studyup 0.0.0-stage → 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (898) hide show
  1. package/hexgl-package/HexGL-master/.htaccess +4 -0
  2. package/hexgl-package/HexGL-master/LICENSE +21 -0
  3. package/hexgl-package/HexGL-master/README.md +26 -0
  4. package/hexgl-package/HexGL-master/audio/LICENSE +28 -0
  5. package/hexgl-package/HexGL-master/audio/bg.ogg +0 -0
  6. package/hexgl-package/HexGL-master/audio/boost.ogg +0 -0
  7. package/hexgl-package/HexGL-master/audio/crash.ogg +0 -0
  8. package/hexgl-package/HexGL-master/audio/destroyed.ogg +0 -0
  9. package/hexgl-package/HexGL-master/audio/wind.ogg +0 -0
  10. package/hexgl-package/HexGL-master/bkcore/Audio.js +142 -0
  11. package/hexgl-package/HexGL-master/bkcore/hexgl/CameraChase.js +73 -0
  12. package/hexgl-package/HexGL-master/bkcore/hexgl/Gameplay.js +231 -0
  13. package/hexgl-package/HexGL-master/bkcore/hexgl/HUD.js +270 -0
  14. package/hexgl-package/HexGL-master/bkcore/hexgl/HexGL.js +446 -0
  15. package/hexgl-package/HexGL-master/bkcore/hexgl/Ladder.js +52 -0
  16. package/hexgl-package/HexGL-master/bkcore/hexgl/RaceData.js +99 -0
  17. package/hexgl-package/HexGL-master/bkcore/hexgl/ShipControls.js +806 -0
  18. package/hexgl-package/HexGL-master/bkcore/hexgl/ShipEffects.js +186 -0
  19. package/hexgl-package/HexGL-master/bkcore/hexgl/tracks/Cityscape.js +521 -0
  20. package/hexgl-package/HexGL-master/bkcore/threejs/Loader.js +260 -0
  21. package/hexgl-package/HexGL-master/bkcore/threejs/Particles.js +191 -0
  22. package/hexgl-package/HexGL-master/bkcore/threejs/Preloader.js +151 -0
  23. package/hexgl-package/HexGL-master/bkcore/threejs/RenderManager.js +132 -0
  24. package/hexgl-package/HexGL-master/bkcore/threejs/Shaders.js +950 -0
  25. package/hexgl-package/HexGL-master/bkcore.coffee/ImageData.coffee +141 -0
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  27. package/hexgl-package/HexGL-master/bkcore.coffee/Timer.coffee +118 -0
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  29. package/hexgl-package/HexGL-master/bkcore.coffee/Utils.coffee +193 -0
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  31. package/hexgl-package/HexGL-master/bkcore.coffee/controllers/GamepadController.coffee +45 -0
  32. package/hexgl-package/HexGL-master/bkcore.coffee/controllers/GamepadController.js +73 -0
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  36. package/hexgl-package/HexGL-master/bkcore.coffee/controllers/TouchController.js +188 -0
  37. package/hexgl-package/HexGL-master/bkcore.coffee/tests.html +10 -0
  38. package/hexgl-package/HexGL-master/bkcore.coffee/threejs/Particles.coffee +199 -0
  39. package/hexgl-package/HexGL-master/bkcore.coffee/threejs/Particles.js +210 -0
  40. package/hexgl-package/HexGL-master/cache.appcache +74 -0
  41. package/hexgl-package/HexGL-master/css/BebasNeue-webfont.eot +0 -0
  42. package/hexgl-package/HexGL-master/css/BebasNeue-webfont.svg +245 -0
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  45. package/hexgl-package/HexGL-master/css/bg.jpg +0 -0
  46. package/hexgl-package/HexGL-master/css/fonts.css +16 -0
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  55. package/hexgl-package/HexGL-master/css/multi.css +264 -0
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  57. package/hexgl-package/HexGL-master/css/touchcontroller.css +8 -0
  58. package/hexgl-package/HexGL-master/favicon.png +0 -0
  59. package/hexgl-package/HexGL-master/geometries/bonus/base/base.js +45 -0
  60. package/hexgl-package/HexGL-master/geometries/booster/booster.js +45 -0
  61. package/hexgl-package/HexGL-master/geometries/ships/feisar/feisar.js +45 -0
  62. package/hexgl-package/HexGL-master/geometries/tracks/cityscape/bonus/speed.js +45 -0
  63. package/hexgl-package/HexGL-master/geometries/tracks/cityscape/scrapers1.js +45 -0
  64. package/hexgl-package/HexGL-master/geometries/tracks/cityscape/scrapers2.js +45 -0
  65. package/hexgl-package/HexGL-master/geometries/tracks/cityscape/start.js +45 -0
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  74. package/hexgl-package/HexGL-master/launch.coffee +85 -0
  75. package/hexgl-package/HexGL-master/launch.js +116 -0
  76. package/hexgl-package/HexGL-master/libs/DAT.GUI.min.js +53 -0
  77. package/hexgl-package/HexGL-master/libs/Detector.js +59 -0
  78. package/hexgl-package/HexGL-master/libs/Editor.html +717 -0
  79. package/hexgl-package/HexGL-master/libs/Editor_files/App.js +212 -0
  80. package/hexgl-package/HexGL-master/libs/Editor_files/CanvasRenderer.js +389 -0
  81. package/hexgl-package/HexGL-master/libs/Editor_files/Diagram.js +148 -0
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  86. package/hexgl-package/HexGL-master/libs/Editor_files/Parser.js +140 -0
  87. package/hexgl-package/HexGL-master/libs/Editor_files/Project.js +162 -0
  88. package/hexgl-package/HexGL-master/libs/Editor_files/Timer.js +166 -0
  89. package/hexgl-package/HexGL-master/libs/Editor_files/ace.js +11 -0
  90. package/hexgl-package/HexGL-master/libs/Editor_files/class.js +989 -0
  91. package/hexgl-package/HexGL-master/libs/Editor_files/editor.css +16 -0
  92. package/hexgl-package/HexGL-master/libs/Editor_files/font.css +24 -0
  93. package/hexgl-package/HexGL-master/libs/Editor_files/gamecore.js +133 -0
  94. package/hexgl-package/HexGL-master/libs/Editor_files/hashlist.js +41 -0
  95. package/hexgl-package/HexGL-master/libs/Editor_files/jhashtable.js +468 -0
  96. package/hexgl-package/HexGL-master/libs/Editor_files/jquery-1.8.js +2 -0
  97. package/hexgl-package/HexGL-master/libs/Editor_files/kinetic.js +30 -0
  98. package/hexgl-package/HexGL-master/libs/Editor_files/main.css +204 -0
  99. package/hexgl-package/HexGL-master/libs/Editor_files/mode-json.js +1 -0
  100. package/hexgl-package/HexGL-master/libs/Editor_files/pooled.js +542 -0
  101. package/hexgl-package/HexGL-master/libs/Editor_files/theme-monokai.js +1 -0
  102. package/hexgl-package/HexGL-master/libs/ShaderExtras.js +1788 -0
  103. package/hexgl-package/HexGL-master/libs/Stats.js +6 -0
  104. package/hexgl-package/HexGL-master/libs/Three.dev.js +758 -0
  105. package/hexgl-package/HexGL-master/libs/Three.r53.js +767 -0
  106. package/hexgl-package/HexGL-master/libs/leap-0.4.1.min.js +3 -0
  107. package/hexgl-package/HexGL-master/libs/postprocessing/BloomPass.js +100 -0
  108. package/hexgl-package/HexGL-master/libs/postprocessing/DotScreenPass.js +52 -0
  109. package/hexgl-package/HexGL-master/libs/postprocessing/EffectComposer.js +143 -0
  110. package/hexgl-package/HexGL-master/libs/postprocessing/FilmPass.js +51 -0
  111. package/hexgl-package/HexGL-master/libs/postprocessing/MaskPass.js +86 -0
  112. package/hexgl-package/HexGL-master/libs/postprocessing/RenderPass.js +63 -0
  113. package/hexgl-package/HexGL-master/libs/postprocessing/SavePass.js +52 -0
