Files
n-gon-improved/js/mob.js
landgreen 1040d1ff7e demineralization
tech: demineralization - after mobs die gain 0.85x damage taken, effect stacks, but fades 10% every second
tech: remineralization - after mobs die gain 1.08x damage, effect stacks, but fades 10% every second
tech: equivalence principle - negative mass field doesn't cost energy
new JUNK tech: aerodynamics

interferometer
  slower elevator and lasers
  wider side ledges
  large laser blocking blocks
flocculation
  fewer mobs
  it's easier to get out of the slime
pavilion
  move vanish elements
  easier traversal
  secret tunnel
  removed debris, but added power ups and blocks
corridor
  limited to bosses that don't interact with the movers poorly
gravitron, substructure, corridor, interferometer
  added more heal and ammo power ups to match other levels
because some newer levels are zoomed out more
  laser max range is 3000->5000
  nails last 1/3 of a second longer
bosses spawn an extra ammo power up
  and 2 extra ammo on the hardest 2 difficulties
slasher mob's laserSwords will now damage a cloaked player
constraint announcement text looks more like computer code style to match game theme

foam recoil is back: 1->0.7x horizontal force and 2->4.3x vertical up force
  this makes it less annoying to horizontally and easier to kinda fly/float
negative mass field damage reduction 0.4->0.5x
holographic principle no longer slows player movement
  added 2 research cost
fermion gives 6->5 seconds of invulnerability after mobs die
stability 0.2->0.1x damage taken at max health
non-Newtonian armor 0.3->0.4x damage taken after collisions
Zeno's paradox 0.15->0.2x damage taken
annihilation energy cost 10->8 to destroy mobs after collisions
radiative equilibrium damage is 3->4x for 8->4 seconds
aerostat can be taken 1->3 times
dynamic equilibrium damage increased by 6->8x damage per last damage taken
aerostat no longer has 0.9x damage for being on the ground
launch system 1.2->1.3x ammo for missiles
research says that repeatedly entering alternate realities builds up some positive effects
  Hilbert space 4x->3x damage
  Ψ(t) collapse 6->4 research on boss death
transdimensional worms: 50% chance for a second worm per block in wormhole
wormhole 7->8 energy regen per second
hidden-variable theory 1.15->1.2 damage after choosing a field tech
ghoster mobs are less likely to get knocked far away from the player for long periods of time

bug fixes
  dynamic equilibrium was set to 100 times higher frequency then normal
  when constraints hide health bar's it's now hidden in the pause menu
  mobs aiming at cloaked player
    snakeBoss more intelligently chases player for a few seconds
    pulsarBoss aims at player's history 3 seconds in past
    pulsar will not stop firing
      but it will still not fire at cloaked player
2025-01-04 21:33:32 -08:00

1489 lines
77 KiB
JavaScript

//create array of mobs
let mob = [];
//method to populate the array above
const mobs = {
loop() {
let i = mob.length;
while (i--) {
if (mob[i].alive) {
mob[i].do();
} else {
mob[i].replace(i); //removing mob and replace with body, this is done here to avoid an array index bug with drawing I think
}
}
},
draw() { },
drawDefault() {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
// if (Matter.Query.ray(map, mob[i].position, m.pos).length === 0) { //check if there is a ray between the mob and the player
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
// }
}
},
defaultHealthBar() {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].seePlayer.recall && mob[i].showHealthBar) {
const h = mob[i].radius * 0.3;
const w = mob[i].radius * 2;
const x = mob[i].position.x - w / 2;
const y = mob[i].position.y - w * 0.7;
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
ctx.fillRect(x, y, w, h);
ctx.fillStyle = "rgba(255,0,0,0.7)";
ctx.fillRect(x, y, w * mob[i].health, h);
// if (mob[i].isInvulnerable) {
// ctx.strokeStyle = "rgba(255,255,255,1)";
// ctx.lineWidth = 5
// ctx.strokeRect(x, y, w, h);
// }
}
}
},
healthBar() { },
statusSlow(who, cycles = 60) {
applySlow(who)
//look for mobs near the target
if (tech.isAoESlow) {
const range2 = (200 + 170 * Math.random()) ** 2
for (let i = 0, len = mob.length; i < len; i++) {
if (who !== mob[i] && Vector.magnitudeSquared(Vector.sub(who.position, mob[i].position)) < range2 + mob[i].radius) applySlow(mob[i])
}
simulation.drawList.push({
x: who.position.x,
y: who.position.y,
radius: Math.sqrt(range2),
color: "rgba(0,100,255,0.05)",
time: simulation.drawTime
});
}
function applySlow(whom) {
if (!whom.shield && !whom.isShielded && whom.alive) {
if (tech.isIceMaxHealthLoss && whom.health > 0.66 && whom.damageReduction > 0) whom.health = 0.66
if (tech.isIceKill && whom.health < 0.34 && whom.damageReduction > 0 && whom.alive) {
// whom.death();
whom.damage(Infinity);
simulation.drawList.push({
x: whom.position.x,
y: whom.position.y,
radius: whom.radius * 1.2,
color: "rgb(0,100,255)",
time: 8
});
simulation.drawList.push({
x: whom.position.x,
y: whom.position.y,
radius: whom.radius * 0.7,
color: "rgb(0,100,255)",
time: 12
});
simulation.drawList.push({
x: whom.position.x,
y: whom.position.y,
radius: whom.radius * 0.4,
color: "rgb(0,100,255)",
time: 16
});
}
if (whom.isBoss) cycles = Math.floor(cycles * 0.25)
let i = whom.status.length
while (i--) {
if (whom.status[i].type === "slow") whom.status.splice(i, 1); //remove other "slow" effects on this mob
}
whom.isSlowed = true;
whom.status.push({
effect() {
if (whom.speed > 1) {
const drag = 0.94
Matter.Body.setVelocity(whom, {
x: whom.velocity.x * drag,
y: whom.velocity.y * drag
});
}
Matter.Body.setAngularVelocity(whom, 0);
ctx.beginPath();
ctx.moveTo(whom.vertices[0].x, whom.vertices[0].y);
for (let j = 1, len = whom.vertices.length; j < len; ++j) {
ctx.lineTo(whom.vertices[j].x, whom.vertices[j].y);
}
ctx.lineTo(whom.vertices[0].x, whom.vertices[0].y);
ctx.strokeStyle = "rgba(0,100,255,0.8)";
ctx.lineWidth = 15;
ctx.stroke();
ctx.fillStyle = whom.fill
ctx.fill();
},
endEffect() {
//check to see if there are not other freeze effects?
