Create BlueStuff.js
RYAN IF YOU CAN SEE THIS, PLEASE ACCEPT THIS ONE! NOT THE OTHER ONE, THIS ONE IS BETTER AND WAY LESS LAGGY! Also Ryan i hope ur having a good day :)
This commit is contained in:
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6a67fc7608
commit
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var BlueAge = 0;
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var LifeBlood = 0;
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elements.FlyingBlue = {
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color: "#00FFFF",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior: behaviors.FLY,
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conduct: 0,
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movable: true,
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stateLow: ["FrozenBlue"],
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tempLow: -50,
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stateHigh: ["BlueHot"],
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breakInto: "DeadBlue",
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tempHigh: 50,
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temp: 0,
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tick: function(pixel){
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if (pixel.BlueAge === undefined) {
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pixel.BlueAge = Math.random() *(100);}
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if (Math.random() >= 0.5){pixel.BlueAge++}
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if (pixel.BlueAge >= 4000){changePixel(pixel,"DeadBlue")}
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},
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hoverStat: function(pixel){return pixel.BlueAge},
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reactions: {"FlyingBlue": {elem2: "PregFlyingBlue", chance:0.19},},
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}
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var BlueAge = 0;
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elements.PregFlyingBlue = {
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color: "#00E2E2",
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singleColor: true,
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category: "Blue",
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state: "Solid",
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behavior: function(pixel) {
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if (pixel.start === pixelTicks) {return}
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if (pixel.charge && elements[pixel.element].behaviorOn) {
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pixelTick(pixel)
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}
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const directions = [
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[1, 0], // Right
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[-1, 0], // Left
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[0, -1], // Up
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[0, 1] // Down
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];
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const [dx, dy] = directions[Math.random() * 4 | 0]; // Bitwise OR is faster than Math.floor()
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tryMove(pixel, pixel.x + dx, pixel.y + dy);
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doDefaults(pixel);
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},
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conduct : 0,
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movable: true,
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temp: 0,
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stateLow: ["DeadBlue"],
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tempLow: -50,
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stateHigh: ["DeadBlue"],
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breakInto: "DeadBlue",
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tempHigh: 50,
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hidden: 1,
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tick: function(pixel){
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if (pixel.BlueAge === undefined) {
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pixel.BlueAge = Math.random() *(100)
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}
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if (Math.random() >= 0.5){pixel.BlueAge++}
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if (pixel.BlueAge >= 600){changePixel(pixel,"ThisIsOneNiceEgg")}
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if (isEmpty(pixel.x,pixel.y+1) && (Math.random() >= 0.99)){
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createPixel("ThisIsOneNiceEgg",pixel.x,pixel.y+1);
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}
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if (Math.random() >= 0.9999) {changePixel(pixel, "FlyingBlue");}
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},
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hoverStat: function(pixel){return pixel.BlueAge},
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}
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elements.FrozenBlue = {
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color: "#00C0B3",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior:[
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"XX|XX|XX",
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"XX|CH:FrozenBlue>DeadBlue%0.1|XX",
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"XX|M1|XX",
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],
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conduct : 0,
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movable: true,
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temp: -50,
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tempHigh: 0,
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stateHigh: ["FlyingBlue",],
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tempLow: -150,
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stateLow: ["DeadBlue",],
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breakInto: "DeadBlue",
