Merge branch 'R74nCom:main' into main

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Nekonico 2024-09-16 18:28:48 -07:00 committed by GitHub
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4 changed files with 479 additions and 125 deletions

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@ -375,7 +375,7 @@
<tr><td>randomness_but_tick.js</td><td>Random experimental elements using the tick function feature</td><td>Alice</td></tr>
<tr><td>randomness_but_tool.js</td><td>Random experimental elements using the tool function feature</td><td>Alice</td></tr>
<tr><td>randomness.js</td><td>Random experimental elements</td><td>Alice</td></tr>
<tr><td>scenexe.js</td><td>Work-in-progress mod, renders and simulates a bunch of polygons</td><td>nousernamefound</td></tr>
<tr><td>scenexe.js</td><td>Work-in-progress mod, allows you to move through and damage a simulated field of polygons</td><td>nousernamefound</td></tr>
<tr><td>structure_test_2.js</td><td>Another test for implementing structures into Sandboxels (requires the previous test)</td><td>Alice</td></tr>
<tr><td>structure_test.js</td><td>A test for implementing structures into Sandboxels</td><td>Alice</td></tr>
<tr><td>test.js</td><td>A test mod that adds mayo :)</td><td><a href="https://R74n.com" class="R74nLink">R74n</a></td></tr>

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@ -1,5 +1,12 @@
//this mod is still on proggres (WIP) you can give feedback or report bug to these discord account. @salmonfishy or @carbon_monoxides6
//Hello, this is are a science mod, we're made several things that related to science, examples like...electron, particle accelerator, and of course, carbon monoxide! :D
//We made some things not scientific, so this mod is not too boring. ;)
//we're normal people, who is not as smart as a real scientist. so if you have suggestion, feedback, or criticism, please let us know, so we can make this mod being more accurate. ><
// discord account |
// |
// |
// v
// creator,leader,supervisor,coder,uploader = @carbon_monoxides6
// co-creator,co-coder,assistant,debugger = @salmonfishy (has exited from this mod project)
elements.carbon_monoxide = {
color: "#b5b5b5",
behavior: behaviors.GAS,
@ -68,39 +75,7 @@ elements.carbon_monoxide_detector = {
darkText: true,
hardness: 1,
};
elements.cpu = {
color: "#575757",
behavior: behaviors.SOLID,
category: "machines",
state: "solid",
insulate: true,
movable: false,
noMix: true,
density: 75,
tempHigh: 1414,
stateHigh: ["explosion","metal_scrap"],
reactions: {
"virus": { elem1 : null , elem2:"malware", chance:0.9 },
"metal_scrap": { elem2:"computer" },
}
};
elements.computer = {
color: "#2b2b2a",
behavior: behaviors.SOLID,
category: "machines",
state: "solid",
density: 8908,
insulate: true,
noMix: true,
movable: false,
tempHigh: 1414,
stateHigh: ["explosion","metal_scrap"],
reactions: {
"virus": { elem1 : null , elem2:"malware", chance:0.9 },
"water": { elem1: null , elem2: "electric" },
}
}
elements.electrons = {
color: "#b80606",
behavior: [
