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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+ <html>
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+
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+ <head>
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+ <meta charset="utf-8">
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+ <title>Sandboxels Lite</title>
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+ <meta charset="utf-8">
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+ <meta name="description" content="A falling sand simulation game.">
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+ <meta name="keywords" content="falling sand, elements, pixel art, simulator, powder">
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+ <meta name="author" content="R74n">
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+ <link href="https://fonts.googleapis.com/css?family=Press+Start+2P" rel="stylesheet">
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+ <meta name="viewport" content="width=device-width, initial-scale=1">
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+ <script src="https://R74n.com/load.js"></script>
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+ <meta http-equiv='content-language' content='en-us'>
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+
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+ <style>
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+ html,
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+ body {
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+ width: 100%;
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+ height: 100%;
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+ margin: 0;
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+ }
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+
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+ body {
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+ font-family: 'Press Start 2P';
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+ background-color: #000000;
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+ color: #ffffff;
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+ }
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+
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+ h1 {
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+ padding: 10px;
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+ }
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+ a {
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+ color: rgb(255, 0, 255);
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+ text-decoration: none;
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+ }
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+ }
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+ a:active,
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+ }
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+
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+ #gameDiv {
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+ /*game canvas*/
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+ border: 1px solid #ffffff;
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+ position: absolute;
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+ left: 50%;
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+ transform: translate(-50%, -0%);
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+ -webkit-touch-callout: none;
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+ -webkit-user-select: none;
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+ /* Safari */
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+ -khtml-user-select: none;
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+ -moz-user-select: none;
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+ /* Internet Explorer/Edge */
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+ user-select: none;
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+ outline: inherit;
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+ position: absolute;
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+ left: 50%;
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+ transform: translate(-50%, -0%);
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+ margin-top: 10px;
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+ width: 100%;
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+ }
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+
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+ #controls button {
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+ padding: 5px 10px;
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+ border-radius: 5px;
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+ font-size: 1em;
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+ text-shadow: 0.5px 1px 4px #000000;
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+ color: rgba(255, 255, 255, 0.75);
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111
+
112
+ #controls button:disabled {
113
+ cursor: not-allowed;
114
+ }
115
+
116
+ #controls button[current="true"],
117
+ #controls button[on="true"] {
118
+ border: 1px solid #ffffff;
119
+ filter: brightness(110%);
120
+ box-shadow: 0 5px 15px rgba(255, 255, 255, .4);
121
+ color: rgba(255, 255, 255, 1);
122
+ }
123
+
124
+ #controls button.bright[current="true"] {
125
+ color: rgba(0, 0, 0, 1);
126
+ }
127
+
128
+ #controls button[on="true"] {
129
+ border-color: lime;
130
+ color: lime;
131
+ }
132
+
133
+ #controls div {
134
+ display: block;
135
+ }
136
+
137
+ .stat {
138
+ margin-right: 25px;
139
+ margin-bottom: 5px;
140
+ float: right;
141
+ }
142
+
143
+ #stats {
144
+ margin: 0px 5px 5px 5px;
145
+ font-size: 0.75em;
146
+ height: 2em;
147
+ }
148
+
149
+ #stat-pos,
150
+ #stat-pixels,
151
+ #stat-shift,
152
+ #stat-tps,
153
+ #stat-ticks {
154
+ float: left;
155
+ }
156
+
157
+ .categoryName {
158
+ font-size: 0.75em;
159
+ text-transform: uppercase;
160
+ margin-left: 5px;
161
+ vertical-align: middle;
162
+ }
163
+
164
+ #extraInfo {
165
+ margin: 5px
166
+ }
167
+ </style>
168
+
169
+ <script>
170
+ //replaceAll polyfill
171
+ if (!String.prototype.replaceAll) {
