/* Code for gravity. mass: Density (in kg/cm^3) fluid: Spread of substance saturation: Maximum mass for gravity reactions to occur */ function gravity(event, mass, fluid, saturation) { if (event.type != 'tick') return; let cx = event.data[0]; let cy = event.data[1]; let chunks = event.canvas; let dir = [0, 0]; let force = [0,0]; let density = 0; let currBlock = chunks.getBlock(cx, cy); for (let x = -1; x < 2; x ++) { for (let y = -1; y < 2; y++) { let blok = chunks.getBlock(cx + x, cy + y); if (blok == -1) continue; let mass2 = mainTiles.tiles[blok].attributes.mass; density += mass2; if (density > saturation) break; if (blok == currBlock) continue; let massDiff = (mass / mass2) - (mass2 / mass); let x2 = x / fluid; let dirDiff = (y - 1 + fluid) / (1/8 * (x2 * x2 - y * y + 8) * (x2 * x2 + y * y)); if (y == 0 && x == 0) dirDiff = 0; if (isNaN(dirDiff)) dirDiff = 0; force[0] += massDiff * x2; force[1] += massDiff * dirDiff * y; } if (density > saturation) break; } dir[0] = (Math.abs(force[0]) < .5) ? 0 : Math.sign(force[0]); dir[1] = (Math.abs(force[1]) < .5) ? 0 : Math.sign(force[1]); if (density > saturation ) { return; } let offBlock = chunks.getBlock(cx + dir[0], cy + dir[1]); if (currBlock == offBlock && density <= saturation) { dir[0] = Math.sign(force[0]); offBlock = chunks.getBlock(cx + dir[0], cy + dir[1]); } if (currBlock == -1 || offBlock == -1 || currBlock == offBlock ||offBlock == undefined || mainTiles.tiles[offBlock].attributes.saturation / 9 < mass || chunks.noTick[(cx+dir[0])*chunks.height + (cy+dir[1])]) return; if (!canGravity[offBlock]) return; chunks.noTick[cx*chunks.height + cy] = true; chunks.noTick[(cx+dir[0])*chunks.height + (cy+dir[1])] = true; chunks.setBlock(cx, cy, offBlock); chunks.setBlock(cx + dir[0], cy + dir[1], currBlock); let t = chunks.getBlock(cx, cy,true); let t2 = chunks.getBlock(cx + dir[0], cy + dir[1],true); if (t != undefined && t2 != undefined) { chunks.setBlock(cx, cy,t2, true); chunks.setBlock(cx + dir[0], cy + dir[1], t, true); } return true; } Tile.prototype.gravity = function (mass, fluid, saturation) { this.interactions.push(function (event) { gravity(event, mass, fluid, saturation) }); this.attributes.mass = mass; this.attributes.saturation = saturation; return this; } Tile.prototype.unGravity = function () { this.attributes.noGravity = true; return this; }