sandboxels/mods/creepers.js

2494 lines
80 KiB
JavaScript

//Prerequisite Functions and Variables
function pyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
var a = Math.abs(xB - xA);
var b = Math.abs(yB - yA);
var c = Math.sqrt(a**2 + b**2);
return c;//Prerequisite Functions and Variables
function pyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
var a = Math.abs(xB - xA);
var b = Math.abs(yB - yA);
var c = Math.sqrt(a**2 + b**2);
return c;
};
function rgbColorBound(number) { //RGB bounding function, used for safety checking color changes
return Math.min(255,Math.max(0,number));
};
function slBound(number) { //SL bounding function (not hue), same use as above
return Math.min(100,Math.max(0,number));
};
function upVelocity(pixel,x,y,radius,fire,smoke,power) { //Angelic Creeper's effect, "compatible" with velocity.js by including the modified version of its code in itself
if(enabledMods.includes("mods/velocity.js")) {
//console.log("yeet");
// set the pixel.vx and pixel.vy depending on the angle and power
if (!elements[pixel.element].excludeRandom) {
//console.log("LOOKS LIKE IT'S YEETING TIME!");
var angle = Math.atan2(pixel.y-y,pixel.x-x);
//console.log(`angle calculated (${angle})`);
pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
//console.log(`vx calculated (${pixel.vx}) for pixel (${pixel.x},${pixel.y})`);
pixel.vy = 0 - Math.abs(Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power/4)) + 4); //massively increased Y velocities even for objects below
//pixel.color = "rgb(255,0,0)";
//console.log(`vy calculated (${pixel.vy}) for pixel (${pixel.x},${pixel.y})`);
};5
//console.log(`Velocities set`);
};
//console.log(`end`);
};
function explodeAtPlus(x,y,radius,fire="fire",smoke="smoke",beforeFunction=null,afterFunction=null) { //explodeAt with additional arguments, used to allow implementation of Angelic Creeper's effect
// 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) {
// if smoke is an array, choose a random item
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 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 (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);
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);
};
};
};
};
enemyHumanoidArray = ["head","body"] //just in case
/*Start Main Creeper
##################
######### ######
####### ####
###### OOOOO##
#### OOOOOOO#
### OOOOO##
### ####
### ####
### ####
#### ####
###### ####
####### ### ####
####### ### ####
##################
*/
elements.creeper = {
color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
category: "life",
properties: {
dead: false,
dir: 1,
panic: 0,
following: false,
},
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("creeper_body", pixel.x, pixel.y+1);
pixel.element = "creeper_head";
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("creeper_head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "creeper_body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
related: ["creeper_body","creeper_head"],
desc: 'So we back in the mine...'
};
elements.creeper_body = {
color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: ["blood","gunpowder"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headPixel = pixelMap[pixel.x][pixel.y-2];
if (headPixel.element == "creeper_head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
}
else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
}
}
}
}
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "creeper_head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
else if (head == null) { return }
else if (Math.random() < 0.1) { // Move 10% chance
var movesToTry = [
[1*pixel.dir,0],
[1*pixel.dir,-1],
];
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
while (movesToTry.length > 0) {
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
break;
};
};
};
// 15% chance to change direction while not chasing a human
if(!head.following) {
if (Math.random() < 0.15) {
pixel.dir *= -1;
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
};
}/* else {
//console.log("*chases cutely*");
};*/
};
if(pixel.charge) {
pixel.charged = true;
};
if(head) {
if(typeof(head.charge) !== "undefined") {
if(head.charge) {
pixel.charged = true;
};
};
if(typeof(head.charged) !== "undefined") {
if(head.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
if(pixel.burning) {
pixel.hissing = true;
if(!pixel.burnStart) { //I don't like errors.
