Files
n-gon-improved/js/engine.js
landgreen 17f65cfcea depolarization
community map - arena by Richard0820

skin tech: depolarization - gain +300 damage or -50% damage if a mobs has died in last 5 seconds
CPT triggers if you have above 90->85 energy
  CPT skin graphically indicates when CPT is active
mass-energy defense reduction is 66->50%

new level load display animation draws the outline of the new map
  only on reactor and final levels
  choose MINIMAL HUD in settings to disable (or enter testing mode)
enthalpy spawns heals on mobs death with a 5% chance
  this is roughly an 80% increase in spawn rate
mass production spawns a few ammo and heals when you first get it
paradigm shift 6->4 health removed
incendiary ammunition drone and shotgun explosions are 30% bigger
Zectron super balls do 75->90% more damage and drain 25->20 energy on hitting player

fixed bug with optical amplifier and cloaking field
plasma ball can pick up power ups when out of energy, like other fields
fixed bug with not hiding mouse
2024-02-08 19:52:37 -08:00

343 lines
19 KiB
JavaScript

//matter.js ***********************************************************
// module aliases
const Engine = Matter.Engine,
Events = Matter.Events,
Composites = Matter.Composites,
Composite = Matter.Composite,
Constraint = Matter.Constraint,
Vertices = Matter.Vertices,
Query = Matter.Query,
Body = Matter.Body,
Bodies = Matter.Bodies,
Vector = Matter.Vector;
// create an engine
const engine = Engine.create();
engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
// engine.velocityIterations = 100
// engine.positionIterations = 100
// engine.enableSleeping = true
// matter events
function playerOnGroundCheck(event) {
//runs on collisions events
function enter() {
m.numTouching++;
if (!m.onGround) {
m.onGround = true;
if (m.crouch) {
if (m.checkHeadClear()) {
m.undoCrouch();
} else {
m.yOffGoal = m.yOffWhen.crouch;
}
} else {
//sets a hard land where player stays in a crouch for a bit and can't jump
//crouch is forced in groundControl below
const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
if (momentum > tech.hardLanding) {
m.doCrouch();
m.yOff = m.yOffWhen.jump;
m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
//falling damage
if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
}
} else {
m.yOffGoal = m.yOffWhen.stand;
}
}
}
}
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; ++i) {
let pair = pairs[i];
if (pair.bodyA === jumpSensor) {
m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
if (m.standingOn.alive !== true) enter();
} else if (pair.bodyB === jumpSensor) {
m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
if (m.standingOn.alive !== true) enter();
}
}
m.numTouching = 0;
}
function playerOffGroundCheck(event) {
//runs on collisions events
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; ++i) {
if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
if (m.onGround && m.numTouching === 0) {
m.onGround = false;
m.lastOnGroundCycle = m.cycle;
m.hardLandCD = 0 // disable hard landing
if (m.checkHeadClear()) {
if (m.crouch) {
m.undoCrouch();
}
m.yOffGoal = m.yOffWhen.jump;
}
}
}
}
}
function collisionChecks(event) {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
//mob + (player,bullet,body) collisions
for (let k = 0; k < mob.length; k++) {
if (mob[k].alive) {
if (pairs[i].bodyA === mob[k]) {
collideMob(pairs[i].bodyB);
break;
} else if (pairs[i].bodyB === mob[k]) {
collideMob(pairs[i].bodyA);
break;
}
function collideMob(obj) {
//player + mob collision
if (
m.immuneCycle < m.cycle &&
(obj === playerBody || obj === playerHead) &&
!mob[k].isSlowed && !mob[k].isStunned
) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
// if (m.isCloak) dmg *= 0.5
mob[k].foundPlayer();
if (tech.isRewindAvoidDeath && m.energy > 0.85 * Math.min(1, m.maxEnergy) && dmg > 0.01) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
m.damage(dmg);
return
}
if (tech.isFlipFlop) {
if (tech.isFlipFlopOn) {
tech.isFlipFlopOn = false
if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
m.eyeFillColor = 'transparent'
m.damage(dmg);
} else {
tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
m.eyeFillColor = m.fieldMeterColor //'#0cf'
if (!tech.isFlipFlopHarm) m.damage(dmg);
}
if (tech.isFlipFlopHealth) {
m.setMaxHealth();
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
const oldSize = powerUp[i].size
powerUp[i].size = powerUps.heal.size() //update current heals
const scale = powerUp[i].size / oldSize
Matter.Body.scale(powerUp[i], scale, scale); //grow
}
}
}
} else {
m.damage(dmg); //normal damage
}
if (tech.isCollisionRealitySwitch && m.alive) {
