434 lines
12 KiB
JavaScript
434 lines
12 KiB
JavaScript
//TODO: enemies, ichor, crimsandstone
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//Not doing: spawning
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//Might not be possible: thorns (its breaking behavior would need a way for a pixel to detect when a pixel tryMove'd into its position), powders and clentamination (those would require a means of moving through pixels without falsely occupied pixels or other glitches)
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function includesArray(parentArray, testArray) {
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for (let i = 0; i < parentArray.length; i++) {
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if (parentArray[i].every(function(value, index) { return value === testArray[index]})) {
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return true;
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}
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}
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return false;
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}
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crimRate = 0.002
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function grassSpread(pixel,dirt,grass) {
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pixel.dirtArray = [] //initialize dirt neighbor list
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for (i = -3; i < 4; i++) { //iterate around
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for (j = -3; j < 4; j++) {
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if (!isEmpty(pixel.x+i,pixel.y+j,true)) { //check for a pixel to see if it's dirt
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if(Array.isArray(dirt)) {
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if(dirt.includes(pixelMap[pixel.x+i][pixel.y+j].element)) { //see if it's dirt
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if(!includesArray(pixel.dirtArray,[i,j])) { //avoid duplicate dirt entry
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pixel.dirtArray.push([i,j]) //store dirt
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}
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}
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} else {
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if(pixelMap[pixel.x+i][pixel.y+j].element == dirt) { //see if it's dirt
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if(!includesArray(pixel.dirtArray,[i,j])) { //avoid duplicate dirt entry
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pixel.dirtArray.push([i,j]) //store dirt
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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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for (k = 0; k < pixel.dirtArray.length; k++) { //iterate through dirt list
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if(Math.random() < crimRate*3.5) { //random chance
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if(isEmpty(pixel.x+pixel.dirtArray[k][0],pixel.y+pixel.dirtArray[k][1]-1)) { //check for empty space to grow grass
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createPixel(grass,pixel.x+pixel.dirtArray[k][0],pixel.y+pixel.dirtArray[k][1]-1) //place grass above dirt
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}
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}
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}
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}
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function crimSpread(pixel) { //corrupting (crimsonning?) blocks
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for (i = -3; i < 4; i++) {
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for (j = -3; j < 4; j++) {
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if(i == 0 && j == 0) {
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continue
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}
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if(!isEmpty(pixel.x+i,pixel.y+j,true)) {
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if(pixelMap[pixel.x+i][pixel.y+j].element == "grass") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimson_grass")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "rock") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimstone")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "sand") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimsand")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "ice") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"red_ice")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "gravel") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimgravel")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "water") {
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if(Math.random() < crimRate*3) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimwater")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "snow") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimsnow")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "packed_snow") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimsnow")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "wet_sand") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimsand")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "mud") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"dirt")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "permafrost") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"dirt")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "vine") {
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if(Math.random() < crimRate) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"crimson_vine")
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}
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} else if(pixelMap[pixel.x+i][pixel.y+j].element == "sapling") {
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if(Math.random() < crimRate*4) {
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changePixel(pixelMap[pixel.x+i][pixel.y+j],"shadewood_sapling")
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}
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}
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}
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}
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}
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grassSpread(pixel,"dirt","crimson_grass")
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}
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elements.crimson_grass = {
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color: ["#e82535","#cc471f","#d6153c","#c20e29","#b81a2c"],
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behavior: [
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"XX|CR:vicious_mushroom%0.01|XX",
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"XX|XX|XX",
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"XX|M1|XX",
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],
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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tempHigh: 100,
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stateHigh: "dead_plant",
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tempLow: -2,
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stateLow: "frozen_plant",
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burn:50,
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burnTime:20,
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category:"life",
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state: "solid",
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density: 1400,
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}
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elements.crimstone = {
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color: ["#cb4444", "#953333", "#611c1c", "#b43434", "#752424"],
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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tempHigh: 950,
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stateHigh: "magma",
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category: "land",
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state: "solid",
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density: 2550,
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hardness: 0.5,
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breakInto: ["crimsand","crimgravel"],
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}
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elements.crimsand = {
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color: ["#4c4c44", "#6c645c", "#5c544c", "#847c6c", "#24241c", "#4c4c44", "#6c645c", "#5c544c", "#847c6c", "#24241c", "#3c140c", "#842c24"],
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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tempHigh: 1700,
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stateHigh: "molten_glass",
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category: "land",
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state: "solid",
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density: 1602,
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}
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elements.red_ice = {
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color: ["#f0ccc5", "#f7d8d2", "#eba39b"],
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behavior: behaviors.WALL,
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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temp: 0,
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tempHigh: 5,
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stateHigh: "crimwater",
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category: "solids",
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state: "solid",
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density: 917,
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breakInto: "crimsnow",
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}
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elements.crimgravel = { //break from canon for crimstone breakInto
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color: ["#c4533f", "#de6957", "#b84639", "#cf4634", "#db6758", "#d17366", "#ab2b2b"],
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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category:"land",
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tempHigh: 950,
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stateHigh: "magma",
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state: "solid",
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density: 1680,
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hardness: 0.2,
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}
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elements.crimwater = { //you shouldn't be able to purify ice by melting it
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color: "#e45c7c",
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behavior: behaviors.LIQUID,
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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tempLow: 0,
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stateLow: "red_ice",
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viscosity: 1,
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category: "liquids",
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reactions: {
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"quicklime": { "elem1": null, "elem2": "slaked_lime", },
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"ruins": { "elem2": "rock", "chance": 0.00035 },
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},
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state: "liquid",
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density: 997,
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conduct: 0.02,
