over all game difficulty scaling occurs faster
your damage will feel lower, and you will take more harm,
so you should probably play on a lower difficulty
tech: Higgs manism gives 50% reduced fire delay instead of harm reduction
tech: inertial frame is removed
tech: automatic is now a junk tech
balance:
dead reckoning gives 36% damage when at rest (was 30%)
overcharge gives 10 more energy, but adds 10 junk tech
1st ionization energy gives 6 energy per heal (was 5)
dormancy increases damage by 100% but lowers it by 33% if no recent kills (was +50%, -15%)
torpor decreases harm by 66% increases harm by 15% if no recent kills (was -50%, +10%)
Ψ(t) collapse spawns 3 more research, so it's at 15
fragmentation gives 30% more nails for railgun
ammonium nitrate +25% (was 20%)
generalist gives 8 guns (was 6)
arsenal gives 10% per gun (was 14%)
rivet gun fires 25% faster, rivets are 15% larger
shotgun slug is 33% bigger
missile bot fires 10% more often
tinsellated flagella gives 40% speed increase (was 50%), base spore speed is 10% faster
beamSplitter has a 20% lower divergence
nano manufacturing tech is all buffed 15%
traversable geodesics gives 2 guns and ammo (was 1)
mines have 25% more nails, laser mines use 20% less energy sentry mines last 33% seconds longer
zoospore vector has an 11% chance to spawn (was 9%)
negentropy spawns a heal for every 33 missing health (was 50 health)
exciton-lattice gives 60% damage
thermocouple spawns 1-8 ice-IX (was 1-5)
WIMPs spawn 2-6 research (was 2-3)
quantum immortality reduces harm by 33% (was 23%)
commodities exchange gives 10 power ups (was 8)
super balls are 17% bigger (this means they do about 25% more damage)
exothermic process increases damage by (was 45%)
heat engine increases damage by 50% (was 40%)
replication gives 10% duplication chance (was 8%)
stimulated emission gives 22% duplication chance
futures exchange gives 4.7% duplication chance per cancel (was 4.3%)
needles are 10% slower and do 15% more damage
bug fixes:
reduced tolerances text rewritten to clarify that it gives more ammo per ammo pack
hazards on horizontal flipped levels now correctly do damage
ship mode aims properly after you die
although it still doesn't reset
experiment mode selections are highlighted better
1252 lines
55 KiB
JavaScript
1252 lines
55 KiB
JavaScript
// game Object ********************************************************
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//*********************************************************************
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const simulation = {
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loop() {}, //main game loop, gets set to normal or testing loop
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normalLoop() {
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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simulation.wipe();
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simulation.textLog();
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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m.look();
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simulation.checks();
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ctx.save();
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simulation.camera();
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level.custom();
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powerUps.do();
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mobs.draw();
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simulation.draw.cons();
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simulation.draw.body();
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mobs.loop();
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mobs.healthBar();
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m.draw();
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m.hold();
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// v.draw(); //working on visibility work in progress
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level.customTopLayer();
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simulation.draw.drawMapPath();
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b.fire();
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b.bulletRemove();
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b.bulletDraw();
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b.bulletDo();
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simulation.drawCircle();
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// simulation.clip();
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ctx.restore();
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simulation.drawCursor();
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// simulation.pixelGraphics();
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},
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testingLoop() {
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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simulation.wipe();
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simulation.textLog();
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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m.look();
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simulation.checks();
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ctx.save();
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simulation.camera();
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level.custom();
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m.draw();
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level.customTopLayer();
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simulation.draw.wireFrame();
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simulation.draw.cons();
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simulation.draw.testing();
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simulation.drawCircle();
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simulation.constructCycle()
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ctx.restore();
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simulation.testingOutput();
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simulation.drawCursor();
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},
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isTimeSkipping: false,
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timeSkip(cycles = 60) {
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simulation.isTimeSkipping = true;
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for (let i = 0; i < cycles; i++) {
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simulation.cycle++;
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m.cycle++;
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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simulation.checks();
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mobs.loop();
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// m.draw();
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m.walk_cycle += m.flipLegs * m.Vx;
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m.hold();
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b.fire();
