var __lastSky;
var _ArmFrame;
var _BACKGROUND;
var _BiomeID;
var _Chars;
var _CHUNK_SEED;
var _ClearHarvestIdx;
var _Creative;
var _Cursor;
var _DamageArmor;
var _DEBUG;
var _DefenseMul;
var _DMUL;
var _DragSrcID;
var _Eating;
var _FAST;
var _fcount;
var _FoodMul;
var _FoodSaturation;
var _ForceDelay;
var _GEN_VERSION;
var _GLight;
var _Health_s;
var _HeldC;
var _HeldInvID;
var _Hunger;
var _InsideIdx;
var _KeyDelayTrick;
var _KnockBack;
var _LastDir;
var _LIGHTING;
var _Lighting;
var _LightProb;
var _Locked;
var _lsx;
var _lsxNeg;
var _lsy;
var _Max_Reach;
var _MaxHarvest;
var _MaxMobs;
var _MaxMobsBad;
var _MDMUL;
var _Mob100;
var _MobMul;
var _Mode;
var _NextSellID;
var _NextSpawn;
var _RandIdx;
var _RandomSeed;
var _REFSIZE;
var _respawnIdx;
var _respawnSeed;
var _ScrX;
var _ScrY;
var _Skin;
var _Sound;
var _SpawnArea;
var _Speak;
var _SpriteCount;
var _SteveLight;
var _ticks;
var _tickTime;
var _Time;
var _TimeReal;
var _ToolTipID;
var _UnderCursor;
var _WalkFrame;
var _x;
var _XRAY;
var _y;
var FPS;
var KeyDelay;
var MobCount;
var throttle;

var _BLOCK_DATA = [];
var _Explode = [];
var _FOOD_DATA = [];
var _Gamma = [];
var _Grow = [];
var _GrowTime = [];
var _GUI_pos = [];
var _Harvest = [];
var _Inside = [];
var _Inv = [];
var _InvPos = [];
var _LCopy = [];
var _Level = [];
var _LevelRef = [];
var _Light = [];
var _LightMod = [];
var _Menu = [];
var _Mob = [];
var _MOB_DATA = [];
var _MobSpawn = [];
var _RANDOM = [];
var _Recipes = [];
var _RefData = [];
var _RefPool = [];
var DEBUG = [];

var greenFlag = false;
var returnMsg = "";

function broadcast(msg) {
  returnMsg = msg;
}

function Blank() {}

function Generator() {
  var biomeType;
  var BMUL;
  var debug;
  var dir_g;
  var dy;
  var g_IsFlat;
  var g_tyy;
  var g_worldSize;
  var i;
  var i_g;
  var i_s;
  var i_z3;
  var LastY;
  var refIdx_g;
  var refIdx_pr;
  var sand;
  var seed;
  var ss_g;
  var t;
  var t2;
  var t2_g;
  var total_g;
  var track;
  var vmul;
  var voff;
  var waterTileID;
  var x;
  var x_g;
  var xx_g;
  var y;
  var y_g;
  var yy_g;
  
  var _Light2 = [];
  var _NextHarvest = [];
  var _SAVE_LIST = [];
  var altitude = [];
  var BIOME_DATA = [];
  var Caverns = [];
  var Rand = [];
  var RNDStack = [];
  var tree = [];
   
  function ClearLists() {
    delete _Level[_Level.length];
    delete _LevelRef[_LevelRef.length];
    delete _RefData[_RefData.length];
    delete _RefPool[_RefPool.length];
    delete tree[tree.length];
    delete _Grow[_Grow.length];
    delete _GrowTime[_GrowTime.length];
    delete _Light[_Light.length];
    delete _LightMod[_LightMod.length];
    delete _Harvest[_Harvest.length];
    delete _NextHarvest[_NextHarvest.length];
    delete Caverns[Caverns.length];
  }
  
  function ChangeBackground(background) {
    _BACKGROUND = background;
    broadcast("change background");
  }
  
  if(greenFlag == true) {
    ClearLists()
    delete _Inside[_Inside.length];
    delete _Mob[_Mob.length];
    delete _Inv[_Inv.length];
    delete _LCopy[_LCopy.length];
    debug = 0;
  }
  
  function PushRandomStack(offset) {
    RNDStack.push(_RandIdx);
    _RandIdx += offset;
  }
  
  function PopRandomStack() {
    _RandIdx = RNDStack.pop();
    delete RNDStack[RNDStack.pop()];
  }
  
  function randm(from, to, append) {
    if(!append) {
      delete Rand[Rand.length]
    }
    if(_RandIdx > _RANDOM.length) {
      _RandIdx = 1 + ((RandIdx - 1) % _RANDOM.length);
    }
    if(round(to) == to && round(from) == from) {
      Rand.push(floor((abs(_RANDOM[_RandIdx]) - 1) * ((to + from) - 1) / 2147483645) + from);
    } else {
      Rand.push(((abs(_RANDOM[_RandIdx]) - 1) * ((to + from) - 1) / 2147483644) + from);
    }
    _RandIdx ++;
  }
  
