sandsim/js/elements/basic.js

220 lines
6.6 KiB
JavaScript

// Basic element behaviors (sand, water, dirt)
function updateSand(x, y) {
// Try to move down with stronger gravity (up to 5 pixels at once)
let maxFall = 5;
let newY = y;
// Check how far down we can fall
for (let i = 1; i <= maxFall; i++) {
if (getPixel(x, y + i) === EMPTY) {
newY = y + i;
} else {
break;
}
}
if (newY > y) {
// Fall straight down as far as possible
setPixel(x, y, EMPTY);
setPixel(x, newY, SAND);
return true;
}
// 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);
return true;
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, SAND);
return true;
}
// Sand can displace water
else if (getPixel(x, y + 1) === WATER) {
setPixel(x, y, WATER);
setPixel(x, y + 1, SAND);
return true;
}
return false;
}
function updateWater(x, y) {
let modified = false;
// Update water color dynamically
const metadata = getMetadata(x, y);
if (metadata) {
if (metadata.waterColorTimer === undefined) {
metadata.waterColorTimer = 0;
modified = true;
}
metadata.waterColorTimer++;
// Change color occasionally
if (metadata.waterColorTimer > 20 && Math.random() < 0.1) {
metadata.colorIndex = Math.floor(Math.random() * 10);
metadata.waterColorTimer = 0;
modified = true;
}
setMetadata(x, y, metadata);
}
// Try to move down with stronger gravity (up to 4 pixels at once)
let maxFall = 4;
let newY = y;
// Check how far down we can fall
for (let i = 1; i <= maxFall; i++) {
if (getPixel(x, y + i) === EMPTY) {
newY = y + i;
} else {
break;
}
}
if (newY > y) {
// Fall straight down as far as possible
setPixel(x, y, EMPTY);
setPixel(x, newY, WATER);
moveMetadata(x, y, x, newY);
return true;
}
// 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);
moveMetadata(x, y, x - 1, y + 1);
return true;
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, WATER);
moveMetadata(x, y, x + 1, y + 1);
return true;
}
// 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);
moveMetadata(x, y, x - 1, y);
return true;
} else if (!goLeft && getPixel(x + 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y, WATER);
moveMetadata(x, y, x + 1, y);
return 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);
moveMetadata(x, y, x - 1, y);
return true;
} else if (goLeft && getPixel(x + 1, y) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y, WATER);
moveMetadata(x, y, x + 1, y);
return 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);
return true;
} 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 true;
}
}
return modified;
}
function updateDirt(x, y) {
// Try to move down with stronger gravity (up to 5 pixels at once)
let maxFall = 5;
let newY = y;
// Check how far down we can fall
for (let i = 1; i <= maxFall; i++) {
if (getPixel(x, y + i) === EMPTY) {
newY = y + i;
} else {
break;
}
}
if (newY > y) {
// Fall straight down as far as possible
setPixel(x, y, EMPTY);
setPixel(x, newY, DIRT);
return true;
}
// 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);
return true;
}
else if (getPixel(x + 1, y + 1) === EMPTY) {
setPixel(x, y, EMPTY);
setPixel(x + 1, y + 1, DIRT);
return true;
}
// Dirt can displace water
else if (getPixel(x, y + 1) === WATER) {
setPixel(x, y, WATER);
setPixel(x, y + 1, DIRT);
return true;
}
// Dirt can turn into grass if exposed to air above
if (getPixel(x, y - 1) === EMPTY && Math.random() < 0.001) {
setPixel(x, y, GRASS);
return true;
}
// 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);
return true;
} 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' });
return true;
} else if (seedRoll < 0.00026) { // Tree seed (rare)
setPixel(x, y - 1, TREE_SEED);
return true;
}
}
return false;
}