pixel.burnStart = pixel.ticks;
};
if(pixelTicks - pixel.burnStart > 30) {
//console.log("Kaboom?");
explodeAt(pixel.x,pixel.y,explosionRadius);
//console.log("Yes, Rico, kaboom.");
};
};
//Head hissing color handler: keeps track of head's hissing for coloring purposes
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(head.hissing) {
//console.log("Ssssssss");
if(!head.hissStart) {
//console.log("t-30 ticks or whatever it was");
head.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - head.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
//console.log("the j");
luminance = slBound(luminance + 1.176);
//console.log(luminance);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
};
};
},
};
elements.creeper_head = {
color: ["#5B8B59", "#3F8738", "#559552", "#479143", "#50B143", "#58C546"],
category: "life",
hidden: true,
density: 1080,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: "blood",
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
},
properties: {
dead: false,
following: false,
hissing: false,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
return
}
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "creeper_body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
else { var body = null }
if(body) {
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
pixel.dir = body.dir;
};
};
if (isEmpty(pixel.x, pixel.y+1)) {
tryMove(pixel, pixel.x, pixel.y+1);
// create blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
//start of most new code
var pX = pixel.x;
var pY = pixel.y;
if(pixel.charge) {
pixel.charged = true;
};
if(body) {
if(typeof(body.charge) !== "undefined") {
if(body.charge) {
pixel.charged = true;
};
};
if(typeof(body.charged) !== "undefined") {
if(body.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
var directionAdverb = "left";
if(pixel.dir > 0) {
directionAdverb = "right";
};
//console.log(`Looking ${directionAdverb}`)
if(pixel.dir === -1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break; //can't see through humans
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
break;
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
};
//Pre-explosion handler: keeps track of time before the kaboom
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.hissing) {
//console.log("Ssssssss");
if(pixel.dead || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(!pixel.hissStart) {
//console.log("t-30 ticks or whatever it was");
pixel.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - pixel.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
luminance = slBound(luminance + 1.176);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
if(pixelTicks - pixel.hissStart > 30) {
//console.log("Kaboom?");
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
explodeAt(body.x,body.y,explosionRadius);
//console.log("Yes, Rico, kaboom.");
};
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");
};
},
};
/*End Main Creeper
##################
##################
##################
#########X#X######
#########XXX######
##########X#######
##########X#######
### # # # X # ####
### ####
#### ####
###### ####
####### ### ####
####### ### ####
##################
*/
elements.angelic_creeper = { //let's get this one out of the way first
color: ["#f5ef56", "#fcbddf", "#de8aa8", "#e35d95", "#eb4974", "#ed3ea7", "#d645a3", "#a84556", "#9e4f6c", "#91315b", "#8c4963"],
category: "life",
properties: {
dead: false,
dir: 1,
panic: 0,
following: false,
},
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("angelic_creeper_body", pixel.x, pixel.y+1);
pixel.element = "angelic_creeper_head";
pixel.color = pixelColorPick(pixel)
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("angelic_creeper_head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "angelic_creeper_body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
related: ["angelic_creeper_body","angelic_creeper_head"],
desc: 'A creeper type from <em>Extra Creeper Types</em> <a href="https://www.curseforge.com/minecraft/mc-mods/extra-creeper-types">(CF)</a>. It sends things upward.'
};
elements.angelic_creeper_body = {
color: ["#d2d2d2", "#fcbddf", "#de8aa8", "#e35d95", "#eb4974", "#ed3ea7", "#d645a3", "#a84556", "#9e4f6c", "#91315b", "#8c4963"],
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: ["blood","blood","gunpowder","gunpowder","feather"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
if(!pixel.hissing) { //If not hissing (it floats when hissing)
if(Math.random() < 0.2) { //20% chance to fall
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headPixel = pixelMap[pixel.x][pixel.y-2];
if (headPixel.element == "angelic_creeper_head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
} else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
};
};
};
};
};
} else {
if((pixelTicks - pixel.start) % 3 == 0) {
if (!isEmpty(pixel.x, pixel.y-1, true)) { // Find head
var headPixel = pixelMap[pixel.x][pixel.y-1];
if (headPixel.element == "angelic_creeper_head") { //Validate head
if (tryMove(headPixel, pixel.x, pixel.y-2)) { // Float
if (isEmpty(pixel.x, pixel.y-1)) { //If the head didn't swap with something
movePixel(pixel, pixel.x, pixel.y-1); //Pull body up
} else { //If it did swap
swapPixels(pixel, pixelMap[pixel.x][pixel.y-1]); //Pull body up through other pixel
};
};
};
};
};
};
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "angelic_creeper_head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
else if (head == null) { return }
else if (Math.random() < 0.1) { // Move 10% chance
var movesToTry = [
[1*pixel.dir,0],
[1*pixel.dir,-1],
];
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
while (movesToTry.length > 0) {
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
break;
};
};
};
// 15% chance to change direction while not chasing a human
if(!head.following) {
if (Math.random() < 0.15) {
pixel.dir *= -1;
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
};
}/* else {
//console.log("*chases cutely*");
};*/
};
if(pixel.charge) {
pixel.charged = true;
};
if(head) {
if(typeof(head.charge) !== "undefined") {
if(head.charge) {
pixel.charged = true;
};
};
if(typeof(head.charged) !== "undefined") {
if(head.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
if(pixel.burning) {
pixel.hissing = true;
if(!pixel.burnStart) { //I don't like errors.