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b.bulletRemove();
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b.bulletDo();
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}
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simulation.isTimeSkipping = false;
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},
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mouse: {
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x: canvas.width / 2,
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y: canvas.height / 2
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},
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mouseInGame: {
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x: 0,
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y: 0
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},
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g: 0.0024, // applies to player, bodies, and power ups (not mobs)
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onTitlePage: true,
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isCheating: false,
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paused: false,
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isChoosing: false,
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testing: false, //testing mode: shows wire frame and some variables
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cycle: 0, //total cycles, 60 per second
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fpsCap: null, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware
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fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
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isCommunityMaps: false,
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cyclePaused: 0,
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fallHeight: 3000, //below this y position the player dies
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lastTimeStamp: 0, //tracks time stamps for measuring delta
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delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
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buttonCD: 0,
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isHorizontalFlipped: false, //makes some maps flipped horizontally
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levelsCleared: 0,
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difficultyMode: 2, //normal difficulty is 2
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difficulty: 0,
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dmgScale: null, //set in levels.setDifficulty
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healScale: 1,
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accelScale: null, //set in levels.setDifficulty
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CDScale: null, //set in levels.setDifficulty
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lookFreqScale: null, //set in levels.setDifficulty
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isNoPowerUps: false,
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// dropFPS(cap = 40, time = 15) {
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// simulation.fpsCap = cap
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// simulation.fpsInterval = 1000 / simulation.fpsCap;
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// simulation.defaultFPSCycle = simulation.cycle + time
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// const normalFPS = function () {
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// if (simulation.defaultFPSCycle < simulation.cycle) {
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// simulation.fpsCap = 72
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// simulation.fpsInterval = 1000 / simulation.fpsCap;
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// } else {
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// requestAnimationFrame(normalFPS);
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// }
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// };
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// requestAnimationFrame(normalFPS);
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// },
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// clip() {
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// },
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pixelGraphics() {
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//copy current canvas pixel data
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let imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
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let data = imgData.data;
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//change pixel data
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// const off = 4 * Math.floor(x) + 4 * canvas.width * Math.floor(y);
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// multiple windows
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for (let i = data.length / 2; i < data.length; i += 4) {
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index = i % (canvas.width * canvas.height * 2) // + canvas.width*4*canvas.height
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data[i + 0] = data[index + 0]; // red
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data[i + 1] = data[index + 1]; // red
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data[i + 2] = data[index + 2]; // red
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data[i + 3] = data[index + 3]; // red
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}
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for (let x = 0; x < len; x++) {
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}
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// const startX = 2 * canvas.width + 2 * canvas.width * canvas.height
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// const endX = 4 * canvas.width + 4 * canvas.width * canvas.height
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// const startY = 2 * canvas.width + 2 * canvas.width * canvas.height
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// const endY = 4 * canvas.width + 4 * canvas.width * canvas.height
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// for (let x = startX; x < endX; x++) {
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// for (let y = startY; y < endY; y++) {
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// }
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// }
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//strange draw offset
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// const off = canvas.height * canvas.width * 4 / 2
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// for (let index = 0; index < data.length; index += 4) {
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// data[index + 0] = data[index + 0 + off]; // red
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// data[index + 1] = data[index + 1 + off]; // red
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// data[index + 2] = data[index + 2 + off]; // red
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// data[index + 3] = data[index + 3 + off]; // red
