"use strict";
//collision groups
// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield | cat.phased
const cat = {
player: 0x1,
map: 0x10,
body: 0x100,
bullet: 0x1000,
powerUp: 0x10000,
mob: 0x100000,
mobBullet: 0x1000000,
mobShield: 0x10000000,
phased: 0x100000000,
}
const color = { //light
background: "#ddd",
block: "rgba(140,140,140,0.85)",
blockS: "#222",
map: "#444",
bullet: "#000"
}
// const color = { //dark
// background: "#333",
// block: "#444",
// blockS: "#aab",
// map: "#556",
// bullet: "#fff"
// }
// const color = { //dark
// background: "#999",
// block: "#888",
// blockS: "#111",
// map: "#444",
// }
function shuffle(array) {
var currentIndex = array.length,
temporaryValue,
randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
// shrink power up selection menu
// if (screen.height < 800) {
// document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal
// if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal
// }
//**********************************************************************
// check for URL parameters to load an experimental game
//**********************************************************************
//example https://landgreen.github.io/sidescroller/index.html?
// &gun1=minigun&gun2=laser
// &tech1=laser-bot&tech2=mass%20driver&tech3=overcharge&tech4=laser-bot&tech5=laser-bot&field=phase%20decoherence%20field&difficulty=2
//add ? to end of url then for each power up add
// &gun1=name&gun2=name
// &tech1=laser-bot&tech2=mass%20driver&tech3=overcharge&tech4=laser-bot&tech5=laser-bot
// &field=phase%20decoherence%20field
// &difficulty=2
//use %20 for spaces
//difficulty is 0 easy, 1 normal, 2 hard, 4 why
function getUrlVars() {
let vars = {};
window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function(m, k, v) {
vars[k] = v;
});
return vars;
}
window.addEventListener('load', () => {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
build.populateGrid() //trying to solve a bug with this, but maybe it doesn't help
openExperimentMenu();
//add experimental selections based on url
for (const property in set) {
set[property] = set[property].replace(/%20/g, " ")
set[property] = set[property].replace(/%27/g, "'")
set[property] = set[property].replace(/%CE%A8/g, "Ψ")
if (property === "field") {
let found = false
let index
for (let i = 0; i < m.fieldUpgrades.length; i++) {
if (set[property] === m.fieldUpgrades[i].name) {
index = i;
found = true;
break;
}
}
if (found) build.choosePowerUp(document.getElementById(`field-${index}`), index, 'field')
}
if (property.substring(0, 3) === "gun") {
let found = false
let index
for (let i = 0; i < b.guns.length; i++) {
if (set[property] === b.guns[i].name) {
index = i;
found = true;
break;
}
}
if (found) build.choosePowerUp(document.getElementById(`gun-${index}`), index, 'gun')
}
if (property.substring(0, 4) === "tech") {
for (let i = 0; i < tech.tech.length; i++) {
if (set[property] === tech.tech[i].name) {
build.choosePowerUp(document.getElementById(`tech-${i}`), i, 'tech', true)
break;
}
}
}
if (property === "difficulty") {
simulation.difficultyMode = Number(set[property])
lore.setTechGoal()
document.getElementById("difficulty-select-experiment").value = Number(set[property])
}
if (property === "level") document.getElementById("starting-level").value = Math.max(Number(set[property]) - 1, 0)
if (property === "noPower") document.getElementById("no-power-ups").checked = Number(set[property])
}
}
});
//**********************************************************************
//set up canvas
//**********************************************************************
const canvas = document.getElementById("canvas");
//using "const" causes problems in safari when an ID shares the same name.
