pressure???
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0b348f57a5
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c45ab18ea4
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@ -0,0 +1,321 @@
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runAfterLoad(function(){
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tryMove = function(pixel,nx,ny,leaveBehind,force) {
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if (pixel.drag && !force) { return true; }
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var info = elements[pixel.element];
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var oob = outOfBounds(nx,ny);
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if (isEmpty(nx,ny,false,oob)) { // If coords is empty, move to coords
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movePixel(pixel,nx,ny,leaveBehind);
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return true;
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}
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else if (!oob) {
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// Reactions
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newPixel = pixelMap[nx][ny];
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if (info.density !== undefined) {
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newPixel.pressure = info.density/5000 + (pixel.pressure ? pixel.pressure : 0);
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}
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var rr1 = false;
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if (info.reactions !== undefined && info.reactions[newPixel.element] !== undefined) {
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rr1 = reactPixels(pixel,newPixel)
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if (rr1) {
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return true;
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}
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}
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if (!rr1 && elements[newPixel.element].reactions !== undefined && elements[newPixel.element].reactions[pixel.element] !== undefined && !elements[newPixel.element].reactions[pixel.element].oneway) {
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if (reactPixels(newPixel,pixel)) {
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return true;
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}
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}
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// Density
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if (elements[pixel.element].id !== elements[newPixel.element].id) {
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if (info.density !== undefined && elements[newPixel.element].density !== undefined) {
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// if the pixel's state + ">" + newPixel's state is in validDensitySwaps, and the pixel's density is larger than the newPixel's density, swap the pixels
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if (validDensitySwaps[info.state][elements[newPixel.element].state] && info.density >= elements[newPixel.element].density) {
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// chance depending on the difference in density
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if (Math.random() < (info.density - elements[newPixel.element].density)/(info.density + elements[newPixel.element].density)) {
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swapPixels(pixel,newPixel);
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return true;
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}
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}
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}
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}
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// else { // same-element density swapping
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// if (info.density !== undefined) {
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// if (validDensitySwaps[info.state][info.state]) {
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// if (Math.random() < 0.01) {
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// swapPixels(pixel,newPixel);
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// return true;
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// }
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// }
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// }
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// }
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}
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return false;
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}
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doVelocity = function(pixel) {
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if ((pixel.vx||pixel.vy) && elements[pixel.element].movable) {
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if (pixel.vx) {
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// move the pixel vx times
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for (var i = 0; i < Math.floor(Math.abs(pixel.vx)); i++) {
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var x = pixel.x+Math.sign(pixel.vx);
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var y = pixel.y;
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if (!tryMove(pixel,x,y)) {
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// if (!isEmpty(x,y,true)) {
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// var newPixel = pixelMap[x][y];
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// if (elements[newPixel.element].movable) {
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// newPixel.vx = (newPixel.vx||0) + pixel.vx - Math.sign(pixel.vx);
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// if (elements[pixel.element].breakInto && Math.random()<elements[pixel.element].breakIntoChance) {
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// changePixel(pixel,elements[pixel.element].breakInto);
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// }
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// }
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// }
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pixel.vx = -pixel.vx/2;
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return;
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}
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else
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{
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pixel.pressure = 0;
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}
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if(pixel.del)
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{
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return;
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}
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}
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if (pixel.vx) { pixel.vx = Math.abs(pixel.vx)/1.25*Math.sign(pixel.vx) }
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}
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if (pixel.vy) {
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// move the pixel vy times
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for (var i = 0; i < Math.floor(Math.abs(pixel.vy)); i++) {
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var x = pixel.x;
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var y = pixel.y+Math.sign(pixel.vy);
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if (!tryMove(pixel,x,y)) {
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// if (!isEmpty(x,y,true)) {
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// var newPixel = pixelMap[x][y];
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// if (elements[newPixel.element].movable) {
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// newPixel.vy = (newPixel.vy||0) + pixel.vy - Math.sign(pixel.vy);
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// if (elements[pixel.element].breakInto && Math.random()<elements[pixel.element].breakIntoChance) {
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// changePixel(pixel,elements[pixel.element].breakInto);
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// }
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// }
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// }
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pixel.vy = -pixel.vy/2;
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return;
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}
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else