172
+ String.prototype.replaceAll = function (str, newStr) {
173
+ if (Object.prototype.toString.call(str).toLowerCase() === '[object regexp]') {
174
+ return this.replace(str, newStr);
175
+ }
176
+ return this.replace(new RegExp(str, 'g'), newStr);
177
+ };
178
+ }
179
+ </script>
180
+
181
+ <script>
182
+ behaviors = {
183
+ "POWDER": [
184
+ "XX|XX|XX",
185
+ "XX|XX|XX",
186
+ "M2|M1|M2",
187
+ ],
188
+ "AGPOWDER": [
189
+ "M2|M1|M2",
190
+ "XX|XX|XX",
191
+ "XX|XX|XX",
192
+ ],
193
+ "LIQUID": [
194
+ "XX|XX|XX",
195
+ "M2|XX|M2",
196
+ "M1|M1|M1",
197
+ ],
198
+ "AGLIQUID": [
199
+ "M1|M1|M1",
200
+ "M2|XX|M2",
201
+ "XX|XX|XX",
202
+ ],
203
+ "WALL": [
204
+ "XX|XX|XX",
205
+ "XX|XX|XX",
206
+ "XX|XX|XX",
207
+ ],
208
+ "UL_UR": [
209
+ "M1|M1|M1",
210
+ "M2|XX|M2",
211
+ "XX|XX|XX",
212
+ ],
213
+ "GAS": [
214
+ "M2|M1|M2",
215
+ "M1|XX|M1",
216
+ "M2|M1|M2",
217
+ ],
218
+ "DGAS": [
219
+ "M2|M1|M2",
220
+ "M1|DL%5|M1",
221
+ "M2|M1|M2",
222
+ ],
223
+ "SUPPORT": [
224
+ "XX|XX|XX",
225
+ "SP|XX|SP",
226
+ "XX|M1|XX",
227
+ ],
228
+ "SUPPORTPOWDER": [
229
+ "XX|XX|XX",
230
+ "SP|XX|SP",
231
+ "M2|M1|M2",
232
+ ],
233
+ "DELETE": [
234
+ "XX|DL|XX",
235
+ "DL|XX|DL",
236
+ "XX|DL|XX",
237
+ ],
238
+ "FILL": [
239
+ "XX|CL|XX",
240
+ "CL|XX|CL",
241
+ "XX|CL|XX",
242
+ ],
243
+ "STURDYPOWDER": [
244
+ "XX|XX|XX",
245
+ "XX|XX|XX",
246
+ "XX|M1|XX",
247
+ ],
248
+ "SELFDELETE": [
249
+ "XX|XX|XX",
250
+ "XX|DL|XX",
251
+ "XX|XX|XX",
252
+ ],
253
+ "FOAM": [
254
+ "SW:water%10|SW:water%10|SW:water%10",
255
+ "XX|DL%5|XX",
256
+ "M2%25|M1%25|M2%25",
257
+ ],
258
+ "BUBBLE": [
259
+ "SW:water%25|SW:water%25|SW:water%25",
260
+ "M1%5|DL%0.25|M1%5",
261
+ "M1%2|M1%1|M1%2",
262
+ ],
263
+ "STICKY": [
264
+ "XX|ST|XX",
265
+ "ST|XX|ST",
266
+ "XX|ST AND M1|XX",
267
+ ],
268
+ "MOLTEN": [
269
+ "XX|CR:fire%2.5|XX",
270
+ "M2|XX|M2",
271
+ "M1|M1|M1",
272
+ ],
273
+ }
274
+ eLists = {
275
+ "ANIMAL": ["flea", "ant", "fly", "firefly", "bee", "frog", "fish", "worm", "termite", "rat"],
276
+ "CLEANANIMAL": ["ant", "firefly", "bee", "frog", "fish"],
277
+ }
278
+
279
+ airDensity = 1.225; // kg/m^3
280
+ airTemp = 20; // Celsius
281
+ // Object storing various powders, called elements
282
+ // name - name of the element
283
+ // color - color of the element's pixel
284
+ // density - density of the element [unused currently] (kg/m^3)
285
+ // behavior - behavior of the element
286
+ // flam - temperature of combustion [unused currently]
287
+ // temp - default temperature of the element (Celsius)
288
+ // tempHigh - highest temperature before state change
289
+ // tempLow - lowest temperature before state change
290
+ // stateHigh - element transformed into when tempHigh is reached
291
+ // stateLow - element transformed into when tempLow is reached
292
+ // viscosity - how slow a liquid will move (higher = slower) (cps)
293
+
294
+ // [Future]
295
+ // changeAfter - seconds before element dissolves
296
+ // change - element transformed into after time
297
+ elements = {
298
+ "heat": {
299
+ "name": "heat",
300
+ "color": "#ff0000",
301
+ "behavior": behaviors.WALL,
302
+ "temp": 2,
303
+ "category": "tools",
304
+ },
305
+ "cool": {
306
+ "name": "cool",
307
+ "color": "#0000ff",
308
+ "behavior": behaviors.WALL,
309
+ "temp": -2,
310
+ "category": "tools",
311
+ },
312
+ "erase": {
313
+ "name": "erase",
314
+ "color": "#ff00ff",
315
+ "behavior": behaviors.WALL,
316
+ "category": "tools",
317
+ },
318
+ "sand": {
319
+ "name": "sand",
320
+ "color": "#ffff00",
321
+ "behavior": behaviors.POWDER,
322
+ "density": 1602,
323
+ "category": "land",
324
+ },
325
+ "water": {
326
+ "name": "water",
327
+ "color": "#0055ff",
328
+ "behavior": behaviors.LIQUID,
329
+ "density": 997,
330
+ "tempHigh": 100,
331
+ "stateHigh": "steam",
332
+ "tempLow": 0,
333
+ "stateLow": "ice",
334
+ "viscosity": 1,
335
+ "category": "liquids",
336
+ },
337
+ "dirt": {
338
+ "name": "dirt",
339
+ "color": "#555500",
340
+ "behavior": behaviors.POWDER,
341
+ "category": "land",
342
+ },
343
+ "grass": {
344
+ "name": "grass",
345
+ "color": "#00ff00",
346
+ "behavior": behaviors.WALL,
347
+ "category": "land",
348
+ },
349
+ "wall": {
350
+ "name": "wall",
351
+ "color": "#3a3a3a",
352
+ "behavior": behaviors.WALL,
353
+ "density": 0,
354
+ "category": "solids",
355
+ },
356
+ "steam": {
357
+ "name": "steam",
358
+ "color": "#70fff5",
359
+ "behavior": behaviors.GAS,
360
+ "density": 0.013,
361
+ "temp": 100,
362
+ "stateLow": "water",
363
+ "category": "gases",
364
+ },
365
+ "ice": {
366
+ "name": "ice",
367
+ "color": "#00a6ff",
368
+ "behavior": behaviors.WALL,
369
+ "density": 917,
370
+ "temp": 0,
371
+ "tempHigh": 5,
372
+ "stateHigh": "water",
373
+ "category": "solids",
374
+ },
375
+ "snow": {
376
+ "name": "snow",
377
+ "color": "#ffffff",
378
+ "behavior": behaviors.POWDER,
379
+ "density": 100,
380
+ "temp": 0,
381
+ "tempHigh": 5,
382
+ "stateHigh": "water",
383
+ "category": "land",
384
+ },
385
+ "wood": {
386
+ "name": "wood",
387
+ "color": "#5b3a00",
388
+ "behavior": behaviors.WALL,
389
+ "density": 745,
390
+ "category": "solids",
391
+ },
392
+
393
+ }
394
+
395
+ // Loop through behaviors and each behavior, if it is a string, split the items and replace the value with the array
396
+ for (var behavior in behaviors) {
397
+ if (typeof behaviors[behavior][0] === "string") {
398
+ var newbehavior = [];
399
+ for (var i = 0; i < behaviors[behavior].length; i++) {
400
+ newbehavior.push(behaviors[behavior][i].split("|"));
401
+ }
402
+ behaviors[behavior] = newbehavior;
403
+ }
404
+ }
405
+
406
+ // Loop through each element. If it has a tempHigh, but not a stateHigh, create a new molten element
407
+ for (element in elements) {
408
+ if (elements[element].tempHigh && !elements[element].stateHigh) {
409
+ var newname = "molten_" + element;
410
+ elements[element].stateHigh = newname;
411
+ elements[newname] = {
412
+ "name": newname.replaceAll("_", " "),
413
+ "color": ["#ff6f00", "#ff8c00", "#ff4d00"],
414
+ "behavior": behaviors.MOLTEN,
415
+ "density": elements[element].density / 2,
416
+ "temp": elements[element].tempHigh,
417
+ "tempLow": elements[element].tempHigh - 100,
418
+ "stateLow": element,
419
+ "viscosity": 10000,