const ctx = canvas.getContext("2d");
// const ctx = canvas.getContext('2d', { alpha: false }); //optimization, but doesn't work
document.body.style.backgroundColor = "#fff";
//disable pop up menu on right click
document.oncontextmenu = function() {
return false;
}
function setupCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
canvas.height2 = canvas.height / 2;
ctx.font = "25px Arial";
ctx.lineJoin = "round";
ctx.lineCap = "round";
simulation.setZoom();
}
setupCanvas();
window.onresize = () => {
setupCanvas();
};
//**********************************************************************
// experimental build grid display and pause
//**********************************************************************
//set wikipedia link
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (!tech.tech[i].link) tech.tech[i].link = `${tech.tech[i].name} `
}
const build = {
// onLoadPowerUps() {
// const set = getUrlVars()
// if (Object.keys(set).length !== 0) {
// for (const property in set) {
// set[property] = set[property].replace(/%20/g, " ")
// if (property.substring(0, 3) === "gun") b.giveGuns(set[property])
// if (property.substring(0, 3) === "tech") tech.giveTech(set[property])
// if (property === "field") m.setField(set[property])
// if (property === "difficulty") {
// simulation.difficultyMode = Number(set[property])
// document.getElementById("difficulty-select").value = Number(set[property])
// }
// if (property === "level") {
// level.levelsCleared += Number(set[property]);
// level.difficultyIncrease(Number(set[property]) * simulation.difficultyMode) //increase difficulty based on modes
// spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
// level.onLevel++
// }
// }
// for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
// bullet = []; //remove any bullets that might have spawned from tech
// if (b.inventory.length > 0) {
// b.activeGun = b.inventory[0] //set first gun to active gun
// simulation.makeGunHUD();
// }
// }
// },
pauseGrid() {
//right side
let botText = ""
if (tech.nailBotCount) botText += ` nail-bots: ${tech.nailBotCount}`
if (tech.orbitBotCount) botText += ` orbital-bots: ${tech.orbitBotCount}`
if (tech.boomBotCount) botText += ` boom-bots: ${tech.boomBotCount}`
if (tech.laserBotCount) botText += ` laser-bots: ${tech.laserBotCount}`
if (tech.foamBotCount) botText += ` foam-bots: ${tech.foamBotCount}`
if (tech.dynamoBotCount) botText += ` dynamo-bots: ${tech.dynamoBotCount}`
if (tech.plasmaBotCount) botText += ` plasma-bots: ${tech.plasmaBotCount}`
if (tech.missileBotCount) botText += ` missile-bots: ${tech.missileBotCount}`
const harm = (1 - m.harmReduction()) * 100
let text = ""
if (!simulation.isChoosing) text += `
PAUSED press P to resume
`
text += `
${simulation.isCheating? "lore disabled ": ""}
damage increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
harm reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
fire delay decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
duplication chance: ${(tech.duplicationChance()*100).toFixed(0)}%
${botText}
tech : ${tech.totalCount} research : ${powerUps.research.count}
health : (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) energy : (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${m.cycle} cycles
${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
copy build url
`;
for (let i = 0, len = b.inventory.length; i < len; i++) {
text += `
${build.nameLink(b.guns[b.inventory[i]].name)} -
${b.guns[b.inventory[i]].ammo} ${b.guns[b.inventory[i]].description}
`
}
let el = document.getElementById("pause-grid-left")
el.style.display = "grid"
el.innerHTML = text
//left side
text = "";
text += `
${build.nameLink(m.fieldUpgrades[m.fieldMode].name)}
${m.fieldUpgrades[m.fieldMode].description}
`
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
if (tech.tech[i].isFieldTech) {
text += `
${tech.tech[i].link} ${isCount}
${tech.tech[i].description}
`
} else if (tech.tech[i].isGunTech) {
text += `
${tech.tech[i].link} ${isCount}
${tech.tech[i].description}
`
} else if (tech.tech[i].isLore) {
text += `
${tech.tech[i].name} ${isCount}
${tech.tech[i].description}
`
// } else if (tech.tech[i].isJunk) {
// text += `
${tech.tech[i].name} ${isCount}
${tech.tech[i].description}
`
} else {
text += `
${tech.tech[i].link} ${isCount}
${tech.tech[i].description}
`
}
} else if (tech.tech[i].isLost) {
text += `${tech.tech[i].link}
${tech.tech[i].description}
`
}
}
el = document.getElementById("pause-grid-right")
el.style.display = "grid"
el.innerHTML = text
},
unPauseGrid() {
// document.body.style.overflow = "hidden"
document.getElementById("pause-grid-left").style.display = "none"
document.getElementById("pause-grid-right").style.display = "none"
window.scrollTo(0, 0);
},
isExperimentSelection: false,
isExperimentRun: false,
choosePowerUp(who, index, type, isAllowed = false) {
if (type === "gun") {
let isDeselect = false
for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun
isDeselect = true
who.classList.remove("build-gun-selected");
//remove gun
b.inventory.splice(i, 1)
b.guns[index].count = 0;
b.guns[index].have = false;
if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
if (b.inventory.length === 0) b.activeGun = null;
simulation.makeGunHUD();
break
}
}
if (!isDeselect) { //add gun
who.classList.add("build-gun-selected");
b.giveGuns(index)
}
} else if (type === "field") {
if (m.fieldMode !== index) {
document.getElementById("field-" + m.fieldMode).classList.remove("build-field-selected");
m.setField(index)
who.classList.add("build-field-selected");
}
} else if (type === "tech") {
if (tech.tech[index].count < tech.tech[index].maxCount) {
// if (!tech.tech[index].isLore && !tech.tech[index].isNonRefundable && !who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
if (!who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
tech.giveTech(index)
} else if (!tech.tech[index].isNonRefundable) {
tech.totalCount -= tech.tech[index].count
tech.removeTech(index);
who.classList.remove("build-tech-selected");
} else {
// for non refundable tech this makes it flash off for a second, but return to on to show that it can't be set off
who.classList.remove("build-tech-selected")
setTimeout(() => {
who.classList.add("build-tech-selected")
}, 50);
}
}
// } else if (type === "tech") { //remove tech if you have too many
// if (tech.tech[index].count < tech.tech[index].maxCount) {
// if (!who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
// tech.giveTech(index)
// } else if (!tech.tech[index].isNonRefundable) {
// tech.totalCount -= tech.tech[index].count
// tech.removeTech(index);
// who.classList.remove("build-tech-selected");
// } else {
// who.classList.remove("build-tech-selected")
// setTimeout(() => { //return energy
// who.classList.add("build-tech-selected")
// }, 50);
// }
// }
//update tech text //disable not allowed tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
const techID = document.getElementById("tech-" + i)
if (!tech.tech[i].isExperimentHide && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
if (tech.tech[i].allowed() || isAllowed || tech.tech[i].count > 0) {
// console.log(tech.tech[i].name, isAllowed, tech.tech[i].count, tech.haveGunCheck("nail gun"))
const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
//
if (tech.tech[i].isFieldTech) {
techID.classList.remove('experiment-grid-hide');
techID.innerHTML = `
${tech.tech[i].link} ${isCount}
${tech.tech[i].description}
`
//
//
// border: #fff solid 0px;
} else if (tech.tech[i].isGunTech) {
techID.classList.remove('experiment-grid-hide');
techID.innerHTML = `
${tech.tech[i].link} ${isCount}
${tech.tech[i].description}
`
} else
if (tech.tech[i].isJunk) {
// text += `
${tech.tech[i].name} ${isCount}
${tech.tech[i].description}
`
techID.innerHTML = `
${tech.tech[i].link} ${isCount}
${tech.tech[i].description}`
} else if (tech.tech[i].isExperimentalMode) {
// techID.innerHTML = `${tech.tech[i].description}`
techID.innerHTML = `${tech.tech[i].name}
${tech.tech[i].description}`
// text += `${tech.tech[i].name}
${tech.tech[i].description}`
} else {
techID.innerHTML = `
${tech.tech[i].link} ${isCount}
${tech.tech[i].description}`
}
//deselect selected tech options if you don't have the tech any more // for example: when bot techs are converted after a bot upgrade tech is taken
if (tech.tech[i].count === 0 && techID.classList.contains("build-tech-selected")) techID.classList.remove("build-tech-selected");
if (techID.classList.contains("experiment-grid-disabled")) {
techID.classList.remove("experiment-grid-disabled");
techID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'tech')`);
}
// } else if (tech.tech[i].isGunTech || tech.tech[i].isFieldTech) {
// techID.classList.add('experiment-grid-hide');
} else { //disabled color
