refactor: expand falling sand simulation with new elements, physics, and documentation
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122
README.md
122
README.md
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@ -1 +1,121 @@
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# sandgame
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# Falling Sand Simulation 🧱✨
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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.
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---
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## ⚡ Performance & Engine Architecture
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* **Direct 32-Bit Pixel Blitter (`Uint32Array` / `ImageData`):**
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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.
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* **Rapid Fluid Dispersion:**
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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.
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* **Oil & Water Emulsion & Separation:**
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Water and oil mix dynamically with diagonal and horizontal swapping before buoyantly separating out according to density.
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* **Lava & Rock Sinking:**
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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.
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* **Monotonic Frame Counter & Alternating Sweep:**
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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.
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* **Zero-Allocation Hot Loop:**
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All neighbor evaluations, directional offsets, and particle physics run with zero heap allocations or closures, preventing garbage collection pauses and stuttering.
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* **Bresenham Stroke Interpolation:**
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Uses Bresenham's line algorithm between consecutive cursor samples to ensure smooth, gapless lines even when drawing at high speeds.
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* **Non-Destructive Canvas Resizing:**
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Resizing the window or changing device orientation preserves existing particles on the canvas rather than wiping the simulation.
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---
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## 🧪 Element & Reaction Ecosystem
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| Element | Category | Behavior & Unique Reactions |
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| :--- | :--- | :--- |
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| **Sand** | Solid | Granular physics; forms realistic dunes; sinks through liquids. |
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| **Dirt** | Solid | Rich earthen soil; supports plant and grass roots; displaceable by explosions. |
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| **Rock** | Solid | Heavy barrier; holds back blasts; naturally sinks through liquids to form riverbeds. |
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| **Wood** | Solid | Rigid structural block; flammable when exposed to fire or lava. |
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| **Ice** | Solid | Crystalline cold block; slowly freezes touching water; melts near heat/fire/lava. |
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| **Water** | Liquid | Flows rapidly; mixes with and separates from oil; turns lava into rock; boils into steam. |
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| **Lava** | Liquid | Heavy molten magma; plunges into water boiling it into steam; cools into solid rock. |
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| **Oil** | Liquid | Viscous flammable liquid; mixes with water and then floats to the surface; catches fire intensely. |
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| **Acid** | Liquid | Corrosive fluid; fast dispersion; sinks through lighter liquids; dissolves organics, metals, and earth. |
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| **Plant** | Organics | Grows upwards towards light; absorbs water; turns into wood under vertical load. |
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| **Grass** | Organics | Colonizes surface dirt and sand; sprouts blades; accelerates with moisture. |
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| **Fire** | Gas / Energy | Dynamic temperature shading (yellow $\rightarrow$ orange $\rightarrow$ red); ignites flammables; spawns smoke. |
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| **Steam** | Gas | Rises through atmosphere and liquids; escapes into the sky or condenses back into water. |
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| **Smoke** | Gas | Produced by fires, explosions, and burning oil; drifts with air turbulence and dissipates. |
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| **TNT** | Energetic | Detonates from fire, lava, or acid; clusters into unified blast waves launching particles kinetically. |
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| **Eraser** | Tool | Clears cells within brush radius; also accessible via right-click drag. |
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---
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## 🎮 Controls & Shortcuts
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| Action | Control |
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| :--- | :--- |
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| **Draw Element** | `Left Click` + Drag / Touch |
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| **Erase** | `Right Click` + Drag or select **Eraser** |
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| **Brush Size** | `Mouse Wheel` or `[` / `]` or Drawer Slider |
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| **Pause / Play** | `Spacebar` or Pause button (⏸ / ▶) |
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| **Single Frame Step** | `S` or `.` (Period) or Step button (⏭) |
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| **Clear Canvas** | Clear button in Elements drawer |
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---
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## ⚙️ Configuration & Customization
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All simulation and material parameters can be tuned in real time via the **Settings ⚙️** drawer:
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* **Time & Global:** Simulation speed (0–20), gravity (-1.0 to 2.0), air drag (0.1 to 1.0).
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* **Explosive:** Blast force, blast reach, plus independent destruction toggles for Rock, Wood, Dirt, Sand, Plant, Grass, Water, Acid, Ice, Lava, and Oil.
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* **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.
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* **Water:** Flow rate and horizontal spread speed (dispersion).
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* **Lava:** Flow rate, spread speed, cooling rate, and water sink rate.
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* **Oil:** Flow rate, spread speed, burn rate, water sink rate, and oil float rate.
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* **Ice:** Melt rate and freeze rate.
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* **Fire, Steam & Smoke:** Fire decay rate, condensation rate, and smoke dissipation rate.
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* **Plant & Grass:** Growth rate, woodification rate, and burn rate.
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* **Visuals:** Switch between `blocky`, `fuzzy` (filtered bloom), or `bloby` rendering, and toggle multi-tone grain color noise.
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* Settings are automatically saved to `localStorage` and can be restored using **Reset to Defaults**.
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---
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## 📂 Project Structure
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```text
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├── index.html # HTML5 entrypoint with drawers and canvas
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├── index.css # Glassmorphic dark UI design and responsive styles
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├── index.js # Main initialization loop, event loop, and input wiring
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├── config.js # Config defaults, settings persistence, and schema
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├── state.js # Grid buffers, canvas dimensions, brush, and frame counter
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├── actions.js # Atomic grid operations (move, swap) with frame tagging
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├── renderer.js # Fast 32-bit Uint32Array blitter with cursor overlay
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├── physics.js # Simulation loop dispatcher and particle generation
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├── dirt.js # Granular sand and soil physics with liquid displacement
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├── water.js # Fast fluid dynamics, oil mixing/separation, and plant hydration
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├── lava.js # Dense molten thermodynamics, water penetration, and rock formation
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├── oil.js # Flammable buoyant liquid physics with water emulsion/separation
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├── ice.js # Freezing and melting thermal logic
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├── acid.js # Fast-spreading corrosive fluid, sinking, and dissolution physics
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├── fire.js # Combustion, heat transfer, temperature decay, and smoke emission
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├── steam.js # Atmospheric rising and condensation
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├── smoke.js # Rising particulate dispersion and decay
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├── plant.js # Root propagation, woodification, and phototropism
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├── grass.js # Surface dirt colonization and blade growth
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├── explosive.js # Clustered BFS blast waves and kinetic shockwaves
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└── ui.js # Categorized elements palette, Bresenham strokes, and settings drawer
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```
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---
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## 🚀 Getting Started
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No build step or external dependencies are required. Simply serve the directory with any local static HTTP server:
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```bash
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# Using Python
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python -m http.server 8080
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# Using Node.js (npx)
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npx serve .
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```
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Open `http://localhost:8080` in any modern web browser.
