//global player variables for use in matter.js physics
let player, jumpSensor, playerBody, playerHead, headSensor;
// player Object Prototype *********************************************
const m = {
spawn() {
//load player in matter.js physic engine
// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
playerBody = Bodies.fromVertices(0, 0, vertices);
jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
//this sensor check if the player is on the ground to enable jumping
sleepThreshold: 99999999999,
isSensor: true
});
vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
playerHead = Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
headSensor = Bodies.rectangle(0, -57, 48, 45, {
//senses if the player's head is empty and can return after crouching
sleepThreshold: 99999999999,
isSensor: true
});
player = Body.create({
//combine jumpSensor and playerBody
parts: [playerBody, playerHead, jumpSensor, headSensor],
inertia: Infinity, //prevents player rotation
friction: 0.002,
frictionAir: 0.001,
//frictionStatic: 0.5,
restitution: 0,
sleepThreshold: Infinity,
collisionFilter: {
group: 0,
category: cat.player,
mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
},
death() {
m.death();
}
});
Matter.Body.setMass(player, m.mass);
Composite.add(engine.world, [player]);
},
cycle: 600, //starts at 600 cycles instead of 0 to prevent bugs with m.history
lastKillCycle: 0,
lastHarmCycle: 0,
width: 50,
radius: 30,
eyeFillColor: null,
fillColor: null, //set by setFillColors
fillColorDark: null, //set by setFillColors
bodyGradient: null, //set by setFillColors
color: {
hue: 0,
sat: 0,
light: 100,
},
setFillColors() {
this.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
this.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light-25}%)`
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, m.fillColorDark);
grd.addColorStop(1, m.fillColor);
this.bodyGradient = grd
},
height: 42,
yOffWhen: {
crouch: 22,
stand: 49,
jump: 70
},
defaultMass: 5,
mass: 5,
FxNotHolding: 0.015,
Fx: 0.016, //run Force on ground //
jumpForce: 0.42,
setMovement() {
m.Fx = 0.016 * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1);
m.jumpForce = 0.42 * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1)
},
FxAir: 0.016, // 0.4/5/5 run Force in Air
yOff: 70,
yOffGoal: 70,
onGround: false, //checks if on ground or in air
standingOn: undefined,
numTouching: 0,
crouch: false,
// isHeadClear: true,
spawnPos: {
x: 0,
y: 0
},
spawnVel: {
x: 0,
y: 0
},
pos: {
x: 0,
y: 0
},
yPosDifference: 24.2859, //player.position.y - m.pos.y //24.285923217549026
// yPosDifferenceCrouched: -2.7140767824453604,
Sy: 0, //adds a smoothing effect to vertical only
Vx: 0,
Vy: 0,
friction: {
ground: 0.01,
air: 0.0025
},
airSpeedLimit: 125, // 125/mass/mass = 5
angle: 0,
walk_cycle: 0,
stepSize: 0,
flipLegs: -1,
hip: {
x: 12,
y: 24
},
knee: {
x: 0,
y: 0,
x2: 0,
y2: 0
},
foot: {
x: 0,
y: 0
},
legLength1: 55,
legLength2: 45,
transX: 0,
transY: 0,
history: [], //tracks the last second of player position
resetHistory() {
for (let i = 0; i < 600; i++) { //reset history
m.history[i] = {
position: {
x: player.position.x,
y: player.position.y,
},
velocity: {
x: player.velocity.x,
y: player.velocity.y
},
yOff: m.yOff,
angle: m.angle,
health: m.health,
energy: m.energy,
activeGun: b.activeGun
}
}
},
move() {
m.pos.x = player.position.x;
m.pos.y = playerBody.position.y - m.yOff;
m.Vx = player.velocity.x;
m.Vy = player.velocity.y;
//tracks the last 10s of player information
m.history.splice(m.cycle % 600, 1, {
position: {
x: player.position.x,
y: player.position.y,
},
velocity: {
x: player.velocity.x,
y: player.velocity.y
},
yOff: m.yOff,
angle: m.angle,
health: m.health,
energy: m.energy,
activeGun: b.activeGun
});
// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
// historyIndex = (m.cycle - back) % 600
},
transSmoothX: 0,
transSmoothY: 0,
lastGroundedPositionY: 0,
// mouseZoom: 0,
lookSmoothing: 0.07, //1 is instant jerky, 0.001 is slow smooth zoom, 0.07 is standard
look() {}, //set to lookDefault()
lookDefault() {
//always on mouse look
m.angle = Math.atan2(
simulation.mouseInGame.y - m.pos.y,
simulation.mouseInGame.x - m.pos.x
);
//smoothed mouse look translations
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) * m.lookSmoothing;
m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
},
doCrouch() {
if (!m.crouch) {
m.crouch = true;
m.yOffGoal = m.yOffWhen.crouch;
if ((playerHead.position.y - player.position.y) < 0) {
Matter.Body.setPosition(playerHead, {
x: player.position.x,
y: player.position.y + 9.1740767
})
}
}
},
undoCrouch() {
if (m.crouch) {
m.crouch = false;
m.yOffGoal = m.yOffWhen.stand;
if ((playerHead.position.y - player.position.y) > 0) {
Matter.Body.setPosition(playerHead, {
x: player.position.x,
y: player.position.y - 30.28592321
})
}
}
},
hardLandCD: 0,
checkHeadClear() {
if (Matter.Query.collides(headSensor, map).length > 0) {
return false
} else {
return true
}
},
buttonCD_jump: 0, //cool down for player buttons
groundControl() {
//check for crouch or jump
if (m.crouch) {
if (!(input.down) && m.checkHeadClear() && m.hardLandCD < m.cycle) m.undoCrouch();
} else if (input.down || m.hardLandCD > m.cycle) {
m.doCrouch(); //on ground && not crouched and pressing s or down
} else if ((input.up) && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23) {
m.buttonCD_jump = m.cycle; //can't jump again until 20 cycles pass
//apply a fraction of the jump force to the body the player is jumping off of
Matter.Body.applyForce(m.standingOn, m.pos, {
x: 0,
y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5)
});
player.force.y = -m.jumpForce; //player jump force
Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
x: player.velocity.x,
y: Math.max(-10, Math.min(m.standingOn.velocity.y, 10)) //cap velocity contribution from blocks you are standing on to 10 in the vertical
});
}
if (input.left) {
if (player.velocity.x > -2) {
player.force.x -= m.Fx * 1.5
} else {
player.force.x -= m.Fx
}
// }
} else if (input.right) {
if (player.velocity.x < 2) {
player.force.x += m.Fx * 1.5
} else {
player.force.x += m.Fx
}
} else {
const stoppingFriction = 0.92; //come to a stop if no move key is pressed
Matter.Body.setVelocity(player, {
x: player.velocity.x * stoppingFriction,
y: player.velocity.y * stoppingFriction
});
}
//come to a stop if fast
if (player.speed > 4) {
const stoppingFriction = (m.crouch) ? 0.65 : 0.89; // this controls speed when crouched
Matter.Body.setVelocity(player, {
x: player.velocity.x * stoppingFriction,
y: player.velocity.y * stoppingFriction
});
}
},
airControl() {
//check for short jumps //moving up //recently pressed jump //but not pressing jump key now
if (m.buttonCD_jump + 60 > m.cycle && !(input.up) && m.Vy < 0) {
Matter.Body.setVelocity(player, {
//reduce player y-velocity every cycle
x: player.velocity.x,
y: player.velocity.y * 0.94
});
}
if (input.left) {
if (player.velocity.x > -m.airSpeedLimit / player.mass / player.mass) player.force.x -= m.FxAir; // move player left / a
} else if (input.right) {
if (player.velocity.x < m.airSpeedLimit / player.mass / player.mass) player.force.x += m.FxAir; //move player right / d
}
},
alive: false,
switchWorlds() {
const totalGuns = b.inventory.length - tech.isRewindGun //count guns, but not CPT gun
simulation.isTextLogOpen = false; //prevent console spam
//remove all tech and count current tech total
let totalTech = 0;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
if (tech.tech[i].count > 0 && !tech.tech[i].isLore) {
if (tech.tech[i].frequencyDefault) {
tech.tech[i].frequency = tech.tech[i].frequencyDefault
} else {
tech.tech[i].frequency = 1
}
if (
!tech.tech[i].isNonRefundable &&
tech.tech[i].name !== "many-worlds" &&
tech.tech[i].name !== "Ψ(t) collapse" &&
tech.tech[i].name !== "non-unitary operator"
) {
totalTech += tech.tech[i].count
tech.tech[i].remove();
tech.tech[i].isLost = false
tech.tech[i].count = 0
}
}
}
// lore.techCount = 0;
// tech.removeLoreTechFromPool();
// tech.addLoreTechToPool();
// tech.removeJunkTechFromPool();
tech.cancelCount = 0;
tech.extraMaxHealth = 0;
tech.totalCount = 0;
const randomBotCount = b.totalBots()
b.zeroBotCount()
//remove all bullets, respawn bots
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = [];
//randomize health
m.health = m.health * (1 + 0.5 * (Math.random() - 0.5))
if (m.health > 1) m.health = 1;
m.displayHealth();
//randomize field
m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
//track ammo/ ammoPack count
let ammoCount = 0
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
} else {
ammoCount += 5
}
}
//removes guns and ammo
b.inventory = [];
b.activeGun = null;
b.inventoryGun = 0;
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].have = false;
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
}
//give random guns
for (let i = 0; i < totalGuns; i++) b.giveGuns()
//randomize ammo based on ammo/ammoPack count
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.5 * (Math.random() - 0.5))))
}
//randomize tech
for (let i = 0; i < totalTech; i++) {
//find what tech I could get
let options = [];
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBadRandomOption && !tech.tech[i].isLore && !tech.tech[i].isJunk) {
for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
}
}
//add a new tech from options pool
if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
}
b.respawnBots();
for (let i = 0; i < randomBotCount; i++) b.randomBot()
simulation.makeGunHUD(); //update gun HUD
simulation.updateTechHUD();
simulation.isTextLogOpen = true;
m.drop();
if (simulation.paused) build.pauseGrid() //update the build when paused
},
death() {
if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
//remove immortality tech
// for (let i = 0; i < tech.tech.length; i++) {
// if (tech.tech[i].name === "quantum immortality") tech.removeTech(i)
// }
simulation.wipe = function() { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
spawn.setSpawnList(); //new mob types
simulation.clearNow = true; //triggers a map reset
m.switchWorlds()
const swapPeriod = 1000
for (let i = 0, len = 5; i < len; i++) {
setTimeout(function() {
simulation.wipe = function() { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
spawn.setSpawnList(); //new mob types
simulation.clearNow = true; //triggers a map reset
m.switchWorlds()
simulation.isTextLogOpen = true;
simulation.makeTextLog(`simulation.amplitude = 0.${len-i-1}`, swapPeriod);
simulation.isTextLogOpen = false;
simulation.wipe = function() { //set wipe to have trails
ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}, (i + 1) * swapPeriod);
}
setTimeout(function() {
simulation.wipe = function() { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
simulation.isTextLogOpen = true;
simulation.makeTextLog("simulation.amplitude = null");
}, 6 * swapPeriod);
} else if (m.alive) { //normal death code here
m.alive = false;
simulation.paused = true;
m.health = 0;
m.displayHealth();
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
// build.shareURL(false)
setTimeout(function() {
Composite.clear(engine.world);
Engine.clear(engine);
simulation.splashReturn();
}, 3000);
}
},
health: 0,
maxHealth: 1, //set in simulation.reset()
drawHealth() {
if (m.health < 1) {
ctx.fillStyle = "rgba(100, 100, 100, 0.5)";
ctx.fillRect(m.pos.x - m.radius, m.pos.y - 50, 60, 10);
ctx.fillStyle = "#f00";
ctx.fillRect(
m.pos.x - m.radius,
m.pos.y - 50,
60 * m.health,
10
);
}
},
displayHealth() {
id = document.getElementById("health");
// health display is a x^1.5 rule to make it seem like the player has lower health, this makes the player feel more excitement
id.style.width = Math.floor(300 * m.maxHealth * Math.pow(m.health / m.maxHealth, 1.4)) + "px";
//css animation blink if health is low
if (m.health < 0.3) {
id.classList.add("low-health");
} else {
id.classList.remove("low-health");
}
},
addHealth(heal) {
if (!tech.isEnergyHealth) {
m.health += heal * simulation.healScale;
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
},
baseHealth: 1,
setMaxHealth() {
m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage //+ tech.bonusHealth
document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px`
simulation.makeTextLog(`m.maxHealth = ${m.maxHealth.toFixed(2)}`)
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
},
defaultFPSCycle: 0, //tracks when to return to normal fps
immuneCycle: 0, //used in engine
harmReduction() {
let dmg = 1
dmg *= m.fieldHarmReduction
if (tech.isZeno) dmg *= 0.17
if (tech.isFieldHarmReduction) dmg *= 0.5
if (tech.isHarmMACHO) dmg *= 0.33
if (tech.isImmortal) dmg *= 0.66
if (tech.isHarmReduceAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 0.33 : 1.15
if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
if (tech.isBlockHarm && m.isHolding) dmg *= 0.15
if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.0165, 0.66)
if (tech.isSlowFPS) dmg *= 0.8
// if (tech.isPiezo) dmg *= 0.85
if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.4
if (tech.isBotArmor) dmg *= 0.93 ** b.totalBots()
if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.3
if (tech.energyRegen === 0) dmg *= 0.34
if (tech.isTurret && m.crouch) dmg *= 0.55;
if (tech.isEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) dmg *= 0.87 // 1 - 0.15
}
return dmg
},
rewind(steps) { // m.rewind(Math.floor(Math.min(599, 137 * m.energy)))
if (tech.isRewindGrenade) {
const immunityDuration = 65
const immunityCycle = m.cycle + immunityDuration + 10
if (m.immuneCycle < immunityCycle) m.immuneCycle = immunityCycle; //player is immune to damage until after grenades might explode...