// techID.innerHTML = ` ${tech.tech[i].name}
requires: ${tech.tech[i].requires} `
// techID.innerHTML = ` ${tech.tech[i].name}
requires: ${tech.tech[i].requires} `
techID.innerHTML = `${tech.tech[i].name}
${tech.tech[i].description}`
// console.log(techID)
if (!techID.classList.contains("experiment-grid-disabled")) {
techID.classList.add("experiment-grid-disabled");
techID.onclick = null
}
if (tech.tech[i].count > 0) tech.removeTech(i)
if (techID.classList.contains("build-tech-selected")) techID.classList.remove("build-tech-selected");
}
}
}
},
populateGrid() {
let text = `
start
reset
share
`
for (let i = 0, len = m.fieldUpgrades.length; i < len; i++) {
text += `
${build.nameLink(m.fieldUpgrades[i].name)}
${m.fieldUpgrades[i].description}
`
}
for (let i = 0, len = b.guns.length; i < len; i++) {
text += `
${build.nameLink(b.guns[i].name)}
${b.guns[i].description}
`
}
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (!tech.tech[i].isExperimentHide) { //&& (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
if (tech.tech[i].allowed() && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) { // || tech.tech[i].name === "+1 cardinality") { //|| tech.tech[i].name === "leveraged investment"
if (tech.tech[i].isExperimentalMode) {
text += `${tech.tech[i].name}
${tech.tech[i].description}
`
} else {
text += ` ${tech.tech[i].description}
`
}
} else {
text += ` ${tech.tech[i].name}
${tech.tech[i].description}
`
// if (tech.tech[i].isGunTech || tech.tech[i].isFieldTech) {
// text += `
` //built but hidden
// } else {
// text += ` ${tech.tech[i].name}
${tech.tech[i].description}
`
// }
// } else if (!tech.tech[i].isGunTech && !tech.tech[i].isFieldTech) {
// text += `${tech.tech[i].name}
requires: ${tech.tech[i].requires} `
}
}
}
document.getElementById("experiment-grid").innerHTML = text
document.getElementById("difficulty-select-experiment").value = document.getElementById("difficulty-select").value
document.getElementById("difficulty-select-experiment").addEventListener("input", () => {
simulation.difficultyMode = Number(document.getElementById("difficulty-select-experiment").value)
lore.setTechGoal()
localSettings.difficultyMode = Number(document.getElementById("difficulty-select-experiment").value)
document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-experiment").value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
//add tooltips
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (document.getElementById(`tech-${i}`)) {
document.getElementById(`tech-${i}`).setAttribute('data-descr', tech.tech[i].requires); //add tooltip
// document.getElementById(`tech-${i}`).setAttribute('title', tech.tech[i].requires); //add tooltip
}
}
},
nameLink(text) { //converts text into a clickable wikipedia search
return `${text} `
},
reset() {
build.isExperimentSelection = true;
build.isExperimentRun = true;
simulation.startGame(true); //starts game, but pauses it
build.isExperimentSelection = true;
build.isExperimentRun = true;
simulation.paused = true;
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].count = 0;
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
b.activeGun = null;
simulation.makeGunHUD();
tech.setupAllTech();
build.populateGrid();
document.getElementById("field-0").classList.add("build-field-selected");
document.getElementById("experiment-grid").style.display = "grid"
},
shareURL(isCustom = false) {
let url = "https://landgreen.github.io/sidescroller/index.html?"
let count = 0;
for (let i = 0; i < b.inventory.length; i++) {
if (b.guns[b.inventory[i]].have) {
url += `&gun${count}=${encodeURIComponent(b.guns[b.inventory[i]].name.trim())}`
count++
}
}
count = 0;
for (let i = 0; i < tech.tech.length; i++) {
for (let j = 0; j < tech.tech[i].count; j++) {
if (!tech.tech[i].isLore && !tech.tech[i].isJunk && !tech.tech[i].isNonRefundable && !tech.tech[i].isExperimentHide) {
url += `&tech${count}=${encodeURIComponent(tech.tech[i].name.trim())}`
count++
}
}
}
url += `&field=${encodeURIComponent(m.fieldUpgrades[m.fieldMode].name.trim())}`
url += `&difficulty=${simulation.difficultyMode}`
if (isCustom) {
url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}`
url += `&noPower=${Number(document.getElementById("no-power-ups").checked)}`
// alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
} else {
simulation.makeTextLog("n-gon build URL copied to clipboard. Paste into browser address bar.")
