1169 lines
40 KiB
JavaScript
1169 lines
40 KiB
JavaScript
// Constants
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const CHUNK_SIZE = 200;
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const PIXEL_SIZE = 4;
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const GRAVITY = 0.5;
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const WATER_SPREAD = 3;
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const SAND_COLOR = '#e6c588';
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const WATER_COLOR = '#4a80f5';
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const WALL_COLOR = '#888888';
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const DIRT_COLOR = '#8B4513';
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const STONE_COLOR = '#A9A9A9';
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const GRASS_COLOR = '#7CFC00';
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const WOOD_COLOR = '#8B5A2B';
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const SEED_COLOR = '#654321';
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const FLOWER_COLORS = ['#FF0000', '#FFFF00', '#FF00FF', '#FFA500', '#FFFFFF', '#00FFFF'];
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const LEAF_COLOR = '#228B22';
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const FIRE_COLORS = ['#FF0000', '#FF3300', '#FF6600', '#FF9900', '#FFCC00', '#FFFF00'];
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const LAVA_COLORS = ['#FF0000', '#FF3300', '#FF4500', '#FF6600', '#FF8C00'];
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// Element types
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const EMPTY = 0;
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const SAND = 1;
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const WATER = 2;
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const WALL = 3;
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const DIRT = 4;
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const STONE = 5;
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const GRASS = 6;
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const WOOD = 7;
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const SEED = 8;
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const GRASS_BLADE = 9;
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const FLOWER = 10;
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const TREE_SEED = 11;
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const LEAF = 12;
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const FIRE = 13;
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const LAVA = 14;
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// Flammable materials
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const FLAMMABLE_MATERIALS = [GRASS, WOOD, SEED, GRASS_BLADE, FLOWER, TREE_SEED, LEAF];
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// Global variables
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let canvas, ctx;
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let currentTool = SAND;
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let isDrawing = false;
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let isDragging = false;
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let lastMouseX, lastMouseY;
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let currentMouseX, currentMouseY;
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let lastFrameTime = 0;
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let fps = 0;
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let worldOffsetX = 0;
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let worldOffsetY = 0; // Start at Chunk: 0,0
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let worldOffsetXBeforeDrag = 0;
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let worldOffsetYBeforeDrag = 0;
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let chunks = new Map(); // Map to store chunks with key "x,y"
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let metadata = new Map(); // Map to store metadata for pixels
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let debugMode = false;
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let fireUpdateCounter = 0;
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// Initialize the simulation
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window.onload = function() {
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canvas = document.getElementById('simulation-canvas');
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ctx = canvas.getContext('2d');
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// Set canvas size to fill the screen
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resizeCanvas();
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window.addEventListener('resize', resizeCanvas);
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// Tool selection
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document.getElementById('sand-btn').addEventListener('click', () => setTool(SAND));
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document.getElementById('water-btn').addEventListener('click', () => setTool(WATER));
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document.getElementById('dirt-btn').addEventListener('click', () => setTool(DIRT));
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document.getElementById('stone-btn').addEventListener('click', () => setTool(STONE));
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document.getElementById('grass-btn').addEventListener('click', () => setTool(GRASS));
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document.getElementById('wood-btn').addEventListener('click', () => setTool(WOOD));
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document.getElementById('seed-btn').addEventListener('click', () => setTool(SEED));
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document.getElementById('tree-seed-btn').addEventListener('click', () => setTool(TREE_SEED));
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document.getElementById('fire-btn').addEventListener('click', () => setTool(FIRE));
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document.getElementById('lava-btn').addEventListener('click', () => setTool(LAVA));
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document.getElementById('eraser-btn').addEventListener('click', () => setTool(EMPTY));
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// Navigation controls
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document.getElementById('move-left').addEventListener('click', () => moveWorld(-CHUNK_SIZE/2, 0));
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document.getElementById('move-right').addEventListener('click', () => moveWorld(CHUNK_SIZE/2, 0));
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document.getElementById('move-up').addEventListener('click', () => moveWorld(0, -CHUNK_SIZE/2));
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document.getElementById('move-down').addEventListener('click', () => moveWorld(0, CHUNK_SIZE/2));
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document.getElementById('debug-btn').addEventListener('click', toggleDebug);
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// Drawing events
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canvas.addEventListener('mousedown', handleMouseDown);
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canvas.addEventListener('mousemove', handleMouseMove);
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canvas.addEventListener('mouseup', handleMouseUp);
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canvas.addEventListener('mouseleave', handleMouseUp);
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// Touch events for mobile
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canvas.addEventListener('touchstart', handleTouchStart);
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canvas.addEventListener('touchmove', handleTouchMove);
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canvas.addEventListener('touchend', handleMouseUp);
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// Initialize the first chunk
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getOrCreateChunk(0, 0);
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// Start the simulation loop
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requestAnimationFrame(simulationLoop);
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};
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight - document.querySelector('.controls').offsetHeight;
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}
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function setTool(tool) {
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currentTool = tool;
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document.querySelectorAll('.tools button').forEach(btn => btn.classList.remove('active'));
