// game Object ******************************************************** //********************************************************************* const simulation = { loop() {}, //main game loop, gets set to normal or testing loop normalLoop() { simulation.gravity(); Engine.update(engine, simulation.delta); simulation.wipe(); simulation.textLog(); if (m.onGround) { m.groundControl() } else { m.airControl() } m.move(); m.look(); simulation.checks(); simulation.camera(); level.custom(); powerUps.do(); mobs.draw(); simulation.draw.cons(); simulation.draw.body(); mobs.loop(); mobs.healthBar(); m.draw(); m.hold(); // v.draw(); //working on visibility work in progress level.customTopLayer(); simulation.draw.drawMapPath(); b.fire(); b.bulletRemove(); b.bulletDraw(); b.bulletDo(); simulation.drawCircle(); // simulation.clip(); ctx.restore(); simulation.drawCursor(); // simulation.pixelGraphics(); }, testingLoop() { simulation.gravity(); Engine.update(engine, simulation.delta); simulation.wipe(); simulation.textLog(); if (m.onGround) { m.groundControl() } else { m.airControl() } m.move(); m.look(); simulation.checks(); simulation.camera(); level.custom(); m.draw(); m.hold(); level.customTopLayer(); simulation.draw.wireFrame(); if (input.fire && m.fireCDcycle < m.cycle) { m.fireCDcycle = m.cycle + 15; //fire cooldown for (let i = 0, len = mob.length; i < len; i++) { if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) { console.log(mob[i]) } } } simulation.draw.cons(); simulation.draw.testing(); simulation.drawCircle(); simulation.constructCycle() ctx.restore(); simulation.testingOutput(); simulation.drawCursor(); }, isTimeSkipping: false, timeSkip(cycles = 60) { simulation.isTimeSkipping = true; for (let i = 0; i < cycles; i++) { simulation.cycle++; m.cycle++; simulation.gravity(); Engine.update(engine, simulation.delta); if (m.onGround) { m.groundControl() } else { m.airControl() } m.move(); simulation.checks(); mobs.loop(); // m.draw(); m.walk_cycle += m.flipLegs * m.Vx; m.hold(); b.fire(); b.bulletRemove(); b.bulletDo(); } simulation.isTimeSkipping = false; }, mouse: { x: canvas.width / 2, y: canvas.height / 2 }, mouseInGame: { x: 0, y: 0 }, g: 0.0024, // applies to player, bodies, and power ups (not mobs) onTitlePage: true, isCheating: false, paused: false, isChoosing: false, testing: false, //testing mode: shows wire frame and some variables cycle: 0, //total cycles, 60 per second fpsCap: null, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob isCommunityMaps: false, cyclePaused: 0, fallHeight: 5000, //below this y position the player dies lastTimeStamp: 0, //tracks time stamps for measuring delta delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input buttonCD: 0, isHorizontalFlipped: false, //makes some maps flipped horizontally levelsCleared: 0, difficultyMode: 2, //normal difficulty is 2 difficulty: 0, dmgScale: null, //set in levels.setDifficulty healScale: 1, accelScale: null, //set in levels.setDifficulty CDScale: null, //set in levels.setDifficulty isNoPowerUps: false, // dropFPS(cap = 40, time = 15) { // simulation.fpsCap = cap // simulation.fpsInterval = 1000 / simulation.fpsCap; // simulation.defaultFPSCycle = simulation.cycle + time // const normalFPS = function () { // if (simulation.defaultFPSCycle < simulation.cycle) { // simulation.fpsCap = 72 // simulation.fpsInterval = 1000 / simulation.fpsCap; // } else { // requestAnimationFrame(normalFPS); // } // }; // requestAnimationFrame(normalFPS); // }, // clip() { // }, pixelGraphics() { //copy current canvas pixel data let imgData = ctx.getImageData(0, 0, canvas.width, canvas.height); let data = imgData.data; //change pixel data // const off = 4 * Math.floor(x) + 4 * canvas.width * Math.floor(y); // multiple windows for (let i = data.length / 2; i < data.length; i += 4) { index = i % (canvas.width * canvas.height * 2) // + canvas.width*4*canvas.height data[i + 0] = data[index + 0]; // red data[i + 1] = data[index + 1]; // red data[i + 2] = data[index + 2]; // red data[i + 3] = data[index + 3]; // red } for (let x = 0; x < len; x++) { } // const startX = 2 * canvas.width + 2 * canvas.width * canvas.height // const endX = 4 * canvas.width + 4 * canvas.width * canvas.height // const startY = 2 * canvas.width + 2 * canvas.width * canvas.height // const endY = 4 * canvas.width + 4 * canvas.width * canvas.height // for (let x = startX; x < endX; x++) { // for (let y = startY; y < endY; y++) { // } // } //strange draw offset // const off = canvas.height * canvas.width * 4 / 2 // for (let index = 0; index < data.length; index += 4) { // data[index + 0] = data[index + 0 + off]; // red // data[index + 1] = data[index + 1 + off]; // red // data[index + 2] = data[index + 2 + off]; // red // data[index + 3] = data[index + 3 + off]; // red // } //change all pixels // for (let index = 0; index < data.length; index += 4) { // data[index + 0] = 255; // red // data[index + 1] = 255; // green // data[index + 2] = 255; // blue // data[index + 3] = 255; // alpha // } //change random pixels // for (let i = 0, len = Math.floor(data.length / 10); i < len; ++i) { // const index = Math.floor((Math.random() * data.length) / 4) * 4; // data[index + 0] = 255; // red // data[index + 1] = 0; // green // data[index + 2] = 0; // blue // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha // } // //change random pixels // for (let i = 0, len = Math.floor(data.length / 1000); i < len; ++i) { // const index = Math.floor((Math.random() * data.length) / 4) * 4; // // data[index] = data[index] ^ 255; // Invert Red // // data[index + 1] = data[index + 1] ^ 255; // Invert Green // // data[index + 2] = data[index + 2] ^ 255; // Invert Blue // data[index + 0] = 0; // red // data[index + 1] = 0; // green // data[index + 2] = 0; // blue // // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha // } //draw new pixel data to canvas ctx.putImageData(imgData, 0, 0); }, drawCursor() { const size = 10; ctx.beginPath(); ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y); ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y); ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size); ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size); ctx.lineWidth = 2; ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)' ctx.stroke(); // Draw it }, drawList: [], //so you can draw a first frame of explosions.. I know this is bad drawTime: 8, //how long circles are drawn. use to push into drawlist.time mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech playerDmgColor: "rgba(0,0,0,0.7)", //color when the player damages a mob drawCircle() { //draws a circle for two cycles, used for showing damage mostly let i = simulation.drawList.length; while (i--) { ctx.beginPath(); //draw circle ctx.arc(simulation.drawList[i].x, simulation.drawList[i].y, simulation.drawList[i].radius, 0, 2 * Math.PI); ctx.fillStyle = simulation.drawList[i].color; ctx.fill(); if (simulation.drawList[i].time) { simulation.drawList[i].time--; } else { if (!m.isBodiesAsleep) simulation.drawList.splice(i, 1); //remove when timer runs out } } }, circleFlare(dup, loops = 100) { boltNum = dup * 300 const bolts = [] colors = [powerUps.research.color, powerUps.ammo.color, powerUps.heal.color, powerUps.tech.color, powerUps.field.color, powerUps.gun.color] for (let i = 0; i < boltNum; ++i) { const mag = 6 + 20 * Math.random() const angle = 2 * Math.PI * Math.random() bolts.push({ x: m.pos.x, y: m.pos.y, Vx: mag * Math.cos(angle), Vy: mag * Math.sin(angle), color: colors[Math.floor(Math.random() * colors.length)] }) } let count = 0 loop = () => { //draw electricity if (count++ < loops) requestAnimationFrame(loop) for (let i = 0, len = bolts.length; i < len; ++i) { bolts[i].x += bolts[i].Vx bolts[i].y += bolts[i].Vy if (Math.random() < 0.2) { simulation.drawList.push({ x: bolts[i].x, y: bolts[i].y, radius: 1.5 + 5 * Math.random(), // color: "rgba(0,155,155,0.7)", color: bolts[i].color, time: Math.floor(9 + 25 * Math.random() * Math.random()) }); } } } requestAnimationFrame(loop) }, // lastLogTimeBig: 0, boldActiveGunHUD() { if (b.inventory.length > 0) { for (let i = 0, len = b.inventory.length; i < len; ++i) document.getElementById(b.inventory[i]).style.opacity = "0.3"; // document.getElementById(b.activeGun).style.fontSize = "30px"; if (document.getElementById(b.activeGun)) document.getElementById(b.activeGun).style.opacity = "1"; } if (tech.isEntanglement && document.getElementById("tech-entanglement")) { if (b.inventory[0] === b.activeGun) { let lessDamage = 1 for (let i = 0, len = b.inventory.length; i < len; i++) lessDamage *= 0.87 // 1 - 0.13 document.getElementById("tech-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%" } else { document.getElementById("tech-entanglement").innerHTML = " 0%" } } }, updateGunHUD() { for (let i = 0, len = b.inventory.length; i < len; ++i) { document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo; } }, makeGunHUD() { //remove all nodes const myNode = document.getElementById("guns"); while (myNode.firstChild) { myNode.removeChild(myNode.firstChild); } //add nodes for (let i = 0, len = b.inventory.length; i < len; ++i) { const node = document.createElement("div"); node.setAttribute("id", b.inventory[i]); let textnode = document.createTextNode(b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo); node.appendChild(textnode); document.getElementById("guns").appendChild(node); } simulation.boldActiveGunHUD(); }, updateTechHUD() { let text = "" for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech if (tech.tech[i].isLost) { if (text) text += "
" //add a new line, but not on the first line text += `${tech.tech[i].name}` } else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) { if (text) text += "
