made mods stackable
This commit is contained in:
986
js/mobs.js
986
js/mobs.js
@@ -1,986 +0,0 @@
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//create array of mobs
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let mob = [];
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//method to populate the array above
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const mobs = {
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loop() {
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let i = mob.length;
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while (i--) {
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if (mob[i].alive) {
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mob[i].do();
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} else {
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mob[i].replace(i); //removing mob and replace with body, this is done here to avoid an array index bug with drawing I think
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}
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}
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},
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draw() {
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ctx.lineWidth = 2;
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let i = mob.length;
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while (i--) {
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ctx.beginPath();
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const vertices = mob[i].vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1, len = vertices.length; j < len; ++j) {
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ctx.lineTo(vertices[j].x, vertices[j].y);
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}
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.fillStyle = mob[i].fill;
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ctx.strokeStyle = mob[i].stroke;
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ctx.fill();
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ctx.stroke();
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}
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},
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alert(range) {
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range = range * range;
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for (let i = 0; i < mob.length; i++) {
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if (mob[i].distanceToPlayer2() < range) mob[i].locatePlayer();
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}
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},
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startle(amount) {
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for (let i = 0; i < mob.length; i++) {
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if (!mob[i].seePlayer.yes) {
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mob[i].force.x += amount * mob[i].mass * (Math.random() - 0.5);
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mob[i].force.y += amount * mob[i].mass * (Math.random() - 0.5);
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}
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}
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},
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//**********************************************************************************************
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//**********************************************************************************************
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spawn(xPos, yPos, sides, radius, color) {
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let i = mob.length;
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mob[i] = Matter.Bodies.polygon(xPos, yPos, sides, radius, {
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//inertia: Infinity, //prevents rotation
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mob: true,
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density: 0.001,
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//friction: 0,
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frictionAir: 0.005,
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//frictionStatic: 0,
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restitution: 0.5,
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collisionFilter: {
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group: 0,
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category: 0x000010,
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mask: 0x011111
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},
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onHit: undefined,
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alive: true,
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index: i,
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health: 1,
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accelMag: 0.001,
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cd: 0, //game cycle when cooldown will be over
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delay: 60, //static: time between cooldowns
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fill: color,