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stain: 0.1,
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}
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elements.crimsnow = { //BIG break from canon but you shouldn't be able to purify ice by grinding it either
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color: "#fce1e4",
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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temp: 0,
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tempHigh: 5,
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stateHigh: "crimwater",
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category: "land",
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state: "solid",
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density: 100,
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}
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elements.vicious_mushroom = {
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color: "#e36554",
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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category: "life",
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hidden: true,
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tempHigh: 225,
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stateHigh: "fire",
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burn: 10,
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burnTime: 65,
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state: "solid",
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density: 90.445,
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}
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elements.crimtane_ore = {
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color: ["#d83a3b", "#85242c", "#5d5d5d", "#540c14"],
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behavior: behaviors.POWDER,
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category: "land",
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tempHigh: 1552, //using palladium's melting point as an upper bound
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stateHigh: ["molten_slag","molten_slag","molten_crimtane"], //:sunglasses: can't turn things into slag if you're already slag
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state: "solid",
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density: 5854, //arbitrarily chosen, average of ((average of gold and palladium densities) + (crimstone density) + (crimstone density))
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}
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elements.crimtane = {
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color: ["#fc141e", "#C62A2F", "#903f3f", "#752E2E", "#5a1c1c", "#5B3C3C", "#5c5c5c"],
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behavior: behaviors.SOLID,
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category: "solids",
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tempHigh: 1200, //i want a behaviors.WALL form of crimtane... and I'm letting the game autogenerate molten_crimtane because I'm going to use it.
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//just pretend it got sintered somehow
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state: "solid",
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hidden: true,
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density: 15661,
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}
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elements.shadewood_tree_branch = {
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color: "#677a8f",
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behavior: [
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"CR:crimson_leaf,shadewood_tree_branch%2|CR:crimson_leaf,crimson_leaf,crimson_leaf,shadewood_tree_branch%2|CR:crimson_leaf,shadewood_tree_branch%2",
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"XX|XX|XX",
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"XX|XX|XX",
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],
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tempHigh: 400,
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stateHigh: ["fire","sap"],
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tempLow: -30,
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stateLow: "wood",
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category: "solids",
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burn: 40,
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burnTime: 50,
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burnInto: ["sap","ember","charcoal"],
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hidden: true,
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state: "solid",
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density: 1500,
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hardness: 0.15,
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breakInto: ["sap","sawdust"],
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hidden: true,
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}
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elements.crimson_vine = {
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color: "#de3323",
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behavior: [
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"XX|SP|XX",
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"XX|XX|XX",
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"XX|CL%1 AND M1|XX",
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],
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tick: function(pixel) {
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if(!pixel.ft) {
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pixel.ft = 0
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}
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if(pixel.ft % 3 == 0) {
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crimSpread(pixel)
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}
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pixel.ft++
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},
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tempHigh: 100,
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stateHigh: "dead_plant",
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tempLow: -2,
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stateLow: "frozen_plant",
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burn: 35,
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burnTime: 100,
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category: "life",
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state: "solid",
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density: 1050,
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}
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elements.shadewood = {
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color: "#677a8f",
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behavior: behaviors.WALL,
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tempHigh: 400,
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stateHigh: ["ember","charcoal","fire","fire","fire"],
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category: "solids",
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burn: 5,
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burnTime: 300,
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burnInto: ["ember","charcoal","fire"],
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state: "solid",
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hardness: 0.15,
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breakInto: "shadewood_sawdust",
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density: 930, //used tigerwood
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}
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elements.shadewood_sapling = {
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color: ["#e64029", "#d43b26"],
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behavior: [
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"XX|M2%2|XX",
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"XX|L2:shadewood,shadewood_tree_branch%80|XX",
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"XX|M1|XX",
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],
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tempHigh: 100,
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stateHigh: "dead_plant",
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tempLow: -2,
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stateLow: "frozen_plant",
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burn: 65,
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burnTime: 15,
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category: "life",
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state: "solid",
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density: 1500,
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}
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elements.shadewood_sawdust = {
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color: ["#95abcf","#8190a3"],
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behavior: behaviors.POWDER,
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tempHigh: 400,
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stateHigh: "fire",
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category: "powders",
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burn: 25,
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burnTime: 150,
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burnInto: ["ash","fire","fire","fire"],
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state: "solid",
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density: 493,
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hidden: true,
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}
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elements.crimson_leaf = {
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color: "#de3323",
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behavior: behaviors.WALL,
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category:"life",
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tempHigh: 100,
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stateHigh: "dead_plant",
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tempLow: -1.66,
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stateLow: "frozen_plant",
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burn:65,
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burnTime:60,
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burnInto: "dead_plant",
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state: "solid",
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density: 500,
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hidden: true,
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}
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elements.ichor = {
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color: ["#ffec70", "#ffcb52"],
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behavior: behaviors.LIQUID,
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reactions: {
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"head": { "elem2":"meat" }, //sb has no defense to reduce so i just made it deadly
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"body": { "elem2":"meat" },
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},
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category: "liquids",
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viscosity: 1,
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state: "liquid",
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density: 1010,
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stain: 0.1,
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}
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