Files
n-gon-improved/js/player.js
landgreen 09c9e93fcf subway
level: subway
  replaces gauntlet just before the final boss
    gauntlet moved to community map pool
  subway todo:
    add a few more stations
    balance difficulty
    find bugs

surface plasmons does 50% more damage
elasticity renamed nitinol because I bought some nitinol wire and it's neat
entanglement power up no longer shows guns or fields you already have
disabled minimal HUD for training levels
reaction inhibitor 12->11% mob max health reduction

spawn.bodyRect() now can add blocks mid level without any extra code
  I think I found all the bugs this causes, but let me know if any blocks added mid game aren't colliding

community map - clock update:
  visual overhaul,live lighting, remove pendulum overlap, move with pendulum if you stand in it, debris, trap exit only opens after completing the fight, moving elements now freeze while using time dilation
2023-06-03 13:56:18 -07:00

5098 lines
263 KiB
JavaScript

//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() {
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${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);
m.bodyGradient = grd
},
// setFillColorsAlpha(alpha = 0.5) {
// m.fillColor = `hsla(${m.color.hue},${m.color.sat}%,${m.color.light}%,${alpha})`
// m.fillColorDark = `hsla(${m.color.hue},${m.color.sat}%,${m.color.light - 25}%,${alpha})`
// let grd = ctx.createLinearGradient(-30, 0, 30, 0);
// grd.addColorStop(0, m.fillColorDark);
// grd.addColorStop(1, m.fillColor);
// m.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 = 0.08 / mass * tech.squirrelFx
// m.FxAir = 0.4 / mass / mass
m.Fx = tech.baseFx * m.fieldFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1) / player.mass //base player mass is 5
m.jumpForce = tech.baseJumpForce * m.fieldJump * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1) / player.mass / player.mass //base player mass is 5
},
FxAir: 0.016, // 0.4/5/5 run Force in Air
yOff: 70,
yOffGoal: 70,
onGround: false, //checks if on ground or in air
lastOnGroundCycle: 0, //use to calculate coyote time
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: new Array(600), //[], //tracks the last second of player position
rewindCount: 0, //used with CPT
resetHistory() {
const set = {
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
}
for (let i = 0; i < 600; i++) { //reset history
m.history[i] = set
}
},
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
jump() {
// if (!m.onGround) m.lastOnGroundCycle = 0 //m.cycle - tech.coyoteTime
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
});
},
moverX: 0, //used to tell the player about moving platform x velocity
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.jump()
}
const moveX = player.velocity.x - m.moverX //account for mover platforms
if (input.left) {
if (moveX > -2) {
player.force.x -= m.Fx * 1.5
} else {
player.force.x -= m.Fx
}
// }
} else if (input.right) {
if (moveX < 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: m.moverX * 0.08 + player.velocity.x * stoppingFriction, y: player.velocity.y * stoppingFriction });
}
if (Math.abs(moveX) > 4) { //come to a stop if fast // if (player.speed > 4) { //come to a stop if fast
const stoppingFriction = (m.crouch) ? 0.65 : 0.89; // this controls speed when crouched
Matter.Body.setVelocity(player, { x: m.moverX * (1 - stoppingFriction) + player.velocity.x * stoppingFriction, y: player.velocity.y * stoppingFriction });
}
m.moverX = 0 //reset the level mover offset
},
airControl() {
//check for coyote time jump
// if (input.up && m.buttonCD_jump + 20 + tech.coyoteTime < m.cycle && m.yOffWhen.stand > 23 && m.lastOnGroundCycle + tech.coyoteTime > m.cycle) m.jump()
if (input.up && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23 && m.lastOnGroundCycle + 5 > m.cycle) m.jump()
//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, { x: player.velocity.x, y: player.velocity.y * 0.94 }); //reduce player y-velocity every cycle
}
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() {
powerUps.boost.endCycle = 0
const totalGuns = b.inventory.length
//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
}
}
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].isFromAppliedScience &&
!tech.tech[i].isAltRealityTech
) {
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.duplication = 0;
tech.extraMaxHealth = 0;
tech.totalCount = 0;
tech.countJunkTech();
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)))
//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 + 0.3 * (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
},
dmgScale: null, //scales all damage, but not raw .dmg //set in levels.setDifficulty
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)
// }
m.setMaxHealth()
m.health = 1;
// m.addHealth(1)
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 <span class='color-symbol'>=</span> 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 <span class='color-symbol'>=</span> null");
tech.isImmortal = false //disable future immortality
}, 6 * swapPeriod);
} else if (m.alive) { //normal death code here
m.storeTech()
m.alive = false;
simulation.paused = true;
m.health = 0;
simulation.ephemera = []
document.getElementById("defense-bar").style.display = "none"; //hide defense
document.getElementById("damage-bar").style.display = "none"
m.displayHealth();
document.getElementById("text-log").style.display = "none"
document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas
// build.shareURL(false)
setTimeout(function () {
Composite.clear(engine.world);
Engine.clear(engine);
simulation.splashReturn();
}, 5000);
}
},
storeTech() { //store a copy of your tech, it will show up at your location next run in the entanglement power up
if (localSettings.isAllowed && !simulation.isCheating) {
const gunList = [] //store gun names
for (i = 0, len = b.inventory.length; i < len; i++) gunList.push(b.inventory[i])
const techList = [] //store tech names
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) techList.push(i)
}
if (techList.length) {
localSettings.entanglement = {
fieldIndex: m.fieldMode,
gunIndexes: gunList,
techIndexes: techList,
position: {
x: m.pos.x,
y: m.pos.y
},
levelName: level.levels[level.onLevel],
isHorizontalFlipped: simulation.isHorizontalFlipped
}
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
}
},
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 + 2.22 * tech.isFallingDamage + 4 * tech.isFlipFlop * tech.isFlipFlopOn * tech.isFlipFlopHealth
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${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
lastCalculatedDamage: 0, //used to decided if damage bar needs to be redrawn (in simulation.checks)
lastCalculatedDefense: 0, //used to decided if defense bar needs to be redrawn (in simulation.checks)
defense() {
let dmg = 1
dmg *= m.fieldHarmReduction
// if (!tech.isFlipFlopOn && tech.isFlipFlopHealth) dmg *= 0.5
// 1.25 + Math.sin(m.cycle * 0.01)
if (tech.isDiaphragm) dmg *= 0.56 + 0.36 * Math.sin(m.cycle * 0.0075);
if (tech.isZeno) dmg *= 0.15
if (tech.isFieldHarmReduction) dmg *= 0.5
if (tech.isHarmMACHO) dmg *= 0.4
if (tech.isImmortal) dmg *= 0.67
if (tech.energyRegen === 0) dmg *= 0.34
// if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.973 ** m.coupling
if (tech.isLowHealthDefense) dmg *= 1 - Math.max(0, 1 - m.health) * 0.8
if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.33
if (tech.squirrelFx !== 1) dmg *= Math.pow(0.7, (tech.squirrelFx - 1) / 0.4) //cause more damage
if (tech.isAddBlockMass && m.isHolding) dmg *= 0.15
if (tech.isSpeedHarm && player.speed > 0.1) dmg *= 1 - Math.min(player.speed * 0.0165, 0.66)
if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.25
if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.1
if (tech.isBotArmor) dmg *= 0.94 ** 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.isTurret && m.crouch) dmg *= 0.34;
if (tech.isFirstDer && b.inventory[0] === b.activeGun) dmg *= 0.85 ** b.inventory.length
if (tech.isEnergyHealth) {
return Math.pow(dmg, 0.19) //defense has less effect
} else {
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 + tech.isPetalsExplode * 30 + tech.isCircleExplode * 21
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.isNeutronBomb) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.3,
y: who.velocity.y * 0.3
});
} else if (tech.isVacuumBomb) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.5,
y: who.velocity.y * 0.5
});
who.endCycle = simulation.cycle + immunityDuration
} else if (tech.isRPG) {
who.endCycle = simulation.cycle + 10
} 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's new position
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 / 330, 0.01)
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.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.globalCompositeOperation = "lighter";
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 * 0.05 * 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 + 440 + Math.floor(120 * Math.random()) //8-10 seconds
}
}
},
collisionImmuneCycles: 30,
damage(dmg) {
if (tech.isRewindAvoidDeath && (m.energy + 0.05) > Math.min(0.95, m.maxEnergy) && dmg > 0.01) {
const steps = Math.floor(Math.min(299, 150 * m.energy))
simulation.makeTextLog(`<span class='color-var'>m</span>.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 * (tech.isEnergyHealth ? 0.5 : 1)
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 -= 0.9 * dmg / Math.sqrt(simulation.healScale) //scale damage with heal reduction difficulty
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(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
m.energy = m.maxEnergy
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function () {
tech.maxDuplicationEvent()
simulation.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, 3000);
} else { //death
m.health = 0;
m.energy = 0;
m.death();
}
return;
}
} else {
dmg *= m.defense()
m.health -= dmg;
if (m.health < 0 || isNaN(m.health)) {
if (tech.isDeathAvoid && powerUps.research.count > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
tech.isDeathAvoidedThisLevel = true