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120
acid.js
120
acid.js
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@ -2,18 +2,22 @@ import { grid, cols, rows } from './state.js';
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import { config } from './config.js';
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import { move, swap } from './actions.js';
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import { explode } from './explosive.js';
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import { createCell } from './physics.js';
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const dxs = [0, 0, -1, 1];
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const dys = [1, -1, 0, 0];
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export function updateAcid(x, y, cell) {
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// Dissolve neighbors
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const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
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for (let n of neighbors) {
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const nx = x + n[0], ny = y + n[1];
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// 1. Corrosive reactions with neighbors
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for (let i = 0; i < 4; i++) {
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const nx = x + dxs[i];
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const ny = y + dys[i];
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if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) {
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const t = grid[nx][ny].type;
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if (t === 'rock' || t === 'wood' || t === 'dirt' || t === 'plant') {
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if (t === 'rock' || t === 'wood' || t === 'dirt' || t === 'sand' || t === 'plant' || t === 'grass' || t === 'ice' || t === 'oil') {
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if (config.acid.dissolve[t] && Math.random() < config.acid.dissolveChance) {
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grid[nx][ny] = { type: 'steam', color: '#E0FFFF', updated: true }; // Turn dissolved block into steam
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grid[x][y] = null; // Consume acid
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grid[nx][ny] = createCell('smoke'); // Dissolves into toxic smoke
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grid[x][y] = null; // Acid is consumed
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return;
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}
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} else if (t === 'explosive') {
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grid[x][y] = null;
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return;
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}
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} else if (t === 'lava') {
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grid[x][y] = createCell('steam');
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grid[nx][ny] = createCell('rock');
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return;
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} else if (t === 'water') {
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if (config.acid.dissolve.water && Math.random() < 0.01) {
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grid[nx][ny].type = 'acid'; // Convert water
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grid[nx][ny].color = '#32CD32';
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grid[nx][ny].updated = true;
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if (config.acid.dissolve.water && Math.random() < 0.02) {
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grid[nx][ny] = createCell('acid'); // Invert/infect water into acid
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}
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}
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}
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}
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// Movement (same as water)
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// 2. Straight fall
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const below = y + 1;
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if (below >= rows) return;
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const belowCell = grid[x][below];
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if (!belowCell) {
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move(x, y, x, below);
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} else if (belowCell.type === 'water' && !config.acid.dissolve.water) {
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// Sink through water if not infecting (Acid is denser)
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if (Math.random() < config.acid.sinkChance) {
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swap(x, y, x, below);
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return;
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}
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} else {
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// Slide sideways (can displace water if not dissolving it)
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const canMoveLeft = x > 0 && (!grid[x - 1][y] || (grid[x - 1][y].type === 'water' && !config.acid.dissolve.water));
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const canMoveRight = x < cols - 1 && (!grid[x + 1][y] || (grid[x + 1][y].type === 'water' && !config.acid.dissolve.water));
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if (canMoveLeft && canMoveRight) {
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const dir = Math.random() < 0.5 ? -1 : 1;
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const target = grid[x + dir][y];
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if (target && target.type === 'water') swap(x, y, x + dir, y);
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else move(x, y, x + dir, y);
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} else if (canMoveLeft) {
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const target = grid[x - 1][y];
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if (target && target.type === 'water') swap(x, y, x - 1, y);
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else move(x, y, x - 1, y);
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} else if (canMoveRight) {
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const target = grid[x + 1][y];
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if (target && target.type === 'water') swap(x, y, x + 1, y);
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else move(x, y, x + 1, y);
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// Acid is dense: sinks through water & oil if not dissolving them
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if (belowCell.type === 'water' || belowCell.type === 'oil') {
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if (!config.acid.dissolve[belowCell.type] && Math.random() < config.acid.sinkChance) {
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swap(x, y, x, below);
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return;
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}
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}
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// 3. Diagonal fall
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const canDownLeft = x > 0 && (!grid[x - 1][below] || isPermeableFluid(grid[x - 1][below]));
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const canDownRight = x < cols - 1 && (!grid[x + 1][below] || isPermeableFluid(grid[x + 1][below]));
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if (canDownLeft && canDownRight) {
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const targetX = Math.random() < 0.5 ? x - 1 : x + 1;
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executeAcidStep(x, y, targetX, below);
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return;
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} else if (canDownLeft) {
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executeAcidStep(x, y, x - 1, below);
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return;
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} else if (canDownRight) {
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executeAcidStep(x, y, x + 1, below);
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return;
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}
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// 4. Fast horizontal fluid dispersion
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const maxDisp = config.acid.dispersion || 4;
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const dir = Math.random() < 0.5 ? 1 : -1;
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for (const d of [dir, -dir]) {
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let targetX = x;
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for (let step = 1; step <= maxDisp; step++) {
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const nx = x + d * step;
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if (nx < 0 || nx >= cols) break;
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const c = grid[nx][y];
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if (!c) {
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targetX = nx;