  114. package/hexgl-package/HexGL-master/libs/postprocessing/ShaderPass.js +51 -0
  115. package/hexgl-package/HexGL-master/libs/postprocessing/TexturePass.js +37 -0
  116. package/hexgl-package/HexGL-master/manifest.webapp +18 -0
  117. package/hexgl-package/HexGL-master/package.webapp +10 -0
  118. package/hexgl-package/HexGL-master/package.zip +0 -0
  119. package/hexgl-package/HexGL-master/replays/cityscape-casual/bkcore.replay.json +1 -0
  120. package/hexgl-package/HexGL-master/textures/bonus/base/diffuse.jpg +0 -0
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  122. package/hexgl-package/HexGL-master/textures/bonus/base/specular.jpg +0 -0
  123. package/hexgl-package/HexGL-master/textures/checker.png +0 -0
  124. package/hexgl-package/HexGL-master/textures/hud/hex.jpg +0 -0
  125. package/hexgl-package/HexGL-master/textures/hud/hud-bg.png +0 -0
  126. package/hexgl-package/HexGL-master/textures/hud/hud-fg-shield.png +0 -0
  127. package/hexgl-package/HexGL-master/textures/hud/hud-fg-speed.png +0 -0
  128. package/hexgl-package/HexGL-master/textures/particles/cloud - Copie.png +0 -0
  129. package/hexgl-package/HexGL-master/textures/particles/cloud.png +0 -0
  130. package/hexgl-package/HexGL-master/textures/particles/damage.png +0 -0
  131. package/hexgl-package/HexGL-master/textures/particles/spark - Copie.png +0 -0
  132. package/hexgl-package/HexGL-master/textures/particles/spark.png +0 -0
  133. package/hexgl-package/HexGL-master/textures/ships/feisar/booster/booster.png +0 -0
  134. package/hexgl-package/HexGL-master/textures/ships/feisar/booster/boostersprite.jpg +0 -0
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  138. package/hexgl-package/HexGL-master/textures/skybox/dawnclouds/nx.jpg +0 -0
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  145. package/hexgl-package/HexGL-master/textures/tracks/cityscape/diffuse.jpg +0 -0
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  167. package/hexgl-package/HexGL-master/textures.full/particles/cloud - Copie.png +0 -0
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  170. package/hexgl-package/HexGL-master/textures.full/particles/spark - Copie.png +0 -0
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  172. package/hexgl-package/HexGL-master/textures.full/ships/feisar/booster/booster.png +0 -0
  173. package/hexgl-package/HexGL-master/textures.full/ships/feisar/booster/boostersprite.jpg +0 -0
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  200. package/sandboxels-package/sandboxels-1.13.2/.github/CONTRIBUTING.md +10 -0
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@@ -0,0 +1,1342 @@
1
+ // by Nekonico and SquareScreamYT
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+
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+ settings.limitless = true;
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+ saveSettings()
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+
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+ document.onkeydown = function(ki)/*keyboard_input*/ {
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+ //a
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+ if (ki.keyCode == 65) {
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+ KA = true;
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+ //vX ++;
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+ }
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+ //d
13
+ if (ki.keyCode == 68) {
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+ KD = true;
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+ //vX ++;
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+ }
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+ //w
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+ if (ki.keyCode == 87) {
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+ KW = true;
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+ //vY ++;
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+ }
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+ //s
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+ if (ki.keyCode == 83) {
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+ KS = true;
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+ //vY ++;
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+ }
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+ }
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+ document.onkeyup = function(i2)/*keyboard_input*/ {
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+ //a
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+ if (i2.keyCode == 65) {
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+ KA = false;
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+ //vX --;
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+ }
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+ //d
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+ if (i2.keyCode == 68) {
36
+ KD = false;
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+ //vX --;
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+ }
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+ //w
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+ if (i2.keyCode == 87) {
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+ KW = false;
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+ //vY = 0;
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+ }
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+ //s
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+ if (i2.keyCode == 83) {
46
+ KS = false;
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+ //vY = 0;
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+ }
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+
50
+ }
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+ var groundUnder = "rpg_grass";
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+ var health = 1000;
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+ var heroX = 0;
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+ var heroY = 0;
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+ var gold = 0;
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+ var metRue = false;
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+ var hasSword = false;
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+ var swordQuest = false;
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+ var swordQuestDone = false;
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+ var KA = false;
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+ var KD = false;
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+ var KW = false;
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+ var KS = false;
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+ var vX = 1;
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+ var vY = 1;