420
+ "hidden": true,
421
+ }
422
+ }
423
+ if (elements[element].behavior && typeof elements[element].behavior[0] === "string") {
424
+ var newbehavior = [];
425
+ for (var i = 0; i < elements[element].behavior.length; i++) {
426
+ newbehavior.push(elements[element].behavior[i].split("|"));
427
+ }
428
+ elements[element].behavior = newbehavior;
429
+ }
430
+ }
431
+
432
+ function hexToRGB(hex) {
433
+ var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
434
+ return result ? {
435
+ r: parseInt(result[1], 16),
436
+ g: parseInt(result[2], 16),
437
+ b: parseInt(result[3], 16)
438
+ } : null;
439
+ }
440
+ // convert every color in the elements object to rgb
441
+ for (var key in elements) {
442
+ if (elements.hasOwnProperty(key)) {
443
+ // if the color is an array, loop over each one
444
+ if (elements[key].color instanceof Array) {
445
+ var rgbs = [];
446
+ var rgbos = [];
447
+ for (var i = 0; i < elements[key].color.length; i++) {
448
+ var c = elements[key].color[i];
449
+ if (c.startsWith("#")) {
450
+ var rgb = hexToRGB(c);
451
+ rgbs.push("rgb(" + rgb.r + "," + rgb.g + "," + rgb.b + ")");
452
+ rgbos.push(rgb);
453
+ } else {
454
+ rgbs.push(c);
455
+ }
456
+ }
457
+ elements[key].color = rgbs;
458
+ elements[key].colorObject = rgbos;
459
+ } else {
460
+ // if elements[key].color starts with #
461
+ if (elements[key].color.startsWith("#")) {
462
+ var rgb = hexToRGB(elements[key].color);
463
+ elements[key].color = "rgb(" + rgb.r + "," + rgb.g + "," + rgb.b + ")";
464
+ elements[key].colorObject = rgb;
465
+ }
466
+ }
467
+ }
468
+ }
469
+
470
+ currentPixels = [];
471
+ currentID = 0;
472
+ // Pixel class, with attributes such as x, y, and element
473
+ class Pixel {
474
+ constructor(x, y, element) {
475
+ this.x = x;
476
+ this.y = y;
477
+ this.element = element;
478
+ var elementInfo = elements[element];
479
+ this.color = pixelColorPick(this);
480
+ // If element doesn't have temp attribute, set temp to airTemp
481
+ if (elementInfo.temp == undefined) {
482
+ this.temp = airTemp;
483
+ } else {
484
+ this.temp = elementInfo.temp;
485
+ }
486
+ this.start = pixelTicks;
487
+ this.id = currentID;
488
+ if (elementInfo.burning) {
489
+ this.burning = true;
490
+ this.burnStart = pixelTicks;
491
+ } else {
492
+ this.burning = false;
493
+ }
494
+ currentID++;
495
+ pixelMap[x][y] = this;
496
+ }
497
+ }
498
+ pixelSize = 10;
499
+
500
+ function outOfBounds(x, y) {
501
+ // Returns true if the pixel is out of bounds
502
+ return y > height - 1 || y < 1 || x > width - 1 || x < 1
503
+ }
504
+
505
+ function isEmpty(x, y, ignoreBounds = false) {
506
+ if (outOfBounds(x, y)) {
507
+ return ignoreBounds;
508
+ }
509
+ return pixelMap[x][y] == undefined;
510
+ }
511
+
512
+ function canMove(pixel, x, y) {
513
+ if (isEmpty(x, y)) {
514
+ return true;
515
+ }
516
+ }
517
+
518
+ function movePixel(pixel, x, y, leaveBehind = null) {
519
+ // if the pixel isn't in currentPixels, return
520
+ if (!currentPixels.includes(pixel)) {
521
+ return;
522
+ }
523
+ // Delete the pixel from the old position
524
+ delete pixelMap[pixel.x][pixel.y];
525
+ if (leaveBehind != null && isEmpty(pixel.x, pixel.y)) {
526
+ createPixel(leaveBehind, pixel.x, pixel.y);
527
+ }
528
+ pixel.x = x;
529
+ pixel.y = y;
530
+ pixelMap[x][y] = pixel;
531
+ }
532
+
533
+ function clonePixel(pixel, x, y) {
534
+ currentPixels.push(new Pixel(x, y, pixel.element));
535
+ }
536
+
537
+ function createPixel(element, x, y) {
538
+ currentPixels.push(new Pixel(x, y, element));
539
+ }
540
+
541
+ function deletePixel(x, y, id = null) {
542
+ delete pixelMap[x][y];
543
+ if (id != null) {
544
+ for (var i = 0; i < currentPixels.length; i++) {
545
+ if (currentPixels[i].id == id) {
546
+ currentPixels.splice(i, 1);
547
+ return;
548
+ }
549
+ }
550
+ }
551
+ for (var i = 0; i < currentPixels.length; i++) {
552
+ if (currentPixels[i].x == x && currentPixels[i].y == y) {
553
+ currentPixels.splice(i, 1);
554
+ break;
555
+ }
556
+ }
557
+ }
558
+
559
+ function swapPixels(pixel1, pixel2) {
560
+ var tempX = pixel1.x;
561
+ var tempY = pixel1.y;
562
+ pixel1.x = pixel2.x;
563
+ pixel1.y = pixel2.y;
564
+ pixel2.x = tempX;
565
+ pixel2.y = tempY;
566
+ pixelMap[pixel1.x][pixel1.y] = pixel1;
567
+ pixelMap[pixel2.x][pixel2.y] = pixel2;
568
+ }
569
+
570
+ function behaviorCoords(x, y, bx, by) {
571
+ bx -= 1;
572
+ by -= 1;
573
+ x += bx;
574
+ y += by;
575
+ return {
576
+ x: x,
577
+ y: y
578
+ };
579
+ }
580
+ /* New Behavior Example (Sand)
581
+ [
582
+ ["XX","XX","XX"],
583
+ ["XX","XX","XX"],
584
+ ["M2","M1","M2"]
585
+ ] */
586
+ /* Behavior Rules
587
+ XX = Ignore
588
+ M1 = Move (First Priority)
589
+ M2 = Move (Second Priority)
590
+ SP = Support (Doesn't move if all aren't empty)
591
+ DL = Delete
592
+ CL = Clone
593
+ CH = Change
594
+ RP = Replace (Move to an existing element)
595
+ CR:element_name = Create a pixel of element_name
596
+ LB:element_name = Leave behind a pixel of element_name when moved (Must be center cell)
597
+ %(num) = Chance of rule happening
598
+ L1:element_name = Leave behind only on M1 moves
599
+ L2:element_name = Leave behind only on M2 moves
600
+ SW = Swap
601
+ HT = Heat
602
+ CO = Cool
603
+ CC = Change Color (Hexadecimal)
604
+ ST = Stick
605
+ */
606
+ function pixelTick(pixel) {
607
+ if (pixel.start == pixelTicks) {
608
+ return
609
+ }
610
+ var info = elements[pixel.element];
611
+ var behavior = info.behavior;
612
+ var x = pixel.x;
613
+ var y = pixel.y;
614
+ var move1Spots = [];
615
+ var move2Spots = [];
616
+ var supportSpots = [];
617
+ var replaceSpots = [];
618
+ var swapSpots = [];
619
+ var sticking = false;
620
+ var deleted = false;
621
+ var leaveBehind = null;
622
+ var leaveBehind1 = null;
623
+ var leaveBehind2 = null;
624
+ // Parse behavior
625
+ for (var by = 0; by < behavior.length; by++) {
626
+ for (var bx = 0; bx < behavior[by].length; bx++) {
627
+ var b0 = behavior[by][bx].trim();
628
+ //if (b.includes(" OR ")) {
629
+ // b = b.split(" OR ")[Math.floor(Math.random()*b.split(" OR ").length)];
630
+ //}
631
+ // Loop through b0.split(" AND ")
632
+ for (var i = 0; i < b0.split(" AND ").length; i++) {
633
+ var b = b0.split(" AND ")[i];
634
+ var arg = null;
635
+ if (b.includes(":")) {