whom.isSlowed = false;
},
type: "slow",
endCycle: simulation.cycle + cycles,
})
}
}
},
statusStun(who, cycles = 180) {
if (!who.shield && !who.isShielded) {
if (who.speed > 3) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.8,
y: who.velocity.y * 0.8
});
}
Matter.Body.setAngularVelocity(who, who.angularVelocity * 0.8);
//remove other "stun" effects on this mob
let i = who.status.length
while (i--) {
if (who.status[i].type === "stun") who.status.splice(i, 1);
}
who.isStunned = true;
who.status.push({
effect() {
if (who.memory !== Infinity) {
who.seePlayer.yes = false;
who.seePlayer.recall = 0;
who.seePlayer.position = {
x: who.position.x + 100 * (Math.random() - 0.5),
y: who.position.y + 100 * (Math.random() - 0.5)
}
} else {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.6,
y: who.velocity.y * 0.6
});
}
if (who.velocity.y < 2) who.force.y += who.mass * 0.0004 //extra gravity
//draw health bar
const h = who.radius * 0.3;
const w = who.radius * 2;
const x = who.position.x - w / 2;
const y = who.position.y - w * 0.7;
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
ctx.fillRect(x, y, w, h);
ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
ctx.fillRect(x, y, w * who.health, h);
//draw fill inside mob
ctx.beginPath();
ctx.moveTo(who.vertices[0].x, who.vertices[0].y);
for (let j = 1, len = who.vertices.length; j < len; ++j) {
ctx.lineTo(who.vertices[j].x, who.vertices[j].y);
}
ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
ctx.fill();
},
endEffect() {
who.isStunned = false
},
type: "stun",
endCycle: simulation.cycle + cycles * (who.isBoss ? 0.2 : 1),
})
}
},
statusDoT(who, tickDamage, cycles = 180) {
if (!who.isShielded && who.alive && who.damageReduction > 0) {
who.status.push({
effect() {
if ((simulation.cycle - this.startCycle) % 30 === 0) {
let dmg = m.dmgScale * tech.radioactiveDamage * this.dmg
who.damage(dmg);
if (who.damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: who.position.x + (Math.random() - 0.5) * who.radius * 0.5,
y: who.position.y + (Math.random() - 0.5) * who.radius * 0.5,
radius: Math.log(dmg + 1.1) * 40 * who.damageReduction + 3,
color: "rgba(0,80,80,0.9)",
time: simulation.drawTime
});
}
}
},
endEffect() { },
dmg: tickDamage,
type: "dot",
endCycle: simulation.cycle + cycles,
startCycle: simulation.cycle + 29 //makes sure it doesn't tick on first application
})
}
},
// statusBurn(who, tickDamage, cycles = 90 + Math.floor(90 * Math.random())) {
// if (!who.isShielded) {
// //remove other "burn" effects on this mob
// let i = who.status.length
// while (i--) {
// if (who.status[i].type === "burn") who.status.splice(i, 1);
// }
// who.status.push({
// effect() {
// if ((simulation.cycle - this.startCycle) % 15 === 0) {
// let dmg = m.dmgScale * tickDamage * 0.5 * (1 + Math.random())
// who.damage(dmg);
// simulation.drawList.push({ //add dmg to draw queue
// x: who.position.x,
// y: who.position.y,
// radius: Math.log(2 * dmg + 1.1) * 40,
// color: `rgba(255,${Math.floor(200*Math.random())},0,0.9)`,
// time: simulation.drawTime
// });
// }
// },
// type: "burn",
// endCycle: simulation.cycle + cycles,
// startCycle: simulation.cycle
// })
// }
// },
deathCount: 0,
mobSpawnWithHealth: 1,
setMobSpawnHealth() {
mobs.mobSpawnWithHealth = 0.88 ** (tech.mobSpawnWithHealth)
},
//**********************************************************************************************
//**********************************************************************************************
spawn(xPos, yPos, sides, radius, color) {
let i = mob.length;
mob[i] = Matter.Bodies.polygon(xPos, yPos, sides, radius, {
//inertia: Infinity, //prevents rotation
mob: true,
density: 0.001,
//friction: 0,
frictionAir: 0.005,
//frictionStatic: 0,
restitution: 0.5,
collisionFilter: {
group: 0,
category: cat.mob,
mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob
},
onHit: undefined,
alive: true,
index: i,
health: mobs.mobSpawnWithHealth,
showHealthBar: true,
accelMag: 0.001 * simulation.accelScale,
cd: 0, //game cycle when cooldown will be over
delay: 60, //static: time between cooldowns
fill: color,
stroke: "#000",
seePlayer: {
yes: false,
recall: 0,
position: {
x: xPos,
y: yPos
}
},
radius: radius,
spawnPos: {
x: xPos,
y: yPos
},
status: [], // [ { effect(), endCycle } ]
checkStatus() {
let j = this.status.length;
while (j--) {
this.status[j].effect();
if (this.status[j].endCycle < simulation.cycle) {
this.status[j].endEffect();
this.status.splice(j, 1);
}
}
},
isSlowed: false,
isStunned: false,
seeAtDistance2: Infinity, //sqrt(4000000) = 2000 = max seeing range
distanceToPlayer() {
const dx = this.position.x - player.position.x;
const dy = this.position.y - player.position.y;
return Math.sqrt(dx * dx + dy * dy);
},
distanceToPlayer2() {
const dx = this.position.x - player.position.x;
const dy = this.position.y - player.position.y;
return dx * dx + dy * dy;
},
gravity() {
this.force.y += this.mass * this.g;
},
seePlayerFreq: Math.floor(30 + 30 * Math.random()), //how often NPC checks to see where player is, lower numbers have better vision
foundPlayer() {
this.locatePlayer();
if (!this.seePlayer.yes) {
this.alertNearByMobs();
this.seePlayer.yes = true;
}
},
lostPlayer() {
this.seePlayer.yes = false;
this.seePlayer.recall -= this.seePlayerFreq;
if (this.seePlayer.recall < 0) this.seePlayer.recall = 0;
},
memory: 120, //default time to remember player's location
locatePlayer() { // updates mob's memory of player location
this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
this.seePlayer.position.x = player.position.x;
this.seePlayer.position.y = player.position.y;
},
alertNearByMobs() {
//this.alertRange2 is set at the very bottom of this mobs, after mob is made