pixel.burnStart = pixel.ticks;
};
if(pixelTicks - pixel.burnStart > 30) {
//console.log("GOTTA YEET YEET YEET!");
explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","smoke",null,upVelocity); //Special effect: Flings you upwards (extended to all movable tiles because it's easier).
//It also floats when hissing, but that will come soon.
//console.log("Yes, Rico, kaboom.");
};
};
//Head hissing color handler: keeps track of head's hissing for coloring purposes
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(head.hissing) {
//console.log("Ssssssss");
if(!head.hissStart) {
//console.log("t-30 ticks or whatever it was");
head.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - head.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
//console.log("the j");
luminance = slBound(luminance + 1.176);
//console.log(luminance);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
};
};
},
},
elements.angelic_creeper_head = {
color: ["#f5ef56", "#f0ea4f", "#f0ea60"],
category: "life",
hidden: true,
density: 1080,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: ["blood","blood","blood","blood","feather"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
},
properties: {
dead: false,
following: false,
hissing: false,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
return
}
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "angelic_creeper_body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
else { var body = null }
if(body) {
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
pixel.dir = body.dir;
};
};
if (isEmpty(pixel.x, pixel.y+1)) {
tryMove(pixel, pixel.x, pixel.y+1);
// create blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
//start of most new code
var pX = pixel.x;
var pY = pixel.y;
if(pixel.charge) {
pixel.charged = true;
};
if(body) {
if(typeof(body.charge) !== "undefined") {
if(body.charge) {
pixel.charged = true;
};
};
if(typeof(body.charged) !== "undefined") {
if(body.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
var directionAdverb = "left";
if(pixel.dir > 0) {
directionAdverb = "right";
};
//console.log(`Looking ${directionAdverb}`)
if(pixel.dir === -1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break; //can't see through humans
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
break;
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
};
//Pre-explosion handler: keeps track of time before the kaboom
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.hissing) {
//console.log("Ssssssss");
if(pixel.dead || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(!pixel.hissStart) {
//console.log("t-30 ticks or whatever it was");
pixel.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - pixel.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
luminance = slBound(luminance + 1.176);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
if(pixelTicks - pixel.hissStart > 30) {
//console.log("GOTTA YEET YEET YEET!");
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
explodeAtPlus(body.x,body.y,explosionRadius,"fire","smoke",null,upVelocity);
//console.log("Yes, Rico, kaboom.");
};
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");
};
},
};
};
function rgbColorBound(number) { //RGB bounding function, used for safety checking color changes
return Math.min(255,Math.max(0,number));
};
function slBound(number) { //SL bounding function (not hue), same use as above
return Math.min(100,Math.max(0,number));
};
function upVelocity(pixel,x,y,radius,fire,smoke,power) { //Angelic Creeper's effect, "compatible" with velocity.js by including the modified version of its code in itself
if(enabledMods.includes("mods/velocity.js")) {
//console.log("yeet");
// set the pixel.vx and pixel.vy depending on the angle and power
if (!elements[pixel.element].excludeRandom) {
//console.log("LOOKS LIKE IT'S YEETING TIME!");
var angle = Math.atan2(pixel.y-y,pixel.x-x);
//console.log(`angle calculated (${angle})`);
pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
//console.log(`vx calculated (${pixel.vx}) for pixel (${pixel.x},${pixel.y})`);
pixel.vy = 0 - Math.abs(Math.round((pixel.vy|0) + Math.sin(angle) * (radius * power/4)) + 4); //massively increased Y velocities even for objects below
//pixel.color = "rgb(255,0,0)";
//console.log(`vy calculated (${pixel.vy}) for pixel (${pixel.x},${pixel.y})`);
};5
//console.log(`Velocities set`);
};
//console.log(`end`);
};
function explodeAtPlus(x,y,radius,fire="fire",smoke="smoke",beforeFunction=null,afterFunction=null) { //explodeAt with additional arguments, used to allow implementation of Angelic Creeper's effect
// 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) {
// if smoke is an array, choose a random item