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{
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pixel.pressure = 0;
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}
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if(pixel.del)
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{
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return;
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}
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}
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if (pixel.vy) { pixel.vy = Math.abs(pixel.vy)/1.25*Math.sign(pixel.vy) }
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}
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}
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}
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drawPixels = function(forceTick=false) {
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// newCurrentPixels = shuffled currentPixels
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var newCurrentPixels = currentPixels.slice();
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var pixelsFirst = [];
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var pixelsLast = [];
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if (!paused || forceTick) {
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shuffleArray(newCurrentPixels);
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}
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/*{newCurrentPixels.sort(function(p) { // shuffle the pixels but keep elements[p.element].isGas last
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return 0.5 - Math.random();
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})} // shuffle the pixels if not paused*/
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for (var i = 0; i < newCurrentPixels.length; i++) {
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pixel = newCurrentPixels[i];
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//if (pixelMap[pixel.x][pixel.y] == undefined || currentPixels.indexOf(pixel) == -1) {continue}
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if (pixel.del) {continue}
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if (!paused || forceTick) {
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doVelocity(pixel);
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pixel.prevX = pixel.x;
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pixel.prevY = pixel.y;
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if (pixel.del) {continue}
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if (elements[pixel.element].tick) { // Run tick function if it exists
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elements[pixel.element].tick(pixel);
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}
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if (pixel.del) {continue}
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if (elements[pixel.element].behavior) { // Parse behavior if it exists
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pixelTick(pixel);
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}
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};
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if (pixel.con) { pixel = pixel.con }
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if (elements[pixel.element].isGas || elements[pixel.element].glow) {
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pixelsLast.push(pixel);
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}
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else {
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pixelsFirst.push(pixel);
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}
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}
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for (var i = 0; i < newCurrentPixels.length; i++) {
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pixel = newCurrentPixels[i];
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let density = elements[pixel.element].density ? elements[pixel.element].density : 1;
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let accelx = (pixel.x - pixel.prevX)/2 * (1+(pixel.pressure ? pixel.pressure : 0)/density);
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let accely = (pixel.y - pixel.prevY)/2 * (1+(pixel.pressure ? pixel.pressure : 0)/density);
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if(!pixel.vx)
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pixel.vx = accelx;
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else
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pixel.vx += accelx;
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if(!pixel.vy)
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pixel.vy = accely;
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else
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pixel.vy += accely;
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}
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// Draw the current pixels
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var canvas = document.getElementById("game");
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var ctx = canvas.getContext("2d");
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// Clear the canvas
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if (!settings["bg"]) {ctx.clearRect(0, 0, canvas.width, canvas.height)}
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else {
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ctx.fillStyle = settings["bg"];
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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var pixelDrawList = pixelsFirst.concat(pixelsLast);
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for (var i = 0; i < pixelDrawList.length; i++) {
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pixel = pixelDrawList[i];
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if (pixelMap[pixel.x][pixel.y] == undefined) {continue}
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if (pixel.con) { pixel = pixel.con }
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if (view===null || view===3) {
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ctx.fillStyle = pixel.color;
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}
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else if (view === 2) { // thermal view
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var temp = pixel.temp;
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if (temp < -50) {temp = -50}
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if (temp > 6000) {temp = 6000}
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// logarithmic scale, with coldest being 225 (-50 degrees) and hottest being 0 (6000 degrees)
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var hue = Math.round(225 - (Math.log(temp+50)/Math.log(6000+50))*225);
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if (hue < 0) {hue = 0}
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if (hue > 225) {hue = 225}
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ctx.fillStyle = "hsl("+hue+",100%,50%)";
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}
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else if (view === 4) { // smooth view, average of surrounding pixels
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var colorlist = [];
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// check adjacent coords on the pixelMap, add the color to the list if the pixel is not empty and the color indexOf "rgb" is not -1
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for (var j = 0; j < biCoords.length; j++) {
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var x = pixel.x + biCoords[j][0];
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var y = pixel.y + biCoords[j][1];
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if (isEmpty(x,y,true) || elements[pixelMap[x][y].element].state !== elements[pixel.element].state) {continue}
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var color = pixelMap[x][y].color;
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if (color.indexOf("rgb") !== -1) {
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colorlist.push(color.match(/\d+/g));
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}
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}
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if (colorlist.length === 0) {
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ctx.fillStyle = pixel.color;
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}
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else {
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ctx.fillStyle = averageRGB(colorlist);