" //add a new line, but not on the first line text += tech.tech[i].name if (tech.tech[i].nameInfo) { text += tech.tech[i].nameInfo tech.tech[i].addNameInfo(); } if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)` } } document.getElementById("tech").innerHTML = text }, lastLogTime: 0, isTextLogOpen: true, // // SVGleftMouse: ' ', // SVGrightMouse: ' ', makeTextLog(text, time = 240) { if (simulation.isTextLogOpen && !build.isExperimentSelection) { if (simulation.lastLogTime > m.cycle) { //if there is an older message document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '
' + text; simulation.lastLogTime = m.cycle + time; } else { document.getElementById("text-log").innerHTML = text; document.getElementById("text-log").style.opacity = 1; simulation.lastLogTime = m.cycle + time; } } }, textLog() { if (simulation.lastLogTime && simulation.lastLogTime < m.cycle) { simulation.lastLogTime = 0; // document.getElementById("text-log").innerHTML = " "; document.getElementById("text-log").style.opacity = 0; } }, nextGun() { if (b.inventory.length > 1 && !tech.isGunCycle) { b.inventoryGun++; if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0; simulation.switchGun(); } }, previousGun() { if (b.inventory.length > 1 && !tech.isGunCycle) { b.inventoryGun--; if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1; simulation.switchGun(); } }, switchGun() { if (tech.isLongitudinal && b.guns[b.activeGun].name === "matter wave") { for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "matter wave") { b.guns[i].waves = []; //empty array of wave bullets break; } } } if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns b.activeGun = b.inventory[b.inventoryGun]; if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0 simulation.updateGunHUD(); simulation.boldActiveGunHUD(); }, zoom: null, zoomScale: 1000, isAutoZoom: true, setZoom(zoomScale = simulation.zoomScale) { //use in window resize in index.js simulation.zoomScale = zoomScale simulation.zoom = canvas.height / zoomScale; //sets starting zoom scale }, zoomTransition(newZoomScale, step = 2) { if (simulation.isAutoZoom) { const isBigger = (newZoomScale - simulation.zoomScale > 0) ? true : false; requestAnimationFrame(zLoop); const currentLevel = level.onLevel function zLoop() { if (currentLevel !== level.onLevel || simulation.isAutoZoom === false) return //stop the zoom if player goes to a new level if (isBigger) { simulation.zoomScale += step if (simulation.zoomScale >= newZoomScale) { simulation.setZoom(newZoomScale); return } } else { simulation.zoomScale -= step if (simulation.zoomScale <= newZoomScale) { simulation.setZoom(newZoomScale); return } } simulation.setZoom(); requestAnimationFrame(zLoop); } } }, zoomInFactor: 0, startZoomIn(time = 180) { simulation.zoom = 0; let count = 0; requestAnimationFrame(zLoop); function zLoop() { simulation.zoom += canvas.height / simulation.zoomScale / time; count++; if (count < time) { requestAnimationFrame(zLoop); } else { simulation.setZoom(); } } }, noCameraScroll() { //makes the camera not scroll after changing locations //only works if velocity is zero m.pos.x = player.position.x; m.pos.y = playerBody.position.y - m.yOff; 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) * 1; m.transY += (m.transSmoothY - m.transY) * 1; }, edgeZoomOutSmooth: 1, camera() { //zoom out when mouse gets near the edge of the window 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; }, restoreCamera() { ctx.restore(); }, trails() { const swapPeriod = 150 const len = 30 for (let i = 0; i < len; i++) { setTimeout(function() { simulation.wipe = function() { //set wipe to have trails ctx.fillStyle = `rgba(221,221,221,${i*i*0.0005 +0.0025})`; ctx.fillRect(0, 0, canvas.width, canvas.height); } }, (i) * swapPeriod); } setTimeout(function() { simulation.wipe = function() { //set wipe to normal ctx.clearRect(0, 0, canvas.width, canvas.height); } }, len * swapPeriod); }, wipe() { ctx.clearRect(0, 0, canvas.width, canvas.height); }, gravity() { function addGravity(bodies, magnitude) { for (var i = 0; i < bodies.length; i++) { bodies[i].force.y += bodies[i].mass * magnitude; } } addGravity(powerUp, simulation.g); addGravity(body, simulation.g); player.force.y += player.mass * simulation.g; }, firstRun: true, splashReturn() { simulation.clearTimeouts(); simulation.onTitlePage = true; document.getElementById("splash").onclick = function() { simulation.startGame(); }; // document.getElementById("choose-grid").style.display = "none" document.getElementById("choose-grid").style.visibility = "hidden" document.getElementById("choose-grid").style.opacity = "0" document.getElementById("choose-background").style.visibility = "hidden" document.getElementById("choose-background").style.opacity = "0" document.getElementById("info").style.display = "inline"; document.getElementById("info").style.opacity = "0"; document.getElementById("experiment-button").style.display = "inline" document.getElementById("experiment-button").style.opacity = "0"; document.getElementById("experiment-grid").style.display = "none" document.getElementById("pause-grid-left").style.display = "none" document.getElementById("pause-grid-right").style.display = "none" document.getElementById("splash").style.display = "inline"; document.getElementById("splash").style.opacity = "0"; document.getElementById("dmg").style.display = "none"; document.getElementById("health-bg").style.display = "none"; document.body.style.cursor = "auto"; setTimeout(() => { document.getElementById("experiment-button").style.opacity = "1"; document.getElementById("info").style.opacity = "1"; document.getElementById("splash").style.opacity = "1"; }, 200); }, fpsInterval: 0, //set in startGame then: null, introPlayer() { //not work, but trying to show player in the intro screen setTimeout(() => { document.getElementById("info").style.display = "none"; document.getElementById("splash").style.display = "none"; //hides the element that spawned the function simulation.clearMap() m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech m.spawn(); //spawns the player m.look = m.lookDefault //level level.testing(); //not in rotation, used for testing //load level simulation.setZoom(); level.addToWorld(); //add bodies to game engine simulation.draw.setPaths(); function cycle() { simulation.gravity(); Engine.update(engine, simulation.delta); simulation.wipe(); if (m.onGround) { m.groundControl() } else { m.airControl() } m.move(); // m.look(); // simulation.camera(); m.draw(); m.hold(); simulation.draw.drawMapPath(); ctx.restore(); if (simulation.onTitlePage) requestAnimationFrame(cycle); } requestAnimationFrame(cycle) }, 1000); }, startGame(isBuildRun = false) { simulation.clearMap() if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener document.body.style.cursor = "none"; document.body.style.overflow = "hidden" } simulation.onTitlePage = false; // document.getElementById("choose-grid").style.display = "none" document.getElementById("choose-grid").style.visibility = "hidden" document.getElementById("choose-grid").style.opacity = "0" document.getElementById("experiment-grid").style.display = "none" document.getElementById("info").style.display = "none"; document.getElementById("experiment-button").style.display = "none"; // document.getElementById("experiment-button").style.opacity = "0"; document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once document.getElementById("splash").style.display = "none"; //hides the element that spawned the function document.getElementById("dmg").style.display = "inline"; document.getElementById("health-bg").style.display = "inline"; ctx.globalCompositeOperation = "source-over" ctx.shadowBlur = 0; // ctx.shadowColor = '#000'; if (!m.isShipMode) { m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech m.spawn(); //spawns the player m.look = m.lookDefault } else { Composite.add(engine.world, [player]) } level.populateLevels() input.endKeySensing(); b.removeAllGuns(); simulation.isNoPowerUps = false; tech.setupAllTech(); //sets tech to default values tech.cancelCount = 0; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod() if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod() } tech.dynamoBotCount = 0; tech.nailBotCount = 0; tech.laserBotCount = 0; tech.orbitBotCount = 0; tech.foamBotCount = 0; tech.boomBotCount = 0; tech.plasmaBotCount = 0; tech.missileBotCount = 0; simulation.isChoosing = false; b.setFireMethod() b.setFireCD(); // simulation.updateTechHUD(); powerUps.tech.choiceLog = [] powerUps.totalPowerUps = 0; powerUps.research.count = 0; m.setFillColors(); // m.maxHealth = 1 // m.maxEnergy = 1 // m.energy = 1 input.isPauseKeyReady = true simulation.wipe = function() { //set wipe to normal ctx.clearRect(0, 0, canvas.width, canvas.height); } m.hole.isOn = false simulation.paused = false; engine.timing.timeScale = 1; simulation.fpsCap = simulation.fpsCapDefault; simulation.isAutoZoom = true; simulation.makeGunHUD(); simulation.lastLogTime = 0; level.onLevel = 0; level.levelsCleared = 0; //resetting difficulty // simulation.difficulty = 0; level.setDifficulty() simulation.difficultyMode = Number(document.getElementById("difficulty-select").value) simulation.clearNow = true; document.getElementById("text-log").style.opacity = 0; document.getElementById("fade-out").style.opacity = 0; document.title = "n-gon"; // simulation.makeTextLog(`input.key.up: ["${input.key.up}", "ArrowUp"]`); // simulation.makeTextLog(`input.key.left: ["${input.key.left}", "ArrowLeft"]`); // simulation.makeTextLog(`input.key.down: ["${input.key.down}", "ArrowDown"]`); // simulation.makeTextLog(`input.key.right: ["${input.key.right}", "ArrowRight"]`); simulation.makeTextLog(`const engine = Engine.create(); //simulation begin`); simulation.makeTextLog(`engine.timing.timeScale = 1`); // simulation.makeTextLog(`input.key.field: ["${input.key.field}", "MouseRight"]`); document.getElementById("health").style.display = "inline" document.getElementById("health-bg").style.display = "inline" m.alive = true; m.setMaxHealth() m.health = 0; m.addHealth(0.25) m.drop(); m.holdingTarget = null //set to default field tech.healMaxEnergyBonus = 0 m.setMaxEnergy(); m.energy = 0 // simulation.makeTextLog(`${simulation.SVGrightMouse} ${m.fieldUpgrades[m.fieldMode].name}