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stroke: "#000",
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seePlayer: {
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yes: false,
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recall: 0,
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position: {
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x: xPos,
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y: yPos
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}
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},
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radius: radius,
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spawnPos: {
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x: xPos,
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y: yPos
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},
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seeAtDistance2: 4000000, //sqrt(4000000) = 2000 = max seeing range
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distanceToPlayer() {
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const dx = this.position.x - player.position.x;
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const dy = this.position.y - player.position.y;
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return Math.sqrt(dx * dx + dy * dy);
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},
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distanceToPlayer2() {
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const dx = this.position.x - player.position.x;
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const dy = this.position.y - player.position.y;
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return dx * dx + dy * dy;
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},
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gravity() {
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this.force.y += this.mass * this.g;
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},
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seePlayerFreq: Math.round((30 + 30 * Math.random()) * game.lookFreqScale), //how often NPC checks to see where player is, lower numbers have better vision
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foundPlayer() {
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this.locatePlayer();
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if (!this.seePlayer.yes) {
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this.alertNearByMobs();
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this.seePlayer.yes = true;
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}
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},
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lostPlayer() {
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this.seePlayer.yes = false;
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this.seePlayer.recall -= this.seePlayerFreq;
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if (this.seePlayer.recall < 0) this.seePlayer.recall = 0;
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},
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memory: 120, //default time to remember player's location
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locatePlayer() {
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if (!mech.isStealth) {
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// updates mob's memory of player location
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
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this.seePlayer.position.x = player.position.x;
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this.seePlayer.position.y = player.position.y;
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}
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},
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// locatePlayerByDist() {
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// if (this.distanceToPlayer2() < this.locateRange) {
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// this.locatePlayer();
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// }
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// },
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seePlayerCheck() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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seePlayerCheckByDistance() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (this.distanceToPlayer2() < this.seeAtDistance2) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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seePlayerByDistOrLOS() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 ||
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(Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0)
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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seePlayerByDistAndLOS() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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(Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0)
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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isLookingAtPlayer(threshold) {
