studyup 0.0.0-stage → 1.0.1

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
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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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  35. package/hexgl-package/HexGL-master/bkcore.coffee/controllers/TouchController.coffee +109 -0
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  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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  57. package/hexgl-package/HexGL-master/css/touchcontroller.css +8 -0
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  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
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  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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  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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  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 +1,725 @@
1
+ var modName = "mods/human_edit.js";
2
+ var onTryMoveIntoMod = "mods/onTryMoveInto.js";
3
+ if(typeof(breakPixel) == "undefined") {
4
+ function breakPixel(pixel,changetemp=false,defaultBreakIntoDust=false) {
5
+ var info = elements[pixel.element];
6
+ if(typeof(info.breakInto) === "undefined") {
7
+ if(defaultBreakIntoDust) {
8
+ if(Math.random() < defaultBreakIntoDust) { changePixel(pixel,"dust",changetemp) };
9
+ };
10
+ return defaultBreakIntoDust;
11
+ };
12
+ var breakIntoElement = info.breakInto;
13
+ if(Array.isArray(breakIntoElement)) {
14
+ breakIntoElement = breakIntoElement[Math.floor(Math.random() * breakIntoElement.length)]
15
+ };
16
+ changePixel(pixel,breakIntoElement,changetemp)
17
+ return true
18
+ }
19
+ };
20
+
21
+ function hasPixel(x,y,elementInput) {
22
+ if(isEmpty(x,y,true)) { //if empty, it can't have a pixel
23
+ return false;
24
+ } else {
25
+ if(elementInput.includes(",")) { //CSTA
26
+ elementInput = elementInput.split(",");
27
+ };
28
+ if(Array.isArray(elementInput)) { //if element list
29
+ return elementInput.includes(pixelMap[x][y].element);
30
+ } else { //if single element
31
+ return pixelMap[x][y].element === elementInput;
32
+ };
33
+ };
34
+ };
35
+
36
+ if(enabledMods.includes(onTryMoveIntoMod)) {
37
+ elements.brain = {
38
+ color: ["#fce3e3","#deb6c5","#f5ced5","#e87b8f"],
39
+ behavior: [
40
+ "XX|XX|XX",
41
+ "XX|CH:rotten_meat%1|XX",
42
+ "M2|M1|M2",
43
+ ],
44
+ reactions: {
45
+ "dirty_water": { "elem1":"rotten_meat", "chance":0.1 },
46
+ "fly": { "elem1":"rotten_meat", "chance":0.2 },
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+ "dioxin": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
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+ "uranium": { "elem1":"rotten_meat", "chance":0.1 },
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+ "cancer": { "elem1":"rotten_meat", "chance":0.1 },
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+ "plague": { "elem1":"rotten_meat", "elem2":null, "chance":0.3 },
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+ "ant": { "elem1":"rotten_meat", "chance":0.1 },
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+ "worm": { "elem1":"rotten_meat", "chance":0.1 },
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+ "rat": { "elem1":"rotten_meat", "chance":0.3 },
54
+ "mushroom_spore": { "elem1":"rotten_meat", "chance":0.1 },
55
+ "mushroom_stalk": { "elem1":"rotten_meat", "chance":0.1 },
56
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+ "mercury_gas": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
58
+ "virus": { "elem1":"rotten_meat", "chance":0.1 },
59
+ "poison": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 },
