diff --git a/mod-list.html b/mod-list.html
index 41ce75e8..9ccbdb78 100644
--- a/mod-list.html
+++ b/mod-list.html
@@ -322,6 +322,7 @@
| rainbow_tests.js | Adds variants of the rainbow element with different maths | Alice |
| Shroomboxels.js | A variant of acid_and_shapes.js that uses a different trigonometric function | Alice |
| singleColor.js | Makes all elements pick one color each time they're drawn | stefanblox |
+| lightmap.js | Makes light sources glow | RedBirdly |
| Compilations |
| a_mod_by_alice.js | A mod combining most of Alice’s mods, and some other things | Alice |
diff --git a/mods/fast_lightmap.js b/mods/fast_lightmap.js
index f08649e1..5bb48d84 100644
--- a/mods/fast_lightmap.js
+++ b/mods/fast_lightmap.js
@@ -1,409 +1,320 @@
// 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 fireflyColor = [240, 255, 70];
-let radColor = [75, 100, 30];
-let neonColor = [255*2, 60*2, 10*2];
-let strangeMatterColor = [220*0.3, 255*0.3, 210*0.3];
-let sparkColors = [[255, 210, 120], [255, 140, 10]];
+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) {
- // Remove "rgb(" and ")" from the string and split by comma
- let values = rgbString.slice(4, -1).split(',');
-
- // Convert each value from string to number
- let r = parseInt(values[0].trim());
- let g = parseInt(values[1].trim());
- let b = parseInt(values[2].trim());
-
- // Return the array of RGB values
- return [r, g, b];
+ return rgbString.slice(4, -1).split(',').map(val => parseInt(val.trim()));
}
function scaleList(numbers, scale) {
- return numbers.map(number => number * scale);
+ return numbers.map(number => number * scale);
}
function initializeLightmap(width, height) {
- lightmapWidth = Math.ceil(width / lightmapScale);
- lightmapHeight = Math.ceil(height / lightmapScale);
-
- for (let y = 0; y < lightmapHeight; y++) {
- lightmap[y] = [];
- nextLightmap[y] = [];
- for (let x = 0; x < lightmapWidth; x++) {
- lightmap[y][x] = { color: [0, 0, 0] };
- nextLightmap[y][x] = { color: [0, 0, 0] };
- }
- }
+ lightmapWidth = Math.ceil(width / lightmapScale);
+ lightmapHeight = Math.ceil(height / lightmapScale);
+
+ for (var y = 0; y < lightmapHeight; y++) {
+ lightmap[y] = [];
+ nextLightmap[y] = [];
+ for (var x = 0; x < lightmapWidth; x++) {
+ lightmap[y][x] = { color: [0, 0, 0] };
+ nextLightmap[y][x] = { color: [0, 0, 0] };
+ }
+ }
}
function deepCopy(source, target) {
- for (let y = 0; y < source.length; y++) {
- target[y] = [];
- for (let x = 0; x < source[y].length; x++) {
- target[y][x] = { ...source[y][x] };
- }
- }
+ for (var y = 0; y < source.length; y++) {
+ target[y] = [];
+ 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 = [
- { dx: 1, dy: 0 },
- { dx: -1, dy: 0 },
- { dx: 0, dy: 1 },
- { dx: 0, dy: -1 },
- ];
+ var width = lightmap[0].length;
+ var height = lightmap.length;
- for (let y = 0; y < height; y++) {
- for (let x = 0; x < width; x++) {
- let totalColor = [0, 0, 0];
- let neighborCount = 0;
- neighbors.forEach(({ dx, dy }) => {
- let nx = x + dx;
- let 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];
- totalColor[2] += lightmap[ny][nx].color[2];
- 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)
- ]
- };
- }
- }
+ var neighbors = [
+ { dx: 1, dy: 0 },
+ { dx: -1, dy: 0 },
+ { dx: 0, dy: 1 },
+ { dx: 0, dy: -1 },
+ ];
- deepCopy(nextLightmap, lightmap);
+ 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 }) => {
+ 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];
+ totalColor[2] += lightmap[ny][nx].color[2];
+ 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)
+ ]
+ };
+ }
+ }
+
+ deepCopy(nextLightmap, lightmap);
}
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;
- s = max === 0 ? 0 : d / max;
+ var d = max - min;
+ s = max === 0 ? 0 : d / max;
- if (max === min) {
- h = 0;
- } else {
- switch (max) {
- case r: h = (g - b) / d + (g < b ? 6 : 0); break;
- case g: h = (b - r) / d + 2; break;
- case b: h = (r - g) / d + 4; break;
- }
- h /= 6;
- }
+ if (max === min) {
+ h = 0;
+ } else {
+ switch (max) {
+ case r: h = (g - b) / d + (g < b ? 6 : 0); break;
+ case g: h = (b - r) / d + 2; break;
+ case b: h = (r - g) / d + 4; break;
+ }
+ h /= 6;
+ }
- return [h, s, v];
+ return [h, s, v];
}
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;
- }
+ 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;
+ }
- return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