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if (y + 1 < rows && !grid[nx][y + 1]) {
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targetX = nx;
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break;
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}
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} else if ((c.type === 'water' || c.type === 'oil') && !config.acid.dissolve[c.type]) {
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if (Math.random() < config.acid.sinkChance) {
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targetX = nx;
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}
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break;
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} else {
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break;
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}
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}
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if (targetX !== x) {
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executeAcidStep(x, y, targetX, y);
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return;
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}
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}
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}
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function isPermeableFluid(cell) {
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return cell && (cell.type === 'water' || cell.type === 'oil') && !config.acid.dissolve[cell.type];
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}
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function executeAcidStep(x1, y1, x2, y2) {
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if (grid[x2][y2]) {
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swap(x1, y1, x2, y2);
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} else {
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move(x1, y1, x2, y2);
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}
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}
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import { grid } from './state.js';
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import { grid, currentFrame } from './state.js';
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export function move(x1, y1, x2, y2) {
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grid[x2][y2] = grid[x1][y1];
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grid[x1][y1] = null;
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grid[x2][y2].updated = true;
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if (grid[x2][y2]) grid[x2][y2].lastUpdated = currentFrame;
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}
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export function swap(x1, y1, x2, y2) {
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const temp = grid[x1][y1];
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grid[x1][y1] = grid[x2][y2];
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grid[x2][y2] = temp;
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if (grid[x1][y1]) grid[x1][y1].updated = true;
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if (grid[x2][y2]) grid[x2][y2].updated = true;
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if (grid[x1][y1]) grid[x1][y1].lastUpdated = currentFrame;
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if (grid[x2][y2]) grid[x2][y2].lastUpdated = currentFrame;
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}
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45
config.js
45
config.js
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// c:\Users\benji\OneDrive\Documents\Source Code\sandgame\config.js
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export const defaultConfig = {
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global: { gravity: 0.5, drag: 0.9 },
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time: { paused: false, speed: 1 },
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brush: { size: 4 },
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explosive: {
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radius: 15,
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force: 2.0,
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destroy: { rock: true, wood: true, dirt: true, plant: true, water: false, acid: true }
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destroy: {
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rock: true,
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wood: true,
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dirt: true,
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sand: true,
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plant: true,
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grass: true,
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water: false,
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acid: true,
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ice: true,
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lava: false,
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oil: true
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}
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},
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acid: {
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dissolveChance: 0.05,
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sinkChance: 0.2,
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dispersion: 4,
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explodeTNT: false,
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dissolve: { rock: false, wood: true, dirt: true, plant: true, water: false }
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dissolve: {
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rock: false,
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wood: true,
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dirt: true,
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sand: false,
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plant: true,
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grass: true,
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water: false,
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ice: true,
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oil: true
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}
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},
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fire: { burnChance: 0.01 },
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water: { flowChance: 1.0 },
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fire: { burnChance: 0.015 },
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water: { flowChance: 1.0, dispersion: 5 },
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lava: { flowChance: 0.4, dispersion: 2, coolingChance: 0.04, sinkChance: 0.7 },
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oil: { flowChance: 0.85, dispersion: 4, burnChance: 0.04, sinkChance: 0.25, floatChance: 0.25 },
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ice: { meltChance: 0.02, freezeChance: 0.01 },
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steam: { condenseChance: 0.01 },
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smoke: { dissipateChance: 0.02 },
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plant: { growChance: 0.02, woodificationChance: 0.01, burnChance: 0.4 },
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grass: { growChance: 0.03, burnChance: 0.5 },
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wood: { burnChance: 0.05 },
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visual: { style: 'blocky' }
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visual: { style: 'blocky', colorNoise: true }
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};
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export let config = JSON.parse(JSON.stringify(defaultConfig));
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if (localStorage.getItem('sandGameSettings')) {
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try {
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const saved = JSON.parse(localStorage.getItem('sandGameSettings'));
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// Merge saved settings into config
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for (const key in saved) {
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if (config[key]) {
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if (typeof config[key] === 'object' && !Array.isArray(config[key])) {
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Object.assign(config[key], saved[key]);
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} else {
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config[key] = saved[key];
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}
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}
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}
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} catch (e) {
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48
dirt.js
48
dirt.js
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@ -1,5 +1,5 @@
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import { grid, cols, rows } from './state.js';
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import { move } from './actions.js';
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import { move, swap } from './actions.js';
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export function updateDirt(x, y, cell) {
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const below = y + 1;