m.health = 0.05
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
<br>${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 > 0.03) {
m.lastHit = dmg;
if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding // m.holdingMassScale = 0.5 for most fields
if (m.isCloak) m.fireCDcycle = m.cycle //forced exit cloak
}
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 (dmg > 0.05) { // freeze game for high damage hits
simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
simulation.fpsInterval = 1000 / simulation.fpsCap;
if (tech.isHarmFreeze) {
for (let i = 0, len = mob.length; i < len; i++) mobs.statusSlow(mob[i], 480) //freeze all mobs
}
} else {
simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap;
}
m.defaultFPSCycle = m.cycle
// 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
// *********************************************
// ****** drawing player and skins *************
// *********************************************
drawLeg(stroke) { },
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() { },
isAltSkin: false,
resetSkin() {
m.yOffWhen.jump = 70
m.yOffWhen.stand = 49
m.yOffWhen.crouch = 22
m.isAltSkin = false
m.color = {
hue: 0,
sat: 0,
light: 100,
}
m.setFillColors();
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
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 = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (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();
}
},
skin: {
none() {
m.isAltSkin = true
},
favicon() { //used to render the favicon, not actually in game
m.yOffWhen.jump = 70
m.yOffWhen.stand = 49
m.yOffWhen.crouch = 22
m.isAltSkin = false
m.color = {
hue: 0,
sat: 0,
light: 100,
}
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 10}%)`
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, m.fillColorDark);
grd.addColorStop(1, m.fillColor);
m.bodyGradient = grd
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
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 = m.bodyGradient
ctx.fill();
ctx.arc(12, 0, 4.5, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 4.5;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
},
mech() {
m.isAltSkin = true
m.yOffWhen.stand = 52
m.yOffWhen.jump = 72
// m.yOffWhen.crouch = 22
// m.color = {
// hue: 184,
// sat: 0,
// light: 55,
// }
// m.setFillColors();
m.draw = function () {
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -1.25);
m.drawLeg("#606060");
m.calcLeg(0, 0);
m.drawLeg("#444");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (stroke) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1;
} else {
m.flipLegs = -1;
}
const hip = { x: m.hip.x - 5, y: m.hip.y + 5 }
const sub = Vector.sub(m.knee, hip)
const off = Vector.mult(Vector.rotate(Vector.normalise(sub), Math.PI / 2), 8)
const kneeBraceHigh = Vector.add(hip, off)
const kneeBraceLow = Vector.add(kneeBraceHigh, Vector.mult(sub, 0.9))
const foot = { x: m.foot.x - 10, y: m.foot.y - 15 }
ctx.save();
ctx.scale(m.flipLegs, 1); //leg lines
ctx.beginPath();
ctx.moveTo(hip.x, hip.y);
ctx.lineTo(m.knee.x, m.knee.y);
ctx.lineTo(foot.x, foot.y);
//extra upper leg brace
ctx.moveTo(kneeBraceHigh.x, kneeBraceHigh.y);
ctx.lineTo(kneeBraceLow.x, kneeBraceLow.y);
ctx.lineTo(m.knee.x, m.knee.y);
ctx.strokeStyle = stroke;
ctx.lineWidth = 3;
ctx.stroke();
//foot
ctx.beginPath();
ctx.moveTo(foot.x, foot.y);
ctx.quadraticCurveTo(m.foot.x - 30, m.foot.y + 12, m.foot.x + 13, m.foot.y + 3);
ctx.lineWidth = 1.5;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(m.hip.x, m.hip.y - 1, 11, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(m.knee.x + 3, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 3, 0, 2 * Math.PI);
//knee brace
// ctx.moveTo(kneeBraceHigh.x + 4, kneeBraceHigh.y);
// ctx.arc(kneeBraceHigh.x, kneeBraceHigh.y, 4, 0, 2 * Math.PI);
ctx.moveTo(kneeBraceLow.x + 2.5, kneeBraceLow.y);
ctx.arc(kneeBraceLow.x, kneeBraceLow.y, 2.5, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(foot.x + 2.5, foot.y);
ctx.arc(foot.x, foot.y, 2.5, 0, 2 * Math.PI);
ctx.fillStyle = m.fillColor;
ctx.fill();
ctx.lineWidth = 1;
// ctx.strokeStyle = "#333"
ctx.stroke();
ctx.restore();
}
},
energy() {
m.isAltSkin = true
m.color = {
hue: 184,
sat: 100,
light: 85,
}
m.setFillColors();
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#456");
m.calcLeg(0, 0);
m.drawLeg("#345");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.strokeStyle = "rgba(0,255,255,0.22)";
ctx.lineWidth = 12;
ctx.stroke();
ctx.fillStyle = 'hsl(184,100%,85%)' //m.fillColor; //"#9ff" //m.bodyGradient
ctx.fill();
ctx.beginPath();
ctx.arc(17, 0, 5.5, 0, 2 * Math.PI);
ctx.fillStyle = "#357"
ctx.fill();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (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.strokeStyle = "rgba(0,255,255,0.25)";
ctx.lineWidth = 5;
ctx.stroke();
ctx.fillStyle = m.fillColor;
ctx.fill();
ctx.restore();
}
},
tungsten() {
m.isAltSkin = true
m.color = {
hue: 210,
sat: 5,
light: 75,
}
// m.setFillColors();
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 50}%)`
const grd = ctx.createLinearGradient(-30, -5, 30, 10);
grd.addColorStop(0, `#e0e0e0`);
grd.addColorStop(0.3, `#bbb`);
grd.addColorStop(0.4, `#b3b3b3`);
grd.addColorStop(0.5, `#c5c5c5`);
grd.addColorStop(0.65, `#bbb`);
grd.addColorStop(0.7, `#b3b3b3`);
grd.addColorStop(0.75, `#bbb`);
grd.addColorStop(1, `#e0e0e0`);
// const grdRad = ctx.createRadialGradient(0, 0, 0, 0, 0, 30);
// grdRad.addColorStop(0, `rgba(0,0,0,0.3)`);
// grdRad.addColorStop(0.5, `rgba(210,210,210,0)`);
m.bodyGradient = grd
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(4.2, -3);
m.drawLeg("#666");
m.calcLeg(2.1, -1);
m.drawLeg("#5f5f5f");
m.calcLeg(0, 1);
m.drawLeg("#555");
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
// ctx.fillStyle = grdRad
// ctx.fill();
ctx.strokeStyle = "#000";
ctx.lineWidth = 1.5;
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.fillStyle = "#fff"
ctx.fill();
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (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 = 4.5;
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo(m.foot.x, m.foot.y - 1);
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
ctx.lineTo(m.foot.x, m.foot.y - 1);
ctx.lineWidth = 4;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(m.hip.x, m.hip.y - 4, 12, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(m.knee.x + 6, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 6, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(m.foot.x + 5, m.foot.y);
ctx.arc(m.foot.x, m.foot.y, 5, 0, 2 * Math.PI);
ctx.fillStyle = m.fillColor;
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = "#000"
ctx.stroke();
ctx.restore();
}
},
anodize() {
m.isAltSkin = true
m.color = {
hue: 210,
sat: 14,
light: 65,
}
// m.setFillColors();
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 50}%)`
// let grd = ctx.createLinearGradient(-30, 0, 30, 0);
const grd = ctx.createRadialGradient(16, 0, 0, 0, 0, 40);
// grd.addColorStop(0, `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 35}%)`);
// grd.addColorStop(0.25, `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 20}%)`);
// grd.addColorStop(0.5, `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 35}%)`);
// grd.addColorStop(1, `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 10}%)`);
grd.addColorStop(0, `#c78034`);
grd.addColorStop(0.04, `#bd5235`);
grd.addColorStop(0.08, `#ab554d`);
grd.addColorStop(0.12, `#8f5d8f`);
grd.addColorStop(0.16, `#4352ab`);
grd.addColorStop(0.2, `#2058b3`);
grd.addColorStop(0.24, `#1a6fc4`);
grd.addColorStop(0.28, `#1b85cf`);
grd.addColorStop(0.32, `#2d9bd7`);
grd.addColorStop(0.4, `#d2d7b4`);
grd.addColorStop(0.44, `#e1cd87`);
grd.addColorStop(0.48, `#f0b955`);
grd.addColorStop(0.52, `#ffa050`);
grd.addColorStop(0.56, `#ff8269`);
grd.addColorStop(0.6, `#f5697d`);
grd.addColorStop(0.64, `#e65aaf`);
grd.addColorStop(0.68, `#d732d7`);
grd.addColorStop(0.72, `#c846e6`);
grd.addColorStop(0.76, `#c850fa`);
grd.addColorStop(0.8, `#878cf0`);
grd.addColorStop(0.84, `#37beeb`);
grd.addColorStop(0.88, `#00d2be`);
grd.addColorStop(0.92, `#00e19b`);
grd.addColorStop(0.96, `#19f5aa`);
grd.addColorStop(1, `#aaf5af`);
m.bodyGradient = grd
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a5a");
m.calcLeg(0, 0);
m.drawLeg("#445");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
// ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#222";
ctx.lineWidth = 2;
// ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (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);
ctx.fillStyle = "#1b85cf";
ctx.fill();
//knee joint
ctx.beginPath();
ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
ctx.fillStyle = "#ffa050";
ctx.fill();
//foot joint
ctx.beginPath();
ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#878cf0";
ctx.fill();
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
}
},
dilate() {
m.isAltSkin = true
m.draw = function () {
const amplitude = 8 + 4 * Math.sin(m.cycle * 0.0075)
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#456");
m.calcLeg(0, 0);
m.drawLeg("#345");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.strokeStyle = "#345";
ctx.lineWidth = 2;
ctx.arc(12, 0, amplitude, 0, 2 * Math.PI); //big eye
ctx.stroke();
ctx.beginPath();
ctx.arc(12, 0, amplitude, 0, 2 * Math.PI); //big eye
// ctx.fillStyle = `hsl(0,0%,${50+50*Math.sin(m.cycle * 0.0075+Math.PI)}%)` //`hsl(${150+50*Math.sin(m.cycle * 0.0075)},100%,50%)`
// ctx.fill();
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
},
dilate2() {
m.isAltSkin = true
m.draw = function () {
const amplitude = Math.sin(m.cycle * 0.0075)
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#456");
m.calcLeg(0, 0);
m.drawLeg("#345");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.strokeStyle = "#345";
ctx.lineWidth = 3 + 3 * Math.sin(m.cycle * 0.0075 + Math.PI);
ctx.stroke();
// ctx.arc(12, 0, 8 + 4 * amplitude, 0, 2 * Math.PI); //big eye
ctx.beginPath();
ctx.arc(12, 0, 8 + 4 * amplitude, 0, 2 * Math.PI); //big eye
ctx.fillStyle = "#345"
// ctx.fillStyle = //`hsl(0,0%,${50+50*Math.sin(m.cycle * 0.0075+Math.PI)}%)` //`hsl(${150+50*Math.sin(m.cycle * 0.0075)},100%,50%)`
