Update lightmap.js
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mods/lightmap.js
563
mods/lightmap.js
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@ -1,409 +1,320 @@
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// Redbirdly's Mod that adds a better light system
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// if the mod is too laggy, use fast_lightmap.js
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let lightmap = [];
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let nextLightmap = [];
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let lightmapWidth, lightmapHeight;
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let pixelSizeQuarter = pixelSizeHalf / 2;
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let lightmapScale = 2;
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var lightmap = [];
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var nextLightmap = [];
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var lightmapWidth, lightmapHeight;
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var lightmapScale = 2;
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var pixelSizeQuarter = pixelSizeHalf / 2;
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// Define RGB colors
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let lightColor = [255, 223, 186];
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let sunColor = [255*8, 210*8, 26*8];
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let lampColor = [255*4, 223*4, 186*4];
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let laserColor = [255, 0, 0];
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let ledRColor = [255, 0, 0];
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let ledGColor = [0, 255, 0];
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let ledBColor = [0, 0, 255];
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let fireColor = [255, 69, 0];
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let plasmaColor = [160, 69, 255];
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let coldFireColor = [0, 191, 255];
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let magmaColor = [255, 140, 0];
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let fireflyColor = [240, 255, 70];
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let radColor = [75, 100, 30];
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let neonColor = [255*2, 60*2, 10*2];
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let strangeMatterColor = [220*0.3, 255*0.3, 210*0.3];
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let sparkColors = [[255, 210, 120], [255, 140, 10]];
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var fireColor = [255, 69, 0];
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var coldFireColor = [0, 191, 255];
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var fireflyColor = [240, 255, 70];
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var radColor = [75, 100, 30];
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var strangeMatterColor = [220 * 0.3, 255 * 0.3, 210 * 0.3];
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var sparkColors = [[255, 210, 120], [255, 140, 10]];
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function getRandomElement(arr) {
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return arr[Math.floor(Math.random() * arr.length)];
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}
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function rgbToArray(rgbString) {
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// Remove "rgb(" and ")" from the string and split by comma
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let values = rgbString.slice(4, -1).split(',');
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// Convert each value from string to number
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let r = parseInt(values[0].trim());
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let g = parseInt(values[1].trim());
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let b = parseInt(values[2].trim());
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// Return the array of RGB values
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return [r, g, b];
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return rgbString.slice(4, -1).split(',').map(val => parseInt(val.trim()));
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}
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function scaleList(numbers, scale) {
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return numbers.map(number => number * scale);
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return numbers.map(number => number * scale);
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}
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function initializeLightmap(width, height) {
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lightmapWidth = Math.ceil(width / lightmapScale);
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lightmapHeight = Math.ceil(height / lightmapScale);
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for (let y = 0; y < lightmapHeight; y++) {
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lightmap[y] = [];
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nextLightmap[y] = [];
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for (let x = 0; x < lightmapWidth; x++) {
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lightmap[y][x] = { color: [0, 0, 0] };
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nextLightmap[y][x] = { color: [0, 0, 0] };
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}
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}
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lightmapWidth = Math.ceil(width / lightmapScale);
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lightmapHeight = Math.ceil(height / lightmapScale);
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for (var y = 0; y < lightmapHeight; y++) {
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lightmap[y] = [];
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nextLightmap[y] = [];
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for (var x = 0; x < lightmapWidth; x++) {
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lightmap[y][x] = { color: [0, 0, 0] };
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nextLightmap[y][x] = { color: [0, 0, 0] };
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}
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}
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}
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function deepCopy(source, target) {
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for (let y = 0; y < source.length; y++) {
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target[y] = [];
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for (let x = 0; x < source[y].length; x++) {