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hidden: 1,
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tick: function(pixel){
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pixel.temp ++
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if (pixel.temp >=0){changePixel(pixel,"FlyingBlue")}
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}
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}
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elements.BlueHot = {
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color: "#C39FFF",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior:[
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"XX|M1|XX",
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"XX|CH:BlueHot>DeadBlue%0.1|XX",
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"XX|XX|XX",
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],
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conduct : 0,
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movable: true,
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temp: 50,
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tempLow: 0,
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stateLow: ["FlyingBlue",],
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tempHigh: 150,
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stateHigh: ["DeadBlue",],
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breakInto: "DeadBlue",
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hidden: 1,
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tick: function(pixel){
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pixel.temp --
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if (pixel.temp <=0){changePixel(pixel,"FlyingBlue")}
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}
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}
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elements.DeadBlue = {
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color: "#5D23AD",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior:[
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"XX|XX|XX",
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"XX|DL|XX",
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"XX|M1|XX",
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],
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conduct : 0,
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movable: true,
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temp: 0,
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hidden: 1,
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}
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elements.ThisIsOneNiceEgg = {
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color: "#B2B2B2",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior: function(pixel) {
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if (pixel.start === pixelTicks) {return}
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if (pixel.charge && elements[pixel.element].behaviorOn) {
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pixelTick(pixel)
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}
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if (Math.random() < 0.8) {
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tryMove(pixel, pixel.x, pixel.y + 1);
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}
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if (Math.random() < 0.2) {
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tryMove(pixel, pixel.x, pixel.y - 1);
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}
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doDefaults(pixel);
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},
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conduct : 0,
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movable: true,
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temp: 0,
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hidden: 1,
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tick: function(pixel){
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if (Math.random() >= 0.99) {changePixel(pixel,"NewbornBlue")}
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else if (Math.random() >= 0.999991) {changePixel(pixel,"EvilNewbornBlue")}
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}
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}
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0.0009
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elements.NewbornBlue = {
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color: "#D8D8FF",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior: function(pixel) {
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if (pixel.start === pixelTicks) {return}
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if (pixel.charge && elements[pixel.element].behaviorOn) {
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pixelTick(pixel)
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}
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const directions = [
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[1, 0], // Right
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[-1, 0], // Left
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[0, -1], // Up
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[0, 1] // Down
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];
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const [dx, dy] = directions[Math.random() * 4 | 0]; // Bitwise OR is faster than Math.floor()
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tryMove(pixel, pixel.x + dx, pixel.y + dy);
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doDefaults(pixel);
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},
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conduct : 0,
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movable: true,
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temp: 0,
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stateLow: ["FrozenBlue"],
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tempLow: -40,
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stateHigh: ["BlueHot"],
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breakInto: "DeadBlue",
