"use strict"; /* TODO: ******************************************* ***************************************************** add Boss levels add modular difficulty settings take reduced dmg slower mob look / CD more drops fewer mobs make a new var to scale number of mobs and stop using levels cleared var get text output to show multiple notifications at once by queuing them vertically make power ups keep moving to player if the pickup field is turned off before they get picked up not sure how to do this without adding a constant check levels spawn by having the map aspects randomly fly into place new map with repeating endlessness get ideas from Manifold Garden game if falling, get teleported above the map I tried it, but had trouble getting the camera to adjust to the teleportation this can apply to blocks mobs, and power ups as well Find a diegetic way to see player damage (and or field meter too) a health meter, like the field meter above player? (doesn't work with the field meter) field power up effects field allows player to hold and throw living mobs mod power ups ideas bullet on mob damage effects add to the array mob.do new mob behaviors add a damage over time add a freeze give mobs more animal-like behaviors like rainworld give mobs something to do when they don't see player explore map eat power ups drop power up (if killed after eating one) mobs some times aren't aggressive when low on life or after taking a large hit mobs can fight each other this might be hard to code isolated mobs try to group up. game mechanics mechanics that support the physics engine add rope/constraint get ideas from game: limbo / inside environmental hazards laser lava button / switch door fizzler moving platform map zones water low friction ground bouncy ground track foot positions with velocity better as the player walks/crouch/runs Boss ideas boss grows and spilt, if you don't kill it fast sensor that locks you in after you enter the boss room boss that eats other mobs and gains stats from them chance to spawn on any level (past level 5) boss that knows how to shoot (player) bullets that collide with player overwrite custom engine collision bullet mob function. // collision info: category mask powerUp: 0x100000 0x100001 body: 0x010000 0x011111 player: 0x001000 0x010011 bullet: 0x000100 0x010011 mob: 0x000010 0x011111 mobBullet: 0x000010 0x011101 mobShield: 0x000010 0x001100 map: 0x000001 0x111111 */ //set up canvas var canvas = document.getElementById("canvas"); //using "const" causes problems in safari when an ID shares the same name. const ctx = canvas.getContext("2d"); 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; canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2); ctx.font = "15px Arial"; ctx.lineJoin = "round"; ctx.lineCap = "round"; // ctx.lineCap='square'; game.setZoom(); } setupCanvas(); window.onresize = () => { setupCanvas(); }; //mouse move input document.body.addEventListener("mousemove", (e) => { game.mouse.x = e.clientX; game.mouse.y = e.clientY; }); document.body.addEventListener("mouseup", (e) => { // game.buildingUp(e); //uncomment when building levels game.mouseDown = false; // console.log(e) if (e.which === 3) { game.mouseDownRight = false; } else { game.mouseDown = false; } }); document.body.addEventListener("mousedown", (e) => { if (e.which === 3) { game.mouseDownRight = true; } else { game.mouseDown = true; } }); //keyboard input const keys = []; document.body.addEventListener("keydown", (e) => { keys[e.keyCode] = true; game.keyPress(); }); document.body.addEventListener("keyup", (e) => { keys[e.keyCode] = false; }); document.body.addEventListener("wheel", (e) => { if (e.deltaY > 0) { game.nextGun(); } else { game.previousGun(); } }, { passive: true }); // function playSound(id) { // //play sound // if (false) { // //sounds are turned off for now // // if (document.getElementById(id)) { // var sound = document.getElementById(id); //setup audio // sound.currentTime = 0; //reset position of playback to zero //sound.load(); // sound.play(); // } // } 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; } //main loop ************************************************************ //********************************************************************** function cycle() { if (!game.paused) requestAnimationFrame(cycle); const now = Date.now(); const elapsed = now - game.then; // calc elapsed time since last loop if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67 game.loop(); } }