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+ "infection": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
61
+ "ink": { "elem1":"rotten_meat", "elem2":null, "chance":0.1 },
62
+ "acid": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 },
63
+ "acid_gas": { "elem1":"rotten_meat", "chance":0.4 },
64
+ "cyanide": { "elem1":"rotten_meat", "elem2":null, "chance":0.5 },
65
+ },
66
+ tempHigh: 100,
67
+ stateHigh: "cooked_meat",
68
+ tempLow: -18,
69
+ stateLow: "frozen_meat",
70
+ category:"life",
71
+ hidden: true,
72
+ breakInto: ["meat", "blood"],
73
+ burn:10,
74
+ burnTime:200,
75
+ burnInto:["cooked_meat","steam","steam","salt"],
76
+ state: "solid",
77
+ density: 1081,
78
+ conduct: 1,
79
+ };
80
+
81
+ elements.cerebrospinal_fluid = {
82
+ color: "#ced7db",
83
+ behavior: behaviors.LIQUID,
84
+ state: "liquid",
85
+ tempHigh: 100,
86
+ stateHigh: "steam",
87
+ breakInto: "steam",
88
+ reactions: JSON.parse(JSON.stringify(elements.water.reactions)),
89
+ };
90
+
91
+ function validatePanic(pixel) {
92
+ //console.log(`validatePanic: validatePanic called on pixel ${pixel.element} at (${pixel.x},${pixel.y}) with panic level ${pixel.panic || 0}`);
93
+ if(pixel.element.endsWith("body")) {
94
+ //console.log("validatePanic called on body pixel (panic is stored in the head)");
95
+ };
96
+ if(Number.isNaN(pixel.panic)) {
97
+ //console.log("NaN case: panic set to 0");
98
+ pixel.panic = 0;
99
+ };
100
+ //console.log(`Bounding code running from value of ${pixel.panic}`);
101
+ pixel.panic = Math.max(0,Math.min(1,pixel.panic));
102
+ //console.log(`Validation result: Panic set to ${pixel.panic}`);
103
+
104
+ if(Number.isNaN(pixel.mood)) {
105
+ //console.log("NaN case: panic set to 0");
106
+ pixel.mood = 0;
107
+ };
108
+ //console.log(`Bounding code running from value of ${pixel.panic}`);
109
+ pixel.mood = Math.max(-3,Math.min(3,pixel.mood));
110
+ //console.log(`Validation result: Panic set to ${pixel.panic}`);
111
+ };
112
+
113
+ goodPixels = {
114
+ silver: { panicChange: 0.01, panicChangeChance: 0.1, moodChange: 0.004 },
115
+ gold: { panicChange: 0.02, panicChangeChance: 0.15, moodChange: 0.01 },
116
+ diamond: { panicChange: 0.03, panicChangeChance: 0.2, moodChange: 0.02 },
117
+ }; //effectively, the difference is that good pixels don't make the human flip direction (run away);
118
+ badPixels = {
119
+ rotten_meat: { panicChange: 0.02, panicChangeChance: 0.15, moodChange: -0.015 },
120
+ blood: { panicChange: 0.06, panicChangeChance: 0.2, moodChange: -0.006 },
121
+ brain: { panicChange: 0.1, panicChangeChance: 0.3, moodChange: -0.005 },
122
+ fire: { panicChange: 0.1, panicChangeChance: 0.1, moodChange: 0 },
123
+ poison: { panicChange: 0.2, panicChangeChance: 0.05, moodChange: -0.01 },
124
+ grenade: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
125
+ bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
126
+ tnt: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: 0 },
127
+ dynamite: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
128
+ anti_bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.3 },
129
+ cluster_bomb: { panicChange: 0.2, panicChangeChance: 0.4, moodChange: -0.4 },
130
+ landmine: { panicChange: 0.25, panicChangeChance: 0.1, moodChange: -0.3 },
131
+ fireball: { panicChange: 0.25, panicChangeChance: 0.45, moodChange: -0.35 },
132
+ magma: { panicChange: 0.3, panicChangeChance: 0.2, moodChange: 0 },
133
+ plasma: { panicChange: 0.3, panicChangeChance: 0.2, moodChange: 0 },
134
+ nuke: { panicChange: 1, panicChangeChance: 1, moodChange: -1 }, //insta-panic
135
+ cluster_nuke: { panicChange: 1, panicChangeChance: 1, moodChange: -1 }, //insta-panic
136
+ }; //testing
137
+ otherPixels = ["head","body"]; //do custom code here
138
+
139