@ -409,19 +384,6 @@ reactions: {
}
};
elements.leather = {
behavior: behaviors.SUPPORTPOWDER,
color: ["#3f261d","#664f40",],
state: "powder",
category: "powders",
tempHigh: 200,
stateHigh: "fire",
breakInto: "dust",
burn: 20,
burntime: 200,
burnInto: "ash",
};
elements.wrinkled_lemon = {
behavior: behaviors.POWDER,
color: ["#999543","#a6a03a",],
@ -530,7 +492,7 @@ tempLow: -2,
stateLow: "frozen_yogurt",
stateLowColor: ["#f5f3cb","#f7f5bc"],
reactions: {
"bacteria": { elem1: "yogurt", },
"cell": { elem1: "yogurt", },
}
};
@ -615,11 +577,11 @@ elements.hazmat_head = {
color: ["#404040","#1a1a1a","#737373"],
category: "life",
hidden: true,
density: 1080,
density: 1380,
state: "solid",
conduct: .05,
temp: 40,
tempHigh: 3500,
temp: 39,
tempHigh: 6500,
stateHigh: ["ash","iron",],
tempLow: -180,
stateLow: "frozen_meat",
@ -686,7 +648,10 @@ elements.hazmat_head = {
"mashed_potato": { elem2:null, chance:0.2 },
"sauce": { elem2:null, chance:0.2 },
"pickle": { elem2:null, chance:0.1 },
"light": { stain1:"#fff154" },
"sun": { elem1:"cooked_meat" },
"water": { elem2:"bubble", attr2:{"clone":"water"}, chance:0.001 },
"salt_water": { elem2:"bubble", attr2:{"clone":"salt_water"}, chance:0.001 },
"pool_water": { elem2:"bubble", attr2:{"clone":"pool_water"}, chance:0.001 },
},
properties: {
dead: false
@ -729,14 +694,14 @@ elements.hazmat_head = {
};
elements.hazmat_body = {
color: ["#ffdf4f","#e8c00e","#ffd412"],
color: ["#2c7328","#2db526","#ffc42e","#f5c345","#cf9502",],
category: "life",
hidden: true,
density: 1570,
density: 1370,
state: "solid",
conduct: .25,
temp: 39,
tempHigh: 3500,
tempHigh: 6500,
stateHigh: ["metal_scrap","ash"],
tempLow: -180,
stateLow: "frozen_meat",
@ -756,6 +721,7 @@ elements.hazmat_body = {
"grass_seed": { elem2:null, chance:0.05 },
"gold_coin": { elem2:null, chance:0.05 },
"diamond": { elem2:null, chance:0.05 },
"sun": { elem1:"molten_tin", },
},
properties: {
dead: false,
@ -846,7 +812,6 @@ elements.hazmat_body = {
};
elements.hazmat_human = {
// color: ["#404040","#1a1a1a","#737373"],
color: ["#404040","#1a1a1a","#737373"],
category: "life",
properties: {
@ -896,7 +861,6 @@ elements.zombie_head = {
"meat": { elem2:null, chance:0.1 },
"cooked_meat": { elem2:null, chance:0.1 },
"cured_meat": { elem2:null, chance:0.1 },
"light": { stain1:"#45eb2f" },
},
properties: {
dead: false
@ -953,8 +917,13 @@ elements.zombie_body = {
breakInto: ["infection","rotten_meat","bone","zombie_virus",],
forceSaveColor: true,
reactions: {
"head": { elem2: "zombie", },
"body": { elem2: "zombie", },
"head": { elem2: ["rotten_meat","zombie",], chance:0.8, },
"body": { elem2: ["rotten_meat","zombie",], chance:0.5, },
"oxygen": { elem2:"carbon_dioxide", chance:0.5 },
"rotten_meat": { elem2: null, chance:0.5 },
"meat": { elem2:null, chance:0.1 },
"cooked_meat": { elem2:null, chance:0.1 },
"cured_meat": { elem2:null, chance:0.1 },
},
properties: {
@ -1081,8 +1050,8 @@ elements.zombie_virus = {
density: 30,
state: "gas",
reactions: {
"head": { elem2: ["zombie","rotten_meat",], chance: 0.2, },