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+ elements.hero = {
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+ tick: function(pixel) {
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+ if (pixel.x !== heroX) {
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+ heroX = pixel.x
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+ }
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+ if (pixel.y !== heroY) {
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+ heroY = pixel.y
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+ }
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+ if (KA === true && KW === false && KS === false && KD === false) {
75
+ if (!isEmpty(pixel.x-vX,pixel.y,true)) {
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+ if (elements[pixelMap[pixel.x-vX][pixel.y].element].isPassable === true) {
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+ var floor = pixelMap[pixel.x-vX][pixel.y]
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+ deletePixel(pixel.x,pixel.y)
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+ createPixel(groundUnder,pixel.x,pixel.y)
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+ pixel.generated = true
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+ groundUnder = (floor.element)
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+ changePixel(pixelMap[floor.x][floor.y],"hero")
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+ }
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+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.rpg_leaves.id) {
85
+ changePixel(pixelMap[pixel.x-vX][pixel.y],"hero")
86
+ pixelMap[pixel.x-vX][pixel.y].color = "#005900"
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+ deletePixel(pixel.x,pixel.y)
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+ createPixel(groundUnder,pixel.x,pixel.y)
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+ groundUnder = "rpg_leaves"
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+ }
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+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.chest.id) {
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+ var chest = pixelMap[pixel.x-vX][pixel.y]
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+ if (chest.contents !== "empty" && chest.contents !== "checked_empty") {
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+ alert(`Wow! You got ${chest.contents}!`)
95
+ if (chest.contents === "gold") {
96
+ gold += 1
97
+ console.log("found gold")
98
+ chest.contents = "empty"
99
+ chest.color = "#471b05"
100
+ }
101
+ else if (chest.contents === "sword") {
102
+ hasSword = true
103
+ console.log("found sword")
104
+ chest.contents = "empty"
105
+ chest.color = "#471b05"
106
+ }
107
+ }
108
+ else if (chest.contents === "empty") {
109
+ alert(`wow it's empty`);
110
+ chest.contents = "checked_empty"
111
+ }
112
+ }
113
+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.rue.id) {
114
+ var rue = pixelMap[pixel.x-vX][pixel.y]
115
+ if (metRue === false) {
116
+ if (Math.random() > 0.5) {
117
+ alert(`Hi there!!`);
118
+ }
119
+ else {
120
+ alert(`Name's Rue!!`);
121
+ }
122
+ metRue = true
123
+ }
124
+ else if (metRue === true && swordQuest === false) {
125
+ if (confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
126
+ alert(`Thanks friend!`)
127
+ swordQuest = true
128
+ console.log("sword quest code")
129
+ }
130
+ else if (!confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
131
+ alert(`Ah, well, worth a shot. Maybe later?`)
132
+ }
133
+ }
134
+ else if (metRue === true && swordQuest === true && hasSword === false) {
135
+ alert(`Thank you for helping!`);
136
+ }
137
+ else if (metRue === true && swordQuest === true && hasSword === true) {
138
+ alert(`Thanks friend! Have some gold for your troubles.`);
139
+ console.log("sword quest completed")
140
+ swordQuestDone = true
141
+ hasSword = false
142
+ gold += 10
143
+ }
144
+ else if (metRue === true && swordQuest === true && hasSword === false && swordQuestDone === true) {
145
+ if (Math.random() > 0.5) {
146
+ alert(`So uh how are ya doing?`);
147
+ }
148
+ else if (Math.random() > 0.5) {
149
+ alert(`Thanks for the sword again!`);
150
+ }
151
+ else if (Math.random() > 0.5) {
152
+ alert(`Hi again!`);
153
+ }
154
+ else {
155
+ alert(`...`);
156
+ }
157
+ }
158
+ }
159
+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].isEnemy === true) {
160
+ var enemy = pixelMap[pixel.x-vX][pixel.y]
161
+ if (hasSword === true) {
162
+ logMessage(`you killed an enemy`)
163
+ console.log("killed enemy")
164
+ deletePixel(enemy.x,enemy.y)
165
+ createPixel(enemy.groundUnder,enemy.x,enemy.y)
166
+ gold ++
167
+ }
168
+ }
169
+ }
170
+ if (shiftDown) {
171
+ return
172
+ }
173
+ else {
174
+ KA = false
175
+ }
176
+ }
177
+ if (KA === false && KW === false && KS === false && KD === true) {
178
+ if (!isEmpty(pixel.x+vX,pixel.y,true)) {
179
+ if (elements[pixelMap[pixel.x+vX][pixel.y].element].isPassable === true) {
180
+ var floor = pixelMap[pixel.x+vX][pixel.y]
181
+ deletePixel(pixel.x,pixel.y)
182
+ createPixel(groundUnder,pixel.x,pixel.y)
183
+ groundUnder = (floor.element)
184
+ changePixel(pixelMap[floor.x][floor.y],"hero")
185
+ }
186
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.rpg_leaves.id) {
187
+ changePixel(pixelMap[pixel.x+vX][pixel.y],"hero")
188
+ pixelMap[pixel.x+vX][pixel.y].color = "#005900"
189
+ deletePixel(pixel.x,pixel.y)
190
+ createPixel(groundUnder,pixel.x,pixel.y)
191
+ groundUnder = "rpg_leaves"
192
+ }
193
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.chest.id) {
194
+ var chest = pixelMap[pixel.x+vX][pixel.y]
195
+ if (chest.contents !== "empty" && chest.contents !== "checked_empty") {
196
+ alert(`Wow! You got ${chest.contents}!`)
197
+ if (chest.contents === "gold") {
198
+ gold += 1
199
+ console.log("found gold")
200
+ chest.contents = "empty"
201
+ chest.color = "#471b05"
202
+ }
203
+ else if (chest.contents === "sword") {
204
+ hasSword = true
205
+ console.log("found sword")
206
+ chest.contents = "empty"
207
+ chest.color = "#471b05"
208
+ }
209
+ }
210
+ else if (chest.contents === "empty") {
211
+ alert(`wow it's empty`);
212
+ chest.contents = "checked_empty"
213
+ }
214
+ }
215
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.rue.id) {
216
+ var rue = pixelMap[pixel.x+vX][pixel.y]
217
+ if (metRue === false) {
218
+ if (Math.random() > 0.5) {
219
+ alert(`Hi there!!`);
220
+ }
221
+ else {
222
+ alert(`Name's Rue!!`);
223
+ }
224
+ metRue = true
225
+ }
226
+ else if (metRue === true && swordQuest === false && hasSword === false) {
227
+ if (confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
228
+ alert(`Thanks friend!`)
229
+ swordQuest = true
230
+ console.log("sword quest code")
