parent
0122159cbc
commit
7586959bff
569
mods/creepers.js
569
mods/creepers.js
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@ -15,7 +15,8 @@ function slBound(number) { //SL bounding function (not hue), same use as above
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return Math.min(100,Math.max(0,number));
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};
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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
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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
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var info = elements[pixel.element]
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if(enabledMods.includes("mods/velocity.js")) {
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//console.log("yeet");
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// set the pixel.vx and pixel.vy depending on the angle and power
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@ -28,12 +29,44 @@ function upVelocity(pixel,x,y,radius,fire,smoke,power) { //Angelic Creeper's eff
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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
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//pixel.color = "rgb(255,0,0)";
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//console.log(`vy calculated (${pixel.vy}) for pixel (${pixel.x},${pixel.y})`);
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};5
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};
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//console.log(`Velocities set`);
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};
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//console.log(`end`);
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};
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//afterFunction(pixel,x,y,radius,fire,smoke,power,damage);
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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
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var coords = circleCoords(pixel.x,pixel.y,radius);
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for (var i = 0; i < coords.length; i++) {
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var x = coords[i].x;
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var y = coords[i].y;
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if(!isEmpty(x,y,true)) {
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var pixel = pixelMap[x][y];
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var info = elements[pixel.element]
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if (info.burn) { //Light everything on fire
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pixel.burning = true;
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pixel.burnStart = pixelTicks;
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pixel.temp += 10; //smoke prevention
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} else if(Math.random() < 0.05) { //5%/px cursed burning
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pixel.burning = true;
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pixel.burnStart = pixelTicks;
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pixel.temp += 10;
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};
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} else if(isEmpty(x,y)) { //if there's space for fire
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if (Array.isArray(fire)) { //this should remain "fire"
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var newfire = fire[Math.floor(Math.random() * fire.length)];
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} else {
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var newfire = fire;
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};
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createPixel(newfire,x,y); //add fire
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var firePixel = pixelMap[x][y];
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firePixel.temp = Math.max(elements[newfire].temp,firePixel.temp);
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firePixel.burning = true;
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};
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};
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};
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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
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// if fire contains , split it into an array
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if (fire.indexOf(",") !== -1) {
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@ -301,7 +334,7 @@ elements.creeper_body = {
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};
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if(pixel.charged) {
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var explosionRadius = 10;
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var explosionRadius = 7;
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if(!pixel.didChargeBlueTinted) { //do once, on initial charge
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//console.log("something something halsey lyric");
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var color = pixel.color;
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@ -340,7 +373,7 @@ elements.creeper_body = {
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pixel.didChargeBlueTinted = true;
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};
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} else {
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var explosionRadius = 7;
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var explosionRadius = 5;
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};
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if(pixel.burning) {
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@ -917,7 +950,7 @@ elements.angelic_creeper_body = {
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};
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if(pixelTicks - pixel.burnStart > 30) {
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//console.log("GOTTA YEET YEET YEET!");
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explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","smoke",null,upVelocity); //Special effect: Flings you upwards (extended to all movable tiles because it's easier).
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explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","smoke",null,angelicUpwardVelocity); //Special effect: Flings you upwards (extended to all movable tiles because it's easier).
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//It also floats when hissing, but that will come soon.
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//console.log("Yes, Rico, kaboom.");
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};
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@ -1236,7 +1269,7 @@ elements.angelic_creeper_head = {
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if(pixelTicks - pixel.hissStart > 30) {
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//console.log("GOTTA YEET YEET YEET!");
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//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
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explodeAtPlus(body.x,body.y,explosionRadius,"fire","smoke",null,upVelocity);
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explodeAtPlus(body.x,body.y,explosionRadius,"fire","smoke",null,angelicUpwardVelocity);
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//console.log("Yes, Rico, kaboom.");
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};
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};
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@ -1775,6 +1808,530 @@ elements.bombing_creeper_head = {
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};
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};
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if(Math.random() < 0.01) { //1% chance each tick to lose interest
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pixel.following = false;
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//console.log("Meh.");
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};
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},
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};
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//Hell Creeper
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elements.hell_creeper = {
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color: ["#D2D2D2", "#ff141e", "#fc3232", "#DFAFAF", "#e84a4a", "#ce7979", "#d95555", "#d53c3c", "#c53636", "#b13333", "#913535", "#954242", "#872828", "#8b4949", "#2b0304"],
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category: "life",
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properties: {
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dead: false,
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dir: 1,
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panic: 0,
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following: false,
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},
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tick: function(pixel) {
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if (isEmpty(pixel.x, pixel.y+1)) {
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createPixel("hell_creeper_body", pixel.x, pixel.y+1);
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pixel.element = "hell_creeper_head";
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pixel.color = pixelColorPick(pixel)
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("hell_creeper_head", pixel.x, pixel.y-1);
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pixelMap[pixel.x][pixel.y-1].color = pixel.color;
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pixel.element = "hell_creeper_body";
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pixel.color = pixelColorPick(pixel)
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}
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else {
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deletePixel(pixel.x, pixel.y);
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}
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},
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related: ["hell_creeper_body","hell_creeper_head"],
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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.'
