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 +1,1293 @@
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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>Sandbox Game</title>
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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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+
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+ <style>
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+ html, 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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+ 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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+ h1 {
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+ padding: 10px;
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+ }
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+ #gameDiv { /*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; /* iOS Safari */
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+ -webkit-user-select: none; /* Safari */
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+ -khtml-user-select: none; /* Konqueror HTML */
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+ -moz-user-select: none; /* Old versions of Firefox */
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+ -ms-user-select: none; /* Internet Explorer/Edge */
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+ user-select: none;
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+ }
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+ button, input[type="submit"], input[type="reset"] {
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+ background: none;
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+ color: inherit;
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+ border: none;
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+ padding: 0;
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+ font: inherit;
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+ cursor: pointer;
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+ outline: inherit;
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+ }
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+ #underBox {
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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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+ #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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+ border: 1px solid #797979;
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+ margin: 0px 5px 5px 5px;
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+ font-variant: small-caps;
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+ }
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+ #controls button.bright {
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+ text-shadow: 0.5px 1px 4px #ffffff;
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+ color: rgba(0, 0, 0, 0.75);
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+ }
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+ /*Darken when active*/
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+ #controls button:active, #controls button:active:hover {
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+ filter: brightness(60%);
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+ }
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+ #controls button:hover {
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+ filter: brightness(90%);
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+ }
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+ #controls button:disabled {
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+ cursor: not-allowed;
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+ }
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+ #controls button[current="true"], #controls button[on="true"] {
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+ border: 1px solid #ffffff;
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+ filter: brightness(110%);
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+ box-shadow: 0 5px 15px rgba(255, 255, 255, .4);
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+ color: rgba(255, 255, 255, 1);
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+ }
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+ #controls button.bright[current="true"] {
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+ color: rgba(0, 0, 0, 1);
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+ }
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+ #controls button[on="true"] {
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+ border-color:lime;
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+ color:lime;
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+ }
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+ #controls div {
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+ display:block;
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+ }
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+ .stat {
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+ margin-right: 25px;
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+ margin-bottom: 5px;
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+ float:right;
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+ }
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+ #stats {
