2494 lines
80 KiB
JavaScript
2494 lines
80 KiB
JavaScript
//Prerequisite Functions and Variables
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function pyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
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var a = Math.abs(xB - xA);
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var b = Math.abs(yB - yA);
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var c = Math.sqrt(a**2 + b**2);
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return c;//Prerequisite Functions and Variables
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function pyth(xA,yA,xB,yB) { //Distance function, used for explosion trigger
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var a = Math.abs(xB - xA);
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var b = Math.abs(yB - yA);
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var c = Math.sqrt(a**2 + b**2);
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return c;
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};
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function rgbColorBound(number) { //RGB bounding function, used for safety checking color changes
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return Math.min(255,Math.max(0,number));
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};
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function slBound(number) { //SL bounding function (not hue), same use as above
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return Math.min(100,Math.max(0,number));
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};
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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
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if(enabledMods.includes("mods/velocity.js")) {
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//console.log("yeet");
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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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//console.log("LOOKS LIKE IT'S YEETING TIME!");
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var angle = Math.atan2(pixel.y-y,pixel.x-x);
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//console.log(`angle calculated (${angle})`);
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pixel.vx = Math.round((pixel.vx|0) + Math.cos(angle) * (radius * power/10));
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//console.log(`vx calculated (${pixel.vx}) for pixel (${pixel.x},${pixel.y})`);
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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
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//pixel.color = "rgb(255,0,0)";
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//console.log(`vy calculated (${pixel.vy}) for pixel (${pixel.x},${pixel.y})`);
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};5
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//console.log(`Velocities set`);
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};
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//console.log(`end`);
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};
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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
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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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// if smoke is an array, choose a random item
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if (Array.isArray(smoke)) {
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createPixel(smoke[Math.floor(Math.random() * smoke.length)],coords[i].x,coords[i].y);
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}
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else {
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createPixel(smoke,coords[i].x,coords[i].y);
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}
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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(typeof(beforeFunction) === "function") {
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beforeFunction(pixel,x,y,radius,fire,smoke,power,damage);
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};
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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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damage = damage * ((1 - info.hardness)*10);
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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) {
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// if it is an array, choose a random item, else just use the value
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if (Array.isArray(info.breakInto)) {
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var result = info.breakInto[Math.floor(Math.random() * info.breakInto.length)];
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}
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else {
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var result = info.breakInto;
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}
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// change the pixel to the result
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changePixel(pixel,result);
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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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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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if(typeof(afterFunction) === "function") {
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//console.log(`running afterFunction ${afterFunction}`)
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//console.log(`arguments: ${pixel}, ${x}, ${y}, ${radius}, ${fire}, ${smoke}, ${power}, ${damage}`)
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afterFunction(pixel,x,y,radius,fire,smoke,power,damage);
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};
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};
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};
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};
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enemyHumanoidArray = ["head","body"] //just in case
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/*Start Main Creeper
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##################
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######### ######
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####### ####
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###### OOOOO##
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#### OOOOOOO#
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### OOOOO##
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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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####### ### ####
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##################
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*/
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elements.creeper = {
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color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
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category: "life",
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properties: {
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dead: false,
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dir: 1,
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panic: 0,
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following: false,
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},
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tick: function(pixel) {
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if (isEmpty(pixel.x, pixel.y+1)) {
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createPixel("creeper_body", pixel.x, pixel.y+1);
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pixel.element = "creeper_head";
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}
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else if (isEmpty(pixel.x, pixel.y-1)) {
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createPixel("creeper_head", pixel.x, pixel.y-1);
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pixelMap[pixel.x][pixel.y-1].color = pixel.color;
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pixel.element = "creeper_body";
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pixel.color = pixelColorPick(pixel)
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}
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else {
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deletePixel(pixel.x, pixel.y);
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}
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},
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related: ["creeper_body","creeper_head"],
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desc: 'So we back in the mine...'
