//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() { mech.numTouching++; if (!mech.onGround) mech.enterLand(); } const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; ++i) { let pair = pairs[i]; if (pair.bodyA === jumpSensor) { mech.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump if (mech.standingOn.alive !== true) enter(); } else if (pair.bodyB === jumpSensor) { mech.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump if (mech.standingOn.alive !== true) enter(); } } mech.numTouching = 0; } function playerOffGroundCheck(event) { //runs on collisions events function enter() { if (mech.onGround && mech.numTouching === 0) mech.enterAir(); } const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; ++i) { if (pairs[i].bodyA === jumpSensor) { enter(); } else if (pairs[i].bodyB === jumpSensor) { enter(); } } } function playerHeadCheck(event) { //runs on collisions events if (mech.crouch) { mech.isHeadClear = true; const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; ++i) { if (pairs[i].bodyA === headSensor) { mech.isHeadClear = false; } else if (pairs[i].bodyB === headSensor) { mech.isHeadClear = false; } } } } function collisionChecks(event) { const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; i++) { // //map + bullet collisions // if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) { // collideBulletStatic(pairs[i].bodyB) // } else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) { // collideBulletStatic(pairs[i].bodyA) // } // //triggers when the bullets hits something static // function collideBulletStatic(obj, speedThreshold = 12, massThreshold = 2) { // if (obj.onWallHit) obj.onWallHit(); // } //body + player collision if (game.isBodyDamage) { if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) { collidePlayer(pairs[i].bodyB) } else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) { collidePlayer(pairs[i].bodyA) } } function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) { //player dmg from hitting a body if ( obj.classType === "body" && obj.speed > speedThreshold && obj.mass > massThreshold && (obj.velocity.y > 0 || player.velocity.y > 0) ) { const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity)); if (v > speedThreshold && mech.collisionImmuneCycle < mech.cycle) { mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01; dmg = Math.min(Math.max(dmg, 0.02), 0.15); mech.damage(dmg); game.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: game.mobDmgColor, time: game.drawTime }); return; } } } //mob + (player,bullet,body) collisions for (let k = 0; k < mob.length; k++) { if (mob[k].alive && mech.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 (mech.collisionImmuneCycle < mech.cycle && (obj === playerBody || obj === playerHead)) { mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles mob[k].foundPlayer(); let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0 if (b.isModPiezo) { mech.energy = mech.fieldEnergyMax; dmg *= 0.9 } mech.damage(dmg); if (mob[k].onHit) mob[k].onHit(k); if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) { mob[k].death(); game.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: game.drawTime }); } else { game.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: game.mobDmgColor, time: game.drawTime }); } //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) }); return; } //mob + bullet collisions if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) { // const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity))); let dmg = b.dmgScale * (obj.dmg + b.modAcidDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity))) // console.log(obj.dmg / (0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))) if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5 mob[k].foundPlayer(); // console.log(dmg) mob[k].damage(dmg); obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn game.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: game.playerDmgColor, time: game.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 = b.dmgScale * (v * obj.mass * 0.07) * b.modThrowChargeRate; if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5 if (mob[k].isShielded) dmg *= 0.5 mob[k].damage(dmg, true); if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer(); game.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: game.playerDmgColor, time: game.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); });