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};
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elements.hell_creeper_body = {
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color: ["#D2D2D2", "#ff141e", "#fc3232", "#DFAFAF", "#e84a4a", "#ce7979", "#d95555", "#d53c3c", "#c53636", "#b13333", "#913535", "#954242", "#872828", "#8b4949", "#2b0304"],
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category: "life",
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hidden: true,
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density: 1500,
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state: "solid",
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conduct: 25,
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tempHigh: 2000, //they are immune to lava, and minecraft's lava is presumably mafic, so at least 1200*C
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stateHigh: "ash",
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breakInto: ["blood","gunpowder","fire"],
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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"plague": { "elem1":"plague", "chance":0.05 },
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},
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properties: {
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dead: false,
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dir: 1,
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panic: 0,
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charged: false,
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didChargeBlueTinted: false,
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},
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tick: function(pixel) {
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if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
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if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
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var headPixel = pixelMap[pixel.x][pixel.y-2];
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if (headPixel.element == "hell_creeper_head") {
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if (isEmpty(pixel.x, pixel.y-1)) {
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movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
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}
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else {
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swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
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}
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}
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}
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}
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doHeat(pixel);
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doBurning(pixel);
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doElectricity(pixel);
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if (pixel.dead) {
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// Turn into rotten_meat if pixelTicks-dead > 500
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if (pixelTicks-pixel.dead > 200) {
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Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
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}
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return
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}
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// Find the head
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if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "hell_creeper_head") {
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var head = pixelMap[pixel.x][pixel.y-1];
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if (head.dead) { // If head is dead, kill body
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pixel.dead = head.dead;
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}
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}
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else { var head = null }
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if (isEmpty(pixel.x, pixel.y-1)) {
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// create blood if decapitated 10% chance
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if (Math.random() < 0.1) {
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createPixel("blood", pixel.x, pixel.y-1);
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// set dead to true 15% chance
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if (Math.random() < 0.15) {
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pixel.dead = pixelTicks;
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}
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}
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}
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else if (head == null) { return }
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else if (Math.random() < 0.1) { // Move 10% chance
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var movesToTry = [
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[1*pixel.dir,0],
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[1*pixel.dir,-1],
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];
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// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
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while (movesToTry.length > 0) {
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var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
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if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
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if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
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movePixel(head, head.x+move[0], head.y+move[1]);
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break;
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};
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};
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};
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// 15% chance to change direction while not chasing a human
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if(!head.following) {
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if (Math.random() < 0.15) {
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pixel.dir *= -1;
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//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
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};
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}/* else {
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//console.log("*chases cutely*");
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};*/
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};
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if(pixel.charge) {
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pixel.charged = true;
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};
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if(head) {
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if(typeof(head.charge) !== "undefined") {
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if(head.charge) {
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pixel.charged = true;
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};
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};
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if(typeof(head.charged) !== "undefined") {
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if(head.charged) {
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pixel.charged = true;
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};
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};
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};
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if(typeof(pixel.charged) === "undefined") {
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pixel.charged = false;
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};
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if(pixel.charged) {
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var explosionRadius = 10;
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if(!pixel.didChargeBlueTinted) { //do once, on initial charge
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//console.log("something something halsey lyric");
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var color = pixel.color;
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if(color.startsWith("rgb")) {
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//console.log("rgb detected");
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color = color.split(","); //split color for addition
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var red = parseFloat(color[0].substring(4));
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var green = parseFloat(color[1]);
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var blue = parseFloat(color[2].slice(0,-1));
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red = rgbColorBound(red + 51);
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green = rgbColorBound(green + 51);
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blue = rgbColorBound(blue + 102);
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color = `rgb(${red},${green},${blue})`;
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pixel.color = color;
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//console.log("color set");
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} else if(color.startsWith("hsl")) {
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//console.log("hsl detected");
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color = color.split(","); //split color for addition
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var hue = parseFloat(color[0].substring(4));
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var saturation = parseFloat(color[1].slice(0,-1));
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var luminance = parseFloat(color[2].slice(0,-2));
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hue = hue % 360; //piecewise hue shift
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if(hue <= 235 && hue >= 135) {
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hue = 185;
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} else if(hue < 135) {
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hue += 50;
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} else if(hue > 235 && hue < 360) {
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hue -= 50;
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};
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saturation = slBound (saturation + 10);
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luminance = slBound(luminance + 20);
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color = `hsl(${hue},${saturation}%,${luminance}%)`;
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pixel.color = color;
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//console.log("color set");
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};
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pixel.didChargeBlueTinted = true;
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};
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} else {
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var explosionRadius = 7;
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};
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if(pixel.burning) {
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pixel.hissing = true;
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if(!pixel.burnStart) { //I don't like errors.