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};
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elements.creeper_body = {
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color: ["#D2D2D2", "#BFDFB9", "#94CE89", "#78D965", "#5ED54C", "#58C546", "#50B143", "#479143", "#559552", "#3F8738", "#5B8B59"],
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category: "life",
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hidden: true,
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density: 1500,
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state: "solid",
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conduct: 25,
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tempHigh: 250,
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stateHigh: "cooked_meat",
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tempLow: -30,
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stateLow: "frozen_meat",
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burn: 10,
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burnTime: 250,
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
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breakInto: ["blood","gunpowder"],
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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"plague": { "elem1":"plague", "chance":0.05 },
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},
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properties: {
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dead: false,
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dir: 1,
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panic: 0,
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charged: false,
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didChargeBlueTinted: false,
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},
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tick: function(pixel) {
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if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
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if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
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var headPixel = pixelMap[pixel.x][pixel.y-2];
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if (headPixel.element == "creeper_head") {
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if (isEmpty(pixel.x, pixel.y-1)) {
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movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
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}
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else {
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swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
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}
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}
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}
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}
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doHeat(pixel);
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doBurning(pixel);
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doElectricity(pixel);
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if (pixel.dead) {
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// Turn into rotten_meat if pixelTicks-dead > 500
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if (pixelTicks-pixel.dead > 200) {
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Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
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}
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return
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}
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// Find the head
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if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "creeper_head") {
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var head = pixelMap[pixel.x][pixel.y-1];
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if (head.dead) { // If head is dead, kill body
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pixel.dead = head.dead;
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}
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}
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else { var head = null }
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if (isEmpty(pixel.x, pixel.y-1)) {
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// create blood if decapitated 10% chance
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if (Math.random() < 0.1) {
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createPixel("blood", pixel.x, pixel.y-1);
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// set dead to true 15% chance
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if (Math.random() < 0.15) {
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pixel.dead = pixelTicks;
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}
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}
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}
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else if (head == null) { return }
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else if (Math.random() < 0.1) { // Move 10% chance
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var movesToTry = [
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[1*pixel.dir,0],
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[1*pixel.dir,-1],
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];
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// While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
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while (movesToTry.length > 0) {
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var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
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if (isEmpty(pixel.x+move[0], pixel.y+move[1]-1)) {
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if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
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movePixel(head, head.x+move[0], head.y+move[1]);
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break;
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};
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};
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};
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// 15% chance to change direction while not chasing a human
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if(!head.following) {
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if (Math.random() < 0.15) {
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pixel.dir *= -1;
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//console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
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};
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}/* else {
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//console.log("*chases cutely*");
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};*/
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};
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if(pixel.charge) {
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pixel.charged = true;
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};
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if(head) {
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if(typeof(head.charge) !== "undefined") {
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if(head.charge) {
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pixel.charged = true;
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};
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};
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if(typeof(head.charged) !== "undefined") {
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if(head.charged) {
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pixel.charged = true;
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};
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};
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};
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if(typeof(pixel.charged) === "undefined") {
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pixel.charged = false;
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};
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if(pixel.charged) {
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var explosionRadius = 10;
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if(!pixel.didChargeBlueTinted) { //do once, on initial charge
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//console.log("something something halsey lyric");
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var color = pixel.color;
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if(color.startsWith("rgb")) {
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//console.log("rgb detected");
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color = color.split(","); //split color for addition
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var red = parseFloat(color[0].substring(4));
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var green = parseFloat(color[1]);
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var blue = parseFloat(color[2].slice(0,-1));
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red = rgbColorBound(red + 51);
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green = rgbColorBound(green + 51);
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blue = rgbColorBound(blue + 102);
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color = `rgb(${red},${green},${blue})`;
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pixel.color = color;
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//console.log("color set");
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} else if(color.startsWith("hsl")) {
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//console.log("hsl detected");
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color = color.split(","); //split color for addition
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var hue = parseFloat(color[0].substring(4));
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var saturation = parseFloat(color[1].slice(0,-1));
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var luminance = parseFloat(color[2].slice(0,-2));
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hue = hue % 360; //piecewise hue shift
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if(hue <= 235 && hue >= 135) {
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hue = 185;
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} else if(hue < 135) {
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hue += 50;
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} else if(hue > 235 && hue < 360) {
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hue -= 50;
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};
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saturation = slBound (saturation + 10);
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luminance = slBound(luminance + 20);
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color = `hsl(${hue},${saturation}%,${luminance}%)`;
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pixel.color = color;
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//console.log("color set");
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};
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pixel.didChargeBlueTinted = true;
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};
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} else {
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var explosionRadius = 7;
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};
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if(pixel.burning) {
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pixel.hissing = true;
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if(!pixel.burnStart) { //I don't like errors.