m.switchWorlds()
simulation.trails()
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
}
if (tech.isPiezo) m.energy += 20.48;
if (tech.isCouplingNoHit && m.coupling > 0) {
m.couplingChange(-5)
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
let where = Vector.add(m.pos, Vector.mult(unit, 17))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 22,
color: 'rgba(0, 171, 238, 0.33)',
time: 8
});
where = Vector.add(m.pos, Vector.mult(unit, 60))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 18,
color: 'rgba(0, 171, 238, 0.5)',
time: 16
});
where = Vector.add(m.pos, Vector.mult(unit, 100))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 14,
color: 'rgba(0, 171, 238, 0.6)',
time: 24
});
where = Vector.add(m.pos, Vector.mult(unit, 135))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 10,
color: 'rgba(0, 171, 238, 0.7)',
time: 32
});
// simulation.drawList.push({ //add dmg to draw queue
// x: m.pos.x,
// y: m.pos.y,
// radius: 150,
// color: 'rgba(0, 171, 238, 0.33)',
// time: 6
// });
// simulation.drawList.push({ //add dmg to draw queue
// x: m.pos.x,
// y: m.pos.y,
// radius: 75,
// color: 'rgba(0, 171, 238, 0.5)',
// time: 16
// });
// simulation.drawList.push({ //add dmg to draw queue
// x: m.pos.x,
// y: m.pos.y,
// radius: 25,
// color: 'rgba(0, 171, 238, 0.75)',
// time: 25
// });
}
if (tech.isHarpoonDefense) { //fire harpoons at mobs after getting hit
const maxCount = 10 + 3 * tech.extraHarpoons //scale the number of hooks fired
let count = maxCount - 1
const angle = Math.atan2(mob[k].position.y - player.position.y, mob[k].position.x - player.position.x);
b.harpoon(m.pos, mob[k], angle, 0.75, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
bullet[bullet.length - 1].drain = 0
for (; count > 0; count--) {
b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, 0.75, true, 7)
bullet[bullet.length - 1].drain = 0
}
}
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit();
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
//extra kick between player and mob //this section would be better with forces but they don't work...
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
Matter.Body.setVelocity(player, {
x: player.velocity.x + 8 * Math.cos(angle),
y: player.velocity.y + 8 * Math.sin(angle)
});
Matter.Body.setVelocity(mob[k], {
x: mob[k].velocity.x - 8 * Math.cos(angle),
y: mob[k].velocity.y - 8 * Math.sin(angle)
});
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy && mob[k].damageReduction > 0) {
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
mob[k].death();
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 500,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime
});
} else {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
}
// return;
// }
} else {
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
// console.log(dmg) //remove this
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
if (mob[k].damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
if (tech.isLessDamageReduction && !mob[k].shield) mob[k].damageReduction *= mob[k].isBoss ? (mob[k].isFinalBoss ? 1.0005 : 1.0025) : 1.05
return;
}
//mob + body collisions
if (obj.classType === "body" && obj.speed > 6) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
if (tech.blockDmg) { //electricity
Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
mobs.statusDoT(mob[k], tech.blockDmg * 0.42, 180) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
} else {
mob[k].damage(tech.blockDmg * m.dmgScale)
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: 28 * mob[k].damageReduction + 3,
color: "rgba(255,0,255,0.8)",
time: 4
});
}
}
let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1) * ((m.fieldMode === 0 || m.fieldMode === 8) ? 1 + 0.04 * m.coupling : 1);
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
options = ["coupling", "boost", "heal", "research"]
if (!tech.isEnergyNoAmmo) options.push("ammo")
powerUps.spawn(mob[k].position.x, mob[k].position.y, options[Math.floor(Math.random() * options.length)]);
}
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5 && mob[k].memory !== Infinity) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)
}
if (mob[k].damageReduction) {
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
return;
}
}
}
}
}
}
}
}
//determine if player is on the ground
Events.on(engine, "collisionStart", function (event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
collisionChecks(event);
});
Events.on(engine, "collisionActive", function (event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
});
Events.on(engine, "collisionEnd", function (event) {
playerOffGroundCheck(event);
});