Hell Creeper

makes fire
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O-01-67 2022-10-02 14:12:08 -04:00 committed by GitHub
parent 0122159cbc
commit 7586959bff
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1 changed files with 563 additions and 6 deletions

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@ -15,7 +15,8 @@ function slBound(number) { //SL bounding function (not hue), same use as above
return Math.min(100,Math.max(0,number));
};
function upVelocity(pixel,x,y,radius,fire,smoke,power) { //Angelic Creeper's effect, "compatible" with velocity.js by including the modified version of its code in itself
function angelicUpwardVelocity(pixel,x,y,radius,fire,smoke,power) { //Angelic Creeper's effect, "compatible" with velocity.js by including the modified version of its code in itself
var info = elements[pixel.element]
if(enabledMods.includes("mods/velocity.js")) {
//console.log("yeet");
// set the pixel.vx and pixel.vy depending on the angle and power
@ -28,12 +29,44 @@ function upVelocity(pixel,x,y,radius,fire,smoke,power) { //Angelic Creeper's eff
pixel.vy = 0 - Math.abs(Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power/4)) + 4); //massively increased Y velocities even for objects below
//pixel.color = "rgb(255,0,0)";
//console.log(`vy calculated (${pixel.vy}) for pixel (${pixel.x},${pixel.y})`);
};5
};
//console.log(`Velocities set`);
};
//console.log(`end`);
};
//afterFunction(pixel,x,y,radius,fire,smoke,power,damage);
function hellExplosionFire(pixel,x,y,radius,fire,smoke,power,damage) { //Angelic Creeper's effect, "compatible" with velocity.js by including the modified version of its code in itself
var coords = circleCoords(pixel.x,pixel.y,radius);
for (var i = 0; i < coords.length; i++) {
var x = coords[i].x;
var y = coords[i].y;
if(!isEmpty(x,y,true)) {
var pixel = pixelMap[x][y];
var info = elements[pixel.element]
if (info.burn) { //Light everything on fire
pixel.burning = true;
pixel.burnStart = pixelTicks;
pixel.temp += 10; //smoke prevention
} else if(Math.random() < 0.05) { //5%/px cursed burning
pixel.burning = true;
pixel.burnStart = pixelTicks;
pixel.temp += 10;
};
} else if(isEmpty(x,y)) { //if there's space for fire
if (Array.isArray(fire)) { //this should remain "fire"
var newfire = fire[Math.floor(Math.random() * fire.length)];
} else {
var newfire = fire;
};
createPixel(newfire,x,y); //add fire
var firePixel = pixelMap[x][y];
firePixel.temp = Math.max(elements[newfire].temp,firePixel.temp);
firePixel.burning = true;
};
};
};
function explodeAtPlus(x,y,radius,fire="fire",smoke="smoke",beforeFunction=null,afterFunction=null) { //explodeAt with additional arguments, used to allow implementation of Angelic Creeper's effect
// if fire contains , split it into an array
if (fire.indexOf(",") !== -1) {
@ -301,7 +334,7 @@ elements.creeper_body = {
};
if(pixel.charged) {
var explosionRadius = 10;
var explosionRadius = 7;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
@ -340,7 +373,7 @@ elements.creeper_body = {
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
var explosionRadius = 5;
};
if(pixel.burning) {
@ -917,7 +950,7 @@ elements.angelic_creeper_body = {
};
if(pixelTicks - pixel.burnStart > 30) {
//console.log("GOTTA YEET YEET YEET!");
explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","smoke",null,upVelocity); //Special effect: Flings you upwards (extended to all movable tiles because it's easier).
explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","smoke",null,angelicUpwardVelocity); //Special effect: Flings you upwards (extended to all movable tiles because it's easier).
//It also floats when hissing, but that will come soon.
//console.log("Yes, Rico, kaboom.");
};
@ -1236,7 +1269,7 @@ elements.angelic_creeper_head = {
if(pixelTicks - pixel.hissStart > 30) {
//console.log("GOTTA YEET YEET YEET!");
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
explodeAtPlus(body.x,body.y,explosionRadius,"fire","smoke",null,upVelocity);
explodeAtPlus(body.x,body.y,explosionRadius,"fire","smoke",null,angelicUpwardVelocity);
//console.log("Yes, Rico, kaboom.");
};
};
@ -1775,6 +1808,530 @@ elements.bombing_creeper_head = {
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");
};
},
};
//Hell Creeper
elements.hell_creeper = {
color: ["#D2D2D2", "#ff141e", "#fc3232", "#DFAFAF", "#e84a4a", "#ce7979", "#d95555", "#d53c3c", "#c53636", "#b13333", "#913535", "#954242", "#872828", "#8b4949", "#2b0304"],
category: "life",
properties: {
dead: false,
dir: 1,
panic: 0,
following: false,
},
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("hell_creeper_body", pixel.x, pixel.y+1);
pixel.element = "hell_creeper_head";
pixel.color = pixelColorPick(pixel)
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("hell_creeper_head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "hell_creeper_body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
related: ["hell_creeper_body","hell_creeper_head"],
desc: 'A creeper type from <em>Extra Creeper Types</em> <a href="https://www.curseforge.com/minecraft/mc-mods/extra-creeper-types">(CF)</a>. It has a small explosion radius, but spawns a lot of fire around its explosion.'
