renamed mech to m

to continue playing after the final boss you need to use testing mode:  "T" -> "U"
renamed mech -> m
This commit is contained in:
landgreen
2021-01-24 08:54:26 -08:00
parent c7822cd1da
commit 21affab7b1
13 changed files with 1725 additions and 1730 deletions

View File

@@ -16,7 +16,7 @@ const level = {
// level.difficultyIncrease(30)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// mech.setField("plasma torch")
// m.setField("plasma torch")
// b.giveGuns("grenades")
// tech.isExplodeRadio = true
// tech.giveTech("needle gun")
@@ -74,26 +74,26 @@ const level = {
level.addToWorld(); //add bodies to game engine
simulation.draw.setPaths();
b.respawnBots();
mech.resetHistory();
m.resetHistory();
if (tech.isArmorFromPowerUps) {
tech.armorFromPowerUps += Math.min(0.03 * powerUps.totalPowerUps, 0.42)
mech.setMaxHealth();
m.setMaxHealth();
}
if (tech.isHealLowHealth) {
const len = Math.floor((mech.maxHealth - mech.health) / 0.5)
const len = Math.floor((m.maxHealth - m.health) / 0.5)
for (let i = 0; i < len; i++) {
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "heal", false);
// powerUps.heal.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), 50);
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal", false);
// powerUps.heal.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), 50);
}
}
if (tech.isPerpetualReroll) powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "research", false);
if (tech.isPerpetualReroll) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research", false);
if (tech.isPerpetualAmmo) {
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo", false);
}
if (tech.isPerpetualHeal) {
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "heal", false);
powerUps.spawn(mech.pos.x + 60 * (Math.random() - 0.5), mech.pos.y + 60 * (Math.random() - 0.5), "heal", false);
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal", false);
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal", false);
}
if (tech.isPerpetualStun) {
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 600)
@@ -162,9 +162,9 @@ const level = {
ctx.beginPath();
const step = Math.PI / 20
const horizontalStep = 85
if (simulation.isCheating) phase += 0.003 //(mech.pos.x - circle.x) * 0.0005 //0.05 * Math.sin(simulation.cycle * 0.030)
if (simulation.isCheating) phase += 0.003 //(m.pos.x - circle.x) * 0.0005 //0.05 * Math.sin(simulation.cycle * 0.030)
// const sway = 5 * Math.cos(simulation.cycle * 0.007)
sway.x = sway.x * 0.995 + 0.005 * (mech.pos.x - circle.x) * 0.05 //+ 0.04 * Math.cos(simulation.cycle * 0.01)
sway.x = sway.x * 0.995 + 0.005 * (m.pos.x - circle.x) * 0.05 //+ 0.04 * Math.cos(simulation.cycle * 0.01)
sway.y = 2.5 * Math.sin(simulation.cycle * 0.015)
for (let i = -19.5; i < 20; i++) {
const where = {
@@ -740,7 +740,7 @@ const level = {
const door = level.door(312, -750, 25, 190, 185)
level.custom = () => {
if (!(mech.cycle % 60)) { //so much work to catch blocks caught at the bottom of the vertical portals
if (!(m.cycle % 60)) { //so much work to catch blocks caught at the bottom of the vertical portals
let touching = Matter.Query.collides(map[removeIndex1], body)
if (touching.length) {
// console.log(touching[0].bodyB)
@@ -1112,7 +1112,7 @@ const level = {
level.playerExitCheck();
};
level.customTopLayer = () => {
if (elevator.pauseUntilCycle < simulation.cycle && !mech.isBodiesAsleep) { //elevator move
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -1275) { //bottom
elevator.plat.speed = -10
elevator.pauseUntilCycle = simulation.cycle + 90
@@ -1321,7 +1321,7 @@ const level = {
};
level.customTopLayer = () => {
if (elevator.pauseUntilCycle < simulation.cycle && !mech.isBodiesAsleep) { //elevator move
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -980) { //bottom
elevator.plat.speed = -2
elevator.pauseUntilCycle = simulation.cycle + 60
@@ -2796,7 +2796,7 @@ const level = {
portal[3].draw();
hazard.draw();
//elevator
if (elevator.pauseUntilCycle < simulation.cycle && !mech.isBodiesAsleep) {
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) {
if (elevator.plat.position.y > -200) { //bottom
elevator.plat.speed = -20
elevator.pauseUntilCycle = simulation.cycle + 90
@@ -3932,7 +3932,7 @@ const level = {
if (simulation.CDScale > 0.2) simulation.CDScale *= 0.97 //mob CD time decreases each level
}
simulation.dmgScale = 0.378 * simulation.difficulty //damage done by mobs increases each level
simulation.healScale = 1 / (1 + simulation.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * simulation.healScale;
simulation.healScale = 1 / (1 + simulation.difficulty * 0.06) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
for (let i = 0; i < num; i++) {
@@ -3973,9 +3973,9 @@ const level = {
// <br>input.key.down = ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
// <br>input.key.right = ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
// <br>
// <br><span class='color-var'>mech</span>.fieldMode = "<span class='color-text'>${mech.fieldUpgrades[mech.fieldMode].name}</span>"
// <br><span class='color-var'>m</span>.fieldMode = "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
// <br>input.key.field = ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