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tempHigh: 40,
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hidden: 1,
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tick: function(pixel){
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if (Math.random() >= 0.99) {changePixel(pixel, "FlyingBlue");}
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}
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}
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elements.PureBloodedBlue = {
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color: "#0000FF",
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singleColor: true,
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category: "Blue",
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state: "Solid",
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behavior: behaviors.FLY,
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conduct : 0,
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movable: true,
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temp: 0,
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hidden: 1,
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reactions: {
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"EvilNewbornBlue": {elem2: "NewbornBlue", chance:0.9 },
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"EvilBlueHot": {elem2: "BlueHot" },
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"EvilFrozenBlue": {elem2: "FrozenBlue" },
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"ThisIsNotSuchaNiceEgg": {elem2: "ThisIsOneNiceEgg" },
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"EvilFlyingBlue": {elem2: "FlyingBlue", chance:0.9 },
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"EvilPregFlyingBlue": {elem2: "PregFlyingBlue" }
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},
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}
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var EvilBlueAge = 0;
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elements.EvilFlyingBlue = {
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color: "#D63D3D",
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singleColor: true,
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category: "Blue",
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state: "Solid",
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behavior: behaviors.FLY,
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conduct : 0,
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movable: true,
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temp: 0,
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stateLow: ["EvilFrozenBlue"],
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tempLow: -50,
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stateHigh: ["EvilBlueHot"],
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breakInto: "DeadEvilBlue",
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tempHigh: 50,
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hidden: 1,
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tick: function(pixel){
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if (pixel.EvilBlueAge === undefined) {
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pixel.EvilBlueAge = Math.random() *(100);}
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if (Math.random() >= 0.5){pixel.EvilBlueAge++}
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if (pixel.EvilBlueAge >= 4000){changePixel(pixel,"DeadEvilBlue")}
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},
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hoverStat: function(pixel){return pixel.EvilBlueAge},
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reactions: {
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"FlyingBlue": {elem2: "EvilFlyingBlue", chance:0.2 },
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"FlyingBlue": {elem2: "DeadBlue", chance:0.3 },
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"NewbornBlue": {elem2: "EvilNewbornBlue", chance:0.6 },
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"NewborngBlue": {elem2: "DeadBlue", chance:0.09 },
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"BlueHot": {elem2: "EvilBlueHot" },
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"FrozenBlue": {elem2: "EvilFrozenBlue" },
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"ThisIsOneNiceEgg": {elem2: "ThisIsNotSuchaNiceEgg", chance:0.5},
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"EvilFlyingBlue": {elem2: "EvilPregFlyingBlue", chance:0.15},
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},
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}
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var EvilBlueAge = 0;
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elements.EvilPregFlyingBlue = {
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color: "#AE2727",
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singleColor: true,
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category: "Blue",
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state: "Solid",
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behavior: function(pixel) {
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if (pixel.start === pixelTicks) {return}
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if (pixel.charge && elements[pixel.element].behaviorOn) {
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pixelTick(pixel)
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}
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const directions = [
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[1, 0], // Right
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[-1, 0], // Left
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[0, -1], // Up
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[0, 1] // Down
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];
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const [dx, dy] = directions[Math.random() * 4 | 0]; // Bitwise OR is faster than Math.floor()
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tryMove(pixel, pixel.x + dx, pixel.y + dy);
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doDefaults(pixel);
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},