"body": { elem2: ["zombie","rotten_meat",], chance: 0.2, },
"head": { elem2: ["zombie","rotten_meat",], chance: 0.5, },
"body": { elem2: ["zombie","rotten_meat",], chance: 0.5, },
}
}
@ -1102,7 +1071,7 @@ elements.matter = {
elements.particle_accelerator_left = {
behavior: behaviors.SOLID,
color: ["#363aa3","#858585","#d1d1d1"],
density: 2400,
density: 8200,
category: "machines",
state: "solid",
reactions: {
@ -1112,7 +1081,7 @@ elements.particle_accelerator_left = {
elements.particle_accelerator_right = {
behavior: behaviors.SOLID,
color: ["#363aa3","#858585","#d1d1d1"],
density: 2400,
density: 8200,
category: "machines",
state: "solid",
reactions: {
@ -1132,8 +1101,8 @@ elements.accelerated_matter_left = {
category: "energy",
density: 2.20,
reactions: {
"accelerated_matter_right": { elem1: ["antimatter","pop",], chance: 0.3, },
"accelerated_matter_left": { elem1: ["antimatter","pop",], chance: 0.3, },
"accelerated_matter_right": { elem1: ["antimatter","pop",null,], chance: 0.3, },
"accelerated_matter_left": { elem1: ["antimatter","pop",null,], chance: 0.3, },
"antimatter": { elem1: "pop", chance: 0.01, },
}
@ -1150,8 +1119,8 @@ elements.accelerated_matter_right = {
category:"energy",
density: 2.20,
reactions: {
"accelerated_matter_left": { elem1: ["antimatter","pop",], chance: 0.3, },
"accelerated_matter_right": { elem1: ["antimatter","pop",], chance: 0.3, },
"accelerated_matter_left": { elem1: ["antimatter","pop",null,], chance: 0.3, },
"accelerated_matter_right": { elem1: ["antimatter","pop",null,], chance: 0.3, },
"antimatter": { elem1: "pop", chance: 0.01, },
}

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@ -1,5 +1,6 @@
polygonColors = function(sides){
let baseColors = [
/*
{ r: 255, g: 228, b: 107 },
{ r: 252, g: 118, b: 118 },
{ r: 118, g: 140, b: 252 },
@ -12,11 +13,191 @@ polygonColors = function(sides){
{ r: 64, g: 54, b: 69 },
{ r: 237, g: 237, b: 255 },
{ r: 0, g: 0, b: 0 },
*/
"rgb(255, 228, 107)",
"rgb(252, 118, 118)",
"rgb(118, 140, 252)",
"rgb(252, 166, 68)",
"rgb(56, 183, 100)",
"rgb(74, 102, 189)",
"rgb(93, 39, 93)",
"rgb(26, 28, 44)",
"rgb(6, 0, 17)",
"rgb(64, 54, 69)",
"rgb(237, 237, 255)",
"rgb(0, 0, 0)",
]
if (sides <= 14 && sides >= 3){
return baseColors[Math.round(sides)-3]
} else {
return {r: 0, g: 0, b: 0}
return "rgb(0, 0, 0)"
}
}
isKeyDown = {
w: false,
a: false,
s: false,
d: false,
i: false,
o: false
}
function HSVtoRGB(h, s, v) {
var r, g, b, i, f, p, q, t;
if (arguments.length === 1) {
s = h.s, v = h.v, h = h.h;
}
i = Math.floor(h * 6);
f = h * 6 - i;
p = v * (1 - s);
q = v * (1 - f * s);
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;
}
return {
r: Math.round(r * 255),
g: Math.round(g * 255),
b: Math.round(b * 255)
};
}
function RGBtoHSV(r, g, b) {
if (arguments.length === 1) {
g = r.g, b = r.b, r = r.r;
}
var max = Math.max(r, g, b), min = Math.min(r, g, b),
d = max - min,
h,
s = (max === 0 ? 0 : d / max),
v = max / 255;
switch (max) {
case min: h = 0; break;
case r: h = (g - b) + d * (g < b ? 6: 0); h /= 6 * d; break;
case g: h = (b - r) + d * 2; h /= 6 * d; break;
