runAfterLoad(function(){ doVelocity = function(pixel) { if ((pixel.vx||pixel.vy) && elements[pixel.element].movable) { if (pixel.vx) { // move the pixel vx times for (var i = 0; i < Math.abs(pixel.vx); i++) { var x = pixel.x+Math.sign(pixel.vx); var y = pixel.y; if (!tryMove(pixel,x,y)) { if (!isEmpty(x,y,true)) { var newPixel = pixelMap[x][y]; if (elements[newPixel.element].movable) { newPixel.vx = (newPixel.vx||0) + pixel.vx - Math.sign(pixel.vx); } } pixel.vx = 0; } } if (pixel.vx) { pixel.vx -= Math.sign(pixel.vx); } } if (pixel.vy) { // move the pixel vy times for (var i = 0; i < Math.abs(pixel.vy); i++) { var x = pixel.x; var y = pixel.y+Math.sign(pixel.vy); if (!tryMove(pixel,x,y)) { if (!isEmpty(x,y,true)) { var newPixel = pixelMap[x][y]; if (elements[newPixel.element].movable) { newPixel.vy = (newPixel.vy||0) + pixel.vy - Math.sign(pixel.vy); } } pixel.vy = 0; return; } } if (pixel.vy) { pixel.vy -= Math.sign(pixel.vy); } } } } drawPixels = function(forceTick=false) { // newCurrentPixels = shuffled currentPixels var newCurrentPixels = currentPixels.slice(); var pixelsFirst = []; var pixelsLast = []; if (!paused || forceTick) { shuffleArray(newCurrentPixels); } /*{newCurrentPixels.sort(function(p) { // shuffle the pixels but keep elements[p.element].isGas last return 0.5 - Math.random(); })} // shuffle the pixels if not paused*/ for (var i = 0; i < newCurrentPixels.length; i++) { pixel = newCurrentPixels[i]; //if (pixelMap[pixel.x][pixel.y] == undefined || currentPixels.indexOf(pixel) == -1) {continue} if (pixel.del) {continue} if (!paused || forceTick) { // VELOCITY doVelocity(pixel); if (elements[pixel.element].tick) { // Run tick function if it exists elements[pixel.element].tick(pixel); } if (pixel.del) {continue} if (elements[pixel.element].behavior) { // Parse behavior if it exists pixelTick(pixel); } }; if (elements[pixel.element].isGas) { pixelsLast.push(pixel); } else { pixelsFirst.push(pixel); } } adjacentCoords = [ [0,1], [0,-1], [1,0], [-1,0] ]; biCoords = [ [0,1], [1,0] ]; // Draw the current pixels var canvas = document.getElementById("game"); var ctx = canvas.getContext("2d"); var pixelDrawList = pixelsFirst.concat(pixelsLast); for (var i = 0; i < pixelDrawList.length; i++) { pixel = pixelDrawList[i]; if (pixelMap[pixel.x][pixel.y] == undefined) {continue} if (view===null || view===3) { ctx.fillStyle = pixel.color; } else if (view === 2) { // thermal view // set the color to pixel.temp, from hottest at 0 hue to coldest 225 hue, with the minimum being -273, max being 6000 var temp = pixel.temp; if (temp < -273) {temp = -273} if (temp > 6000) {temp = 6000} var hue = 225 - (temp/6000)*225; if (hue < 0) {hue = 0} if (hue > 225) {hue = 225} ctx.fillStyle = "hsl("+hue+",100%,50%)"; } else if (view === 4) { // smooth view, average of surrounding pixels var colorlist = []; // check adjacent coords on the pixelMap, add the color to the list if the pixel is not empty and the color indexOf "rgb" is not -1 for (var j = 0; j < biCoords.length; j++) { var x = pixel.x + biCoords[j][0]; var y = pixel.y + biCoords[j][1]; if (isEmpty(x,y,true) || elements[pixelMap[x][y].element].state !== elements[pixel.element].state) {continue} var color = pixelMap[x][y].color; if (color.indexOf("rgb") !