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conduct : 0,
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movable: true,
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temp: 0,
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stateLow: ["DeadEvilBlue"],
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tempLow: -50,
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stateHigh: ["DeadEvilBlue"],
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breakInto: "DeadEvilBlue,ThisIsNotSuchaNiceEgg,ThisIsNotSuchaNiceEgg,ThisIsNotSuchaNiceEgg",
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tempHigh: 50,
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hidden: 1,
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tick: function(pixel){
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if (isEmpty(pixel.x,pixel.y+1) && (Math.random() >= 0.99)){
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createPixel("ThisIsNotSuchaNiceEgg",pixel.x,pixel.y+1);}
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if (Math.random() >= 0.99) {changePixel(pixel, "EvilFlyingBlue");}
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if (pixel.EvilBlueAge === undefined) {pixel.EvilBlueAge = Math.random() *(100)}
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if (Math.random() >= 0.5){pixel.EvilBlueAge++}
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if (pixel.EvilBlueAge >= 600){changePixel(pixel,"ThisIsNotSuchaNiceEgg")}
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},
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hoverStat: function(pixel){return pixel.EvilBlueAge},
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reactions: {
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"FlyingBlue": {elem2: "EvilFlyingBlue", chance:0.2 },
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"FlyingBlue": {elem2: "DeadBlue", chance:0.1 },
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"NewbornBlue": {elem2: "EvilNewbornBlue", chance:0.70 },
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"BlueHot": {elem2: "EvilBlueHot" },
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"FrozenBlue": {elem2: "EvilFrozenBlue" },
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"ThisIsOneNiceEgg": {elem2: "ThisIsNotSuchaNiceEgg" },
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"PregFlyingBlue": {elem2: "DeadBlue" },
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"wall": {elem2: null, chance:0.01 },
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},
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}
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elements.ThisIsNotSuchaNiceEgg = {
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color: "#530000",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior: function(pixel) {
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if (pixel.start === pixelTicks) {return}
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if (pixel.charge && elements[pixel.element].behaviorOn) {
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pixelTick(pixel)
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}
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if (Math.random() < 0.8) {
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tryMove(pixel, pixel.x, pixel.y - 1);
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}
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if (Math.random() < 0.2) {
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tryMove(pixel, pixel.x, pixel.y + 1);
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}
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doDefaults(pixel);
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},
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conduct : 0,
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movable: true,
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temp: 0,
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hidden: 1,
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tick:function(pixel){
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if (Math.random() >= 0.99){changePixel(pixel, "EvilNewbornBlue")}
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if (Math.random() >= 0.9995){changePixel(pixel, "NewbornBlue")}
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}
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}
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elements.EvilNewbornBlue = {
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color: "#FF7B7B",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior: function(pixel) {
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if (pixel.start === pixelTicks) {return}
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if (pixel.charge && elements[pixel.element].behaviorOn) {
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pixelTick(pixel)
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}
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const directions = [
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[1, 0], // Right
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[-1, 0], // Left
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[0, -1], // Up
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[0, 1] // Down
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];
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const [dx, dy] = directions[Math.random() * 4 | 0];
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tryMove(pixel, pixel.x + dx, pixel.y + dy);
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doDefaults(pixel);
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},
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conduct : 0,
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movable: true,
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temp: 0,
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stateLow: ["EvilFrozenBlue"],
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tempLow: -40,
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stateHigh: ["EvilBlueHot"],
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breakInto: "DeadEvilBlue",
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tempHigh: 40,
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hidden: 1,
