sandboxels/mods/moving_pixels.js

179 lines
6.6 KiB
JavaScript

// 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};