//create array of mobs let mob = []; //method to populate the array above const mobs = { loop() { let i = mob.length; while (i--) { if (mob[i].alive) { mob[i].do(); } else { mob[i].replace(i); //removing mob and replace with body, this is done here to avoid an array index bug with drawing I think } } }, draw() { ctx.lineWidth = 2; let i = mob.length; while (i--) { ctx.beginPath(); const vertices = mob[i].vertices; ctx.moveTo(vertices[0].x, vertices[0].y); for (let j = 1, len = vertices.length; j < len; ++j) { ctx.lineTo(vertices[j].x, vertices[j].y); } ctx.lineTo(vertices[0].x, vertices[0].y); ctx.fillStyle = mob[i].fill; ctx.strokeStyle = mob[i].stroke; ctx.fill(); ctx.stroke(); } }, healthBar() { for (let i = 0, len = mob.length; i < len; i++) { if (mob[i].seePlayer.recall && mob[i].showHealthBar) { const h = mob[i].radius * 0.3; const w = mob[i].radius * 2; const x = mob[i].position.x - w / 2; const y = mob[i].position.y - w * 0.7; ctx.fillStyle = "rgba(100, 100, 100, 0.3)"; ctx.fillRect(x, y, w, h); ctx.fillStyle = "rgba(255,0,0,0.7)"; ctx.fillRect(x, y, w * mob[i].health, h); } } }, statusSlow(who, cycles = 60) { applySlow(who) //look for mobs near the target if (mod.isAoESlow) { const range = (320 + 150 * Math.random()) ** 2 for (let i = 0, len = mob.length; i < len; i++) { if (Vector.magnitudeSquared(Vector.sub(who.position, mob[i].position)) < range) applySlow(mob[i]) } game.drawList.push({ x: who.position.x, y: who.position.y, radius: Math.sqrt(range), color: "rgba(0,100,255,0.05)", time: 3 }); } function applySlow() { if (!who.shield && !who.isShielded && !mech.isBodiesAsleep) { if (who.isBoss) cycles = Math.floor(cycles * 0.25) let i = who.status.length while (i--) { if (who.status[i].type === "slow") who.status.splice(i, 1); //remove other "slow" effects on this mob } who.isSlowed = true; who.status.push({ effect() { Matter.Body.setVelocity(who, { x: 0, y: 0 }); Matter.Body.setAngularVelocity(who, 0); ctx.beginPath(); ctx.moveTo(who.vertices[0].x, who.vertices[0].y); for (let j = 1, len = who.vertices.length; j < len; ++j) { ctx.lineTo(who.vertices[j].x, who.vertices[j].y); } ctx.lineTo(who.vertices[0].x, who.vertices[0].y); ctx.strokeStyle = "rgba(0,100,255,0.8)"; ctx.lineWidth = 15; ctx.stroke(); ctx.fillStyle = who.fill ctx.fill(); }, endEffect() { //check to see if there are not other freeze effects? who.isSlowed = false; }, type: "slow", endCycle: game.cycle + cycles, }) } } }, statusStun(who, cycles = 180) { if (!who.shield && !who.isShielded && !mech.isBodiesAsleep) { Matter.Body.setVelocity(who, { x: who.velocity.x * 0.8, y: who.velocity.y * 0.8 }); Matter.Body.setAngularVelocity(who, who.angularVelocity * 0.8); //remove other "stun" effects on this mob let i = who.status.length while (i--) { if (who.status[i].type === "stun") who.status.splice(i, 1); } who.isStunned = true; who.status.push({ effect() { who.seePlayer.yes = false; who.seePlayer.recall = 0; who.seePlayer.position = { x: who.position.x + 100 * (Math.random() - 0.5), y: who.position.y + 100 * (Math.random() - 0.5) } if (who.velocity.y < 2) who.force.y += who.mass * 0.0004 //extra gravity //draw health bar const h = who.radius * 0.3; const w = who.radius * 2; const x = who.position.x - w / 2; const y = who.position.y - w * 0.7; ctx.fillStyle = "rgba(100, 100, 100, 0.3)"; ctx.fillRect(x, y, w, h); ctx.fillStyle = `rgba(${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},0.5)` ctx.fillRect(x, y, w * who.health, h); //draw fill inside mob ctx.beginPath(); ctx.moveTo(who.vertices[0].x, who.vertices[0].y); for (let j = 1, len = who.vertices.length; j < len; ++j) { ctx.lineTo(who.vertices[j].x, who.vertices[j].y); } ctx.lineTo(who.vertices[0].x, who.vertices[0].y); ctx.stroke(); ctx.fill(); }, endEffect() { who.isStunned = false }, type: "stun", endCycle: game.cycle + cycles, }) } }, statusDoT(who, tickDamage, cycles = 180) { if (!who.isShielded && !mech.isBodiesAsleep) { who.status.push({ effect() { if ((game.cycle - this.startCycle) % 30 === 0) { let dmg = b.dmgScale * tickDamage who.damage(dmg); game.drawList.push({ //add dmg to draw queue