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// }
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//change all pixels
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// for (let index = 0; index < data.length; index += 4) {
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// data[index + 0] = 255; // red
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// data[index + 1] = 255; // green
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// data[index + 2] = 255; // blue
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// data[index + 3] = 255; // alpha
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// }
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//change random pixels
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// for (let i = 0, len = Math.floor(data.length / 10); i < len; ++i) {
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// const index = Math.floor((Math.random() * data.length) / 4) * 4;
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// data[index + 0] = 255; // red
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// data[index + 1] = 0; // green
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// data[index + 2] = 0; // blue
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// data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
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// }
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// //change random pixels
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// for (let i = 0, len = Math.floor(data.length / 1000); i < len; ++i) {
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// const index = Math.floor((Math.random() * data.length) / 4) * 4;
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// // data[index] = data[index] ^ 255; // Invert Red
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// // data[index + 1] = data[index + 1] ^ 255; // Invert Green
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// // data[index + 2] = data[index + 2] ^ 255; // Invert Blue
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// data[index + 0] = 0; // red
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// data[index + 1] = 0; // green
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// data[index + 2] = 0; // blue
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// // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
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// }
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//draw new pixel data to canvas
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ctx.putImageData(imgData, 0, 0);
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},
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drawCursor() {
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const size = 10;
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ctx.beginPath();
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ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
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ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
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ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
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ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
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ctx.lineWidth = 2;
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.stroke(); // Draw it
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},
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drawList: [], //so you can draw a first frame of explosions.. I know this is bad
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drawTime: 8, //how long circles are drawn. use to push into drawlist.time
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mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
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playerDmgColor: "rgba(0,0,0,0.7)", //color when the player damages a mob
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drawCircle() {
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//draws a circle for two cycles, used for showing damage mostly
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let i = simulation.drawList.length;
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while (i--) {
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ctx.beginPath(); //draw circle
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ctx.arc(simulation.drawList[i].x, simulation.drawList[i].y, simulation.drawList[i].radius, 0, 2 * Math.PI);
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ctx.fillStyle = simulation.drawList[i].color;
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ctx.fill();
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if (simulation.drawList[i].time) {
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simulation.drawList[i].time--;
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} else {
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if (!m.isBodiesAsleep) simulation.drawList.splice(i, 1); //remove when timer runs out
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}
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}
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},
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lastLogTime: 0,
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// lastLogTimeBig: 0,
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boldActiveGunHUD() {
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if (b.inventory.length > 0) {
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for (let i = 0, len = b.inventory.length; i < len; ++i) document.getElementById(b.inventory[i]).style.opacity = "0.3";
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// document.getElementById(b.activeGun).style.fontSize = "30px";
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if (document.getElementById(b.activeGun)) document.getElementById(b.activeGun).style.opacity = "1";
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}
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if (tech.isEntanglement && document.getElementById("tech-entanglement")) {
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if (b.inventory[0] === b.activeGun) {
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let lessDamage = 1
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for (let i = 0, len = b.inventory.length; i < len; i++) lessDamage *= 0.87 // 1 - 0.13
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document.getElementById("tech-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%"
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} else {
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document.getElementById("tech-entanglement").innerHTML = " 0%"
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}
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}
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},
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updateGunHUD() {
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for (let i = 0, len = b.inventory.length; i < len; ++i) {
