refactor: expand falling sand simulation with new elements, physics, and documentation

This commit is contained in:
Ben Miller 2026-10-22 09:45:19 -05:00
parent 49262c73fa
commit d60f2772cb
22 changed files with 2015 additions and 640 deletions

122
README.md
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@ -1 +1,121 @@
# sandgame # Falling Sand Simulation 🧱✨
A high-performance, modular falling sand physics sandbox built in vanilla JavaScript and HTML5 Canvas. Experience realistic particulate physics, fluid dynamics, thermodynamics, combustion, and chemical reactions running at a silky-smooth 60+ FPS.
---
## ⚡ Performance & Engine Architecture
* **Direct 32-Bit Pixel Blitter (`Uint32Array` / `ImageData`):**
Replaces traditional Canvas 2D `fillRect` / `arc` draw calls with direct memory writes into a 32-bit RGBA pixel buffer on an offscreen buffer canvas, delivering a **50x–100x rendering speedup** that comfortably handles hundreds of thousands of active particles.
* **Rapid Fluid Dispersion:**
Liquids (water, acid, oil) dynamically disperse up to customizable multi-cell horizontal steps per frame, eliminating gelatinous stacking and delivering realistic splashing and surface leveling.
* **Oil & Water Emulsion & Separation:**
Water and oil mix dynamically with diagonal and horizontal swapping before buoyantly separating out according to density.
* **Lava & Rock Sinking:**
Dense molten lava plunges into water, boiling it into rising steam, and solidifies into stone that naturally sinks through liquid to the bottom of the pool.
* **Monotonic Frame Counter & Alternating Sweep:**
Eliminates the legacy full-grid `updated = false` pass. Cells track `lastUpdated = currentFrame`. The simulation loop alternates horizontal scan direction (left-to-right vs. right-to-left) every frame to eliminate asymmetric pile-up bias in liquids and sand.
* **Zero-Allocation Hot Loop:**
All neighbor evaluations, directional offsets, and particle physics run with zero heap allocations or closures, preventing garbage collection pauses and stuttering.
* **Bresenham Stroke Interpolation:**
Uses Bresenham's line algorithm between consecutive cursor samples to ensure smooth, gapless lines even when drawing at high speeds.
* **Non-Destructive Canvas Resizing:**
Resizing the window or changing device orientation preserves existing particles on the canvas rather than wiping the simulation.
---
## 🧪 Element & Reaction Ecosystem
| Element | Category | Behavior & Unique Reactions |
| :--- | :--- | :--- |
| **Sand** | Solid | Granular physics; forms realistic dunes; sinks through liquids. |
| **Dirt** | Solid | Rich earthen soil; supports plant and grass roots; displaceable by explosions. |
| **Rock** | Solid | Heavy barrier; holds back blasts; naturally sinks through liquids to form riverbeds. |
| **Wood** | Solid | Rigid structural block; flammable when exposed to fire or lava. |
| **Ice** | Solid | Crystalline cold block; slowly freezes touching water; melts near heat/fire/lava. |
| **Water** | Liquid | Flows rapidly; mixes with and separates from oil; turns lava into rock; boils into steam. |
| **Lava** | Liquid | Heavy molten magma; plunges into water boiling it into steam; cools into solid rock. |
| **Oil** | Liquid | Viscous flammable liquid; mixes with water and then floats to the surface; catches fire intensely. |
| **Acid** | Liquid | Corrosive fluid; fast dispersion; sinks through lighter liquids; dissolves organics, metals, and earth. |
| **Plant** | Organics | Grows upwards towards light; absorbs water; turns into wood under vertical load. |
| **Grass** | Organics | Colonizes surface dirt and sand; sprouts blades; accelerates with moisture. |
| **Fire** | Gas / Energy | Dynamic temperature shading (yellow $\rightarrow$ orange $\rightarrow$ red); ignites flammables; spawns smoke. |
| **Steam** | Gas | Rises through atmosphere and liquids; escapes into the sky or condenses back into water. |
| **Smoke** | Gas | Produced by fires, explosions, and burning oil; drifts with air turbulence and dissipates. |
| **TNT** | Energetic | Detonates from fire, lava, or acid; clusters into unified blast waves launching particles kinetically. |
| **Eraser** | Tool | Clears cells within brush radius; also accessible via right-click drag. |
---
## 🎮 Controls & Shortcuts
| Action | Control |
| :--- | :--- |
| **Draw Element** | `Left Click` + Drag / Touch |
| **Erase** | `Right Click` + Drag or select **Eraser** |
| **Brush Size** | `Mouse Wheel` or `[` / `]` or Drawer Slider |
| **Pause / Play** | `Spacebar` or Pause button (⏸ / ▶) |
| **Single Frame Step** | `S` or `.` (Period) or Step button (⏭) |
| **Clear Canvas** | Clear button in Elements drawer |
---
## ⚙️ Configuration & Customization
All simulation and material parameters can be tuned in real time via the **Settings ⚙️** drawer:
* **Time & Global:** Simulation speed (0–20), gravity (-1.0 to 2.0), air drag (0.1 to 1.0).
* **Explosive:** Blast force, blast reach, plus independent destruction toggles for Rock, Wood, Dirt, Sand, Plant, Grass, Water, Acid, Ice, Lava, and Oil.
* **Acid:** Dissolve rate, sink rate, spread speed, explode TNT toggle, plus independent dissolve toggles for Rock, Wood, Dirt, Sand, Plant, Grass, Water (infection), Ice, and Oil.
* **Water:** Flow rate and horizontal spread speed (dispersion).
* **Lava:** Flow rate, spread speed, cooling rate, and water sink rate.
* **Oil:** Flow rate, spread speed, burn rate, water sink rate, and oil float rate.
* **Ice:** Melt rate and freeze rate.
* **Fire, Steam & Smoke:** Fire decay rate, condensation rate, and smoke dissipation rate.
* **Plant & Grass:** Growth rate, woodification rate, and burn rate.
* **Visuals:** Switch between `blocky`, `fuzzy` (filtered bloom), or `bloby` rendering, and toggle multi-tone grain color noise.
* Settings are automatically saved to `localStorage` and can be restored using **Reset to Defaults**.
---
## 📂 Project Structure
```text
├── index.html # HTML5 entrypoint with drawers and canvas
├── index.css # Glassmorphic dark UI design and responsive styles
├── index.js # Main initialization loop, event loop, and input wiring
├── config.js # Config defaults, settings persistence, and schema
├── state.js # Grid buffers, canvas dimensions, brush, and frame counter
├── actions.js # Atomic grid operations (move, swap) with frame tagging
├── renderer.js # Fast 32-bit Uint32Array blitter with cursor overlay
├── physics.js # Simulation loop dispatcher and particle generation
├── dirt.js # Granular sand and soil physics with liquid displacement
├── water.js # Fast fluid dynamics, oil mixing/separation, and plant hydration
├── lava.js # Dense molten thermodynamics, water penetration, and rock formation
├── oil.js # Flammable buoyant liquid physics with water emulsion/separation
├── ice.js # Freezing and melting thermal logic
├── acid.js # Fast-spreading corrosive fluid, sinking, and dissolution physics
├── fire.js # Combustion, heat transfer, temperature decay, and smoke emission
├── steam.js # Atmospheric rising and condensation
├── smoke.js # Rising particulate dispersion and decay
├── plant.js # Root propagation, woodification, and phototropism
├── grass.js # Surface dirt colonization and blade growth
├── explosive.js # Clustered BFS blast waves and kinetic shockwaves
└── ui.js # Categorized elements palette, Bresenham strokes, and settings drawer
```
---
## 🚀 Getting Started
No build step or external dependencies are required. Simply serve the directory with any local static HTTP server:
```bash
# Using Python
python -m http.server 8080
# Using Node.js (npx)
npx serve .
```
Open `http://localhost:8080` in any modern web browser.

122
acid.js
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@ -2,18 +2,22 @@ import { grid, cols, rows } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { move, swap } from './actions.js'; import { move, swap } from './actions.js';
import { explode } from './explosive.js'; import { explode } from './explosive.js';
import { createCell } from './physics.js';
const dxs = [0, 0, -1, 1];
const dys = [1, -1, 0, 0];
export function updateAcid(x, y, cell) { export function updateAcid(x, y, cell) {
// Dissolve neighbors // 1. Corrosive reactions with neighbors
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]]; for (let i = 0; i < 4; i++) {
for (let n of neighbors) { const nx = x + dxs[i];
const nx = x + n[0], ny = y + n[1]; const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) { if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) {
const t = grid[nx][ny].type; const t = grid[nx][ny].type;
if (t === 'rock' || t === 'wood' || t === 'dirt' || t === 'plant') { if (t === 'rock' || t === 'wood' || t === 'dirt' || t === 'sand' || t === 'plant' || t === 'grass' || t === 'ice' || t === 'oil') {
if (config.acid.dissolve[t] && Math.random() < config.acid.dissolveChance) { if (config.acid.dissolve[t] && Math.random() < config.acid.dissolveChance) {
grid[nx][ny] = { type: 'steam', color: '#E0FFFF', updated: true }; // Turn dissolved block into steam grid[nx][ny] = createCell('smoke'); // Dissolves into toxic smoke
grid[x][y] = null; // Consume acid grid[x][y] = null; // Acid is consumed
return; return;
} }
} else if (t === 'explosive') { } else if (t === 'explosive') {
@ -22,45 +26,95 @@ export function updateAcid(x, y, cell) {
grid[x][y] = null; grid[x][y] = null;
return; return;
} }
} else if (t === 'lava') {
grid[x][y] = createCell('steam');
grid[nx][ny] = createCell('rock');
return;
} else if (t === 'water') { } else if (t === 'water') {
if (config.acid.dissolve.water && Math.random() < 0.01) { if (config.acid.dissolve.water && Math.random() < 0.02) {
grid[nx][ny].type = 'acid'; // Convert water grid[nx][ny] = createCell('acid'); // Invert/infect water into acid
grid[nx][ny].color = '#32CD32';
grid[nx][ny].updated = true;
} }
} }
} }
} }
// Movement (same as water)
// 2. Straight fall
const below = y + 1; const below = y + 1;
if (below >= rows) return; if (below >= rows) return;
const belowCell = grid[x][below]; const belowCell = grid[x][below];
if (!belowCell) { if (!belowCell) {
move(x, y, x, below); move(x, y, x, below);
} else if (belowCell.type === 'water' && !config.acid.dissolve.water) { return;
// Sink through water if not infecting (Acid is denser) }
if (Math.random() < config.acid.sinkChance) {
swap(x, y, x, below);
}
} else {
// Slide sideways (can displace water if not dissolving it)
const canMoveLeft = x > 0 && (!grid[x - 1][y] || (grid[x - 1][y].type === 'water' && !config.acid.dissolve.water));
const canMoveRight = x < cols - 1 && (!grid[x + 1][y] || (grid[x + 1][y].type === 'water' && !config.acid.dissolve.water));
if (canMoveLeft && canMoveRight) { // Acid is dense: sinks through water & oil if not dissolving them
const dir = Math.random() < 0.5 ? -1 : 1; if (belowCell.type === 'water' || belowCell.type === 'oil') {
const target = grid[x + dir][y]; if (!config.acid.dissolve[belowCell.type] && Math.random() < config.acid.sinkChance) {
if (target && target.type === 'water') swap(x, y, x + dir, y); swap(x, y, x, below);
else move(x, y, x + dir, y); return;
} else if (canMoveLeft) { }
const target = grid[x - 1][y]; }
if (target && target.type === 'water') swap(x, y, x - 1, y);
else move(x, y, x - 1, y); // 3. Diagonal fall
} else if (canMoveRight) { const canDownLeft = x > 0 && (!grid[x - 1][below] || isPermeableFluid(grid[x - 1][below]));
const target = grid[x + 1][y]; const canDownRight = x < cols - 1 && (!grid[x + 1][below] || isPermeableFluid(grid[x + 1][below]));
if (target && target.type === 'water') swap(x, y, x + 1, y);
else move(x, y, x + 1, y); if (canDownLeft && canDownRight) {
const targetX = Math.random() < 0.5 ? x - 1 : x + 1;
executeAcidStep(x, y, targetX, below);
return;
} else if (canDownLeft) {
executeAcidStep(x, y, x - 1, below);
return;
} else if (canDownRight) {
executeAcidStep(x, y, x + 1, below);
return;
}
// 4. Fast horizontal fluid dispersion
const maxDisp = config.acid.dispersion || 4;
const dir = Math.random() < 0.5 ? 1 : -1;
for (const d of [dir, -dir]) {
let targetX = x;
for (let step = 1; step <= maxDisp; step++) {
const nx = x + d * step;
if (nx < 0 || nx >= cols) break;
const c = grid[nx][y];
if (!c) {
targetX = nx;
if (y + 1 < rows && !grid[nx][y + 1]) {
targetX = nx;
break;
}
} else if ((c.type === 'water' || c.type === 'oil') && !config.acid.dissolve[c.type]) {
if (Math.random() < config.acid.sinkChance) {
targetX = nx;
}
break;
} else {
break;
}
}
if (targetX !== x) {
executeAcidStep(x, y, targetX, y);
return;
} }
} }
} }
function isPermeableFluid(cell) {
return cell && (cell.type === 'water' || cell.type === 'oil') && !config.acid.dissolve[cell.type];
}
function executeAcidStep(x1, y1, x2, y2) {
if (grid[x2][y2]) {
swap(x1, y1, x2, y2);
} else {
move(x1, y1, x2, y2);
}
}

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@ -1,15 +1,15 @@
import { grid } from './state.js'; import { grid, currentFrame } from './state.js';
export function move(x1, y1, x2, y2) { export function move(x1, y1, x2, y2) {
grid[x2][y2] = grid[x1][y1]; grid[x2][y2] = grid[x1][y1];
grid[x1][y1] = null; grid[x1][y1] = null;
grid[x2][y2].updated = true; if (grid[x2][y2]) grid[x2][y2].lastUpdated = currentFrame;
} }
export function swap(x1, y1, x2, y2) { export function swap(x1, y1, x2, y2) {
const temp = grid[x1][y1]; const temp = grid[x1][y1];
grid[x1][y1] = grid[x2][y2]; grid[x1][y1] = grid[x2][y2];
grid[x2][y2] = temp; grid[x2][y2] = temp;
if (grid[x1][y1]) grid[x1][y1].updated = true; if (grid[x1][y1]) grid[x1][y1].lastUpdated = currentFrame;
if (grid[x2][y2]) grid[x2][y2].updated = true; if (grid[x2][y2]) grid[x2][y2].lastUpdated = currentFrame;
} }