x: who.position.x + (Math.random() - 0.5) * who.radius * 0.5, y: who.position.y + (Math.random() - 0.5) * who.radius * 0.5, radius: Math.log(2 * dmg + 1.1) * 40, color: "rgba(0,80,80,0.9)", time: game.drawTime }); } if (true) { //check for nearby mobs } }, endEffect() {}, // type: "DoT", endCycle: game.cycle + cycles, startCycle: game.cycle }) } }, // statusBurn(who, tickDamage, cycles = 90 + Math.floor(90 * Math.random())) { // if (!who.isShielded) { // //remove other "burn" effects on this mob // let i = who.status.length // while (i--) { // if (who.status[i].type === "burn") who.status.splice(i, 1); // } // who.status.push({ // effect() { // if ((game.cycle - this.startCycle) % 15 === 0) { // let dmg = b.dmgScale * tickDamage * 0.5 * (1 + Math.random()) // who.damage(dmg); // game.drawList.push({ //add dmg to draw queue // x: who.position.x, // y: who.position.y, // radius: Math.log(2 * dmg + 1.1) * 40, // color: `rgba(255,${Math.floor(200*Math.random())},0,0.9)`, // time: game.drawTime // }); // } // }, // type: "burn", // endCycle: game.cycle + cycles, // startCycle: game.cycle // }) // } // }, //********************************************************************************************** //********************************************************************************************** spawn(xPos, yPos, sides, radius, color) { let i = mob.length; mob[i] = Matter.Bodies.polygon(xPos, yPos, sides, radius, { //inertia: Infinity, //prevents rotation mob: true, density: 0.001, //friction: 0, frictionAir: 0.005, //frictionStatic: 0, restitution: 0.5, collisionFilter: { group: 0, category: cat.mob, mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob }, onHit: undefined, alive: true, index: i, health: mod.mobSpawnWithHealth, showHealthBar: true, accelMag: 0.001 * game.accelScale, cd: 0, //game cycle when cooldown will be over delay: 60, //static: time between cooldowns fill: color, stroke: "#000", seePlayer: { yes: false, recall: 0, position: { x: xPos, y: yPos } }, radius: radius, spawnPos: { x: xPos, y: yPos }, status: [], // [ { effect(), endCycle } ] checkStatus() { let j = this.status.length; while (j--) { this.status[j].effect(); if (this.status[j].endCycle < game.cycle) { this.status[j].endEffect(); this.status.splice(j, 1); } } }, isSlowed: false, isStunned: false, seeAtDistance2: Infinity, //sqrt(4000000) = 2000 = max seeing range distanceToPlayer() { const dx = this.position.x - player.position.x; const dy = this.position.y - player.position.y; return Math.sqrt(dx * dx + dy * dy); }, distanceToPlayer2() { const dx = this.position.x - player.position.x; const dy = this.position.y - player.position.y; return dx * dx + dy * dy; }, gravity() { this.force.y += this.mass * this.g; }, seePlayerFreq: Math.floor((30 + 30 * Math.random()) * game.lookFreqScale), //how often NPC checks to see where player is, lower numbers have better vision foundPlayer() { this.locatePlayer(); if (!this.seePlayer.yes) { this.alertNearByMobs(); this.seePlayer.yes = true; } }, lostPlayer() { this.seePlayer.yes = false; this.seePlayer.recall -= this.seePlayerFreq; if (this.seePlayer.recall < 0) this.seePlayer.recall = 0; }, memory: 120, //default time to remember player's location locatePlayer() { // updates mob's memory of player location this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep this.seePlayer.position.x = player.position.x; this.seePlayer.position.y = player.position.y; }, alertNearByMobs() { //this.alertRange2 is set at the very bottom of this mobs, after mob is made for (let i = 0; i < mob.length; i++) { if (!mob[i].seePlayer.recall && Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < this.alertRange2) { mob[i].locatePlayer(); } } }, alwaysSeePlayer() { if (!mech.isCloak) { this.seePlayer.recall = true; this.seePlayer.position.x = player.position.x; this.seePlayer.position.y = player.position.y; } }, seePlayerCheck() { if (!(game.cycle % this.seePlayerFreq)) { if ( this.distanceToPlayer2() < this.seeAtDistance2 && Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 && !mech.isCloak ) { this.foundPlayer(); } else if (this.seePlayer.recall) { this.lostPlayer(); } } }, seePlayerCheckByDistance() { if (!