defense HUD
added defense bar to HUD new community map commandeer by Desboot bug fixes
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@@ -20,10 +20,8 @@ const simulation = {
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mobs.draw();
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simulation.draw.cons();
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simulation.draw.body();
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if (!m.isBodiesAsleep) {
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simulation.checks();
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mobs.loop();
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}
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simulation.checks();
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if (!m.isBodiesAsleep) mobs.loop();
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mobs.healthBar();
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m.draw();
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m.hold();
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@@ -110,10 +108,8 @@ const simulation = {
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Engine.update(engine, simulation.delta);
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// level.custom();
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// level.customTopLayer();
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if (!m.isBodiesAsleep) {
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simulation.checks();
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mobs.loop();
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}
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simulation.checks();
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if (!m.isBodiesAsleep) mobs.loop();
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if (m.fieldMode !== 7) m.hold();
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b.bulletRemove();
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if (!m.isBodiesAsleep) b.bulletDo();
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@@ -683,6 +679,7 @@ const simulation = {
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document.getElementById("splash").style.opacity = "0";
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document.getElementById("dmg").style.display = "none";
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document.getElementById("health-bg").style.display = "none";
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document.getElementById("defense").style.display = "none"
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document.body.style.cursor = "auto";
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setTimeout(() => {
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document.getElementById("experiment-button").style.opacity = "1";
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@@ -717,13 +714,13 @@ const simulation = {
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document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
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document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
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document.getElementById("dmg").style.display = "inline";
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document.getElementById("health").style.display = "inline"
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document.getElementById("health-bg").style.display = "inline";
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document.getElementById("defense").style.display = "inline"
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document.getElementById("tech").style.display = "inline"
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document.getElementById("guns").style.display = "inline"
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document.getElementById("field").style.display = "inline"
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document.getElementById("health").style.display = "inline"
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document.getElementById("health-bg").style.display = "inline"
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// document.body.style.overflow = "hidden"
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document.getElementById("pause-grid-left").style.display = "none"
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document.getElementById("pause-grid-right").style.display = "none"
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@@ -1137,6 +1134,33 @@ const simulation = {
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// }
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// },
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checks() {
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if (!(m.cycle % 15)) { //4 times a second
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//update defense bar
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const defense = m.defense()
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if (m.lastCalculatedDefense !== defense) {
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document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
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// if (m.lastCalculatedDefense === 1) document.getElementById("defense").style.display = "inline"
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// if (defense === 1) document.getElementById("defense").style.display = "none"
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// Math.pow(m.defense(), 0.13)
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m.lastCalculatedDefense = defense
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console.log(defense)
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}
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// const defense = m.defense()
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// if (m.lastCalculatedDefense !== defense) {
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// if (m.lastCalculatedDefense === 1) {
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// document.getElementById("defense").style.display = "inline"
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// requestAnimationFrame(() => { document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px"; })
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// } else if (defense === 1) {
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// document.getElementById("defense").style.display = "none"
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// document.getElementById("defense").style.width = "0px";
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// } else {
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// document.getElementById("defense").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
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// }
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// m.lastCalculatedDefense = defense
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// console.log(defense)
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// }
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}
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if (!(m.cycle % 60)) { //once a second
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//energy overfill
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if (m.energy > m.maxEnergy) {
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@@ -1223,23 +1247,6 @@ const simulation = {
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fallCheck(mob);
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fallCheck(body);
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fallCheck(powerUp, true);
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//check for double crouch
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//crouch playerHead.position.y - player.position.y = 9.7 //positive
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//standing playerHead.position.y - player.position.y = -30 //negative
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// m.undoCrouch()
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// if (!m.crouch && ((playerHead.position.y - player.position.y) > 0)) {
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// Matter.Body.translate(playerHead, {
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// x: 0,
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// y: 40
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// });
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// } else if (m.crouch && ((playerHead.position.y - player.position.y) > 10)) {
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// Matter.Body.translate(playerHead, {
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// x: 0,
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// y: 40
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// });
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// }
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}
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}
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},
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