for (let i = 1, len = Math.floor(4 + steps / 40); i < len; i++) {
b.grenade(Vector.add(m.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -i * Math.PI / len) //fire different angles for each grenade
const who = bullet[bullet.length - 1]
if (tech.isVacuumBomb) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.5,
y: who.velocity.y * 0.5
});
} else if (tech.isRPG) {
who.endCycle = simulation.cycle + 10
} else if (tech.isNeutronBomb) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.3,
y: who.velocity.y * 0.3
});
} else {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.5,
y: who.velocity.y * 0.5
});
who.endCycle = simulation.cycle + immunityDuration
}
}
}
let history = m.history[(m.cycle - steps) % 600]
Matter.Body.setPosition(player, history.position);
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
m.yOff = history.yOff
if (m.yOff < 48) {
m.doCrouch()
} else {
m.undoCrouch()
}
// b.activeGun = history.activeGun
// for (let i = 0; i < b.inventory.length; i++) {
// if (b.inventory[i] === b.activeGun) b.inventoryGun = i
// }
// simulation.updateGunHUD();
// simulation.boldActiveGunHUD();
// 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
});
}
}
m.energy = Math.max(m.energy - steps / 150, 0.01)
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
let isDrawPlayer = true
const shortPause = function() {
if (m.defaultFPSCycle < m.cycle) { //back to default values
simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap;
document.getElementById("dmg").style.transition = "opacity 1s";
document.getElementById("dmg").style.opacity = "0";
} else {
requestAnimationFrame(shortPause);
if (isDrawPlayer) {
isDrawPlayer = false
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
for (let i = 1; i < steps; i++) {
history = m.history[(m.cycle - i) % 600]
m.pos.x = history.position.x
m.pos.y = history.position.y + m.yPosDifference - history.yOff
m.yOff = history.yOff
m.draw();
}
ctx.restore();
m.resetHistory()
}
}
};
if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
simulation.fpsCap = 3 //1 is longest pause, 4 is standard
simulation.fpsInterval = 1000 / simulation.fpsCap;
m.defaultFPSCycle = m.cycle
if (tech.isRewindBot) {
const len = steps * 0.07 * tech.isRewindBot
const botStep = Math.floor(steps / len)
for (let i = 0; i < len; i++) {
const where = m.history[Math.abs(m.cycle - i * botStep) % 600].position //spread out spawn locations along past history
b.randomBot({
x: where.x + 20 * (Math.random() - 0.5),
y: where.y + 20 * (Math.random() - 0.5)
}, false, false)
bullet[bullet.length - 1].endCycle = simulation.cycle + 480 + Math.floor(120 * Math.random()) //8-10 seconds
}
}
},
damage(dmg) {
if (tech.isRewindAvoidDeath && m.energy > 0.6) {
const steps = Math.floor(Math.min(299, 150 * m.energy))
simulation.makeTextLog(`m.rewind(${steps})`)
m.rewind(steps)
return
}
m.lastHarmCycle = m.cycle
if (tech.isDroneOnDamage && bullet.length < 150) { //chance to build a drone on damage from tech
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction
for (let i = 0; i < len; i++) {
if (Math.random() < 0.5) b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 100 * (Math.random() - 0.5) }) //spawn drone
}
}
if (tech.isEnergyHealth) {
m.energy -= dmg * 1.1;
if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
tech.isDeathAvoidedThisLevel = true
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`m.research--
${powerUps.research.count}`)
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
m.energy = m.maxEnergy
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function() { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function() {
tech.maxDuplicationEvent()
simulation.wipe = function() { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, 3000);
} else { //death
m.health = 0;
m.energy = 0;
m.death();
}
return;
}
} else {
dmg *= m.harmReduction()
m.health -= dmg;
if (m.health < 0 || isNaN(m.health)) {
if (tech.isDeathAvoid && powerUps.research.count > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
tech.isDeathAvoidedThisLevel = true
m.health = 0.05
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`m.research--
${powerUps.research.count}`)
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function() { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function() {
tech.maxDuplicationEvent()
simulation.wipe = function() { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, 3000);
} else {
m.health = 0;
m.displayHealth();
m.death();
return;
}
}
m.displayHealth();
document.getElementById("dmg").style.transition = "opacity 0s";
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
}
if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding
const normalFPS = function() {
if (m.defaultFPSCycle < m.cycle) { //back to default values
simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap;
document.getElementById("dmg").style.transition = "opacity 1s";
document.getElementById("dmg").style.opacity = "0";
} else {
requestAnimationFrame(normalFPS);
}
};
if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(normalFPS);
if (tech.isSlowFPS) { // slow game
simulation.fpsCap = 30 //new fps
simulation.fpsInterval = 1000 / simulation.fpsCap;
//how long to wait to return to normal fps
m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
if (tech.isHarmFreeze) { //freeze all mobs
for (let i = 0, len = mob.length; i < len; i++) {
mobs.statusSlow(mob[i], 450)
}
}
} else {
if (dmg > 0.05) { // freeze game for high damage hits
simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
simulation.fpsInterval = 1000 / simulation.fpsCap;
} else {
simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap;
}
m.defaultFPSCycle = m.cycle
}
// if (!noTransition) {
// document.getElementById("health").style.transition = "width 0s ease-out"
// } else {
// document.getElementById("health").style.transition = "width 1s ease-out"
// }
},
buttonCD: 0, //cool down for player buttons
drawLeg(stroke) {
// if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1;
} else {
m.flipLegs = -1;
}
ctx.save();
ctx.scale(m.flipLegs, 1); //leg lines
ctx.beginPath();
ctx.moveTo(m.hip.x, m.hip.y);
ctx.lineTo(m.knee.x, m.knee.y);
ctx.lineTo(m.foot.x, m.foot.y);
ctx.strokeStyle = stroke;
ctx.lineWidth = 7;
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
ctx.lineWidth = 4;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(m.knee.x + 7, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(m.foot.x + 6, m.foot.y);
ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = m.fillColor;
ctx.fill();
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
},
calcLeg(cycle_offset, offset) {
m.hip.x = 12 + offset;
m.hip.y = 24 + offset;
//stepSize goes to zero if Vx is zero or not on ground (make m transition cleaner)
m.stepSize = 0.8 * m.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(m.Vx))) * m.onGround);
//changes to stepsize are smoothed by adding only a percent of the new value each cycle
const stepAngle = 0.034 * m.walk_cycle + cycle_offset;
m.foot.x = 2.2 * m.stepSize * Math.cos(stepAngle) + offset;
m.foot.y = offset + 1.2 * m.stepSize * Math.sin(stepAngle) + m.yOff + m.height;
const Ymax = m.yOff + m.height;
if (m.foot.y > Ymax) m.foot.y = Ymax;
//calculate knee position as intersection of circle from hip and foot
const d = Math.sqrt((m.hip.x - m.foot.x) * (m.hip.x - m.foot.x) + (m.hip.y - m.foot.y) * (m.hip.y - m.foot.y));
const l = (m.legLength1 * m.legLength1 - m.legLength2 * m.legLength2 + d * d) / (2 * d);
const h = Math.sqrt(m.legLength1 * m.legLength1 - l * l);
m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset;
m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y;
},
draw() {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
//draw body
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient;
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
// draw eye; used in flip-flop
// ctx.beginPath();
// ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
// ctx.fillStyle = m.eyeFillColor;
// ctx.fill()
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
},
drawFlipFlop() {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
//draw body
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
//draw eye
ctx.beginPath();
ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
ctx.fillStyle = m.eyeFillColor;
ctx.fill()
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
},
drawDefault() {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
//draw body
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
// draw eye; used in flip-flop
// ctx.beginPath();
// ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
// ctx.fillStyle = m.eyeFillColor;
// ctx.fill()
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
},
// *********************************************
// **************** fields *********************
// *********************************************
closest: {
dist: 1000,
index: 0
},
isHolding: false,
isCloak: false,
throwCharge: 0,
fireCDcycle: 0,
fieldCDcycle: 0,
fieldMode: 0, //basic field mode before upgrades
maxEnergy: 1, //can be increased by a tech
holdingTarget: null,
timeSkipLastCycle: 0,
// these values are set on reset by setHoldDefaults()
blockingRecoil: 4,
grabPowerUpRange2: 0,
isFieldActive: false,
fieldRange: 155,
fieldShieldingScale: 1,
// fieldDamage: 1,
isSneakAttack: false,
duplicateChance: 0,
energy: 0,
fieldRegen: 0,
fieldMode: 0,
fieldFire: false,
fieldHarmReduction: 1,
holdingMassScale: 0,
hole: {
isOn: false,
isReady: true,
pos1: {
x: 0,
y: 0
},
pos2: {
x: 0,
y: 0
},
},
fieldArc: 0,
fieldThreshold: 0,
calculateFieldThreshold() {
m.fieldThreshold = Math.cos(m.fieldArc * Math.PI)
},
setHoldDefaults() {
if (m.energy < m.maxEnergy) m.energy = m.maxEnergy;
m.fieldRegen = tech.energyRegen; //0.001
m.fieldMeterColor = "#0cf"
m.eyeFillColor = m.fieldMeterColor
m.fieldShieldingScale = 1;
m.fieldBlockCD = 10;
m.fieldHarmReduction = 1;
m.isSneakAttack = false
m.duplicateChance = 0
powerUps.setDupChance();
m.grabPowerUpRange2 = 156000;
m.blockingRecoil = 4;
m.fieldRange = 155;
m.fieldFire = false;
m.fieldCDcycle = 0;
m.isCloak = false;
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
m.airSpeedLimit = 125
m.drop();
m.holdingMassScale = 0.5;
m.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
m.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
m.isBodiesAsleep = true;
m.wakeCheck();
// m.setMaxEnergy();
m.hole = {
isOn: false,
isReady: true,
pos1: {
x: 0,
y: 0
},
pos2: {
x: 0,
y: 0
},
}
},
setMaxEnergy() {
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy
simulation.makeTextLog(`m.maxEnergy = ${(m.maxEnergy.toFixed(2))}`)
},
fieldMeterColor: "#0cf",
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
if (m.energy < m.maxEnergy) {
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0
ctx.fillStyle = bgColor;
const xOff = m.pos.x - m.radius * m.maxEnergy
const yOff = m.pos.y - 50
ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
ctx.fillStyle = m.fieldMeterColor;