// ctx.fillStyle = `hsl(${150 + 100 * amplitude},100%,50%)`
ctx.fill();
// ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1;
} else {
m.flipLegs = -1;
}
ctx.save();
ctx.scale(m.flipLegs, 1); //leg lines
ctx.beginPath();
ctx.moveTo(m.hip.x, m.hip.y);
ctx.lineTo(m.knee.x, m.knee.y);
ctx.lineTo(m.foot.x, m.foot.y);
ctx.strokeStyle = stroke;
ctx.lineWidth = 6 + 2 * Math.sin(m.cycle * 0.0075 + Math.PI);
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
ctx.lineWidth = 4;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(m.knee.x + 7, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(m.foot.x + 6, m.foot.y);
ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#345";
ctx.fill();
ctx.lineWidth = 3 + 3 * Math.sin(m.cycle * 0.0075 + Math.PI);
ctx.stroke();
ctx.restore();
}
},
CPT() {
m.isAltSkin = true
m.color = {
hue: 0,
sat: 0,
light: 100,
}
// m.setFillColors();
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 35}%)`
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, m.fillColorDark);
grd.addColorStop(0.7, m.fillColor);
// grd.addColorStop(1, m.fillColor);
m.bodyGradient = grd
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#eee");
m.calcLeg(0, 0);
m.drawLeg("#fff");
ctx.rotate(0.017 * simulation.cycle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.restore();
ctx.beginPath();
ctx.arc(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle), 5, 0, 2 * Math.PI);
ctx.fillStyle = "#000"
ctx.fill();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (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 = 6;
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 = 3;
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 + 5, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 5, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(m.foot.x + 5, m.foot.y);
ctx.arc(m.foot.x, m.foot.y, 5, 0, 2 * Math.PI);
ctx.fillStyle = "#000";
ctx.fill();
// ctx.lineWidth = 2;
// ctx.stroke();
ctx.restore();
}
},
stubs() {
m.isAltSkin = true
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#555");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (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 + 5);
ctx.strokeStyle = stroke;
ctx.lineWidth = 6;
ctx.stroke();
ctx.restore();
}
},
Sleipnir() {
m.isAltSkin = true
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(m.pos.x, m.pos.y);
for (let i = 0; i < 16; i++) {
m.calcLeg(Math.PI * i / 8, -3 * i / 16)
m.drawLeg("#444")
}
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
}
},
diegesis() {
m.isAltSkin = true
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
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 - (m.fireCDcycle !== Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
}
},
cat() {
m.isAltSkin = true
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
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");
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
ctx.scale(1, -1);
ctx.rotate(Math.PI);
}
ctx.beginPath();
ctx.moveTo(-30, 0);
ctx.bezierCurveTo(-65, -75,
-5, 150 + (5 * Math.sin(simulation.cycle / 10)),
-70 + (10 * Math.sin(simulation.cycle / 10)), 0 + (10 * Math.sin(simulation.cycle / 10)));
ctx.strokeStyle = "#333";
ctx.lineWidth = 4;
ctx.stroke();
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
ctx.scale(1, -1);
ctx.rotate(0 - Math.PI);
}
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1);
ctx.beginPath();
ctx.moveTo(5, -30);
ctx.lineTo(20, -40);
ctx.lineTo(20, -20);
ctx.lineWidth = 2;
ctx.fillStyle = "#f3f";
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.stroke();
ctx.moveTo(19, 0);
ctx.arc(15, 0, 4, Math.PI, 2 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(24.3, 6, 5, Math.PI * 2, Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(30, 6);
ctx.lineTo(32, 0);
ctx.lineTo(26, 0);
ctx.lineTo(30, 6);
ctx.fillStyle = "#f3f";
ctx.fill();
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
}
},
pareidolia() {
m.isAltSkin = true
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.7
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 = m.bodyGradient
ctx.fill();
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1); //here is the flip
ctx.stroke();
ctx.beginPath();
ctx.arc(2, -6, 7, 0, 2 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(25, -6, 7, 0.25 * Math.PI, 1.6 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(2, -10, 9, 1.25 * Math.PI, 1.75 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(25, -10, 9, 1.25 * Math.PI, 1.4 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(18, 13, 10, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient;
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(18, 13, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#555";
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(3, -6, 3, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(26, -6, 3, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15;
}
},
flipFlop() {
m.isAltSkin = true
m.draw = function () {
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 = m.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
powerUps.boost.draw()
}
}
},
// *********************************************
// **************** 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,
coupling: 0,
// these values are set on reset by setHoldDefaults()
fieldFx: 1,
fieldJump: 1,
blockingRecoil: 4,
grabPowerUpRange2: 0,
isFieldActive: false,
fieldRange: 155,
fieldShieldingScale: 1,
// fieldDamage: 1,
isSneakAttack: false,
lastHit: 0, //stores value of last damage player took above a threshold, in m.damage
sneakAttackCycle: 0,
enterCloakCycle: 0,
duplicateChance: 0,
energy: 0,
fieldRegen: 0.001,
fieldMode: 0,
fieldFire: false,
fieldHarmReduction: 1,
holdingMassScale: 0,
hole: {
isOn: false,
isReady: false,
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 (tech.isFreeWormHole && m.fieldMode !== 9) { //not wormhole
const removed = tech.removeTech("charmed baryon") //neutronum can get player stuck so it has to be removed if player has wrong field
if (removed) powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
}
if (tech.isNeutronium && m.fieldMode !== 3) { //not negative mass field
const removed = tech.removeTech("neutronium") //neutronum can get player stuck so it has to be removed if player has wrong field
if (removed) powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
}
if (m.energy < m.maxEnergy) m.energy = m.maxEnergy;
m.fieldMeterColor = "#0cf"
m.eyeFillColor = m.fieldMeterColor
m.fieldShieldingScale = 1;
m.fieldBlockCD = 10;
m.fieldHarmReduction = 1;
m.lastHit = 0
m.isSneakAttack = false
m.duplicateChance = 0
m.grabPowerUpRange2 = 200000;
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.fieldFx = 1
m.fieldJump = 1
m.setFieldRegen();
m.setMovement();
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.setMaxHealth();
m.couplingChange()
m.hole = {
isOn: false,
isReady: false,
pos1: {
x: 0,
y: 0
},
pos2: {
x: 0,
y: 0
},
}
},
setMaxEnergy(isMessage = true) {
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 1.5 * (m.fieldMode === 1) + (m.fieldMode === 0 || m.fieldMode === 1) * 0.05 * m.coupling + 0.4 * tech.isStandingWaveExpand
if (isMessage) simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
},
fieldMeterColor: "#0cf",
drawRegenEnergy(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
if (m.energy < m.maxEnergy) {
m.regenEnergy();
ctx.fillStyle = bgColor;
const xOff = m.pos.x - m.radius * m.maxEnergy
const yOff = m.pos.y - 50
ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
ctx.fillStyle = m.fieldMeterColor;
ctx.fillRect(xOff, yOff, range * m.energy, 10);
} else if (m.energy > m.maxEnergy + 0.05) {
ctx.fillStyle = bgColor;
const xOff = m.pos.x - m.radius * m.energy
const yOff = m.pos.y - 50
// ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
ctx.fillStyle = m.fieldMeterColor;
ctx.fillRect(xOff, yOff, range * m.energy, 10);
}
},
drawRegenEnergyCloaking: function () {
if (m.energy < m.maxEnergy) { // replaces m.drawRegenEnergy() with custom code
m.regenEnergy();
const xOff = m.pos.x - m.radius * m.maxEnergy
const yOff = m.pos.y - 50
ctx.fillStyle = "rgba(0, 0, 0, 0.2)" //
ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
ctx.fillStyle = "#fff" //m.cycle > m.lastKillCycle + 300 ? "#000" : "#fff" //"#fff";
ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
ctx.beginPath()
ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
ctx.strokeStyle = m.fieldMeterColor;
ctx.lineWidth = 1;
ctx.stroke();
}
},
setFieldRegen() {
if (m.fieldMode === 6) {
m.fieldRegen = 0.002 //12 energy per second for time dilation
} else if (m.fieldMode === 2) {
m.fieldRegen = 0.000833 //5 energy per second perfect dia
} else if (m.fieldMode === 4) {
m.fieldRegen = 0.002 //12 energy per second molecular assembler
} else if (m.fieldMode === 5) {
m.fieldRegen = 0.001667 //10 energy per second plasma torch
} else if (m.fieldMode === 8) {
m.fieldRegen = 0.001667 //10 energy per second pilot wave
} else {
m.fieldRegen = 0.001 //6 energy per second
}
if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.000133 * m.coupling //return `generate <strong>${(6*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
if (tech.isTimeCrystals) {
m.fieldRegen *= 2.5
} else if (tech.isGroundState) {
m.fieldRegen *= 0.6
}
},
regenEnergy: function () { //used in drawRegenEnergy // rewritten by some tech
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0
},
regenEnergyDefault: function () {
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0
},
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
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.setMovement()
// 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
if (tech.isCapacitor && m.throwCharge < 4) m.throwCharge = 4
m.throwCharge += 0.5 / m.holdingTarget.mass / b.fireCDscale
if (m.throwCharge < 6) m.energy -= 0.001 / b.fireCDscale; // m.throwCharge caps at 5
//trajectory path prediction
if (tech.isTokamak) {
//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 opacity = m.throwCharge > 4 ? 0.65 : m.throwCharge * 0.06
ctx.fillStyle = `rgba(255,0,255,${opacity})`;
