// created by Rain :o 20/8 2024 elements.car = { //color: ["#E37F6F", "#B075DF", "#4F8FEF"], color: ["#ee70aa", "#ab33ef", "#5e6eee"], category: "special", density: 10000, state: "solid", tempHigh: 400, stateHigh: ["steel", "molten_plastic", "glass"], breakInto: ["steel", "plastic", "glass_shard"], reactions: { "water": { elem1: "rust", chance: 0.003 }, "dirty_water": { elem1: "rust", chance: 0.003 }, "salt_water": { elem1: "rust", chance: 0.006 }, "grape": { elem2: "juice", chance: 0.1, color2: "#291824" }, "tomato": { elem2: "sauce", chance: 0.1 }, "egg": { elem2: "yolk", chance: 0.1 }, "malware": {elem1: "explosion"}, }, flippableX: true, tick: function (pixel) { if (pixel.carFlip === undefined) { pixel.carFlip = 1; //it's the "pixel." that gives the variable to each car instance, very important :) } tryMove(pixel, pixel.x, pixel.y + 1); //try to move down (fall) if (!isEmpty(pixel.x, pixel.y + 1)) { //if it didn't work (if the car is on the ground): if (isEmpty(pixel.x + pixel.carFlip, pixel.y + 1)) { tryMove(pixel, pixel.x + pixel.carFlip, pixel.y + 1); // move diagonally down to avoid falling when going downhill } else if (isEmpty(pixel.x + pixel.carFlip, pixel.y)) { tryMove(pixel, pixel.x + pixel.carFlip, pixel.y); //move to the side (which side is derived from current carFlip state) } else if (isEmpty(pixel.x + pixel.carFlip, pixel.y - 1)) { tryMove(pixel, pixel.x + pixel.carFlip, pixel.y - 1); //move diagonally up the hill } else { //if no movement possible (like when hitting a wall): pixel.carFlip = pixel.carFlip * -1; // Update carFlip for this car instance } doDefaults(pixel); } }, }; elements.tram = { color: "#93E493", conduct: 1, category: "special", density: 10000, state: "solid", tempHigh: 400, stateHigh: ["molten_aluminum", "molten_plastic", "glass"], breakInto: ["aluminum", "plastic", "glass_shard"], flippableX: true, desc: "Powered by electricity. Can hang on conductive materials for suspension railway", reactions: { "malware": { elem2: "electric" }, }, tick: function (pixel) { if (pixel.tramFlip === undefined) { pixel.tramFlip = 1; //tramFlip works like carFlip for the car } if (pixel.charge > 0) { //only if powered by electricity if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 2)) { var diUpPixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y - 2] //establishes the variable. Must be down here because it would crash if there is no diUpPixel if (elements[diUpPixel.element].conduct && diUpPixel.element !== "tram") { //^ is also the reason this is a seperate if statement tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y - 1); //move diagonally upwards if there is support } else { pixel.tramFlip = pixel.tramFlip * -1; } } else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1)) { var sidePixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y - 1] if (elements[sidePixel.element].conduct && sidePixel.element !== "tram") { tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y); //move to the side if there is support } else { pixel.tramFlip = pixel.tramFlip * -1; } } else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y + 1) && !isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y)) { var diDownPixel = pixelMap[pixel.x + 1 * pixel.tramFlip][pixel.y] if (elements[diDownPixel.element].conduct && diDownPixel.element !== "tram") { tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y + 1); //move diagonally downwards if there is support } else { pixel.tramFlip = pixel.tramFlip * -1; } } else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y + 1) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y)) { tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y + 1); //move diagonally downwards if there isn't support } else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1)) { tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y); //move to the side if there isn't support } else if (isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 1) && isEmpty(pixel.x + 1 * pixel.tramFlip, pixel.y - 2)) { tryMove(pixel, pixel.x + 1 * pixel.tramFlip, pixel.y - 1); //move diagonally upwards if there isn't support (uphill) } else { pixel.tramFlip = pixel.tramFlip * -1; } } else { //if not powered if (!isEmpty(pixel.x, pixel.y - 1)) { var upPixel = pixelMap[pixel.x][pixel.y - 1] //looks at the properties of the pixel above if (elements[upPixel.element].conduct > 0.1 && upPixel.element !== "tram") { //if the pixel above is conductive but not tram //nothing happens ie it doesn't fall } else { tryMove(pixel, pixel.x, pixel.y + 1); //it falls down } } else { tryMove(pixel, pixel.x, pixel.y + 1); //it falls down (same as above) } } doDefaults(pixel) }, }; elements.bouncy_ball = { color: "#e35693", behavior: behaviors.WALL, tempHigh: 250, stateHigh: ["borax", "glue"], category: "special", conduct: 1, tick: function (pixel) { if (pixel.fallDist === undefined) { pixel.fallDist = 0; } if (pixel.isFalling === undefined) { pixel.isFalling = true; } if (pixel.isFalling) { //main loop of a bouncy ball. Functions are defined below falling() } else { rising() } if (pixel.charge > 0) { //will bounce on electricity (doesn't work on real bouncy balls :/) pixel.fallDist = (pixel.fallDist + 1) rising() } function falling() { if (isEmpty(pixel.x, pixel.y + 1)) { tryMove(pixel, pixel.x, pixel.y + 1) pixel.fallDist += 1; //counts how many pixels the ball has fallen so far } else { //if it touched the ground pixel.isFalling = false; //will change the outcome of the main if statement and make ball start rising pixel.fallDist = pixel.fallDist * 3 / 4; //dynamically decreases bounce height based on how high it is, instead of constant 1 per bounce } } function rising() { if (pixel.fallDist > 0) { tryMove(pixel, pixel.x, pixel.y - 1) pixel.fallDist -= 1 } else { pixel.isFalling = true; pixel.fallDist -= 1 //makes the ball lose 1 pixel height each bounce, useful at the end when * 3/4 only results in fractions } } } }; elements.borax.reactions.slime = { elem1: "bouncy_ball", elem2: null};