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@ -8,21 +8,39 @@ export function updateDirt(x, y, cell) {
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const belowCell = grid[x][below];
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if (!belowCell) {
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move(x, y, x, below);
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} else if (belowCell.type === 'water' || belowCell.type === 'acid') {
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// Fall through water or acid (slower)
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if (Math.random() < 0.2) {
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grid[x][below] = cell;
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grid[x][y] = belowCell;
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cell.updated = true;
|
||||
belowCell.updated = true;
|
||||
return;
|
||||
}
|
||||
} 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);
|
||||
else if (left) move(x, y, x - 1, below);
|
||||
else if (right) move(x, y, x + 1, below);
|
||||
// Sinks through liquids (water, acid, oil)
|
||||
if (belowCell.type === 'water' || belowCell.type === 'acid' || belowCell.type === 'oil') {
|
||||
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);
|
||||
}
|
||||
}
|
||||
184
explosive.js
184
explosive.js
|
|
@ -1,13 +1,18 @@
|
|||
import { grid, cols, rows } from './state.js';
|
||||
import { config } from './config.js';
|
||||
import { createCell } from './physics.js';
|
||||
|
||||
let explosionQueue = [];
|
||||
let isProcessingExplosions = false;
|
||||
|
||||
export function updateExplosive(x, y, cell) {
|
||||
// Check neighbors for fire
|
||||
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
|
||||
for (let n of neighbors) {
|
||||
const nx = x + n[0], ny = y + n[1];
|
||||
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 && grid[nx][ny]) {
|
||||
if (grid[nx][ny].type === 'fire') {
|
||||
if (grid[nx][ny].type === 'fire' || grid[nx][ny].type === 'lava') {
|
||||
explode(x, y);
|
||||
return;
|
||||
}
|
||||
|
|
@ -16,108 +21,121 @@ export function updateExplosive(x, y, cell) {
|
|||
}
|
||||
|
||||
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;
|
||||
|
||||
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 minX = startX, maxX = startX, minY = startY, maxY = startY;
|
||||
|
||||
while (head < queue.length) {
|
||||
let curr = queue[head++];
|
||||
const curr = queue[head++];
|
||||
cluster.push(curr);
|
||||
|
||||
let isPerimeter = false;
|
||||
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
|
||||
|
||||
for (let n of neighbors) {
|
||||
const nx = curr.x + n[0];
|
||||
const ny = curr.y + n[1];
|
||||
const key = `${nx},${ny}`;
|
||||
if (curr.x < minX) minX = curr.x;
|
||||
if (curr.x > maxX) maxX = curr.x;
|
||||
if (curr.y < minY) minY = curr.y;
|
||||
if (curr.y > maxY) maxY = curr.y;
|
||||
|
||||
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) {
|
||||
const neighbor = grid[nx][ny];
|
||||
if (neighbor && neighbor.type === 'explosive') {
|
||||
if (!visited.has(key)) {
|
||||
visited.add(key);
|
||||
const idx = ny * cols + nx;
|
||||
if (!visited[idx]) {
|
||||
visited[idx] = 1;
|
||||
if (grid[nx][ny] && grid[nx][ny].type === 'explosive') {
|
||||
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
|
||||
const totalMass = cluster.length;
|
||||
const forceMultiplier = config.explosive.force + Math.log(totalMass) * 0.1;
|
||||
const reach = config.explosive.radius;
|
||||
|
||||
// Remove Cluster
|
||||
for (let p of cluster) {
|
||||
// Clear the TNT cluster
|
||||
for (let i = 0; i < cluster.length; i++) {
|
||||
const p = cluster[i];
|
||||
grid[p.x][p.y] = null;
|
||||
}
|
||||
|
||||
// Apply Blast from Perimeter (Skin)
|
||||
for (let p of perimeter) {
|
||||
for (let i = -reach; i <= reach; i++) {
|
||||
for (let j = -reach; j <= reach; j++) {
|
||||
const nx = p.x + i;
|
||||
const ny = p.y + j;
|
||||
const reach = Math.round(config.explosive.radius);
|
||||
const totalMass = cluster.length;
|
||||
const forceMultiplier = config.explosive.force + Math.log(totalMass + 1) * 0.15;
|
||||
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
|
||||
const dist = Math.sqrt(i*i + j*j);
|
||||
if (dist > 0 && dist <= reach) {
|
||||
// Center of the explosion
|
||||
const centerX = Math.round((minX + maxX) / 2);
|
||||
const centerY = Math.round((minY + maxY) / 2);
|
||||
|
||||
const blastMinX = Math.max(0, minX - reach);
|
||||
const blastMaxX = Math.min(cols - 1, maxX + reach);
|
||||
const blastMinY = Math.max(0, minY - reach);
|
||||
const blastMaxY = Math.min(rows - 1, maxY + reach);
|
||||
|
||||
// Apply blast wave across the combined bounding area
|
||||
for (let ny = blastMinY; ny <= blastMaxY; ny++) {
|
||||
for (let nx = blastMinX; nx <= blastMaxX; nx++) {
|
||||
// Find distance to closest cluster block or center
|
||||
const dx = nx - centerX;
|
||||
const dy = ny - centerY;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
const effectiveReach = reach + Math.min(10, Math.sqrt(totalMass));
|
||||
|
||||
if (dist <= effectiveReach) {
|
||||
const target = grid[nx][ny];
|
||||
|
||||
if (target) {
|
||||
if (target.type === 'explosive') {
|
||||
explode(nx, ny); // Trigger separate cluster
|
||||
} else if (target.type === 'wood' && config.explosive.destroy.wood) {
|
||||
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true };
|
||||
} else if (target.type === 'water' || target.type === 'acid' || target.type === 'steam') {
|
||||
if (target.type === 'water' && config.explosive.destroy.water) {
|
||||
grid[nx][ny] = null;
|
||||
} else if (target.type === 'acid' && config.explosive.destroy.acid) {
|
||||
grid[nx][ny] = null;
|
||||
const tt = target.type;
|
||||
if (tt === 'explosive') {
|
||||
// Queue chain reaction
|
||||
explosionQueue.push({ x: nx, y: ny });
|
||||
} else if (config.explosive.destroy[tt]) {
|
||||
if (tt === 'wood' || tt === 'plant' || tt === 'grass') {
|
||||
grid[nx][ny] = createCell(Math.random() < 0.5 ? 'fire' : 'smoke');
|
||||
} else if (tt === 'dirt' || tt === 'sand') {
|
||||
// Fling granular particles outward with blast force
|
||||
const angle = Math.atan2(dy, dx);
|
||||
const force = (effectiveReach - dist + 1) * forceMultiplier * 0.4;
|
||||
target.vx = (target.vx || 0) + Math.cos(angle) * force;
|
||||
target.vy = (target.vy || 0) + Math.sin(angle) * force - 1.5;
|
||||
} else {
|
||||
if (target.type === 'water' && Math.random() < 0.2) {
|
||||
target.type = 'steam';
|
||||
target.color = '#E0FFFF';
|
||||
}
|
||||
const angle = Math.atan2(j, i);
|
||||
const force = (reach - dist + 1) * forceMultiplier * 0.5;
|
||||
target.vx = (target.vx || 0) + Math.cos(angle) * force;
|
||||
target.vy = (target.vy || 0) + Math.sin(angle) * force;
|
||||
target.updated = true;
|
||||
}
|
||||
} else if (target.type === 'dirt' && config.explosive.destroy.dirt) {
|
||||
const angle = Math.atan2(j, i);
|
||||
const force = (reach - dist + 1) * (forceMultiplier * 0.3);
|
||||
target.vx = (target.vx || 0) + Math.cos(angle) * force;
|
||||
target.vy = (target.vy || 0) + Math.sin(angle) * force;
|
||||
target.updated = true;
|
||||
} else if (target.type !== 'fire' && config.explosive.destroy[target.type]) {
|
||||
grid[nx][ny] = null;
|
||||
}
|
||||
} else if (tt === 'water' || tt === 'acid' || tt === 'oil') {
|
||||
if (tt === 'water' && Math.random() < 0.35) {
|
||||
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;
|
||||
}
|
||||
|
||||
if (Math.random() < 0.05 && !grid[nx][ny]) {
|
||||
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true, lifespan: Math.random() * 10 + 5 };
|
||||
}
|
||||
}
|
||||
}
|
||||
} 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');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
101
fire.js
101
fire.js
|
|
@ -1,63 +1,92 @@
|
|||
import { grid, cols, rows } from './state.js';
|
||||
import { config } from './config.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) {
|
||||
// Check lifespan
|
||||
if (cell.lifespan !== undefined) {
|
||||
cell.lifespan--;
|
||||
if (cell.lifespan <= 0) {
|
||||
grid[x][y] = null;
|
||||
return;
|
||||
if (cell.lifespan === undefined) {
|
||||
cell.lifespan = Math.floor(Math.random() * 20) + 10;
|
||||
cell.maxLife = cell.lifespan;
|
||||
}
|
||||
} else if (Math.random() < config.fire.burnChance) {
|
||||
|
||||
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;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Extinguish if trapped
|
||||
let trapped = true;
|
||||
const checkNeighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
|
||||
for (let n of checkNeighbors) {
|
||||
const nx = x + n[0], ny = y + n[1];
|
||||
// Extinguish if suffocated by solid matter
|
||||
let airNeighbor = false;
|
||||
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) {
|
||||
if (!grid[nx][ny] || grid[nx][ny].type === 'wood' || grid[nx][ny].type === 'plant' || grid[nx][ny].type === 'explosive') {
|
||||
trapped = false;
|
||||
const n = grid[nx][ny];
|
||||
if (!n || n.type === 'steam' || n.type === 'smoke') {
|
||||
airNeighbor = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (trapped) {
|
||||
if (!airNeighbor && Math.random() < 0.2) {
|
||||
grid[x][y] = null;
|
||||
return;
|
||||
}
|
||||
|
||||
// Interact with neighbors
|
||||
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
|
||||
for (let n of neighbors) {
|
||||
const nx = x + n[0], ny = y + n[1];
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) {
|
||||
if (grid[nx][ny].type === 'water') {
|
||||
grid[x][y] = null; // Extinguished
|
||||
grid[nx][ny] = { type: 'steam', color: '#E0FFFF', updated: true };
|
||||
// Spread to flammable 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 n = grid[nx][ny];