+ 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;
- 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 context = canvas.getContext('2d');
+ var width = lightmap[0].length;
+ var height = lightmap.length;
- context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha*0.4})`;
- context.fillRect(
- x * pixelSize * lightmapScale,
- y * pixelSize * lightmapScale,
- pixelSize * lightmapScale,
- pixelSize * lightmapScale
- );
- context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
- context.fillRect(
- (x * pixelSize - pixelSizeHalf) * lightmapScale,
- (y * pixelSize - pixelSizeHalf) * lightmapScale,
- pixelSize * lightmapScale * 2,
- pixelSize * lightmapScale * 2
- );
- }
- }
- }
+ for (var y = 0; y < height; y++) {
+ for (var x = 0; x < width; x++) {
+ var { color } = lightmap[y][x];
+ var [r, g, b] = color;
+
+ if (r > 0 || g > 0 || b > 0) {
+ var [h, s, v] = rgbToHsv(r, g, b);
+ var newColor = hsvToRgb(h, s, 1);
+ var alpha = v;
+
+ context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.4})`;
+ context.fillRect(
+ x * pixelSize * lightmapScale,
+ y * pixelSize * lightmapScale,
+ pixelSize * lightmapScale,
+ pixelSize * lightmapScale
+ );
+
+ context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
+ context.fillRect(
+ (x * pixelSize - pixelSizeHalf) * lightmapScale,
+ (y * pixelSize - pixelSizeHalf) * lightmapScale,
+ pixelSize * lightmapScale * 2,
+ pixelSize * lightmapScale * 2
+ );
+ }
+ }
+ }
}
-elements.sun.tick = function(pixel) {
- let x = Math.floor(pixel.x / lightmapScale);
- let y = Math.floor(pixel.y / lightmapScale);
- lightmap[y][x] = { color: rgbToArray(pixel.color) };
+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 <= 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: rgbToArray(pixel.color) };
+ originalLightTick(pixel);
+ 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: rgbToArray(pixel.color) };
+ originalLiquidLightTick(pixel);
+ 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: rgbToArray(pixel.color) };
-};
-
-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: rgbToArray(pixel.color) };
- }
- 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: rgbToArray(pixel.color) };
- }
- 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: rgbToArray(pixel.color) };
- }
- 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: rgbToArray(pixel.color) };
- }
- 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: 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();
+ };
}
diff --git a/mods/lightmap.js b/mods/lightmap.js
index 2349c3b9..70641230 100644
--- a/mods/lightmap.js
+++ b/mods/lightmap.js
@@ -1,409 +1,320 @@
// 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 fireflyColor = [240, 255, 70];
-let radColor = [75, 100, 30];
-let neonColor = [255*2, 60*2, 10*2];
-let strangeMatterColor = [220*0.3, 255*0.3, 210*0.3];
-let sparkColors = [[255, 210, 120], [255, 140, 10]];
+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) {
- // Remove "rgb(" and ")" from the string and split by comma
- let values = rgbString.slice(4, -1).split(',');
-
- // Convert each value from string to number
- let r = parseInt(values[0].trim());
- let g = parseInt(values[1].trim());
- let b = parseInt(values[2].trim());
-
- // Return the array of RGB values
- return [r, g, b];
+ return rgbString.slice(4, -1).split(',').map(val => parseInt(val.trim()));
}
function scaleList(numbers, scale) {
- return numbers.map(number => number * scale);
+ return numbers.map(number => number * scale);
}
function initializeLightmap(width, height) {
- lightmapWidth = Math.ceil(width / lightmapScale);
- lightmapHeight = Math.ceil(height / lightmapScale);
-
- for (let y = 0; y < lightmapHeight; y++) {
- lightmap[y] = [];
- nextLightmap[y] = [];
- for (let x = 0; x < lightmapWidth; x++) {
- lightmap[y][x] = { color: [0, 0, 0] };
- nextLightmap[y][x] = { color: [0, 0, 0] };
- }
- }
+ lightmapWidth = Math.ceil(width / lightmapScale);
+ lightmapHeight = Math.ceil(height / lightmapScale);
+
+ for (var y = 0; y < lightmapHeight; y++) {
+ lightmap[y] = [];
+ nextLightmap[y] = [];
+ for (var x = 0; x < lightmapWidth; x++) {
+ lightmap[y][x] = { color: [0, 0, 0] };
+ nextLightmap[y][x] = { color: [0, 0, 0] };
+ }
+ }
}
function deepCopy(source, target) {
- for (let y = 0; y < source.length; y++) {
- target[y] = [];
- for (let x = 0; x < source[y].length; x++) {
- target[y][x] = { ...source[y][x] };