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 {
//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();
}
//trajectory prediction
const cycles = 30
const charge = Math.min(m.throwCharge / 5, 1)
const speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
const v = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
} //m.Vy / 2 + removed to make the path less jerky
ctx.beginPath()
for (let i = 1, len = 10; i < len + 1; i++) {
const time = cycles * i / len
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
}
ctx.strokeStyle = "rgba(68, 68, 68, 0.15)" //color.map
ctx.lineWidth = 2
ctx.stroke()
}
} 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 > 4) { //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) {
if (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
}
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
});
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.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 < 10000) &&
Matter.Query.ray(map, powerUp[i].position, m.pos).length === 0
) {
if (!tech.isHealAttract || powerUp[i].name !== "heal") { //if you have accretion heals are already pulled in a different way
powerUp[i].force.x += 0.04 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
powerUp[i].force.y += 0.04 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], { x: powerUp[i].velocity.x * 0.11, y: powerUp[i].velocity.y * 0.11 }); //extra friction
}
if ( //use power up if it is close enough
dist2 < 5000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.maxHealth - m.health > 0.01 || 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 * 4 * powerUp[i].mass,
y: player.velocity.y + powerUp[i].velocity.y / player.mass * 4 * powerUp[i].mass
});
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
return; //because the array order is messed up after splice
}
}
}
},
minEnergyToDeflect: 0.05,
pushMass(who, fieldBlockCost = (0.025 + Math.sqrt(who.mass) * Vector.magnitude(Vector.sub(who.velocity, player.velocity)) * 0.002) * m.fieldShieldingScale) {
if (m.energy > m.minEnergyToDeflect) { //shield needs at least some of the cost to block
if (who.isShielded) fieldBlockCost *= 2; //shielded mobs take more energy to block
m.energy -= fieldBlockCost
if (m.energy < m.minEnergyToDeflect) {
m.energy = 0;
m.fieldCDcycle = m.cycle + Math.max(m.fieldBlockCD, 60);
if (tech.isLaserField) {
simulation.ephemera.push({
name: "laser field", //used to find this array element in simulation.removeEphemera()
count: 20 + Math.floor(m.maxEnergy * 30 * 0.0018 / tech.laserDrain), //how many cycles the ephemera lasts, scales with max energy
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
for (let i = 0, num = 12; i < num; i++) { //draw random lasers
const angle = 6.28 * i / num + m.cycle * 0.04
b.laser({ x: m.pos.x + 30 * Math.cos(angle), y: m.pos.y + 30 * Math.sin(angle) }, { x: m.pos.x + 3000 * Math.cos(angle), y: m.pos.y + 3000 * Math.sin(angle) }, tech.laserDamage * 2.5)//dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1
}
},
})
}
} else {
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
}
if (!who.isInvulnerable && (m.coupling && m.fieldMode === 0) && bullet.length < 200) { //for field emitter iceIX
for (let i = 0; i < m.coupling; i++) {
if (0.1 * m.coupling - i > 1.25 * Math.random()) {
const sub = Vector.mult(Vector.normalise(Vector.sub(who.position, m.pos)), (m.fieldRange * m.harmonicRadius) * (0.4 + 0.3 * Math.random())) //m.harmonicRadius should be 1 unless you are standing wave expansion
const rad = Vector.rotate(sub, 1 * (Math.random() - 0.5))
const angle = Math.atan2(sub.y, sub.x)
b.iceIX(6 + 6 * Math.random(), angle + 3 * (Math.random() - 0.5), Vector.add(m.pos, rad))
}
}
}
const unit = Vector.normalise(Vector.sub(player.position, who.position))
if (tech.blockDmg) {
Matter.Body.setVelocity(who, { x: 0.5 * who.velocity.x, y: 0.5 * who.velocity.y });
if (who.isShielded) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].id === who.shieldID) mob[i].damage(tech.blockDmg * m.dmgScale * (tech.isBlockRadiation ? 6 : 2), true)
}
} else if (tech.isBlockRadiation) {
if (who.isMobBullet) {
who.damage(tech.blockDmg * m.dmgScale * 3, true)
} else {
mobs.statusDoT(who, tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
}
} else {
who.damage(tech.blockDmg * m.dmgScale, true)
}
const step = 40
ctx.beginPath(); //draw electricity
for (let i = 0, len = 0.5 * 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.isStunField) mobs.statusStun(who, tech.isStunField)
//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.isUnstable) {
if (m.fieldCDcycle < m.cycle + 30) m.fieldCDcycle = m.cycle + 10
who.death();
}
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 (tech.deflectEnergy && !mob[i].isInvulnerable && !mob[i].isShielded) {
m.energy += tech.deflectEnergy
}
}
}
},
lookForPickUp() { //find body to pickup
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) {
// const ICE_DRAIN = 0.0005
// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
// Matter.Sleeping.set(mob[i], false)
// mobs.statusSlow(mob[i], 60)
// }
// } else {
// wake(mob);
// }
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() { },
couplingDescription(couple = m.coupling) {
switch (m.fieldMode) {
case 0: //field emitter
return `<strong>all</strong> other <strong class='color-f'>field</strong> effects`
case 1: //standing wave
// return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
return `+${(couple * 5).toFixed(0)} maximum <strong class='color-f'>energy</strong>`
case 2: //perfect diamagnetism
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses ${(0.1 * couple).toFixed(2)} <strong class='color-s'>ice IX</strong></span>`
// return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+${2*couple}</strong> seconds post collision</span>`
case 3: //negative mass
return `<strong>+${(100 * (1 - 0.973 ** couple)).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
case 4: //assembler
return `generate <strong>${(0.8 * couple).toFixed(1)}</strong> <strong class='color-f'>energy</strong> per second`
case 5: //plasma
return `<strong>+${(1.5 * couple).toFixed(1)}%</strong> <strong class='color-d'>damage</strong>`
case 6: //time dilation
return `<strong>+${(5 * couple).toFixed(0)}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
case 7: //cloaking
return `<strong>+${(3.3 * couple).toFixed(1)}%</strong> ambush <strong class='color-d'>damage</strong>`
case 8: //pilot wave
return `<strong>+${(4 * couple).toFixed(0)}%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>`
case 9: //wormhole
return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${(2 * couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong></span>`
}
},
couplingChange(change = 0) {
if (change > 0 && level.onLevel !== -1) simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> ${change}`, 60); //level.onLevel !== -1 means not on lore level
m.coupling += change
if (m.coupling < 0) {
//look for coupling power ups on this level and remove them to prevent exploiting tech ejections
for (let i = powerUp.length - 1; i > -1; i--) {
if (powerUp[i].name === "coupling") {
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
m.coupling += 1
if (!(m.coupling < 0)) break
}
}
m.coupling = 0 //can't go negative
}
m.setMaxEnergy(false);
// m.setMaxHealth();
m.setFieldRegen()
mobs.setMobSpawnHealth();
powerUps.setPowerUpMode();
// if ((m.fieldMode === 0 || m.fieldMode === 9) && !build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
},
setField(index) {
if (isNaN(index)) { //find index by name
let found = false
for (let i = 0; i < m.fieldUpgrades.length; i++) {
if (index === m.fieldUpgrades[i].name) {
index = i;
found = true;
break;
}
}
if (!found) return //if you can't find the field don't give a field to avoid game crash
}
m.fieldMode = index;
document.getElementById("field").innerHTML = m.fieldUpgrades[index].name
m.setHoldDefaults();
m.fieldUpgrades[index].effect();
simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`);
},
fieldUpgrades: [{
name: "field emitter",
imageNumber: Math.floor(Math.random() * 20),
description: `use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs
<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > m.minEnergyToDeflect) {
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.drawRegenEnergy()
}
}
},
// <div id="cube" style="width: 4em; height: 8em;">
// <div style="transform: translate3d(1em, 0em, 0em)">1</div>
// <div style="transform: translate3d(2em, 0em, 0em)">2</div>
// <div style="transform: translate3d(3em, 0em, 0em)">3</div>
// <div style="transform: translate3d(4em, 0em, 0em)">4</div>
// </div>
{
name: "standing wave",
//<strong>deflecting</strong> protects you in every <strong>direction</strong>
description: `<strong>3</strong> oscillating <strong>shields</strong> are permanently active
<br><strong>+150</strong> max <strong class='color-f'>energy</strong>
<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`,
drainCD: 0,
effect: () => {
m.fieldBlockCD = 0;
m.blockingRecoil = 1.5 //4 is normal
m.fieldRange = 185
m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
// m.fieldHarmReduction = 0.66; //33% reduction
m.harmonic3Phase = () => { //normal standard 3 different 2-d circles
const fieldRange1 = (0.75 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
const fieldRange2 = (0.68 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
const fieldRange3 = (0.7 + 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(0.6, (0.04 + 0.7 * m.energy * (0.1 + 0.11 * 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 + 15
}
}
}
}
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
m.harmonicAtomic = () => { //several ellipses spinning about different axises
const rotation = simulation.cycle * 0.0031
const phase = simulation.cycle * 0.023
const radius = m.fieldRange * m.harmonicRadius
ctx.lineWidth = 1;
ctx.strokeStyle = "rgba(110,170,200,0.8)"
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.6, 0.7 * m.energy * (0.11 + 0.1 * 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 + 15
}
}
}
}
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