case b: h = (r - g) + d * 4; h /= 6 * d; break;
}
return {
h: h,
s: s,
v: v
};
}
function colorToObject(color){
list = color.match(/\d+/g);
list[0] = parseInt(list[0])
list[1] = parseInt(list[1])
list[2] = parseInt(list[2])
return {r: list[0], g: list[1], b: list[2]}
}
function objectToColor(object){
return "rgb(" + object.r + ", " + object.g + ", " + object.b + ")"
}
function darkenColor(color){
let colorObject = colorToObject(color)
colorObject.r = Math.max(0, colorObject.r - 30)
colorObject.g = Math.max(0, colorObject.g - 30)
colorObject.b = Math.max(0, colorObject.b - 30)
return objectToColor(colorObject)
}
function makeVisible(color){
let colorObject = colorToObject(color)
colorObject.r = Math.max(40, colorObject.r)
colorObject.g = Math.max(40, colorObject.g)
colorObject.b = Math.max(40, colorObject.b)
return objectToColor(colorObject)
}
// when wasd keydown, set isKeyDown to true
document.addEventListener("keydown", (event) => {
if (event.key === "w") {
isKeyDown.w = true;
}
if (event.key === "a") {
isKeyDown.a = true;
}
if (event.key === "s") {
isKeyDown.s = true;
}
if (event.key === "d") {
isKeyDown.d = true
}
if (event.key === "i") {
isKeyDown.i = true
}
if (event.key === "o") {
isKeyDown.o = true
}
})
// when wasd keyup, set isKeyDown to false
document.addEventListener("keyup", (event) => {
if (event.key === "w") {
isKeyDown.w = false;
}
if (event.key === "a") {
isKeyDown.a = false;
}
if (event.key === "s") {
isKeyDown.s = false;
}
if (event.key === "d") {
isKeyDown.d = false
}
if (event.key === "i") {
isKeyDown.i = false
}
if (event.key === "o") {
isKeyDown.o = false
}
if (event.key === "m") {
if (debug){
debug = false
} else {
debug = true
}
}
})
orbitalSpeed = function(sides){
return 1/(1.00672*Math.pow(0.344151, sides) + 0.000002)
}
function shapeNamer(sides) {
const ones = ["hen", "do", "tri", "tetra", "penta", "hexa", "hepta", "octa", "ennea"];
const tens = ["deca", "icosa", "triaconta", "tetraconta", "pentaconta", "hexaconta", "heptaconta", "octaconta", "enneaconta"];
const specialCases = {
4: "square",
2: "line",
1: "point",
3: "triangle",
9: "nonagon",
1000: "stop",
1001: "please",
1002: "go touch grass",
1003: "are you serious"
};
if (sides in specialCases) {
return specialCases[sides];
}
function rb(v) {
return v ? v : "";
}
const numberString = sides.toString();
if (sides < 10) {
return ones[sides - 1] + "gon";
} else if (sides < 100) {
const tensPlace = Math.floor(sides / 10);
const onesPlace = sides % 10;
return rb(ones[onesPlace - 1]) + tens[tensPlace - 1] + "gon";
} else if (sides < 1000) {
const hundredsPlace = Math.floor(sides / 100);
const tensPlace = Math.floor((sides % 100) / 10);
const onesPlace = sides % 10;
return ones[hundredsPlace - 1] + "hecta" + rb(tens[tensPlace - 1]) + rb(ones[onesPlace - 1]) + "gon";
} else {
return "literally just a circle";
}
}
function polygonCount(random){
@ -30,12 +211,8 @@ function polygonCount(random){
}
}
polygonList = []
zoomLevel = .2
polygonSize = function(sides){
return 18 * Math.pow(1.47, sides - 3)
