//matter.js *********************************************************** // module aliases const Engine = Matter.Engine, World = Matter.World, Events = Matter.Events, Composites = Matter.Composites, Composite = Matter.Composite, Constraint = Matter.Constraint, Vertices = Matter.Vertices, Query = Matter.Query, Body = Matter.Body, Bodies = Matter.Bodies, Vector = Matter.Vector; // create an engine const engine = Engine.create(); engine.world.gravity.scale = 0; //turn off gravity (it's added back in later) // engine.velocityIterations = 100 // engine.positionIterations = 100 // engine.enableSleeping = true // matter events function playerOnGroundCheck(event) { //runs on collisions events function enter() { m.numTouching++; if (!m.onGround) { m.onGround = true; if (m.crouch) { if (m.checkHeadClear()) { m.undoCrouch(); } else { m.yOffGoal = m.yOffWhen.crouch; } } else { //sets a hard land where player stays in a crouch for a bit and can't jump //crouch is forced in groundControl below const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something if (momentum > 130) { m.doCrouch(); m.yOff = m.yOffWhen.jump; m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40) } else { m.yOffGoal = m.yOffWhen.stand; } } } } const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; ++i) { let pair = pairs[i]; if (pair.bodyA === jumpSensor) { m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump if (m.standingOn.alive !== true) enter(); } else if (pair.bodyB === jumpSensor) { m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump if (m.standingOn.alive !== true) enter(); } } m.numTouching = 0; } function playerOffGroundCheck(event) { //runs on collisions events const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; ++i) { if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) { if (m.onGround && m.numTouching === 0) { m.onGround = false; m.hardLandCD = 0 // disable hard landing if (m.checkHeadClear()) { if (m.crouch) { m.undoCrouch(); } m.yOffGoal = m.yOffWhen.jump; } } } } } function 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 } if (tech.isFlipFlop) { if (tech.isFlipFlopOn) { tech.isFlipFlopOn = false if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = OFF` m.eyeFillColor = 'transparent' if (!tech.isFlipFlopHarm) m.damage(dmg); } else { tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = ON` m.eyeFillColor = m.fieldMeterColor //'#0cf' m.damage(dmg); } } else { m.damage(dmg); //normal damage } if (tech.isCollisionRealitySwitch) { m.switchWorlds() simulation.trails() simulation.makeTextLog(`simulation.amplitude = ${Math.random()}`); } if (tech.isPiezo) m.energy += 20.48; if (tech.isStimulatedEmission) powerUps.ejectTech() if (mob[k].onHit) mob[k].onHit(k); 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].isDropPowerUp && 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; // } } else { //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 = 0.075 * b.dmgScale * v * obj.mass * tech.throwChargeRate; if (mob[k].isShielded) dmg *= 0.6 mob[k].damage(dmg, true); if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp) { let type = tech.isEnergyNoAmmo ? "heal" : "ammo" if (Math.random() < 0.4) { type = "heal" } else if (Math.random() < 0.23 && !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], 60 + 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; } } } } } } } } //determine if player is on the ground Events.on(engine, "collisionStart", function(event) { playerOnGroundCheck(event); // playerHeadCheck(event); collisionChecks(event); }); Events.on(engine, "collisionActive", function(event) { playerOnGroundCheck(event); // playerHeadCheck(event); }); Events.on(engine, "collisionEnd", function(event) { playerOffGroundCheck(event); });