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 > m.minEnergyToDeflect && m.fieldCDcycle < m.cycle) {
if (tech.isStandingWaveExpand) {
if (input.field) {
// const oldHarmonicRadius = m.harmonicRadius
m.harmonicRadius = 0.99 * m.harmonicRadius + 0.01 * 4
// m.energy -= 0.1 * (m.harmonicRadius - oldHarmonicRadius)
} else {
m.harmonicRadius = 0.994 * m.harmonicRadius + 0.006
}
}
if (!simulation.isTimeSkipping) m.harmonicShield()
}
m.drawRegenEnergy()
}
}
},
{
name: "perfect diamagnetism",
description: "<strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br>maintains <strong>functionality</strong> while <strong>inactive</strong><br>generate <strong>5</strong> <strong class='color-f'>energy</strong> per second",
// <br><strong>attract</strong> power ups from <strong>far away</strong>
// description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> doesn't drain <strong class='color-f'>energy</strong><br>thrown <strong class='color-block'>blocks</strong> have",
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
effect: () => {
m.fieldMeterColor = "#48f" //"#0c5"
m.eyeFillColor = m.fieldMeterColor
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 ? 10 : 0);
if (!mob[i].isInvulnerable && bullet.length < 250) {
for (let i = 0; i < m.coupling; i++) {
if (0.1 * m.coupling - i > Math.random()) {
const angle = m.fieldAngle + 4 * m.fieldArc * (Math.random() - 0.5)
const radius = m.fieldRange * (0.6 + 0.3 * Math.random())
b.iceIX(6 + 6 * Math.random(), angle, Vector.add(m.fieldPosition, {
x: radius * Math.cos(angle),
y: radius * Math.sin(angle)
}))
}
}
}
if (tech.blockDmg) { //electricity
Matter.Body.setVelocity(mob[i], {
x: 0.5 * mob[i].velocity.x,
y: 0.5 * mob[i].velocity.y
});
if (mob[i].isShielded) {
for (let j = 0, len = mob.length; j < len; j++) {
if (mob[j].id === mob[i].shieldID) mob[j].damage(tech.blockDmg * m.dmgScale * (tech.isBlockRadiation ? 6 : 2), true)
}
} else if (tech.isBlockRadiation) {
if (mob[i].isMobBullet) {
mob[i].damage(tech.blockDmg * m.dmgScale * 3, true)
} else {
mobs.statusDoT(mob[i], tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
}
} else {
mob[i].damage(tech.blockDmg * m.dmgScale, true)
}
// if (mob[i].isShielded) {
// for (let j = 0, len = mob.length; j < len; j++) {
// if (mob[j].id === mob[i].shieldID) mob[j].damage(tech.blockDmg * m.dmgScale * (tech.isBlockRadiation ? 3 : 1), true)
// }
// } else {
// if (tech.isBlockRadiation && !mob[i].isMobBullet) {
// mobs.statusDoT(mob[i], tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
// } else {
// mob[i].damage(tech.blockDmg * m.dmgScale)
// }
// }
const step = 40
ctx.beginPath();
for (let i = 0, len = 0.5 * 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) {
ctx.lineWidth = 2; //when blocking draw this graphic
ctx.fillStyle = `rgba(110,150,220, ${0.2 + 0.4 * Math.random()})`
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 {
const eye = 15; //when blocking draw this graphic
const len = mob[i].vertices.length - 1;
ctx.lineWidth = 1;
ctx.fillStyle = `rgba(110,150,220, ${0.2 + 0.4 * Math.random()})`
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].isUnstable) {
if (m.fieldCDcycle < m.cycle + 10) m.fieldCDcycle = m.cycle + 6
mob[i].death();
}
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 = 180 + 12 * wave + 100 * tech.isBigField
m.fieldArc = 0.35 + 0.045 * 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
//float while field is on
const angleReduction = 0.5 + 0.7 * (Math.PI / 2 - Math.min(Math.PI / 2, Math.abs(m.angle + Math.PI / 2)))
// console.log(angleReduction)
if (player.velocity.y > 1) {
player.force.y -= angleReduction * (tech.isBigField ? 0.95 : 0.5) * player.mass * simulation.g;
Matter.Body.setVelocity(player, {
x: player.velocity.x,
y: 0.98 * player.velocity.y
}); //set velocity to cap, but keep the direction
}
// go invulnerable while field is active, but also drain energy
// if (true && m.energy > 2 * m.fieldRegen && m.immuneCycle < m.cycle + tech.cyclicImmunity) {
// m.immuneCycle = m.cycle + 1; //player is immune to damage for 60 cycles
// m.energy -= 2 * m.fieldRegen
// if (m.energy < m.fieldRegen) m.fieldCDcycle = m.cycle + 90;
// }
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
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(110,150,220, ${0.06 + 0.03 * Math.random()})`
ctx.strokeStyle = `rgba(110,150,220, ${0.35 + 0.05 * Math.random()})`
} else {
ctx.fillStyle = `rgba(110,150,220, ${0.27 + 0.2 * Math.random() - 0.1 * wave})`
ctx.strokeStyle = `rgba(110,150,220, ${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.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(110,150,220, ${0.27 + 0.2 * Math.random() - 0.1 * wave})`
ctx.strokeStyle = `rgba(110,180,255, ${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.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.drawRegenEnergy()
m.drawRegenEnergy("rgba(0,0,0,0.2)")
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",
//<br>hold <strong class='color-block'>blocks</strong> as if they have a lower <strong>mass</strong>
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp;<strong style='letter-spacing: 7px;'>gravity</strong><br><strong>+55%</strong> <strong class='color-defense'>defense</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
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 = 0.0005
// for (let i = 0, len = mob.length; i < len; i++) {
// if (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && ((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius)) {
// if (m.energy > ICE_DRAIN * 2) {
// m.energy -= ICE_DRAIN;
// this.fieldDrawRadius -= 2;
// mobs.statusSlow(mob[i], 60)
// } else {
// break;
// }
// }
// }
// }
//draw zero-G range
if (!simulation.isTimeSkipping) {
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.drawRegenEnergy("rgba(0,0,0,0.2)")
// if (tech.isHealAttract) {
// for (let i = 0; i < powerUp.length; i++) {
// if (powerUp[i].name === "heal") {
// //&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
// let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.01 * powerUp[i].mass)
// powerUp[i].force.x += attract.x;
// powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
// Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
// }
// }
// }
// 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
// });
}
}
},
{
name: "molecular assembler",
description: `excess <strong class='color-f'>energy</strong> used to build ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br>generate <strong>12</strong> <strong class='color-f'>energy</strong> per second`,
// simulation.molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones
setDescription() {
return `excess <strong class='color-f'>energy</strong> used to build ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br>generate <strong>12</strong> <strong class='color-f'>energy</strong> per second`
},
effect: () => {
m.fieldMeterColor = "#ff0"
m.eyeFillColor = m.fieldMeterColor
m.hold = function () {
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 300 && (m.cycle % 2)) {
if (simulation.molecularMode === 0) {
if (tech.isSporeFlea) {
const drain = 0.18 + (Math.max(bullet.length, 130) - 130) * 0.02
if (m.energy > drain) {
m.energy -= drain
const speed = m.crouch ? 20 + 8 * Math.random() : 10 + 3 * Math.random()
b.flea({
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}, {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
})
}
} else if (tech.isSporeWorm) {
const drain = 0.18 + (Math.max(bullet.length, 130) - 130) * 0.02
if (m.energy > drain) {
m.energy -= drain
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 {
const drain = 0.095 + (Math.max(bullet.length, 130) - 130) * 0.01
for (let i = 0, len = Math.random() * 20; i < len; i++) {
if (m.energy > 3 * drain) {
m.energy -= drain
b.spore(m.pos)
} else {
break
}
}
}
} else if (simulation.molecularMode === 1) {
m.energy -= 0.33;
const direction = {
x: Math.cos(m.angle),
y: Math.sin(m.angle)
}
const push = Vector.mult(Vector.perp(direction), 0.08)
b.missile({
x: m.pos.x + 30 * direction.x,
y: m.pos.y + 30 * direction.y
}, m.angle, -15)
bullet[bullet.length - 1].force.x += push.x * (Math.random() - 0.5)
bullet[bullet.length - 1].force.y += 0.005 + push.y * (Math.random() - 0.5)
// b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
} else if (simulation.molecularMode === 2) {
m.energy -= 0.045;
b.iceIX(1)
} else if (simulation.molecularMode === 3) {
if (tech.isDroneRadioactive) {
const drain = 0.8 + (Math.max(bullet.length, 50) - 50) * 0.01
if (m.energy > drain) {
m.energy -= drain
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 {
//every bullet above 100 adds 0.005 to the energy cost per drone
//at 200 bullets the energy cost is 0.45 + 100*0.006 = 1.05
const drain = (0.45 + (Math.max(bullet.length, 100) - 100) * 0.006) * tech.droneEnergyReduction
if (m.energy > drain) {
m.energy -= drain
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
if (m.energy > m.minEnergyToDeflect) {
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.drawRegenEnergy()
}
}
},
{
name: "plasma torch",
description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away<br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
set() {
b.isExtruderOn = false
// m.fieldCDcycleAlternate = 0
if (m.plasmaBall) {
m.plasmaBall.reset()
Matter.Composite.remove(engine.world, m.plasmaBall);
}
if (tech.isPlasmaBall) {
const circleRadiusScale = 2
m.plasmaBall = Bodies.circle(m.pos.x + 10 * Math.cos(m.angle), m.pos.y + 10 * Math.sin(m.angle), 1, {
// collisionFilter: {
// group: 0,
// category: 0,
// mask: 0 //cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
// },
isSensor: true,
frictionAir: 0,
alpha: 0.7,
isPopping: false,
isAttached: false,
isOn: false,
drain: 0.0017,
radiusLimit: 10,
damage: 0.8,
setPositionToNose() {
const nose = {
x: m.pos.x + 10 * Math.cos(m.angle),
y: m.pos.y + 10 * Math.sin(m.angle)
}
Matter.Body.setPosition(this, Vector.add(nose, Vector.mult(Vector.normalise(Vector.sub(nose, m.pos)), circleRadiusScale * this.circleRadius)));
},
fire() {
this.isAttached = false;
const speed = 10 //scale with mass?
