diff --git a/mod-list.html b/mod-list.html
index 8ce35e97..d820f5ac 100644
--- a/mod-list.html
+++ b/mod-list.html
@@ -376,6 +376,7 @@
| randomness_but_tick.js | Random experimental elements using the tick function feature | Alice |
| randomness_but_tool.js | Random experimental elements using the tool function feature | Alice |
| randomness.js | Random experimental elements | Alice |
+| scenexe.js | Work-in-progress mod, renders and simulates a bunch of polygons | nousernamefound |
| structure_test_2.js | Another test for implementing structures into Sandboxels (requires the previous test) | Alice |
| structure_test.js | A test for implementing structures into Sandboxels | Alice |
| test.js | A test mod that adds mayo :) | R74n |
diff --git a/mods/scenexe.js b/mods/scenexe.js
new file mode 100644
index 00000000..9fa9ac32
--- /dev/null
+++ b/mods/scenexe.js
@@ -0,0 +1,144 @@
+polygonColors = function(sides){
+ let baseColors = [
+ { r: 255, g: 228, b: 107 },
+ { r: 252, g: 118, b: 118 },
+ { r: 118, g: 140, b: 252 },
+ { r: 252, g: 166, b: 68 },
+ { r: 56, g: 183, b: 100 },
+ { r: 74, g: 102, b: 189 },
+ { r: 93, g: 39, b: 93 },
+ { r: 26, g: 28, b: 44 },
+ { r: 6, g: 0, b: 17 },
+ { r: 64, g: 54, b: 69 },
+ { r: 237, g: 237, b: 255 },
+ { r: 0, g: 0, b: 0 },
+ ]
+ if (sides <= 14 && sides >= 3){
+ return baseColors[Math.round(sides)-3]
+ } else {
+ return {r: 0, g: 0, b: 0}
+ }
+}
+function polygonCount(random){
+ 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];
+ const values = [3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 3];
+
+ for (let i = 0; i < thresholds.length; i++) {
+ if (random < thresholds[i]) {
+ return values[i];
+ }
+ }
+}
+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())
+ polygonList.push({
+ sides: sides,
+ radius: polygonSize(sides),
+ x: (Math.random() * 5000)-2500,
+ y: (Math.random() * 5000)-2500,
+ vx: 0,
+ vy: 0,
+ random: Math.random(),
+ rotation: Math.random() * 2 * Math.PI,
+ })
+}
+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) + ")"
+ 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()
+ // 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()
+ */
+}
+function zoom(ctx, poly, multiplier){
+ polyreturn = {...poly}
+ polyreturn.x = polyreturn.x * multiplier + ctx.canvas.width/2
+ polyreturn.y = polyreturn.y * multiplier + ctx.canvas.height/2
+ polyreturn.radius = polyreturn.radius * multiplier
+ return polyreturn
+}
+renderPostPixel(function(ctx){
+ 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){
+ ctx.beginPath()
+ ctx.moveTo(i, canvas.height)
+ ctx.lineTo(i, 0)
+ ctx.stroke()
+ }
+ for (var j = 0; j < canvas.height; j += canvas.width/30*zoomLevel){
+ ctx.beginPath()
+ ctx.moveTo(0, j)
+ ctx.lineTo(canvas.width, j)
+ 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))
+ }
+ // polygon collision checking
+ for (var poly = 0; poly < polygonList.length; poly++){
+ for (var poly2 = 0; poly2 < polygonList.length; poly2++){
+ if (poly != poly2){
+ polygon1 = polygonList[poly]
+ polygon2 = polygonList[poly2]
+ distance = Math.sqrt((polygon1.x - polygon2.x)**2 + (polygon1.y - polygon2.y)**2)
+ if (distance < polygonSize(polygon1.sides) + polygonSize(polygon2.sides)){
+ //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)
+ }
+ }
+ }
+ }
+ // move polygons
+ for (var poly = 0; poly < polygonList.length; poly++){
+ let polygon = polygonList[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
+ // 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
+ }
+})
\ No newline at end of file