Files
n-gon-improved/js/index.js
2019-09-22 18:55:52 -07:00

243 lines
6.8 KiB
JavaScript

"use strict";
/* TODO: *******************************************
*****************************************************
field power up effects
field produces a whirlpool effect of force around player
field allows player to hold and throw living mobs
field puts a circle of "something" each time right click is pressed
null gravity
damage
high friction
other power up ideas
killing a mob triggers: a spore bullet
maybe you could replace the power method with a new one to get this to work
have mob acceleration and look frequency scale with difficulty level
this will speed up the responses of later mobs
this should provide a feeling of difficulty without inflating the life of mobs
give mobs more animal-like behaviors
like rainworld
give mobs something to do when they don't see player
explore map
eat power ups
drop power up (if killed after eating one)
mobs some times aren't aggressive
when low on life or after taking a large hit
mobs can fight each other
this might be hard to code
isolated mobs try to group up.
game mechanics
mechanics that support the physics engine
add rope/constraint
store/spawn bodies in player (like the game Starfall)
get ideas from game: limbo / inside
environmental hazards
laser
lava
button / switch
door
fizzler
moving platform
map zones
water
low friction ground
bouncy ground
track foot positions with velocity better as the player walks/crouch/runs
add bullet on damage effects
effects could:
add to the array mob.do new mob behaviors
add a damage over time
add a freeze
change mob traits
mass
friction
damage done
change things about the bullet
bounce the bullet again in a new direction
fire several bullets as shrapnel
increase the bullet size to do AOE dmg?? (how)
just run a for loop over all mobs, and do damage to the one that are close
bullets return to player
use a constraint? does bullet just start with a constraint or is it added on damage?
change the player
vampire bullets heal for the damage done
or give the player a shield??
or only heal if the mob dies (might be tricky)
remove standing on player actions
replace with check if player feet are in an area.
//collision info:
category mask
powerUp: 0x 100000 0x 100001
mobBull: 0x 010000 0x 001001
player: 0x 001000 0x 010011
bullet: 0x 000100 0x 000011
mob: 0x 000010 0x 001101
map: 0x 000001 0x 111111
body: 0x 000001 0x 011111
? hold: 0x 000001 0x 000001
*/
//set up canvas
var canvas = document.getElementById("canvas");
//using "const" causes problems in safari when an ID shares the same name.
const ctx = canvas.getContext("2d");
document.body.style.backgroundColor = "#fff";
//disable pop up menu on right click
document.oncontextmenu = function () {
return false;
}
function setupCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
canvas.height2 = canvas.height / 2;
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
ctx.font = "15px Arial";
ctx.lineJoin = "round";
ctx.lineCap = "round";
// ctx.lineCap='square';
game.setZoom();
}
setupCanvas();
window.onresize = () => {
setupCanvas();
};
//mouse move input
document.body.addEventListener("mousemove", (e) => {
game.mouse.x = e.clientX;
game.mouse.y = e.clientY;
});
document.body.addEventListener("mouseup", (e) => {
// game.buildingUp(e); //uncomment when building levels
game.mouseDown = false;
// console.log(e)
if (e.which === 3) {
game.mouseDownRight = false;
} else {
game.mouseDown = false;
}
});
document.body.addEventListener("mousedown", (e) => {
if (e.which === 3) {
game.mouseDownRight = true;
} else {
game.mouseDown = true;
}
});
//keyboard input
const keys = [];
document.body.addEventListener("keydown", (e) => {
keys[e.keyCode] = true;
game.keyPress();
});
document.body.addEventListener("keyup", (e) => {
keys[e.keyCode] = false;
});
document.body.addEventListener("wheel", (e) => {
if (e.deltaY > 0) {
game.nextGun();
} else {
game.previousGun();
}
}, {
passive: true
});
// window.addEventListener("gamepadconnected", function (e) {
// console.log("Gamepad connected at index %d: %s. %d buttons, %d axes.",
// e.gamepad.index, e.gamepad.id,
// e.gamepad.buttons.length, e.gamepad.axes.length);
// });
game.loop = game.mouseLoop;
window.addEventListener("gamepadconnected", function (e) {
console.log('gamepad connected')
document.getElementById("gamepad").style.display = "inline";
game.gamepad.connected = true;
polGamepadCycle();
game.loop = game.gamepadLoop;
});
window.addEventListener("gamepaddisconnected", function (e) {
disconnectGamepad()
});
function disconnectGamepad() {
console.log('gamepad disconnected')
document.getElementById("gamepad").style.display = "none";
game.gamepad.connected = false;
game.loop = game.mouseLoop;
}
//this runs to get gamepad data even when paused
function polGamepadCycle() {
game.gamepad.cycle++
if (game.gamepad.connected) requestAnimationFrame(polGamepadCycle);
game.polGamepad()
}
// function playSound(id) {
// //play sound
// if (false) {
// //sounds are turned off for now
// // if (document.getElementById(id)) {
// var sound = document.getElementById(id); //setup audio
// sound.currentTime = 0; //reset position of playback to zero //sound.load();
// sound.play();
// }
// }
function shuffle(array) {
var currentIndex = array.length,
temporaryValue,
randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
//main loop ************************************************************
//**********************************************************************
function cycle() {
if (!game.paused) requestAnimationFrame(cycle);
const now = Date.now();
const elapsed = now - game.then; // calc elapsed time since last loop
if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
game.loop();
}
}