added laser bot
This commit is contained in:
3835
js/bullets.js
3835
js/bullets.js
File diff suppressed because it is too large
Load Diff
464
js/engine.js
464
js/engine.js
@@ -1,233 +1,233 @@
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//matter.js ***********************************************************
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// module aliases
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const Engine = Matter.Engine,
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World = Matter.World,
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Events = Matter.Events,
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Composites = Matter.Composites,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint,
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Vertices = Matter.Vertices,
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Query = Matter.Query,
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Body = Matter.Body,
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Bodies = Matter.Bodies;
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// create an engine
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const engine = Engine.create();
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engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
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// engine.velocityIterations = 100
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// engine.positionIterations = 100
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// engine.enableSleeping = true
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// matter events *********************************************************
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//************************************************************************
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//************************************************************************
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//************************************************************************
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function playerOnGroundCheck(event) {
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//runs on collisions events
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function enter() {
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mech.numTouching++;
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if (!mech.onGround) mech.enterLand();
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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mech.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (mech.standingOn.alive !== true) enter();
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} else if (pair.bodyB === jumpSensor) {
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mech.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (mech.standingOn.alive !== true) enter();
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}
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}
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mech.numTouching = 0;
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}
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function playerOffGroundCheck(event) {
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//runs on collisions events
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function enter() {
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if (mech.onGround && mech.numTouching === 0) mech.enterAir();
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === jumpSensor) {
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enter();
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} else if (pairs[i].bodyB === jumpSensor) {
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enter();
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}
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}
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}
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function playerHeadCheck(event) {
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//runs on collisions events
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if (mech.crouch) {
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mech.isHeadClear = true;
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === headSensor) {
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mech.isHeadClear = false;
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} else if (pairs[i].bodyB === headSensor) {
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mech.isHeadClear = false;
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}
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}
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}
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}
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function mobCollisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//body + player collision
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if (game.isBodyDamage && mech.damageImmune < mech.cycle) {
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if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
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collidePlayer(pairs[i].bodyB)
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} else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) {
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collidePlayer(pairs[i].bodyA)
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}
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}
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function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
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if (obj.classType === "body" && obj.speed > speedThreshold && obj.mass > massThreshold) { //dmg from hitting a body
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const v = Matter.Vector.magnitude(Matter.Vector.sub(player.velocity, obj.velocity));
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if (v > speedThreshold) {
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
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dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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mech.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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color: game.mobDmgColor,
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time: game.drawTime
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});
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return;
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}
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}
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// else if (obj.isStatic && player.speed > speedThreshold * 2) { //falling dmg / hitting map dmg
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// mech.damageImmune = mech.cycle + 30;
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// console.log(player.speed)
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// let dmg = Math.min(Math.max(player.speed * 0.001, 0.02), 0.2);
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// mech.damage(dmg);
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// game.drawList.push({
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// //add dmg to draw queue
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// x: pairs[i].activeContacts[0].vertex.x,
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// y: pairs[i].activeContacts[0].vertex.y,
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// radius: dmg * 500,
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// color: game.mobDmgColor,
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// time: game.drawTime
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// });
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// return;
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// }
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}
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//mob + (player,bullet,body) collisions
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for (let k = 0; k < mob.length; k++) {
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if (mob[k].alive && mech.alive) {
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if (pairs[i].bodyA === mob[k]) {
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collideMob(pairs[i].bodyB);
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break;
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} else if (pairs[i].bodyB === mob[k]) {
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collideMob(pairs[i].bodyA);
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break;
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}
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function collideMob(obj) {
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//player + mob collision
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if (obj === playerBody || obj === playerHead) {
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if (mech.damageImmune < mech.cycle) {
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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mob[k].foundPlayer();
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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mech.damage(dmg);
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if (mob[k].onHit) mob[k].onHit(k);
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if (b.modAnnihilation && mob[k].dropPowerUp) {
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mob[k].death();
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game.drawList.push({
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 2000,
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color: "rgba(255,0,255,0.2)",
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time: game.drawTime
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});
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} else {
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game.drawList.push({
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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color: game.mobDmgColor,
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time: game.drawTime
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});
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}
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}
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, {
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x: player.velocity.x + 8 * Math.cos(angle),
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y: player.velocity.y + 8 * Math.sin(angle)
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});
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Matter.Body.setVelocity(mob[k], {
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x: mob[k].velocity.x - 8 * Math.cos(angle),
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y: mob[k].velocity.y - 8 * Math.sin(angle)
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});
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return;
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}
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
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let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
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if (b.modIsCrit && !mob[k].seePlayer.recall) dmg *= 5
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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obj.onDmg(); //some bullets do actions when they hits things, like despawn
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game.drawList.push({
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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// radius: Math.sqrt(dmg) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: game.playerDmgColor,
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time: game.drawTime
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});
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return;
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}
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//mob + body collisions
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if (obj.classType === "body" && obj.speed > 5) {
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const v = Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 8) {
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let dmg = b.dmgScale * v * Math.sqrt(obj.mass) * 0.05;
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mob[k].damage(dmg);
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if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
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game.drawList.push({
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.sqrt(dmg) * 40,
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color: game.playerDmgColor,
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time: game.drawTime
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});
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return;
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}
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}
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}
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}
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}
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}
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function (event) {
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playerOnGroundCheck(event);
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playerHeadCheck(event);
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mobCollisionChecks(event);
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});
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Events.on(engine, "collisionActive", function (event) {
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playerOnGroundCheck(event);
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playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function (event) {
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playerOffGroundCheck(event);
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//matter.js ***********************************************************
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// module aliases
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const Engine = Matter.Engine,
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World = Matter.World,
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Events = Matter.Events,
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Composites = Matter.Composites,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint,
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Vertices = Matter.Vertices,
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Query = Matter.Query,
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Body = Matter.Body,
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Bodies = Matter.Bodies;
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// create an engine
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const engine = Engine.create();
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engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
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// engine.velocityIterations = 100
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// engine.positionIterations = 100
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// engine.enableSleeping = true
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// matter events *********************************************************
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//************************************************************************
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//************************************************************************
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//************************************************************************
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function playerOnGroundCheck(event) {
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//runs on collisions events
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function enter() {
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mech.numTouching++;
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if (!mech.onGround) mech.enterLand();
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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mech.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (mech.standingOn.alive !== true) enter();
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} else if (pair.bodyB === jumpSensor) {
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mech.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (mech.standingOn.alive !== true) enter();
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}
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}
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mech.numTouching = 0;
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}
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function playerOffGroundCheck(event) {
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//runs on collisions events
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function enter() {
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if (mech.onGround && mech.numTouching === 0) mech.enterAir();
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === jumpSensor) {
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enter();
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} else if (pairs[i].bodyB === jumpSensor) {
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enter();
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}
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}
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}
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function playerHeadCheck(event) {
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//runs on collisions events
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if (mech.crouch) {
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mech.isHeadClear = true;
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === headSensor) {
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mech.isHeadClear = false;
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} else if (pairs[i].bodyB === headSensor) {
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mech.isHeadClear = false;
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}
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}
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}
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}
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function mobCollisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//body + player collision
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if (game.isBodyDamage && mech.damageImmune < mech.cycle) {
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if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
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collidePlayer(pairs[i].bodyB)
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} else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) {
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collidePlayer(pairs[i].bodyA)
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}
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}
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function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
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if (obj.classType === "body" && obj.speed > speedThreshold && obj.mass > massThreshold) { //dmg from hitting a body
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const v = Matter.Vector.magnitude(Matter.Vector.sub(player.velocity, obj.velocity));
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if (v > speedThreshold) {
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
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dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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mech.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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color: game.mobDmgColor,
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time: game.drawTime
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});
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return;
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}
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}
|
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// else if (obj.isStatic && player.speed > speedThreshold * 2) { //falling dmg / hitting map dmg
|
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// mech.damageImmune = mech.cycle + 30;
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// console.log(player.speed)
|
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// let dmg = Math.min(Math.max(player.speed * 0.001, 0.02), 0.2);
|
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// mech.damage(dmg);
|
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// game.drawList.push({
|
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// //add dmg to draw queue
|
||||
// x: pairs[i].activeContacts[0].vertex.x,
|
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// y: pairs[i].activeContacts[0].vertex.y,
|
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// radius: dmg * 500,
|
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// color: game.mobDmgColor,
|
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// time: game.drawTime
|
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// });
|
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// return;
|
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// }
|
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}
|
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|
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//mob + (player,bullet,body) collisions
|
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for (let k = 0; k < mob.length; k++) {
|
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if (mob[k].alive && mech.alive) {
|
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if (pairs[i].bodyA === mob[k]) {
|
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collideMob(pairs[i].bodyB);
|
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break;
|
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} else if (pairs[i].bodyB === mob[k]) {
|
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collideMob(pairs[i].bodyA);
|
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break;
|
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}
|
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|
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function collideMob(obj) {
|
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//player + mob collision
|
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if (obj === playerBody || obj === playerHead) {
|
||||
if (mech.damageImmune < mech.cycle) {
|
||||
mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
|
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mob[k].foundPlayer();
|
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
|
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mech.damage(dmg);
|
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if (mob[k].onHit) mob[k].onHit(k);
|
||||
if (b.modAnnihilation && mob[k].dropPowerUp) {
|
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mob[k].death();
|
||||
game.drawList.push({
|
||||
//add dmg to draw queue
|
||||
x: pairs[i].activeContacts[0].vertex.x,
|
||||
y: pairs[i].activeContacts[0].vertex.y,
|
||||
radius: dmg * 2000,
|
||||
color: "rgba(255,0,255,0.2)",
|
||||
time: game.drawTime
|
||||
});
|
||||
} else {
|
||||
game.drawList.push({
|
||||
//add dmg to draw queue
|
||||
x: pairs[i].activeContacts[0].vertex.x,
|
||||
y: pairs[i].activeContacts[0].vertex.y,
|
||||
radius: dmg * 500,
|
||||
color: game.mobDmgColor,
|
||||
time: game.drawTime
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
//extra kick between player and mob //this section would be better with forces but they don't work...
|
||||
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
|
||||
Matter.Body.setVelocity(player, {
|
||||
x: player.velocity.x + 8 * Math.cos(angle),
|
||||
y: player.velocity.y + 8 * Math.sin(angle)
|
||||
});
|
||||
Matter.Body.setVelocity(mob[k], {
|
||||
x: mob[k].velocity.x - 8 * Math.cos(angle),
|
||||
y: mob[k].velocity.y - 8 * Math.sin(angle)
|
||||
});
|
||||
return;
|
||||
}
|
||||
//mob + bullet collisions
|
||||
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
|
||||
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
|
||||
let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
|
||||
if (b.modIsCrit && !mob[k].seePlayer.recall) dmg *= 5
|
||||
mob[k].foundPlayer();
|
||||
mob[k].damage(dmg);
|
||||
obj.onDmg(); //some bullets do actions when they hits things, like despawn
|
||||
game.drawList.push({
|
||||
//add dmg to draw queue
|
||||
x: pairs[i].activeContacts[0].vertex.x,
|
||||
y: pairs[i].activeContacts[0].vertex.y,
|
||||
// radius: Math.sqrt(dmg) * 40,
|
||||
radius: Math.log(2 * dmg + 1.1) * 40,
|
||||
color: game.playerDmgColor,
|
||||
time: game.drawTime
|
||||
});
|
||||
return;
|
||||
}
|
||||
//mob + body collisions
|
||||
if (obj.classType === "body" && obj.speed > 5) {
|
||||
const v = Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity));
|
||||
if (v > 8) {
|
||||
let dmg = b.dmgScale * v * Math.sqrt(obj.mass) * 0.05;
|
||||
mob[k].damage(dmg);
|
||||
if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
|
||||
game.drawList.push({
|
||||
//add dmg to draw queue
|
||||
x: pairs[i].activeContacts[0].vertex.x,
|
||||
y: pairs[i].activeContacts[0].vertex.y,
|
||||
radius: Math.sqrt(dmg) * 40,
|
||||
color: game.playerDmgColor,
|
||||
time: game.drawTime
|
||||
});
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//determine if player is on the ground
|
||||
Events.on(engine, "collisionStart", function (event) {
|
||||
playerOnGroundCheck(event);
|
||||
playerHeadCheck(event);
|
||||
mobCollisionChecks(event);
|
||||
});
|
||||
Events.on(engine, "collisionActive", function (event) {
|
||||
playerOnGroundCheck(event);
|
||||
playerHeadCheck(event);
|
||||
});
|
||||
Events.on(engine, "collisionEnd", function (event) {
|
||||
playerOffGroundCheck(event);
|
||||
});
|
||||
2098
js/game.js
2098
js/game.js
File diff suppressed because it is too large
Load Diff
692
js/index.js
692
js/index.js
@@ -1,347 +1,347 @@
|
||||
"use strict";
|
||||
/* TODO: *******************************************
|
||||
*****************************************************
|
||||
|
||||
add builds with combinations of gun, field and mobs
|
||||
use the pull down menu
|
||||
|
||||
dynamically generate html about fields, guns and mods
|
||||
|
||||
add grid check to improve queries over large body arrays
|
||||
something about broad phase
|
||||
having trouble with this, might give up
|
||||
|
||||
gun: like drones, but fast moving and short lived
|
||||
dies after doing damage
|
||||
|
||||
gun: Spirit Bomb (singularity)
|
||||
use charge up like rail gun
|
||||
electricity graphics like plasma torch
|
||||
suck in nearby mobs, power ups?, blocks?
|
||||
sucked in stuff increase size
|
||||
uses energy
|
||||
|
||||
mod: auto pick up guns, heals, ammo
|
||||
use the same rule for drones
|
||||
maybe give some other bonus too?
|
||||
|
||||
rework junk bot
|
||||
it's behavior is too unpredictable
|
||||
range is unclear
|
||||
having the bullets last long after doing dmg isn't fun
|
||||
we want a fun gun that acts like a melee weapon
|
||||
|
||||
atmosphere levels
|
||||
large rotating fan that the player has to move through
|
||||
give the user a rest, between combat
|
||||
low combat
|
||||
nonaggressive mobs
|
||||
one mob attacking the passive mobs
|
||||
more graphics
|
||||
|
||||
Boss levels
|
||||
boss grows and spilt, if you don't kill it fast
|
||||
sensor that locks you in after you enter the boss room
|
||||
boss that eats other mobs and gains stats from them
|
||||
chance to spawn on any level (past level 5)
|
||||
boss that knows how to shoot (player) bullets that collide with player
|
||||
overwrite custom engine collision bullet mob function.
|
||||
|
||||
add a key that player picks up and needs to set on the exit door to open it
|
||||
|
||||
make power ups keep moving to player if the pickup field is turned off before they get picked up
|
||||
not sure how to do this without adding a constant check
|
||||
|
||||
animate new level spawn by having the map aspects randomly fly into place
|
||||
|
||||
new map with repeating endlessness
|
||||
get ideas from Manifold Garden game
|
||||
if falling, get teleported above the map
|
||||
I tried it, but had trouble getting the camera to adjust to the teleportation
|
||||
this can apply to blocks mobs, and power ups as well
|
||||
|
||||
field power up effects
|
||||
field allows player to hold and throw living mobs
|
||||
|
||||
mod power ups ideas
|
||||
double jump
|
||||
bullet on mob damage effects
|
||||
add to the array mob.do new mob behaviors
|
||||
add a damage over time
|
||||
add a freeze
|
||||
|
||||
give mobs more animal-like behaviors
|
||||
like rain world
|
||||
give mobs something to do when they don't see player
|
||||
explore map
|
||||
eat power ups
|
||||
drop power up (if killed after eating one)
|
||||
mobs some times aren't aggressive
|
||||
when low on life or after taking a large hit
|
||||
mobs can fight each other
|
||||
this might be hard to code
|
||||
isolated mobs try to group up.
|
||||
|
||||
game mechanics
|
||||
mechanics that support the physics engine
|
||||
add rope/constraint
|
||||
get ideas from game: limbo / inside
|
||||
environmental hazards
|
||||
laser
|
||||
lava
|
||||
button / switch
|
||||
door
|
||||
fizzler
|
||||
moving platform
|
||||
map zones
|
||||
water
|
||||
low friction ground
|
||||
bouncy ground
|
||||
|
||||
|
||||
// collision info:
|
||||
category mask
|
||||
powerUp: 0x100000 0x100001
|
||||
body: 0x010000 0x011111
|
||||
player: 0x001000 0x010011
|
||||
bullet: 0x000100 0x010011
|
||||
mob: 0x000010 0x011111
|
||||
mobBullet: 0x000010 0x011101
|
||||
mobShield: 0x000010 0x001100
|
||||
map: 0x000001 0x111111
|
||||
|
||||
|
||||
|
||||
|
||||
*/
|
||||
|
||||
//build build grid display
|
||||
const build = {
|
||||
isShowingBuilds: false,
|
||||
list: [],
|
||||
choosePowerUp(who, index, type) {
|
||||
//check if matching a current power up
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].index === index && build.list[i].type === type) { //if already click, toggle off
|
||||
build.list.splice(i, 1);
|
||||
who.style.backgroundColor = "#fff"
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
//check if trying to get a second field
|
||||
if (type === "field") {
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].type === "field") { //if already click, toggle off
|
||||
build.list[i].who.style.backgroundColor = "#fff"
|
||||
build.list.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (build.list.length < 5) { //add to build array
|
||||
// who.style.border = "2px solid #333"
|
||||
who.style.backgroundColor = "#919ba8" //"#868f9a"
|
||||
build.list[build.list.length] = {
|
||||
who: who,
|
||||
index: index,
|
||||
type: type
|
||||
}
|
||||
}
|
||||
},
|
||||
startBuildRun() {
|
||||
spawn.setSpawnList();
|
||||
spawn.setSpawnList();
|
||||
game.startGame();
|
||||
game.difficulty = 6;
|
||||
level.isBuildRun = true;
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].type === "field") {
|
||||
mech.fieldUpgrades[build.list[i].index].effect();
|
||||
} else if (build.list[i].type === "gun") {
|
||||
b.giveGuns(build.list[i].index)
|
||||
} else if (build.list[i].type === "mod") {
|
||||
b.giveMod(build.list[i].index)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
document.getElementById("build-button").addEventListener("click", () => {
|
||||
document.getElementById("build-button").style.display = "none";
|
||||
const el = document.getElementById("build-grid")
|
||||
if (build.isShowingBuilds) {
|
||||
el.style.display = "none"
|
||||
build.isShowingBuilds = false
|
||||
document.body.style.overflow = "hidden"
|
||||
document.getElementById("controls").style.display = 'inline'
|
||||
document.getElementById("settings").style.display = 'inline'
|
||||
} else {
|
||||
build.list = []
|
||||
// let text = '<p>choose up to 5 powers<br> <button type="button" id="build-begin-button" onclick="build.startBuildRun()">Begin Run</button></p>'
|
||||
let text =
|
||||
`<div style="display: flex; justify-content: center; align-items: center;">
|
||||
<svg class="SVG-button" onclick="build.startBuildRun()" width="90" height="40">
|
||||
<g stroke='none' fill='#333' stroke-width="2" font-size="30px" font-family="Ariel, sans-serif">
|
||||
<text x="15" y="31">start</text>
|
||||
</g>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="build-grid-module" style="font-size: 19px; line-height: 110%;">
|
||||
Choose up to five power ups. Once you start, only health and ammo will drop, so pick carefully.
|
||||
</div>`
|
||||
for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
|
||||
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')" ><div class="circle-grid field"></div> <strong style='font-size:1.3em;'>${mech.fieldUpgrades[i].name}</strong><br> ${mech.fieldUpgrades[i].description}</div>`
|
||||
}
|
||||
for (let i = 0, len = b.guns.length; i < len; i++) {
|
||||
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="circle-grid gun"></div> <strong style='font-size:1.3em;'>${b.guns[i].name}</strong><br> ${b.guns[i].description}</div>`
|
||||
}
|
||||
for (let i = 0, len = b.mods.length; i < len; i++) {
|
||||
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="circle-grid mod"></div> <strong style='font-size:1.3em;'>${b.mods[i].name}</strong><br> ${b.mods[i].description}</div>`
|
||||
}
|
||||
el.innerHTML = text
|
||||
el.style.display = "grid"
|
||||
build.isShowingBuilds = true
|
||||
document.body.style.overflowY = "scroll";
|
||||
document.body.style.overflowX = "hidden";
|
||||
document.getElementById("controls").style.display = 'none'
|
||||
document.getElementById("settings").style.display = 'none'
|
||||
}
|
||||
});
|
||||
|
||||
//set up canvas
|
||||
var canvas = document.getElementById("canvas");
|
||||
//using "const" causes problems in safari when an ID shares the same name.
|
||||
const ctx = canvas.getContext("2d");
|
||||
document.body.style.backgroundColor = "#fff";
|
||||
|
||||
//disable pop up menu on right click
|
||||
document.oncontextmenu = function () {
|
||||
return false;
|
||||
}
|
||||
|
||||
function setupCanvas() {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
|
||||
canvas.height2 = canvas.height / 2;
|
||||
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
|
||||
ctx.font = "15px Arial";
|
||||
ctx.lineJoin = "round";
|
||||
ctx.lineCap = "round";
|
||||
// ctx.lineCap='square';
|
||||
game.setZoom();
|
||||
}
|
||||
setupCanvas();
|
||||
window.onresize = () => {
|
||||
setupCanvas();
|
||||
};
|
||||
|
||||
//mouse move input
|
||||
document.body.addEventListener("mousemove", (e) => {
|
||||
game.mouse.x = e.clientX;
|
||||
game.mouse.y = e.clientY;
|
||||
});
|
||||
|
||||
document.body.addEventListener("mouseup", (e) => {
|
||||
// game.buildingUp(e); //uncomment when building levels
|
||||
// game.mouseDown = false;
|
||||
// console.log(e)
|
||||
if (e.which === 3) {
|
||||
game.mouseDownRight = false;
|
||||
} else {
|
||||
game.mouseDown = false;
|
||||
}
|
||||
});
|
||||
|
||||
document.body.addEventListener("mousedown", (e) => {
|
||||
if (e.which === 3) {
|
||||
game.mouseDownRight = true;
|
||||
} else {
|
||||
game.mouseDown = true;
|
||||
}
|
||||
});
|
||||
|
||||
//keyboard input
|
||||
const keys = [];
|
||||
document.body.addEventListener("keydown", (e) => {
|
||||
keys[e.keyCode] = true;
|
||||
game.keyPress();
|
||||
});
|
||||
|
||||
document.body.addEventListener("keyup", (e) => {
|
||||
keys[e.keyCode] = false;
|
||||
});
|
||||
|
||||
document.body.addEventListener("wheel", (e) => {
|
||||
if (e.deltaY > 0) {
|
||||
game.nextGun();
|
||||
} else {
|
||||
game.previousGun();
|
||||
}
|
||||
}, {
|
||||
passive: true
|
||||
});
|
||||
|
||||
document.getElementById("fps-select").addEventListener("input", () => {
|
||||
let value = document.getElementById("fps-select").value
|
||||
if (value === 'max') {
|
||||
game.fpsCapDefault = 999999999;
|
||||
} else if (value === '72') {
|
||||
game.fpsCapDefault = 72
|
||||
} else if (value === '60') {
|
||||
game.fpsCapDefault = 60
|
||||
} else if (value === '45') {
|
||||
game.fpsCapDefault = 45
|
||||
} else if (value === '30') {
|
||||
game.fpsCapDefault = 30
|
||||
} else if (value === '15') {
|
||||
game.fpsCapDefault = 15
|
||||
}
|
||||
});
|
||||
|
||||
document.getElementById("body-damage").addEventListener("input", () => {
|
||||
game.isBodyDamage = document.getElementById("body-damage").checked
|
||||
});
|
||||
|
||||
// function playSound(id) {
|
||||
// //play sound
|
||||
// if (false) {
|
||||
// //sounds are turned off for now
|
||||
// // if (document.getElementById(id)) {
|
||||
// var sound = document.getElementById(id); //setup audio
|
||||
// sound.currentTime = 0; //reset position of playback to zero //sound.load();
|
||||
// sound.play();
|
||||
// }
|
||||
// }
|
||||
|
||||
function shuffle(array) {
|
||||
var currentIndex = array.length,
|
||||
temporaryValue,
|
||||
randomIndex;
|
||||
// While there remain elements to shuffle...
|
||||
while (0 !== currentIndex) {
|
||||
// Pick a remaining element...
|
||||
randomIndex = Math.floor(Math.random() * currentIndex);
|
||||
currentIndex -= 1;
|
||||
// And swap it with the current element.
|
||||
temporaryValue = array[currentIndex];
|
||||
array[currentIndex] = array[randomIndex];
|
||||
array[randomIndex] = temporaryValue;
|
||||
}
|
||||
return array;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//main loop ************************************************************
|
||||
//**********************************************************************
|
||||
function cycle() {
|
||||
if (!game.paused) requestAnimationFrame(cycle);
|
||||
const now = Date.now();
|
||||
const elapsed = now - game.then; // calc elapsed time since last loop
|
||||
if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
|
||||
game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
|
||||
game.loop();
|
||||
}
|
||||
"use strict";
|
||||
/* TODO: *******************************************
|
||||
*****************************************************
|
||||
|
||||
add builds with combinations of gun, field and mobs
|
||||
use the pull down menu
|
||||
|
||||
dynamically generate html about fields, guns and mods
|
||||
|
||||
add grid check to improve queries over large body arrays
|
||||
something about broad phase
|
||||
having trouble with this, might give up
|
||||
|
||||
gun: like drones, but fast moving and short lived
|
||||
dies after doing damage
|
||||
|
||||
gun: Spirit Bomb (singularity)
|
||||
use charge up like rail gun
|
||||
electricity graphics like plasma torch
|
||||
suck in nearby mobs, power ups?, blocks?
|
||||
sucked in stuff increase size
|
||||
uses energy
|
||||
|
||||
mod: auto pick up guns, heals, ammo
|
||||
use the same rule for drones
|
||||
maybe give some other bonus too?
|
||||
|
||||
rework junk bot
|
||||
it's behavior is too unpredictable
|
||||
range is unclear
|
||||
having the bullets last long after doing dmg isn't fun
|
||||
we want a fun gun that acts like a melee weapon
|
||||
|
||||
atmosphere levels
|
||||
large rotating fan that the player has to move through
|
||||
give the user a rest, between combat
|
||||
low combat
|
||||
nonaggressive mobs
|
||||
one mob attacking the passive mobs
|
||||
more graphics
|
||||
|
||||
Boss levels
|
||||
boss grows and spilt, if you don't kill it fast
|
||||
sensor that locks you in after you enter the boss room
|
||||
boss that eats other mobs and gains stats from them
|
||||
chance to spawn on any level (past level 5)
|
||||
boss that knows how to shoot (player) bullets that collide with player
|
||||
overwrite custom engine collision bullet mob function.
|
||||
|
||||
add a key that player picks up and needs to set on the exit door to open it
|
||||
|
||||
make power ups keep moving to player if the pickup field is turned off before they get picked up
|
||||
not sure how to do this without adding a constant check
|
||||
|
||||
animate new level spawn by having the map aspects randomly fly into place
|
||||
|
||||
new map with repeating endlessness
|
||||
get ideas from Manifold Garden game
|
||||
if falling, get teleported above the map
|
||||
I tried it, but had trouble getting the camera to adjust to the teleportation
|
||||
this can apply to blocks mobs, and power ups as well
|
||||
|
||||
field power up effects
|
||||
field allows player to hold and throw living mobs
|
||||
|
||||
mod power ups ideas
|
||||
double jump
|
||||
bullet on mob damage effects
|
||||
add to the array mob.do new mob behaviors
|
||||
add a damage over time
|
||||
add a freeze
|
||||
|
||||
give mobs more animal-like behaviors
|
||||
like rain world
|
||||
give mobs something to do when they don't see player
|
||||
explore map
|
||||
eat power ups
|
||||
drop power up (if killed after eating one)
|
||||
mobs some times aren't aggressive
|
||||
when low on life or after taking a large hit
|
||||
mobs can fight each other
|
||||
this might be hard to code
|
||||
isolated mobs try to group up.
|
||||
|
||||
game mechanics
|
||||
mechanics that support the physics engine
|
||||
add rope/constraint
|
||||
get ideas from game: limbo / inside
|
||||
environmental hazards
|
||||
laser
|
||||
lava
|
||||
button / switch
|
||||
door
|
||||
fizzler
|
||||
moving platform
|
||||
map zones
|
||||
water
|
||||
low friction ground
|
||||
bouncy ground
|
||||
|
||||
|
||||
// collision info:
|
||||
category mask
|
||||
powerUp: 0x100000 0x100001
|
||||
body: 0x010000 0x011111
|
||||
player: 0x001000 0x010011
|
||||
bullet: 0x000100 0x010011
|
||||
mob: 0x000010 0x011111
|
||||
mobBullet: 0x000010 0x011101
|
||||
mobShield: 0x000010 0x001100
|
||||
map: 0x000001 0x111111
|
||||
|
||||
|
||||
|
||||
|
||||
*/
|
||||
|
||||
//build build grid display
|
||||
const build = {
|
||||
isShowingBuilds: false,
|
||||
list: [],
|
||||
choosePowerUp(who, index, type) {
|
||||
//check if matching a current power up
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].index === index && build.list[i].type === type) { //if already click, toggle off
|
||||
build.list.splice(i, 1);
|
||||
who.style.backgroundColor = "#fff"
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
//check if trying to get a second field
|
||||
if (type === "field") {
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].type === "field") { //if already click, toggle off
|
||||
build.list[i].who.style.backgroundColor = "#fff"
|
||||
build.list.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (build.list.length < 5) { //add to build array
|
||||
// who.style.border = "2px solid #333"
|
||||
who.style.backgroundColor = "#919ba8" //"#868f9a"
|
||||
build.list[build.list.length] = {
|
||||
who: who,
|
||||
index: index,
|
||||
type: type
|
||||
}
|
||||
}
|
||||
},
|
||||
startBuildRun() {
|
||||
spawn.setSpawnList();
|
||||
spawn.setSpawnList();
|
||||
game.startGame();
|
||||
game.difficulty = 6;
|
||||
level.isBuildRun = true;
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].type === "field") {
|
||||
mech.fieldUpgrades[build.list[i].index].effect();
|
||||
} else if (build.list[i].type === "gun") {
|
||||
b.giveGuns(build.list[i].index)
|
||||
} else if (build.list[i].type === "mod") {
|
||||
b.giveMod(build.list[i].index)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
document.getElementById("build-button").addEventListener("click", () => {
|
||||
document.getElementById("build-button").style.display = "none";
|
||||
const el = document.getElementById("build-grid")
|
||||
if (build.isShowingBuilds) {
|
||||
el.style.display = "none"
|
||||
build.isShowingBuilds = false
|
||||
document.body.style.overflow = "hidden"
|
||||
document.getElementById("controls").style.display = 'inline'
|
||||
document.getElementById("settings").style.display = 'inline'
|
||||
} else {
|
||||
build.list = []
|
||||
// let text = '<p>choose up to 5 powers<br> <button type="button" id="build-begin-button" onclick="build.startBuildRun()">Begin Run</button></p>'
|
||||
let text =
|
||||
`<div style="display: flex; justify-content: center; align-items: center;">
|
||||
<svg class="SVG-button" onclick="build.startBuildRun()" width="90" height="40">
|
||||
<g stroke='none' fill='#333' stroke-width="2" font-size="30px" font-family="Ariel, sans-serif">
|
||||
<text x="15" y="31">start</text>
|
||||
</g>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="build-grid-module" style="font-size: 19px; line-height: 110%;">
|
||||
Choose up to five power ups. Once you start, only health and ammo will drop, so pick carefully.
|
||||
</div>`
|
||||
for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
|
||||
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')" ><div class="circle-grid field"></div> <strong style='font-size:1.3em;'>${mech.fieldUpgrades[i].name}</strong><br> ${mech.fieldUpgrades[i].description}</div>`
|
||||
}
|
||||
for (let i = 0, len = b.guns.length; i < len; i++) {
|
||||
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="circle-grid gun"></div> <strong style='font-size:1.3em;'>${b.guns[i].name}</strong><br> ${b.guns[i].description}</div>`
|
||||
}
|
||||
for (let i = 0, len = b.mods.length; i < len; i++) {
|
||||
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="circle-grid mod"></div> <strong style='font-size:1.3em;'>${b.mods[i].name}</strong><br> ${b.mods[i].description}</div>`
|
||||
}
|
||||
el.innerHTML = text
|
||||
el.style.display = "grid"
|
||||
build.isShowingBuilds = true
|
||||
document.body.style.overflowY = "scroll";
|
||||
document.body.style.overflowX = "hidden";
|
||||
document.getElementById("controls").style.display = 'none'
|
||||
document.getElementById("settings").style.display = 'none'
|
||||
}
|
||||
});
|
||||
|
||||
//set up canvas
|
||||
var canvas = document.getElementById("canvas");
|
||||
//using "const" causes problems in safari when an ID shares the same name.
|
||||
const ctx = canvas.getContext("2d");
|
||||
document.body.style.backgroundColor = "#fff";
|
||||
|
||||
//disable pop up menu on right click
|
||||
document.oncontextmenu = function () {
|
||||
return false;
|
||||
}
|
||||
|
||||
function setupCanvas() {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
|
||||
canvas.height2 = canvas.height / 2;
|
||||
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
|
||||
ctx.font = "15px Arial";
|
||||
ctx.lineJoin = "round";
|
||||
ctx.lineCap = "round";
|
||||
// ctx.lineCap='square';
|
||||
game.setZoom();
|
||||
}
|
||||
setupCanvas();
|
||||
window.onresize = () => {
|
||||
setupCanvas();
|
||||
};
|
||||
|
||||
//mouse move input
|
||||
document.body.addEventListener("mousemove", (e) => {
|
||||
game.mouse.x = e.clientX;
|
||||
game.mouse.y = e.clientY;
|
||||
});
|
||||
|
||||
document.body.addEventListener("mouseup", (e) => {
|
||||
// game.buildingUp(e); //uncomment when building levels
|
||||
// game.mouseDown = false;
|
||||
// console.log(e)
|
||||
if (e.which === 3) {
|
||||
game.mouseDownRight = false;
|
||||
} else {
|
||||
game.mouseDown = false;
|
||||
}
|
||||
});
|
||||
|
||||
document.body.addEventListener("mousedown", (e) => {
|
||||
if (e.which === 3) {
|
||||
game.mouseDownRight = true;
|
||||
} else {
|
||||
game.mouseDown = true;
|
||||
}
|
||||
});
|
||||
|
||||
//keyboard input
|
||||
const keys = [];
|
||||
document.body.addEventListener("keydown", (e) => {
|
||||
keys[e.keyCode] = true;
|
||||
game.keyPress();
|
||||
});
|
||||
|
||||
document.body.addEventListener("keyup", (e) => {
|
||||
keys[e.keyCode] = false;
|
||||
});
|
||||
|
||||
document.body.addEventListener("wheel", (e) => {
|
||||
if (e.deltaY > 0) {
|
||||
game.nextGun();
|
||||
} else {
|
||||
game.previousGun();
|
||||
}
|
||||
}, {
|
||||
passive: true
|
||||
});
|
||||
|
||||
document.getElementById("fps-select").addEventListener("input", () => {
|
||||
let value = document.getElementById("fps-select").value
|
||||
if (value === 'max') {
|
||||
game.fpsCapDefault = 999999999;
|
||||
} else if (value === '72') {
|
||||
game.fpsCapDefault = 72
|
||||
} else if (value === '60') {
|
||||
game.fpsCapDefault = 60
|
||||
} else if (value === '45') {
|
||||
game.fpsCapDefault = 45
|
||||
} else if (value === '30') {
|
||||
game.fpsCapDefault = 30
|
||||
} else if (value === '15') {
|
||||
game.fpsCapDefault = 15
|
||||
}
|
||||
});
|
||||
|
||||
document.getElementById("body-damage").addEventListener("input", () => {
|
||||
game.isBodyDamage = document.getElementById("body-damage").checked
|
||||
});
|
||||
|
||||
// function playSound(id) {
|
||||
// //play sound
|
||||
// if (false) {
|
||||
// //sounds are turned off for now
|
||||
// // if (document.getElementById(id)) {
|
||||
// var sound = document.getElementById(id); //setup audio
|
||||
// sound.currentTime = 0; //reset position of playback to zero //sound.load();
|
||||
// sound.play();
|
||||
// }
|
||||
// }
|
||||
|
||||
function shuffle(array) {
|
||||
var currentIndex = array.length,
|
||||
temporaryValue,
|
||||
randomIndex;
|
||||
// While there remain elements to shuffle...
|
||||
while (0 !== currentIndex) {
|
||||
// Pick a remaining element...
|
||||
randomIndex = Math.floor(Math.random() * currentIndex);
|
||||
currentIndex -= 1;
|
||||
// And swap it with the current element.
|
||||
temporaryValue = array[currentIndex];
|
||||
array[currentIndex] = array[randomIndex];
|
||||
array[randomIndex] = temporaryValue;
|
||||
}
|
||||
return array;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//main loop ************************************************************
|
||||
//**********************************************************************
|
||||
function cycle() {
|
||||
if (!game.paused) requestAnimationFrame(cycle);
|
||||
const now = Date.now();
|
||||
const elapsed = now - game.then; // calc elapsed time since last loop
|
||||
if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
|
||||
game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
|
||||
game.loop();
|
||||
}
|
||||
}
|
||||
3212
js/level.js
3212
js/level.js
File diff suppressed because it is too large
Load Diff
2020
js/mobs.js
2020
js/mobs.js
File diff suppressed because it is too large
Load Diff
3030
js/player.js
3030
js/player.js
File diff suppressed because it is too large
Load Diff
476
js/powerups.js
476
js/powerups.js
@@ -1,239 +1,239 @@
|
||||
let powerUp = [];
|
||||
|
||||
const powerUps = {
|
||||
heal: {
|
||||
name: "heal",
|
||||
color: "#0fb",
|
||||
size() {
|
||||
return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
|
||||
},
|
||||
effect() {
|
||||
let heal = (this.size / 40) ** 2
|
||||
if (b.fullHeal) heal = Infinity
|
||||
heal = Math.min(1 - mech.health, heal)
|
||||
mech.addHealth(heal);
|
||||
if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
|
||||
}
|
||||
},
|
||||
ammo: {
|
||||
name: "ammo",
|
||||
color: "#467",
|
||||
size() {
|
||||
return 17;
|
||||
},
|
||||
effect() {
|
||||
//only get ammo for guns player has
|
||||
let target;
|
||||
// console.log(b.inventory.length)
|
||||
if (b.inventory.length > 0) {
|
||||
//add ammo to a gun in inventory
|
||||
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
|
||||
//try 3 more times to give ammo to a gun with ammo, not Infinity
|
||||
if (target.ammo === Infinity) {
|
||||
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
||||
if (target.ammo === Infinity) {
|
||||
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
||||
if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//if you don't have any guns just add ammo to a random gun you don't have yet
|
||||
target = b.guns[Math.floor(Math.random() * b.guns.length)];
|
||||
}
|
||||
if (target.ammo === Infinity) {
|
||||
mech.fieldMeter = 1;
|
||||
if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
|
||||
} else {
|
||||
//ammo given scales as mobs take more hits to kill
|
||||
let ammo = Math.ceil((target.ammoPack * (0.45 + 0.06 * Math.random())) / Math.sqrt(b.dmgScale));
|
||||
if (level.isBuildRun) ammo = Math.floor(ammo * 1.2)
|
||||
target.ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
||||
}
|
||||
}
|
||||
},
|
||||
field: {
|
||||
name: "field",
|
||||
color: "#0cf",
|
||||
size() {
|
||||
return 45;
|
||||
},
|
||||
effect() {
|
||||
const previousMode = mech.fieldMode
|
||||
|
||||
if (!this.mode) { //this.mode is set if the power up has been ejected from player
|
||||
mode = mech.fieldMode
|
||||
while (mode === mech.fieldMode) {
|
||||
mode = Math.ceil(Math.random() * (mech.fieldUpgrades.length - 1))
|
||||
}
|
||||
mech.fieldUpgrades[mode].effect(); //choose random field upgrade that you don't already have
|
||||
} else {
|
||||
mech.fieldUpgrades[this.mode].effect(); //set a predetermined power up
|
||||
}
|
||||
//pop the old field out in case player wants to swap back
|
||||
if (previousMode !== 0) {
|
||||
mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
|
||||
}
|
||||
}
|
||||
},
|
||||
mod: {
|
||||
name: "mod",
|
||||
color: "#a8f",
|
||||
size() {
|
||||
return 42;
|
||||
},
|
||||
effect() {
|
||||
//find what mods I don't have
|
||||
let options = [];
|
||||
for (let i = 0; i < b.mods.length; i++) {
|
||||
if (!b.mods[i].have) options.push(i);
|
||||
}
|
||||
//give a random mod from the mods I don't have
|
||||
if (options.length > 0) {
|
||||
let newMod = options[Math.floor(Math.random() * options.length)]
|
||||
b.giveMod(newMod)
|
||||
game.replaceTextLog = true;
|
||||
game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
|
||||
game.replaceTextLog = false;
|
||||
}
|
||||
}
|
||||
},
|
||||
gun: {
|
||||
name: "gun",
|
||||
color: "#26a",
|
||||
size() {
|
||||
return 35;
|
||||
},
|
||||
effect() {
|
||||
//find what guns I don't have
|
||||
let options = [];
|
||||
if (b.activeGun === null && game.difficulty < 3) {
|
||||
//choose the first gun to be one that is good for the early game
|
||||
for (let i = 0; i < b.guns.length; ++i) {
|
||||
if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
|
||||
}
|
||||
} else {
|
||||
//choose a gun you don't have
|
||||
for (let i = 0; i < b.guns.length; ++i) {
|
||||
if (!b.guns[i].have) options.push(i);
|
||||
}
|
||||
}
|
||||
//give player a gun they don't already have if possible
|
||||
game.replaceTextLog = true;
|
||||
if (options.length > 0) {
|
||||
let newGun = options[Math.floor(Math.random() * options.length)];
|
||||
if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
|
||||
game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><br>${b.guns[newGun].description}`, 900);
|
||||
b.guns[newGun].have = true;
|
||||
b.inventory.push(newGun);
|
||||
b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
|
||||
game.makeGunHUD();
|
||||
} else {
|
||||
//if you have all guns then get ammo
|
||||
const ammoTarget = Math.floor(Math.random() * (b.guns.length));
|
||||
const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 2);
|
||||
b.guns[ammoTarget].ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
|
||||
}
|
||||
game.replaceTextLog = false
|
||||
}
|
||||
},
|
||||
spawnRandomPowerUp(x, y) { //mostly used after mob dies
|
||||
if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health
|
||||
powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.2 && b.inventory.length > 0) {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.004 * (4 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
||||
powerUps.spawn(x, y, "gun");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.004 * (7 - b.modCount)) {
|
||||
powerUps.spawn(x, y, "mod");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.005) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
|
||||
return;
|
||||
}
|
||||
},
|
||||
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
|
||||
if (mech.fieldMode === 0) {
|
||||
powerUps.spawn(x, y, "field")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
|
||||
} else if (Math.random() < 0.3) {
|
||||
powerUps.spawn(x, y, "mod")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
|
||||
} else if (Math.random() < 0.3) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
|
||||
} else if (Math.random() < 0.3) {
|
||||
powerUps.spawn(x, y, "gun")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
|
||||
} else if (mech.health < 0.6) {
|
||||
powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
|
||||
} else {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
|
||||
}
|
||||
},
|
||||
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
|
||||
if (Math.random() < 0.5) {
|
||||
powerUps.spawn(x, y, "heal", false);
|
||||
} else {
|
||||
powerUps.spawn(x, y, "ammo", false);
|
||||
}
|
||||
},
|
||||
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
||||
if (b.inventory.length < 2 || game.isEasyMode) {
|
||||
powerUps.spawn(x, y, "gun", false); //starting gun
|
||||
} else {
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
}
|
||||
},
|
||||
spawn(x, y, target, moving = true, mode = null) {
|
||||
if (!level.isBuildRun || target === "heal" || target === "ammo") {
|
||||
let i = powerUp.length;
|
||||
target = powerUps[target];
|
||||
size = target.size();
|
||||
powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, {
|
||||
density: 0.001,
|
||||
frictionAir: 0.01,
|
||||
restitution: 0.8,
|
||||
inertia: Infinity, //prevents rotation
|
||||
collisionFilter: {
|
||||
group: 0,
|
||||
category: 0x100000,
|
||||
mask: 0x100001
|
||||
},
|
||||
color: target.color,
|
||||
effect: target.effect,
|
||||
mode: mode,
|
||||
name: target.name,
|
||||
size: size
|
||||
});
|
||||
if (moving) {
|
||||
Matter.Body.setVelocity(powerUp[i], {
|
||||
x: (Math.random() - 0.5) * 15,
|
||||
y: Math.random() * -9 - 3
|
||||
});
|
||||
}
|
||||
World.add(engine.world, powerUp[i]); //add to world
|
||||
}
|
||||
},
|
||||
let powerUp = [];
|
||||
|
||||
const powerUps = {
|
||||
heal: {
|
||||
name: "heal",
|
||||
color: "#0fb",
|
||||
size() {
|
||||
return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
|
||||
},
|
||||
effect() {
|
||||
let heal = (this.size / 40) ** 2
|
||||
if (b.fullHeal) heal = Infinity
|
||||
heal = Math.min(1 - mech.health, heal)
|
||||
mech.addHealth(heal);
|
||||
if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
|
||||
}
|
||||
},
|
||||
ammo: {
|
||||
name: "ammo",
|
||||
color: "#467",
|
||||
size() {
|
||||
return 17;
|
||||
},
|
||||
effect() {
|
||||
//only get ammo for guns player has
|
||||
let target;
|
||||
// console.log(b.inventory.length)
|
||||
if (b.inventory.length > 0) {
|
||||
//add ammo to a gun in inventory
|
||||
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
|
||||
//try 3 more times to give ammo to a gun with ammo, not Infinity
|
||||
if (target.ammo === Infinity) {
|
||||
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
||||
if (target.ammo === Infinity) {
|
||||
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
||||
if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//if you don't have any guns just add ammo to a random gun you don't have yet
|
||||
target = b.guns[Math.floor(Math.random() * b.guns.length)];
|
||||
}
|
||||
if (target.ammo === Infinity) {
|
||||
mech.fieldMeter = 1;
|
||||
if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
|
||||
} else {
|
||||
//ammo given scales as mobs take more hits to kill
|
||||
let ammo = Math.ceil((target.ammoPack * (0.45 + 0.06 * Math.random())) / Math.sqrt(b.dmgScale));
|
||||
if (level.isBuildRun) ammo = Math.floor(ammo * 1.2)
|
||||
target.ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
||||
}
|
||||
}
|
||||
},
|
||||
field: {
|
||||
name: "field",
|
||||
color: "#0cf",
|
||||
size() {
|
||||
return 45;
|
||||
},
|
||||
effect() {
|
||||
const previousMode = mech.fieldMode
|
||||
|
||||
if (!this.mode) { //this.mode is set if the power up has been ejected from player
|
||||
mode = mech.fieldMode
|
||||
while (mode === mech.fieldMode) {
|
||||
mode = Math.ceil(Math.random() * (mech.fieldUpgrades.length - 1))
|
||||
}
|
||||
mech.fieldUpgrades[mode].effect(); //choose random field upgrade that you don't already have
|
||||
} else {
|
||||
mech.fieldUpgrades[this.mode].effect(); //set a predetermined power up
|
||||
}
|
||||
//pop the old field out in case player wants to swap back
|
||||
if (previousMode !== 0) {
|
||||
mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
|
||||
}
|
||||
}
|
||||
},
|
||||
mod: {
|
||||
name: "mod",
|
||||
color: "#a8f",
|
||||
size() {
|
||||
return 42;
|
||||
},
|
||||
effect() {
|
||||
//find what mods I don't have
|
||||
let options = [];
|
||||
for (let i = 0; i < b.mods.length; i++) {
|
||||
if (!b.mods[i].have) options.push(i);
|
||||
}
|
||||
//give a random mod from the mods I don't have
|
||||
if (options.length > 0) {
|
||||
let newMod = options[Math.floor(Math.random() * options.length)]
|
||||
b.giveMod(newMod)
|
||||
game.replaceTextLog = true;
|
||||
game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
|
||||
game.replaceTextLog = false;
|
||||
}
|
||||
}
|
||||
},
|
||||
gun: {
|
||||
name: "gun",
|
||||
color: "#26a",
|
||||
size() {
|
||||
return 35;
|
||||
},
|
||||
effect() {
|
||||
//find what guns I don't have
|
||||
let options = [];
|
||||
if (b.activeGun === null && game.difficulty < 3) {
|
||||
//choose the first gun to be one that is good for the early game
|
||||
for (let i = 0; i < b.guns.length; ++i) {
|
||||
if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
|
||||
}
|
||||
} else {
|
||||
//choose a gun you don't have
|
||||
for (let i = 0; i < b.guns.length; ++i) {
|
||||
if (!b.guns[i].have) options.push(i);
|
||||
}
|
||||
}
|
||||
//give player a gun they don't already have if possible
|
||||
game.replaceTextLog = true;
|
||||
if (options.length > 0) {
|
||||
let newGun = options[Math.floor(Math.random() * options.length)];
|
||||
if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
|
||||
game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><br>${b.guns[newGun].description}`, 900);
|
||||
b.guns[newGun].have = true;
|
||||
b.inventory.push(newGun);
|
||||
b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
|
||||
game.makeGunHUD();
|
||||
} else {
|
||||
//if you have all guns then get ammo
|
||||
const ammoTarget = Math.floor(Math.random() * (b.guns.length));
|
||||
const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 2);
|
||||
b.guns[ammoTarget].ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
|
||||
}
|
||||
game.replaceTextLog = false
|
||||
}
|
||||
},
|
||||
spawnRandomPowerUp(x, y) { //mostly used after mob dies
|
||||
if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health
|
||||
powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.2 && b.inventory.length > 0) {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.004 * (4 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
||||
powerUps.spawn(x, y, "gun");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.0035 * (7 - b.modCount)) {
|
||||
powerUps.spawn(x, y, "mod");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.005) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
|
||||
return;
|
||||
}
|
||||
},
|
||||
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
|
||||
if (mech.fieldMode === 0) {
|
||||
powerUps.spawn(x, y, "field")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
|
||||
} else if (Math.random() < 0.27) {
|
||||
powerUps.spawn(x, y, "mod")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
|
||||
} else if (Math.random() < 0.27) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
|
||||
} else if (Math.random() < 0.27) {
|
||||
powerUps.spawn(x, y, "gun")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
|
||||
} else if (mech.health < 0.6) {
|
||||
powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
|
||||
} else {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
|
||||
}
|
||||
},
|
||||
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
|
||||
if (Math.random() < 0.5) {
|
||||
powerUps.spawn(x, y, "heal", false);
|
||||
} else {
|
||||
powerUps.spawn(x, y, "ammo", false);
|
||||
}
|
||||
},
|
||||
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
||||
if (b.inventory.length < 2 || game.isEasyMode) {
|
||||
powerUps.spawn(x, y, "gun", false); //starting gun
|
||||
} else {
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
}
|
||||
},
|
||||
spawn(x, y, target, moving = true, mode = null) {
|
||||
if (!level.isBuildRun || target === "heal" || target === "ammo") {
|
||||
let i = powerUp.length;
|
||||
target = powerUps[target];
|
||||
size = target.size();
|
||||
powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, {
|
||||
density: 0.001,
|
||||
frictionAir: 0.01,
|
||||
restitution: 0.8,
|
||||
inertia: Infinity, //prevents rotation
|
||||
collisionFilter: {
|
||||
group: 0,
|
||||
category: 0x100000,
|
||||
mask: 0x100001
|
||||
},
|
||||
color: target.color,
|
||||
effect: target.effect,
|
||||
mode: mode,
|
||||
name: target.name,
|
||||
size: size
|
||||
});
|
||||
if (moving) {
|
||||
Matter.Body.setVelocity(powerUp[i], {
|
||||
x: (Math.random() - 0.5) * 15,
|
||||
y: Math.random() * -9 - 3
|
||||
});
|
||||
}
|
||||
World.add(engine.world, powerUp[i]); //add to world
|
||||
}
|
||||
},
|
||||
};
|
||||
3384
js/spawn.js
3384
js/spawn.js
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user