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.
160 lines
5.1 KiB
JavaScript
160 lines
5.1 KiB
JavaScript
// 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' });
|
|
}
|
|
}
|
|
}
|