(game.cycle % this.seePlayerFreq)) { if (this.distanceToPlayer2() < this.seeAtDistance2 && !mech.isCloak) { this.foundPlayer(); } else if (this.seePlayer.recall) { this.lostPlayer(); } } }, seePlayerByDistOrLOS() { if (!(game.cycle % this.seePlayerFreq)) { if ( (this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0)) && !mech.isCloak ) { this.foundPlayer(); } else if (this.seePlayer.recall) { this.lostPlayer(); } } }, isLookingAtPlayer(threshold) { const diff = Vector.normalise(Vector.sub(player.position, this.position)); //make a vector for the mob's direction of length 1 const dir = { x: Math.cos(this.angle), y: Math.sin(this.angle) }; //the dot product of diff and dir will return how much over lap between the vectors const dot = Vector.dot(dir, diff); // console.log(Math.cos(dot)*180/Math.PI) if (dot > threshold) { return true; } else { return false; } }, lookRange: 0.2 + Math.random() * 0.2, lookTorque: 0.0000004 * (Math.random() > 0.5 ? -1 : 1), seePlayerByLookingAt() { if (!(game.cycle % this.seePlayerFreq) && (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange))) { if ( this.distanceToPlayer2() < this.seeAtDistance2 && Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 && !mech.isCloak ) { this.foundPlayer(); } else if (this.seePlayer.recall) { this.lostPlayer(); } } //if you don't recall player location rotate and draw to show where you are looking if (!this.seePlayer.recall) { this.torque = this.lookTorque * this.inertia; //draw const range = Math.PI * this.lookRange; ctx.beginPath(); ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range); ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true); ctx.fillStyle = "rgba(0,0,0,0.07)"; ctx.fill(); } }, mechPosRange() { return { x: player.position.x, // + (Math.random() - 0.5) * 50, y: player.position.y + (Math.random() - 0.5) * 110 }; }, // hacked() { //set this.hackedTarget variable before running this method // //find a new target // if (!(game.cycle % this.seePlayerFreq)) { // this.hackedTarget = null // for (let i = 0, len = mob.length; i < len; i++) { // if (mob[i] !== this) { // // const DIST = Vector.magnitude(Vector.sub(this.position, mob[j])); // if (Matter.Query.ray(map, this.position, mob[i].position).length === 0 && // Matter.Query.ray(body, this.position, mob[i].position).length === 0) { // this.hackedTarget = mob[i] // } // } // } // } // //acceleration towards targets // if (this.hackedTarget) { // this.force = Vector.mult(Vector.normalise(Vector.sub(this.hackedTarget.position, this.position)), this.mass * 0.0015) // } // }, laserBeam() { if (game.cycle % 7 && this.seePlayer.yes) { ctx.setLineDash([125 * Math.random(), 125 * Math.random()]); // ctx.lineDashOffset = 6*(game.cycle % 215); if (this.distanceToPlayer() < this.laserRange) { if (mech.immuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale); if (mech.energy > 0.1) mech.energy -= 0.003 ctx.beginPath(); ctx.moveTo(this.position.x, this.position.y); ctx.lineTo(mech.pos.x, mech.pos.y); ctx.lineTo(mech.pos.x + (Math.random() - 0.5) * 3000, mech.pos.y + (Math.random() - 0.5) * 3000); ctx.lineWidth = 2; ctx.strokeStyle = "rgb(255,0,170)"; ctx.stroke(); ctx.beginPath(); ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI); ctx.fillStyle = "rgba(255,0,170,0.15)"; ctx.fill(); } ctx.beginPath(); ctx.arc(this.position.x, this.position.y, this.laserRange * 0.9, 0, 2 * Math.PI); ctx.strokeStyle = "rgba(255,0,170,0.5)"; ctx.lineWidth = 1; ctx.stroke(); ctx.setLineDash([]); ctx.fillStyle = "rgba(255,0,170,0.03)"; ctx.fill(); } }, laser() { const vertexCollision = function(v1, v1End, domain) { for (let i = 0; i < domain.length; ++i) { let vertices = domain[i].vertices; const len = vertices.length - 1; for (let j = 0; j < len; j++) { results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]); if (results.onLine1 && results.onLine2) { const dx = v1.x - results.x; const dy = v1.y - results.y; const dist2 = dx * dx + dy * dy; if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) { best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[j], v2: vertices[j + 1] }; } } } results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]); if (results.onLine1 && results.onLine2) { const dx = v1.x - results.x; const dy = v1.y - results.y; const dist2 = dx * dx + dy * dy; if (dist2 < best.dist2) { best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[0], v2: vertices[len] }; } } } }; if (this.seePlayer.recall) { this.torque = this.lookTorque * this.inertia * 2; const seeRange = 2500; best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null }; const look = { x: this.position.x + seeRange * Math.cos(this.angle), y: this.position.y + seeRange * Math.sin(this.angle) }; vertexCollision(this.position, look, map); vertexCollision(this.position, look, body); if (!mech.isCloak) vertexCollision(this.position, look, [player]); // hitting player if (best.who === player) { if (mech.immuneCycle < mech.cycle) { const dmg = 0.0012 * game.dmgScale; mech.damage(dmg); //draw damage ctx.fillStyle = "#f00"; ctx.beginPath(); ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI); ctx.fill(); } } //draw beam if (best.dist2 === Infinity) { best = look; } ctx.beginPath(); ctx.moveTo(this.position.x, this.position.y); ctx.lineTo(best.x, best.y); ctx.strokeStyle = "#f00"; // Purple path ctx.lineWidth = 1; ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]); ctx.stroke(); // Draw it ctx.setLineDash([0, 0]); } }, searchSpring() { //draw the two dots on the end of the springs ctx.beginPath(); ctx.arc(this.cons.pointA.x, this.cons.pointA.y, 6, 0, 2 * Math.PI); ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI); ctx.fillStyle = "#222"; ctx.fill(); if (!(game.cycle % this.seePlayerFreq)) { if ( (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange)) && this.distanceToPlayer2() < this.seeAtDistance2 && Matter.Query.ray(map, this.position, player.position).length === 0 && Matter.Query.ray(body, this.position, player.position).length === 0 && !mech.isCloak ) { this.foundPlayer(); } else if (this.seePlayer.recall) { this.lostPlayer(); } } }, springAttack() { // set new values of the ends of the spring constraints const stepRange = 600 if (this.seePlayer.recall && Matter.Query.ray(map, this.position, player.position).length === 0) { if (!(game.cycle % (this.seePlayerFreq * 2))) { const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position)) const goal = Vector.add(this.position, Vector.mult(unit, stepRange)) this.springTarget.x = goal.x; this.springTarget.y = goal.y; // this.springTarget.x = this.seePlayer.position.x; // this.springTarget.y = this.seePlayer.position.y; this.cons.length = -200; this.cons2.length = 100 + 1.5 * this.radius; } else if (!(game.cycle % this.seePlayerFreq)) { const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position)) const goal = Vector.add(this.position, Vector.mult(unit, stepRange)) this.springTarget2.x = goal.x; this.springTarget2.y = goal.y; // this.springTarget2.x = this.seePlayer.position.x; // this.springTarget2.y = this.seePlayer.position.y; this.cons.length = 100 + 1.5 * this.radius; this.cons2.length = -200; } } else { this.torque = this.lookTorque * this.inertia; //draw looking around arcs const range = Math.PI * this.lookRange; ctx.beginPath(); ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range); ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true); ctx.fillStyle = "rgba(0,0,0,0.07)"; ctx.fill(); //spring to random place on map const vertexCollision = function(v1, v1End, domain) { for (let i = 0; i < domain.length; ++i) { let vertices = domain[i].vertices; const len = vertices.length - 1; for (let j = 0; j < len; j++) { results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]); if (results.onLine1 && results.onLine2) { const dx = v1.x - results.x; const dy = v1.y - results.y; const dist2 = dx * dx + dy * dy; if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) { best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[j], v2: vertices[j + 1] }; } } } results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]); if (results.onLine1 && results.onLine2) { const dx = v1.x - results.x; const dy = v1.y - results.y; const dist2 = dx * dx + dy * dy; if (dist2 < best.dist2) { best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[0], v2: vertices[len] }; } } } }; //move to a random location if (!