ctx.fillRect(xOff, yOff, range * m.energy, 10);
} else if (m.energy > m.maxEnergy + 0.05) {
ctx.fillStyle = bgColor;
const xOff = m.pos.x - m.radius * m.energy
const yOff = m.pos.y - 50
// ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
ctx.fillStyle = m.fieldMeterColor;
ctx.fillRect(xOff, yOff, range * m.energy, 10);
}
// else {
// m.energy = m.maxEnergy
// }
},
lookingAt(who) {
//calculate a vector from body to player and make it length 1
const diff = Vector.normalise(Vector.sub(who.position, m.pos));
//make a vector for the player's direction of length 1
const dir = {
x: Math.cos(m.angle),
y: Math.sin(m.angle)
};
//the dot product of diff and dir will return how much over lap between the vectors
// console.log(Vector.dot(dir, diff))
if (Vector.dot(dir, diff) > m.fieldThreshold) {
return true;
}
return false;
},
drop() {
if (m.isHolding) {
m.fieldCDcycle = m.cycle + 15;
m.isHolding = false;
m.throwCharge = 0;
m.definePlayerMass()
}
if (m.holdingTarget) {
m.holdingTarget.collisionFilter.category = cat.body;
m.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
m.holdingTarget = null;
}
},
definePlayerMass(mass = m.defaultMass) {
Matter.Body.setMass(player, mass);
//reduce air and ground move forces
m.Fx = 0.08 / mass * tech.squirrelFx //base player mass is 5
m.FxAir = 0.4 / mass / mass //base player mass is 5
//make player stand a bit lower when holding heavy masses
m.yOffWhen.stand = Math.max(m.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand;
},
drawHold(target, stroke = true) {
if (target) {
const eye = 15;
const len = target.vertices.length - 1;
ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.4 * Math.random()) + ")";
ctx.lineWidth = 1;
ctx.strokeStyle = "#000";
ctx.beginPath();
ctx.moveTo(
m.pos.x + eye * Math.cos(m.angle),
m.pos.y + eye * Math.sin(m.angle)
);
ctx.lineTo(target.vertices[len].x, target.vertices[len].y);
ctx.lineTo(target.vertices[0].x, target.vertices[0].y);
ctx.fill();
if (stroke) ctx.stroke();
for (let i = 0; i < len; i++) {
ctx.beginPath();
ctx.moveTo(
m.pos.x + eye * Math.cos(m.angle),
m.pos.y + eye * Math.sin(m.angle)
);
ctx.lineTo(target.vertices[i].x, target.vertices[i].y);
ctx.lineTo(target.vertices[i + 1].x, target.vertices[i + 1].y);
ctx.fill();
if (stroke) ctx.stroke();
}
}
},
holding() {
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1
if (m.holdingTarget) {
m.energy -= m.fieldRegen;
if (m.energy < 0) m.energy = 0;
Matter.Body.setPosition(m.holdingTarget, {
x: m.pos.x + 70 * Math.cos(m.angle),
y: m.pos.y + 70 * Math.sin(m.angle)
});
Matter.Body.setVelocity(m.holdingTarget, player.velocity);
Matter.Body.rotate(m.holdingTarget, 0.01 / m.holdingTarget.mass); //gently spin the block
} else {
m.isHolding = false
}
},
throwBlock() {
if (m.holdingTarget) {
if (input.field) {
if (m.energy > 0.001) {
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle
m.throwCharge += 0.5 * (tech.throwChargeRate / b.fireCDscale + 2 * tech.isAddBlockMass) / m.holdingTarget.mass
if (m.throwCharge < 6) m.energy -= 0.001 / tech.throwChargeRate / b.fireCDscale; // m.throwCharge caps at 5
//draw charge
const x = m.pos.x + 15 * Math.cos(m.angle);
const y = m.pos.y + 15 * Math.sin(m.angle);
const len = m.holdingTarget.vertices.length - 1;
const edge = m.throwCharge * m.throwCharge * m.throwCharge;
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
grd.addColorStop(0, "rgba(255,50,150,0.3)");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
ctx.fill();
for (let i = 0; i < len; i++) {
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
ctx.fill();
}
} else {
m.drop()
}
} else if (m.throwCharge > 0) { //Matter.Query.region(mob, player.bounds)
//throw the body
m.fieldCDcycle = m.cycle + 15;
m.isHolding = false;
if (tech.isTokamak && m.throwCharge > 3) { //remove the block body and pulse in the direction you are facing
//m.throwCharge > 5 seems to be when the field full colors in a block you are holding
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge)
m.throwCharge = 0;
m.definePlayerMass() //return to normal player mass
//remove block before pulse, so it doesn't get in the way
for (let i = 0; i < body.length; i++) {
if (body[i] === m.holdingTarget) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
}
}
b.pulse(60 * Math.pow(m.holdingTarget.mass, 0.25), m.angle)
} else { //normal throw
//bullet-like collisions
m.holdingTarget.collisionFilter.category = cat.bullet
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
if (tech.isBlockRestitution) {
m.holdingTarget.restitution = 0.999 //extra bouncy
m.holdingTarget.friction = m.holdingTarget.frictionStatic = m.holdingTarget.frictionAir = 0.001
}
//check every second to see if player is away from thrown body, and make solid
const solid = function(that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
} else {
setTimeout(solid, 40, that);
}
};
setTimeout(solid, 200, m.holdingTarget);
const charge = Math.min(m.throwCharge / 5, 1)
//***** scale throw speed with the first number, 80 *****
let speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
if (Matter.Query.collides(m.holdingTarget, map).length !== 0) {
speed *= 0.7 //drop speed by 30% if touching map
if (Matter.Query.ray(map, m.holdingTarget.position, m.pos).length !== 0) speed = 0 //drop to zero if the center of the block can't see the center of the player through the map
//|| Matter.Query.ray(body, m.holdingTarget.position, m.pos).length > 1
}
m.throwCharge = 0;
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
Matter.Body.setVelocity(m.holdingTarget, {
x: player.velocity.x * 0.5 + Math.cos(m.angle) * speed,
y: player.velocity.y * 0.5 + Math.sin(m.angle) * speed
});
//player recoil //stronger in x-dir to prevent jump hacking
Matter.Body.setVelocity(player, {
x: player.velocity.x - Math.cos(m.angle) * speed / (m.crouch ? 30 : 10) * Math.sqrt(m.holdingTarget.mass),
y: player.velocity.y - Math.sin(m.angle) * speed / 30 * Math.sqrt(m.holdingTarget.mass)
});
m.definePlayerMass() //return to normal player mass
if (tech.isAddBlockMass) {
const expand = function(that, massLimit) {
if (that.mass < massLimit) {
const scale = 1.05;
Matter.Body.scale(that, scale, scale);
setTimeout(expand, 20, that, massLimit);
}
};
expand(m.holdingTarget, Math.min(20, m.holdingTarget.mass * 3))
}
}
}
} else {
m.isHolding = false
}
},
drawField() {
if (m.holdingTarget) {
ctx.fillStyle = "rgba(110,170,200," + (m.energy * (0.05 + 0.05 * Math.random())) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.3 + 0.08 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
} else {
ctx.fillStyle = "rgba(110,170,200," + (0.02 + m.energy * (0.15 + 0.15 * Math.random())) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
}
// const off = 2 * Math.cos(simulation.cycle * 0.1)
const range = m.fieldRange;
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, range, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
ctx.lineWidth = 2;
ctx.lineCap = "butt"
ctx.stroke();
let eye = 13;
let aMag = 0.75 * Math.PI * m.fieldArc
let a = m.angle + aMag
let cp1x = m.pos.x + 0.6 * range * Math.cos(a)
let cp1y = m.pos.y + 0.6 * range * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle))
a = m.angle - aMag
cp1x = m.pos.x + 0.6 * range * Math.cos(a)
cp1y = m.pos.y + 0.6 * range * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * range * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * range * Math.sin(m.angle - Math.PI * m.fieldArc))
ctx.fill();
// ctx.lineTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle));
//draw random lines in field for cool effect
let offAngle = m.angle + 1.7 * Math.PI * m.fieldArc * (Math.random() - 0.5);
ctx.beginPath();
eye = 15;
ctx.moveTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle));
ctx.lineTo(m.pos.x + range * Math.cos(offAngle), m.pos.y + range * Math.sin(offAngle));
ctx.strokeStyle = "rgba(120,170,255,0.6)";
ctx.lineWidth = 1;
ctx.stroke();
},
grabPowerUp() { //look for power ups to grab with field
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1
for (let i = 0, len = powerUp.length; i < len; ++i) {
const dxP = m.pos.x - powerUp[i].position.x;
const dyP = m.pos.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP + 10;
// float towards player if looking at and in range or if very close to player
if (
dist2 < m.grabPowerUpRange2 &&
(m.lookingAt(powerUp[i]) || dist2 < 16000) &&
Matter.Query.ray(map, powerUp[i].position, m.pos).length === 0
) {
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
//extra friction
Matter.Body.setVelocity(powerUp[i], {
x: powerUp[i].velocity.x * 0.11,
y: powerUp[i].velocity.y * 0.11
});
if ( //use power up if it is close enough
dist2 < 5000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
) {
powerUps.onPickUp(powerUp[i]);
Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
x: player.velocity.x + powerUp[i].velocity.x / player.mass * 5,
y: player.velocity.y + powerUp[i].velocity.y / player.mass * 5
});
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
return; //because the array order is messed up after splice
}
}
}
},
pushMass(who, fieldBlockCost = (0.025 + Math.sqrt(who.mass) * Vector.magnitude(Vector.sub(who.velocity, player.velocity)) * 0.002) * m.fieldShieldingScale) {
if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
m.energy -= fieldBlockCost
if (m.energy < 0) m.energy = 0;
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
if (tech.blockingIce) {
for (let i = 0; i < fieldBlockCost * 35 * tech.blockingIce; i++) b.iceIX(3, 2 * Math.PI * Math.random(), m.pos)
}
const unit = Vector.normalise(Vector.sub(player.position, who.position))
if (tech.blockDmg) {
who.damage(tech.blockDmg * b.dmgScale, true)
//draw electricity
const step = 40
ctx.beginPath();
for (let i = 0, len = 1.5 * tech.blockDmg; i < len; i++) {
let x = m.pos.x - 20 * unit.x;
let y = m.pos.y - 20 * unit.y;
ctx.moveTo(x, y);
for (let i = 0; i < 8; i++) {
x += step * (-unit.x + 1.5 * (Math.random() - 0.5))
y += step * (-unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
}
ctx.lineWidth = 3;
ctx.strokeStyle = "#f0f";
ctx.stroke();
} else {
m.drawHold(who);
}
// if (tech.isFreezeMobs) mobs.statusSlow(who, 60) //this works but doesn't have a fun effect
if (tech.isStunField) mobs.statusStun(who, tech.isStunField)
// m.holdingTarget = null
//knock backs
const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back
Matter.Body.setVelocity(who, {
x: player.velocity.x - (15 * unit.x) / massRoot,
y: player.velocity.y - (15 * unit.y) / massRoot
});
if (who.isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
if (m.crouch) {
Matter.Body.setVelocity(player, {
x: player.velocity.x + 0.1 * m.blockingRecoil * unit.x * massRoot,
y: player.velocity.y + 0.1 * m.blockingRecoil * unit.y * massRoot
});
} else {
Matter.Body.setVelocity(player, {
x: player.velocity.x + m.blockingRecoil * unit.x * massRoot,
y: player.velocity.y + m.blockingRecoil * unit.y * massRoot
});
}
}
},
pushMobsFacing() { // find mobs in range and in direction looking
