Files
n-gon-improved/js/mob.js
landgreen 1752453c1d favicon
new favicon
heal power up overheals don't consume the entire heal power up

accretion works with all fields except wormhole
  (only because wormhole eat up heals so it's bad)
  spawns 6 -> 3 heals

pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity  0.1% -> 0.15% energy per energy  (10->15% damage at 100 energy)

a few more images
bug fixes
2023-03-31 07:32:38 -07:00

1470 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() {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
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();
}
},
healthBar() {
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);
}
}
},
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 > 0.65 && 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())},${Math.floor(255 * Math.random())},0.5)`
ctx.fillRect(x, y, w * who.health, h);
//draw fill inside mob
ctx.beginPath();
ctx.moveTo(who.vertices[0].x, who.vertices[0].y);
for (let j = 1, len = who.vertices.length; j < len; ++j) {
ctx.lineTo(who.vertices[j].x, who.vertices[j].y);
}
ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
ctx.fill();
},
endEffect() {
who.isStunned = false
},
type: "stun",
endCycle: simulation.cycle + cycles * (who.isBoss ? 0.2 : 1),
})
}
},
statusDoT(who, tickDamage, cycles = 180) {
if (!who.isShielded && who.alive && who.damageReduction > 0) {
who.status.push({
effect() {
if ((simulation.cycle - this.startCycle) % 30 === 0) {
let dmg = m.dmgScale * this.dmg * tech.radioactiveDamage
who.damage(dmg);
if (who.damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: who.position.x + (Math.random() - 0.5) * who.radius * 0.5,
y: who.position.y + (Math.random() - 0.5) * who.radius * 0.5,
radius: Math.log(dmg + 1.1) * 40 * who.damageReduction + 3,
color: "rgba(0,80,80,0.9)",
time: simulation.drawTime
});
}
}
},
endEffect() { },
dmg: tickDamage,
type: "dot",
endCycle: simulation.cycle + cycles,
startCycle: simulation.cycle + 29 //makes sure it doesn't tick on first application
})
}
},
// statusBurn(who, tickDamage, cycles = 90 + Math.floor(90 * Math.random())) {
// if (!who.isShielded) {
// //remove other "burn" effects on this mob
// let i = who.status.length
// while (i--) {
// if (who.status[i].type === "burn") who.status.splice(i, 1);
// }
// who.status.push({
// effect() {
// if ((simulation.cycle - this.startCycle) % 15 === 0) {
// let dmg = m.dmgScale * tickDamage * 0.5 * (1 + Math.random())
// who.damage(dmg);
// simulation.drawList.push({ //add dmg to draw queue
// x: who.position.x,
// y: who.position.y,
// radius: Math.log(2 * dmg + 1.1) * 40,
// color: `rgba(255,${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) //+ (m.fieldMode === 0 || m.fieldMode === 7) * m.coupling
},
//**********************************************************************************************
//**********************************************************************************************
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 = true;
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() {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
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)
};
vertexCollision(this.position, look, map);
vertexCollision(this.position, look, body);
if (!m.isCloak) vertexCollision(this.position, look, [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
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//move to a random location
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)
};
vertexCollision(this.position, look, map);
vertexCollision(this.position, look, 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;
}
// 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;
// }
}
}
}
},
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 * 0.94 + curlVector.x * 0.06,
y: array[i].velocity.y * 0.94 + 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;
}
}
},
// invulnerability() {
// if (this.isInvulnerable) {
// if (this.invulnerabilityCountDown > 0) {
// this.invulnerabilityCountDown--
// //graphics //draw a super shield?
// ctx.beginPath();
// let vertices = this.vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
// ctx.lineTo(vertices[0].x, vertices[0].y);
// ctx.lineWidth = 20;
// // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
// // ctx.fill();
// ctx.strokeStyle = "rgba(255,255,255,0.4)";
// ctx.stroke();
// } else {
// this.isInvulnerable = false
// this.damageReduction = this.startingDamageReduction
// }
// }
// },
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
}
},
healthBar() { //draw health by mob //most health bars are drawn in mobs.healthbar();
if (this.seePlayer.recall) {
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()
//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
if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp && Math.random() < tech.healthDrain * Math.min(this.health, dmg)) {
powerUps.spawn(m.pos.x + 20 * (Math.random() - 0.5), m.pos.y + 20 * (Math.random() - 0.5), "heal");
}
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,
isDropPowerUp: true,
death() {
if (tech.collidePowerUps && Math.random() < 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)
if (this.isDropPowerUp) {
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 (tech.deathSkipTime && !m.isBodiesAsleep) {
requestAnimationFrame(() => {
simulation.timePlayerSkip((this.isBoss ? 45 : 25) * tech.deathSkipTime)
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.isFlipFlopOn) {
// m.rewind(this.isBoss ? 45 : 25)
// } else {
// requestAnimationFrame(() => {
// simulation.timePlayerSkip(this.isBoss ? 45 : 25)
// 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 *= 0.8;
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)
}
} else if (tech.isExplodeMob) {
b.explosion(this.position, Math.min(700, Math.sqrt(this.mass + 6) * (30 + 60 * Math.random())))
} else 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 + 780 //13 seconds
}
}
if (Math.random() < tech.botSpawner) {
b.randomBot(this.position, false)
bullet[bullet.length - 1].endCycle = simulation.cycle + 780 //13 seconds
this.leaveBody = false; // no body since it turned into the bot
}
if (tech.isAddRemoveMaxHealth) {
if (this.isBoss && this.isDropPowerUp) {
powerUps.spawn(this.position.x + 20, this.position.y, "tech", false)
powerUps.spawn(this.position.x - 20, this.position.y, "ammo", false)
powerUps.spawn(this.position.x, this.position.y + 20, "research", false)
powerUps.spawn(this.position.x, this.position.y - 20, "heal", false)
powerUps.spawn(this.position.x - 40, this.position.y, "ammo", false)
powerUps.spawn(this.position.x, this.position.y + 40, "research", false)
powerUps.spawn(this.position.x, this.position.y - 40, "heal", false)
} else {
const amount = 0.005
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 -= 0.02
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
let type = tech.isEnergyNoAmmo ? "heal" : "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 < 40 && this.mass < 200 && 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";
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;
// if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) {
// body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet;
// }
body[len2].classType = "body";
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";
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
}
};