refactor: Spread game code into modular files for better maintainability

This commit reorganizes the game's source code into multiple files within a `js/` directory, creating a more modular and maintainable structure. The changes include:

- Created separate files for different game components:
  - `constants.js`: Game constants and element types
  - `world.js`: World management functions
  - `terrain.js`: Terrain generation logic
  - `physics.js`: Physics simulation
  - `render.js`: Rendering functions
  - `input.js`: Input handling
  - `main.js`: Main game initialization and loop
  - Element-specific files in `js/elements/`:
    - `basic.js`: Sand, water, dirt behaviors
    - `plants.js`: Grass, seeds, flowers
    - `trees.js`: Tree growth and leaf generation
    - `fire.js`: Fire and lava behaviors

- Updated `index.html` to load modules in the correct order
- Removed the monolithic `script.js`

The modular approach improves code readability, makes future extensions easier, and separates concerns more effectively.
This commit is contained in:
Kacper Kostka (aider) 2025-04-04 12:15:30 +02:00
parent a5702a210f
commit a86acfff3a
13 changed files with 1363 additions and 1351 deletions

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@ -37,6 +37,17 @@
</div> </div>
<canvas id="simulation-canvas"></canvas> <canvas id="simulation-canvas"></canvas>
</div> </div>
<script src="script.js"></script> <!-- Load modules in the correct order -->
<script src="js/constants.js"></script>
<script src="js/world.js"></script>
<script src="js/elements/basic.js"></script>
<script src="js/elements/plants.js"></script>
<script src="js/elements/trees.js"></script>
<script src="js/elements/fire.js"></script>
<script src="js/render.js"></script>
<script src="js/input.js"></script>
<script src="js/physics.js"></script>
<script src="js/terrain.js"></script>
<script src="js/main.js"></script>
</body> </body>
</html> </html>

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js/constants.js Normal file
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// Game constants
const CHUNK_SIZE = 200;
const PIXEL_SIZE = 4;
const GRAVITY = 0.5;
const WATER_SPREAD = 3;
// Colors
const SAND_COLOR = '#e6c588';
const WATER_COLOR = '#4a80f5';
const WALL_COLOR = '#888888';
const DIRT_COLOR = '#8B4513';
const STONE_COLOR = '#A9A9A9';
const GRASS_COLOR = '#7CFC00';
const WOOD_COLOR = '#8B5A2B';
const SEED_COLOR = '#654321';
const FLOWER_COLORS = ['#FF0000', '#FFFF00', '#FF00FF', '#FFA500', '#FFFFFF', '#00FFFF'];
const LEAF_COLOR = '#228B22';
const FIRE_COLORS = ['#FF0000', '#FF3300', '#FF6600', '#FF9900', '#FFCC00', '#FFFF00'];
const LAVA_COLORS = ['#FF0000', '#FF3300', '#FF4500', '#FF6600', '#FF8C00'];
// Element types
const EMPTY = 0;
const SAND = 1;
const WATER = 2;
const WALL = 3;
const DIRT = 4;
const STONE = 5;
const GRASS = 6;
const WOOD = 7;
const SEED = 8;
const GRASS_BLADE = 9;
const FLOWER = 10;
const TREE_SEED = 11;
const LEAF = 12;
const FIRE = 13;
const LAVA = 14;
// Flammable materials
const FLAMMABLE_MATERIALS = [GRASS, WOOD, SEED, GRASS_BLADE, FLOWER, TREE_SEED, LEAF];

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// Basic element behaviors (sand, water, dirt)
function updateSand(x, y) {
// Try to move down
if (getPixel(x, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y + 1, SAND);
}
// Try to move down-left or down-right
else if (getPixel(x - 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y + 1, SAND);
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, SAND);
}
// Sand can displace water
else if (getPixel(x, y + 1) === WATER) {
setPixel(x, y, WATER);
setPixel(x, y + 1, SAND);
}
}
function updateWater(x, y) {
// Try to move down
if (getPixel(x, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y + 1, WATER);
}
// Try to move down-left or down-right
else if (getPixel(x - 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y + 1, WATER);
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, WATER);
}
// Try to spread horizontally
else {
let moved = false;
// Randomly choose direction first
const goLeft = Math.random() > 0.5;
if (goLeft && getPixel(x - 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y, WATER);
moved = true;
} else if (!goLeft && getPixel(x + 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y, WATER);
moved = true;
}
// Try the other direction if first failed
else if (!goLeft && getPixel(x - 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y, WATER);
moved = true;
} else if (goLeft && getPixel(x + 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y, WATER);
moved = true;
}
}
// Water extinguishes fire and turns lava into stone
const directions = [
{dx: -1, dy: 0}, {dx: 1, dy: 0},
{dx: 0, dy: -1}, {dx: 0, dy: 1},
{dx: -1, dy: -1}, {dx: 1, dy: -1},
{dx: -1, dy: 1}, {dx: 1, dy: 1}
];
for (const dir of directions) {
if (getPixel(x + dir.dx, y + dir.dy) === FIRE) {
setPixel(x + dir.dx, y + dir.dy, EMPTY);
removeMetadata(x + dir.dx, y + dir.dy);
} else if (getPixel(x + dir.dx, y + dir.dy) === LAVA) {
// Water turns lava into stone
setPixel(x + dir.dx, y + dir.dy, STONE);
removeMetadata(x + dir.dx, y + dir.dy);
// Water is consumed in the process
setPixel(x, y, EMPTY);
return;
}
}
}
function updateDirt(x, y) {
// Try to move down
if (getPixel(x, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y + 1, DIRT);
}
// Try to move down-left or down-right
else if (getPixel(x - 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y + 1, DIRT);
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, DIRT);
}
// Dirt can displace water
else if (getPixel(x, y + 1) === WATER) {
setPixel(x, y, WATER);
setPixel(x, y + 1, DIRT);
}
// Dirt can turn into grass if exposed to air above
if (getPixel(x, y - 1) === EMPTY && Math.random() < 0.001) {
setPixel(x, y, GRASS);
}
// Dirt can randomly spawn seeds if exposed to air above
if (getPixel(x, y - 1) === EMPTY) {
// Spawn different types of seeds with different probabilities
const seedRoll = Math.random();
if (seedRoll < 0.0002) { // Grass blade seed (most common)
setPixel(x, y - 1, SEED);
} else if (seedRoll < 0.00025) { // Flower seed (less common)
setPixel(x, y - 1, SEED);
// Mark this seed as a flower seed (will be handled in updateSeed)
setMetadata(x, y - 1, { type: 'flower' });
} else if (seedRoll < 0.00026) { // Tree seed (rare)
setPixel(x, y - 1, TREE_SEED);
}
}
}

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// Fire and lava element behaviors
let fireUpdateCounter = 0;
function updateFire(x, y) {
const metadata = getMetadata(x, y);
if (!metadata) {
// Initialize metadata if it doesn't exist
setMetadata(x, y, {
lifetime: 100 + Math.floor(Math.random() * 100),
colorIndex: Math.floor(Math.random() * FIRE_COLORS.length)
});
return;
}
// Decrease lifetime
metadata.lifetime--;
// Randomly change color for flickering effect
if (Math.random() < 0.2) {
metadata.colorIndex = Math.floor(Math.random() * FIRE_COLORS.length);
}
// Update metadata
setMetadata(x, y, metadata);
// Fire rises upward occasionally
if (Math.random() < 0.3 && getPixel(x, y - 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y - 1, FIRE);
moveMetadata(x, y, x, y - 1);
return;
}
// Fire can also move slightly to the sides
if (Math.random() < 0.1) {
const direction = Math.random() > 0.5 ? 1 : -1;
if (getPixel(x + direction, y - 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + direction, y - 1, FIRE);
moveMetadata(x, y, x + direction, y - 1);
return;
}
}
// Fire spreads to nearby flammable materials (less frequently to reduce performance impact)
if (fireUpdateCounter % 3 === 0 && Math.random() < 0.3) {
const directions = [
{dx: -1, dy: 0}, {dx: 1, dy: 0},
{dx: 0, dy: -1}, {dx: 0, dy: 1},
{dx: -1, dy: -1}, {dx: 1, dy: -1},
{dx: -1, dy: 1}, {dx: 1, dy: 1}
];
const dir = directions[Math.floor(Math.random() * directions.length)];
const nearbyType = getPixel(x + dir.dx, y + dir.dy);
if (FLAMMABLE_MATERIALS.includes(nearbyType)) {
setPixel(x + dir.dx, y + dir.dy, FIRE);
setMetadata(x + dir.dx, y + dir.dy, {
lifetime: 100 + Math.floor(Math.random() * 100),
colorIndex: Math.floor(Math.random() * FIRE_COLORS.length)
});
}
}
// Fire burns out after its lifetime
if (metadata.lifetime <= 0) {
setPixel(x, y, EMPTY);
removeMetadata(x, y);
}
}
function updateLava(x, y) {
const metadata = getMetadata(x, y);
if (!metadata) {
// Initialize metadata if it doesn't exist
setMetadata(x, y, {
colorIndex: Math.floor(Math.random() * LAVA_COLORS.length)
});
} else {
// Randomly change color for flowing effect
if (Math.random() < 0.1) {
metadata.colorIndex = Math.floor(Math.random() * LAVA_COLORS.length);
setMetadata(x, y, metadata);
}
}
// Lava moves slower than water
if (Math.random() < 0.7) {
// Try to move down
if (getPixel(x, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y + 1, LAVA);
moveMetadata(x, y, x, y + 1);
}
// Try to move down-left or down-right
else if (getPixel(x - 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y + 1, LAVA);
moveMetadata(x, y, x - 1, y + 1);
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, LAVA);
moveMetadata(x, y, x + 1, y + 1);
}
// Try to spread horizontally (slower than water)
else if (Math.random() < 0.3) {
// Randomly choose direction first
const goLeft = Math.random() > 0.5;
if (goLeft && getPixel(x - 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y, LAVA);
moveMetadata(x, y, x - 1, y);
} else if (!goLeft && getPixel(x + 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y, LAVA);
moveMetadata(x, y, x + 1, y);
}
// Try the other direction if first failed
else if (!goLeft && getPixel(x - 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y, LAVA);
moveMetadata(x, y, x - 1, y);
} else if (goLeft && getPixel(x + 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y, LAVA);
moveMetadata(x, y, x + 1, y);
}
}
}
// Lava sets nearby flammable materials on fire
const directions = [
{dx: -1, dy: 0}, {dx: 1, dy: 0},
{dx: 0, dy: -1}, {dx: 0, dy: 1},
{dx: -1, dy: -1}, {dx: 1, dy: -1},
{dx: -1, dy: 1}, {dx: 1, dy: 1}
];
for (const dir of directions) {
const nearbyType = getPixel(x + dir.dx, y + dir.dy);
// Set flammable materials on fire
if (FLAMMABLE_MATERIALS.includes(nearbyType)) {
setPixel(x + dir.dx, y + dir.dy, FIRE);
setMetadata(x + dir.dx, y + dir.dy, {
lifetime: 100 + Math.floor(Math.random() * 100),
colorIndex: Math.floor(Math.random() * FIRE_COLORS.length)
});
}
// Lava can melt sand into glass (stone)
else if (nearbyType === SAND && Math.random() < 0.05) {
setPixel(x + dir.dx, y + dir.dy, STONE);
}
// Lava can burn dirt
else if (nearbyType === DIRT && Math.random() < 0.02) {
setPixel(x + dir.dx, y + dir.dy, EMPTY);
}
}
}