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < m.fieldRange &&
m.lookingAt(mob[i]) &&
!mob[i].isUnblockable &&
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
) {
mob[i].locatePlayer();
m.pushMass(mob[i]);
if (mob[i].isShielded) m.fieldCDcycle = m.cycle + 60
}
}
},
lookForPickUp() { //find body to pickup
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen;
const grabbing = {
targetIndex: null,
targetRange: 150,
// lookingAt: false //false to pick up object in range, but not looking at
};
for (let i = 0, len = body.length; i < len; ++i) {
if (Matter.Query.ray(map, body[i].position, m.pos).length === 0) {
//is m next body a better target then my current best
const dist = Vector.magnitude(Vector.sub(body[i].position, m.pos));
const looking = m.lookingAt(body[i]);
// if (dist < grabbing.targetRange && (looking || !grabbing.lookingAt) && !body[i].isNotHoldable) {
if (dist < grabbing.targetRange && looking && !body[i].isNotHoldable) {
grabbing.targetRange = dist;
grabbing.targetIndex = i;
// grabbing.lookingAt = looking;
}
}
}
// set pick up target for when mouse is released
if (body[grabbing.targetIndex]) {
m.holdingTarget = body[grabbing.targetIndex];
//
ctx.beginPath(); //draw on each valid body
let vertices = m.holdingTarget.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 = "rgba(190,215,230," + (0.3 + 0.7 * Math.random()) + ")";
ctx.fill();
ctx.globalAlpha = 0.2;
m.drawHold(m.holdingTarget);
ctx.globalAlpha = 1;
} else {
m.holdingTarget = null;
}
},
pickUp() {
//triggers when a hold target exits and field button is released
m.isHolding = true;
//conserve momentum when player mass changes
totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(m.holdingTarget.velocity, m.holdingTarget.mass))
Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + m.holdingTarget.mass)));
m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale)
//make block collide with nothing
m.holdingTarget.collisionFilter.category = 0;
m.holdingTarget.collisionFilter.mask = 0;
},
wakeCheck() {
if (m.isBodiesAsleep) {
m.isBodiesAsleep = false;
function wake(who) {
for (let i = 0, len = who.length; i < len; ++i) {
Matter.Sleeping.set(who[i], false)
if (who[i].storeVelocity) {
Matter.Body.setVelocity(who[i], {
x: who[i].storeVelocity.x,
y: who[i].storeVelocity.y
})
Matter.Body.setAngularVelocity(who[i], who[i].storeAngularVelocity)
}
}
}
if (tech.isFreezeMobs) {
for (let i = 0, len = mob.length; i < len; ++i) {
Matter.Sleeping.set(mob[i], false)
mobs.statusSlow(mob[i], 60)
}
} else {
wake(mob);
}
wake(body);
wake(bullet);
for (let i = 0, len = cons.length; i < len; i++) {
if (cons[i].stiffness === 0) {
cons[i].stiffness = cons[i].storeStiffness
}
}
// wake(powerUp);
}
},
hold() {},
setField(index) {
if (isNaN(index)) { //find index by name
let found = false
for (let i = 0; i < m.fieldUpgrades.length; i++) {
if (index === m.fieldUpgrades[i].name) {
index = i;
found = true;
break;
}
}
if (!found) return //if you can't find the field don't give a field to avoid game crash
}
m.fieldMode = index;
document.getElementById("field").innerHTML = m.fieldUpgrades[index].name
m.setHoldDefaults();
m.fieldUpgrades[index].effect();
},
fieldUpgrades: [{
name: "field emitter",
description: "regen 6 energy per second
use it to deflect mobs and throw blocks
energy regen disabled if immune to harm",
// description: "use energy to deflect mobs,
grab power ups, and throw blocks
regen 6 energy/s, when not immune to harm",
effect: () => {
m.hold = function() {
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > 0.05) {
m.drawField();
m.pushMobsFacing();
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
m.drawFieldMeter()
}
}
},
{
name: "standing wave",
description: "3 oscillating shields are permanently active
deflecting protects you in every direction
deflecting has 50% less recoil", //drains energy
drainCD: 0,
effect: () => {
m.fieldBlockCD = 0;
m.blockingRecoil = 2 //4 is normal
m.fieldRange = 175
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
m.harmonic3Phase = () => { //normal standard 3 different 2-d circles
const fieldRange1 = (0.7 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange * m.harmonicRadius
const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.73, (0.04 + m.energy * (0.11 + 0.13 * Math.random()))) + ")";
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, fieldRange1, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, fieldRange2, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, fieldRange3, 0, 2 * Math.PI);
ctx.fill();
//360 block
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < netfieldRange && !mob[i].isUnblockable) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
mob[i].locatePlayer();
if (this.drainCD > m.cycle) {
m.pushMass(mob[i], 0);
} else {
m.pushMass(mob[i]);
this.drainCD = m.cycle + 10
}
if (mob[i].isShielded) m.fieldCDcycle = m.cycle + 45
}
}
}
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
m.harmonicAtomic = () => { //several ellipses spinning about different axises
const rotation = simulation.cycle * 0.002
const phase = simulation.cycle * 0.03
const radius = m.fieldRange * m.harmonicRadius
ctx.lineWidth = 1;
ctx.strokeStyle = "rgba(110,170,200,0.9)"
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.13 + 0.15 * Math.random()) * (3 / tech.harmonics)) + ")";
// ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.22 - 0.01 * tech.harmonics) * (0.5 + 0.5 * Math.random())) + ")";
for (let i = 0; i < tech.harmonics; i++) {
ctx.beginPath();
ctx.ellipse(m.pos.x, m.pos.y, radius * Math.abs(Math.sin(phase + i / tech.harmonics * Math.PI)), radius, rotation + i / tech.harmonics * Math.PI, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
}
//360 block
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < radius && !mob[i].isUnblockable) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
mob[i].locatePlayer();
if (this.drainCD > m.cycle) {
m.pushMass(mob[i], 0);
} else {
m.pushMass(mob[i]);
this.drainCD = m.cycle + 10
}
if (mob[i].isShielded) m.fieldCDcycle = m.cycle + 45
}
}
}
if (tech.harmonics === 2) {
m.harmonicShield = m.harmonic3Phase
} else {
m.harmonicShield = m.harmonicAtomic
}
m.hold = function() {
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if ((input.field) && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
m.grabPowerUp();
m.lookForPickUp();
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
if (m.energy > 0.1 && m.fieldCDcycle < m.cycle) {
if (tech.isStandingWaveExpand) {
if (input.field) {
const oldHarmonicRadius = m.harmonicRadius
m.harmonicRadius = 0.985 * m.harmonicRadius + 0.015 * 2.5
m.energy -= 0.1 * (m.harmonicRadius - oldHarmonicRadius)
} else {
m.harmonicRadius = 0.995 * m.harmonicRadius + 0.005
}
}
m.harmonicShield()
}
m.drawFieldMeter()
}
}
},
{
name: "perfect diamagnetism",
description: "attract power ups from far away
deflecting does not drain energy
maintains functionality while inactive",
// description: "attract power ups from far away
deflecting doesn't drain energy
thrown blocks have",
// description: "gain energy when blocking
no recoil when blocking",
effect: () => {
m.fieldShieldingScale = 0;
m.fieldBlockCD = 3;
m.grabPowerUpRange2 = 10000000
m.fieldPosition = { x: m.pos.x, y: m.pos.y }
m.fieldAngle = m.angle
m.perfectPush = (isFree = false) => {
if (m.fieldCDcycle < m.cycle) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) - mob[i].radius < m.fieldRange &&
!mob[i].isUnblockable &&
Vector.dot({ x: Math.cos(m.fieldAngle), y: Math.sin(m.fieldAngle) }, Vector.normalise(Vector.sub(mob[i].position, m.fieldPosition))) > m.fieldThreshold &&
Matter.Query.ray(map, mob[i].position, m.fieldPosition).length === 0
) {
mob[i].locatePlayer();
const unit = Vector.normalise(Vector.sub(m.fieldPosition, mob[i].position))
m.fieldCDcycle = m.cycle + m.fieldBlockCD + (mob[i].isShielded ? 15 : 0);
if (tech.blockingIce) {
for (let i = 0; i < tech.blockingIce; i++) {
const angle = m.fieldAngle + 1.55 * (Math.random() - 0.5)
b.iceIX(10, angle, Vector.add(m.fieldPosition, { x: m.fieldRange * Math.cos(angle), y: m.fieldRange * Math.sin(angle) }))
}
}
if (tech.blockDmg) { //electricity
mob[i].damage(tech.blockDmg * b.dmgScale)
const step = 40
ctx.beginPath();
for (let i = 0, len = 1.5 * tech.blockDmg; i < len; i++) {
let x = m.fieldPosition.x - 20 * unit.x;
let y = m.fieldPosition.y - 20 * unit.y;
ctx.moveTo(x, y);
for (let i = 0; i < 8; i++) {
x += step * (-unit.x + 1.5 * (Math.random() - 0.5))
y += step * (-unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
}
ctx.lineWidth = 3;
ctx.strokeStyle = "#f0f";
ctx.stroke();
} else if (isFree) {
//when blocking draw this graphic
ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.4 * Math.random()) + ")";
ctx.lineWidth = 2;
ctx.strokeStyle = "#000";
const len = mob[i].vertices.length - 1;
const mag = mob[i].radius
ctx.beginPath();
ctx.moveTo(mob[i].vertices[len].x + mag * (Math.random() - 0.5), mob[i].vertices[len].y + mag * (Math.random() - 0.5))
for (let j = 0; j < len; j++) {
ctx.lineTo(mob[i].vertices[j].x + mag * (Math.random() - 0.5), mob[i].vertices[j].y + mag * (Math.random() - 0.5));
}
ctx.lineTo(mob[i].vertices[len].x + mag * (Math.random() - 0.5), mob[i].vertices[len].y + mag * (Math.random() - 0.5))
ctx.fill();
ctx.stroke();
} else {
//when blocking draw this graphic
const eye = 15;
const len = mob[i].vertices.length - 1;
ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.4 * Math.random()) + ")";
ctx.lineWidth = 1;
ctx.strokeStyle = "#000";
ctx.beginPath();
ctx.moveTo(m.fieldPosition.x + eye * Math.cos(m.fieldAngle), m.fieldPosition.y + eye * Math.sin(m.fieldAngle));
ctx.lineTo(mob[i].vertices[len].x, mob[i].vertices[len].y);
ctx.lineTo(mob[i].vertices[0].x, mob[i].vertices[0].y);
ctx.fill();
ctx.stroke();
for (let j = 0; j < len; j++) {
ctx.beginPath();
ctx.moveTo(m.fieldPosition.x + eye * Math.cos(m.fieldAngle), m.fieldPosition.y + eye * Math.sin(m.fieldAngle));
ctx.lineTo(mob[i].vertices[j].x, mob[i].vertices[j].y);
ctx.lineTo(mob[i].vertices[j + 1].x, mob[i].vertices[j + 1].y);
ctx.fill();
ctx.stroke();
}
}
if (tech.isStunField) mobs.statusStun(mob[i], tech.isStunField)
//mob knock backs
const massRoot = Math.sqrt(Math.max(1, mob[i].mass));
Matter.Body.setVelocity(mob[i], {
x: player.velocity.x - (30 * unit.x) / massRoot,
y: player.velocity.y - (30 * unit.y) / massRoot
});
if (mob[i].isOrbital) Matter.Body.setVelocity(mob[i], { x: 0, y: 0 });
if (!isFree) { //player knock backs
if (mob[i].isDropPowerUp && player.speed < 12) {
const massRootCap = Math.sqrt(Math.min(10, Math.max(0.2, mob[i].mass)));
Matter.Body.setVelocity(player, {
x: 0.9 * player.velocity.x + 0.6 * unit.x * massRootCap,
y: 0.9 * player.velocity.y + 0.6 * unit.y * massRootCap
});
}
}
}
}
}
}
m.hold = function() {
const wave = Math.sin(m.cycle * 0.022);
m.fieldRange = 160 + 12 * wave + 100 * tech.isBigField
m.fieldArc = 0.34 + 0.04 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
m.calculateFieldThreshold();
