scenexe mod
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<tr><td>randomness_but_tick.js</td><td>Random experimental elements using the tick function feature</td><td>Alice</td></tr>
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<tr><td>randomness_but_tool.js</td><td>Random experimental elements using the tool function feature</td><td>Alice</td></tr>
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<tr><td>randomness.js</td><td>Random experimental elements</td><td>Alice</td></tr>
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<tr><td>scenexe.js</td><td>Work-in-progress mod, renders and simulates a bunch of polygons</td><td>nousernamefound</td></tr>
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<tr><td>structure_test_2.js</td><td>Another test for implementing structures into Sandboxels (requires the previous test)</td><td>Alice</td></tr>
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<tr><td>structure_test.js</td><td>A test for implementing structures into Sandboxels</td><td>Alice</td></tr>
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<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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polygonColors = function(sides){
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let baseColors = [
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{ r: 255, g: 228, b: 107 },
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{ r: 252, g: 118, b: 118 },
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{ r: 118, g: 140, b: 252 },
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{ r: 252, g: 166, b: 68 },
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{ r: 56, g: 183, b: 100 },
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{ r: 74, g: 102, b: 189 },
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{ r: 93, g: 39, b: 93 },
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{ r: 26, g: 28, b: 44 },
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{ r: 6, g: 0, b: 17 },
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{ r: 64, g: 54, b: 69 },
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{ r: 237, g: 237, b: 255 },
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{ r: 0, g: 0, b: 0 },
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]
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if (sides <= 14 && sides >= 3){
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return baseColors[Math.round(sides)-3]
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} else {
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return {r: 0, g: 0, b: 0}
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}
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}
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function polygonCount(random){
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const thresholds = [0, 0.3, 0.68, 0.77, 0.82, 0.86, 0.88, 0.89, 0.895, 0.8975, 0.898, 0.8982, 1];
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const values = [3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 3];
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for (let i = 0; i < thresholds.length; i++) {
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if (random < thresholds[i]) {
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return values[i];
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}
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}
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}
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polygonList = []
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zoomLevel = .2
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polygonSize = function(sides){
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return 18 * Math.pow(1.47, sides - 3)
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}
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for (var i = 0; i <= 400; i++){
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sides = polygonCount(Math.random())
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polygonList.push({
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sides: sides,
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radius: polygonSize(sides),
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x: (Math.random() * 5000)-2500,
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y: (Math.random() * 5000)-2500,
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vx: 0,
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vy: 0,
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random: Math.random(),
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rotation: Math.random() * 2 * Math.PI,
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})
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}
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function drawPolygon(ctx, polygon){
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let x = polygon.x
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let y = polygon.y
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let sides = polygon.sides
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let radius = polygon.radius
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let rotation = polygon.rotation
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let vx = polygon.vx
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let vy = polygon.vy
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ctx.lineJoin = 'round';
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ctx.fillStyle = "rgb(" + polygonColors(sides).r + ", " + polygonColors(sides).g + ", " + polygonColors(sides).b + ")"
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ctx.strokeStyle = "rgb(" + Math.max(polygonColors(sides).r - 30, 0) + ", " + Math.max(polygonColors(sides).g - 30, 0) + ", " + Math.max(polygonColors(sides).b - 30, 0) + ")"
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ctx.lineWidth = 5*zoomLevel
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ctx.beginPath()
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ctx.moveTo(Math.sin(rotation)*radius+x, Math.cos(rotation)*radius+y)
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for (var i = 0; i <= sides+1; i++){
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ctx.lineTo(Math.sin(rotation+2*Math.PI*i/sides)*radius+x, Math.cos(rotation+2*Math.PI*i/sides)*radius+y)
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}
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ctx.fill()
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ctx.stroke()
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// debug
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/*
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// draw a line to represent angle
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ctx.beginPath()
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ctx.moveTo(x, y)
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ctx.lineTo(Math.sin(rotation)*2*radius+x, Math.cos(rotation)*2*radius+y)
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ctx.strokeStyle = "rgb(0, 0, 255)"
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ctx.stroke()
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// draw a line to represent velocity
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ctx.beginPath()
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ctx.moveTo(x, y)
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ctx.lineTo(x+20*vx, y+20*vy)
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ctx.strokeStyle = "rgb(255, 0, 0)"
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ctx.stroke()
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*/
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}
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function zoom(ctx, poly, multiplier){
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polyreturn = {...poly}
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polyreturn.x = polyreturn.x * multiplier + ctx.canvas.width/2
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polyreturn.y = polyreturn.y * multiplier + ctx.canvas.height/2
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polyreturn.radius = polyreturn.radius * multiplier
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return polyreturn
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}
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renderPostPixel(function(ctx){
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ctx.fillStyle = "rgb(205, 205, 205)"
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ctx.fillRect(0, 0, canvas.width, canvas.height)
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ctx.strokeStyle = "rgb(200, 200, 200)"
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ctx.lineWidth = 5*zoomLevel
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for (var i = 0; i < canvas.width; i += canvas.width/30*zoomLevel){
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ctx.beginPath()
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ctx.moveTo(i, canvas.height)
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ctx.lineTo(i, 0)
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ctx.stroke()
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}
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for (var j = 0; j < canvas.height; j += canvas.width/30*zoomLevel){
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ctx.beginPath()
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ctx.moveTo(0, j)
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ctx.lineTo(canvas.width, j)
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ctx.stroke()
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}
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//drawPolygon(ctx, Math.round((pixelTicks/20)%13)+3, polygonSize(Math.round((pixelTicks/20)%13)+3), canvas.width/2, canvas.height/2, 0)
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for (var poly = 0; poly < polygonList.length; poly++){
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drawPolygon(ctx, zoom(ctx, polygonList[poly], zoomLevel))
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}
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// polygon collision checking
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for (var poly = 0; poly < polygonList.length; poly++){
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for (var poly2 = 0; poly2 < polygonList.length; poly2++){
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if (poly != poly2){
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polygon1 = polygonList[poly]
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polygon2 = polygonList[poly2]
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distance = Math.sqrt((polygon1.x - polygon2.x)**2 + (polygon1.y - polygon2.y)**2)
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if (distance < polygonSize(polygon1.sides) + polygonSize(polygon2.sides)){
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//calculate angle of collision
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angle = Math.atan2(polygon2.y - polygon1.y, polygon2.x - polygon1.x)
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// update velocity
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polygon1.vx -= (Math.cos(angle) * (polygonSize(polygon1.sides) + polygonSize(polygon2.sides) - distance)/2)/(3+polygonSize(polygon1.sides)/9)
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polygon1.vy -= (Math.sin(angle) * (polygonSize(polygon1.sides) + polygonSize(polygon2.sides) - distance)/2)/(3+polygonSize(polygon1.sides)/9)
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}
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}
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}
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}
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// move polygons
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for (var poly = 0; poly < polygonList.length; poly++){
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let polygon = polygonList[poly]
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if (polygon.vx || polygon.vy){
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polygon.x += polygon.vx
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polygon.y += polygon.vy
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polygon.vx *= 0.8
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polygon.vy *= 0.8
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}
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polygon.rotation += 1.00672*Math.pow(0.344151, polygon.sides) + 0.000002
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// add some velocity towards wherever its facing
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polygon.vx += Math.sin(polygon.rotation)*(1.00672*Math.pow(0.344151, polygon.sides) + 0.000002)*8
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polygon.vy += Math.cos(polygon.rotation)*(1.00672*Math.pow(0.344151, polygon.sides) + 0.000002)*8
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}
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})
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