planetesimals broadcast
tech: inductive coupling - regen is increased by 500%, but you only regen when crouched tech gun turret gives 55% -> 60% harm reduction also I fixed a bug where it was giving 45% not 55% old tech inductive coupling is renamed: permittivity permittivity gives 3 -> 4 max energy per unused power up 1st ionization energy gives 6 -> 7 max energy per heal tech expansion - no longer costs energy to expand standing wave field JUNK tech planetesimals now can spawn tech in n-gon or kill the player in n-gon
This commit is contained in:
13
js/bullet.js
13
js/bullet.js
@@ -1115,7 +1115,7 @@ const b = {
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const cycles = 80
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const speed = input.down ? 35 : 20 //input.down ? 43 : 32
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const g = input.down ? 0.137 : 0.135
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const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
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ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
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ctx.lineWidth = 2
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ctx.beginPath()
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@@ -1138,7 +1138,7 @@ const b = {
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if (gunIndex) b.guns[gunIndex].do = function() {
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const cycles = Math.floor(input.down ? 50 : 30) //30
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const speed = input.down ? 44 : 35
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const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
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ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
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ctx.lineWidth = 2
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ctx.beginPath()
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@@ -1153,7 +1153,7 @@ const b = {
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if (gunIndex) b.guns[gunIndex].do = function() {
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const cycles = Math.floor(input.down ? 120 : 80) //30
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const speed = input.down ? 43 : 32
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const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
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ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
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ctx.lineWidth = 2
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ctx.beginPath()
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@@ -3457,10 +3457,13 @@ const b = {
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this.lastLookCycle = simulation.cycle + (this.isUpgraded ? 21 : 110)
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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if (dist < 3000000 && //1400*1400
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if (
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!mob[i].isBadTarget &&
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dist < 3000000 &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
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!mob[i].isShielded) {
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!mob[i].isShielded
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) {
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const SPEED = 35
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const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
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b.nail(this.position, Vector.mult(unit, SPEED))
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@@ -660,6 +660,7 @@ document.getElementById("experiment-button").addEventListener("click", () => { /
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openExperimentMenu();
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});
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// ************************************************************************************************
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// inputs
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// ************************************************************************************************
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15
js/level.js
15
js/level.js
@@ -15,10 +15,10 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("time dilation")
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// b.giveGuns("grenades")
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// tech.giveTech("neutron bomb")
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// tech.giveTech("vacuum bomb")
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// m.setField("metamaterial cloaking")
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b.giveGuns("laser")
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// tech.giveTech("spherical harmonics")
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tech.giveTech("relative permittivity")
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// tech.giveTech("causality bombs")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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@@ -26,6 +26,11 @@ const level = {
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.isCancelDuplication = true
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level.intro(); //starting level
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// level.testing(); //not in rotation, used for testing
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// level.template(); //not in rotation, blank start new map development
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@@ -94,7 +99,7 @@ const level = {
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}
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}
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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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tech.healMaxEnergyBonus += 0.04 * 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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@@ -1,807 +0,0 @@
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/* http://brm.io/matter-js/docs/
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http://brm.io/matter-js/demo/#mixed
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https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js
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git hub gist:
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https://gist.github.com/lilgreenland/8f2a2c033fdf3d5546a0ca5d73a2ae11
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todo:
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can you render bullets a different color? // red?
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maybe add the ability to put up shields to survive collisions?
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maybe add durability regeneration
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fix new mass spawn so that it will pick a new location if the first spawn location already has a mass
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*/
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function planetesimals() {
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//pause n-gon
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// if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
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// input.isPauseKeyReady = false
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// setTimeout(function() {
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// input.isPauseKeyReady = true
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// }, 300);
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// if (simulation.paused) {
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// build.unPauseGrid()
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// simulation.paused = false;
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// // level.levelAnnounce();
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// document.body.style.cursor = "none";
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// requestAnimationFrame(cycle);
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// } else {
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// simulation.paused = true;
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// build.pauseGrid()
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// document.body.style.cursor = "auto";
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// if (tech.isGunSwitchField || simulation.testing) {
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// document.getElementById("pause-field").addEventListener("click", () => {
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// const energy = m.energy
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// m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
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// m.energy = energy
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// document.getElementById("pause-field").innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}`
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// });
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// }
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// }
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// }
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"use strict"; //strict mode to catch errors
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//game objects values
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var game = {
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cycle: 0,
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width: 0,
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height: 0,
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scale: 0.5,
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gravity: 0.00011,
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totalMass: 0,
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massSize: 0,
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level: 1,
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startingMassValue: 0,
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massSegment: 0,
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clearThreshold: 0.2, // there must be less than this percent to move on to the next level
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currentMass: 0,
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explodeMin: 8000,
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HUD: true,
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};
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function levelScaling() {
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//game.gravity = 0.00011; // + 0.000012 * game.level;