}
for (var i = 0; i <= 400; i++){
sides = polygonCount(Math.random())
zoomLevel = 0.5
function newPolygon(sides){
polygonList.push({
sides: sides,
radius: polygonSize(sides),
@ -45,42 +222,143 @@ for (var i = 0; i <= 400; i++){
vy: 0,
random: Math.random(),
rotation: Math.random() * 2 * Math.PI,
collisionMass: 3+(polygonSize(sides)**2)/6,
maxHealth: 3+(polygonSize(sides)**2)/6,
health: 3+(polygonSize(sides)**2)/6,
type: 0,
bodyDamage: 3,
regenDelay: 20,
regenSpeed: 0.0007,
timeSinceHurt: null,
name: shapeNamer(sides)
})
}
function drawPolygon(ctx, polygon){
let x = polygon.x
let y = polygon.y
let sides = polygon.sides
let radius = polygon.radius
let rotation = polygon.rotation
let vx = polygon.vx
let vy = polygon.vy
ctx.lineJoin = 'round';
ctx.fillStyle = "rgb(" + polygonColors(sides).r + ", " + polygonColors(sides).g + ", " + polygonColors(sides).b + ")"
ctx.strokeStyle = "rgb(" + Math.max(polygonColors(sides).r - 30, 0) + ", " + Math.max(polygonColors(sides).g - 30, 0) + ", " + Math.max(polygonColors(sides).b - 30, 0) + ")"
polygonSize = function(sides){
return 18 * Math.pow(1.47, sides - 3)
}
for (var i = 0; i <= 400; i++){
sides = polygonCount(Math.random())
newPolygon(sides)
}
function drawPolygon(ctx, polygon, index){
if (Math.abs(polygonList[index].x-camera[0]-polygon.radius<canvas.width/zoomLevel) && Math.abs(polygonList[index].y-camera[1])-polygon.radius<canvas.height/zoomLevel){
let x = polygon.x
let y = polygon.y
let sides = polygon.sides
let radius = polygon.radius
let rotation = polygon.rotation
let vx = polygon.vx
let vy = polygon.vy
let hppercent = polygon.health/polygon.maxHealth
ctx.lineJoin = 'round';
ctx.fillStyle = polygonColors(sides)
ctx.strokeStyle = darkenColor(polygonColors(sides))
ctx.lineWidth = 5*zoomLevel
ctx.beginPath()
ctx.moveTo(Math.sin(rotation)*radius+x, Math.cos(rotation)*radius+y)
for (var i = 0; i <= sides+1; i++){
ctx.lineTo(Math.sin(rotation+2*Math.PI*i/sides)*radius+x, Math.cos(rotation+2*Math.PI*i/sides)*radius+y)
}
ctx.fill()
ctx.stroke()
// draw health bar
if (hppercent <= 0.95){
ctx.lineCap = 'round';
ctx.strokeStyle = "rgb(0, 0, 0)"
ctx.lineWidth = 10*zoomLevel
ctx.beginPath()
ctx.moveTo(x-radius, y+radius+(10*zoomLevel))
ctx.lineTo(x+radius, y+radius+(10*zoomLevel))
ctx.stroke()
ctx.strokeStyle = makeVisible(polygonColors(sides))
ctx.lineWidth = 4*zoomLevel
ctx.beginPath()
ctx.moveTo(x-radius, y+radius+(10*zoomLevel))
ctx.lineTo(x-radius+(radius*2*hppercent), y+radius+(10*zoomLevel))
//console.log(hppercent)
ctx.stroke()
}
// debug
// draw a line to represent angle
if(debug){
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(Math.sin(rotation)*2*radius+x, Math.cos(rotation)*2*radius+y)
ctx.strokeStyle = "rgb(0, 0, 255)"
ctx.stroke()
// draw a line to represent velocity
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(x+20*vx, y+20*vy)
ctx.strokeStyle = "rgb(255, 0, 0)"
ctx.stroke()
// draw some text to represent mass
ctx.lineWidth = 10*zoomLevel
ctx.fillStyle = "rgb(255, 255, 255)"
ctx.strokeStyle = "rgb(0, 0, 0)"