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target[y][x] = { ...source[y][x] };
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}
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}
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for (var y = 0; y < source.length; y++) {
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target[y] = [];
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for (var x = 0; x < source[y].length; x++) {
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target[y][x] = { ...source[y][x] };
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}
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}
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}
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function propagateLightmap() {
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if (!lightmap || !lightmap[0]) { return; }
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let width = lightmap[0].length;
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let height = lightmap.length;
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if (!lightmap || !lightmap[0]) return;
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let neighbors = [
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{ dx: 1, dy: 0 },
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{ dx: -1, dy: 0 },
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{ dx: 0, dy: 1 },
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{ dx: 0, dy: -1 },
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];
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var width = lightmap[0].length;
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var height = lightmap.length;
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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let totalColor = [0, 0, 0];
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let neighborCount = 0;
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neighbors.forEach(({ dx, dy }) => {
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let nx = x + dx;
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let ny = y + dy;
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if (nx >= 0 && ny >= 0 && nx < width && ny < height) {
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totalColor[0] += lightmap[ny][nx].color[0];
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totalColor[1] += lightmap[ny][nx].color[1];
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totalColor[2] += lightmap[ny][nx].color[2];
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neighborCount++;
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}
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});
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nextLightmap[y][x] = {
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color: [
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Math.min(Math.max(0, totalColor[0] / neighborCount * 0.8), 255*8),
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Math.min(Math.max(0, totalColor[1] / neighborCount * 0.8), 255*8),
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Math.min(Math.max(0, totalColor[2] / neighborCount * 0.8), 255*8)
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]
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};
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}
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}
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var neighbors = [
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{ dx: 1, dy: 0 },
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{ dx: -1, dy: 0 },
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{ dx: 0, dy: 1 },
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{ dx: 0, dy: -1 },
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];
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deepCopy(nextLightmap, lightmap);
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for (var y = 0; y < height; y++) {
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for (var x = 0; x < width; x++) {
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var totalColor = [0, 0, 0];
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var neighborCount = 0;
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neighbors.forEach(({ dx, dy }) => {
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var nx = x + dx;
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var ny = y + dy;
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if (nx >= 0 && ny >= 0 && nx < width && ny < height) {
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totalColor[0] += lightmap[ny][nx].color[0];
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totalColor[1] += lightmap[ny][nx].color[1];
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totalColor[2] += lightmap[ny][nx].color[2];
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neighborCount++;
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}
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});
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nextLightmap[y][x] = {
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color: [
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Math.min(Math.max(0, totalColor[0] / neighborCount * 0.8), 255 * 8),
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Math.min(Math.max(0, totalColor[1] / neighborCount * 0.8), 255 * 8),
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Math.min(Math.max(0, totalColor[2] / neighborCount * 0.8), 255 * 8)
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]
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};
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}
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}
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deepCopy(nextLightmap, lightmap);
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}
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function rgbToHsv(r, g, b) {
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r /= 255, g /= 255, b /= 255;
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let max = Math.max(r, g, b), min = Math.min(r, g, b);
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let h, s, v = max;
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r /= 255; g /= 255; b /= 255;
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var max = Math.max(r, g, b), min = Math.min(r, g, b);
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var h, s, v = max;
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let d = max - min;
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s = max === 0 ? 0 : d / max;
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var d = max - min;
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s = max === 0 ? 0 : d / max;
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if (max === min) {
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h = 0;
