Merge branch 'R74nCom:main' into main

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JustAGenericUsername 2024-06-21 14:38:42 -04:00 committed by GitHub
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5 changed files with 387 additions and 447 deletions

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@ -540,5 +540,10 @@
"tsunami": "海嘯",
"blaster": "爆破器",
"propane_ice": "丙烷冰",
"molten_caustic_potash": "熔氢氧化鉀"
"molten_caustic_potash": "熔氢氧化鉀",
"cloth":"布",
"freeze_ray":"冷雷",
"kelp":"海帶",
"mixer":"混合機",
"grinder":"混合機"
}

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@ -322,6 +322,7 @@
<tr><td>rainbow_tests.js</td><td>Adds variants of the rainbow element with different maths</td><td>Alice</td></tr>
<tr><td>Shroomboxels.js</td><td>A variant of acid_and_shapes.js that uses a different trigonometric function</td><td>Alice</td></tr>
<tr><td>singleColor.js</td><td>Makes all elements pick one color each time they're drawn</td><td>stefanblox</td></tr>
<tr><td>lightmap.js</td><td>Makes light sources glow</td><td>RedBirdly</td></tr>
<!----><tr><td class="modCat" colspan="3">Compilations</td></tr><!---->
<tr><td>a_mod_by_alice.js</td><td>A mod combining most of Alices mods, and some other things</td><td>Alice</td></tr>

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@ -0,0 +1,6 @@
elements.water.behavior = [
"XX|XX|XX",
"M2%5|XX|M2 AND BO",
"XX|M1|M2",
];
elements.water.flippableX = true;

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@ -1,27 +1,27 @@
// 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;
var lightmap = [];
var nextLightmap = [];
var lightmapWidth, lightmapHeight;
var lightmapScale = 3;
var pixelSizeQuarter = pixelSizeHalf / 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 fireFlyColors = [[180, 255, 70], scaleList([180, 255, 70], 0.75), scaleList([180, 255, 70], 0.5), scaleList([180, 255, 70], 0.25)];
let radColor = [75, 100, 30];
let neonColor = [255*2, 60*2, 10*2];
var fireColor = [255, 69, 0];
var coldFireColor = [0, 191, 255];
var fireflyColor = [240, 255, 70];
var radColor = [75, 100, 30];
var strangeMatterColor = [220 * 0.3, 255 * 0.3, 210 * 0.3];
var sparkColors = [[255, 210, 120], [255, 140, 10]];
function getRandomElement(arr) {
return arr[Math.floor(Math.random() * arr.length)];
}
function rgbToArray(rgbString) {
return rgbString.slice(4, -1).split(',').map(val => parseInt(val.trim()));
}
function scaleList(numbers, scale) {
return numbers.map(number => number * scale);
@ -30,11 +30,11 @@ function scaleList(numbers, scale) {
function initializeLightmap(width, height) {
lightmapWidth = Math.ceil(width / lightmapScale);
lightmapHeight = Math.ceil(height / lightmapScale);
for (let y = 0; y < lightmapHeight; y++) {
for (var y = 0; y < lightmapHeight; y++) {
lightmap[y] = [];
nextLightmap[y] = [];
for (let x = 0; x < lightmapWidth; x++) {
for (var x = 0; x < lightmapWidth; x++) {
lightmap[y][x] = { color: [0, 0, 0] };
nextLightmap[y][x] = { color: [0, 0, 0] };
}
@ -42,33 +42,35 @@ function initializeLightmap(width, height) {
}
function deepCopy(source, target) {
for (let y = 0; y < source.length; y++) {
for (var y = 0; y < source.length; y++) {
target[y] = [];
for (let x = 0; x < source[y].length; x++) {
for (var 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;
if (!lightmap || !lightmap[0]) return;
let neighbors = [
var width = lightmap[0].length;
var height = lightmap.length;
var 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;
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var totalColor = [0, 0, 0];
var neighborCount = 0;
neighbors.forEach(({ dx, dy }) => {
let nx = x + dx;
let ny = y + dy;
var nx = x + dx;
var 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];
@ -76,11 +78,12 @@ function propagateLightmap() {
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)
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)
]
};
}
@ -90,11 +93,11 @@ function propagateLightmap() {
}
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;
r /= 255; g /= 255; b /= 255;
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, v = max;
let d = max - min;
var d = max - min;
s = max === 0 ? 0 : d / max;
if (max === min) {
@ -112,54 +115,57 @@ function rgbToHsv(r, g, b) {