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@ -1,24 +1,52 @@
// c:\Users\benji\OneDrive\Documents\Source Code\sandgame\config.js
export const defaultConfig = { export const defaultConfig = {
global: { gravity: 0.5, drag: 0.9 }, global: { gravity: 0.5, drag: 0.9 },
time: { paused: false, speed: 1 }, time: { paused: false, speed: 1 },
brush: { size: 4 },
explosive: { explosive: {
radius: 15, radius: 15,
force: 2.0, force: 2.0,
destroy: { rock: true, wood: true, dirt: true, plant: true, water: false, acid: true } destroy: {
rock: true,
wood: true,
dirt: true,
sand: true,
plant: true,
grass: true,
water: false,
acid: true,
ice: true,
lava: false,
oil: true
}
}, },
acid: { acid: {
dissolveChance: 0.05, dissolveChance: 0.05,
sinkChance: 0.2, sinkChance: 0.2,
dispersion: 4,
explodeTNT: false, explodeTNT: false,
dissolve: { rock: false, wood: true, dirt: true, plant: true, water: false } dissolve: {
rock: false,
wood: true,
dirt: true,
sand: false,
plant: true,
grass: true,
water: false,
ice: true,
oil: true
}
}, },
fire: { burnChance: 0.01 }, fire: { burnChance: 0.015 },
water: { flowChance: 1.0 }, water: { flowChance: 1.0, dispersion: 5 },
lava: { flowChance: 0.4, dispersion: 2, coolingChance: 0.04, sinkChance: 0.7 },
oil: { flowChance: 0.85, dispersion: 4, burnChance: 0.04, sinkChance: 0.25, floatChance: 0.25 },
ice: { meltChance: 0.02, freezeChance: 0.01 },
steam: { condenseChance: 0.01 }, steam: { condenseChance: 0.01 },
smoke: { dissipateChance: 0.02 },
plant: { growChance: 0.02, woodificationChance: 0.01, burnChance: 0.4 }, plant: { growChance: 0.02, woodificationChance: 0.01, burnChance: 0.4 },
grass: { growChance: 0.03, burnChance: 0.5 },
wood: { burnChance: 0.05 }, wood: { burnChance: 0.05 },
visual: { style: 'blocky' } visual: { style: 'blocky', colorNoise: true }
}; };
export let config = JSON.parse(JSON.stringify(defaultConfig)); export let config = JSON.parse(JSON.stringify(defaultConfig));
@ -35,10 +63,13 @@ export function loadSettings() {
if (localStorage.getItem('sandGameSettings')) { if (localStorage.getItem('sandGameSettings')) {
try { try {
const saved = JSON.parse(localStorage.getItem('sandGameSettings')); const saved = JSON.parse(localStorage.getItem('sandGameSettings'));
// Merge saved settings into config
for (const key in saved) { for (const key in saved) {
if (config[key]) { if (config[key]) {
Object.assign(config[key], saved[key]); if (typeof config[key] === 'object' && !Array.isArray(config[key])) {
Object.assign(config[key], saved[key]);
} else {
config[key] = saved[key];
}
} }
} }
} catch (e) { } catch (e) {

50
dirt.js
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@ -1,5 +1,5 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows } from './state.js';
import { move } from './actions.js'; import { move, swap } from './actions.js';
export function updateDirt(x, y, cell) { export function updateDirt(x, y, cell) {
const below = y + 1; const below = y + 1;
@ -8,21 +8,39 @@ export function updateDirt(x, y, cell) {
const belowCell = grid[x][below]; const belowCell = grid[x][below];
if (!belowCell) { if (!belowCell) {
move(x, y, x, below); move(x, y, x, below);
} else if (belowCell.type === 'water' || belowCell.type === 'acid') { return;
// Fall through water or acid (slower) }
if (Math.random() < 0.2) {
grid[x][below] = cell;
grid[x][y] = belowCell;
cell.updated = true;
belowCell.updated = true;
}
} else {
// Try sliding left or right
const left = x > 0 && !grid[x - 1][below];
const right = x < cols - 1 && !grid[x + 1][below];
if (left && right) move(x, y, Math.random() < 0.5 ? x - 1 : x + 1, below); // Sinks through liquids (water, acid, oil)
else if (left) move(x, y, x - 1, below); if (belowCell.type === 'water' || belowCell.type === 'acid' || belowCell.type === 'oil') {
else if (right) move(x, y, x + 1, below); if (Math.random() < 0.35) {
swap(x, y, x, below);
}
return;
}
// Slide diagonally down left or right
const canDownLeft = x > 0 && (!grid[x - 1][below] || isDisplaceableLiquid(grid[x - 1][below]));
const canDownRight = x < cols - 1 && (!grid[x + 1][below] || isDisplaceableLiquid(grid[x + 1][below]));
if (canDownLeft && canDownRight) {
const targetX = Math.random() < 0.5 ? x - 1 : x + 1;
executeMove(x, y, targetX, below);
} else if (canDownLeft) {
executeMove(x, y, x - 1, below);
} else if (canDownRight) {
executeMove(x, y, x + 1, below);
}
}
function isDisplaceableLiquid(target) {
return target && (target.type === 'water' || target.type === 'acid' || target.type === 'oil');
}
function executeMove(x1, y1, x2, y2) {
if (grid[x2][y2]) {
swap(x1, y1, x2, y2);
} else {
move(x1, y1, x2, y2);
} }
} }

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@ -1,13 +1,18 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { createCell } from './physics.js';
let explosionQueue = [];
let isProcessingExplosions = false;
export function updateExplosive(x, y, cell) { export function updateExplosive(x, y, cell) {
// Check neighbors for fire const dxs = [0, 0, -1, 1];
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]]; const dys = [1, -1, 0, 0];
for (let n of neighbors) { for (let i = 0; i < 4; i++) {
const nx = x + n[0], ny = y + n[1]; const nx = x + dxs[i];
const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) { if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) {
if (grid[nx][ny].type === 'fire') { if (grid[nx][ny].type === 'fire' || grid[nx][ny].type === 'lava') {
explode(x, y); explode(x, y);
return; return;
} }
@ -16,108 +21,121 @@ export function updateExplosive(x, y, cell) {
} }
export function explode(startX, startY) { export function explode(startX, startY) {
// BFS to find connected explosives (Cluster Logic)
let queue = [{x: startX, y: startY}];
let visited = new Set([`${startX},${startY}`]);
let cluster = [];
let perimeter = []; // "Skin" of the explosive
// Ensure start is explosive
if (!grid[startX][startY] || grid[startX][startY].type !== 'explosive') return; if (!grid[startX][startY] || grid[startX][startY].type !== 'explosive') return;
explosionQueue.push({ x: startX, y: startY });
if (isProcessingExplosions) return;
isProcessingExplosions = true;
while (explosionQueue.length > 0) {
const origin = explosionQueue.shift();
processSingleExplosion(origin.x, origin.y);
}
isProcessingExplosions = false;
}
function processSingleExplosion(startX, startY) {
if (startX < 0 || startX >= cols || startY < 0 || startY >= rows) return;
// BFS to find contiguous cluster of TNT
const queue = [{ x: startX, y: startY }];
const cluster = [];
const visited = new Uint8Array(cols * rows);
visited[startY * cols + startX] = 1;
let head = 0; let head = 0;
while(head < queue.length) { let minX = startX, maxX = startX, minY = startY, maxY = startY;
let curr = queue[head++];
while (head < queue.length) {
const curr = queue[head++];
cluster.push(curr); cluster.push(curr);
let isPerimeter = false; if (curr.x < minX) minX = curr.x;
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]]; if (curr.x > maxX) maxX = curr.x;
if (curr.y < minY) minY = curr.y;
for (let n of neighbors) { if (curr.y > maxY) maxY = curr.y;
const nx = curr.x + n[0];
const ny = curr.y + n[1];
const key = `${nx},${ny}`;
const dxs = [0, 0, -1, 1];
const dys = [1, -1, 0, 0];
for (let i = 0; i < 4; i++) {
const nx = curr.x + dxs[i];
const ny = curr.y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) { if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
const neighbor = grid[nx][ny]; const idx = ny * cols + nx;
if (neighbor && neighbor.type === 'explosive') { if (!visited[idx]) {
if (!visited.has(key)) { visited[idx] = 1;
visited.add(key); if (grid[nx][ny] && grid[nx][ny].type === 'explosive') {
queue.push({x: nx, y: ny}); queue.push({ x: nx, y: ny });
} }
} else {
// Neighbor is not explosive (or is empty), so this is an edge
isPerimeter = true;
} }
} else {
// Edge of screen
isPerimeter = true;
} }
} }
if (isPerimeter) {
perimeter.push(curr);
}
} }
// Calculate Force based on Mass // Clear the TNT cluster
const totalMass = cluster.length; for (let i = 0; i < cluster.length; i++) {
const forceMultiplier = config.explosive.force + Math.log(totalMass) * 0.1; const p = cluster[i];
const reach = config.explosive.radius;
// Remove Cluster
for (let p of cluster) {
grid[p.x][p.y] = null; grid[p.x][p.y] = null;
} }
// Apply Blast from Perimeter (Skin) const reach = Math.round(config.explosive.radius);
for (let p of perimeter) { const totalMass = cluster.length;
for (let i = -reach; i <= reach; i++) { const forceMultiplier = config.explosive.force + Math.log(totalMass + 1) * 0.15;
for (let j = -reach; j <= reach; j++) {
const nx = p.x + i;
const ny = p.y + j;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) { // Center of the explosion
const dist = Math.sqrt(i*i + j*j); const centerX = Math.round((minX + maxX) / 2);
if (dist > 0 && dist <= reach) { const centerY = Math.round((minY + maxY) / 2);
const target = grid[nx][ny];
if (target) { const blastMinX = Math.max(0, minX - reach);
if (target.type === 'explosive') { const blastMaxX = Math.min(cols - 1, maxX + reach);
explode(nx, ny); // Trigger separate cluster const blastMinY = Math.max(0, minY - reach);
} else if (target.type === 'wood' && config.explosive.destroy.wood) { const blastMaxY = Math.min(rows - 1, maxY + reach);
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true };
} else if (target.type === 'water' || target.type === 'acid' || target.type === 'steam') { // Apply blast wave across the combined bounding area
if (target.type === 'water' && config.explosive.destroy.water) { for (let ny = blastMinY; ny <= blastMaxY; ny++) {
grid[nx][ny] = null; for (let nx = blastMinX; nx <= blastMaxX; nx++) {
} else if (target.type === 'acid' && config.explosive.destroy.acid) { // Find distance to closest cluster block or center
grid[nx][ny] = null; const dx = nx - centerX;
} else { const dy = ny - centerY;
if (target.type === 'water' && Math.random() < 0.2) { const dist = Math.sqrt(dx * dx + dy * dy);
target.type = 'steam'; const effectiveReach = reach + Math.min(10, Math.sqrt(totalMass));
target.color = '#E0FFFF';
} if (dist <= effectiveReach) {
const angle = Math.atan2(j, i); const target = grid[nx][ny];
const force = (reach - dist + 1) * forceMultiplier * 0.5; if (target) {
target.vx = (target.vx || 0) + Math.cos(angle) * force; const tt = target.type;
target.vy = (target.vy || 0) + Math.sin(angle) * force; if (tt === 'explosive') {
target.updated = true; // Queue chain reaction
} explosionQueue.push({ x: nx, y: ny });
} else if (target.type === 'dirt' && config.explosive.destroy.dirt) { } else if (config.explosive.destroy[tt]) {
const angle = Math.atan2(j, i); if (tt === 'wood' || tt === 'plant' || tt === 'grass') {
const force = (reach - dist + 1) * (forceMultiplier * 0.3); grid[nx][ny] = createCell(Math.random() < 0.5 ? 'fire' : 'smoke');
target.vx = (target.vx || 0) + Math.cos(angle) * force; } else if (tt === 'dirt' || tt === 'sand') {
target.vy = (target.vy || 0) + Math.sin(angle) * force; // Fling granular particles outward with blast force
target.updated = true; const angle = Math.atan2(dy, dx);
} else if (target.type !== 'fire' && config.explosive.destroy[target.type]) { const force = (effectiveReach - dist + 1) * forceMultiplier * 0.4;
grid[nx][ny] = null; target.vx = (target.vx || 0) + Math.cos(angle) * force;
} target.vy = (target.vy || 0) + Math.sin(angle) * force - 1.5;
} else {
grid[nx][ny] = null;
} }
} else if (tt === 'water' || tt === 'acid' || tt === 'oil') {
if (Math.random() < 0.05 && !grid[nx][ny]) { if (tt === 'water' && Math.random() < 0.35) {
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true, lifespan: Math.random() * 10 + 5 }; grid[nx][ny] = createCell('steam');
} else if (tt === 'oil' && Math.random() < 0.5) {
grid[nx][ny] = createCell('fire');
} else {
const angle = Math.atan2(dy, dx);
const force = (effectiveReach - dist + 1) * forceMultiplier * 0.5;
target.vx = (target.vx || 0) + Math.cos(angle) * force;
target.vy = (target.vy || 0) + Math.sin(angle) * force - 1.0;
} }
} }
} else if (Math.random() < 0.08 && !grid[nx][ny]) {
// Spawn fire or smoke in empty space within blast core
grid[nx][ny] = createCell(Math.random() < 0.4 ? 'fire' : 'smoke');
} }
} }
} }