636
+ arg = b.split(":")[1].split(/[\:\%]/)[0];
637
+ if (!b.includes("%")) {
638
+ b = b.split(/[\:\%]/)[0];
639
+ }
640
+ }
641
+ // If b has "%" followed by a number in it, it's a chance to move
642
+ if (b.includes("%")) {
643
+ // Split the string at the "%" and use the second half as the chance (float)
644
+ var chance = parseFloat(b.split("%")[1]);
645
+ //console.log(b+": "+(Math.random()*100 < chance));
646
+ b = b.split(/[\:\%]/)[0];
647
+ } else {
648
+ var chance = 100;
649
+ }
650
+ if (b == "XX" || b == "") {
651
+ continue
652
+ }
653
+ if (Math.random() * 100 < chance) {
654
+ var newCoords = behaviorCoords(x, y, bx, by);
655
+ if (b == "M1") {
656
+ if (!((Math.random() * 100) < 100 / ((info.viscosity || 1) ** 0.25))) {
657
+ newCoords.x = x;
658
+ }
659
+ move1Spots.push(newCoords);
660
+ } else if (b == "M2") {
661
+ if (!((Math.random() * 100) < 100 / ((info.viscosity || 1) ** 0.25))) {
662
+ newCoords.x = x;
663
+ }
664
+ move2Spots.push(newCoords);
665
+ } else if (b == "SP") {
666
+ supportSpots.push({
667
+ x: newCoords.x,
668
+ y: newCoords.y,
669
+ arg: arg
670
+ });
671
+ } else if (b == "DL") {
672
+ if ((!isEmpty(newCoords.x, newCoords.y)) && !outOfBounds(newCoords.x, newCoords.y)) {
673
+ // if the pixel at newCoords is the same element as the pixel, ignore
674
+ newPixel = pixelMap[newCoords.x][newCoords.y];
675
+ if ((!(newPixel.element == pixel.element)) || (newCoords.x == x && newCoords.y ==
676
+ y)) {
677
+ if (arg != null) {
678
+ var args = arg.split(",");
679
+ }
680
+ if (arg == null || args.includes(newPixel.element)) {
681
+ deletePixel(newCoords.x, newCoords.y);
682
+ if (newCoords.x == x && newCoords.y == y) {
683
+ deleted = true;
684
+ }
685
+ }
686
+ }
687
+ }
688
+ } else if (b == "CL") {
689
+ if (isEmpty(newCoords.x, newCoords.y)) {
690
+ clonePixel(pixel, newCoords.x, newCoords.y);
691
+ }
692
+ }
693
+ //Change pixel
694
+ else if (b == "CH") {
695
+ if (!isEmpty(newCoords.x, newCoords.y) && !outOfBounds(newCoords.x, newCoords.y)) {
696
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
697
+ if (arg.includes(">")) {
698
+ var argfrom = arg.split(">")[0];
699
+ var argto = arg.split(">")[1];
700
+ } else {
701
+ var argfrom = null;
702
+ var argto = arg;
703
+ }
704
+ if (argto.includes(",")) {
705
+ var argto = argto.split(",")[Math.floor(Math.random() * argto.split(",")
706
+ .length)];
707
+ }
708
+ if ((newPixel.element != argto) && (argfrom == null || argfrom == newPixel
709
+ .element)) {
710
+ newPixel.element = argto;
711
+ newPixel.color = pixelColorPick(newPixel);
712
+ newPixel.start = pixelTicks;
713
+ if (elements[argto].burning != true) {
714
+ newPixel.burning = false;
715
+ }
716
+ }
717
+ }
718
+ }
719
+ //Replace pixel
720
+ /*else if (b == "RP") {
721
+ replaceSpots.push({x:newCoords.x,y:newCoords.y,arg:arg});
722
+ }*/
723
+ //Create pixel
724
+ else if (b == "CR") {
725
+ if (isEmpty(newCoords.x, newCoords.y)) {
726
+ if (arg == null) {
727
+ arg = pixel.element;
728
+ } else if (arg.includes(",")) {
729
+ arg = arg.split(",")[Math.floor(Math.random() * arg.split(",").length)];
730
+ }
731
+ createPixel(arg, newCoords.x, newCoords.y);
732
+ }
733
+ }
734
+ //Leave behind element
735
+ else if (b == "LB" || b == "L1" || b == "L2") {
736
+ if (arg != null && arg.includes(",")) {
737
+ arg = arg.split(",")[Math.floor(Math.random() * arg.split(",").length)];
738
+ }
739
+ if (b == "LB") {
740
+ leaveBehind = arg;
741
+ } else if (b == "L1") {
742
+ leaveBehind1 = arg;
743
+ } else if (b == "L2") {
744
+ leaveBehind2 = arg;
745
+ }
746
+ }
747
+ //Swap
748
+ else if (b == "SW") {
749
+ if (!isEmpty(newCoords.x, newCoords.y) && !outOfBounds(newCoords.x, newCoords.y)) {
750
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
751
+ if (arg != null) {
752
+ var args = arg.split(",");
753
+ }
754
+ if (arg == null || args.includes(newPixel.element)) {
755
+ swapSpots.push({
756
+ x: newCoords.x,
757
+ y: newCoords.y
758
+ });
759
+ }
760
+ }
761
+ }
762
+ //Heat
763
+ else if (b == "HT") {
764
+ if (!isEmpty(newCoords.x, newCoords.y) && !outOfBounds(newCoords.x, newCoords.y)) {
765
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
766
+ if (arg != null) {
767
+ arg = parseFloat(arg)
768
+ } else {
769
+ arg = 1
770
+ }
771
+ if (arg == NaN) {
772
+ arg = 1
773
+ }
774
+ newPixel.temp += arg;
775
+ pixelTempCheck(newPixel);
776
+ }
777
+ }
778
+ //Cool
779
+ else if (b == "CO") {
780
+ if (!isEmpty(newCoords.x, newCoords.y) && !outOfBounds(newCoords.x, newCoords.y)) {
781
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
782
+ if (arg != null) {
783
+ arg = parseFloat(arg)
784
+ } else {
785
+ arg = 1
786
+ }
787
+ if (arg == NaN) {
788
+ arg = 1
789
+ }
790
+ newPixel.temp -= arg;
791
+ pixelTempCheck(newPixel);
792
+ }
793
+ }
794
+ //Change color
795
+ else if (b == "CC") {
796
+ if (!isEmpty(newCoords.x, newCoords.y) && !outOfBounds(newCoords.x, newCoords.y)) {
797
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
798
+ if (arg == null) {
799
+ arg = newPixel.colorObject
800
+ } else {
801
+ if (arg.includes(",")) {
802
+ arg = arg.split(",")[Math.floor(Math.random() * arg.split(",").length)];
803
+ }
804
+ if (!arg.startsWith("#")) {
805
+ arg = "#" + arg;
806
+ }
807
+ }
808
+ newPixel.color = pixelColorPick(newPixel, arg);
809
+ }
810
+ }
811
+ //Stick
812
+ else if (b == "ST") {
813
+ if (!isEmpty(newCoords.x, newCoords.y) && !outOfBounds(newCoords.x, newCoords.y)) {
814
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
815
+ if (newPixel.element != pixel.element && (arg == null || newPixel.element == arg)) {
816
+ sticking = true
817
+ }
818
+ }
819
+ }
820
+
821
+
822
+ }
823
+ }
824
+ }
825
+ }
826
+ if (deleted) {
827
+ return;
828
+ }
829
+ var move = true;
830
+ if (supportSpots.length > 0) {
831
+ var supportCount = 0;
832
+ var allEmpty = true;
833
+ for (var i = 0; i < supportSpots.length; i++) {
834
+ var bx = supportSpots[i].x;
835
+ var by = supportSpots[i].y;
836
+ var arg = supportSpots[i].arg;
837
+ if ((!isEmpty(bx, by)) && !outOfBounds(bx, by)) {
838
+ if (pixelMap[bx][by].element == arg || arg == null) {
839
+ supportCount++;
840
+ }
841
+ }
842
+ }
843
+ if (supportCount == supportSpots.length) {
844
+ move = false;