|
||||
if (n) {
|
||||
const nt = n.type;
|
||||
if (nt === 'water' || nt === 'ice') {
|
||||
grid[x][y] = null; // Fire extinguished
|
||||
grid[nx][ny] = createCell('steam');
|
||||
return;
|
||||
}
|
||||
if (grid[nx][ny].type === 'plant') {
|
||||
if (Math.random() < config.plant.burnChance) {
|
||||
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true };
|
||||
}
|
||||
}
|
||||
if (grid[nx][ny].type === 'wood') {
|
||||
if (Math.random() < config.wood.burnChance) {
|
||||
grid[nx][ny] = { type: 'fire', color: '#FF5500', updated: true };
|
||||
} else if (nt === 'explosive') {
|
||||
explode(nx, ny);
|
||||
return;
|
||||
} else if (nt === 'oil') {
|
||||
grid[nx][ny] = createCell('fire');
|
||||
} 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 dy = Math.floor(Math.random() * 2) - 1;
|
||||
const nx = x + dx, ny = y + dy;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) move(x, y, nx, ny);
|
||||
const dy = -Math.floor(Math.random() * 2); // Rise: 0 or -1
|
||||
const nx = x + dx;
|
||||
const ny = y + dy;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && !grid[nx][ny]) {
|
||||
move(x, y, nx, ny);
|
||||
}
|
||||
}
|
||||
47
grass.js
47
grass.js
|
|
@ -1,31 +1,38 @@
|
|||
import { grid, cols, rows } from './state.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) {
|
||||
// Static, but infects dirt
|
||||
if (Math.random() < config.grass.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];
|
||||
// Spread along surface dirt/sand
|
||||
if (Math.random() < (config.grass?.growChance || 0.03)) {
|
||||
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].type = 'grass';
|
||||
grid[nx][ny].color = '#00FF00';
|
||||
grid[nx][ny].updated = true;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows && grid[nx][ny]) {
|
||||
const target = grid[nx][ny];
|
||||
if (target.type === 'dirt' || target.type === 'sand') {
|
||||
// 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)
|
||||
if (Math.random() < config.grass.growChance) {
|
||||
const growOptions = [
|
||||
{ dx: 0, dy: -1 }, // Up
|
||||
{ dx: -1, dy: -1 }, // Up-Left
|
||||
{ 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: 'grass', color: '#00FF00', updated: true };
|
||||
// Sprout blade feelers upwards into open air
|
||||
if (Math.random() < (config.grass?.growChance || 0.03) * 0.4) {
|
||||
const r = Math.random();
|
||||
const dx = r < 0.3 ? -1 : (r > 0.7 ? 1 : 0);
|
||||
const nx = x + dx;
|
||||
const ny = y - 1;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && !grid[nx][ny]) {
|
||||
grid[nx][ny] = createCell('grass');
|
||||
}
|
||||
}
|
||||
}
|
||||
35
ice.js
Normal file
35
ice.js
Normal file
|
|
@ -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
432
index.css
|
|
@ -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;
|
||||
margin: 0;
|
||||
|
|
@ -5,201 +7,441 @@
|
|||
}
|
||||
|
||||
body {
|
||||
background-color: #222;
|
||||
color: #eee;
|
||||
font-family: sans-serif;
|
||||
background-color: #111215;
|
||||
color: #e2e8f0;
|
||||
font-family: 'Inter', -apple-system, BlinkMacSystemFont, sans-serif;
|
||||
position: fixed;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
user-select: none;
|
||||
-webkit-user-select: none;
|
||||
}
|
||||
|
||||
canvas {
|
||||
border: none;
|
||||
background-color: #111;
|
||||
image-rendering: pixelated;
|
||||
background-color: #111215;
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
touch-action: none;
|
||||
cursor: crosshair;
|
||||
}
|
||||
|
||||
/* ==========================================================================
|
||||
Elements Drawer (Left)
|
||||
========================================================================== */
|
||||
|
||||
#elementDrawer {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 140px;
|
||||
width: 180px;
|
||||
height: 100%;
|
||||
background: rgba(0, 0, 0, 0.9);
|
||||
transition: left 0.3s;
|
||||
color: white;
|
||||
border-right: 2px solid #444;
|
||||
font-family: monospace;
|
||||
background: rgba(18, 20, 26, 0.92);
|
||||
backdrop-filter: blur(16px);
|
||||
-webkit-backdrop-filter: blur(16px);
|
||||
border-right: 1px solid rgba(255, 255, 255, 0.1);
|
||||
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;
|
||||
overflow: visible;
|
||||
}
|
||||
|
||||
#elementDrawer.closed {
|
||||
left: -140px;
|
||||
transform: translateX(-180px);
|
||||
}
|
||||
|
||||
#toggleElements {
|
||||
position: absolute;
|
||||
left: 100%;
|
||||
top: 10px;
|
||||
width: auto;
|
||||
height: 40px;
|
||||
padding: 0 15px;
|
||||
background: #333;
|
||||
border: none;
|
||||
color: white;
|
||||
top: 14px;
|
||||
height: 38px;
|
||||
padding: 0 14px;
|
||||
background: rgba(28, 32, 42, 0.95);
|
||||
backdrop-filter: blur(12px);
|
||||
border: 1px solid rgba(255, 255, 255, 0.12);
|
||||
border-left: none;
|
||||
color: #f1f5f9;
|
||||
cursor: pointer;
|
||||
border-radius: 0 5px 5px 0;
|
||||
font-size: 20px;
|
||||
border-radius: 0 8px 8px 0;
|
||||
font-family: 'Inter', sans-serif;
|
||||
font-size: 13px;
|
||||
font-weight: 600;
|
||||
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 {
|
||||
height: 100%;
|
||||
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;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 10px;
|
||||
gap: 6px;
|
||||
}
|
||||
|
||||
.element-btn {
|
||||
padding: 10px;
|
||||
border: 4px solid;
|
||||
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);
|
||||
border-radius: 0;
|
||||
cursor: pointer;
|
||||
font-family: 'Courier New', Courier, monospace;
|
||||
font-weight: bold;
|
||||
.brush-size-header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
font-size: 11px;
|
||||
font-weight: 600;
|
||||
text-transform: uppercase;
|
||||
transition: transform 0.1s;
|
||||
color: white;
|
||||
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;
|
||||
letter-spacing: 0.5px;
|
||||
color: #94a3b8;
|
||||
}
|
||||
|
||||
.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 {
|
||||
transform: translate(2px, 2px);
|
||||
box-shadow: 2px 2px 0 rgba(0,0,0,0.5);
|
||||
transform: translateY(1px);
|
||||
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.4);
|
||||
}
|
||||
|
||||
.element-btn.selected {
|
||||
border-color: white;
|
||||
transform: scale(1.05);
|
||||
box-shadow: 4px 4px 0 rgba(0,0,0,0.5), 0 0 0 2px black;
|
||||
z-index: 1;
|
||||
border: 2px solid #ffffff;
|
||||
box-shadow: 0 0 0 2px rgba(255, 255, 255, 0.4), 0 4px 14px rgba(0, 0, 0, 0.5);
|
||||
transform: scale(1.02);
|
||||
}
|
||||
|
||||
.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 {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
right: -300px;
|
||||
width: 300px;
|
||||
right: 0;
|
||||
width: 310px;
|
||||
height: 100%;
|
||||
background: rgba(0, 0, 0, 0.9);
|
||||
transition: right 0.3s;
|
||||
color: white;
|
||||
border-left: 2px solid #444;
|
||||
font-family: monospace;
|
||||
background: rgba(18, 20, 26, 0.94);
|
||||
backdrop-filter: blur(16px);
|
||||
-webkit-backdrop-filter: blur(16px);
|
||||
border-left: 1px solid rgba(255, 255, 255, 0.1);
|
||||
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;
|
||||
overflow: visible;
|
||||
transform: translateX(310px);
|
||||
}
|
||||
|
||||
#settingsDrawer.open {
|
||||
right: 0;
|
||||
transform: translateX(0);
|
||||
}
|
||||
|
||||
#toggleDrawer {
|
||||
position: absolute;
|
||||
left: auto;
|
||||
right: 100%;
|
||||
top: 10px;
|
||||
width: auto;
|
||||
height: 40px;
|
||||
padding: 0 15px;
|
||||
background: #333;
|
||||
border: none;
|
||||
color: white;
|
||||
top: 14px;
|
||||
height: 38px;
|
||||
padding: 0 14px;
|
||||
background: rgba(28, 32, 42, 0.95);
|
||||
backdrop-filter: blur(12px);
|
||||
border: 1px solid rgba(255, 255, 255, 0.12);
|
||||
border-right: none;
|
||||
color: #f1f5f9;
|
||||
cursor: pointer;
|
||||
border-radius: 5px 0 0 5px;
|
||||
font-size: 20px;
|
||||
border-radius: 8px 0 0 8px;
|
||||
font-family: 'Inter', sans-serif;
|
||||
font-size: 13px;
|
||||
font-weight: 600;
|
||||
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;
|
||||
flex-wrap: wrap;
|
||||
gap: 10px;
|
||||
align-items: center;
|
||||
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 {
|
||||
width: 100%;
|
||||
#toggleDrawer:hover {
|
||||
background: rgba(40, 46, 60, 0.98);
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
#settingsContent {
|
||||
height: 100%;
|
||||
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 {
|
||||
display: grid;
|
||||
grid-template-columns: 1.5fr 2fr 1fr;
|
||||
grid-template-columns: 1.2fr 2fr 0.6fr;
|
||||
align-items: center;
|
||||
gap: 10px;
|
||||
gap: 8px;
|
||||
font-size: 12px;
|
||||
width: 100%;
|
||||
color: #cbd5e1;
|
||||
}
|
||||
|
||||
.setting-control input[type=range] {
|
||||
-webkit-appearance: none;
|
||||
appearance: none;
|
||||
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 {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
width: calc(50% - 5px);
|
||||
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) {
|
||||
#elementDrawer {
|
||||
width: 120px;
|
||||
width: 150px;
|
||||
}
|
||||
#elementDrawer.closed {
|
||||
left: -120px;
|
||||
transform: translateX(-150px);
|
||||
}
|
||||
#settingsDrawer {
|
||||
width: 250px;
|
||||
right: -250px;
|
||||
width: 270px;
|
||||
transform: translateX(270px);
|
||||
}
|
||||
#settingsDrawer.open {
|
||||
right: 0;
|
||||
transform: translateX(0);
|
||||
}
|
||||
.setting-checkbox {
|
||||
width: 100%;
|
||||
|
|
|
|||
14
index.html
14
index.html
|
|
@ -4,22 +4,30 @@
|
|||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Sand Falling Game</title>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
|
||||
<title>Falling Sand Simulation</title>
|
||||
<link rel="stylesheet" href="index.css">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<canvas id="gameCanvas"></canvas>
