pixel.y - 1] //looks at the properties of the pixel above + if (elements[upPixel.element].conduct > 0.1 && upPixel.element !== "tram") { //if the pixel above is conductive but not tram + //nothing happens ie it doesn't fall + } + else { + tryMove(pixel, pixel.x, pixel.y + 1); //it falls down + } + } + else { + tryMove(pixel, pixel.x, pixel.y + 1); //it falls down (same as above) + } + + } + doDefaults(pixel) + }, +}; +elements.bouncy_ball = { + color: "#e35693", + behavior: behaviors.WALL, + tempHigh: 250, + stateHigh: ["borax", "glue"], + category: "special", + conduct: 1, + tick: function (pixel) { + if (pixel.fallDist === undefined) { + pixel.fallDist = 0; + } + if (pixel.isFalling === undefined) { + pixel.isFalling = true; + } + + if (pixel.isFalling) { //main loop of a bouncy ball. Functions are defined below + falling() + } else { + rising() + } + if (pixel.charge > 0) { //will bounce on electricity (doesn't work on real bouncy balls :/) + pixel.fallDist = (pixel.fallDist + 1) + rising() + } + + function falling() { + + if (isEmpty(pixel.x, pixel.y + 1)) { + tryMove(pixel, pixel.x, pixel.y + 1) + pixel.fallDist += 1; //counts how many pixels the ball has fallen so far + } else { //if it touched the ground + pixel.isFalling = false; //will change the outcome of the main if statement and make ball start rising + pixel.fallDist = pixel.fallDist * 3 / 4; //dynamically decreases bounce height based on how high it is, instead of constant 1 per bounce + } + } + function rising() { + if (pixel.fallDist > 0) { + tryMove(pixel, pixel.x, pixel.y - 1) + pixel.fallDist -= 1 + } else { + pixel.isFalling = true; + pixel.fallDist -= 1 //makes the ball lose 1 pixel height each bounce, useful at the end when * 3/4 only results in fractions + } + + } + + } +}; +elements.borax.reactions.slime = { elem1: "bouncy_ball", elem2: null}; \ No newline at end of file diff --git a/mods/nitroglycerin.js b/mods/nitroglycerin.js new file mode 100644 index 00000000..97befd1a --- /dev/null +++ b/mods/nitroglycerin.js @@ -0,0 +1,54 @@ + +// created by Rain :o 20/8 2024 + +elements.glycerol = { + color: "#eeeeee", + behavior: behaviors.LIQUID, + viscosity: 1412, + category: "liquids", + state: "liquid", + density: 1261, + tempLow: 18, + tempHigh: 290, + tick: function (pixel) { + pixel.color = "rgba(250, 250, 250, 0.7)"; + }, + reactions: { + }, + burn: 5, + burnTime: 40, +}; + +elements.nitro.tempHigh = 218; //More accurate detonation temperature +elements.salt_water.tempLow = -20; //melting point depression + +elements.nitro.tick = function (pixel) { // Exothermic decomposition of nitroglycerin when above 60° + if (pixel.temp > 60) { + pixel.temp += 1; + if (Math.random() > 0.999) { + var possibleElements = ["oxygen", "nitrogen", "nitrogen", "steam", "steam", "steam", "carbon_dioxide", "carbon_dioxide", "carbon_dioxide"]; //array of possibilities for changing the nitroglycerin pixel + + var randomElement = possibleElements[Math.floor(Math.random() * possibleElements.length)]; //randomly selecting an element from the array + + changePixel(pixel, randomElement); // Change the pixel to the randomly selected element + } + } +} + +if (enabledMods.includes("mods/chem.js")) { + runAfterLoad(function () { + elements.glycerol.reactions.nitric_acid = { elem1: "nitro", chance: 0.05, temp1: 70 }; //nitric acid nitrates glycerol to make nitroglycerin + elements.nitric_acid.ignore.push("glycerol", "nitro") //added my glycerol and nitro to allow for making nitroglycerin + + elements.copper.reactions.sulfuric_acid = { elem1: "copper_sulfate", elem2: null, chance: 0.1 }; //this is how you can actually make CuSO4 + elements.sulfuric_acid.ignore.push("copper_sulfate") + + elements.grease.reactions.sodium_hydroxide = { elem1: "soap", elem2: "null", chance: 