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tick: function(pixel){
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if (Math.random() >= 0.99) {changePixel(pixel, "EvilFlyingBlue");}
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},
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reactions: {
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"FlyingBlue": {elem2: "EvilFlyingBlue", chance:0.1 },
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"FlyingBlue": {elem2: "DeadBlue", chance:0.05 },
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"NewbornBlue": {elem2: "EvilNewbornBlue", chance:0.2 },
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"BlueHot": {elem2: "EvilBlueHot" },
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"FrozenBlue": {elem2: "EvilFrozenBlue" },
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"ThisIsOneNiceEgg": {elem2: "ThisIsNotSuchaNiceEgg", chance:0.5 },
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"PregFlyingBlue": {elem2: "FlyingBlue" },
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"wall": {elem2: null, chance:0.01 },
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},
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},
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elements.EvilFrozenBlue = {
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color: "#FF4B4B",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior:[
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"XX|XX|XX",
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"XX|CH:EvilFrozenBlue>DeadEvilBlue%0.1|XX",
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"XX|M1|XX",
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],
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conduct : 0,
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movable: true,
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temp: -50,
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tempHigh: 0,
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stateHigh: ["EvilFlyingBlue",],
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tempLow: -150,
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stateLow: ["DeadEvilBlue",],
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breakInto: "DeadEvilBlue",
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hidden: 1,
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tick: function(pixel){
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pixel.temp ++
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if (pixel.temp >=0){changePixel(pixel,"EvilFlyingBlue")}
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}
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}
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elements.EvilBlueHot = {
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color: "#840E43",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior:[
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"XX|M1|XX",
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"XX|CH:EvilBlueHot>DeadEvilBlue%0.1|XX",
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"XX|XX|XX",
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],
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conduct : 0,
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movable: true,
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temp: 50,
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tempLow: 0,
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stateLow: ["EvilFlyingBlue",],
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tempHigh: 150,
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stateHigh: ["DeadEvilBlue",],
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breakInto: "DeadEvilBlue",
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hidden: 1,
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tick: function(pixel){
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pixel.temp --
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if (pixel.temp <=0){changePixel(pixel,"EvilFlyingBlue")}
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}
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}
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elements.DeadEvilBlue = {
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color: "#590000",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior:[
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"XX|XX|XX",
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"XX|DL|XX",
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"XX|M1|XX",
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],
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conduct : 0,
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movable: true,
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temp: 0,
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hidden: 1,
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}
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elements.BombadiroCrocodilo = {
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color: "#55843C",
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singleColor: true,
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category: "wonder",
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state: "solid",
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behavior:[
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"XX|XX|M2",
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"XX|XX|M1 AND EX:6>nuke",
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"CR:blaster%3.7|CR:bomb%25 AND CR:grenade%10 AND CR:hot_bomb%6 AND CR:emp_bomb%2|M2",
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],
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movable: true,
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temp: 0
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}
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elements.BombadiroCrocodiloOnCrack = {
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color: "#55843C",
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singleColor: true,
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category: "wonder",
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state: "solid",