|
||||
|
||||
<!-- Elements Drawer (Left) -->
|
||||
<div id="elementDrawer">
|
||||
<button id="toggleElements">Elements 🧱</button>
|
||||
<div id="elementContent"></div>
|
||||
</div>
|
||||
|
||||
<!-- Settings Drawer (Right) -->
|
||||
<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>
|
||||
<div id="settingsContent"></div>
|
||||
</div>
|
||||
|
||||
<script type="module" src="index.js"></script>
|
||||
</body>
|
||||
|
||||
|
|
|
|||
113
index.js
113
index.js
|
|
@ -1,50 +1,141 @@
|
|||
import { canvas, resize } from './state.js';
|
||||
import { setupUI, handleInput } from './ui.js';
|
||||
import { canvas, resize, cursor, brushSize, setBrushSize } from './state.js';
|
||||
import { setupUI, handleInput, setLastPos, updateBrushUI } from './ui.js';
|
||||
import { update } from './physics.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() {
|
||||
loadSettings();
|
||||
if (config.brush?.size) {
|
||||
setBrushSize(config.brush.size);
|
||||
}
|
||||
resize();
|
||||
window.addEventListener('resize', resize);
|
||||
setupUI();
|
||||
|
||||
// Input Handling
|
||||
let isMouseDown = false;
|
||||
let isRightClick = false;
|
||||
|
||||
canvas.addEventListener('contextmenu', (e) => e.preventDefault());
|
||||
|
||||
canvas.addEventListener('mousedown', (e) => {
|
||||
isMouseDown = true;
|
||||
handleInput(e);
|
||||
});
|
||||
canvas.addEventListener('mouseup', () => isMouseDown = false);
|
||||
canvas.addEventListener('mousemove', (e) => {
|
||||
if (isMouseDown) handleInput(e);
|
||||
isRightClick = (e.button === 2);
|
||||
cursor.visible = true;
|
||||
cursor.x = e.clientX;
|
||||
cursor.y = e.clientY;
|
||||
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) => {
|
||||
isMouseDown = true;
|
||||
if (e.touches.length > 0) {
|
||||
cursor.visible = true;
|
||||
cursor.x = e.touches[0].clientX;
|
||||
cursor.y = e.touches[0].clientY;
|
||||
}
|
||||
handleInput(e);
|
||||
e.preventDefault();
|
||||
}, { passive: false });
|
||||
|
||||
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) => {
|
||||
if (e.touches.length > 0) {
|
||||
cursor.visible = true;
|
||||
cursor.x = e.touches[0].clientX;
|
||||
cursor.y = e.touches[0].clientY;
|
||||
}
|
||||
if (isMouseDown) handleInput(e);
|
||||
e.preventDefault();
|
||||
}, { 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();
|
||||
}
|
||||
|
||||
let updateAccumulator = 0;
|
||||
function gameLoop() {
|
||||
if (!config.time.paused) {
|
||||
updateAccumulator += config.time.speed;
|
||||
while (updateAccumulator >= 1) {
|
||||
update();
|
||||
updateAccumulator -= 1;
|
||||
if (updateAccumulator > 50) {
|
||||
if (updateAccumulator > 30) {
|
||||
updateAccumulator = 0;
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
135
lava.js
Normal file
135
lava.js
Normal file
|
|
@ -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
oil.js
Normal file
105
oil.js
Normal file
|
|
@ -0,0 +1,105 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
240
physics.js
240
physics.js
|
|
@ -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 { move, swap } from './actions.js';
|
||||
import { updateDirt } from './dirt.js';
|
||||
|
|
@ -6,108 +6,192 @@ import { updateWater } from './water.js';
|
|||
import { updateAcid } from './acid.js';
|
||||
import { updateSteam } from './steam.js';
|
||||
import { updatePlant } from './plant.js';
|
||||
import { updateGrass } from './grass.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';
|
||||
|
||||
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;
|
||||
|
||||
if (type === 'eraser' || type === 'clear') {
|
||||
grid[x][y] = null;
|
||||
return;
|
||||
}
|
||||
|
||||
const target = grid[x][y];
|
||||
|
||||
// Manual Detonation
|
||||
if (target && target.type === 'explosive' && type === 'fire') {
|
||||
// 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
|
||||
const isDisplaceable = target && (target.type === 'water' || target.type === 'acid' || target.type === 'steam');
|
||||
// Displacement of fluids/gases when spawning solids or denser fluids
|
||||
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 it's displaceable, try to push it aside
|
||||
if (isDisplaceable) {
|
||||
const neighbors = [[-1,0], [1,0], [0,-1], [0,1]];
|
||||
neighbors.sort(() => Math.random() - 0.5);
|
||||
|
||||
for (let n of neighbors) {
|
||||
const nx = x + n[0];
|
||||
const ny = y + n[1];
|
||||
// Push aside fluid to a neighbor cell if available
|
||||
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 && !grid[nx][ny]) {
|
||||
grid[nx][ny] = target; // Move fluid here
|
||||
target.updated = true;
|
||||
// Add Ripple Velocity
|
||||
target.vx = (target.vx || 0) + n[0] * 2;
|
||||
target.vy = (target.vy || 0) + n[1] * 2 - 1;
|
||||
grid[nx][ny] = target;
|
||||
target.lastUpdated = currentFrame;
|
||||
target.vx = (target.vx || 0) + dxs[i] * 1.5;
|
||||
target.vy = (target.vy || 0) + dys[i] * 1.5 - 0.5;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
grid[x][y] = createCell(type);
|
||||
}
|
||||
}
|
||||
|
||||
function packABGR(r, g, b, a = 255) {
|
||||
return ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((g & 0xFF) << 8) | (r & 0xFF);
|
||||
}
|
||||
|
||||
function createCell(type) {
|
||||
const colors = {
|
||||
dirt: '#ffaa00',
|
||||
plant: '#228B22',
|
||||
water: '#0000FF',
|
||||
fire: '#FF5500',
|
||||
rock: '#808080',
|
||||
wood: '#8B4513',
|
||||
explosive: '#8B0000',
|
||||
acid: '#7FFF00',
|
||||
steam: '#E0FFFF'
|
||||
function clampColor(val) {
|
||||
return Math.max(0, Math.min(255, Math.round(val)));
|
||||
}
|
||||
|
||||
export function createCell(type) {
|
||||
if (type === 'eraser' || type === 'clear') return null;
|
||||
|
||||
// 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() {
|
||||
for (let x = 0; x < cols; x++) {
|
||||
for (let y = 0; y < rows; y++) {
|
||||
if (grid[x][y]) grid[x][y].updated = false;
|
||||
}
|
||||
}
|
||||
incrementFrame();
|
||||
|
||||
// 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 x = 0; x < cols; x++) {
|
||||
if (grid[x][y] && !grid[x][y].updated) {
|
||||
updateCell(x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function updateCell(x, y) {
|
||||
// Alternate sweep direction every frame for perfectly symmetric fluid/sand piling
|
||||
const sweepLeft = (currentFrame % 2 === 0);
|
||||
for (let i = 0; i < cols; i++) {
|
||||
const x = sweepLeft ? (cols - 1 - i) : i;
|
||||
const cell = grid[x][y];
|
||||
cell.updated = true;
|
||||
if (cell && cell.lastUpdated !== currentFrame) {
|
||||
updateCell(x, y, cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Physics for tossed particles (Explosions/Velocity)
|
||||
function updateCell(x, y, cell) {
|
||||
cell.lastUpdated = currentFrame;
|
||||
|
||||
// Tossed particles (kinetic velocity physics from explosions)
|
||||
if (cell.vx || cell.vy) {
|
||||
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;
|
||||
}
|
||||
|
||||
const type = cell.type;
|
||||
|
||||
if (type === 'dirt') {
|
||||
switch (type) {
|
||||
case 'sand':
|
||||
case 'dirt':
|
||||
updateDirt(x, y, cell);
|
||||
} else if (type === 'water') {
|
||||
break;
|
||||
case 'water':
|
||||
updateWater(x, y, cell);
|
||||
} else if (type === 'fire') {
|
||||
break;
|
||||
case 'lava':
|
||||
updateLava(x, y, cell);
|
||||
break;
|
||||
case 'oil':
|
||||
updateOil(x, y, cell);
|
||||
break;
|
||||
case 'ice':
|
||||
updateIce(x, y, cell);
|
||||
break;
|
||||
case 'fire':
|
||||
updateFire(x, y, cell);
|
||||
} else if (type === 'steam') {
|
||||
break;
|
||||
case 'smoke':
|
||||
updateSmoke(x, y, cell);
|
||||
break;
|
||||
case 'steam':
|
||||
updateSteam(x, y, cell);
|
||||
} else if (type === 'acid') {
|
||||
break;
|
||||
case 'acid':
|
||||
updateAcid(x, y, cell);
|
||||
} else if (type === 'plant') {
|
||||
break;
|
||||
case 'plant':
|
||||
updatePlant(x, y, cell);
|
||||
} else if (type === 'explosive') {
|
||||
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.vy = cell.vy || 0;
|
||||
|
||||
if (cell.type === 'steam') {
|
||||
cell.vy -= 0.1; // Steam rises
|
||||
if (cell.type === 'steam' || cell.type === 'smoke') {
|
||||
cell.vy -= 0.1;
|
||||
} else {
|
||||
cell.vy += config.global.gravity;
|
||||
}
|
||||
|
||||
cell.vx *= 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 nextY = Math.round(y + cell.vy);
|
||||
|
||||
// Bounce off walls
|
||||
if (nextX < 0 || nextX >= cols) {
|
||||
// Wall bounces
|
||||
if (nextX < 0) {
|
||||
nextX = 0;
|
||||
cell.vx *= -0.5;
|
||||
} else if (nextX >= cols) {
|
||||
nextX = cols - 1;
|
||||
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;
|
||||
nextY = y;
|
||||
}
|
||||
|
||||
if (nextX >= 0 && nextX < cols && nextY >= 0 && nextY < rows) {
|
||||
const neighbor = grid[nextX][nextY];
|
||||
if (!neighbor) {
|
||||
move(x, y, nextX, nextY);
|
||||
} else if (neighbor.type === 'steam') {
|
||||
} else if (neighbor.type === 'steam' || neighbor.type === 'smoke') {
|
||||
swap(x, y, nextX, nextY);
|
||||
} else if (neighbor.type === 'water' || neighbor.type === 'dirt' || neighbor.type === 'acid') {
|
||||
// Collision with movable particles
|
||||
neighbor.vx = (neighbor.vx || 0) + cell.vx * 0.8;
|
||||
neighbor.vy = (neighbor.vy || 0) + cell.vy * 0.8;
|
||||
neighbor.vx += (Math.random() - 0.5); // Scatter
|
||||
neighbor.updated = true;
|
||||
cell.vx *= -0.4;
|
||||
cell.vy *= -0.4;
|
||||
} else if (neighbor.type === 'water' || neighbor.type === 'dirt' || neighbor.type === 'sand' || neighbor.type === 'acid' || neighbor.type === 'oil') {
|
||||
neighbor.vx = (neighbor.vx || 0) + cell.vx * 0.6;
|
||||
neighbor.vy = (neighbor.vy || 0) + cell.vy * 0.6;
|
||||
cell.vx *= -0.3;
|
||||
cell.vy *= -0.3;
|
||||
} else {
|
||||
cell.vx *= -0.3;
|
||||
cell.vy *= -0.3;
|