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 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 (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);
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);
};
};
};
};
enemyHumanoidArray = ["head","body"] //just in case
/*Start Main Creeper
##################
######### ######
####### ####
###### OOOOO##
#### OOOOOOO#
### OOOOO##
### ####
### ####
### ####
#### ####
###### ####
####### ### ####
####### ### ####
##################
*/
elements.creeper = {
color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
category: "life",
properties: {
dead: false,
dir: 1,
panic: 0,
following: false,
},
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("creeper_body", pixel.x, pixel.y+1);
pixel.element = "creeper_head";
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("creeper_head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "creeper_body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
related: ["creeper_body","creeper_head"],
desc: 'So we back in the mine...'
};
elements.creeper_body = {
color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: ["blood","gunpowder"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headPixel = pixelMap[pixel.x][pixel.y-2];
if (headPixel.element == "creeper_head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
}
else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
}
}
}
}
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "creeper_head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
else if (head == null) { return }
else if (Math.random() < 0.1) { // Move 10% chance
var movesToTry = [
[1*pixel.dir,0],
[1*pixel.dir,-1],
];
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
while (movesToTry.length > 0) {
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
break;
};
};
};
// 15% chance to change direction while not chasing a human
if(!head.following) {
if (Math.random() < 0.15) {
pixel.dir *= -1;
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
};
}/* else {
//console.log("*chases cutely*");
};*/
};
if(pixel.charge) {
pixel.charged = true;
};
if(head) {
if(typeof(head.charge) !== "undefined") {
if(head.charge) {
pixel.charged = true;
};
};
if(typeof(head.charged) !== "undefined") {
if(head.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
if(pixel.burning) {
pixel.hissing = true;
if(!pixel.burnStart) { //I don't like errors.
pixel.burnStart = pixel.ticks;
};
if(pixelTicks - pixel.burnStart > 30) {
//console.log("Kaboom?");
explodeAt(pixel.x,pixel.y,explosionRadius);
//console.log("Yes, Rico, kaboom.");
};
};
//Head hissing color handler: keeps track of head's hissing for coloring purposes
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(head.hissing) {
//console.log("Ssssssss");
if(!head.hissStart) {
//console.log("t-30 ticks or whatever it was");
head.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - head.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
//console.log("the j");
luminance = slBound(luminance + 1.176);
//console.log(luminance);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
};
};
},
};
elements.creeper_head = {
color: ["#5B8B59", "#3F8738", "#559552", "#479143", "#50B143", "#58C546"],
category: "life",
hidden: true,
density: 1080,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: "blood",
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
},
properties: {
dead: false,
following: false,
hissing: false,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
return
}
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "creeper_body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
else { var body = null }
if(body) {
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
pixel.dir = body.dir;
};
};
if (isEmpty(pixel.x, pixel.y+1)) {
tryMove(pixel, pixel.x, pixel.y+1);
// create blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
//start of most new code
var pX = pixel.x;
var pY = pixel.y;
if(pixel.charge) {
pixel.charged = true;
};
if(body) {
if(typeof(body.charge) !== "undefined") {
if(body.charge) {
pixel.charged = true;
};
};
if(typeof(body.charged) !== "undefined") {
if(body.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
var directionAdverb = "left";
if(pixel.dir > 0) {
directionAdverb = "right";
};
//console.log(`Looking ${directionAdverb}`)
if(pixel.dir === -1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break; //can't see through humans
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
break;
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
};
//Pre-explosion handler: keeps track of time before the kaboom
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.hissing) {
//console.log("Ssssssss");