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field) { //not hold but field button is pressed
m.grabPowerUp();
m.lookForPickUp();
m.fieldPosition = { x: m.pos.x, y: m.pos.y }
m.fieldAngle = m.angle
//draw field attached to player
if (m.holdingTarget) {
ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
} else {
ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
}
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, m.fieldRange, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
ctx.lineWidth = 2.5 - 1.5 * wave;
ctx.lineCap = "butt"
ctx.stroke();
const curve = 0.57 + 0.04 * wave
const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
let a = m.angle + aMag
let cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a)
let cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle))
a = m.angle - aMag
cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a)
cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * m.fieldRange * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * m.fieldRange * Math.sin(m.angle - Math.PI * m.fieldArc))
ctx.fill();
m.perfectPush();
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
if (!input.field) { //&& tech.isFieldFree
//draw field free of player
ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
ctx.beginPath();
ctx.arc(m.fieldPosition.x, m.fieldPosition.y, m.fieldRange, m.fieldAngle - Math.PI * m.fieldArc, m.fieldAngle + Math.PI * m.fieldArc, false);
ctx.lineWidth = 2.5 - 1.5 * wave;
ctx.lineCap = "butt"
ctx.stroke();
const curve = 0.8 + 0.06 * wave
const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
let a = m.fieldAngle + aMag
ctx.quadraticCurveTo(m.fieldPosition.x + curve * m.fieldRange * Math.cos(a), m.fieldPosition.y + curve * m.fieldRange * Math.sin(a), m.fieldPosition.x + 1 * m.fieldRange * Math.cos(m.fieldAngle - Math.PI * m.fieldArc), m.fieldPosition.y + 1 * m.fieldRange * Math.sin(m.fieldAngle - Math.PI * m.fieldArc))
ctx.fill();
m.perfectPush(true);
}
}
m.drawFieldMeter()
if (tech.isPerfectBrake) { //cap mob speed around player
const range = 200 + 140 * wave + 150 * m.energy
for (let i = 0; i < mob.length; i++) {
const distance = Vector.magnitude(Vector.sub(m.pos, mob[i].position))
if (distance < range) {
const cap = mob[i].isShielded ? 8 : 4
if (mob[i].speed > cap && Vector.dot(mob[i].velocity, Vector.sub(m.pos, mob[i].position)) > 0) { // if velocity is directed towards player
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction
}
}
}
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, range, 0, 2 * Math.PI);
ctx.fillStyle = "hsla(200,50%,61%,0.08)";
ctx.fill();
}
}
}
},
{
name: "negative mass",
description: "use energy to nullify gravity
reduce harm by 55%
hold blocks as if they have a lower mass",
fieldDrawRadius: 0,
effect: () => {
m.fieldFire = true;
m.holdingMassScale = 0.01; //can hold heavier blocks with lower cost to jumping
m.fieldMeterColor = "#333"
m.eyeFillColor = m.fieldMeterColor
m.fieldHarmReduction = 0.45; //55% reduction
m.fieldDrawRadius = 0;
m.hold = function() {
m.airSpeedLimit = 125 //5 * player.mass * player.mass
m.FxAir = 0.016
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //push away
m.grabPowerUp();
m.lookForPickUp();
const DRAIN = 0.00035
if (m.energy > DRAIN) {
if (tech.isFlyFaster) {
//look for nearby objects to make zero-g
function moveThis(who, range, mag = 1.06) {
for (let i = 0, len = who.length; i < len; ++i) {
sub = Vector.sub(who[i].position, m.pos);
dist = Vector.magnitude(sub);
if (dist < range) {
who[i].force.y -= who[i].mass * (simulation.g * mag); //add a bit more then standard gravity
if (input.left) { //blocks move horizontally with the same force as the player
who[i].force.x -= m.FxAir * who[i].mass / 10; // move player left / a
} else if (input.right) {
who[i].force.x += m.FxAir * who[i].mass / 10; //move player right / d
}
//loose attraction to player
// const sub = Vector.sub(m.pos, body[i].position)
// const unit = Vector.mult(Vector.normalise(sub), who[i].mass * 0.0000002 * Vector.magnitude(sub))
// body[i].force.x += unit.x
// body[i].force.y += unit.y
}
}
}
//control horizontal acceleration
m.airSpeedLimit = 1000 // 7* player.mass * player.mass
m.FxAir = 0.01
//control vertical acceleration
if (input.down) { //down
player.force.y += 0.5 * player.mass * simulation.g;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 500 * 0.03;
moveThis(powerUp, this.fieldDrawRadius, 0);
moveThis(body, this.fieldDrawRadius, 0);
} else if (input.up) { //up
m.energy -= 5 * DRAIN;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 1100 * 0.03;
player.force.y -= 2.25 * player.mass * simulation.g;
moveThis(powerUp, this.fieldDrawRadius, 1.8);
moveThis(body, this.fieldDrawRadius, 1.8);
} else {
m.energy -= DRAIN;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 800 * 0.03;
player.force.y -= 1.07 * player.mass * simulation.g; // slow upward drift
moveThis(powerUp, this.fieldDrawRadius);
moveThis(body, this.fieldDrawRadius);
}
} else {
//look for nearby objects to make zero-g
function verticalForce(who, range, mag = 1.06) {
for (let i = 0, len = who.length; i < len; ++i) {
sub = Vector.sub(who[i].position, m.pos);
dist = Vector.magnitude(sub);
if (dist < range) who[i].force.y -= who[i].mass * (simulation.g * mag);
}
}
//control horizontal acceleration
m.airSpeedLimit = 400 // 7* player.mass * player.mass
m.FxAir = 0.005
//control vertical acceleration
if (input.down) { //down
player.force.y -= 0.5 * player.mass * simulation.g;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 400 * 0.03;
verticalForce(powerUp, this.fieldDrawRadius, 0.7);
verticalForce(body, this.fieldDrawRadius, 0.7);
} else if (input.up) { //up
m.energy -= 5 * DRAIN;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03;
player.force.y -= 1.45 * player.mass * simulation.g;
verticalForce(powerUp, this.fieldDrawRadius, 1.38);
verticalForce(body, this.fieldDrawRadius, 1.38);
} else {
m.energy -= DRAIN;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03;
player.force.y -= 1.07 * player.mass * simulation.g; // slow upward drift
verticalForce(powerUp, this.fieldDrawRadius);
verticalForce(body, this.fieldDrawRadius);
}
}
if (m.energy < 0.001) {
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
}
//add extra friction for horizontal motion
if (input.down || input.up || input.left || input.right) {
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.99,
y: player.velocity.y * 0.98
});
} else { //slow rise and fall
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.99,
y: player.velocity.y * 0.98
});
}
if (tech.isFreezeMobs) {
const ICE_DRAIN = 0.0002
for (let i = 0, len = mob.length; i < len; i++) {
if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
if (m.energy > ICE_DRAIN * 2) {
m.energy -= ICE_DRAIN;
this.fieldDrawRadius -= 2;
mobs.statusSlow(mob[i], 60)
} else {
break;
}
}
}
}
//draw zero-G range
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, this.fieldDrawRadius, 0, 2 * Math.PI);
ctx.fillStyle = "#f5f5ff";
ctx.globalCompositeOperation = "difference";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
this.fieldDrawRadius = 0
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
this.fieldDrawRadius = 0
}
m.drawFieldMeter("rgba(0,0,0,0.2)")
}
}
},
{
name: "molecular assembler",
description: "excess energy used to build drones
use energy to deflect mobs
double your default energy regeneration",
effect: () => {
// m.fieldMeterColor = "#0c5"
// m.eyeFillColor = m.fieldMeterColor
m.hold = function() {
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 150 && (m.cycle % 2)) {
if (tech.isSporeField) {
if (tech.isSporeWorm) {
if (m.energy > 0.16) {
m.energy -= 0.16
b.worm({ x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) })
const SPEED = 2 + 1 * Math.random();
Matter.Body.setVelocity(bullet[bullet.length - 1], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
}
} else {
for (let i = 0, len = Math.random() * 20; i < len; i++) {
m.energy -= 0.08
if (m.energy > 0) {
b.spore(m.pos)
} else {
m.energy = 0.001
break;
}
}
}
} else if (tech.isMissileField) {
m.energy -= 0.3;
b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
} else if (tech.isIceField) {
m.energy -= 0.04;
b.iceIX(1)
} else if (tech.isDroneRadioactive) {
m.energy -= 0.8;
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 25)
} else {
m.energy -= 0.45 * tech.droneEnergyReduction;
b.drone()
}
}
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > 0.05) {
m.drawField();
m.pushMobsFacing();
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
m.drawFieldMeter()
}
}
},
{
name: "plasma torch",
description: "use energy to emit short range plasma
damages and pushes mobs away",
effect() {
m.fieldMeterColor = "#f0f"
m.eyeFillColor = m.fieldMeterColor
m.hold = function() {
b.isExtruderOn = false
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
m.grabPowerUp();
m.lookForPickUp();
if (tech.isExtruder) {
b.extruder();
} else {
b.plasma();
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
if (tech.isExtruder) {
if (input.field) {
b.wasExtruderOn = true
} else {
b.wasExtruderOn = false
b.canExtruderFire = true
}
ctx.beginPath(); //draw all the wave bullets
for (let i = 0, len = bullet.length; i < len; i++) {
if (bullet[i].isWave) {
if (bullet[i].isBranch) {
ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
// ctx.lineWidth = 5;
// ctx.strokeStyle = "#f07"
// ctx.stroke();
// ctx.lineWidth = 30;
// ctx.strokeStyle = "rgba(255,0,110,0.05)"
// ctx.stroke();
// ctx.beginPath(); //draw all the wave bullets
} else {
ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
}
}
}
if (b.wasExtruderOn && b.isExtruderOn) ctx.lineTo(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle))
ctx.lineWidth = 5;
ctx.strokeStyle = "#f07"
ctx.stroke();
ctx.lineWidth = 35;
ctx.strokeStyle = "rgba(255,0,110,0.05)"
ctx.stroke();
}
}
}
},
{
name: "time dilation",
// description: "use energy to stop time
while time is stopped you can move and fire
and collisions do 50% less harm",
description: "use energy to stop time
move and fire while time is stopped
but, collisions still do harm",
effect: () => {
// m.fieldMeterColor = "#000"
m.fieldFire = true;
m.isBodiesAsleep = false;
m.drain = 0.0005
m.hold = function() {
if (m.isHolding) {
m.wakeCheck();
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) {
m.grabPowerUp();
m.lookForPickUp(180);
m.drain += 0.0000025
if (m.energy > m.drain) {
m.energy -= m.drain;
if (m.energy < m.drain) {
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
m.wakeCheck();
}
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
ctx.fillStyle = "#ccc";
ctx.fillRect(-100000, -100000, 200000, 200000)
ctx.globalCompositeOperation = "source-over"
//stop time
m.isBodiesAsleep = true;
function sleep(who) {
for (let i = 0, len = who.length; i < len; ++i) {
if (!who[i].isSleeping) {
who[i].storeVelocity = who[i].velocity
who[i].storeAngularVelocity = who[i].angularVelocity
}
Matter.Sleeping.set(who[i], true)
}
}
sleep(mob);