103
fire.js
View file

@ -1,63 +1,92 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { move } from './actions.js'; import { move } from './actions.js';
import { createCell } from './physics.js';
import { explode } from './explosive.js';
const dxs = [0, 0, -1, 1];
const dys = [1, -1, 0, 0];
export function updateFire(x, y, cell) { export function updateFire(x, y, cell) {
// Check lifespan if (cell.lifespan === undefined) {
if (cell.lifespan !== undefined) { cell.lifespan = Math.floor(Math.random() * 20) + 10;
cell.lifespan--; cell.maxLife = cell.lifespan;
if (cell.lifespan <= 0) { }
cell.lifespan--;
// Color shift as fire cools: yellow -> orange -> ember red
const lifeRatio = cell.lifespan / (cell.maxLife || 25);
if (lifeRatio > 0.6) {
cell.u32Color = 0xFF70F0FF; // Bright yellow-white (ABGR)
} else if (lifeRatio > 0.3) {
cell.u32Color = 0xFF0080FF; // Intense flame orange
} else {
cell.u32Color = 0xFF0025D0; // Deep ember red
}
// Death / decay -> spawn smoke
if (cell.lifespan <= 0 || Math.random() < config.fire.burnChance) {
if (Math.random() < 0.65) {
grid[x][y] = createCell('smoke');
} else {
grid[x][y] = null; grid[x][y] = null;
return;
} }
} else if (Math.random() < config.fire.burnChance) {
grid[x][y] = null;
return; return;
} }
// Extinguish if trapped // Extinguish if suffocated by solid matter
let trapped = true; let airNeighbor = false;
const checkNeighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]]; for (let i = 0; i < 4; i++) {
for (let n of checkNeighbors) { const nx = x + dxs[i];
const nx = x + n[0], ny = y + n[1]; const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) { if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
if (!grid[nx][ny] || grid[nx][ny].type === 'wood' || grid[nx][ny].type === 'plant' || grid[nx][ny].type === 'explosive') { const n = grid[nx][ny];
trapped = false; if (!n || n.type === 'steam' || n.type === 'smoke') {
airNeighbor = true;
break; break;
} }
} }
} }
if (trapped) { if (!airNeighbor && Math.random() < 0.2) {
grid[x][y] = null; grid[x][y] = null;
return; return;
} }
// Interact with neighbors // Spread to flammable neighbors
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]]; for (let i = 0; i < 4; i++) {
for (let n of neighbors) { const nx = x + dxs[i];
const nx = x + n[0], ny = y + n[1]; const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) { if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
if (grid[nx][ny].type === 'water') { const n = grid[nx][ny];
grid[x][y] = null; // Extinguished if (n) {
grid[nx][ny] = { type: 'steam', color: '#E0FFFF', updated: true }; const nt = n.type;
return; if (nt === 'water' || nt === 'ice') {
} grid[x][y] = null; // Fire extinguished
if (grid[nx][ny].type === 'plant') { grid[nx][ny] = createCell('steam');
if (Math.random() < config.plant.burnChance) { return;
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true }; } else if (nt === 'explosive') {
} explode(nx, ny);
} return;
if (grid[nx][ny].type === 'wood') { } else if (nt === 'oil') {
if (Math.random() < config.wood.burnChance) { grid[nx][ny] = createCell('fire');
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true }; } else if (nt === 'plant' && Math.random() < config.plant.burnChance) {
grid[nx][ny] = createCell('fire');
} else if (nt === 'grass' && Math.random() < config.grass.burnChance) {
grid[nx][ny] = createCell('fire');
} else if (nt === 'wood' && Math.random() < config.wood.burnChance) {
grid[nx][ny] = createCell('fire');
} }
} }
} }
} }
// Move randomly (rise) // Rise / flicker randomly upwards
const dx = Math.floor(Math.random() * 3) - 1; const dx = Math.floor(Math.random() * 3) - 1;
const dy = Math.floor(Math.random() * 2) - 1; const dy = -Math.floor(Math.random() * 2); // Rise: 0 or -1
const nx = x + dx, ny = y + dy; const nx = x + dx;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) move(x, y, nx, ny); const ny = y + dy;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) {
move(x, y, nx, ny);
}
} }

View file

@ -1,31 +1,38 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { createCell } from './physics.js';
const dxs = [-1, 1, 0, 0];
const dys = [0, 0, -1, 1];
export function updateGrass(x, y, cell) { export function updateGrass(x, y, cell) {
// Static, but infects dirt // Spread along surface dirt/sand
if (Math.random() < config.grass.growChance * 0.1) { if (Math.random() < (config.grass?.growChance || 0.03)) {
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]]; const dir = Math.floor(Math.random() * 4);
const n = neighbors[Math.floor(Math.random() * neighbors.length)]; const nx = x + dxs[dir];
const nx = x + n[0], ny = y + n[1]; const ny = y + dys[dir];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny] && grid[nx][ny].type === 'dirt') { if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) {
grid[nx][ny].type = 'grass'; const target = grid[nx][ny];
grid[nx][ny].color = '#00FF00'; if (target.type === 'dirt' || target.type === 'sand') {
grid[nx][ny].updated = true; // Only colonize dirt if it has air/empty space nearby (surface grass)
const aboveDirt = ny - 1;
if (aboveDirt >= 0 && !grid[nx][aboveDirt]) {
grid[nx][ny] = createCell('grass');
return;
}
}
} }
} }
// Organic Growth (Feeler branches) // Sprout blade feelers upwards into open air
if (Math.random() < config.grass.growChance) { if (Math.random() < (config.grass?.growChance || 0.03) * 0.4) {
const growOptions = [ const r = Math.random();
{ dx: 0, dy: -1 }, // Up const dx = r < 0.3 ? -1 : (r > 0.7 ? 1 : 0);
{ dx: -1, dy: -1 }, // Up-Left const nx = x + dx;
{ dx: 1, dy: -1 } // Up-Right const ny = y - 1;
]; if (nx >= 0 && nx < cols && ny >= 0 && !grid[nx][ny]) {
const opt = growOptions[Math.floor(Math.random() * growOptions.length)]; grid[nx][ny] = createCell('grass');
const nx = x + opt.dx, ny = y + opt.dy;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) {
grid[nx][ny] = { type: 'grass', color: '#00FF00', updated: true };
} }
} }
} }

35
ice.js Normal file
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@ -0,0 +1,35 @@
import { grid, cols, rows } from './state.js';
import { config } from './config.js';
import { createCell } from './physics.js';
export function updateIce(x, y, cell) {
const dxs = [0, 0, -1, 1];
const dys = [-1, 1, 0, 0];
for (let i = 0; i < 4; i++) {
const nx = x + dxs[i];
const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
const neighbor = grid[nx][ny];
if (neighbor) {
const nt = neighbor.type;
if (nt === 'fire' || nt === 'lava') {
// Melt immediately
grid[x][y] = createCell('water');
return;
} else if (nt === 'steam') {
// Condenses steam into water
grid[nx][ny] = createCell('water');
} else if (nt === 'water' && Math.random() < config.ice.freezeChance) {
// Freezes adjacent water into ice
grid[nx][ny] = createCell('ice');
}
}
}
}
// Ambient melting if in hot conditions
if (Math.random() < config.ice.meltChance * 0.05) {
grid[x][y] = createCell('water');
}
}

432
index.css
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@ -1,3 +1,5 @@
@import url('https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&family=JetBrains+Mono:wght@400;600&display=swap');
* { * {
box-sizing: border-box; box-sizing: border-box;
margin: 0; margin: 0;
@ -5,201 +7,441 @@
} }
body { body {
background-color: #222; background-color: #111215;
color: #eee; color: #e2e8f0;
font-family: sans-serif; font-family: 'Inter', -apple-system, BlinkMacSystemFont, sans-serif;
position: fixed; position: fixed;
width: 100%; width: 100%;
height: 100%; height: 100%;
overflow: hidden; overflow: hidden;
user-select: none;
-webkit-user-select: none;
} }
canvas { canvas {
border: none; border: none;
background-color: #111; background-color: #111215;
image-rendering: pixelated;
display: block; display: block;
width: 100%; width: 100%;
height: 100%; height: 100%;
touch-action: none; touch-action: none;
cursor: crosshair;
} }
/* ==========================================================================
Elements Drawer (Left)
========================================================================== */
#elementDrawer { #elementDrawer {
position: fixed; position: fixed;
top: 0; top: 0;
left: 0; left: 0;
width: 140px; width: 180px;
height: 100%; height: 100%;
background: rgba(0, 0, 0, 0.9); background: rgba(18, 20, 26, 0.92);
transition: left 0.3s; backdrop-filter: blur(16px);
color: white; -webkit-backdrop-filter: blur(16px);
border-right: 2px solid #444; border-right: 1px solid rgba(255, 255, 255, 0.1);
font-family: monospace; box-shadow: 4px 0 24px rgba(0, 0, 0, 0.45);
transition: transform 0.28s cubic-bezier(0.16, 1, 0.3, 1);
z-index: 1000; z-index: 1000;
overflow: visible;
} }
#elementDrawer.closed { #elementDrawer.closed {
left: -140px; transform: translateX(-180px);
} }
#toggleElements { #toggleElements {
position: absolute; position: absolute;
left: 100%; left: 100%;
top: 10px; top: 14px;
width: auto; height: 38px;
height: 40px; padding: 0 14px;
padding: 0 15px; background: rgba(28, 32, 42, 0.95);
background: #333; backdrop-filter: blur(12px);
border: none; border: 1px solid rgba(255, 255, 255, 0.12);
color: white; border-left: none;
color: #f1f5f9;
cursor: pointer; cursor: pointer;
border-radius: 0 5px 5px 0; border-radius: 0 8px 8px 0;
font-size: 20px; font-family: 'Inter', sans-serif;
font-size: 13px;
font-weight: 600;
white-space: nowrap; white-space: nowrap;
display: flex;
align-items: center;
gap: 6px;
box-shadow: 4px 2px 12px rgba(0, 0, 0, 0.3);
transition: background 0.15s, color 0.15s;
}
#toggleElements:hover {
background: rgba(40, 46, 60, 0.98);
color: #fff;
} }
#elementContent { #elementContent {
height: 100%; height: 100%;
overflow-y: auto; overflow-y: auto;
padding: 14px 10px 24px 10px;
display: flex;
flex-direction: column;
gap: 12px;
}
#elementContent::-webkit-scrollbar {
width: 5px;
}
#elementContent::-webkit-scrollbar-thumb {
background: rgba(255, 255, 255, 0.15);
border-radius: 4px;
}
/* Brush Size Header in Drawer */
.brush-size-box {
background: rgba(255, 255, 255, 0.04);
border: 1px solid rgba(255, 255, 255, 0.08);
border-radius: 8px;
padding: 10px; padding: 10px;
display: flex; display: flex;
flex-direction: column; flex-direction: column;
gap: 10px; gap: 6px;
} }
.element-btn { .brush-size-header {
padding: 10px; display: flex;
border: 4px solid; justify-content: space-between;
border-color: rgba(255, 255, 255, 0.4) rgba(0, 0, 0, 0.4) rgba(0, 0, 0, 0.4) rgba(255, 255, 255, 0.4); align-items: center;
border-radius: 0; font-size: 11px;
cursor: pointer; font-weight: 600;
font-family: 'Courier New', Courier, monospace;
font-weight: bold;
text-transform: uppercase; text-transform: uppercase;
transition: transform 0.1s; letter-spacing: 0.5px;
color: white; color: #94a3b8;
background-image: linear-gradient(to bottom, rgba(255,255,255,0.2), rgba(0,0,0,0.2)); }
box-shadow: 4px 4px 0 rgba(0,0,0,0.5);
margin-bottom: 4px; .brush-val {
font-family: 'JetBrains Mono', monospace;
font-size: 11px;
background: rgba(255, 255, 255, 0.1);
padding: 2px 6px;
border-radius: 4px;
color: #f8fafc;
}
.brush-slider {
-webkit-appearance: none;
appearance: none;
width: 100%;
height: 5px;
border-radius: 3px;
background: rgba(255, 255, 255, 0.15);
outline: none;
}
.brush-slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 14px;
height: 14px;
border-radius: 50%;
background: #38bdf8;
cursor: pointer;
box-shadow: 0 0 6px rgba(56, 189, 248, 0.6);
}
/* Categories */
.element-category {
display: flex;
flex-direction: column;
gap: 5px;
}
.category-title {
font-size: 10px;
font-weight: 700;
text-transform: uppercase;
letter-spacing: 0.8px;
color: #64748b;
margin-top: 4px;
padding-left: 2px;
}
/* Element Buttons */
.element-btn {
position: relative;
padding: 8px 10px;
border: 1px solid rgba(255, 255, 255, 0.15);
border-radius: 6px;
cursor: pointer;
font-family: 'Inter', sans-serif;
font-size: 12px;
font-weight: 600;
color: #ffffff;
display: flex;
justify-content: space-between;
align-items: center;
box-shadow: 0 2px 6px rgba(0, 0, 0, 0.3);
transition: transform 0.1s, box-shadow 0.1s, border-color 0.1s;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.5);
}
.element-btn:hover {
transform: translateY(-1px);
box-shadow: 0 4px 10px rgba(0, 0, 0, 0.4);
filter: brightness(1.08);
} }
.element-btn:active { .element-btn:active {
transform: translate(2px, 2px); transform: translateY(1px);
box-shadow: 2px 2px 0 rgba(0,0,0,0.5); box-shadow: 0 1px 3px rgba(0, 0, 0, 0.4);
} }
.element-btn.selected { .element-btn.selected {
border-color: white; border: 2px solid #ffffff;
transform: scale(1.05); box-shadow: 0 0 0 2px rgba(255, 255, 255, 0.4), 0 4px 14px rgba(0, 0, 0, 0.5);
box-shadow: 4px 4px 0 rgba(0,0,0,0.5), 0 0 0 2px black; transform: scale(1.02);
z-index: 1;
} }
.hotkey-badge {
font-family: 'JetBrains Mono', monospace;
font-size: 10px;
font-weight: 600;
background: rgba(0, 0, 0, 0.35);
border: 1px solid rgba(255, 255, 255, 0.2);
padding: 1px 5px;
border-radius: 4px;
color: #ffffff;
}
/* ==========================================================================
Quick Controls (Pause & Step)
========================================================================== */
#quickControls {
position: absolute;
right: 100%;
top: 60px;
display: flex;
flex-direction: column;
gap: 8px;
margin-right: 10px;
}
#togglePause, #btnStep {
width: 38px;
height: 38px;
background: rgba(28, 32, 42, 0.95);
backdrop-filter: blur(12px);
border: 1px solid rgba(255, 255, 255, 0.12);
color: #f1f5f9;
cursor: pointer;
border-radius: 8px;
font-size: 16px;
display: flex;
align-items: center;
justify-content: center;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
transition: background 0.15s, transform 0.1s, border-color 0.15s;
}
#togglePause:hover, #btnStep:hover {
background: rgba(45, 52, 68, 0.98);
border-color: rgba(255, 255, 255, 0.25);
transform: scale(1.05);
}
#togglePause:active, #btnStep:active {
transform: scale(0.96);
}
/* ==========================================================================
Settings Drawer (Right)
========================================================================== */
#settingsDrawer { #settingsDrawer {
position: fixed; position: fixed;
top: 0; top: 0;
right: -300px; right: 0;
width: 300px; width: 310px;
height: 100%; height: 100%;
background: rgba(0, 0, 0, 0.9); background: rgba(18, 20, 26, 0.94);
transition: right 0.3s; backdrop-filter: blur(16px);
color: white; -webkit-backdrop-filter: blur(16px);
border-left: 2px solid #444; border-left: 1px solid rgba(255, 255, 255, 0.1);
font-family: monospace; box-shadow: -4px 0 24px rgba(0, 0, 0, 0.45);
transition: transform 0.28s cubic-bezier(0.16, 1, 0.3, 1);
z-index: 1000; z-index: 1000;
overflow: visible; transform: translateX(310px);
} }
#settingsDrawer.open { #settingsDrawer.open {
right: 0; transform: translateX(0);
} }
#toggleDrawer { #toggleDrawer {
position: absolute; position: absolute;
left: auto;
right: 100%; right: 100%;
top: 10px; top: 14px;
width: auto; height: 38px;
height: 40px; padding: 0 14px;
padding: 0 15px; background: rgba(28, 32, 42, 0.95);
background: #333; backdrop-filter: blur(12px);
border: none; border: 1px solid rgba(255, 255, 255, 0.12);
color: white; border-right: none;
color: #f1f5f9;
cursor: pointer; cursor: pointer;
border-radius: 5px 0 0 5px; border-radius: 8px 0 0 8px;
font-size: 20px; font-family: 'Inter', sans-serif;
font-size: 13px;
font-weight: 600;
white-space: nowrap; white-space: nowrap;
}
#togglePause {
position: absolute;
left: auto;
right: 100%;
top: 60px;
width: 120px;
height: 120px;
padding: 0;
background: #333;
border: none;
color: white;
cursor: pointer;
border-radius: 5px 0 0 5px;
font-size: 60px;
}
.setting-group {
margin-bottom: 20px;
border-bottom: 1px solid #444;
padding-bottom: 10px;
display: flex; display: flex;
flex-wrap: wrap; align-items: center;
gap: 10px; gap: 6px;
box-shadow: -4px 2px 12px rgba(0, 0, 0, 0.3);
transition: background 0.15s, color 0.15s;
} }
.setting-group h3, .setting-group fieldset { #toggleDrawer:hover {
width: 100%; background: rgba(40, 46, 60, 0.98);
color: #fff;
} }
#settingsContent { #settingsContent {
height: 100%; height: 100%;
overflow-y: auto; overflow-y: auto;
padding: 20px; padding: 16px 18px 40px 18px;
}
#settingsContent::-webkit-scrollbar {
width: 5px;
}
#settingsContent::-webkit-scrollbar-thumb {
background: rgba(255, 255, 255, 0.15);
border-radius: 4px;
}
.setting-group {
margin-bottom: 16px;
background: rgba(255, 255, 255, 0.03);
border: 1px solid rgba(255, 255, 255, 0.07);
border-radius: 8px;
padding: 12px;
display: flex;
flex-wrap: wrap;
gap: 10px;
}
.setting-group h3 {
width: 100%;
font-size: 11px;
font-weight: 700;
text-transform: uppercase;
letter-spacing: 0.8px;
color: #38bdf8;
margin-bottom: 2px;
}
.setting-group fieldset {
width: 100%;
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 6px;
padding: 8px 10px;
font-size: 12px;
}
.setting-group legend {
padding: 0 4px;
font-size: 11px;
color: #94a3b8;
} }
.setting-control { .setting-control {
display: grid; display: grid;
grid-template-columns: 1.5fr 2fr 1fr; grid-template-columns: 1.2fr 2fr 0.6fr;
align-items: center; align-items: center;
gap: 10px; gap: 8px;
font-size: 12px; font-size: 12px;
width: 100%; width: 100%;
color: #cbd5e1;
} }
.setting-control input[type=range] { .setting-control input[type=range] {
-webkit-appearance: none;
appearance: none;
width: 100%; width: 100%;
height: 5px;
border-radius: 3px;
background: rgba(255, 255, 255, 0.15);
outline: none;
}
.setting-control input[type=range]::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 13px;
height: 13px;
border-radius: 50%;
background: #38bdf8;
cursor: pointer;
}
.control-val {
font-family: 'JetBrains Mono', monospace;
font-size: 11px;
text-align: right;
color: #94a3b8;
} }
.setting-checkbox { .setting-checkbox {
display: flex; display: flex;
align-items: center; align-items: center;
gap: 8px;
width: calc(50% - 5px); width: calc(50% - 5px);
font-size: 12px; font-size: 12px;
color: #cbd5e1;
cursor: pointer;
}
.setting-checkbox input[type=checkbox] {
accent-color: #38bdf8;
width: 15px;
height: 15px;
cursor: pointer;
}
.reset-defaults-btn {
width: 100%;
padding: 10px;
background: rgba(239, 68, 68, 0.15);
border: 1px solid rgba(239, 68, 68, 0.35);
color: #fca5a5;
border-radius: 6px;
cursor: pointer;
font-family: 'Inter', sans-serif;
font-size: 13px;
font-weight: 600;
transition: background 0.15s, border-color 0.15s;
margin-top: 10px;
}
.reset-defaults-btn:hover {
background: rgba(239, 68, 68, 0.25);
border-color: rgba(239, 68, 68, 0.55);
color: #ffffff;
} }
@media (max-width: 768px) { @media (max-width: 768px) {
#elementDrawer { #elementDrawer {
width: 120px; width: 150px;
} }
#elementDrawer.closed { #elementDrawer.closed {
left: -120px; transform: translateX(-150px);
} }
#settingsDrawer { #settingsDrawer {
width: 250px; width: 270px;
right: -250px; transform: translateX(270px);
} }
#settingsDrawer.open { #settingsDrawer.open {
right: 0; transform: translateX(0);
} }
.setting-checkbox { .setting-checkbox {
width: 100%; width: 100%;