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const diff = Matter.Vector.normalise(Matter.Vector.sub(player.position, this.position));
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//make a vector for the mob's direction of length 1
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const dir = {
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x: Math.cos(this.angle),
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y: Math.sin(this.angle)
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};
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//the dot product of diff and dir will return how much over lap between the vectors
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const dot = Matter.Vector.dot(dir, diff);
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// console.log(Math.cos(dot)*180/Math.PI)
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if (dot > threshold) {
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return true;
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} else {
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return false;
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}
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},
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lookRange: 0.2 + Math.random() * 0.2,
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lookTorque: 0.0000004 * (Math.random() > 0.5 ? -1 : 1),
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seePlayerByLookingAt() {
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if (!(game.cycle % this.seePlayerFreq) && (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange))) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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//if you don't recall player location rotate and draw to show where you are looking
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if (!this.seePlayer.recall) {
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this.torque = this.lookTorque * this.inertia;
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//draw
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const range = Math.PI * this.lookRange;
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range);
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ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true);
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ctx.fillStyle = "rgba(0,0,0,0.07)";
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ctx.fill();
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}
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},
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mechPosRange() {
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return {
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x: player.position.x, // + (Math.random() - 0.5) * 50,
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y: player.position.y + (Math.random() - 0.5) * 110
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};
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//mob vision for testing
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// ctx.beginPath();
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// ctx.lineWidth = "5";
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// ctx.strokeStyle = "#ff0";
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// ctx.moveTo(this.position.x, this.position.y);
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// ctx.lineTo(targetPos.x, targetPos.y);
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// ctx.stroke();
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// return targetPos;
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},
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laserBeam() {
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if (game.cycle % 7 && this.seePlayer.yes) {
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange) {
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//if (Math.random()>0.2 && this.seePlayer.yes && this.distanceToPlayer2()<800000) {
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mech.damage(0.0003 * game.dmgScale);
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.005
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(mech.pos.x, mech.pos.y);
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ctx.lineTo(mech.pos.x + (Math.random() - 0.5) * 3000, mech.pos.y + (Math.random() - 0.5) * 3000);
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ctx.lineWidth = 2;
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ctx.strokeStyle = "rgb(255,0,170)";
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ctx.stroke();
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(255,0,170,0.15)";
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ctx.fill();
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}
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.laserRange * 0.9, 0, 2 * Math.PI);
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ctx.strokeStyle = "rgba(255,0,170,0.5)";
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ctx.lineWidth = 1;
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ctx.stroke();
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ctx.setLineDash([]);
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}
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},