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+ margin: 0px 5px 5px 5px;
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+ font-size: 0.75em;
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+ height: 2em;
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+ }
101
+ #stat-pos, #stat-pixels, #stat-shift, #stat-tps, #stat-ticks {
102
+ float:left;
103
+ }
104
+ </style>
105
+
106
+ <script>
107
+ //replaceAll polyfill
108
+ if (!String.prototype.replaceAll) {String.prototype.replaceAll = function(str, newStr){if (Object.prototype.toString.call(str).toLowerCase() === '[object regexp]') {return this.replace(str, newStr);}return this.replace(new RegExp(str, 'g'), newStr);};}
109
+ </script>
110
+
111
+ <script>
112
+
113
+ behaviors = {
114
+ "POWDER": [
115
+ "XX|XX|XX",
116
+ "XX|XX|XX",
117
+ "M2|M1|M2",
118
+ ],
119
+ "AGPOWDER": [
120
+ "M2|M1|M2",
121
+ "XX|XX|XX",
122
+ "XX|XX|XX",
123
+ ],
124
+ "LIQUID": [
125
+ "XX|XX|XX",
126
+ "M2|XX|M2",
127
+ "M2|M1|M2",
128
+ ],
129
+ "WALL": [
130
+ "XX|XX|XX",
131
+ "XX|XX|XX",
132
+ "XX|XX|XX",
133
+ ],
134
+ "UL_UR": [
135
+ "M1|M1|M1",
136
+ "M2|XX|M2",
137
+ "XX|XX|XX",
138
+ ],
139
+ "GAS": [
140
+ "M2|M1|M2",
141
+ "M1|XX|M1",
142
+ "M2|M2|M2",
143
+ ],
144
+ "DGAS": [
145
+ "M2|M1|M2",
146
+ "M1|DL%5|M1",
147
+ "M2|M2|M2",
148
+ ],
149
+ "SUPPORT": [
150
+ "XX|XX|XX",
151
+ "SP|XX|SP",
152
+ "XX|M1|XX",
153
+ ],
154
+ "SUPPORTPOWDER": [
155
+ "XX|XX|XX",
156
+ "SP|XX|SP",
157
+ "M2|M1|M2",
158
+ ],
159
+ "DELETE": [
160
+ "XX|DL|XX",
161
+ "DL|XX|DL",
162
+ "XX|DL|XX",
163
+ ],
164
+ "FILL": [
165
+ "XX|CL|XX",
166
+ "CL|XX|CL",
167
+ "XX|CL|XX",
168
+ ],
169
+
170
+ }
171
+
172
+ airDensity = 1.225; // kg/m^3
173
+ airTemp = 20; // Celsius
174
+ // Object storing various powders, called elements
175
+ // name - name of the element
176
+ // color - color of the element's pixel
177
+ // density - density of the element [unused currently] (kg/m^3)
178
+ // behavior - behavior of the element
179
+ // flam - temperature of combustion [unused currently]
180
+ // temp - default temperature of the element (Celsius)
181
+ // tempHigh - highest temperature before state change
182
+ // tempLow - lowest temperature before state change
183
+ // stateHigh - element transformed into when tempHigh is reached
184
+ // stateLow - element transformed into when tempLow is reached
185
+ // viscosity - how slow a liquid will move (higher = slower) (cps)
186
+
187
+ // [Future]
188
+ // changeAfter - seconds before element dissolves
189
+ // change - element transformed into after time
190
+ elements = {
191
+ "sand": {
192
+ "name": "sand",
193
+ "color": "#e6d577",
194
+ "behavior": behaviors.POWDER,
195
+ "density": 1602,
196
+ "tempHigh": 1700,
197
+ "stateHigh": "molten_glass",
198
+ },
199
+ "water": {
200
+ "name": "water",
201
+ "color": "#2167ff",
202
+ "behavior": behaviors.LIQUID,
203
+ "density": 997,
204
+ "tempHigh": 100,
205
+ "stateHigh": "steam",
206
+ "tempLow": 0,
207
+ "stateLow": "ice",
208
+ "viscosity": 1,
209
+ },
210
+ "heat": {
211
+ "name": "heat",
212
+ "color": "#ff0000",
213
+ "behavior": behaviors.WALL,
214
+ "temp": 2,
215
+ },
216
+ "cool": {
217
+ "name": "cool",
218
+ "color": "#0000ff",
219
+ "behavior": behaviors.WALL,
220
+ "temp": -2,
221
+ },
222
+ "wall": {
223
+ "name": "wall",
224
+ "color": "#808080",
225
+ "behavior": behaviors.WALL,
226
+ "density": 0,
227
+ },
228
+ "steam": {
229
+ "name": "steam",
230
+ "color": "#abd6ff",
231
+ "behavior": behaviors.GAS,
232
+ "density": 0.013,
233
+ "temp": 100,
234
+ "tempLow": 95,
235
+ "stateLow": "water",
236
+ },
237
+ "ice": {
238
+ "name": "ice",
239
+ "color": "#c5e9f0",
240
+ "behavior": behaviors.WALL,
241
+ "density": 917,
242
+ "temp": 0,
243
+ "tempHigh": 5,
244
+ "stateHigh": "water",
245
+ },
246
+ "snow": {
247
+ "name": "snow",
248
+ "color": "#e1f8fc",
249
+ "behavior": behaviors.POWDER,
250
+ "density": 100,
251
+ "temp": 0,
252
+ "tempHigh": 5,
253
+ "stateHigh": "water",
254
+ },
255
+ "packed_snow": {
256
+ "name": "packed snow",
257
+ "color": "#bcdde3",
258
+ "behavior": behaviors.SUPPORTPOWDER,
259
+ "density": 100,
260
+ "temp": 0,
261
+ "tempHigh": 20,
262
+ "stateHigh": "water",
263
+ },
264
+ "wood": {
265
+ "name": "wood",
266
+ "color": "#a0522d",
267
+ "behavior": behaviors.WALL,
268
+ "density": 745,
269
+ "tempHigh": 230,
270
+ "stateHigh": "fire",
271
+ },
272
+ "fire": {
273
+ "name": "fire",
274
+ "color": ["#ff6b21","#ffa600","#ff4000"],
275
+ "behavior": behaviors.UL_UR,
276
+ "density": 1300,
277
+ "temp":400,
278
+ "tempChange":-1,
279
+ "tempLow":350,
280
+ "stateLow": "smoke",
281
+ "tempHigh": 6095,
282
+ "stateHigh": "plasma",
283
+ },
284
+ "smoke": {
285
+ "name": "smoke",
286
+ "color": "#383838",
287
+ "behavior": behaviors.DGAS,
288
+ "density": 1180,
289
+ "temp": 114,
290
+ "tempHigh": 605,
291
+ "stateHigh": "fire",
292
+ "deleteAfter": 100,
293
+ },
294
+ "rock": {
295
+ "name": "rock",
296
+ "color": ["#808080","#4f4f4f","#949494"],
297
+ "behavior": behaviors.POWDER,
298
+ "density": 2700,
299
+ "tempHigh": 950,
300
+ "stateHigh": "magma",
301
+ },
302
+ "magma": {
303
+ "name": "magma",
304
+ "color": ["#ff6f00","#ff8c00","#ff4d00"],
305
+ "behavior": behaviors.LIQUID,
306
+ "temp": 950,
307
+ "tempLow": 800,
308
+ "stateLow": "rock",
309
+ "viscosity": 10000,
310
+ },
311
+ "concrete": {
312
+ "name": "concrete",
313
+ "color": "#ababab",
314
+ "behavior": behaviors.SUPPORT,
315
+ "density": 2400,