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document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo;
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}
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},
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makeGunHUD() {
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//remove all nodes
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const myNode = document.getElementById("guns");
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while (myNode.firstChild) {
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myNode.removeChild(myNode.firstChild);
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}
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//add nodes
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for (let i = 0, len = b.inventory.length; i < len; ++i) {
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const node = document.createElement("div");
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node.setAttribute("id", b.inventory[i]);
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let textnode = document.createTextNode(b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo);
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node.appendChild(textnode);
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document.getElementById("guns").appendChild(node);
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}
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simulation.boldActiveGunHUD();
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},
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updateTechHUD() {
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let text = ""
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for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
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if (tech.tech[i].isLost) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
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} else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += tech.tech[i].name
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if (tech.tech[i].nameInfo) {
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text += tech.tech[i].nameInfo
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tech.tech[i].addNameInfo();
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}
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if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
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}
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}
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document.getElementById("tech").innerHTML = text
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},
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isTextLogOpen: true,
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// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
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// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
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// SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#149" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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// SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0cf" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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makeTextLog(text, time = 180) {
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if (simulation.isTextLogOpen && !build.isExperimentSelection) {
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if (simulation.lastLogTime > m.cycle) { //if there is an older message
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document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
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simulation.lastLogTime = m.cycle + time;
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} else {
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document.getElementById("text-log").innerHTML = text;
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document.getElementById("text-log").style.opacity = 1;
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simulation.lastLogTime = m.cycle + time;
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}
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}
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},
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textLog() {
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if (simulation.lastLogTime && simulation.lastLogTime < m.cycle) {
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simulation.lastLogTime = 0;
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// document.getElementById("text-log").innerHTML = " ";
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document.getElementById("text-log").style.opacity = 0;
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}
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},
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nextGun() {
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if (b.inventory.length > 0 && !tech.isGunCycle) {
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b.inventoryGun++;
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if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
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simulation.switchGun();
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}
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},
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previousGun() {
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if (b.inventory.length > 0 && !tech.isGunCycle) {
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b.inventoryGun--;
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if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1;
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simulation.switchGun();
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}
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},
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switchGun() {
|
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if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns
|
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b.activeGun = b.inventory[b.inventoryGun];
|
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if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
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simulation.updateGunHUD();
|
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simulation.boldActiveGunHUD();
|
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},
|
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zoom: null,
|
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zoomScale: 1000,
|
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isAutoZoom: true,
|
|
setZoom(zoomScale = simulation.zoomScale) { //use in window resize in index.js
|
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simulation.zoomScale = zoomScale
|
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simulation.zoom = canvas.height / zoomScale; //sets starting zoom scale
|
|
},
|
|
zoomTransition(newZoomScale, step = 2) {
|