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// Plant element behaviors (grass, seeds, trees)
function updateGrass(x, y) {
// Grass behaves like dirt for physics
if (getPixel(x, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y + 1, GRASS);
}
else if (getPixel(x - 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y + 1, GRASS);
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, GRASS);
}
else if (getPixel(x, y + 1) === WATER) {
setPixel(x, y, WATER);
setPixel(x, y + 1, GRASS);
}
// Grass can spread to nearby dirt
if (Math.random() < 0.0005) {
const directions = [
{dx: -1, dy: 0}, {dx: 1, dy: 0},
{dx: 0, dy: -1}, {dx: 0, dy: 1}
];
const dir = directions[Math.floor(Math.random() * directions.length)];
if (getPixel(x + dir.dx, y + dir.dy) === DIRT) {
setPixel(x + dir.dx, y + dir.dy, GRASS);
}
}
// Grass dies if covered (no air above)
if (getPixel(x, y - 1) !== EMPTY && Math.random() < 0.05) {
setPixel(x, y, DIRT);
}
}
function updateSeed(x, y) {
// Seeds fall like sand
if (getPixel(x, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y + 1, SEED);
moveMetadata(x, y, x, y + 1);
}
else if (getPixel(x - 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y + 1, SEED);
moveMetadata(x, y, x - 1, y + 1);
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, SEED);
moveMetadata(x, y, x + 1, y + 1);
}
// Seeds can float on water
else if (getPixel(x, y + 1) === WATER) {
// Just float, don't do anything
}
// If seed is on dirt or grass, it can germinate
else if (getPixel(x, y + 1) === DIRT || getPixel(x, y + 1) === GRASS) {
const metadata = getMetadata(x, y);
// Check if this is a flower seed
if (metadata && metadata.type === 'flower') {
setPixel(x, y, FLOWER);
// Set a random flower color
setMetadata(x, y, {
type: 'flower',
color: FLOWER_COLORS[Math.floor(Math.random() * FLOWER_COLORS.length)],
age: 0,
height: 1
});
} else {
// Regular seed becomes a grass blade
setPixel(x, y, GRASS_BLADE);
setMetadata(x, y, { age: 0, height: 1 });
}
}
}
function updateGrassBlade(x, y) {
// Grass blades are static once grown
const metadata = getMetadata(x, y);
if (!metadata) {
setMetadata(x, y, { age: 0, height: 1 });
return;
}
// Increment age
metadata.age++;
setMetadata(x, y, metadata);
// Grass blades can grow taller up to a limit
if (metadata.age % 200 === 0 && metadata.height < 3 && getPixel(x, y - 1) === EMPTY) {
setPixel(x, y - 1, GRASS_BLADE);
setMetadata(x, y - 1, { age: 0, height: metadata.height + 1 });
metadata.isTop = false;
setMetadata(x, y, metadata);
}
// Grass blades die if covered by something other than another grass blade
if (getPixel(x, y - 1) !== EMPTY && getPixel(x, y - 1) !== GRASS_BLADE && Math.random() < 0.01) {
setPixel(x, y, EMPTY);
removeMetadata(x, y);
}
}
function updateFlower(x, y) {
// Flowers are similar to grass blades but with a colored top
const metadata = getMetadata(x, y);
if (!metadata) {
setMetadata(x, y, {
type: 'flower',
color: FLOWER_COLORS[Math.floor(Math.random() * FLOWER_COLORS.length)],
age: 0,
height: 1
});
return;
}
// Increment age
metadata.age++;
setMetadata(x, y, metadata);
// Flowers can grow taller up to a limit (2x bigger)
if (metadata.age % 300 === 0 && metadata.height < 8 && getPixel(x, y - 1) === EMPTY) {
// If this is the top of the flower, make it a stem and put a new flower on top
setPixel(x, y - 1, FLOWER);
setMetadata(x, y - 1, {
type: 'flower',
color: metadata.color,
age: 0,
height: metadata.height + 1,
isTop: true
});
metadata.isTop = false;
setMetadata(x, y, metadata);
}
// Flowers die if covered
if (getPixel(x, y - 1) !== EMPTY && getPixel(x, y - 1) !== FLOWER && Math.random() < 0.01) {
setPixel(x, y, EMPTY);
removeMetadata(x, y);
}
// Flowers can drop seeds occasionally
if (metadata.isTop && Math.random() < 0.0001) {
const directions = [-1, 1];
const dir = directions[Math.floor(Math.random() * directions.length)];
if (getPixel(x + dir, y) === EMPTY) {
setPixel(x + dir, y, SEED);
setMetadata(x + dir, y, { type: 'flower' });
}
}
}

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// Tree element behaviors
function updateTreeSeed(x, y) {
// Tree seeds fall like other seeds
if (getPixel(x, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x, y + 1, TREE_SEED);
moveMetadata(x, y, x, y + 1);
}
else if (getPixel(x - 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x - 1, y + 1, TREE_SEED);
moveMetadata(x, y, x - 1, y + 1);
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, TREE_SEED);
moveMetadata(x, y, x + 1, y + 1);
}
// Seeds can float on water
else if (getPixel(x, y + 1) === WATER) {
// Just float, don't do anything
}
// If seed is on dirt or grass, it can grow into a tree
else if (getPixel(x, y + 1) === DIRT || getPixel(x, y + 1) === GRASS) {
// Start growing a tree
growTree(x, y);
}
}
function growTree(x, y) {
// Replace the seed with the trunk
setPixel(x, y, WOOD);
// Determine tree height (50-80 blocks, 10x bigger)
const treeHeight = 50 + Math.floor(Math.random() * 31);
// Grow the trunk upward
for (let i = 1; i < treeHeight; i++) {
if (getPixel(x, y - i) === EMPTY) {
setPixel(x, y - i, WOOD);
} else {
break; // Stop if we hit something
}
}
// Add leaves at the top (10x bigger radius)
addLeaves(x, y - treeHeight + 1, 20 + Math.floor(Math.random() * 10));
// Add some branches
addBranches(x, y, treeHeight);
}
function addBranches(x, y, treeHeight) {
// Add 2-4 branches at different heights
const numBranches = 2 + Math.floor(Math.random() * 3);
for (let i = 0; i < numBranches; i++) {
// Position branch at different heights along the trunk
const branchY = y - Math.floor(treeHeight * (0.3 + 0.4 * i / numBranches));
// Choose left or right direction
const direction = Math.random() > 0.5 ? 1 : -1;
// Branch length (10-15 blocks)
const branchLength = 10 + Math.floor(Math.random() * 6);
// Create the branch
for (let j = 1; j <= branchLength; j++) {
// Branch goes out horizontally with some upward angle
const branchX = x + (j * direction);
const upwardAngle = Math.floor(j * 0.3);
if (getPixel(branchX, branchY - upwardAngle) === EMPTY) {
setPixel(branchX, branchY - upwardAngle, WOOD);
} else {
break; // Stop if we hit something
}
// Add small leaf clusters at the end of branches
if (j === branchLength) {
addLeaves(branchX, branchY - upwardAngle, 8 + Math.floor(Math.random() * 4));
}
}
}
}
function addLeaves(x, y, radius) {
// Add a cluster of leaves around the point
for (let dy = -radius; dy <= radius; dy++) {
for (let dx = -radius; dx <= radius; dx++) {
// Skip the exact center (trunk position)
if (dx === 0 && dy === 0) continue;
// Make it more circular by checking distance
const distance = Math.sqrt(dx*dx + dy*dy);
if (distance <= radius) {
// Random chance to place a leaf based on distance from center
// More dense leaves for larger trees
const density = radius > 10 ? 0.8 : 0.6;
if (Math.random() < (1 - distance/radius/density)) {
if (getPixel(x + dx, y + dy) === EMPTY) {
setPixel(x + dx, y + dy, LEAF);
}
}
}
}
}
}