231
+ }
232
+ else if (!confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
233
+ alert(`Ah, well, worth a shot. Maybe later?`)
234
+ }
235
+ }
236
+ else if (metRue === true && swordQuest === true && hasSword === false && swordQuestDone === false) {
237
+ alert(`Thank you for helping!`);
238
+ }
239
+ else if (metRue === true && swordQuest === true && hasSword === true) {
240
+ alert(`Thanks friend! Have some gold for your troubles.`);
241
+ console.log("sword quest completed")
242
+ swordQuestDone = true
243
+ hasSword = false
244
+ gold += 10
245
+ }
246
+ else if (metRue === true && swordQuest === true && hasSword === false && swordQuestDone === true) {
247
+ if (Math.random() > 0.5) {
248
+ alert(`So uh how are ya doing?`);
249
+ }
250
+ else if (Math.random() > 0.5) {
251
+ alert(`Thanks for the sword again!`);
252
+ }
253
+ else if (Math.random() > 0.5) {
254
+ alert(`Hi again!`);
255
+ }
256
+ else {
257
+ alert(`...`);
258
+ }
259
+ }
260
+ }
261
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].isEnemy === true) {
262
+ var enemy = pixelMap[pixel.x+vX][pixel.y]
263
+ if (hasSword === true) {
264
+ logMessage(`you killed an enemy`)
265
+ console.log("killed enemy")
266
+ deletePixel(enemy.x,enemy.y)
267
+ createPixel(enemy.groundUnder,enemy.x,enemy.y)
268
+ gold ++
269
+ }
270
+ }
271
+ }
272
+ if (shiftDown) {
273
+ return
274
+ }
275
+ else {
276
+ KD = false
277
+ }
278
+ }
279
+ if (KA === false && KW === true && KS === false && KD === false) {
280
+ if (!isEmpty(pixel.x,pixel.y-vX,true)) {
281
+ if (elements[pixelMap[pixel.x][pixel.y-vX].element].isPassable === true) {
282
+ var floor = pixelMap[pixel.x][pixel.y-vX]
283
+ deletePixel(pixel.x,pixel.y)
284
+ createPixel(groundUnder,pixel.x,pixel.y)
285
+ groundUnder = (floor.element)
286
+ changePixel(pixelMap[floor.x][floor.y],"hero")
287
+ }
288
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.rpg_leaves.id) {
289
+ changePixel(pixelMap[pixel.x][pixel.y-vX],"hero")
290
+ pixelMap[pixel.x][pixel.y-vX].color = "#005900"
291
+ deletePixel(pixel.x,pixel.y)
292
+ createPixel(groundUnder,pixel.x,pixel.y)
293
+ groundUnder = "rpg_leaves"
294
+ }
295
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.chest.id) {
296
+ var chest = pixelMap[pixel.x][pixel.y-vX]
297
+ if (chest.contents !== "empty" && chest.contents !== "checked_empty") {
298
+ alert(`Wow! You got ${chest.contents}!`)
299
+ if (chest.contents === "gold") {
300
+ gold += 1
301
+ console.log("found gold")
302
+ chest.contents = "empty"
303
+ chest.color = "#471b05"
304
+ }
305
+ else if (chest.contents === "sword") {
306
+ hasSword = true
307
+ console.log("found sword")
308
+ chest.contents = "empty"
309
+ chest.color = "#471b05"
310
+ }
311
+ }
312
+ else if (chest.contents === "empty") {
313
+ alert(`wow it's empty`);
314
+ chest.contents = "checked_empty"
315
+ }
316
+ }
317
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.rue.id) {
318
+ var rue = pixelMap[pixel.x][pixel.y-vX]
319
+ if (metRue === false) {
320
+ if (Math.random() > 0.5) {
321
+ alert(`Hi there!!`);
322
+ }
323
+ else {
324
+ alert(`Name's Rue!!`);
325
+ }
326
+ metRue = true
327
+ }
328
+ else if (metRue === true && swordQuest === false && hasSword === false) {
329
+ if (confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
330
+ alert(`Thanks friend!`)
331
+ swordQuest = true
332
+ console.log("sword quest code")
333
+ }
334
+ else if (!confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
335
+ alert(`Ah, well, worth a shot. Maybe later?`)
336
+ }
337
+ }
338
+ else if (metRue === true && swordQuest === true && hasSword === false) {
339
+ alert(`Thank you for helping!`);
340
+ }
341
+ else if (metRue === true && swordQuest === true && hasSword === true) {
342
+ alert(`Thanks friend! Have some gold for your troubles.`);
343
+ console.log("sword quest completed")
344
+ swordQuestDone = true
345
+ hasSword = false
346
+ gold += 10
347
+ }
348
+ else if (metRue === true && swordQuest === true && hasSword === false && swordQuestDone === true) {
349
+ if (Math.random() > 0.5) {
350
+ alert(`So uh how are ya doing?`);
351
+ }
352
+ else if (Math.random() > 0.5) {
353
+ alert(`Thanks for the sword again!`);
354
+ }
355
+ else if (Math.random() > 0.5) {
356
+ alert(`Hi again!`);
357
+ }
358
+ else {
359
+ alert(`...`);
360
+ }
361
+ }
362
+ }
363
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].isEnemy === true) {
364
+ var enemy = pixelMap[pixel.x][pixel.y-vX]
365
+ if (hasSword === true) {
366
+ logMessage(`you killed an enemy`)
367
+ console.log("killed enemy")
368
+ deletePixel(enemy.x,enemy.y)
369
+ createPixel(enemy.groundUnder,enemy.x,enemy.y)
370
+ gold ++
371
+ }
372
+ }
373
+ }
374
+ if (shiftDown) {
375
+ return
376
+ }
377
+ else {
378
+ KW = false
379
+ }
380
+ }
381
+ if (KA === false && KW === false && KS === true && KD === false) {
382
+ if (!isEmpty(pixel.x,pixel.y+vX,true)) {
383
+ if (elements[pixelMap[pixel.x][pixel.y+vX].element].isPassable === true) {
384
+ var floor = pixelMap[pixel.x][pixel.y+vX]
385
+ deletePixel(pixel.x,pixel.y)
386
+ createPixel(groundUnder,pixel.x,pixel.y)
387
+ groundUnder = (floor.element)
388
+ changePixel(pixelMap[floor.x][floor.y],"hero")
389
+ }
390
+ else if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.rpg_leaves.id) {
391
+ changePixel(pixelMap[pixel.x][pixel.y+vX],"hero")
392
+ pixelMap[pixel.x][pixel.y+vX].color = "#006300"
393
+ deletePixel(pixel.x,pixel.y)
394
+ createPixel(groundUnder,pixel.x,pixel.y)
395
+ groundUnder = "rpg_leaves"
396
+ }
397
+ else if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.chest.id) {
398
+ var chest = pixelMap[pixel.x][pixel.y+vX]
399
+ if (chest.contents !== "empty" && chest.contents !== "checked_empty") {
400
+ alert(`Wow! You got ${chest.contents}!`)
401
+ if (chest.contents === "gold") {
402
+ gold += 1
403
+ console.log("found gold")
404
+ chest.contents = "empty"
405
+ chest.color = "#471b05"
406
+ }
407
+ else if (chest.contents === "sword") {
408
+ hasSword = true
409
+ console.log("found sword")
410
+ chest.contents = "empty"
411
+ chest.color = "#471b05"
412
+ }
413
+ }
414
+ else if (chest.contents === "empty") {
415
+ alert(`wow it's empty`);
416
+ chest.contents = "checked_empty"
417
+ }
418
+ }
419
+ else if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.rue.id) {
420
+ var rue = pixelMap[pixel.x][pixel.y+vX]
421
+ if (metRue === false) {
422
+ if (Math.random() > 0.5) {
423
+ alert(`Hi there!!`);
424
+ }
425
+ else {
426
+ alert(`Name's Rue!!`);
427
+ }
428
+ metRue = true
429
+ }
430
+ else if (metRue === true && swordQuest === false && hasSword === false) {
431
+ if (confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
432
+ alert(`Thanks friend!`)
433
+ swordQuest = true
434
+ console.log("sword quest code")
435
+ }
436