845
+ }
846
+ }
847
+ /*replaceSpotsCopy = replaceSpots.slice();
848
+ if (replaceSpots.length > 0) {
849
+ while (move1Spots.length > 0) {
850
+ // coords = random item of replaceSpots
851
+ var newCoords = replaceSpots[Math.floor(Math.random()*replaceSpots.length)];
852
+ if (!isEmpty(newCoords.x,newCoords.y) && !outOfBounds(newCoords.x,newCoords.y)) {
853
+ if (newPixel.element == newCoords.arg || newCoords.arg == null) {
854
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
855
+ var newCoords = replaceSpots[Math.floor(Math.random()*replaceSpots.length)];
856
+ deletePixel(newCoords.x,newCoords.y);
857
+ pixelMap[newCoords.x][newCoords.y] = pixel;
858
+ pixel.x = newCoords.x;
859
+ pixel.y = newCoords.y;
860
+ moved = true;
861
+ replaceSpotsCopy.splice(replaceSpotsCopy.indexOf(newCoords),1);
862
+ break;
863
+ }
864
+ }
865
+ replaceSpots.splice(replaceSpots.indexOf(newCoords),1);
866
+ }
867
+ }
868
+ if (replaceSpotsCopy.length > 0 && !moved) {
869
+ // combine replaceSpotsCopy and move2Spots
870
+ move2Spots = move2Spots.concat(replaceSpotsCopy);
871
+ }*/
872
+
873
+ var moved = false;
874
+
875
+ if (swapSpots.length > 0) {
876
+ var coords = swapSpots[Math.floor(Math.random() * swapSpots.length)];
877
+ swapPixels(pixel, pixelMap[coords.x][coords.y]);
878
+ move = false;
879
+ moved = true;
880
+ }
881
+
882
+ if (sticking) {
883
+ move = false;
884
+ }
885
+
886
+ // Move First Priority
887
+ if (move) {
888
+ if (move1Spots.length > 0) {
889
+ // While move1Spots is not empty
890
+ while (move1Spots.length > 0) {
891
+ // coords = random item of move1Spots
892
+ var coords = move1Spots[Math.floor(Math.random() * move1Spots.length)];
893
+ var nx = coords.x;
894
+ var ny = coords.y;
895
+ if (isEmpty(nx, ny)) { // If coords is empty, move to coords
896
+ movePixel(pixel, nx, ny, leaveBehind1 || leaveBehind);
897
+ moved = true;
898
+ break;
899
+ } else { // Remove from move1Spots
900
+ move1Spots.splice(move1Spots.indexOf(coords), 1);
901
+ }
902
+ }
903
+ }
904
+ // Move Second Priority
905
+ if (!moved && move2Spots.length > 0) {
906
+ // While move2Spots is not empty
907
+ while (move2Spots.length > 0) {
908
+ // coords = random item of move2Spots
909
+ var coords = move2Spots[Math.floor(Math.random() * move2Spots.length)];
910
+ var nx = coords.x;
911
+ var ny = coords.y;
912
+ if (isEmpty(nx, ny)) { // If coords is empty, move to coords
913
+ movePixel(pixel, nx, ny, leaveBehind2 || leaveBehind);
914
+ moved = true;
915
+ break;
916
+ } else { // Remove from move2Spots
917
+ move2Spots.splice(move2Spots.indexOf(coords), 1);
918
+ }
919
+ }
920
+ }
921
+ }
922
+
923
+ if (pixel.burning) {
924
+ pixel.temp += 1;
925
+ pixelTempCheck(pixel);
926
+ var burnSpots = [{
927
+ x: pixel.x + 1,
928
+ y: pixel.y
929
+ },
930
+ {
931
+ x: pixel.x - 1,
932
+ y: pixel.y
933
+ },
934
+ {
935
+ x: pixel.x,
936
+ y: pixel.y + 1
937
+ },
938
+ {
939
+ x: pixel.x,
940
+ y: pixel.y - 1
941
+ },
942
+ ];
943
+ // loop through burnspots
944
+ for (var i = 0; i < burnSpots.length; i++) {
945
+ var burnSpot = burnSpots[i];
946
+ if (!isEmpty(burnSpot.x, burnSpot.y) && !outOfBounds(burnSpot.x, burnSpot.y)) {
947
+ var newPixel = pixelMap[burnSpot.x][burnSpot.y];
948
+ if (elements[newPixel.element].burn && !newPixel.burning) {
949
+ if (Math.floor(Math.random() * 100) < elements[newPixel.element].burn) {
950
+ newPixel.burning = true;
951
+ newPixel.burnStart = pixelTicks;
952
+ }
953
+ }
954
+ }
955
+ }
956
+
957
+ if ((pixelTicks - pixel.burnStart > (info.burnTime || 200)) && Math.floor(Math.random() * 100) < (info
958
+ .burn || 10)) {
959
+ var burnInto = info.burnInto;
960
+ if (burnInto == undefined) {
961
+ burnInto = 'fire';
962
+ } else if (burnInto instanceof Array) {
963
+ burnInto = burnInto[Math.floor(Math.random() * burnInto.length)];
964
+ }
965
+ pixel.element = burnInto;
966
+ if (info.fireColor != undefined && burnInto == "fire") {
967
+ pixel.color = pixelColorPick(pixel, info.fireColor);
968
+ } else {
969
+ pixel.color = pixelColorPick(pixel)
970
+ }
971
+ pixel.start = pixelTicks;
972
+ if (elements[burnInto].burning != true) {
973
+ pixel.burning = false;
974
+ delete pixel.burnStart;
975
+ } else {
976
+ pixel.burning = true;
977
+ pixel.burnStart = pixelTicks;
978
+ }
979
+ if (elements[burnInto].temp != undefined) {
980
+ pixel.temp = elements[burnInto].temp;
981
+ pixelTempCheck(pixel)
982
+ }
983
+ } else if (pixel.element != "fire" && isEmpty(pixel.x, pixel.y - 1) && Math.floor(Math.random() * 100) <
984
+ 10) {
985
+ createPixel("fire", pixel.x, pixel.y - 1);
986
+ pixelMap[pixel.x][pixel.y - 1].temp = pixel.temp + (pixelTicks - (pixel.burnStart || 0));
987
+ if (info.fireColor != undefined) {
988
+ pixelMap[pixel.x][pixel.y - 1].color = pixelColorPick(pixelMap[pixel.x][pixel.y - 1], info
989
+ .fireColor);
990
+ }
991
+ }
992
+
993
+ }
994
+
995
+ if (info.tempChange != undefined) {
996
+ pixel.temp += info.tempChange;
997
+ pixelTempCheck(pixel);
998
+ }
999
+
1000
+
1001
+ }
1002
+
1003
+ function pixelColorPick(pixel, customColor = null) {
1004
+ var element = pixel.element;
1005
+ var elementInfo = elements[element];
1006
+ //if (elementInfo.behavior instanceof Array) {
1007
+
1008
+ if (customColor != null) {
1009
+ if (Array.isArray(customColor)) {
1010
+ customColor = customColor[Math.floor(Math.random() * customColor.length)];
1011
+ }
1012
+ if (customColor.startsWith("#")) {
1013
+ customColor = hexToRGB(customColor);
1014
+ }
1015
+ var rgb = customColor;
1016
+ } else {
1017
+ var rgb = elements[element].colorObject; // {r, g, b}
1018
+ // If rgb is an array, choose a random item
1019
+ if (Array.isArray(rgb)) {
1020
+ rgb = rgb[Math.floor(Math.random() * rgb.length)];
1021
+ }
1022
+ }
1023
+ // Randomly darken or lighten the RGB color
1024
+ var coloroffset = Math.floor(Math.random() * (Math.random() > 0.5 ? -1 : 1) * Math.random() * 15);
1025
+ var r = rgb.r + coloroffset;
1026
+ var g = rgb.g + coloroffset;
1027
+ var b = rgb.b + coloroffset;
1028
+ // Make sure the color is within the RGB range
1029
+ r = Math.max(0, Math.min(255, r));
1030
+ g = Math.max(0, Math.min(255, g));
1031
+ b = Math.max(0, Math.min(255, b));
1032
+ var color = "rgb(" + r + "," + g + "," + b + ")";
1033
