"use strict"; //collision groups // cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield | cat.phased const cat = { player: 0x1, map: 0x10, body: 0x100, bullet: 0x1000, powerUp: 0x10000, mob: 0x100000, mobBullet: 0x1000000, mobShield: 0x10000000, phased: 0x100000000, } //example https://landgreen.github.io/sidescroller/index.html? // &gun1=minigun&gun2=laser // &mod1=laser-bot&mod2=mass%20driver&mod3=overcharge&mod4=laser-bot&mod5=laser-bot&field=phase%20decoherence%20field&difficulty=2 //add ? to end of url then for each power up add // &gun1=name&gun2=name // &mod1=laser-bot&mod2=mass%20driver&mod3=overcharge&mod4=laser-bot&mod5=laser-bot // &field=phase%20decoherence%20field // &difficulty=2 //use %20 for spaces //difficulty is 0 easy, 1 normal, 2 hard, 4 why function getUrlVars() { let vars = {}; window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function (m, k, v) { vars[k] = v; }); return vars; } window.addEventListener('load', (event) => { const set = getUrlVars() if (Object.keys(set).length !== 0) { build.isURLBuild = true; game.startGame() } }); //build build grid display const build = { isURLBuild: false, onLoadPowerUps() { const set = getUrlVars() if (Object.keys(set).length !== 0) { for (const property in set) { // console.log(`${property}: ${give[property]}`); set[property] = set[property].replace(/%20/g, " ") if (property.substring(0, 3) === "gun") b.giveGuns(set[property]) if (property.substring(0, 3) === "mod") mod.giveMod(set[property]) if (property === "field") mech.setField(set[property]) if (property === "difficulty") { game.difficultyMode = Number(set[property]) document.getElementById("difficulty-select").value = Number(set[property]) } if (property === "level") { level.levelsCleared += Number(set[property]); level.difficultyIncrease(Number(set[property]) * game.difficultyMode) //increase difficulty based on modes spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns level.onLevel++ } } for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]); bullet = []; //remove any bullets that might have spawned from mods if (b.inventory.length > 0) { b.activeGun = b.inventory[0] //set first gun to active gun game.makeGunHUD(); } mod.onHealthChange(); } }, pauseGrid() { let text = `
PAUSED               press P to resume
level: ${level.levelsCleared} - ${level.levels[level.onLevel]} (${level.difficultyText()})
${mob.length} mobs,   ${body.length} blocks,   ${bullet.length} bullets,   ${powerUp.length} power ups
mouse: (${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)})   ${mech.cycle} cycles

health: (${(mech.health*100).toFixed(0)} / ${(mech.maxHealth*100).toFixed(0)})   energy: (${(mech.energy*100).toFixed(0)} / ${(mech.maxEnergy*100).toFixed(0)})
mass: ${player.mass.toFixed(1)}   rerolls: ${powerUps.reroll.rerolls}
position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)})   velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})

damage increase: ${((mod.damageFromMods()-1)*100).toFixed(0)}%
harm reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%
fire delay decrease: ${((1-b.fireCD)*100).toFixed(0)}%
`; let countGuns = 0 let countMods = 0 for (let i = 0, len = b.guns.length; i < len; i++) { if (b.guns[i].have) { text += `
  ${b.guns[i].name}
${b.guns[i].description}
` countGuns++ } } let el = document.getElementById("pause-grid-left") el.style.display = "grid" el.innerHTML = text text = ""; text += `
  ${mech.fieldUpgrades[mech.fieldMode].name}
${mech.fieldUpgrades[mech.fieldMode].description}
` for (let i = 0, len = mod.mods.length; i < len; i++) { if (mod.mods[i].count > 0) { if (mod.mods[i].count === 1) { text += `
  ${mod.mods[i].name}
${mod.mods[i].description}
` } else { text += `
  ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}
` } countMods++ } } el = document.getElementById("pause-grid-right") el.style.display = "grid" el.innerHTML = text if (countMods > 5 || countGuns > 6) { document.body.style.overflowY = "scroll"; document.body.style.overflowX = "hidden"; } }, unPauseGrid() { document.body.style.overflow = "hidden" document.getElementById("pause-grid-left").style.display = "none" document.getElementById("pause-grid-right").style.display = "none" window.scrollTo(0, 0); }, isCustomSelection: true, choosePowerUp(who, index, type) { if (type === "gun") { let isDeselect = false for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun isDeselect = true who.classList.remove("build-gun-selected"); //remove gun b.inventory.splice(i, 1) b.guns[index].count = 0; b.guns[index].have = false; if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0; if (b.inventory.length === 0) b.activeGun = null; game.makeGunHUD(); break } } if (!isDeselect) { //add gun who.classList.add("build-gun-selected"); b.giveGuns(index) } } else if (type === "field") { if (mech.fieldMode !== index) { document.getElementById("field-" + mech.fieldMode).classList.remove("build-field-selected"); mech.setField(index) who.classList.add("build-field-selected"); } } else if (type === "mod") { //remove mod if you have too many if (mod.mods[index].count < mod.mods[index].maxCount) { if (!who.classList.contains("build-mod-selected")) who.classList.add("build-mod-selected"); mod.giveMod(index) // if (mod.mods[index].count > 1) who.innerHTML = `
  ${mod.mods[index].name} (${mod.mods[index].count}x)
${mod.mods[index].description}` } else { mod.removeMod(index); // who.innerHTML = `
  ${mod.mods[index].name}