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pixel.burnStart = pixel.ticks;
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};
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if(pixelTicks - pixel.burnStart > 30) {
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//console.log("Kaboom?");
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explodeAt(pixel.x,pixel.y,explosionRadius);
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//console.log("Yes, Rico, kaboom.");
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};
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};
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//Head hissing color handler: keeps track of head's hissing for coloring purposes
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for(i = 0; i < 1; i++) { //dummy for loop
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if(pixel.dead || !head || head.dead) { //can't hiss without a head according to the classic creeper anatomy
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//console.log("ss-- oof");
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pixel.hissing = false;
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break;
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};
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if(head.hissing) {
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//console.log("Ssssssss");
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if(!head.hissStart) {
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//console.log("t-30 ticks or whatever it was");
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head.hissStart = pixelTicks;
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};
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//Color code {
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var ticksHissing = pixelTicks - head.hissStart;
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var color = pixel.color; //do on each hissing tick
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if(color.startsWith("rgb")) {
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//console.log("rgb detected");
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color = color.split(","); //split color for addition
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var red = parseFloat(color[0].substring(4));
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var green = parseFloat(color[1]);
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var blue = parseFloat(color[2].slice(0,-1));
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red = rgbColorBound(red + (ticksHissing * 3));
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green = rgbColorBound(green + (ticksHissing * 3));
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blue = rgbColorBound(blue + (ticksHissing * 3));
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color = `rgb(${red},${green},${blue})`;
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pixel.color = color;
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//console.log("color set");
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} else if(color.startsWith("hsl")) {
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//console.log("hsl detected");
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color = color.split(","); //split color for addition
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var hue = parseFloat(color[0].substring(4));
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var saturation = parseFloat(color[1].slice(0,-1));
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var luminance = parseFloat(color[2].slice(0,-2));
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//console.log("the j");
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luminance = slBound(luminance + 1.176);
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//console.log(luminance);
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color = `hsl(${hue},${saturation}%,${luminance}%)`;
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pixel.color = color;
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//console.log("color set");
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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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elements.creeper_head = {
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color: ["#5B8B59", "#3F8738", "#559552", "#479143", "#50B143", "#58C546"],
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category: "life",
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hidden: true,
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density: 1080,
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state: "solid",
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conduct: 25,
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tempHigh: 250,
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stateHigh: "cooked_meat",
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tempLow: -30,
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stateLow: "frozen_meat",
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burn: 10,
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burnTime: 250,
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burnInto: ["cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","cooked_meat","gunpowder"],
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breakInto: "blood",
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reactions: {
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"cancer": { "elem1":"cancer", "chance":0.005 },
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"radiation": { "elem1":["ash","meat","rotten_meat","cooked_meat"], "chance":0.4 },
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"plague": { "elem1":"plague", "chance":0.05 },
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"oxygen": { "elem2":"carbon_dioxide", "chance":0.5 },
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},
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properties: {
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dead: false,
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following: false,
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hissing: false,
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charged: false,
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didChargeBlueTinted: false,
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},
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tick: function(pixel) {
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doHeat(pixel);
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doBurning(pixel);
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doElectricity(pixel);
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if (pixel.dead) {
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// Turn into rotten_meat if pixelTicks-dead > 500
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if (pixelTicks-pixel.dead > 200) {
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Math.random() < 0.1 ? changePixel(pixel,"gunpowder") : changePixel(pixel,"rotten_meat");
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return
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}
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}
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// Find the body
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if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "creeper_body") {
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var body = pixelMap[pixel.x][pixel.y+1];
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if (body.dead) { // If body is dead, kill head
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pixel.dead = body.dead;
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}
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}
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else { var body = null }
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if(body) {
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if(body.dir !== pixel.dir) { //hacky workaround: lock head dir to body dir
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pixel.dir = body.dir;
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};
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};
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if (isEmpty(pixel.x, pixel.y+1)) {
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tryMove(pixel, pixel.x, pixel.y+1);
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|
// 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.");
|
|
};
|
|
},
|
|
};
|