ctx.font = `bold ${zoomLevel*30}px Helvetica`
//ctx.strokeText(Math.round(polygon.collisionMass), x, y)
//ctx.fillText(Math.round(polygon.collisionMass), x, y)
// draw text on healthbar
ctx.strokeText(Math.round(polygon.health)+"/"+Math.round(polygon.maxHealth), x, y+radius+(10*zoomLevel))
ctx.fillText(Math.round(polygon.health)+"/"+Math.round(polygon.maxHealth), x, y+radius+(10*zoomLevel))
ctx.strokeText(`${polygon.name} p${index}`, x, y-radius)
ctx.fillText(`${polygon.name} p${index}`, x, y-radius)
}
}
}
debug = false
function drawPlayer(ctx, player){
ctx.fillStyle = "rgb(0, 176, 225)"
ctx.strokeStyle = darkenColor("rgb(0, 176, 225)")
ctx.lineWidth = 5*zoomLevel
ctx.beginPath()
ctx.moveTo(Math.sin(rotation)*radius+x, Math.cos(rotation)*radius+y)
for (var i = 0; i <= sides+1; i++){
ctx.lineTo(Math.sin(rotation+2*Math.PI*i/sides)*radius+x, Math.cos(rotation+2*Math.PI*i/sides)*radius+y)
}
ctx.arc(player.x, player.y, player.radius, 0, 2*Math.PI)
ctx.fill()
ctx.stroke()
// draw health bar
if (player.health/player.maxHealth <= 0.95){
ctx.lineCap = 'round';
ctx.strokeStyle = "rgb(0, 0, 0)"
ctx.lineWidth = 10*zoomLevel
ctx.beginPath()
ctx.moveTo(player.x-player.radius, player.y+player.radius+(10*zoomLevel))
ctx.lineTo(player.x+player.radius, player.y+player.radius+(10*zoomLevel))
ctx.stroke()
ctx.strokeStyle = makeVisible("rgb(0, 176, 225)")
ctx.lineWidth = 4*zoomLevel
ctx.beginPath()
ctx.moveTo(player.x-player.radius, player.y+player.radius+(10*zoomLevel))
ctx.lineTo(player.x-player.radius+(player.radius*2*player.health/player.maxHealth), player.y+player.radius+(10*zoomLevel))
ctx.stroke()
}
// debug
/*
// draw a line to represent angle
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(Math.sin(rotation)*2*radius+x, Math.cos(rotation)*2*radius+y)
ctx.strokeStyle = "rgb(0, 0, 255)"
ctx.stroke()
// draw a line to represent velocity
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(x+20*vx, y+20*vy)
ctx.strokeStyle = "rgb(255, 0, 0)"
ctx.stroke()
*/
if (debug){
// draw a line to represent angle
ctx.beginPath()
ctx.moveTo(player.x, player.y)
ctx.lineTo(Math.sin(player.rotation)*2*player.radius+player.x, Math.cos(player.rotation)*2*player.radius+player.y)
ctx.strokeStyle = "rgb(0, 0, 255)"
ctx.stroke()
// draw a line
ctx.beginPath()
ctx.moveTo(player.x, player.y)
ctx.lineTo(player.x+20*player.vx, player.y+20*player.vy)
ctx.strokeStyle = "rgb(255, 0, 0)"
ctx.stroke()
// draw some text
ctx.lineWidth = 10*zoomLevel
ctx.fillStyle = "rgb(255, 255, 255)"
ctx.strokeStyle = "rgb(0, 0, 0)"
ctx.font = `bold ${zoomLevel*30}px Helvetica`
ctx.strokeText(Math.round(player.collisionMass), player.x, player.y)
ctx.fillText(Math.round(player.collisionMass), player.x, player.y)
// draw text on healthbar
ctx.strokeText(Math.round(player.health)+"/"+Math.round(player.maxHealth), player.x, player.y+player.radius+(10*zoomLevel))
ctx.fillText(Math.round(player.health)+"/"+Math.round(player.maxHealth), player.x, player.y+player.radius+(10*zoomLevel))
}
}
function zoom(ctx, poly, multiplier){