316
+ "tempHigh": 1500,
317
+ "stateHigh": "magma",
318
+ },
319
+ "plasma": {
320
+ "name": "plasma",
321
+ "color": ["#8800ff","#b184d9","#8800ff"],
322
+ "behavior": behaviors.GAS,
323
+ "temp":12750,
324
+ "tempChange":-25,
325
+ "tempLow":10000,
326
+ "stateLow": "fire",
327
+ },
328
+ "iron": {
329
+ "name": "iron",
330
+ "color": "#cbcdcd",
331
+ "behavior": behaviors.WALL,
332
+ "tempHigh": 1538,
333
+ },
334
+ "glass": {
335
+ "name": "glass",
336
+ "color": "#616869",
337
+ "behavior": behaviors.WALL,
338
+ "tempHigh": 1500,
339
+ },
340
+ "blood": {
341
+ "name": "blood",
342
+ "color": "#ff0000",
343
+ "behavior": behaviors.LIQUID,
344
+ "viscosity": 10,
345
+ },
346
+ "honey": {
347
+ "name": "honey",
348
+ "color": ["#ffd700","#ffae00"],
349
+ "behavior": behaviors.LIQUID,
350
+ "viscosity": 10000,
351
+ },
352
+ "ketchup": {
353
+ "name": "ketchup",
354
+ "color": "#ff3119",
355
+ "behavior": behaviors.LIQUID,
356
+ "viscosity": 50000,
357
+ },
358
+ "molasses": {
359
+ "name": "molasses",
360
+ "color": "#240f00",
361
+ "behavior": behaviors.LIQUID,
362
+ "viscosity": 7500,
363
+ },
364
+ "filler": {
365
+ "name": "filler",
366
+ "color": "#ae4cd9",
367
+ "behavior": behaviors.FILL,
368
+ },
369
+ "dirt": {
370
+ "name": "dirt",
371
+ "color": ["#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#9e6b4b","#b0a39b"],
372
+ "behavior": behaviors.POWDER,
373
+ },
374
+ "gravel": {
375
+ "name": "gravel",
376
+ "color": "#454b51",
377
+ "behavior": behaviors.POWDER,
378
+ },
379
+ "slime": {
380
+ "name": "slime",
381
+ "color": "#81cf63",
382
+ "behavior": behaviors.LIQUID,
383
+ "viscosity": 5000,
384
+ },
385
+ "ruins": {
386
+ "name": "ruins",
387
+ "color": "#5c5c5c",
388
+ "behavior": [
389
+ "XX|SP|XX",
390
+ "XX|XX|XX",
391
+ "M2%1|M1|M2%1"
392
+ ],
393
+ },
394
+ "void": {
395
+ "name": "void",
396
+ "color": "#262626",
397
+ "behavior": behaviors.DELETE,
398
+ },
399
+ "flea": {
400
+ "name": "flea",
401
+ "color": "#9e4732",
402
+ "behavior": [
403
+ "M2|XX|M2",
404
+ "DL:blood|XX|DL:blood",
405
+ "M2|M1|M2",
406
+ ],
407
+ },
408
+ "fly": {
409
+ "name": "fly",
410
+ "color": "#303012",
411
+ "behavior": [
412
+ "M1|XX|M1",
413
+ "XX|XX|XX",
414
+ "M1|M2|M1",
415
+ ],
416
+ },
417
+ "smoke_grenade": {
418
+ "name": "smoke grenade",
419
+ "color": "#2b382c",
420
+ "behavior": [
421
+ "XX|CR:smoke|XX",
422
+ "XX|XX|XX",
423
+ "M2|M1|M2",
424
+ ],
425
+ },
426
+ "torch": {
427
+ "name": "torch",
428
+ "color": "#d68542",
429
+ "behavior": [
430
+ "XX|CR:fire|XX",
431
+ "XX|XX|XX",
432
+ "XX|XX|XX",
433
+ ],
434
+ },
435
+ "water_spout": {
436
+ "name": "water spout",
437
+ "color": "#606378",
438
+ "behavior": [
439
+ "XX|CR:water|XX",
440
+ "CR:water|XX|CR:water",
441
+ "XX|CR:water|XX",
442
+ ],
443
+ },
444
+ "bone_marrow": {
445
+ "name": "bone marrow",
446
+ "color": "#c97265",
447
+ "behavior": [
448
+ "XX|CR:blood,bone|XX",
449
+ "CR:blood,bone|XX|CR:blood,bone",
450
+ "XX|CR:blood,bone|XX",
451
+ ],
452
+ },
453
+ "bone": {
454
+ "name": "bone",
455
+ "color": "#d9d9d9",
456
+ "behavior": behaviors.SUPPORT
457
+ },
458
+ "anti_powder": {
459
+ "name": "anti powder",
460
+ "color": "#ebd1d8",
461
+ "behavior": behaviors.AGPOWDER
462
+ },
463
+ "vertical": {
464
+ "name": "vertical",
465
+ "color": "#d9d9d9",
466
+ "behavior": [
467
+ "XX|M1|XX",
468
+ "CR:wall|XX|CR:wall",
469
+ "XX|XX|XX",
470
+ ]
471
+ },
472
+ "horizontal": {
473
+ "name": "horizontal",
474
+ "color": "#d9d9d9",
475
+ "behavior": [
476
+ "XX|CR:wall|XX",
477
+ "XX|XX|M1",
478
+ "XX|CR:wall|XX",
479
+ ]
480
+ },
481
+ "rain_cloud": {
482
+ "name": "rain cloud",
483
+ "color": "#636b78",
484
+ "behavior": [
485
+ "XX|XX|XX",
486
+ "XX|XX|XX",
487
+ "XX|CR:water%1|XX",
488
+ ]
489
+ },
490
+ "snow_cloud": {
491
+ "name": "snow cloud",
492
+ "color": "#7e8691",
493
+ "behavior": [
494
+ "XX|XX|XX",
495
+ "XX|XX|XX",
496
+ "XX|CR:packed_snow%1|XX",
497
+ ]
498
+ },
499
+ "plant": {
500
+ "name": "plant",
501
+ "color": "#00bf00",
502
+ "behavior": behaviors.WALL
503
+ },
504
+ "seed": {
505
+ "name": "seed",
506
+ "color": "#57eb57",
507
+ "behavior": behaviors.POWDER
508
+ },
509
+
510
+ }
511
+
512
+ // Loop through behaviors and each behavior, if it is a string, split the items and replace the value with the array
513
+ for (var behavior in behaviors) {
514
+ if (typeof behaviors[behavior][0] === "string") {
515
+ var newbehavior = [];
516
+ for (var i = 0; i < behaviors[behavior].length; i++) {
517
+ newbehavior.push(behaviors[behavior][i].split("|"));
518
+ }
519
+ behaviors[behavior] = newbehavior;
520
+ }
521
+ }
522
+
523
+ // Loop through each element. If it has a tempHigh, but not a stateHigh, create a new molten element
524
+ for (element in elements) {
525
+ if (elements[element].tempHigh && !elements[element].stateHigh) {
526
+ var newname = "molten_"+element;
527
+ elements[element].stateHigh = newname;
528
+ elements[newname] = {
529
+ "name": newname.replaceAll("_"," "),
530
+ "color": ["#ff6f00","#ff8c00","#ff4d00"],
531
+ "behavior": behaviors.LIQUID,
532
+ "density": elements[element].density,
533
+ "temp": elements[element].tempHigh,
534
+ "tempLow": elements[element].tempHigh-100,
535
+ "stateLow": element,
536
+ "viscosity": 10000,
537
+ "hidden": true,
538
+ }
539
+ }
540
+ if (elements[element].behavior && typeof elements[element].behavior[0] === "string") {
541
+ var newbehavior = [];
542
+ for (var i = 0; i < elements[element].behavior.length; i++) {