||||
|
|
|
|||
57
plant.js
57
plant.js
|
|
@ -1,9 +1,12 @@
|
|||
import { grid, cols, rows } from './state.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) {
|
||||
// Woodification (Stalk formation)
|
||||
// Only turn to wood if supporting a column of plants (weight)
|
||||
// Woodification (stalk formation under weight)
|
||||
let weight = 0;
|
||||
const requiredWeight = 5;
|
||||
for (let i = 1; i <= requiredWeight; i++) {
|
||||
|
|
@ -16,42 +19,30 @@ export function updatePlant(x, y, cell) {
|
|||
}
|
||||
}
|
||||
|
||||
if (weight >= requiredWeight) {
|
||||
if (Math.random() < config.plant.woodificationChance) {
|
||||
cell.type = 'wood';
|
||||
cell.color = '#8B4513';
|
||||
cell.updated = true;
|
||||
if (weight >= requiredWeight && Math.random() < config.plant.woodificationChance) {
|
||||
grid[x][y] = createCell('wood');
|
||||
return;
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// Roots (Infects dirt)
|
||||
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)
|
||||
// Organic upward branch growth towards light
|
||||
if (Math.random() < config.plant.growChance) {
|
||||
const growOptions = [
|
||||
{ dx: 0, dy: -1 }, // Up
|
||||
{ dx: 0, dy: -1 }, // Up
|
||||
{ dx: 0, dy: -1 }, // Up
|
||||
{ dx: 0, dy: -1 }, // Up
|
||||
{ dx: -1, dy: -1 }, // Up-Left
|
||||
{ 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 };
|
||||
const r = Math.random();
|
||||
const dx = r < 0.2 ? -1 : (r > 0.8 ? 1 : 0);
|
||||
const nx = x + dx;
|
||||
const ny = y - 1;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && !grid[nx][ny]) {
|
||||
grid[nx][ny] = createCell('plant');
|
||||
}
|
||||
}
|
||||
}
|
||||
82
renderer.js
82
renderer.js
|
|
@ -1,38 +1,72 @@
|
|||
// c:\Users\benji\OneDrive\Documents\Source Code\sandgame\renderer.js
|
||||
import { ctx, canvas, grid, cols, rows, cellSize } from './state.js';
|
||||
import { ctx, canvas, grid, cols, rows, cellSize, brushSize, cursor } from './state.js';
|
||||
import { config } from './config.js';
|
||||
|
||||
let offscreenCanvas = document.createElement('canvas');
|
||||
let offscreenCtx = offscreenCanvas.getContext('2d', { willReadFrequently: false });
|
||||
let imgData = null;
|
||||
let pixelBuffer = null;
|
||||
let lastCols = 0;
|
||||
let lastRows = 0;
|
||||
|
||||
const BG_COLOR = 0xFF151211; // 0xAABBGGRR for #111215
|
||||
|
||||
function ensureBuffer() {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
export function draw() {
|
||||
ctx.fillStyle = '#111';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
if (cols <= 0 || rows <= 0) return;
|
||||
ensureBuffer();
|
||||
|
||||
const totalPixels = cols * rows;
|
||||
const style = config.visual.style;
|
||||
const radius = cellSize / 2;
|
||||
|
||||
// Fast-fill background or render particles
|
||||
for (let y = 0; y < rows; y++) {
|
||||
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(2px)';
|
||||
ctx.filter = 'blur(1px)';
|
||||
} else {
|
||||
ctx.filter = 'none';
|
||||
}
|
||||
|
||||
// Draw Grid
|
||||
for (let i = 0; i < cols; i++) {
|
||||
for (let j = 0; j < rows; j++) {
|
||||
if (grid[i][j]) {
|
||||
ctx.fillStyle = grid[i][j].color;
|
||||
const x = i * cellSize;
|
||||
const y = j * cellSize;
|
||||
|
||||
if (style === 'bloby') {
|
||||
ctx.beginPath();
|
||||
ctx.arc(x + radius, y + radius, radius, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
} else { // blocky
|
||||
ctx.fillRect(x, y, cellSize, cellSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ctx.drawImage(offscreenCanvas, 0, 0, canvas.width, canvas.height);
|
||||
|
||||
if (style === 'fuzzy') {
|
||||
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
60
smoke.js
Normal 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);
|
||||
}
|
||||
}
|
||||
69
state.js
69
state.js
|
|
@ -1,28 +1,73 @@
|
|||
// c:\Users\benji\OneDrive\Documents\Source Code\sandgame\state.js
|
||||
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 let cols = 0;
|
||||
export let rows = 0;
|
||||
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) {
|
||||
selectedType = type;
|
||||
}
|
||||
|
||||
export function setBrushSize(size) {
|
||||
brushSize = Math.max(1, Math.min(30, Math.round(size)));
|
||||
}
|
||||
|
||||
export function setGrid(newGrid) {
|
||||
grid = newGrid;
|
||||
}
|
||||
|
||||
export function resize() {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
|
||||
cols = Math.floor(canvas.width / cellSize);
|
||||
rows = Math.floor(canvas.height / cellSize);
|
||||
|
||||
// Initialize grid with nulls
|
||||
grid = new Array(cols).fill(null).map(() => new Array(rows).fill(null));
|
||||
export function createEmptyGrid(newCols, newRows) {
|
||||
const newGrid = new Array(newCols);
|
||||
for (let x = 0; x < newCols; x++) {
|
||||
newGrid[x] = new Array(newRows).fill(null);
|
||||
}
|
||||
return newGrid;
|
||||
}
|
||||
|
||||
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];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
80
steam.js
80
steam.js
|
|
@ -1,40 +1,32 @@
|
|||
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 updateSteam(x, y, cell) {
|
||||
const above = y - 1;
|
||||
|
||||
// Check if we can move up
|
||||
let canMoveUp = false;
|
||||
if (above >= 0) {
|
||||
const cellAbove = grid[x][above];
|
||||
if (!cellAbove) {
|
||||
canMoveUp = true;
|
||||
} else if (cellAbove.type === 'water' || cellAbove.type === 'acid' || cellAbove.type === 'dirt') {
|
||||
swap(x, y, x, above);
|
||||
// Add turbulence to the liquid falling through
|
||||
cellAbove.vx = (cellAbove.vx || 0) + (Math.random() - 0.5);
|
||||
cellAbove.vy = (cellAbove.vy || 0) + 0.5;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (canMoveUp) {
|
||||
move(x, y, x, above);
|
||||
// Random jitter for organic look while rising
|
||||
if (Math.random() < 0.5) {
|
||||
// Turbulence while rising
|
||||
if (Math.random() < 0.4) {
|
||||
const dir = Math.random() < 0.5 ? -1 : 1;
|
||||
const nx = x + dir;
|
||||
if (nx >= 0 && nx < cols) {
|
||||
const neighbor = grid[nx][above];
|
||||
if (!neighbor) {
|
||||
if (nx >= 0 && nx < cols && !grid[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;
|
||||
}
|
||||
|
||||
|
|
@ -42,43 +34,33 @@ export function updateSteam(x, y, cell) {
|
|||
const leftIdx = x - 1;
|
||||
const rightIdx = x + 1;
|
||||
|
||||
let leftFree = false;
|
||||
let rightFree = false;
|
||||
const leftFree = leftIdx >= 0 && (!grid[leftIdx][y] || isPermeable(grid[leftIdx][y]));
|
||||
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) {
|
||||
const dir = Math.random() < 0.5 ? -1 : 1;
|
||||
const nx = x + dir;
|
||||
const target = grid[nx][y];
|
||||
if (target) swap(x, y, nx, y);
|
||||
else move(x, y, nx, y);
|
||||
movedSideways = true;
|
||||
executeSteamMove(x, y, nx, y);
|
||||
} else if (leftFree) {
|
||||
const target = grid[leftIdx][y];
|
||||
if (target) swap(x, y, leftIdx, y);
|
||||
else move(x, y, leftIdx, y);
|
||||
movedSideways = true;
|
||||
executeSteamMove(x, y, leftIdx, y);
|
||||
} else if (rightFree) {
|
||||
const target = grid[rightIdx][y];
|
||||
if (target) swap(x, y, rightIdx, y);
|
||||
else move(x, y, rightIdx, y);
|
||||
movedSideways = true;
|
||||
executeSteamMove(x, y, rightIdx, y);
|
||||
}
|
||||
|
||||
// Condense logic
|
||||
if ((above < 0 || (!movedSideways && grid[x][above])) && Math.random() < config.steam.condenseChance) {
|
||||
cell.type = 'water';
|
||||
cell.color = '#0000FF';
|
||||
} else if (above < 0) {
|
||||
grid[x][y] = null;
|
||||
// Condense into water
|
||||
if (Math.random() < config.steam.condenseChance) {
|
||||
grid[x][y] = createCell('water');
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
334
ui.js
334
ui.js
|
|
@ -1,34 +1,78 @@
|
|||
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 { stepOnce } from './index.js';
|
||||
|
||||
export const buttons = [
|
||||
{ type: 'dirt', color: '#ffaa00', label: 'Dirt' },
|
||||
export const elementCategories = [
|
||||
{
|
||||
title: 'Solids',
|
||||
items: [
|
||||
{ type: 'sand', color: '#e8b656', label: 'Sand' },
|
||||
{ type: 'dirt', color: '#8b5a2b', label: 'Dirt' },
|
||||
{ type: 'rock', color: '#7a7e85', label: 'Rock' },
|
||||
{ type: 'wood', color: '#704020', label: 'Wood' },
|
||||
{ type: 'ice', color: '#bce8f5', label: 'Ice', textColor: '#000' }
|
||||
]
|
||||
},
|
||||
{
|
||||
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: 'water', color: '#0000FF', label: 'Water' },
|
||||
{ type: 'fire', color: '#FF5500', label: 'Fire' },
|
||||
{ type: 'rock', color: '#808080', label: 'Rock' },
|
||||
{ type: 'wood', color: '#8B4513', label: 'Wood' },
|
||||
{ type: 'explosive', color: '#8B0000', label: 'TNT' },
|
||||
{ type: 'acid', color: '#7FFF00', label: 'Acid' },
|
||||
{ type: 'steam', color: '#E0FFFF', label: 'Steam' },
|
||||
{ type: 'clear', color: '#FFFFFF', label: 'Clear' }
|
||||
{ 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() {
|
||||
// Settings Drawer
|
||||
const drawer = document.getElementById('settingsContent');
|
||||
const toggle = document.getElementById('toggleDrawer');
|
||||
const drawerContainer = document.getElementById('settingsDrawer');
|
||||
const pauseBtn = document.getElementById('togglePause');
|
||||
const stepBtn = document.getElementById('btnStep');
|
||||
|
||||
toggle.addEventListener('click', () => {
|
||||
drawerContainer.classList.toggle('open');
|
||||
});
|
||||
|
||||
function updatePauseBtn() {
|
||||
pauseBtn.textContent = config.time.paused ? '▶️' : '⏸️';
|
||||
pauseBtn.textContent = config.time.paused ? '▶' : '⏸';
|
||||
}
|
||||
|
||||
pauseBtn.addEventListener('click', () => {
|
||||
config.time.paused = !config.time.paused;
|
||||
saveSettings();
|
||||
|
|
@ -36,6 +80,19 @@ export function setupUI() {
|
|||
});
|
||||
updatePauseBtn();
|
||||
|
||||
if (stepBtn) {