- }
- }
+ for (var y = 0; y < source.length; y++) {
+ target[y] = [];
+ 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 = [
- { dx: 1, dy: 0 },
- { dx: -1, dy: 0 },
- { dx: 0, dy: 1 },
- { dx: 0, dy: -1 },
- ];
+ var width = lightmap[0].length;
+ var height = lightmap.length;
- for (let y = 0; y < height; y++) {
- for (let x = 0; x < width; x++) {
- let totalColor = [0, 0, 0];
- let neighborCount = 0;
- neighbors.forEach(({ dx, dy }) => {
- let nx = x + dx;
- let 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];
- totalColor[2] += lightmap[ny][nx].color[2];
- 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)
- ]
- };
- }
- }
+ var neighbors = [
+ { dx: 1, dy: 0 },
+ { dx: -1, dy: 0 },
+ { dx: 0, dy: 1 },
+ { dx: 0, dy: -1 },
+ ];
- deepCopy(nextLightmap, lightmap);
+ 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 }) => {
+ 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];
+ totalColor[2] += lightmap[ny][nx].color[2];
+ 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)
+ ]
+ };
+ }
+ }
+
+ deepCopy(nextLightmap, lightmap);
}
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;
- s = max === 0 ? 0 : d / max;
+ var d = max - min;
+ s = max === 0 ? 0 : d / max;
- if (max === min) {
- h = 0;
- } else {
- switch (max) {
- case r: h = (g - b) / d + (g < b ? 6 : 0); break;
- case g: h = (b - r) / d + 2; break;
- case b: h = (r - g) / d + 4; break;
- }
- h /= 6;
- }
+ if (max === min) {
+ h = 0;
+ } else {
+ switch (max) {
+ case r: h = (g - b) / d + (g < b ? 6 : 0); break;
+ case g: h = (b - r) / d + 2; break;
+ case b: h = (r - g) / d + 4; break;
+ }
+ h /= 6;
+ }
- return [h, s, v];
+ return [h, s, v];
}
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;
- }
+ 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;
+ }
- return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
+ 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;
- 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 context = canvas.getContext('2d');
+ var width = lightmap[0].length;
+ var height = lightmap.length;
- context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha*0.4})`;
- context.fillRect(
- x * pixelSize * lightmapScale,
- y * pixelSize * lightmapScale,
- pixelSize * lightmapScale,
- pixelSize * lightmapScale
- );
- context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
- context.fillRect(
- (x * pixelSize - pixelSizeHalf) * lightmapScale,
- (y * pixelSize - pixelSizeHalf) * lightmapScale,
- pixelSize * lightmapScale * 2,
- pixelSize * lightmapScale * 2
- );
- }
- }
- }
+ for (var y = 0; y < height; y++) {
+ for (var x = 0; x < width; x++) {
+ var { color } = lightmap[y][x];
+ var [r, g, b] = color;
+
+ if (r > 0 || g > 0 || b > 0) {
+ var [h, s, v] = rgbToHsv(r, g, b);
+ var newColor = hsvToRgb(h, s, 1);
+ var alpha = v;
+
+ context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.4})`;
+ context.fillRect(
+ x * pixelSize * lightmapScale,
+ y * pixelSize * lightmapScale,
+ pixelSize * lightmapScale,
+ pixelSize * lightmapScale
+ );
+
+ context.fillStyle = `rgba(${newColor[0]}, ${newColor[1]}, ${newColor[2]}, ${alpha * 0.25})`;
+ context.fillRect(
+ (x * pixelSize - pixelSizeHalf) * lightmapScale,
+ (y * pixelSize - pixelSizeHalf) * lightmapScale,
+ pixelSize * lightmapScale * 2,
+ pixelSize * lightmapScale * 2
+ );
+ }
+ }
+ }
}
-elements.sun.tick = function(pixel) {
- let x = Math.floor(pixel.x / lightmapScale);
- let y = Math.floor(pixel.y / lightmapScale);
- lightmap[y][x] = { color: rgbToArray(pixel.color) };
+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 <= 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: rgbToArray(pixel.color) };
+ originalLightTick(pixel);
+ 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: rgbToArray(pixel.color) };
+ originalLiquidLightTick(pixel);
+ 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: rgbToArray(pixel.color) };
-};
-
-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: rgbToArray(pixel.color) };
- }
- 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: rgbToArray(pixel.color) };
- }
- 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: rgbToArray(pixel.color) };
- }
- 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: rgbToArray(pixel.color) };
- }
- 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: 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();
+ };
}