Matter.Body.setVelocity(this, {
x: player.velocity.x * 0.4 + speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
});
m.plasmaBall.setPositionToNose()
if (this.circleRadius < 10) this.isPopping = true
},
scale(scale) {
Matter.Body.scale(m.plasmaBall, scale, scale); //shrink fast
if (this.circleRadius < this.radiusLimit) this.reset()
},
reset() {
// console.log(this.circleRadius)
const scale = 1 / m.plasmaBall.circleRadius
Matter.Body.scale(m.plasmaBall, scale, scale); //grow
// console.log(this.circleRadius)
// this.circleRadius = 0
this.alpha = 0.7
this.isOn = false
this.isPopping = false
// this.isAttached = true;
},
do() {
if (this.isOn) {
//collisions with map
if (Matter.Query.collides(this, map).length > 0) {
if (this.isAttached) {
this.scale(Math.max(0.9, 0.998 - 0.1 / m.plasmaBall.circleRadius))
} else {
this.isPopping = true
}
}
if (this.isPopping) {
this.alpha -= 0.03
if (this.alpha < 0.1) {
this.reset()
} else {
const scale = 1.04 + 4 / Math.max(1, m.plasmaBall.circleRadius)
Matter.Body.scale(m.plasmaBall, scale, scale); //grow
}
// if (this.speed > 2.5) {
// const slow = 0.9
// Matter.Body.setVelocity(this, {
// x: slow * this.velocity.x,
// y: slow * this.velocity.y
// });
// }
}
//collisions with mobs
// const whom = Matter.Query.collides(this, mob)
// const dmg = this.damage * m.dmgScale
// for (let i = 0, len = whom.length; i < len; i++) {
// const mobHit = (who) => {
// if (who.alive) {
// if (!this.isAttached && !who.isMobBullet) this.isPopping = true
// who.damage(dmg);
// // if (who.shield) this.scale(Math.max(0.9, 0.99 - 0.5 / m.plasmaBall.circleRadius))
// if (who.speed > 5) {
// Matter.Body.setVelocity(who, { //friction
// x: who.velocity.x * 0.6,
// y: who.velocity.y * 0.6
// });
// } else {
// Matter.Body.setVelocity(who, { //friction
// x: who.velocity.x * 0.93,
// y: who.velocity.y * 0.93
// });
// }
// }
// }
// mobHit(whom[i].bodyA)
// mobHit(whom[i].bodyB)
// }
//damage nearby mobs
const dmg = this.damage * m.dmgScale
const arcList = []
const damageRadius = circleRadiusScale * this.circleRadius
const dischargeRange = 150 + 1600 * tech.plasmaDischarge + 1.3 * damageRadius
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].alive && (!mob[i].isBadTarget || mob[i].isMobBullet) && !mob[i].isInvulnerable) {
const sub = Vector.magnitude(Vector.sub(this.position, mob[i].position))
if (sub < damageRadius + mob[i].radius) {
// if (!this.isAttached && !mob[i].isMobBullet) this.isPopping = true
mob[i].damage(dmg);
if (mob[i].speed > 5) {
Matter.Body.setVelocity(mob[i], { //friction
x: mob[i].velocity.x * 0.6,
y: mob[i].velocity.y * 0.6
});
} else {
Matter.Body.setVelocity(mob[i], { //friction
x: mob[i].velocity.x * 0.93,
y: mob[i].velocity.y * 0.93
});
}
} else if (sub < dischargeRange + mob[i].radius && Matter.Query.ray(map, mob[i].position, this.position).length === 0) {
arcList.push(mob[i]) //populate electrical arc list
}
}
}
for (let i = 0; i < arcList.length; i++) {
if (tech.plasmaDischarge > Math.random()) {
const who = arcList[Math.floor(Math.random() * arcList.length)]
who.damage(dmg * 4);
//draw arcs
const sub = Vector.sub(who.position, this.position)
const unit = Vector.normalise(sub)
let len = 12
const step = Vector.magnitude(sub) / (len + 2)
let x = this.position.x
let y = this.position.y
ctx.beginPath();
ctx.moveTo(x, y);
for (let i = 0; i < len; i++) {
x += step * (unit.x + (Math.random() - 0.5))
y += step * (unit.y + (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineTo(who.position.x, who.position.y);
ctx.strokeStyle = "#88f";
ctx.lineWidth = 4 + 3 * Math.random();
ctx.stroke();
if (who.damageReduction) {
simulation.drawList.push({
x: who.position.x,
y: who.position.y,
radius: 15,
color: "rgba(150,150,255,0.4)",
time: 15
});
}
}
}
//slowly slow down if too fast
if (this.speed > 10) {
const scale = 0.998
Matter.Body.setVelocity(this, {
x: scale * this.velocity.x,
y: scale * this.velocity.y
});
}
//graphics
const radius = circleRadiusScale * this.circleRadius * (0.99 + 0.02 * Math.random()) + 3 * Math.random()
const gradient = ctx.createRadialGradient(this.position.x, this.position.y, 0, this.position.x, this.position.y, radius);
const alpha = this.alpha + 0.1 * Math.random()
gradient.addColorStop(0, `rgba(255,255,255,${alpha})`);
gradient.addColorStop(0.35 + 0.1 * Math.random(), `rgba(255,150,255,${alpha})`);
gradient.addColorStop(1, `rgba(255,0,255,${alpha})`);
// gradient.addColorStop(1, `rgba(255,150,255,${alpha})`);
ctx.fillStyle = gradient
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
//draw arcs
const unit = Vector.rotate({
x: 1,
y: 0
}, Math.random() * 6.28)
let len = 8
const step = this.circleRadius / len
let x = this.position.x
let y = this.position.y
ctx.beginPath();
if (Math.random() < 0.5) {
x += step * (unit.x + 6 * (Math.random() - 0.5))
y += step * (unit.y + 6 * (Math.random() - 0.5))
len -= 2
}
if (Math.random() < 0.5) {
x += step * (unit.x + 6 * (Math.random() - 0.5))
y += step * (unit.y + 6 * (Math.random() - 0.5))
len -= 2
}
ctx.moveTo(x, y);
for (let i = 0; i < len; i++) {
x += step * (unit.x + 1.9 * (Math.random() - 0.5))
y += step * (unit.y + 1.9 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.strokeStyle = "#88f";
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
}
},
});
Composite.add(engine.world, m.plasmaBall);
// m.plasmaBall.startingVertices = m.plasmaBall.vertices.slice();
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
//field is active
if (!m.plasmaBall.isAttached) { //return ball to player
if (m.plasmaBall.isOn) {
m.plasmaBall.isPopping = true
} else {
m.plasmaBall.isAttached = true
m.plasmaBall.isOn = true
m.plasmaBall.isPopping = false
m.plasmaBall.alpha = 0.7
m.plasmaBall.setPositionToNose()
// m.plasmaBall.reset()
}
// const scale = 0.7
// Matter.Body.scale(m.plasmaBall, scale, scale); //shrink fast
// if (m.plasmaBall.circleRadius < m.plasmaBall.radiusLimit) {
// m.plasmaBall.isAttached = true
// m.plasmaBall.isOn = true
// m.plasmaBall.setPositionToNose()
// }
} else if (m.energy > m.plasmaBall.drain) { //charge up when attached
if (tech.isCapacitor) {
m.energy -= m.plasmaBall.drain * 2;
const scale = 1 + 48 * Math.pow(Math.max(1, m.plasmaBall.circleRadius), -1.8)
Matter.Body.scale(m.plasmaBall, scale, scale); //grow
} else {
m.energy -= m.plasmaBall.drain;
const scale = 1 + 16 * Math.pow(Math.max(1, m.plasmaBall.circleRadius), -1.8)
Matter.Body.scale(m.plasmaBall, scale, scale); //grow
}
if (m.energy > m.maxEnergy) {
m.energy -= m.plasmaBall.drain * 2;
const scale = 1 + 16 * Math.pow(Math.max(1, m.plasmaBall.circleRadius), -1.8)
Matter.Body.scale(m.plasmaBall, scale, scale); //grow
}
m.plasmaBall.setPositionToNose()
//add friction for player when holding ball, more friction in vertical
// const floatScale = Math.sqrt(m.plasmaBall.circleRadius)
// const friction = 0.0002 * floatScale
// const slowY = (player.velocity.y > 0) ? Math.max(0.8, 1 - friction * player.velocity.y * player.velocity.y) : Math.max(0.98, 1 - friction * Math.abs(player.velocity.y)) //down : up
// Matter.Body.setVelocity(player, {
// x: Math.max(0.95, 1 - friction * Math.abs(player.velocity.x)) * player.velocity.x,
// y: slowY * player.velocity.y
// });
// if (player.velocity.y > 7) player.force.y -= 0.95 * player.mass * simulation.g //less gravity when falling fast
// player.force.y -= Math.min(0.95, 0.05 * floatScale) * player.mass * simulation.g; //undo some gravity on up or down
//float
const slowY = (player.velocity.y > 0) ? Math.max(0.8, 1 - 0.002 * player.velocity.y * player.velocity.y) : Math.max(0.98, 1 - 0.001 * Math.abs(player.velocity.y)) //down : up
Matter.Body.setVelocity(player, {
x: Math.max(0.95, 1 - 0.003 * Math.abs(player.velocity.x)) * player.velocity.x,
y: slowY * player.velocity.y
});
if (player.velocity.y > 5) {
player.force.y -= 0.9 * player.mass * simulation.g //less gravity when falling fast
} else {
player.force.y -= 0.5 * player.mass * simulation.g;
}
} else {
m.fieldCDcycle = m.cycle + 90;
m.plasmaBall.fire()
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
if (m.plasmaBall.isAttached) {
m.fieldCDcycle = m.cycle + 30;
m.plasmaBall.fire()
}
} 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.plasmaBall.isAttached) {
m.fieldCDcycle = m.cycle + 30;
m.plasmaBall.fire()
}
}
m.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
m.plasmaBall.do()
}
} else if (tech.isExtruder) {
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
b.extruder();
} 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.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
if (input.field) {
b.wasExtruderOn = true
} else {
b.wasExtruderOn = false
b.canExtruderFire = true
}
ctx.beginPath(); //draw all the wave bullets
for (let i = 1, len = bullet.length; i < len; i++) { //skip the first bullet (which is is oldest bullet)
if (bullet[i].isWave) {
if (bullet[i].isBranch || bullet[i - 1].isBranch) {
ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
} 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 = 4;
ctx.strokeStyle = "#f07"
ctx.stroke();
ctx.lineWidth = tech.extruderRange;