View file

@ -4,22 +4,30 @@
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>Sand Falling Game</title> <title>Falling Sand Simulation</title>
<link rel="stylesheet" href="index.css"> <link rel="stylesheet" href="index.css">
</head> </head>
<body> <body>
<canvas id="gameCanvas"></canvas> <canvas id="gameCanvas"></canvas>
<!-- Elements Drawer (Left) -->
<div id="elementDrawer"> <div id="elementDrawer">
<button id="toggleElements">Elements 🧱</button> <button id="toggleElements">Elements 🧱</button>
<div id="elementContent"></div> <div id="elementContent"></div>
</div> </div>
<!-- Settings Drawer (Right) -->
<div id="settingsDrawer"> <div id="settingsDrawer">
<button id="togglePause">⏸️</button> <div id="quickControls">
<button id="togglePause" title="Pause / Play (Space)">⏸</button>
<button id="btnStep" title="Step 1 Frame (S or .)">⏭</button>
</div>
<button id="toggleDrawer">Settings ⚙️</button> <button id="toggleDrawer">Settings ⚙️</button>
<div id="settingsContent"></div> <div id="settingsContent"></div>
</div> </div>
<script type="module" src="index.js"></script> <script type="module" src="index.js"></script>
</body> </body>

113
index.js
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@ -1,50 +1,141 @@
import { canvas, resize } from './state.js'; import { canvas, resize, cursor, brushSize, setBrushSize } from './state.js';
import { setupUI, handleInput } from './ui.js'; import { setupUI, handleInput, setLastPos, updateBrushUI } from './ui.js';
import { update } from './physics.js'; import { update } from './physics.js';
import { draw } from './renderer.js'; import { draw } from './renderer.js';
import { loadSettings, config } from './config.js'; import { loadSettings, config, saveSettings } from './config.js';
let updateAccumulator = 0;
export function stepOnce() {
update();
draw();
}
function init() { function init() {
loadSettings(); loadSettings();
if (config.brush?.size) {
setBrushSize(config.brush.size);
}
resize(); resize();
window.addEventListener('resize', resize); window.addEventListener('resize', resize);
setupUI(); setupUI();
// Input Handling // Input Handling
let isMouseDown = false; let isMouseDown = false;
let isRightClick = false;
canvas.addEventListener('contextmenu', (e) => e.preventDefault());
canvas.addEventListener('mousedown', (e) => { canvas.addEventListener('mousedown', (e) => {
isMouseDown = true; isMouseDown = true;
handleInput(e); isRightClick = (e.button === 2);
}); cursor.visible = true;
canvas.addEventListener('mouseup', () => isMouseDown = false); cursor.x = e.clientX;
canvas.addEventListener('mousemove', (e) => { cursor.y = e.clientY;
if (isMouseDown) handleInput(e); handleInput(e, isRightClick ? 'eraser' : null);
}); });
window.addEventListener('mouseup', () => {
isMouseDown = false;
isRightClick = false;
setLastPos(null);
});
canvas.addEventListener('mousemove', (e) => {
cursor.visible = true;
cursor.x = e.clientX;
cursor.y = e.clientY;
if (isMouseDown) {
handleInput(e, isRightClick ? 'eraser' : null);
}
});
canvas.addEventListener('mouseenter', () => {
cursor.visible = true;
});
canvas.addEventListener('mouseleave', () => {
cursor.visible = false;
setLastPos(null);
});
// Mouse wheel to change brush size
canvas.addEventListener('wheel', (e) => {
e.preventDefault();
const delta = e.deltaY < 0 ? 1 : -1;
setBrushSize(brushSize + delta);
config.brush.size = brushSize;
saveSettings();
updateBrushUI();
}, { passive: false });
// Touch Support
canvas.addEventListener('touchstart', (e) => { canvas.addEventListener('touchstart', (e) => {
isMouseDown = true; isMouseDown = true;
if (e.touches.length > 0) {
cursor.visible = true;
cursor.x = e.touches[0].clientX;
cursor.y = e.touches[0].clientY;
}
handleInput(e); handleInput(e);
e.preventDefault(); e.preventDefault();
}, { passive: false }); }, { passive: false });
canvas.addEventListener('touchend', (e) => { canvas.addEventListener('touchend', (e) => {
if (e.touches.length === 0) isMouseDown = false; if (e.touches.length === 0) {
isMouseDown = false;
cursor.visible = false;
setLastPos(null);
}
}); });
canvas.addEventListener('touchmove', (e) => { canvas.addEventListener('touchmove', (e) => {
if (e.touches.length > 0) {
cursor.visible = true;
cursor.x = e.touches[0].clientX;
cursor.y = e.touches[0].clientY;
}
if (isMouseDown) handleInput(e); if (isMouseDown) handleInput(e);
e.preventDefault(); e.preventDefault();
}, { passive: false }); }, { passive: false });
// Keyboard Shortcuts
window.addEventListener('keydown', (e) => {
if (e.target.tagName === 'INPUT' || e.target.tagName === 'TEXTAREA') return;
if (e.code === 'Space') {
e.preventDefault();
config.time.paused = !config.time.paused;
saveSettings();
const pauseBtn = document.getElementById('togglePause');
if (pauseBtn) pauseBtn.textContent = config.time.paused ? '▶' : '⏸';
} else if (e.code === 'KeyS' || e.code === 'Period') {
if (config.time.paused) {
stepOnce();
}
} else if (e.code === 'BracketLeft') {
setBrushSize(brushSize - 1);
config.brush.size = brushSize;
saveSettings();
updateBrushUI();
} else if (e.code === 'BracketRight') {
setBrushSize(brushSize + 1);
config.brush.size = brushSize;
saveSettings();
updateBrushUI();
}
});
gameLoop(); gameLoop();
} }
let updateAccumulator = 0;
function gameLoop() { function gameLoop() {
if (!config.time.paused) { if (!config.time.paused) {
updateAccumulator += config.time.speed; updateAccumulator += config.time.speed;
while (updateAccumulator >= 1) { while (updateAccumulator >= 1) {
update(); update();
updateAccumulator -= 1; updateAccumulator -= 1;
if (updateAccumulator > 50) { if (updateAccumulator > 30) {
updateAccumulator = 0; updateAccumulator = 0;
break; break;
} }

135
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@ -0,0 +1,135 @@
import { grid, cols, rows } from './state.js';
import { config } from './config.js';
import { move, swap } from './actions.js';
import { createCell } from './physics.js';
export function updateLava(x, y, cell) {
const dxs = [0, 0, -1, 1];
const dys = [-1, 1, 0, 0];
// Thermal interactions with neighbors
for (let i = 0; i < 4; i++) {
const nx = x + dxs[i];
const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
const neighbor = grid[nx][ny];
if (neighbor) {
const nt = neighbor.type;
if (nt === 'water') {
// Boils water into steam, and lava cools into rock
grid[nx][ny] = createCell('steam');
if (Math.random() < (config.lava?.coolingChance || 0.04)) {
grid[x][y] = createCell('rock');
return;
}
} else if (nt === 'ice') {
grid[nx][ny] = createCell('water');
} else if (nt === 'plant' || nt === 'grass' || nt === 'wood' || nt === 'oil') {
grid[nx][ny] = createCell('fire');
}
}
}
}
// Occasional surface cooling into rock
if (Math.random() < (config.lava?.coolingChance || 0.04) * 0.05) {
grid[x][y] = createCell('rock');
return;
}
// Spontaneous smoke/spark above
if (y > 0 && !grid[x][y - 1] && Math.random() < 0.003) {
grid[x][y - 1] = createCell(Math.random() < 0.5 ? 'smoke' : 'fire');
}
// 1. Straight fall
const below = y + 1;
if (below >= rows) return;
const belowCell = grid[x][below];
if (!belowCell) {
move(x, y, x, below);
return;
}
// Lava is dense: sinks rapidly through water, oil, and acid
if (belowCell.type === 'water') {
const sinkRate = config.lava?.sinkChance !== undefined ? config.lava.sinkChance : 0.7;
if (Math.random() < sinkRate) {
// Plunge into the water and boil water into rising steam
swap(x, y, x, below);
if (Math.random() < 0.5) {
grid[x][y] = createCell('steam');
}
if (Math.random() < (config.lava?.coolingChance || 0.04)) {
grid[x][below] = createCell('rock');
}
return;
}
} else if (belowCell.type === 'oil' || belowCell.type === 'acid') {
swap(x, y, x, below);
return;
}
// 2. Diagonal fall
const canDownLeft = x > 0 && (!grid[x - 1][below] || grid[x - 1][below].type === 'water');
const canDownRight = x < cols - 1 && (!grid[x + 1][below] || grid[x + 1][below].type === 'water');
if (canDownLeft && canDownRight) {
const targetX = Math.random() < 0.5 ? x - 1 : x + 1;
executeLavaStep(x, y, targetX, below);
return;
} else if (canDownLeft) {
executeLavaStep(x, y, x - 1, below);
return;
} else if (canDownRight) {
executeLavaStep(x, y, x + 1, below);
return;
}
// 3. Horizontal dispersion
const flowChance = config.lava?.flowChance !== undefined ? config.lava.flowChance : 0.4;
if (Math.random() < flowChance) {
const maxDisp = config.lava?.dispersion || 2;
const dir = Math.random() < 0.5 ? 1 : -1;
for (const d of [dir, -dir]) {
let targetX = x;
for (let step = 1; step <= maxDisp; step++) {
const nx = x + d * step;
if (nx < 0 || nx >= cols) break;
const c = grid[nx][y];
if (!c) {
targetX = nx;
if (y + 1 < rows && !grid[nx][y + 1]) {
targetX = nx;
break;
}
} else if (c.type === 'water') {
targetX = nx;
break;
} else {
break;
}
}
if (targetX !== x) {
executeLavaStep(x, y, targetX, y);
return;
}
}
}
}
function executeLavaStep(x1, y1, x2, y2) {
if (grid[x2][y2]) {
if (grid[x2][y2].type === 'water') {
grid[x2][y2] = createCell('steam');
}
swap(x1, y1, x2, y2);
} else {
move(x1, y1, x2, y2);
}
}