}
console.log('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
console.log(url)
navigator.clipboard.writeText(url).then(function() {
/* clipboard successfully set */
if (isCustom) {
setTimeout(function() {
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
}, 300);
}
}, function() {
/* clipboard write failed */
if (isCustom) {
setTimeout(function() {
alert('copy failed')
}, 300);
}
console.log('copy failed')
});
},
startExperiment() { //start playing the game after exiting the experiment menu
build.isExperimentSelection = false;
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList();
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0] //set first gun to active gun
simulation.makeGunHUD();
}
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = []; //remove any bullets that might have spawned from tech
const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value) - 1)
level.difficultyIncrease(Math.min(99, levelsCleared * simulation.difficultyMode)) //increase difficulty based on modes
level.levelsCleared += levelsCleared;
simulation.isNoPowerUps = document.getElementById("no-power-ups").checked
if (simulation.isNoPowerUps) { //remove tech, guns, and fields
function removeOne() { //recursive remove one at a time to avoid array problems
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "tech" || powerUp[i].name === "gun" || powerUp[i].name === "field") {
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
removeOne();
break
}
}
}
removeOne();
}
let hasExperimentalMode = false
if (!simulation.isCheating) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0) {
if (tech.tech[i].isExperimentalMode) {
hasExperimentalMode = true
} else if (!tech.tech[i].isLore) {
simulation.isCheating = true;
}
}
}
if (b.inventory.length !== 0 || m.fieldMode !== 0) simulation.isCheating = true;
}
if (simulation.isCheating) { //if you are cheating remove any lore you might have gotten
lore.techCount = 0;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0; //remove lore power up chance
tech.tech[i].count = 0; //remove lore power up chance
}
}
simulation.updateTechHUD();
} else { //if you have no tech (not cheating) remove all power ups that might have spawned from tech
for (let i = 0; i < powerUp.length; ++i) Matter.Composite.remove(engine.world, powerUp[i]);
powerUp = [];
if (hasExperimentalMode) {
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
}
}
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
document.getElementById("experiment-grid").style.display = "none"
simulation.paused = false;
requestAnimationFrame(cycle);
}
}
function openExperimentMenu() {
document.getElementById("experiment-button").style.display = "none";
const el = document.getElementById("experiment-grid")
el.style.display = "grid"
document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden";
document.getElementById("info").style.display = 'none'
build.reset();
}
//record settings so they can be reproduced in the experimental menu
document.getElementById("experiment-button").addEventListener("click", () => { //setup build run
let field = 0;
let inventory = [];
let techList = [];
if (!simulation.firstRun) {
field = m.fieldMode
inventory = [...b.inventory]
for (let i = 0; i < tech.tech.length; i++) {
techList.push(tech.tech[i].count)
}
}
openExperimentMenu();
});
// ************************************************************************************************
// inputs
// ************************************************************************************************
const input = {
fire: false, // left mouse
field: false, // right mouse
up: false, // jump
down: false, // crouch
left: false,
right: false,
isPauseKeyReady: true,
key: {
fire: "KeyF",
field: "Space",
up: "KeyW", // jump
down: "KeyS", // crouch
left: "KeyA",
right: "KeyD",
pause: "KeyP",
nextGun: "KeyE",
previousGun: "KeyQ",
testing: "KeyT"
},
setDefault() {
input.key = {
fire: "KeyF",
field: "Space",
up: "KeyW", // jump
down: "KeyS", // crouch
left: "KeyA",
right: "KeyD",
pause: "KeyP",
nextGun: "KeyE",
previousGun: "KeyQ",
testing: "KeyT"
}
input.controlTextUpdate()
},
controlTextUpdate() {
function cleanText(text) {
return text.replace('Key', '').replace('Digit', '')
}
if (!input.key.fire) input.key.fire = "KeyF"
document.getElementById("key-fire").innerHTML = cleanText(input.key.fire)
document.getElementById("key-field").innerHTML = cleanText(input.key.field)
document.getElementById("key-up").innerHTML = cleanText(input.key.up)
document.getElementById("key-down").innerHTML = cleanText(input.key.down)
document.getElementById("key-left").innerHTML = cleanText(input.key.left)
document.getElementById("key-right").innerHTML = cleanText(input.key.right)
document.getElementById("key-pause").innerHTML = cleanText(input.key.pause)
document.getElementById("key-next-gun").innerHTML = cleanText(input.key.nextGun)
document.getElementById("key-previous-gun").innerHTML = cleanText(input.key.previousGun)
document.getElementById("key-testing").innerHTML = cleanText(input.key.testing) //if (localSettings.loreCount > 0)