+ var initialTransparencyArray = ["glass","water","salt_water","sugar_water","steam","oxygen","nitrogen","neon","methane","propane","anesthesia","ammonia","carbon_dioxide","helium","hydrogen","ozone","radiation","pool_water"];
140
+ for(transparentElementIndex = 0; transparentElementIndex < initialTransparencyArray.length; transparentElementIndex++) {
141
+ var transparentElement = initialTransparencyArray[i];
142
+ if(typeof(elements[transparentElement]) !== "undefined") {
143
+ elements[transparentElement].transparent = true;
144
+ };
145
+ };
146
+
147
+ elements.body.properties = {
148
+ dead: false,
149
+ dir: 1,
150
+ extremePanicStart: null,
151
+ };
152
+ elements.body.tick = function(pixel) {
153
+ if(typeof(pixel.extremePanicStart) == "undefined") {
154
+ //console.log("oops");
155
+ pixel.extremePanicStart = null
156
+ };
157
+ if (tryMove(pixel, pixel.x, pixel.y+1)) { // Fall
158
+ if (!isEmpty(pixel.x, pixel.y-2, true)) { // Drag head down
159
+ var headpixel = pixelMap[pixel.x][pixel.y-2];
160
+ if (headpixel.element == "head") {
161
+ if (isEmpty(pixel.x, pixel.y-1)) {
162
+ movePixel(pixelMap[pixel.x][pixel.y-2], pixel.x, pixel.y-1);
163
+ }
164
+ else {
165
+ swapPixels(pixelMap[pixel.x][pixel.y-2], pixelMap[pixel.x][pixel.y-1]);
166
+ }
167
+ }
168
+ }
169
+ }
170
+ doHeat(pixel);
171
+ doBurning(pixel);
172
+ doElectricity(pixel);
173
+ if (pixel.dead) {
174
+ // Turn into rotten_meat if pixelTicks-dead > 500
175
+ if (pixelTicks-pixel.dead > 200) {
176
+ changePixel(pixel,"rotten_meat");
177
+ }
178
+ return
179
+ }
180
+
181
+ // Find the head
182
+ if (!isEmpty(pixel.x, pixel.y-1, true) && pixelMap[pixel.x][pixel.y-1].element == "head") {
183
+ var head = pixelMap[pixel.x][pixel.y-1];
184
+ if (head.dead) { // If head is dead, kill body
185
+ pixel.dead = head.dead;
186
+ }
187
+ }
188
+ else { var head = null }
189
+
190
+ if (isEmpty(pixel.x, pixel.y-1)) {
191
+ // create blood if decapitated 10% chance
192
+ if (Math.random() < 0.1) {
193
+ createPixel("blood", pixel.x, pixel.y-1);
194
+ // set dead to true 15% chance
195
+ if (Math.random() < 0.15) {
196
+ pixel.dead = pixelTicks;
197
+ }
198
+ }
199
+ }
200
+ if (head == null) { return };
201
+
202
+ if (Math.random() < (0.1 + head.panic)) { // Move 10% chance, varying depending on panic value
203
+ var movesToTry = [
204
+ [1*pixel.dir,0],
205
+ [1*pixel.dir,-1],
206
+ ];
207
+ // While movesToTry is not empty, tryMove(pixel, x, y) with a random move, then remove it. if tryMove returns true, break.
208
+ while (movesToTry.length > 0) {
209
+ var move = movesToTry.splice(Math.floor(Math.random() * movesToTry.length), 1)[0];
210
+ /*
211
+ console.log(move);
212
+ console.log("Body X:", pixel.x, "to", pixel.x+move[0]);
213
+ console.log("Body Y:", pixel.y, "to", pixel.y+move[1]);
214
+ console.log("Head X:",head.x, "to", head.x+move[0]);
215
+ console.log("Head Y:", head.y, "to", head.y+move[1]);
216
+ */
217
+ //If head coords are empty
218
+ if (isEmpty(pixel.x+move[0], pixel.y+move[1]) && isEmpty(head.x+move[0], head.y+move[1])) {
219
+ //console.log("Head target coords are empty");
220
+ if (tryMove(pixel, pixel.x+move[0], pixel.y+move[1])) {
221
+ movePixel(head, head.x+move[0], head.y+move[1]);
222
+ //console.log(`Moved body to (${pixel.x},${pixel.y}) and head to (${head.x},${head.y})`);
223
+ //console.log(`Head-body offset (should always be [0,-1]): [${head.x-pixel.x},${head.y-pixel.y}]`)
224
+ break;
225
+ }
226
+ }
227
+ }
228
+ // 15% chance to change direction
229
+ if(!head.dirLocked) {
230
+ if (Math.random() < 0.15) {
231
+ pixel.dir *= -1;
232
+ //console.log("*turns around cutely to face ${pixel.dir < 0 ? 'left' : 'right'}*");
233
+ };
234
+ };
235
+ };
236
+
237
+ //if not flagged for extreme panic
238
