elevators

jump now applies the velocity of the block you jumped off of
  it might feel slightly different if you play n-gon often
  it could add some bugs so let me know

elevators have more realistic physics
  you can jump off them when they get to the top (fun!)
  blocks interact with them in a more healthy way (no bleed through)
  they can have a wider range of healthy speeds
  it can hurt mobs
This commit is contained in:
landgreen
2021-05-25 17:40:17 -07:00
parent 8727fee15e
commit 39e6ee5dde
5 changed files with 239 additions and 96 deletions

View File

@@ -379,6 +379,71 @@ const level = {
World.add(engine.world, constraint);
return constraint
},
elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
x += width / 2
y += height / 2
maxHeight += height / 2
const yTravel = maxHeight - y
force += simulation.g
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
restitution: 0,
frictionAir: 0.001,
move() {
if (!m.isBodiesAsleep) {
if (this.isUp) { //moving up still with high air friction
this.force.y -= force * this.mass //hard force propels up, even with high friction
if (this.position.y < maxHeight) { //switch to down mode
this.isUp = false
this.frictionAir = friction.down
//adds a hard jerk at the top of vertical motion because it's fun
Matter.Body.setPosition(this, {
x: x,
y: maxHeight
});
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
}
} else if (this.position.y + 10 * this.velocity.y > y) { //free falling down, with only air friction
Matter.Body.setVelocity(this, { //slow down early to avoid a jerky stop that can pass through blocks
x: 0,
y: this.velocity.y * 0.7
});
if (this.position.y + this.velocity.y > y) { //switch to up mode
this.isUp = true
this.frictionAir = friction.up
}
}
}
// hold horizontal position
Matter.Body.setPosition(this, {
x: x,
y: this.position.y
});
Matter.Body.setVelocity(this, {
x: 0,
y: this.velocity.y
});
},
drawTrack() {
ctx.fillStyle = "#ccc"
ctx.fillRect(x, y, 5, yTravel)
}
});
Matter.Body.setDensity(who, 0.01) //10x density for added stability
return who
},
platform(x, y, width, height, speed = 0, density = 0.001) {
x = x + width / 2
y = y + height / 2
@@ -410,6 +475,7 @@ const level = {
speed: speed,
}
constraint.pauseUntilCycle = 0 //to to pause platform at top and bottom
return constraint
},
rotor(x, y, rotate = 0, radius = 800, width = 40, density = 0.0005) {
@@ -1866,7 +1932,7 @@ const level = {
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(7725, 2275);
},
satellite() {
const elevator = level.platform(4210, -1325, 380, 30, -10)
const elevator = level.elevator(4210, -1297, 380, 85, -3450) //, 0.003, { up: 0.01, down: 0.2 }
level.custom = () => {
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(-250, -750, 420, 450)
@@ -1894,19 +1960,21 @@ const level = {
ctx.fillStyle = "rgba(0,20,40,0.1)"
ctx.fillRect(4000, -1200, 1050, 1500)
ctx.fillRect(4100, -3450, 600, 2250)
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -1275) { //bottom
elevator.plat.speed = -10
elevator.pauseUntilCycle = simulation.cycle + 90
} else if (elevator.pointA.y < -3455) { //top
elevator.plat.speed = 30
elevator.pauseUntilCycle = simulation.cycle + 90
}
elevator.pointA = {
x: elevator.pointA.x,
y: elevator.pointA.y + elevator.plat.speed
}
}
elevator.move()
// elevator.drawTrack() //looks ugly
// if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
// if (elevator.pointA.y > -1275) { //bottom
// elevator.plat.speed = -10
// elevator.pauseUntilCycle = simulation.cycle + 90
// } else if (elevator.pointA.y < -3455) { //top
// elevator.plat.speed = 30
// elevator.pauseUntilCycle = simulation.cycle + 90
// }
// elevator.pointA = {
// x: elevator.pointA.x,
// y: elevator.pointA.y + elevator.plat.speed
// }
// }
};
level.setPosToSpawn(-100, 210); //normal spawn
@@ -2025,10 +2093,11 @@ const level = {
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(3950, -850);
},
rooftops() {