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if (simulation.isAutoZoom) {
|
|
const isBigger = (newZoomScale - simulation.zoomScale > 0) ? true : false;
|
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requestAnimationFrame(zLoop);
|
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const currentLevel = level.onLevel
|
|
|
|
function zLoop() {
|
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if (currentLevel !== level.onLevel || simulation.isAutoZoom === false) return //stop the zoom if player goes to a new level
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|
|
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if (isBigger) {
|
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simulation.zoomScale += step
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if (simulation.zoomScale >= newZoomScale) {
|
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simulation.setZoom(newZoomScale);
|
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return
|
|
}
|
|
} else {
|
|
simulation.zoomScale -= step
|
|
if (simulation.zoomScale <= newZoomScale) {
|
|
simulation.setZoom(newZoomScale);
|
|
return
|
|
}
|
|
}
|
|
|
|
simulation.setZoom();
|
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requestAnimationFrame(zLoop);
|
|
}
|
|
}
|
|
},
|
|
zoomInFactor: 0,
|
|
startZoomIn(time = 180) {
|
|
simulation.zoom = 0;
|
|
let count = 0;
|
|
requestAnimationFrame(zLoop);
|
|
|
|
function zLoop() {
|
|
simulation.zoom += canvas.height / simulation.zoomScale / time;
|
|
count++;
|
|
if (count < time) {
|
|
requestAnimationFrame(zLoop);
|
|
} else {
|
|
simulation.setZoom();
|
|
}
|
|
}
|
|
},
|
|
noCameraScroll() { //makes the camera not scroll after changing locations
|
|
//only works if velocity is zero
|
|
m.pos.x = player.position.x;
|
|
m.pos.y = playerBody.position.y - m.yOff;
|
|
const scale = 0.8;
|
|
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
|
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
|
m.transX += (m.transSmoothX - m.transX) * 1;
|
|
m.transY += (m.transSmoothY - m.transY) * 1;
|
|
},
|
|
edgeZoomOutSmooth: 1,
|
|
camera() {
|
|
//zoom out when mouse gets near the edge of the window
|
|
const dx = simulation.mouse.x / window.innerWidth - 0.5 //x distance from mouse to window center scaled by window width
|
|
const dy = simulation.mouse.y / window.innerHeight - 0.5 //y distance from mouse to window center scaled by window height
|
|
const d = Math.max(dx * dx, dy * dy)
|
|
simulation.edgeZoomOutSmooth = (1 + 4 * d * d) * 0.04 + simulation.edgeZoomOutSmooth * 0.96
|
|
|
|
|
|
ctx.save();
|
|
ctx.translate(canvas.width2, canvas.height2); //center
|
|
ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
|
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
|
|
//calculate in game mouse position by undoing the zoom and translations
|
|
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
|
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
|
},
|
|
restoreCamera() {
|
|
ctx.restore();
|
|
},
|
|
trails() {
|
|
const swapPeriod = 150
|
|
const len = 30
|
|
for (let i = 0; i < len; i++) {
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to have trails
|
|
ctx.fillStyle = `rgba(221,221,221,${i*i*0.0005 +0.0025})`;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, (i) * swapPeriod);
|
|
}
|
|
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, len * swapPeriod);
|
|
},
|
|
wipe() {
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
},
|
|
gravity() {
|
|
function addGravity(bodies, magnitude) {
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
bodies[i].force.y += bodies[i].mass * magnitude;
|
|
}
|
|
}
|
|
addGravity(powerUp, simulation.g);
|
|
addGravity(body, simulation.g);
|
|
player.force.y += player.mass * simulation.g;
|
|
},
|
|
firstRun: true,
|
|
splashReturn() {
|
|
simulation.clearTimeouts();
|
|
simulation.onTitlePage = true;
|
|
document.getElementById("splash").onclick = function() {
|
|
simulation.startGame();
|
|
};
|
|
document.getElementById("choose-grid").style.display = "none"
|
|
document.getElementById("info").style.display = "inline";
|
|
document.getElementById("experiment-button").style.display = "inline"
|
|
document.getElementById("experiment-grid").style.display = "none"
|
|
document.getElementById("pause-grid-left").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.display = "none"
|
|
document.getElementById("splash").style.display = "inline";
|
|
document.getElementById("dmg").style.display = "none";
|
|
document.getElementById("health-bg").style.display = "none";
|
|
document.body.style.cursor = "auto";
|
|
},
|
|
fpsInterval: 0, //set in startGame
|
|
then: null,
|
|
startGame(isBuildRun = false) {
|
|
simulation.clearMap()
|
|
if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
|
|
document.body.style.cursor = "none";
|
|
document.body.style.overflow = "hidden"
|
|
}
|
|
simulation.onTitlePage = false;
|
|
document.getElementById("choose-grid").style.display = "none"
|
|
document.getElementById("experiment-grid").style.display = "none"
|
|
document.getElementById("info").style.display = "none";
|
|
document.getElementById("experiment-button").style.display = "none";
|
|
document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
|
|
document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
|
|
document.getElementById("dmg").style.display = "inline";
|
|
document.getElementById("health-bg").style.display = "inline";
|
|
ctx.globalCompositeOperation = "source-over"
|
|
ctx.shadowBlur = 0;
|
|
// ctx.shadowColor = '#000';
|
|
if (!m.isShipMode) {
|
|
m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
|
|
m.spawn(); //spawns the player
|
|
m.look = m.lookDefault
|
|
} else {
|
|
World.add(engine.world, [player])
|
|
}
|
|
|
|
simulation.isHorizontalFlipped = (Math.random() < 0.5) ? true : false //if true, some maps are flipped horizontally
|
|
level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
|
|
if (simulation.isCommunityMaps) {
|
|
level.levels.push("stronghold");
|
|
level.levels.push("basement");
|
|
level.levels.push("crossfire");
|
|
level.levels.push("vats")
|
|
level.levels.push("n-gon")
|
|
level.levels.push("house");
|
|
level.levels.push("perplex");
|
|
level.levels.push("coliseum");
|
|
level.levels.push("tunnel");
|
|
level.levels = shuffle(level.levels); //shuffles order of maps
|
|
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
|
|
} else {
|
|
level.levels = shuffle(level.levels); //shuffles order of maps
|
|
}
|
|
level.levels.unshift("intro"); //add level to the start of the randomized levels list
|
|
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
|
|
level.levels.push("final"); //add level to the end of the randomized levels list
|
|
|
|
input.endKeySensing();
|
|
b.removeAllGuns();
|
|
simulation.isNoPowerUps = false;
|
|
tech.setupAllTech(); //sets tech to default values
|
|
tech.cancelCount = 0;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
|
}
|
|
tech.dynamoBotCount = 0;
|
|
tech.nailBotCount = 0;
|
|
tech.laserBotCount = 0;
|
|
tech.orbitBotCount = 0;
|
|
tech.foamBotCount = 0;
|
|
tech.boomBotCount = 0;
|
|
tech.plasmaBotCount = 0;
|
|
tech.missileBotCount = 0;
|
|
|
|
b.setFireMethod()
|
|
b.setFireCD();
|
|
// simulation.updateTechHUD();
|
|
powerUps.tech.choiceLog = []
|
|
powerUps.totalPowerUps = 0;
|
|
powerUps.research.count = 0;
|
|