document.getElementById("splash-up").innerHTML = cleanText(input.key.up)[0]
document.getElementById("splash-down").innerHTML = cleanText(input.key.down)[0]
document.getElementById("splash-left").innerHTML = cleanText(input.key.left)[0]
document.getElementById("splash-right").innerHTML = cleanText(input.key.right)[0]
document.getElementById("splash-next-gun").innerHTML = cleanText(input.key.nextGun)[0]
document.getElementById("splash-previous-gun").innerHTML = cleanText(input.key.previousGun)[0]
localSettings.key = input.key
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
},
focus: null,
setTextFocus() {
const backgroundColor = "#fff"
document.getElementById("key-fire").style.background = backgroundColor
document.getElementById("key-field").style.background = backgroundColor
document.getElementById("key-up").style.background = backgroundColor
document.getElementById("key-down").style.background = backgroundColor
document.getElementById("key-left").style.background = backgroundColor
document.getElementById("key-right").style.background = backgroundColor
document.getElementById("key-pause").style.background = backgroundColor
document.getElementById("key-next-gun").style.background = backgroundColor
document.getElementById("key-previous-gun").style.background = backgroundColor
document.getElementById("key-testing").style.background = backgroundColor
if (input.focus) input.focus.style.background = 'rgb(0, 200, 255)';
},
setKeys(event) {
//check for duplicate keys
if (event.code && !(
event.code === "ArrowRight" ||
event.code === "ArrowLeft" ||
event.code === "ArrowUp" ||
event.code === "ArrowDown" ||
event.code === input.key.fire ||
event.code === input.key.field ||
event.code === input.key.up ||
event.code === input.key.down ||
event.code === input.key.left ||
event.code === input.key.right ||
event.code === input.key.pause ||
event.code === input.key.nextGun ||
event.code === input.key.previousGun ||
event.code === input.key.testing
)) {
switch (input.focus.id) {
case "key-fire":
input.key.fire = event.code
break;
case "key-field":
input.key.field = event.code
break;
case "key-up":
input.key.up = event.code
break;
case "key-down":
input.key.down = event.code
break;
case "key-left":
input.key.left = event.code
break;
case "key-right":
input.key.right = event.code
break;
case "key-pause":
input.key.pause = event.code
break;
case "key-next-gun":
input.key.nextGun = event.code
break;
case "key-previous-gun":
input.key.previousGun = event.code
break;
case "key-testing":
input.key.testing = event.code
break;
}
}
input.controlTextUpdate()
input.endKeySensing()
},
endKeySensing() {
window.removeEventListener("keydown", input.setKeys);
input.focus = null
input.setTextFocus()
}
}
document.getElementById("control-table").addEventListener('click', (event) => {
if (event.target.className === 'key-input') {
input.focus = event.target
input.setTextFocus()
window.addEventListener("keydown", input.setKeys);
}
});
document.getElementById("control-details").addEventListener("toggle", function() {
input.controlTextUpdate()
input.endKeySensing();
})
document.getElementById("control-reset").addEventListener('click', input.setDefault);
window.addEventListener("keyup", function(event) {
switch (event.code) {
case input.key.right:
case "ArrowRight":
input.right = false
break;
case input.key.left:
case "ArrowLeft":
input.left = false
break;
case input.key.up:
case "ArrowUp":
input.up = false
break;
case input.key.down:
case "ArrowDown":
input.down = false
break;
case input.key.fire:
input.fire = false
break
case input.key.field:
input.field = false
break
}
});
window.addEventListener("keydown", function(event) {
switch (event.code) {
case input.key.right:
case "ArrowRight":
input.right = true
break;
case input.key.left:
case "ArrowLeft":
input.left = true
break;
case input.key.up:
case "ArrowUp":
input.up = true
break;
case input.key.down:
case "ArrowDown":
input.down = true
break;
case input.key.fire:
// event.preventDefault();
input.fire = true
break
case input.key.field:
event.preventDefault();
input.field = true
break
case input.key.nextGun:
simulation.nextGun();
break
case input.key.previousGun:
simulation.previousGun();
break
case input.key.pause:
if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
input.isPauseKeyReady = false
setTimeout(function() {
input.isPauseKeyReady = true
}, 300);
if (simulation.paused) {
build.unPauseGrid()
simulation.paused = false;
// level.levelAnnounce();
document.body.style.cursor = "none";
requestAnimationFrame(cycle);
} else {
simulation.paused = true;
build.pauseGrid()
document.body.style.cursor = "auto";
if (tech.isGunSwitchField || simulation.testing) {
document.getElementById("pause-field").addEventListener("click", () => {
const energy = m.energy
m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
m.energy = energy
document.getElementById("pause-field").innerHTML = `
${m.fieldUpgrades[m.fieldMode].name}
${m.fieldUpgrades[m.fieldMode].description}`
});
}
}
}
break
case input.key.testing:
if (m.alive && localSettings.loreCount > 0) {
if (simulation.testing) {
simulation.testing = false;
