"use strict"; /* TODO: ******************************************* ***************************************************** new game loop structure: game loop is an object with named methods when looping each method is called in order like an array allows me to dynamically add and remove functions to the game mod: if you fire when out of ammo you gain 1 ammo pack at the cost of 10% max health 20% of your current health mod: increase range of shield block gun: Spirit Bomb (singularity) use charge up like rail gun electricity graphics like plasma torch suck in nearby mobs, power ups?, blocks? sucked in stuff increase size uses energy atmosphere levels large rotating fan that the player has to move through give the user a rest, between combat low combat nonaggressive mobs one mob attacking the passive mobs more graphics Boss levels boss grows and spilt, if you don't kill it fast sensor that locks you in after you enter the boss room boss that eats other mobs and gains stats from them chance to spawn on any level (past level 5) boss that knows how to shoot (player) bullets that collide with player overwrite custom engine collision bullet mob function. add a key that player picks up and needs to set on the exit door to open it make power ups keep moving to player if the pickup field is turned off before they get picked up not sure how to do this without adding a constant check animate new level spawn by having the map aspects randomly fly into place new map with repeating endlessness get ideas from Manifold Garden game if falling, get teleported above the map I tried it, but had trouble getting the camera to adjust to the teleportation this can apply to blocks mobs, and power ups as well field power up effects field allows player to hold and throw living mobs of hack mobs give mobs more animal-like behaviors like rain world give mobs something to do when they don't see player explore map eat power ups drop power up (if killed after eating one) mobs some times aren't aggressive when low on life or after taking a large hit mobs can fight each other this might be hard to code isolated mobs try to group up. game mechanics mechanics that support the physics engine add rope/constraint get ideas from game: limbo / inside environmental hazards laser lava button / switch door fizzler moving platform map zones water low friction ground bouncy ground */ //collision groups // cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield const cat = { player: 0x1, map: 0x10, body: 0x100, bullet: 0x1000, powerUp: 0x10000, mob: 0x100000, mobBullet: 0x1000000, mobShield: 0x10000000, } //build build grid display const build = { isShowingBuilds: false, list: [], choosePowerUp(who, index, type) { //check if matching a current power up for (let i = 0; i < build.list.length; i++) { if (build.list[i].index === index && build.list[i].type === type) { //if already click, toggle off build.list.splice(i, 1); who.style.backgroundColor = "#fff" return } } //check if trying to get a second field if (type === "field") { for (let i = 0; i < build.list.length; i++) { if (build.list[i].type === "field") { //if already click, toggle off build.list[i].who.style.backgroundColor = "#fff" build.list.splice(i, 1); } } } if (build.list.length < 5) { //add to build array // who.style.border = "2px solid #333" who.style.backgroundColor = "#919ba8" //"#868f9a" build.list[build.list.length] = { who: who, index: index, type: type } } }, startBuildRun() { spawn.setSpawnList(); spawn.setSpawnList(); game.startGame(); game.difficulty = 6; level.isBuildRun = true; for (let i = 0; i < build.list.length; i++) { if (build.list[i].type === "field") { mech.fieldUpgrades[build.list[i].index].effect(); } else if (build.list[i].type === "gun") { b.giveGuns(build.list[i].index) } else if (build.list[i].type === "mod") { b.giveMod(build.list[i].index) } } } } document.getElementById("build-button").addEventListener("click", () => { document.getElementById("build-button").style.display = "none"; const el = document.getElementById("build-grid") if (build.isShowingBuilds) { el.style.display = "none" build.isShowingBuilds = false document.body.style.overflow = "hidden" document.getElementById("controls").style.display = 'inline' document.getElementById("settings").style.display = 'inline' } else { build.list = [] // let text = '

choose up to 5 powers

' let text = `
start
Choose five power ups.
Click start to begin.
