sandboxels/mods/explodeAtPlus.js

135 lines
4.3 KiB
JavaScript

velocityBlacklist = [];
function explodeAtPlus(x,y,radius,fire="fire",smoke="smoke",beforeFunction=null,afterFunction=null,changeTemp=true) {
// if fire contains , split it into an array
if(fire !== null) {
if (fire.indexOf(",") !== -1) {
fire = fire.split(",");
};
};
if(smoke !== null) {
if (smoke.indexOf(",") !== -1) {
smoke = smoke.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) {
// if smoke is an array, choose a random item
if(smoke !== null) {
if (Array.isArray(smoke)) {
createPixel(smoke[Math.floor(Math.random() * smoke.length)],coords[i].x,coords[i].y);
}
else {
createPixel(smoke,coords[i].x,coords[i].y);
}
}
}
else {
if(fire !== null) {
// 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(typeof(beforeFunction) === "function") {
beforeFunction(pixel,x,y,radius,fire,smoke,power,damage);
};
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(fire !== null) {
if (Array.isArray(fire)) {
var newfire = fire[Math.floor(Math.random() * fire.length)];
}
else {
var newfire = fire;
}
changePixel(pixel,newfire,changeTemp);
} else {
deletePixel(pixel.x,pixel.y);
}
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,changeTemp);
if(info.onExplosionBreakOrSurvive) {
info.onExplosionBreakOrSurvive(pixel,x,y,radius,fire,smoke,power,damage);
};
continue;
}
else {
if(fire !== null) {
if (Array.isArray(fire)) {
var newfire = fire[Math.floor(Math.random() * fire.length)];
}
else {
var newfire = fire;
}
changePixel(pixel,newfire,changeTemp);
} else {
deletePixel(pixel.x,pixel.y);
}
continue;
}
} else {
if(info.onExplosionBreakOrSurvive) {
info.onExplosionBreakOrSurvive(pixel,x,y,radius,fire,smoke,power,damage);
};
}
if (damage > 0.75 && info.burn) {
pixel.burning = true;
pixel.burnStart = pixelTicks;
}
pixel.temp += damage*radius*power;
pixelTempCheck(pixel);
if(enabledMods.includes("mods/velocity.js")) {
// set the pixel.vx and pixel.vy depending on the angle and power
if (!elements[pixel.element].excludeRandom && !elements[pixel.element].excludeVelocity) {
var angle = Math.atan2(pixel.y-y,pixel.x-x);
pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
pixel.vy = Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power/10));
}
};
if(typeof(afterFunction) === "function") {
//console.log(`running afterFunction ${afterFunction}`)
//console.log(`arguments: ${pixel}, ${x}, ${y}, ${radius}, ${fire}, ${smoke}, ${power}, ${damage}`)
afterFunction(pixel,x,y,radius,fire,smoke,power,damage);
};
};
};
};