543
+ newbehavior.push(elements[element].behavior[i].split("|"));
544
+ }
545
+ elements[element].behavior = newbehavior;
546
+ }
547
+ }
548
+
549
+ function hexToRGB(hex) {
550
+ var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
551
+ return result ? {
552
+ r: parseInt(result[1], 16),
553
+ g: parseInt(result[2], 16),
554
+ b: parseInt(result[3], 16)
555
+ } : null;
556
+ }
557
+ // convert every color in the elements object to rgb
558
+ for (var key in elements) {
559
+ if (elements.hasOwnProperty(key)) {
560
+ // if the color is an array, loop over each one
561
+ if (elements[key].color instanceof Array) {
562
+ var rgbs = [];
563
+ var rgbos = [];
564
+ for (var i = 0; i < elements[key].color.length; i++) {
565
+ var c = elements[key].color[i];
566
+ if (c.startsWith("#")) {
567
+ var rgb = hexToRGB(c);
568
+ rgbs.push("rgb("+rgb.r+","+rgb.g+","+rgb.b+")");
569
+ rgbos.push(rgb);
570
+ }
571
+ else {
572
+ rgbs.push(c);
573
+ }
574
+ }
575
+ elements[key].color = rgbs;
576
+ elements[key].colorObject = rgbos;
577
+ } else {
578
+ // if elements[key].color starts with #
579
+ if (elements[key].color.startsWith("#")) {
580
+ var rgb = hexToRGB(elements[key].color);
581
+ elements[key].color = "rgb("+rgb.r+","+rgb.g+","+rgb.b+")";
582
+ elements[key].colorObject = rgb;
583
+ }
584
+ }
585
+ }
586
+ }
587
+
588
+ currentPixels = [];
589
+ currentID = 0;
590
+ // Pixel class, with attributes such as x, y, and element
591
+ class Pixel {
592
+ constructor(x, y, element) {
593
+ this.x = x;
594
+ this.y = y;
595
+ this.element = element;
596
+ var elementInfo = elements[element];
597
+ this.color = pixelColorPick(this);
598
+ // If element doesn't have temp attribute, set temp to airTemp
599
+ if (elementInfo.temp==undefined) {
600
+ this.temp = airTemp;
601
+ } else {
602
+ this.temp = elementInfo.temp;
603
+ }
604
+ this.start = pixelTicks;
605
+ this.id = currentID;
606
+ currentID++;
607
+ pixelMap[x][y] = this;
608
+ }
609
+ }
610
+ pixelSize = 10;
611
+
612
+ function outOfBounds(x,y) {
613
+ // Returns true if the pixel is out of bounds
614
+ return y > height-1 || y < 1 || x > width-1 || x < 1
615
+ }
616
+ function isEmpty(x, y, ignoreBounds=false) {
617
+ if (outOfBounds(x,y)) {
618
+ return ignoreBounds;
619
+ }
620
+ return pixelMap[x][y] == undefined;
621
+ }
622
+ function canMove(pixel,x,y) {
623
+ if (isEmpty(x,y)) {
624
+ return true;
625
+ }
626
+ }
627
+ function movePixel(pixel,x,y,leaveBehind=null) {
628
+ // if the pixel isn't in currentPixels, return
629
+ if (!currentPixels.includes(pixel)) {
630
+ return;
631
+ }
632
+ // Delete the pixel from the old position
633
+ delete pixelMap[pixel.x][pixel.y];
634
+ if (leaveBehind != null) { createPixel(leaveBehind,x,y); }
635
+ pixel.x = x;
636
+ pixel.y = y;
637
+ pixelMap[x][y] = pixel;
638
+ }
639
+ function clonePixel(pixel,x,y) {
640
+ currentPixels.push(new Pixel(x, y, pixel.element));
641
+ }
642
+ function createPixel(element,x,y) {
643
+ currentPixels.push(new Pixel(x, y, element));
644
+ }
645
+ function deletePixel(x,y,id=null) {
646
+ delete pixelMap[x][y];
647
+ if (id != null) {
648
+ for (var i = 0; i < currentPixels.length; i++) {
649
+ if (currentPixels[i].id == id) {
650
+ currentPixels.splice(i, 1);
651
+ return;
652
+ }
653
+ }
654
+ }
655
+ for (var i = 0; i < currentPixels.length; i++) {
656
+ if (currentPixels[i].x == x && currentPixels[i].y == y) {
657
+ currentPixels.splice(i, 1);
658
+ break;
659
+ }
660
+ }
661
+ }
662
+ function swapPixels(pixel1,pixel2) {
663
+ var tempX = pixel1.x;
664
+ var tempY = pixel1.y;
665
+ pixel1.x = pixel2.x;
666
+ pixel1.y = pixel2.y;
667
+ pixel2.x = tempX;
668
+ pixel2.y = tempY;
669
+ //pixel1 = Object.assign(Object.create(Object.getPrototypeOf(pixel1)), pixel1);
670
+ //pixel2 = Object.assign(Object.create(Object.getPrototypeOf(pixel2)), pixel2);
671
+ pixelMap[pixel1.x][pixel1.y] = pixel2;
672
+ pixelMap[pixel2.x][pixel2.y] = pixel1;
673
+ }
674
+
675
+ function behaviorCoords(x,y,bx,by) {
676
+ bx -= 1;
677
+ by -= 1;
678
+ x += bx;
679
+ y += by;
680
+ return {x:x,y:y};
681
+ }
682
+ /* New Behavior Example (Sand)
683
+ [
684
+ ["XX","XX","XX"],
685
+ ["XX","XX","XX"],
686
+ ["M2","M1","M2"]
687
+ ] */
688
+ /* Behavior Rules
689
+ XX = Ignore
690
+ M1 = Move (First Priority)
691
+ M2 = Move (Second Priority)
692
+ SP = Support (Doesn't move if all aren't empty)
693
+ DL = Delete
694
+ CL = Clone
695
+ CH = Change
696
+ RP = Replace (Move to an existing element)
697
+ CR:element_name = Create a pixel of element_name
698
+ LB:element_name = Leave behind a pixel of element_name when moved (Must be center cell)
699
+ %(num) = Chance of rule happening
700
+ */
701
+ function pixelTick(pixel) {
702
+ if (pixel.start == pixelTicks) {return}
703
+ var info = elements[pixel.element];
704
+ var behavior = info.behavior;
705
+ var x = pixel.x;
706
+ var y = pixel.y;
707
+ var move1Spots = [];
708
+ var move2Spots = [];
709
+ var supportSpots = [];
710
+ var replaceSpots = [];
711
+ var deleted = false;
712
+ var leaveBehind = null;
713
+ // Parse behavior
714
+ for (var by = 0; by < behavior.length; by++) {
715
+ for (var bx = 0; bx < behavior[by].length; bx++) {
716
+ var b = behavior[by][bx].trim();
717
+ var arg = null;
718
+ if (b.includes(":")) {
719
+ arg = b.split(":")[1].split(/[\:\%]/)[0];
720
+ if (!b.includes("%")) {
721
+ b = b.split(/[\:\%]/)[0];
722
+ }
723
+ }
724
+ // If b has "%" followed by a number in it, it's a chance to move