${m.fieldUpgrades[m.fieldMode].description}`, 600); // simulation.makeTextLog(` // input.key.up = ["${input.key.up}", "ArrowUp"] //
input.key.left = ["${input.key.left}", "ArrowLeft"] //
input.key.down = ["${input.key.down}", "ArrowDown"] //
input.key.right = ["${input.key.right}", "ArrowRight"] //
//
m.fieldMode = "${m.fieldUpgrades[m.fieldMode].name}" //
input.key.field = ["${input.key.field}", "right mouse"] //
m.field.description = "${m.fieldUpgrades[m.fieldMode].description}" // `, 800); m.setField(0) // m.energy = 0; //exit testing if (simulation.testing) { simulation.testing = false; simulation.loop = simulation.normalLoop if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'none' } simulation.isCheating = false simulation.firstRun = false; build.hasExperimentalMode = false build.isExperimentSelection = false; build.isExperimentRun = false; //setup FPS cap simulation.fpsInterval = 1000 / simulation.fpsCap; simulation.then = Date.now(); requestAnimationFrame(cycle); //starts game loop }, clearTimeouts() { let id = window.setTimeout(function() {}, 0); while (id--) { window.clearTimeout(id); // will do nothing if no timeout with id is present } }, clearNow: false, clearMap() { if (m.alive) { if (tech.isLongitudinal) { for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "matter wave") { b.guns[i].waves = []; //empty array of wave bullets break; } } } let count = 0; for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map if (bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") count++ } for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine if (b.guns[i].name === "mine") { if (tech.isCrouchAmmo) count = Math.ceil(count / 2) b.guns[i].ammo += count simulation.updateGunHUD(); break; } } if (tech.isMutualism && !tech.isEnergyHealth) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].isMutualismActive) { m.health += 0.005 + 0.005 * tech.isSporeWorm if (m.health > m.maxHealth) m.health = m.maxHealth; m.displayHealth(); } } } if (tech.isEndLevelPowerUp) { for (let i = 0; i < powerUp.length; i++) { if (powerUp[i].name === "tech") { tech.giveTech() } else if (powerUp[i].name === "gun") { if (!tech.isOneGun) b.giveGuns("random") } else if (powerUp[i].name === "field") { if (m.fieldMode === 0) m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //pick a random field, but not field 0 } else { powerUp[i].effect(); } } } } powerUps.totalPowerUps = powerUp.length let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted tech.deathSpawnsFromBoss = 0; simulation.fallHeight = 3000; m.fireCDcycle = 0 m.drop(); m.hole.isOn = false; level.zones = []; simulation.drawList = []; function removeAll(array) { // for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]); for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]); } removeAll(map); map = []; removeAll(body); body = []; removeAll(mob); mob = []; removeAll(powerUp); powerUp = []; removeAll(cons); cons = []; removeAll(consBB); consBB = []; removeAll(bullet); bullet = []; removeAll(composite); composite = []; // if player was holding something this makes a new copy to hold if (holdTarget && m.alive) { len = body.length; body[len] = Matter.Bodies.fromVertices(0, 0, holdTarget.vertices, { friction: holdTarget.friction, frictionAir: holdTarget.frictionAir, frictionStatic: holdTarget.frictionStatic }); Matter.Body.setPosition(body[len], m.pos); m.isHolding = true m.holdingTarget = body[len]; m.holdingTarget.collisionFilter.category = 0; m.holdingTarget.collisionFilter.mask = 0; m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale) } //set fps back to default simulation.fpsCap = simulation.fpsCapDefault simulation.fpsInterval = 1000 / simulation.fpsCap; }, // getCoords: { // //used when building maps, outputs a draw rect command to console, only works in testing mode // pos1: { // x: 0, // y: 0 // }, // pos2: { // x: 0, // y: 0 // }, // out() { // if (keys[49]) { // simulation.getCoords.pos1.x = Math.round(simulation.mouseInGame.x / 25) * 25; // simulation.getCoords.pos1.y = Math.round(simulation.mouseInGame.y / 25) * 25; // } // if (keys[50]) { // //press 1 in the top left; press 2 in the bottom right;copy command from console // simulation.getCoords.pos2.x = Math.round(simulation.mouseInGame.x / 25) * 25; // simulation.getCoords.pos2.y = Math.round(simulation.mouseInGame.y / 25) * 25; // window.getSelection().removeAllRanges(); // var range = document.createRange(); // range.selectNode(document.getElementById("test")); // window.getSelection().addRange(range); // document.execCommand("copy"); // window.getSelection().removeAllRanges(); // console.log(`spawn.mapRect(${simulation.getCoords.pos1.x}, ${simulation.getCoords.pos1.y}, ${simulation.getCoords.pos2.x - simulation.getCoords.pos1.x}, ${simulation.getCoords.pos2.y - simulation.getCoords.pos1.y}); //`); // } // } // }, checks() { if (!