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laser() {
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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if (this.seePlayer.recall) {
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this.torque = this.lookTorque * this.inertia * 2;
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const seeRange = 2500;
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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const look = {
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x: this.position.x + seeRange * Math.cos(this.angle),
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y: this.position.y + seeRange * Math.sin(this.angle)
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};
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vertexCollision(this.position, look, map);
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vertexCollision(this.position, look, body);
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vertexCollision(this.position, look, [player]);
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// hitting player
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if (best.who === player) {
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dmg = 0.004 * game.dmgScale;
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mech.damage(dmg);
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//draw damage
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
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ctx.fill();
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}
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//draw beam
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if (best.dist2 === Infinity) {
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best = look;
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}
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(best.x, best.y);
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ctx.strokeStyle = "#f00"; // Purple path
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ctx.lineWidth = 1;
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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ctx.stroke(); // Draw it
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ctx.setLineDash([0, 0]);
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}
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},
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searchSpring() {
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ctx.beginPath();
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ctx.arc(this.cons.pointA.x, this.cons.pointA.y, 6, 0, 2 * Math.PI);
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ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
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// ctx.arc(this.cons.bodyB.position.x, this.cons.bodyB.position.y,6,0,2*Math.PI);
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ctx.fillStyle = "#222";
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ctx.fill();
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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(this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange)) &&
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, player.position).length === 0 &&
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Matter.Query.ray(body, this.position, player.position).length === 0
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) {
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this.foundPlayer();
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if (!(game.cycle % (this.seePlayerFreq * 2))) {
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this.springTarget.x = this.seePlayer.position.x;
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this.springTarget.y = this.seePlayer.position.y;
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this.cons.length = -200;
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this.cons2.length = 100 + 1.5 * this.radius;
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} else {
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this.springTarget2.x = this.seePlayer.position.x;
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this.springTarget2.y = this.seePlayer.position.y;
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this.cons.length = 100 + 1.5 * this.radius;
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this.cons2.length = -200;
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}
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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//if you don't recall player location rotate and draw to show where you are looking
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if (!this.seePlayer.recall) {
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this.torque = this.lookTorque * this.inertia;
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//draw
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const range = Math.PI * this.lookRange;
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range);
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ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true);
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ctx.fillStyle = "rgba(0,0,0,0.07)";