polyreturn = {...poly}
@ -89,56 +367,155 @@ function zoom(ctx, poly, multiplier){
polyreturn.radius = polyreturn.radius * multiplier
return polyreturn
}
function applyCameraPos(ctx, object, x, y){
objectreturn = {...object}
objectreturn.x = objectreturn.x + x
objectreturn.y = objectreturn.y + y
return objectreturn
}
function cameraZoom(ctx, object, multiplier, camera){
objectreturn = {...object}
let x = camera[0]
let y = camera[1]
objectreturn.x = (objectreturn.x - x) * multiplier + ctx.canvas.width/2
objectreturn.y = (objectreturn.y - y) * multiplier + ctx.canvas.height/2
objectreturn.radius = objectreturn.radius * multiplier
return objectreturn
}
camera = [0, 0]
scenexeplayer = {
x: 0,
y: 0,
vx: 0,
vy: 0,
rotation: 0,
radius: 40,
collisionMass: 520,
type: 1,
bodyDamage: 5,
maxHealth: 10000,
health: 10000,
regenDelay: 14,
regenSpeed: 0.0001,
timeSinceHurt: null
}
keybinds["KeyI"] = function(){}
keybinds["KeyM"] = function(){}
renderPostPixel(function(ctx){
clearLayers()
if (pixelMap){pixelMap = [], currentPixels = [], paused = true}
ctx.fillStyle = "rgb(205, 205, 205)"
ctx.fillRect(0, 0, canvas.width, canvas.height)
ctx.strokeStyle = "rgb(200, 200, 200)"
ctx.lineWidth = 5*zoomLevel
for (var i = 0; i < canvas.width; i += canvas.width/30*zoomLevel){
for (var i = 0; i < canvas.width; i += 20*zoomLevel){
ctx.beginPath()
ctx.moveTo(i, canvas.height)
ctx.lineTo(i, 0)
//ctx.moveTo(i, canvas.height)
//ctx.lineTo(i, 0)
// add offset depending on mod of camera
ctx.moveTo(i-camera[0]%20*zoomLevel, canvas.height)
ctx.lineTo(i-camera[0]%20*zoomLevel, 0)
ctx.stroke()
}
for (var j = 0; j < canvas.height; j += canvas.width/30*zoomLevel){
for (var j = 0; j < canvas.height; j += 20*zoomLevel){
ctx.beginPath()
ctx.moveTo(0, j)
ctx.lineTo(canvas.width, j)
//ctx.moveTo(0, j)
//ctx.lineTo(canvas.width, j)
// add offset depending on mod of camera
ctx.moveTo(0, j-camera[1]%20*zoomLevel)
ctx.lineTo(canvas.width, j-camera[1]%20*zoomLevel)
ctx.stroke()
}
//drawPolygon(ctx, Math.round((pixelTicks/20)%13)+3, polygonSize(Math.round((pixelTicks/20)%13)+3), canvas.width/2, canvas.height/2, 0)
for (var poly = 0; poly < polygonList.length; poly++){
drawPolygon(ctx, zoom(ctx, polygonList[poly], zoomLevel))
drawPolygon(ctx, cameraZoom(ctx, polygonList[poly], zoomLevel, camera), poly)
}
// polygon collision checking
for (var poly = 0; poly < polygonList.length; poly++){
for (var poly2 = 0; poly2 < polygonList.length; poly2++){
drawPlayer(ctx, cameraZoom(ctx, scenexeplayer, zoomLevel, camera))
// collidable collision checking
collideList = []
collideList = collideList.concat(polygonList)
collideList.push(scenexeplayer)
for (var poly = 0; poly < collideList.length; poly++){
for (var poly2 = 0; poly2 < collideList.length; poly2++){
if (poly != poly2){
polygon1 = polygonList[poly]
polygon2 = polygonList[poly2]
polygon1 = collideList[poly]
polygon2 = collideList[poly2]
distance = Math.sqrt((polygon1.x - polygon2.x)**2 + (polygon1.y - polygon2.y)**2)
if (distance < polygonSize(polygon1.sides) + polygonSize(polygon2.sides)){