(simulation.cycle % 60) && !m.isBodiesAsleep) { //once a second //energy overfill if (m.energy > m.maxEnergy) m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25% if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) { if (tech.isFlipFlopOn) { if (m.immuneCycle < m.cycle) m.energy += 0.2; } else { m.energy -= 0.01; if (m.energy < 0) m.energy = 0 } } if (tech.relayIce && tech.isFlipFlopOn) { for (let j = 0; j < tech.relayIce; j++) { for (let i = 0, len = Math.ceil(9 * Math.random()); i < len; i++) b.iceIX(2) } } if (m.pos.y > simulation.fallHeight) { // if 4000px deep Matter.Body.setVelocity(player, { x: 0, y: 0 }); Matter.Body.setPosition(player, { x: level.enter.x + 50, y: level.enter.y - 20 }); // move bots for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType) { Matter.Body.setPosition(bullet[i], Vector.add(player.position, { x: 250 * (Math.random() - 0.5), y: 250 * (Math.random() - 0.5) })); Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 }); } } m.damage(0.1 * simulation.difficultyMode); m.energy -= 0.1 * simulation.difficultyMode } // if (tech.isEnergyDamage) { // document.getElementById("tech-capacitor").innerHTML = `(+${(m.energy/0.05).toFixed(0)}%)` // } // if (tech.restDamage) { // if (player.speed < 1) { // document.getElementById("tech-rest").innerHTML = `(+20%)` // } else { // document.getElementById("tech-rest").innerHTML = `(+0%)` // } // } if (m.lastKillCycle + 300 > simulation.cycle) { //effects active for 5 seconds after killing a mob if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05 if (tech.isHealthRecovery) m.addHealth(0.01 * m.maxHealth) } if (!(simulation.cycle % 420)) { //once every 7 seconds if (tech.isZeno) { m.health *= 0.9 m.displayHealth(); } if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles fallCheck = function(who, save = false) { let i = who.length; while (i--) { if (who[i].position.y > simulation.fallHeight) { if (save) { Matter.Body.setVelocity(who[i], { x: 0, y: 0 }); Matter.Body.setPosition(who[i], { x: level.exit.x + 30 * (Math.random() - 0.5), y: level.exit.y + 30 * (Math.random() - 0.5) }); } else { Matter.Composite.remove(engine.world, who[i]); who.splice(i, 1); } } } }; fallCheck(mob); fallCheck(body); fallCheck(powerUp, true); //check for double crouch //crouch playerHead.position.y - player.position.y = 9.7 //positive //standing playerHead.position.y - player.position.y = -30 //negative // m.undoCrouch() // if (!m.crouch && ((playerHead.position.y - player.position.y) > 0)) { // Matter.Body.translate(playerHead, { // x: 0, // y: 40 // }); // } else if (m.crouch && ((playerHead.position.y - player.position.y) > 10)) { // Matter.Body.translate(playerHead, { // x: 0, // y: 40 // }); // } } } }, testingOutput() { ctx.fillStyle = "#000"; ctx.textAlign = "center"; ctx.fillText(`(${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})`, simulation.mouse.x, simulation.mouse.y - 20); }, draw: { // powerUp() { //is set by Bayesian tech // // ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6; // // for (let i = 0, len = powerUp.length; i < len; ++i) { // // ctx.beginPath(); // // ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI); // // ctx.fillStyle = powerUp[i].color; // // ctx.fill(); // // } // // ctx.globalAlpha = 1; // }, // powerUpNormal() { //back up in case power up draw gets changed // ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6; // for (let i = 0, len = powerUp.length; i < len; ++i) { // ctx.beginPath(); // ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI); // ctx.fillStyle = powerUp[i].color; // ctx.fill(); // } // ctx.globalAlpha = 1; // }, // powerUpBonus() { //draws crackle effect for bonus power ups // ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6; // for (let i = 0, len = powerUp.length; i < len; ++i) { // ctx.beginPath(); // ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI); // ctx.fillStyle = powerUp[i].color; // ctx.fill(); // } // ctx.globalAlpha = 1; // for (let i = 0, len = powerUp.length; i < len; ++i) { // if (powerUp[i].isDuplicated && Math.random() < 0.1) { // //draw electricity // const mag = 5 + powerUp[i].size / 5 // let unit = Vector.rotate({ // x: mag, // y: mag // }, 2 * Math.PI * Math.random()) // let path = { // x: powerUp[i].position.x + unit.x, // y: powerUp[i].position.y + unit.y // } // ctx.beginPath(); // ctx.moveTo(path.x, path.y); // for (let i = 0; i < 6; i++) { // unit = Vector.rotate(unit, 3 * (Math.random() - 0.5)) // path = Vector.add(path, unit) // ctx.lineTo(path.x, path.y); // } // ctx.lineWidth = 0.5 + 2 * Math.random(); // ctx.strokeStyle = "#000" // ctx.stroke(); // } // } // }, // map: function() { // ctx.beginPath(); // for (let i = 0, len = map.length; i < len; ++i) { // let vertices = map[i].