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game.width = 2000 * game.level; //shapes walls and spawn locations
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game.height = 2000 * game.level; //shapes walls and spawn locations
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game.scale = 1.2 / (Math.log(game.level + 1)); //0.6 + 1.0 / (game.level); //controls map zoom
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game.totalMass = 3 + game.level * 1; //how many masses to spawn at start of level
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game.massSize = 3 + game.level * 3; //adds the average length of a segment on a masses's vertices
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game.massSegment = 0.1 + 0.1 / game.level;
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}
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//looks for key presses and logs them
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var keys = [];
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document.body.addEventListener("keydown", function(e) {
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keys[e.keyCode] = true;
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});
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document.body.addEventListener("keyup", function(e) {
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keys[e.keyCode] = false;
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});
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// module aliases
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var Engine = Matter.Engine,
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World = Matter.World,
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Events = Matter.Events,
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Composite = Matter.Composite,
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Vertices = Matter.Vertices,
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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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var engine = Engine.create();
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//turn off gravity
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engine.world.gravity.y = 0;
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// run the engine
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// Engine.run(engine);
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Matter.Runner.run(engine)
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function addWalls() {
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//add the walls
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var wallSettings = {
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size: 200,
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isStatic: true,
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render: {
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restitution: 0,
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fillStyle: 'rgba(0, 0, 0, 0.0)',
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strokeStyle: '#00ffff'
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}
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};
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World.add(engine.world, [
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Bodies.rectangle(game.width * 0.5, -wallSettings.size * 0.5, game.width, wallSettings.size, wallSettings), //top
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Bodies.rectangle(game.width * 0.5, game.height + wallSettings.size * 0.5, game.width, wallSettings.size, wallSettings), //bottom
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Bodies.rectangle(-wallSettings.size * 0.5, game.height * 0.5, wallSettings.size, game.height + wallSettings.size * 2, wallSettings), //left
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Bodies.rectangle(game.width + wallSettings.size * 0.5, game.height * 0.5, wallSettings.size, game.height + wallSettings.size * 2, wallSettings) //right
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]);
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}
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//add the masses
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var mass = [];
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function addPlayer() {
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//add the player object as the first mass in the array
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mass.push();
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//var arrow = Vertices.fromPath('100 0 75 50 100 100 25 100 0 50 25 0');
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var arrow = Vertices.fromPath('0 15 -10 -15 10 -15');
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mass[0] = Matter.Bodies.fromVertices(Math.random() * game.width, Math.random() * game.height, arrow, {
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//density: 0.001,
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alive: true,
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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restitution: 0, //bounce 1 = 100% elastic
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density: 0.003333,
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thrust: 0.0004, //forward acceleration, if mass goes up this needs to go up
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yaw: 0.00133, //angular acceleration, needs to be higher with larger mass
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rotationLimit: 0.05, //max acceleration for player in radians/cycle
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angularFriction: 0.98, // 1 = no friction, 0.9 = high friction
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durability: 1,
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fireCD: 0,
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lastPlayerVelocity: { //for keeping track of damamge from too much acceleration
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x: 0,
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y: 0
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},
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});
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World.add(engine.world, mass[0]);
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}
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function randomConvexPolygon(size) { //returns a string of vectors that make a convex polygon
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var polyVector = '';
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var x = 0;
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var y = 0;
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var r = 0;
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var angle = 0;
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for (var i = 1; i < 60; i++) {
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angle += 0.1 + Math.random() * game.massSegment; //change in angle in radians
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if (angle > 2 * Math.PI) {
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break; //stop before it becomes convex
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}
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r = 2 + Math.random() * 2;
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x = Math.round(x + r * Math.cos(angle));
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y = Math.round(y + r * Math.sin(angle));
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polyVector = polyVector.concat(x * size + ' ' + y * size + ' ');
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}
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return polyVector;
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}
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function addMassVector(x, y, Vx, Vy, size) {
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var verticies = [];
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var vector = Vertices.fromPath(randomConvexPolygon(size));
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var i = mass.length;
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mass.push();
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mass[i] = Matter.Bodies.fromVertices(x, y, vector, { // x,y,vectors,{options}
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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restitution: 1,
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angle: Math.random() * 2 * Math.PI
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});
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Matter.Body.setVelocity(mass[i], {
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x: Vx,
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y: Vy
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});
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Matter.Body.setAngularVelocity(mass[i], (Math.random() - 0.5) * 0.03);
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World.add(engine.world, mass[i]);
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}
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function addMass(x, y, r, sides, Vx, Vy) {
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var i = mass.length;
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mass.push();
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mass[i] = Bodies.polygon(x, y, sides, r, {
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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restitution: 1,
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});
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Matter.Body.setVelocity(mass[i], {
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x: Vx,
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y: Vy
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});
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Matter.Body.setAngularVelocity(mass[i], (Math.random() - 0.5) * 0.03);
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World.add(engine.world, mass[i]);
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}
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function clearMasses() {
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World.clear(engine.world, false);
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console.log('clear')
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mass = [];
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}
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function spawnSetup() {
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//make the level indicator more clear on a new level
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// document.getElementById("level").innerHTML = 'system ' + game.level;
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// document.getElementById("level").style.color = 'white';
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// document.getElementById("level").style.fontSize = '500%';
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// document.getElementById("level").style.left = '40%';
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// document.getElementById("level").style.position = 'absolute';
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// setTimeout(levelFontSize, 3000);
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//after 3 seconds return to normal style
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// function levelFontSize(size) {
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// document.getElementById("level").style.color = 'grey';
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// document.getElementById("level").style.position = '';
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// document.getElementById("level").style.left = '';
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// document.getElementById("level").style.fontSize = '100%';
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// }
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levelScaling();
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clearMasses();
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addWalls();
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addPlayer();
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//add other masses
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for (var j = 0; j < game.totalMass; j++) {
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// addMassVector(x,y,Vx,Vy,size)
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addMassVector(game.width * 0.2 + Math.random() * game.width * 0.6,
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game.height * 0.2 + Math.random() * game.height * 0.6,
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0, //(0.5 - Math.random()) * 4,
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0,
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Math.random() * 3 + game.massSize
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);
|
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}
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//determine how much mass is in the game at the start
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game.startingMassValue = 0;
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for (var i = 0; i < mass.length; i++) {
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game.startingMassValue += mass[i].mass;
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}
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game.currentMass = game.startingMassValue;
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}
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spawnSetup();
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function repopulateMasses() {
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game.currentMass = 0;
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for (var i = 0; i < mass.length; i++) {
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game.currentMass += mass[i].mass;
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}
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if (game.currentMass < game.startingMassValue * game.clearThreshold) {
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game.level++;
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spawnSetup();
|
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mass[0].durability = 1;
|
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}
|
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}
|
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|
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var bullet = [];
|
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|
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function fireBullet() { //addMass(x, y, r, sides, Vx, Vy)
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var i = bullet.length;
|
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var angle = mass[0].angle + Math.PI * 0.5;
|
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var speed = 9;
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var playerDist = 25;
|
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bullet.push();
|
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bullet[i] = Bodies.polygon(
|
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mass[0].position.x + playerDist * Math.cos(angle),
|
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mass[0].position.y + playerDist * Math.sin(angle),
|
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3, //sides
|
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2, { //radius
|
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angle: Math.random() * 6.28,
|
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friction: 0,
|
||||
frictionStatic: 0,
|
||||
frictionAir: 0,
|
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restitution: 1,
|
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endCycle: game.cycle + 90, // life span for a bullet (60 per second)
|
||||
});
|
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Matter.Body.setVelocity(bullet[i], {
|
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x: mass[0].velocity.x + speed * Math.cos(angle),
|
||||
y: mass[0].velocity.y + speed * Math.sin(angle)
|
||||
});
|
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Matter.Body.setAngularVelocity(bullet[i], (Math.random() - 0.5) * 1);
|
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World.add(engine.world, bullet[i]);
|
||||
}
|
||||
|
||||
function bulletEndCycle() {
|
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for (var i = 0; i < bullet.length; i++) {
|
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if (bullet[i].endCycle < game.cycle) {
|
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Matter.World.remove(engine.world, bullet[i]);
|
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bullet.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function controls() {
|
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if (mass[0].alive) {
|
||||
if (keys[32] && mass[0].fireCD < game.cycle) {
|
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mass[0].fireCD = game.cycle + 10; // ?/60 seconds of cooldown before you can fire
|
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fireBullet();
|
||||
}
|
||||
|
||||
if (keys[38] || keys[87]) { //forward thrust
|
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mass[0].force.x += mass[0].thrust * Math.cos(mass[0].angle + Math.PI * 0.5);
|
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mass[0].force.y += mass[0].thrust * Math.sin(mass[0].angle + Math.PI * 0.5);
|
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thrustGraphic();
|
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} else if (keys[40] || keys[83]) { //reverse thrust
|
||||
mass[0].force = {
|
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x: -mass[0].thrust * 0.5 * Math.cos(mass[0].angle + Math.PI * 0.5),
|
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y: -mass[0].thrust * 0.5 * Math.sin(mass[0].angle + Math.PI * 0.5)
|
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};
|
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torqueGraphic(-1);
|
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torqueGraphic(1);
|
||||
}
|
||||
//rotate left and right
|
||||
if ((keys[37] || keys[65])) { //&& mass[0].angularVelocity > -mass[0].rotationLimit) {
|
||||
mass[0].torque = -mass[0].yaw; //counter clockwise
|
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torqueGraphic(-1);
|
||||
} else if ((keys[39] || keys[68])) { //&& mass[0].angularVelocity < mass[0].rotationLimit) {
|
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mass[0].torque = mass[0].yaw; //clockwise
|
||||
torqueGraphic(1);
|
||||
}
|
||||
//angular friction if spinning too fast
|
||||
if (Math.abs(mass[0].angularVelocity) > mass[0].rotationLimit) {
|
||||
Matter.Body.setAngularVelocity(mass[0], mass[0].angularVelocity * mass[0].angularFriction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function torqueGraphic(dir) { //thrust graphic when holding rotation keys
|
||||
ctx.save();
|
||||
//ctx.translate(0.5 * canvas.width, 0.5 * canvas.height)
|
||||
ctx.rotate(mass[0].angle - Math.PI * 0.6 * dir);
|
||||
ctx.translate(0, -23);
|
||||
var grd = ctx.createLinearGradient(0, 0, 0, 15);
|
||||
grd.addColorStop(0.1, 'rgba(0, 0, 0, 0)');
|
||||
grd.addColorStop(1, 'rgba(160, 192, 255, 1)');
|
||||
ctx.fillStyle = grd;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(dir * 6 * (Math.random() - 0.5) + 12 * dir, 6 * (Math.random() - 0.5));
|
||||
ctx.lineTo(dir * 8, 14);
|
||||
ctx.lineTo(dir * 12, 14);
|
||||
ctx.fill();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function thrustGraphic() {
|
||||
//ctx.fillStyle= "#90b0ff";
|
||||
ctx.save();
|
||||
//ctx.translate(0.5 * canvas.width, 0.5 * canvas.height)
|
||||
ctx.rotate(mass[0].angle);
|
||||
ctx.translate(0, -33);
|
||||
var grd = ctx.createLinearGradient(0, 0, 0, 15);
|
||||
grd.addColorStop(0, 'rgba(0, 0, 0, 0)');
|
||||
grd.addColorStop(1, 'rgba(160, 192, 255, 1)');
|
||||
ctx.fillStyle = grd;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5));
|
||||
ctx.lineTo(7, 20);
|
||||
ctx.lineTo(-7, 20);
|
||||
ctx.fill();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function gravity() {
|
||||
var length = mass.length;
|
||||
var Dx = 0;
|
||||
var Dy = 0;
|
||||
var force = 0;
|
||||
var angle = 0;
|
||||
var i = 0;
|
||||
var j = 0;
|
||||
//gravity for array masses, but not player: mass[0]
|
||||
for (i = 0; i < length; i++) {
|
||||
for (j = 0; j < length; j++) {
|
||||
if (i != j) {
|
||||
Dx = mass[j].position.x - mass[i].position.x;
|
||||
Dy = mass[j].position.y - mass[i].position.y;
|
||||
force = game.gravity * mass[j].mass * mass[i].mass / (Math.sqrt(Dx * Dx + Dy * Dy));
|
||||
angle = Math.atan2(Dy, Dx);
|
||||
mass[i].force.x += force * Math.cos(angle);
|
||||
mass[i].force.y += force * Math.sin(angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
//gravity for bullets
|
||||
var Blength = bullet.length;
|
||||
for (i = 0; i < Blength; i++) {
|
||||
for (j = 0; j < length; j++) { //bullets only feel gravity, they don't create it
|
||||
Dx = mass[j].position.x - bullet[i].position.x;
|
||||
Dy = mass[j].position.y - bullet[i].position.y;
|
||||
force = game.gravity * mass[j].mass * bullet[i].mass / (Math.sqrt(Dx * Dx + Dy * Dy));
|
||||
angle = Math.atan2(Dy, Dx);
|
||||
bullet[i].force.x += force * Math.cos(angle);
|
||||
bullet[i].force.y += force * Math.sin(angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function damage() { //changes player health if velocity changes too much
|
||||
var limit2 = 9; //square of velocity damamge limit
|
||||
var dX = Math.abs(mass[0].lastPlayerVelocity.x - mass[0].velocity.x);
|
||||
var dY = Math.abs(mass[0].lastPlayerVelocity.y - mass[0].velocity.y);
|
||||
var dV2 = dX * dX + dY * dY; //we are skipping the square root
|
||||
if (dV2 > limit2) { //did velocity change enough to take damage
|
||||
mass[0].durability -= Math.sqrt(dV2 - limit2) * 0.02; //player takes damage
|
||||
if (mass[0].durability < 0 && mass[0].alive) { //player dead?
|
||||
mass[0].alive = false;
|
||||
//spawn player explosion debris
|
||||
for (var j = 0; j < 10; j++) { //addMass(x, y, r, sides, Vx, Vy)
|
||||
addMass(mass[0].position.x + 10 * (0.5 - Math.random()),
|
||||
mass[0].position.y + 10 * (0.5 - Math.random()),
|
||||
5,
|
||||
3,
|
||||
(0.5 - Math.random()) * 8 + mass[0].velocity.x,
|
||||
(0.5 - Math.random()) * 8 + mass[0].velocity.y);
|
||||
}
|
||||
//shrink player to match debris size
|
||||
Matter.Body.scale(mass[0], 0.4, 0.4);
|
||||
//reset masses after a few seconds
|
||||
window.setTimeout(spawnSetup, 6000);
|
||||
}
|
||||
}
|
||||
//keep track of last player velocity to calculate changes in velocity
|
||||
mass[0].lastPlayerVelocity.x = mass[0].velocity.x;
|
||||
mass[0].lastPlayerVelocity.y = mass[0].velocity.y;
|
||||
}
|
||||
|
||||
//bullet collision event
|
||||
Events.on(engine, 'collisionStart', function(event) {
|
||||
|
||||
//slice the polygon up into sections
|
||||
function slicePoly(m, start, end) { //cut a mass into two sectons
|
||||
//build new string vector array that matches some of the reference mass
|
||||
var polyVector = '';
|
||||
for (var i = start; i < end; i++) {
|
||||
polyVector = polyVector.concat(mass[m].vertices[i].x + ' ' + mass[m].vertices[i].y + ' ');
|
||||
}
|
||||
//buggy: making polygons noncolide. not sure why
|
||||
//if (end = mass[m].vertices.length) { //catch the first vertices if the polygon hits the last
|
||||
// polyVector = polyVector.concat(mass[m].vertices[0].x + ' ' + mass[m].vertices[0].y + ' '); }
|
||||
var verticies = []; //build the polygon in matter.js
|
||||
var vector = Vertices.fromPath(polyVector);
|
||||
|
||||
//add string vector array to game as a polygon
|
||||
var len = mass.length;
|
||||
mass.push();
|
||||
mass[len] = Matter.Bodies.fromVertices(0, 0, vector, { // x,y,vectors,{options}
|
||||
friction: 0,
|
||||
frictionStatic: 0,
|
||||
frictionAir: 0,
|
||||
restitution: 1
|
||||
});
|
||||
World.add(engine.world, mass[len]);
|
||||
//scale down the polygon a bit to help with collisions
|
||||
Matter.Body.scale(mass[len], 0.9, 0.9);
|
||||
//move polygon into position
|
||||
var vectorPos = Matter.Vertices.centre(vector); //find the center of new polygon
|
||||
Matter.Body.translate(mass[len], {
|
||||
x: vectorPos.x,
|
||||
y: vectorPos.y
|
||||
});
|
||||
//give a velocity pointed away from the old mass's center so it explodes
|
||||
var angle = Math.atan2(mass[len].position.y - mass[m].position.y, mass[len].position.x - mass[m].position.x);
|
||||
Matter.Body.setVelocity(mass[len], {
|
||||
x: mass[m].velocity.x + 2 * Math.cos(angle),
|
||||
y: mass[m].velocity.y + 2 * Math.sin(angle)
|
||||
});
|
||||
//add some spin
|
||||
Matter.Body.setAngularVelocity(mass[len], (Math.random() - 0.5) * 0.1);
|
||||
}
|
||||
|
||||
function hit(i, b, m) {
|
||||
//match the collisions pair id to the mass
|
||||
for (var j = 1; j < mass.length; j++) { //start at 1 to skip the player
|
||||
if (mass[j].id === m.id) {
|
||||
//remove bullet
|
||||
Matter.World.remove(engine.world, bullet[i]);
|
||||
bullet.splice(i, 1);
|
||||
|
||||
// explosion graphics
|
||||
var driftSpeed = 1;
|
||||
var length = mass[j].vertices.length - 1;
|
||||
var dx = (mass[j].vertices[length].x - mass[j].position.x);
|
||||
var dy = (mass[j].vertices[length].y - mass[j].position.y);
|
||||
var r = Math.sqrt(dx * dx + dy * dy) * 1.5; // *1.5 give the explosion outward spread
|
||||
var angle = Math.atan2(dy, dx);
|
||||
boom.push({ //the line form the 1st and last vertex
|
||||
x1: mass[j].vertices[length].x,
|
||||
y1: mass[j].vertices[length].y,
|
||||
x2: mass[j].vertices[0].x,
|
||||
y2: mass[j].vertices[0].y,
|
||||
alpha: 1,
|
||||
driftVx: mass[j].velocity.x + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.cos(angle),
|
||||
driftVy: mass[j].velocity.y + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.sin(angle),
|
||||
});
|
||||
|
||||
for (var n = 0; n < length; n++) {
|
||||
dx = (mass[j].vertices[n].x - mass[j].position.x);
|
||||
dy = (mass[j].vertices[n].y - mass[j].position.y);
|
||||
r = Math.sqrt(dx * dx + dy * dy);
|
||||
angle = Math.atan2(dy, dx);
|
||||
boom.push({
|
||||
x1: mass[j].vertices[n].x,
|
||||
y1: mass[j].vertices[n].y,
|
||||
x2: mass[j].vertices[n + 1].x,
|
||||
y2: mass[j].vertices[n + 1].y,
|
||||
alpha: 1,
|
||||
driftVx: mass[j].velocity.x + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.cos(angle),
|
||||
driftVy: mass[j].velocity.y + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.sin(angle),
|
||||
});
|
||||
}
|
||||
|
||||
//choose to slice
|
||||
if (mass[j].vertices.length > 13) {
|
||||
var cut = 6 + Math.floor(Math.random() * 4);
|
||||
slicePoly(j, 0, cut);
|
||||
//sliceChoices(mass.length - 1);
|
||||
slicePoly(j, cut - 1, mass[j].vertices.length);
|
||||
//sliceChoices(mass.length - 1);
|
||||
Matter.World.remove(engine.world, mass[j]);
|
||||
mass.splice(j, 1);
|
||||
} else {
|
||||
Matter.World.remove(engine.world, mass[j]);
|
||||
mass.splice(j, 1);
|
||||
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
//check to see if one of the collisison pairs is a bullet
|
||||
var pairs = event.pairs;
|
||||
for (var i = 0, j = pairs.length; i != j; ++i) {
|
||||
var pair = pairs[i];
|
||||
for (var k = 0; k < bullet.length; k++) {
|
||||
if (pair.bodyA === bullet[k]) {
|
||||
hit(k, pair.bodyA, pair.bodyB);
|
||||
repopulateMasses();
|
||||
break;
|
||||
} else if (pair.bodyB === bullet[k]) {
|
||||
hit(k, pair.bodyB, pair.bodyA);
|
||||
repopulateMasses();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
var boom = [];
|
||||
|
||||
function explosions() {
|
||||
var i = boom.length;
|
||||
ctx.lineWidth = 1.5;
|
||||
while (i--) {
|
||||
ctx.strokeStyle = 'rgba(255, 255, 255, ' + boom[i].alpha + ')';
|
||||
//drift vector lines around
|
||||
boom[i].x1 += boom[i].driftVx;
|
||||
boom[i].y1 += boom[i].driftVy;
|
||||
boom[i].x2 += boom[i].driftVx;
|
||||
boom[i].y2 += boom[i].driftVy;
|
||||
//draw vector lines
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(boom[i].x1, boom[i].y1);
|
||||
ctx.lineTo(boom[i].x2, boom[i].y2);
|
||||
ctx.stroke();
|
||||
//remove vector lines if they are too old
|
||||
boom[i].alpha -= 0.03;
|
||||
if (boom[i].alpha < 0.01) {
|
||||
boom.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//set up render
|
||||
var canvas = document.createElement('canvas'),
|
||||
ctx = canvas.getContext('2d');
|
||||
|
||||
//make canvas fill window
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
document.body.appendChild(canvas);
|
||||
window.onresize = function(event) {
|
||||
ctx.canvas.width = window.innerWidth;
|
||||
ctx.canvas.height = window.innerHeight;
|
||||
starsMoveRandom();
|
||||
};
|
||||
|
||||
(function cycle() { //render loop
|
||||
game.cycle++;
|
||||
//ctx.fillStyle = 'rgba(0, 0, 0, 0.2)'; //trails simulate a old arcade cathode look
|
||||
//ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height); //clear canvas for new cycle
|
||||
bulletEndCycle();
|
||||
|
||||
damage();
|
||||
gravity();
|
||||
//background graphics
|
||||
drawStars();
|
||||
|
||||
HUD();
|
||||
ctx.save(); //move camera
|
||||
|
||||
ctx.translate(window.innerWidth * 0.5, window.innerHeight * 0.5);
|
||||
ctx.scale(game.scale, game.scale);
|
||||
controls();
|
||||
ctx.translate(-mass[0].position.x, -mass[0].position.y);
|
||||
//primary graphics
|
||||
render();
|
||||
drawVectors();
|
||||
explosions();
|
||||
ctx.restore(); //undo previous translation
|
||||
//foreground graphics
|
||||
miniMap();
|
||||
completionBar();
|
||||
durabilityBar();
|
||||
window.requestAnimationFrame(cycle);
|
||||
})();
|
||||
|
||||
function render() { //draw all the objects from matter.js physics engine
|
||||
var bodies = Composite.allBodies(engine.world); //draw every object
|
||||
//fill and stroke each body
|
||||
ctx.lineWidth = 1.5;
|
||||
ctx.strokeStyle = '#ffffff';
|
||||
ctx.fillStyle = '#050505'; //'#111'; //'#0a0606';
|
||||
ctx.beginPath();
|
||||
for (var i = 0; i < bodies.length; i++) {
|
||||
var vertices = bodies[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (var j = 1; j < vertices.length; j++) {
|
||||
ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
}
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
}
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
function drawVectors() { //render force and velocity vectors for each mass
|
||||
if (game.HUD) {
|
||||
var length = mass.length;
|
||||
ctx.lineWidth = 1;
|
||||
//velocity vector
|
||||
//ctx.strokeStyle = 'rgba(0, 255, 255, 1)';
|
||||
ctx.strokeStyle = '#00ffff';
|
||||
ctx.beginPath();
|
||||
for (var i = 0; i < length; i++) {
|
||||
ctx.moveTo(mass[i].position.x, mass[i].position.y);
|
||||
ctx.lineTo(mass[i].position.x + 10 * mass[i].velocity.x,
|
||||
mass[i].position.y + 10 * mass[i].velocity.y);
|
||||
}
|
||||
ctx.stroke();
|
||||
//force vector
|
||||
//ctx.strokeStyle = 'rgba(255, 0, 255, 1)';
|
||||
ctx.strokeStyle = '#ff00ff';
|
||||
ctx.beginPath();
|
||||
for (i = 0; i < length; i++) {
|
||||
ctx.moveTo(mass[i].position.x, mass[i].position.y);
|
||||
ctx.lineTo(mass[i].position.x + 600000 * mass[i].force.x / mass[i].mass,
|
||||
mass[i].position.y + 600000 * mass[i].force.y / mass[i].mass);
|
||||
}
|
||||
ctx.stroke();
|
||||
//angular motion vector
|
||||
/* ctx.strokeStyle = 'rgba(255, 255, 00, 0.5)';//'#ff00ff';
|
||||
ctx.beginPath();
|
||||
if (mass[0].angularVelocity>0){
|
||||
ctx.arc(mass[0].position.x,mass[0].position.y,20,Math.PI*0.5,53*mass[0].angularVelocity+Math.PI*0.5);
|
||||
}else{
|
||||
ctx.arc(mass[0].position.x,mass[0].position.y,20,53*mass[0].angularVelocity+Math.PI*0.5,Math.PI*0.5);
|
||||
}
|
||||
ctx.stroke(); */
|
||||
}
|
||||
}
|
||||
|
||||
function HUD() { //player data
|
||||
// document.getElementById("level").innerHTML = 'system ' + game.level
|
||||
if (game.HUD) { //testing and development data
|
||||
document.getElementById("hud").innerHTML = '<table> ' +
|
||||
//'<tr> <td>#:</td> <td>' + mass.length + '</td> </tr>' +
|
||||
//'<tr> <td>level: </td> <td>' + game.level + '</td> </tr>' +
|
||||
'<tr> <td> t:</td> <td>' + engine.timing.timestamp.toFixed(0) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#77f;"> m:</td> <td>' + mass[0].mass.toFixed(2) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#77f;"> θ:</td> <td>' + (Math.abs(mass[0].angle % (Math.PI * 2))).toFixed(2) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#77f;">dθ:</td> <td>' + mass[0].angularVelocity.toFixed(3) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#77f;"> x:</td> <td>' + mass[0].position.x.toFixed(0) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#77f;"> y:</td> <td>' + mass[0].position.y.toFixed(0) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#0dd;">Vx:</td> <td>' + mass[0].velocity.x.toFixed(2) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#0dd;">Vy:</td> <td>' + mass[0].velocity.y.toFixed(2) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#d0d;">Fx:</td> <td>' + mass[0].force.x.toFixed(6) + '</td> </tr>' +
|
||||
'<tr> <td style="color:#d0d;">Fy:</td> <td>' + mass[0].force.y.toFixed(6) + '</td> </tr>' + '</table>';
|
||||
} else {
|
||||
document.getElementById("hud").innerHTML = "";
|
||||
}
|
||||
}
|
||||
|
||||
function durabilityBar() { // player health bar
|
||||
var size = 200;
|
||||
var x = 6;
|
||||
var y = 6;
|
||||
//ctx.lineWidth = 2;
|
||||
//ctx.strokeStyle = '#999';
|
||||
//ctx.strokeRect(x - 1, y - 1, size + 2, 12); //draw outline
|
||||
//ctx.fillStyle = '#512';
|
||||
ctx.fillStyle = 'rgba(255, 85, 119, 0.3)'
|
||||
ctx.fillRect(x, y, size, 10); //draw bar
|
||||
if (mass[0].alive) { //only draw bar if player is alive
|
||||
ctx.fillStyle = 'rgba(255, 85, 119, 0.9)'
|
||||
ctx.fillRect(x, y, size * mass[0].durability, 10); //draw bar
|
||||
}
|
||||
}
|
||||
|
||||
function completionBar() {
|
||||
var size = 152;
|
||||
var x = canvas.width - size - 4;
|
||||
var y = 5;
|
||||
|
||||
//ctx.fillStyle = '#000007';
|
||||
//ctx.fillRect(x, y, size, 5); //draw bar
|
||||
ctx.fillStyle = 'rgba(85, 85, 170, 0.3)'
|
||||
//ctx.fillStyle = '#55a';
|
||||
ctx.fillRect(x, y, size, 5); //draw bar
|
||||
//ctx.fillStyle = '#55a';
|
||||
ctx.fillStyle = 'rgba(85, 85, 170, 0.9)'
|
||||
ctx.fillRect(x, y, size * game.currentMass / game.startingMassValue, 5); //draw bar
|
||||
//goal line
|
||||
ctx.fillStyle = '#ffff00';
|
||||
ctx.fillRect(x + size * game.clearThreshold, y, 1, 5); //draw bar
|
||||
//outline of bar
|
||||
//ctx.lineWidth = 1;
|
||||
//ctx.strokeStyle = '#88f';
|
||||
//ctx.strokeRect(x, y, size, 5); //draw outline
|
||||
}
|
||||
|
||||
function miniMap() {
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeStyle = '#88f';
|
||||
ctx.beginPath();
|
||||
var xOff = canvas.width - 5;
|
||||
var yOff = 10;
|
||||
var size = 150;
|
||||
var scale = size / game.width;
|
||||
ctx.fillStyle = 'rgba(0, 0, 50, 0.5)'
|
||||
ctx.rect(xOff, yOff, -size, size);
|
||||
ctx.stroke();
|
||||
ctx.fill();
|
||||
//draw dot for masses
|
||||
ctx.fillStyle = '#aaf';
|
||||
for (var i = 1; i < mass.length; i++) {
|
||||
ctx.fillRect(mass[i].position.x * scale + xOff - size, mass[i].position.y * scale + yOff, 3, 3);
|
||||
}
|
||||
//draw player's dot
|
||||
ctx.fillStyle = '#ffff00';
|
||||
ctx.fillRect(mass[0].position.x * scale + xOff - size, mass[0].position.y * scale + yOff, 5, 5);
|
||||
}
|
||||
|
||||
var star = [];
|
||||
var totalStars = 100;
|
||||
for (var i = 0; i < totalStars; i++) {
|
||||
star.push({
|
||||
x: Math.random() * window.innerWidth,
|
||||
y: Math.random() * window.innerHeight
|
||||
});
|
||||
}
|
||||
|
||||
function starsMoveRandom() {
|
||||
for (var i = 0; i < totalStars; i++) {
|
||||
star[i].x = Math.random() * window.innerWidth;
|
||||
star[i].y = Math.random() * window.innerHeight;
|
||||
}
|
||||
}
|
||||
|
||||
function drawStars() {
|
||||
ctx.fillStyle = '#ffffff'; //'darkgrey'; //'rgba(255, 255, 255, 0.5)'
|
||||
var parallax = 1;
|
||||
var Vx = mass[0].velocity.x * game.scale;
|
||||
var Vy = mass[0].velocity.y * game.scale;
|
||||
var width = window.innerWidth;
|
||||
var height = window.innerHeight;
|
||||
for (var i = 0; i < totalStars; i++) {
|
||||
star[i].x -= Vx;
|
||||
star[i].y -= Vy;
|
||||
ctx.fillRect(star[i].x, star[i].y, 1, 1);
|
||||
if (star[i].x < 0) {
|
||||
star[i].x = width;
|
||||
star[i].y = Math.random() * height;
|
||||
}
|
||||
if (star[i].x > width) {
|
||||
star[i].x = 0;
|
||||
star[i].y = Math.random() * height;
|
||||
}
|
||||
if (star[i].y < 0) {
|
||||
star[i].y = height;
|
||||
star[i].x = Math.random() * width;
|
||||
}
|
||||
if (star[i].y > height) {
|
||||
star[i].y = 0;
|
||||
star[i].x = Math.random() * width;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
62
js/player.js
62
js/player.js
@@ -514,7 +514,7 @@ const m = {
|
||||
if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
|
||||
if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.3
|
||||
if (tech.energyRegen === 0) dmg *= 0.34
|
||||
if (tech.isTurret && m.crouch) dmg *= 0.55;
|
||||
if (tech.isTurret && m.crouch) dmg *= 0.4;
|
||||
if (tech.isEntanglement && b.inventory[0] === b.activeGun) {
|
||||
for (let i = 0, len = b.inventory.length; i < len; i++) dmg *= 0.87 // 1 - 0.15
|
||||
}
|
||||
@@ -1002,8 +1002,7 @@ const m = {
|
||||
fieldMeterColor: "#0cf",
|
||||
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
|
||||
if (m.energy < m.maxEnergy) {
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
m.regenEnergy();
|
||||
ctx.fillStyle = bgColor;
|
||||
const xOff = m.pos.x - m.radius * m.maxEnergy
|
||||
const yOff = m.pos.y - 50
|
||||
@@ -1018,9 +1017,30 @@ const m = {
|
||||
ctx.fillStyle = m.fieldMeterColor;
|
||||
ctx.fillRect(xOff, yOff, range * m.energy, 10);
|
||||
}
|
||||
// else {
|
||||
// m.energy = m.maxEnergy
|
||||
// }
|
||||
},
|
||||
drawFieldMeterCloaking: function() {
|
||||
if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code
|
||||
m.regenEnergy();
|
||||
const xOff = m.pos.x - m.radius * m.maxEnergy
|
||||
const yOff = m.pos.y - 50
|
||||
ctx.fillStyle = "rgba(0, 0, 0, 0.3)" //
|
||||
ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
|
||||
ctx.fillStyle = "#fff" //m.cycle > m.lastKillCycle + 300 ? "#000" : "#fff" //"#fff";
|
||||
ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
|
||||
ctx.beginPath()
|
||||
ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
|
||||
ctx.strokeStyle = m.fieldMeterColor;
|
||||
ctx.lineWidth = 1;
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
regenEnergy: function() { //used in drawFieldMeter // rewritten by some tech
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
regenEnergyDefault: function() {
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
lookingAt(who) {
|
||||
//calculate a vector from body to player and make it length 1
|
||||
@@ -1301,7 +1321,7 @@ const m = {
|
||||
if (m.energy < 0) m.energy = 0;
|
||||
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
|
||||
if (tech.blockingIce) {
|
||||
for (let i = 0; i < fieldBlockCost * 50 * tech.blockingIce; i++) b.iceIX(3, 2 * Math.PI * Math.random(), m.pos)
|
||||
for (let i = 0; i < fieldBlockCost * 60 * tech.blockingIce; i++) b.iceIX(3, 2 * Math.PI * Math.random(), m.pos)
|
||||
}
|
||||
const unit = Vector.normalise(Vector.sub(player.position, who.position))
|
||||
if (tech.blockDmg) {
|
||||
@@ -1536,12 +1556,12 @@ const m = {
|
||||
}
|
||||
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
|
||||
m.harmonicAtomic = () => { //several ellipses spinning about different axises
|
||||
const rotation = simulation.cycle * 0.002
|
||||
const phase = simulation.cycle * 0.03
|
||||
const rotation = simulation.cycle * 0.0031
|
||||
const phase = simulation.cycle * 0.023
|
||||
const radius = m.fieldRange * m.harmonicRadius
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeStyle = "rgba(110,170,200,0.9)"
|
||||
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.13 + 0.15 * Math.random()) * (3 / tech.harmonics)) + ")";
|
||||
ctx.strokeStyle = "rgba(110,170,200,0.8)"
|
||||
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.13 + 0.1 * Math.random()) * (3 / tech.harmonics)) + ")";
|
||||
// ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.22 - 0.01 * tech.harmonics) * (0.5 + 0.5 * Math.random())) + ")";
|
||||
for (let i = 0; i < tech.harmonics; i++) {
|
||||
ctx.beginPath();
|
||||
@@ -1584,9 +1604,9 @@ const m = {
|
||||
if (m.energy > 0.1 && m.fieldCDcycle < m.cycle) {
|
||||
if (tech.isStandingWaveExpand) {
|
||||
if (input.field) {
|
||||
const oldHarmonicRadius = m.harmonicRadius
|
||||
// const oldHarmonicRadius = m.harmonicRadius
|
||||
m.harmonicRadius = 0.985 * m.harmonicRadius + 0.015 * 2.5
|
||||
m.energy -= 0.1 * (m.harmonicRadius - oldHarmonicRadius)
|
||||
// m.energy -= 0.1 * (m.harmonicRadius - oldHarmonicRadius)
|
||||
} else {
|
||||
m.harmonicRadius = 0.995 * m.harmonicRadius + 0.005
|
||||
}
|
||||
@@ -2494,21 +2514,7 @@ const m = {
|
||||
}
|
||||
}
|
||||
|
||||
if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
const xOff = m.pos.x - m.radius * m.maxEnergy
|
||||
const yOff = m.pos.y - 50
|
||||
ctx.fillStyle = "rgba(0, 0, 0, 0.3)" //
|
||||
ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
|
||||
ctx.fillStyle = "#fff" //m.cycle > m.lastKillCycle + 300 ? "#000" : "#fff" //"#fff";
|
||||
ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
|
||||
ctx.beginPath()
|
||||
ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
|
||||
ctx.strokeStyle = m.fieldMeterColor;
|
||||
ctx.lineWidth = 1;
|
||||
ctx.stroke();
|
||||
}
|
||||
this.drawFieldMeterCloaking()
|
||||
//show sneak attack status
|
||||
|
||||
if (m.cycle > m.lastKillCycle + 240) {
|
||||
|
||||
@@ -443,7 +443,7 @@ const powerUps = {
|
||||
}
|
||||
|
||||
if (tech.healGiveMaxEnergy) {
|
||||
tech.healMaxEnergyBonus += 0.06
|
||||
tech.healMaxEnergyBonus += 0.07
|
||||
m.setMaxEnergy();
|
||||
}
|
||||
},
|
||||
|
||||
72
js/tech.js
72
js/tech.js
@@ -556,19 +556,18 @@
|
||||
this.refundAmount = 0
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
{
|
||||
name: "gun turret",
|
||||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong> when <strong>crouching</strong>",
|
||||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong> when <strong>crouching</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 3,
|
||||
frequencyDefault: 3,
|
||||
allowed() {
|
||||
return tech.isCrouchAmmo && !tech.isEnergyHealth
|
||||
return (tech.isCrouchAmmo && !tech.isEnergyHealth) || tech.isCrouchRegen
|
||||
},
|
||||
requires: "desublimated ammunition, not mass-energy",
|
||||
requires: "relative permittivity, desublimated ammunition, not mass-energy",
|
||||
effect() {
|
||||
tech.isTurret = true
|
||||
},
|
||||
@@ -2332,7 +2331,7 @@
|
||||
{
|
||||
name: "1st ionization energy",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ionization_energy' class="link">1st ionization energy</a>`,
|
||||
description: `each ${powerUps.orb.heal()} you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>6</strong>`,
|
||||
description: `each ${powerUps.orb.heal()} you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>7</strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -2358,8 +2357,8 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "inductive coupling",
|
||||
description: "each unused <strong>power up</strong> at the end of a <strong>level</strong><br>adds 3 <strong>maximum</strong> <strong class='color-f'>energy</strong>", // <em>(up to 51 health per level)</em>",
|
||||
name: "permittivity",
|
||||
description: "each unused <strong>power up</strong> at the end of a <strong>level</strong><br>adds 4 <strong>maximum</strong> <strong class='color-f'>energy</strong>", // <em>(up to 51 health per level)</em>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2385,7 +2384,7 @@
|
||||
allowed() {
|
||||
return tech.isExtraMaxEnergy
|
||||
},
|
||||
requires: "inductive coupling",
|
||||
requires: "permittivity",
|
||||
effect() {
|
||||
tech.isEndLevelPowerUp = true;
|
||||
},
|
||||
@@ -2535,6 +2534,29 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "inductive coupling",
|
||||
description: "passive <strong class='color-f'>energy</strong> regen is increased by <strong>500%</strong><br>but you only regen when <strong>crouched</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return tech.energyRegen !== 0
|
||||
},
|
||||
requires: "not ground state",
|
||||
effect() {
|
||||
tech.isCrouchRegen = true; //only used to check for requirements
|
||||
m.regenEnergy = function() {
|
||||
if (m.immuneCycle < m.cycle && m.crouch) m.energy += 5 * m.fieldRegen; //m.fieldRegen = 0.001
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isCrouchRegen = false;
|
||||
m.regenEnergy = m.regenEnergyDefault
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "energy conservation",
|
||||
description: "<strong>5%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
|
||||
@@ -4890,7 +4912,7 @@
|
||||
allowed() {
|
||||
return !tech.isExtraMaxEnergy && (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||||
},
|
||||
requires: "drones, not inductive coupling",
|
||||
requires: "drones, not permittivity",
|
||||
effect() {
|
||||
tech.isDroneGrab = true
|
||||
},
|
||||
@@ -5655,7 +5677,7 @@
|
||||
},
|
||||
{
|
||||
name: "expansion",
|
||||
description: "using <strong>standing wave</strong> field uses <strong class='color-f'>energy</strong><br>to temporarily <strong>expand</strong> its <strong>radius</strong>",
|
||||
description: "using <strong>standing wave</strong> field temporarily<br><strong>expands</strong> its <strong>radius</strong>",
|
||||
// description: "use <strong class='color-f'>energy</strong> to <strong>expand</strong> <strong>standing wave</strong><br>the field slowly <strong>contracts</strong> when not used",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
@@ -6956,10 +6978,10 @@
|
||||
// },
|
||||
{
|
||||
name: "planetesimals",
|
||||
description: `spawn a <strong class='color-m'>tech</strong> and play <strong>planetesimals</strong>,<br>an annoying asteroids game with Newtonian physics`,
|
||||
description: `play <strong>planetesimals</strong><br><em>(an annoying asteroids game with Newtonian physics)</em><br>clearing a <strong>level</strong> in <strong>planetesimals</strong> spawns a <strong class='color-m'>tech</strong> in <strong>n-gon</strong><br>but, if you <strong style="color:red;">die</strong> in <strong>planetesimals</strong> you <strong style="color:red;">die</strong> in <strong>n-gon</strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
frequency: 100,
|
||||
isNonRefundable: true,
|
||||
isExperimentHide: true,
|
||||
isJunk: true,
|
||||
@@ -6969,7 +6991,24 @@
|
||||
requires: "",
|
||||
effect() {
|
||||
window.open('../../planetesimals/index.html', '_blank')
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||||
// powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||||
|
||||
// for communicating to other tabs, like planetesimals
|
||||
// Connection to a broadcast channel
|
||||
const bc = new BroadcastChannel('planetesimals');
|
||||
bc.activated = false
|
||||
|
||||
bc.onmessage = function(ev) {
|
||||
if (ev.data === 'tech') powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||||
if (ev.data === 'death') {
|
||||
m.death()
|
||||
bc.close(); //end session
|
||||
}
|
||||
if (ev.data === 'ready' && !bc.activated) {
|
||||
bc.activated = true //prevents n-gon from activating multiple copies of planetesimals
|
||||
bc.postMessage("activate");
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
@@ -7096,9 +7135,7 @@
|
||||
ctx.beginPath();
|
||||
const vertices = mob[i].vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1, len = vertices.length; j < len; ++j) {
|
||||
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[j].x, vertices[j].y);
|
||||
}
|
||||
for (let j = 1, len = vertices.length; j < len; ++j) ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[j].x, vertices[j].y);
|
||||
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
|
||||
ctx.fillStyle = mob[i].fill;
|
||||
ctx.strokeStyle = mob[i].stroke;
|
||||
@@ -8824,5 +8861,6 @@
|
||||
baseFx: null,
|
||||
isNeutronium: null,
|
||||
isFreeWormHole: null,
|
||||
isRewindField: null
|
||||
isRewindField: null,
|
||||
isCrouchRegen: null
|
||||
}
|
||||
Reference in New Issue
Block a user