105
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import { grid, cols, rows } from './state.js';
import { config } from './config.js';
import { move, swap } from './actions.js';
import { createCell } from './physics.js';
export function updateOil(x, y, cell) {
// 1. Ignition from heat/fire/lava
const dxs = [0, 0, -1, 1];
const dys = [-1, 1, 0, 0];
for (let i = 0; i < 4; i++) {
const nx = x + dxs[i];
const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
const neighbor = grid[nx][ny];
if (neighbor && (neighbor.type === 'fire' || neighbor.type === 'lava')) {
grid[x][y] = createCell('fire');
if (y > 0 && !grid[x][y - 1]) {
grid[x][y - 1] = createCell('smoke');
}
return;
}
}
}
// 2. Oil buoyancy: oil floats up through water over time (emulsion separation)
if (y > 0 && grid[x][y - 1] && grid[x][y - 1].type === 'water') {
const floatChance = config.oil?.floatChance !== undefined ? config.oil.floatChance : 0.25;
if (Math.random() < floatChance) {
swap(x, y, x, y - 1);
return;
}
}
// 3. Straight fall
const below = y + 1;
if (below >= rows) return;
const belowCell = grid[x][below];
if (!belowCell) {
move(x, y, x, below);
return;
}
// 4. Diagonal fall
const canDownLeft = x > 0 && (!grid[x - 1][below] || (grid[x - 1][below].type === 'water' && Math.random() < 0.25));
const canDownRight = x < cols - 1 && (!grid[x + 1][below] || (grid[x + 1][below].type === 'water' && Math.random() < 0.25));
if (canDownLeft && canDownRight) {
const targetX = Math.random() < 0.5 ? x - 1 : x + 1;
executeOilStep(x, y, targetX, below);
return;
} else if (canDownLeft) {
executeOilStep(x, y, x - 1, below);
return;
} else if (canDownRight) {
executeOilStep(x, y, x + 1, below);
return;
}
// 5. Fast horizontal fluid flow
const flowChance = config.oil?.flowChance !== undefined ? config.oil.flowChance : 0.85;
if (Math.random() < flowChance) {
const maxDisp = config.oil?.dispersion || 4;
const dir = Math.random() < 0.5 ? 1 : -1;
for (const d of [dir, -dir]) {
let targetX = x;
for (let step = 1; step <= maxDisp; step++) {
const nx = x + d * step;
if (nx < 0 || nx >= cols) break;
const c = grid[nx][y];
if (!c) {
targetX = nx;
if (y + 1 < rows && !grid[nx][y + 1]) {
targetX = nx;
break;
}
} else if (c.type === 'water') {
// Mix sideways with water
if (Math.random() < 0.3) {
targetX = nx;
}
break;
} else {
break;
}
}
if (targetX !== x) {
executeOilStep(x, y, targetX, y);
return;
}
}
}
}
function executeOilStep(x1, y1, x2, y2) {
if (grid[x2][y2]) {
swap(x1, y1, x2, y2);
} else {
move(x1, y1, x2, y2);
}
}

View file

@ -1,4 +1,4 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows, currentFrame, incrementFrame } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { move, swap } from './actions.js'; import { move, swap } from './actions.js';
import { updateDirt } from './dirt.js'; import { updateDirt } from './dirt.js';
@ -6,108 +6,192 @@ import { updateWater } from './water.js';
import { updateAcid } from './acid.js'; import { updateAcid } from './acid.js';
import { updateSteam } from './steam.js'; import { updateSteam } from './steam.js';
import { updatePlant } from './plant.js'; import { updatePlant } from './plant.js';
import { updateGrass } from './grass.js';
import { updateFire } from './fire.js'; import { updateFire } from './fire.js';
import { updateLava } from './lava.js';
import { updateOil } from './oil.js';
import { updateIce } from './ice.js';
import { updateSmoke } from './smoke.js';
import { updateExplosive, explode } from './explosive.js'; import { updateExplosive, explode } from './explosive.js';
export function spawnCell(x, y, type) { export function spawnCell(x, y, type) {
if (x >= 0 && x < cols && y >= 0 && y < rows) { if (x < 0 || x >= cols || y < 0 || y >= rows) return;
const target = grid[x][y];
// Manual Detonation if (type === 'eraser' || type === 'clear') {
if (target && target.type === 'explosive' && type === 'fire') { grid[x][y] = null;
if (!config.time.paused) { return;
explode(x, y); }
}
return; const target = grid[x][y];
// Fire detonates TNT directly
if (target && target.type === 'explosive' && (type === 'fire' || type === 'lava')) {
if (!config.time.paused) {
explode(x, y);
} }
return;
}
// Check if target is a fluid/gas that can be displaced // Displacement of fluids/gases when spawning solids or denser fluids
const isDisplaceable = target && (target.type === 'water' || target.type === 'acid' || target.type === 'steam'); const isDisplaceable = target && (target.type === 'water' || target.type === 'acid' || target.type === 'oil' || target.type === 'steam' || target.type === 'smoke');
if (!target || (isDisplaceable && type !== target.type)) { if (!target || (isDisplaceable && type !== target.type)) {
// If it's displaceable, try to push it aside if (isDisplaceable) {
if (isDisplaceable) { // Push aside fluid to a neighbor cell if available
const neighbors = [[-1,0], [1,0], [0,-1], [0,1]]; const dxs = [0, 0, -1, 1];
neighbors.sort(() => Math.random() - 0.5); const dys = [-1, 1, 0, 0];
for (let i = 0; i < 4; i++) {
for (let n of neighbors) { const nx = x + dxs[i];
const nx = x + n[0]; const ny = y + dys[i];
const ny = y + n[1]; if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) {
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) { grid[nx][ny] = target;
grid[nx][ny] = target; // Move fluid here target.lastUpdated = currentFrame;
target.updated = true; target.vx = (target.vx || 0) + dxs[i] * 1.5;
// Add Ripple Velocity target.vy = (target.vy || 0) + dys[i] * 1.5 - 0.5;
target.vx = (target.vx || 0) + n[0] * 2; break;
target.vy = (target.vy || 0) + n[1] * 2 - 1;
break;
}
} }
} }
grid[x][y] = createCell(type);
} }
grid[x][y] = createCell(type);
} }
} }
function createCell(type) { function packABGR(r, g, b, a = 255) {
const colors = { return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
dirt: '#ffaa00', }
plant: '#228B22',
water: '#0000FF', function clampColor(val) {
fire: '#FF5500', return Math.max(0, Math.min(255, Math.round(val)));
rock: '#808080', }
wood: '#8B4513',
explosive: '#8B0000', export function createCell(type) {
acid: '#7FFF00', if (type === 'eraser' || type === 'clear') return null;
steam: '#E0FFFF'
// Palette with natural variance: [r, g, b, jitter]
const palettes = {
sand: [235, 192, 98, 24],
dirt: [136, 88, 48, 22],
water: [35, 130, 235, 18],
lava: [255, 95, 0, 32],
oil: [48, 38, 28, 12],
ice: [195, 235, 250, 16],
plant: [34, 139, 34, 20],
grass: [56, 188, 42, 22],
fire: [255, 190, 30, 35],
rock: [120, 125, 132, 24],
wood: [112, 64, 32, 18],
explosive: [188, 32, 32, 20],
acid: [115, 255, 24, 20],
steam: [225, 245, 252, 12],
smoke: [72, 75, 82, 18]
}; };
return { type, color: colors[type] || '#FFF', updated: false };
const p = palettes[type] || [220, 220, 220, 15];
const enableNoise = config.visual.colorNoise !== false;
const j = enableNoise ? p[3] : 0;
const noise = (Math.random() - 0.5) * j;
const r = clampColor(p[0] + noise);
const g = clampColor(p[1] + noise * 0.9);
const b = clampColor(p[2] + noise * 0.8);
const u32Color = packABGR(r, g, b, 255);
const cell = {
type,
u32Color,
lastUpdated: currentFrame
};
if (type === 'smoke') {
cell.lifespan = Math.floor(Math.random() * 90) + 40;
} else if (type === 'fire') {
cell.lifespan = Math.floor(Math.random() * 20) + 10;
cell.maxLife = cell.lifespan;
}
return cell;
} }
export function update() { export function update() {
for (let x = 0; x < cols; x++) { incrementFrame();
for (let y = 0; y < rows; y++) {
if (grid[x][y]) grid[x][y].updated = false;
}
}
// Iterate bottom-to-top so falling particles don't fall multiple times in 1 frame
for (let y = rows - 1; y >= 0; y--) { for (let y = rows - 1; y >= 0; y--) {
for (let x = 0; x < cols; x++) { // Alternate sweep direction every frame for perfectly symmetric fluid/sand piling
if (grid[x][y] && !grid[x][y].updated) { const sweepLeft = (currentFrame % 2 === 0);
updateCell(x, y); for (let i = 0; i < cols; i++) {
const x = sweepLeft ? (cols - 1 - i) : i;
const cell = grid[x][y];
if (cell && cell.lastUpdated !== currentFrame) {
updateCell(x, y, cell);
} }
} }
} }
} }
function updateCell(x, y) { function updateCell(x, y, cell) {
const cell = grid[x][y]; cell.lastUpdated = currentFrame;
cell.updated = true;
// Physics for tossed particles (Explosions/Velocity) // Tossed particles (kinetic velocity physics from explosions)
if (cell.vx || cell.vy) { if (cell.vx || cell.vy) {
applyVelocity(x, y, cell); applyVelocity(x, y, cell);
// If velocity moved it, we might stop here or continue depending on logic.
// For now, if it moved, we consider it updated for this frame.
if (!grid[x][y] || grid[x][y] !== cell) return; if (!grid[x][y] || grid[x][y] !== cell) return;
} }
const type = cell.type; const type = cell.type;
if (type === 'dirt') { switch (type) {
updateDirt(x, y, cell); case 'sand':
} else if (type === 'water') { case 'dirt':
updateWater(x, y, cell); updateDirt(x, y, cell);
} else if (type === 'fire') { break;
updateFire(x, y, cell); case 'water':
} else if (type === 'steam') { updateWater(x, y, cell);
updateSteam(x, y, cell); break;
} else if (type === 'acid') { case 'lava':
updateAcid(x, y, cell); updateLava(x, y, cell);
} else if (type === 'plant') { break;
updatePlant(x, y, cell); case 'oil':
} else if (type === 'explosive') { updateOil(x, y, cell);
updateExplosive(x, y, cell); break;
case 'ice':
updateIce(x, y, cell);
break;
case 'fire':
updateFire(x, y, cell);
break;
case 'smoke':
updateSmoke(x, y, cell);
break;
case 'steam':
updateSteam(x, y, cell);
break;
case 'acid':
updateAcid(x, y, cell);
break;
case 'plant':
updatePlant(x, y, cell);
break;
case 'grass':
updateGrass(x, y, cell);
break;
case 'rock':
updateRock(x, y, cell);
break;
case 'explosive':
updateExplosive(x, y, cell);
break;
}
}
function updateRock(x, y, cell) {
const below = y + 1;
if (below < rows) {
const belowCell = grid[x][below];
if (belowCell && (belowCell.type === 'water' || belowCell.type === 'oil' || belowCell.type === 'acid')) {
swap(x, y, x, below);
}
} }
} }
@ -115,41 +199,53 @@ function applyVelocity(x, y, cell) {
cell.vx = cell.vx || 0; cell.vx = cell.vx || 0;
cell.vy = cell.vy || 0; cell.vy = cell.vy || 0;
if (cell.type === 'steam') { if (cell.type === 'steam' || cell.type === 'smoke') {
cell.vy -= 0.1; // Steam rises cell.vy -= 0.1;
} else { } else {
cell.vy += config.global.gravity; cell.vy += config.global.gravity;
} }
cell.vx *= config.global.drag; cell.vx *= config.global.drag;
cell.vy *= config.global.drag; cell.vy *= config.global.drag;
// Settle kinetic particles when velocity is low
if (Math.abs(cell.vx) < 0.1 && Math.abs(cell.vy) < 0.1) {
cell.vx = 0;
cell.vy = 0;
return;
}
let nextX = Math.round(x + cell.vx); let nextX = Math.round(x + cell.vx);
let nextY = Math.round(y + cell.vy); let nextY = Math.round(y + cell.vy);
// Bounce off walls // Wall bounces
if (nextX < 0 || nextX >= cols) { if (nextX < 0) {
nextX = 0;
cell.vx *= -0.5;
} else if (nextX >= cols) {
nextX = cols - 1;
cell.vx *= -0.5; cell.vx *= -0.5;
nextX = x;
} }
if (nextY < 0 || nextY >= rows) {
if (nextY < 0) {
nextY = 0;
cell.vy *= -0.4;
} else if (nextY >= rows) {
nextY = rows - 1;
cell.vy *= -0.3; cell.vy *= -0.3;
nextY = y;
} }
if (nextX >= 0 && nextX < cols && nextY >= 0 && nextY < rows) { if (nextX >= 0 && nextX < cols && nextY >= 0 && nextY < rows) {
const neighbor = grid[nextX][nextY]; const neighbor = grid[nextX][nextY];
if (!neighbor) { if (!neighbor) {
move(x, y, nextX, nextY); move(x, y, nextX, nextY);
} else if (neighbor.type === 'steam') { } else if (neighbor.type === 'steam' || neighbor.type === 'smoke') {
swap(x, y, nextX, nextY); swap(x, y, nextX, nextY);
} else if (neighbor.type === 'water' || neighbor.type === 'dirt' || neighbor.type === 'acid') { } else if (neighbor.type === 'water' || neighbor.type === 'dirt' || neighbor.type === 'sand' || neighbor.type === 'acid' || neighbor.type === 'oil') {
// Collision with movable particles neighbor.vx = (neighbor.vx || 0) + cell.vx * 0.6;
neighbor.vx = (neighbor.vx || 0) + cell.vx * 0.8; neighbor.vy = (neighbor.vy || 0) + cell.vy * 0.6;
neighbor.vy = (neighbor.vy || 0) + cell.vy * 0.8; cell.vx *= -0.3;
neighbor.vx += (Math.random() - 0.5); // Scatter cell.vy *= -0.3;
neighbor.updated = true;
cell.vx *= -0.4;
cell.vy *= -0.4;
} else { } else {
cell.vx *= -0.3; cell.vx *= -0.3;
cell.vy *= -0.3; cell.vy *= -0.3;

