//global player variables for use in matter.js physics let player, jumpSensor, playerBody, playerHead, headSensor; // player Object Prototype ********************************************* const m = { spawn() { //load player in matter.js physic engine // let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices playerBody = Bodies.fromVertices(0, 0, vertices); jumpSensor = Bodies.rectangle(0, 46, 36, 6, { //this sensor check if the player is on the ground to enable jumping sleepThreshold: 99999999999, isSensor: true }); vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82"); playerHead = Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch headSensor = Bodies.rectangle(0, -57, 48, 45, { //senses if the player's head is empty and can return after crouching sleepThreshold: 99999999999, isSensor: true }); player = Body.create({ //combine jumpSensor and playerBody parts: [playerBody, playerHead, jumpSensor, headSensor], inertia: Infinity, //prevents player rotation friction: 0.002, frictionAir: 0.001, //frictionStatic: 0.5, restitution: 0, sleepThreshold: Infinity, collisionFilter: { group: 0, category: cat.player, mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield }, death() { m.death(); } }); Matter.Body.setMass(player, m.mass); World.add(engine.world, [player]); }, cycle: 600, //starts at 600 cycles instead of 0 to prevent bugs with m.history lastKillCycle: 0, lastHarmCycle: 0, width: 50, radius: 30, eyeFillColor: null, fillColor: null, //set by setFillColors fillColorDark: null, //set by setFillColors color: { hue: 0, sat: 0, light: 100, }, setFillColors() { this.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)` this.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light-25}%)` }, height: 42, yOffWhen: { crouch: 22, stand: 49, jump: 70 }, defaultMass: 5, mass: 5, FxNotHolding: 0.015, Fx: 0.016, //run Force on ground // jumpForce: 0.42, setMovement() { m.Fx = 0.016 * tech.squirrelFx * tech.fastTime; m.jumpForce = 0.42 * tech.squirrelJump * tech.fastTimeJump; }, FxAir: 0.016, // 0.4/5/5 run Force in Air yOff: 70, yOffGoal: 70, onGround: false, //checks if on ground or in air standingOn: undefined, numTouching: 0, crouch: false, // isHeadClear: true, spawnPos: { x: 0, y: 0 }, spawnVel: { x: 0, y: 0 }, pos: { x: 0, y: 0 }, yPosDifference: 24.2859, //player.position.y - m.pos.y //24.285923217549026 // yPosDifferenceCrouched: -2.7140767824453604, Sy: 0, //adds a smoothing effect to vertical only Vx: 0, Vy: 0, friction: { ground: 0.01, air: 0.0025 }, airSpeedLimit: 125, // 125/mass/mass = 5 angle: 0, walk_cycle: 0, stepSize: 0, flipLegs: -1, hip: { x: 12, y: 24 }, knee: { x: 0, y: 0, x2: 0, y2: 0 }, foot: { x: 0, y: 0 }, legLength1: 55, legLength2: 45, transX: 0, transY: 0, history: [], //tracks the last second of player position resetHistory() { for (let i = 0; i < 600; i++) { //reset history m.history[i] = { position: { x: player.position.x, y: player.position.y, }, velocity: { x: player.velocity.x, y: player.velocity.y }, yOff: m.yOff, angle: m.angle, health: m.health, energy: m.energy, activeGun: b.activeGun } } }, move() { m.pos.x = player.position.x; m.pos.y = playerBody.position.y - m.yOff; m.Vx = player.velocity.x; m.Vy = player.velocity.y; //tracks the last 10s of player information // console.log(m.history) m.history.splice(m.cycle % 600, 1, { position: { x: player.position.x, y: player.position.y, }, velocity: { x: player.velocity.x, y: player.velocity.y }, yOff: m.yOff, angle: m.angle, health: m.health, energy: m.energy, activeGun: b.activeGun }); // const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago // historyIndex = (m.cycle - back) % 600 }, transSmoothX: 0, transSmoothY: 0, lastGroundedPositionY: 0, // mouseZoom: 0, look() { //always on mouse look m.angle = Math.atan2( simulation.mouseInGame.y - m.pos.y, simulation.mouseInGame.x - m.pos.x ); //smoothed mouse look translations const scale = 0.8; m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale; m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale; m.transX += (m.transSmoothX - m.transX) * 0.07; m.transY += (m.transSmoothY - m.transY) * 0.07; }, doCrouch() { if (!m.crouch) { m.crouch = true; m.yOffGoal = m.yOffWhen.crouch; if ((playerHead.position.y - player.position.y) < 0) { Matter.Body.setPosition(playerHead, { x: player.position.x, y: player.position.y + 9.1740767 }) // Matter.Body.translate(playerHead, { // x: 0, // y: 40 // }); } // playerHead.collisionFilter.group = -1 // playerHead.collisionFilter.category = 0 // playerHead.collisionFilter.mask = -1 // playerHead.isSensor = true; //works, but has a 2 second lag... // collisionFilter: { // group: 0, // category: cat.player, // mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield // }, } }, undoCrouch() { if (m.crouch) { m.crouch = false; m.yOffGoal = m.yOffWhen.stand; if ((playerHead.position.y - player.position.y) > 0) { Matter.Body.setPosition(playerHead, { x: player.position.x, y: player.position.y - 30.28592321 }) } } }, hardLandCD: 0, checkHeadClear() { if (Matter.Query.collides(headSensor, map).length > 0) { return false } else { return true } }, buttonCD_jump: 0, //cool down for player buttons groundControl() { //check for crouch or jump if (m.crouch) { if (!(input.down) && m.checkHeadClear() && m.hardLandCD < m.cycle) m.undoCrouch(); } else if (input.down || m.hardLandCD > m.cycle) { m.doCrouch(); //on ground && not crouched and pressing s or down } else if ((input.up) && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23) { m.buttonCD_jump = m.cycle; //can't jump again until 20 cycles pass //apply a fraction of the jump force to the body the player is jumping off of Matter.Body.applyForce(m.standingOn, m.pos, { x: 0, y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5) }); player.force.y = -m.jumpForce; //player jump force Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps x: player.velocity.x, y: 0 }); } if (input.left) { if (player.velocity.x > -2) { player.force.x -= m.Fx * 1.5 } else { player.force.x -= m.Fx } // } } else if (input.right) { if (player.velocity.x < 2) { player.force.x += m.Fx * 1.5 } else { player.force.x += m.Fx } } else { const stoppingFriction = 0.92; Matter.Body.setVelocity(player, { x: player.velocity.x * stoppingFriction, y: player.velocity.y * stoppingFriction }); } //come to a stop if fast or if no move key is pressed if (player.speed > 4) { const stoppingFriction = (m.crouch) ? 0.65 : 0.89; // this controls speed when crouched Matter.Body.setVelocity(player, { x: player.velocity.x * stoppingFriction, y: player.velocity.y * stoppingFriction }); } }, airControl() { //check for short jumps //moving up //recently pressed jump //but not pressing jump key now if (m.buttonCD_jump + 60 > m.cycle && !(input.up) && m.Vy < 0) { Matter.Body.setVelocity(player, { //reduce player y-velocity every cycle x: player.velocity.x, y: player.velocity.y * 0.94 }); } if (input.left) { if (player.velocity.x > -m.airSpeedLimit / player.mass / player.mass) player.force.x -= m.FxAir; // move player left / a } else if (input.right) { if (player.velocity.x < m.airSpeedLimit / player.mass / player.mass) player.force.x += m.FxAir; //move player right / d } }, alive: false, switchWorlds() { const totalGuns = b.inventory.length - tech.isRewindGun //count guns, but not CPT gun simulation.isTextLogOpen = false; //prevent console spam //remove all tech and count current tech total let totalTech = 0; for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].count > 0 && !tech.tech[i].isLore) { if (tech.tech[i].isJunk) { tech.tech[i].frequency = 0 } else if (tech.tech[i].frequencyDefault) { tech.tech[i].frequency = tech.tech[i].frequencyDefault } else { tech.tech[i].frequency = 1 } if ( !tech.tech[i].isNonRefundable && tech.tech[i].name !== "many-worlds" && tech.tech[i].name !== "Ψ(t) collapse" ) { totalTech += tech.tech[i].count tech.tech[i].remove(); tech.tech[i].isLost = false tech.tech[i].count = 0 } } } // lore.techCount = 0; // tech.removeLoreTechFromPool(); // tech.addLoreTechToPool(); // tech.removeJunkTechFromPool(); tech.armorFromPowerUps = 0; tech.totalCount = 0; const randomBotCount = b.totalBots() b.zeroBotCount() //remove all bullets, respawn bots for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]); bullet = []; //randomize health m.health = m.health * (1 + 0.5 * (Math.random() - 0.5)) if (m.health > 1) m.health = 1; m.displayHealth(); //randomize field m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //track ammo/ ammoPack count let ammoCount = 0 for (let i = 0, len = b.inventory.length; i < len; i++) { if (b.guns[b.inventory[i]].ammo !== Infinity) { ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack } else { ammoCount += 5 } } //removes guns and ammo b.inventory = []; b.activeGun = null; b.inventoryGun = 0; for (let i = 0, len = b.guns.length; i < len; ++i) { b.guns[i].have = false; if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0; } //give random guns for (let i = 0; i < totalGuns; i++) b.giveGuns() //randomize ammo based on ammo/ammoPack count for (let i = 0, len = b.inventory.length; i < len; i++) { if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.5 * (Math.random() - 0.5)))) } //randomize tech for (let i = 0; i < totalTech; i++) { //find what tech I could get let options = []; for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBadRandomOption && !tech.tech[i].isLore && !tech.tech[i].isJunk) { for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i); } } //add a new tech from options pool if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)]) } b.respawnBots(); for (let i = 0; i < randomBotCount; i++) b.randomBot() simulation.makeGunHUD(); //update gun HUD simulation.updateTechHUD(); simulation.isTextLogOpen = true; m.drop(); if (simulation.paused) build.pauseGrid() //update the build when paused }, death() { if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage //remove immortality tech // for (let i = 0; i < tech.tech.length; i++) { // if (tech.tech[i].name === "quantum immortality") tech.removeTech(i) // } simulation.wipe = function() { //set wipe to have trails ctx.fillStyle = "rgba(255,255,255,0)"; ctx.fillRect(0, 0, canvas.width, canvas.height); } spawn.setSpawnList(); //new mob types simulation.clearNow = true; //triggers a map reset m.switchWorlds() const swapPeriod = 1000 for (let i = 0, len = 5; i < len; i++) { setTimeout(function() { simulation.wipe = function() { //set wipe to have trails ctx.fillStyle = "rgba(255,255,255,0)"; ctx.fillRect(0, 0, canvas.width, canvas.height); } spawn.setSpawnList(); //new mob types simulation.clearNow = true; //triggers a map reset m.switchWorlds() simulation.isTextLogOpen = true; simulation.makeTextLog(`simulation.amplitude = 0.