if (distance < polygon1.radius + polygon2.radius){
//calculate angle of collision
angle = Math.atan2(polygon2.y - polygon1.y, polygon2.x - polygon1.x)
// update velocity
polygon1.vx -= (Math.cos(angle) * (polygonSize(polygon1.sides) + polygonSize(polygon2.sides) - distance)/2)/(3+polygonSize(polygon1.sides)/9)
polygon1.vy -= (Math.sin(angle) * (polygonSize(polygon1.sides) + polygonSize(polygon2.sides) - distance)/2)/(3+polygonSize(polygon1.sides)/9)
polygon1.vx -= (Math.cos(angle) * (polygon1.radius + polygon2.radius - distance)/2)/(polygon1.collisionMass/polygon2.collisionMass**(1/2.5))
polygon1.vy -= (Math.sin(angle) * (polygon1.radius + polygon2.radius - distance)/2)/(polygon1.collisionMass/polygon2.collisionMass**(1/2.5))
if (polygon2.type != polygon1.type){
polygon1.health -= polygon2.bodyDamage
polygon1.timeSinceHurt = 0
}
}
}
}
collideList[poly].timeSinceHurt += 0.02
if (collideList[poly].timeSinceHurt > collideList[poly].regenDelay){
collideList[poly].health += collideList[poly].regenSpeed*collideList[poly].maxHealth
collideList[poly].health = Math.min(collideList[poly].health, collideList[poly].maxHealth)
}
}
// move polygons
for (var poly = 0; poly < polygonList.length; poly++){
let polygon = polygonList[poly]
for (var poly = 0; poly < collideList.length; poly++){
let polygon = collideList[poly]
if (polygon.vx || polygon.vy){
polygon.x += polygon.vx
polygon.y += polygon.vy
polygon.vx *= 0.8
polygon.vy *= 0.8
}
polygon.rotation += 1.00672*Math.pow(0.344151, polygon.sides) + 0.000002
}
// orbit polygons
for (var poly = 0; poly < polygonList.length; poly++){
let polygon = polygonList[poly]
polygon.rotation += 1/orbitalSpeed(polygon.sides)
// add some velocity towards wherever its facing
polygon.vx += Math.sin(polygon.rotation)*(1.00672*Math.pow(0.344151, polygon.sides) + 0.000002)*8
polygon.vy += Math.cos(polygon.rotation)*(1.00672*Math.pow(0.344151, polygon.sides) + 0.000002)*8
polygon.vx += Math.sin(polygon.rotation)/orbitalSpeed(polygon.sides)*8
polygon.vy += Math.cos(polygon.rotation)/orbitalSpeed(polygon.sides)*8
if (polygon.health <= 0){
polygonList.splice(poly, 1)
}
}
camera[0] += (scenexeplayer.x - camera[0])/10
camera[1] += (scenexeplayer.y - camera[1])/10
// add velocity to player depending on which keys are down
if (isKeyDown.w){
if (isKeyDown.a + isKeyDown.d == 1){
scenexeplayer.vy -= 1/Math.sqrt(2)
} else{
scenexeplayer.vy -= 1
}
}
if (isKeyDown.s){
if (isKeyDown.a + isKeyDown.d == 1){
scenexeplayer.vy += 1/Math.sqrt(2)
} else{
scenexeplayer.vy += 1
}
}
if (isKeyDown.a){
if (isKeyDown.w + isKeyDown.s == 1){
scenexeplayer.vx -= 1/Math.sqrt(2)
} else{
scenexeplayer.vx -= 1
}
}
if (isKeyDown.d){
if (isKeyDown.w + isKeyDown.s == 1){
scenexeplayer.vx += 1/Math.sqrt(2)
} else{
scenexeplayer.vx += 1
}
}
if (isKeyDown.i){
zoomLevel += 0.02
}
if (isKeyDown.o){
zoomLevel -= 0.02
}
})

8
mods/wine.js Normal file
View File

@ -0,0 +1,8 @@
elements.wine = {
color: "#89281D",
behavior: behaviors.LIQUID,
category: "food",
viscosity: 20000,
state: "liquid",
density: 380,
};