View file

@ -1,9 +1,12 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { createCell } from './physics.js';
const dxs = [0, 0, -1, 1];
const dys = [1, -1, 0, 0];
export function updatePlant(x, y, cell) { export function updatePlant(x, y, cell) {
// Woodification (Stalk formation) // Woodification (stalk formation under weight)
// Only turn to wood if supporting a column of plants (weight)
let weight = 0; let weight = 0;
const requiredWeight = 5; const requiredWeight = 5;
for (let i = 1; i <= requiredWeight; i++) { for (let i = 1; i <= requiredWeight; i++) {
@ -16,42 +19,30 @@ export function updatePlant(x, y, cell) {
} }
} }
if (weight >= requiredWeight) { if (weight >= requiredWeight && Math.random() < config.plant.woodificationChance) {
if (Math.random() < config.plant.woodificationChance) { grid[x][y] = createCell('wood');
cell.type = 'wood'; return;
cell.color = '#8B4513'; }
cell.updated = true;
// Roots: infects touching dirt into plant
if (Math.random() < config.plant.growChance * 0.15) {
const dir = Math.floor(Math.random() * 4);
const nx = x + dxs[dir];
const ny = y + dys[dir];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny] && grid[nx][ny].type === 'dirt') {
grid[nx][ny] = createCell('plant');
return; return;
} }
} }
// Roots (Infects dirt) // Organic upward branch growth towards light
if (Math.random() < config.plant.growChance * 0.1) {
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
const n = neighbors[Math.floor(Math.random() * neighbors.length)];
const nx = x + n[0], ny = y + n[1];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny] && grid[nx][ny].type === 'dirt') {
grid[nx][ny].type = 'plant';
grid[nx][ny].color = '#228B22';
grid[nx][ny].updated = true;
}
}
// Organic Growth (Towards Sun)
if (Math.random() < config.plant.growChance) { if (Math.random() < config.plant.growChance) {
const growOptions = [ const r = Math.random();
{ dx: 0, dy: -1 }, // Up const dx = r < 0.2 ? -1 : (r > 0.8 ? 1 : 0);
{ dx: 0, dy: -1 }, // Up const nx = x + dx;
{ dx: 0, dy: -1 }, // Up const ny = y - 1;
{ dx: 0, dy: -1 }, // Up if (nx >= 0 && nx < cols && ny >= 0 && !grid[nx][ny]) {
{ dx: -1, dy: -1 }, // Up-Left grid[nx][ny] = createCell('plant');
{ dx: 1, dy: -1 } // Up-Right
];
const opt = growOptions[Math.floor(Math.random() * growOptions.length)];
const nx = x + opt.dx, ny = y + opt.dy;
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) {
grid[nx][ny] = { type: 'plant', color: '#228B22', updated: true };
} }
} }
} }

View file

@ -1,38 +1,72 @@
// c:\Users\benji\OneDrive\Documents\Source Code\sandgame\renderer.js import { ctx, canvas, grid, cols, rows, cellSize, brushSize, cursor } from './state.js';
import { ctx, canvas, grid, cols, rows, cellSize } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
export function draw() { let offscreenCanvas = document.createElement('canvas');
ctx.fillStyle = '#111'; let offscreenCtx = offscreenCanvas.getContext('2d', { willReadFrequently: false });
ctx.fillRect(0, 0, canvas.width, canvas.height); let imgData = null;
let pixelBuffer = null;
let lastCols = 0;
let lastRows = 0;
const style = config.visual.style; const BG_COLOR = 0xFF151211; // 0xAABBGGRR for #111215
const radius = cellSize / 2;
if (style === 'fuzzy') { function ensureBuffer() {
ctx.filter = 'blur(2px)'; if (cols !== lastCols || rows !== lastRows || !imgData) {
lastCols = cols;
lastRows = rows;
offscreenCanvas.width = cols;
offscreenCanvas.height = rows;
imgData = offscreenCtx.createImageData(cols, rows);
pixelBuffer = new Uint32Array(imgData.data.buffer);
} }
}
// Draw Grid export function draw() {
for (let i = 0; i < cols; i++) { if (cols <= 0 || rows <= 0) return;
for (let j = 0; j < rows; j++) { ensureBuffer();
if (grid[i][j]) {
ctx.fillStyle = grid[i][j].color;
const x = i * cellSize;
const y = j * cellSize;
if (style === 'bloby') { const totalPixels = cols * rows;
ctx.beginPath(); const style = config.visual.style;
ctx.arc(x + radius, y + radius, radius, 0, 2 * Math.PI);
ctx.fill(); // Fast-fill background or render particles
} else { // blocky for (let y = 0; y < rows; y++) {
ctx.fillRect(x, y, cellSize, cellSize); const rowOffset = y * cols;
} for (let x = 0; x < cols; x++) {
const cell = grid[x][y];
if (cell) {
pixelBuffer[rowOffset + x] = cell.u32Color || 0xFFFFFFFF;
} else {
pixelBuffer[rowOffset + x] = BG_COLOR;
} }
} }
} }
offscreenCtx.putImageData(imgData, 0, 0);
// Blit to main canvas with desired smoothing
ctx.imageSmoothingEnabled = (style === 'fuzzy' || style === 'bloby');
if (style === 'fuzzy') {
ctx.filter = 'blur(1px)';
} else {
ctx.filter = 'none';
}
ctx.drawImage(offscreenCanvas, 0, 0, canvas.width, canvas.height);
if (style === 'fuzzy') { if (style === 'fuzzy') {
ctx.filter = 'none'; ctx.filter = 'none';
} }
// Brush cursor indicator
if (cursor.visible && cursor.x >= 0 && cursor.y >= 0) {
ctx.save();
ctx.beginPath();
const screenRadius = Math.max(cellSize, brushSize * cellSize);
ctx.arc(cursor.x, cursor.y, screenRadius, 0, Math.PI * 2);
ctx.strokeStyle = 'rgba(255, 255, 255, 0.45)';
ctx.lineWidth = 1.5;
ctx.setLineDash([4, 4]);
ctx.stroke();
ctx.restore();
}
} }

60
smoke.js Normal file
View file

@ -0,0 +1,60 @@
import { grid, cols, rows } from './state.js';
import { config } from './config.js';
import { move, swap } from './actions.js';
export function updateSmoke(x, y, cell) {
// Check lifespan / dissipation
if (cell.lifespan !== undefined) {
cell.lifespan--;
if (cell.lifespan <= 0) {
grid[x][y] = null;
return;
}
} else if (Math.random() < config.smoke.dissipateChance) {
grid[x][y] = null;
return;
}
const above = y - 1;
if (above < 0) {
// Escapes into sky
grid[x][y] = null;
return;
}
// Try rising
const cellAbove = grid[x][above];
if (!cellAbove) {
move(x, y, x, above);
// Slight drift while rising
if (Math.random() < 0.4) {
const dir = Math.random() < 0.5 ? -1 : 1;
const nx = x + dir;
if (nx >= 0 && nx < cols && !grid[nx][above]) {
move(x, above, nx, above);
}
}
return;
}
// Bubble through liquids
if (cellAbove.type === 'water' || cellAbove.type === 'acid' || cellAbove.type === 'oil') {
swap(x, y, x, above);
return;
}
// Drifting sideways if blocked above
const leftIdx = x - 1;
const rightIdx = x + 1;
const leftFree = leftIdx >= 0 && !grid[leftIdx][y];
const rightFree = rightIdx < cols && !grid[rightIdx][y];
if (leftFree && rightFree) {
const dir = Math.random() < 0.5 ? -1 : 1;
move(x, y, x + dir, y);
} else if (leftFree) {
move(x, y, leftIdx, y);
} else if (rightFree) {
move(x, y, rightIdx, y);
}
}

View file

@ -1,28 +1,73 @@
// c:\Users\benji\OneDrive\Documents\Source Code\sandgame\state.js
export const canvas = document.getElementById('gameCanvas'); export const canvas = document.getElementById('gameCanvas');
export const ctx = canvas.getContext('2d'); export const ctx = canvas.getContext('2d', { alpha: false });
export const cellSize = 5; export const cellSize = 5;
export let cols = 0; export let cols = 0;
export let rows = 0; export let rows = 0;
export let grid = []; export let grid = [];
export let selectedType = 'dirt'; export let selectedType = 'sand';
export let brushSize = 4;
export let currentFrame = 1;
export let cursor = { x: -1, y: -1, visible: false };
export function incrementFrame() {
currentFrame++;
if (currentFrame > 2000000000) currentFrame = 1;
}
export function setSelectedType(type) { export function setSelectedType(type) {
selectedType = type; selectedType = type;
} }
export function setBrushSize(size) {
brushSize = Math.max(1, Math.min(30, Math.round(size)));
}
export function setGrid(newGrid) { export function setGrid(newGrid) {
grid = newGrid; grid = newGrid;
} }
export function resize() { export function createEmptyGrid(newCols, newRows) {
canvas.width = window.innerWidth; const newGrid = new Array(newCols);
canvas.height = window.innerHeight; for (let x = 0; x < newCols; x++) {
newGrid[x] = new Array(newRows).fill(null);
cols = Math.floor(canvas.width / cellSize); }
rows = Math.floor(canvas.height / cellSize); return newGrid;
}
// Initialize grid with nulls
grid = new Array(cols).fill(null).map(() => new Array(rows).fill(null)); export function clearGrid() {
grid = createEmptyGrid(cols, rows);
}
export function resize() {
const newWidth = window.innerWidth;
const newHeight = window.innerHeight;
canvas.width = newWidth;
canvas.height = newHeight;
const newCols = Math.floor(newWidth / cellSize);
const newRows = Math.floor(newHeight / cellSize);
if (newCols === cols && newRows === rows && grid.length > 0) {
return;
}
const oldGrid = grid;
const oldCols = cols;
const oldRows = rows;
cols = newCols;
rows = newRows;
grid = createEmptyGrid(cols, rows);
// Non-destructive resize: preserve existing particles
if (oldGrid && oldCols > 0 && oldRows > 0) {
const copyCols = Math.min(oldCols, cols);
const copyRows = Math.min(oldRows, rows);
for (let x = 0; x < copyCols; x++) {
for (let y = 0; y < copyRows; y++) {
grid[x][y] = oldGrid[x][y];
}
}
}
} }

View file

@ -1,40 +1,32 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { move, swap } from './actions.js'; import { move, swap } from './actions.js';
import { createCell } from './physics.js';
export function updateSteam(x, y, cell) { export function updateSteam(x, y, cell) {
const above = y - 1; const above = y - 1;
// Check if we can move up // Check if we can move up
let canMoveUp = false;
if (above >= 0) { if (above >= 0) {
const cellAbove = grid[x][above]; const cellAbove = grid[x][above];
if (!cellAbove) { if (!cellAbove) {
canMoveUp = true; move(x, y, x, above);
} else if (cellAbove.type === 'water' || cellAbove.type === 'acid' || cellAbove.type === 'dirt') { // Turbulence while rising
swap(x, y, x, above); if (Math.random() < 0.4) {
// Add turbulence to the liquid falling through const dir = Math.random() < 0.5 ? -1 : 1;
cellAbove.vx = (cellAbove.vx || 0) + (Math.random() - 0.5); const nx = x + dir;
cellAbove.vy = (cellAbove.vy || 0) + 0.5; if (nx >= 0 && nx < cols && !grid[nx][above]) {
return;
}
}
if (canMoveUp) {
move(x, y, x, above);
// Random jitter for organic look while rising
if (Math.random() < 0.5) {
const dir = Math.random() < 0.5 ? -1 : 1;
const nx = x + dir;
if (nx >= 0 && nx < cols) {
const neighbor = grid[nx][above];
if (!neighbor) {
move(x, above, nx, above); move(x, above, nx, above);
} else if (neighbor.type === 'water' || neighbor.type === 'acid' || neighbor.type === 'dirt') {
swap(x, above, nx, above);
} }
} }
return;
} else if (cellAbove.type === 'water' || cellAbove.type === 'acid' || cellAbove.type === 'oil' || cellAbove.type === 'dirt' || cellAbove.type === 'sand') {
swap(x, y, x, above);
return;
} }
} else {
// Escapes into sky at y < 0
grid[x][y] = null;
return; return;
} }
@ -42,43 +34,33 @@ export function updateSteam(x, y, cell) {
const leftIdx = x - 1; const leftIdx = x - 1;
const rightIdx = x + 1; const rightIdx = x + 1;
let leftFree = false; const leftFree = leftIdx >= 0 && (!grid[leftIdx][y] || isPermeable(grid[leftIdx][y]));
let rightFree = false; const rightFree = rightIdx < cols && (!grid[rightIdx][y] || isPermeable(grid[rightIdx][y]));
if (leftIdx >= 0) {
const c = grid[leftIdx][y];
if (!c || c.type === 'water' || c.type === 'acid' || c.type === 'dirt') leftFree = true;
}
if (rightIdx < cols) {
const c = grid[rightIdx][y];
if (!c || c.type === 'water' || c.type === 'acid' || c.type === 'dirt') rightFree = true;
}
let movedSideways = false;
if (leftFree && rightFree) { if (leftFree && rightFree) {
const dir = Math.random() < 0.5 ? -1 : 1; const dir = Math.random() < 0.5 ? -1 : 1;
const nx = x + dir; const nx = x + dir;
const target = grid[nx][y]; executeSteamMove(x, y, nx, y);
if (target) swap(x, y, nx, y);
else move(x, y, nx, y);
movedSideways = true;
} else if (leftFree) { } else if (leftFree) {
const target = grid[leftIdx][y]; executeSteamMove(x, y, leftIdx, y);
if (target) swap(x, y, leftIdx, y);
else move(x, y, leftIdx, y);
movedSideways = true;
} else if (rightFree) { } else if (rightFree) {
const target = grid[rightIdx][y]; executeSteamMove(x, y, rightIdx, y);
if (target) swap(x, y, rightIdx, y);
else move(x, y, rightIdx, y);
movedSideways = true;
} }
// Condense logic // Condense into water
if ((above < 0 || (!movedSideways && grid[x][above])) && Math.random() < config.steam.condenseChance) { if (Math.random() < config.steam.condenseChance) {
cell.type = 'water'; grid[x][y] = createCell('water');
cell.color = '#0000FF'; }
} else if (above < 0) { }
grid[x][y] = null;
function isPermeable(cell) {
return cell && (cell.type === 'water' || cell.type === 'acid' || cell.type === 'oil' || cell.type === 'dirt' || cell.type === 'sand');
}
function executeSteamMove(x1, y1, x2, y2) {
if (grid[x2][y2]) {
swap(x1, y1, x2, y2);
} else {
move(x1, y1, x2, y2);
} }
} }