${len-i-1}`, swapPeriod); simulation.isTextLogOpen = false; simulation.wipe = function() { //set wipe to have trails ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`; ctx.fillRect(0, 0, canvas.width, canvas.height); } }, (i + 1) * swapPeriod); } setTimeout(function() { simulation.wipe = function() { //set wipe to normal ctx.clearRect(0, 0, canvas.width, canvas.height); } simulation.isTextLogOpen = true; simulation.makeTextLog("simulation.amplitude = null"); }, 6 * swapPeriod); } else if (m.alive) { //normal death code here m.alive = false; simulation.paused = true; m.health = 0; m.displayHealth(); document.getElementById("text-log").style.opacity = 0; //fade out any active text logs document.getElementById("fade-out").style.opacity = 1; //slowly fades out // build.shareURL(false) setTimeout(function() { World.clear(engine.world); Engine.clear(engine); simulation.splashReturn(); }, 3000); } }, health: 0, maxHealth: 1, //set in simulation.reset() drawHealth() { if (m.health < 1) { ctx.fillStyle = "rgba(100, 100, 100, 0.5)"; ctx.fillRect(m.pos.x - m.radius, m.pos.y - 50, 60, 10); ctx.fillStyle = "#f00"; ctx.fillRect( m.pos.x - m.radius, m.pos.y - 50, 60 * m.health, 10 ); } }, displayHealth() { id = document.getElementById("health"); // health display is a x^1.5 rule to make it seem like the player has lower health, this makes the player feel more excitement id.style.width = Math.floor(300 * m.maxHealth * Math.pow(m.health / m.maxHealth, 1.4)) + "px"; //css animation blink if health is low if (m.health < 0.3) { id.classList.add("low-health"); } else { id.classList.remove("low-health"); } }, addHealth(heal) { if (!tech.isEnergyHealth && !tech.isNoHeals) { m.health += heal * simulation.healScale; if (m.health > m.maxHealth) m.health = m.maxHealth; m.displayHealth(); } }, baseHealth: 1, setMaxHealth() { m.maxHealth = m.baseHealth + tech.bonusHealth + tech.armorFromPowerUps document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px` simulation.makeTextLog(`m.maxHealth = ${m.maxHealth.toFixed(2)}`) if (m.health > m.maxHealth) m.health = m.maxHealth; m.displayHealth(); }, defaultFPSCycle: 0, //tracks when to return to normal fps immuneCycle: 0, //used in engine harmReduction() { let dmg = 1 dmg *= m.fieldHarmReduction if (tech.isImmortal) dmg *= 0.79 if (tech.isHarmReduceAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 0.25 : 1.25 if (tech.healthDrain) dmg *= 1 + 2.667 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage if (tech.isBlockHarm && m.isHolding) dmg *= 0.15 if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.019, 0.60) if (tech.isSlowFPS) dmg *= 0.8 // if (tech.isPiezo) dmg *= 0.85 if (tech.isHarmReduce && m.fieldUpgrades[m.fieldMode].name === "negative mass field" && m.isFieldActive) dmg *= 0.5 if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots() if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33; if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.34 if (tech.energyRegen === 0) dmg *= 0.34 if (tech.isTurret && m.crouch) dmg *= 0.55; if (tech.isFireMoveLock && input.fire) 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 } return dmg }, rewind(steps) { // m.rewind(Math.floor(Math.min(599, 137 * m.energy))) if (tech.isRewindGrenade) { for (let i = 1, len = Math.floor(2 + steps / 40); i < len; i++) { b.grenade(Vector.add(m.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -i * Math.PI / len) //fire different angles for each grenade const who = bullet[bullet.length - 1] if (tech.isVacuumBomb) { Matter.Body.setVelocity(who, { x: who.velocity.x * 0.5, y: who.velocity.y * 0.5 }); } else if (tech.isRPG) { who.endCycle = (who.endCycle - simulation.cycle) * 0.2 + simulation.cycle } else if (tech.isNeutronBomb) { Matter.Body.setVelocity(who, { x: who.velocity.x * 0.3, y: who.velocity.y * 0.3 }); } else { Matter.Body.setVelocity(who, { x: who.velocity.x * 0.5, y: who.velocity.y * 0.5 }); who.endCycle = (who.endCycle - simulation.cycle) * 0.5 + simulation.cycle } } } let history = m.history[(m.cycle - steps) % 600] Matter.Body.setPosition(player, history.position); Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y }); m.yOff = history.yOff if (m.yOff < 48) { m.doCrouch() } else { m.undoCrouch() } // b.activeGun = history.activeGun // for (let i = 0; i < b.inventory.length; i++) { // if (b.inventory[i] === b.activeGun) b.inventoryGun = i // } // simulation.updateGunHUD(); // simulation.boldActiveGunHUD(); // move bots to player for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType) { Matter.Body.setPosition(bullet[i], Vector.add(player.position, { x: 250 * (Math.random() - 0.5), y: 250 * (Math.random() - 0.5) })); Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 }); } } m.energy = Math.max(m.energy - steps / 136, 0.01) if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles let isDrawPlayer = true const shortPause = function() { if (m.defaultFPSCycle < m.cycle) { //back to default values simulation.fpsCap = simulation.fpsCapDefault simulation.fpsInterval = 1000 / simulation.fpsCap; document.getElementById("dmg").style.transition = "opacity 1s"; document.getElementById("dmg").style.opacity = "0"; } else { requestAnimationFrame(shortPause); if (isDrawPlayer) { isDrawPlayer = false ctx.save(); ctx.translate(canvas.width2, canvas.height2); //center ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate for (let i = 1; i < steps; i++) { history = m.history[(m.cycle - i) % 600] m.pos.x = history.position.x m.pos.y = history.position.y + m.yPosDifference - history.yOff m.yOff = history.yOff m.draw(); } ctx.restore(); m.resetHistory() } } }; if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause); simulation.fpsCap = 3 //1 is longest pause, 4 is standard simulation.fpsInterval = 1000 / simulation.fpsCap; m.defaultFPSCycle = m.cycle if (tech.isRewindBot) { const len = steps * 0.052 * tech.isRewindBot const botStep = Math.floor(steps / len) for (let i = 0; i < len; i++) { const where = m.history[Math.abs(m.cycle - i * botStep) % 600].position //spread out spawn locations along past history b.randomBot({ x: where.x + 20 * (Math.random() - 0.5), y: where.y + 20 * (Math.random() - 0.5) }, false, false) bullet[bullet.length - 1].endCycle = simulation.cycle + 480 + Math.floor(120 * Math.random()) //8-10 seconds } } }, damage(dmg) { if (tech.isRewindAvoidDeath && m.energy > 0.66) { const steps = Math.floor(Math.min(299, 137 * m.energy)) simulation.makeTextLog(`m.rewind(${steps})`) m.rewind(steps) return } m.lastHarmCycle = m.cycle if (tech.isDroneOnDamage) { //chance to build a drone on damage from tech const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction for (let i = 0; i < len; i++) { if (Math.random() < 0.5) b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 100 * (Math.random() - 0.5) }) //spawn drone } } if (tech.isEnergyHealth) { m.energy -= dmg; if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) { tech.isDeathAvoidedThisLevel = true powerUps.research.changeRerolls(-1) simulation.makeTextLog(`m.research--
${powerUps.research.count}`) for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x, m.pos.y, "heal", false); m.energy = m.maxEnergy if (m.immuneCycle < m.cycle + 360) m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds simulation.wipe = function() { //set wipe to have trails ctx.fillStyle = "rgba(255,255,255,0.03)"; ctx.fillRect(0, 0, canvas.width, canvas.height); } setTimeout(function() { simulation.wipe = function() { //set wipe to normal ctx.clearRect(0, 0, canvas.width, canvas.height); } }, 3000); return; } else { //death m.health = 0; m.energy = 0; m.death(); return; } } } else { dmg *= m.harmReduction() m.health -= dmg; if (m.health < 0 || isNaN(m.health)) { if (tech.isDeathAvoid && powerUps.research.count > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5 tech.isDeathAvoidedThisLevel = true m.health = 0.05 powerUps.research.changeRerolls(-1) simulation.makeTextLog(`m.research--
${powerUps.research.count}`) for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "heal", false); if (m.immuneCycle < m.cycle + 360) m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds simulation.wipe = function() { //set wipe to have trails ctx.fillStyle = "rgba(255,255,255,0.03)"; ctx.fillRect(0, 0, canvas.width, canvas.height); } setTimeout(function() { simulation.wipe = function() { //set wipe to normal ctx.clearRect(0, 0, canvas.width, canvas.height); } }, 3000); } else { m.health = 0; m.death(); return; } } m.displayHealth(); document.getElementById("dmg").style.transition = "opacity 0s"; document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4); } if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding const normalFPS = function() { if (m.defaultFPSCycle < m.cycle) { //back to default values simulation.fpsCap = simulation.fpsCapDefault simulation.fpsInterval = 1000 / simulation.fpsCap; document.getElementById("dmg").style.transition = "opacity 1s"; document.getElementById("dmg").style.opacity = "0"; } else { requestAnimationFrame(normalFPS); } }; if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(normalFPS); if (tech.isSlowFPS) { // slow game simulation.fpsCap = 30 //new fps simulation.fpsInterval = 1000 / simulation.fpsCap; //how long to wait to return to normal fps m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg)) if (tech.isHarmFreeze) { //freeze all mobs for (let i = 0, len = mob.length; i < len; i++) { mobs.statusSlow(mob[i], 450) } } } else { if (dmg > 0.05) { // freeze game for high damage hits simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg) simulation.fpsInterval = 1000 / simulation.fpsCap; } else { simulation.fpsCap = simulation.fpsCapDefault simulation.fpsInterval = 1000 / simulation.fpsCap; } m.defaultFPSCycle = m.cycle } // if (!noTransition) { // document.getElementById("health").style.transition = "width 0s ease-out" // } else { // document.getElementById("health").style.transition = "width 1s ease-out" // } }, buttonCD: 0, //cool down for player buttons drawLeg(stroke) { // if (simulation.mouseInGame.x > m.pos.x) { if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) { m.flipLegs = 1; } else { m.flipLegs = -1; } ctx.save(); ctx.scale(m.flipLegs, 1); //leg lines ctx.beginPath(); ctx.moveTo(m.hip.x, m.hip.y); ctx.lineTo(m.knee.x, m.knee.y); ctx.lineTo(m.foot.x, m.foot.y); ctx.strokeStyle = stroke; ctx.lineWidth = 7; ctx.stroke(); //toe lines ctx.beginPath(); ctx.moveTo(m.foot.x, m.foot.y); ctx.lineTo(m.foot.x - 15, m.foot.y + 5); ctx.moveTo(m.foot.x, m.foot.y); ctx.lineTo(m.foot.x + 15, m.foot.y + 5); ctx.lineWidth = 4; ctx.stroke(); //hip joint ctx.beginPath(); ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI); //knee joint ctx.moveTo(m.knee.x + 7, m.knee.y); ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI); //foot joint ctx.moveTo(m.foot.x + 6, m.foot.y); ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI); ctx.fillStyle = m.fillColor; ctx.fill(); ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); }, calcLeg(cycle_offset, offset) { m.hip.x = 12 + offset; m.hip.y = 24 + offset; //stepSize goes to zero if Vx is zero or not on ground (make m transition cleaner) m.stepSize = 0.8 * m.