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ctx.fill();
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//spring to random place on map
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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const seeRange = 3000;
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if (!(game.cycle % (this.seePlayerFreq * 10))) {
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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const look = {
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x: this.position.x + seeRange * Math.cos(this.angle),
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y: this.position.y + seeRange * Math.sin(this.angle)
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};
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vertexCollision(this.position, look, map);
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if (best.dist2 != Infinity) {
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this.springTarget.x = best.x;
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this.springTarget.y = best.y;
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this.cons.length = 100 + 1.5 * this.radius;
|
||||
this.cons2.length = 100 + 1.5 * this.radius;
|
||||
}
|
||||
}
|
||||
if (!((game.cycle + this.seePlayerFreq * 5) % (this.seePlayerFreq * 10))) {
|
||||
best = {
|
||||
x: null,
|
||||
y: null,
|
||||
dist2: Infinity,
|
||||
who: null,
|
||||
v1: null,
|
||||
v2: null
|
||||
};
|
||||
const look = {
|
||||
x: this.position.x + seeRange * Math.cos(this.angle),
|
||||
y: this.position.y + seeRange * Math.sin(this.angle)
|
||||
};
|
||||
vertexCollision(this.position, look, map);
|
||||
if (best.dist2 != Infinity) {
|
||||
this.springTarget2.x = best.x;
|
||||
this.springTarget2.y = best.y;
|
||||
this.cons.length = 100 + 1.5 * this.radius;
|
||||
this.cons2.length = 100 + 1.5 * this.radius;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
alertNearByMobs() {
|
||||
//this.alertRange2 is set at the very bottom of this mobs, after mob is made
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (!mob[i].seePlayer.recall && Matter.Vector.magnitudeSquared(Matter.Vector.sub(this.position, mob[i].position)) < this.alertRange2) {
|
||||
mob[i].locatePlayer();
|
||||
}
|
||||
}
|
||||
//add alert to draw queue
|
||||
// game.drawList.push({
|
||||
// x: this.position.x,
|
||||
// y: this.position.y,
|
||||
// radius: Math.sqrt(this.alertRange2),
|
||||
// color: "rgba(0,0,0,0.02)",
|
||||
// time: game.drawTime
|
||||
// });
|
||||
},
|
||||
zoom() {
|
||||
this.zoomMode--;
|
||||
if (this.zoomMode > 150) {
|
||||
this.drawTrail();
|
||||
if (this.seePlayer.recall) {
|
||||
//attraction to player
|
||||
const forceMag = this.accelMag * this.mass;
|
||||
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
|
||||
this.force.x += forceMag * Math.cos(angle);
|
||||
this.force.y += forceMag * Math.sin(angle);
|
||||
}
|
||||
} else if (this.zoomMode < 0) {
|
||||
this.zoomMode = 300;
|
||||
this.setupTrail();
|
||||
}
|
||||
},
|
||||
setupTrail() {
|
||||
this.trail = [];
|
||||
for (let i = 0; i < this.trailLength; ++i) {
|
||||
this.trail.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y
|
||||
});
|
||||
}
|
||||
},
|
||||
drawTrail() {
|
||||
//dont' forget to run setupTrail() after mob spawn
|
||||
const t = this.trail;
|
||||
const len = t.length;
|
||||
t.pop();
|
||||
t.unshift({
|
||||
x: this.position.x,
|
||||
y: this.position.y
|
||||
});
|
||||
//draw
|
||||
ctx.strokeStyle = this.trailFill;
|
||||
ctx.beginPath();
|
||||
// ctx.moveTo(t[0].x, t[0].y);
|
||||
// ctx.lineTo(t[0].x, t[0].y);
|
||||
// ctx.globalAlpha = 0.2;
|
||||
// ctx.lineWidth = this.radius * 3;
|
||||
// ctx.stroke();
|
||||
ctx.globalAlpha = 0.5 / len;
|
||||
ctx.lineWidth = this.radius * 1.95;
|
||||
for (let i = 0; i < len; ++i) {
|
||||
// ctx.lineWidth *= 0.96;
|
||||
ctx.lineTo(t[i].x, t[i].y);
|
||||
ctx.stroke();
|
||||
}
|
||||
ctx.globalAlpha = 1;
|
||||
},
|
||||
curl(range = 1000, mag = -10) {
|
||||
//cause all mobs, and bodies to rotate in a circle
|
||||
applyCurl = function (center, array) {
|
||||
for (let i = 0; i < array.length; ++i) {
|
||||
const sub = Matter.Vector.sub(center, array[i].position)
|
||||
const radius2 = Matter.Vector.magnitudeSquared(sub);
|
||||
|
||||
//if too close, like center mob or shield, don't curl // if too far don't curl
|
||||
if (radius2 < range * range && radius2 > 10000) {
|
||||
const curlVector = Matter.Vector.mult(Matter.Vector.perp(Matter.Vector.normalise(sub)), mag)
|
||||
//apply curl force
|
||||
Matter.Body.setVelocity(array[i], {
|
||||
x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
|
||||
y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
|
||||
})
|
||||
// //draw curl
|
||||
// ctx.beginPath();
|
||||
// ctx.moveTo(array[i].position.x, array[i].position.y);
|
||||
// ctx.lineTo(array[i].position.x + curlVector.x * 10, array[i].position.y + curlVector.y * 10);
|
||||
// ctx.lineWidth = 2;
|
||||
// ctx.strokeStyle = "#000";
|
||||
// ctx.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
applyCurl(this.position, mob);
|
||||
applyCurl(this.position, body);
|
||||
applyCurl(this.position, powerUp);
|
||||