sleep(body);
sleep(bullet);
simulation.cycle--; //pause all functions that depend on game cycle increasing
if (tech.isTimeSkip) {
if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10;
simulation.isTimeSkipping = true;
m.cycle++;
simulation.gravity();
if (tech.isFireMoveLock && input.fire) {
player.force.x = 0
player.force.y = 0
}
Engine.update(engine, simulation.delta);
m.move();
simulation.checks();
m.walk_cycle += m.flipLegs * m.Vx;
b.fire();
b.bulletDo();
simulation.isTimeSkipping = false;
}
} else { //holding, but field button is released
m.wakeCheck();
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.wakeCheck();
m.pickUp();
} else {
if (m.drain > 0.0005) m.drain -= 0.000005 //return drain to base level
m.wakeCheck();
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
// console.log(m.drain.toFixed(6))
m.drawFieldMeter()
}
}
},
{
name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
description: "when not firing activate a cloaking effect
+333% damage if a mob hasn't recently died
collisions do 50% less harm when cloaked",
effect: () => {
m.fieldFire = true;
m.fieldMeterColor = "#333";
m.eyeFillColor = m.fieldMeterColor
// m.eyeFillColor = '#333'
m.fieldPhase = 0;
m.isCloak = false
// m.fieldDamage = 2.46 // 1 + 146/100
m.fieldDrawRadius = 0
m.isSneakAttack = true;
const drawRadius = 900
m.hold = function() {
// console.log(m.holdingTarget)
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold and field button is pressed
m.grabPowerUp();
m.lookForPickUp();
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding target exists, and field button is not pressed
m.pickUp();
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
//not shooting (or using field) enable cloak
if (m.energy < 0.05 && m.fireCDcycle < m.cycle && !input.fire) m.fireCDcycle = m.cycle
if (m.fireCDcycle + 30 < m.cycle && !input.fire) { //automatically cloak if not firing
if (!m.isCloak) {
m.isCloak = true //enter cloak
if (tech.isIntangible) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
}
}
}
} else if (m.isCloak) { //exit cloak
m.isCloak = false
if (tech.isIntangible) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
}
}
if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
let isMobsAround = false
const stunRange = m.fieldDrawRadius * 1.5
const drain = 0.15
const stunTime = 180
if (m.energy > drain) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 && !mob[i].isBadTarget) {
isMobsAround = true
mobs.statusStun(mob[i], stunTime)
}
}
if (isMobsAround) {
m.energy -= drain
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: stunRange,
color: "hsla(0,50%,100%,0.7)",
time: 7
});
}
}
}
}
function drawField() {
m.fieldPhase += 0.007
const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5)
ctx.beginPath();
ctx.ellipse(m.pos.x, m.pos.y, m.fieldDrawRadius * (1 - wiggle), m.fieldDrawRadius * (1 + wiggle), m.fieldPhase, 0, 2 * Math.PI);
// if (m.fireCDcycle > m.cycle && (input.field)) {}
ctx.fillStyle = "#fff"
ctx.lineWidth = 2;
ctx.strokeStyle = "#000"
ctx.stroke()
// ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
ctx.globalCompositeOperation = "destination-in";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.clip();
}
// const energy = Math.max(0.01, Math.min(m.energy, 1))
if (m.isCloak) {
this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius
m.fieldDrawRadius = this.fieldRange * 0.88 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
drawField()
} else if (this.fieldRange < 3000) {
this.fieldRange += 50
m.fieldDrawRadius = this.fieldRange //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
drawField()
}
if (tech.isIntangible) {
if (m.isCloak) {
player.collisionFilter.mask = cat.map
let inPlayer = Matter.Query.region(mob, player.bounds)
if (inPlayer.length > 0) {
for (let i = 0; i < inPlayer.length; i++) {
if (m.energy > 0 && inPlayer[i].shield) m.energy -= 0.014;
}
}
} else {
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
}
}
if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0
const xOff = m.pos.x - m.radius * m.maxEnergy
const yOff = m.pos.y - 50
ctx.fillStyle = "rgba(0, 0, 0, 0.3)" //
ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
ctx.fillStyle = "#fff" //m.cycle > m.lastKillCycle + 300 ? "#000" : "#fff" //"#fff";
ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
ctx.beginPath()
ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
ctx.strokeStyle = m.fieldMeterColor;
ctx.lineWidth = 1;
ctx.stroke();
}
//show sneak attack status
if (m.cycle > m.lastKillCycle + 240) {
ctx.strokeStyle = "rgba(0,0,0,0.4)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 28, 0, 2 * Math.PI);
ctx.lineWidth = 2
ctx.stroke();
}
}
}
},
// {
// name: "phase decoherence field",
// description: "use energy to become intangible
firing and touching shields drains energy
unable to see and be seen by mobs",
// effect: () => {
// m.fieldFire = true;
// m.fieldMeterColor = "#fff";
// m.fieldPhase = 0;
// m.hold = function () {
// function drawField(radius) {
// radius *= Math.min(4, 0.9 + 2.2 * m.energy * m.energy);
// const rotate = m.cycle * 0.005;
// m.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.max(0.01, Math.min(m.energy, 1)));
// const off1 = 1 + 0.06 * Math.sin(m.fieldPhase);
// const off2 = 1 - 0.06 * Math.sin(m.fieldPhase);
// ctx.beginPath();
// ctx.ellipse(m.pos.x, m.pos.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
// if (m.fireCDcycle > m.cycle && (input.field)) {
// ctx.lineWidth = 5;
// ctx.strokeStyle = `rgba(0, 204, 255,1)`
// ctx.stroke()
// }
// ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
// ctx.globalCompositeOperation = "destination-in"; //in or atop
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// ctx.clip();
// }
// m.isCloak = false //isCloak disables most uses of foundPlayer()
// player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
// if (m.isHolding) {
// if (this.fieldRange < 2000) {
// this.fieldRange += 100
// drawField(this.fieldRange)
// }
// m.drawHold(m.holdingTarget);
// m.holding();
// m.throwBlock();
// } else if (input.field) {
// m.grabPowerUp();
// m.lookForPickUp();
// if (m.fieldCDcycle < m.cycle) {
// // simulation.draw.bodyFill = "transparent"
// // simulation.draw.bodyStroke = "transparent"
// const DRAIN = 0.00013 + (m.fireCDcycle > m.cycle ? 0.005 : 0)
// if (m.energy > DRAIN) {
// m.energy -= DRAIN;
// // if (m.energy < 0.001) {
// // m.fieldCDcycle = m.cycle + 120;
// // m.energy = 0;
// // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// // }
// this.fieldRange = this.fieldRange * 0.8 + 0.2 * 160
// drawField(this.fieldRange)
// m.isCloak = true //isCloak disables most uses of foundPlayer()
// player.collisionFilter.mask = cat.map
// let inPlayer = Matter.Query.region(mob, player.bounds)
// if (inPlayer.length > 0) {
// for (let i = 0; i < inPlayer.length; i++) {
// if (inPlayer[i].shield) {
// m.energy -= 0.005; //shields drain player energy
// //draw outline of shield
// ctx.fillStyle = `rgba(140,217,255,0.5)`
// ctx.fill()
// } else if (tech.superposition && inPlayer[i].isDropPowerUp) {
// // inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
// // m.energy += 0.005;
// mobs.statusStun(inPlayer[i], 300)
// //draw outline of mob in a few random locations to show blurriness
// const vertices = inPlayer[i].vertices;
// const off = 30
// for (let k = 0; k < 3; k++) {
// const xOff = off * (Math.random() - 0.5)
// const yOff = off * (Math.random() - 0.5)
// ctx.beginPath();
// ctx.moveTo(xOff + vertices[0].x, yOff + vertices[0].y);
// for (let j = 1, len = vertices.length; j < len; ++j) {
// ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y);
// }
// ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y);
// ctx.fillStyle = "rgba(0,0,0,0.1)"
// ctx.fill()
// }
// break;
// }
// }
// }
// } else {
// m.fieldCDcycle = m.cycle + 120;
// m.energy = 0;
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// drawField(this.fieldRange)
// }
// }
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
// m.pickUp();
// if (this.fieldRange < 2000) {
// this.fieldRange += 100
// drawField(this.fieldRange)
// }
// } else {
// // this.fieldRange = 3000
// if (this.fieldRange < 2000 && m.holdingTarget === null) {
// this.fieldRange += 100
// drawField(this.fieldRange)
// }
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// }
// if (m.energy < m.maxEnergy) {
// m.energy += m.fieldRegen;
// const xOff = m.pos.x - m.radius * m.maxEnergy
// const yOff = m.pos.y - 50
// ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
// ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
// ctx.fillStyle = m.fieldMeterColor;
// ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
// ctx.beginPath()
// ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
// ctx.strokeStyle = "rgb(0, 0, 0)";
// ctx.lineWidth = 1;
// ctx.stroke();
// }
// if (m.energy < 0) m.energy = 0
// }
// }
// },
{
name: "pilot wave",
description: "use energy to push blocks with your mouse
blocks can't collide with intangible mobs
field radius decreases out of line of sight",
effect: () => {
m.fieldPhase = 0;
m.fieldPosition = {
x: simulation.mouseInGame.x,
y: simulation.mouseInGame.y
}
m.lastFieldPosition = {
x: simulation.mouseInGame.x,
y: simulation.mouseInGame.y
}
m.fieldOn = false;
m.fieldRadius = 0;
m.drop();
m.hold = function() {
if (input.field) {
if (m.fieldCDcycle < m.cycle) {
const scale = 25
const bounds = {
min: {
x: m.fieldPosition.x - scale,
y: m.fieldPosition.y - scale
},
max: {
x: m.fieldPosition.x + scale,
y: m.fieldPosition.y + scale
}
}
const isInMap = Matter.Query.region(map, bounds).length
// const isInMap = Matter.Query.point(map, m.fieldPosition).length
if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location
m.fieldOn = true;
// m.fieldPosition = { //smooth the mouse position, set to starting at player
// x: m.pos.x,
// y: m.pos.y
// }
m.fieldPosition = { //smooth the mouse position, set to mouse's current location
x: simulation.mouseInGame.x,
y: simulation.mouseInGame.y
}
m.lastFieldPosition = { //used to find velocity of field changes
x: m.fieldPosition.x,
y: m.fieldPosition.y
}
} else { //when field is on it smoothly moves towards the mouse
m.lastFieldPosition = { //used to find velocity of field changes
x: m.fieldPosition.x,
y: m.fieldPosition.y
}
const smooth = isInMap ? 0.985 : 0.96;
m.fieldPosition = { //smooth the mouse position
x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth),
y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth),
}
}
//grab power ups into the field
for (let i = 0, len = powerUp.length; i < len; ++i) {
const dxP = m.fieldPosition.x - powerUp[i].position.x;
const dyP = m.fieldPosition.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP + 200;
// float towards field if looking at and in range or if very close to player
if (
dist2 < m.fieldRadius * m.fieldRadius &&
(m.lookingAt(powerUp[i]) || dist2 < 16000)
) {
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