const elevator = level.platform(1450, -1000, 235, 30, -2)
const elevator = level.elevator(1450, -1000, 235, 50, -2000)
level.custom = () => {
ctx.fillStyle = "#ccc"
ctx.fillRect(1567, -1990, 5, 1020)
elevator.move();
elevator.drawTrack();
ctx.fillStyle = "#d4f4f4"
if (isBackwards) {
ctx.fillRect(-650, -2300, 440, 300)
@@ -2063,19 +2132,6 @@ const level = {
} else {
ctx.fillRect(-650, -2300, 440, 300)
}
if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
if (elevator.pointA.y > -980) { //bottom
elevator.plat.speed = -2
elevator.pauseUntilCycle = simulation.cycle + 60
} else if (elevator.pointA.y < -1980) { //top
elevator.plat.speed = 1
elevator.pauseUntilCycle = simulation.cycle + 60
}
elevator.pointA = {
x: elevator.pointA.x,
y: elevator.pointA.y + elevator.plat.speed
}
}
};
level.defaultZoom = 1700
@@ -2487,6 +2543,54 @@ const level = {
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(3075, -2050);
},
highrise() {
const isBlockMode = false
let slideBlock
if (isBlockMode) {
const x = -2750
const yMax = -1500
slideBlock = body[body.length] = Bodies.rectangle(x, -700, 200, 100, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
frictionAir: 0.001,
// restitution: 0,
isUp: true,
move() {
if (this.isUp) {
if (this.position.y > yMax) {
this.force.y -= 0.01 * this.mass
} else {
this.isUp = false
Matter.Body.setPosition(this, {
x: x,
y: yMax
});
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
}
} else if (this.position.y > -800) {
this.isUp = true
}
},
holdHorizontal() {
Matter.Body.setPosition(this, {
x: x,
y: this.position.y
});
Matter.Body.setVelocity(this, {
x: 0,
y: this.velocity.y
});
}
});
}
level.custom = () => {
ctx.fillStyle = "#d0d0d2"
ctx.fillRect(-2475, -2450, 25, 750)
@@ -2498,24 +2602,43 @@ const level = {
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
ctx.fillRect(-4450, -750, 800, 200)
ctx.fillStyle = "rgba(0,0,0,0.12)"
ctx.fillRect(-1830, -1150, 2030, 1150)
ctx.fillRect(-3410, -2150, 495, 1550)
ctx.fillRect(-2585, -1675, 420, 1125)
ctx.fillRect(-1640, -1575, 540, 425)
ctx.fillStyle = "rgba(200,0,255,0.2)"; //boost
ctx.fillRect(-750, -25, 100, 25);
ctx.fillRect(-2800, -625, 100, 25);
ctx.fillStyle = "rgba(200,0,255,0.1)"; //boost
ctx.fillRect(-750, -55, 100, 55);
ctx.fillRect(-2800, -655, 100, 55);
ctx.fillStyle = "rgba(200,0,255,0.05)"; //boost
ctx.fillRect(-750, -120, 100, 120);
ctx.fillRect(-2800, -720, 100, 120);
};
if (isBlockMode) {
level.customTopLayer = () => {
ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
ctx.fillRect(-4450, -750, 800, 200)
ctx.fillStyle = "rgba(0,0,0,0.12)"
ctx.fillRect(-1830, -1150, 2030, 1150)
ctx.fillRect(-3410, -2150, 495, 1550)
ctx.fillRect(-2585, -1675, 420, 1125)
ctx.fillRect(-1640, -1575, 540, 425)
//move sliding block
slideBlock.move()
slideBlock.holdHorizontal() //keep horizontal position constant
};
} else {
level.customTopLayer = () => {
ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
ctx.fillRect(-4450, -750, 800, 200)
ctx.fillStyle = "rgba(0,0,0,0.12)"
ctx.fillRect(-1830, -1150, 2030, 1150)
ctx.fillRect(-3410, -2150, 495, 1550)
ctx.fillRect(-2585, -1675, 420, 1125)
ctx.fillRect(-1640, -1575, 540, 425)
ctx.fillStyle = "rgba(200,0,255,0.2)"; //boost
ctx.fillRect(-750, -25, 100, 25);
ctx.fillRect(-2800, -625, 100, 25);
ctx.fillStyle = "rgba(200,0,255,0.1)"; //boost
ctx.fillRect(-750, -55, 100, 55);
ctx.fillRect(-2800, -655, 100, 55);
ctx.fillStyle = "rgba(200,0,255,0.05)"; //boost
ctx.fillRect(-750, -120, 100, 120);
ctx.fillRect(-2800, -720, 100, 120);
};
}
level.setPosToSpawn(-300, -700); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
@@ -2575,7 +2698,7 @@ const level = {
spawn.mapRect(-4450, -600, 2300, 750);
spawn.mapRect(-2225, -450, 175, 550);
// spawn.mapRect(-2600, -975, 450, 50);
spawn.boost(-2800, -600, 950);
if (!isBlockMode) spawn.boost(-2800, -600, 950);
spawn.mapRect(-3425, -1325, 525, 50);
spawn.mapRect(-3425, -2200, 525, 50);
spawn.mapRect(-2600, -1700, 450, 50);