if(pixel.dead || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(!pixel.hissStart) {
//console.log("t-30 ticks or whatever it was");
pixel.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - pixel.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
luminance = slBound(luminance + 1.176);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
if(pixelTicks - pixel.hissStart > 30) {
//console.log("Kaboom?");
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
explodeAt(body.x,body.y,explosionRadius);
//console.log("Yes, Rico, kaboom.");
};
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");
};
},
};
/*End Main Creeper
##################
##################
##################
#########X#X######
#########XXX######
##########X#######
##########X#######
### # # # X # ####
### ####
#### ####
###### ####
####### ### ####
####### ### ####
##################
*/
elements.angelic_creeper = { //let's get this one out of the way first
color: ["#f5ef56", "#fcbddf", "#de8aa8", "#e35d95", "#eb4974", "#ed3ea7", "#d645a3", "#a84556", "#9e4f6c", "#91315b", "#8c4963"],
category: "life",
properties: {
dead: false,
dir: 1,
panic: 0,
following: false,
},
tick: function(pixel) {
if (isEmpty(pixel.x, pixel.y+1)) {
createPixel("angelic_creeper_body", pixel.x, pixel.y+1);
pixel.element = "angelic_creeper_head";
pixel.color = pixelColorPick(pixel)
}
else if (isEmpty(pixel.x, pixel.y-1)) {
createPixel("angelic_creeper_head", pixel.x, pixel.y-1);
pixelMap[pixel.x][pixel.y-1].color = pixel.color;
pixel.element = "angelic_creeper_body";
pixel.color = pixelColorPick(pixel)
}
else {
deletePixel(pixel.x, pixel.y);
}
},
related: ["angelic_creeper_body","angelic_creeper_head"],
desc: 'A creeper type from <em>Extra Creeper Types</em> <a href="https://www.curseforge.com/minecraft/mc-mods/extra-creeper-types">(CF)</a>. It sends things upward.'
};
elements.angelic_creeper_body = {
color: ["#d2d2d2", "#fcbddf", "#de8aa8", "#e35d95", "#eb4974", "#ed3ea7", "#d645a3", "#a84556", "#9e4f6c", "#91315b", "#8c4963"],
category: "life",
hidden: true,
density: 1500,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: ["blood","gunpowder"],
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
},
properties: {
dead: false,
dir: 1,
panic: 0,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
if(!pixel.hissing) { //If not hissing (it floats when hissing)
if(Math.random() < 0.2) { //20% chance to fall
if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
var headPixel = pixelMap[pixel.x][pixel.y-2];
if (headPixel.element == "angelic_creeper_head") {
if (isEmpty(pixel.x, pixel.y-1)) {
movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
} else {
swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
};
};
};
};
};
} else {
if((pixelTicks - pixel.start) % 3 == 0) {
if (!isEmpty(pixel.x, pixel.y-1, true)) { // Find head
var headPixel = pixelMap[pixel.x][pixel.y-1];
if (headPixel.element == "angelic_creeper_head") { //Validate head
if (tryMove(headPixel, pixel.x, pixel.y-2)) { // Float
if (isEmpty(pixel.x, pixel.y-1)) { //If the head didn't swap with something
movePixel(pixel, pixel.x, pixel.y-1); //Pull body up
} else { //If it did swap
swapPixels(pixel, pixelMap[pixel.x][pixel.y-1]); //Pull body up through other pixel
};
};
};
};
};
};
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
}
return
}
// Find the head
if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "angelic_creeper_head") {
var head = pixelMap[pixel.x][pixel.y-1];
if (head.dead) { // If head is dead, kill body
pixel.dead = head.dead;
}
}
else { var head = null }
if (isEmpty(pixel.x, pixel.y-1)) {
// create blood if decapitated 10% chance
if (Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y-1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
else if (head == null) { return }
else if (Math.random() < 0.1) { // Move 10% chance
var movesToTry = [
[1*pixel.dir,0],
[1*pixel.dir,-1],
];
// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
while (movesToTry.length > 0) {
var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
movePixel(head, head.x+move[0], head.y+move[1]);
break;
};
};
};
// 15% chance to change direction while not chasing a human
if(!head.following) {
if (Math.random() < 0.15) {
pixel.dir *= -1;
//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
};
}/* else {
//console.log("*chases cutely*");
};*/
};
if(pixel.charge) {
pixel.charged = true;
};
if(head) {
if(typeof(head.charge) !== "undefined") {
if(head.charge) {
pixel.charged = true;
};
};
if(typeof(head.charged) !== "undefined") {
if(head.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
if(pixel.burning) {
pixel.hissing = true;
if(!pixel.burnStart) { //I don't like errors.