m.setFillColors();
|
|
// m.maxHealth = 1
|
|
// m.maxEnergy = 1
|
|
// m.energy = 1
|
|
input.isPauseKeyReady = true
|
|
simulation.wipe = function() { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
m.hole.isOn = false
|
|
simulation.paused = false;
|
|
engine.timing.timeScale = 1;
|
|
simulation.fpsCap = simulation.fpsCapDefault;
|
|
simulation.isAutoZoom = true;
|
|
simulation.makeGunHUD();
|
|
simulation.lastLogTime = 0;
|
|
|
|
level.onLevel = 0;
|
|
level.levelsCleared = 0;
|
|
//resetting difficulty
|
|
simulation.dmgScale = 0; //increases in level.difficultyIncrease
|
|
b.dmgScale = 1; //decreases in level.difficultyIncrease
|
|
simulation.accelScale = 1;
|
|
simulation.lookFreqScale = 1;
|
|
simulation.CDScale = 1;
|
|
simulation.difficulty = 0;
|
|
simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
|
|
build.isExperimentSelection = false;
|
|
|
|
simulation.clearNow = true;
|
|
document.getElementById("text-log").style.opacity = 0;
|
|
document.getElementById("fade-out").style.opacity = 0;
|
|
document.title = "n-gon";
|
|
|
|
m.alive = true;
|
|
m.setMaxHealth()
|
|
m.health = 0;
|
|
m.addHealth(0.25)
|
|
m.drop();
|
|
m.holdingTarget = null
|
|
|
|
//set to default field
|
|
m.setMaxEnergy();
|
|
m.fieldMode = 0;
|
|
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
|
|
// simulation.makeTextLog(`
|
|
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
|
|
// <br>input.key.left <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
|
|
// <br>input.key.down <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
|
|
// <br>input.key.right <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
|
|
// <br>
|
|
// <br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
|
|
// <br>input.key.field <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
|
|
// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
|
|
// `, 800);
|
|
|
|
|
|
let delay = 500
|
|
const step = 150
|
|
setTimeout(function() {
|
|
simulation.makeTextLog(`input.key.up<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]`);
|
|
}, delay += step);
|
|
setTimeout(function() {
|
|
simulation.makeTextLog(`input.key.left<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]`);
|
|
}, delay += step);
|
|
setTimeout(function() {
|
|
simulation.makeTextLog(`input.key.down<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]`);
|
|
}, delay += step);
|
|
setTimeout(function() {
|
|
simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
|
|
}, delay += step);
|
|
setTimeout(function() {
|
|
simulation.makeTextLog(`<br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"`);
|
|
}, delay += step);
|
|
setTimeout(function() {
|
|
simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
|
|
}, delay += step);
|
|
|
|
m.setField(m.fieldMode)
|
|
// m.energy = 0;
|
|
//exit testing
|
|
if (simulation.testing) {
|
|
simulation.testing = false;
|
|
simulation.loop = simulation.normalLoop
|
|
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'none'
|
|
}
|
|
simulation.isCheating = false
|
|
simulation.firstRun = false;
|
|
|
|
//setup FPS cap
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
simulation.then = Date.now();
|
|
requestAnimationFrame(cycle); //starts game loop
|
|
|
|
},
|
|
clearTimeouts() {
|
|
let id = window.setTimeout(function() {}, 0);
|
|
while (id--) {
|
|
window.clearTimeout(id); // will do nothing if no timeout with id is present
|
|
}
|
|
},
|
|
clearNow: false,
|
|
clearMap() {
|
|
if (tech.isMineAmmoBack) {
|
|
let count = 0;
|
|
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
|
|
if (bullet[i].bulletType === "mine") count++
|
|
}
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
|
|
if (b.guns[i].name === "mine") {
|
|
if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
|
|
b.guns[i].ammo += count
|
|
simulation.updateGunHUD();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tech.isMutualism && !tech.isEnergyHealth) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].isMutualismActive) {
|
|
m.health += 0.005
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tech.isEndLevelPowerUp) {
|
|
for (let i = 0; i < powerUp.length; i++) {
|
|
if (powerUp[i].name === "tech") {
|
|
tech.giveTech()
|
|
} else if (powerUp[i].name === "gun") {
|
|
if (!tech.isOneGun) b.giveGuns("random")
|
|
} else if (powerUp[i].name === "field") {
|
|
if (m.fieldMode === 0) m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //pick a random field, but not field 0
|
|
} else {
|
|
powerUp[i].effect();
|
|
}
|
|
}
|
|
}
|
|
powerUps.totalPowerUps = powerUp.length
|
|
|
|
let holdTarget; //if player is holding something this remembers it before it gets deleted
|
|
if (m.holdingTarget) holdTarget = m.holdingTarget;
|
|
|
|
tech.deathSpawnsFromBoss = 0;
|
|
simulation.fallHeight = 3000;
|
|
m.fireCDcycle = 0
|
|
m.drop();
|
|
m.hole.isOn = false;
|
|
level.zones = [];
|
|
simulation.drawList = [];
|
|
|
|
function removeAll(array) {
|
|
for (let i = 0; i < array.length; ++i) Matter.World.remove(engine.world, array[i]);
|
|
}
|
|
removeAll(map);
|
|
map = [];
|
|
removeAll(body);
|
|
body = [];
|
|
removeAll(mob);
|
|
mob = [];
|
|
removeAll(powerUp);
|
|
powerUp = [];
|
|
removeAll(cons);
|
|
cons = [];
|
|
removeAll(consBB);
|
|
consBB = [];
|
|
removeAll(bullet);
|
|
bullet = [];
|
|
removeAll(composite);
|
|
composite = [];
|
|
// if player was holding something this makes a new copy to hold
|
|
if (holdTarget) {
|
|
len = body.length;
|
|
body[len] = Matter.Bodies.fromVertices(0, 0, holdTarget.vertices, {
|
|
friction: holdTarget.friction,
|
|
frictionAir: holdTarget.frictionAir,
|
|
frictionStatic: holdTarget.frictionStatic
|
|
});
|
|
Matter.Body.setPosition(body[len], m.pos);
|
|
m.isHolding = true
|
|
m.holdingTarget = body[len];
|
|
m.holdingTarget.collisionFilter.category = 0;
|
|
m.holdingTarget.collisionFilter.mask = 0;
|
|
m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale)
|
|
}
|
|
//set fps back to default
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
},
|
|
// getCoords: {
|
|
// //used when building maps, outputs a draw rect command to console, only works in testing mode
|
|
// pos1: {
|
|
// x: 0,
|
|
// y: 0
|
|
// },
|
|
// pos2: {
|
|
// x: 0,
|
|
// y: 0
|
|
// },
|
|
// out() {
|
|
// if (keys[49]) {
|
|
// simulation.getCoords.pos1.x = Math.round(simulation.mouseInGame.x / 25) * 25;
|
|
// simulation.getCoords.pos1.y = Math.round(simulation.mouseInGame.y / 25) * 25;
|
|
// }
|
|
// if (keys[50]) {
|
|
// //press 1 in the top left; press 2 in the bottom right;copy command from console
|
|
// simulation.getCoords.pos2.x = Math.round(simulation.mouseInGame.x / 25) * 25;
|
|
// simulation.getCoords.pos2.y = Math.round(simulation.mouseInGame.y / 25) * 25;
|
|
// window.getSelection().removeAllRanges();
|
|
// var range = document.createRange();
|
|
// range.selectNode(document.getElementById("test"));
|
|
// window.getSelection().addRange(range);
|
|
// document.execCommand("copy");
|
|
// window.getSelection().removeAllRanges();
|
|
// console.log(`spawn.mapRect(${simulation.getCoords.pos1.x}, ${simulation.getCoords.pos1.y}, ${simulation.getCoords.pos2.x - simulation.getCoords.pos1.x}, ${simulation.getCoords.pos2.y - simulation.getCoords.pos1.y}); //`);
|
|
// }
|
|
// }
|
|
// },
|
|
checks() {
|
|
if (!(simulation.cycle % 60) && !m.isBodiesAsleep) { //once a second