354
ui.js
View file

@ -1,34 +1,78 @@
import { config, saveSettings, defaultConfig, setConfig } from './config.js'; import { config, saveSettings, defaultConfig, setConfig } from './config.js';
import { grid, cols, rows, selectedType, setSelectedType, setGrid, canvas, cellSize } from './state.js'; import { cols, rows, selectedType, setSelectedType, clearGrid, canvas, cellSize, brushSize, setBrushSize } from './state.js';
import { spawnCell } from './physics.js'; import { spawnCell } from './physics.js';
import { stepOnce } from './index.js';
export const buttons = [ export const elementCategories = [
{ type: 'dirt', color: '#ffaa00', label: 'Dirt' }, {
{ type: 'plant', color: '#228B22', label: 'Plant' }, title: 'Solids',
{ type: 'water', color: '#0000FF', label: 'Water' }, items: [
{ type: 'fire', color: '#FF5500', label: 'Fire' }, { type: 'sand', color: '#e8b656', label: 'Sand' },
{ type: 'rock', color: '#808080', label: 'Rock' }, { type: 'dirt', color: '#8b5a2b', label: 'Dirt' },
{ type: 'wood', color: '#8B4513', label: 'Wood' }, { type: 'rock', color: '#7a7e85', label: 'Rock' },
{ type: 'explosive', color: '#8B0000', label: 'TNT' }, { type: 'wood', color: '#704020', label: 'Wood' },
{ type: 'acid', color: '#7FFF00', label: 'Acid' }, { type: 'ice', color: '#bce8f5', label: 'Ice', textColor: '#000' }
{ type: 'steam', color: '#E0FFFF', label: 'Steam' }, ]
{ type: 'clear', color: '#FFFFFF', label: 'Clear' } },
{
title: 'Liquids',
items: [
{ type: 'water', color: '#2582eb', label: 'Water' },
{ type: 'lava', color: '#ff5a00', label: 'Lava' },
{ type: 'oil', color: '#382f23', label: 'Oil' },
{ type: 'acid', color: '#68f518', label: 'Acid', textColor: '#000' }
]
},
{
title: 'Organics & Gas',
items: [
{ type: 'plant', color: '#228B22', label: 'Plant' },
{ type: 'grass', color: '#38b000', label: 'Grass' },
{ type: 'fire', color: '#ff6600', label: 'Fire' },
{ type: 'steam', color: '#dcf3f9', label: 'Steam', textColor: '#000' },
{ type: 'smoke', color: '#4a4e54', label: 'Smoke' }
]
},
{
title: 'Explosives & Tools',
items: [
{ type: 'explosive', color: '#b71c1c', label: 'TNT' },
{ type: 'eraser', color: '#555560', label: 'Eraser', title: 'Or right-click to erase' },
{ type: 'clear', color: '#2a2a30', label: 'Clear All' }
]
}
]; ];
let lastPos = null;
export function setLastPos(pos) {
lastPos = pos;
}
let brushSizeSlider = null;
let brushSizeValLabel = null;
export function updateBrushUI() {
if (brushSizeSlider) brushSizeSlider.value = brushSize;
if (brushSizeValLabel) brushSizeValLabel.textContent = `${brushSize}px`;
}
export function setupUI() { export function setupUI() {
// Settings Drawer // Settings Drawer
const drawer = document.getElementById('settingsContent'); const drawer = document.getElementById('settingsContent');
const toggle = document.getElementById('toggleDrawer'); const toggle = document.getElementById('toggleDrawer');
const drawerContainer = document.getElementById('settingsDrawer'); const drawerContainer = document.getElementById('settingsDrawer');
const pauseBtn = document.getElementById('togglePause'); const pauseBtn = document.getElementById('togglePause');
const stepBtn = document.getElementById('btnStep');
toggle.addEventListener('click', () => { toggle.addEventListener('click', () => {
drawerContainer.classList.toggle('open'); drawerContainer.classList.toggle('open');
}); });
function updatePauseBtn() { function updatePauseBtn() {
pauseBtn.textContent = config.time.paused ? '▶️' : '⏸️'; pauseBtn.textContent = config.time.paused ? '▶' : '⏸';
} }
pauseBtn.addEventListener('click', () => { pauseBtn.addEventListener('click', () => {
config.time.paused = !config.time.paused; config.time.paused = !config.time.paused;
saveSettings(); saveSettings();
@ -36,6 +80,19 @@ export function setupUI() {
}); });
updatePauseBtn(); updatePauseBtn();
if (stepBtn) {
stepBtn.addEventListener('click', () => {
if (config.time.paused) {
stepOnce();
} else {
config.time.paused = true;
saveSettings();
updatePauseBtn();
stepOnce();
}
});
}
renderSettings(drawer); renderSettings(drawer);
// Elements Drawer // Elements Drawer
@ -50,58 +107,111 @@ export function setupUI() {
renderElements(elDrawer); renderElements(elDrawer);
} }
function selectElement(type) {
setSelectedType(type);
document.querySelectorAll('.element-btn').forEach(b => {
if (b.dataset.type === type) {
b.classList.add('selected');
} else {
b.classList.remove('selected');
}
});
}
function renderElements(container) { function renderElements(container) {
container.innerHTML = ''; container.innerHTML = '';
buttons.forEach(btn => {
const button = document.createElement('button');
button.className = 'element-btn';
if (btn.type === selectedType) button.classList.add('selected');
button.style.backgroundColor = btn.color;
button.textContent = btn.label;
if (btn.type === 'clear' || btn.type === 'steam' || btn.type === 'acid') button.style.color = '#000';
if (btn.type === 'clear') {
button.style.marginTop = 'auto';
}
button.onclick = () => { // Brush Size Header Control
if (btn.type === 'clear') { const brushBox = document.createElement('div');
setGrid(new Array(cols).fill(null).map(() => new Array(rows).fill(null))); brushBox.className = 'brush-size-box';
} else {
setSelectedType(btn.type); const brushHeader = document.createElement('div');
document.querySelectorAll('.element-btn').forEach(b => b.classList.remove('selected')); brushHeader.className = 'brush-size-header';
button.classList.add('selected'); brushHeader.innerHTML = `<span>Brush Size</span>`;
} brushSizeValLabel = document.createElement('span');
}; brushSizeValLabel.className = 'brush-val';
container.appendChild(button); brushSizeValLabel.textContent = `${brushSize}px`;
brushHeader.appendChild(brushSizeValLabel);
brushSizeSlider = document.createElement('input');
brushSizeSlider.type = 'range';
brushSizeSlider.min = '1';
brushSizeSlider.max = '25';
brushSizeSlider.value = brushSize;
brushSizeSlider.className = 'brush-slider';
brushSizeSlider.addEventListener('input', (e) => {
const val = parseInt(e.target.value, 10);
setBrushSize(val);
config.brush.size = val;
saveSettings();
brushSizeValLabel.textContent = `${val}px`;
});
brushBox.appendChild(brushHeader);
brushBox.appendChild(brushSizeSlider);
container.appendChild(brushBox);
// Categorized Buttons (clean without any hotkey numbers)
elementCategories.forEach(category => {
const catDiv = document.createElement('div');
catDiv.className = 'element-category';
const catTitle = document.createElement('div');
catTitle.className = 'category-title';
catTitle.textContent = category.title;
catDiv.appendChild(catTitle);
category.items.forEach(btn => {
const button = document.createElement('button');
button.className = 'element-btn';
button.dataset.type = btn.type;
if (btn.type === selectedType) button.classList.add('selected');
button.style.backgroundColor = btn.color;
if (btn.textColor) button.style.color = btn.textColor;
const labelSpan = document.createElement('span');
labelSpan.textContent = btn.label;
button.appendChild(labelSpan);
button.onclick = () => {
if (btn.type === 'clear') {
if (confirm('Clear the entire canvas?')) {
clearGrid();
}
} else {
selectElement(btn.type);
}
};
catDiv.appendChild(button);
});
container.appendChild(catDiv);
}); });
} }
export function renderSettings(container) { export function renderSettings(container) {
container.innerHTML = ''; // Clear existing container.innerHTML = '';
function addControl(group, key, subkey, def) { function addControl(group, key, subkey, def) {
const container = document.createElement('div'); const ctrlDiv = document.createElement('div');
const labelEl = document.createElement('label'); const labelEl = document.createElement('label');
let val = subkey ? config[group][key][subkey] : config[group][key]; let val = subkey ? config[group]?.[key]?.[subkey] : config[group]?.[key];
labelEl.textContent = def.label; labelEl.textContent = def.label;
labelEl.style.display = 'inline-block';
const input = document.createElement('input'); const input = document.createElement('input');
input.type = def.type || 'range'; input.type = def.type || 'range';
if (def.type === 'checkbox') { if (def.type === 'checkbox') {
container.className = 'setting-checkbox'; ctrlDiv.className = 'setting-checkbox';
input.checked = val; input.checked = !!val;
input.style.marginRight = '10px';
input.addEventListener('change', (e) => { input.addEventListener('change', (e) => {
if (subkey) config[group][key][subkey] = e.target.checked; if (subkey) config[group][key][subkey] = e.target.checked;
else config[group][key] = e.target.checked; else config[group][key] = e.target.checked;
saveSettings(); saveSettings();
}); });
container.append(input, labelEl); ctrlDiv.append(input, labelEl);
} else if (def.type === 'radio') { } else if (def.type === 'radio') {
const fieldset = document.createElement('fieldset'); const fieldset = document.createElement('fieldset');
const legend = document.createElement('legend'); const legend = document.createElement('legend');
@ -109,14 +219,14 @@ export function renderSettings(container) {
fieldset.appendChild(legend); fieldset.appendChild(legend);
def.options.forEach(option => { def.options.forEach(option => {
const radioId = `radio-${group}--`; const radioId = `radio-${group}-${key}-${option}`;
const radioContainer = document.createElement('div'); const radioContainer = document.createElement('div');
radioContainer.style.display = 'inline-block'; radioContainer.style.display = 'inline-block';
radioContainer.style.marginRight = '15px'; radioContainer.style.marginRight = '12px';
const radioInput = document.createElement('input'); const radioInput = document.createElement('input');
radioInput.type = 'radio'; radioInput.type = 'radio';
radioInput.name = `radio--`; radioInput.name = `radio-${group}-${key}`;
radioInput.value = option; radioInput.value = option;
radioInput.id = radioId; radioInput.id = radioId;
if (val === option) radioInput.checked = true; if (val === option) radioInput.checked = true;
@ -129,34 +239,36 @@ export function renderSettings(container) {
const radioLabel = document.createElement('label'); const radioLabel = document.createElement('label');
radioLabel.textContent = option.charAt(0).toUpperCase() + option.slice(1); radioLabel.textContent = option.charAt(0).toUpperCase() + option.slice(1);
radioLabel.setAttribute('for', radioId); radioLabel.setAttribute('for', radioId);
radioLabel.style.marginLeft = '5px'; radioLabel.style.marginLeft = '4px';
radioContainer.append(radioInput, radioLabel); radioContainer.append(radioInput, radioLabel);
fieldset.appendChild(radioContainer); fieldset.appendChild(radioContainer);
}); });
return fieldset; return fieldset;
} else { } else {
container.className = 'setting-control'; ctrlDiv.className = 'setting-control';
input.min = def.min; input.min = def.min;
input.max = def.max; input.max = def.max;
input.step = def.step; input.step = def.step;
input.value = val; input.value = val !== undefined ? val : def.min;
const valueSpan = document.createElement('span'); const valueSpan = document.createElement('span');
valueSpan.textContent = val; valueSpan.className = 'control-val';
valueSpan.textContent = typeof val === 'number' ? val.toString() : (val || '0');
input.addEventListener('input', (e) => { input.addEventListener('input', (e) => {
const newVal = parseFloat(e.target.value); const newVal = parseFloat(e.target.value);
if (subkey) config[group][key][subkey] = newVal; if (subkey) config[group][key][subkey] = newVal;
else config[group][key] = newVal; else config[group][key] = newVal;
saveSettings(); saveSettings();
valueSpan.textContent = newVal.toFixed(Math.max(def.step.toString().split('.')[1]?.length || 0, 2)); valueSpan.textContent = newVal.toFixed(Math.max(def.step.toString().split('.')[1]?.length || 0, 1));
}); });
container.append(labelEl, input, valueSpan); ctrlDiv.append(labelEl, input, valueSpan);
} }
return container; return ctrlDiv;
} }
// Complete settings matching all original groups plus all new elements
const groups = { const groups = {
time: [ time: [
{ key: 'speed', label: 'Speed', min: 0, max: 20, step: 1 } { key: 'speed', label: 'Speed', min: 0, max: 20, step: 1 }
@ -171,39 +283,75 @@ export function renderSettings(container) {
{ key: 'destroy', subkey: 'rock', type: 'checkbox', label: 'Destroy Rock' }, { key: 'destroy', subkey: 'rock', type: 'checkbox', label: 'Destroy Rock' },
{ key: 'destroy', subkey: 'wood', type: 'checkbox', label: 'Destroy Wood' }, { key: 'destroy', subkey: 'wood', type: 'checkbox', label: 'Destroy Wood' },
{ key: 'destroy', subkey: 'dirt', type: 'checkbox', label: 'Destroy Dirt' }, { key: 'destroy', subkey: 'dirt', type: 'checkbox', label: 'Destroy Dirt' },
{ key: 'destroy', subkey: 'sand', type: 'checkbox', label: 'Destroy Sand' },
{ key: 'destroy', subkey: 'plant', type: 'checkbox', label: 'Destroy Plant' }, { key: 'destroy', subkey: 'plant', type: 'checkbox', label: 'Destroy Plant' },
{ key: 'destroy', subkey: 'grass', type: 'checkbox', label: 'Destroy Grass' },
{ key: 'destroy', subkey: 'water', type: 'checkbox', label: 'Destroy Water' }, { key: 'destroy', subkey: 'water', type: 'checkbox', label: 'Destroy Water' },
{ key: 'destroy', subkey: 'acid', type: 'checkbox', label: 'Destroy Acid' } { key: 'destroy', subkey: 'acid', type: 'checkbox', label: 'Destroy Acid' },
{ key: 'destroy', subkey: 'ice', type: 'checkbox', label: 'Destroy Ice' },
{ key: 'destroy', subkey: 'lava', type: 'checkbox', label: 'Destroy Lava' },
{ key: 'destroy', subkey: 'oil', type: 'checkbox', label: 'Destroy Oil' }
], ],
acid: [ acid: [
{ key: 'dissolveChance', label: 'Dissolve Rate', min: 0, max: 1.0, step: 0.01 }, { key: 'dissolveChance', label: 'Dissolve Rate', min: 0, max: 1.0, step: 0.01 },
{ key: 'sinkChance', label: 'Sink Rate', min: 0, max: 1.0, step: 0.05 }, { key: 'sinkChance', label: 'Sink Rate', min: 0, max: 1.0, step: 0.05 },
{ key: 'dispersion', label: 'Spread Speed', min: 1, max: 10, step: 1 },
{ key: 'explodeTNT', type: 'checkbox', label: 'Explode TNT' }, { key: 'explodeTNT', type: 'checkbox', label: 'Explode TNT' },
{ key: 'dissolve', subkey: 'rock', type: 'checkbox', label: 'Dissolve Rock' }, { key: 'dissolve', subkey: 'rock', type: 'checkbox', label: 'Dissolve Rock' },
{ key: 'dissolve', subkey: 'wood', type: 'checkbox', label: 'Dissolve Wood' }, { key: 'dissolve', subkey: 'wood', type: 'checkbox', label: 'Dissolve Wood' },
{ key: 'dissolve', subkey: 'dirt', type: 'checkbox', label: 'Dissolve Dirt' }, { key: 'dissolve', subkey: 'dirt', type: 'checkbox', label: 'Dissolve Dirt' },
{ key: 'dissolve', subkey: 'sand', type: 'checkbox', label: 'Dissolve Sand' },
{ key: 'dissolve', subkey: 'plant', type: 'checkbox', label: 'Dissolve Plant' }, { key: 'dissolve', subkey: 'plant', type: 'checkbox', label: 'Dissolve Plant' },
{ key: 'dissolve', subkey: 'water', type: 'checkbox', label: 'Infect Water' } { key: 'dissolve', subkey: 'grass', type: 'checkbox', label: 'Dissolve Grass' },
{ key: 'dissolve', subkey: 'water', type: 'checkbox', label: 'Infect Water' },
{ key: 'dissolve', subkey: 'ice', type: 'checkbox', label: 'Dissolve Ice' },
{ key: 'dissolve', subkey: 'oil', type: 'checkbox', label: 'Dissolve Oil' }
], ],
fire: [ fire: [
{ key: 'burnChance', label: 'Fire Decay Rate', min: 0, max: 1.0, step: 0.01 } { key: 'burnChance', label: 'Fire Decay Rate', min: 0, max: 1.0, step: 0.01 }
], ],
water: [ water: [
{ key: 'flowChance', label: 'Flow Rate', min: 0, max: 1.0, step: 0.05 } { key: 'flowChance', label: 'Flow Rate', min: 0, max: 1.0, step: 0.05 },
{ key: 'dispersion', label: 'Spread Speed', min: 1, max: 10, step: 1 }
],
lava: [
{ key: 'flowChance', label: 'Flow Rate', min: 0, max: 1.0, step: 0.05 },
{ key: 'dispersion', label: 'Spread Speed', min: 1, max: 6, step: 1 },
{ key: 'coolingChance', label: 'Cooling Rate', min: 0, max: 1.0, step: 0.01 },
{ key: 'sinkChance', label: 'Sink in Water', min: 0, max: 1.0, step: 0.05 }
],
oil: [
{ key: 'flowChance', label: 'Flow Rate', min: 0, max: 1.0, step: 0.05 },
{ key: 'dispersion', label: 'Spread Speed', min: 1, max: 8, step: 1 },
{ key: 'burnChance', label: 'Burn Rate', min: 0, max: 1.0, step: 0.01 },
{ key: 'sinkChance', label: 'Water Sink Rate', min: 0, max: 1.0, step: 0.05 },
{ key: 'floatChance', label: 'Oil Float Rate', min: 0, max: 1.0, step: 0.05 }
],
ice: [
{ key: 'meltChance', label: 'Melt Rate', min: 0, max: 1.0, step: 0.01 },
{ key: 'freezeChance', label: 'Freeze Rate', min: 0, max: 1.0, step: 0.01 }
], ],
steam: [ steam: [
{ key: 'condenseChance', label: 'Condense Rate', min: 0, max: 1.0, step: 0.01 } { key: 'condenseChance', label: 'Condense Rate', min: 0, max: 1.0, step: 0.01 }
], ],
smoke: [
{ key: 'dissipateChance', label: 'Dissipate Rate', min: 0, max: 1.0, step: 0.01 }
],
plant: [ plant: [
{ key: 'growChance', label: 'Growth Rate', min: 0, max: 1.0, step: 0.01 }, { key: 'growChance', label: 'Growth Rate', min: 0, max: 1.0, step: 0.01 },
{ key: 'woodificationChance', label: 'Wood Rate', min: 0, max: 1.0, step: 0.01 }, { key: 'woodificationChance', label: 'Wood Rate', min: 0, max: 1.0, step: 0.01 },
{ key: 'burnChance', label: 'Burn Rate', min: 0, max: 1.0, step: 0.05 } { key: 'burnChance', label: 'Burn Rate', min: 0, max: 1.0, step: 0.05 }
], ],
grass: [
{ key: 'growChance', label: 'Growth Rate', min: 0, max: 1.0, step: 0.01 },
{ key: 'burnChance', label: 'Burn Rate', min: 0, max: 1.0, step: 0.05 }
],
wood: [ wood: [
{ key: 'burnChance', label: 'Burn Rate', min: 0, max: 1.0, step: 0.01 } { key: 'burnChance', label: 'Burn Rate', min: 0, max: 1.0, step: 0.01 }
], ],
visual: [ visual: [
{ key: 'style', type: 'radio', label: 'Style', options: ['blocky', 'bloby', 'fuzzy'] } { key: 'style', type: 'radio', label: 'Style', options: ['blocky', 'bloby', 'fuzzy'] },
{ key: 'colorNoise', type: 'checkbox', label: 'Multi-Tone Shading' }
] ]
}; };
@ -220,55 +368,95 @@ export function renderSettings(container) {
container.appendChild(groupDiv); container.appendChild(groupDiv);
} }
// Defaults Button // Reset Defaults
const resetBtn = document.createElement('button'); const resetBtn = document.createElement('button');
resetBtn.textContent = 'Reset to Defaults'; resetBtn.className = 'reset-defaults-btn';
resetBtn.style.width = '100%'; resetBtn.textContent = '↺ Reset to Defaults';
resetBtn.style.padding = '10px';
resetBtn.style.marginTop = '20px';
resetBtn.style.cursor = 'pointer';
resetBtn.onclick = () => { resetBtn.onclick = () => {
setConfig(JSON.parse(JSON.stringify(defaultConfig))); setConfig(JSON.parse(JSON.stringify(defaultConfig)));
setBrushSize(defaultConfig.brush.size);
saveSettings(); saveSettings();
updateBrushUI();
renderSettings(container); renderSettings(container);
}; };
container.appendChild(resetBtn); container.appendChild(resetBtn);
} }
export function handleInput(e) { // Bresenham's line algorithm for continuous stroke drawing without gaps
export function handleInput(e, overrideType = null) {
const rect = canvas.getBoundingClientRect(); const rect = canvas.getBoundingClientRect();
const typeToSpawn = overrideType || selectedType;
function getPos(clientX, clientY) { function getGridCoords(clientX, clientY) {
const x = clientX - rect.left;
const y = clientY - rect.top;
return { return {
x: clientX - rect.left, col: Math.floor(x / cellSize),
y: clientY - rect.top row: Math.floor(y / cellSize)
}; };
} }
// Handle Drawing function stampCircle(centerCol, centerRow) {
const drawAt = (clientX, clientY) => { const r = brushSize;
const {x, y} = getPos(clientX, clientY); const rSq = r * r;
for (let di = -r; di <= r; di++) {
// No need to check isOverButton because DOM elements handle their own clicks for (let dj = -r; dj <= r; dj++) {
if (di * di + dj * dj <= rSq) {
const col = Math.floor(x / cellSize); const c = centerCol + di;
const row = Math.floor(y / cellSize); const ro = centerRow + dj;
if (c >= 0 && c < cols && ro >= 0 && ro < rows) {
for (let i = -1; i <= 1; i++) { if (r <= 2 || Math.random() > 0.08) {
for (let j = -1; j <= 1; j++) { spawnCell(c, ro, typeToSpawn);
if (Math.random() > 0.5) { }
spawnCell(col + i, row + j, selectedType); }
} }
} }
} }
}; }
function drawLine(p0, p1) {
let x0 = p0.col, y0 = p0.row;
let x1 = p1.col, y1 = p1.row;
const dx = Math.abs(x1 - x0);
const dy = Math.abs(y1 - y0);
const sx = x0 < x1 ? 1 : -1;
const sy = y0 < y1 ? 1 : -1;
let err = dx - dy;
while (true) {
stampCircle(x0, y0);
if (x0 === x1 && y0 === y1) break;
const e2 = 2 * err;
if (e2 > -dy) {
err -= dy;
x0 += sx;
}
if (e2 < dx) {
err += dx;
y0 += sy;
}
}
}
if (e.type.startsWith('mouse')) { if (e.type.startsWith('mouse')) {
drawAt(e.clientX, e.clientY); const current = getGridCoords(e.clientX, e.clientY);
if (lastPos && (lastPos.col !== current.col || lastPos.row !== current.row)) {
drawLine(lastPos, current);
} else {
stampCircle(current.col, current.row);
}
lastPos = current;
} else if (e.type.startsWith('touch')) { } else if (e.type.startsWith('touch')) {
for (let i = 0; i < e.touches.length; i++) { for (let i = 0; i < e.touches.length; i++) {
const t = e.touches[i]; const t = e.touches[i];
drawAt(t.clientX, t.clientY); const current = getGridCoords(t.clientX, t.clientY);
if (lastPos) {
drawLine(lastPos, current);
} else {
stampCircle(current.col, current.row);
}
lastPos = current;
} }
} }
} }