  function FillHorizontalLine(typ, x, y, x2, onlyInID) {
    i_g = x + (y * _lsx);
    while((x2 - x) + 1) {
      i_g ++;
      if(!(typ == _Level[i_g])) {
        if(onlyInID == 0 || onlyInID == _Level[i_g]) {
          _Level[i_g] = typ;
          total_g --;
        }
      }
    }
  }
  
  function FillCircle_g(typ, x, y, radius, roughness, onlyInID) {
    y_g = 0.5 - radius;
    refIdx_g = radius * radius;
    while(y_g > radius) {
      x_g = Math.sqrt(_refIdx - (y_g * y_g));
      randm((0 - roughness), roughness);
      t2_g = Rand[0];
      FillHorizontalLine(typ, round((x - x_g) + t2_g), round(y + y_g), round((x + x_g) + t2_g), onlyInID);
      y_g ++;
    }
  }
  
  function AddDungeons() {
    track;
    
  }
} 
by

Javascript Online Compiler

Write, Run & Share Javascript code online using OneCompiler's JS online compiler for free. It's one of the robust, feature-rich online compilers for Javascript language. Getting started with the OneCompiler's Javascript editor is easy and fast. The editor shows sample boilerplate code when you choose language as Javascript and start coding.

About Javascript

Javascript(JS) is a object-oriented programming language which adhere to ECMA Script Standards. Javascript is required to design the behaviour of the web pages.

Key Features

  • Open-source
  • Just-in-time compiled language
  • Embedded along with HTML and makes web pages alive
  • Originally named as LiveScript.
  • Executable in both browser and server which has Javascript engines like V8(chrome), SpiderMonkey(Firefox) etc.

Syntax help

STDIN Example

var readline = require('readline');
var rl = readline.createInterface({
  input: process.stdin,
  output: process.stdout,
  terminal: false
});

rl.on('line', function(line){
    console.log("Hello, " + line);
});

variable declaration

KeywordDescriptionScope
varVar is used to declare variables(old way of declaring variables)Function or global scope
letlet is also used to declare variables(new way)Global or block Scope
constconst is used to declare const values. Once the value is assigned, it can not be modifiedGlobal or block Scope

Backtick Strings

Interpolation

let greetings = `Hello ${name}`

Multi line Strings

const msg = `
hello
world!
`

Arrays

An array is a collection of items or values.

Syntax:

let arrayName = [value1, value2,..etc];
// or
let arrayName = new Array("value1","value2",..etc);

Example:

let mobiles = ["iPhone", "Samsung", "Pixel"];

// accessing an array
console.log(mobiles[0]);

// changing an array element
mobiles[3] = "Nokia";

Arrow functions

Arrow Functions helps developers to write code in concise way, it’s introduced in ES6.
Arrow functions can be written in multiple ways. Below are couple of ways to use arrow function but it can be written in many other ways as well.

Syntax:

() => expression

Example:

const numbers = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
const squaresOfEvenNumbers = numbers.filter(ele => ele % 2 == 0)
                                    .map(ele => ele ** 2);
console.log(squaresOfEvenNumbers);

De-structuring

Arrays

let [firstName, lastName] = ['Foo', 'Bar']

Objects

let {firstName, lastName} = {
  firstName: 'Foo',
  lastName: 'Bar'
}

rest(...) operator

 const {
    title,
    firstName,
    lastName,
    ...rest
  } = record;

Spread(...) operator

//Object spread
const post = {
  ...options,
  type: "new"
}
//array spread
const users = [
  ...adminUsers,
  ...normalUsers
]

Functions

function greetings({ name = 'Foo' } = {}) { //Defaulting name to Foo
  console.log(`Hello ${name}!`);
}
 
greet() // Hello Foo
greet({ name: 'Bar' }) // Hi Bar

Loops

1. If:

IF is used to execute a block of code based on a condition.

Syntax

if(condition){
    // code
}

2. If-Else:

Else part is used to execute the block of code when the condition fails.

Syntax

if(condition){
    // code
} else {
    // code
}

3. Switch:

Switch is used to replace nested If-Else statements.

Syntax

switch(condition){
    case 'value1' :
        //code
        [break;]
    case 'value2' :
        //code
        [break;]
    .......
    default :
        //code
        [break;]
}

4. For

For loop is used to iterate a set of statements based on a condition.

for(Initialization; Condition; Increment/decrement){  
//code  
} 

5. While

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while (condition) {  
  // code 
}  

6. Do-While

Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.

do {  
  // code 
} while (condition); 

Classes

ES6 introduced classes along with OOPS concepts in JS. Class is similar to a function which you can think like kind of template which will get called when ever you initialize class.

Syntax:

class className {
  constructor() { ... } //Mandatory Class method
  method1() { ... }
  method2() { ... }
  ...
}

Example:

class Mobile {
  constructor(model) {
    this.name = model;
  }
}

mbl = new Mobile("iPhone");