+ //extreme panic will not be flagged in good moods, just to be nice
239
+ if(pixel.extremePanicStart == null && head.panic > 0.8 && head.mood <= 0) {
240
+ //flag extreme panic
241
+ pixel.extremePanicStart = pixelTicks;
242
+ }
243
+ //if flagged for extreme panic and panic is still extreme
244
+ else if(pixel.extremePanicStart != null && (head.panic > 0.8 && head.mood <= 0)) {
245
+ //if extreme panic lasts too long
246
+ if(pixelTicks - pixel.extremePanicStart > 350) {
247
+ //random chance to die from exhaustion/a heart attack/whatever
248
+ if(Math.random() < 0.01) {
249
+ pixel.dead = true;
250
+ };
251
+ };
252
+ }
253
+ //if flagged for extreme panic and extreme panic is no longer extreme
254
+ else if(pixel.extremePanicStart != null && (head.panic <= 0.8 || head.mood > 0)) {
255
+ //unflag
256
+ pixel.extremePanicStart = null;
257
+ };
258
+
259
+ };
260
+
261
+ elements.body.onTryMoveInto = function(pixel,otherPixel) {
262
+ var pX = pixel.x;
263
+ var pY = pixel.y;
264
+ if(!pixel.dead && hasPixel(pX,pY-1,"head")) { //if this body pixel is alive and has a head
265
+ var head = pixelMap[pX][pY-1];
266
+ var otherElement = otherPixel.element;
267
+ var oX = otherPixel.x;
268
+ var oY = otherPixel.y;
269
+ if(oY !== (pY - 1)) { //exclude the head above this body
270
+ if(otherElement === "head") { //if the pixel hitting this body is a head
271
+ if(hasPixel(oX,oY+1,"body")) { //if the pixel hitting this pixel has a body under it
272
+ var otherBody = pixelMap[oX][oY+1];
273
+ if(otherPixel.dead || otherBody.dead) { //if either part of that human is dead
274
+ head.panic += 0.08; //being hit by a dead ******* body is terrifying
275
+ } else {
276
+ if(otherPixel.panic > 0.04 && otherPixel.mood <= 0) { head.panic += 0.04 }; //living, normal, bodied heads scare only if that incoming human is already scared
277
+ };
278
+ } else { //if it's a severed head
279
+ if(otherPixel.dead) { //if the head is dead
280
+ head.panic += 0.08; //being hit by a /severed ******* head/ is terrifying
281
+ } else {
282
+ head.panic += 0.1; //being hit by a //******* severed head that's still alive// is even worse
283
+ };
284
+ };
285
+ } else if(otherElement === "body") { //if the pixel hitting this body is a body
286
+ if(hasPixel(oX,oY-1,"head")) { //if the pixel hitting this pixel has a head on it
287
+ var otherHead = pixelMap[oX][oY-1];
288
+ if(otherPixel.dead || otherHead.dead) { //if either part of that human is dead
289
+ head.panic += 0.06; //dead whole body case
290
+ } else {
291
+ if(otherHead.panic > 0.04) { head.panic += 0.04 }; //living, normal, bodied heads scare only if that incoming human is already scared
292
+ };
293
+ } else { //severed body case
294
+ if(otherPixel.dead) { //if the body is dead
295
+ head.panic += 0.08; //imagine being hit by a severed human without the head
296
+ } else {
297
+ head.panic += 0.1; //imagine the above but the heart is still beating
298
+ };
299
+ };
300
+ };
301
+ };
302
+ };
303
+ };
304
+
305
+ elements.head.properties = {
306
+ dead: false,
307
+ dirLocked: false,
308
+ panic: 0,
309
+ };
310
+
311
+ elements.head.tick = function(pixel) {
312
+ doHeat(pixel);
313
+ doBurning(pixel);
314
+ doElectricity(pixel);
315
+ if (pixel.dead) {
316
+ // Turn into rotten_meat if pixelTicks-dead > 500
317
+ if (pixelTicks-pixel.dead > 200) {
318
+ changePixel(pixel,"rotten_meat");
319
+ return
320
+ }
321
+ }
322
+
323
+ // Find the body
324
+ if (!isEmpty(pixel.x, pixel.y+1, true) && pixelMap[pixel.x][pixel.y+1].element == "body") {
325
+ var body = pixelMap[pixel.x][pixel.y+1];
326
+ if (body.dead) { // If body is dead, kill head
327
+ pixel.dead = body.dead;
328
+ }
329
+ }
330
+ else { var body = null }
331
+
332
+ if (isEmpty(pixel.x, pixel.y+1)) {
333
+ tryMove(pixel, pixel.x, pixel.y+1);