for (let i = 0; i < mob.length; i++) {
if (!mob[i].seePlayer.recall && Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < this.alertRange2) {
mob[i].locatePlayer();
}
}
},
alwaysSeePlayer() {
if (!m.isCloak) {
this.seePlayer.recall = 1;
this.seePlayer.position.x = player.position.x;
this.seePlayer.position.y = player.position.y;
}
},
seePlayerByHistory(depth = 30) { //depth max 60? limit of history
if (!(simulation.cycle % this.seePlayerFreq)) {
if (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && !m.isCloak) {
this.foundPlayer();
} else if (this.seePlayer.recall) {
this.lostPlayer();
if (!m.isCloak) {
for (let i = 0; i < depth; i++) { //if lost player lock onto a player location in history
let history = m.history[(m.cycle - 10 * i) % 600]
if (Matter.Query.ray(map, this.position, history.position).length === 0) {
this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
this.seePlayer.position.x = history.position.x;
this.seePlayer.position.y = history.position.y;
this.seePlayer.yes = true;
//draw the history location found for testing purposes
// ctx.beginPath();
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(history.position.x, history.position.y);
// ctx.lineWidth = 5;
// ctx.strokeStyle = "#000";
// ctx.stroke();
break
}
}
}
}
}
},
seePlayerCheck() {
if (!(simulation.cycle % this.seePlayerFreq)) {
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
!m.isCloak
) {
this.foundPlayer();
} else if (this.seePlayer.recall) {
this.lostPlayer();
}
}
},
seePlayerCheckByDistance() {
if (!(simulation.cycle % this.seePlayerFreq)) {
if (this.distanceToPlayer2() < this.seeAtDistance2 && !m.isCloak) {
this.foundPlayer();
} else if (this.seePlayer.recall) {
this.lostPlayer();
}
}
},
seePlayerByDistOrLOS() {
if (!(simulation.cycle % this.seePlayerFreq)) {
if (
(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0)) && //&& Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
!m.isCloak
) {
this.foundPlayer();
} else if (this.seePlayer.recall) {
this.lostPlayer();
}
}
},
isLookingAtPlayer(threshold) {
const diff = Vector.normalise(Vector.sub(player.position, this.position));
//make a vector for the mob's direction of length 1
const dir = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
//the dot product of diff and dir will return how much over lap between the vectors
const dot = Vector.dot(dir, diff);
// console.log(Math.cos(dot)*180/Math.PI)
if (dot > threshold) {
return true;
} else {
return false;
}
},
lookRange: 0.2 + Math.random() * 0.2,
lookTorque: 0.0000004 * (Math.random() > 0.5 ? -1 : 1),
seePlayerByLookingAt() {
if (!(simulation.cycle % this.seePlayerFreq) && (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange))) {
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
!m.isCloak
) {
this.foundPlayer();
} else if (this.seePlayer.recall) {
this.lostPlayer();
}
}
//if you don't recall player location rotate and draw to show where you are looking
if (!this.seePlayer.recall) {
this.torque = this.lookTorque * this.inertia;
//draw
const range = Math.PI * this.lookRange;
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range);
ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true);
ctx.fillStyle = "rgba(0,0,0,0.07)";
ctx.fill();
}
},
playerPosRandomY() {
return {
x: player.position.x, // + (Math.random() - 0.5) * 50,
y: player.position.y + (Math.random() - 0.5) * 110
};
},
// hacked() { //set this.hackedTarget variable before running this method
// //find a new target
// if (!(simulation.cycle % this.seePlayerFreq)) {
// this.hackedTarget = null
// for (let i = 0, len = mob.length; i < len; i++) {
// if (mob[i] !== this) {
// // const DIST = Vector.magnitude(Vector.sub(this.position, mob[j]));
// if (Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
// Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
// this.hackedTarget = mob[i]
// }
// }
// }
// }
// //acceleration towards targets
// if (this.hackedTarget) {
// this.force = Vector.mult(Vector.normalise(Vector.sub(this.hackedTarget.position, this.position)), this.mass * 0.0015)
// }
// },
harmZone() {
if (this.seePlayer.yes) {
ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
// ctx.lineDashOffset = 6*(simulation.cycle % 215);
if (this.distanceToPlayer() < this.laserRange) {
if (m.immuneCycle < m.cycle) {
m.damage(0.0003 * simulation.dmgScale);
if (m.energy > 0.1) m.energy -= 0.003
}
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(m.pos.x, m.pos.y);
ctx.lineTo(m.pos.x + (Math.random() - 0.5) * 3000, m.pos.y + (Math.random() - 0.5) * 3000);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgb(255,0,170)";
ctx.stroke();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,0,170,0.15)";
ctx.fill();
}
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.laserRange * 0.9, 0, 2 * Math.PI);
ctx.strokeStyle = "rgba(255,0,170,0.5)";
ctx.lineWidth = 1;
ctx.stroke();
ctx.setLineDash([]);
ctx.fillStyle = "rgba(255,0,170,0.03)";
ctx.fill();
}
},
// laser() {
// if (this.seePlayer.recall && !this.isSlowed) {
// const seeRange = 2500;
// best = {
// x: null,
// y: null,
// dist2: Infinity,
// who: null,
// v1: null,
// v2: null
// };
// const look = {
// x: this.position.x + seeRange * Math.cos(this.angle),
// y: this.position.y + seeRange * Math.sin(this.angle)
// };
// best = vertexCollision(this.position, look, m.isCloak ? [map, body] : [map, body, [player]]);
// // hitting player
// if (best.who === player) {
// if (m.immuneCycle < m.cycle) {
// const dmg = 0.0014 * simulation.dmgScale;
// m.damage(dmg);
// ctx.fillStyle = "#f00"; //draw damage
// ctx.beginPath();
// ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI);
// ctx.fill();
// }
// }
// //draw beam
// if (best.dist2 === Infinity) {