+ else if (!confirm(`Sorry to be a bother, but I kinda need a sword. Do ya think you can find me one?`)) {
437
+ alert(`Ah, well, worth a shot. Maybe later?`)
438
+ }
439
+ }
440
+ else if (metRue === true && swordQuest === true && hasSword === false) {
441
+ alert(`Thank you for helping!`);
442
+ }
443
+ else if (metRue === true && swordQuest === true && hasSword === true) {
444
+ alert(`Thanks friend! Have some gold for your troubles.`);
445
+ console.log("sword quest completed")
446
+ swordQuestDone = true
447
+ hasSword = false
448
+ gold += 10
449
+ }
450
+ else if (metRue === true && swordQuest === true && hasSword === false && swordQuestDone === true) {
451
+ if (Math.random() > 0.5) {
452
+ alert(`So uh how are ya doing?`);
453
+ }
454
+ else if (Math.random() > 0.5) {
455
+ alert(`Thanks for the sword again!`);
456
+ }
457
+ else if (Math.random() > 0.5) {
458
+ alert(`Hi again!`);
459
+ }
460
+ else {
461
+ alert(`...`);
462
+ }
463
+ }
464
+ }
465
+ else if (elements[pixelMap[pixel.x][pixel.y+vX].element].isEnemy === true) {
466
+ var enemy = pixelMap[pixel.x][pixel.y+vX]
467
+ if (hasSword === true) {
468
+ logMessage(`you killed an enemy`)
469
+ console.log("killed enemy")
470
+ deletePixel(enemy.x,enemy.y)
471
+ createPixel(enemy.groundUnder,enemy.x,enemy.y)
472
+ gold ++
473
+ }
474
+ }
475
+ }
476
+ if (shiftDown) {
477
+ return
478
+ }
479
+ else {
480
+ KS = false
481
+ }
482
+ }
483
+ },
484
+ category: "rpg",
485
+ state: "solid",
486
+ conduct: .05,
487
+ temp: 37,
488
+ tempHigh: 200,
489
+ stateHigh: "cooked_meat",
490
+ tempLow: -30,
491
+ stateLow: "frozen_meat",
492
+ burn: 10,
493
+ burnTime: 250,
494
+ burnInto: "cooked_meat",
495
+ breakInto: ["blood","meat","bone"],
496
+ forceSaveColor: true,
497
+ color:"#800020",
498
+ }
499
+
500
+ var rueGroundUnder = "rpg_grass";
501
+ var rueDir = "down";
502
+ elements.rue = {
503
+ tick: function(pixel) {
504
+ if (rueDir === "left" && Math.random() > 0.9) {
505
+ if (!isEmpty(pixel.x-vX,pixel.y,true)) {
506
+ if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.rpg_grass.id) {
507
+ changePixel(pixelMap[pixel.x-vX][pixel.y],"rue")
508
+ deletePixel(pixel.x,pixel.y)
509
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
510
+ rueGroundUnder = "rpg_grass"
511
+ }
512
+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.rpg_sand.id) {
513
+ changePixel(pixelMap[pixel.x-vX][pixel.y],"rue")
514
+ deletePixel(pixel.x,pixel.y)
515
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
516
+ rueGroundUnder = "rpg_sand"
517
+ }
518
+ }
519
+ if (Math.random() > 0.75) {
520
+ rueDir = "right"
521
+ }
522
+ else if (Math.random() > 0.75) {
523
+ rueDir = "up"
524
+ }
525
+ else if (Math.random() > 0.75) {
526
+ rueDir = "down"
527
+ }
528
+ }
529
+ else if (rueDir === "right" && Math.random() > 0.9) {
530
+ if (!isEmpty(pixel.x+vX,pixel.y,true)) {
531
+ if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.rpg_grass.id) {
532
+ changePixel(pixelMap[pixel.x+vX][pixel.y],"rue")
533
+ deletePixel(pixel.x,pixel.y)
534
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
535
+ rueGroundUnder = "rpg_grass"
536
+ }
537
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.rpg_sand.id) {
538
+ changePixel(pixelMap[pixel.x+vX][pixel.y],"rue")
539
+ deletePixel(pixel.x,pixel.y)
540
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
541
+ rueGroundUnder = "rpg_sand"
542
+ }
543
+ }
544
+ if (Math.random() > 0.75) {
545
+ rueDir = "left"
546
+ }
547
+ else if (Math.random() > 0.75) {
548
+ rueDir = "down"
549
+ }
550
+ else if (Math.random() > 0.75) {
551
+ rueDir = "up"
552
+ }
553
+ }
554
+ else if (rueDir === "up" && Math.random() > 0.9) {
555
+ if (!isEmpty(pixel.x,pixel.y-vX,true)) {
556
+ if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.rpg_grass.id) {
557
+ changePixel(pixelMap[pixel.x][pixel.y-vX],"rue")
558
+ deletePixel(pixel.x,pixel.y)
559
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
560
+ rueGroundUnder = "rpg_grass"
561
+ }
562
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.rpg_sand.id) {
563
+ changePixel(pixelMap[pixel.x][pixel.y-vX],"rue")
564
+ deletePixel(pixel.x,pixel.y)
565
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
566
+ rueGroundUnder = "rpg_sand"
567
+ }
568
+ }
569
+ if (Math.random() > 0.75) {
570
+ rueDir = "down"
571
+ }
572
+ else if (Math.random() > 0.75) {
573
+ rueDir = "left"
574
+ }
575
+ else if (Math.random() > 0.75) {
576
+ rueDir = "right"
577
+ }
578
+ }
579
+ else if (rueDir === "down" && Math.random() > 0.9) {
580
+ if (!isEmpty(pixel.x,pixel.y+vX,true)) {
581
+ if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.rpg_grass.id) {
582
+ changePixel(pixelMap[pixel.x][pixel.y+vX],"rue")
583
+ deletePixel(pixel.x,pixel.y)
584
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
585
+ rueGroundUnder = "rpg_grass"
586
+ }
587
+ else if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.rpg_sand.id) {
588
+ changePixel(pixelMap[pixel.x][pixel.y+vX],"rue")
589
+ deletePixel(pixel.x,pixel.y)
590
+ createPixel(rueGroundUnder,pixel.x,pixel.y)
591
+ rueGroundUnder = "rpg_sand"
592
+ }
593
+ }
594
+ if (Math.random() > 0.75) {
595
+ rueDir = "up"
596
+ }
597
+ else if (Math.random() > 0.75) {
598
+ rueDir = "right"
599
+ }
600
+ else if (Math.random() > 0.75) {
601
+ rueDir = "left"
602
+ }
603
+ }
604
+ },
605
+ category: "rpg",
606
+ state: "solid",
607
+ conduct: .05,
608
+ temp: 37,
609
+ tempHigh: 200,
610
+ stateHigh: "cooked_meat",
611
+ tempLow: -30,
612
+ stateLow: "frozen_meat",
613
+ burn: 10,
614
+ burnTime: 250,
615
+ burnInto: "cooked_meat",
616
+ breakInto: ["blood","meat","bone"],
617
+ forceSaveColor: true,
618
+ color:"#ffbe33",
619
+ }
620
+
621
+ elements.rpg_rat = {
622
+ tick: function(pixel) {
623
+ if (pixel.dir === undefined) {
624
+ if (Math.random() > 0.5) {
625
+ pixel.dir = "up"
626
+ }
627
+ else if (Math.random() > 0.5) {
628
+ pixel.dir = "down"
629
+ }
630
+ }
631
+ if (pixel.sidedir === undefined) {
632
+ if (Math.random() > 0.5) {
633
+ pixel.sidedir = "left"
634
+ }
635
+ else if (Math.random() > 0.5) {
636
+ pixel.sidedir = "right"
637
+ }
638
+ }
639
+ if (pixel.sidedir === "left" && Math.random() > 0.9) {
640
+ if (!isEmpty(pixel.x-vX,pixel.y,true)) {
641
+ if (elements[pixelMap[pixel.x-vX][pixel.y].element].isPassable === true) {
642
+ var floor = pixelMap[pixel.x-vX][pixel.y]
643
+ deletePixel(pixel.x,pixel.y)
644
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
645
+ floor.groundUnder = floor.element
646
+ changePixel(floor,pixel.element)
647
+ }
648
+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.rpg_leaves.id) {
649
+ changePixel(pixelMap[pixel.x-vX][pixel.y],pixel.element)
650
+ pixelMap[pixel.x-vX][pixel.y].color = "#006300"
651
+ deletePixel(pixel.x,pixel.y)
652
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