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} else {
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switch (max) {
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case r: h = (g - b) / d + (g < b ? 6 : 0); break;
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case g: h = (b - r) / d + 2; break;
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case b: h = (r - g) / d + 4; break;
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}
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h /= 6;
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}
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if (max === min) {
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h = 0;
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} else {
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switch (max) {
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case r: h = (g - b) / d + (g < b ? 6 : 0); break;
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case g: h = (b - r) / d + 2; break;
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case b: h = (r - g) / d + 4; break;
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}
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h /= 6;
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}
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return [h, s, v];
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return [h, s, v];
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}
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function hsvToRgb(h, s, v) {
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let r, g, b;
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var r, g, b;
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let i = Math.floor(h * 6);
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let f = h * 6 - i;
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let p = v * (1 - s);
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let q = v * (1 - f * s);
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let t = v * (1 - (1 - f) * s);
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var i = Math.floor(h * 6);
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var f = h * 6 - i;
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var p = v * (1 - s);
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var q = v * (1 - f * s);
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var t = v * (1 - (1 - f) * s);
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switch (i % 6) {
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case 0: r = v, g = t, b = p; break;
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case 1: r = q, g = v, b = p; break;
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case 2: r = p, g = v, b = t; break;
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case 3: r = p, g = q, b = v; break;
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case 4: r = t, g = p, b = v; break;
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case 5: r = v, g = p, b = q; break;
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}
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switch (i % 6) {
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case 0: r = v; g = t; b = p; break;
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case 1: r = q; g = v; b = p; break;
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case 2: r = p; g = v; b = t; break;
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case 3: r = p; g = q; b = v; break;
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case 4: r = t; g = p; b = v; break;
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case 5: r = v; g = p; b = q; break;
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}
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return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
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return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
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}
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function renderLightmap() {
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if (!canvas) { return; }
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if (!lightmap || !lightmap[0]) { return; }
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let context = canvas.getContext('2d');
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let width = lightmap[0].length;
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let height = lightmap.length;
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if (!canvas) return;
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if (!lightmap || !lightmap[0]) return;
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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let { color } = lightmap[y][x];
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let [r, g, b] = color;
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if (r > 0 || g > 0 || b > 0) {
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let [h, s, v] = rgbToHsv(r, g, b);
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let newColor = hsvToRgb(h, s, 1);
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let alpha = v;
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var context = canvas.getContext('2d');
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var width = lightmap[0].length;
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var height = lightmap.length;
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context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha*0.4})`;
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context.fillRect(
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x * pixelSize * lightmapScale,
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y * pixelSize * lightmapScale,
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pixelSize * lightmapScale,
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pixelSize * lightmapScale
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);
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context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
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context.fillRect(
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(x * pixelSize - pixelSizeHalf) * lightmapScale,
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(y * pixelSize - pixelSizeHalf) * lightmapScale,
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pixelSize * lightmapScale * 2,
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pixelSize * lightmapScale * 2
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);
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}
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}
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}
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for (var y = 0; y < height; y++) {