120
water.js
View file

@ -1,34 +1,120 @@
import { grid, cols, rows } from './state.js'; import { grid, cols, rows } from './state.js';
import { config } from './config.js'; import { config } from './config.js';
import { move } from './actions.js'; import { move, swap } from './actions.js';
import { createCell } from './physics.js';
const dxs = [0, 0, -1, 1];
const dys = [1, -1, 0, 0];
export function updateWater(x, y, cell) { export function updateWater(x, y, cell) {
// Check for grass interaction (Growth) // Thermal & biological reactions
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]]; for (let i = 0; i < 4; i++) {
for (let n of neighbors) { const nx = x + dxs[i];
const nx = x + n[0], ny = y + n[1]; const ny = y + dys[i];
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny] && grid[nx][ny].type === 'plant') { if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
if (Math.random() < 0.005) { // Slower, but faster than dirt const neighbor = grid[nx][ny];
cell.type = 'plant'; if (neighbor) {
cell.color = '#228B22'; if (neighbor.type === 'lava') {
// Turn to steam
grid[x][y] = createCell('steam');
grid[nx][ny] = createCell('rock');
return;
} else if ((neighbor.type === 'plant' || neighbor.type === 'grass') && Math.random() < 0.003) {
grid[x][y] = createCell(neighbor.type);
return;
}
} }
return;
} }
} }
// 1. Fall straight down
const below = y + 1; const below = y + 1;
if (below >= rows) return; if (below >= rows) return;
const belowCell = grid[x][below]; const belowCell = grid[x][below];
if (!belowCell) { if (!belowCell) {
move(x, y, x, below); move(x, y, x, below);
} else if (Math.random() < config.water.flowChance) { return;
// Slide or flow sideways }
const left = x > 0 && !grid[x - 1][y];
const right = x < cols - 1 && !grid[x + 1][y];
if (left && right) move(x, y, Math.random() < 0.5 ? x - 1 : x + 1, y); // Mix and sink through oil (emulsion / separation)
else if (left) move(x, y, x - 1, y); if (belowCell.type === 'oil') {
else if (right) move(x, y, x + 1, y); const sinkChance = config.oil?.sinkChance !== undefined ? config.oil.sinkChance : 0.25;
if (Math.random() < sinkChance) {
swap(x, y, x, below);
return;
}
}
// 2. Diagonal falling
const canDownLeft = x > 0 && (!grid[x - 1][below] || (grid[x - 1][below].type === 'oil' && Math.random() < 0.25));
const canDownRight = x < cols - 1 && (!grid[x + 1][below] || (grid[x + 1][below].type === 'oil' && Math.random() < 0.25));
if (canDownLeft && canDownRight) {
const targetX = Math.random() < 0.5 ? x - 1 : x + 1;
executeWaterStep(x, y, targetX, below);
return;
} else if (canDownLeft) {
executeWaterStep(x, y, x - 1, below);
return;
} else if (canDownRight) {
executeWaterStep(x, y, x + 1, below);
return;
}
// 3. Fast horizontal dispersion (no gel-like stacking)
const flowChance = config.water?.flowChance !== undefined ? config.water.flowChance : 1.0;
if (Math.random() < flowChance) {
const maxDisp = config.water?.dispersion || 5;
const dir = Math.random() < 0.5 ? 1 : -1;
for (const d of [dir, -dir]) {
let targetX = x;
let targetY = y;
for (let step = 1; step <= maxDisp; step++) {
const nx = x + d * step;
if (nx < 0 || nx >= cols) break;
const c = grid[nx][y];
if (!c) {
targetX = nx;
// Found an edge or hole? Drop right into it
if (y + 1 < rows && !grid[nx][y + 1]) {
targetX = nx;
break;
}
} else if (c.type === 'oil') {
// Mix sideways with oil
if (Math.random() < 0.3) {
targetX = nx;
}
break;
} else if (c.type === 'water') {
// Fluid surface leveling: if space above is open, can flow across surface
if (y > 0 && !grid[nx][y - 1] && !grid[nx][y]) {
targetX = nx;
} else {
continue;
}
} else {
// Blocked by barrier
break;
}
}
if (targetX !== x) {
executeWaterStep(x, y, targetX, targetY);
return;
}
}
}
}
function executeWaterStep(x1, y1, x2, y2) {
if (grid[x2][y2]) {
swap(x1, y1, x2, y2);
} else {
move(x1, y1, x2, y2);
} }
} }