725
+ if (b.includes("%")) {
726
+ // Split the string at the "%" and use the second half as the chance (float)
727
+ var chance = parseFloat(b.split("%")[1]);
728
+ //console.log(b+": "+(Math.random()*100 < chance));
729
+ b = b.split(/[\:\%]/)[0];
730
+ }
731
+ else { var chance = 100; }
732
+ if (b == "XX" || b=="") {continue}
733
+ if (Math.random()*100 < chance) {
734
+ var newCoords = behaviorCoords(x,y,bx,by);
735
+ if (b == "M1") {
736
+ if (!((Math.random()*100) < 100 / ((info.viscosity || 1) ** 0.25))) {
737
+ newCoords.x = x;
738
+ }
739
+ move1Spots.push(newCoords);
740
+ }
741
+ else if (b == "M2") {
742
+ if (!((Math.random()*100) < 100 / ((info.viscosity || 1) ** 0.25))) {
743
+ newCoords.x = x;
744
+ }
745
+ move2Spots.push(newCoords);
746
+ }
747
+ else if (b == "SP") {
748
+ supportSpots.push(newCoords);
749
+ }
750
+ else if (b == "DL") {
751
+ if ((!isEmpty(newCoords.x,newCoords.y)) && !outOfBounds(newCoords.x,newCoords.y)) {
752
+ // if the pixel at newCoords is the same element as the pixel, ignore
753
+ if ((!(pixelMap[newCoords.x][newCoords.y].element == pixel.element)) || (newCoords.x == x && newCoords.y == y)) {
754
+ if (pixelMap[newCoords.x][newCoords.y].element == arg || arg == null) {
755
+ deletePixel(newCoords.x,newCoords.y);
756
+ if (newCoords.x == x && newCoords.y == y) {
757
+ deleted = true;
758
+ }
759
+ }
760
+ }
761
+ }
762
+ }
763
+ else if (b == "CL") {
764
+ if (isEmpty(newCoords.x,newCoords.y)) {
765
+ clonePixel(pixel,newCoords.x,newCoords.y);
766
+ }
767
+ }
768
+ //Change pixel
769
+ else if (b == "CH") {
770
+ if (!isEmpty(newCoords.x,newCoords.y) && !outOfBounds(newCoords.x,newCoords.y)) {
771
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
772
+ newPixel.element = arg;
773
+ newPixel.color = pixelColorPick(newPixel);
774
+ newPixel.start = pixelTicks;
775
+ }
776
+ }
777
+ //Replace pixel
778
+ /*else if (b == "RP") {
779
+ replaceSpots.push({x:newCoords.x,y:newCoords.y,arg:arg});
780
+ }*/
781
+ //Create pixel
782
+ else if (b == "CR") {
783
+ if (isEmpty(newCoords.x,newCoords.y)) {
784
+ if (arg == null) {
785
+ arg = pixel.element;
786
+ }
787
+ else if (arg.includes(",")) {
788
+ arg = arg.split(",")[Math.floor(Math.random()*arg.split(",").length)];
789
+ }
790
+ createPixel(arg,newCoords.x,newCoords.y);
791
+ }
792
+ }
793
+ //Leave behind element
794
+ else if (b == "LB") {
795
+ if (arg.includes(",")) {
796
+ arg = arg.split(",")[Math.floor(Math.random()*arg.split(",").length)];
797
+ }
798
+ leaveBehind = arg;
799
+ }
800
+
801
+
802
+ }
803
+ }
804
+ }
805
+ if (deleted) {return;}
806
+ var move = true;
807
+ if (supportSpots.length > 0) {
808
+ var supportCount = 0;
809
+ var allEmpty = true;
810
+ for (var i = 0; i < supportSpots.length; i++) {
811
+ var bx = supportSpots[i].x;
812
+ var by = supportSpots[i].y;
813
+ if (!isEmpty(bx,by)) {
814
+ supportCount++;
815
+ }
816
+ }
817
+ if (supportCount == supportSpots.length) {
818
+ move = false;
819
+ }
820
+ }
821
+ /*replaceSpotsCopy = replaceSpots.slice();
822
+ if (replaceSpots.length > 0) {
823
+ while (move1Spots.length > 0) {
824
+ // coords = random item of replaceSpots
825
+ var newCoords = replaceSpots[Math.floor(Math.random()*replaceSpots.length)];
826
+ if (!isEmpty(newCoords.x,newCoords.y) && !outOfBounds(newCoords.x,newCoords.y)) {
827
+ if (newPixel.element == newCoords.arg || newCoords.arg == null) {
828
+ var newPixel = pixelMap[newCoords.x][newCoords.y];
829
+ var newCoords = replaceSpots[Math.floor(Math.random()*replaceSpots.length)];
830
+ deletePixel(newCoords.x,newCoords.y);
831
+ pixelMap[newCoords.x][newCoords.y] = pixel;
832
+ pixel.x = newCoords.x;
833
+ pixel.y = newCoords.y;
834
+ moved = true;
835
+ replaceSpotsCopy.splice(replaceSpotsCopy.indexOf(newCoords),1);
836
+ break;
837
+ }
838
+ }
839
+ replaceSpots.splice(replaceSpots.indexOf(newCoords),1);
840
+ }
841
+ }
842
+ if (replaceSpotsCopy.length > 0 && !moved) {
843
+ // combine replaceSpotsCopy and move2Spots
844
+ move2Spots = move2Spots.concat(replaceSpotsCopy);
845
+ }*/
846
+
847
+
848
+ var moved = false;
849
+ // Move First Priority
850
+ if (move) {
851
+ if (move1Spots.length > 0) {
852
+ // While move1Spots is not empty
853
+ while (move1Spots.length > 0) {
854
+ // coords = random item of move1Spots
855
+ var coords = move1Spots[Math.floor(Math.random()*move1Spots.length)];
856
+ var nx = coords.x;
857
+ var ny = coords.y;
858
+ if (isEmpty(nx,ny)) { // If coords is empty, move to coords
859
+ movePixel(pixel,nx,ny,leaveBehind);
860
+ moved = true;
861
+ break;
862
+ }
863
+ else { // Remove from move1Spots
864
+ move1Spots.splice(move1Spots.indexOf(coords),1);
865
+ }
866
+ }
867
+ }
868
+ // Move Second Priority
869
+ if (!moved && move2Spots.length > 0) {
870
+ // While move2Spots is not empty
871
+ while (move2Spots.length > 0) {
872
+ // coords = random item of move2Spots
873
+ var coords = move2Spots[Math.floor(Math.random()*move2Spots.length)];
874
+ var nx = coords.x;
875
+ var ny = coords.y;
876
+ if (isEmpty(nx,ny)) { // If coords is empty, move to coords
877
+ movePixel(pixel,nx,ny,leaveBehind);
878
+ moved = true;
879
+ break;
880
+ }
881
+ else { // Remove from move2Spots
882
+ move2Spots.splice(move2Spots.indexOf(coords),1);
883
+ }
884
+ }
885
+ }
886
+ }
887
+
888
+ if (info.tempChange != undefined) {
889
+ pixel.temp += info.tempChange;
890
+ pixelTempCheck(pixel);
891
+ }
892
+
893
+
894
+ }
895
+ function pixelColorPick(pixel) {
896