}
function hsvToRgb(h, s, v) {
let r, g, b;
var 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);
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var 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;
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;
if (!canvas) return;
if (!lightmap || !lightmap[0]) return;
var context = canvas.getContext('2d');
var width = lightmap[0].length;
var height = lightmap.length;
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var { color } = lightmap[y][x];
var [r, g, b] = color;
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;
var [h, s, v] = rgbToHsv(r, g, b);
var newColor = hsvToRgb(h, s, 1);
var alpha = v;
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha*0.4})`;
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.4})`;
context.fillRect(
x * pixelSize * lightmapScale,
y * pixelSize * lightmapScale,
pixelSize * lightmapScale,
x * pixelSize * lightmapScale,
y * pixelSize * lightmapScale,
pixelSize * lightmapScale,
pixelSize * lightmapScale
);
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
context.fillRect(
(x * pixelSize - pixelSizeHalf) * lightmapScale,
(y * pixelSize - pixelSizeHalf) * lightmapScale,
pixelSize * lightmapScale * 2,
(x * pixelSize - pixelSizeHalf) * lightmapScale,
(y * pixelSize - pixelSizeHalf) * lightmapScale,
pixelSize * lightmapScale * 2,
pixelSize * lightmapScale * 2
);
}
@ -167,190 +173,148 @@ function renderLightmap() {
}
}
elements.sun.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: sunColor };
function glowItsOwnColor(pixel) {
if (!pixel.color) {return;}
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: rgbToArray(pixel.color) };
}
function glowItsOwnColorIfPowered(pixel) {
if (!pixel.charge || pixel.charge <= 0) {return;}
if (!pixel.color) return;
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: rgbToArray(pixel.color) };
}
function glowColor(pixel, color) {
if (!color) {return;}
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: color };
}
function glowRadiationColor(pixel) {
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: radColor };
}
// Define element tick functions
var originalStrangeMatterTick = elements.strange_matter.tick;
elements.strange_matter.tick = function(pixel) {
originalStrangeMatterTick(pixel);
glowColor(pixel, strangeMatterColor);
};
let originalLightTick = elements.light.tick;
var 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 };
glowItsOwnColor(pixel);
};
let originalLiquidLightTick = elements.liquid_light.tick;
var 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 };
glowItsOwnColor(pixel);
};
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;
var 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 };
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 };
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);
};
elements.plasma.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: plasmaColor };
var originalRainbowTick = elements.rainbow.tick;
elements.rainbow.tick = function(pixel) {
originalRainbowTick(pixel);
glowItsOwnColor(pixel);
};
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);
let col = undefined;
if (pixelTicks % pixel.fff <= 5) { col = fireFlyColors[3]; }
if (pixelTicks % pixel.fff <= 4) { col = fireFlyColors[2]; }
if (pixelTicks % pixel.fff <= 3) { col = fireFlyColors[1]; }
if (pixelTicks % pixel.fff <= 2) { col = fireFlyColors[0]; }
if (col) {
lightmap[y][x] = { color: col };
}
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
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;
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 };
};
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();}
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();
var originalDoFrame = doFrame;
doFrame = function() {
originalDoFrame();
propagateLightmap();
};
if (enabledMods.includes("mods/velocity.js")) {
runAfterAutogen(() => {
var originalDrawPixels = drawPixels;
drawPixels = function(forceTick = false) {
originalDrawPixels(forceTick);
renderLightmap();
};
});
} else {
var originalDrawPixels = drawPixels;
drawPixels = function(forceTick = false) {
originalDrawPixels(forceTick);
renderLightmap();
};
}