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(m.Vx))) * m.onGround); //changes to stepsize are smoothed by adding only a percent of the new value each cycle const stepAngle = 0.034 * m.walk_cycle + cycle_offset; m.foot.x = 2.2 * m.stepSize * Math.cos(stepAngle) + offset; m.foot.y = offset + 1.2 * m.stepSize * Math.sin(stepAngle) + m.yOff + m.height; const Ymax = m.yOff + m.height; if (m.foot.y > Ymax) m.foot.y = Ymax; //calculate knee position as intersection of circle from hip and foot const d = Math.sqrt((m.hip.x - m.foot.x) * (m.hip.x - m.foot.x) + (m.hip.y - m.foot.y) * (m.hip.y - m.foot.y)); const l = (m.legLength1 * m.legLength1 - m.legLength2 * m.legLength2 + d * d) / (2 * d); const h = Math.sqrt(m.legLength1 * m.legLength1 - l * l); m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset; m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y; }, draw() { ctx.fillStyle = m.fillColor; m.walk_cycle += m.flipLegs * m.Vx; //draw body ctx.save(); ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 ctx.translate(m.pos.x, m.pos.y); m.calcLeg(Math.PI, -3); m.drawLeg("#4a4a4a"); m.calcLeg(0, 0); m.drawLeg("#333"); ctx.rotate(m.angle); ctx.beginPath(); ctx.arc(0, 0, 30, 0, 2 * Math.PI); let grd = ctx.createLinearGradient(-30, 0, 30, 0); grd.addColorStop(0, m.fillColorDark); grd.addColorStop(1, m.fillColor); ctx.fillStyle = grd; ctx.fill(); ctx.arc(15, 0, 4, 0, 2 * Math.PI); ctx.strokeStyle = "#333"; ctx.lineWidth = 2; ctx.stroke(); // draw eye; used in flip-flop // ctx.beginPath(); // ctx.arc(15, 0, 3.5, 0, 2 * Math.PI); // ctx.fillStyle = m.eyeFillColor; // ctx.fill() ctx.restore(); m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal }, drawDefault() { ctx.fillStyle = m.fillColor; m.walk_cycle += m.flipLegs * m.Vx; //draw body ctx.save(); ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 ctx.translate(m.pos.x, m.pos.y); m.calcLeg(Math.PI, -3); m.drawLeg("#4a4a4a"); m.calcLeg(0, 0); m.drawLeg("#333"); ctx.rotate(m.angle); ctx.beginPath(); ctx.arc(0, 0, 30, 0, 2 * Math.PI); let grd = ctx.createLinearGradient(-30, 0, 30, 0); grd.addColorStop(0, m.fillColorDark); grd.addColorStop(1, m.fillColor); ctx.fillStyle = grd; ctx.fill(); ctx.arc(15, 0, 4, 0, 2 * Math.PI); ctx.strokeStyle = "#333"; ctx.lineWidth = 2; ctx.stroke(); // draw eye; used in flip-flop // ctx.beginPath(); // ctx.arc(15, 0, 3.5, 0, 2 * Math.PI); // ctx.fillStyle = m.eyeFillColor; // ctx.fill() ctx.restore(); m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal }, // ********************************************* // **************** fields ********************* // ********************************************* closest: { dist: 1000, index: 0 }, isHolding: false, isCloak: false, throwCharge: 0, fireCDcycle: 0, fieldCDcycle: 0, fieldMode: 0, //basic field mode before upgrades maxEnergy: 1, //can be increased by a tech holdingTarget: null, timeSkipLastCycle: 0, // these values are set on reset by setHoldDefaults() grabPowerUpRange2: 0, isFieldActive: false, fieldRange: 155, fieldShieldingScale: 1, fieldDamage: 1, duplicateChance: 0, energy: 0, fieldRegen: 0, fieldMode: 0, fieldFire: false, fieldHarmReduction: 1, holdingMassScale: 0, hole: { isOn: false, isReady: true, pos1: { x: 0, y: 0 }, pos2: { x: 0, y: 0 }, }, fieldArc: 0, fieldThreshold: 0, calculateFieldThreshold() { m.fieldThreshold = Math.cos(m.fieldArc * Math.PI) }, setHoldDefaults() { if (m.energy < m.maxEnergy) m.energy = m.maxEnergy; m.fieldRegen = tech.energyRegen; //0.001 m.fieldMeterColor = "#0cf" m.eyeFillColor = m.fieldMeterColor m.fieldShieldingScale = 1; m.fieldBlockCD = 10; m.fieldHarmReduction = 1; m.fieldDamage = 1 m.duplicateChance = 0 if (tech.duplicationChance() === 0) simulation.draw.powerUp = simulation.draw.powerUpNormal m.grabPowerUpRange2 = 156000; m.fieldRange = 155; m.fieldFire = false; m.fieldCDcycle = 0; m.isCloak = false; player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield m.airSpeedLimit = 125 m.drop(); m.holdingMassScale = 0.5; m.isFieldActive = false; //only being used by negative mass field m.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) m.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) m.isBodiesAsleep = true; m.wakeCheck(); // m.setMaxEnergy(); m.hole = { isOn: false, isReady: true, pos1: { x: 0, y: 0 }, pos2: { x: 0, y: 0 }, } }, setMaxEnergy() { m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus simulation.makeTextLog(`m.maxEnergy = ${(m.maxEnergy.toFixed(2))}`) }, fieldMeterColor: "#0cf", drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) { if (m.energy < m.maxEnergy) { m.energy += m.fieldRegen; if (m.energy < 0) m.energy = 0 ctx.fillStyle = bgColor; const xOff = m.pos.x - m.radius * m.maxEnergy const yOff = m.pos.y - 50 ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10); ctx.fillStyle = m.fieldMeterColor; ctx.fillRect(xOff, yOff, range * m.energy, 10); } else if (m.energy > m.maxEnergy + 0.05) { ctx.fillStyle = bgColor; const xOff = m.pos.x - m.radius * m.energy const yOff = m.pos.y - 50 // ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10); ctx.fillStyle = m.fieldMeterColor; ctx.fillRect(xOff, yOff, range * m.energy, 10); } // else { // m.energy = m.maxEnergy // } }, lookingAt(who) { //calculate a vector from body to player and make it length 1 const diff = Vector.normalise(Vector.sub(who.position, m.pos)); //make a vector for the player's direction of length 1 const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //the dot product of diff and dir will return how much over lap between the vectors // console.log(Vector.dot(dir, diff)) if (Vector.dot(dir, diff) > m.fieldThreshold) { return true; } return false; }, drop() { if (m.isHolding) { m.fieldCDcycle = m.cycle + 15; m.isHolding = false; m.throwCharge = 0; m.definePlayerMass() } if (m.holdingTarget) { m.holdingTarget.collisionFilter.category = cat.body; m.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet m.holdingTarget = null; } }, definePlayerMass(mass = m.defaultMass) { Matter.Body.setMass(player, mass); //reduce air and ground move forces m.Fx = 0.08 / mass * tech.squirrelFx //base player mass is 5 m.FxAir = 0.4 / mass / mass //base player mass is 5 //make player stand a bit lower when holding heavy masses m.yOffWhen.stand = Math.max(m.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6)) if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand; }, drawHold(target, stroke = true) { if (target) { const eye = 15; const len = target.vertices.length - 1; ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.4 * Math.random()) + ")"; ctx.lineWidth = 1; ctx.strokeStyle = "#000"; ctx.beginPath(); ctx.moveTo( m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle) ); ctx.lineTo(target.vertices[len].x, target.vertices[len].y); ctx.lineTo(target.vertices[0].x, target.vertices[0].y); ctx.fill(); if (stroke) ctx.stroke(); for (let i = 0; i < len; i++) { ctx.beginPath(); ctx.moveTo( m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle) ); ctx.lineTo(target.vertices[i].x, target.vertices[i].y); ctx.lineTo(target.vertices[i + 1].x, target.vertices[i + 1].y); ctx.fill(); if (stroke) ctx.stroke(); } } }, holding() { if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1 if (m.holdingTarget) { m.energy -= m.fieldRegen; if (m.energy < 0) m.energy = 0; Matter.Body.setPosition(m.holdingTarget, { x: m.pos.x + 70 * Math.cos(m.angle), y: m.pos.y + 70 * Math.sin(m.angle) }); Matter.Body.setVelocity(m.holdingTarget, player.velocity); Matter.Body.rotate(m.holdingTarget, 0.01 / m.holdingTarget.mass); //gently spin the block } else { m.isHolding = false } }, throwBlock() { if (m.holdingTarget) { if (input.field) { if (m.energy > 0.001) { if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle m.energy -= 0.001 / tech.throwChargeRate; m.throwCharge += 0.5 * tech.throwChargeRate / m.holdingTarget.mass //draw charge const x = m.pos.x + 15 * Math.cos(m.angle); const y = m.pos.y + 15 * Math.sin(m.angle); const len = m.holdingTarget.vertices.length - 1; const edge = m.throwCharge * m.throwCharge * m.throwCharge; const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5); grd.addColorStop(0, "rgba(255,50,150,0.3)"); grd.addColorStop(1, "transparent"); ctx.fillStyle = grd; ctx.beginPath(); ctx.moveTo(x, y); ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y); ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y); ctx.fill(); for (let i = 0; i < len; i++) { ctx.beginPath(); ctx.moveTo(x, y); ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y); ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y); ctx.fill(); } } else { m.drop() } } else if (m.throwCharge > 0) { //Matter.Query.region(mob, player.bounds) //throw the body m.fieldCDcycle = m.cycle + 15; m.isHolding = false; //bullet-like collisions m.holdingTarget.collisionFilter.category = cat.body; //cat.bullet; m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield; //check every second to see if player is away from thrown body, and make solid const solid = function(that) { const dx = that.position.x - player.position.x; const dy = that.position.y - player.position.y; if (dx * dx + dy * dy > 10000 && that !== m.holdingTarget) { // that.collisionFilter.category = cat.body; //make solid that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now } else { setTimeout(solid, 25, that); } }; setTimeout(solid, 150, m.holdingTarget); const charge = Math.min(m.throwCharge / 5, 1) //***** scale throw speed with the first number, 80 ***** let speed = 80 * charge * Math.min(1, 0.8 / Math.pow(m.holdingTarget.mass, 0.25)); if (Matter.Query.collides(m.holdingTarget, map).length !== 0) { speed *= 0.7 //drop speed by 30% if touching map if (Matter.Query.ray(map, m.holdingTarget.position, m.pos).length !== 0) speed = 0 //drop to zero if the center of the block can't see the center of the player through the map //|| Matter.Query.ray(body, m.holdingTarget.position, m.pos).length > 1 } m.throwCharge = 0; Matter.Body.setVelocity(m.holdingTarget, { x: player.velocity.x * 0.5 + Math.cos(m.angle) * speed, y: player.velocity.y * 0.5 + Math.sin(m.angle) * speed }); //player recoil //stronger in x-dir to prevent jump hacking Matter.Body.setVelocity(player, { x: player.velocity.x - Math.cos(m.angle) * speed / (m.crouch ? 