Update velocity.js

This commit is contained in:
slweeb 2022-09-13 18:13:00 -04:00
parent 3b6dd97f05
commit abbc486d29
1 changed files with 90 additions and 1 deletions

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@ -142,4 +142,93 @@ drawPixels = function(forceTick=false) {
}
})
})
explodeAt = function(x,y,radius,fire="fire") {
// if fire contains , split it into an array
if (fire.indexOf(",") !== -1) {
fire = fire.split(",");
}
var coords = circleCoords(x,y,radius);
var power = radius/10;
//for (var p = 0; p < Math.round(radius/10+1); p++) {
for (var i = 0; i < coords.length; i++) {
// damage value is based on distance from x and y
var damage = Math.random() + (Math.floor(Math.sqrt(Math.pow(coords[i].x-x,2) + Math.pow(coords[i].y-y,2)))) / radius;
// invert
damage = 1 - damage;
if (damage < 0) { damage = 0; }
damage *= power;
if (isEmpty(coords[i].x,coords[i].y)) {
// create smoke or fire depending on the damage if empty
if (damage < 0.02) { } // do nothing
else if (damage < 0.2) {
createPixel("smoke",coords[i].x,coords[i].y);
}
else {
// if fire is an array, choose a random item
if (Array.isArray(fire)) {
createPixel(fire[Math.floor(Math.random() * fire.length)],coords[i].x,coords[i].y);
}
else {
createPixel(fire,coords[i].x,coords[i].y);
}
}
}
else if (!outOfBounds(coords[i].x,coords[i].y)) {
// damage the pixel
var pixel = pixelMap[coords[i].x][coords[i].y];
var info = elements[pixel.element];
if (info.hardness) { // lower damage depending on hardness(0-1)
if (info.hardness < 1) {
damage = damage * ((1 - info.hardness)*10);
}
else { damage = 0; }
}
if (damage > 0.9) {
if (Array.isArray(fire)) {
var newfire = fire[Math.floor(Math.random() * fire.length)];
}
else {
var newfire = fire;
}
changePixel(pixel,newfire);
continue;
}
else if (damage > 0.25) {
if (info.breakInto) {
// if it is an array, choose a random item, else just use the value
if (Array.isArray(info.breakInto)) {
var result = info.breakInto[Math.floor(Math.random() * info.breakInto.length)];
}
else {
var result = info.breakInto;
}
// change the pixel to the result
changePixel(pixel,result);
continue;
}
else {
if (Array.isArray(fire)) {
var newfire = fire[Math.floor(Math.random() * fire.length)];
}
else {
var newfire = fire;
}
changePixel(pixel,newfire);
continue;
}
}
if (damage > 0.75 && info.burn) {
pixel.burning = true;
pixel.burnStart = pixelTicks;
}
pixel.temp += damage*radius*power;
pixelTempCheck(pixel);
// set the pixel.vx and pixel.vy depending on the angle and power
var angle = Math.atan2(pixel.y-y,pixel.x-x);
pixel.vx = Math.floor((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
pixel.vy = Math.floor((pixel.vy|0) + Math.sin(angle) * (radius * power/10));
}
}
}