ctx.strokeStyle = "rgba(255,0,110,0.06)"
ctx.stroke();
}
} else {
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
m.grabPowerUp();
m.lookForPickUp();
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.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
}
}
},
effect() {
m.fieldMeterColor = "#f0f"
m.eyeFillColor = m.fieldMeterColor
this.set();
}
},
{
name: "time dilation",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>+20%</strong> movement and <strong><em>fire rate</em></strong><br>generate <strong>12</strong> <strong class='color-f'>energy</strong> per second",
set() {
// m.fieldMeterColor = "#0fc"
// m.fieldMeterColor = "#ff0"
m.fieldMeterColor = "#3fe"
m.eyeFillColor = m.fieldMeterColor
m.fieldFx = 1.25
// m.fieldJump = 1.09
m.setMovement();
b.setFireCD()
const timeStop = () => {
m.immuneCycle = m.cycle + 10; //immune to harm while time is stopped, this also disables regen
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
ctx.fillStyle = "#ccc";
ctx.fillRect(-50000, -50000, 100000, 100000)
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.isRewindField) {
this.rewindCount = 0
m.grabPowerUpRange2 = 300000
m.hold = function () {
// console.log(m.fieldCDcycle)
m.grabPowerUp();
// //grab power ups
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// if (
// Vector.magnitudeSquared(Vector.sub(m.pos, powerUp[i].position)) < 100000 &&
// !simulation.isChoosing &&
// (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
// ) {
// 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
// }
// }
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
m.wakeCheck();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
const drain = 0.0014 / (1 + 0.05 * m.coupling)
if (m.energy > drain) m.energy -= drain
m.grabPowerUp();
if (this.rewindCount === 0) {
m.lookForPickUp();
}
if (!m.holdingTarget) {
if (this.rewindCount === 0) { //large upfront energy cost to enter rewind mode
if (m.energy > 0.3) {
m.energy -= 0.3
} else {
this.rewindCount = 0;
m.resetHistory();
if (m.fireCDcycle < m.cycle + 60) m.fieldCDcycle = m.cycle + 60
m.immuneCycle = m.cycle //if you reach the end of the history disable harm immunity
}
}
this.rewindCount += 6;
const DRAIN = 0.003
let history = m.history[(m.cycle - this.rewindCount) % 600]
if (this.rewindCount > 599 || m.energy < DRAIN) {
this.rewindCount = 0;
m.resetHistory();
if (m.fireCDcycle < m.cycle + 60) m.fieldCDcycle = m.cycle + 60
m.immuneCycle = m.cycle //if you reach the end of the history disable harm immunity
} else {
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
ctx.fillStyle = "#ccc";
ctx.fillRect(-100000, -100000, 200000, 200000)
ctx.globalCompositeOperation = "source-over"
// m.grabPowerUp(); //a second grab power up to make the power ups easier to grab, and they more fast which matches the time theme
m.energy -= DRAIN
if (m.immuneCycle < m.cycle + 5) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
Matter.Body.setPosition(player, history.position);
Matter.Body.setVelocity(player, {
x: history.velocity.x,
y: history.velocity.y
});
if (m.health < history.health) {
m.health = history.health
if (m.health > m.maxHealth) m.health = m.maxHealth
m.displayHealth();
}
m.yOff = history.yOff
if (m.yOff < 48) {
m.doCrouch()
} else {
m.undoCrouch()
}
if (tech.isRewindBot && !(this.rewindCount % 60)) {
for (let i = 0; i < tech.isRewindBot; i++) {
b.randomBot(m.pos, false, false)
bullet[bullet.length - 1].endCycle = simulation.cycle + 300 + Math.floor(180 * Math.random()) //8-9 seconds
}
}
if (tech.isRewindGrenade && !(this.rewindCount % 30)) {
b.grenade(m.pos, this.rewindCount) //Math.PI / 2
const who = bullet[bullet.length - 1]
who.endCycle = simulation.cycle + 120
}
}
}
m.wakeCheck();
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
this.rewindCount = 0;
m.wakeCheck();
} else if (tech.isTimeStop && player.speed < 1 && m.onGround && !input.fire) {
timeStop();
this.rewindCount = 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.rewindCount = 0;
m.wakeCheck();
}
m.drawRegenEnergy() // this calls m.regenEnergy(); also
}
} else {
m.fieldFire = true;
m.isBodiesAsleep = false;
m.hold = function () {
if (m.isHolding) {
m.wakeCheck();
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) {
const drain = 0.0026 / (1 + 0.03 * m.coupling)
if (m.energy > drain) m.energy -= drain
m.grabPowerUp();
m.lookForPickUp(); //this drains energy 0.001
if (m.energy > drain) {
timeStop();
} else { //holding, but field button is released
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
m.wakeCheck();
m.wakeCheck();
}
} else if (tech.isTimeStop && player.speed < 1 && m.onGround && m.fireCDcycle < m.cycle && !input.fire) {
timeStop();
//makes things move at 1/5 time rate, but has an annoying flicker for mob graphics, and other minor bugs
// if (!(m.cycle % 4)) {
// // requestAnimationFrame(() => {
// m.wakeCheck();
// // simulation.timePlayerSkip(1)
// // }); //wrapping in animation frame prevents errors, probably
// ctx.globalCompositeOperation = "saturation"
// ctx.fillStyle = "#ccc";
// ctx.fillRect(-100000, -100000, 200000, 200000)
// ctx.globalCompositeOperation = "source-over"
// } else {
// timeStop();
// }
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.wakeCheck();
m.pickUp();
} else {
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)
}
m.drawRegenEnergy()
}
}
},
effect() {
if (tech.isTimeStop) {
m.fieldHarmReduction = 0.66; //33% reduction
} else {
m.fieldHarmReduction = 1;
}
this.set();
}
},
{
name: "metamaterial cloaking",
description: "<strong>+50%</strong> <strong class='color-defense'>defense</strong> while <strong class='color-cloaked'>cloaked</strong><br>after <strong class='color-cloaked'>decloaking</strong> <strong>+333%</strong> <strong class='color-d'>damage</strong> for <strong>2</strong> s<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
effect: () => {
m.fieldFire = true;
m.fieldMeterColor = "#333";
m.eyeFillColor = m.fieldMeterColor
m.fieldPhase = 0;
m.isCloak = false
m.fieldDrawRadius = 0
m.isSneakAttack = true;
m.sneakAttackCycle = 0;
m.enterCloakCycle = 0;
m.drawCloakedM = function () {
m.walk_cycle -= m.flipLegs * m.Vx;
m.pos.x += 4
m.draw();
// let history = m.history[(m.cycle - 1) % 600]
// m.pos.x = history.position.x
// m.pos.y = history.position.y + m.yPosDifference - history.yOff
// m.pos.x += 4
// ctx.fillStyle = m.fillColor;
// ctx.save();
// ctx.translate(m.pos.x, m.pos.y);
// m.calcLeg(Math.PI, -3);
// m.drawLeg("#ccc");
// m.calcLeg(0, 0);
// m.drawLeg("#ccc");
// ctx.rotate(m.angle);
// ctx.beginPath();
// ctx.arc(0, 0, 30, 0, 2 * Math.PI);
// ctx.fillStyle = "#fff"
// ctx.fill();
// ctx.arc(15, 0, 4, 0, 2 * Math.PI);
// ctx.strokeStyle = "#333";
// ctx.lineWidth = 2;
// ctx.stroke();
// ctx.restore()
}
m.drawCloak = function () {
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);
ctx.fillStyle = "#fff"
ctx.lineWidth = 2;
ctx.strokeStyle = "#000"
// ctx.stroke()
ctx.globalCompositeOperation = "destination-in";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.clip();
}
m.hold = function () {
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
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen
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
const drain = 0.02
if (!m.isCloak && m.energy > drain + 0.03) {
m.energy -= drain
m.isCloak = true //enter cloak
m.fieldHarmReduction = 0.5;
m.enterCloakCycle = m.cycle
if (tech.isCloakHealLastHit && m.lastHit > 0) {
const heal = Math.min(0.75 * m.lastHit, m.energy)
if (m.energy > heal) {
m.energy -= heal
m.addHealth(heal); //heal from last hit
m.lastHit = 0
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
radius: Math.sqrt(heal) * 200,
color: "rgba(0,255,200,0.6)",
time: 16
});
}
}
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.sneakAttackCycle = m.cycle
m.isCloak = false
m.fieldHarmReduction = 1
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 = 0.14
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], 180)
}
}
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
});
}
}
}
}
if (m.isCloak) {
m.fieldRange = m.fieldRange * 0.85 + 130
m.fieldDrawRadius = m.fieldRange * 1.1 //* 0.88 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
m.drawCloak()
ctx.globalCompositeOperation = "lighter";
m.drawCloakedM()
ctx.globalCompositeOperation = "source-over";
} else if (m.fieldRange < 4000) {
m.fieldRange += 90
m.fieldDrawRadius = m.fieldRange //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
m.drawCloak()
}
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) {
if (!inPlayer[i].isUnblockable) m.energy -= 0.007;
if (inPlayer[i].shield) m.energy -= 0.025;
}
}
}
} else {
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
}
}
this.drawRegenEnergyCloaking()
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) { //show sneak attack status
ctx.globalCompositeOperation = "multiply";
m.drawCloakedM()
ctx.globalCompositeOperation = "source-over";
}
}
}
},
{
name: "pilot wave",
//<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs
//field <strong>radius</strong> decreases out of <strong>line of sight</strong>
