Files
n-gon-improved/js/engine.js
2020-07-18 11:37:37 -07:00

259 lines
10 KiB
JavaScript

//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.enterLand();
}
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
function enter() {
if (mech.onGround && mech.numTouching === 0) mech.enterAir();
}
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; ++i) {
if (pairs[i].bodyA === jumpSensor) {
enter();
} else if (pairs[i].bodyB === jumpSensor) {
enter();
}
}
}
// function playerHeadCheck(event) {
// //runs on collisions events
// if (mech.crouch) {
// mech.isHeadClear = true;
// const pairs = event.pairs;
// for (let i = 0, j = pairs.length; i != j; ++i) {
// if (pairs[i].bodyA === headSensor) {
// mech.isHeadClear = false;
// } else if (pairs[i].bodyB === headSensor) {
// mech.isHeadClear = false;
// }
// }
// }
// }
function collisionChecks(event) {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
// //map + bullet collisions
// if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
// collideBulletStatic(pairs[i].bodyB)
// } else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
// collideBulletStatic(pairs[i].bodyA)
// }
// //triggers when the bullets hits something static
// function collideBulletStatic(obj, speedThreshold = 12, massThreshold = 2) {
// if (obj.onWallHit) obj.onWallHit();
// }
//body + player collision
// if (game.isBodyDamage) {
// if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
// collidePlayer(pairs[i].bodyB)
// } else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) {
// collidePlayer(pairs[i].bodyA)
// }
// }
// function collidePlayer(obj) {
// //player dmg from hitting a body
// if (obj.classType === "body" && obj.speed > 10 && mech.immuneCycle < mech.cycle) {
// const velocityThreshold = 30 //keep this lines up with player.enterLand numbers (130/5 = 26)
// if (player.position.y > obj.position.y) { //block is above the player look at total momentum difference
// const velocityDiffMag = Vector.magnitude(Vector.sub(player.velocity, obj.velocity))
// if (velocityDiffMag > velocityThreshold) hit(velocityDiffMag - velocityThreshold)
// } else { //block is below player only look at horizontal momentum difference
// const velocityDiffMagX = Math.abs(obj.velocity.x - player.velocity.x)
// if (velocityDiffMagX > velocityThreshold) hit(velocityDiffMagX - velocityThreshold)
// }
// function hit(dmg) {
// mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
// dmg = Math.min(Math.max(Math.sqrt(dmg) * obj.mass * 0.01, 0.02), 0.15);
// mech.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: dmg * 500,
// color: game.mobDmgColor,
// time: game.drawTime
// });
// }
// }
// }
//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)) {
// const a = Object.values(event.pairs[0].contacts)
// contains = Matter.Bounds.contains({
// max: {
// x: player.position.x + 60,
// y: player.position.y + 120
// },
// min: {
// x: player.position.x - 60,
// y: player.position.y + 40
// }
// }, {
// x: a[0].vertex.x,
// y: a[0].vertex.y
// })
// // Matter.Query.point([jumpSensor], point)
// console.log(contains)
// if (!contains) {
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;
dmg *= 0.85
}
mech.damage(dmg);
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 > 0.2) {
mech.energy -= 0.2
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) {
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
console.log(dmg)
if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
mob[k].foundPlayer();
mob[k].damage(dmg);
obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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 = b.dmgScale * v * obj.mass * 0.065 * mod.throwChargeRate;
if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
if (mob[k].isShielded) dmg *= 0.5
mob[k].damage(dmg, true);
if (mob[k].distanceToPlayer2() < 1000000) 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);
});