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 = "#444"; // ctx.fill(); // }, mapPath: null, //holds the path for the map to speed up drawing setPaths() { //runs at each new level to store the path for the map since the map doesn't change simulation.draw.mapPath = new Path2D(); for (let i = 0, len = map.length; i < len; ++i) { let vertices = map[i].vertices; simulation.draw.mapPath.moveTo(vertices[0].x, vertices[0].y); for (let j = 1; j < vertices.length; j += 1) { simulation.draw.mapPath.lineTo(vertices[j].x, vertices[j].y); } simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y); } }, drawMapPath() { ctx.fillStyle = color.map; ctx.fill(simulation.draw.mapPath); }, body() { ctx.beginPath(); for (let i = 0, len = body.length; i < len; ++i) { let vertices = body[i].vertices; ctx.moveTo(vertices[0].x, vertices[0].y); for (let j = 1; j < vertices.length; j++) { ctx.lineTo(vertices[j].x, vertices[j].y); } ctx.lineTo(vertices[0].x, vertices[0].y); } ctx.lineWidth = 2; ctx.fillStyle = color.block; ctx.fill(); ctx.strokeStyle = color.blockS; ctx.stroke(); }, cons() { ctx.beginPath(); for (let i = 0, len = cons.length; i < len; ++i) { ctx.moveTo(cons[i].pointA.x, cons[i].pointA.y); // ctx.lineTo(cons[i].bodyB.position.x, cons[i].bodyB.position.y); ctx.lineTo(cons[i].bodyB.position.x + cons[i].pointB.x, cons[i].bodyB.position.y + cons[i].pointB.y); } for (let i = 0, len = consBB.length; i < len; ++i) { ctx.moveTo(consBB[i].bodyA.position.x, consBB[i].bodyA.position.y); ctx.lineTo(consBB[i].bodyB.position.x, consBB[i].bodyB.position.y); } ctx.lineWidth = 2; // ctx.strokeStyle = "#999"; ctx.strokeStyle = "rgba(0,0,0,0.15)"; ctx.stroke(); }, wireFrame() { // ctx.textAlign = "center"; // ctx.textBaseline = "middle"; // ctx.fillStyle = "#999"; const bodies = Composite.allBodies(engine.world); ctx.beginPath(); for (let i = 0; i < bodies.length; ++i) { //ctx.fillText(bodies[i].id,bodies[i].position.x,bodies[i].position.y); //shows the id of every body let vertices = bodies[i].vertices; ctx.moveTo(vertices[0].x, vertices[0].y); for (let j = 1; j < vertices.length; j++) { ctx.lineTo(vertices[j].x, vertices[j].y); } ctx.lineTo(vertices[0].x, vertices[0].y); } ctx.lineWidth = 1; ctx.strokeStyle = "#000"; ctx.stroke(); }, testing() { //jump ctx.beginPath(); let bodyDraw = jumpSensor.vertices; ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y); for (let j = 1; j < bodyDraw.length; ++j) { ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y); } ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y); ctx.fillStyle = "rgba(255, 0, 0, 0.5)"; ctx.fill(); // ctx.strokeStyle = "#000"; // ctx.stroke(); //main body ctx.beginPath(); bodyDraw = playerBody.vertices; ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y); for (let j = 1; j < bodyDraw.length; ++j) { ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y); } ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y); ctx.fillStyle = "rgba(0, 255, 255, 0.25)"; ctx.fill(); // ctx.stroke(); //head ctx.beginPath(); bodyDraw = playerHead.vertices; ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y); for (let j = 1; j < bodyDraw.length; ++j) { ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y); } ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y); ctx.fillStyle = "rgba(255, 255, 0, 0.4)"; ctx.fill(); // ctx.stroke(); //head sensor ctx.beginPath(); bodyDraw = headSensor.vertices; ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y); for (let j = 1; j < bodyDraw.length; ++j) { ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y); } ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y); ctx.fillStyle = "rgba(0, 0, 255, 0.25)"; ctx.fill(); // ctx.stroke(); } }, checkLineIntersection(v1, v1End, v2, v2End) { // if the lines intersect, the result contains the x and y of the intersection (treating the lines as infinite) and booleans for whether line segment 1 or line segment 2 contain the point let denominator, a, b, numerator1, numerator2; let result = { x: null, y: null, onLine1: false, onLine2: false }; denominator = (v2End.y - v2.y) * (v1End.x - v1.x) - (v2End.x - v2.x) * (v1End.y - v1.y); if (denominator == 0) { return result; } a = v1.y - v2.y; b = v1.x - v2.x; numerator1 = (v2End.x - v2.x) * a - (v2End.y - v2.y) * b; numerator2 = (v1End.x - v1.x) * a - (v1End.y - v1.y) * b; a = numerator1 / denominator; b = numerator2 / denominator; // if we cast these lines infinitely in both directions, they intersect here: result.x = v1.x + a * (v1End.x - v1.x); result.y = v1.y + a * (v1End.y - v1.y); // if line1 is a segment and line2 is infinite, they intersect if: if (a > 0 && a < 1) result.onLine1 = true; // if line2 is a segment and line1 is infinite, they intersect if: if (b > 0 && b < 1) result.onLine2 = true; // if line1 and line2 are segments, they intersect if both of the above are true return result; }, constructMouseDownPosition: { x: 0, y: 0 }, constructMapString: [], constructCycle() { if (simulation.isConstructionMode && simulation.constructMouseDownPosition) { function