30 : 10) * Math.sqrt(m.holdingTarget.mass), y: player.velocity.y - Math.sin(m.angle) * speed / 30 * Math.sqrt(m.holdingTarget.mass) }); m.definePlayerMass() //return to normal player mass } } else { m.isHolding = false } }, drawField() { if (m.holdingTarget) { ctx.fillStyle = "rgba(110,170,200," + (m.energy * (0.05 + 0.05 * Math.random())) + ")"; ctx.strokeStyle = "rgba(110, 200, 235, " + (0.3 + 0.08 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")" } else { ctx.fillStyle = "rgba(110,170,200," + (0.02 + m.energy * (0.15 + 0.15 * Math.random())) + ")"; ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")" } // const off = 2 * Math.cos(simulation.cycle * 0.1) const range = m.fieldRange; ctx.beginPath(); ctx.arc(m.pos.x, m.pos.y, range, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false); ctx.lineWidth = 2; ctx.lineCap = "butt" ctx.stroke(); let eye = 13; let aMag = 0.75 * Math.PI * m.fieldArc let a = m.angle + aMag let cp1x = m.pos.x + 0.6 * range * Math.cos(a) let cp1y = m.pos.y + 0.6 * range * Math.sin(a) ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle)) a = m.angle - aMag cp1x = m.pos.x + 0.6 * range * Math.cos(a) cp1y = m.pos.y + 0.6 * range * Math.sin(a) ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * range * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * range * Math.sin(m.angle - Math.PI * m.fieldArc)) ctx.fill(); // ctx.lineTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle)); //draw random lines in field for cool effect let offAngle = m.angle + 1.7 * Math.PI * m.fieldArc * (Math.random() - 0.5); ctx.beginPath(); eye = 15; ctx.moveTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle)); ctx.lineTo(m.pos.x + range * Math.cos(offAngle), m.pos.y + range * Math.sin(offAngle)); ctx.strokeStyle = "rgba(120,170,255,0.6)"; ctx.lineWidth = 1; ctx.stroke(); }, grabPowerUp() { //look for power ups to grab with field if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1 for (let i = 0, len = powerUp.length; i < len; ++i) { const dxP = m.pos.x - powerUp[i].position.x; const dyP = m.pos.y - powerUp[i].position.y; const dist2 = dxP * dxP + dyP * dyP; // float towards player if looking at and in range or if very close to player if (dist2 < m.grabPowerUpRange2 && (m.lookingAt(powerUp[i]) || dist2 < 16000) && !(m.health === m.maxHealth && powerUp[i].name === "heal") && Matter.Query.ray(map, powerUp[i].position, m.pos).length === 0 ) { powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass; powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity //extra friction Matter.Body.setVelocity(powerUp[i], { x: powerUp[i].velocity.x * 0.11, y: powerUp[i].velocity.y * 0.11 }); if (dist2 < 5000 && !simulation.isChoosing) { //use power up if it is close enough powerUps.onPickUp(powerUp[i]); Matter.Body.setVelocity(player, { //player knock back, after grabbing power up x: player.velocity.x + powerUp[i].velocity.x / player.mass * 5, y: player.velocity.y + powerUp[i].velocity.y / player.mass * 5 }); powerUp[i].effect(); Matter.World.remove(engine.world, powerUp[i]); powerUp.splice(i, 1); return; //because the array order is messed up after splice } } } }, pushMass(who) { const speed = Vector.magnitude(Vector.sub(who.velocity, player.velocity)) const fieldBlockCost = (0.025 + Math.sqrt(who.mass) * speed * 0.002) * m.fieldShieldingScale; const unit = Vector.normalise(Vector.sub(player.position, who.position)) if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block m.energy -= fieldBlockCost if (m.energy < 0) m.energy = 0; // if (m.energy > m.maxEnergy) m.energy = m.maxEnergy; if (tech.blockDmg) { who.damage(tech.blockDmg * b.dmgScale) //draw electricity const step = 40 ctx.beginPath(); for (let i = 0, len = 1.5 * tech.blockDmg; i < len; i++) { let x = m.pos.x - 20 * unit.x; let y = m.pos.y - 20 * unit.y; ctx.moveTo(x, y); for (let i = 0; i < 8; i++) { x += step * (-unit.x + 1.5 * (Math.random() - 0.5)) y += step * (-unit.y + 1.5 * (Math.random() - 0.5)) ctx.lineTo(x, y); } } ctx.lineWidth = 3; ctx.strokeStyle = "#f0f"; ctx.stroke(); } else { m.drawHold(who); } // if (tech.isFreezeMobs) mobs.statusSlow(who, 60) //this works but doesn't have a fun effect if (tech.isStunField) mobs.statusStun(who, tech.isStunField) // m.holdingTarget = null //knock backs if (m.fieldShieldingScale > 0) { const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back Matter.Body.setVelocity(who, { x: player.velocity.x - (15 * unit.x) / massRoot, y: player.velocity.y - (15 * unit.y) / massRoot }); m.fieldCDcycle = m.cycle + m.fieldBlockCD; if (m.crouch) { Matter.Body.setVelocity(player, { x: player.velocity.x + 0.4 * unit.x * massRoot, y: player.velocity.y + 0.4 * unit.y * massRoot }); } else { Matter.Body.setVelocity(player, { x: player.velocity.x + 5 * unit.x * massRoot, y: player.velocity.y + 5 * unit.y * massRoot }); } } else { // mobs.statusSlow(who, tech.isStunField) const massRoot = Math.sqrt(Math.max(0.15, who.mass)); // masses above 12 can start to overcome the push back Matter.Body.setVelocity(who, { x: player.velocity.x - (20 * unit.x) / massRoot, y: player.velocity.y - (20 * unit.y) / massRoot }); if (who.dropPowerUp && player.speed < 12) { const massRootCap = Math.sqrt(Math.min(10, Math.max(0.4, who.mass))); // masses above 12 can start to overcome the push back Matter.Body.setVelocity(player, { x: 0.9 * player.velocity.x + 0.6 * unit.x * massRootCap, y: 0.9 * player.velocity.y + 0.6 * unit.y * massRootCap }); } } } }, pushMobsFacing() { // find mobs in range and in direction looking for (let i = 0, len = mob.length; i < len; ++i) { if ( Vector.magnitude(Vector.sub(mob[i].position, player.position)) - mob[i].radius < m.fieldRange && m.lookingAt(mob[i]) && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 ) { mob[i].locatePlayer(); m.pushMass(mob[i]); } } }, pushMobs360(range = m.fieldRange * 0.75) { // find mobs in range in any direction for (let i = 0, len = mob.length; i < len; ++i) { if ( Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < range && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 ) { mob[i].locatePlayer(); m.pushMass(mob[i]); } } }, lookForPickUp() { //find body to pickup if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen; const grabbing = { targetIndex: null, targetRange: 150, // lookingAt: false //false to pick up object in range, but not looking at }; for (let i = 0, len = body.length; i < len; ++i) { if (Matter.Query.ray(map, body[i].position, m.pos).length === 0) { //is m next body a better target then my current best const dist = Vector.magnitude(Vector.sub(body[i].position, m.pos)); const looking = m.lookingAt(body[i]); // if (dist < grabbing.targetRange && (looking || !grabbing.lookingAt) && !body[i].isNotHoldable) { if (dist < grabbing.targetRange && looking && !body[i].isNotHoldable) { grabbing.targetRange = dist; grabbing.targetIndex = i; // grabbing.lookingAt = looking; } } } // set pick up target for when mouse is released if (body[grabbing.targetIndex]) { m.holdingTarget = body[grabbing.targetIndex]; // ctx.beginPath(); //draw on each valid body let vertices = m.holdingTarget.vertices; ctx.moveTo(vertices[0].x, vertices[0].y); for (let j = 1; j < vertices.length; j += 1) { ctx.lineTo(vertices[j].x, vertices[j].y); } ctx.lineTo(vertices[0].x, vertices[0].y); ctx.fillStyle = "rgba(190,215,230," + (0.3 + 0.7 * Math.random()) + ")"; ctx.fill(); ctx.globalAlpha = 0.2; m.drawHold(m.holdingTarget); ctx.globalAlpha = 1; } else { m.holdingTarget = null; } }, pickUp() { //triggers when a hold target exits and field button is released m.isHolding = true; //conserve momentum when player mass changes totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(m.holdingTarget.velocity, m.holdingTarget.mass)) Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + m.holdingTarget.mass))); m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale) //make block collide with nothing m.holdingTarget.collisionFilter.category = 0; m.holdingTarget.collisionFilter.mask = 0; }, wakeCheck() { if (m.isBodiesAsleep) { m.isBodiesAsleep = false; function wake(who) { for (let i = 0, len = who.length; i < len; ++i) { Matter.Sleeping.set(who[i], false) if (who[i].storeVelocity) { Matter.Body.setVelocity(who[i], { x: who[i].storeVelocity.x, y: who[i].storeVelocity.y }) Matter.Body.setAngularVelocity(who[i], who[i].storeAngularVelocity) } } } if (tech.isFreezeMobs) { for (let i = 0, len = mob.length; i < len; ++i) { Matter.Sleeping.set(mob[i], false) mobs.statusSlow(mob[i], 60) } } else { wake(mob); } wake(body); wake(bullet); for (let i = 0, len = cons.length; i < len; i++) { if (cons[i].stiffness === 0) { cons[i].stiffness = cons[i].storeStiffness } } // wake(powerUp); } }, hold() {}, setField(index) { if (isNaN(index)) { //find index by name let found = false for (let i = 0; i < m.fieldUpgrades.length; i++) { if (index === m.fieldUpgrades[i].name) { index = i; found = true; break; } } if (!found) return //if you can't find the field don't give a field to avoid game crash } m.fieldMode = index; document.getElementById("field").innerHTML = m.fieldUpgrades[index].name m.setHoldDefaults(); m.fieldUpgrades[index].effect(); }, fieldUpgrades: [{ name: "field emitter", description: "use energy to block mobs,
grab power ups, and throw blocks
regen 6 energy per second", effect: () => { m.hold = function() { if (m.isHolding) { m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed m.grabPowerUp(); m.lookForPickUp(); if (m.energy > 0.05) { m.drawField(); m.pushMobsFacing(); } } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released m.pickUp(); } else { m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } m.drawFieldMeter() } } }, { name: "standing wave harmonics", description: "3 oscillating shields are permanently active
blocking drains energy with no cool down
reduce harm by 20%", effect: () => { // m.fieldHarmReduction = 0.80; m.fieldBlockCD = 0; m.fieldHarmReduction = 0.8; m.hold = function() { if (m.isHolding) { m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if ((input.field) && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed m.grabPowerUp(); m.lookForPickUp(); } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released m.pickUp(); } else { m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } if (m.energy > 0.1 && m.fieldCDcycle < m.cycle) { const fieldRange1 = (0.7 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3) ctx.fillStyle = "rgba(110,170,200," + (0.04 + m.energy * (0.12 + 0.13 * Math.random())) + ")"; ctx.beginPath(); ctx.arc(m.pos.x, m.pos.y, fieldRange1, 0, 2 * Math.PI); ctx.fill(); ctx.beginPath(); ctx.arc(m.pos.x, m.pos.y, fieldRange2, 0, 2 * Math.PI); ctx.fill(); ctx.beginPath(); ctx.arc(m.pos.x, m.pos.y, fieldRange3, 0, 2 * Math.PI); ctx.fill(); m.pushMobs360(netfieldRange); // m.pushBody360(netfieldRange); //can't throw block when pushhing blocks away } m.drawFieldMeter() } } }, { name: "perfect diamagnetism", // description: "gain energy when blocking
no recoil when blocking", description: "blocking does not drain energy
blocking has no cool down and less recoil