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behavior:[
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"XX|XX|M2",
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"XX|XX|M1 AND EX:6000000000000000000000000000>head,body",
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"|CR:bomb%45 AND CR:grenade%20 AND CR:hot_bomb%40 AND CR:emp_bomb%20 AND CR:blaster%40.7|M2",
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],
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movable: true,
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temp: 0
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}
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var Despawn = 0;
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elements.LifeFood = {
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color: "#9E00FF",
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singleColor: true,
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category: "Blue",
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state: "solid",
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behavior: behaviors.POWDER,
|
||||
conduct : 0,
|
||||
movable: true,
|
||||
temp: 0,
|
||||
glow: 0.1,
|
||||
reactions: {
|
||||
"FlyingBlue": { elem1: "ThisIsOneNiceEgg" },
|
||||
"EvilFlyingBlue": { elem1: "ThisIsNotSuchaNiceEgg" },
|
||||
},
|
||||
tick: function(pixel){
|
||||
if (pixel.Despawn === undefined) {pixel.Despawn = 0;}
|
||||
{pixel.Despawn++}
|
||||
if (pixel.Despawn >= 100){
|
||||
if (Math.random() >= 0.9){changePixel(pixel,"DeadBlue")
|
||||
}}
|
||||
},
|
||||
}
|
||||
var Despawn = 0;
|
||||
elements.Purifyer = {
|
||||
color: "#D4FFFF",
|
||||
singleColor: true,
|
||||
category: "Blue",
|
||||
state: "solid",
|
||||
behavior: behaviors.POWDER,
|
||||
conduct : 0,
|
||||
movable: true,
|
||||
temp: 0,
|
||||
glow: 0.1,
|
||||
reactions: {
|
||||
"EvilFlyingBlue": { elem1: null, elem2: "FlyingBlue" },
|
||||
"EvilPregFlyingBlue": { elem1: null, elem2: "PregFlyingBlue" },
|
||||
"EvilNewbornBlue": { elem1: null, elem2: "NewbornBlue" },
|
||||
"ThisIsNotSuchaNiceEgg": { elem1: null, elem2: "ThisIsOneNiceEgg" },
|
||||
"EvilBlueHot": { elem1: null, elem2: "BlueHot" },
|
||||
"EvilFrozenBlue": { elem1: null, elem2: "FrozenBlue" },
|
||||
"DeadEvilBlue": { elem1: null, elem2: "DeadBlue" },
|
||||
},
|
||||
tick: function(pixel){
|
||||
if (pixel.Despawn === undefined) {pixel.Despawn = 0;}
|
||||
{pixel.Despawn++}
|
||||
if (pixel.Despawn >= 100){
|
||||
if (Math.random() >= 0.9){changePixel(pixel,"DeadBlue")
|
||||
}}
|
||||
},
|
||||
}
|
||||
var Despawn = 0;
|
||||
elements.Corruption = {
|
||||
color: "#8D3A50",
|
||||
singleColor: true,
|
||||
category: "Blue",
|
||||
state: "solid",
|
||||
behavior: behaviors.POWDER,
|
||||
conduct : 0,
|
||||
movable: true,
|
||||
temp: 0,
|
||||
glow: 0.1,
|
||||
reactions: {
|
||||
"FlyingBlue": { elem1: null, elem2: "EvilFlyingBlue" },
|
||||
"PregFlyingBlue": { elem1: null, elem2: "EvilPregFlyingBlue" },
|
||||
"NewbornBlue": { elem1: null, elem2: "EvilNewbornBlue" },
|
||||
"ThisIsOneNiceEgg": { elem1: null, elem2: "ThisIsNotSuchaNiceEgg" },
|
||||
"BlueHot": { elem1: null, elem2: "EvilBlueHot" },
|
||||
"FrozenBlue": { elem1: null, elem2: "EvilFrozenBlue" },
|
||||
"DeadBlue": { elem1: null, elem2: "DeadEvilBlue" },
|
||||
"Purifyer": { elem1: null, elem2: null },
|
||||
},
|
||||
tick: function(pixel){
|
||||
if (pixel.Despawn === undefined) {pixel.Despawn = 0;}
|
||||
{pixel.Despawn++}
|
||||
if (pixel.Despawn >= 100){
|
||||
if (Math.random() >= 0.9){changePixel(pixel,"DeadBlue")
|
||||
}}
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
what i still want to add to the blue's
|
||||
|
||||
1. blue god:
|
||||
|
||||
- The Blue god should only be able to spawn from an egg if there is 1 or more evil blue's
|
||||
- the blue god should auto spawn purify'ers near evil blue's
|
||||
- the blue god should not be able to move (stationairy)
|
||||
- if the blue god exists then eggs will be more likely to hatch evil blue's
|
||||
- if this one exists then alle blue's should have a small chance to (ONLY KILL) evil blue's
|
||||
- if the evil blue god already exists then the evil blue god will die and so will its guards
|
||||
and when it spawns it summons blue guards around itself that also cannot move
|
||||
|
||||
|
||||
2. Blue guard:
|
||||
this one should be working like a guided missle to all red stuff, kinda like a suicide bomber
|
||||
it goes to the nearest evil pixel and it just alluh akbar's itself. it also explodes into purifyd blue eggs
|
||||
|
||||
3. purifyd blue eggs:
|
||||
only possible by putting purifyer on a nice egg
|
||||
this one should hatch into 10 diffrent blue normals
|
||||
this one should have a reasonable chance to turn into a blue god
|
||||
|
||||
4. evil blue god:
|
||||
- should only spawn from a corrupt egg, very unlikely, only 1 in the game max.
|
||||
- if the blue god already exists then the blue god will die and so will its guards
|
||||
- does kinda the same as the blue god
|
||||
|
||||
5. evil blue guards:
|
||||
These should work the same as the blue guards but these will explode into corruption
|
||||
|
||||
7. (evil blue crawler's):
|
||||
- all chances of a (evil) blue flyer spawning should be cut in half and be replaced with crawler's
|
||||
- crawlers can make corruption/purifyer's and even lifefood
|
||||
- if a crawler has produced 10 stuff in its life, it will die
|
||||
|
||||
8. Blue wallers
|
||||
- These should function simmilairly to crawlers however these should be able to place walls of their own colour
|
||||
- for each wall of their own colour, eggs are more likely to hatch and they should live 1 second longer
|
||||
- blue wallers can only place a wall if they have a god
|
||||
|
||||
9. Blue soldiers
|
||||
-these should only be able to spawn if the other side has a blue god, and even then they should be rare
|
||||
- only 3 in the game max
|
||||
- if a blue soldier encounters anything evil, it will kill it
|
||||
- blue soldiers fly around like normal blue's but if they encounter the blue guards then they will die but also the blue guards of the other team
|
||||
|
||||
10. Blue boom's
|
||||
- a nice egg should have a small chace to go boom, if this happens then it will summon 5 purifyed egg's
|
||||
- should only be possible if there is no god of their team.