+ var element = pixel.element;
897
+ var elementInfo = elements[element];
898
+ if (elementInfo.behavior instanceof Array) {
899
+ var rgb = elements[element].colorObject; // {r, g, b}
900
+ // If rgb is an array, choose a random item
901
+ if (Array.isArray(rgb)) {
902
+ rgb = rgb[Math.floor(Math.random() * rgb.length)];
903
+ }
904
+ // Randomly darken or lighten the RGB color
905
+ var coloroffset = Math.floor(Math.random() * (Math.random() > 0.5 ? -1 : 1) * Math.random() * 15);
906
+ var r = rgb.r + coloroffset;
907
+ var g = rgb.g + coloroffset;
908
+ var b = rgb.b + coloroffset;
909
+ // Make sure the color is within the RGB range
910
+ r = Math.max(0, Math.min(255, r));
911
+ g = Math.max(0, Math.min(255, g));
912
+ b = Math.max(0, Math.min(255, b));
913
+ var color = "rgb("+r+","+g+","+b+")";
914
+ }
915
+ else {
916
+ var color = elementInfo.color;
917
+ if (Array.isArray(color)) {
918
+ color = color[Math.floor(Math.random() * color.length)];
919
+ }
920
+ }
921
+ return color;
922
+ }
923
+ function pixelTempCheck(pixel) {
924
+ var elementInfo = elements[pixel.element];
925
+ // If the pixel's temp >= the elementInfo tempHigh, change pixel.element to elementInfo.stateHigh
926
+ if (pixel.temp >= elementInfo.tempHigh) {
927
+ pixel.element = elementInfo.stateHigh;
928
+ pixel.color = pixelColorPick(pixel);
929
+ }
930
+ // If the pixel's temp <= the elementInfo tempLow, change pixel.element to elementInfo.stateLow
931
+ else if (pixel.temp <= elementInfo.tempLow) {
932
+ pixel.element = elementInfo.stateLow;
933
+ pixel.color = pixelColorPick(pixel);
934
+ }
935
+ }
936
+ function getNeighbors(pixel) {
937
+ var neighbors = [];
938
+ var x = pixel.x;
939
+ var y = pixel.y;
940
+ if (!isEmpty(x-1,y,true)) { neighbors.push(pixelMap[x-1][y]); }
941
+ if (!isEmpty(x+1,y,true)) { neighbors.push(pixelMap[x+1][y]); }
942
+ if (!isEmpty(x,y-1,true)) { neighbors.push(pixelMap[x][y-1]); }
943
+ if (!isEmpty(x,y+1,true)) { neighbors.push(pixelMap[x][y+1]); }
944
+ return neighbors;
945
+ }
946
+ function drawPixels(forceTick=false) {
947
+ var canvas = document.getElementById("game");
948
+ var ctx = canvas.getContext("2d");
949
+ // Draw the current pixels
950
+ // newCurrentPixels = shuffled currentPixels
951
+ var newCurrentPixels = currentPixels.slice();
952
+ newCurrentPixels.sort(function() {return 0.5 - Math.random()});
953
+ for (var i = 0; i < newCurrentPixels.length; i++) {
954
+ pixel = newCurrentPixels[i];
955
+ if (pixelMap[pixel.x][pixel.y] == undefined) {continue}
956
+ if ((!paused) || forceTick) {pixelTick(pixel);};
957
+ ctx.fillStyle = pixel.color;
958
+ ctx.fillRect(pixel.x*10, pixel.y*10, 10, 10);
959
+ }
960
+ if ((!paused) || forceTick) {pixelTicks++};
961
+ }
962
+ function tick() {
963
+ // If mouseIsDown, do mouseAction
964
+ if (mouseIsDown) {
965
+ mouseAction(null,mousePos.x,mousePos.y);
966
+ }
967
+ // Get the canvas
968
+ var canvas = document.getElementById("game");
969
+ var ctx = canvas.getContext("2d");
970
+ // Clear the canvas
971
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
972
+ drawPixels();
973
+
974
+ var mouseOffset = Math.trunc(mouseSize/2);
975
+ var topLeft = [mousePos.x-mouseOffset,mousePos.y-mouseOffset];
976
+ var bottomRight = [mousePos.x+mouseOffset,mousePos.y+mouseOffset];
977
+ // Draw a rectangle around the mouse
978
+ ctx.strokeStyle = "white";
979
+ ctx.strokeRect(topLeft[0]*10,topLeft[1]*10,(bottomRight[0]-topLeft[0]+1)*10,(bottomRight[1]-topLeft[1]+1)*10);
980
+ updateStats();
981
+ ticks ++;
982
+ }
983
+
984
+ currentElement = "sand";
985
+ mouseIsDown = false;
986
+ mouseType = null;
987
+ function mouseClick(e) {
988
+ mouseIsDown = true;
989
+ // If it's a left click
990
+ if (e.button == 0) {
991
+ mouseType = "left";
992
+ }
993
+ else if (e.button == 2) {
994
+ mouseType = "right";
995
+ }
996
+ mouseMove(e);
997
+ }
998
+ function mouseUp(e) {
999
+ mouseIsDown = false;
1000
+ }
1001
+
1002
+ function getMousePos(canvas, evt) {
1003
+ // If evt.touches is defined, use the first touch
1004
+ if (evt.touches) {
1005
+ evt = evt.touches[0];
1006
+ }
1007
+ var rect = canvas.getBoundingClientRect();
1008
+ return {
1009
+ // Round to nearest pixel
1010
+ x: Math.round((evt.clientX - rect.left)/pixelSize-0.5),
1011
+ y: Math.round((evt.clientY - rect.top)/pixelSize-0.5)
1012
+ };
1013
+ }
1014
+ function mouseMove(e) {
1015
+ if (mouseIsDown) {
1016
+ mouseAction(e);
1017
+ }
1018
+ else {
1019
+ var canvas = document.getElementById("game");
1020
+ mousePos = getMousePos(canvas, e);
1021
+ }
1022
+ }
1023
+ function mouseAction(e,mouseX=undefined,mouseY=undefined) {
1024
+ if (mouseType == "left") { mouse1Action(e,mouseX,mouseY); }
1025
+ else if (mouseType == "right") { mouse2Action(e,mouseX,mouseY); }
1026
+ }
1027
+ mouseSize = 5;
1028
+ mousePos = {x:0,y:0};
1029
+ function mouseRange(mouseX,mouseY) {
1030
+ var coords = [];
1031
+ var mouseOffset = Math.trunc(mouseSize/2);
1032
+ var topLeft = [mouseX-mouseOffset,mouseY-mouseOffset];
1033
+ var bottomRight = [mouseX+mouseOffset,mouseY+mouseOffset];
1034
+ // Starting at the top left, go through each pixel
1035
+ for (var x = topLeft[0]; x <= bottomRight[0]; x++) {
1036
+ for (var y = topLeft[1]; y <= bottomRight[1]; y++) {
1037
+ // If the pixel is empty, add it to coords
1038
+ coords.push([x,y]);
1039
+ }
1040
+ }
1041
+ return coords;
1042
+ }
1043
+ function mouse1Action(e,mouseX=undefined,mouseY=undefined) {
1044
+ // If x and y are undefined, get the mouse position