attract power ups from far away", effect: () => { m.fieldShieldingScale = 0; m.grabPowerUpRange2 = 10000000 m.hold = function() { const wave = Math.sin(m.cycle * 0.022); m.fieldRange = 170 + 12 * wave m.fieldArc = 0.33 + 0.045 * wave //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) m.calculateFieldThreshold(); if (m.isHolding) { m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed m.grabPowerUp(); m.lookForPickUp(); if (m.energy > 0.05) { //draw field if (m.holdingTarget) { ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")"; ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")" } else { ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")"; ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")" } ctx.beginPath(); ctx.arc(m.pos.x, m.pos.y, m.fieldRange, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false); ctx.lineWidth = 2.5 - 1.5 * wave; ctx.lineCap = "butt" ctx.stroke(); const curve = 0.57 + 0.04 * wave const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc let a = m.angle + aMag let cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a) let cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a) ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle)) a = m.angle - aMag cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a) cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a) ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * m.fieldRange * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * m.fieldRange * Math.sin(m.angle - Math.PI * m.fieldArc)) ctx.fill(); m.pushMobsFacing(); } } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released m.pickUp(); } else { m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } m.drawFieldMeter() if (tech.isPerfectBrake) { //cap mob speed around player const range = 160 + 140 * wave + 150 * m.energy for (let i = 0; i < mob.length; i++) { const distance = Vector.magnitude(Vector.sub(m.pos, mob[i].position)) if (distance < range) { const cap = mob[i].isShielded ? 8.5 : 4.5 if (mob[i].speed > cap && Vector.dot(mob[i].velocity, Vector.sub(m.pos, mob[i].position)) > 0) { // if velocity is directed towards player Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction } } } ctx.beginPath(); ctx.arc(m.pos.x, m.pos.y, range, 0, 2 * Math.PI); ctx.fillStyle = "hsla(200,50%,61%,0.08)"; ctx.fill(); } } } }, { name: "nano-scale manufacturing", description: "use energy to block mobs
excess energy used to build drones
double your default energy regeneration", effect: () => { m.hold = function() { if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 200 && (m.cycle % 2)) { if (tech.isSporeField) { // const len = Math.floor(5 + 4 * Math.random()) const len = Math.ceil(m.energy * 10) m.energy = 0; for (let i = 0; i < len; i++) b.spore(m.pos) } else if (tech.isMissileField) { m.energy -= 0.5; b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2, 0, 1) } else if (tech.isIceField) { m.energy -= 0.057; b.iceIX(1) } else { m.energy -= 0.45 * tech.droneEnergyReduction; b.drone() } } if (m.isHolding) { m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed m.grabPowerUp(); m.lookForPickUp(); if (m.energy > 0.05) { m.drawField(); m.pushMobsFacing(); } } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released m.pickUp(); } else { m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } m.energy += m.fieldRegen; m.drawFieldMeter() } } }, { name: "negative mass field", description: "use energy to nullify  gravity
reduce harm by 50%
blocks held by the field have a lower mass", fieldDrawRadius: 0, effect: () => { m.fieldFire = true; m.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping m.fieldMeterColor = "#333" m.eyeFillColor = m.fieldMeterColor m.fieldHarmReduction = 0.5; m.fieldDrawRadius = 0; m.hold = function() { m.airSpeedLimit = 125 //5 * player.mass * player.mass m.FxAir = 0.016 m.isFieldActive = false; if (m.isHolding) { m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if (input.field && m.fieldCDcycle < m.cycle) { //push away m.grabPowerUp(); m.lookForPickUp(); const DRAIN = 0.00035 if (m.energy > DRAIN) { m.isFieldActive = true; //used with tech.isHarmReduce m.airSpeedLimit = 400 // 7* player.mass * player.mass m.FxAir = 0.005 // m.pushMobs360(); //repulse mobs // for (let i = 0, len = mob.length; i < len; ++i) { // sub = Vector.sub(mob[i].position, m.pos); // dist2 = Vector.magnitudeSquared(sub); // if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius && mob[i].speed > 6) { // const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.00004 * mob[i].speed * mob[i].mass) // mob[i].force.x = force.x // mob[i].force.y = force.y // } // } //look for nearby objects to make zero-g function zeroG(who, range, mag = 1.06) { for (let i = 0, len = who.length; i < len; ++i) { sub = Vector.sub(who[i].position, m.pos); dist = Vector.magnitude(sub); if (dist < range) { who[i].force.y -= who[i].mass * (simulation.g * mag); //add a bit more then standard gravity } } } // zeroG(bullet); //works fine, but not that noticeable and maybe not worth the possible performance hit // zeroG(mob); //mobs are too irregular to make this work? if (input.down) { //down player.force.y -= 0.5 * player.mass * simulation.g; this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 400 * 0.03; zeroG(powerUp, this.fieldDrawRadius, 0.7); zeroG(body, this.fieldDrawRadius, 0.7); } else if (input.up) { //up m.energy -= 5 * DRAIN; this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03; player.force.y -= 1.45 * player.mass * simulation.g; zeroG(powerUp, this.fieldDrawRadius, 1.38); zeroG(body, this.fieldDrawRadius, 1.38); } else { m.energy -= DRAIN; this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03; player.force.y -= 1.07 * player.mass * simulation.g; // slow upward drift zeroG(powerUp, this.fieldDrawRadius); zeroG(body, this.fieldDrawRadius); } if (m.energy < 0.001) { m.fieldCDcycle = m.cycle + 120; m.energy = 0; } //add extra friction for horizontal motion if (input.down || input.up || input.left || input.right) { Matter.Body.setVelocity(player, { x: player.velocity.x * 0.99, y: player.velocity.y * 0.98 }); } else { //slow rise and fall Matter.Body.setVelocity(player, { x: player.velocity.x * 0.99, y: player.velocity.y * 0.98 }); } if (tech.isFreezeMobs) { const ICE_DRAIN = 0.0005 for (let i = 0, len = mob.length; i < len; i++) { if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) { if (m.energy > ICE_DRAIN * 2) { m.energy -= ICE_DRAIN; this.fieldDrawRadius -= 2; mobs.statusSlow(mob[i], 60) } else { break; } } } } //draw zero-G range ctx.beginPath(); ctx.arc(m.pos.x, m.pos.y, this.fieldDrawRadius, 0, 2 * Math.PI); ctx.fillStyle = "#f5f5ff"; ctx.globalCompositeOperation = "difference"; ctx.fill(); ctx.globalCompositeOperation = "source-over"; } } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released m.pickUp(); this.fieldDrawRadius = 0 } else { m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) this.fieldDrawRadius = 0 } m.drawFieldMeter("rgba(0,0,0,0.2)") } } }, { name: "plasma torch", description: "use energy to emit short range plasma
damages and pushes mobs away", effect() { m.fieldMeterColor = "#f0f" m.eyeFillColor = m.fieldMeterColor m.hold = function() { b.isExtruderOn = false if (m.isHolding) { m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed m.grabPowerUp(); m.lookForPickUp(); if (tech.isExtruder) { b.extruder(); } else { b.plasma(); } } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released m.pickUp(); } else { m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } m.drawFieldMeter("rgba(0, 0, 0, 0.2)") if (tech.isExtruder) { if (input.field) { b.wasExtruderOn = true } else { b.wasExtruderOn = false b.canExtruderFire = true } ctx.lineWidth = 5; ctx.strokeStyle = "#f07" ctx.beginPath(); //draw all the wave bullets for (let i = 0, len = bullet.length; i < len; i++) { if (bullet[i].isWave) { if (bullet[i].isBranch) { ctx.stroke(); ctx.beginPath(); //draw all the wave bullets } else { ctx.lineTo(bullet[i].position.x, bullet[i].position.y) } } } if (b.wasExtruderOn && b.isExtruderOn) ctx.lineTo(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle)) ctx.stroke(); } } } }, { name: "time dilation field", description: "use energy to stop time
move and fire while time is stopped", effect: () => { // m.fieldMeterColor = "#000" m.fieldFire = true; m.isBodiesAsleep = false; m.hold = function() { if (m.isHolding) { m.wakeCheck(); m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if (input.field && m.fieldCDcycle < m.cycle) { m.grabPowerUp(); m.lookForPickUp(180); const DRAIN = 0.0013 if (m.energy > DRAIN) { m.energy -= DRAIN; if (m.energy < DRAIN) { m.fieldCDcycle = m.cycle + 120; m.energy = 0; m.wakeCheck(); } //draw field everywhere ctx.globalCompositeOperation = "saturation" ctx.fillStyle = "#ccc"; ctx.fillRect(-100000, -100000, 200000, 200000) ctx.globalCompositeOperation = "source-over" //stop time m.isBodiesAsleep = true; function sleep(who) { for (let i = 0, len = who.length; i < len; ++i) { if (!who[i].isSleeping) { who[i].storeVelocity = who[i].velocity who[i].storeAngularVelocity = who[i].angularVelocity } Matter.Sleeping.set(who[i], true) } } sleep(mob); sleep(body); sleep(bullet); //doesn't really work, just slows down constraints for (let i = 0, len = cons.length; i < len; i++) { if (cons[i].stiffness !== 0) { cons[i].storeStiffness = cons[i].stiffness; cons[i].stiffness = 0; } } simulation.cycle--; //pause all functions that depend on game cycle increasing if (tech.isTimeSkip) { if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10; simulation.isTimeSkipping = true; m.cycle++; simulation.gravity(); Engine.update(engine, simulation.delta); // level.checkZones(); // level.checkQuery(); m.move(); simulation.checks(); // mobs.loop(); // m.draw(); m.walk_cycle += m.flipLegs * m.Vx; // m.hold(); // m.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half b.fire(); // b.bulletRemove(); b.bulletDo(); simulation.isTimeSkipping = false; } // simulation.cycle--; //pause all functions that depend on game cycle increasing // if (tech.isTimeSkip && !simulation.isTimeSkipping) { //speed up the rate of time // simulation.timeSkip(1) // m.energy += 1.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half // } } } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released m.wakeCheck(); m.pickUp(); } else { m.wakeCheck(); m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } m.drawFieldMeter() } } }, { name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency" description: "cloak after not using your gun or field
while cloaked mobs can't see you