// best = look;
// }
// ctx.beginPath();
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(best.x, best.y);
// ctx.strokeStyle = "#f00"; // Purple path
// ctx.lineWidth = 1;
// ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
// ctx.stroke(); // Draw it
// ctx.setLineDash([]);
// }
// },
wing(a, radius = 250, ellipticity = 0.4, dmg = 0.0006) {
const minorRadius = radius * ellipticity
const perp = { x: Math.cos(a), y: Math.sin(a) } //
const where = Vector.add(this.position, Vector.mult(perp, radius + 0.8 * this.radius))
ctx.beginPath();
ctx.ellipse(where.x, where.y, radius, minorRadius, a, 0, 2 * Math.PI)
ctx.fill();
//check for wing -> player damage
const hitPlayer = Matter.Query.ray([player], this.position, Vector.add(this.position, Vector.mult(perp, radius * 2.05)), minorRadius)
if (hitPlayer.length && m.immuneCycle < m.cycle) {
m.damage(dmg * simulation.dmgScale);
}
},
searchSpring() {
//draw the two dots on the end of the springs
ctx.beginPath();
ctx.arc(this.cons.pointA.x, this.cons.pointA.y, 6, 0, 2 * Math.PI);
ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#222";
ctx.fill();
if (!(simulation.cycle % this.seePlayerFreq)) {
if (
(this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange)) &&
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, player.position).length === 0 &&
Matter.Query.ray(body, this.position, player.position).length === 0 &&
!m.isCloak
) {
this.foundPlayer();
} else if (this.seePlayer.recall) {
this.lostPlayer();
}
}
},
springAttack() {
// set new values of the ends of the spring constraints
const stepRange = 600
if (this.seePlayer.recall && Matter.Query.ray(map, this.position, this.seePlayer.position).length === 0) {
if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
this.springTarget.x = goal.x;
this.springTarget.y = goal.y;
// this.springTarget.x = this.seePlayer.position.x;
// this.springTarget.y = this.seePlayer.position.y;
this.cons.length = -200;
this.cons2.length = 100 + 1.5 * this.radius;
} else if (!(simulation.cycle % this.seePlayerFreq)) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
this.springTarget2.x = goal.x;
this.springTarget2.y = goal.y;
// this.springTarget2.x = this.seePlayer.position.x;
// this.springTarget2.y = this.seePlayer.position.y;
this.cons.length = 100 + 1.5 * this.radius;
this.cons2.length = -200;
}
} else {
this.torque = this.lookTorque * this.inertia;
//draw looking around arcs
const range = Math.PI * this.lookRange;
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range);
ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true);
ctx.fillStyle = "rgba(0,0,0,0.07)";
ctx.fill();
//spring to random place on map
if (!(simulation.cycle % (this.seePlayerFreq * 4))) {
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const seeRange = 3000;
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
best = vertexCollision(this.position, look, [map, body]);
if (best.dist2 != Infinity) {
if (Math.random() > 0.5) {
this.springTarget.x = best.x;
this.springTarget.y = best.y;
this.cons.length = 100 + 1.5 * this.radius;
this.cons2.length = 100 + 1.5 * this.radius;
} else {
this.springTarget2.x = best.x;
this.springTarget2.y = best.y;
this.cons.length = 100 + 1.5 * this.radius;
this.cons2.length = 100 + 1.5 * this.radius;
}
}
}
}
},
curl(range = 1000, mag = -10) {
//cause all mobs, and bodies to rotate in a circle
applyCurl = function (center, array, isAntiGravity = true) {
for (let i = 0; i < array.length; ++i) {
if (!array[i].isNotHoldable) {
const sub = Vector.sub(center, array[i].position)
const radius2 = Vector.magnitudeSquared(sub);
//if too close, like center mob or shield, don't curl // if too far don't curl
if (radius2 < range * range && radius2 > 10000) {
const curlVector = Vector.mult(Vector.perp(Vector.normalise(sub)), mag)
//apply curl force
if (array[i].isMobBullet) {
Matter.Body.setVelocity(array[i], {
x: array[i].velocity.x * 0.97 + curlVector.x * 0.06,
y: array[i].velocity.y * 0.97 + curlVector.y * 0.06
})
} else {
Matter.Body.setVelocity(array[i], {
x: array[i].velocity.x * 0.95 + curlVector.x * 0.06,
y: array[i].velocity.y * 0.95 + curlVector.y * 0.06
})
}
if (isAntiGravity) array[i].force.y -= 0.8 * simulation.g * array[i].mass
// //draw curl, for debugging
// ctx.beginPath();
// ctx.moveTo(array[i].position.x, array[i].position.y);
// ctx.lineTo(array[i].position.x + curlVector.x * 10, array[i].position.y + curlVector.y * 10);
// ctx.lineWidth = 2;
// ctx.strokeStyle = "#000";
// ctx.stroke();
}
}
}
}
applyCurl(this.position, mob, false);
applyCurl(this.position, body);
applyCurl(this.position, powerUp);
// applyCurl(this.position, bullet); // too powerful, just stops all bullets need to write a curl function just for bullets
// applyCurl(this.position, [player]);
//draw limit
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(55,255,255, 0.1)";
// ctx.fill();
},
pullPlayer() {
if (this.seePlayer.yes && Vector.magnitudeSquared(Vector.sub(this.position, player.position)) < 1000000) {
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= simulation.accelScale * 0.00113 * player.mass * Math.cos(angle) * (m.onGround ? 2 : 1);
player.force.y -= simulation.accelScale * 0.00084 * player.mass * Math.sin(angle);
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(m.pos.x, m.pos.y);
ctx.lineWidth = Math.min(60, this.radius * 2);
ctx.strokeStyle = "rgba(0,0,0,0.5)";
ctx.stroke();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fill();
}
},
repelBullets() {
// if (this.seePlayer.yes) {
// ctx.lineWidth = "8";
// ctx.strokeStyle = this.fill;
// ctx.beginPath();
for (let i = 0, len = bullet.length; i < len; ++i) {
const dx = bullet[i].position.x - this.position.x;