1045
+ if (mouseX == undefined && mouseY == undefined) {
1046
+ var canvas = document.getElementById("game");
1047
+ var ctx = canvas.getContext("2d");
1048
+ mousePos = getMousePos(canvas, e);
1049
+ var mouseX = mousePos.x;
1050
+ var mouseY = mousePos.y;
1051
+ }
1052
+ var coords = mouseRange(mouseX,mouseY);
1053
+ var element = elements[currentElement];
1054
+ // For each x,y in coords
1055
+ for (var i = 0; i < coords.length; i++) {
1056
+ var x = coords[i][0];
1057
+ var y = coords[i][1];
1058
+
1059
+ // If element name is heat or cool
1060
+ if (currentElement == "heat" || currentElement == "cool") {
1061
+ if (!isEmpty(x,y,false)) {
1062
+ if (outOfBounds(x,y)) {
1063
+ continue;
1064
+ }
1065
+ var pixel = pixelMap[x][y];
1066
+ if (shiftDown) {pixel.temp += element.temp*10;}
1067
+ else {pixel.temp += element.temp;}
1068
+ pixelTempCheck(pixel);
1069
+ }
1070
+ }
1071
+ else if (placeMode == "replace") {
1072
+ if (outOfBounds(x,y)) {
1073
+ continue;
1074
+ }
1075
+ // Remove pixel at position from currentPixels
1076
+ var index = currentPixels.indexOf(pixelMap[x][y]);
1077
+ if (index > -1) {
1078
+ currentPixels.splice(index, 1);
1079
+ }
1080
+ currentPixels.push(new Pixel(x, y, currentElement));
1081
+ }
1082
+ else if (isEmpty(x, y)) {
1083
+ currentPixels.push(new Pixel(x, y, currentElement));
1084
+ }
1085
+ }
1086
+ }
1087
+ function mouse2Action(e,mouseX=undefined,mouseY=undefined) {
1088
+ // Erase pixel at mouse position
1089
+ if (mouseX == undefined && mouseY == undefined) {
1090
+ var canvas = document.getElementById("game");
1091
+ var ctx = canvas.getContext("2d");
1092
+ mousePos = getMousePos(canvas, e);
1093
+ var mouseX = mousePos.x;
1094
+ var mouseY = mousePos.y;
1095
+ }
1096
+ var coords = mouseRange(mouseX,mouseY);
1097
+ // For each x,y in coords
1098
+ for (var i = 0; i < coords.length; i++) {
1099
+ var x = coords[i][0];
1100
+ var y = coords[i][1];
1101
+
1102
+ if (!isEmpty(x, y)) {
1103
+ if (outOfBounds(x,y)) {
1104
+ continue
1105
+ }
1106
+ var pixel = pixelMap[x][y];
1107
+ delete pixelMap[x][y];
1108
+ // Remove pixel from currentPixels
1109
+ for (var j = 0; j < currentPixels.length; j++) {
1110
+ if (currentPixels[j].x == x && currentPixels[j].y == y) {
1111
+ currentPixels.splice(j, 1);
1112
+ break;
1113
+ }
1114
+ }
1115
+ }
1116
+ }
1117
+ }
1118
+
1119
+ function selectElement(element) {
1120
+ var e1 = document.getElementById("elementButton-"+currentElement)
1121
+ if (e1 != null) { e1.setAttribute("current","false"); }
1122
+ currentElement = element;
1123
+ var e2 = document.getElementById("elementButton-"+element)
1124
+ if (e2 != null) { e2.setAttribute("current","true"); }
1125
+ }
1126
+ function clearAll() {
1127
+ currentPixels = [];
1128
+ pixelMap = [];
1129
+ for (var i = 0; i < width; i++) {
1130
+ pixelMap[i] = [];
1131
+ for (var j = 0; j < height; j++) {
1132
+ pixelMap[i][j] = undefined;
1133
+ }
1134
+ }
1135
+ pixelTicks = 0;
1136
+ }
1137
+
1138
+ // Update stats
1139
+ function updateStats() {
1140
+ var statsDiv = document.getElementById("stats");
1141
+ statsDiv.innerHTML = "<span id='stat-pos' class='stat'>x"+mousePos.x+",y"+mousePos.y+"</span>";
1142
+ statsDiv.innerHTML += "<span id='stat-pixels' class='stat'>Pxls:" + currentPixels.length+"</span>";
1143
+ statsDiv.innerHTML += "<span id='stat-tps' class='stat'>" + tps+"tps</span>";
1144
+ statsDiv.innerHTML += "<span id='stat-ticks' class='stat'>" + pixelTicks+"</span>";
1145
+ if (pixelMap[mousePos.x] != undefined) {
1146
+ var currentPixel = pixelMap[mousePos.x][mousePos.y];
1147
+ if (currentPixel != undefined) {
1148
+ statsDiv.innerHTML += "<span id='stat-element' class='stat'>Elem:"+currentPixel.element.toUpperCase()+"</span>";
1149
+ statsDiv.innerHTML += "<span id='stat-temperature' class='stat'>Temp:"+currentPixel.temp+"°C</span>";
1150
+ }
1151
+ if (shiftDown) {
1152
+ statsDiv.innerHTML += "<span id='stat-shift' class='stat'>[↑ ]</span>";
1153
+ }
1154
+ }
1155
+ }
1156
+
1157
+ // On window load, run tick() 20 times per second
1158
+ tps = 30;
1159
+ tickInterval = window.setInterval(tick, 1000/tps);
1160
+ function resetInterval(newtps=30) {
1161
+ window.clearInterval(tickInterval);
1162
+ tickInterval = window.setInterval(tick, 1000/newtps);
1163
+ }
1164
+ ticks = 0;
1165
+ pixelTicks = 0;
1166
+
1167
+ placeMode = null;
1168
+ paused = false;
1169
+ function focusGame() { document.getElementById("game").focus(); }
1170
+ //on window load
1171
+ window.onload = function() {
1172
+ // While the mouse is down, run mouseDown()
1173
+ var gameCanvas = document.getElementById("game");
1174
+ // Get context
1175
+ var ctx = gameCanvas.getContext("2d");
1176
+ var newWidth = Math.ceil(window.innerWidth*0.9 / 10) * 10;
1177
+ var newHeight = Math.ceil(window.innerHeight*0.675 / 10) * 10;
1178
+ // If the new width is greater than 800, set it to 800
1179
+ if (newWidth > 1000) { newWidth = 1000; }
1180
+ // If we are on a desktop and the new height is greater than 600, set it to 600
1181
+ if (window.innerWidth > 1000 && newHeight > 600) { newHeight = 600; }
1182
+ ctx.canvas.width = newWidth;
1183
+ ctx.canvas.height = newHeight;
1184
+
1185
+ width = Math.round(newWidth/pixelSize)-1;
1186
+ height = Math.round(newHeight/pixelSize)-1;
1187
+ // Object with width arrays of pixels starting at 0
1188
+ pixelMap = {};
1189
+ for (var i = 0; i < width; i++) {
1190
+ pixelMap[i] = [];
1191
+ }
1192
+ //...drawing code...