View File

@@ -264,10 +264,11 @@ const m = {
x: 0,
y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5)
});
player.force.y = -m.jumpForce; //player jump force
Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
x: player.velocity.x,
y: 0
y: Math.max(-10, Math.min(m.standingOn.velocity.y, 10)) //cap velocity contribution from blocks you are standing on to 10 in the vertical
});
}
@@ -1632,14 +1633,14 @@ const m = {
// m.fieldMeterColor = "#0c5"
// m.eyeFillColor = m.fieldMeterColor
m.hold = function() {
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 200 && (m.cycle % 2)) {
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 150 && (m.cycle % 2)) {
if (tech.isSporeField) {
for (let i = 0; i < 30; i++) {
m.energy -= 0.088
for (let i = 0, len = Math.random() * 20; i < len; i++) {
m.energy -= 0.085
if (m.energy > 0) {
b.spore(m.pos)
} else {
m.energy = 0.01
m.energy = 0.001
break;
}
}

View File

@@ -665,6 +665,23 @@
// tech.isOneBullet = false
// }
// },
{
name: "fracture analysis",
description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun
},
requires: "a stun effect",
effect() {
tech.isCrit = true;
},
remove() {
tech.isCrit = false;
}
},
{
name: "microstates",
description: "increase <strong class='color-d'>damage</strong> by <strong>4%</strong><br>for every <strong>10</strong> active <strong>bullets</strong>",
@@ -1856,20 +1873,25 @@
}
},
{
name: "fracture analysis",
description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
name: "MACHO",
description: "a massive but compact object slowly <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</strong>",
maxCount: 1,
count: 0,
frequency: 2,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun
return true
},
requires: "a stun effect",
effect() {
tech.isCrit = true;
requires: "",
effect: () => {
tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
spawn.MACHO()
},
remove() {
tech.isCrit = false;
tech.isMACHO = false;
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isMACHO) mob[i].alive = false;
}
}
},
{
@@ -2735,28 +2757,6 @@
tech.wimpCount = 0
}
},
{
name: "MACHO",
description: "a massive but compact object slowly <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "",
effect: () => {
tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
spawn.MACHO()
},
remove() {
tech.isMACHO = false;
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isMACHO) mob[i].alive = false;
}
}
},
{
name: "bubble fusion",
description: "after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>research</strong>",
@@ -2795,7 +2795,7 @@
},
{
name: "replication",
description: "<strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>14</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
description: "<strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>18</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
maxCount: 9,
count: 0,
frequency: 1,
@@ -2807,12 +2807,12 @@
effect() {
tech.duplicateChance += 0.08
powerUps.setDo(); //needed after adjusting duplication chance
tech.addJunkTechToPool(14)
tech.addJunkTechToPool(18)
},
remove() {
tech.duplicateChance = 0
powerUps.setDo(); //needed after adjusting duplication chance
if (this.count > 1) tech.removeJunkTechFromPool(14)
if (this.count > 1) tech.removeJunkTechFromPool(18)
}
},
{
@@ -3230,7 +3230,7 @@
},
{
name: "dark patterns",
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br>add <strong>18</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br>add <strong>21</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3243,12 +3243,12 @@
level.difficultyDecrease(simulation.difficultyMode)
// simulation.difficulty<span class='color-symbol'>-=</span>
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
tech.addJunkTechToPool(18)
tech.addJunkTechToPool(21)
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
},
remove() {
if (this.count > 0) {
tech.removeJunkTechFromPool(18)
tech.removeJunkTechFromPool(21)
level.difficultyIncrease(simulation.difficultyMode)
}
}