// applyCurl(this.position, bullet); // too powerful, just stops all bullets need to write a curl function just for bullets
|
||||
// applyCurl(this.position, [player]);
|
||||
|
||||
//draw limit
|
||||
// ctx.beginPath();
|
||||
// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
|
||||
// ctx.fillStyle = "rgba(55,255,255, 0.1)";
|
||||
// ctx.fill();
|
||||
},
|
||||
pullPlayer() {
|
||||
if (this.seePlayer.yes && Matter.Vector.magnitudeSquared(Matter.Vector.sub(this.position, player.position)) < 1000000) {
|
||||
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
|
||||
player.force.x -= game.accelScale * 1.13 * Math.cos(angle) * (mech.onGround ? 2 * player.mass * game.g : player.mass * game.g);
|
||||
player.force.y -= game.accelScale * 0.84 * player.mass * game.g * Math.sin(angle);
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
ctx.lineTo(mech.pos.x, mech.pos.y);
|
||||
ctx.lineWidth = Math.min(60, this.radius * 2);
|
||||
ctx.strokeStyle = "rgba(0,0,0,0.5)";
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "rgba(0,0,0,0.3)";
|
||||
ctx.fill();
|
||||
}
|
||||
},
|
||||
repelBullets() {
|
||||
if (this.seePlayer.yes) {
|
||||
ctx.lineWidth = "8";
|
||||
ctx.strokeStyle = this.fill;
|
||||
ctx.beginPath();
|
||||
for (let i = 0, len = bullet.length; i < len; ++i) {
|
||||
const dx = bullet[i].position.x - this.position.x;
|
||||
const dy = bullet[i].position.y - this.position.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist < 500) {
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
ctx.lineTo(bullet[i].position.x, bullet[i].position.y);
|
||||
const angle = Math.atan2(dy, dx);
|
||||
const mag = (1500 * bullet[i].mass * game.g) / dist;
|
||||
bullet[i].force.x += mag * Math.cos(angle);
|
||||
bullet[i].force.y += mag * Math.sin(angle);
|
||||
}
|
||||
}
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
attraction() {
|
||||
//accelerate towards the player
|
||||
if (this.seePlayer.recall) {
|
||||
// && dx * dx + dy * dy < 2000000) {
|
||||
const forceMag = this.accelMag * this.mass;
|
||||
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
|
||||
this.force.x += forceMag * Math.cos(angle);
|
||||
this.force.y += forceMag * Math.sin(angle);
|
||||
}
|
||||
},
|
||||
repulsionRange: 500000,
|
||||
repulsion() {
|
||||
//accelerate towards the player
|
||||
if (this.seePlayer.recall && this.distanceToPlayer2() < this.repulsionRange) {
|
||||
// && dx * dx + dy * dy < 2000000) {
|
||||
const forceMag = this.accelMag * this.mass;
|
||||
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
|
||||
this.force.x -= 2 * forceMag * Math.cos(angle);
|
||||
this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
|
||||
}
|
||||
},
|
||||
hop() {
|
||||
//accelerate towards the player after a delay
|
||||
if (this.cd < game.cycle && this.seePlayer.recall && this.speed < 1) {
|
||||
this.cd = game.cycle + this.delay;
|
||||
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
|
||||
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
|
||||
this.force.x += forceMag * Math.cos(angle);
|
||||
this.force.y += forceMag * Math.sin(angle) - 0.04 * this.mass; //antigravity
|
||||
}
|
||||
},
|
||||
hoverOverPlayer() {
|
||||
if (this.seePlayer.recall) {
|
||||
// vertical positioning
|
||||
const rangeY = 250;
|
||||
if (this.position.y > this.seePlayer.position.y - this.hoverElevation + rangeY) {
|
||||
this.force.y -= this.accelMag * this.mass;
|
||||
} else if (this.position.y < this.seePlayer.position.y - this.hoverElevation - rangeY) {
|
||||
this.force.y += this.accelMag * this.mass;
|
||||
}
|
||||
// horizontal positioning
|
||||
const rangeX = 150;
|
||||
if (this.position.x > this.seePlayer.position.x + this.hoverXOff + rangeX) {
|
||||
this.force.x -= this.accelMag * this.mass;
|
||||
} else if (this.position.x < this.seePlayer.position.x + this.hoverXOff - rangeX) {
|
||||
this.force.x += this.accelMag * this.mass;
|
||||
}
|
||||
}
|
||||
// else {
|
||||
// this.gravity();
|
||||
// }
|
||||
},
|
||||
grow() {
|
||||
if (!mech.isBodiesAsleep) {
|
||||
if (this.seePlayer.recall) {
|
||||
if (this.radius < 80) {
|
||||
const scale = 1.01;
|
||||
Matter.Body.scale(this, scale, scale);
|
||||
this.radius *= scale;
|
||||
// this.torque = -0.00002 * this.inertia;
|
||||
this.fill = `hsl(144, ${this.radius}%, 50%)`;
|
||||
}
|
||||
} else {
|
||||
if (this.radius > 15) {
|
||||
const scale = 0.99;
|
||||
Matter.Body.scale(this, scale, scale);
|
||||
this.radius *= scale;
|
||||
this.fill = `hsl(144, ${this.radius}%, 50%)`;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
search() {
|
||||
//be sure to declare searchTarget in mob spawn
|
||||
//accelerate towards the searchTarget
|
||||
if (!this.seePlayer.recall) {
|
||||
const newTarget = function (that) {
|
||||
if (Math.random() < 0.05) {
|
||||
that.searchTarget = player.position; //chance to target player
|
||||
} else {
|
||||
//target random body
|
||||
that.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position;
|
||||
}
|
||||
};
|
||||
|
||||
const sub = Matter.Vector.sub(this.searchTarget, this.position);
|
||||
if (Matter.Vector.magnitude(sub) > this.radius * 2) {
|
||||
// ctx.beginPath();
|
||||
// ctx.strokeStyle = "#aaa";
|
||||
// ctx.moveTo(this.position.x, this.position.y);
|
||||
// ctx.lineTo(this.searchTarget.x,this.searchTarget.y);
|
||||
// ctx.stroke();
|
||||