|
||||
stepBtn.addEventListener('click', () => {
|
||||
if (config.time.paused) {
|
||||
stepOnce();
|
||||
} else {
|
||||
config.time.paused = true;
|
||||
saveSettings();
|
||||
updatePauseBtn();
|
||||
stepOnce();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
renderSettings(drawer);
|
||||
|
||||
// Elements Drawer
|
||||
|
|
@ -50,58 +107,111 @@ export function setupUI() {
|
|||
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) {
|
||||
container.innerHTML = '';
|
||||
buttons.forEach(btn => {
|
||||
|
||||
// Brush Size Header Control
|
||||
const brushBox = document.createElement('div');
|
||||
brushBox.className = 'brush-size-box';
|
||||
|
||||
const brushHeader = document.createElement('div');
|
||||
brushHeader.className = 'brush-size-header';
|
||||
brushHeader.innerHTML = `<span>Brush Size</span>`;
|
||||
brushSizeValLabel = document.createElement('span');
|
||||
brushSizeValLabel.className = 'brush-val';
|
||||
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;
|
||||
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';
|
||||
}
|
||||
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') {
|
||||
setGrid(new Array(cols).fill(null).map(() => new Array(rows).fill(null)));
|
||||
if (confirm('Clear the entire canvas?')) {
|
||||
clearGrid();
|
||||
}
|
||||
} else {
|
||||
setSelectedType(btn.type);
|
||||
document.querySelectorAll('.element-btn').forEach(b => b.classList.remove('selected'));
|
||||
button.classList.add('selected');
|
||||
selectElement(btn.type);
|
||||
}
|
||||
};
|
||||
container.appendChild(button);
|
||||
catDiv.appendChild(button);
|
||||
});
|
||||
|
||||
container.appendChild(catDiv);
|
||||
});
|
||||
}
|
||||
|
||||
export function renderSettings(container) {
|
||||
container.innerHTML = ''; // Clear existing
|
||||
container.innerHTML = '';
|
||||
|
||||
function addControl(group, key, subkey, def) {
|
||||
const container = document.createElement('div');
|
||||
const ctrlDiv = document.createElement('div');
|
||||
|
||||
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.style.display = 'inline-block';
|
||||
|
||||
const input = document.createElement('input');
|
||||
input.type = def.type || 'range';
|
||||
|
||||
if (def.type === 'checkbox') {
|
||||
container.className = 'setting-checkbox';
|
||||
input.checked = val;
|
||||
input.style.marginRight = '10px';
|
||||
ctrlDiv.className = 'setting-checkbox';
|
||||
input.checked = !!val;
|
||||
input.addEventListener('change', (e) => {
|
||||
if (subkey) config[group][key][subkey] = e.target.checked;
|
||||
else config[group][key] = e.target.checked;
|
||||
saveSettings();
|
||||
});
|
||||
container.append(input, labelEl);
|
||||
ctrlDiv.append(input, labelEl);
|
||||
} else if (def.type === 'radio') {
|
||||
const fieldset = document.createElement('fieldset');
|
||||
const legend = document.createElement('legend');
|
||||
|
|
@ -109,14 +219,14 @@ export function renderSettings(container) {
|
|||
fieldset.appendChild(legend);
|
||||
|
||||
def.options.forEach(option => {
|
||||
const radioId = `radio-${group}--`;
|
||||
const radioId = `radio-${group}-${key}-${option}`;
|
||||
const radioContainer = document.createElement('div');
|
||||
radioContainer.style.display = 'inline-block';
|
||||
radioContainer.style.marginRight = '15px';
|
||||
radioContainer.style.marginRight = '12px';
|
||||
|
||||
const radioInput = document.createElement('input');
|
||||
radioInput.type = 'radio';
|
||||
radioInput.name = `radio--`;
|
||||
radioInput.name = `radio-${group}-${key}`;
|
||||
radioInput.value = option;
|
||||
radioInput.id = radioId;
|
||||
if (val === option) radioInput.checked = true;
|
||||
|
|
@ -129,34 +239,36 @@ export function renderSettings(container) {
|
|||
const radioLabel = document.createElement('label');
|
||||
radioLabel.textContent = option.charAt(0).toUpperCase() + option.slice(1);
|
||||
radioLabel.setAttribute('for', radioId);
|
||||
radioLabel.style.marginLeft = '5px';
|
||||
radioLabel.style.marginLeft = '4px';
|
||||
|
||||
radioContainer.append(radioInput, radioLabel);
|
||||
fieldset.appendChild(radioContainer);
|
||||
});
|
||||
return fieldset;
|
||||
} else {
|
||||
container.className = 'setting-control';
|
||||
ctrlDiv.className = 'setting-control';
|
||||
input.min = def.min;
|
||||
input.max = def.max;
|
||||
input.step = def.step;
|
||||
input.value = val;
|
||||
input.value = val !== undefined ? val : def.min;
|
||||
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) => {
|
||||
const newVal = parseFloat(e.target.value);
|
||||
if (subkey) config[group][key][subkey] = newVal;
|
||||
else config[group][key] = newVal;
|
||||
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 = {
|
||||
time: [
|
||||
{ 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: 'wood', type: 'checkbox', label: 'Destroy Wood' },
|
||||
{ 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: 'grass', type: 'checkbox', label: 'Destroy Grass' },
|
||||
{ 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: [
|
||||
{ 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: 'dispersion', label: 'Spread Speed', min: 1, max: 10, step: 1 },
|
||||
{ key: 'explodeTNT', type: 'checkbox', label: 'Explode TNT' },
|
||||
{ key: 'dissolve', subkey: 'rock', type: 'checkbox', label: 'Dissolve Rock' },
|
||||
{ key: 'dissolve', subkey: 'wood', type: 'checkbox', label: 'Dissolve Wood' },
|
||||
{ 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: '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: [
|
||||
{ key: 'burnChance', label: 'Fire Decay Rate', min: 0, max: 1.0, step: 0.01 }
|
||||
],
|
||||
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: [
|
||||
{ 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: [
|
||||
{ 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: '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: [
|
||||
{ key: 'burnChance', label: 'Burn Rate', min: 0, max: 1.0, step: 0.01 }
|
||||
],
|
||||
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);
|
||||
}
|
||||
|
||||
// Defaults Button
|
||||
// Reset Defaults
|
||||
const resetBtn = document.createElement('button');
|
||||
resetBtn.textContent = 'Reset to Defaults';
|
||||
resetBtn.style.width = '100%';
|
||||
resetBtn.style.padding = '10px';
|
||||
resetBtn.style.marginTop = '20px';
|
||||
resetBtn.style.cursor = 'pointer';
|
||||
resetBtn.className = 'reset-defaults-btn';
|
||||
resetBtn.textContent = '↺ Reset to Defaults';
|
||||
resetBtn.onclick = () => {
|
||||
setConfig(JSON.parse(JSON.stringify(defaultConfig)));
|
||||
setBrushSize(defaultConfig.brush.size);
|
||||
saveSettings();
|
||||
updateBrushUI();
|
||||
renderSettings(container);
|
||||
};
|
||||
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 typeToSpawn = overrideType || selectedType;
|
||||
|
||||
function getPos(clientX, clientY) {
|
||||
function getGridCoords(clientX, clientY) {
|
||||
const x = clientX - rect.left;
|
||||
const y = clientY - rect.top;
|
||||
return {
|
||||
x: clientX - rect.left,
|
||||
y: clientY - rect.top
|
||||
col: Math.floor(x / cellSize),
|
||||
row: Math.floor(y / cellSize)
|
||||
};
|
||||
}
|
||||
|
||||
// Handle Drawing
|
||||
const drawAt = (clientX, clientY) => {
|
||||
const {x, y} = getPos(clientX, clientY);
|
||||
|
||||
// No need to check isOverButton because DOM elements handle their own clicks
|
||||
|
||||
const col = Math.floor(x / cellSize);
|
||||
const row = Math.floor(y / cellSize);
|
||||
|
||||
for (let i = -1; i <= 1; i++) {
|
||||
for (let j = -1; j <= 1; j++) {
|
||||
if (Math.random() > 0.5) {
|
||||
spawnCell(col + i, row + j, selectedType);
|
||||
function stampCircle(centerCol, centerRow) {
|
||||
const r = brushSize;
|
||||
const rSq = r * r;
|
||||
for (let di = -r; di <= r; di++) {
|
||||
for (let dj = -r; dj <= r; dj++) {
|
||||
if (di * di + dj * dj <= rSq) {
|
||||
const c = centerCol + di;
|
||||
const ro = centerRow + dj;
|
||||
if (c >= 0 && c < cols && ro >= 0 && ro < rows) {
|
||||
if (r <= 2 || Math.random() > 0.08) {
|
||||
spawnCell(c, ro, typeToSpawn);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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')) {
|
||||
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')) {
|
||||
for (let i = 0; i < e.touches.length; 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
120
water.js
|
|
@ -1,34 +1,120 @@
|
|||
import { grid, cols, rows } from './state.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) {
|
||||
// Check for grass interaction (Growth)
|
||||
const neighbors = [[0, 1], [0, -1], [1, 0], [-1, 0]];
|
||||
for (let n of neighbors) {
|
||||
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 === 'plant') {
|
||||
if (Math.random() < 0.005) { // Slower, but faster than dirt
|
||||
cell.type = 'plant';
|
||||
cell.color = '#228B22';
|
||||
}
|
||||
// Thermal & biological reactions
|
||||
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) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 1. Fall straight down
|
||||
const below = y + 1;
|
||||
if (below >= rows) return;
|
||||
|
||||
const belowCell = grid[x][below];
|
||||
if (!belowCell) {
|
||||
move(x, y, x, below);
|
||||
} else if (Math.random() < config.water.flowChance) {
|
||||
// Slide or flow sideways
|
||||
const left = x > 0 && !grid[x - 1][y];
|
||||
const right = x < cols - 1 && !grid[x + 1][y];
|
||||
return;
|
||||
}
|
||||
|
||||
if (left && right) move(x, y, Math.random() < 0.5 ? x - 1 : x + 1, y);
|
||||
else if (left) move(x, y, x - 1, y);
|
||||
else if (right) move(x, y, x + 1, y);
|
||||
// Mix and sink through oil (emulsion / separation)
|
||||
if (belowCell.type === 'oil') {
|
||||
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);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue