catabolism and inductive coupling update
catabolism - lowers your max health by 1 (was 3 harm) and gives 4 ammo inductive coupling - gives max energy for leftover power ups (was max health) now requires mass-energy equivalence switched to a newer copy, paste URL this seems to fix issues with failed text copy in the level builder if you hold mouse down for over 6 seconds
This commit is contained in:
27
js/bullet.js
27
js/bullet.js
@@ -96,13 +96,16 @@ const b = {
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outOfAmmo() { //triggers after firing when you have NO ammo
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simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-gun'>ammo</span><span class='color-symbol'>:</span> 0`);
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m.fireCDcycle = m.cycle + 30; //fire cooldown
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if (tech.isAmmoFromHealth) {
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if (m.health > 0.03) {
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m.damage(0.03 / m.harmReduction()); // /m.harmReduction() undoes damage increase from difficulty
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if (!(tech.isRewindAvoidDeath && m.energy > 0.66)) { //don't give ammo if CPT triggered
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for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
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}
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}
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if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
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tech.extraMaxHealth -= 0.01 //decrease max health
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m.setMaxHealth();
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for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
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// if (m.health > 0.03) {
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// m.damage(0.03 / m.harmReduction()); // /m.harmReduction() undoes damage increase from difficulty
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// if (!(tech.isRewindAvoidDeath && m.energy > 0.66)) { //don't give ammo if CPT triggered
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//
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// }
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// }
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}
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},
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giveGuns(gun = "random", ammoPacks = 10) {
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@@ -1206,7 +1209,7 @@ const b = {
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didExtruderDrain: false,
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canExtruderFire: true,
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extruder() {
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const DRAIN = 0.0006 + m.fieldRegen
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const DRAIN = 0.0007 + m.fieldRegen
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if (m.energy > DRAIN && b.canExtruderFire) {
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m.energy -= DRAIN
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if (m.energy < 0) {
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@@ -1225,7 +1228,7 @@ const b = {
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frictionAir: 0,
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isInHole: true, //this keeps the bullet from entering wormholes
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minDmgSpeed: 0,
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dmg: b.dmgScale * 1.5, //damage also changes when you divide by mob.mass on in .do()
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dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do()
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classType: "bullet",
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isBranch: false,
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restitution: 0,
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@@ -2107,7 +2110,7 @@ const b = {
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}
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}
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//power ups
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if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxHealth) {
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if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxEnergy) {
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if (this.lockedOn) {
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//grab, but don't lock onto nearby power up
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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@@ -3460,8 +3463,8 @@ const b = {
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name: "shotgun",
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description: "fire a wide <strong>burst</strong> of short range <strong> bullets</strong>",
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ammo: 0,
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ammoPack: 5.5,
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defaultAmmoPack: 5.5,
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ammoPack: 5,
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defaultAmmoPack: 5,
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have: false,
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do() {},
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fire() {
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22
js/index.js
22
js/index.js
@@ -504,13 +504,30 @@ const build = {
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if (isCustom) {
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url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}`
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url += `&noPower=${Number(document.getElementById("no-power-ups").checked)}`
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alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
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// alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
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} else {
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simulation.makeTextLog("n-gon build URL copied to clipboard.<br>Paste into browser address bar.")
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}
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console.log('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
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console.log(url)
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simulation.copyToClipBoard(url)
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navigator.clipboard.writeText(url).then(function() {
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/* clipboard successfully set */
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if (isCustom) {
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setTimeout(function() {
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alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
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}, 300);
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}
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}, function() {
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/* clipboard write failed */
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if (isCustom) {
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setTimeout(function() {
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alert('copy failed')
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}, 300);
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}
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console.log('copy failed')
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});
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},
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startExperiment() {
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build.isExperimentSelection = false;
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@@ -1165,7 +1182,6 @@ function cycle() {
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simulation.clearMap();
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level.start();
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}
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simulation.loop();
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// if (isNaN(m.health) || isNaN(m.energy)) {
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// console.log(`m.health = ${m.health}`)
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147
js/level.js
147
js/level.js
@@ -80,9 +80,9 @@ const level = {
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simulation.draw.setPaths();
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b.respawnBots();
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m.resetHistory();
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if (tech.isExtraMaxHealth) {
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tech.extraMaxHealth += Math.min(0.03 * powerUps.totalPowerUps, 0.51)
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m.setMaxHealth();
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if (tech.isExtraMaxEnergy) {
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tech.healMaxEnergyBonus += 0.03 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
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m.setMaxEnergy();
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}
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if (tech.isGunCycle) {
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b.inventoryGun++;
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@@ -1099,9 +1099,7 @@ const level = {
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doCustomTopLayer = []
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offset = { x: 0, y: 0 }
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enterOptions = [
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() => { //lasers
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const x = offset.x
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const y = offset.y
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(x = offset.x, y = offset.y) => { //lasers
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level.setPosToSpawn(x + 2300, y - 800);
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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spawn.mapRect(x + 1850, y - 1350, 50, 450); //entrance left wall
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@@ -1163,9 +1161,7 @@ const level = {
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// }
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]
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exitOptions = [
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() => { //8 spinners
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const x = offset.x
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const y = offset.y
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(x = offset.x, y = offset.y) => { //8 spinners
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level.exit.x = x + 1250;
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level.exit.y = y - 980;
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
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@@ -1188,7 +1184,7 @@ const level = {
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spawn.bodyRect(x + 1075, y - 1075, 100, 125, 0.25);
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spawn.bodyRect(x + 1450, y - 1050, 100, 100, 0.25);
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const density = 0.001
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const density = 0.0015 + (simulation.difficultyMode < 3 ? 0.003 : 0)
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const angle = 0
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const variance = Math.PI
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const frictionAir = 0
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@@ -1240,9 +1236,7 @@ const level = {
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}
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)
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},
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() => { //7 spinners
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const x = offset.x
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const y = offset.y
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(x = offset.x, y = offset.y) => { //7 spinners
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level.exit.x = x + 2450;
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level.exit.y = y - 980;
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
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@@ -1252,33 +1246,39 @@ const level = {
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spawn.bodyRect(x + 1275, y - 475, 125, 125, 0.25);
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spawn.bodyRect(x + 1825, y - 125, 125, 125, 0.25);
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spawn.bodyRect(x + 500, y - 100, 125, 100, 0.25);
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spawn.bodyRect(x + 0, y - 150, 100, 150, 0.25);
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spawn.bodyRect(x + 800, y - 150, 100, 150, 0.25);
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spawn.bodyRect(x + 2375, y - 150, 125, 150, 0.25);
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if (Math.random() > 0.5) {
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const density = 0.0013
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const density = 0.0012 + (simulation.difficultyMode < 3 ? 0.002 : 0)
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const angle = Math.PI / 2
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const variance = 0.3 //Math.PI
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const frictionAir = 0.01
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balance1 = level.spinner(x + 1150, y - 500, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
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balance3 = level.spinner(x + 600, y - 600, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance2 = level.spinner(x + 125, y - 850, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance4 = level.spinner(x + 650, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance5 = level.spinner(x + 1100, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance6 = level.spinner(x + 1550, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance7 = level.spinner(x + 2000, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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const variance = 0.2 //Math.PI
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const frictionAir = 0.012
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const height = 35
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balance1 = level.spinner(x + 1150, y - 500, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
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balance3 = level.spinner(x + 600, y - 600, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance2 = level.spinner(x + 125, y - 850, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance4 = level.spinner(x + 650, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance5 = level.spinner(x + 1100, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance6 = level.spinner(x + 1550, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance7 = level.spinner(x + 2000, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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} else {
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const density = 0.0013
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const density = 0.001 + (simulation.difficultyMode < 3 ? 0.002 : 0)
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const angle = Math.PI / 2
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const variance = 0 //Math.PI
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const frictionAir = 0.01
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balance1 = level.spinner(x + 150, y - 500, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
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balance2 = level.spinner(x + 2300, y - 550, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance4 = level.spinner(x + 1850, y - 550, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance3 = level.spinner(x + 650, y - 700, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance5 = level.spinner(x + 1100, y - 900, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance6 = level.spinner(x + 1550, y - 900, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance7 = level.spinner(x + 1970, y - 1150, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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const variance = Math.PI
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const frictionAir = 0
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const width = 200
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const height = 200
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const angularVelocity = 0.01
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const spinVariance = 0.02
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balance1 = level.spinner(x + 50, y - 350, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
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balance4 = level.spinner(x + 350, y - 550, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance3 = level.spinner(x + 650, y - 700, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance5 = level.spinner(x + 950, y - 850, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance2 = level.spinner(x + 1250, y - 650, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance6 = level.spinner(x + 1600, y - 850, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance7 = level.spinner(x + 2000, y - 800, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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}
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spawn.randomMob(x + 1175, y - 725, 0.1);
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spawn.randomMob(x + 1450, y - 725, 0.2);
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@@ -1314,35 +1314,78 @@ const level = {
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}
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]
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emptyOptions = [ //nothing good here
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() => {
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const x = offset.x
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const y = offset.y
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(x = offset.x, y = offset.y) => {
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if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(x + 1250, y - 600);
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}
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]
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lootOptions = [ //has some power up reward //field, ammo, research, gun
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() => {
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const x = offset.x
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const y = offset.y
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(x = offset.x, y = offset.y) => {
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powerUps.spawnStartingPowerUps(x + 1250, y - 100);
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}
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]
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upDownOptions = [ //extra tall vertical section 3000x3000 //this is where the level boss is
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() => {
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const x = offset.x
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const y = offset.y
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(x = offset.x, y = offset.y) => {
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const elevator1 = level.elevator(x + 1100, y - 200, 250, 30, -2100, 0.0015) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }, isTeleport = false) {
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const toggle = level.toggle(650, 0, false, true) // toggle(x, y, isOn = false, isLockOn = false) {
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toggle.isAddedElements = false
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const elevator = level.elevator(x + 1200, y - 100, 380, 50, -2000, 0.001) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }, isTeleport = false) {
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// if (simulation.difficulty > 3)
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spawn.randomLevelBoss(x + 1250, y - 1400);
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doCustomTopLayer.push(
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() => {
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elevator.move()
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elevator1.move()
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toggle.query();
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if (toggle.isOn && !toggle.isAddedElements) {
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toggle.isAddedElements = true //only do this once
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// if (simulation.difficulty > 3)
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spawn.randomLevelBoss(x + 1250, y - 1400);
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spawn.mapRect(1375, -1400, 1375, 1225);
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len = map.length - 1
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map[len].collisionFilter.category = cat.map;
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map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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Matter.Body.setStatic(map[len], true); //make static
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World.add(engine.world, map[len]); //add to world
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// spawn.mapRect(1800, -1825, 725, 1550);
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spawn.mapRect(-175, -1400, 1250, 1225);
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len = map.length - 1
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map[len].collisionFilter.category = cat.map;
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map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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Matter.Body.setStatic(map[len], true); //make static
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World.add(engine.world, map[len]); //add to world
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//see map in world
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simulation.draw.setPaths() //update map graphics
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}
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}
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)
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},
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(x = offset.x, y = offset.y) => {
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const elevator1 = level.elevator(x + 1100, y - 200, 250, 30, -2100, 0.0015) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }, isTeleport = false) {
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// const elevator1 = level.elevator(x + 175, y - 200, 250, 30, -1400, 0.001)
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// const elevator2 = level.elevator(x + 2175, y - 200, 250, 30, -1400, 0.001)
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spawn.mapRect(-200, -1400, 350, 50); //up left door ledge
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spawn.mapRect(2450, -1400, 350, 50); //up right door ledge
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spawn.mapRect(225, -450, 350, 350); //left crawl zone
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// spawn.mapRect(725, -175, 275, 75);
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spawn.mapRect(725, -225, 350, 100);
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spawn.mapRect(275, -750, 200, 200);
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spawn.mapRect(1375, -700, 500, 750); //right side big elevator wall
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spawn.mapRect(2375, -325, 350, 50);
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spawn.mapRect(1800, -500, 250, 50);
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//up high elevator
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spawn.mapRect(1375, -2100, 500, 175);
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spawn.mapRect(600, -2100, 475, 175);
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if (simulation.difficulty > 3) spawn.randomLevelBoss(x + 1250, y - 1400);
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doCustomTopLayer.push(
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() => {
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elevator1.move()
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}
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)
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}
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]
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//pick which type of room spawns
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@@ -1350,8 +1393,8 @@ const level = {
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exit = exitOptions[Math.floor(Math.random() * exitOptions.length)];
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empty = emptyOptions[Math.floor(Math.random() * emptyOptions.length)];
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loot = lootOptions[Math.floor(Math.random() * lootOptions.length)];
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upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
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// upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
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upDown = upDownOptions[0] //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
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//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
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//rooms
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let rooms = ["enter", "empty", "loot", "exit"]
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@@ -1457,7 +1500,7 @@ const level = {
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};
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powerUps.addResearchToLevel() //needs to run after mobs are spawned
|
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level.setPosToSpawn(0, 0); //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
|
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level.setPosToSpawn(200, -100); //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
|
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},
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null() {
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||||
level.levels.pop(); //remove lore level from rotation
|
||||
|
||||
@@ -628,7 +628,7 @@ const m = {
|
||||
}
|
||||
|
||||
if (tech.isEnergyHealth) {
|
||||
m.energy -= dmg * 1.1;
|
||||
m.energy -= dmg * 1.15;
|
||||
if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
|
||||
if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
|
||||
tech.isDeathAvoidedThisLevel = true
|
||||
@@ -1312,7 +1312,7 @@ const m = {
|
||||
x: player.velocity.x - (15 * unit.x) / massRoot,
|
||||
y: player.velocity.y - (15 * unit.y) / massRoot
|
||||
});
|
||||
if (mob[i].isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
|
||||
if (who.isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
|
||||
|
||||
if (m.crouch) {
|
||||
Matter.Body.setVelocity(player, {
|
||||
@@ -1332,7 +1332,7 @@ const m = {
|
||||
x: player.velocity.x - (20 * unit.x) / massRoot,
|
||||
y: player.velocity.y - (20 * unit.y) / massRoot
|
||||
});
|
||||
if (mob[i].isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
|
||||
if (who.isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
|
||||
|
||||
if (who.isDropPowerUp && player.speed < 12) {
|
||||
const massRootCap = Math.sqrt(Math.min(10, Math.max(0.4, who.mass))); // masses above 12 can start to overcome the push back
|
||||
|
||||
100
js/simulation.js
100
js/simulation.js
@@ -1104,42 +1104,6 @@ const simulation = {
|
||||
// if line1 and line2 are segments, they intersect if both of the above are true
|
||||
return result;
|
||||
},
|
||||
copyToClipBoard(value) {
|
||||
// Create a fake textarea
|
||||
const textAreaEle = document.createElement('textarea');
|
||||
|
||||
// Reset styles
|
||||
textAreaEle.style.border = '0';
|
||||
textAreaEle.style.padding = '0';
|
||||
textAreaEle.style.margin = '0';
|
||||
|
||||
// Set the absolute position
|
||||
// User won't see the element
|
||||
textAreaEle.style.position = 'absolute';
|
||||
textAreaEle.style.left = '-9999px';
|
||||
textAreaEle.style.top = `0px`;
|
||||
|
||||
// Set the value
|
||||
textAreaEle.value = value
|
||||
|
||||
// Append the textarea to body
|
||||
document.body.appendChild(textAreaEle);
|
||||
|
||||
// Focus and select the text
|
||||
textAreaEle.focus();
|
||||
textAreaEle.select();
|
||||
|
||||
// Execute the "copy" command
|
||||
try {
|
||||
document.execCommand('copy');
|
||||
} catch (err) {
|
||||
// Unable to copy
|
||||
console.log(err)
|
||||
} finally {
|
||||
// Remove the textarea
|
||||
document.body.removeChild(textAreaEle);
|
||||
}
|
||||
},
|
||||
constructMouseDownPosition: {
|
||||
x: 0,
|
||||
y: 0
|
||||
@@ -1160,18 +1124,6 @@ const simulation = {
|
||||
ctx.strokeRect(x, y, dx, dy);
|
||||
}
|
||||
},
|
||||
outputMapString(string) {
|
||||
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
|
||||
let out = "" //combine set of map strings to one string
|
||||
let outHTML = ""
|
||||
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
|
||||
out += simulation.constructMapString[i];
|
||||
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
|
||||
}
|
||||
console.log(out)
|
||||
simulation.copyToClipBoard(out)
|
||||
document.getElementById("construct").innerHTML = outHTML
|
||||
},
|
||||
enableConstructMode() {
|
||||
simulation.isConstructionMode = true;
|
||||
simulation.isHorizontalFlipped = false;
|
||||
@@ -1203,8 +1155,8 @@ const simulation = {
|
||||
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
||||
Matter.Body.setStatic(map[len], true); //make static
|
||||
World.add(engine.world, map[len]); //add to world
|
||||
|
||||
simulation.draw.setPaths() //update map graphics
|
||||
|
||||
} else if (e.which === 3) { //add body
|
||||
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`);
|
||||
|
||||
@@ -1246,5 +1198,53 @@ const simulation = {
|
||||
simulation.outputMapString();
|
||||
}
|
||||
});
|
||||
}
|
||||
},
|
||||
outputMapString(string) {
|
||||
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
|
||||
let out = "" //combine set of map strings to one string
|
||||
let outHTML = ""
|
||||
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
|
||||
out += simulation.constructMapString[i];
|
||||
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
|
||||
}
|
||||
console.log(out)
|
||||
navigator.clipboard.writeText(out).then(function() { /* clipboard successfully set */ }, function() { /* clipboard write failed */ console.log('copy failed') });
|
||||
document.getElementById("construct").innerHTML = outHTML
|
||||
},
|
||||
// copyToClipBoard(value) {
|
||||
// // Create a fake textarea
|
||||
// const textAreaEle = document.createElement('textarea');
|
||||
|
||||
// // Reset styles
|
||||
// textAreaEle.style.border = '0';
|
||||
// textAreaEle.style.padding = '0';
|
||||
// textAreaEle.style.margin = '0';
|
||||
|
||||
// // Set the absolute position
|
||||
// // User won't see the element
|
||||
// textAreaEle.style.position = 'absolute';
|
||||
// textAreaEle.style.left = '-9999px';
|
||||
// textAreaEle.style.top = `0px`;
|
||||
|
||||
// // Set the value
|
||||
// textAreaEle.value = value
|
||||
|
||||
// // Append the textarea to body
|
||||
// document.body.appendChild(textAreaEle);
|
||||
|
||||
// // Focus and select the text
|
||||
// textAreaEle.focus();
|
||||
// textAreaEle.select();
|
||||
|
||||
// // Execute the "copy" command
|
||||
// try {
|
||||
// document.execCommand('copy');
|
||||
// } catch (err) {
|
||||
// // Unable to copy
|
||||
// console.log(err)
|
||||
// } finally {
|
||||
// // Remove the textarea
|
||||
// document.body.removeChild(textAreaEle);
|
||||
// }
|
||||
// },
|
||||
};
|
||||
@@ -1477,7 +1477,7 @@ const spawn = {
|
||||
mobs.spawn(x, y, 0, radius, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
Matter.Body.setDensity(me, 0.25); //extra dense //normal is 0.001
|
||||
me.laserRange = 350;
|
||||
me.laserRange = 300;
|
||||
me.seeAtDistance2 = 2000000;
|
||||
me.isBoss = true;
|
||||
me.showHealthBar = false; //drawn in this.awake
|
||||
@@ -1534,9 +1534,9 @@ const spawn = {
|
||||
const rotation = simulation.cycle * 0.015
|
||||
const phase = simulation.cycle * 0.021
|
||||
ctx.lineWidth = 1;
|
||||
ctx.fillStyle = "rgba(150,0,255,0.1)"
|
||||
ctx.fillStyle = "rgba(150,0,255,0.05)"
|
||||
ctx.strokeStyle = "#70f"
|
||||
for (let i = 0, len = 7; i < len; i++) {
|
||||
for (let i = 0, len = 6; i < len; i++) {
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(this.position.x, this.position.y, this.laserRange * Math.abs(Math.sin(phase + i / len * Math.PI)), this.laserRange, rotation, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
|
||||
302
js/tech.js
302
js/tech.js
File diff suppressed because it is too large
Load Diff
10
todo.txt
10
todo.txt
@@ -1,11 +1,11 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
tech: quenching - if you're at full health heal power ups do harm but they also increase your max health
|
||||
catabolism - lowers your max health by 1 (was 3 harm) and gives 4 ammo
|
||||
inductive coupling - gives max energy for leftover power ups (was max health)
|
||||
now requires mass-energy equivalence
|
||||
|
||||
you can play with camera smoothing now in the console
|
||||
m.lookSmoothing = 0.07, //1 is instant/jerky, 0.01 is slow zoom, 0.07 is standard
|
||||
|
||||
more progress on level - labs
|
||||
switched to a newer copy, paste URL
|
||||
this seems to fix issues with failed text copy in the level builder if you hold mouse down for over 6 seconds
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
|
||||
Reference in New Issue
Block a user