139 lines
5.5 KiB
JavaScript
139 lines
5.5 KiB
JavaScript
runAfterLoad(function(){
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doVelocity = function(pixel) {
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if ((pixel.vx||pixel.vy) && elements[pixel.element].movable) {
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if (pixel.vx) {
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// move the pixel vx times
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for (var i = 0; i < Math.abs(pixel.vx); i++) {
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var x = pixel.x+Math.sign(pixel.vx);
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var y = pixel.y;
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if (!tryMove(pixel,x,y)) {
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if (!isEmpty(x,y,true)) {
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var newPixel = pixelMap[x][y];
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if (elements[newPixel.element].movable) {
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newPixel.vx = (newPixel.vx||0) + pixel.vx - Math.sign(pixel.vx);
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if (elements[pixel.element].breakInto && Math.random()<elements[pixel.element].breakIntoChance) {
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changePixel(pixel,elements[pixel.element].breakInto);
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}
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}
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}
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pixel.vx = 0;
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}
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}
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if (pixel.vx) { pixel.vx = Math.floor(Math.abs(pixel.vx)/1.25)*Math.sign(pixel.vx) }
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}
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if (pixel.vy) {
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// move the pixel vy times
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for (var i = 0; i < Math.abs(pixel.vy); i++) {
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var x = pixel.x;
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var y = pixel.y+Math.sign(pixel.vy);
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if (!tryMove(pixel,x,y)) {
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if (!isEmpty(x,y,true)) {
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var newPixel = pixelMap[x][y];
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if (elements[newPixel.element].movable) {
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newPixel.vy = (newPixel.vy||0) + pixel.vy - Math.sign(pixel.vy);
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if (elements[pixel.element].breakInto && Math.random()<elements[pixel.element].breakIntoChance) {
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changePixel(pixel,elements[pixel.element].breakInto);
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}
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}
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}
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pixel.vy = 0;
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return;
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}
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}
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if (pixel.vy) { pixel.vy = Math.floor(Math.abs(pixel.vy)/1.25)*Math.sign(pixel.vy) }
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}
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}
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}
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runPerPixel(doVelocity);
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})
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explodeAt = function(x,y,radius,fire="fire") {
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// if fire contains , split it into an array
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if (fire.indexOf(",") !== -1) {
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fire = fire.split(",");
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}
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var coords = circleCoords(x,y,radius);
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var power = radius/10;
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//for (var p = 0; p < Math.round(radius/10+1); p++) {
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for (var i = 0; i < coords.length; i++) {
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// damage value is based on distance from x and y
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var damage = Math.random() + (Math.floor(Math.sqrt(Math.pow(coords[i].x-x,2) + Math.pow(coords[i].y-y,2)))) / radius;
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// invert
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damage = 1 - damage;
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if (damage < 0) { damage = 0; }
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damage *= power;
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if (isEmpty(coords[i].x,coords[i].y)) {
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// create smoke or fire depending on the damage if empty
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if (damage < 0.02) { } // do nothing
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else if (damage < 0.2) {
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createPixel("smoke",coords[i].x,coords[i].y);
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}
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else {
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// if fire is an array, choose a random item
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if (Array.isArray(fire)) {
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createPixel(fire[Math.floor(Math.random() * fire.length)],coords[i].x,coords[i].y);
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}
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else {
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createPixel(fire,coords[i].x,coords[i].y);
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}
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}
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}
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else if (!outOfBounds(coords[i].x,coords[i].y)) {
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// damage the pixel
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var pixel = pixelMap[coords[i].x][coords[i].y];
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var info = elements[pixel.element];
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if (info.hardness) { // lower damage depending on hardness(0-1)
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if (info.hardness < 1) {
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// more hardness = less damage, logarithmic
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damage *= Math.pow((1-info.hardness),info.hardness);
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}
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else { damage = 0; }
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}
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if (damage > 0.9) {
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if (Array.isArray(fire)) {
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var newfire = fire[Math.floor(Math.random() * fire.length)];
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}
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else {
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var newfire = fire;
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}
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changePixel(pixel,newfire);
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continue;
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}
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else if (damage > 0.25) {
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if (info.breakInto !== undefined) {
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breakPixel(pixel);
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continue;
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}
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else {
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if (Array.isArray(fire)) {
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var newfire = fire[Math.floor(Math.random() * fire.length)];
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}
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else {
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var newfire = fire;
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}
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if (elements[pixel.element].onBreak !== undefined) {
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elements[pixel.element].onBreak(pixel);
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}
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changePixel(pixel,newfire);
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continue;
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}
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}
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if (damage > 0.75 && info.burn) {
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pixel.burning = true;
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pixel.burnStart = pixelTicks;
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}
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pixel.temp += damage*radius*power;
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pixelTempCheck(pixel);
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// set the pixel.vx and pixel.vy depending on the angle and power
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if (!elements[pixel.element].excludeRandom) {
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var angle = Math.atan2(pixel.y-y,pixel.x-x);
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pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
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pixel.vy = Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power/10));
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}
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}
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}
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} |