${mod.mods[index].description}` who.classList.remove("build-mod-selected"); } } //update mod text //disable not allowed mods for (let i = 0, len = mod.mods.length; i < len; i++) { const modID = document.getElementById("mod-" + i) if (mod.mods[i].allowed()) { if (mod.mods[i].count > 1) { modID.innerHTML = `
  ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}` } else { modID.innerHTML = `
  ${mod.mods[i].name}
${mod.mods[i].description}` } if (modID.classList.contains("build-grid-disabled")) { modID.classList.remove("build-grid-disabled"); modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`); } } else { modID.innerHTML = `
  ${mod.mods[i].name}
requires: ${mod.mods[i].requires}` if (!modID.classList.contains("build-grid-disabled")) { modID.classList.add("build-grid-disabled"); modID.onclick = null } if (mod.mods[i].count > 0) { mod.removeMod(i) } if (modID.classList.contains("build-mod-selected")) { modID.classList.remove("build-mod-selected"); } } } }, populateGrid() { let text = `
start reset share
starting level:
` for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) { text += `
  ${mech.fieldUpgrades[i].name}
${mech.fieldUpgrades[i].description}
` } for (let i = 0, len = b.guns.length; i < len; i++) { text += `
  ${b.guns[i].name}
${b.guns[i].description}
` } for (let i = 0, len = mod.mods.length; i < len; i++) { if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment" text += `
  ${mod.mods[i].name}
requires: ${mod.mods[i].requires}
` } else if (mod.mods[i].count > 1) { text += `
  ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}
` } else { text += `
  ${mod.mods[i].name}
${mod.mods[i].description}
` } } document.getElementById("build-grid").innerHTML = text document.getElementById("difficulty-select-custom").value = document.getElementById("difficulty-select").value document.getElementById("difficulty-select-custom").addEventListener("input", () => { game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value) localSettings.difficultyMode = Number(document.getElementById("difficulty-select-custom").value) document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage }); }, reset() { build.isCustomSelection = true; mech.setField(0) b.inventory = []; //removes guns and ammo for (let i = 0, len = b.guns.length; i < len; ++i) { b.guns[i].count = 0; b.guns[i].have = false; if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0; } b.activeGun = null; game.makeGunHUD(); mod.setupAllMods(); build.populateGrid(); document.getElementById("field-0").classList.add("build-field-selected"); document.getElementById("build-grid").style.display = "grid" }, shareURL() { let url = "https://landgreen.github.io/sidescroller/index.html?" let count = 0; for (let i = 0; i < b.guns.length; i++) { if (b.guns[i].have) { url += `&gun${count}=${encodeURIComponent(b.guns[i].name.trim())}` count++ } } count = 0; for (let i = 0; i < mod.mods.length; i++) { for (let j = 0; j < mod.mods[i].count; j++) { url += `&mod${count}=${encodeURIComponent(mod.mods[i].name.trim())}` count++ } } url += `&field=${encodeURIComponent(mech.fieldUpgrades[mech.fieldMode].name.trim())}` url += `&difficulty=${game.difficultyMode}` url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}` console.log(url) game.copyToClipBoard(url) alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.') }, startBuildRun() { build.isCustomSelection = false; mod.onHealthChange() spawn.setSpawnList(); //gives random mobs, not starter mobs spawn.setSpawnList(); if (b.inventory.length > 0) { b.activeGun = b.inventory[0] //set first gun to active gun game.makeGunHUD(); } for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]); bullet = []; //remove any bullets that might have spawned from mods const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value)) level.difficultyIncrease(Math.min(99, levelsCleared * game.difficultyMode)) //increase difficulty based on modes level.levelsCleared += levelsCleared; document.body.style.cursor = "none"; document.body.style.overflow = "hidden" document.getElementById("build-grid").style.display = "none" game.paused = false; requestAnimationFrame(cycle); } } document.getElementById("build-button").addEventListener("click", () => { //setup build run build.isURLBuild = false; document.getElementById("build-button").style.display = "none"; const el = document.getElementById("build-grid") el.style.display = "grid" document.body.style.overflowY = "scroll"; document.body.style.overflowX = "hidden"; document.getElementById("info").style.display = 'none' level.isBuildRun = true; game.startGame(); //starts game, but pauses it build.isCustomSelection = true; game.paused = true; build.reset(); }); // local storage let localSettings = JSON.parse(localStorage.getItem("localSettings")); // console.log(localSettings) if (localSettings) { // game.isBodyDamage = localSettings.isBodyDamage // document.getElementById("body-damage").checked = localSettings.isBodyDamage game.isEasyToAimMode = localSettings.isEasyToAimMode document.getElementById("track-pad-mode").checked = localSettings.isEasyToAimMode game.isCommunityMaps = localSettings.isCommunityMaps document.getElementById("community-maps").checked = localSettings.isCommunityMaps game.difficultyMode = localSettings.difficultyMode document.getElementById("difficulty-select").value = localSettings.difficultyMode if (localSettings.fpsCapDefault === 'max') { game.fpsCapDefault = 999999999; } else { game.fpsCapDefault = Number(localSettings.fpsCapDefault) } document.getElementById("fps-select").value = localSettings.fpsCapDefault } else { localSettings = { // isBodyDamage: true, isEasyToAimMode: false, isCommunityMaps: false, difficultyMode: '1', fpsCapDefault: 'max', }; localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage // document.getElementById("body-damage").checked = localSettings.isBodyDamage document.getElementById("track-pad-mode").checked = localSettings.isEasyToAimMode game.isEasyToAimMode = localSettings.isEasyToAimMode document.getElementById("community-maps").checked = localSettings.isEasyToAimMode game.isCommunityMaps = localSettings.isCommunityMaps document.getElementById("difficulty-select").value = localSettings.difficultyMode document.getElementById("fps-select").value = localSettings.fpsCapDefault } //set up canvas var canvas = document.getElementById("canvas"); //using "const" causes problems in safari when an ID shares the same name. const ctx = canvas.getContext("2d"); document.body.style.backgroundColor = "#fff"; //disable pop up menu on right click document.oncontextmenu = function () { return false; } function setupCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look) canvas.height2 = canvas.height / 2; canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2); ctx.font = "15px Arial"; ctx.lineJoin = "round"; ctx.lineCap = "round"; // ctx.lineCap='square'; game.setZoom(); } setupCanvas(); window.onresize = () => { setupCanvas(); }; //mouse move input document.body.addEventListener("mousemove", (e) => { game.mouse.x = e.clientX; game.mouse.y = e.clientY; }); document.body.addEventListener("mouseup", (e) => { // game.buildingUp(e); //uncomment when building levels // game.mouseDown = false; // console.log(e) if (e.which === 3) { game.mouseDownRight = false; } else { game.mouseDown = false; } }); document.body.addEventListener("mousedown", (e) => { if (e.which === 3) { game.mouseDownRight = true; } else { game.mouseDown = true; } }); document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting stuck when leaving the window // game.mouseDown = false; // game.mouseDownRight = false; if (e.button === 1) { game.mouseDown = true; } else { game.mouseDown = false; } if (e.button === 3) { game.mouseDownRight = true; } else { game.mouseDownRight = false; } }); document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window // game.mouseDown = false; // game.mouseDownRight = false; // console.log(e) if (e.button === 1) { game.mouseDown = true; } else { game.mouseDown = false; } if (e.button === 3) { game.mouseDownRight = true; } else { game.mouseDownRight = false; } }); //keyboard input const keys = []; document.body.addEventListener("keydown", (e) => { keys[e.keyCode] = true; if (mech.alive) game.keyPress(); }); document.body.addEventListener("keyup", (e) => { keys[e.keyCode] = false; }); document.body.addEventListener("wheel", (e) => { if (!game.paused) { if (e.deltaY > 0) { game.nextGun(); } else { game.previousGun(); } } }, { passive: true }); document.getElementById("fps-select").addEventListener("input", () => { let value = document.getElementById("fps-select").value if (value === 'max') { game.fpsCapDefault = 999999999; } else { game.fpsCapDefault = Number(value) } localSettings.fpsCapDefault = value localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage }); // document.getElementById("body-damage").addEventListener("input", () => { // game.isBodyDamage = document.getElementById("body-damage").checked // localSettings.isBodyDamage = game.isBodyDamage // localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage // }); document.getElementById("track-pad-mode").addEventListener("input", () => { game.isEasyToAimMode = document.getElementById("track-pad-mode").checked localSettings.isEasyToAimMode = game.isEasyToAimMode localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage }); document.getElementById("community-maps").addEventListener("input", () => { game.isCommunityMaps = document.getElementById("community-maps").checked localSettings.isCommunityMaps = game.isCommunityMaps localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage }); // difficulty-select-custom event listener is set in build.makeGrid document.getElementById("difficulty-select").addEventListener("input", () => { game.difficultyMode = Number(document.getElementById("difficulty-select").value) localSettings.difficultyMode = game.difficultyMode localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage }); //main loop ************************************************************ //********************************************************************** game.loop = game.normalLoop; function cycle() { if (!game.paused) requestAnimationFrame(cycle); const now = Date.now(); const elapsed = now - game.then; // calc elapsed time since last loop if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67 game.cycle++; //tracks game cycles mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player if (game.clearNow) { game.clearNow = false; game.clearMap(); level.start(); } game.loop(); // if (isNaN(mech.health) || isNaN(mech.energy)) { // console.log(`mech.health = ${mech.health}`) // game.paused = true; // game.replaceTextLog = true; // build.pauseGrid() // document.body.style.cursor = "auto"; // alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ") // } // for (let i = 0, len = loop.length; i < len; i++) { // loop[i]() // } } }