//accelerate at 0.1 of normal acceleration
|
||||
this.force = Matter.Vector.mult(Matter.Vector.normalise(sub), this.accelMag * this.mass * 0.2);
|
||||
} else {
|
||||
//after reaching random target switch to new target
|
||||
newTarget(this);
|
||||
}
|
||||
//switch to a new target after a while
|
||||
if (!(game.cycle % (this.seePlayerFreq * 15))) {
|
||||
newTarget(this);
|
||||
}
|
||||
}
|
||||
},
|
||||
strike() {
|
||||
//teleport to player when close enough on CD
|
||||
if (this.seePlayer.recall && this.cd < game.cycle) {
|
||||
const dist = Matter.Vector.sub(this.seePlayer.position, this.position);
|
||||
const distMag = Matter.Vector.magnitude(dist);
|
||||
if (distMag < 430) {
|
||||
this.cd = game.cycle + this.delay;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
Matter.Body.translate(this, Matter.Vector.mult(Matter.Vector.normalise(dist), distMag - 20 - radius));
|
||||
ctx.lineTo(this.position.x, this.position.y);
|
||||
ctx.lineWidth = radius * 2;
|
||||
ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000'
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
},
|
||||
blink() {
|
||||
//teleport towards player as a way to move
|
||||
if (this.seePlayer.recall && !(game.cycle % this.blinkRate)) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
const dist = Matter.Vector.sub(this.seePlayer.position, this.position);
|
||||
const distMag = Matter.Vector.magnitude(dist);
|
||||
const unitVector = Matter.Vector.normalise(dist);
|
||||
const rando = (Math.random() - 0.5) * 50;
|
||||
if (distMag < this.blinkLength) {
|
||||
Matter.Body.translate(this, Matter.Vector.mult(unitVector, distMag + rando));
|
||||
} else {
|
||||
Matter.Body.translate(this, Matter.Vector.mult(unitVector, this.blinkLength + rando));
|
||||
}
|
||||
ctx.lineTo(this.position.x, this.position.y);
|
||||
ctx.lineWidth = radius * 2;
|
||||
ctx.strokeStyle = this.stroke; //"rgba(0,0,0,0.5)"; //'#000'
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
drift() {
|
||||
//teleport towards player as a way to move
|
||||
if (this.seePlayer.recall && !(game.cycle % this.blinkRate)) {
|
||||
// && !mech.lookingAtMob(this,0.5)){
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
const dist = Matter.Vector.sub(this.seePlayer.position, this.position);
|
||||
const distMag = Matter.Vector.magnitude(dist);
|
||||
const vector = Matter.Vector.mult(Matter.Vector.normalise(dist), this.blinkLength);
|
||||
if (distMag < this.blinkLength) {
|
||||
Matter.Body.setPosition(this, this.seePlayer.position);
|
||||
Matter.Body.translate(this, {
|
||||
x: (Math.random() - 0.5) * 50,
|
||||
y: (Math.random() - 0.5) * 50
|
||||
});
|
||||
} else {
|
||||
vector.x += (Math.random() - 0.5) * 200;
|
||||
vector.y += (Math.random() - 0.5) * 200;
|
||||
Matter.Body.translate(this, vector);
|
||||
}
|
||||
ctx.lineTo(this.position.x, this.position.y);
|
||||
ctx.lineWidth = radius * 2;
|
||||
ctx.strokeStyle = this.stroke;
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
bomb() {
|
||||
//throw a mob/bullet at player
|
||||
if (
|
||||
!(game.cycle % this.fireFreq) &&
|
||||
Math.abs(this.position.x - this.seePlayer.position.x) < 400 && //above player
|
||||
Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && //see player
|
||||
Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0
|
||||
) {
|
||||
spawn.bullet(this.position.x, this.position.y + this.radius * 0.5, 10 + Math.ceil(this.radius / 15), 5);
|
||||
//add spin and speed
|
||||
Matter.Body.setAngularVelocity(mob[mob.length - 1], (Math.random() - 0.5) * 0.5);
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: this.velocity.x,
|
||||
y: this.velocity.y
|
||||
});
|
||||
//spin for mob as well
|
||||
Matter.Body.setAngularVelocity(this, (Math.random() - 0.5) * 0.25);
|
||||
}
|
||||
},
|
||||
fire() {
|
||||
if (!mech.isBodiesAsleep) {
|
||||
const setNoseShape = () => {
|
||||
const mag = this.radius + this.radius * this.noseLength;
|
||||
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
|
||||
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
|
||||
};
|
||||
//throw a mob/bullet at player
|
||||
if (this.seePlayer.recall) {
|
||||
//set direction to turn to fire
|
||||
if (!(game.cycle % this.seePlayerFreq)) {
|
||||
this.fireDir = Matter.Vector.normalise(Matter.Vector.sub(this.seePlayer.position, this.position));
|
||||
this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
|
||||
this.fireAngle = Math.atan2(this.fireDir.y, this.fireDir.x);
|
||||
}
|
||||
//rotate towards fireAngle
|
||||
const angle = this.angle + Math.PI / 2;
|
||||
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
|
||||
const threshold = 0.1;
|
||||
if (c > threshold) {
|
||||
this.torque += 0.000004 * this.inertia;
|
||||
} else if (c < -threshold) {
|
||||
this.torque -= 0.000004 * this.inertia;
|
||||
} else if (this.noseLength > 1.5) {
|
||||
//fire
|
||||
spawn.bullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
|
||||
const v = 15;
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: this.velocity.x + this.fireDir.x * v + Math.random(),
|
||||
y: this.velocity.y + this.fireDir.y * v + Math.random()
|
||||
});
|
||||
this.noseLength = 0;
|
||||
// recoil
|
||||
this.force.x -= 0.005 * this.fireDir.x * this.mass;
|
||||
this.force.y -= 0.005 * this.fireDir.y * this.mass;
|
||||
}
|
||||
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
