tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death
almost all energy regen is disabled while immune to harm
you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
Pauli exclusion gives 1 s of harm immunity (was .75 s)
CPT reversal requires 10% less energy (min energy is 60% to activate)
CPT grenades gives many more bombs
CPT bots gives many more bots
growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive
gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
244 lines
12 KiB
JavaScript
244 lines
12 KiB
JavaScript
//matter.js ***********************************************************
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// module aliases
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const Engine = Matter.Engine,
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World = Matter.World,
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Events = Matter.Events,
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Composites = Matter.Composites,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint,
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Vertices = Matter.Vertices,
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Query = Matter.Query,
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Body = Matter.Body,
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Bodies = Matter.Bodies,
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Vector = Matter.Vector;
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// create an engine
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const engine = Engine.create();
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engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
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// engine.velocityIterations = 100
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// engine.positionIterations = 100
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// engine.enableSleeping = true
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// matter events
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function playerOnGroundCheck(event) {
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//runs on collisions events
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function enter() {
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m.numTouching++;
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if (!m.onGround) {
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m.onGround = true;
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if (m.crouch) {
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if (m.checkHeadClear()) {
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m.undoCrouch();
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} else {
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m.yOffGoal = m.yOffWhen.crouch;
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}
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} else {
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//sets a hard land where player stays in a crouch for a bit and can't jump
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//crouch is forced in groundControl below
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const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
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if (momentum > 130) {
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m.doCrouch();
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m.yOff = m.yOffWhen.jump;
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m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
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//falling damage
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if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
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m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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}
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} else {
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m.yOffGoal = m.yOffWhen.stand;
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}
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}
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}
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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} else if (pair.bodyB === jumpSensor) {
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m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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}
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}
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m.numTouching = 0;
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}
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function playerOffGroundCheck(event) {
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//runs on collisions events
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
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if (m.onGround && m.numTouching === 0) {
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m.onGround = false;
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m.hardLandCD = 0 // disable hard landing
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if (m.checkHeadClear()) {
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if (m.crouch) {
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m.undoCrouch();
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}
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m.yOffGoal = m.yOffWhen.jump;
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}
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}
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}
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}
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}
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function collisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//mob + (player,bullet,body) collisions
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for (let k = 0; k < mob.length; k++) {
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if (mob[k].alive) {
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if (pairs[i].bodyA === mob[k]) {
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collideMob(pairs[i].bodyB);
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break;
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} else if (pairs[i].bodyB === mob[k]) {
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collideMob(pairs[i].bodyA);
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break;
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}
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function collideMob(obj) {
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//player + mob collision
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if (
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m.immuneCycle < m.cycle &&
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(obj === playerBody || obj === playerHead) &&
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// (obj === player) &&
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!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
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) {
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mob[k].foundPlayer();
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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
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if (tech.isRewindAvoidDeath && m.energy > 0.66) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
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m.damage(dmg);
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return
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}
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if (tech.isFlipFlop) {
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if (tech.isFlipFlopOn) {
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tech.isFlipFlopOn = false
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = 'transparent'
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if (!tech.isFlipFlopHarm) m.damage(dmg);
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} else {
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tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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m.damage(dmg);
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}
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} else {
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m.damage(dmg); //normal damage
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}
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if (tech.isCollisionRealitySwitch) {
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m.switchWorlds()
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simulation.trails()
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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}
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit(k);
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, {
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x: player.velocity.x + 8 * Math.cos(angle),
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y: player.velocity.y + 8 * Math.sin(angle)
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});
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Matter.Body.setVelocity(mob[k], {
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x: mob[k].velocity.x - 8 * Math.cos(angle),
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y: mob[k].velocity.y - 8 * Math.sin(angle)
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});
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if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy) {
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m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
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if (m.immuneCycle === m.cycle + tech.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
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mob[k].death();
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 2000,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime
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});
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} else {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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color: simulation.mobDmgColor,
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time: simulation.drawTime
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});
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}
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// return;
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// }
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} else {
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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return;
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}
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//mob + body collisions
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2 : 1) * (tech.isMobBlockFling ? 2 : 1);
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if (mob[k].isShielded) dmg *= 0.7
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mob[k].damage(dmg, true);
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if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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type = "heal"
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} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
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type = "research"
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}
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powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
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}
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const stunTime = dmg / Math.sqrt(obj.mass)
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if (stunTime > 0.5) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
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if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
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if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
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obj.hasFragmented = true;
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b.targetedNail(obj.position, tech.fragments * 4)
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}
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function(event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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if (m.alive) collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function(event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function(event) {
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playerOffGroundCheck(event);
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}); |