|
|
//energy overfill
|
|
if (m.energy > m.maxEnergy) m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
|
|
if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) {
|
|
if (tech.isFlipFlopOn) {
|
|
m.energy += 0.22;
|
|
} else {
|
|
m.energy -= 0.041;
|
|
if (m.energy < 0) m.energy = 0
|
|
}
|
|
}
|
|
if (tech.relayIce && tech.isFlipFlopOn) {
|
|
for (let j = 0; j < tech.relayIce; j++) {
|
|
for (let i = 0, len = Math.ceil(8 * Math.random()); i < len; i++) b.iceIX(2)
|
|
}
|
|
}
|
|
|
|
if (m.pos.y > simulation.fallHeight) { // if 4000px deep
|
|
Matter.Body.setVelocity(player, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
Matter.Body.setPosition(player, {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 20
|
|
});
|
|
// move bots
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) {
|
|
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
|
|
x: 250 * (Math.random() - 0.5),
|
|
y: 250 * (Math.random() - 0.5)
|
|
}));
|
|
Matter.Body.setVelocity(bullet[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
}
|
|
}
|
|
m.damage(0.1 * simulation.difficultyMode);
|
|
m.energy -= 0.1 * simulation.difficultyMode
|
|
}
|
|
|
|
// if (tech.isEnergyDamage) {
|
|
// document.getElementById("tech-capacitor").innerHTML = `(+${(m.energy/0.05).toFixed(0)}%)`
|
|
// }
|
|
// if (tech.restDamage) {
|
|
// if (player.speed < 1) {
|
|
// document.getElementById("tech-rest").innerHTML = `(+20%)`
|
|
// } else {
|
|
// document.getElementById("tech-rest").innerHTML = `(+0%)`
|
|
// }
|
|
// }
|
|
|
|
if (m.lastKillCycle + 300 > simulation.cycle) { //effects active for 5 seconds after killing a mob
|
|
if (tech.isEnergyRecovery) m.energy += m.maxEnergy * 0.05
|
|
if (tech.isHealthRecovery) m.addHealth(0.01 * m.maxHealth)
|
|
}
|
|
|
|
if (!(simulation.cycle % 420)) { //once every 7 seconds
|
|
|
|
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
|
|
|
|
fallCheck = function(who, save = false) {
|
|
let i = who.length;
|
|
while (i--) {
|
|
if (who[i].position.y > simulation.fallHeight) {
|
|
if (save) {
|
|
Matter.Body.setVelocity(who[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
Matter.Body.setPosition(who[i], {
|
|
x: level.exit.x + 30 * (Math.random() - 0.5),
|
|
y: level.exit.y + 30 * (Math.random() - 0.5)
|
|
});
|
|
} else {
|
|
Matter.World.remove(engine.world, who[i]);
|
|
who.splice(i, 1);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
fallCheck(mob);
|
|
fallCheck(body);
|
|
fallCheck(powerUp, true);
|
|
|
|
|
|
//check for double crouch
|
|
//crouch playerHead.position.y - player.position.y = 9.7 //positive
|
|
//standing playerHead.position.y - player.position.y = -30 //negative
|
|
// m.undoCrouch()
|
|
// if (!m.crouch && ((playerHead.position.y - player.position.y) > 0)) {
|
|
// Matter.Body.translate(playerHead, {
|
|
// x: 0,
|
|
// y: 40
|
|
// });
|
|
// } else if (m.crouch && ((playerHead.position.y - player.position.y) > 10)) {
|
|
// Matter.Body.translate(playerHead, {
|
|
// x: 0,
|
|
// y: 40
|
|
// });
|
|
// }
|
|
}
|
|
}
|
|
},
|
|
testingOutput() {
|
|
ctx.fillStyle = "#000";
|
|
ctx.textAlign = "center";
|
|
ctx.fillText(`(${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})`, simulation.mouse.x, simulation.mouse.y - 20);
|
|
},
|
|
draw: {
|
|
// powerUp() { //is set by Bayesian tech
|
|
// // ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// // for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// // ctx.beginPath();
|
|
// // ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// // ctx.fillStyle = powerUp[i].color;
|
|
// // ctx.fill();
|
|
// // }
|
|
// // ctx.globalAlpha = 1;
|
|
// },
|
|
// powerUpNormal() { //back up in case power up draw gets changed
|
|
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// ctx.beginPath();
|
|
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = powerUp[i].color;
|
|
// ctx.fill();
|
|
// }
|
|
// ctx.globalAlpha = 1;
|
|
// },
|
|
// powerUpBonus() { //draws crackle effect for bonus power ups
|
|
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// ctx.beginPath();
|
|
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = powerUp[i].color;
|
|
// ctx.fill();
|
|
// }
|
|
// ctx.globalAlpha = 1;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// if (powerUp[i].isDuplicated && Math.random() < 0.1) {
|
|
// //draw electricity
|
|
// const mag = 5 + powerUp[i].size / 5
|
|
// let unit = Vector.rotate({
|
|
// x: mag,
|
|
// y: mag
|
|
// }, 2 * Math.PI * Math.random())
|
|
// let path = {
|
|
// x: powerUp[i].position.x + unit.x,
|
|
// y: powerUp[i].position.y + unit.y
|
|
// }
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(path.x, path.y);
|
|
// for (let i = 0; i < 6; i++) {
|
|
// unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
|
|
// path = Vector.add(path, unit)
|
|
// ctx.lineTo(path.x, path.y);
|
|
// }
|
|
// ctx.lineWidth = 0.5 + 2 * Math.random();
|
|
// ctx.strokeStyle = "#000"
|
|
// ctx.stroke();
|
|
// }
|
|
// }
|
|
// },
|
|
|
|
// map: function() {
|
|
// ctx.beginPath();
|
|
// for (let i = 0, len = map.length; i < len; ++i) {
|
|
// let vertices = map[i].vertices;
|
|
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
// for (let j = 1; j < vertices.length; j += 1) {
|
|
// ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
// }
|
|
// ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
// }
|
|
// ctx.fillStyle = "#444";
|
|
// ctx.fill();
|
|
// },
|
|
mapPath: null, //holds the path for the map to speed up drawing
|
|
setPaths() {
|
|
//runs at each new level to store the path for the map since the map doesn't change
|
|
simulation.draw.mapPath = new Path2D();
|
|
for (let i = 0, len = map.length; i < len; ++i) {
|
|
let vertices = map[i].vertices;
|
|
simulation.draw.mapPath.moveTo(vertices[0].x, vertices[0].y);
|
|
for (let j = 1; j < vertices.length; j += 1) {
|
|
simulation.draw.mapPath.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
},
|
|
mapFill: "#444",
|
|
bodyFill: "rgba(140,140,140,0.85)", //"#999",
|
|
bodyStroke: "#222",
|
|
drawMapPath() {
|
|
ctx.fillStyle = simulation.draw.mapFill;
|
|
ctx.fill(simulation.draw.mapPath);
|
|
},
|
|
body() {
|
|
ctx.beginPath();
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
let vertices = body[i].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 = 2;
|
|
ctx.fillStyle = simulation.draw.bodyFill;
|
|
ctx.fill();
|
|
ctx.strokeStyle = simulation.draw.bodyStroke;
|
|
ctx.stroke();
|
|
},
|
|
cons() {
|
|
ctx.beginPath();
|
|
for (let i = 0, len = cons.length; i < len; ++i) {
|
|
ctx.moveTo(cons[i].pointA.x, cons[i].pointA.y);
|
|
// ctx.lineTo(cons[i].bodyB.position.x, cons[i].bodyB.position.y);
|
|
ctx.lineTo(cons[i].bodyB.position.x + cons[i].pointB.x, cons[i].bodyB.position.y + cons[i].pointB.y);
|
|
}
|
|
for (let i = 0, len = consBB.length; i < len; ++i) {
|
|
ctx.moveTo(consBB[i].bodyA.position.x, consBB[i].bodyA.position.y);
|
|
ctx.lineTo(consBB[i].bodyB.position.x, consBB[i].bodyB.position.y);
|
|
}
|
|
ctx.lineWidth = 2;
|
|
// ctx.strokeStyle = "#999";
|
|
ctx.strokeStyle = "rgba(0,0,0,0.15)";
|
|
ctx.stroke();
|
|
},
|
|
wireFrame() {
|
|
// ctx.textAlign = "center";
|
|
// ctx.textBaseline = "middle";
|
|
// ctx.fillStyle = "#999";
|
|
const bodies = Composite.allBodies(engine.world);
|
|
ctx.beginPath();
|
|