334
+ // create blood if severed 10% chance
335
+ if (isEmpty(pixel.x, pixel.y+1) && !pixel.dead && Math.random() < 0.1) {
336
+ createPixel("blood", pixel.x, pixel.y+1);
337
+ // set dead to true 15% chance
338
+ if (Math.random() < 0.15) {
339
+ pixel.dead = pixelTicks;
340
+ }
341
+ }
342
+ }
343
+
344
+ pixel.mood ??= 0;
345
+
346
+ if((pixelTicks-pixel.start) % 5 === 0) {
347
+ //Vision loop
348
+ var pX = pixel.x;
349
+ var pY = pixel.y;
350
+ if(pixel.dir === -1) {
351
+ for(i = -4; i < 4+1; i++) {
352
+ var oY = i;
353
+ //console.log(`Starting row look at row ${pY+oY}`)
354
+ for(j = (-1); j > (-16 - 1); j--) {
355
+ var oX = j;
356
+ var nX = pX+oX;
357
+ var nY = pY+oY;
358
+ if(outOfBounds(nX,nY)) {
359
+ //console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
360
+ break;
361
+ };
362
+ if(isEmpty(nX,nY)) {
363
+ //console.log(`Skipping pixel (${nX},${nY}) (empty)`)
364
+ continue;
365
+ };
366
+ if(!isEmpty(nX,nY,true)) {
367
+ var newPixel = pixelMap[nX][nY];
368
+ var newElement = newPixel.element;
369
+ if(Object.keys(goodPixels).includes(newElement)) {
370
+ //no dir flip
371
+ if(Math.random() > goodPixels[newElement].panicChangeChance) {
372
+ pixel.panic += goodPixels[newElement].panicChange;
373
+ pixel.mood += goodPixels[newElement].moodChange; //like if there was a pretty painting item, it would make you feel better but you wouldn't necessarily feel the need to run towards it
374
+ };
375
+ pixel.dirLocked = true;
376
+ } else if(Object.keys(badPixels).includes(newElement)) {
377
+ body.dir = 1; //flip dir
378
+ if(Math.random() > badPixels[newElement].panicChangeChance) {
379
+ pixel.panic += badPixels[newElement].panicChange;
380
+ pixel.mood += badPixels[newElement].moodChange;
381
+ };
382
+ pixel.dirLocked = true;
383
+ }; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first
384
+ if(otherPixels.includes(newElement)) {
385
+ //specific custom code
386
+ if(newElement === "head") {
387
+ if(hasPixel(nX,nY+1,"body")) {
388
+ var newBody = pixelMap[nX][nY+1];
389
+ if(newPixel.dead || newBody.dead) {
390
+ pixel.panic += 0.02; //if it's seeing a whole human, it's likely to see the dead head and the dead body, thus double-executing
391
+ //it would be nice if there was a way to avoid double/multiple detection of the same human
392
+ if(hasPixel(pX,pY+1,"body")) { //mix error-proofing
393
+ var body = pixelMap[pX][pY+1];
394
+ body.dir = 1; //run away
395
+ };
396
+ } else {
397
+ if(newPixel.panic > 0.04) {
398
+ if(newPixel.panic > 0.8) {
399
+ pixel.panic += 0.015; //it will add up
400
+ } else if(newPixel.panic > 0.6) {
401
+ pixel.panic += 0.012;
402
+ } else if(newPixel.panic > 0.4) {
403
+ pixel.panic += 0.009;
404
+ } else if(newPixel.panic > 0.2) {
405
+ pixel.panic += 0.006;
406
+ } else {
407
+ pixel.panic += 0.003;
408
+ };
409
+
410
+ //the vision loop is in the head, and this is in the "seeing head" case, then this will happen when the head sees another head, and heads store panic; this is in the "other head" is panicking case so this will ultimately be the code that runs when its human sees another human panicking
411
+ if(Math.random() < 0.5) {
412
+ //run in same direction as panicking person
413
+ pixel.dir = newPixel.dir
414
+ };
415
+ };
416
+ };
417
+ } else { //severed head
418
+ newPixel.dead ? pixel.panic += 0.03 : pixel.panic += 0.04;
419
+ if(hasPixel(pX,pY+1,"body")) {
420
+ var body = pixelMap[pX][pY+1];
421
+ body.dir = 1; //run away
422
+ };
423
+ };
424
+ } else if(newElement === "body") {
425
+ if(hasPixel(nX,nY-1,"head")) {
426
+ var newHead = pixelMap[nX][nY-1];
427
+ if(newPixel.dead || newHead.dead) {
428
+ pixel.panic += 0.02;
429
+ if(hasPixel(pX,pY+1,"body")) {
430
+ var body = pixelMap[pX][pY+1];
431