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if (tool === SAND) {
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document.getElementById('sand-btn').classList.add('active');
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} else if (tool === WATER) {
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document.getElementById('water-btn').classList.add('active');
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} else if (tool === DIRT) {
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document.getElementById('dirt-btn').classList.add('active');
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} else if (tool === STONE) {
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document.getElementById('stone-btn').classList.add('active');
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} else if (tool === GRASS) {
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document.getElementById('grass-btn').classList.add('active');
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} else if (tool === WOOD) {
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document.getElementById('wood-btn').classList.add('active');
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} else if (tool === SEED) {
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document.getElementById('seed-btn').classList.add('active');
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} else if (tool === TREE_SEED) {
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document.getElementById('tree-seed-btn').classList.add('active');
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} else if (tool === FIRE) {
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document.getElementById('fire-btn').classList.add('active');
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} else if (tool === LAVA) {
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document.getElementById('lava-btn').classList.add('active');
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} else if (tool === EMPTY) {
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document.getElementById('eraser-btn').classList.add('active');
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}
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}
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function handleMouseDown(e) {
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const rect = canvas.getBoundingClientRect();
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const x = e.clientX - rect.left;
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const y = e.clientY - rect.top;
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// Right mouse button for dragging the world
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if (e.button === 2 || e.ctrlKey || e.shiftKey) {
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isDragging = true;
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lastMouseX = x;
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lastMouseY = y;
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worldOffsetXBeforeDrag = worldOffsetX;
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worldOffsetYBeforeDrag = worldOffsetY;
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} else {
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// Left mouse button for drawing
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isDrawing = true;
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draw(x, y);
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}
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}
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function handleMouseMove(e) {
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const rect = canvas.getBoundingClientRect();
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const x = e.clientX - rect.left;
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const y = e.clientY - rect.top;
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// Always update current mouse position
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currentMouseX = x;
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currentMouseY = y;
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if (isDragging) {
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// Calculate how much the mouse has moved
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const dx = x - lastMouseX;
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const dy = y - lastMouseY;
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// Move the world in the opposite direction (divide by pixel size to convert to world coordinates)
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moveWorld(-dx / PIXEL_SIZE, -dy / PIXEL_SIZE);
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// Update the last mouse position
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lastMouseX = x;
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lastMouseY = y;
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} else if (isDrawing) {
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draw(x, y);
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}
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}
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function handleMouseUp(e) {
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isDrawing = false;
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if (isDragging) {
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// Calculate the total movement during this drag
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const totalDragX = worldOffsetX - worldOffsetXBeforeDrag;
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const totalDragY = worldOffsetY - worldOffsetYBeforeDrag;
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if (debugMode) {
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console.log(`Drag completed: ${totalDragX}, ${totalDragY}`);
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}
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}
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isDragging = false;
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}
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function draw(x, y) {
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if (!isDrawing) return;
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// Convert screen coordinates to world coordinates
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const worldX = Math.floor(x / PIXEL_SIZE) + worldOffsetX;
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const worldY = Math.floor(y / PIXEL_SIZE) + worldOffsetY;
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// Draw a small brush (3x3)
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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const pixelX = worldX + dx;
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const pixelY = worldY + dy;
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// Special handling for fire - only set fire to flammable materials
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if (currentTool === FIRE) {
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const currentPixel = getPixel(pixelX, pixelY);
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if (FLAMMABLE_MATERIALS.includes(currentPixel)) {
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setPixel(pixelX, pixelY, FIRE);
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setMetadata(pixelX, pixelY, {
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lifetime: 100 + Math.floor(Math.random() * 100),
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colorIndex: Math.floor(Math.random() * FIRE_COLORS.length)
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});
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}
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} else {
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setPixel(pixelX, pixelY, currentTool);
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// Add metadata for special types
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if (currentTool === SEED) {
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setMetadata(pixelX, pixelY, { type: 'regular' });
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} else if (currentTool === FLOWER) {
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setMetadata(pixelX, pixelY, {
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type: 'flower',
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color: FLOWER_COLORS[Math.floor(Math.random() * FLOWER_COLORS.length)],
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age: 0,
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height: 1
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});
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}
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}
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}
