0.7.3 bug fixes
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@ -4,6 +4,10 @@
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+ Electricity & Machines Update
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+ Mod Manager Update
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[Version 0.7.3]
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~ Salt and sugar are more dense; can sink in water
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~ Fixed: Fish and Algae can't move through sugar water
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[Version 0.7.2 - Cloning]
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+ Cloner
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+ Slow Cloner, Clone Powder, Floating Cloner
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80
index.html
80
index.html
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@ -363,34 +363,34 @@
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// burnInto - element to turn into after burning
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// fireColor - color of the flame given off when burning
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elements = {
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"heat": {
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"heat": { //hard-coded
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"color": "#ff0000",
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"behavior": behaviors.WALL,
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"temp": 2,
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"category": "tools",
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},
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"cool": {
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"cool": { //hard-coded
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"color": "#0000ff",
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"behavior": behaviors.WALL,
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"temp": -2,
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"category": "tools",
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},
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"erase": {
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"erase": { //hard-coded
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"color": "#fdb5ff",
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"behavior": behaviors.WALL,
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"category": "tools",
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},
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"pick": {
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"pick": { //hard-coded
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"color": ["#fa9b9b","#fae99b","#9bfab7","#9b9dfa"],
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"behavior": behaviors.WALL,
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"category": "tools",
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},
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"mix": {
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"mix": { //hard-coded
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"color": ["#fff4b5","#a6a6a6"],
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"behavior": behaviors.WALL,
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"category": "tools",
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},
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"lookup": {
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"lookup": { //hard-coded
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"color": ["#919c9c","#72abab","#919c9c"],
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"behavior": behaviors.WALL,
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"category": "tools",
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@ -910,9 +910,9 @@
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"fish": {
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"color": "#ac8650",
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"behavior": [
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"SW:water,salt_water%6|M2%5|SW:water,salt_water%6",
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"SW:water,salt_water,sugar_water%6|M2%5|SW:water,salt_water,sugar_water%6",
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"DL:algae|XX|DL:algae",
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"SW:water,salt_water%8|M1|SW:water,salt_water%8",
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"SW:water,salt_water,sugar_water%8|M1|SW:water,salt_water,sugar_water%8",
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],
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"temp": 20,
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"tempHigh": 32,
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@ -929,8 +929,8 @@
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"color": "#00870e",
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"behavior": [
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"XX|XX|XX",
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"SW:water%1|XX|SW:water%1",
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"SW:water%10|M1|SW:water%18",
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"SW:water,salt_water,sugar_water%1|XX|SW:water,salt_water,sugar_water%1",
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"SW:water,salt_water,sugar_water%10|M1|SW:water,salt_water,sugar_water%18",
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],
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"reactions": {
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"wood": { "elem1":"lichen" }
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@ -2312,7 +2312,7 @@
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"behavior": behaviors.POWDER,
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"tempHigh": 801,
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"state": "solid",
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"density": 1023.6,
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"density": 2160,
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},
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"sugar": {
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"color": "#f2f2f2",
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@ -2320,7 +2320,7 @@
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"tempHigh": 186,
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"stateHigh": "caramel",
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"state": "solid",
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"density": 880,
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"density": 1590,
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},
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"caramel": {
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"color": "#e89a51",
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@ -2779,11 +2779,7 @@
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return false;
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}
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function behaviorCoords(x,y,bx,by) {
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bx -= 1;
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by -= 1;
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x += bx;
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y += by;
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return {x:x,y:y};
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return {x:x+bx-1,y:y+by-1};
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}
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/* Behavior Example (Sand)
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[
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@ -2791,6 +2787,56 @@
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["XX","XX","XX"],
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["M2","M1","M2"]
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] */
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function rotateBehavior(behavior,rotation) {
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// returns rotated 2D array counter-clockwise depending on rotation 1, 2, or 3
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var newBehavior = []
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if (rotation == 1) {
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// rotate counter-clockwise 90 degrees
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for (var i = 0; i < behavior.length; i++) {
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newBehavior[i] = [];
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for (var j = 0; j < behavior[i].length; j++) {
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newBehavior[i][j] = behavior[j][behavior.length-1-i];
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}}
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}
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else if (rotation == 2) {
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// rotate counter-clockwise 180 degrees
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for (var i = 0; i < behavior.length; i++) {
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newBehavior[i] = [];
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for (var j = 0; j < behavior[i].length; j++) {
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newBehavior[i][j] = behavior[behavior.length-1-i][behavior[i].length-1-j];
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}}
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}
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else if (rotation == 3) {
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// rotate counter-clockwise 270 degrees
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for (var i = 0; i < behavior.length; i++) {
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newBehavior[i] = [];
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for (var j = 0; j < behavior[i].length; j++) {
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newBehavior[i][j] = behavior[behavior[i].length-1-j][i];}
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}
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}
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else {
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// no rotation
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return behavior;
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}
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return newBehavior;
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}
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function flipBehavior(behavior,axis) {
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// returns flipped 2D array depending on axis "x" or "y"
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if (axis === "x") {
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var newBehavior = [];
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for (var i = 0; i < behavior.length; i++) {
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newBehavior[i] = [];
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for (var j = 0; j < behavior[i].length; j++) {
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newBehavior[i][j] = behavior[i][behavior[i].length-1-j];
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}}
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return newBehavior;
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}
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else if (axis === "y") {
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return behavior.slice().reverse();
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}
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return behavior;
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}
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/* Behavior Rules
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XX = Ignore
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M1 = Move (First Priority)
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