refactor: Spread game code into modular files for better maintainability
This commit reorganizes the game's source code into multiple files within a `js/` directory, creating a more modular and maintainable structure. The changes include:
- Created separate files for different game components:
- `constants.js`: Game constants and element types
- `world.js`: World management functions
- `terrain.js`: Terrain generation logic
- `physics.js`: Physics simulation
- `render.js`: Rendering functions
- `input.js`: Input handling
- `main.js`: Main game initialization and loop
- Element-specific files in `js/elements/`:
- `basic.js`: Sand, water, dirt behaviors
- `plants.js`: Grass, seeds, flowers
- `trees.js`: Tree growth and leaf generation
- `fire.js`: Fire and lava behaviors
- Updated `index.html` to load modules in the correct order
- Removed the monolithic `script.js`
The modular approach improves code readability, makes future extensions easier, and separates concerns more effectively.
This commit is contained in:
159
js/elements/plants.js
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159
js/elements/plants.js
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// Plant element behaviors (grass, seeds, trees)
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function updateGrass(x, y) {
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// Grass behaves like dirt for physics
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if (getPixel(x, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x, y + 1, GRASS);
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}
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else if (getPixel(x - 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y + 1, GRASS);
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}
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else if (getPixel(x + 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y + 1, GRASS);
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}
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else if (getPixel(x, y + 1) === WATER) {
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setPixel(x, y, WATER);
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setPixel(x, y + 1, GRASS);
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}
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// Grass can spread to nearby dirt
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if (Math.random() < 0.0005) {
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const directions = [
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{dx: -1, dy: 0}, {dx: 1, dy: 0},
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{dx: 0, dy: -1}, {dx: 0, dy: 1}
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];
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const dir = directions[Math.floor(Math.random() * directions.length)];
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if (getPixel(x + dir.dx, y + dir.dy) === DIRT) {
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setPixel(x + dir.dx, y + dir.dy, GRASS);
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}
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}
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// Grass dies if covered (no air above)
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if (getPixel(x, y - 1) !== EMPTY && Math.random() < 0.05) {
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setPixel(x, y, DIRT);
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}
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}
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function updateSeed(x, y) {
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// Seeds fall like sand
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if (getPixel(x, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x, y + 1, SEED);
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moveMetadata(x, y, x, y + 1);
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}
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else if (getPixel(x - 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x - 1, y + 1, SEED);
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moveMetadata(x, y, x - 1, y + 1);
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}
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else if (getPixel(x + 1, y + 1) === EMPTY) {
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setPixel(x, y, EMPTY);
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setPixel(x + 1, y + 1, SEED);
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moveMetadata(x, y, x + 1, y + 1);
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}
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// Seeds can float on water
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else if (getPixel(x, y + 1) === WATER) {
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// Just float, don't do anything
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}
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// If seed is on dirt or grass, it can germinate
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else if (getPixel(x, y + 1) === DIRT || getPixel(x, y + 1) === GRASS) {
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const metadata = getMetadata(x, y);
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// Check if this is a flower seed
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if (metadata && metadata.type === 'flower') {
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setPixel(x, y, FLOWER);
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// Set a random flower color
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setMetadata(x, y, {
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type: 'flower',
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color: FLOWER_COLORS[Math.floor(Math.random() * FLOWER_COLORS.length)],
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age: 0,
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height: 1
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});
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} else {
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// Regular seed becomes a grass blade
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setPixel(x, y, GRASS_BLADE);
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setMetadata(x, y, { age: 0, height: 1 });
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}
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}
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}
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function updateGrassBlade(x, y) {
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// Grass blades are static once grown
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const metadata = getMetadata(x, y);
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if (!metadata) {
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setMetadata(x, y, { age: 0, height: 1 });
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return;
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}
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// Increment age
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metadata.age++;
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setMetadata(x, y, metadata);
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// Grass blades can grow taller up to a limit
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if (metadata.age % 200 === 0 && metadata.height < 3 && getPixel(x, y - 1) === EMPTY) {
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setPixel(x, y - 1, GRASS_BLADE);
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setMetadata(x, y - 1, { age: 0, height: metadata.height + 1 });
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metadata.isTop = false;
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setMetadata(x, y, metadata);
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}
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// Grass blades die if covered by something other than another grass blade
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if (getPixel(x, y - 1) !== EMPTY && getPixel(x, y - 1) !== GRASS_BLADE && Math.random() < 0.01) {
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setPixel(x, y, EMPTY);
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removeMetadata(x, y);
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}
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}
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function updateFlower(x, y) {
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// Flowers are similar to grass blades but with a colored top
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const metadata = getMetadata(x, y);
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if (!metadata) {
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setMetadata(x, y, {
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type: 'flower',
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color: FLOWER_COLORS[Math.floor(Math.random() * FLOWER_COLORS.length)],
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age: 0,
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height: 1
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});
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return;
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}
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// Increment age
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metadata.age++;
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setMetadata(x, y, metadata);
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// Flowers can grow taller up to a limit (2x bigger)
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if (metadata.age % 300 === 0 && metadata.height < 8 && getPixel(x, y - 1) === EMPTY) {
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// If this is the top of the flower, make it a stem and put a new flower on top
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setPixel(x, y - 1, FLOWER);
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setMetadata(x, y - 1, {
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type: 'flower',
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color: metadata.color,
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age: 0,
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height: metadata.height + 1,
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isTop: true
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});
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metadata.isTop = false;
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setMetadata(x, y, metadata);
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}
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// Flowers die if covered
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if (getPixel(x, y - 1) !== EMPTY && getPixel(x, y - 1) !== FLOWER && Math.random() < 0.01) {
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setPixel(x, y, EMPTY);
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removeMetadata(x, y);
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}
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// Flowers can drop seeds occasionally
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if (metadata.isTop && Math.random() < 0.0001) {
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const directions = [-1, 1];
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const dir = directions[Math.floor(Math.random() * directions.length)];
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if (getPixel(x + dir, y) === EMPTY) {
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setPixel(x + dir, y, SEED);
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setMetadata(x + dir, y, { type: 'flower' });
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}
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}
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}
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