1193
+ gameCanvas.addEventListener("mousedown", mouseClick);
1194
+ gameCanvas.addEventListener("touchstart", mouseClick);
1195
+ gameCanvas.addEventListener("mouseup", mouseUp);
1196
+ gameCanvas.addEventListener("touchend", mouseUp);
1197
+ gameCanvas.addEventListener("mousemove", mouseMove);
1198
+ gameCanvas.addEventListener("touchmove", mouseMove);
1199
+ gameCanvas.ontouchstart = function(e) {
1200
+ if (e.touches) e = e.touches[0];
1201
+ return false;
1202
+ }
1203
+ shiftDown = false;
1204
+ // If the user presses [, decrease the mouse size by 2
1205
+ document.addEventListener("keydown", function(e) {
1206
+ if (e.keyCode == 219) {
1207
+ if (shiftDown) {mouseSize = 1}
1208
+ else {
1209
+ mouseSize -= 2;
1210
+ if (mouseSize < 1) { mouseSize = 1; }
1211
+ }
1212
+ }
1213
+ // If the user presses ], increase the mouse size by 2
1214
+ else if (e.keyCode == 221) {
1215
+ if (shiftDown) {mouseSize = 15}
1216
+ else {mouseSize += 2;}
1217
+ // if height>width and mouseSize>height, set mouseSize to height, if width>height and mouseSize>width, set mouseSize to width
1218
+ if (mouseSize > (height > width ? height : width)) { mouseSize = (height > width ? height : width); }
1219
+ }
1220
+ else if (e.keyCode == 16 || e.keyCode == 18) { shiftDown = true; }
1221
+ // p = pause
1222
+ else if (e.keyCode == 80) {
1223
+ paused = !paused;
1224
+ if (paused) {
1225
+ document.getElementById("pauseButton").setAttribute("on","true");
1226
+ }
1227
+ else {
1228
+ document.getElementById("pauseButton").setAttribute("on","false");
1229
+ }
1230
+ }
1231
+ });
1232
+ // If the user releases either shift
1233
+ document.addEventListener("keyup", function(e) {
1234
+ if (e.keyCode == 16 || e.keyCode == 18) { shiftDown = false; }
1235
+ });
1236
+
1237
+ // Create buttons for elements
1238
+ // For each element type in elements, create a button in controls that sets the current element to that type
1239
+ // Loop through object named elements
1240
+ for (var element in elements) {
1241
+ if (elements[element].hidden) { continue; }
1242
+ var button = document.createElement("button");
1243
+ button.innerHTML = elements[element].name
1244
+ //capitalize first letter of each word
1245
+ button.innerHTML = button.innerHTML.replace("."," ").replace(/\w\S*/g, function(txt){return txt.charAt(0).toUpperCase() + txt.substr(1).toLowerCase();}).replace(" ",".").replace(/ /g, "");
1246
+ //set attribute of element to the element
1247
+ button.setAttribute("element", element);
1248
+ button.setAttribute("current", "false");
1249
+ button.className = "elementButton";
1250
+ //color of the element
1251
+ // if the element color is an array, make a gradient background color, otherwise, set the background color to the element color
1252
+ if (elements[element].color instanceof Array) {
1253
+ button.style.backgroundImage = "linear-gradient(to bottom right, "+elements[element].color.join(", ")+")";
1254
+ }
1255
+ else {
1256
+ button.style.background = elements[element].color;
1257
+ var colorObject = elements[element].colorObject;
1258
+ if ((colorObject.r+colorObject.g+colorObject.b)/3 > 200) {
1259
+ button.className += " bright"
1260
+ }
1261
+ }
1262
+ button.id = "elementButton-" + element;
1263
+ button.onclick = function() {
1264
+ selectElement(this.getAttribute("element"));
1265
+ }
1266
+ document.getElementById("elementControls").appendChild(button);
1267
+ }
1268
+ selectElement(currentElement);
1269
+ focusGame();
1270
+
1271
+ }
1272
+ </script>
1273
+ </head>
1274
+
1275
+ <body>
1276
+ <h1>Sandbox Game</h1>
1277
+ <div id="gameDiv">
1278
+ <canvas id="game" width="800" height="600" oncontextmenu="return false;">
1279
+ Your browser does not support the HTML5 canvas tag.
1280
+ </canvas>
1281
+ <div id="underDiv">
1282
+ <div id="stats"></div>
1283
+ <div id="controls">
1284
+ <div id="toolControls">
1285
+ <button id="pauseButton" title="Pause/play the simulation" class="controlButton" onclick='if (paused) {paused = false;this.setAttribute("on","false");}else {paused = true;this.setAttribute("on","true");};focusGame();' on="false">Pause</button><button id="frameButton" title="Pause and play one frame" class="controlButton" onclick='if (!paused) {paused=true;document.getElementById("pauseButton").setAttribute("on","true");}drawPixels(true);focusGame();' on="false">Step</button><button id="sizeUpButton" title="Increase the brush size" class="controlButton" onclick="mouseSize+=2;focusGame();">↑</button><button id="sizeDownButton" title="Decrease the brush size" class="controlButton" onclick="mouseSize-=2;focusGame();">↓</button><button id="resetButton" title="Clear the entire scene" class="controlButton" onclick="if (confirm('Are you sure you want to clear the whole scene?')) {clearAll();};focusGame();">Reset</button><button id="replaceButton" title="Override existing pixels when placing" class="controlButton" onclick='if (placeMode == "replace") {placeMode = null;this.setAttribute("on","false");}else {placeMode = "replace";this.setAttribute("on","true");};focusGame();' on="false">Replace</button><button id="elemSelectButton" title="Select an element by ID" class="controlButton" onclick='var e = prompt("Enter the element’s ID").replaceAll(" ","_");if (elements[e] != undefined) {currentElement = e;var btn = document.getElementById("elementButton-"+e);if (btn != null) {btn.setAttribute("current","true");}};focusGame();'>E</button><button id="tpsButton" title="Change the simulation Ticks Per Second (TPS)" class="controlButton" onclick='var newtps = prompt("Enter the new simulation Ticks Per Second (TPS). This is how many updates per second the simulation will run.\n\nThe default is 30.\n\nThe current TPS is " + tps + ".");if (newtps == null || newtps == "" || newtps == "0") {alert("You did not enter a valid TPS. The TPS will be reset.");tps = 30;}else if (newtps > 1000) {alert("You entered a TPS that is too high. The TPS will be set to the maximum, 1000.");tps = 1000;}else {tps = parseInt(newtps);if (isNaN(tps)) {alert("You did not enter a valid TPS. The TPS will be reset.");tps = 30;}}resetInterval(newtps);focusGame();'>TPS</button>
1286
+ </div>
1287
+ <div id="elementControls"></div>
1288
+ </div>
1289
+ </div>
1290
+ </div>
1291
+ </body>
1292
+
1293
+ </html>