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Falling_Water.js
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Falling_Water.js
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/*
@title: Falling Water
@tags: ['simulation', 'advanced']
@img: ""
@addedOn: 2022-09-23
@author: Captainexpo
Version: 2.1
Changes:
Fixed bug where water would get stuck above walls, and I added a new thumbnail!
This is just a little water simulation using cellular automata for the water.
Based on just a simple set of rules this can act like water, sand, fire, or smoke.
*/
let curx = 0;
let cury = 0;
const water = "s";
const wall = "w";
const cursor = "c";
let speed = "100"
setLegend(
[ water, bitmap`
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555
5555555555555555`,],
[ wall, bitmap`
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL`,],
[ cursor, bitmap`
0000000000000000
0000000000000000
00............00
00............00
00............00
00............00
00............00
00............00
00............00
00............00
00............00
00............00
00............00
00............00
0000000000000000
0000000000000000`,]
);
//Tutorial text
addText("Use WASD and IK.", {x: 2, y: 7, color: color`0`})
setMap(map`
..........c..............
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................
.........................`,);
setSolids([water, wall]);
//Update all of the water cells
Update()
//Get user input
onInput("s", () => {
clearText()
getFirst(cursor).y += 1;
});
onInput("w", () => {
clearText()
getFirst(cursor).y -= 1;
});
onInput("a", () => {
clearText()
getFirst(cursor).x -= 1;
});
onInput("d", () => {
clearText()
getFirst(cursor).x += 1;
});
//add wall/water/empty sprites
onInput("i", () => {
addSprite(getFirst(cursor).x,getFirst(cursor).y, water)
});
onInput("k", () => {
addSprite(getFirst(cursor).x,getFirst(cursor).y, wall)
});
onInput("j", () => {
curx = getFirst(cursor).x
cury = getFirst(cursor).y
clearTile(getFirst(cursor).x,getFirst(cursor).y)
addSprite(curx,cury,cursor)
});
function Update(){
//Loop over all the water cells
getAll(water).forEach((w) => {
//Loop over all the water cells again
//Check if cell below is a water cell
if(getTile(w.x,w.y+1).length != 0){
//If it is, then move to the right or to the left
if(Math.random() > 0.5){
w.x += 1;
}
else{
w.x -= 1;
}
}
w.y += 1
});
//Move down if you can
//w.y += 1
//Delay for a certain amount of time
setTimeout(Update, speed);
}