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// Input handling functions
let isDrawing = false;
let isDragging = false;
let lastMouseX, lastMouseY;
let currentMouseX, currentMouseY;
function setTool(tool) {
currentTool = tool;
document.querySelectorAll('.tools button').forEach(btn => btn.classList.remove('active'));
if (tool === SAND) {
document.getElementById('sand-btn').classList.add('active');
} else if (tool === WATER) {
document.getElementById('water-btn').classList.add('active');
} else if (tool === DIRT) {
document.getElementById('dirt-btn').classList.add('active');
} else if (tool === STONE) {
document.getElementById('stone-btn').classList.add('active');
} else if (tool === GRASS) {
document.getElementById('grass-btn').classList.add('active');
} else if (tool === WOOD) {
document.getElementById('wood-btn').classList.add('active');
} else if (tool === SEED) {
document.getElementById('seed-btn').classList.add('active');
} else if (tool === TREE_SEED) {
document.getElementById('tree-seed-btn').classList.add('active');
} else if (tool === FIRE) {
document.getElementById('fire-btn').classList.add('active');
} else if (tool === LAVA) {
document.getElementById('lava-btn').classList.add('active');
} else if (tool === EMPTY) {
document.getElementById('eraser-btn').classList.add('active');
}
}
function handleMouseDown(e) {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
// Right mouse button for dragging the world
if (e.button === 2 || e.ctrlKey || e.shiftKey) {
isDragging = true;
lastMouseX = x;
lastMouseY = y;
worldOffsetXBeforeDrag = worldOffsetX;
worldOffsetYBeforeDrag = worldOffsetY;
} else {
// Left mouse button for drawing
isDrawing = true;
draw(x, y);
}
}
function handleMouseMove(e) {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
// Always update current mouse position
currentMouseX = x;
currentMouseY = y;
if (isDragging) {
// Calculate how much the mouse has moved
const dx = x - lastMouseX;
const dy = y - lastMouseY;
// Move the world in the opposite direction (divide by pixel size to convert to world coordinates)
moveWorld(-dx / PIXEL_SIZE, -dy / PIXEL_SIZE);
// Update the last mouse position
lastMouseX = x;
lastMouseY = y;
} else if (isDrawing) {
draw(x, y);
}
}
function handleMouseUp(e) {
isDrawing = false;
if (isDragging) {
// Calculate the total movement during this drag
const totalDragX = worldOffsetX - worldOffsetXBeforeDrag;
const totalDragY = worldOffsetY - worldOffsetYBeforeDrag;
if (debugMode) {
console.log(`Drag completed: ${totalDragX}, ${totalDragY}`);
}
}
isDragging = false;
}
function draw(x, y) {
if (!isDrawing) return;
// Convert screen coordinates to world coordinates
const worldX = Math.floor(x / PIXEL_SIZE) + worldOffsetX;
const worldY = Math.floor(y / PIXEL_SIZE) + worldOffsetY;
// Draw a small brush (3x3)
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
const pixelX = worldX + dx;
const pixelY = worldY + dy;
// Special handling for fire - only set fire to flammable materials
if (currentTool === FIRE) {
const currentPixel = getPixel(pixelX, pixelY);
if (FLAMMABLE_MATERIALS.includes(currentPixel)) {
setPixel(pixelX, pixelY, FIRE);
setMetadata(pixelX, pixelY, {
lifetime: 100 + Math.floor(Math.random() * 100),
colorIndex: Math.floor(Math.random() * FIRE_COLORS.length)
});
}
} else {
setPixel(pixelX, pixelY, currentTool);
// Add metadata for special types
if (currentTool === SEED) {
setMetadata(pixelX, pixelY, { type: 'regular' });
} else if (currentTool === FLOWER) {
setMetadata(pixelX, pixelY, {
type: 'flower',
color: FLOWER_COLORS[Math.floor(Math.random() * FLOWER_COLORS.length)],
age: 0,
height: 1
});
}
}
}
}
}
function handleTouchStart(e) {
e.preventDefault();
// Check if we have multiple touch points (for dragging)
if (e.touches.length > 1) {
isDragging = true;
lastMouseX = e.touches[0].clientX;
lastMouseY = e.touches[0].clientY;
worldOffsetXBeforeDrag = worldOffsetX;
worldOffsetYBeforeDrag = worldOffsetY;
} else {
// Single touch for drawing
isDrawing = true;
const rect = canvas.getBoundingClientRect();
const x = e.touches[0].clientX - rect.left;
const y = e.touches[0].clientY - rect.top;
currentMouseX = x;
currentMouseY = y;
draw(x, y);
}
}
function handleTouchMove(e) {
e.preventDefault();
const rect = canvas.getBoundingClientRect();
if (isDragging && e.touches.length > 1) {
// Calculate how much the touch has moved
const x = e.touches[0].clientX;
const y = e.touches[0].clientY;
const dx = x - lastMouseX;
const dy = y - lastMouseY;
// Move the world in the opposite direction
moveWorld(-dx / PIXEL_SIZE, -dy / PIXEL_SIZE);
// Update the last touch position
lastMouseX = x;
lastMouseY = y;
} else if (isDrawing) {
const x = e.touches[0].clientX - rect.left;
const y = e.touches[0].clientY - rect.top;
currentMouseX = x;
currentMouseY = y;
draw(x, y);
}
}
function toggleDebug() {
debugMode = !debugMode;
document.getElementById('debug-btn').classList.toggle('active');
}

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// Main game variables and initialization
let canvas, ctx;
let currentTool = SAND;
let lastFrameTime = 0;
let fps = 0;
let debugMode = false;
// Initialize the simulation
window.onload = function() {
canvas = document.getElementById('simulation-canvas');
ctx = canvas.getContext('2d');
// Set canvas size to fill the screen
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Tool selection
document.getElementById('sand-btn').addEventListener('click', () => setTool(SAND));
document.getElementById('water-btn').addEventListener('click', () => setTool(WATER));
document.getElementById('dirt-btn').addEventListener('click', () => setTool(DIRT));
document.getElementById('stone-btn').addEventListener('click', () => setTool(STONE));
document.getElementById('grass-btn').addEventListener('click', () => setTool(GRASS));
document.getElementById('wood-btn').addEventListener('click', () => setTool(WOOD));
document.getElementById('seed-btn').addEventListener('click', () => setTool(SEED));
document.getElementById('tree-seed-btn').addEventListener('click', () => setTool(TREE_SEED));
document.getElementById('fire-btn').addEventListener('click', () => setTool(FIRE));
document.getElementById('lava-btn').addEventListener('click', () => setTool(LAVA));
document.getElementById('eraser-btn').addEventListener('click', () => setTool(EMPTY));
// Navigation controls
document.getElementById('move-left').addEventListener('click', () => moveWorld(-CHUNK_SIZE/2, 0));
document.getElementById('move-right').addEventListener('click', () => moveWorld(CHUNK_SIZE/2, 0));
document.getElementById('move-up').addEventListener('click', () => moveWorld(0, -CHUNK_SIZE/2));
document.getElementById('move-down').addEventListener('click', () => moveWorld(0, CHUNK_SIZE/2));
document.getElementById('debug-btn').addEventListener('click', toggleDebug);
// Drawing events
canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('mousemove', handleMouseMove);
canvas.addEventListener('mouseup', handleMouseUp);
canvas.addEventListener('mouseleave', handleMouseUp);
// Touch events for mobile
canvas.addEventListener('touchstart', handleTouchStart);
canvas.addEventListener('touchmove', handleTouchMove);
canvas.addEventListener('touchend', handleMouseUp);
// Initialize the first chunk and generate terrain around it
getOrCreateChunk(0, 0);
generateChunksAroundPlayer();
// Start the simulation loop
requestAnimationFrame(simulationLoop);
};
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight - document.querySelector('.controls').offsetHeight;
}
function simulationLoop(timestamp) {
// Calculate FPS
const deltaTime = timestamp - lastFrameTime;
lastFrameTime = timestamp;
fps = Math.round(1000 / deltaTime);
document.getElementById('fps').textContent = `FPS: ${fps}`;
// Update physics
updatePhysics();
// Render
render();
// Continue the loop
requestAnimationFrame(simulationLoop);
}