653
+ pixelMap[pixel.x-vX][pixel.y].groundUnder = "rpg_leaves"
654
+ }
655
+ }
656
+ if (Math.random() > 0.75) {
657
+ pixel.sidedir = "right"
658
+ }
659
+ else if (Math.random() > 0.75) {
660
+ pixel.dir = "up"
661
+ }
662
+ else if (Math.random() > 0.75) {
663
+ pixel.dir = "down"
664
+ }
665
+ }
666
+ else if (pixel.sidedir === "right" && Math.random() > 0.9) {
667
+ if (!isEmpty(pixel.x+vX,pixel.y,true)) {
668
+ if (elements[pixelMap[pixel.x+vX][pixel.y].element].isPassable === true) {
669
+ var floor = pixelMap[pixel.x+vX][pixel.y]
670
+ deletePixel(pixel.x,pixel.y)
671
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
672
+ floor.groundUnder = floor.element
673
+ changePixel(floor,pixel.element)
674
+ }
675
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.rpg_leaves.id) {
676
+ changePixel(pixelMap[pixel.x+vX][pixel.y],pixel.element)
677
+ pixelMap[pixel.x+vX][pixel.y].color = "#006300"
678
+ deletePixel(pixel.x,pixel.y)
679
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
680
+ pixelMap[pixel.x+vX][pixel.y].groundUnder = "rpg_leaves"
681
+ }
682
+ }
683
+ if (Math.random() > 0.75) {
684
+ pixel.sidedir = "left"
685
+ }
686
+ else if (Math.random() > 0.75) {
687
+ pixel.dir = "down"
688
+ }
689
+ else if (Math.random() > 0.75) {
690
+ pixel.dir = "up"
691
+ }
692
+ }
693
+ else if (pixel.dir === "up" && Math.random() > 0.9) {
694
+ if (!isEmpty(pixel.x,pixel.y-vX,true)) {
695
+ if (elements[pixelMap[pixel.x][pixel.y-vX].element].isPassable === true) {
696
+ var floor = pixelMap[pixel.x][pixel.y-vX]
697
+ deletePixel(pixel.x,pixel.y)
698
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
699
+ floor.groundUnder = floor.element
700
+ changePixel(floor,pixel.element)
701
+ }
702
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.rpg_leaves.id) {
703
+ changePixel(pixelMap[pixel.x][pixel.y-vX],pixel.element)
704
+ pixelMap[pixel.x][pixel.y-vX].color = "#006300"
705
+ deletePixel(pixel.x,pixel.y)
706
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
707
+ pixelMap[pixel.x][pixel.y-vX].groundUnder = "rpg_leaves"
708
+ }
709
+ }
710
+ if (Math.random() > 0.75) {
711
+ pixel.dir = "down"
712
+ }
713
+ else if (Math.random() > 0.75) {
714
+ pixel.sidedir = "left"
715
+ }
716
+ else if (Math.random() > 0.75) {
717
+ pixel.sidedir = "right"
718
+ }
719
+ }
720
+ else if (pixel.dir === "down" && Math.random() > 0.9) {
721
+ if (!isEmpty(pixel.x,pixel.y+vX,true)) {
722
+ if (elements[pixelMap[pixel.x][pixel.y+vX].element].isPassable === true) {
723
+ var floor = pixelMap[pixel.x][pixel.y+vX]
724
+ deletePixel(pixel.x,pixel.y)
725
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
726
+ floor.groundUnder = floor.element
727
+ changePixel(floor,pixel.element)
728
+ }
729
+ else if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.rpg_leaves.id) {
730
+ changePixel(pixelMap[pixel.x][pixel.y+vX],pixel.element)
731
+ pixelMap[pixel.x][pixel.y+vX].color = "#006300"
732
+ deletePixel(pixel.x,pixel.y)
733
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
734
+ pixelMap[pixel.x][pixel.y+vX].groundUnder = "rpg_leaves"
735
+ }
736
+ }
737
+ if (Math.random() > 0.75) {
738
+ pixel.dir = "up"
739
+ }
740
+ else if (Math.random() > 0.75) {
741
+ pixel.sidedir = "right"
742
+ }
743
+ else if (Math.random() > 0.75) {
744
+ pixel.sidedir = "left"
745
+ }
746
+ }
747
+ },
748
+ properties: {
749
+ groundUnder: "rpg_grass",
750
+ },
751
+ category: "rpg",
752
+ state: "solid",
753
+ conduct: .05,
754
+ temp: 37,
755
+ tempHigh: 200,
756
+ stateHigh: "cooked_meat",
757
+ tempLow: -30,
758
+ stateLow: "frozen_meat",
759
+ burn: 10,
760
+ burnTime: 250,
761
+ burnInto: "cooked_meat",
762
+ breakInto: ["blood","meat","bone"],
763
+ forceSaveColor: true,
764
+ isEnemy: true,
765
+ color:"#8c7d82",
766
+ }
767
+
768
+ elements.golem = {
769
+ tick: function(pixel) {
770
+ if (heroY < pixel.y && heroY > pixel.y-15 && heroY < pixel.y+15 && heroX < pixel.x+15 && heroX > pixel.x-15) {
771
+ pixel.dir = "up"
772
+ }
773
+ else if (heroY > pixel.y && heroY < pixel.y+15 && heroY > pixel.y-15 && heroX < pixel.x+15 && heroX > pixel.x-15) {
774
+ pixel.dir = "down"
775
+ }
776
+ if (heroX < pixel.x && heroX > pixel.x-15 && heroX < pixel.x+15 && heroY < pixel.y+15 && heroY > pixel.y-15) {
777
+ pixel.sidedir = "left"
778
+ }
779
+ else if (heroX > pixel.x && heroX < pixel.x+15 && heroX > pixel.x-15 && heroY < pixel.y+15 && heroY > pixel.y-15) {
780
+ pixel.sidedir = "right"
781
+ }
782
+ if (pixel.sidedir === "left" && Math.random() > 0.9) {
783
+ if (!isEmpty(pixel.x-vX,pixel.y,true)) {
784
+ if (elements[pixelMap[pixel.x-vX][pixel.y].element].isPassable === true) {
785
+ var floor = pixelMap[pixel.x-vX][pixel.y]
786
+ deletePixel(pixel.x,pixel.y)
787
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
788
+ floor.groundUnder = floor.element
789
+ changePixel(floor,pixel.element)
790
+ }
791
+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.rpg_leaves.id) {
792
+ changePixel(pixelMap[pixel.x-vX][pixel.y],pixel.element)
793
+ pixelMap[pixel.x][pixel.y+vX].color = "#006300"
794
+ deletePixel(pixel.x,pixel.y)
795
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
796
+ pixelMap[pixel.x-vX][pixel.y].groundUnder = "rpg_leaves"
797
+ }
798
+ else if (elements[pixelMap[pixel.x-vX][pixel.y].element].id === elements.hero.id) {
799
+ var hero = pixelMap[pixel.x-vX][pixel.y]
800
+ if (health > 0) {
801
+ logMessage(`you took damage`)
802
+ console.log("took damage")
803
+ health --
804
+ }
805
+ else if (health < 1) {
806
+ logMessage(`you died!`)
807
+ console.log("player died")
808
+ deletePixel(hero.x,hero.y)
809
+ createPixel(groundUnder,hero.x,hero.y)
810
+ }
811
+ }
812
+ pixel.charge = 1
813
+ }
814
+ if (heroY < pixel.y) {
815
+ pixel.dir = "up"
816
+ }
817
+ else if (heroY > pixel.y) {
818
+ pixel.dir = "down"
819
+ }
820
+ }
821
+ else if (pixel.sidedir === "right" && Math.random() > 0.9) {
822
+ if (!isEmpty(pixel.x+vX,pixel.y,true)) {
823
+ if (elements[pixelMap[pixel.x+vX][pixel.y].element].isPassable === true) {
824
+ var floor = pixelMap[pixel.x+vX][pixel.y]
825
+ deletePixel(pixel.x,pixel.y)
826
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
827
+ floor.groundUnder = floor.element
828
+ changePixel(floor,pixel.element)
829
+ }
830
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.rpg_leaves.id) {
831
+ changePixel(pixelMap[pixel.x+vX][pixel.y],pixel.element)
832
+ pixelMap[pixel.x][pixel.y+vX].color = "#006300"
833
+ deletePixel(pixel.x,pixel.y)
834
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
835
+ pixelMap[pixel.x+vX][pixel.y].groundUnder = "rpg_leaves"
836
+ }
837
+ else if (elements[pixelMap[pixel.x+vX][pixel.y].element].id === elements.hero.id) {
838
+ var hero = pixelMap[pixel.x+vX][pixel.y]
839
+ if (health > 0) {
840