== -1) { colorlist.push(color.match(/\d+/g)); } } if (colorlist.length === 0) { ctx.fillStyle = pixel.color; } else { ctx.fillStyle = averageRGB(colorlist); } } if ((view === null || view === 4) && elements[pixel.element].state === "gas") { ctx.globalAlpha = 0.5; ctx.fillRect((pixel.x-1)*pixelSize, (pixel.y)*pixelSize, pixelSize*3, pixelSize); ctx.fillRect((pixel.x)*pixelSize, (pixel.y-1)*pixelSize, pixelSize, pixelSize*3); ctx.globalAlpha = 1; } else { // draw the pixel (default) ctx.fillRect(pixel.x*pixelSize, pixel.y*pixelSize, pixelSize, pixelSize); } if (pixel.charge && view !== 2) { // Yellow glow on charge if (!elements[pixel.element].colorOn) { ctx.fillStyle = "rgba(255,255,0,0.5)"; ctx.fillRect(pixel.x*pixelSize, pixel.y*pixelSize, pixelSize, pixelSize); } } } if ((!paused) || forceTick) {pixelTicks++}; } }) explodeAt = function(x,y,radius,fire="fire") { // if fire contains , split it into an array if (fire.indexOf(",") !== -1) { fire = fire.split(","); } var coords = circleCoords(x,y,radius); var power = radius/10; //for (var p = 0; p < Math.round(radius/10+1); p++) { for (var i = 0; i < coords.length; i++) { // damage value is based on distance from x and y var damage = Math.random() + (Math.floor(Math.sqrt(Math.pow(coords[i].x-x,2) + Math.pow(coords[i].y-y,2)))) / radius; // invert damage = 1 - damage; if (damage < 0) { damage = 0; } damage *= power; if (isEmpty(coords[i].x,coords[i].y)) { // create smoke or fire depending on the damage if empty if (damage < 0.02) { } // do nothing else if (damage < 0.2) { createPixel("smoke",coords[i].x,coords[i].y); } else { // if fire is an array, choose a random item if (Array.isArray(fire)) { createPixel(fire[Math.floor(Math.random() * fire.length)],coords[i].x,coords[i].y); } else { createPixel(fire,coords[i].x,coords[i].y); } } } else if (!outOfBounds(coords[i].x,coords[i].y)) { // damage the pixel var pixel = pixelMap[coords[i].x][coords[i].y]; var info = elements[pixel.element]; if (info.hardness) { // lower damage depending on hardness(0-1) if (info.hardness < 1) { damage = damage * ((1 - info.hardness)*10); } else { damage = 0; } } if (damage > 0.9) { if (Array.isArray(fire)) { var newfire = fire[Math.floor(Math.random() * fire.length)]; } else { var newfire = fire; } changePixel(pixel,newfire); continue; } else if (damage > 0.25) { if (info.breakInto) { // if it is an array, choose a random item, else just use the value if (Array.isArray(info.breakInto)) { var result = info.breakInto[Math.floor(Math.random() * info.breakInto.length)]; } else { var result = info.breakInto; } // change the pixel to the result changePixel(pixel,result); continue; } else { if (Array.isArray(fire)) { var newfire = fire[Math.floor(Math.random() * fire.length)]; } else { var newfire = fire; } changePixel(pixel,newfire); continue; } } if (damage > 0.75 && info.burn) { pixel.burning = true; pixel.burnStart = pixelTicks; } pixel.temp += damage*radius*power; pixelTempCheck(pixel); // set the pixel.vx and pixel.vy depending on the angle and power var angle = Math.atan2(pixel.y-y,pixel.x-x); pixel.vx = Math.floor((pixel.vx|0) + Math.cos(angle) * (radius * power/10)); pixel.vy = Math.floor((pixel.vy|0) + Math.sin(angle) * (radius * power/10)); } } }