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// Physics simulation functions
function updatePhysics() {
// Get visible chunks
const visibleChunks = getVisibleChunks();
// Increment fire update counter
fireUpdateCounter++;
// Process each visible chunk
for (const { chunkX, chunkY } of visibleChunks) {
const chunk = getOrCreateChunk(chunkX, chunkY);
// Process from bottom to top, right to left for correct gravity simulation
for (let y = CHUNK_SIZE - 1; y >= 0; y--) {
// Alternate direction each row for more natural flow
const startX = y % 2 === 0 ? 0 : CHUNK_SIZE - 1;
const endX = y % 2 === 0 ? CHUNK_SIZE : -1;
const step = y % 2 === 0 ? 1 : -1;
for (let x = startX; x !== endX; x += step) {
const index = y * CHUNK_SIZE + x;
const type = chunk[index];
if (type === EMPTY || type === STONE || type === WOOD || type === LEAF) continue;
const worldX = chunkX * CHUNK_SIZE + x;
const worldY = chunkY * CHUNK_SIZE + y;
if (type === SAND) {
updateSand(worldX, worldY);
} else if (type === WATER) {
updateWater(worldX, worldY);
} else if (type === DIRT) {
updateDirt(worldX, worldY);
} else if (type === GRASS) {
updateGrass(worldX, worldY);
} else if (type === SEED) {
updateSeed(worldX, worldY);
} else if (type === GRASS_BLADE) {
updateGrassBlade(worldX, worldY);
} else if (type === FLOWER) {
updateFlower(worldX, worldY);
} else if (type === TREE_SEED) {
updateTreeSeed(worldX, worldY);
} else if (type === FIRE) {
updateFire(worldX, worldY);
} else if (type === LAVA) {
updateLava(worldX, worldY);
}
}
}
}
}

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// Rendering functions
function render() {
// Clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Get visible chunks
const visibleChunks = getVisibleChunks();
// Render each visible chunk
for (const { chunkX, chunkY } of visibleChunks) {
const key = getChunkKey(chunkX, chunkY);
if (!chunks.has(key)) continue;
const chunk = chunks.get(key);
// Calculate screen position of chunk
const screenX = (chunkX * CHUNK_SIZE - worldOffsetX) * PIXEL_SIZE;
const screenY = (chunkY * CHUNK_SIZE - worldOffsetY) * PIXEL_SIZE;
// Draw chunk border in debug mode
if (debugMode) {
ctx.strokeStyle = '#ff0000';
ctx.lineWidth = 1;
ctx.strokeRect(
screenX,
screenY,
CHUNK_SIZE * PIXEL_SIZE,
CHUNK_SIZE * PIXEL_SIZE
);
// Draw chunk coordinates
ctx.fillStyle = '#ffffff';
ctx.font = '12px Arial';
ctx.fillText(`${chunkX},${chunkY}`, screenX + 5, screenY + 15);
}
// Render each pixel in the chunk
for (let y = 0; y < CHUNK_SIZE; y++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
const index = y * CHUNK_SIZE + x;
const type = chunk[index];
if (type === EMPTY) continue;
// Set color based on type
if (type === SAND) {
ctx.fillStyle = SAND_COLOR;
} else if (type === WATER) {
ctx.fillStyle = WATER_COLOR;
} else if (type === WALL) {
ctx.fillStyle = WALL_COLOR;
} else if (type === DIRT) {
ctx.fillStyle = DIRT_COLOR;
} else if (type === STONE) {
ctx.fillStyle = STONE_COLOR;
} else if (type === GRASS) {
ctx.fillStyle = GRASS_COLOR;
} else if (type === WOOD) {
ctx.fillStyle = WOOD_COLOR;
} else if (type === SEED) {
ctx.fillStyle = SEED_COLOR;
} else if (type === GRASS_BLADE) {
ctx.fillStyle = GRASS_COLOR;
} else if (type === FLOWER) {
// Get flower color from metadata or use a default
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
ctx.fillStyle = metadata && metadata.color ? metadata.color : FLOWER_COLORS[0];
} else if (type === TREE_SEED) {
ctx.fillStyle = SEED_COLOR;
} else if (type === LEAF) {
ctx.fillStyle = LEAF_COLOR;
} else if (type === FIRE) {
// Get fire color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
ctx.fillStyle = FIRE_COLORS[colorIndex];
} else if (type === LAVA) {
// Get lava color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
ctx.fillStyle = LAVA_COLORS[colorIndex];
}
// Draw the pixel
ctx.fillRect(
screenX + x * PIXEL_SIZE,
screenY + y * PIXEL_SIZE,
PIXEL_SIZE,
PIXEL_SIZE
);
}
}
}
// Draw cursor position and update debug info
if (currentMouseX !== undefined && currentMouseY !== undefined) {
const worldX = Math.floor(currentMouseX / PIXEL_SIZE) + worldOffsetX;
const worldY = Math.floor(currentMouseY / PIXEL_SIZE) + worldOffsetY;
// Update coordinates display in debug mode
if (debugMode) {
document.getElementById('coords').textContent =
`Chunk: ${Math.floor(worldOffsetX / CHUNK_SIZE)},${Math.floor(worldOffsetY / CHUNK_SIZE)} | ` +
`Mouse: ${worldX},${worldY} | Offset: ${Math.floor(worldOffsetX)},${Math.floor(worldOffsetY)}`;
// Draw cursor outline
const cursorScreenX = (worldX - worldOffsetX) * PIXEL_SIZE;
const cursorScreenY = (worldY - worldOffsetY) * PIXEL_SIZE;
ctx.strokeStyle = '#00ff00';
ctx.lineWidth = 2;
ctx.strokeRect(
cursorScreenX - PIXEL_SIZE,
cursorScreenY - PIXEL_SIZE,
PIXEL_SIZE * 3,
PIXEL_SIZE * 3
);
// Draw a dot at the exact mouse position
ctx.fillStyle = '#ff0000';
ctx.beginPath();
ctx.arc(currentMouseX, currentMouseY, 3, 0, Math.PI * 2);
ctx.fill();
}
}
}