(game.cycle % (this.seePlayerFreq * 5))) { best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null }; const seeRange = 3000; const look = { x: this.position.x + seeRange * Math.cos(this.angle), y: this.position.y + seeRange * Math.sin(this.angle) }; vertexCollision(this.position, look, map); if (best.dist2 != Infinity) { this.springTarget.x = best.x; this.springTarget.y = best.y; this.cons.length = 100 + 1.5 * this.radius; this.cons2.length = 100 + 1.5 * this.radius; } } } }, curl(range = 1000, mag = -10) { //cause all mobs, and bodies to rotate in a circle applyCurl = function(center, array, isAntiGravity = true) { for (let i = 0; i < array.length; ++i) { const sub = Vector.sub(center, array[i].position) const radius2 = Vector.magnitudeSquared(sub); //if too close, like center mob or shield, don't curl // if too far don't curl if (radius2 < range * range && radius2 > 10000) { const curlVector = Vector.mult(Vector.perp(Vector.normalise(sub)), mag) //apply curl force Matter.Body.setVelocity(array[i], { x: array[i].velocity.x * 0.94 + curlVector.x * 0.06, y: array[i].velocity.y * 0.94 + curlVector.y * 0.06 }) if (isAntiGravity) array[i].force.y -= 0.8 * game.g * array[i].mass // //draw curl, for debugging // ctx.beginPath(); // ctx.moveTo(array[i].position.x, array[i].position.y); // ctx.lineTo(array[i].position.x + curlVector.x * 10, array[i].position.y + curlVector.y * 10); // ctx.lineWidth = 2; // ctx.strokeStyle = "#000"; // ctx.stroke(); } } } applyCurl(this.position, mob, false); applyCurl(this.position, body); applyCurl(this.position, powerUp); // applyCurl(this.position, bullet); // too powerful, just stops all bullets need to write a curl function just for bullets // applyCurl(this.position, [player]); //draw limit // ctx.beginPath(); // ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI); // ctx.fillStyle = "rgba(55,255,255, 0.1)"; // ctx.fill(); }, pullPlayer() { if (this.seePlayer.yes && Vector.magnitudeSquared(Vector.sub(this.position, player.position)) < 1000000) { const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x); player.force.x -= game.accelScale * 0.00113 * player.mass * Math.cos(angle) * (mech.onGround ? 2 : 1); player.force.y -= game.accelScale * 0.00084 * player.mass * Math.sin(angle); ctx.beginPath(); ctx.moveTo(this.position.x, this.position.y); ctx.lineTo(mech.pos.x, mech.pos.y); ctx.lineWidth = Math.min(60, this.radius * 2); ctx.strokeStyle = "rgba(0,0,0,0.5)"; ctx.stroke(); ctx.beginPath(); ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI); ctx.fillStyle = "rgba(0,0,0,0.3)"; ctx.fill(); } }, repelBullets() { if (this.seePlayer.yes) { ctx.lineWidth = "8"; ctx.strokeStyle = this.fill; ctx.beginPath(); for (let i = 0, len = bullet.length; i < len; ++i) { const dx = bullet[i].position.x - this.position.x; const dy = bullet[i].position.y - this.position.y; const dist = Math.sqrt(dx * dx + dy * dy); if (dist < 500) { ctx.moveTo(this.position.x, this.position.y); ctx.lineTo(bullet[i].position.x, bullet[i].position.y); const angle = Math.atan2(dy, dx); const mag = (1500 * bullet[i].mass * game.g) / dist; bullet[i].force.x += mag * Math.cos(angle); bullet[i].force.y += mag * Math.sin(angle); } } ctx.stroke(); } }, attraction() { //accelerate towards the player if (this.seePlayer.recall) { // && dx * dx + dy * dy < 2000000) { // const forceMag = this.accelMag * this.mass; // const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x); // this.force.x += forceMag * Math.cos(angle); // this.force.y += forceMag * Math.sin(angle); const force = Vector.mult(Vector.normalise(Vector.sub(this.seePlayer.position, this.position)), this.accelMag * this.mass) this.force.x += force.x; this.force.y += force.y; } }, repulsionRange: 500000, repulsion() { //accelerate towards the player if (this.seePlayer.recall && this.distanceToPlayer2() < this.repulsionRange) { // && dx * dx + dy * dy < 2000000) { const forceMag = this.accelMag * this.mass; const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x); this.force.x -= 2 * forceMag * Math.cos(angle); this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity } }, hoverOverPlayer() { if (this.seePlayer.recall) { // vertical positioning const rangeY = 250; if (this.position.y > this.seePlayer.position.y - this.hoverElevation + rangeY) { this.force.y -= this.accelMag * this.mass; } else if (this.position.y < this.seePlayer.position.y - this.hoverElevation - rangeY) { this.force.y += this.accelMag * this.mass; } // horizontal positioning const rangeX = 150; if (this.position.x > this.seePlayer.position.x + this.hoverXOff + rangeX) { this.force.x -= this.accelMag * this.mass; } else if (this.position.x < this.seePlayer.position.x + this.hoverXOff - rangeX) { this.force.x += this.accelMag * this.mass; } } // else { // this.gravity(); // } }, grow() { if (!mech.isBodiesAsleep) { if (this.seePlayer.recall) { if (this.radius < 80) { const scale = 1.01; Matter.Body.scale(this, scale, scale); this.radius *= scale; // this.torque = -0.00002 * this.inertia; this.fill = `hsl(144, ${this.radius}%, 50%)`; } } else { if (this.radius > 15) { const scale = 0.99; Matter.Body.scale(this, scale, scale); this.radius *= scale; this.fill = `hsl(144, ${this.radius}%, 50%)`; } } } }, search() { //be sure to declare searchTarget in mob spawn //accelerate towards the searchTarget if (!this.seePlayer.recall) { const newTarget = function(that) { if (Math.random() < 0.0005) { that.searchTarget = player.position; //chance to target player } else { //target random body that.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; } }; const sub = Vector.sub(this.searchTarget, this.position); if (Vector.magnitude(sub) > this.radius * 2) { // ctx.beginPath(); // ctx.strokeStyle = "#aaa"; // ctx.moveTo(this.position.x, this.position.y); // ctx.lineTo(this.searchTarget.x,this.searchTarget.y); // ctx.stroke(); //accelerate at 0.1 of normal acceleration this.force = Vector.mult(Vector.normalise(sub), this.accelMag * this.mass * 0.2); } else { //after reaching random target switch to new target newTarget(this); } //switch to a new target after a while if (!(game.cycle % (this.seePlayerFreq * 15))) { newTarget(this); } } }, blink() { //teleport towards player as a way to move if (this.seePlayer.recall && !(game.cycle % this.blinkRate)) { ctx.beginPath(); ctx.moveTo(this.position.x, this.position.y); const dist = Vector.sub(this.seePlayer.position, this.position); const distMag = Vector.magnitude(dist); const unitVector = Vector.normalise(dist); const rando = (Math.random() - 0.5) * 50; if (distMag < this.blinkLength) { Matter.Body.translate(this, Vector.mult(unitVector, distMag + rando)); } else { Matter.Body.translate(this, Vector.mult(unitVector, this.blinkLength + rando)); } ctx.lineTo(this.position.x, this.position.y); ctx.lineWidth = radius * 2; ctx.strokeStyle = this.stroke; //"rgba(0,0,0,0.5)"; //'#000' ctx.stroke(); } }, drift() { //teleport towards player as a way to move if (this.seePlayer.recall && !(game.cycle % this.blinkRate)) { // && !mech.lookingAtMob(this,0.5)){ ctx.beginPath(); ctx.moveTo(this.position.x, this.position.y); const dist = Vector.sub(this.seePlayer.position, this.position); const distMag = Vector.magnitude(dist); const vector = Vector.mult(Vector.normalise(dist), this.blinkLength); if (distMag < this.blinkLength) { Matter.Body.setPosition(this, this.seePlayer.position); Matter.Body.translate(this, { x: (Math.random() - 0.5) * 50, y: (Math.random() - 0.5) * 50 }); } else { vector.x += (Math.random() - 0.5) * 200; vector.y += (Math.random() - 0.5) * 200; Matter.Body.translate(this, vector); } ctx.lineTo(this.position.x, this.position.y); ctx.lineWidth = radius * 2; ctx.strokeStyle = this.stroke; ctx.stroke(); } }, bomb() { //throw a mob/bullet at player if ( !