round(num, round = 25) { return Math.ceil(num / round) * round; } const x = round(simulation.constructMouseDownPosition.x) const y = round(simulation.constructMouseDownPosition.y) const dx = Math.max(25, round(simulation.mouseInGame.x) - x) const dy = Math.max(25, round(simulation.mouseInGame.y) - y) ctx.strokeStyle = "#000" ctx.lineWidth = 2; ctx.strokeRect(x, y, dx, dy); } }, enableConstructMode() { level.isProcedural = false //this is set to be true in levels like labs that need x+ and y+ in front of positions simulation.isConstructionMode = true; simulation.isHorizontalFlipped = false; simulation.isAutoZoom = false; simulation.zoomScale = 2600; simulation.setZoom(); document.body.addEventListener("mouseup", (e) => { if (simulation.testing && simulation.constructMouseDownPosition) { function round(num, round = 25) { return Math.ceil(num / round) * round; } //clean up positions const x = round(simulation.constructMouseDownPosition.x) const y = round(simulation.constructMouseDownPosition.y) const dx = Math.max(25, round(simulation.mouseInGame.x) - x) const dy = Math.max(25, round(simulation.mouseInGame.y) - y) if (e.which === 2) { if (level.isProcedural) { simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y},0.5);`); } else { simulation.outputMapString(`spawn.randomMob(${x}, ${y},0.5);`); } } else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive if (e.which === 1) { //add map if (level.isProcedural) { simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});`); } else { simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});`); } //see map in world spawn.mapRect(x, y, dx, dy); len = map.length - 1 map[len].collisionFilter.category = cat.map; map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet; Matter.Body.setStatic(map[len], true); //make static Composite.add(engine.world, map[len]); //add to world simulation.draw.setPaths() //update map graphics } else if (e.which === 3) { //add body if (level.isProcedural) { simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});`); } else { simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`); } //see map in world spawn.bodyRect(x, y, dx, dy); len = body.length - 1 body[len].collisionFilter.category = cat.body; body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet Composite.add(engine.world, body[len]); //add to world body[len].classType = "body" } } } simulation.constructMouseDownPosition.x = undefined simulation.constructMouseDownPosition.y = undefined }); simulation.constructMouseDownPosition.x = undefined simulation.constructMouseDownPosition.y = undefined document.body.addEventListener("mousedown", (e) => { if (simulation.testing) { simulation.constructMouseDownPosition.x = simulation.mouseInGame.x simulation.constructMouseDownPosition.y = simulation.mouseInGame.y } }); document.body.addEventListener("keydown", (e) => { // e.keyCode z=90 m=77 b=66 shift = 16 c = 67 if (simulation.testing && e.keyCode === 90 && simulation.constructMapString.length) { if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'm') { //remove map from current level const index = map.length - 1 Matter.Composite.remove(engine.world, map[index]); map.splice(index, 1); simulation.draw.setPaths() //update map graphics } else if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'b') { //remove body from current level const index = body.length - 1 Matter.Composite.remove(engine.world, body[index]); body.splice(index, 1); } simulation.constructMapString.pop(); simulation.outputMapString(); } }); }, outputMapString(string) { if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array let out = "" //combine set of map strings to one string let outHTML = "" for (let i = 0, len = simulation.constructMapString.length; i < len; i++) { out += simulation.constructMapString[i]; outHTML += "
" + simulation.constructMapString[i] + "
" } console.log(out) navigator.clipboard.writeText(out).then(function() { /* clipboard successfully set */ }, function() { /* clipboard write failed */ console.log('copy failed') }); document.getElementById("construct").innerHTML = outHTML }, // copyToClipBoard(value) { // // Create a fake textarea // const textAreaEle = document.createElement('textarea'); // // Reset styles // textAreaEle.style.border = '0'; // textAreaEle.style.padding = '0'; // textAreaEle.style.margin = '0'; // // Set the absolute position // // User won't see the element // textAreaEle.style.position = 'absolute'; // textAreaEle.style.left = '-9999px'; // textAreaEle.style.top = `0px`; // // Set the value // textAreaEle.value = value // // Append the textarea to body // document.body.appendChild(textAreaEle); // // Focus and select the text // textAreaEle.focus(); // textAreaEle.select(); // // Execute the "copy" command // try { // document.execCommand('copy'); // } catch (err) { // // Unable to copy // console.log(err) // } finally { // // Remove the textarea // document.body.removeChild(textAreaEle); // } // }, };