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biomes.js
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biomes.js
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// NOTE - 'hax' or any other NaN kinda thing being used as a hue gives a different result than 'random'
// It replicates the way it looked in the early days when I was using 'hue:dark', which isn't actually an option
// I didn't realize luminosity was a separate option
function biomeSpawnController() {
if (!document.hidden) { // Prevents new shapes from spawning while in a background tab. Web browsers prevent animation natively
switch (cow.currentBiome) {
case 'biome1':
// Background
// 0.5 or 10 speed, both are good for different reasons
if (cow.spawnNewBGgradient == true) { createBackground('', 'blue', '', 'blue', cow.bgTransitionSpeed, 'biome1'); cow.spawnNewBGgradient = false; }
// Stars
if (cow.biome1CurrentStarCount < cow.starCapacity) {
spawnSkystar('', 'hax', 'half', 2, 'star', 'biome1CurrentStarCount');
cow.biome1CurrentStarCount++;
}
// Diamonds
if (cow.biome1CurrentDiamondCount < cow.diamondCapacity) {
let q = rngRange(1,100);
if (cow.diamondCapacity == 1 && cow.resourceDiamonds <= 4) { q = 10; } // Hack to force quick diamonds during the very early game
// Big background monoliths
if (q < 6) { spawnShape(10, 0.3, 0, 0, false, '', 'hax', 1, 'diamond', 'biome1CurrentDiamondCount', 'foregroundContainer'); } else
// Small diamonds, close to the camera
if (q < 20) { spawnShape(5, 1, 0, 0, false, '', 'blue', 1, 'diamond', 'biome1CurrentDiamondCount', 'foregroundContainer'); } else
// Small diamonds, far away
if (q < 60) { spawnShape(1, 0.4, 0, 0, false, '', 'blue', 1, 'diamond', 'biome1CurrentDiamondCount', 'foregroundContainer'); } else
if (q < 101) { spawnShape(2, 0.5, 0, 0, false, '', 'blue', 1, 'diamond', 'biome1CurrentDiamondCount', 'foregroundContainer'); }
cow.biome1CurrentDiamondCount++;
}
break;
case 'biome2' :
// Background
if (cow.spawnNewBGgradient == true) { createBackground('', 'monochrome', '', 'green', cow.bgTransitionSpeed, 'biome2'); cow.spawnNewBGgradient = false; }
// Background opaque hexagons
if (cow.biome2CurrentBGHexagonCount < cow.bgHexagonCapacity) {
spawnShape(50, 1.7, 0, 0, false, '', 'monochrome', 0.04, 'hexagon', 'biome2CurrentBGHexagonCount', 'skyObjectContainer');
cow.biome2CurrentBGHexagonCount++;
}
// Hexagons
if (cow.biome2CurrentHexagonCount < cow.hexagonCapacity) {
const q = rngRange(1,100);
// Big soulless hexagons
if (q < 20) { spawnShape(rngRange(3,10), 0.7, 0, 0, false, '', 'monochrome', 1, 'hexagon', 'biome2CurrentHexagonCount', 'foregroundContainer'); } else
// Tiny alive hexagons
if (q < 101) { spawnShape(2, 1.7, 2, rngRange(100,300), false, '', 'hax', 1, 'hexagon', 'biome2CurrentHexagonCount', 'foregroundContainer'); }
cow.biome2CurrentHexagonCount++;
}
break;
case 'biome3' :
// Background
if (cow.spawnNewBGgradient == true) { createBackground('dark', 'monochrome', 'dark', 'monochrome', cow.bgTransitionSpeed, 'biome3'); cow.spawnNewBGgradient = false; }
// Dance spotlights, with spawn delay
if (cow.biome3CurrentCircleCount < cow.circleCapacity && rngRange(1, 15) == 2) {
spawnShape(6, 1, 0, 0, false, 'dark', 'random', 0.1, 'circle', 'biome3CurrentCircleCount', 'skyObjectContainer');
cow.biome3CurrentCircleCount++;
}
// Triangles
if (cow.biome3CurrentTriangleCount < cow.triangleCapacity) {
const q = rngRange(1,100);
// Big
if (q < 30) { spawnShape(rngRange(2,4), 2, 0, 0, true, '', 'random', 0.5, 'triangle', 'biome3CurrentTriangleCount', 'foregroundContainer'); } else
// Tiny
if (q < 101) { spawnShape(1, 2, 0, 0, true, '', 'random', 1, 'triangle', 'biome3CurrentTriangleCount', 'foregroundContainer'); }
cow.biome3CurrentTriangleCount++;
}
break;
case 'biome4' :
// Background
if (cow.spawnNewBGgradient == true) { createBackground('dark', 'blue', 'dark', 'orange', cow.bgTransitionSpeed, 'biome4'); cow.spawnNewBGgradient = false; }