increase damage by 133%", effect: () => { m.fieldFire = true; m.fieldMeterColor = "#333"; m.eyeFillColor = m.fieldMeterColor // m.eyeFillColor = '#333' m.fieldPhase = 0; m.isCloak = false m.fieldDamage = 2.33 // 1 + 111/100 m.fieldDrawRadius = 0 const drawRadius = 1000 m.hold = function() { if (m.isHolding) { m.drawHold(m.holdingTarget); m.holding(); m.throwBlock(); } else if (input.field && m.fieldCDcycle < m.cycle) { //not hold and field button is pressed m.grabPowerUp(); m.lookForPickUp(); } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding target exists, and field button is not pressed m.pickUp(); } else { m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) } //120 cycles after shooting (or using field) enable cloak if (m.energy < 0.05 && m.fireCDcycle < m.cycle && !input.fire) m.fireCDcycle = m.cycle if (m.fireCDcycle + 50 < m.cycle) { if (!m.isCloak) { m.isCloak = true //enter cloak if (tech.isIntangible) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield } } } } else if (m.isCloak) { //exit cloak m.isCloak = false if (tech.isIntangible) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield } } if (tech.isCloakStun) { //stun nearby mobs after exiting cloak let isMobsAround = false const stunRange = m.fieldDrawRadius * 1.15 const drain = 0.3 * m.energy for (let i = 0, len = mob.length; i < len; ++i) { if ( Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 ) { isMobsAround = true mobs.statusStun(mob[i], 30 + drain * 300) } } if (isMobsAround && m.energy > drain) { m.energy -= drain simulation.drawList.push({ x: m.pos.x, y: m.pos.y, radius: stunRange, color: "hsla(0,50%,100%,0.6)", time: 4 }); // ctx.beginPath(); // ctx.arc(m.pos.x, m.pos.y, 800, 0, 2 * Math.PI); // ctx.fillStyle = "#000" // ctx.fill(); } } } function drawField() { m.fieldPhase += 0.007 + 0.07 * (1 - energy) const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5) ctx.beginPath(); ctx.ellipse(m.pos.x, m.pos.y, m.fieldDrawRadius * (1 - wiggle), m.fieldDrawRadius * (1 + wiggle), m.fieldPhase, 0, 2 * Math.PI); if (m.fireCDcycle > m.cycle && (input.field)) { ctx.lineWidth = 5; ctx.strokeStyle = `rgba(0, 204, 255,1)` ctx.stroke() } ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`; ctx.globalCompositeOperation = "destination-in"; //in or atop ctx.fill(); ctx.globalCompositeOperation = "source-over"; ctx.clip(); } const energy = Math.max(0.01, Math.min(m.energy, 1)) if (m.isCloak) { this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius m.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy)); drawField() } else { if (this.fieldRange < 3000) { this.fieldRange += 200 m.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy)); drawField() } } if (tech.isIntangible) { if (m.isCloak) { player.collisionFilter.mask = cat.map let inPlayer = Matter.Query.region(mob, player.bounds) if (inPlayer.length > 0) { for (let i = 0; i < inPlayer.length; i++) { if (m.energy > 0) { if (inPlayer[i].shield) { //shields drain player energy m.energy -= 0.014; } else { m.energy -= 0.004; } } } } } else { player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions } } if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code 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"; 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(); } } } }, // { // name: "phase decoherence field", // description: "use energy to become intangible
firing and touching shields drains energy
unable to see and be seen by mobs", // effect: () => { // m.fieldFire = true; // m.fieldMeterColor = "#fff"; // m.fieldPhase = 0; // m.hold = function () { // function drawField(radius) { // radius *= Math.min(4, 0.9 + 2.2 * m.energy * m.energy); // const rotate = m.cycle * 0.005; // m.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.max(0.01, Math.min(m.energy, 1))); // const off1 = 1 + 0.06 * Math.sin(m.fieldPhase); // const off2 = 1 - 0.06 * Math.sin(m.fieldPhase); // ctx.beginPath(); // ctx.ellipse(m.pos.x, m.pos.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI); // if (m.fireCDcycle > m.cycle && (input.field)) { // ctx.lineWidth = 5; // ctx.strokeStyle = `rgba(0, 204, 255,1)` // ctx.stroke() // } // ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`; // ctx.globalCompositeOperation = "destination-in"; //in or atop // ctx.fill(); // ctx.globalCompositeOperation = "source-over"; // ctx.clip(); // } // m.isCloak = false //isCloak disables most uses of foundPlayer() // player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions // if (m.isHolding) { // if (this.fieldRange < 2000) { // this.fieldRange += 100 // drawField(this.fieldRange) // } // m.drawHold(m.holdingTarget); // m.holding(); // m.throwBlock(); // } else if (input.field) { // m.grabPowerUp(); // m.lookForPickUp(); // if (m.fieldCDcycle < m.cycle) { // // simulation.draw.bodyFill = "transparent" // // simulation.draw.bodyStroke = "transparent" // const DRAIN = 0.00013 + (m.fireCDcycle > m.cycle ? 0.005 : 0) // if (m.energy > DRAIN) { // m.energy -= DRAIN; // // if (m.energy < 0.001) { // // m.fieldCDcycle = m.cycle + 120; // // m.energy = 0; // // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) // // } // this.fieldRange = this.fieldRange * 0.8 + 0.2 * 160 // drawField(this.fieldRange) // m.isCloak = true //isCloak disables most uses of foundPlayer() // player.collisionFilter.mask = cat.map // let inPlayer = Matter.Query.region(mob, player.bounds) // if (inPlayer.length > 0) { // for (let i = 0; i < inPlayer.length; i++) { // if (inPlayer[i].shield) { // m.energy -= 0.005; //shields drain player energy // //draw outline of shield // ctx.fillStyle = `rgba(140,217,255,0.5)` // ctx.fill() // } else if (tech.superposition && inPlayer[i].dropPowerUp) { // // inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player // // m.energy += 0.005; // mobs.statusStun(inPlayer[i], 300) // //draw outline of mob in a few random locations to show blurriness // const vertices = inPlayer[i].vertices; // const off = 30 // for (let k = 0; k < 3; k++) { // const xOff = off * (Math.random() - 0.5) // const yOff = off * (Math.random() - 0.5) // ctx.beginPath(); // ctx.moveTo(xOff + vertices[0].x, yOff + vertices[0].y); // for (let j = 1, len = vertices.length; j < len; ++j) { // ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y); // } // ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y); // ctx.fillStyle = "rgba(0,0,0,0.1)" // ctx.fill() // } // break; // } // } // } // } else { // m.fieldCDcycle = m.cycle + 120; // m.energy = 0; // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) // drawField(this.fieldRange) // } // } // } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released // m.pickUp(); // if (this.fieldRange < 2000) { // this.fieldRange += 100 // drawField(this.fieldRange) // } // } else { // // this.fieldRange = 3000 // if (this.fieldRange < 2000 && m.holdingTarget === null) { // this.fieldRange += 100 // drawField(this.fieldRange) // } // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) // } // if (m.energy < m.maxEnergy) { // m.energy += m.fieldRegen; // 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 = m.fieldMeterColor; // ctx.fillRect(xOff, yOff, 60 * m.energy, 10); // ctx.beginPath() // ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10); // ctx.strokeStyle = "rgb(0, 0, 0)"; // ctx.lineWidth = 1; // ctx.stroke(); // } // if (m.energy < 0) m.energy = 0 // } // } // }, { name: "pilot wave", description: "use energy to push blocks with your mouse
field radius decreases out of line of sight
allows tech that normally require other fields", effect: () => { m.fieldPhase = 0; m.fieldPosition = { x: simulation.mouseInGame.x, y: simulation.mouseInGame.y } m.lastFieldPosition = { x: simulation.mouseInGame.x, y: simulation.mouseInGame.y } m.fieldOn = false; m.fieldRadius = 0; m.drop(); m.hold = function() { if (input.field) { if (m.fieldCDcycle < m.cycle) { const scale = 25 const bounds = { min: { x: m.fieldPosition.x - scale, y: m.fieldPosition.y - scale }, max: { x: m.fieldPosition.x + scale, y: m.fieldPosition.y + scale } } const isInMap = Matter.Query.region(map, bounds).length // const isInMap = Matter.Query.point(map, m.fieldPosition).length if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location m.fieldOn = true; m.fieldPosition = { //smooth the mouse position x: simulation.mouseInGame.x, y: simulation.mouseInGame.y } m.lastFieldPosition = { //used to find velocity of field changes x: m.fieldPosition.x, y: m.fieldPosition.y } } else { //when field is on it smoothly moves towards the mouse m.lastFieldPosition = { //used to find velocity of field changes x: m.fieldPosition.x, y: m.fieldPosition.y } const smooth = isInMap ? 0.985 : 0.96; m.fieldPosition = { //smooth the mouse position x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth), y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth), } } //grab power ups into the field for (let i = 0, len = powerUp.length; i < len; ++i) { const dxP = m.fieldPosition.x - powerUp[i].position.x; const dyP = m.fieldPosition.y - powerUp[i].position.y; const dist2 = dxP * dxP + dyP * dyP; // float towards field if looking at and in range or if very close to player if (dist2 < m.fieldRadius * m.fieldRadius && (m.lookingAt(powerUp[i]) || dist2 < 16000) && !(m.health === m.maxHealth && powerUp[i].name === "heal")) { powerUp[i].force.x += 7 * (dxP / dist2) * powerUp[i].mass; powerUp[i].force.y += 7 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity //extra friction Matter.Body.setVelocity(powerUp[i], { x: powerUp[i].velocity.x * 0.11, y: powerUp[i].velocity.y * 0.11 }); if (dist2 < 5000 && !simulation.isChoosing) { //use power up if it is close enough powerUps.onPickUp(powerUp[i]); powerUp[i].effect(); Matter.World.remove(engine.world, powerUp[i]); powerUp.splice(i, 1); // m.fieldRadius += 50 break; //because the array order is messed up after splice } } } //grab power ups normally too m.grabPowerUp(); if (m.energy > 0.01) { //find mouse velocity const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition) const speed = Vector.magnitude(diff) const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 45)) //limit velocity let radius, radiusSmooth if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field radius = 0 radiusSmooth = Math.max(0, isInMap ? 0.96 - 0.02 * speed : 0.995); //0.99 } else { radius = Math.max(50, 250 - 2 * speed) radiusSmooth = 0.97 } m.fieldRadius = m.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth) for (let i = 0, len = body.length; i < len; ++i) { if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) { const DRAIN = speed * body[i].mass * 0.000013 if (m.energy > DRAIN) { m.energy -= DRAIN; Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8) // body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects //blocks drift towards center of pilot wave const sub = Vector.sub(m.fieldPosition, body[i].position) const unit = Vector.mult(Vector.normalise(sub), 0.00005 * Vector.magnitude(sub)) body[i].force.x += unit.x body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects } else { m.fieldCDcycle = m.cycle + 120; m.fieldOn = false m.fieldRadius = 0 break } } } if (tech.isFreezeMobs) { for (let i = 0, len = mob.length; i < len; ++i) { if (Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius) { mobs.statusSlow(mob[i], 180) } } } ctx.beginPath(); const rotate = m.cycle * 0.008; m.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(m.energy, 1)); const off1 = 1 + 0.06 * Math.sin(m.fieldPhase); const off2 = 1 - 0.06 * Math.sin(m.fieldPhase); ctx.beginPath(); ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI); ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference"; ctx.fillStyle = "#fff"; //"#eef"; ctx.fill(); ctx.globalCompositeOperation = "source-over"; ctx.beginPath(); ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI * m.energy / m.maxEnergy); ctx.strokeStyle = "#000"; ctx.lineWidth = 4; ctx.stroke(); } else { m.fieldCDcycle = m.cycle + 120; m.fieldOn = false m.fieldRadius = 0 } } else { m.grabPowerUp(); } } else { m.fieldOn = false m.fieldRadius = 0 } m.drawFieldMeter() } } }, { name: "wormhole", description: "use energy to tunnel through a wormhole