(game.cycle % this.fireFreq) && Math.abs(this.position.x - this.seePlayer.position.x) < 400 && //above player Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && //see player Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 ) { spawn.bomb(this.position.x, this.position.y + this.radius * 0.5, 10 + Math.ceil(this.radius / 15), 5); //add spin and speed Matter.Body.setAngularVelocity(mob[mob.length - 1], (Math.random() - 0.5) * 0.5); Matter.Body.setVelocity(mob[mob.length - 1], { x: this.velocity.x, y: this.velocity.y }); //spin for mob as well Matter.Body.setAngularVelocity(this, (Math.random() - 0.5) * 0.25); } }, fire() { if (!mech.isBodiesAsleep) { const setNoseShape = () => { const mag = this.radius + this.radius * this.noseLength; this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag; this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag; }; //throw a mob/bullet at player if (this.seePlayer.recall) { //set direction to turn to fire if (!(game.cycle % this.seePlayerFreq)) { this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position)); this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 2500; //gives the bullet an arc //was / 1600 } //rotate towards fireAngle const angle = this.angle + Math.PI / 2; c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y; const threshold = 0.1; if (c > threshold) { this.torque += 0.000004 * this.inertia; } else if (c < -threshold) { this.torque -= 0.000004 * this.inertia; } else if (this.noseLength > 1.5) { //fire spawn.bullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5); const v = 15; Matter.Body.setVelocity(mob[mob.length - 1], { x: this.velocity.x + this.fireDir.x * v + 3 * Math.random(), y: this.velocity.y + this.fireDir.y * v + 3 * Math.random() }); this.noseLength = 0; // recoil this.force.x -= 0.005 * this.fireDir.x * this.mass; this.force.y -= 0.005 * this.fireDir.y * this.mass; } if (this.noseLength < 1.5) this.noseLength += this.fireFreq; setNoseShape(); } else if (this.noseLength > 0.1) { this.noseLength -= this.fireFreq / 2; setNoseShape(); } // else if (this.noseLength < -0.1) { // this.noseLength += this.fireFreq / 4; // setNoseShape(); // } } }, // launch() { // if (this.seePlayer.recall) { // //fire // spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5); // const v = 15; // Matter.Body.setVelocity(mob[mob.length - 1], { // x: this.velocity.x + this.fireDir.x * v + Math.random(), // y: this.velocity.y + this.fireDir.y * v + Math.random() // }); // // recoil // this.force.x -= 0.005 * this.fireDir.x * this.mass; // this.force.y -= 0.005 * this.fireDir.y * this.mass; // } // }, turnToFacePlayer() { //turn to face player const dx = player.position.x - this.position.x; const dy = -player.position.y + this.position.y; const dist = this.distanceToPlayer(); const angle = this.angle + Math.PI / 2; c = Math.cos(angle) * dx - Math.sin(angle) * dy; // if (c > 0.04) { // Matter.Body.rotate(this, 0.01); // } else if (c < 0.04) { // Matter.Body.rotate(this, -0.01); // } if (c > 0.04 * dist) { this.torque += 0.002 * this.mass; } else if (c < 0.04) { this.torque -= 0.002 * this.mass; } }, facePlayer() { const unitVector = Vector.normalise(Vector.sub(this.seePlayer.position, this.position)); const angle = Math.atan2(unitVector.y, unitVector.x); Matter.Body.setAngle(this, angle - Math.PI); }, explode(mass = this.mass) { mech.damage(Math.min(Math.max(0.02 * Math.sqrt(mass), 0.01), 0.35) * game.dmgScale); this.dropPowerUp = false; this.death(); //death with no power up or body }, timeLimit() { if (!mech.isBodiesAsleep) { this.timeLeft--; if (this.timeLeft < 0) { this.dropPowerUp = false; this.death(); //death with no power up } } }, healthBar() { //draw health by mob //most health bars are drawn in mobs.healthbar(); if (this.seePlayer.recall) { const h = this.radius * 0.3; const w = this.radius * 2; const x = this.position.x - w / 2; const y = this.position.y - w * 0.7; ctx.fillStyle = "rgba(100, 100, 100, 0.3)"; ctx.fillRect(x, y, w, h); ctx.fillStyle = "rgba(255,0,0,0.7)"; ctx.fillRect(x, y, w * this.health, h); } }, damage(dmg, isBypassShield = false) { if (!this.isShielded || isBypassShield) { dmg *= mod.damageFromMods() //mobs specific damage changes if (mod.