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}
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}
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function handleTouchStart(e) {
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e.preventDefault();
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// Check if we have multiple touch points (for dragging)
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if (e.touches.length > 1) {
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isDragging = true;
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lastMouseX = e.touches[0].clientX;
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lastMouseY = e.touches[0].clientY;
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worldOffsetXBeforeDrag = worldOffsetX;
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worldOffsetYBeforeDrag = worldOffsetY;
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} else {
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// Single touch for drawing
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isDrawing = true;
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const rect = canvas.getBoundingClientRect();
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const x = e.touches[0].clientX - rect.left;
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const y = e.touches[0].clientY - rect.top;
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currentMouseX = x;
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currentMouseY = y;
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draw(x, y);
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}
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}
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function handleTouchMove(e) {
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e.preventDefault();
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const rect = canvas.getBoundingClientRect();
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if (isDragging && e.touches.length > 1) {
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// Calculate how much the touch has moved
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const x = e.touches[0].clientX;
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const y = e.touches[0].clientY;
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const dx = x - lastMouseX;
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const dy = y - lastMouseY;
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// Move the world in the opposite direction
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moveWorld(-dx / PIXEL_SIZE, -dy / PIXEL_SIZE);
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// Update the last touch position
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lastMouseX = x;
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lastMouseY = y;
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} else if (isDrawing) {
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const x = e.touches[0].clientX - rect.left;
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const y = e.touches[0].clientY - rect.top;
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currentMouseX = x;
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currentMouseY = y;
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draw(x, y);
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}
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}
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function moveWorld(dx, dy) {
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worldOffsetX += dx;
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worldOffsetY += dy;
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updateCoordinatesDisplay();
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}
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function updateCoordinatesDisplay() {
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const chunkX = Math.floor(worldOffsetX / CHUNK_SIZE);
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const chunkY = Math.floor(worldOffsetY / CHUNK_SIZE);
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document.getElementById('coords').textContent = `Chunk: ${chunkX},${chunkY} | Offset: ${Math.floor(worldOffsetX)},${Math.floor(worldOffsetY)}`;
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}
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function getChunkKey(chunkX, chunkY) {
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return `${chunkX},${chunkY}`;
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}
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function getOrCreateChunk(chunkX, chunkY) {
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const key = getChunkKey(chunkX, chunkY);
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if (!chunks.has(key)) {
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// Create a new chunk with empty pixels
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const chunkData = new Array(CHUNK_SIZE * CHUNK_SIZE).fill(EMPTY);
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// Add floor at the bottom of the world (y = 0 and y = 1)
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if (chunkY === 0 || chunkY === 1) {
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// Fill the bottom row with walls
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for (let x = 0; x < CHUNK_SIZE; x++) {
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chunkData[(CHUNK_SIZE - 1) * CHUNK_SIZE + x] = WALL;
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}
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}
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chunks.set(key, chunkData);
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}
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return chunks.get(key);
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}
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function getChunkCoordinates(worldX, worldY) {
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const chunkX = Math.floor(worldX / CHUNK_SIZE);
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const chunkY = Math.floor(worldY / CHUNK_SIZE);
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const localX = ((worldX % CHUNK_SIZE) + CHUNK_SIZE) % CHUNK_SIZE;
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const localY = ((worldY % CHUNK_SIZE) + CHUNK_SIZE) % CHUNK_SIZE;
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return { chunkX, chunkY, localX, localY };
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}
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function setPixel(worldX, worldY, type) {
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const { chunkX, chunkY, localX, localY } = getChunkCoordinates(worldX, worldY);
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const chunk = getOrCreateChunk(chunkX, chunkY);
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const index = localY * CHUNK_SIZE + localX;
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chunk[index] = type;
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}
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function getPixel(worldX, worldY) {
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// Special case: floor at the bottom of the world (first two chunks)
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const floorChunkY = Math.floor(worldY / CHUNK_SIZE);
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if (worldY % CHUNK_SIZE === CHUNK_SIZE - 1 && (floorChunkY === 0 || floorChunkY === 1)) {
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return WALL;
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}
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const { chunkX, chunkY, localX, localY } = getChunkCoordinates(worldX, worldY);
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const key = getChunkKey(chunkX, chunkY);
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if (!chunks.has(key)) {
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return EMPTY;
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}
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const chunk = chunks.get(key);
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const index = localY * CHUNK_SIZE + localX;
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return chunk[index];
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}
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// Metadata functions to store additional information about pixels
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function setMetadata(worldX, worldY, data) {
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const key = `${worldX},${worldY}`;
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metadata.set(key, data);
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}
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function getMetadata(worldX, worldY) {