// <br><span class='color-var'>mech</span>.field.description = "<span class='color-text'>${mech.fieldUpgrades[mech.fieldMode].description}</span>"
// <br><span class='color-var'>m</span>.field.description = "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
// `, 1200);
},
nextLevel() {
@@ -4009,18 +4009,18 @@ const level = {
}
},
setPosToSpawn(xPos, yPos) {
mech.spawnPos.x = mech.pos.x = xPos;
mech.spawnPos.y = mech.pos.y = yPos;
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y + 20;
mech.transX = mech.transSmoothX = canvas.width2 - mech.pos.x;
mech.transY = mech.transSmoothY = canvas.height2 - mech.pos.y;
mech.Vx = mech.spawnVel.x;
mech.Vy = mech.spawnVel.y;
m.spawnPos.x = m.pos.x = xPos;
m.spawnPos.y = m.pos.y = yPos;
level.enter.x = m.spawnPos.x - 50;
level.enter.y = m.spawnPos.y + 20;
m.transX = m.transSmoothX = canvas.width2 - m.pos.x;
m.transY = m.transSmoothY = canvas.height2 - m.pos.y;
m.Vx = m.spawnVel.x;
m.Vy = m.spawnVel.y;
player.force.x = 0;
player.force.y = 0;
Matter.Body.setPosition(player, mech.spawnPos);
Matter.Body.setVelocity(player, mech.spawnVel);
Matter.Body.setPosition(player, m.spawnPos);
Matter.Body.setVelocity(player, m.spawnVel);
},
enter: {
x: 0,
@@ -4115,8 +4115,8 @@ const level = {
target.torque = (Math.random() - 0.5) * 2 * target.mass;
},
boost(target, yVelocity) {
mech.buttonCD_jump = 0; // reset short jump counter to prevent short jumps on boosts
mech.hardLandCD = 0 // disable hard landing
m.buttonCD_jump = 0; // reset short jump counter to prevent short jumps on boosts
m.hardLandCD = 0 // disable hard landing
if (target.velocity.y > 30) {
Matter.Body.setVelocity(target, {
x: target.velocity.x + (Math.random() - 0.5) * 2,
@@ -4148,7 +4148,7 @@ const level = {
addToWorld() { //needs to be run to put bodies into the world
for (let i = 0; i < body.length; i++) {
//body[i].collisionFilter.group = 0;
if (body[i] !== mech.holdingTarget) {
if (body[i] !== m.holdingTarget) {
body[i].collisionFilter.category = cat.body;
body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
}
@@ -4270,7 +4270,7 @@ const level = {
if (rotate) {
rotor.rotate = function() {
if (!mech.isBodiesAsleep) {
if (!m.isBodiesAsleep) {
Matter.Body.applyForce(rotor, {
x: rotor.position.x + 100,
y: rotor.position.y + 100
@@ -4364,7 +4364,7 @@ const level = {
restitution: 0,
isOpen: false,
openClose() {
if (!mech.isBodiesAsleep) {
if (!m.isBodiesAsleep) {
if (!this.isOpen) {
if (this.position.y > y - distance) { //try to open
const position = {
@@ -4432,8 +4432,8 @@ const level = {
if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
if (player.isInPortal === this) player.isInPortal = null
} else if (player.isInPortal !== this) { //touching player
if (mech.buttonCD_jump === mech.cycle) player.force.y = 0 // undo a jump right before entering the portal
mech.buttonCD_jump = 0 //disable short jumps when letting go of jump key
if (m.buttonCD_jump === m.cycle) player.force.y = 0 // undo a jump right before entering the portal
m.buttonCD_jump = 0 //disable short jumps when letting go of jump key
player.isInPortal = this.portalPair
//teleport
if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
@@ -4467,7 +4467,7 @@ const level = {
}
// if (body.length) {
for (let i = 0, len = body.length; i < len; i++) {
if (body[i] !== mech.holdingTarget) {
if (body[i] !== m.holdingTarget) {
// body[i].bounds.max.x - body[i].bounds.min.x < 100 && body[i].bounds.max.y - body[i].bounds.min.y < 100
if (Matter.Query.collides(this, [body[i]]).length === 0) {
if (body[i].isInPortal === this) body[i].isInPortal = null
@@ -4502,7 +4502,7 @@ const level = {
// if (body.length) {
// touching = Matter.Query.collides(this, body)
// for (let i = 0; i < touching.length; i++) {
// if (touching[i].bodyB !== mech.holdingTarget) {
// if (touching[i].bodyB !== m.holdingTarget) {
// for (let j = 0, len = body.length; j < len; j++) {
// if (body[j] === touching[i].bodyB) {
// body.splice(j, 1);
@@ -4515,7 +4515,7 @@ const level = {
// }
// }
// if (touching.length !== 0 && touching[0].bodyB !== mech.holdingTarget) {
// if (touching.length !== 0 && touching[0].bodyB !== m.holdingTarget) {
// if (body.length) {
// for (let i = 0; i < body.length; i++) {
// if (body[i] === touching[0].bodyB) {
@@ -4591,12 +4591,12 @@ const level = {
maxHeight: height,
isOn: true,
query() {
if (this.isOn && this.height > 0 && Matter.Query.region([player], this).length && !(mech.isCloak && isOptical)) {
if (this.isOn && this.height > 0 && Matter.Query.region([player], this).length && !(m.isCloak && isOptical)) {
if (damage < 0.02) {
mech.damage(damage)
} else if (mech.immuneCycle < mech.cycle) {
mech.immuneCycle = mech.cycle + tech.collisionImmuneCycles;
mech.damage(damage)
m.damage(damage)
} else if (m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles;
m.damage(damage)
simulation.drawList.push({ //add dmg to draw queue
x: player.position.x,
y: player.position.y,
@@ -4606,7 +4606,7 @@ const level = {
});
}
const drain = 0.005
if (mech.energy > drain) mech.energy -= drain
if (m.energy > drain) m.energy -= drain
}
},
draw() {
@@ -4623,7 +4623,7 @@ const level = {
}
},
level(isFill) {
if (!mech.isBodiesAsleep) {
if (!m.isBodiesAsleep) {
const growSpeed = 1
if (isFill) {
if (this.height < this.maxHeight) {