wormholes attract blocks and power ups
7% chance to duplicate spawned power ups", //
bullets may also traverse wormholes effect: function() { m.duplicateChance = 0.07 simulation.draw.powerUp = simulation.draw.powerUpBonus //change power up draw m.hold = function() { // m.hole = { //this is reset with each new field, but I'm leaving it here for reference // isOn: false, // isReady: true, // pos1: {x: 0,y: 0}, // pos2: {x: 0,y: 0}, // angle: 0, // unit:{x:0,y:0}, // } if (m.hole.isOn) { // draw holes m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025)) const semiMajorAxis = m.fieldRange + 30 const edge1a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos1) const edge1b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos1) const edge2a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos2) const edge2b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos2) ctx.beginPath(); ctx.moveTo(edge1a.x, edge1a.y) ctx.bezierCurveTo(m.hole.pos1.x, m.hole.pos1.y, m.hole.pos2.x, m.hole.pos2.y, edge2a.x, edge2a.y); ctx.lineTo(edge2b.x, edge2b.y) ctx.bezierCurveTo(m.hole.pos2.x, m.hole.pos2.y, m.hole.pos1.x, m.hole.pos1.y, edge1b.x, edge1b.y); ctx.fillStyle = `rgba(255,255,255,${200 / m.fieldRange / m.fieldRange})` //"rgba(0,0,0,0.1)" ctx.fill(); ctx.beginPath(); ctx.ellipse(m.hole.pos1.x, m.hole.pos1.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI) ctx.ellipse(m.hole.pos2.x, m.hole.pos2.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI) ctx.fillStyle = `rgba(255,255,255,${32 / m.fieldRange})` ctx.fill(); //suck power ups for (let i = 0, len = powerUp.length; i < len; ++i) { //which hole is closer const dxP1 = m.hole.pos1.x - powerUp[i].position.x; const dyP1 = m.hole.pos1.y - powerUp[i].position.y; const dxP2 = m.hole.pos2.x - powerUp[i].position.x; const dyP2 = m.hole.pos2.y - powerUp[i].position.y; let dxP, dyP, dist2 if (dxP1 * dxP1 + dyP1 * dyP1 < dxP2 * dxP2 + dyP2 * dyP2) { dxP = dxP1 dyP = dyP1 } else { dxP = dxP2 dyP = dyP2 } dist2 = dxP * dxP + dyP * dyP; if (dist2 < 600000 && !(m.health === m.maxHealth && powerUp[i].name === "heal")) { powerUp[i].force.x += 4 * (dxP / dist2) * powerUp[i].mass; // float towards hole powerUp[i].force.y += 4 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity Matter.Body.setVelocity(powerUp[i], { //extra friction x: powerUp[i].velocity.x * 0.05, y: powerUp[i].velocity.y * 0.05 }); if (dist2 < 1000 && !simulation.isChoosing) { //use power up if it is close enough m.fieldRange *= 0.8 powerUps.onPickUp(powerUp[i]); powerUp[i].effect(); Matter.World.remove(engine.world, powerUp[i]); powerUp.splice(i, 1); break; //because the array order is messed up after splice } } } //suck and shrink blocks const suckRange = 500 const shrinkRange = 100 const shrinkScale = 0.97; const slowScale = 0.9 for (let i = 0, len = body.length; i < len; i++) { if (!body[i].isNotHoldable) { const dist1 = Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position)) const dist2 = Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position)) if (dist1 < dist2) { if (dist1 < suckRange) { const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, body[i].position)), 1) const slow = Vector.mult(body[i].velocity, slowScale) Matter.Body.setVelocity(body[i], Vector.add(slow, pull)); //shrink if (Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position)) < shrinkRange) { Matter.Body.scale(body[i], shrinkScale, shrinkScale); if (body[i].mass < 0.05) { Matter.World.remove(engine.world, body[i]); body.splice(i, 1); m.fieldRange *= 0.8 if (tech.isWormholeEnergy) m.energy += 0.63 if (tech.isWormSpores) { //pandimensionalspermia for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) { b.spore(Vector.add(m.hole.pos2, Vector.rotate({ x: m.fieldRange * 0.4, y: 0 }, 2 * Math.PI * Math.random()))) Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -15)); } } break } } } } else if (dist2 < suckRange) { const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, body[i].position)), 1) const slow = Vector.mult(body[i].velocity, slowScale) Matter.Body.setVelocity(body[i], Vector.add(slow, pull)); //shrink if (Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position)) < shrinkRange) { Matter.Body.scale(body[i], shrinkScale, shrinkScale); if (body[i].mass < 0.05) { Matter.World.remove(engine.world, body[i]); body.splice(i, 1); m.fieldRange *= 0.8 // if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2 if (tech.isWormholeEnergy) m.energy += 0.63 if (tech.isWormSpores) { //pandimensionalspermia for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) { b.spore(Vector.add(m.hole.pos1, Vector.rotate({ x: m.fieldRange * 0.4, y: 0 }, 2 * Math.PI * Math.random()))) Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), 15)); } } break } } } } } if (tech.isWormBullets) { //teleport bullets for (let i = 0, len = bullet.length; i < len; ++i) { //teleport bullets from hole1 to hole2 if (!bullet[i].botType && !bullet[i].isInHole) { //don't teleport bots if (Vector.magnitude(Vector.sub(m.hole.pos1, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1 Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos2, Vector.sub(m.hole.pos1, bullet[i].position))); m.fieldRange += 5 bullet[i].isInHole = true } else if (Vector.magnitude(Vector.sub(m.hole.pos2, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1 Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos1, Vector.sub(m.hole.pos2, bullet[i].position))); m.fieldRange += 5 bullet[i].isInHole = true } } } // mobs get pushed away for (let i = 0, len = mob.length; i < len; i++) { if (Vector.magnitude(Vector.sub(m.hole.pos1, mob[i].position)) < 200) { const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, mob[i].position)), -0.07) Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull)); } if (Vector.magnitude(Vector.sub(m.hole.pos2, mob[i].position)) < 200) { const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, mob[i].position)), -0.07) Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull)); } } } } if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame) const scale = 60 // console.log(Matter.Query.region(map, bounds)) if (m.hole.isReady && ( Matter.Query.region(map, { min: { x: simulation.mouseInGame.x - scale, y: simulation.mouseInGame.y - scale }, max: { x: simulation.mouseInGame.x + scale, y: simulation.mouseInGame.y + scale } }).length === 0 && Matter.Query.ray(map, m.pos, justPastMouse).length === 0 // Matter.Query.ray(map, m.pos, simulation.mouseInGame).length === 0 && // Matter.Query.ray(map, player.position, simulation.mouseInGame).length === 0 && // Matter.Query.ray(map, player.position, justPastMouse).length === 0 ) ) { const sub = Vector.sub(simulation.mouseInGame, m.pos) const mag = Vector.magnitude(sub) const drain = 0.03 + 0.005 * Math.sqrt(mag) if (m.energy > drain && mag > 300) { m.energy -= drain m.hole.isReady = false; m.fieldRange = 0 Matter.Body.setPosition(player, simulation.mouseInGame); m.buttonCD_jump = 0 //this might fix a bug with jumping const velocity = Vector.mult(Vector.normalise(sub), 18) Matter.Body.setVelocity(player, { x: velocity.x, y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer }); if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage // move bots to player for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType) { Matter.Body.setPosition(bullet[i], Vector.add(player.position, { x: 250 * (Math.random() - 0.5), y: 250 * (Math.random() - 0.5) })); Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 }); } } //set holes m.hole.isOn = true; m.hole.pos1.x = m.pos.x m.hole.pos1.y = m.pos.y m.hole.pos2.x = player.position.x m.hole.pos2.y = player.position.y m.hole.angle = Math.atan2(sub.y, sub.x) m.hole.unit = Vector.perp(Vector.normalise(sub)) if (tech.isWormholeDamage) { who = Matter.Query.ray(mob, m.pos, simulation.mouseInGame, 100) for (let i = 0; i < who.length; i++) { if (who[i].body.alive) { mobs.statusDoT(who[i].body, 1, 420) mobs.statusStun(who[i].body, 360) } } } } else { m.grabPowerUp(); } } else { m.grabPowerUp(); } // } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released // m.pickUp(); } else { m.hole.isReady = true; } m.drawFieldMeter() } }, rewindCount: 0, // rewind: function() { // if (input.down) { // if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed // const DRAIN = 0.01 // if (this.rewindCount < 289 && m.energy > DRAIN) { // m.energy -= DRAIN // if (this.rewindCount === 0) { // const shortPause = function() { // if (m.defaultFPSCycle < m.cycle) { //back to default values // simulation.fpsCap = simulation.fpsCapDefault // simulation.fpsInterval = 1000 / simulation.fpsCap; // // document.getElementById("dmg").style.transition = "opacity 1s"; // // document.getElementById("dmg").style.opacity = "0"; // } else { // requestAnimationFrame(shortPause); // } // }; // if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause); // simulation.fpsCap = 4 //1 is longest pause, 4 is standard // simulation.fpsInterval = 1000 / simulation.fpsCap; // m.defaultFPSCycle = m.cycle // } // this.rewindCount += 10; // simulation.wipe = function() { //set wipe to have trails // // ctx.fillStyle = "rgba(255,255,255,0)"; // ctx.fillStyle = `rgba(221,221,221,${0.004})`; // ctx.fillRect(0, 0, canvas.width, canvas.height); // } // let history = m.history[(m.cycle - this.rewindCount) % 300] // Matter.Body.setPosition(player, history.position); // Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y }); // if (history.health > m.health) { // m.health = history.health // m.displayHealth(); // } // //grab power ups // for (let i = 0, len = powerUp.length; i < len; ++i) { // const dxP = player.position.x - powerUp[i].position.x; // const dyP = player.position.y - powerUp[i].position.y; // if (dxP * dxP + dyP * dyP < 50000 && !simulation.isChoosing && !