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pixel.burnStart = pixel.ticks;
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};
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if(pixelTicks - pixel.burnStart > 30) {
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//console.log("Kaboom?");
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explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","fire",null,hellExplosionFire);
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//console.log("Yes, Rico, kaboom.");
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};
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};
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//Head hissing color handler: keeps track of head's hissing for coloring purposes
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for(i = 0; i < 1; i++) { //dummy for loop
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if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
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//console.log("ss-- oof");
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pixel.hissing = false;
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break;
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};
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if(head.hissing) {
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//console.log("Ssssssss");
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if(!head.hissStart) {
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//console.log("t-30 ticks or whatever it was");
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head.hissStart = pixelTicks;
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};
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//Color code {
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var ticksHissing = pixelTicks - head.hissStart;
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var color = pixel.color; //do on each hissing tick
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if(color.startsWith("rgb")) {
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//console.log("rgb detected");
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color = color.split(","); //split color for addition
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var red = parseFloat(color[0].substring(4));
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var green = parseFloat(color[1]);
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var blue = parseFloat(color[2].slice(0,-1));
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red = rgbColorBound(red + (ticksHissing * 3));
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green = rgbColorBound(green + (ticksHissing * 3));
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blue = rgbColorBound(blue + (ticksHissing * 3));
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color = `rgb(${red},${green},${blue})`;
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pixel.color = color;
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//console.log("color set");
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} else if(color.startsWith("hsl")) {
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//console.log("hsl detected");
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color = color.split(","); //split color for addition
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var hue = parseFloat(color[0].substring(4));
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var saturation = parseFloat(color[1].slice(0,-1));
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var luminance = parseFloat(color[2].slice(0,-2));
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//console.log("the j");
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luminance = slBound(luminance + 1.176);
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//console.log(luminance);
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color = `hsl(${hue},${saturation}%,${luminance}%)`;
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pixel.color = color;
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//console.log("color set");
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};
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//}
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};
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};
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},
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};
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elements.hell_creeper_head = {
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color: ["#D2D2D2", "#ff141e", "#fc3232", "#e84a4a", "#b13333", "#913535", "#954242", "#872828", "#8b4949", "#2b0304", "#111111", "#faae3c", "#f5e131"],
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category: "life",
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hidden: true,
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density: 1080,
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state: "solid",
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conduct: 25,
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tempHigh: 2000,
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stateHigh: "ash",
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tempLow: -30,
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stateLow: "frozen_meat",
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breakInto: ["blood","fire"],
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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"plague": { "elem1":"plague", "chance":0.05 },
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"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
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},
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properties: {
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dead: false,
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following: false,
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hissing: false,
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charged: false,
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didChargeBlueTinted: false,
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},
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tick: function(pixel) {
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doHeat(pixel);
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doBurning(pixel);
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doElectricity(pixel);
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if (pixel.dead) {
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// Turn into rotten_meat if pixelTicks-dead > 500
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if (pixelTicks-pixel.dead > 200) {
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Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
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return
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}
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}
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// Find the body
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if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "hell_creeper_body") {
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var body = pixelMap[pixel.x][pixel.y+1];
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if (body.dead) { // If body is dead, kill head
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pixel.dead = body.dead;
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}
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}
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else { var body = null }
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if(body) {
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if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
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pixel.dir = body.dir;
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};
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};
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if (isEmpty(pixel.x, pixel.y+1)) {
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tryMove(pixel, pixel.x, pixel.y+1);
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// create blood if severed 10% chance
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if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
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createPixel("blood", pixel.x, pixel.y+1);
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// set dead to true 15% chance
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if (Math.random() < 0.15) {
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pixel.dead = pixelTicks;
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}
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}
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}
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//start of most new code
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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.");
|
||||
|
|
|
|||
Loading…
Reference in New Issue