// Squares
if (cow.biome4CurrentSquareCount < cow.squareCapacity) {
const q = rngRange(1,100);
// mini quads
if (q < 85) {
spawnShape(rngRange(2,4), 1, 0, 0, false, '', 'yellow', 1, 'quad', 'biome4CurrentSquareCount', 'biome4Container');
cow.biome4CurrentSquareCount++;
} else
// tall buildings, spawn rate lowered
if (q < 101 && rngRange(1,3) == 2) {
spawnShape(rngRange(7,10), 1, 0, 0, false, 'dark', 'orange', 1, 'pillar', 'biome4CurrentSquareCount', 'biome4FGContainer');
cow.biome4CurrentSquareCount++;
}
}
break;
case 'biome5' :
// Background
if (cow.spawnNewBGgradient == true) { createBackground('dark', 'blue', 'dark', 'blue', cow.bgTransitionSpeed, 'biome5'); cow.spawnNewBGgradient = false; }
// Bubbles
if (cow.biome5CurrentCircleCount < cow.circleCapacity) {
const q = rngRange(1,100);
// Giant foreground bubbles
if (q < 10) { spawnShape(12, 1.8, 0.2, 400, false, '', 'blue', 0.2, 'circle', 'biome5CurrentCircleCount', 'foregroundContainer'); } else
// Big foreground bubbles
if (q < 20) { spawnShape(7, 1, 0.1, 400, false, '', 'blue', 0.2, 'circle', 'biome5CurrentCircleCount', 'foregroundContainer'); } else
// Regular bubbles
if (q < 101) { spawnShape((rngRange(10,40)/10), (rngRange(3,10)/5), (rngRange(1,10)/10), rngRange(25,125), false, '', 'blue', 0.2, 'circle', 'biome5CurrentCircleCount', 'foregroundContainer'); }
cow.biome5CurrentCircleCount++;
}
// Hydrofarms, with time delay
if (cow.biome5CurrentHexagonCount < cow.hexagonCapacity && rngRange(1,10) < 5) {
const r = rngRange(1,100);
// Foreground
if (r < 25) { spawnShape(5, 0.6, 0, 0, false, 'dark', 'blue', 1, 'hexagon', 'biome5CurrentHexagonCount', 'skyObjectContainer'); } else
// Distance
if (r < 62) { spawnShape(3, 0.3, 0, 0, false, 'dark', 'blue', 1, 'hexagon', 'biome5CurrentHexagonCount', 'skyObjectContainer'); } else
// More Distance
if (r < 101) { spawnShape(rngRange(1,2), 0.2, 0, 0, false, 'dark', 'blue', 1, 'hexagon', 'biome5CurrentHexagonCount', 'skyObjectContainer'); }
cow.biome5CurrentHexagonCount++;
}
break;
case 'biome6' :
// Background
if (cow.spawnNewBGgradient == true) { createBackground('dark', 'monochrome', 'dark', 'monochrome', cow.bgTransitionSpeed, 'biome6'); cow.spawnNewBGgradient = false; }
// Stars
if (cow.biome6CurrentStarCount < cow.starCapacity) {
spawnSkystar('', 'monochrome', 'full', (rngRange(3,6)/10), 'star', 'biome6CurrentStarCount');
cow.biome6CurrentStarCount++;
}
// Planets
if (cow.biome6CurrentCircleCount < cow.circleCapacity) {
spawnSkystar('dark', 'hax', 'full', (rngRange(3,6)/10), 'circle', 'biome6CurrentCircleCount');
cow.biome6CurrentCircleCount++;
}
break;
default: break;
}
}
// Biome shape respawn speeds
let p;
if (cow.currentBiome == 'biome1') { p = 1600 - (cow.diamondCapacity * 5); }
if (cow.currentBiome == 'biome2') { p = 1600 - (cow.hexagonCapacity * 30); }
if (cow.currentBiome == 'biome3') { p = 100; }
if (cow.currentBiome == 'biome4') { p = 80; }
if (cow.currentBiome == 'biome5') { p = 1600 - (cow.circleCapacity * 20); }
if (cow.currentBiome == 'biome6') { p = 1600 - (cow.starCapacity * 5); }
p = p * (rngRange(80,120)/100); // randomize spawn interval 20%
if (p < 50) { p = 50; } // 0 or -P will spawn shapes at 60FPS, beware
setTimeout(biomeSpawnController, p);
}
function fadeInBackgroundTexture() {
const texture = PIXI.Texture.from('Images/fuzz.png'); // Adds a tiled background sprite
const tilingSprite = new PIXI.TilingSprite(texture, app.renderer.width, app.renderer.height);
textureContainer.addChild(tilingSprite);
textureContainer.alpha = 0;
let q = 0; // bullshit variable required; += doesn't work
function cow() {
textureContainer.alpha = q;
q += 0.0005; // Fades in pretty quickly so that it can hide the gradient banding
if (textureContainer.alpha < 1) { window.requestAnimationFrame(cow); } // if not faded in, animate another frame
}
window.requestAnimationFrame(cow); // starts the animation moving
}