for (let i = 0; i < bodies.length; ++i) {
|
|
//ctx.fillText(bodies[i].id,bodies[i].position.x,bodies[i].position.y); //shows the id of every body
|
|
let vertices = bodies[i].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 = 1;
|
|
ctx.strokeStyle = "#000";
|
|
ctx.stroke();
|
|
},
|
|
testing() {
|
|
//jump
|
|
ctx.beginPath();
|
|
let bodyDraw = jumpSensor.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(255, 0, 0, 0.5)";
|
|
ctx.fill();
|
|
// ctx.strokeStyle = "#000";
|
|
// ctx.stroke();
|
|
//main body
|
|
ctx.beginPath();
|
|
bodyDraw = playerBody.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(0, 255, 255, 0.25)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
//head
|
|
ctx.beginPath();
|
|
bodyDraw = playerHead.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(255, 255, 0, 0.4)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
//head sensor
|
|
ctx.beginPath();
|
|
bodyDraw = headSensor.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(0, 0, 255, 0.25)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
}
|
|
},
|
|
checkLineIntersection(v1, v1End, v2, v2End) {
|
|
// if the lines intersect, the result contains the x and y of the intersection (treating the lines as infinite) and booleans for whether line segment 1 or line segment 2 contain the point
|
|
let denominator, a, b, numerator1, numerator2;
|
|
let result = {
|
|
x: null,
|
|
y: null,
|
|
onLine1: false,
|
|
onLine2: false
|
|
};
|
|
denominator = (v2End.y - v2.y) * (v1End.x - v1.x) - (v2End.x - v2.x) * (v1End.y - v1.y);
|
|
if (denominator == 0) {
|
|
return result;
|
|
}
|
|
a = v1.y - v2.y;
|
|
b = v1.x - v2.x;
|
|
numerator1 = (v2End.x - v2.x) * a - (v2End.y - v2.y) * b;
|
|
numerator2 = (v1End.x - v1.x) * a - (v1End.y - v1.y) * b;
|
|
a = numerator1 / denominator;
|
|
b = numerator2 / denominator;
|
|
|
|
// if we cast these lines infinitely in both directions, they intersect here:
|
|
result.x = v1.x + a * (v1End.x - v1.x);
|
|
result.y = v1.y + a * (v1End.y - v1.y);
|
|
// if line1 is a segment and line2 is infinite, they intersect if:
|
|
if (a > 0 && a < 1) result.onLine1 = true;
|
|
// if line2 is a segment and line1 is infinite, they intersect if:
|
|
if (b > 0 && b < 1) result.onLine2 = true;
|
|
// if line1 and line2 are segments, they intersect if both of the above are true
|
|
return result;
|
|
},
|
|
copyToClipBoard(value) {
|
|
// Create a fake textarea
|
|
const textAreaEle = document.createElement('textarea');
|
|
|
|
// Reset styles
|
|
textAreaEle.style.border = '0';
|
|
textAreaEle.style.padding = '0';
|
|
textAreaEle.style.margin = '0';
|
|
|
|
// Set the absolute position
|
|
// User won't see the element
|
|
textAreaEle.style.position = 'absolute';
|
|
textAreaEle.style.left = '-9999px';
|
|
textAreaEle.style.top = `0px`;
|
|
|
|
// Set the value
|
|
textAreaEle.value = value
|
|
|
|
// Append the textarea to body
|
|
document.body.appendChild(textAreaEle);
|
|
|
|
// Focus and select the text
|
|
textAreaEle.focus();
|
|
textAreaEle.select();
|
|
|
|
// Execute the "copy" command
|
|
try {
|
|
document.execCommand('copy');
|
|
} catch (err) {
|
|
// Unable to copy
|
|
console.log(err)
|
|
} finally {
|
|
// Remove the textarea
|
|
document.body.removeChild(textAreaEle);
|
|
}
|
|
},
|
|
constructMouseDownPosition: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
constructMapString: [],
|
|
constructCycle() {
|
|
if (simulation.isConstructionMode && simulation.constructMouseDownPosition) {
|
|
function round(num, round = 25) {
|
|
return Math.ceil(num / round) * round;
|
|
}
|
|
const x = round(simulation.constructMouseDownPosition.x)
|
|
const y = round(simulation.constructMouseDownPosition.y)
|
|
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
|
|
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
|
|
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeRect(x, y, dx, dy);
|
|
}
|
|
},
|
|
outputMapString(string) {
|
|
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
|
|
let out = "" //combine set of map strings to one string
|
|
let outHTML = ""
|
|
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
|
|
out += simulation.constructMapString[i];
|
|
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
|
|
}
|
|
console.log(out)
|
|
simulation.copyToClipBoard(out)
|
|
document.getElementById("construct").innerHTML = outHTML
|
|
},
|
|
enableConstructMode() {
|
|
simulation.isConstructionMode = true;
|
|
simulation.isHorizontalFlipped = false;
|
|
simulation.isAutoZoom = false;
|
|
simulation.zoomScale = 2600;
|
|
simulation.setZoom();
|
|
|
|
document.body.addEventListener("mouseup", (e) => {
|
|
if (simulation.testing && simulation.constructMouseDownPosition) {
|
|
function round(num, round = 25) {
|
|
return Math.ceil(num / round) * round;
|
|
}
|
|
//clean up positions
|
|
const x = round(simulation.constructMouseDownPosition.x)
|
|
const y = round(simulation.constructMouseDownPosition.y)
|
|
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
|
|
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
|
|
|
|
if (e.which === 2) {
|
|
simulation.outputMapString(`spawn.randomMob(${x}, ${y},0.5);`);
|
|
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
|
|
if (e.which === 1) { //add map
|
|
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});`);
|
|
|
|
//see map in world
|
|
spawn.mapRect(x, y, dx, dy);
|
|
len = map.length - 1
|
|
map[len].collisionFilter.category = cat.map;
|
|
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
|
Matter.Body.setStatic(map[len], true); //make static
|
|
World.add(engine.world, map[len]); //add to world
|
|
|
|
simulation.draw.setPaths() //update map graphics
|
|
} else if (e.which === 3) { //add body
|
|
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`);
|
|
|
|
//see map in world
|
|
spawn.bodyRect(x, y, dx, dy);
|
|
len = body.length - 1
|
|
body[len].collisionFilter.category = cat.body;
|
|
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
|
World.add(engine.world, body[len]); //add to world
|
|
body[len].classType = "body"
|
|
}
|
|
}
|
|
}
|
|
simulation.constructMouseDownPosition.x = undefined
|
|
simulation.constructMouseDownPosition.y = undefined
|
|
});
|
|
simulation.constructMouseDownPosition.x = undefined
|
|
simulation.constructMouseDownPosition.y = undefined
|
|
document.body.addEventListener("mousedown", (e) => {
|
|
if (simulation.testing) {
|
|
simulation.constructMouseDownPosition.x = simulation.mouseInGame.x
|
|
simulation.constructMouseDownPosition.y = simulation.mouseInGame.y
|
|
}
|
|
});
|
|
|
|
document.body.addEventListener("keydown", (e) => { // e.keyCode z=90 m=77 b=66 shift = 16 c = 67
|
|
if (simulation.testing && e.keyCode === 90 && simulation.constructMapString.length) {
|
|
if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'm') { //remove map from current level
|
|
const index = map.length - 1
|
|
Matter.World.remove(engine.world, map[index]);
|
|
map.splice(index, 1);
|
|
simulation.draw.setPaths() //update map graphics
|
|
} else if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'b') { //remove body from current level
|
|
const index = body.length - 1
|
|
Matter.World.remove(engine.world, body[index]);
|
|
body.splice(index, 1);
|
|
}
|
|
simulation.constructMapString.pop();
|
|
simulation.outputMapString();
|
|
}
|
|
});
|
|
}
|
|
}; |