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// Terrain generation functions
function generateChunksAroundPlayer() {
const centerChunkX = Math.floor(worldOffsetX / CHUNK_SIZE);
const centerChunkY = Math.floor(worldOffsetY / CHUNK_SIZE);
const radius = 3; // Generate chunks within 3 chunks of the player
// Generate chunks in a square around the player
for (let dy = -radius; dy <= radius; dy++) {
for (let dx = -radius; dx <= radius; dx++) {
const chunkX = centerChunkX + dx;
const chunkY = centerChunkY + dy;
// Only generate terrain for chunks at or above y=0
if (chunkY >= 0) {
getOrCreateChunk(chunkX, chunkY);
}
}
}
}
function generateTerrain(chunkX, chunkY, chunkData) {
// Use a seeded random number generator based on chunk coordinates
const seed = chunkX * 10000 + chunkY;
const random = createSeededRandom(seed);
// Generate base terrain (hills)
generateHills(chunkX, chunkY, chunkData, random);
// Add lakes
if (random() < 0.3) { // 30% chance for a lake in a chunk
generateLake(chunkX, chunkY, chunkData, random);
}
// Add stone formations
if (random() < 0.4) { // 40% chance for stone formations
generateStoneFormation(chunkX, chunkY, chunkData, random);
}
// Add vegetation (seeds and trees)
addVegetation(chunkX, chunkY, chunkData, random);
}
function createSeededRandom(seed) {
// Simple seeded random function
return function() {
seed = (seed * 9301 + 49297) % 233280;
return seed / 233280;
};
}
function generateHills(chunkX, chunkY, chunkData, random) {
// Generate a height map for this chunk using simplex-like noise
const heightMap = new Array(CHUNK_SIZE).fill(0);
// Base height (higher for chunks further from origin)
const baseHeight = Math.max(0, 50 - Math.sqrt(chunkX*chunkX + chunkY*chunkY) * 5);
// Generate a smooth height map
for (let x = 0; x < CHUNK_SIZE; x++) {
// Use multiple frequencies for more natural looking terrain
const noise1 = Math.sin(x * 0.02 + chunkX * CHUNK_SIZE * 0.02 + random() * 10) * 15;
const noise2 = Math.sin(x * 0.05 + chunkX * CHUNK_SIZE * 0.05 + random() * 10) * 7;
const noise3 = Math.sin(x * 0.1 + chunkX * CHUNK_SIZE * 0.1 + random() * 10) * 3;
// Combine noise at different frequencies
heightMap[x] = Math.floor(baseHeight + noise1 + noise2 + noise3);
// Ensure height is positive
heightMap[x] = Math.max(0, heightMap[x]);
}
// Fill the terrain based on the height map
for (let x = 0; x < CHUNK_SIZE; x++) {
const height = heightMap[x];
for (let y = CHUNK_SIZE - 1; y >= 0; y--) {
const worldY = chunkY * CHUNK_SIZE + y;
const depth = CHUNK_SIZE - 1 - y;
if (depth < height) {
const index = y * CHUNK_SIZE + x;
// Top layer is grass
if (depth === 0) {
chunkData[index] = GRASS;
}
// Next few layers are dirt
else if (depth < 5) {
chunkData[index] = DIRT;
}
// Deeper layers are stone
else {
chunkData[index] = STONE;
}
}
}
}
}
function generateLake(chunkX, chunkY, chunkData, random) {
// Lake parameters
const lakeX = Math.floor(random() * (CHUNK_SIZE - 60)) + 30;
const lakeY = Math.floor(random() * (CHUNK_SIZE - 60)) + 30;
const lakeWidth = Math.floor(random() * 40) + 20;
const lakeHeight = Math.floor(random() * 20) + 10;
// Create an elliptical lake
for (let y = 0; y < CHUNK_SIZE; y++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
// Calculate distance from lake center (normalized to create an ellipse)
const dx = (x - lakeX) / lakeWidth;
const dy = (y - lakeY) / lakeHeight;
const distance = Math.sqrt(dx*dx + dy*dy);
if (distance < 1) {
const index = y * CHUNK_SIZE + x;
// Water in the center
if (distance < 0.8) {
chunkData[index] = WATER;
}
// Sand around the edges
else {
chunkData[index] = SAND;
}
}
}
}
}
function generateStoneFormation(chunkX, chunkY, chunkData, random) {
// Stone formation parameters
const formationX = Math.floor(random() * (CHUNK_SIZE - 40)) + 20;
const formationWidth = Math.floor(random() * 30) + 10;
const formationHeight = Math.floor(random() * 40) + 20;
// Create a stone hill/mountain
for (let x = formationX - formationWidth; x < formationX + formationWidth; x++) {
if (x < 0 || x >= CHUNK_SIZE) continue;
// Calculate height at this x position (higher in the middle)
const dx = (x - formationX) / formationWidth;
const height = Math.floor(formationHeight * (1 - dx*dx));
for (let y = CHUNK_SIZE - 1; y >= CHUNK_SIZE - height; y--) {
if (y < 0 || y >= CHUNK_SIZE) continue;
const index = y * CHUNK_SIZE + x;
chunkData[index] = STONE;
}
}
}
function addVegetation(chunkX, chunkY, chunkData, random) {
// Add vegetation on grass
for (let y = 0; y < CHUNK_SIZE; y++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
const index = y * CHUNK_SIZE + x;
// Only add vegetation on grass
if (chunkData[index] === GRASS) {
// Check if there's empty space above
if (y > 0 && chunkData[(y-1) * CHUNK_SIZE + x] === EMPTY) {
// Random chance to add different types of vegetation
const roll = random();
if (roll < 0.01) { // 1% chance for a tree seed
chunkData[(y-1) * CHUNK_SIZE + x] = TREE_SEED;
} else if (roll < 0.05) { // 4% chance for a regular seed
chunkData[(y-1) * CHUNK_SIZE + x] = SEED;
}
}
}
}
}
}