pixel.burnStart = pixel.ticks;
};
if(pixelTicks - pixel.burnStart > 30) {
//console.log("GOTTA YEET YEET YEET!");
explodeAtPlus(pixel.x,pixel.y,explosionRadius,"fire","smoke",null,upVelocity); //Special effect: Flings you upwards (extended to all movable tiles because it's easier).
//It also floats when hissing, but that will come soon.
//console.log("Yes, Rico, kaboom.");
};
};
//Head hissing color handler: keeps track of head's hissing for coloring purposes
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(head.hissing) {
//console.log("Ssssssss");
if(!head.hissStart) {
//console.log("t-30 ticks or whatever it was");
head.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - head.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
//console.log("the j");
luminance = slBound(luminance + 1.176);
//console.log(luminance);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
};
};
},
},
elements.angelic_creeper_head = {
color: ["#f5ef56", "#f0ea4f", "#f0ea60"],
category: "life",
hidden: true,
density: 1080,
state: "solid",
conduct: 25,
tempHigh: 250,
stateHigh: "cooked_meat",
tempLow: -30,
stateLow: "frozen_meat",
burn: 10,
burnTime: 250,
burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
breakInto: "blood",
reactions: {
"cancer": { "elem1":"cancer", "chance":0.005 },
"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
"plague": { "elem1":"plague", "chance":0.05 },
"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
},
properties: {
dead: false,
following: false,
hissing: false,
charged: false,
didChargeBlueTinted: false,
},
tick: function(pixel) {
doHeat(pixel);
doBurning(pixel);
doElectricity(pixel);
if (pixel.dead) {
// Turn into rotten_meat if pixelTicks-dead > 500
if (pixelTicks-pixel.dead > 200) {
Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
return
}
}
// Find the body
if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "angelic_creeper_body") {
var body = pixelMap[pixel.x][pixel.y+1];
if (body.dead) { // If body is dead, kill head
pixel.dead = body.dead;
}
}
else { var body = null }
if(body) {
if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
pixel.dir = body.dir;
};
};
if (isEmpty(pixel.x, pixel.y+1)) {
tryMove(pixel, pixel.x, pixel.y+1);
// create blood if severed 10% chance
if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
createPixel("blood", pixel.x, pixel.y+1);
// set dead to true 15% chance
if (Math.random() < 0.15) {
pixel.dead = pixelTicks;
}
}
}
//start of most new code
var pX = pixel.x;
var pY = pixel.y;
if(pixel.charge) {
pixel.charged = true;
};
if(body) {
if(typeof(body.charge) !== "undefined") {
if(body.charge) {
pixel.charged = true;
};
};
if(typeof(body.charged) !== "undefined") {
if(body.charged) {
pixel.charged = true;
};
};
};
if(typeof(pixel.charged) === "undefined") {
pixel.charged = false;
};
if(pixel.charged) {
var explosionRadius = 10;
if(!pixel.didChargeBlueTinted) { //do once, on initial charge
//console.log("something something halsey lyric");
var color = pixel.color;
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + 51);
green = rgbColorBound(green + 51);
blue = rgbColorBound(blue + 102);
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
hue = hue % 360; //piecewise hue shift
if(hue <= 235 && hue >= 135) {
hue = 185;
} else if(hue < 135) {
hue += 50;
} else if(hue > 235 && hue < 360) {
hue -= 50;
};
saturation = slBound (saturation + 10);
luminance = slBound(luminance + 20);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
pixel.didChargeBlueTinted = true;