+ logMessage(`you took damage`)
841
+ console.log("took damage")
842
+ health --
843
+ }
844
+ else if (health < 1) {
845
+ logMessage(`you died!`)
846
+ console.log("player died")
847
+ deletePixel(hero.x,hero.y)
848
+ createPixel(groundUnder,hero.x,hero.y)
849
+ }
850
+ }
851
+ pixel.charge = 1
852
+ }
853
+ if (heroY < pixel.y) {
854
+ pixel.dir = "up"
855
+ }
856
+ else if (heroY > pixel.y) {
857
+ pixel.dir = "down"
858
+ }
859
+ }
860
+ else if (pixel.dir === "up" && Math.random() > 0.9) {
861
+ if (!isEmpty(pixel.x,pixel.y-vX,true)) {
862
+ if (elements[pixelMap[pixel.x][pixel.y-vX].element].isPassable === true) {
863
+ var floor = pixelMap[pixel.x][pixel.y-vX]
864
+ deletePixel(pixel.x,pixel.y)
865
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
866
+ floor.groundUnder = floor.element
867
+ changePixel(floor,pixel.element)
868
+ }
869
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.rpg_leaves.id) {
870
+ changePixel(pixelMap[pixel.x][pixel.y-vX],pixel.element)
871
+ pixelMap[pixel.x][pixel.y+vX].color = "#006300"
872
+ deletePixel(pixel.x,pixel.y)
873
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
874
+ pixelMap[pixel.x][pixel.y-vX].groundUnder = "rpg_leaves"
875
+ }
876
+ else if (elements[pixelMap[pixel.x][pixel.y-vX].element].id === elements.hero.id) {
877
+ var hero = pixelMap[pixel.x][pixel.y-vX]
878
+ if (health > 0) {
879
+ logMessage(`you took damage`)
880
+ console.log("took damage")
881
+ health --
882
+ }
883
+ else if (health < 1) {
884
+ logMessage(`you died!`)
885
+ console.log("player died")
886
+ deletePixel(hero.x,hero.y)
887
+ createPixel(groundUnder,hero.x,hero.y)
888
+ }
889
+ }
890
+ pixel.charge = 1
891
+ }
892
+ if (heroX < pixel.x) {
893
+ pixel.sidedir = "left"
894
+ }
895
+ else if (heroX > pixel.x) {
896
+ pixel.sidedir = "right"
897
+ }
898
+ }
899
+ else if (pixel.dir === "down" && Math.random() > 0.9) {
900
+ if (!isEmpty(pixel.x,pixel.y+vX,true)) {
901
+ if (elements[pixelMap[pixel.x][pixel.y+vX].element].isPassable === true) {
902
+ var floor = pixelMap[pixel.x][pixel.y+vX]
903
+ deletePixel(pixel.x,pixel.y)
904
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
905
+ floor.groundUnder = floor.element
906
+ changePixel(floor,pixel.element)
907
+ }
908
+ if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.rpg_leaves.id) {
909
+ changePixel(pixelMap[pixel.x][pixel.y+vX],pixel.element)
910
+ pixelMap[pixel.x][pixel.y+vX].color = "#006300"
911
+ deletePixel(pixel.x,pixel.y)
912
+ createPixel(pixel.groundUnder,pixel.x,pixel.y)
913
+ pixelMap[pixel.x][pixel.y+vX].groundUnder = "rpg_leaves"
914
+ }
915
+ if (elements[pixelMap[pixel.x][pixel.y+vX].element].id === elements.hero.id) {
916
+ var hero = pixelMap[pixel.x][pixel.y+vX]
917
+ if (health > 0) {
918
+ logMessage(`you took damage`);
919
+ console.log("took damage");
920
+ health--;
921
+ }
922
+ else if (health < 1) {
923
+ logMessage(`you died!`);
924
+ console.log("player died");
925
+ deletePixel(hero.x,hero.y);
926
+ createPixel(groundUnder,hero.x,hero.y);
927
+ }
928
+ }
929
+ pixel.charge = 1
930
+ }
931
+ if (heroX < pixel.x) {
932
+ pixel.sidedir = "left";
933
+ }
934
+ else if (heroX > pixel.x) {
935
+ pixel.sidedir = "right";
936
+ }
937
+ }
938
+ doDefaults(pixel);
939
+ },
940
+ properties: {
941
+ groundUnder: "rpg_grass",
942
+ },
943
+ category: "rpg",
944
+ state: "solid",
945
+ conduct: .05,
946
+ temp: 37,
947
+ tempHigh: 2000,
948
+ stateHigh: "brick_rubble",
949
+ breakInto: "brick_rubble",
950
+ forceSaveColor: true,
951
+ isEnemy: true,
952
+ color:"#7d5042",
953
+ }
954
+
955
+ elements.rpg_grass = {
956
+ color: "#00bf00",
957
+ colorKey: {
958
+ "D":"#99F762",
959
+ "L":"#00bf00",
960
+ "B":"#439809"
961
+ },
962
+ colorPattern: [
963
+ "BBLB",
964
+ "BBBL",
965
+ "BDBB",
966
+ "DBBB",
967
+ "BBLB",
968
+ "BBBL",
969
+ "BBDB",
970
+ "BBBD",
971
+ "BLBB",
972
+ "LBBB"
973
+ ],
974
+ behavior: behaviors.WALL,
975
+ renderer: renderPresets.PLANTCHAR,
976
+ category:"rpg",
977
+ tempHigh: 100,
978
+ stateHigh: "dead_plant",
979
+ tempLow: -1.66,
980
+ stateLow: "frozen_plant",
981
+ burn:15,
982
+ burnTime:60,
983
+ burnInto: "dead_plant",
984
+ breakInto: "dead_plant",
985
+ state: "solid",
986
+ density: 1050,
987
+ isPassable: true,
988
+ forceSaveColor: true,
989
+ properties: {
990
+ "age": 0
991
+ },
992
+ tick: function(pixel) {
993
+ if (Math.random() < 0.03 && pixel.age < 1) {
994
+ let canPlaceTree = true;
995
+ for (let xradius = 0; xradius < 5; xradius++) {
996
+ for (let yradius = 0; yradius < 5; yradius++) {
997
+ let checkX = pixel.x-2+xradius;
998
+ let checkY = pixel.y-2+yradius;
999
+ if (!isEmpty(checkX, checkY, true)) {
1000
+ let checkPixel = pixelMap[checkX][checkY];
1001
+ if (checkPixel.element === "rpg_tree" || checkPixel.element === "rpg_leaves") {
1002
+ canPlaceTree = false;
1003
+ break;
1004
+ }
1005
+ }
1006
+ }
1007
+ if (!canPlaceTree) break;
1008
+ }
1009
+
1010
+ if (canPlaceTree && pixel.generated === true) {
1011
+ createPixel("rpg_tree", pixel.x, pixel.y);
1012
+ }
1013
+ }
1014
+ pixel.age++;
1015
+ }
1016
+ }
1017
+
1018
+ elements.rpg_sand = {
1019
+ color: "#e6d577",
1020
+ behavior: behaviors.WALL,
1021
+ tempHigh: 1700,
1022
+ stateHigh: "molten_glass",
1023
+ category: "rpg",
1024
+ state: "solid",
1025
+ density: 1602,
1026
+ isPassable: true,
1027
+ forceSaveColor: true
1028
+ }
1029
+
1030
+ elements.rpg_leaves = {
1031
+ color: "#006300",
1032
+ behavior: behaviors.WALL,
1033
+ renderer: renderPresets.PLANTCHAR,
1034
+ category:"rpg",
1035
+ tempHigh: 100,
1036
+ stateHigh: "dead_plant",
1037
+ tempLow: -1.66,
1038
+ stateLow: "frozen_plant",
1039
+ burn:15,
1040
+ burnTime:60,
1041
+ burnInto: "dead_plant",
1042
+ breakInto: "dead_plant",
1043
+ state: "solid",
1044
+ density: 1050,
1045
+ forceSaveColor: true
1046
+ }
1047
+
1048
+ elements.rpg_tree = {
1049
+ color: "#694b37",
1050
+ behavior: behaviors.WALL,
1051
+ tick: function(pixel) {
1052
+ if (!isEmpty(pixel.x,pixel.y-1,true)) {
1053
+ if (elements[pixelMap[pixel.x][pixel.y-1].element].id === elements.rpg_leaves.id || elements[pixelMap[pixel.x][pixel.y-1].element].id === elements.hero.id) {
1054
+ return;
1055
+ }
1056
+ else {
1057
+ deletePixel(pixel.x,pixel.y-1)
1058
+ createPixel("rpg_leaves",pixel.x,pixel.y-1)
1059
+ }
1060
+ }
1061
+ if (!isEmpty(pixel.x,pixel.y-2,true)) {
1062
+ if (elements[pixelMap[pixel.x][pixel.y-2].element].id === elements.rpg_leaves.id || elements[pixelMap[pixel.x][pixel.y-2].element].id === elements.hero.id) {
1063
+ return;
1064
+ }
1065
+ else {
1066
+ deletePixel(pixel.x,pixel.y-2)
1067
+ createPixel("rpg_leaves",pixel.x,pixel.y-2)
1068
+ }
1069
+ }
1070
+ if (!isEmpty(pixel.x+1,pixel.y-1,true)) {
1071
+ if (elements[pixelMap[pixel.x+1][pixel.y-1].element].id === elements.rpg_leaves.id || elements[pixelMap[pixel.x+1][pixel.y-1].element].id === elements.hero.id) {