//<strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong>
description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+2</strong> <strong>choices</strong><br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
effect: () => {
m.fieldMeterColor = "#333"
m.eyeFillColor = m.fieldMeterColor
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.maxHealth - m.health > 0.01 || 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, 60)) //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 * 0.0000035 // * (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 push = Vector.mult(Vector.normalise(sub), 0.0001 * body[i].mass * Vector.magnitude(sub))
body[i].force.x += push.x
body[i].force.y += push.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 (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius + mob[i].radius) {
// const ICE_DRAIN = 0.0005
// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
// 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.drawRegenEnergy("rgba(0,0,0,0.2)")
}
}
},
{
name: "wormhole",
//<strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br>
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+4%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
drain: 0,
effect: function () {
m.fieldMeterColor = "#bbf" //"#0c5"
m.eyeFillColor = m.fieldMeterColor
m.duplicateChance = 0.04
m.fieldRange = 0
powerUps.setPowerUpMode(); //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 ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling
if (tech.isWormholeWorms) { //pandimensional spermia
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), -10));
// for (let i = 0, len = Math.ceil(1.25 * Math.random()); i < len; i++) {
// }
}
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 += 0.5
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling
if (m.fieldMode === 0 || m.fieldMode === 9) m.energy += 0.02 * m.coupling
if (tech.isWormholeWorms) { //pandimensional spermia
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));
// for (let i = 0, len = Math.ceil(1.25 * Math.random()); i < len; i++) {
// }
}
break
}
}
}
}
}
if (tech.isWormHoleBullets) {
//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 (m.fieldCDcycle < m.cycle) {
const scale = 60
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
const sub = Vector.sub(simulation.mouseInGame, m.pos)
const mag = Vector.magnitude(sub)
if (input.field) {
if (tech.isWormHolePause) {
const drain = m.fieldRegen + 0.00004
if (m.energy > drain) {
m.energy -= drain
if (m.immuneCycle < m.cycle + 1) m.immuneCycle = m.cycle + 1; //player is immune to damage for 1 cycle
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
Matter.Body.setVelocity(player, { //keep player frozen
x: 0,
y: -55 * player.mass * simulation.g //undo gravity before it is added
});
player.force.x = 0
player.force.y = 0
} else {
m.wakeCheck();
m.energy = 0;
}
}
m.grabPowerUp();
//draw possible wormhole
if (tech.isWormholeMapIgnore && Matter.Query.ray(map, m.pos, justPastMouse).length !== 0) {
this.drain = (0.06 + 0.006 * Math.sqrt(mag)) * 2
} else {
this.drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
}
const unit = Vector.perp(Vector.normalise(sub))
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
const edge2a = Vector.add(Vector.mult(unit, 1.5 * m.fieldRange), simulation.mouseInGame)
const edge2b = Vector.add(Vector.mult(unit, -1.5 * m.fieldRange), simulation.mouseInGame)
ctx.beginPath();
ctx.moveTo(where.x, where.y)
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2a.x, edge2a.y);
ctx.moveTo(where.x, where.y)
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2b.x, edge2b.y);
if (
mag > 250 && m.energy > this.drain &&
(tech.isWormholeMapIgnore || Matter.Query.ray(map, m.pos, justPastMouse).length === 0) &&
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
) {
m.hole.isReady = true;
// ctx.fillStyle = "rgba(255,255,255,0.5)"
// ctx.fill();
ctx.lineWidth = 1
ctx.strokeStyle = "#000"
ctx.stroke();
} else {
m.hole.isReady = false;
ctx.lineWidth = 1
ctx.strokeStyle = "#000"
ctx.lineDashOffset = 30 * Math.random()
ctx.setLineDash([20, 40]);
ctx.stroke();
ctx.setLineDash([]);
}
} else {
if (tech.isWormHolePause && m.isBodiesAsleep) m.wakeCheck();
//make new wormhole
if (
m.hole.isReady && mag > 250 && m.energy > this.drain &&
(tech.isWormholeMapIgnore || Matter.Query.ray(map, m.pos, justPastMouse).length === 0) &&
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
) {
m.energy -= this.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 + 5) m.immuneCycle = m.cycle + 5; //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)
}
}
}
}
}
// if (true && m.energy > 0.5) { //teleport away low mass mobs
// // && !(m.cycle % 1)
// const hit = Matter.Query.region(mob, {
// min: {
// x: m.pos.x - 80,
// y: m.pos.y - 80
// },
// max: {
// x: m.pos.x + 80,
// y: m.pos.y + 160
// }
// })
// // find incoming mob with low mass
// for (let i = 0; i < hit.length; i++) {
// if (hit[i].mass < 4 && m.energy > hit[i].mass * 0.06) {
// //is the mob moving towards the player?
// // console.log('found one', hit[i].mass)
// const unit = Vector.normalise(hit[i].velocity)
// const jump = Vector.mult(unit, 200)
// const where = Vector.add(hit[i].position, jump)
// if (Matter.Query.ray(map, hit[i].position, where).length === 0) { // check if space 180 from mob is clear of body and map
// // m.energy -= hit[i].mass * 0.06
// // m.fieldCDcycle = m.cycle + 30;
// simulation.drawList.push({ x: hit[i].position.x, y: hit[i].position.y, radius: 20, color: "#fff", time: 16 });
// Matter.Body.setPosition(hit[i], where);
// simulation.drawList.push({ x: hit[i].position.x, y: hit[i].position.y, radius: 20, color: "#fff", time: 16 });
// }
// // break
// }
// }
// }
}
// 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
// const sub = Vector.sub(simulation.mouseInGame, m.pos)
// const mag = Vector.magnitude(sub)
// const drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
// if (m.hole.isReady && mag > 250 && m.energy > drain) {
// if (
// 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
// ) {
// 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 {
// //draw failed wormhole
// const unit = Vector.perp(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)))
// const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle), }
// m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
// const edge2a = Vector.add(Vector.mult(unit, 1.5 * m.fieldRange), simulation.mouseInGame)
// const edge2b = Vector.add(Vector.mult(unit, -1.5 * m.fieldRange), simulation.mouseInGame)
// ctx.beginPath();
// ctx.moveTo(where.x, where.y)
// ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2a.x, edge2a.y);
// ctx.lineTo(edge2b.x, edge2b.y)
// ctx.bezierCurveTo(simulation.mouseInGame.x, simulation.mouseInGame.y, where.x, where.y, where.x, where.y);
// // ctx.fillStyle = "rgba(255,255,255,0.5)"
// // ctx.fill();
// ctx.lineWidth = 1
// ctx.strokeStyle = "#000"
// ctx.lineDashOffset = 30 * Math.random()
// ctx.setLineDash([20, 40]);
// ctx.stroke();
// ctx.setLineDash([]);
// }
// }
// m.grabPowerUp();
// } else {
// m.hole.isReady = true;
// }
m.drawRegenEnergy()
}
},
// 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.drawRegenEnergy()
// },
},
],
//************************************************************************************
//************************************************************************************
//************************************* SHIP ***************************************
//************************************************************************************
//************************************************************************************
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))
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
// Matter.Body.setVertices(player.parts[0], Matter.Vertices.create(points, player.parts[0]))
m.spin = 0
// m.groundControl = () => {} //disable entering ground
m.onGround = false
m.lastOnGroundCycle = 0
// 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.exit.drawAndCheck = () => { //fix this
// 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
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 = m.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 = function (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) &&
!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 + 0.05) > Math.min(0.95, m.maxEnergy) && dmg > 0.01) { //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();
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.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 = m.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();
if (mob[k].damageReduction) {
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(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
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 = tech.blockDamage * m.dmgScale * v * obj.mass * (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)
}
if (mob[k].damageReduction) {
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
return;
}
}
}
}
}
}
}
}
},
};