+ body.dir = 1; //run away
432
+ };
433
+ } else {
434
+ if(newHead.panic > 0.04) {
435
+ if(newHead.panic > 0.8) {
436
+ pixel.panic += 0.014; //it will add up
437
+ } else if(newHead.panic > 0.6) {
438
+ pixel.panic += 0.011;
439
+ } else if(newHead.panic > 0.4) {
440
+ pixel.panic += 0.008;
441
+ } else if(newHead.panic > 0.2) {
442
+ pixel.panic += 0.005;
443
+ } else {
444
+ pixel.panic += 0.002;
445
+ };
446
+ };
447
+ };
448
+ } else { //severed body
449
+ newPixel.dead ? pixel.panic += 0.025 : pixel.panic += 0.035;
450
+ if(hasPixel(pX,pY+1,"body")) { //mix error-proofing
451
+ var body = pixelMap[pX][pY+1];
452
+ body.dir = 1; //run away
453
+ };
454
+ };
455
+ };
456
+ };
457
+ //code outside of those three if blocks will be applied to pixels of all elements
458
+ if(!elements[newElement].transparent) {
459
+ break; //can't see through humans
460
+ };
461
+ };
462
+ };
463
+ };
464
+ } else if(pixel.dir === 1) {
465
+ for(i = -4; i < 4+1; i++) {
466
+ var oY = i;
467
+ //console.log(`Starting row look at row ${pY+oY}`)
468
+ for(j = 1; j < 16 + 1; j++) {
469
+ var oX = j;
470
+ var nX = pX+oX;
471
+ var nY = pY+oY;
472
+ if(outOfBounds(nX,nY)) {
473
+ //console.log(`Stopping row look at pixel (${nX},${nY}) due to OoB`)
474
+ break;
475
+ };
476
+ if(isEmpty(nX,nY)) {
477
+ //console.log(`Skipping pixel (${nX},${nY}) (empty)`)
478
+ continue;
479
+ };
480
+ if(!isEmpty(nX,nY,true)) {
481
+ var newPixel = pixelMap[nX][nY];
482
+ var newElement = newPixel.element;
483
+ if(Object.keys(goodPixels).includes(newElement)) {
484
+ //no dir flip
485
+ if(Math.random() > goodPixels[newElement].panicChangeChance) {
486
+ pixel.panic += goodPixels[newElement].panicChange;
487
+ pixel.mood += goodPixels[newElement].moodChange;
488
+ };
489
+ pixel.dirLocked = true;
490
+ } else if(Object.keys(badPixels).includes(newElement)) {
491
+ if(hasPixel(pX,pY+1,"body")) {
492
+ var body = pixelMap[pX][pY+1];
493
+ body.dir = -1; //run away
494
+ };
495
+ if(Math.random() > badPixels[newElement].panicChangeChance) {
496
+ pixel.panic += badPixels[newElement].panicChange;
497
+ pixel.mood += badPixels[newElement].moodChange;
498
+ };
499
+ pixel.dirLocked = true;
500
+ }; //good and bad should be mutually exclusive; good will be evaulated first because one inevitably has to be considered first
501
+ if(otherPixels.includes(newElement)) {
502
+ if(newElement === "head") {
503
+ if(hasPixel(nX,nY+1,"body")) {
504
+ var newBody = pixelMap[nX][nY+1];
505
+ if(newPixel.dead || newBody.dead) {
506
+ pixel.panic += 0.02; //if it's seeing a whole human, it's likely to see the dead head and the dead body, thus double-executing
507
+ //it would be nice if there was a way to avoid double/multiple detection of the same human
508
+ if(hasPixel(pX,pY+1,"body")) {
509
+ var body = pixelMap[pX][pY+1];
510
+ body.dir = -1; //run away
511
+ };
512
+ } else {
513
+ if(newPixel.panic > 0.04) {
514
+ if(newPixel.panic > 0.8) {
515
+ pixel.panic += 0.015; //it will add up
516
+ } else if(newPixel.panic > 0.6) {
517
+ pixel.panic += 0.012;
518
+ } else if(newPixel.panic > 0.4) {
519
+ pixel.panic += 0.009;
520
+ } else if(newPixel.panic > 0.2) {
521
+ pixel.panic += 0.006;
522
+ } else {
523
+ pixel.panic += 0.003;
524
+ };
525
+ };
526
+ };
527
+ } else { //severed head
528
+ newPixel.dead ? pixel.panic += 0.03 : pixel.panic += 0.04;
529
+ if(hasPixel(pX,pY+1,"body")) {
530
+ var body = pixelMap[pX][pY+1];
531
+ body.dir = -1; //run away
532
+ };
533
+ };
534
+ } else if(newElement === "body") {
535
+ if(hasPixel(nX,nY-1,"head")) {
536
+ var newHead = pixelMap[nX][nY-1];
537
+ if(newPixel.dead || newHead.dead) {
538
+ pixel.panic += 0.02;
539
+ if(hasPixel(pX,pY+1,"body")) {
540
+ var body = pixelMap[pX][pY+1];
541
+ body.dir = -1; //run away