(m.health === m.maxHealth && powerUp[i].name === "heal")) { // powerUps.onPickUp(player.position); // powerUp[i].effect(); // Matter.World.remove(engine.world, powerUp[i]); // powerUp.splice(i, 1); // const shortPause = function() { // if (m.defaultFPSCycle < m.cycle) { //back to default values // simulation.fpsCap = simulation.fpsCapDefault // simulation.fpsInterval = 1000 / simulation.fpsCap; // // document.getElementById("dmg").style.transition = "opacity 1s"; // // document.getElementById("dmg").style.opacity = "0"; // } else { // requestAnimationFrame(shortPause); // } // }; // if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause); // simulation.fpsCap = 3 //1 is longest pause, 4 is standard // simulation.fpsInterval = 1000 / simulation.fpsCap; // m.defaultFPSCycle = m.cycle // break; //because the array order is messed up after splice // } // } // m.immuneCycle = m.cycle + 5; //player is immune to damage for 30 cycles // } else { // m.fieldCDcycle = m.cycle + 30; // // m.resetHistory(); // } // } else { // if (this.rewindCount !== 0) { // m.fieldCDcycle = m.cycle + 30; // m.resetHistory(); // this.rewindCount = 0; // simulation.wipe = function() { //set wipe to normal // ctx.clearRect(0, 0, canvas.width, canvas.height); // } // } // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists) // } // } // m.drawFieldMeter() // }, }, ], isShipMode: false, shipMode(thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92) { // m.shipMode() //thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92 if (!m.isShipMode) { //if wires remove them for (let i = 0; i < mob.length; i++) { if (!mob[i].freeOfWires) mob[i].freeOfWires = true } m.isShipMode = true // simulation.isCheating = true const points = [ { x: 29.979168754143455, y: 4.748337243898336 }, { x: 27.04503734408824, y: 13.7801138209198 }, { x: 21.462582474874278, y: 21.462582475257523 }, { x: 13.780113820536943, y: 27.045037344471485 }, { x: 4.74833724351507, y: 29.979168754526473 }, { x: -4.748337245049098, y: 29.979168754526473 }, { x: -13.780113822071026, y: 27.045037344471485 }, { x: -21.46258247640829, y: 21.462582475257523 }, { x: -27.045037345621797, y: 13.7801138209198 }, { x: -29.979168755677012, y: 4.748337243898336 }, { x: -29.979168755677012, y: -4.7483372446656045 }, { x: -27.045037345621797, y: -13.78011382168726 }, { x: -21.46258247640829, y: -21.462582476024817 }, { x: -13.780113822071026, y: -27.045037345239006 }, { x: -4.748337245049098, y: -29.97916875529422 }, { x: 4.74833724351507, y: -29.97916875529422 }, { x: 13.780113820536943, y: -27.045037345239006 }, { x: 21.462582474874278, y: -21.462582476024817 }, { x: 27.04503734408824, y: -13.78011382168726 }, { x: 29.979168754143455, y: -4.7483372446656045 } ] // Matter.Body.setVertices(player, Matter.Vertices.create(points, player)) // console.log(circle) player.parts.pop() player.parts.pop() player.parts.pop() player.parts.pop() // Matter.Body.setDensity(player, 0.01); //extra dense //normal is 0.001 //makes effective life much larger m.defaultMass = 30 Matter.Body.setMass(player, m.defaultMass); player.friction = 0.01 player.restitution = 0.2 // player.frictionStatic = 0.1 // Matter.Body.setInertia(player, Infinity); //disable rotation // const circle = Bodies.polygon(player.position.x, player.position.x, 30, 30) // player.parts[0] = circle // console.log(player.parts[0]) // Matter.Body.setVertices(player.parts[0], Matter.Vertices.create(points, player.parts[0])) // console.log(player.parts[0].vertices) m.spin = 0 // m.groundControl = () => {} //disable entering ground m.onGround = false playerOnGroundCheck = () => {} m.airControl = () => { //tank controls player.force.y -= player.mass * simulation.g; //undo gravity Matter.Body.setVelocity(player, { x: drag * player.velocity.x, y: drag * player.velocity.y }); if (input.up) { //forward thrust player.force.x += thrust * Math.cos(m.angle) * tech.squirrelJump player.force.y += thrust * Math.sin(m.angle) * tech.squirrelJump } else if (input.down) { player.force.x -= 0.6 * thrust * Math.cos(m.angle) player.force.y -= 0.6 * thrust * Math.sin(m.angle) } //rotation Matter.Body.setAngularVelocity(player, player.angularVelocity * rotationDrag) if (input.right) { player.torque += torque } else if (input.left) { player.torque -= torque } m.angle += m.spin m.angle = player.angle } level.playerExitCheck = () => { if ( player.position.x > level.exit.x && player.position.x < level.exit.x + 100 && player.position.y > level.exit.y - 150 && player.position.y < level.exit.y + 40 ) { level.nextLevel() } } m.move = () => { m.pos.x = player.position.x; m.pos.y = player.position.y; m.Vx = player.velocity.x; m.Vy = player.velocity.y; //tracks the last 10s of player information // console.log(m.history) m.history.splice(m.cycle % 600, 1, { position: { x: player.position.x, y: player.position.y, }, velocity: { x: player.velocity.x, y: player.velocity.y }, yOff: m.yOff, angle: m.angle, health: m.health, energy: m.energy, activeGun: b.activeGun }); } m.look = () => { //disable mouse aiming //always on mouse look // m.angle = Math.atan2( // simulation.mouseInGame.y - m.pos.y, // simulation.mouseInGame.x - m.pos.x // ); //smoothed mouse look translations const scale = 0.8; m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale; m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale; m.transX += (m.transSmoothX - m.transX) * 0.07; m.transY += (m.transSmoothY - m.transY) * 0.07; } simulation.camera = () => { const dx = simulation.mouse.x / window.innerWidth - 0.5 //x distance from mouse to window center scaled by window width const dy = simulation.mouse.y / window.innerHeight - 0.5 //y distance from mouse to window center scaled by window height const d = Math.max(dx * dx, dy * dy) simulation.edgeZoomOutSmooth = (1 + 4 * d * d) * 0.04 + simulation.edgeZoomOutSmooth * 0.96 ctx.save(); ctx.translate(canvas.width2, canvas.height2); //center ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate //calculate in game mouse position by undoing the zoom and translations simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX; simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY; } m.draw = () => { //just draw the circle ctx.save(); ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 ctx.translate(player.position.x, player.position.y); ctx.rotate(player.angle); //thrust if (input.up) { var grd2 = ctx.createLinearGradient(0, 0, -150, 0); // grd2.addColorStop(0, 'rgba(255, 255, 155, 0.8)'); // grd2.addColorStop(1, 'rgba(255, 200, 0, 0.1)'); grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)'); grd2.addColorStop(1, 'rgba(150, 200, 255, 0)'); ctx.fillStyle = grd2; ctx.beginPath(); ctx.moveTo(-18, -25); //10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5) ctx.lineTo(-18, 25); ctx.lineTo(-50 - 100 * Math.random(), 0); ctx.fill(); } else if (input.down) { var grd2 = ctx.createLinearGradient(0, 0, 80, 0); grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)'); grd2.addColorStop(1, 'rgba(150, 200, 255, 0)'); ctx.fillStyle = grd2; ctx.beginPath(); ctx.moveTo(20, -16); //10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5) ctx.lineTo(20, 16); ctx.lineTo(35 + 43 * Math.random(), 0); ctx.fill(); } //body ctx.beginPath(); ctx.arc(0, 0, 30, 0, 2 * Math.PI); let grd = ctx.createLinearGradient(-30, 0, 30, 0); grd.addColorStop(0, m.fillColorDark); grd.addColorStop(1, m.fillColor); ctx.fillStyle = grd; ctx.fill(); ctx.arc(15, 0, 4, 0, 2 * Math.PI); ctx.strokeStyle = "#333"; ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); } //fix collisions collisionChecks = (event) => { const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; i++) { //mob + (player,bullet,body) collisions for (let k = 0; k < mob.length; k++) { if (mob[k].alive && m.alive) { if (pairs[i].bodyA === mob[k]) { collideMob(pairs[i].bodyB); break; } else if (pairs[i].bodyB === mob[k]) { collideMob(pairs[i].bodyA); break; } function collideMob(obj) { //player + mob collision if ( m.immuneCycle < m.cycle && // (obj === playerBody || obj === playerHead) && (obj === player) && !(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned)) ) { mob[k].foundPlayer(); let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0 if (tech.isRewindAvoidDeath && m.energy > 0.66) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too m.damage(dmg); return } m.damage(dmg); if (tech.isPiezo) m.energy += 20.48; if (tech.isBayesian) powerUps.ejectTech() if (mob[k].onHit) mob[k].onHit(k); if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles //extra kick between player and mob //this section would be better with forces but they don't work... let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x); Matter.Body.setVelocity(player, { x: player.velocity.x + 8 * Math.cos(angle), y: player.velocity.y + 8 * Math.sin(angle) }); Matter.Body.setVelocity(mob[k], { x: mob[k].velocity.x - 8 * Math.cos(angle), y: mob[k].velocity.y - 8 * Math.sin(angle) }); if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].dropPowerUp && m.energy > 0.34 * m.maxEnergy) { m.energy -= 0.33 * m.maxEnergy m.immuneCycle = 0; //player doesn't go immune to collision damage mob[k].death(); simulation.drawList.push({ //add dmg to draw queue x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: dmg * 2000, color: "rgba(255,0,255,0.2)", time: simulation.drawTime }); } else { simulation.drawList.push({ //add dmg to draw queue x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: dmg * 500, color: simulation.mobDmgColor, time: simulation.drawTime }); } return; // } } //mob + bullet collisions if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) { obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity))) if (tech.isCrit && mob[k].isStunned) dmg *= 4 mob[k].foundPlayer(); mob[k].damage(dmg); simulation.drawList.push({ //add dmg to draw queue x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: Math.log(2 * dmg + 1.1) * 40, color: simulation.playerDmgColor, time: simulation.drawTime }); return; } //mob + body collisions if (obj.classType === "body" && obj.speed > 6) { const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)); if (v > 9) { let dmg = 0.05 * b.dmgScale * v * obj.mass * tech.throwChargeRate; if (mob[k].isShielded) dmg *= 0.35 mob[k].damage(dmg, true); if (tech.isBlockPowerUps && !mob[k].alive && mob[k].dropPowerUp) { let type = tech.isEnergyNoAmmo ? "heal" : "ammo" if (Math.random() < 0.4) { type = "heal" } else if (Math.random() < 0.3 && !tech.isSuperDeterminism) { type = "research" } powerUps.spawn(mob[k].position.x, mob[k].position.y, type); // for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {} } const stunTime = dmg / Math.sqrt(obj.mass) if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime)) if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer(); if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) { obj.hasFragmented = true; b.targetedNail(obj.position, tech.fragments * 4) } simulation.drawList.push({ x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: Math.log(2 * dmg + 1.1) * 40, color: simulation.playerDmgColor, time: simulation.drawTime }); return; } } } } } } } } }, };