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for (var x = 0; x < width; x++) {
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var { color } = lightmap[y][x];
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var [r, g, b] = color;
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if (r > 0 || g > 0 || b > 0) {
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var [h, s, v] = rgbToHsv(r, g, b);
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var newColor = hsvToRgb(h, s, 1);
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var alpha = v;
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context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.4})`;
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context.fillRect(
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x * pixelSize * lightmapScale,
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y * pixelSize * lightmapScale,
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pixelSize * lightmapScale,
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pixelSize * lightmapScale
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);
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context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
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context.fillRect(
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(x * pixelSize - pixelSizeHalf) * lightmapScale,
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(y * pixelSize - pixelSizeHalf) * lightmapScale,
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pixelSize * lightmapScale * 2,
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pixelSize * lightmapScale * 2
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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.sun.tick = function(pixel) {
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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function glowItsOwnColor(pixel) {
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if (!pixel.color) {return;}
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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}
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function glowItsOwnColorIfPowered(pixel) {
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if (pixel.charge <= 0) {return;}
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if (!pixel.color) return;
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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}
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function glowColor(pixel, color) {
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if (!color) {return;}
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: color };
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}
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function glowRadiationColor(pixel) {
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var x = Math.floor(pixel.x / lightmapScale);
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var y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: radColor };
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}
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// Define element tick functions
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var originalStrangeMatterTick = elements.strange_matter.tick;
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elements.strange_matter.tick = function(pixel) {
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originalStrangeMatterTick(pixel);
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glowColor(pixel, strangeMatterColor);
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};
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let originalLightTick = elements.light.tick;
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var originalLightTick = elements.light.tick;
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elements.light.tick = function(pixel) {
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originalLightTick(pixel);
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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originalLightTick(pixel);
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glowItsOwnColor(pixel);
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};
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let originalLiquidLightTick = elements.liquid_light.tick;
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var originalLiquidLightTick = elements.liquid_light.tick;
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elements.liquid_light.tick = function(pixel) {
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originalLiquidLightTick(pixel);
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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originalLiquidLightTick(pixel);
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glowItsOwnColor(pixel);
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};
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elements.magma.tick = function(pixel) {
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: fireColor };
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};
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elements.neon.tick = function(pixel) {
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if (!pixel.charge || pixel.charge <= 0) {return;}
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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};
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elements.light_bulb.behaviorOn = null
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elements.light_bulb.tick = function(pixel) {
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if (pixel.charge > 0) {pixel.lightIntensity = 10;}
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if (pixel.lightIntensity > 0) {
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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}
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pixel.lightIntensity -= 1;
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};
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elements.led_r.tick = function(pixel) {
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if (pixel.charge > 0) {pixel.lightIntensity = 4;}
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if (pixel.lightIntensity > 0) {
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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}
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pixel.lightIntensity -= 1;
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};
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elements.led_g.tick = function(pixel) {
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if (pixel.charge > 0) {pixel.lightIntensity = 4;}
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if (pixel.lightIntensity > 0) {
