todo
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@ -1,6 +1,44 @@
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//TODO: enemies, ichor, crimsandstone
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//Not doing: spawning
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//Might not be possible: thorns (its breaking behavior would need a way for a pixel to detect when a pixel tryMove'd into its position), powders and clentamination (those would require a means of moving through pixels without falsely occupied pixels or other glitches)
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/*
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TODO:
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Blood Crawler?
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Tweak Vicious Goldfish heavily
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Face Monster
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Crimera
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Herpling
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Crimslime
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Blood Jelly
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Blood Feeder
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Blood Mummy
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Deathweed
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Some drops
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Loot items could be implemented as useless powders.
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Crimsandstone
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Fishing loot fish (as Fish copies)
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Not doing:
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Mob spawning
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Game-like world generation
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Crafting stations
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Hardmode-exclusive behavior (WoF would be a nightmare to add)
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Biome keys
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Might not be possible:
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Thorny bushes (their breaking behavior would require a way for a pixel to detect when another pixel tryMove'd into its position)
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Powders and clentamination (those would require a means of moving through pixels without falsely occupied pixels or other glitches)
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Blood crawlers crawling on background walls
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Brain of Cthulhu (without the rest of the progression)
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*(would be pretty pointless)
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Crimson Hearts are probably possible but would be useless without this
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Actually usable weapons
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Game-like fishing system
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Crates breaking into multiple items
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Tree shaking behavior
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Deadland Comes Alive painting
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Floaty Gross, Crimson Axe, Crimson Pigron (same issue as powders)
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Probably possible but far beyond my skill level:
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Enemy pathfinding
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Music boxes
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Crimera variants
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Multi-pixel enemies other than Face Monsters (which would copy human code)
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*/
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function includesArray(parentArray, testArray) {
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for (let i = 0; i < parentArray.length; i++) {
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@ -98,6 +136,10 @@ function crimSpread(pixel) { //corrupting (crimsonning?) blocks
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimson_vine")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "fish") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"vicious_goldfish")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "sapling") {
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if(Math.random() < crimRate*4) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"shadewood_sapling")
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@ -109,6 +151,8 @@ function crimSpread(pixel) { //corrupting (crimsonning?) blocks
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grassSpread(pixel,"dirt","crimson_grass")
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}
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eLists.WHL = "water,salt_water,sugar_water,dirty_water,swamp_water,heavy_water,radioactive_water,crimwater,pure_water,chilly_water,honey,magma"
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elements.crimson_grass = {
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color: ["#e82535","#cc471f","#d6153c","#c20e29","#b81a2c"],
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behavior: [
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@ -240,7 +284,7 @@ elements.crimwater = { //you shouldn't be able to purify ice by melting it
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state: "liquid",
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density: 997,
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conduct: 0.02,
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stain: 0.1,
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stain: 0.02,
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}
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elements.crimsnow = { //BIG break from canon but you shouldn't be able to purify ice by grinding it either
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@ -429,5 +473,38 @@ elements.ichor = {
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viscosity: 1,
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state: "liquid",
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density: 1010,
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stain: 0.1,
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stain: 0.02,
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}
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elements.vicious_goldfish = {
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color: "#e64230",
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behavior: [
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"SW:"+eLists.WHL+",blood%2|M2%5 AND SW:"+eLists.WHL+",blood%1|XX", //this is where M3 would have been useful
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"SW:"+eLists.WHL+",blood%40|FX%0.01|BO%1", //i have no idea what i'm doing
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"SW:"+eLists.WHL+",blood%2 AND M2|M1|XX",
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],
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reactions: {
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"algae": { "elem2":null, chance:0.5 },
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"plant": { "elem2":null, chance:0.125 },
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"fly": { "elem2":null, chance:0.5 },
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"firefly": { "elem2":null, chance:0.5 },
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"worm": { "elem2":null, chance:0.25 },
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"head": { "elem2":[null,"blood"], chance:0.25 },
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"body": { "elem2":[null,"blood"], chance:0.25 },
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"oxygen": { "elem2":"carbon_dioxide", chance:0.5 },
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},
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tick: function(pixel) {
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pixel.color = pixelColorPick(pixel)
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},
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temp: 20,
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tempHigh: 42,
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stateHigh: "meat",
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tempLow: -20,
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stateLow: "frozen_meat",
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category:"life",
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burn:40,
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burnTime:100,
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state: "solid",
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density: 1080,
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conduct: 0.2,
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}
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