+
1034
+ /*}
1035
+ else {
1036
+ var color = elementInfo.color;
1037
+ if (Array.isArray(color)) {
1038
+ color = color[Math.floor(Math.random() * color.length)];
1039
+ }
1040
+ }*/
1041
+ return color;
1042
+ }
1043
+
1044
+ function pixelTempCheck(pixel) {
1045
+ var elementInfo = elements[pixel.element];
1046
+ // If the pixel's temp >= the elementInfo tempHigh, change pixel.element to elementInfo.stateHigh
1047
+ if (pixel.temp >= elementInfo.tempHigh) {
1048
+ pixel.element = elementInfo.stateHigh;
1049
+ pixel.color = pixelColorPick(pixel);
1050
+ if (pixel.burning) {
1051
+ pixel.burning = false;
1052
+ delete pixel.burnStart;
1053
+ }
1054
+ if (elements[elementInfo.stateHigh].burning == true) {
1055
+ pixel.burning = true;
1056
+ pixel.burnStart = pixelTicks;
1057
+ }
1058
+ }
1059
+ // If the pixel's temp <= the elementInfo tempLow, change pixel.element to elementInfo.stateLow
1060
+ else if (pixel.temp <= elementInfo.tempLow) {
1061
+ pixel.element = elementInfo.stateLow;
1062
+ pixel.color = pixelColorPick(pixel);
1063
+ if (pixel.burning) {
1064
+ pixel.burning = false;
1065
+ delete pixel.burnStart;
1066
+ }
1067
+ if (elements[elementInfo.stateLow].burning) {
1068
+ pixel.burning = true;
1069
+ pixel.burnStart = pixelTicks;
1070
+ }
1071
+ }
1072
+ }
1073
+
1074
+ function getNeighbors(pixel) {
1075
+ var neighbors = [];
1076
+ var x = pixel.x;
1077
+ var y = pixel.y;
1078
+ if (!isEmpty(x - 1, y, true)) {
1079
+ neighbors.push(pixelMap[x - 1][y]);
1080
+ }
1081
+ if (!isEmpty(x + 1, y, true)) {
1082
+ neighbors.push(pixelMap[x + 1][y]);
1083
+ }
1084
+ if (!isEmpty(x, y - 1, true)) {
1085
+ neighbors.push(pixelMap[x][y - 1]);
1086
+ }
1087
+ if (!isEmpty(x, y + 1, true)) {
1088
+ neighbors.push(pixelMap[x][y + 1]);
1089
+ }
1090
+ return neighbors;
1091
+ }
1092
+ hiding = false;
1093
+
1094
+ function drawPixels(forceTick = false) {
1095
+ if (!hiding) {
1096
+ var canvas = document.getElementById("game");
1097
+ var ctx = canvas.getContext("2d");
1098
+ }
1099
+ // Draw the current pixels
1100
+ // newCurrentPixels = shuffled currentPixels
1101
+ var newCurrentPixels = currentPixels.slice();
1102
+ newCurrentPixels.sort(function () {
1103
+ return 0.5 - Math.random()
1104
+ });
1105
+ for (var i = 0; i < newCurrentPixels.length; i++) {
1106
+ pixel = newCurrentPixels[i];
1107
+ if (pixelMap[pixel.x][pixel.y] == undefined) {
1108
+ continue
1109
+ }
1110
+ if ((!paused) || forceTick) {
1111
+ pixelTick(pixel);
1112
+ };
1113
+ }
1114
+ for (var i = 0; i < newCurrentPixels.length; i++) {
1115
+ pixel = newCurrentPixels[i];
1116
+ if (pixelMap[pixel.x][pixel.y] == undefined) {
1117
+ continue
1118
+ }
1119
+ if (!hiding) {
1120
+ ctx.fillStyle = pixel.color;
1121
+ ctx.fillRect(pixel.x * pixelSize, pixel.y * pixelSize, pixelSize, pixelSize);
1122
+ }
1123
+ }
1124
+ if ((!paused) || forceTick) {
1125
+ pixelTicks++
1126
+ };
1127
+ }
1128
+
1129
+ function tick() {
1130
+ // If mouseIsDown, do mouseAction
1131
+ if (mouseIsDown) {
1132
+ mouseAction(null, mousePos.x, mousePos.y);
1133
+ }
1134
+ // Get the canvas
1135
+ var canvas = document.getElementById("game");
1136
+ var ctx = canvas.getContext("2d");
1137
+ // Clear the canvas
1138
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
1139
+ drawPixels();
1140
+
1141
+ if (currentElement == "pick") {
1142
+ var mouseOffset = 0;
1143
+ } else {
1144
+ var mouseOffset = Math.trunc(mouseSize / 2);
1145
+ }
1146
+ var topLeft = [mousePos.x - mouseOffset, mousePos.y - mouseOffset];
1147
+ var bottomRight = [mousePos.x + mouseOffset, mousePos.y + mouseOffset];
1148
+ // Draw a rectangle around the mouse
1149
+ ctx.strokeStyle = "white";
1150
+ ctx.strokeRect(topLeft[0] * pixelSize, topLeft[1] * pixelSize, (bottomRight[0] - topLeft[0] + 1) *
1151
+ pixelSize, (bottomRight[1] - topLeft[1] + 1) * pixelSize);
1152
+ ticks++;
1153
+ }
1154
+
1155
+ currentElement = "sand";
1156
+ mouseIsDown = false;
1157
+ mouseType = null;
1158
+
1159
+ function mouseClick(e) {
1160
+ mouseIsDown = true;
1161
+ // If it's a left click
1162
+ if (e.button == 0) {
1163
+ mouseType = "left";
1164
+ } else if (e.button == 2) {
1165
+ mouseType = "right";
1166
+ }
1167
+ // middle click
1168
+ else if (e.button == 1) {
1169
+ mouseType = "middle";
1170
+ }
1171
+ mouseMove(e);
1172
+ }
1173
+
1174
+ function mouseUp(e) {
1175
+ mouseIsDown = false;
1176
+ }
1177
+
1178
+ function getMousePos(canvas, evt) {
1179
+ // If evt.touches is defined, use the first touch
1180
+ if (evt.touches) {
1181
+ evt.preventDefault();
1182
+ evt = evt.touches[0];
1183
+ }
1184
+ var rect = canvas.getBoundingClientRect();
1185
+ return {
1186
+ // Round to nearest pixel
1187
+ x: Math.round((evt.clientX - rect.left) / pixelSize - 0.5),
1188
+ y: Math.round((evt.clientY - rect.top) / pixelSize - 0.5)
1189
+ };
1190
+ }
1191
+
1192
+ function mouseMove(e) {
1193
+ if (mouseIsDown) {
1194
+ mouseAction(e);
1195
+ } else {
1196
+ var canvas = document.getElementById("game");
1197
+ mousePos = getMousePos(canvas, e);
1198
+ }
1199
+ }
1200
+
1201
+ function mouseAction(e, mouseX = undefined, mouseY = undefined) {
1202
+ if (mouseType == "left") {
1203
+ mouse1Action(e, mouseX, mouseY);
1204
+ } else if (mouseType == "right") {
1205
+ mouse2Action(e, mouseX, mouseY);
1206
+ } else if (mouseType == "middle") {
1207
+ mouseMiddleAction(e, mouseX, mouseY);
1208
+ }
1209
+ }
1210
+ mouseSize = 5;
1211
+ mousePos = {
1212
+ x: 0,
1213
+ y: 0
1214
+ };
1215
+
1216
+ function mouseRange(mouseX, mouseY) {
1217
+ var coords = [];
1218
+ var mouseOffset = Math.trunc(mouseSize / 2);
1219
+ var topLeft = [mouseX - mouseOffset, mouseY - mouseOffset];
1220
+ var bottomRight = [mouseX + mouseOffset, mouseY + mouseOffset];
1221
+ // Starting at the top left, go through each pixel
1222
+ for (var x = topLeft[0]; x <= bottomRight[0]; x++) {
1223
+ for (var y = topLeft[1]; y <= bottomRight[1]; y++) {
1224
+ // If the pixel is empty, add it to coords
1225
+ coords.push([x, y]);
1226
+ }
1227
+ }
1228
+ return coords;
1229
+ }
1230
+
1231
+ function mouse1Action(e, mouseX = undefined, mouseY = undefined) {
1232
+ if (currentElement == "erase") {
1233
+ mouse2Action(e, mouseX, mouseY);
1234
+ return;
1235
+ } else if (currentElement == "pick") {