542
+ };
543
+ } else {
544
+ if(newHead.panic > 0.04) {
545
+ if(newHead.panic > 0.8) {
546
+ pixel.panic += 0.014; //it will add up
547
+ } else if(newHead.panic > 0.6) {
548
+ pixel.panic += 0.011;
549
+ } else if(newHead.panic > 0.4) {
550
+ pixel.panic += 0.008;
551
+ } else if(newHead.panic > 0.2) {
552
+ pixel.panic += 0.005;
553
+ } else {
554
+ pixel.panic += 0.002;
555
+ };
556
+ };
557
+ };
558
+ } else { //severed body
559
+ newPixel.dead ? pixel.panic += 0.025 : pixel.panic += 0.035;
560
+ if(hasPixel(pX,pY+1,"body")) {
561
+ var body = pixelMap[pX][pY+1];
562
+ body.dir = -1; //run away
563
+ };
564
+ };
565
+ };
566
+ };
567
+ //code outside of those three if blocks will be applied to pixels of all elements
568
+ if(!elements[newElement].transparent) {
569
+ break; //can't see through humans
570
+ };
571
+ };
572
+ };
573
+ };
574
+ };
575
+ };
576
+
577
+ validatePanic(pixel);
578
+
579
+ if(Math.random() < 0.01) { //1% chance each tick to lose interest
580
+ pixel.dirLocked = false;
581
+ //console.log("Meh.");
582
+ };
583
+
584
+ if(Math.random() < ((pixel.panic) > 0.8 ? 0.04 : 0.02)) { //2% chance each tick to decrease panic (4% if the panic is extreme)
585
+ //console.log("Decreasing panic");
586
+ pixel.panic < 0.05 ? pixel.panic = 0 : pixel.panic -= 0.05;
587
+ };
588
+
589
+ };
590
+ elements.head.breakInto = ["bone","brain","brain","cerebrospinal_fluid","blood","blood","meat"];
591
+
592
+ elements.head.onTryMoveInto = function(pixel,otherPixel) {
593
+ var pX = pixel.x;
594
+ var pY = pixel.y;
595
+ if(!pixel.dead) {
596
+ var otherElement = otherPixel.element;
597
+ var oX = otherPixel.x;
598
+ var oY = otherPixel.y;
599
+ if(oY !== (pY + 1)) { //exclude the body under this head
600
+ if(otherElement === "head") { //if the pixel hitting this head is also a head
601
+ //console.log("head.onTryMoveInto: Head has tried to move into head");
602
+ if(hasPixel(oX,oY+1,"body")) { //if the pixel hitting this pixel has a body under it
603
+ var otherBody = pixelMap[oX][oY+1];
604
+ if(otherPixel.dead || otherBody.dead) { //if either part of that human is dead
605
+ pixel.panic += 0.08; //being hit by a dead ******* body is terrifying
606
+ //console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (head's code branch)");
607
+ } else {
608
+ //if(otherPixel.panic > 0.04) { pixel.panic += 0.04; console.log("head.onTryMoveInto: panic increase, case: head hit by panicked whole body (head's code branch)"); }; //living, normal, headed bodies scare only if that incoming human is already scared
609
+ };
610
+ } else { //if it's a severed head
611
+ if(otherPixel.dead) { //if the head is dead
612
+ pixel.panic += 0.08; //being hit by a /severed ******* head/ is terrifying
613
+ //console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed head");
614
+ } else {
615
+ pixel.panic += 0.1; //being hit by a //******* severed head that's still alive// is even worse
616
+ //console.log("head.onTryMoveInto: panic increase, case: head hit by living severed head");
617
+ };
618
+ };
619
+ } else if(otherElement === "body") { //if the pixel hitting this head is a body
620
+ if(hasPixel(oX,oY-1,"head")) { //if the body hitting this pixel has a head on it
621
+ var otherHead = pixelMap[oX][oY-1];
622
+ if(otherPixel.dead || otherHead.dead) { //if either part of that human is dead
623
+ pixel.panic += 0.03; //dead whole body case
624
+ //console.log("head.onTryMoveInto: panic increase, case: head hit by dead whole body (body's code branch)");
625
+ } else {
626
+ if(otherHead.panic > 0.04) {
627
+ pixel.panic += 0.03;
628
+ //console.log("head.onTryMoveInto: panic increase, case: head crushed by panicked whole body (body's code branch)");
629
+ } else {
630
+ pixel.panic += 0.02;
631