//extra friction
Matter.Body.setVelocity(powerUp[i], {
x: powerUp[i].velocity.x * 0.11,
y: powerUp[i].velocity.y * 0.11
});
if (
dist2 < 5000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
// (powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth)
// (powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
) { //use power up if it is close enough
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
// m.fieldRadius += 50
break; //because the array order is messed up after splice
}
}
}
//grab power ups normally too
m.grabPowerUp();
if (m.energy > 0.01) {
//find mouse velocity
const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition)
const speed = Vector.magnitude(diff)
const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 40)) //limit velocity
let radius, radiusSmooth
if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field
radius = 0
radiusSmooth = Math.max(0, isInMap ? 0.96 - 0.02 * speed : 0.995); //0.99
} else {
radius = Math.max(50, 250 - 2 * speed)
radiusSmooth = 0.97
}
m.fieldRadius = m.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth)
for (let i = 0, len = body.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
const DRAIN = speed * body[i].mass * 0.000015 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
if (m.energy > DRAIN) {
m.energy -= DRAIN;
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8)
// body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects
//blocks drift towards center of pilot wave
const sub = Vector.sub(m.fieldPosition, body[i].position)
const unit = Vector.mult(Vector.normalise(sub), body[i].mass * tech.pilotForce * Vector.magnitude(sub))
body[i].force.x += unit.x
body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects
// if (body[i].collisionFilter.category !== cat.bullet) {
// body[i].collisionFilter.category = cat.bullet;
// }
} else {
m.fieldCDcycle = m.cycle + 120;
m.fieldOn = false
m.fieldRadius = 0
break
}
}
}
// m.holdingTarget.collisionFilter.category = cat.bullet;
// m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
// //check every second to see if player is away from thrown body, and make solid
// const solid = function(that) {
// const dx = that.position.x - player.position.x;
// const dy = that.position.y - player.position.y;
// if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
// that.collisionFilter.category = cat.body; //make solid
// that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
// } else {
// setTimeout(solid, 40, that);
// }
// };
// setTimeout(solid, 200, m.holdingTarget);
if (tech.isFreezeMobs) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius) {
mobs.statusSlow(mob[i], 180)
}
}
}
ctx.beginPath();
const rotate = m.cycle * 0.008;
m.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(m.energy, 1));
const off1 = 1 + 0.06 * Math.sin(m.fieldPhase);
const off2 = 1 - 0.06 * Math.sin(m.fieldPhase);
ctx.beginPath();
ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference";
ctx.fillStyle = "#fff"; //"#eef";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI * m.energy / m.maxEnergy);
ctx.strokeStyle = "#000";
ctx.lineWidth = 4;
ctx.stroke();
} else {
m.fieldCDcycle = m.cycle + 120;
m.fieldOn = false
m.fieldRadius = 0
}
} else {
m.grabPowerUp();
}
} else {
m.fieldOn = false
m.fieldRadius = 0
}
m.drawFieldMeter()
}
}
},
{
name: "wormhole",
description: "use energy to tunnel through a wormhole
wormholes attract blocks and power ups
7% chance to duplicate spawned power ups", //
bullets may also traverse wormholes
effect: function() {
m.duplicateChance = 0.07
powerUps.setDupChance(); //needed after adjusting duplication chance
m.hold = function() {
// m.hole = { //this is reset with each new field, but I'm leaving it here for reference
// isOn: false,
// isReady: true,
// pos1: {x: 0,y: 0},
// pos2: {x: 0,y: 0},
// angle: 0,
// unit:{x:0,y:0},
// }
if (m.hole.isOn) {
// draw holes
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
const semiMajorAxis = m.fieldRange + 30
const edge1a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos1)
const edge1b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos1)
const edge2a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos2)
const edge2b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos2)
ctx.beginPath();
ctx.moveTo(edge1a.x, edge1a.y)
ctx.bezierCurveTo(m.hole.pos1.x, m.hole.pos1.y, m.hole.pos2.x, m.hole.pos2.y, edge2a.x, edge2a.y);
ctx.lineTo(edge2b.x, edge2b.y)
ctx.bezierCurveTo(m.hole.pos2.x, m.hole.pos2.y, m.hole.pos1.x, m.hole.pos1.y, edge1b.x, edge1b.y);
ctx.fillStyle = `rgba(255,255,255,${200 / m.fieldRange / m.fieldRange})` //"rgba(0,0,0,0.1)"
ctx.fill();
ctx.beginPath();
ctx.ellipse(m.hole.pos1.x, m.hole.pos1.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI)
ctx.ellipse(m.hole.pos2.x, m.hole.pos2.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI)
ctx.fillStyle = `rgba(255,255,255,${32 / m.fieldRange})`
ctx.fill();
//suck power ups
for (let i = 0, len = powerUp.length; i < len; ++i) {
//which hole is closer
const dxP1 = m.hole.pos1.x - powerUp[i].position.x;
const dyP1 = m.hole.pos1.y - powerUp[i].position.y;
const dxP2 = m.hole.pos2.x - powerUp[i].position.x;
const dyP2 = m.hole.pos2.y - powerUp[i].position.y;
let dxP, dyP, dist2
if (dxP1 * dxP1 + dyP1 * dyP1 < dxP2 * dxP2 + dyP2 * dyP2) {
dxP = dxP1
dyP = dyP1
} else {
dxP = dxP2
dyP = dyP2
}
dist2 = dxP * dxP + dyP * dyP;
if (dist2 < 600000) { //&& !(m.health === m.maxHealth && powerUp[i].name === "heal")
powerUp[i].force.x += 4 * (dxP / dist2) * powerUp[i].mass; // float towards hole
powerUp[i].force.y += 4 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], { //extra friction
x: powerUp[i].velocity.x * 0.05,
y: powerUp[i].velocity.y * 0.05
});
if (dist2 < 1000 && !simulation.isChoosing) { //use power up if it is close enough
// if (true) { //AoE radiation effect
// const range = 800
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive && !mob[i].isShielded) {
// dist = Vector.magnitude(Vector.sub(powerUp[i].position, mob[i].position)) - mob[i].radius;
// if (dist < range) mobs.statusDoT(mob[i], 0.5) //apply radiation damage status effect on direct hits
// }
// }
// simulation.drawList.push({
// x: powerUp[i].position.x,
// y: powerUp[i].position.y,
// radius: range,
// color: "rgba(0,150,200,0.3)",
// time: 4
// });
// }
m.fieldRange *= 0.8
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break; //because the array order is messed up after splice
}
}
}
//suck and shrink blocks
const suckRange = 500
const shrinkRange = 100
const shrinkScale = 0.97;
const slowScale = 0.9
for (let i = 0, len = body.length; i < len; i++) {
if (!body[i].isNotHoldable) {
const dist1 = Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position))
const dist2 = Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position))
if (dist1 < dist2) {
if (dist1 < suckRange) {
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, body[i].position)), 1)
const slow = Vector.mult(body[i].velocity, slowScale)
Matter.Body.setVelocity(body[i], Vector.add(slow, pull));
//shrink
if (Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position)) < shrinkRange) {
Matter.Body.scale(body[i], shrinkScale, shrinkScale);
if (body[i].mass < 0.05) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
m.fieldRange *= 0.8
if (tech.isWormholeEnergy) m.energy += 0.63
if (tech.isWormholeSpores) { //pandimensionalspermia
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
if (tech.isSporeWorm) {
b.worm(Vector.add(m.hole.pos2, Vector.rotate({
x: m.fieldRange * 0.4,
y: 0
}, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -5));
} else {
b.spore(Vector.add(m.hole.pos2, Vector.rotate({
x: m.fieldRange * 0.4,
y: 0
}, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -15));
}
}
}
break
}
}
}
} else if (dist2 < suckRange) {
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, body[i].position)), 1)
const slow = Vector.mult(body[i].velocity, slowScale)
Matter.Body.setVelocity(body[i], Vector.add(slow, pull));
//shrink
if (Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position)) < shrinkRange) {
Matter.Body.scale(body[i], shrinkScale, shrinkScale);
if (body[i].mass < 0.05) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
m.fieldRange *= 0.8
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.63
if (tech.isWormholeSpores) { //pandimensionalspermia
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
if (tech.isSporeWorm) {
b.worm(Vector.add(m.hole.pos1, Vector.rotate({
x: m.fieldRange * 0.4,
y: 0
}, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), 5));
} else {
b.spore(Vector.add(m.hole.pos1, Vector.rotate({
x: m.fieldRange * 0.4,
y: 0
}, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), 15));
}
}
}
break
}
}
}
}
}
if (tech.isWormBullets) {
//teleport bullets
for (let i = 0, len = bullet.length; i < len; ++i) { //teleport bullets from hole1 to hole2
if (!bullet[i].botType && !bullet[i].isInHole) { //don't teleport bots
if (Vector.magnitude(Vector.sub(m.hole.pos1, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1
Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos2, Vector.sub(m.hole.pos1, bullet[i].position)));
m.fieldRange += 5
bullet[i].isInHole = true
} else if (Vector.magnitude(Vector.sub(m.hole.pos2, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1
Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos1, Vector.sub(m.hole.pos2, bullet[i].position)));
m.fieldRange += 5
bullet[i].isInHole = true
}
}
}
// mobs get pushed away
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(m.hole.pos1, mob[i].position)) < 200) {
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, mob[i].position)), -0.07)
Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull));
}
if (Vector.magnitude(Vector.sub(m.hole.pos2, mob[i].position)) < 200) {
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, mob[i].position)), -0.07)
Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull));
}
}
}
}
if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
const scale = 60
// console.log(Matter.Query.region(map, bounds))
if (m.hole.isReady &&
(
Matter.Query.region(map, {
min: {
x: simulation.mouseInGame.x - scale,
y: simulation.mouseInGame.y - scale
},
max: {
x: simulation.mouseInGame.x + scale,
y: simulation.mouseInGame.y + scale
}
}).length === 0 &&
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
// Matter.Query.ray(map, m.pos, simulation.mouseInGame).length === 0 &&
// Matter.Query.ray(map, player.position, simulation.mouseInGame).length === 0 &&
// Matter.Query.ray(map, player.position, justPastMouse).length === 0
)
) {
const sub = Vector.sub(simulation.mouseInGame, m.pos)
const mag = Vector.magnitude(sub)
const drain = 0.06 + 0.006 * Math.sqrt(mag)
if (m.energy > drain && mag > 300) {
m.energy -= drain
m.hole.isReady = false;
m.fieldRange = 0
Matter.Body.setPosition(player, simulation.mouseInGame);
m.buttonCD_jump = 0 //this might fix a bug with jumping