|
||||
setNoseShape();
|
||||
} else if (this.noseLength > 0.1) {
|
||||
this.noseLength -= this.fireFreq / 2;
|
||||
setNoseShape();
|
||||
}
|
||||
// else if (this.noseLength < -0.1) {
|
||||
// this.noseLength += this.fireFreq / 4;
|
||||
// setNoseShape();
|
||||
// }
|
||||
}
|
||||
},
|
||||
turnToFacePlayer() {
|
||||
//turn to face player
|
||||
const dx = player.position.x - this.position.x;
|
||||
const dy = -player.position.y + this.position.y;
|
||||
const dist = this.distanceToPlayer();
|
||||
const angle = this.angle + Math.PI / 2;
|
||||
c = Math.cos(angle) * dx - Math.sin(angle) * dy;
|
||||
// if (c > 0.04) {
|
||||
// Matter.Body.rotate(this, 0.01);
|
||||
// } else if (c < 0.04) {
|
||||
// Matter.Body.rotate(this, -0.01);
|
||||
// }
|
||||
if (c > 0.04 * dist) {
|
||||
this.torque += 0.002 * this.mass;
|
||||
} else if (c < 0.04) {
|
||||
this.torque -= 0.002 * this.mass;
|
||||
}
|
||||
},
|
||||
facePlayer() {
|
||||
const unitVector = Matter.Vector.normalise(Matter.Vector.sub(this.seePlayer.position, this.position));
|
||||
const angle = Math.atan2(unitVector.y, unitVector.x);
|
||||
Matter.Body.setAngle(this, angle - Math.PI);
|
||||
},
|
||||
explode() {
|
||||
mech.damage(Math.min(Math.max(0.02 * Math.sqrt(this.mass), 0.01), 0.35) * game.dmgScale);
|
||||
this.dropPowerUp = false;
|
||||
this.death(); //death with no power up or body
|
||||
},
|
||||
timeLimit() {
|
||||
if (!mech.isBodiesAsleep) {
|
||||
this.timeLeft--;
|
||||
if (this.timeLeft < 0) {
|
||||
this.dropPowerUp = false;
|
||||
this.death(); //death with no power up
|
||||
}
|
||||
}
|
||||
},
|
||||
healthBar() {
|
||||
//draw health bar
|
||||
if (this.seePlayer.recall) {
|
||||
// && this.health < 1
|
||||
const h = this.radius * 0.3;
|
||||
const w = this.radius * 2;
|
||||
const x = this.position.x - w / 2;
|
||||
const y = this.position.y - w * 0.7;
|
||||
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
|
||||
ctx.fillRect(x, y, w, h);
|
||||
ctx.fillStyle = "rgba(255,0,0,0.7)";
|
||||
ctx.fillRect(x, y, w * this.health, h);
|
||||
}
|
||||
},
|
||||
damage(dmg) {
|
||||
this.health -= dmg / Math.sqrt(this.mass);
|
||||
//this.fill = this.color + this.health + ')';
|
||||
if (this.health < 0.1) this.death();
|
||||
this.onDamage(this); //custom damage effects
|
||||
if (b.modEnergySiphon) mech.fieldMeter += dmg * b.modEnergySiphon
|
||||
if (b.modHealthDrain) mech.addHealth(dmg * b.modHealthDrain)
|
||||
},
|
||||
onDamage() {
|
||||
// a placeholder for custom effects on mob damage
|
||||
//to use declare custom method in mob spawn
|
||||
},
|
||||
onDeath() {
|
||||
// a placeholder for custom effects on mob death
|
||||
//to use declare custom method in mob spawn
|
||||
},
|
||||
leaveBody: true,
|
||||
dropPowerUp: true,
|
||||
death() {
|
||||
this.onDeath(this); //custom death effects
|
||||
this.removeConsBB();
|
||||
this.alive = false;
|
||||
if (this.dropPowerUp) powerUps.spawnRandomPowerUp(this.position.x, this.position.y, this.mass, radius);
|
||||
},
|
||||
removeConsBB() {
|
||||
for (let i = 0, len = consBB.length; i < len; ++i) {
|
||||
if (consBB[i].bodyA === this) {
|
||||
if (consBB[i].bodyB.shield) {
|
||||
consBB[i].bodyB.do = function () {
|
||||
this.death();
|
||||
};
|
||||
}
|
||||
consBB[i].bodyA = consBB[i].bodyB;
|
||||
consBB.splice(i, 1);
|
||||
this.removeConsBB();
|
||||
break;
|
||||
} else if (consBB[i].bodyB === this) {
|
||||
if (consBB[i].bodyA.shield) {
|
||||
consBB[i].bodyA.do = function () {
|
||||
this.death();
|
||||
};
|
||||
}
|
||||
consBB[i].bodyB = consBB[i].bodyA;
|
||||
consBB.splice(i, 1);
|
||||
this.removeConsBB();
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
removeCons() {
|
||||
for (let i = 0, len = cons.length; i < len; ++i) {
|
||||
if (cons[i].bodyA === this) {
|
||||
cons[i].bodyA = cons[i].bodyB;
|
||||
cons.splice(i, 1);
|
||||
this.removeCons();
|
||||
break;
|
||||
} else if (cons[i].bodyB === this) {
|
||||
cons[i].bodyB = cons[i].bodyA;
|
||||
cons.splice(i, 1);
|
||||
this.removeCons();
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
//replace dead mob with a regular body
|
||||
replace(i) {
|
||||
if (this.leaveBody) {
|
||||
const len = body.length;
|
||||
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, this.vertices);
|
||||
Matter.Body.setVelocity(body[len], this.velocity);
|
||||
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
|
||||
body[len].collisionFilter.category = 0x010000;
|
||||
body[len].collisionFilter.mask = 0x011111;
|
||||
// body[len].collisionFilter.category = body[len].collisionFilter.category //0x000001;
|
||||
// body[len].collisionFilter.mask = body[len].collisionFilter.mask //0x011111;
|
||||
|
||||
//large mobs or too many bodies go intangible and fall until removed from game to help performance
|
||||
if (body[len].mass > 10 || 40 + 30 * Math.random() < body.length) {
|
||||
body[len].collisionFilter.mask = 0x001100;
|
||||
}
|
||||
body[len].classType = "body";
|
||||
World.add(engine.world, body[len]); //add to world
|
||||
}
|
||||
Matter.World.remove(engine.world, this);
|
||||
mob.splice(i, 1);
|
||||
}
|
||||
});
|
||||
mob[i].alertRange2 = Math.pow(mob[i].radius * 3 + 200, 2);
|
||||
World.add(engine.world, mob[i]); //add to world
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user