+ //console.log("head.onTryMoveInto: panic increase, case: head crushed by whole body (body's code branch)");
632
+ };
633
+ };
634
+ } else { //severed body case
635
+ if(otherPixel.dead) { //if the body is dead
636
+ pixel.panic += 0.04; //imagine being hit by a severed human without the head
637
+ //console.log("head.onTryMoveInto: panic increase, case: head hit by dead severed body");
638
+ } else {
639
+ pixel.panic += 0.05; //imagine the above but the heart is still beating
640
+ //console.log("head.onTryMoveInto: panic increase, case: head hit by living severed body");
641
+ };
642
+ };
643
+ } else {
644
+ if(oX === pX && oY === pY-1) {
645
+ var otherInfo = elements[otherElement];
646
+ var otherState; typeof(otherInfo.state) === "undefined" ? otherState = null : otherState = otherInfo.state;
647
+ var otherDensity = typeof(otherInfo.density) === "undefined" ? otherDensity = null : otherDensity = otherInfo.density;
648
+ if(otherState === "solid") {
649
+ if(otherDensity > 5000) {
650
+ var chance = (0.1 + (otherDensity/50000)) / 5;
651
+ if(Math.random() < chance) {
652
+ breakPixel(pixel);
653
+ };
654
+ } else if(otherDensity >= 500) {
655
+ pixel.panic += (0.01 * (otherDensity / 500));
656
+ } else if(otherDensity >= 100) {
657
+ pixel.panic += (0.001 * (otherDensity / 100));
658
+ };
659
+ };
660
+ };
661
+ };
662
+ };
663
+ };
664
+ };
665
+
666
+ //Worldgen preset for testing
667
+
668
+ worldgentypes.basalt_dirt = {
669
+ layers: [
670
+ [0, "basalt", 0.05],
671
+ [0, "dirt"]
672
+ ]
673
+ };
674
+
675
+ kep1er = [
676
+ ["first_impact", ["#664482","#cf4ba3","#c15ca9","#f0a669"]],
677
+ ["doublast", ["#2b98fd","#d0e26d","#e6f049","#dce4b3"]],
678
+ ["fly-up", ["#f2f2f2","#15a667","#de0180"]],
679
+ ["troubleshooter", ["#291923","#ed3fb6","#fee6f8","#64c5e0","#d6cdca","#330d25"]],
680
+ ["fly-by", ["#e7e6dd","#fcf0ef","#efa1ba","#8d7cb6","#5e74ba","#2b5db5","#e292b7"]],
681
+ ["lovestruck", ["#bfd9f0","#bfd9f0","#fef792","#c36475","#edd1d6"]],
682
+ ];
683
+
684
+ for(index in kep1er) {
685
+ index = parseInt(index);
686
+ var newName = kep1er[index][0];
687
+ var newColor = kep1er[index][1];
688
+ var newDisplayName = newName.replaceAll("_"," ").replaceAll("-"," - ").split(" ").map(x => x.substring(0,1).toUpperCase() + x.substring(1)).join(" ").replace(" - ","-");
689
+ elements[newName] = {
690
+ name: newDisplayName,
691
+ color: newColor,
692
+ tempHigh: 200,
693
+ stateHigh: ["ash","molten_plastic"],
694
+ density: 332, //based off of First Impact: https://www.amazon.com/Kep1er-IMPACT-Contents-Tracking-Connect/dp/B09MQMNZ62
695
+ tick: function(pixel) {
696
+ if(!(tryMove(pixel,pixel.x,pixel.y+1))) {
697
+ var directions = [];
698
+ if(isEmpty(pixel.x-1,pixel.y+1) && isEmpty(pixel.x-1,pixel.y+2)) {
699
+ directions.push(-1)
700
+ };
701
+ if(isEmpty(pixel.x+1,pixel.y+1) && isEmpty(pixel.x+1,pixel.y+2)) {
702
+ directions.push(1)
703
+ };
704
+ if(directions.length > 0) {
705
+ tryMove(pixel,pixel.x+directions[Math.floor(Math.random() * directions.length)],pixel.y)
706
+ };
707
+ }
708
+ },
709
+ reactions: {
710
+ water: { elem1: ["plastic","cellulose","cellulose"], elem2: ["water","water","cellulose",null,null], chance: 0.8 }
711
+ },
712
+ burn: 40,
713
+ burnTime: 150,
714
+ burnInto: ["ash","molten_plastic","carbon_dioxide","smoke"],
715
+ category: "other"
716
+ };
717
+
718
+ goodPixels[newName] = { panicChange: 0.01, panicChangeChance: 0.2, moodChange: 0.035 };
719
+ };
720
+
721
+ } else {
722
+ enabledMods.splice(enabledMods.indexOf(modName),0,onTryMoveIntoMod)
723
+ localStorage.setItem("enabledMods", JSON.stringify(enabledMods));
724
+ alert(`The ${onTryMoveIntoMod} mod is required and has been automatically inserted (reload for this to take effect).`)
725
+ };