const dy = bullet[i].position.y - this.position.y;
const dist = Math.max(300, Math.sqrt(dx * dx + dy * dy))
if (dist < 700) {
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(bullet[i].position.x, bullet[i].position.y);
const angle = Math.atan2(dy, dx);
const mag = (500 * bullet[i].mass * simulation.g) / dist;
bullet[i].force.x += mag * Math.cos(angle);
bullet[i].force.y += mag * Math.sin(angle);
}
}
// ctx.stroke();
// }
},
attraction() {
//accelerate towards the player
if (this.seePlayer.recall) {
const force = Vector.mult(Vector.normalise(Vector.sub(this.seePlayer.position, this.position)), this.accelMag * this.mass)
this.force.x += force.x;
this.force.y += force.y;
}
},
repulsionRange: 500000, //squared
repulsion() {
//accelerate towards the player
if (this.seePlayer.recall && this.distanceToPlayer2() < this.repulsionRange) {
// && dx * dx + dy * dy < 2000000) {
const forceMag = this.accelMag * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x -= 2 * forceMag * Math.cos(angle);
this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
}
},
hoverOverPlayer() {
if (this.seePlayer.recall) {
// vertical positioning
const rangeY = 250;
if (this.position.y > this.seePlayer.position.y - this.hoverElevation + rangeY) {
this.force.y -= this.accelMag * this.mass;
} else if (this.position.y < this.seePlayer.position.y - this.hoverElevation - rangeY) {
this.force.y += this.accelMag * this.mass;
}
// horizontal positioning
const rangeX = 150;
if (this.position.x > this.seePlayer.position.x + this.hoverXOff + rangeX) {
this.force.x -= this.accelMag * this.mass;
} else if (this.position.x < this.seePlayer.position.x + this.hoverXOff - rangeX) {
this.force.x += this.accelMag * this.mass;
}
}
},
grow() {
if (this.seePlayer.recall) {
if (this.radius < 80) {
const scale = 1.01;
Matter.Body.scale(this, scale, scale);
this.radius *= scale;
// this.torque = -0.00002 * this.inertia;
this.fill = `hsl(144, ${this.radius}%, 50%)`;
if (this.isShielded) { //remove shield if shielded when growing
this.isShielded = false;
this.removeConsBB();
}
}
} else {
if (this.radius > 15) {
const scale = 0.99;
Matter.Body.scale(this, scale, scale);
this.radius *= scale;
this.fill = `hsl(144, ${this.radius}%, 50%)`;
}
}
},
search() {
//be sure to declare searchTarget in mob spawn
//accelerate towards the searchTarget
if (!this.seePlayer.recall) {
const newTarget = function (that) {
if (Math.random() < 0.0007) {
that.searchTarget = player.position; //chance to target player
} else {
//target random body
that.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position;
}
};
const sub = Vector.sub(this.searchTarget, this.position);
if (Vector.magnitude(sub) > this.radius * 2) {
// ctx.beginPath();
// ctx.strokeStyle = "#aaa";
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(this.searchTarget.x,this.searchTarget.y);
// ctx.stroke();
//accelerate at 0.1 of normal acceleration
this.force = Vector.mult(Vector.normalise(sub), this.accelMag * this.mass * 0.2);
} else {
//after reaching random target switch to new target
newTarget(this);
}
//switch to a new target after a while
if (!(simulation.cycle % (this.seePlayerFreq * 15))) {
newTarget(this);
}
}
},
blink() {
//teleport towards player as a way to move
if (this.seePlayer.recall && !(simulation.cycle % this.blinkRate)) {
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
const dist = Vector.sub(this.seePlayer.position, this.position);
const distMag = Vector.magnitude(dist);
const unitVector = Vector.normalise(dist);
const rando = (Math.random() - 0.5) * 50;
if (distMag < this.blinkLength) {
Matter.Body.translate(this, Vector.mult(unitVector, distMag + rando));
} else {
Matter.Body.translate(this, Vector.mult(unitVector, this.blinkLength + rando));
}
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = radius * 2;
ctx.strokeStyle = this.stroke; //"rgba(0,0,0,0.5)"; //'#000'
ctx.stroke();
}
},
drift() {
//teleport towards player as a way to move
if (this.seePlayer.recall && !(simulation.cycle % this.blinkRate)) {
// && !m.lookingAtMob(this,0.5)){
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
const dist = Vector.sub(this.seePlayer.position, this.position);
const distMag = Vector.magnitude(dist);
const vector = Vector.mult(Vector.normalise(dist), this.blinkLength);
if (distMag < this.blinkLength) {
Matter.Body.setPosition(this, this.seePlayer.position);
Matter.Body.translate(this, {
x: (Math.random() - 0.5) * 50,
y: (Math.random() - 0.5) * 50
});
} else {
vector.x += (Math.random() - 0.5) * 200;
vector.y += (Math.random() - 0.5) * 200;
Matter.Body.translate(this, vector);
}
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = radius * 2;
ctx.strokeStyle = this.stroke;
ctx.stroke();
}
},
bomb() {
//throw a mob/bullet at player
if (
!(simulation.cycle % this.fireFreq) &&
Math.abs(this.position.x - this.seePlayer.position.x) < 400 && //above player
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && //see player
Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
) {
spawn.bomb(this.position.x, this.position.y + this.radius * 0.7, 9 + Math.ceil(this.radius / 15), 5);
//add spin and speed
Matter.Body.setAngularVelocity(mob[mob.length - 1], (Math.random() - 0.5) * 0.5);
Matter.Body.setVelocity(mob[mob.length - 1], { x: this.velocity.x, y: this.velocity.y });
//spin for mob as well
Matter.Body.setAngularVelocity(this, (Math.random() - 0.5) * 0.25);
}
},
fire() {
const setNoseShape = () => {
const mag = this.radius + this.radius * this.noseLength;
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
};
//throw a mob/bullet at player
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(simulation.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 2500; //gives the bullet an arc //was / 1600