1236
+ mouseMiddleAction(e, mouseX, mouseY);
1237
+ return;
1238
+ }
1239
+ // If x and y are undefined, get the mouse position
1240
+ if (mouseX == undefined && mouseY == undefined) {
1241
+ var canvas = document.getElementById("game");
1242
+ var ctx = canvas.getContext("2d");
1243
+ mousePos = getMousePos(canvas, e);
1244
+ var mouseX = mousePos.x;
1245
+ var mouseY = mousePos.y;
1246
+ }
1247
+ var coords = mouseRange(mouseX, mouseY);
1248
+ var element = elements[currentElement];
1249
+ // For each x,y in coords
1250
+ for (var i = 0; i < coords.length; i++) {
1251
+ var x = coords[i][0];
1252
+ var y = coords[i][1];
1253
+
1254
+ // If element name is heat or cool
1255
+ if (currentElement == "heat" || currentElement == "cool") {
1256
+ if (!isEmpty(x, y, false)) {
1257
+ if (outOfBounds(x, y)) {
1258
+ continue;
1259
+ }
1260
+ var pixel = pixelMap[x][y];
1261
+ if (shiftDown) {
1262
+ pixel.temp += element.temp + (Math.random() * element.temp / 5) * 20;
1263
+ } else {
1264
+ pixel.temp += element.temp + (Math.random() * element.temp / 5);
1265
+ }
1266
+ pixelTempCheck(pixel);
1267
+ }
1268
+ } else if (placeMode == "replace") {
1269
+ if (outOfBounds(x, y)) {
1270
+ continue;
1271
+ }
1272
+ // Remove pixel at position from currentPixels
1273
+ var index = currentPixels.indexOf(pixelMap[x][y]);
1274
+ if (index > -1) {
1275
+ currentPixels.splice(index, 1);
1276
+ }
1277
+ currentPixels.push(new Pixel(x, y, currentElement));
1278
+ } else if (isEmpty(x, y)) {
1279
+ currentPixels.push(new Pixel(x, y, currentElement));
1280
+ }
1281
+ }
1282
+ }
1283
+
1284
+ function mouse2Action(e, mouseX = undefined, mouseY = undefined) {
1285
+ // Erase pixel at mouse position
1286
+ if (mouseX == undefined && mouseY == undefined) {
1287
+ var canvas = document.getElementById("game");
1288
+ var ctx = canvas.getContext("2d");
1289
+ mousePos = getMousePos(canvas, e);
1290
+ var mouseX = mousePos.x;
1291
+ var mouseY = mousePos.y;
1292
+ }
1293
+ var coords = mouseRange(mouseX, mouseY);
1294
+ // For each x,y in coords
1295
+ for (var i = 0; i < coords.length; i++) {
1296
+ var x = coords[i][0];
1297
+ var y = coords[i][1];
1298
+
1299
+ if (!isEmpty(x, y)) {
1300
+ if (outOfBounds(x, y)) {
1301
+ continue
1302
+ }
1303
+ var pixel = pixelMap[x][y];
1304
+ delete pixelMap[x][y];
1305
+ // Remove pixel from currentPixels
1306
+ for (var j = 0; j < currentPixels.length; j++) {
1307
+ if (currentPixels[j].x == x && currentPixels[j].y == y) {
1308
+ currentPixels.splice(j, 1);
1309
+ break;
1310
+ }
1311
+ }
1312
+ }
1313
+ }
1314
+ }
1315
+
1316
+ function mouseMiddleAction(e, mouseX = undefined, mouseY = undefined) {
1317
+ // Erase pixel at mouse position
1318
+ if (mouseX == undefined && mouseY == undefined) {
1319
+ var canvas = document.getElementById("game");
1320
+ var ctx = canvas.getContext("2d");
1321
+ mousePos = getMousePos(canvas, e);
1322
+ var mouseX = mousePos.x;
1323
+ var mouseY = mousePos.y;
1324
+ }
1325
+ if (!isEmpty(mouseX, mouseY) && !outOfBounds(mouseX, mouseY)) {
1326
+ selectElement(pixelMap[mouseX][mouseY].element);
1327
+ mouseIsDown = false;
1328
+ }
1329
+ }
1330
+
1331
+ function chooseElementPrompt() {
1332
+ var e = prompt("Enter the element's ID").replaceAll(" ", "_");
1333
+ if (elements[e] != undefined) {
1334
+ selectElement(e);
1335
+ var btn = document.getElementById("elementButton-" + e);
1336
+ if (btn != null) {
1337
+ btn.setAttribute("current", "true");
1338
+ }
1339
+ };
1340
+ }
1341
+
1342
+ function togglePause() {
1343
+ paused = !paused;
1344
+ if (paused) {
1345
+ document.getElementById("pauseButton").setAttribute("on", "true");
1346
+ } else {
1347
+ document.getElementById("pauseButton").setAttribute("on", "false");
1348
+ }
1349
+ }
1350
+
1351
+ function doFrame() {
1352
+ if (!paused) {
1353
+ paused = true;
1354
+ document.getElementById("pauseButton").setAttribute("on", "true");
1355
+ }
1356
+ drawPixels(true);
1357
+ }
1358
+
1359
+ function selectElement(element) {
1360
+ var e1 = document.getElementById("elementButton-" + currentElement)
1361
+ if (e1 != null) {
1362
+ e1.setAttribute("current", "false");
1363
+ }
1364
+ currentElement = element;
1365
+ var e2 = document.getElementById("elementButton-" + element)
1366
+ if (e2 != null) {
1367
+ e2.setAttribute("current", "true");
1368
+ }
1369
+ }
1370
+
1371
+ function clearAll() {
1372
+ currentPixels = [];
1373
+ pixelMap = [];
1374
+ for (var i = 0; i < width; i++) {
1375
+ pixelMap[i] = [];
1376
+ for (var j = 0; j < height; j++) {
1377
+ pixelMap[i][j] = undefined;
1378
+ }
1379
+ }
1380
+ pixelTicks = 0;
1381
+ }
1382
+
1383
+ // Update stats
1384
+
1385
+
1386
+ // On window load, run tick() 20 times per second
1387
+ tps = 30;
1388
+ tickInterval = window.setInterval(tick, 1000 / tps);
1389
+
1390
+ function resetInterval(newtps = 30) {
1391
+ window.clearInterval(tickInterval);
1392
+ tickInterval = window.setInterval(tick, 1000 / newtps);
1393
+ }
1394
+ ticks = 0;
1395
+ pixelTicks = 0;
1396
+
1397
+ placeMode = null;
1398
+ paused = false;
1399
+
1400
+ function focusGame() {
1401
+ document.getElementById("game").focus();
1402
+ }
1403
+ //on window load
1404
+ window.onload = function () {
1405
+ // While the mouse is down, run mouseDown()
1406
+ var gameCanvas = document.getElementById("game");
1407
+ // Get context
1408
+ var ctx = gameCanvas.getContext("2d");
1409
+ var newWidth = Math.ceil(window.innerWidth * 0.9 / pixelSize) * pixelSize;
1410
+ var newHeight = Math.ceil(window.innerHeight * 0.675 / pixelSize) * pixelSize;
1411
+ // If the new width is greater than 800, set it to 800
1412
+ if (newWidth > 1000) {
1413
+ newWidth = 1000;
1414
+ }
1415
+ // If we are on a desktop and the new height is greater than 600, set it to 600
1416
+ if (window.innerWidth > 1000 && newHeight > 600) {
1417
+ newHeight = 600;
1418
+ }
1419
+ ctx.canvas.width = newWidth;
1420
+ ctx.canvas.height = newHeight;
1421
+
1422
+ width = Math.round(newWidth / pixelSize) - 1;
1423
+ height = Math.round(newHeight / pixelSize) - 1;
1424
+ // Object with width arrays of pixels starting at 0
1425
+ pixelMap = {};
1426
+ for (var i = 0; i < width; i++) {
1427
+ pixelMap[i] = [];
1428
+ }
1429
+ //...drawing code...