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}
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}
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if (ctx.globalAlpha < 1 && !(elements[pixel.element].isGas || elements[pixel.element].glow)) {
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ctx.globalAlpha = 1;
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}
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if ((view === null || view === 4) && (elements[pixel.element].isGas || elements[pixel.element].glow)) {
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if (ctx.globalAlpha!==0.5) { ctx.globalAlpha = 0.5; }
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ctx.fillRect((pixel.x-1)*pixelSize, (pixel.y)*pixelSize, pixelSize*3, pixelSize);
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ctx.fillRect((pixel.x)*pixelSize, (pixel.y-1)*pixelSize, pixelSize, pixelSize*3);
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}
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else { // draw the pixel (default)
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ctx.fillRect(pixel.x*pixelSize, pixel.y*pixelSize, pixelSize, pixelSize);
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}
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if (pixel.charge && view !== 2) { // Yellow glow on charge
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if (!elements[pixel.element].colorOn) {
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ctx.fillStyle = "rgba(255,255,0,0.5)";
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ctx.fillRect(pixel.x*pixelSize, pixel.y*pixelSize, pixelSize, pixelSize);
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}
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}
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}
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if (ctx.globalAlpha < 1) {
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ctx.globalAlpha = 1;
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}
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if ((!paused) || forceTick) {pixelTicks++};
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}
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})
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explodeAt = function(x,y,radius,fire="fire") {
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// if fire contains , split it into an array
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if (fire.indexOf(",") !== -1) {
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fire = fire.split(",");
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}
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var coords = circleCoords(x,y,radius);
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var power = radius/10;
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//for (var p = 0; p < Math.round(radius/10+1); p++) {
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for (var i = 0; i < coords.length; i++) {
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// damage value is based on distance from x and y
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var damage = Math.random() + (Math.floor(Math.sqrt(Math.pow(coords[i].x-x,2) + Math.pow(coords[i].y-y,2)))) / radius;
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// invert
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damage = 1 - damage;
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if (damage < 0) { damage = 0; }
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damage *= power;
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if (isEmpty(coords[i].x,coords[i].y)) {
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// create smoke or fire depending on the damage if empty
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if (damage < 0.02) { } // do nothing
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else if (damage < 0.2) {
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createPixel("smoke",coords[i].x,coords[i].y);
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}
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else {
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// if fire is an array, choose a random item
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if (Array.isArray(fire)) {
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createPixel(fire[Math.floor(Math.random() * fire.length)],coords[i].x,coords[i].y);
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}
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else {
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createPixel(fire,coords[i].x,coords[i].y);
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}
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}
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}
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else if (!outOfBounds(coords[i].x,coords[i].y)) {
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// damage the pixel
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var pixel = pixelMap[coords[i].x][coords[i].y];
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var info = elements[pixel.element];
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if (info.hardness) { // lower damage depending on hardness(0-1)
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if (info.hardness < 1) {
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damage = damage * ((1 - info.hardness)*10);
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}
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else { damage = 0; }
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}
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if (damage > 0.9) {
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if (Array.isArray(fire)) {
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var newfire = fire[Math.floor(Math.random() * fire.length)];
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}
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else {
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var newfire = fire;
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}
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changePixel(pixel,newfire);
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continue;
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}
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else if (damage > 0.25) {
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if (info.breakInto !== undefined) {
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breakPixel(pixel);
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continue;
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}
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else {
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if (Array.isArray(fire)) {
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var newfire = fire[Math.floor(Math.random() * fire.length)];
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}
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else {
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var newfire = fire;
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}
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changePixel(pixel,newfire);
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continue;
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}
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}
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if (damage > 0.75 && info.burn) {
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pixel.burning = true;
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pixel.burnStart = pixelTicks;
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}
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pixel.temp += damage*radius*power;
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pixelTempCheck(pixel);
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// set the pixel.vx and pixel.vy depending on the angle and power
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if (!elements[pixel.element].excludeRandom) {
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var angle = Math.atan2(pixel.y-y,pixel.x-x);
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pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power));
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pixel.vy = Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power));
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}
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}
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}
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}
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