//matter.js *********************************************************** // module aliases const Engine = Matter.Engine, World = Matter.World, Events = Matter.Events, Composites = Matter.Composites, Composite = Matter.Composite, Constraint = Matter.Constraint, Vertices = Matter.Vertices, Query = Matter.Query, Body = Matter.Body, Bodies = Matter.Bodies, Vector = Matter.Vector; // create an engine const engine = Engine.create(); engine.world.gravity.scale = 0; //turn off gravity (it's added back in later) // engine.velocityIterations = 100 // engine.positionIterations = 100 // engine.enableSleeping = true // matter events function playerOnGroundCheck(event) { //runs on collisions events function enter() { mech.numTouching++; if (!mech.onGround) { mech.onGround = true; if (mech.crouch) { if (mech.checkHeadClear()) { mech.undoCrouch(); } else { mech.yOffGoal = mech.yOffWhen.crouch; } } else { //sets a hard land where player stays in a crouch for a bit and can't jump //crouch is forced in groundControl below const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something if (momentum > 130) { mech.doCrouch(); mech.yOff = mech.yOffWhen.jump; mech.hardLandCD = mech.cycle + Math.min(momentum / 6.5 - 6, 40) } else { mech.yOffGoal = mech.yOffWhen.stand; } } } } const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; ++i) { let pair = pairs[i]; if (pair.bodyA === jumpSensor) { mech.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump if (mech.standingOn.alive !== true) enter(); } else if (pair.bodyB === jumpSensor) { mech.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump if (mech.standingOn.alive !== true) enter(); } } mech.numTouching = 0; } function playerOffGroundCheck(event) { //runs on collisions events const pairs = event.pairs; for (let i = 0, j = pairs.length; i != j; ++i) { if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) { if (mech.onGround && mech.numTouching === 0) { mech.onGround = false; mech.hardLandCD = 0 // disable hard landing if (mech.checkHeadClear()) { if (mech.crouch) { mech.undoCrouch(); } mech.yOffGoal = mech.yOffWhen.jump; } } } } } function 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 && mech.alive) { if (pairs[i].bodyA === mob[k]) { collideMob(pairs[i].bodyB); break; } else if (pairs[i].bodyB === mob[k]) { collideMob(pairs[i].bodyA); break; } function collideMob(obj) { //player + mob collision if ( mech.immuneCycle < mech.cycle && (obj === playerBody || obj === playerHead) && !(mod.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned)) ) { mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles mob[k].foundPlayer(); let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0 if (mod.isPiezo) mech.energy += mech.maxEnergy * 2; mech.damage(dmg); if (mod.isBayesian) powerUps.ejectMod() if (mob[k].onHit) mob[k].onHit(k); //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 (mod.isAnnihilation && !mob[k].shield && !mob[k].isShielded && mech.energy > 0.34 * mech.maxEnergy) { mech.energy -= 0.33 * mech.maxEnergy mech.immuneCycle = 0; //player doesn't go immune to collision damage mob[k].death(); game.drawList.push({ //add dmg to draw queue x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: dmg * 2000, color: "rgba(255,0,255,0.2)", time: game.drawTime }); } else { game.drawList.push({ //add dmg to draw queue x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: dmg * 500, color: game.mobDmgColor, time: game.drawTime }); } 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 (mod.isCrit && mob[k].isStunned) dmg *= 4 mob[k].foundPlayer(); mob[k].damage(dmg); game.drawList.push({ //add dmg to draw queue x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: Math.log(2 * dmg + 1.1) * 40, color: game.playerDmgColor, time: game.drawTime }); return; } //mob + body collisions if (obj.classType === "body" && obj.speed > 6) { const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)); if (v > 9) { let dmg = 0.05 * b.dmgScale * v * obj.mass * mod.throwChargeRate; if (mob[k].isShielded) dmg *= 0.35 mob[k].damage(dmg, true); const stunTime = dmg / Math.sqrt(obj.mass) if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime)) if (mob[k].distanceToPlayer2() < 1000000 && !mech.isCloak) mob[k].foundPlayer(); game.drawList.push({ x: pairs[i].activeContacts[0].vertex.x, y: pairs[i].activeContacts[0].vertex.y, radius: Math.log(2 * dmg + 1.1) * 40, color: game.playerDmgColor, time: game.drawTime }); return; } } } } } } } //determine if player is on the ground Events.on(engine, "collisionStart", function(event) { playerOnGroundCheck(event); // playerHeadCheck(event); collisionChecks(event); }); Events.on(engine, "collisionActive", function(event) { playerOnGroundCheck(event); // playerHeadCheck(event); }); Events.on(engine, "collisionEnd", function(event) { playerOffGroundCheck(event); });