0.04, tempMin: 40 }; + elements.sodium_hydroxide.ignore.push("grease", "soap", "fat"); + + + }); +} else { + elements.glycerol.reactions.acid = { elem1: "nitro", chance: 0.05, temp1: 70 }; //if we don't have nitric acid from chem.js, "acid" is a good approximation + elements.acid.ignore.push("glycerol", "nitro") +} \ No newline at end of file diff --git a/mods/plastic.js b/mods/plastic.js new file mode 100644 index 00000000..ed90927b --- /dev/null +++ b/mods/plastic.js @@ -0,0 +1,93 @@ + +// created by Rain :o 20/8 2024 + +elements.water_bottle = { + color: "#a8d2e3", + behavior: behaviors.STURDYPOWDER, + category: "powders", + state: "solid", + density: 800, + breakInto: ["water_everywhere", "water_everywhere", "water_everywhere", "water_everywhere", "microplastic"], + tempHigh: 250, + stateHigh: ["molten_plastic", "water_everywhere", "water_everywhere"], +}; +elements.head.reactions.water_bottle = { elem2: ["plastic", "water", null, null, null], chance: 0.1 }; +elements.body.reactions.water_bottle = { elem2: ["plastic", "water", null, null, null], chance: 0.1 }; + +elements.water_everywhere = { + color: "#8882e3", + behavior: [ + "CR:water_everywhere%20 AND CR:water|CR:water_everywhere%20 AND CR:water|CR:water_everywhere%20 AND CR:water", + "CR:water_everywhere%20 AND CR:water|XX%20 AND CH:water|CR:water_everywhere%20 AND CR:water", + "CR:water_everywhere%20 AND CR:water|CR:water_everywhere%20 AND CR:water|CR:water_everywhere%20 AND CR:water", + ], + category: "liquids", + state: "solid", + density: 800, + hidden: true, +}; +elements.microplastic = { + color: ["#adc7c9", "#cadadb", "#6cbda8", "#62d5d4", "#b3b47b"], + behavior: [ + "XX|XX|XX", + "XX|XX|XX", + "M2%25|M1%50|M2%25", + ], + category: "powders", + state: "solid", + density: 700, + tempHigh: 250, + stateHigh: "molten_plastic", + reactions: { + "fish": { elem1: null, elem2: "meat", chance: 0.01 }, + "glue": { elem1: "bead", elem2: null, chance: 0.03 }, + }, +}; +elements.plastic.breakInto = "microplastic"; + +elements.cellulose.reactions.vinegar = { elem1: "bioplastic", elem2: null, tempMin: 40, chance: 0.1}; + +elements.bioplastic = { + color: "#eeeeaa", + behavior: behaviors.WALL, + category: "solids", + tempHigh: 180, + stateHigh: "molten_bioplastic", + breakInto: "bioplastic_crumbs", + alias: "Cellulose acetate", + desc: "It's biodegradable :)", +}; +elements.bioplastic_crumbs = { + color: ["#dfd499", "#c0e8a0", "#dfab87"], + hidden: true, + behavior: behaviors.POWDER, + category: "powders", + tempHigh: 180, + stateHigh: "molten_bioplastic", + desc: "small pieces of cellulose acetate" +}; + +elements.worm.reactions.bioplastic = { elem2: ["carbon_dioxide", null, null], chance: 0.05, func: behaviors.FEEDPIXEL }; +elements.worm.reactions.bioplastic_crumbs = { elem2: ["carbon_dioxide", null, null], chance: 0.05, func: behaviors.FEEDPIXEL }; +elements.worm.behavior = [ + "SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic%3|XX|SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic,bioplastic_crumbs%3", + "M2%10|XX|M2%10", + "SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic%3|M1|SW:dirt,sand,gravel,ash,mycelium,mud,wet_sand,clay_soil,water,salt_water,dirty_water,primordial_soup,blood,infection,color_sand,bioplastic,bioplastic_crumbs%3", +]; +elements.cell.reactions.bioplastic = { elem2: ["carbon_dioxide", null, null], chance: 0.02, func: behaviors.FEEDPIXEL }; +elements.cell.reactions.bioplastic_crumbs = { elem2: ["carbon_dioxide", null, null], chance: 0.02, func: behaviors.FEEDPIXEL }; + +elements.molten_bioplastic = { + color: "#ccccac", + behavior: behaviors.LIQUID, + viscosity: 300, + category: "states", + state: "liquid", + tempLow: 150, + stateLow: "bioplastic", + temp: 160, + density: 1300, + hidden: true, +}; + +