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// Define the corrected biomes with heights
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var mercuryLayers = [
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{ layers: ["basalt", "iron"], height: 0.6 },
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{ layers: ["nickel"], height: 0.2 },
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{ layers: ["iron"], height: 0.2 }
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];
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var venusLayers = [
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{ layers: ["basalt", "limestone"], height: 0.5 },
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{ layers: ["sand", "ash", "clay"], height: 0.25 },
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{ layers: ["tuff"], height: 0.15 },
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{ layers: ["sulfur", ["basalt", "sand"]], height: 0.1 }
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];
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var earthLayers = [
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{ layers: ["rock", "basalt", "tuff", "limestone"], height: 0.55 },
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{ layers: ["clay", "mudstone", "clay_soil"], height: 0.3 },
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{ layers: [["sand", "wet_sand", "clay"], ["grass", "gravel", "dirt"]], height: 0.15 }
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];
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var marsLayers = [
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{ layers: ["iron", "nickel"], height: 0.3 },
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{ layers: ["iron", "nickel", "rust"], height: 0.15 },
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{ layers: ["iron", "nickel", "rust", "rust"], height: 0.15 },
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{ layers: ["rust"], height: 0.4 }
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];
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function tryCreateStaticPixel(pixelType, x, y) {
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var staticPixelType = "static_" + pixelType;
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// Check if the static version of the pixel type exists
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if (!elements[staticPixelType]) {
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// Create the static version of the pixel type
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elements[staticPixelType] = Object.assign({}, elements[pixelType], {
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behavior: behaviors.WALL,
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tick: undefined
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});
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}
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// Create the static pixel
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tryCreatePixel(staticPixelType, x, y);
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}
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function getRandomWeightedElement(weightedList) {
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// Parse the input string into an array of objects with name and weight properties
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const elements = weightedList.split(',').map(item => {
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const [name, weight] = item.split('%');
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return { name: name.trim(), weight: parseFloat(weight) };
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});
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// Calculate the total weight
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const totalWeight = elements.reduce((total, element) => total + element.weight, 0);
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// Generate a random number between 0 and totalWeight
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const randomWeight = Math.random() * totalWeight;
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// Find the element corresponding to the random weight
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let cumulativeWeight = 0;
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for (const element of elements) {
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cumulativeWeight += element.weight;
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if (randomWeight < cumulativeWeight) {
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return element.name;
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}
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}
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}
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// Function to load a script dynamically
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function loadScript(url) {
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var script = document.createElement("script");
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script.type = "text/javascript";
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script.src = url;
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document.head.appendChild(script);
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}
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function circleSimplexNoise1D(simplex, theta) {
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return simplex.noise2D(Math.cos(theta * Math.PI / 180), Math.sin(theta * Math.PI / 180));
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}
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// Load the simplex-noise library
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loadScript("https://cdnjs.cloudflare.com/ajax/libs/simplex-noise/2.4.0/simplex-noise.min.js");
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function getRandomElement(layer) {
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if (!layer || layer.length === 0) {
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return null; // Return null or handle the error case
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}
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return layer[Math.floor(Math.random() * layer.length)];
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}
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function generatePlanet(config, x, y, radius) {
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var simplex = new SimplexNoise();
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var centerX = x;
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var centerY = y;
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var planetRadius = radius;
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var cloudStartRadius = planetRadius + 7;
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var cloudEndRadius = planetRadius + 14;
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// Generate terrain
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for (var r = 0; r <= planetRadius; r++) {
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var step = 0.5;
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if (r <= 50) { step = 1; }
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if (r <= 20) { step = 2; }
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for (var theta = 0; theta <= 360; theta += step) {
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var x = Math.round(centerX + r * Math.cos(theta * Math.PI / 180));
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var y = Math.round(centerY + r * Math.sin(theta * Math.PI / 180));
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if (x >= 0 && x < width && y >= 0 && y < height) {
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var distance = Math.sqrt(Math.pow(x - centerX, 2) + Math.pow(y - centerY, 2));
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var noise = (-Math.abs(circleSimplexNoise1D(simplex, theta * 0.7)) * 0.5) + (-Math.abs(circleSimplexNoise1D(simplex, theta * 2.5)) * 0.3);
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var noisyDistance = distance - (noise * planetRadius * 0.3);
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if (noisyDistance <= planetRadius) {
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// Determine the layer based on distance from center
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var totalHeight = 0;
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for (var i = 0; i < config.biomes.length; i++) {
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totalHeight += config.biomes[i].height;
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}
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var cumulativeHeight = 0;
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var chosenLayer = null;
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for (var i = 0; i < config.biomes.length; i++) {
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var biome = config.biomes[i];
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var layerHeight = (biome.height / totalHeight) * planetRadius;
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if (noisyDistance >= cumulativeHeight && noisyDistance < cumulativeHeight + layerHeight) {
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chosenLayer = biome.layers;
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// If chosenLayer is a list of lists, pick a sublayer based on noise
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if (Array.isArray(chosenLayer) && Array.isArray(chosenLayer[0])) {