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@ -1,27 +1,27 @@
// 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;
var lightmap = [];
var nextLightmap = [];
var lightmapWidth, lightmapHeight;
var lightmapScale = 2;
var pixelSizeQuarter = pixelSizeHalf / 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 fireFlyColors = [[180, 255, 70], scaleList([180, 255, 70], 0.75), scaleList([180, 255, 70], 0.5), scaleList([180, 255, 70], 0.25)];
let radColor = [75, 100, 30];
let neonColor = [255*2, 60*2, 10*2];
var fireColor = [255, 69, 0];
var coldFireColor = [0, 191, 255];
var fireflyColor = [240, 255, 70];
var radColor = [75, 100, 30];
var strangeMatterColor = [220 * 0.3, 255 * 0.3, 210 * 0.3];
var sparkColors = [[255, 210, 120], [255, 140, 10]];
function getRandomElement(arr) {
return arr[Math.floor(Math.random() * arr.length)];
}
function rgbToArray(rgbString) {
return rgbString.slice(4, -1).split(',').map(val => parseInt(val.trim()));
}
function scaleList(numbers, scale) {
return numbers.map(number => number * scale);
@ -30,11 +30,11 @@ function scaleList(numbers, scale) {
function initializeLightmap(width, height) {
lightmapWidth = Math.ceil(width / lightmapScale);
lightmapHeight = Math.ceil(height / lightmapScale);
for (let y = 0; y < lightmapHeight; y++) {
for (var y = 0; y < lightmapHeight; y++) {
lightmap[y] = [];
nextLightmap[y] = [];
for (let x = 0; x < lightmapWidth; x++) {
for (var x = 0; x < lightmapWidth; x++) {
lightmap[y][x] = { color: [0, 0, 0] };
nextLightmap[y][x] = { color: [0, 0, 0] };
}
@ -42,33 +42,35 @@ function initializeLightmap(width, height) {
}
function deepCopy(source, target) {
for (let y = 0; y < source.length; y++) {
for (var y = 0; y < source.length; y++) {
target[y] = [];
for (let x = 0; x < source[y].length; x++) {
for (var 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;
if (!lightmap || !lightmap[0]) return;
let neighbors = [
var width = lightmap[0].length;
var height = lightmap.length;
var 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;
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var totalColor = [0, 0, 0];
var neighborCount = 0;
neighbors.forEach(({ dx, dy }) => {
let nx = x + dx;
let ny = y + dy;
var nx = x + dx;
var 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];
@ -76,11 +78,12 @@ function propagateLightmap() {
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)
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)
]
};
}
@ -90,11 +93,11 @@ function propagateLightmap() {
}
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;
r /= 255; g /= 255; b /= 255;
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, v = max;
let d = max - min;
var d = max - min;
s = max === 0 ? 0 : d / max;
if (max === min) {
@ -112,54 +115,57 @@ function rgbToHsv(r, g, b) {
}
function hsvToRgb(h, s, v) {
let r, g, b;
var 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);
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var 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;
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;
if (!canvas) return;
if (!lightmap || !lightmap[0]) return;
var context = canvas.getContext('2d');
var width = lightmap[0].length;
var height = lightmap.length;
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var { color } = lightmap[y][x];
var [r, g, b] = color;
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;
var [h, s, v] = rgbToHsv(r, g, b);
var newColor = hsvToRgb(h, s, 1);
var alpha = v;
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha*0.4})`;
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.4})`;
context.fillRect(
x * pixelSize * lightmapScale,
y * pixelSize * lightmapScale,
pixelSize * lightmapScale,
x * pixelSize * lightmapScale,
y * pixelSize * lightmapScale,
pixelSize * lightmapScale,
pixelSize * lightmapScale
);
context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
context.fillRect(
(x * pixelSize - pixelSizeHalf) * lightmapScale,
(y * pixelSize - pixelSizeHalf) * lightmapScale,
pixelSize * lightmapScale * 2,
(x * pixelSize - pixelSizeHalf) * lightmapScale,
(y * pixelSize - pixelSizeHalf) * lightmapScale,
pixelSize * lightmapScale * 2,
pixelSize * lightmapScale * 2
);
}
@ -167,190 +173,148 @@ function renderLightmap() {
}
}
elements.sun.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: sunColor };
function glowItsOwnColor(pixel) {
if (!pixel.color) {return;}
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: rgbToArray(pixel.color) };
}
function glowItsOwnColorIfPowered(pixel) {
if (!pixel.charge || pixel.charge <= 0) {return;}
if (!pixel.color) return;
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: rgbToArray(pixel.color) };
}
function glowColor(pixel, color) {
if (!color) {return;}
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: color };
}
function glowRadiationColor(pixel) {
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: radColor };
}
// Define element tick functions
var originalStrangeMatterTick = elements.strange_matter.tick;
elements.strange_matter.tick = function(pixel) {
originalStrangeMatterTick(pixel);
glowColor(pixel, strangeMatterColor);
};
let originalLightTick = elements.light.tick;
var 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 };
glowItsOwnColor(pixel);
};
let originalLiquidLightTick = elements.liquid_light.tick;
var 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 };
glowItsOwnColor(pixel);
};
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;
var 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 };
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 };
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);
};
elements.plasma.tick = function(pixel) {
let x = Math.floor(pixel.x / lightmapScale);
let y = Math.floor(pixel.y / lightmapScale);
lightmap[y][x] = { color: plasmaColor };
var originalRainbowTick = elements.rainbow.tick;
elements.rainbow.tick = function(pixel) {
originalRainbowTick(pixel);
glowItsOwnColor(pixel);
};
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);
let col = undefined;
if (pixelTicks % pixel.fff <= 5) { col = fireFlyColors[3]; }
if (pixelTicks % pixel.fff <= 4) { col = fireFlyColors[2]; }
if (pixelTicks % pixel.fff <= 3) { col = fireFlyColors[1]; }
if (pixelTicks % pixel.fff <= 2) { col = fireFlyColors[0]; }
if (col) {
lightmap[y][x] = { color: col };
}
var x = Math.floor(pixel.x / lightmapScale);
var y = Math.floor(pixel.y / lightmapScale);
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;
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 };
};
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();}
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();
var originalDoFrame = doFrame;
doFrame = function() {
originalDoFrame();
propagateLightmap();
};
if (enabledMods.includes("mods/velocity.js")) {
runAfterAutogen(() => {
var originalDrawPixels = drawPixels;
drawPixels = function(forceTick = false) {
originalDrawPixels(forceTick);
renderLightmap();
};
});
} else {
var originalDrawPixels = drawPixels;
drawPixels = function(forceTick = false) {
originalDrawPixels(forceTick);
renderLightmap();
};
}