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// World management functions
let worldOffsetX = 0;
let worldOffsetY = 0;
let worldOffsetXBeforeDrag = 0;
let worldOffsetYBeforeDrag = 0;
let chunks = new Map(); // Map to store chunks with key "x,y"
let metadata = new Map(); // Map to store metadata for pixels
let generatedChunks = new Set(); // Set to track which chunks have been generated
function moveWorld(dx, dy) {
worldOffsetX += dx;
worldOffsetY += dy;
updateCoordinatesDisplay();
// Generate terrain for chunks around the current view
generateChunksAroundPlayer();
}
function updateCoordinatesDisplay() {
const chunkX = Math.floor(worldOffsetX / CHUNK_SIZE);
const chunkY = Math.floor(worldOffsetY / CHUNK_SIZE);
document.getElementById('coords').textContent = `Chunk: ${chunkX},${chunkY} | Offset: ${Math.floor(worldOffsetX)},${Math.floor(worldOffsetY)}`;
}
function getChunkKey(chunkX, chunkY) {
return `${chunkX},${chunkY}`;
}
function getOrCreateChunk(chunkX, chunkY) {
const key = getChunkKey(chunkX, chunkY);
if (!chunks.has(key)) {
// Create a new chunk with empty pixels
const chunkData = new Array(CHUNK_SIZE * CHUNK_SIZE).fill(EMPTY);
// Add floor at the bottom of the world (y = 0 and y = 1)
if (chunkY === 0 || chunkY === 1) {
// Fill the bottom row with walls
for (let x = 0; x < CHUNK_SIZE; x++) {
chunkData[(CHUNK_SIZE - 1) * CHUNK_SIZE + x] = WALL;
}
}
chunks.set(key, chunkData);
}
return chunks.get(key);
}
function getChunkCoordinates(worldX, worldY) {
const chunkX = Math.floor(worldX / CHUNK_SIZE);
const chunkY = Math.floor(worldY / CHUNK_SIZE);
const localX = ((worldX % CHUNK_SIZE) + CHUNK_SIZE) % CHUNK_SIZE;
const localY = ((worldY % CHUNK_SIZE) + CHUNK_SIZE) % CHUNK_SIZE;
return { chunkX, chunkY, localX, localY };
}
function setPixel(worldX, worldY, type) {
const { chunkX, chunkY, localX, localY } = getChunkCoordinates(worldX, worldY);
const chunk = getOrCreateChunk(chunkX, chunkY);
const index = localY * CHUNK_SIZE + localX;
chunk[index] = type;
}
function getPixel(worldX, worldY) {
// Special case: floor at the bottom of the world (first two chunks)
const floorChunkY = Math.floor(worldY / CHUNK_SIZE);
if (worldY % CHUNK_SIZE === CHUNK_SIZE - 1 && (floorChunkY === 0 || floorChunkY === 1)) {
return WALL;
}
const { chunkX, chunkY, localX, localY } = getChunkCoordinates(worldX, worldY);
const key = getChunkKey(chunkX, chunkY);
if (!chunks.has(key)) {
return EMPTY;
}
const chunk = chunks.get(key);
const index = localY * CHUNK_SIZE + localX;
return chunk[index];
}
// Metadata functions to store additional information about pixels
function setMetadata(worldX, worldY, data) {
const key = `${worldX},${worldY}`;
metadata.set(key, data);
}
function getMetadata(worldX, worldY) {
const key = `${worldX},${worldY}`;
return metadata.get(key);
}
function removeMetadata(worldX, worldY) {
const key = `${worldX},${worldY}`;
metadata.delete(key);
}
// Move metadata when a pixel moves
function moveMetadata(fromX, fromY, toX, toY) {
const data = getMetadata(fromX, fromY);
if (data) {
setMetadata(toX, toY, data);
removeMetadata(fromX, fromY);
}
}
function getVisibleChunks() {
const visibleChunks = [];
// Calculate visible chunk range
const startChunkX = Math.floor(worldOffsetX / CHUNK_SIZE) - 1;
const endChunkX = Math.ceil((worldOffsetX + canvas.width / PIXEL_SIZE) / CHUNK_SIZE) + 1;
const startChunkY = Math.floor(worldOffsetY / CHUNK_SIZE) - 1;
const endChunkY = Math.ceil((worldOffsetY + canvas.height / PIXEL_SIZE) / CHUNK_SIZE) + 1;
for (let chunkY = startChunkY; chunkY < endChunkY; chunkY++) {
for (let chunkX = startChunkX; chunkX < endChunkX; chunkX++) {
visibleChunks.push({ chunkX, chunkY });
}
}
return visibleChunks;
}

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