};
elements.hell_creeper_body = {
color: ["#D2D2D2", "#ff141e", "#fc3232", "#DFAFAF", "#e84a4a", "#ce7979", "#d95555", "#d53c3c", "#c53636", "#b13333", "#913535", "#954242", "#872828", "#8b4949", "#2b0304"],
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 2000, //they are immune to lava, and minecraft's lava is presumably mafic, so at least 1200*C
stateHigh: "ash",
breakInto: ["blood","gunpowder","fire"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headPixel = pixelMap[pixel.x][pixel.y-2];
if (headPixel.element == "hell_creeper_head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
}
else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
}
}
}
}
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "hell_creeper_head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
else if (head == null) { return }
else if (Math.random() < 0.1) { // Move 10% chance
var movesToTry = [
[1*pixel.dir,0],
[1*pixel.dir,-1],
];
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
while (movesToTry.length > 0) {
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
break;
};
};
};
// 15% chance to change direction while not chasing a human
if(!head.following) {
if (Math.random() < 0.15) {
pixel.dir *= -1;
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
};
}/* else {
//console.log("*chases cutely*");
};*/
};
if(pixel.charge) {
pixel.charged = true;
};
if(head) {
if(typeof(head.charge) !== "undefined") {
if(head.charge) {
pixel.charged = true;
};
};
if(typeof(head.charged) !== "undefined") {
if(head.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
if(pixel.burning) {
pixel.hissing = true;
if(!pixel.burnStart) { //I don't like errors.
pixel.burnStart = pixel.ticks;
};
if(pixelTicks - pixel.burnStart > 30) {
//console.log("Kaboom?");
explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","fire",null,hellExplosionFire);
//console.log("Yes, Rico, kaboom.");
};
};
//Head hissing color handler: keeps track of head's hissing for coloring purposes
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(head.hissing) {
//console.log("Ssssssss");
if(!head.hissStart) {
//console.log("t-30 ticks or whatever it was");
head.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - head.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
//console.log("the j");
luminance = slBound(luminance + 1.176);
//console.log(luminance);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
};
};
},
};
elements.hell_creeper_head = {
color: ["#D2D2D2", "#ff141e", "#fc3232", "#e84a4a", "#b13333", "#913535", "#954242", "#872828", "#8b4949", "#2b0304", "#111111", "#faae3c", "#f5e131"],
category: "life",
hidden: true,
density: 1080,
state: "solid",
conduct: 25,
tempHigh: 2000,
stateHigh: "ash",
tempLow: -30,
stateLow: "frozen_meat",
breakInto: ["blood","fire"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
},
properties: {
dead: false,
following: false,
hissing: false,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
return
}
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "hell_creeper_body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
else { var body = null }
if(body) {
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
pixel.dir = body.dir;
};
};
if (isEmpty(pixel.x, pixel.y+1)) {
tryMove(pixel, pixel.x, pixel.y+1);
// create blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
//start of most new code
var pX = pixel.x;
var pY = pixel.y;
if(pixel.charge) {
pixel.charged = true;
};
if(body) {
if(typeof(body.charge) !== "undefined") {
if(body.charge) {
pixel.charged = true;
};
};
if(typeof(body.charged) !== "undefined") {
if(body.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
var directionAdverb = "left";
if(pixel.dir > 0) {
directionAdverb = "right";
};
//console.log(`Looking ${directionAdverb}`)
if(pixel.dir === -1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break; //can't see through humans
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
break;
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
};
//Pre-explosion handler: keeps track of time before the kaboom
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.hissing) {
//console.log("Ssssssss");
if(pixel.dead || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(!pixel.hissStart) {
//console.log("t-30 ticks or whatever it was");
pixel.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - pixel.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
luminance = slBound(luminance + 1.176);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
if(pixelTicks - pixel.hissStart > 30) {
//console.log("Kaboom?");
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","fire",null,hellExplosionFire);
//console.log("Yes, Rico, kaboom.");
};
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");