const velocity = Vector.mult(Vector.normalise(sub), 20)
Matter.Body.setVelocity(player, {
x: velocity.x,
y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer
});
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 1/4 seconds
// 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
});
}
}
//set holes
m.hole.isOn = true;
m.hole.pos1.x = m.pos.x
m.hole.pos1.y = m.pos.y
m.hole.pos2.x = player.position.x
m.hole.pos2.y = player.position.y
m.hole.angle = Math.atan2(sub.y, sub.x)
m.hole.unit = Vector.perp(Vector.normalise(sub))
if (tech.isWormholeDamage) {
who = Matter.Query.ray(mob, m.pos, simulation.mouseInGame, 100)
for (let i = 0; i < who.length; i++) {
if (who[i].body.alive) {
mobs.statusDoT(who[i].body, 1, 420)
mobs.statusStun(who[i].body, 360)
}
}
}
} else {
m.grabPowerUp();
}
} else {
m.grabPowerUp();
}
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
// m.pickUp();
} else {
m.hole.isReady = true;
}
m.drawFieldMeter()
}
},
rewindCount: 0,
// rewind: function() {
// if (input.down) {
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
// const DRAIN = 0.01
// if (this.rewindCount < 289 && m.energy > DRAIN) {
// m.energy -= DRAIN
// if (this.rewindCount === 0) {
// const shortPause = function() {
// if (m.defaultFPSCycle < m.cycle) { //back to default values
// simulation.fpsCap = simulation.fpsCapDefault
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// // document.getElementById("dmg").style.transition = "opacity 1s";
// // document.getElementById("dmg").style.opacity = "0";
// } else {
// requestAnimationFrame(shortPause);
// }
// };
// if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
// simulation.fpsCap = 4 //1 is longest pause, 4 is standard
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// m.defaultFPSCycle = m.cycle
// }
// this.rewindCount += 10;
// simulation.wipe = function() { //set wipe to have trails
// // ctx.fillStyle = "rgba(255,255,255,0)";
// ctx.fillStyle = `rgba(221,221,221,${0.004})`;
// ctx.fillRect(0, 0, canvas.width, canvas.height);
// }
// let history = m.history[(m.cycle - this.rewindCount) % 300]
// Matter.Body.setPosition(player, history.position);
// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
// if (history.health > m.health) {
// m.health = history.health
// m.displayHealth();
// }
// //grab power ups
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// const dxP = player.position.x - powerUp[i].position.x;
// const dyP = player.position.y - powerUp[i].position.y;
// if (dxP * dxP + dyP * dyP < 50000 && !simulation.isChoosing && !(m.health === m.maxHealth && powerUp[i].name === "heal")) {
// powerUps.onPickUp(player.position);
// powerUp[i].effect();
// Matter.Composite.remove(engine.world, powerUp[i]);
// powerUp.splice(i, 1);
// const shortPause = function() {
// if (m.defaultFPSCycle < m.cycle) { //back to default values
// simulation.fpsCap = simulation.fpsCapDefault
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// // document.getElementById("dmg").style.transition = "opacity 1s";
// // document.getElementById("dmg").style.opacity = "0";
// } else {
// requestAnimationFrame(shortPause);
// }
// };
// if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
// simulation.fpsCap = 3 //1 is longest pause, 4 is standard
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// m.defaultFPSCycle = m.cycle
// break; //because the array order is messed up after splice
// }
// }
// m.immuneCycle = m.cycle + 5; //player is immune to damage for 30 cycles
// } else {
// m.fieldCDcycle = m.cycle + 30;
// // m.resetHistory();
// }
// } else {
// if (this.rewindCount !== 0) {
// m.fieldCDcycle = m.cycle + 30;
// m.resetHistory();
// this.rewindCount = 0;
// simulation.wipe = function() { //set wipe to normal
// ctx.clearRect(0, 0, canvas.width, canvas.height);
// }
// }
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// }
// }
// m.drawFieldMeter()
// },
},
],
isShipMode: false,
shipMode(thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92) { // m.shipMode() //thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92
if (!m.isShipMode) {
//if wires remove them
for (let i = 0; i < mob.length; i++) {
if (!mob[i].freeOfWires) mob[i].freeOfWires = true
}
m.isShipMode = true
// simulation.isCheating = true
const points = [
{ x: 29.979168754143455, y: 4.748337243898336 },
{ x: 27.04503734408824, y: 13.7801138209198 },
{ x: 21.462582474874278, y: 21.462582475257523 },
{ x: 13.780113820536943, y: 27.045037344471485 },
{ x: 4.74833724351507, y: 29.979168754526473 },
{ x: -4.748337245049098, y: 29.979168754526473 },
{ x: -13.780113822071026, y: 27.045037344471485 },
{ x: -21.46258247640829, y: 21.462582475257523 },
{ x: -27.045037345621797, y: 13.7801138209198 },
{ x: -29.979168755677012, y: 4.748337243898336 },
{ x: -29.979168755677012, y: -4.7483372446656045 },
{ x: -27.045037345621797, y: -13.78011382168726 },
{ x: -21.46258247640829, y: -21.462582476024817 },
{ x: -13.780113822071026, y: -27.045037345239006 },
{ x: -4.748337245049098, y: -29.97916875529422 },
{ x: 4.74833724351507, y: -29.97916875529422 },
{ x: 13.780113820536943, y: -27.045037345239006 },
{ x: 21.462582474874278, y: -21.462582476024817 },
{ x: 27.04503734408824, y: -13.78011382168726 },
{ x: 29.979168754143455, y: -4.7483372446656045 }
]
//
Matter.Body.setVertices(player, Matter.Vertices.create(points, player))
// console.log(circle)
player.parts.pop()
player.parts.pop()
player.parts.pop()
player.parts.pop()
// Matter.Body.setDensity(player, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
m.defaultMass = 30
Matter.Body.setMass(player, m.defaultMass);
player.friction = 0.01
player.restitution = 0.2
// player.frictionStatic = 0.1
// Matter.Body.setInertia(player, Infinity); //disable rotation
// const circle = Bodies.polygon(player.position.x, player.position.x, 30, 30)
// player.parts[0] = circle
// console.log(player.parts[0])
// Matter.Body.setVertices(player.parts[0], Matter.Vertices.create(points, player.parts[0]))
// console.log(player.parts[0].vertices)
m.spin = 0
// m.groundControl = () => {} //disable entering ground
m.onGround = false
// playerOnGroundCheck = () => {}
m.airControl = () => { //tank controls
player.force.y -= player.mass * simulation.g; //undo gravity
Matter.Body.setVelocity(player, {
x: drag * player.velocity.x,
y: drag * player.velocity.y
});
if (input.up) { //forward thrust
player.force.x += thrust * Math.cos(m.angle) * tech.squirrelJump
player.force.y += thrust * Math.sin(m.angle) * tech.squirrelJump
} else if (input.down) {
player.force.x -= 0.6 * thrust * Math.cos(m.angle)
player.force.y -= 0.6 * thrust * Math.sin(m.angle)
}
//rotation
Matter.Body.setAngularVelocity(player, player.angularVelocity * rotationDrag)
if (input.right) {
player.torque += torque
} else if (input.left) {
player.torque -= torque
}
m.angle += m.spin
m.angle = player.angle
}
level.playerExitCheck = () => {
if (
player.position.x > level.exit.x &&
player.position.x < level.exit.x + 100 &&
player.position.y > level.exit.y - 150 &&
player.position.y < level.exit.y + 40
) {
level.nextLevel()
}
}
m.move = () => {
m.pos.x = player.position.x;
m.pos.y = player.position.y;
m.Vx = player.velocity.x;
m.Vy = player.velocity.y;
//tracks the last 10s of player information
// console.log(m.history)
m.history.splice(m.cycle % 600, 1, {
position: {
x: player.position.x,
y: player.position.y,
},
velocity: {
x: player.velocity.x,
y: player.velocity.y
},
yOff: m.yOff,
angle: m.angle,
health: m.health,
energy: m.energy,
activeGun: b.activeGun
});
}
m.look = () => { //disable mouse aiming
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) * 0.07;
m.transY += (m.transSmoothY - m.transY) * 0.07;
}
simulation.camera = () => {
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;
}
m.draw = () => { //just draw the circle
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(player.position.x, player.position.y);
ctx.rotate(player.angle);
//thrust
if (input.up) {
var grd2 = ctx.createLinearGradient(0, 0, -150, 0);
// grd2.addColorStop(0, 'rgba(255, 255, 155, 0.8)');
// grd2.addColorStop(1, 'rgba(255, 200, 0, 0.1)');
grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)');
grd2.addColorStop(1, 'rgba(150, 200, 255, 0)');
ctx.fillStyle = grd2;
ctx.beginPath();
ctx.moveTo(-18, -25);
//10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5)
ctx.lineTo(-18, 25);
ctx.lineTo(-50 - 100 * Math.random(), 0);
ctx.fill();
} else if (input.down) {
var grd2 = ctx.createLinearGradient(0, 0, 80, 0);
grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)');
grd2.addColorStop(1, 'rgba(150, 200, 255, 0)');
ctx.fillStyle = grd2;
ctx.beginPath();
ctx.moveTo(20, -16);
//10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5)
ctx.lineTo(20, 16);
ctx.lineTo(35 + 43 * Math.random(), 0);
ctx.fill();
}
//body
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = this.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
}
//fix collisions
collisionChecks = (event) => {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
//mob + (player,bullet,body) collisions
for (let k = 0; k < mob.length; k++) {
if (mob[k].alive && m.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 (
m.immuneCycle < m.cycle &&
// (obj === playerBody || obj === playerHead) &&
(obj === player) &&
!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
) {
mob[k].foundPlayer();
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
if (tech.isRewindAvoidDeath && m.energy > 0.66) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
m.damage(dmg);
return
}
m.damage(dmg);
if (tech.isPiezo) m.energy += 20.48;
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit(k);
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
//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)
});
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy) {
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy)
m.immuneCycle = 0; //player doesn't go immune to collision damage
mob[k].death();
simulation.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: simulation.drawTime
});
} else {
simulation.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: simulation.mobDmgColor,
time: simulation.drawTime
});
}
return;
// }
}
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
simulation.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: simulation.playerDmgColor,
time: simulation.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 = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2 : 1) * (tech.isMobBlockFling ? 2 : 1);
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"
} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
type = "research"
}
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
// for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {}
}
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)
}
simulation.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: simulation.playerDmgColor,
time: simulation.drawTime
});
return;
}
}
}
}
}
}
}
}
},
};