1072
+ return;
1073
+ }
1074
+ else {
1075
+ deletePixel(pixel.x+1,pixel.y-1)
1076
+ createPixel("rpg_leaves",pixel.x+1,pixel.y-1)
1077
+ }
1078
+ }
1079
+ if (!isEmpty(pixel.x-1,pixel.y-1,true)) {
1080
+ if (elements[pixelMap[pixel.x-1][pixel.y-1].element].id === elements.rpg_leaves.id || elements[pixelMap[pixel.x-1][pixel.y-1].element].id === elements.hero.id) {
1081
+ return;
1082
+ }
1083
+ else {
1084
+ deletePixel(pixel.x-1,pixel.y-1)
1085
+ createPixel("rpg_leaves",pixel.x-1,pixel.y-1)
1086
+ }
1087
+ }
1088
+ },
1089
+ renderer: renderPresets.WOODCHAR,
1090
+ tempHigh: 400,
1091
+ stateHigh: ["ember","charcoal","fire","fire","fire"],
1092
+ category: "rpg",
1093
+ burn: 5,
1094
+ burnTime: 300,
1095
+ burnInto: ["ember","charcoal","fire"],
1096
+ state: "solid",
1097
+ hardness: 0.15,
1098
+ breakInto: "sawdust",
1099
+ forceSaveColor: true
1100
+ }
1101
+
1102
+ elements.chest = {
1103
+ color: "#a0522d",
1104
+ tick: function(pixel) {
1105
+ doDefaults(pixel);
1106
+ if (pixel.contents === undefined) {
1107
+ pixel.contents = Math.random() < 0.75 ? "gold" : "sword";
1108
+ }
1109
+ },
1110
+ behavior: behaviors.WALL,
1111
+ renderer: renderPresets.WOODCHAR,
1112
+ tempHigh: 400,
1113
+ stateHigh: ["ember","charcoal","fire","fire","fire"],
1114
+ category: "rpg",
1115
+ burn: 5,
1116
+ burnTime: 300,
1117
+ burnInto: ["ember","charcoal","fire"],
1118
+ state: "solid",
1119
+ hardness: 0.15,
1120
+ breakInto: "sawdust",
1121
+ forceSaveColor: true
1122
+ }
1123
+
1124
+ elements.rpg_water = {
1125
+ color: "#2167ff",
1126
+ colorKey: {
1127
+ "L":"#2167ff",
1128
+ "B":"#4d85ff"
1129
+ },
1130
+ colorPattern: [
1131
+ "BLL",
1132
+ "BLL",
1133
+ "LLB",
1134
+ "LLB"
1135
+ ],
1136
+ behavior: behaviors.WALL,
1137
+ reactions: {
1138
+ "vinegar": { elem1:"dead_plant", elem2:null, chance:0.035 },
1139
+ "baking_soda": { elem1:"dead_plant", elem2:null, chance:0.01 },
1140
+ "bleach": { elem1:"dead_plant", elem2:null, chance:0.05 },
1141
+ "alcohol": { elem1:"dead_plant", elem2:null, chance:0.035 },
1142
+ "mercury": { elem1:"dead_plant", elem2:null, chance:0.01 },
1143
+ "salt": { elem1:"dead_plant", elem2:null, chance:0.001 },
1144
+ "stench": { elem2:null, chance:0.25 },
1145
+ "chlorine": { stain1:"#a2bf00" },
1146
+ },
1147
+ tempHigh: 100,
1148
+ stateHigh: "steam",
1149
+ tempLow: 0,
1150
+ stateLow: "ice",
1151
+ category: "rpg",
1152
+ heatCapacity: 4.184,
1153
+ state: "solid",
1154
+ density: 997,
1155
+ conduct: 0.02,
1156
+ forceSaveColor: true
1157
+ }
1158
+
1159
+ elements.rpg_stone = {
1160
+ color: "#808080",
1161
+ colorKey: {
1162
+ "L":"#949494",
1163
+ "B":"#7a7a7a"
1164
+ },
1165
+ colorPattern: [
1166
+ "LBL",
1167
+ "LBL",
1168
+ "LLB",
1169
+ "LLB",
1170
+ "BLL",
1171
+ "BLL",
1172
+ ],
1173
+ behavior: behaviors.WALL,
1174
+ tempHigh: 950,
1175
+ stateHigh: "magma",
1176
+ category: "rpg",
1177
+ state: "solid",
1178
+ density: 2550,
1179
+ hardness: 0.5,
1180
+ breakInto: "rock"
1181
+ }
1182
+
1183
+ elements.rpg_stone_floor = {
1184
+ color: "#808080",
1185
+ colorKey: {
1186
+ "B":"#808080",
1187
+ "L":"#4f4f4f"
1188
+ },
1189
+ colorPattern: [
1190
+ "BBLBLBBL",
1191
+ "BBBLBBLB",
1192
+ "BLBBBBLB",
1193
+ "BBBBBLBB",
1194
+ "BBLBLBBL",
1195
+ "BBBBBLBB",
1196
+ "BBBLLBBB",
1197
+ "BLBBBLBB",
1198
+ "BLBBBBLB",
1199
+ "BBBBBLBB",
1200
+ "BBBLLBBB",
1201
+ "LBBLBLBL",
1202
+ "BBBBBLBB",
1203
+ "BBLBLBBL",
1204
+ "BLBBBLBB",
1205
+ "BLBBBBLB",
1206
+ "BBLBLBBL",
1207
+ "BBBLBBLB",
1208
+ "BLBBBBLB",
1209
+ "BBBBBLBB",
1210
+ "BBLBLBBL",
1211
+ "BBBBBLBB",
1212
+ "BBBLLBBB",
1213
+ "BLBBBLBB",
1214
+ "BLBBBBLB",
1215
+ ],
1216
+ behavior: behaviors.WALL,
1217
+ tempHigh: 950,
1218
+ stateHigh: "magma",
1219
+ category: "rpg",
1220
+ state: "solid",
1221
+ density: 2550,
1222
+ hardness: 0.5,
1223
+ isPassable: true,
1224
+ breakInto: "rock"
1225
+ }
1226
+
1227
+ const noise = {
1228
+ permutation: [],
1229
+ p: new Array(512),
1230
+
1231
+ init() {
1232
+ for(let i=0; i<256; i++) {
1233
+ this.permutation[i] = Math.floor(Math.random() * 256);
1234
+ }
1235
+
1236
+ for(let i=0; i<512; i++) {
1237
+ this.p[i] = this.permutation[i & 255];
1238
+ }
1239
+ },
1240
+
1241
+ perlin2(x, y) {
1242
+ let X = Math.floor(x) & 255;
1243
+ let Y = Math.floor(y) & 255;
1244
+
1245
+ x -= Math.floor(x);
1246
+ y -= Math.floor(y);
1247
+
1248
+ let u = this.fade(x);
1249
+ let v = this.fade(y);
1250
+
1251
+ let A = this.p[X] + Y;
1252
+ let B = this.p[X + 1] + Y;
1253
+
1254
+ return this.lerp(
1255
+ v,
1256
+ this.lerp(
1257
+ u,
1258
+ this.grad(this.p[A], x, y),
1259
+ this.grad(this.p[B], x-1, y)
1260
+ ),
1261
+ this.lerp(
1262
+ u,
1263
+ this.grad(this.p[A+1], x, y-1),
1264
+ this.grad(this.p[B+1], x-1, y-1)
1265
+ )
1266
+ );
1267
+ },
1268
+
1269
+ fade(t) {
1270
+ return t * t * t * (t * (t * 6 - 15) + 10);
1271
+ },
1272
+
1273
+ lerp(t, a, b) {
1274
+ return a + t * (b - a);
1275
+ },
1276
+
1277
+ grad(hash, x, y) {
1278
+ let h = hash & 15;
1279
+ let grad = 1 + (h & 7);
1280
+ if(h & 8) grad = -grad;
1281
+ return grad * x + grad * y;
1282
+ }
1283
+ };
1284
+ noise.init();
1285
+
1286
+ elements.map_generator = {
1287
+ color: "#999999",
1288
+ behavior: behaviors.FILL,
1289
+ tick: function(pixel) {
1290
+ if (pixel.elevationIndex === undefined) {
1291
+ let scale = 0.05
1292
+ pixel.elevationIndex = noise.perlin2(pixel.x * scale, pixel.y * scale)
1293
+ }
1294
+
1295
+ if (pixel.age > 100) {
1296
+ if (pixel.elevationIndex >= 2 + Math.random()/20) {
1297
+ deletePixel(pixel.x,pixel.y)
1298
+ createPixel("rpg_stone_floor",pixel.x,pixel.y)
1299
+ }
1300
+ else if (pixel.elevationIndex >= -0.1 + Math.random()/20) {
1301
+ deletePixel(pixel.x,pixel.y)
1302
+ createPixel("rpg_grass",pixel.x,pixel.y)
1303
+ pixelMap[pixel.x][pixel.y].generated = true
1304
+ }
1305
+ else if (pixel.elevationIndex >= -0.3 + Math.random()/20) {
1306
+ deletePixel(pixel.x,pixel.y)
1307
+ createPixel("rpg_sand",pixel.x,pixel.y)
1308
+ }
1309
+ else {
1310
+ deletePixel(pixel.x,pixel.y)
1311
+ createPixel("rpg_water",pixel.x,pixel.y)
1312
+ }
1313
+ return
1314
+ }
1315
+
1316
+ const neighbors = [
1317
+ [0,1], [0,-1], [1,0], [-1,0],
1318
+ [-1,1], [1,1], [-1,-1], [1,-1]
1319
+ ]
1320
+
1321
+ for (let [dx,dy] of neighbors) {
1322
+ let nx = pixel.x + dx
1323
+ let ny = pixel.y + dy
1324
+
1325
+ if (!isEmpty(nx,ny,true)) {
1326
+ let neighbor = pixelMap[nx][ny]
1327
+ if (neighbor.elevationIndex === undefined) {
1328
+ let noiseValue = noise.perlin2(nx * 0.05, ny * 0.05)
1329
+ neighbor.elevationIndex = (pixel.elevationIndex + noiseValue) / 2
1330
+ }
1331
+ }
1332
+ }
1333
+
1334
+ pixel.age++
1335
+ },
1336
+ properties: {
1337
+ "age": 0
1338
+ },
1339
+ category: "rpg",
1340
+ excludeRandom: true,
1341
+ density: 1834
1342
+ }