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const key = `${worldX},${worldY}`;
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return metadata.get(key);
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}
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function removeMetadata(worldX, worldY) {
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const key = `${worldX},${worldY}`;
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metadata.delete(key);
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}
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// Move metadata when a pixel moves
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function moveMetadata(fromX, fromY, toX, toY) {
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const data = getMetadata(fromX, fromY);
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if (data) {
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setMetadata(toX, toY, data);
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removeMetadata(fromX, fromY);
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}
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}
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function simulationLoop(timestamp) {
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// Calculate FPS
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const deltaTime = timestamp - lastFrameTime;
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lastFrameTime = timestamp;
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fps = Math.round(1000 / deltaTime);
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document.getElementById('fps').textContent = `FPS: ${fps}`;
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// Update physics
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updatePhysics();
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// Render
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render();
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// Continue the loop
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requestAnimationFrame(simulationLoop);
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}
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function updatePhysics() {
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// Get visible chunks
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const visibleChunks = getVisibleChunks();
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// Increment fire update counter
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fireUpdateCounter++;
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// Process each visible chunk
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for (const { chunkX, chunkY } of visibleChunks) {
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const chunk = getOrCreateChunk(chunkX, chunkY);
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// Process from bottom to top, right to left for correct gravity simulation
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for (let y = CHUNK_SIZE - 1; y >= 0; y--) {
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// Alternate direction each row for more natural flow
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const startX = y % 2 === 0 ? 0 : CHUNK_SIZE - 1;
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const endX = y % 2 === 0 ? CHUNK_SIZE : -1;
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const step = y % 2 === 0 ? 1 : -1;
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for (let x = startX; x !== endX; x += step) {
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const index = y * CHUNK_SIZE + x;
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const type = chunk[index];
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if (type === EMPTY || type === STONE || type === WOOD || type === LEAF) continue;
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const worldX = chunkX * CHUNK_SIZE + x;
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const worldY = chunkY * CHUNK_SIZE + y;
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if (type === SAND) {
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updateSand(worldX, worldY);
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} else if (type === WATER) {
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updateWater(worldX, worldY);
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} else if (type === DIRT) {
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updateDirt(worldX, worldY);
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} else if (type === GRASS) {
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updateGrass(worldX, worldY);
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} else if (type === SEED) {
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updateSeed(worldX, worldY);
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} else if (type === GRASS_BLADE) {
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updateGrassBlade(worldX, worldY);
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} else if (type === FLOWER) {
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updateFlower(worldX, worldY);
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} else if (type === TREE_SEED) {
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updateTreeSeed(worldX, worldY);
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} else if (type === FIRE) {
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updateFire(worldX, worldY);
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} else if (type === LAVA) {
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updateLava(worldX, worldY);
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}
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}
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}
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}
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}
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function updateSand(x, y) {
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// Try to move down
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if (getPixel(x, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x, y + 1, SAND);
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}
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// Try to move down-left or down-right
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else if (getPixel(x - 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y + 1, SAND);
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}
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else if (getPixel(x + 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y + 1, SAND);
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}
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// Sand can displace water
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else if (getPixel(x, y + 1) === WATER) {
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setPixel(x, y, WATER);
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setPixel(x, y + 1, SAND);
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}
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}
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function updateDirt(x, y) {
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// Try to move down
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if (getPixel(x, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x, y + 1, DIRT);
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}
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// Try to move down-left or down-right
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else if (getPixel(x - 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y + 1, DIRT);
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}
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else if (getPixel(x + 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y + 1, DIRT);
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}
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// Dirt can displace water
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else if (getPixel(x, y + 1) === WATER) {
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setPixel(x, y, WATER);
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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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
// New functions for plant growth
|
|
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' });
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add fire update function
|
|
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);
|
|
}
|
|
}
|
|
|
|
// Add lava update function
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
function toggleDebug() {
|
|
debugMode = !debugMode;
|
|
document.getElementById('debug-btn').classList.toggle('active');
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|