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
const dot = Vector.dot({
x: Math.cos(angle),
y: Math.sin(angle)
}, this.fireDir)
// c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.1;
if (dot > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (dot < -threshold) {
this.torque -= 0.000004 * this.inertia;
} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
//fire
spawn.bullet(this.vertices[1].x, this.vertices[1].y, 9 + Math.ceil(this.radius / 15));
const v = 15;
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + this.fireDir.x * v + 3 * Math.random(),
y: this.velocity.y + this.fireDir.y * v + 3 * Math.random()
});
this.noseLength = 0;
// recoil
this.force.x -= 0.005 * this.fireDir.x * this.mass;
this.force.y -= 0.005 * this.fireDir.y * this.mass;
}
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
setNoseShape();
} else if (this.noseLength > 0.1) {
this.noseLength -= this.fireFreq / 2;
setNoseShape();
}
// else if (this.noseLength < -0.1) {
// this.noseLength += this.fireFreq / 4;
// setNoseShape();
// }
},
// launch() {
// if (this.seePlayer.recall) {
// //fire
// spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
// const v = 15;
// Matter.Body.setVelocity(mob[mob.length - 1], {
// x: this.velocity.x + this.fireDir.x * v + Math.random(),
// y: this.velocity.y + this.fireDir.y * v + Math.random()
// });
// // recoil
// this.force.x -= 0.005 * this.fireDir.x * this.mass;
// this.force.y -= 0.005 * this.fireDir.y * this.mass;
// }
// },
turnToFacePlayer() {
//turn to face player
const dx = player.position.x - this.position.x;
const dy = -player.position.y + this.position.y;
const dist = this.distanceToPlayer();
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * dx - Math.sin(angle) * dy;
// if (c > 0.04) {
// Matter.Body.rotate(this, 0.01);
// } else if (c < 0.04) {
// Matter.Body.rotate(this, -0.01);
// }
if (c > 0.04 * dist) {
this.torque += 0.002 * this.mass;
} else if (c < 0.04) {
this.torque -= 0.002 * this.mass;
}
},
facePlayer() {
const unitVector = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
const angle = Math.atan2(unitVector.y, unitVector.x);
Matter.Body.setAngle(this, angle - Math.PI);
},
explode(mass = this.mass) {
if (m.immuneCycle < m.cycle) {
m.damage(Math.min(Math.max(0.02 * Math.sqrt(mass), 0.01), 0.35) * simulation.dmgScale);
this.isDropPowerUp = false;
this.death(); //death with no power up or body
}
},
timeLimit() {
this.timeLeft--;
if (this.timeLeft < 0) {
this.isDropPowerUp = false;
this.death(); //death with no power up
}
},
//draw health by mob //most health bars are drawn in mobs.healthBar(); , not this
healthBar() {
if (this.seePlayer.recall && !level.isHideHealth) {
const h = this.radius * 0.3;
const w = this.radius * 2;
const x = this.position.x - w / 2;
const y = this.position.y - w * 0.7;
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
ctx.fillRect(x, y, w, h);
ctx.fillStyle = "rgba(255,0,0,0.7)";
ctx.fillRect(x, y, w * this.health, h);
}
},
damage(dmg, isBypassShield = false) {
if ((!this.isShielded || isBypassShield) && this.alive) {
if (dmg !== Infinity) {
dmg *= tech.damageFromTech()
if (this.isDropPowerUp) {
if (this.health === 1) {
if (tech.isMobFullHealthCloak) {
dmg *= 2.11
simulation.ephemera.push({
name: "damage outline",
count: 7, //cycles before it self removes
vertices: this.vertices,
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(255,0,100,0.15)` //"rgba(150,150,225,0.5)";
ctx.fill()
ctx.lineWidth = 3 //60 * (0.25 - this.damageReductionGoal)
ctx.strokeStyle = `#f08` //"rgba(150,150,225,0.5)";
ctx.stroke();
},
})
}
} else if (tech.isMobLowHealth && this.health < 0.25) {
dmg *= 3
simulation.ephemera.push({
name: "damage outline",
count: 2, //cycles before it self removes
vertices: this.vertices,
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(255,50,100,0.2)` //"rgba(150,150,225,0.5)";
ctx.fill()
ctx.lineWidth = 3 //60 * (0.25 - this.damageReductionGoal)
ctx.strokeStyle = `#f38` //"rgba(150,150,225,0.5)";
ctx.stroke();
},
})
}
}
//mobs specific damage changes
if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 33% dmg at max range of 3000
dmg *= this.damageReduction
//energy and heal drain should be calculated after damage boosts
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon * level.isReducedRegen
dmg /= Math.sqrt(this.mass)
}
this.health -= dmg
//this.fill = this.color + this.health + ')';
this.onDamage(dmg); //custom damage effects
if ((this.health < 0.01 || isNaN(this.health)) && this.alive) this.death();
}
},
onDamage() {
// a placeholder for custom effects on mob damage
//to use declare custom method in mob spawn
},
onDeath() {
// a placeholder for custom effects on mob death
// to use declare custom method in mob spawn
},
damageReduction: 1,
// damageReductionGoal: 0.001, //must add this to boss set up: me.damageReduction = 0.25
// damageReductionScale: 0.004, //for bosses in this.onDamage determines the impact of dmg on damageReductionGoal
// armor() { //slowly reduce damage reduction, for bosses
// if (this.seePlayer.recall) {
// if (this.damageReductionGoal > 0.24) {
// this.damageReductionGoal = 0.25
// } else {
// this.damageReductionGoal = this.damageReductionGoal * 0.999 + 0.001 * 0.25 //smooth the goal towards 0.25 damage reduction
// }
// this.damageReduction = this.damageReduction * 0.995 + 0.005 * this.damageReductionGoal //smooth damage reduction towards the goal
// // console.log(`damageReduction = ${this.damageReduction.toFixed(4)}`, `damageReductionGoal = ${this.damageReductionGoal.toFixed(4)}`)
// }
// //draw armor
// //draw body
// ctx.beginPath();