|
||||
|
||||
|
||||
|
||||
changes to be made:
|
||||
//eggs should move less, hatch less likely and be harder to get. But should spawn 3 newborn's
|
||||
// guards should be able to spawn from purify'ed eggs
|
||||
//if there are 1.5x more evil blue's then good blue's then the blue's will
|
||||
// stuff should not be as laggy anymore
|
||||
// dead blue's should fall and if they fall on an egg then it will destroy that, (opposing or own team doesn't matter)
|
||||
// the pregblue's should be better
|
||||
// the older a normal blue gets, the slower it moves, (to the power of 2) so, exponential
|
||||
// dead blue's should also have a very small chance to destroy others of its own team it comes into contact with
|
||||
// hot blue's should not be able to die
|
||||
// if a hot blue encounters a evil blue of any kind, then it will destroy that evil blue (exept gods)
|
||||
// if a frozen blue encounters a evil blue of any kind, then it should turn it into a frozen blue
|
||||
// remove evil hot blue's and fronzen blue's
|
||||
// blue newborn's and blue normal's should not be able to die due to an evil newborn blue and kill it 100&
|
||||
// if an egg gets corrupted it should have a very small chance to summon a god, (very small)
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
______________________$$$$$$$$
|
||||
_______________$$$$$$$________$$$$$$$$$
|
||||
_____________$$________________________$$$$
|
||||
____________$$_____________________________$$
|
||||
___________$__________________________________$$
|
||||
___________$$___________________________________$$
|
||||
__________$$__$$______________________$$__________$$
|
||||
________$$__$$___$$$$_________$$$$____$$__________$$$$
|
||||
______$$___$$__$$$$__$$_____$$$$__$$_$$_____________$$$
|
||||
______$$___$$____$$$$_________$$$$___$$_______________$$
|
||||
______$$___$$________________________$$_______________$$
|
||||
______$$____$$_______________________$$_____________$$
|
||||
________$$__$$____$$$$$$_____________$$___________$$$
|
||||
________$$__$$__$$______$$___________$$_________$$
|
||||
________$$__$$__$$______$$___________$$_______$$
|
||||
__________$$$$____$$$$$$_____________$$$$____$$$$
|
||||
__________$$$$_____________________$$__$$____$$$
|
||||
___________$$_$$$$$$$$$$$$_____$$$$______$$$$_$$
|
||||
_____________$$___$$______$$$$$_______________$$
|
||||
_____________$$_____$$$$$$$____________________$$
|
||||
_____________$$________________________________$$
|
||||
____________$$_________________________________$$
|
||||
____________$$_________________________________$$
|
||||
____________$$___________________________________$
|
||||
____________$$___________________________________$$
|
||||
__________$$_________________________$$___________$
|
||||
__________$$__________$$___________$$_____________$$
|
||||
________$$__$$________$$_________$$_______________$$
|
||||
______$$____$$__________$$_______$$_______________$$
|
||||
______$$____$$____________$$___$$_________________$$
|
||||
____$$______$$_____________$$_$$_______$$_________$$
|
||||
____$$______$$________$$____$$$________$$_________$$
|
||||
____$$______$$________$$____$$$_______$$__________$$
|
||||
____$$______$$________$$_______________$$__________$$
|
||||
____$$______$$________$$_______________$$____________$
|
||||
_$$$$_______$$________$$_______________$$____________$$
|
||||
$___$$______$$________$$$$___________$$$$____________$$
|
||||
$___$$______$$________$$__$$_______$$__$$____________$$
|
||||
_$$$$$______$$________$$____$$___$$_____$$___________$$
|
||||
____$$______$$________$$______$$_______$$___________$$
|
||||
____$$______$$________$$_____$$________$$___________$$
|
||||
__$$________$$________$$$$$$$$___$$$$$$__$$_________$$
|
||||
__$$________$$________$$______$$$______$$$$_________$$
|
||||
$$________$$__________$$_________$$$$$$__$$__________$
|
||||
$$______$$__________$$$$$$$$$$$$$$$______$$__________$
|
||||
$$_$$_$$$__________$$_____________$$$$$$$__$$_________$
|
||||
_$$$$$$$___________$$______________________$$________$$
|
||||
_____$$__$$__$$__$$_$______________________$$__________$$
|
||||
______$$$$__$___$__$$______________________$$____________$
|
||||
_______$$___$___$__$________________________$$_$__$$__$$__$
|
||||
_________$$$$$$$$$$__________________________$$_$_$$$$$$$$
|
||||
Cool dog ig?
|
||||
*/
|
||||
Loading…
Reference in New Issue