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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}
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pixel.lightIntensity -= 1;
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};
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elements.led_b.tick = function(pixel) {
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if (pixel.charge > 0) {pixel.lightIntensity = 4;}
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if (pixel.lightIntensity > 0) {
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let x = Math.floor(pixel.x / lightmapScale);
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let y = Math.floor(pixel.y / lightmapScale);
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lightmap[y][x] = { color: rgbToArray(pixel.color) };
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}
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pixel.lightIntensity -= 1;
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};
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let originalLaserTick = elements.laser.tick;
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var originalLaserTick = elements.laser.tick;
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elements.laser.tick = function(pixel) {
|
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originalLaserTick(pixel);
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: rgbToArray(pixel.color) };
|
||||
originalLaserTick(pixel);
|
||||
glowColor(pixel, scaleList(rgbToArray(pixel.color), 0.5));
|
||||
};
|
||||
|
||||
let originalFireTick2 = elements.fire.tick;
|
||||
var 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 };
|
||||
originalFireTick2(pixel);
|
||||
glowColor(pixel, 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 };
|
||||
var originalFlashTick = elements.flash.tick;
|
||||
elements.flash.tick = function(pixel) {
|
||||
originalFlashTick(pixel);
|
||||
glowItsOwnColor(pixel);
|
||||
};
|
||||
|
||||
let originalRainbowTick = elements.rainbow.tick;
|
||||
var originalRainbowTick = elements.rainbow.tick;
|
||||
elements.rainbow.tick = function(pixel) {
|
||||
originalRainbowTick(pixel);
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: rgbToArray(pixel.color) };
|
||||
originalRainbowTick(pixel);
|
||||
glowItsOwnColor(pixel);
|
||||
};
|
||||
|
||||
elements.plasma.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: rgbToArray(pixel.color) };
|
||||
};
|
||||
|
||||
let originalFireflyTick = elements.firefly.tick;
|
||||
|
||||
var originalFireflyTick = elements.firefly.tick;
|
||||
elements.firefly.tick = function(pixel) {
|
||||
originalFireflyTick(pixel);
|
||||
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
var x = Math.floor(pixel.x / lightmapScale);
|
||||
var y = Math.floor(pixel.y / lightmapScale);
|
||||
|
||||
let num;
|
||||
let tickMod = pixelTicks % pixel.fff;
|
||||
var tickMod = pixelTicks % pixel.fff;
|
||||
var num;
|
||||
|
||||
if (tickMod <= 2) {
|
||||
num = 1;
|
||||
} else if (tickMod <= 3) {
|
||||
num = 0.75;
|
||||
} else if (tickMod <= 4) {
|
||||
num = 0.5;
|
||||
} else if (tickMod <= 5) {
|
||||
num = 0.25;
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
if (tickMod <= 2) num = 1;
|
||||
else if (tickMod <= 3) num = 0.75;
|
||||
else if (tickMod <= 4) num = 0.5;
|
||||
else if (tickMod <= 5) num = 0.25;
|
||||
else return;
|
||||
|
||||
lightmap[y][x] = { color: scaleList(fireflyColor, num) };
|
||||
};
|
||||
|
||||
elements.electric.tick = pixel => glowColor(pixel, scaleList(getRandomElement(sparkColors), 0.5));
|
||||
|
||||
elements.neon.tick = glowItsOwnColorIfPowered;
|
||||
elements.led_r.tick = glowItsOwnColorIfPowered;
|
||||
elements.led_g.tick = glowItsOwnColorIfPowered;
|
||||
elements.led_b.tick = glowItsOwnColorIfPowered;
|
||||
elements.light_bulb.behaviorOn = null;
|
||||
elements.light_bulb.tick = glowItsOwnColorIfPowered;
|
||||
elements.sun.tick = glowItsOwnColor;
|
||||
elements.magma.tick = glowItsOwnColor;
|
||||
elements.plasma.tick = glowItsOwnColor;
|
||||
elements.fw_ember.tick = glowItsOwnColor;
|
||||
|
||||
elements.cold_fire.tick = pixel => glowColor(pixel, coldFireColor);
|
||||
|
||||
// Radioactive elements
|
||||
elements.uranium.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
elements.radiation.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
elements.rad_glass.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
elements.fallout.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
elements.molten_uranium.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
elements.rad_shard.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
elements.rad_cloud.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
elements.rad_steam.tick = function(pixel) {
|
||||
let x = Math.floor(pixel.x / lightmapScale);
|
||||
let y = Math.floor(pixel.y / lightmapScale);
|
||||
lightmap[y][x] = { color: radColor };
|
||||
};
|
||||
|
||||
// #keepTheGap
|
||||
|
||||
window.addEventListener('load', function() {
|
||||
initializeLightmap(width, height);
|
||||
var radioactiveElements = [
|
||||
"uranium", "radiation", "rad_glass", "fallout",
|
||||
"molten_uranium", "rad_shard", "rad_cloud", "rad_steam"
|
||||
];
|
||||
radioactiveElements.forEach(element => {
|
||||
elements[element].tick = glowRadiationColor;
|
||||
});
|
||||
|
||||
// Add code to functions instead of replacing them
|
||||
let originalTick = tick;
|
||||
window.addEventListener('load', () => initializeLightmap(width, height));
|
||||
|
||||
var originalTick = tick;
|
||||
tick = function() {
|
||||
originalTick();
|
||||
if (!paused) {propagateLightmap();}
|
||||
originalTick();
|
||||
if (!paused) propagateLightmap();
|
||||
};
|
||||
// Even after updating tick(), setInterval still uses the old tick(), reset setInterval
|
||||
resetInterval(tps);
|
||||
|
||||
// Add code to functions instead of replacing them
|
||||
let originalDoFrame = doFrame;
|
||||
var originalDoFrame = doFrame;
|
||||
doFrame = function() {
|
||||
originalDoFrame();
|
||||
propagateLightmap();
|
||||
originalDoFrame();
|
||||
propagateLightmap();
|
||||
};
|
||||
|
||||
if (enabledMods.includes("mods/velocity.js")) {
|
||||
runAfterAutogen(()=>{
|
||||
let originalDrawPixels = drawPixels;
|
||||
drawPixels = function(forceTick = false) {
|
||||
originalDrawPixels(forceTick);
|
||||
renderLightmap();
|
||||
};
|
||||
});
|
||||
runAfterAutogen(() => {
|
||||
var originalDrawPixels = drawPixels;
|
||||
drawPixels = function(forceTick = false) {
|
||||
originalDrawPixels(forceTick);
|
||||
renderLightmap();
|
||||
};
|
||||
});
|
||||
} else {
|
||||
let originalDrawPixels = drawPixels;
|
||||
drawPixels = function(forceTick = false) {
|
||||
originalDrawPixels(forceTick);
|
||||
renderLightmap();
|
||||
};
|
||||
var originalDrawPixels = drawPixels;
|
||||
drawPixels = function(forceTick = false) {
|
||||
originalDrawPixels(forceTick);
|
||||
renderLightmap();
|
||||
};
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue