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:
landgreen
2021-11-06 07:26:14 -07:00
parent b5738e2480
commit d77dde462e
9 changed files with 128 additions and 867 deletions

View File

@@ -1115,7 +1115,7 @@ const b = {
const cycles = 80
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
const g = input.down ? 0.137 : 0.135
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
ctx.lineWidth = 2
ctx.beginPath()
@@ -1138,7 +1138,7 @@ const b = {
if (gunIndex) b.guns[gunIndex].do = function() {
const cycles = Math.floor(input.down ? 50 : 30) //30
const speed = input.down ? 44 : 35
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
ctx.lineWidth = 2
ctx.beginPath()
@@ -1153,7 +1153,7 @@ const b = {
if (gunIndex) b.guns[gunIndex].do = function() {
const cycles = Math.floor(input.down ? 120 : 80) //30
const speed = input.down ? 43 : 32
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
ctx.lineWidth = 2
ctx.beginPath()
@@ -3457,10 +3457,13 @@ const b = {
this.lastLookCycle = simulation.cycle + (this.isUpgraded ? 21 : 110)
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 3000000 && //1400*1400
if (
!mob[i].isBadTarget &&
dist < 3000000 &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isShielded) {
!mob[i].isShielded
) {
const SPEED = 35
const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
b.nail(this.position, Vector.mult(unit, SPEED))

View File

@@ -660,6 +660,7 @@ document.getElementById("experiment-button").addEventListener("click", () => { /
openExperimentMenu();
});
// ************************************************************************************************
// inputs
// ************************************************************************************************

View File

@@ -15,10 +15,10 @@ const level = {
// localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("time dilation")
// b.giveGuns("grenades")
// tech.giveTech("neutron bomb")
// tech.giveTech("vacuum bomb")
// m.setField("metamaterial cloaking")
b.giveGuns("laser")
// tech.giveTech("spherical harmonics")
tech.giveTech("relative permittivity")
// tech.giveTech("causality bombs")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
// tech.giveTech("antiscience")
@@ -26,6 +26,11 @@ const level = {
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
// tech.isCancelDuplication = true
level.intro(); //starting level
// level.testing(); //not in rotation, used for testing
// level.template(); //not in rotation, blank start new map development
@@ -94,7 +99,7 @@ const level = {
}
}
if (tech.isExtraMaxEnergy) {
tech.healMaxEnergyBonus += 0.03 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
tech.healMaxEnergyBonus += 0.04 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
m.setMaxEnergy();
}
if (tech.isGunCycle) {

View File

@@ -1,807 +0,0 @@
/* http://brm.io/matter-js/docs/
http://brm.io/matter-js/demo/#mixed
https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js
git hub gist:
https://gist.github.com/lilgreenland/8f2a2c033fdf3d5546a0ca5d73a2ae11
todo:
can you render bullets a different color? // red?
maybe add the ability to put up shields to survive collisions?
maybe add durability regeneration
fix new mass spawn so that it will pick a new location if the first spawn location already has a mass
*/
function planetesimals() {
//pause n-gon
// if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
// input.isPauseKeyReady = false
// setTimeout(function() {
// input.isPauseKeyReady = true
// }, 300);
// if (simulation.paused) {
// build.unPauseGrid()
// simulation.paused = false;
// // level.levelAnnounce();
// document.body.style.cursor = "none";
// requestAnimationFrame(cycle);
// } else {
// simulation.paused = true;
// build.pauseGrid()
// document.body.style.cursor = "auto";
// if (tech.isGunSwitchField || simulation.testing) {
// document.getElementById("pause-field").addEventListener("click", () => {
// const energy = m.energy
// m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
// m.energy = energy
// document.getElementById("pause-field").innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}`
// });
// }
// }
// }
"use strict"; //strict mode to catch errors
//game objects values
var game = {
cycle: 0,
width: 0,
height: 0,
scale: 0.5,
gravity: 0.00011,
totalMass: 0,
massSize: 0,
level: 1,
startingMassValue: 0,
massSegment: 0,
clearThreshold: 0.2, // there must be less than this percent to move on to the next level
currentMass: 0,
explodeMin: 8000,
HUD: true,
};
function levelScaling() {
//game.gravity = 0.00011; // + 0.000012 * game.level;
game.width = 2000 * game.level; //shapes walls and spawn locations
game.height = 2000 * game.level; //shapes walls and spawn locations
game.scale = 1.2 / (Math.log(game.level + 1)); //0.6 + 1.0 / (game.level); //controls map zoom
game.totalMass = 3 + game.level * 1; //how many masses to spawn at start of level
game.massSize = 3 + game.level * 3; //adds the average length of a segment on a masses's vertices
game.massSegment = 0.1 + 0.1 / game.level;
}
//looks for key presses and logs them
var keys = [];
document.body.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
// module aliases
var Engine = Matter.Engine,
World = Matter.World,
Events = Matter.Events,
Composite = Matter.Composite,
Vertices = Matter.Vertices,
Body = Matter.Body,
Bodies = Matter.Bodies;
// create an engine
var engine = Engine.create();
//turn off gravity
engine.world.gravity.y = 0;
// run the engine
// Engine.run(engine);
Matter.Runner.run(engine)
function addWalls() {
//add the walls
var wallSettings = {
size: 200,
isStatic: true,
render: {
restitution: 0,
fillStyle: 'rgba(0, 0, 0, 0.0)',
strokeStyle: '#00ffff'
}
};
World.add(engine.world, [
Bodies.rectangle(game.width * 0.5, -wallSettings.size * 0.5, game.width, wallSettings.size, wallSettings), //top
Bodies.rectangle(game.width * 0.5, game.height + wallSettings.size * 0.5, game.width, wallSettings.size, wallSettings), //bottom
Bodies.rectangle(-wallSettings.size * 0.5, game.height * 0.5, wallSettings.size, game.height + wallSettings.size * 2, wallSettings), //left
Bodies.rectangle(game.width + wallSettings.size * 0.5, game.height * 0.5, wallSettings.size, game.height + wallSettings.size * 2, wallSettings) //right
]);
}
//add the masses
var mass = [];
function addPlayer() {
//add the player object as the first mass in the array
mass.push();
//var arrow = Vertices.fromPath('100 0 75 50 100 100 25 100 0 50 25 0');
var arrow = Vertices.fromPath('0 15 -10 -15 10 -15');
mass[0] = Matter.Bodies.fromVertices(Math.random() * game.width, Math.random() * game.height, arrow, {
//density: 0.001,
alive: true,
friction: 0,
frictionStatic: 0,
frictionAir: 0,
restitution: 0, //bounce 1 = 100% elastic
density: 0.003333,
thrust: 0.0004, //forward acceleration, if mass goes up this needs to go up
yaw: 0.00133, //angular acceleration, needs to be higher with larger mass
rotationLimit: 0.05, //max acceleration for player in radians/cycle
angularFriction: 0.98, // 1 = no friction, 0.9 = high friction
durability: 1,
fireCD: 0,
lastPlayerVelocity: { //for keeping track of damamge from too much acceleration
x: 0,
y: 0
},
});
World.add(engine.world, mass[0]);
}
function randomConvexPolygon(size) { //returns a string of vectors that make a convex polygon
var polyVector = '';
var x = 0;
var y = 0;
var r = 0;
var angle = 0;
for (var i = 1; i < 60; i++) {
angle += 0.1 + Math.random() * game.massSegment; //change in angle in radians
if (angle > 2 * Math.PI) {
break; //stop before it becomes convex
}
r = 2 + Math.random() * 2;
x = Math.round(x + r * Math.cos(angle));
y = Math.round(y + r * Math.sin(angle));
polyVector = polyVector.concat(x * size + ' ' + y * size + ' ');
}
return polyVector;
}
function addMassVector(x, y, Vx, Vy, size) {
var verticies = [];
var vector = Vertices.fromPath(randomConvexPolygon(size));
var i = mass.length;
mass.push();
mass[i] = Matter.Bodies.fromVertices(x, y, vector, { // x,y,vectors,{options}
friction: 0,
frictionStatic: 0,
frictionAir: 0,
restitution: 1,
angle: Math.random() * 2 * Math.PI
});
Matter.Body.setVelocity(mass[i], {
x: Vx,
y: Vy
});
Matter.Body.setAngularVelocity(mass[i], (Math.random() - 0.5) * 0.03);
World.add(engine.world, mass[i]);
}
function addMass(x, y, r, sides, Vx, Vy) {
var i = mass.length;
mass.push();
mass[i] = Bodies.polygon(x, y, sides, r, {
friction: 0,
frictionStatic: 0,
frictionAir: 0,
restitution: 1,
});
Matter.Body.setVelocity(mass[i], {
x: Vx,
y: Vy
});
Matter.Body.setAngularVelocity(mass[i], (Math.random() - 0.5) * 0.03);
World.add(engine.world, mass[i]);
}
function clearMasses() {
World.clear(engine.world, false);
console.log('clear')
mass = [];
}
function spawnSetup() {
//make the level indicator more clear on a new level
// document.getElementById("level").innerHTML = 'system ' + game.level;
// document.getElementById("level").style.color = 'white';
// document.getElementById("level").style.fontSize = '500%';
// document.getElementById("level").style.left = '40%';
// document.getElementById("level").style.position = 'absolute';
// setTimeout(levelFontSize, 3000);
//after 3 seconds return to normal style
// function levelFontSize(size) {
// document.getElementById("level").style.color = 'grey';
// document.getElementById("level").style.position = '';
// document.getElementById("level").style.left = '';
// document.getElementById("level").style.fontSize = '100%';
// }
levelScaling();
clearMasses();
addWalls();
addPlayer();
//add other masses
for (var j = 0; j < game.totalMass; j++) {
// addMassVector(x,y,Vx,Vy,size)
addMassVector(game.width * 0.2 + Math.random() * game.width * 0.6,
game.height * 0.2 + Math.random() * game.height * 0.6,
0, //(0.5 - Math.random()) * 4,
0,
Math.random() * 3 + game.massSize
);
}
//determine how much mass is in the game at the start
game.startingMassValue = 0;
for (var i = 0; i < mass.length; i++) {
game.startingMassValue += mass[i].mass;
}
game.currentMass = game.startingMassValue;
}
spawnSetup();
function repopulateMasses() {
game.currentMass = 0;
for (var i = 0; i < mass.length; i++) {
game.currentMass += mass[i].mass;
}
if (game.currentMass < game.startingMassValue * game.clearThreshold) {
game.level++;
spawnSetup();
mass[0].durability = 1;
}
}
var bullet = [];
function fireBullet() { //addMass(x, y, r, sides, Vx, Vy)
var i = bullet.length;
var angle = mass[0].angle + Math.PI * 0.5;
var speed = 9;
var playerDist = 25;
bullet.push();
bullet[i] = Bodies.polygon(
mass[0].position.x + playerDist * Math.cos(angle),
mass[0].position.y + playerDist * Math.sin(angle),
3, //sides
2, { //radius
angle: Math.random() * 6.28,
friction: 0,
frictionStatic: 0,
frictionAir: 0,
restitution: 1,
endCycle: game.cycle + 90, // life span for a bullet (60 per second)
});
Matter.Body.setVelocity(bullet[i], {
x: mass[0].velocity.x + speed * Math.cos(angle),
y: mass[0].velocity.y + speed * Math.sin(angle)
});
Matter.Body.setAngularVelocity(bullet[i], (Math.random() - 0.5) * 1);
World.add(engine.world, bullet[i]);
}
function bulletEndCycle() {
for (var i = 0; i < bullet.length; i++) {
if (bullet[i].endCycle < game.cycle) {
Matter.World.remove(engine.world, bullet[i]);
bullet.splice(i, 1);
}
}
}
function controls() {
if (mass[0].alive) {
if (keys[32] && mass[0].fireCD < game.cycle) {
mass[0].fireCD = game.cycle + 10; // ?/60 seconds of cooldown before you can fire
fireBullet();
}
if (keys[38] || keys[87]) { //forward thrust
mass[0].force.x += mass[0].thrust * Math.cos(mass[0].angle + Math.PI * 0.5);
mass[0].force.y += mass[0].thrust * Math.sin(mass[0].angle + Math.PI * 0.5);
thrustGraphic();
} else if (keys[40] || keys[83]) { //reverse thrust
mass[0].force = {
x: -mass[0].thrust * 0.5 * Math.cos(mass[0].angle + Math.PI * 0.5),
y: -mass[0].thrust * 0.5 * Math.sin(mass[0].angle + Math.PI * 0.5)
};
torqueGraphic(-1);
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
torqueGraphic(-1);
} else if ((keys[39] || keys[68])) { //&& mass[0].angularVelocity < mass[0].rotationLimit) {
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>&nbsp;t:</td> <td>' + engine.timing.timestamp.toFixed(0) + '</td> </tr>' +
'<tr> <td style="color:#77f;">&nbsp;m:</td> <td>' + mass[0].mass.toFixed(2) + '</td> </tr>' +
'<tr> <td style="color:#77f;">&nbsp;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;">&nbsp;x:</td> <td>' + mass[0].position.x.toFixed(0) + '</td> </tr>' +
'<tr> <td style="color:#77f;">&nbsp;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;
}
}
}
}

View File

@@ -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) {

View File

@@ -443,7 +443,7 @@ const powerUps = {
}
if (tech.healGiveMaxEnergy) {
tech.healMaxEnergyBonus += 0.06
tech.healMaxEnergyBonus += 0.07
m.setMaxEnergy();
}
},

View File

@@ -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
}