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var sublayerNoise = (circleSimplexNoise1D(simplex, theta) + 1) / 2;
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var sublayerIndex = Math.floor(sublayerNoise * chosenLayer.length);
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if (sublayerIndex < 0) {
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sublayerIndex = 0;
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} else if (sublayerIndex >= chosenLayer.length) {
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sublayerIndex = chosenLayer.length - 1;
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}
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chosenLayer = chosenLayer[sublayerIndex];
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}
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break;
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}
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cumulativeHeight += layerHeight;
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}
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var element = getRandomElement(chosenLayer);
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if (element) {
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tryCreateStaticPixel(element, x, y);
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}
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}
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}
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}
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}
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if (config.oceanElements) {
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for (var i = centerX - planetRadius; i <= centerX + planetRadius; i++) {
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for (var j = centerY - planetRadius; j <= centerY + planetRadius; j++) {
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if (i >= 0 && i < width && j >= 0 && j < height) {
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var distanceFromCenter = Math.sqrt(Math.pow(i - centerX, 2) + Math.pow(j - centerY, 2));
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if (distanceFromCenter > planetRadius - 40 && distanceFromCenter <= planetRadius - 4) {
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// Place ocean in the ring around the planet
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tryCreateStaticPixel(getRandomWeightedElement(config.oceanElements), i, j);
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}
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}
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}
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}
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}
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if (config.cloudElements) {
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for (var r = cloudStartRadius; r <= cloudEndRadius; r++) {
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var step = 1;
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for (var theta = 0; theta <= 360; theta += step) {
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var x = Math.round(centerX + r * Math.cos(theta * Math.PI / 180));
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var y = Math.round(centerY + r * Math.sin(theta * Math.PI / 180));
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if (x >= 0 && x < width && y >= 0 && y < height) {
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var distance = Math.sqrt(Math.pow(x - centerX, 2) + Math.pow(y - centerY, 2));
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var cloudNoise = simplex.noise2D(x * 0.05, y * 0.05) + simplex.noise2D(x * 0.17, y * 0.17);
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// Adjust cloud density based on distance from planet
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var minCloudThreshold = 0.5 + config.cloudDensityBias; // Minimum threshold closer to the planet
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var maxCloudThreshold = 0.8 + config.cloudDensityBias; // Maximum threshold further from the planet
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// Interpolate threshold based on distance from planet
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var t = (r - cloudStartRadius) / (cloudEndRadius - cloudStartRadius);
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var threshold = minCloudThreshold + t * (maxCloudThreshold - minCloudThreshold);
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if (cloudNoise > threshold) {
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tryCreateStaticPixel(getRandomWeightedElement(config.cloudElements), x, y);
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}
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}
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}
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}
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}
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}
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var mercuryConfig = {
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biomes: mercuryLayers,
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cloudElements: "",
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cloudDensityBias: 0.0
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};
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var venusConfig = {
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biomes: venusLayers,
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cloudElements: "ammonia%70,acid_cloud%30",
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cloudDensityBias: 0.2
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};
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var earthConfig = {
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biomes: earthLayers,
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oceanElements: "salt_water%80,water%20",
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cloudElements: "cloud%100",
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cloudDensityBias: 0.0
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};
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var marsConfig = {
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biomes: marsLayers,
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cloudElements: "",
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cloudDensityBias: 0.0
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};
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elements.planetMercury = {
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behavior: behaviors.WALL,
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category: "special",
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maxSize: 1,
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tick: function(pixel) {
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if (pixel.start === pixelTicks) {
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deletePixel(pixel.x, pixel.y);
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generatePlanet(mercuryConfig, pixel.x, pixel.y, 13);
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}
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}
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};
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elements.planetVenus = {
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behavior: behaviors.WALL,
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category: "special",
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maxSize: 1,
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tick: function(pixel) {
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if (pixel.start === pixelTicks) {
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deletePixel(pixel.x, pixel.y);
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generatePlanet(venusConfig, pixel.x, pixel.y, 30);
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}
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}
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};
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elements.planetEarth = {
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behavior: behaviors.WALL,
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category: "special",
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maxSize: 1,
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tick: function(pixel) {
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if (pixel.start === pixelTicks) {
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deletePixel(pixel.x, pixel.y);
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generatePlanet(earthConfig, pixel.x, pixel.y, 33);
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}
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}
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};
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elements.planetMars = {
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behavior: behaviors.WALL,
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category: "special",
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maxSize: 1,
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tick: function(pixel) {
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if (pixel.start === pixelTicks) {
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deletePixel(pixel.x, pixel.y);
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generatePlanet(marsConfig, pixel.x, pixel.y, 20);
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}
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}
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};
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