simulation.loop = simulation.normalLoop
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'none'
simulation.makeTextLog("", 0);
} else { //if (keys[191])
simulation.testing = true;
simulation.loop = simulation.testingLoop
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'inline'
if (simulation.testing) tech.setCheating();
simulation.makeTextLog(
`
T
toggle testing
R
teleport to mouse
F
cycle field
G
all guns
H
harm immunity
B
damage, research
N
fill health, energy
Y
random tech
U
next level
J
clear mobs
I/O
zoom in / out
1-8
spawn things
⇧X
restart
`, Infinity);
}
}
break
}
if (simulation.testing) {
if (event.key === "X") m.death(); //only uppercase
switch (event.key.toLowerCase()) {
case "o":
simulation.isAutoZoom = false;
simulation.zoomScale /= 0.9;
simulation.setZoom();
break;
case "i":
simulation.isAutoZoom = false;
simulation.zoomScale *= 0.9;
simulation.setZoom();
break
case "`":
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "research");
break
case "1":
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "heal");
break
case "2":
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "ammo");
break
case "3":
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "gun");
break
case "4":
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "field");
break
case "5":
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "tech");
break
case "6":
const index = body.length
spawn.bodyRect(simulation.mouseInGame.x, simulation.mouseInGame.y, 50, 50);
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
Composite.add(engine.world, body[index]); //add to world
break
case "7":
const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
spawn[pick](simulation.mouseInGame.x, simulation.mouseInGame.y);
break
case "8":
spawn.randomLevelBoss(simulation.mouseInGame.x, simulation.mouseInGame.y);
break
case "f":
const mode = (m.fieldMode === m.fieldUpgrades.length - 1) ? 0 : m.fieldMode + 1
m.setField(mode)
break
case "g":
b.giveGuns("all", 1000)
break
case "h":
// m.health = Infinity
m.immuneCycle = Infinity
// m.energy = Infinity
// document.getElementById("health").style.display = "none"
// document.getElementById("health-bg").style.display = "none"
break
case "n":
m.addHealth(Infinity)
m.energy = m.maxEnergy
break
case "y":
tech.giveTech()
break
case "b":
tech.isRerollDamage = true
powerUps.research.changeRerolls(100000)
break
case "r":
m.resetHistory();
Matter.Body.setPosition(player, simulation.mouseInGame);
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
// 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
});
}
}
break
case "u":
level.nextLevel();
break
case "j":
for (let i = 0, len = mob.length; i < len; ++i) mob[i].damage(Infinity, true)
setTimeout(() => { for (let i = 0, len = mob.length; i < len; ++i) mob[i].damage(Infinity, true) }, 100);
setTimeout(() => { for (let i = 0, len = mob.length; i < len; ++i) mob[i].damage(Infinity, true) }, 200);
break
}
}
});
//mouse move input
document.body.addEventListener("mousemove", (e) => {
simulation.mouse.x = e.clientX;
simulation.mouse.y = e.clientY;
});
document.body.addEventListener("mouseup", (e) => {
// input.fire = false;
// console.log(e)
if (e.which === 3) {
input.field = false;
} else {
input.fire = false;
}
});
document.body.addEventListener("mousedown", (e) => {
if (e.which === 3) {
input.field = true;
} else {
input.fire = true;
}
});
document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting stuck when leaving the window
if (e.button === 1) {
input.fire = true;
} else {
input.fire = false;
}
if (e.button === 3) {
input.field = true;
} else {
input.field = false;
}
});
document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window
if (e.button === 1) {
input.fire = true;
} else {
input.fire = false;
}
if (e.button === 3) {
input.field = true;
} else {
input.field = false;
}
});
document.body.addEventListener("wheel", (e) => {
if (!simulation.paused) {
if (e.deltaY > 0) {
simulation.nextGun();
} else {
simulation.previousGun();
}
}
}, {
passive: true
});
//**********************************************************************
// local storage
//**********************************************************************
let localSettings = JSON.parse(localStorage.getItem("localSettings"));
if (localSettings) {
if (localSettings.key) {
input.key = localSettings.key
} else {
input.setDefault()
}
if (localSettings.loreCount === undefined) {
localSettings.loreCount = 0
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
simulation.isCommunityMaps = localSettings.isCommunityMaps
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
simulation.difficultyMode = localSettings.difficultyMode
lore.setTechGoal()
document.getElementById("difficulty-select").value = localSettings.difficultyMode
if (localSettings.fpsCapDefault === 'max') {
simulation.fpsCapDefault = 999999999;
} else {
simulation.fpsCapDefault = Number(localSettings.fpsCapDefault)
}
document.getElementById("fps-select").value = localSettings.fpsCapDefault
} else {
localSettings = {
isCommunityMaps: false,
difficultyMode: '2',
fpsCapDefault: 'max',