` for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) { text += `
  ${mech.fieldUpgrades[i].name}
${mech.fieldUpgrades[i].description}
` } for (let i = 0, len = b.guns.length; i < len; i++) { text += `
  ${b.guns[i].name}
${b.guns[i].description}
` } for (let i = 0, len = b.mods.length; i < len; i++) { text += `
  ${b.mods[i].name}
${b.mods[i].description}
` } el.innerHTML = text el.style.display = "grid" build.isShowingBuilds = true document.body.style.overflowY = "scroll"; document.body.style.overflowX = "hidden"; document.getElementById("controls").style.display = 'none' document.getElementById("settings").style.display = 'none' } }); //set up canvas var canvas = document.getElementById("canvas"); //using "const" causes problems in safari when an ID shares the same name. const ctx = canvas.getContext("2d"); document.body.style.backgroundColor = "#fff"; //disable pop up menu on right click document.oncontextmenu = function () { return false; } function setupCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look) canvas.height2 = canvas.height / 2; canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2); ctx.font = "15px Arial"; ctx.lineJoin = "round"; ctx.lineCap = "round"; // ctx.lineCap='square'; game.setZoom(); } setupCanvas(); window.onresize = () => { setupCanvas(); }; //mouse move input document.body.addEventListener("mousemove", (e) => { game.mouse.x = e.clientX; game.mouse.y = e.clientY; }); document.body.addEventListener("mouseup", (e) => { // game.buildingUp(e); //uncomment when building levels // game.mouseDown = false; // console.log(e) if (e.which === 3) { game.mouseDownRight = false; } else { game.mouseDown = false; } }); document.body.addEventListener("mousedown", (e) => { if (e.which === 3) { game.mouseDownRight = true; } else { game.mouseDown = true; } }); //keyboard input const keys = []; document.body.addEventListener("keydown", (e) => { keys[e.keyCode] = true; game.keyPress(); }); document.body.addEventListener("keyup", (e) => { keys[e.keyCode] = false; }); document.body.addEventListener("wheel", (e) => { if (e.deltaY > 0) { game.nextGun(); } else { game.previousGun(); } }, { passive: true }); document.getElementById("fps-select").addEventListener("input", () => { let value = document.getElementById("fps-select").value if (value === 'max') { game.fpsCapDefault = 999999999; } else if (value === '72') { game.fpsCapDefault = 72 } else if (value === '60') { game.fpsCapDefault = 60 } else if (value === '45') { game.fpsCapDefault = 45 } else if (value === '30') { game.fpsCapDefault = 30 } else if (value === '15') { game.fpsCapDefault = 15 } }); document.getElementById("body-damage").addEventListener("input", () => { game.isBodyDamage = document.getElementById("body-damage").checked }); // function playSound(id) { // //play sound // if (false) { // //sounds are turned off for now // // if (document.getElementById(id)) { // var sound = document.getElementById(id); //setup audio // sound.currentTime = 0; //reset position of playback to zero //sound.load(); // sound.play(); // } // } // function stuff() { // game.cycle++; //tracks game cycles // mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player // if (game.clearNow) { // game.clearNow = false; // game.clearMap(); // level.start(); // } // Engine.update(engine, game.delta); // } // function theRest() { // if (game.testing) { // mech.draw(); // game.draw.wireFrame(); // game.draw.cons(); // game.draw.testing(); // game.drawCircle(); // ctx.restore(); // game.testingOutput(); // } else { // level.drawFillBGs(); // level.exit.draw(); // level.enter.draw(); // game.draw.powerUp(); // mobs.draw(); // game.draw.cons(); // game.draw.body(); // mobs.loop(); // mech.draw(); // mech.hold(); // level.drawFills(); // game.draw.drawMapPath(); // b.fire(); // b.bulletActions(); // mobs.healthBar(); // game.drawCircle(); // ctx.restore(); // } // } // const loop = [ // stuff, // game.gravity, // game.wipe, // game.wipe, // game.textLog, // mech.keyMove, // level.checkZones, // level.checkQuery, // mech.move, // mech.look, // game.fallChecks, // game.camera, // level.drawFillBGs, // level.exit.draw, // level.enter.draw, // game.draw.powerUp, // mobs.draw, // game.draw.cons, // game.draw.body, // mobs.loop, // mech.draw, // mech.hold, // theRest, // game.drawCursor // ] //main loop ************************************************************ //********************************************************************** game.loop = game.normalLoop; function cycle() { if (!game.paused) requestAnimationFrame(cycle); const now = Date.now(); const elapsed = now - game.then; // calc elapsed time since last loop if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67 game.cycle++; //tracks game cycles mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player if (game.clearNow) { game.clearNow = false; game.clearMap(); level.start(); } game.loop(); // for (let i = 0, len = loop.length; i < len; i++) { // loop[i]() // } } }