};
} else {
var explosionRadius = 7;
};
//Human detection loop (looks ahead according to direction and sets the "following" variable to true, telling the body to lock the direction)
var directionAdverb = "left";
if(pixel.dir > 0) {
directionAdverb = "right";
};
//console.log(`Looking ${directionAdverb}`)
if(pixel.dir === -1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = (-1); j > (-16 - 1); j--) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) { //probably misapplying the tolerance from the MC Wiki line: "Creepers will chase after any player, as long as it is within a 16 block (±5%) radius"
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break; //can't see through humans
};
};
};
};
} else if(pixel.dir === 1) {
for(i = -4; i < 4+1; i++) {
var oY = i;
//console.log(`Starting row look at row ${pY+oY}`)
for(j = 1; j < 16 + 1; j++) {
var oX = j;
var nX = pX+oX;
var nY = pY+oY;
if(outOfBounds(nX,nY)) {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
break;
};
if(isEmpty(nX,nY)) {
////console.log(`Skipping pixel (${nX},${nY}) (empty)`)
continue;
};
if(!isEmpty(nX,nY,true)) {
var newPixel = pixelMap[nX][nY];
var newElement = newPixel.element;
if(enemyHumanoidArray.includes(newElement)) {
//console.log(`Human part found at (${nX},${nY})`)
if(!newPixel.dead) {
pixel.following = true;
//console.log(`Human detected at (${nX},${nY})`)
//Start "hissing" if a human is close enough
if(pyth(pX,pY,nX,nY) <= 3.15) {
pixel.hissing = true;
if(!pixel.hissStart) {
pixel.hissStart = pixelTicks;
};
};
break;
};
} else {
//console.log(`Stopping row look at pixel (${nX},${nY}) due to non-human pixel in the way`)
break;
};
};
};
};
};
//Pre-explosion handler: keeps track of time before the kaboom
for(i = 0; i < 1; i++) { //dummy for loop
if(pixel.hissing) {
//console.log("Ssssssss");
if(pixel.dead || !body || body.dead) { //can't explode without a body according to the classic creeper anatomy
//console.log("ss-- oof");
pixel.hissing = false;
break;
};
if(!pixel.hissStart) {
//console.log("t-30 ticks or whatever it was");
pixel.hissStart = pixelTicks;
};
//Color code {
var ticksHissing = pixelTicks - pixel.hissStart;
var color = pixel.color; //do on each hissing tick
if(color.startsWith("rgb")) {
//console.log("rgb detected");
color = color.split(","); //split color for addition
var red = parseFloat(color[0].substring(4));
var green = parseFloat(color[1]);
var blue = parseFloat(color[2].slice(0,-1));
red = rgbColorBound(red + (ticksHissing * 3));
green = rgbColorBound(green + (ticksHissing * 3));
blue = rgbColorBound(blue + (ticksHissing * 3));
color = `rgb(${red},${green},${blue})`;
pixel.color = color;
//console.log("color set");
} else if(color.startsWith("hsl")) {
//console.log("hsl detected");
color = color.split(","); //split color for addition
var hue = parseFloat(color[0].substring(4));
var saturation = parseFloat(color[1].slice(0,-1));
var luminance = parseFloat(color[2].slice(0,-2));
luminance = slBound(luminance + 1.176);
color = `hsl(${hue},${saturation}%,${luminance}%)`;
pixel.color = color;
//console.log("color set");
};
//}
if(pixelTicks - pixel.hissStart > 30) {
//console.log("GOTTA YEET YEET YEET!");
//console.log(`Exploding with radius ${explosionRadius} (charged: ${pixel.charged})`);
explodeAtPlus(body.x,body.y,explosionRadius,"fire","smoke",null,upVelocity);
//console.log("Yes, Rico, kaboom.");
};
};
};
if(Math.random() < 0.01) { //1% chance each tick to lose interest
pixel.following = false;
//console.log("Meh.");
};
},
};