// const vertices = this.vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1, len = vertices.length; j < len; ++j) {
// ctx.lineTo(vertices[j].x, vertices[j].y);
// }
// ctx.lineTo(vertices[0].x, vertices[0].y);
// console.log(this.damageReduction, this.damageReductionGoal)
// ctx.lineWidth = 3 //60 * (0.25 - this.damageReductionGoal)
// ctx.strokeStyle = `rgba(255,255,255,${4.1*(0.25 - this.damageReductionGoal)})` //"rgba(150,150,225,0.5)";
// ctx.stroke();
// },
leaveBody: true,
maxMobBody: 40,
isDropPowerUp: true,
death() {
if (tech.collidePowerUps && this.isDropPowerUp) powerUps.randomize(this.position) //needs to run before onDeath spawns power ups
this.onDeath(this); //custom death effects
this.removeConsBB();
this.alive = false; //triggers mob removal in mob[i].replace(i)
// console.log(this.shieldCount)
if (this.isDropPowerUp) {
if (level.isMobDeathHeal) {
for (let i = 0; i < mob.length; i++) {
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 && mob[i].alive) { //700
if (mob[i].health < 1) {
mob[i].health += 0.33 + this.isBoss
if (mob[i].health > 1) mob[i].health = 1
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
radius: mob[i].radius + 20,
color: "rgba(0,255,100,0.5)",
time: 10
});
}
}
}
}
if (this.isSoonZombie) { //spawn zombie on death
this.leaveBody = false;
let count = 5 //delay spawn cycles
let cycle = () => {
if (count > 0) {
if (m.alive) requestAnimationFrame(cycle);
if (!simulation.paused && !simulation.isChoosing) {
count--
}
} else {
spawn.zombie(this.position.x, this.position.y, this.radius, this.vertices.length, this.fill) // zombie(x, y, radius, sides, color)
}
}
requestAnimationFrame(cycle);
}
if (tech.iceIXOnDeath && this.isSlowed) {
for (let i = 0, len = 2 * Math.sqrt(Math.min(this.mass, 25)) * tech.iceIXOnDeath; i < len; i++) b.iceIX(3, Math.random() * 2 * Math.PI, this.position)
}
if (tech.deathSpawnsFromBoss || tech.deathSpawns) {
const spawns = tech.deathSpawns + tech.deathSpawnsFromBoss
const len = Math.min(12, spawns * Math.ceil(Math.random() * simulation.difficulty * spawns))
for (let i = 0; i < len; i++) {
spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2.5, this.position.y + (Math.random() - 0.5) * radius * 2.5);
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + (Math.random() - 0.5) * 10,
y: this.velocity.x + (Math.random() - 0.5) * 10
});
}
}
if (level.isMobRespawn && !this.isBoss && 0.33 > Math.random()) {
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 30,
color: `#fff`,
time: 20
});
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 20,
color: `#fff`,
time: 40
});
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 10,
color: `#fff`,
time: 60
});
setTimeout(() => {
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
const size = 16 + Math.ceil(Math.random() * 15)
spawn[pick](this.position.x, this.position.y, size);
}, 1000);
}
if (tech.healSpawn && Math.random() < tech.healSpawn) {
powerUps.spawn(this.position.x + 20 * (Math.random() - 0.5), this.position.y + 20 * (Math.random() - 0.5), "heal");
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 50,
color: "#0eb",
time: 12
});
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 100,
color: "#0eb",
time: 6
});
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 200,
color: "#0eb",
time: 3
});
}
if (tech.isVerlet && !m.isTimeDilated) {
requestAnimationFrame(() => {
simulation.timePlayerSkip(this.isBoss ? 60 : 30)
simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
}); //wrapping in animation frame prevents errors, probably
}
if (tech.isEnergyLoss) {
m.energy -= 0.05;
if (m.energy < 0) m.energy = 0
}
if (tech.isRemineralize) {
//reduce mineral percent based on time since last check
const seconds = (simulation.cycle - tech.mineralLastCheck) / 60
tech.mineralLastCheck = simulation.cycle
tech.mineralDamageReduction = 1 - (1 - tech.mineralDamageReduction) * Math.pow(0.9, seconds);
tech.mineralDamage = 1 + (tech.mineralDamage - 1) * Math.pow(0.9, seconds);
//apply mineral damage reduction
tech.mineralDamageReduction *= 0.85
}
if (tech.isDemineralize) {
//reduce mineral percent based on time since last check
const seconds = (simulation.cycle - tech.mineralLastCheck) / 60
tech.mineralLastCheck = simulation.cycle
tech.mineralDamageReduction = 1 - (1 - tech.mineralDamageReduction) * Math.pow(0.9, seconds);
tech.mineralDamage = 1 + (tech.mineralDamage - 1) * Math.pow(0.9, seconds);
//apply mineral damage
tech.mineralDamage *= 1.08
}
powerUps.spawnRandomPowerUp(this.position.x, this.position.y);
m.lastKillCycle = m.cycle; //tracks the last time a kill was made, mostly used in simulation.checks()
mobs.mobDeaths++
if (Math.random() < tech.sporesOnDeath) {
const amount = Math.min(25, Math.floor(2 + this.mass * (0.5 + 0.5 * Math.random())))
if (tech.isSporeFlea) {
const len = amount / 2
for (let i = 0; i < len; i++) {
const speed = 10 + 5 * Math.random()
const angle = 2 * Math.PI * Math.random()
b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
}
} else if (tech.isSporeWorm) {
const len = amount / 2
for (let i = 0; i < len; i++) b.worm(this.position)
} else {
for (let i = 0; i < amount; i++) b.spore(this.position)
}
}
if (tech.isExplodeMob) {
b.explosion(this.position, Math.min(700, Math.sqrt(this.mass + 6) * (30 + 60 * Math.random())))
}
if (tech.nailsDeathMob) {
b.targetedNail(this.position, tech.nailsDeathMob, 39 + 6 * Math.random())
}
if (tech.isBotSpawnerReset) {
for (let i = 0, len = bullet.length; i < len; i++) {
if (bullet[i].botType && bullet[i].endCycle !== Infinity) bullet[i].endCycle = simulation.cycle + 900 //15 seconds
}
}
if (Math.random() < tech.botSpawner) {
b.randomBot(this.position, false)
bullet[bullet.length - 1].endCycle = simulation.cycle + 900 //15 seconds