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500 if (this.shield) dmg *= 0.075 //energy and heal drain should be calculated after damage boosts if (mod.energySiphon && dmg !== Infinity && this.dropPowerUp) { mech.energy += Math.min(this.health, dmg) * mod.energySiphon // if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy } if (mod.healthDrain && dmg !== Infinity && this.dropPowerUp) { mech.addHealth(Math.min(this.health, dmg) * mod.healthDrain) if (mech.health > mech.maxHealth) mech.health = mech.maxHealth } dmg /= Math.sqrt(this.mass) this.health -= dmg //this.fill = this.color + this.health + ')'; this.onDamage(dmg); //custom damage effects if (this.health < 0.05 && this.alive) this.death(); } }, onDamage() { // a placeholder for custom effects on mob damage //to use declare custom method in mob spawn }, onDeath() { // a placeholder for custom effects on mob death // to use declare custom method in mob spawn }, leaveBody: true, dropPowerUp: true, death() { this.onDeath(this); //custom death effects this.removeConsBB(); this.alive = false; //triggers mob removal in mob[i].replace(i) if (this.dropPowerUp) { if (mod.isEnergyLoss) mech.energy *= 0.75; powerUps.spawnRandomPowerUp(this.position.x, this.position.y); mech.lastKillCycle = mech.cycle; //tracks the last time a kill was made, mostly used in game.checks() if (Math.random() < mod.sporesOnDeath) { const len = Math.min(25, Math.floor(2 + this.mass * (0.5 + 0.5 * Math.random()))) for (let i = 0; i < len; i++) { b.spore(this.position) } } if (Math.random() < mod.isBotSpawner) { b.randomBot(this.position, false) bullet[bullet.length - 1].endCycle = game.cycle + 1000 + Math.floor(400 * Math.random()) } if (mod.isExplodeMob) b.explosion(this.position, Math.min(550, Math.sqrt(this.mass + 2.5) * 50)) if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob, 40 + 7 * Math.random()) } else if (mod.isShieldAmmo && this.shield) { let type = "ammo" if (Math.random() < 0.4) { type = "heal" } else if (Math.random() < 0.3 && !mod.isSuperDeterminism) { type = "reroll" } for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) { powerUps.spawn(this.position.x, this.position.y, type); } } }, removeConsBB() { for (let i = 0, len = consBB.length; i < len; ++i) { if (consBB[i].bodyA === this) { if (consBB[i].bodyB.shield) { consBB[i].bodyB.do = function() { this.death(); }; } consBB[i].bodyA = consBB[i].bodyB; consBB.splice(i, 1); this.removeConsBB(); break; } else if (consBB[i].bodyB === this) { if (consBB[i].bodyA.shield) { consBB[i].bodyA.do = function() { this.death(); }; } consBB[i].bodyB = consBB[i].bodyA; consBB.splice(i, 1); this.removeConsBB(); break; } } }, removeCons() { for (let i = 0, len = cons.length; i < len; ++i) { if (cons[i].bodyA === this) { cons[i].bodyA = cons[i].bodyB; cons.splice(i, 1); this.removeCons(); break; } else if (cons[i].bodyB === this) { cons[i].bodyB = cons[i].bodyA; cons.splice(i, 1); this.removeCons(); break; } } }, //replace dead mob with a regular body replace(i) { //if there are too many bodies don't turn into blocks to help performance if (this.leaveBody && body.length < 60 && this.mass < 200 && this.radius > 18) { const len = body.length; const v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v); Matter.Body.setVelocity(body[len], Vector.mult(this.velocity, 0.5)); Matter.Body.setAngularVelocity(body[len], this.angularVelocity); body[len].collisionFilter.category = cat.body; body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; // if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) { // body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet; // } body[len].classType = "body"; World.add(engine.world, body[len]); //add to world //large mobs shrink so they don't block paths if (body[len].mass > 9) { const shrink = function(that, massLimit) { if (that.mass > massLimit) { const scale = 0.95; Matter.Body.scale(that, scale, scale); setTimeout(shrink, 20, that, massLimit); } }; shrink(body[len], 7 + 4 * Math.random()) } } Matter.World.remove(engine.world, this); mob.splice(i, 1); } }); mob[i].alertRange2 = Math.pow(mob[i].radius * 3 + 550, 2); World.add(engine.world, mob[i]); //add to world } };