1430
+ gameCanvas.addEventListener("mousedown", mouseClick);
1431
+ gameCanvas.addEventListener("touchstart", mouseClick);
1432
+ window.addEventListener("mouseup", mouseUp);
1433
+ window.addEventListener("touchend", mouseUp);
1434
+ window.addEventListener("mousemove", mouseMove);
1435
+ gameCanvas.addEventListener("touchmove", mouseMove);
1436
+ gameCanvas.ontouchstart = function (e) {
1437
+ if (e.touches) e = e.touches[0];
1438
+ return false;
1439
+ }
1440
+ shiftDown = false;
1441
+ // If the user presses [ or -, decrease the mouse size by 2
1442
+ document.addEventListener("keydown", function (e) {
1443
+ if (e.keyCode == 219 || e.keyCode == 189) {
1444
+ if (shiftDown) {
1445
+ mouseSize = 1
1446
+ } else {
1447
+ mouseSize -= 2;
1448
+ if (mouseSize < 1) {
1449
+ mouseSize = 1;
1450
+ }
1451
+ }
1452
+ }
1453
+ // If the user presses ] or =, increase the mouse size by 2
1454
+ if (e.keyCode == 221 || e.keyCode == 187) {
1455
+ if (shiftDown) {
1456
+ mouseSize = (mouseSize + 15) - ((mouseSize + 15) % 15)
1457
+ } else {
1458
+ mouseSize += 2;
1459
+ }
1460
+ // if height>width and mouseSize>height, set mouseSize to height, if width>height and mouseSize>width, set mouseSize to width
1461
+ if (mouseSize > (height > width ? height : width)) {
1462
+ mouseSize = (height > width ? height : width);
1463
+ }
1464
+ } else if (e.keyCode == 16 || e.keyCode == 18) {
1465
+ shiftDown = true;
1466
+ }
1467
+ // p or spacebar or ` or k = pause
1468
+ if (e.keyCode == 80 || e.keyCode == 32 || e.keyCode == 192 || e.keyCode == 75) {
1469
+ e.preventDefault();
1470
+ togglePause();
1471
+ }
1472
+ // e = chooseElementPrompt()
1473
+ else if (e.keyCode == 69) {
1474
+ e.preventDefault();
1475
+ chooseElementPrompt();
1476
+ }
1477
+ // . = doFrame()
1478
+ else if (e.keyCode == 190) {
1479
+ e.preventDefault();
1480
+ doFrame();
1481
+ }
1482
+
1483
+ });
1484
+ // If the user releases either shift
1485
+ document.addEventListener("keyup", function (e) {
1486
+ if (e.keyCode == 16 || e.keyCode == 18) {
1487
+ shiftDown = false;
1488
+ }
1489
+ });
1490
+
1491
+ // Create buttons for elements
1492
+ // For each element type in elements, create a button in controls that sets the current element to that type
1493
+ // Alphabetically sort and loop through dictionary named "elements"
1494
+ elementCount = 0;
1495
+ hiddenCount = 0;
1496
+ for (var element in elements) {
1497
+ elementCount++;
1498
+ if (elements[element].hidden) {
1499
+ hiddenCount++;
1500
+ continue;
1501
+ }
1502
+ var category = elements[element].category;
1503
+ if (category == null) {
1504
+ category = "Other"
1505
+ }
1506
+ var categoryDiv = document.getElementById("category-" + category);
1507
+ if (categoryDiv == null) {
1508
+ categoryDiv = document.createElement("div");
1509
+ categoryDiv.innerHTML = "<span class='categoryName'>" + category + "</span>";
1510
+ categoryDiv.setAttribute("id", "category-" + category);
1511
+ categoryDiv.setAttribute("class", "category");
1512
+ document.getElementById("elementControls").appendChild(categoryDiv);
1513
+ }
1514
+ var button = document.createElement("button");
1515
+ button.innerHTML = elements[element].name
1516
+ //capitalize first letter of each word
1517
+ button.innerHTML = button.innerHTML.replace(".", " ").replace(/\w\S*/g, function (txt) {
1518
+ return txt.charAt(0).toUpperCase() + txt.substr(1).toLowerCase();
1519
+ }).replace(" ", ".").replace(/ /g, "");
1520
+ //set attribute of element to the element
1521
+ button.setAttribute("element", element);
1522
+ button.setAttribute("current", "false");
1523
+ button.className = "elementButton";
1524
+ //color of the element
1525
+ // if the element color is an array, make a gradient background color, otherwise, set the background color to the element color
1526
+ if (elements[element].color instanceof Array) {
1527
+ button.style.backgroundImage = "linear-gradient(to bottom right, " + elements[element].color
1528
+ .join(", ") + ")";
1529
+ } else {
1530
+ button.style.background = elements[element].color;
1531
+ var colorObject = elements[element].colorObject;
1532
+ if ((colorObject.r + colorObject.g + colorObject.b) / 3 > 200) {
1533
+ button.className += " bright"
1534
+ }
1535
+ }
1536
+ button.id = "elementButton-" + element;
1537
+ button.onclick = function () {
1538
+ selectElement(this.getAttribute("element"));
1539
+ }
1540
+ categoryDiv.appendChild(button);
1541
+ }
1542
+ selectElement(currentElement);
1543
+ focusGame();
1544
+ // For every button element, onkeyup="event.preventDefault()"
1545
+ var buttonElements = document.getElementsByTagName("button");
1546
+ for (var i = 0; i < buttonElements.length; i++) {
1547
+ buttonElements[i].onkeyup = function (e) {
1548
+ e.preventDefault();
1549
+ }
1550
+ }
1551
+
1552
+ }
1553
+ </script>
1554
+ </head>
1555
+
1556
+ <body>
1557
+ <h1 class="pagetitle">
1558
+ <a href="https://sandboxels.R74n.com" class="backbutton">&lt;</a>
1559
+ Sandboxels Lite (by <a href="http://markverb1.xyz">markverb1</a>)</h1><br>
1560
+ <div id="gameDiv">
1561
+ <canvas id="game" width="800" height="600" oncontextmenu="return false;">
1562
+ Your browser does not support the HTML5 canvas tag.
1563
+ </canvas>
1564
+ <div id="underDiv">
1565
+ <div id="stats"></div>
1566
+ <div id="controls">
1567
+ <div id="toolControls">
1568
+ <button id="pauseButton" title="Pause/play the simulation" class="controlButton"
1569
+ onclick='togglePause();focusGame();' on="false">Pause</button><button id="sizeUpButton"
1570
+ title="Increase the brush size" class="controlButton"
1571
+ onclick="mouseSize += 2;if (mouseSize > (height > width ? height : width)) { mouseSize = (height > width ? height : width); };focusGame();">+</button><button
1572
+ id="sizeDownButton" title="Decrease the brush size" class="controlButton"
1573
+ onclick="mouseSize -= 2;if (mouseSize < 1) { mouseSize = 1; };focusGame();">-</button><button
1574
+ id="resetButton" title="Clear the entire scene" class="controlButton"
1575
+ onclick="if (confirm('Are you sure you want to clear the whole scene?')) {clearAll();};focusGame();">Reset</button>
1576
+ </div>
1577
+ <div id="elementControls"></div>
1578
+ </div>
1579
+ </div>
1580
+ </div>
1581
+
1582
+
1583
+ <!-- i like having this but ublock blocks these things anyway -->
1584
+ <!-- Global site tag (gtag.js) - Google Analytics -->
1585
+ <script async src="https://www.googletagmanager.com/gtag/js?id=UA-93720349-6"></script>
1586
+ <script>
1587
+ window.dataLayer = window.dataLayer || [];
1588
+
1589
+ function gtag() {
1590
+ dataLayer.push(arguments);
1591
+ }
1592
+ gtag('js', new Date());
1593
+
1594
+ gtag('config', 'UA-93720349-6');
1595
+ </script>
1596
+ </h1>
1597
+ </body>
1598
+
1599
+ </html>