this.leaveBody = false; // no body since it turned into the bot
}
if (tech.isMobDeathImmunity) {
const immuneTime = 300
if (m.immuneCycle < m.cycle + immuneTime) m.immuneCycle = m.cycle + immuneTime; //player is immune to damage
}
if (tech.isAddRemoveMaxHealth) {
if (!this.isBoss) {
const amount = 0.0025
if (tech.isEnergyHealth) {
if (m.maxEnergy > amount) {
tech.healMaxEnergyBonus -= amount
m.setMaxEnergy();
}
} else if (m.maxHealth > amount) {
tech.extraMaxHealth -= amount //decrease max health
m.setMaxHealth();
}
}
}
if (tech.cloakDuplication && !this.isBoss) {
tech.cloakDuplication -= 0.01
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
} else if (tech.isShieldAmmo && this.shield && this.shieldCount === 1) {
let type = "ammo"
if (Math.random() < 0.4) {
type = "heal"
} else if (Math.random() < 0.3 && !tech.isSuperDeterminism) {
type = "research"
}
for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {
powerUps.spawn(this.position.x, this.position.y, type);
}
}
if (tech.isRadioactive) {
//look for dots and spread them
let dmgTotal = 0
for (let i = 0, len = this.status.length; i < len; i++) {
if (this.status[i].type === "dot") dmgTotal += this.status[i].dmg * (this.status[i].endCycle - simulation.cycle)
}
if (dmgTotal > 0) { //look for closest mob
let closestRadius = 500;
let closestIndex = null;
for (let i = 0, len = mob.length; i < len; ++i) {
const radius = Vector.magnitude(Vector.sub(this.position, mob[i].position))
if (mob[i].alive && !mob[i].isShielded && radius < closestRadius) {
closestRadius = radius
closestIndex = i
}
}
if (closestIndex) {
mobs.statusDoT(mob[closestIndex], dmgTotal / 180, 180)
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(mob[closestIndex].position.x, mob[closestIndex].position.y);
ctx.lineWidth = this.radius;
ctx.strokeStyle = "rgba(0,80,80,1)";
ctx.stroke();
}
//draw AOE
// simulation.drawList.push({ //add dmg to draw queue
// x: this.position.x,
// y: this.position.y,
// radius: radius,
// color: "rgba(0,80,80,0.03)",
// time: 15
// });
}
}
},
removeConsBB() {
for (let i = 0, len = consBB.length; i < len; ++i) {
if (consBB[i].bodyA === this) {
if (consBB[i].bodyB.shield) { //&& !this.shield
consBB[i].bodyB.do = function () { this.death() }
}
consBB[i].bodyA = consBB[i].bodyB;
consBB.splice(i, 1);
this.removeConsBB();
break;
} else if (consBB[i].bodyB === this) {
if (consBB[i].bodyA.shield) {
consBB[i].bodyA.do = function () { this.death() }
}
consBB[i].bodyB = consBB[i].bodyA;
consBB.splice(i, 1);
this.removeConsBB();
break;
}
}
},
removeCons() {
for (let i = 0, len = cons.length; i < len; ++i) {
if (cons[i].bodyA === this) {
cons[i].bodyA = cons[i].bodyB;
cons.splice(i, 1);
this.removeCons();
break;
} else if (cons[i].bodyB === this) {
cons[i].bodyB = cons[i].bodyA;
cons.splice(i, 1);
this.removeCons();
break;
}
}
},
//replace dead mob with a regular body
replace(i) {
//if there are too many bodies don't turn into blocks to help performance
if (this.leaveBody && body.length < mobs.maxMobBody && this.mass < 200 && this.mass > 2 && this.radius > 18) {
let v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
if (v.length > 5 && body.length < 35 && Math.random() < 0.25) {
const cutPoint = 3 + Math.floor((v.length - 6) * Math.random()) //Math.floor(v.length / 2)
const v2 = v.slice(0, cutPoint + 1)
v = v.slice(cutPoint - 1)
const len = body.length;
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v2);
Matter.Body.setVelocity(body[len], Vector.mult(this.velocity, 0.5));
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len].classType = "body";
body[len].frictionAir = 0.001
body[len].friction = 0.05
Composite.add(engine.world, body[len]); //add to world
const len2 = body.length;
body[len2] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
Matter.Body.setVelocity(body[len2], Vector.mult(this.velocity, 0.5));
Matter.Body.setAngularVelocity(body[len2], this.angularVelocity);
body[len2].collisionFilter.category = cat.body;
body[len2].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len2].classType = "body";
body[len2].frictionAir = 0.001
body[len2].friction = 0.05
Composite.add(engine.world, body[len2]); //add to world
//large mobs shrink so they don't block paths
if (body[len].mass + body[len2].mass > 16) {
const massLimit = 8 + 6 * Math.random()
const shrink = function (that1, that2) {
if (that1.mass + that2.mass > massLimit) {
const scale = 0.95;
Matter.Body.scale(that1, scale, scale);
Matter.Body.scale(that2, scale, scale);
setTimeout(shrink, 20, that1, that2);
}
};
shrink(body[len], body[len2])
}
} else {
const len = body.length;
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
Matter.Body.setVelocity(body[len], Vector.mult(this.velocity, 0.5));
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len].classType = "body";
body[len].frictionAir = 0.001
body[len].friction = 0.05
Composite.add(engine.world, body[len]); //add to world
//large mobs shrink so they don't block paths
if (body[len].mass > 9) {
const massLimit = 7 + 4 * Math.random()
const shrink = function (that) {
if (that.mass > massLimit) {
const scale = 0.95;
Matter.Body.scale(that, scale, scale);
setTimeout(shrink, 20, that);
}
};
shrink(body[len])
}
}
Matter.Composite.remove(engine.world, this);
mob.splice(i, 1);
if (tech.isMobBlockFling) {
const who = body[body.length - 1]
if (!who.isNotHoldable) {
b.targetedBlock(who)
Matter.Body.setAngularVelocity(who, (0.5 + 0.2 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
// who.torque += who.inertia * 0.002 * (Math.random() - 0.5)
}
}
} else {
Matter.Composite.remove(engine.world, this);
mob.splice(i, 1);
}
}
});
mob[i].alertRange2 = Math.pow(mob[i].radius * 3 + 550, 2);
Composite.add(engine.world, mob[i]); //add to world
}
};