runCount: 0,
levelsClearedLastGame: 0,
loreCount: 0,
isHuman: false,
key: undefined
};
input.setDefault()
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
simulation.isCommunityMaps = localSettings.isCommunityMaps
document.getElementById("difficulty-select").value = localSettings.difficultyMode
document.getElementById("fps-select").value = localSettings.fpsCapDefault
}
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
// document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
input.controlTextUpdate()
//**********************************************************************
// settings
//**********************************************************************
document.getElementById("fps-select").addEventListener("input", () => {
let value = document.getElementById("fps-select").value
if (value === 'max') {
simulation.fpsCapDefault = 999999999;
} else {
simulation.fpsCapDefault = Number(value)
}
localSettings.fpsCapDefault = value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
document.getElementById("community-maps").addEventListener("input", () => {
simulation.isCommunityMaps = document.getElementById("community-maps").checked
localSettings.isCommunityMaps = simulation.isCommunityMaps
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
// difficulty-select-experiment event listener is set in build.makeGrid
document.getElementById("difficulty-select").addEventListener("input", () => {
simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
lore.setTechGoal()
localSettings.difficultyMode = simulation.difficultyMode
localSettings.levelsClearedLastGame = 0 //after changing difficulty, reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
document.getElementById("updates").addEventListener("toggle", function() {
function loadJSON(path, success, error) { //generic function to get JSON
var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function() {
if (xhr.readyState === XMLHttpRequest.DONE) {
if (xhr.status === 200) {
if (success)
success(JSON.parse(xhr.responseText));
} else {
if (error)
error(xhr);
}
}
};
xhr.open("GET", path, true);
xhr.send();
}
let text = `n-gon : todo list and complete change-log `
document.getElementById("updates-div").innerHTML = text
/// https://api.github.com/repos/landgreen/n-gon/stats/commit_activity
loadJSON('https://api.github.com/repos/landgreen/n-gon/commits',
function(data) {
// console.log(data)
for (let i = 0, len = 20; i < len; i++) {
text += "" + data[i].commit.author.date.substr(0, 10) + " - "; //+ " "
text += data[i].commit.message
if (i < len - 1) text += " "
}
document.getElementById("updates-div").innerHTML = text.replace(/\n/g, " ")
},
function(xhr) {
console.error(xhr);
}
);
})
const sound = {
tone(frequency, end = 1000, gain = 0.05) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); //setup audio context
const oscillator = audioCtx.createOscillator();
const gainNode = audioCtx.createGain();
gainNode.gain.value = gain; //controls volume
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
oscillator.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
oscillator.frequency.value = frequency; // value in hertz
oscillator.start();
setTimeout(() => {
audioCtx.suspend()
audioCtx.close()
}, end)
// return audioCtx
},
portamento(frequency, end = 1000, shiftRate = 10, gain = 0.05) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); //setup audio context
const oscillator = audioCtx.createOscillator();
const gainNode = audioCtx.createGain();
gainNode.gain.value = gain; //controls volume
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
oscillator.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
oscillator.frequency.value = frequency; // value in hertz
oscillator.start();
for (let i = 0, len = end * 0.1; i < len; i++) oscillator.frequency.setValueAtTime(frequency + i * shiftRate, audioCtx.currentTime + i * 0.01);
setTimeout(() => {
audioCtx.suspend()
audioCtx.close()
}, end)
// return audioCtx
}
}
//**********************************************************************
// main loop
//**********************************************************************
simulation.loop = simulation.normalLoop;
function cycle() {
if (!simulation.paused) requestAnimationFrame(cycle);
const now = Date.now();
const elapsed = now - simulation.then; // calc elapsed time since last loop
if (elapsed > simulation.fpsInterval) { // if enough time has elapsed, draw the next frame
simulation.then = now - (elapsed % simulation.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
simulation.cycle++; //tracks game cycles
m.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
if (simulation.clearNow) {
simulation.clearNow = false;
simulation.clearMap();
level.start();
}
simulation.loop();
// if (isNaN(m.health) || isNaN(m.energy)) {
// console.log(`m.health = ${m.health}`)
// simulation.paused = true;
// build.pauseGrid()
// document.body.style.cursor = "auto";
// alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
// }
// for (let i = 0, len = loop.length; i < len; i++) {
// loop[i]()
// }
}
}
// simulation.introPlayer()