shotgun balance ice-shot: less spread, higher damage, more crystals needle-shot: more needles, higher damage, less spread foam-shot: 1 more bubble power up selection and pause menu elements scroll individually now it looks great on my computer, but different operating systems and browsers are unpredictable let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on
1238 lines
59 KiB
JavaScript
1238 lines
59 KiB
JavaScript
"use strict";
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//collision groups
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// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield | cat.phased
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const cat = {
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player: 0x1,
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map: 0x10,
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body: 0x100,
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bullet: 0x1000,
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powerUp: 0x10000,
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mob: 0x100000,
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mobBullet: 0x1000000,
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mobShield: 0x10000000,
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phased: 0x100000000,
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}
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function shuffle(array) {
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var currentIndex = array.length,
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temporaryValue,
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randomIndex;
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// While there remain elements to shuffle...
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while (0 !== currentIndex) {
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// Pick a remaining element...
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randomIndex = Math.floor(Math.random() * currentIndex);
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currentIndex -= 1;
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// And swap it with the current element.
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temporaryValue = array[currentIndex];
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array[currentIndex] = array[randomIndex];
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array[randomIndex] = temporaryValue;
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}
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return array;
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}
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// shrink power up selection menu to find window height
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if (screen.height < 800) {
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document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal
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if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal
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}
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//**********************************************************************
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// check for URL parameters to load an experimental game
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//**********************************************************************
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//example https://landgreen.github.io/sidescroller/index.html?
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// &gun1=minigun&gun2=laser
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// &tech1=laser-bot&tech2=mass%20driver&tech3=overcharge&tech4=laser-bot&tech5=laser-bot&field=phase%20decoherence%20field&difficulty=2
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//add ? to end of url then for each power up add
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// &gun1=name&gun2=name
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// &tech1=laser-bot&tech2=mass%20driver&tech3=overcharge&tech4=laser-bot&tech5=laser-bot
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// &field=phase%20decoherence%20field
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// &difficulty=2
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//use %20 for spaces
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//difficulty is 0 easy, 1 normal, 2 hard, 4 why
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function getUrlVars() {
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let vars = {};
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window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function(m, k, v) {
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vars[k] = v;
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});
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return vars;
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}
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window.addEventListener('load', () => {
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const set = getUrlVars()
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if (Object.keys(set).length !== 0) {
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build.populateGrid() //trying to solve a bug with this, but maybe it doesn't help
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openExperimentMenu();
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//add experimental selections based on url
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for (const property in set) {
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set[property] = set[property].replace(/%20/g, " ")
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set[property] = set[property].replace(/%27/g, "'")
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set[property] = set[property].replace(/%CE%A8/g, "Ψ")
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if (property === "field") {
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let found = false
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let index
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for (let i = 0; i < m.fieldUpgrades.length; i++) {
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if (set[property] === m.fieldUpgrades[i].name) {
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index = i;
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found = true;
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break;
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}
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}
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if (found) build.choosePowerUp(document.getElementById(`field-${index}`), index, 'field')
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}
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if (property.substring(0, 3) === "gun") {
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let found = false
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let index
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for (let i = 0; i < b.guns.length; i++) {
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if (set[property] === b.guns[i].name) {
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index = i;
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found = true;
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break;
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}
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}
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if (found) build.choosePowerUp(document.getElementById(`gun-${index}`), index, 'gun')
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}
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if (property.substring(0, 4) === "tech") {
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for (let i = 0; i < tech.tech.length; i++) {
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if (set[property] === tech.tech[i].name) {
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build.choosePowerUp(document.getElementById(`tech-${i}`), i, 'tech', true)
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break;
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}
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}
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}
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if (property === "difficulty") {
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simulation.difficultyMode = Number(set[property])
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document.getElementById("difficulty-select-experiment").value = Number(set[property])
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}
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if (property === "level") document.getElementById("starting-level").value = Number(set[property])
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if (property === "noPower") document.getElementById("no-power-ups").checked = Number(set[property])
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}
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}
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});
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//**********************************************************************
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//set up canvas
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//**********************************************************************
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const canvas = document.getElementById("canvas");
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//using "const" causes problems in safari when an ID shares the same name.
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const ctx = canvas.getContext("2d");
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// const ctx = canvas.getContext('2d', { alpha: false }); //optimization, but doesn't work
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document.body.style.backgroundColor = "#fff";
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//disable pop up menu on right click
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document.oncontextmenu = function() {
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return false;
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}
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function setupCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
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canvas.height2 = canvas.height / 2;
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canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
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// ctx.font = "18px Arial";
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// ctx.textAlign = "center";
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ctx.font = "25px Arial";
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ctx.lineJoin = "round";
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ctx.lineCap = "round";
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// ctx.lineCap='square';
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simulation.setZoom();
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}
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setupCanvas();
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window.onresize = () => {
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setupCanvas();
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};
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//**********************************************************************
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// experimental build grid display and pause
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//**********************************************************************
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const build = {
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// onLoadPowerUps() {
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// const set = getUrlVars()
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// if (Object.keys(set).length !== 0) {
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// for (const property in set) {
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// set[property] = set[property].replace(/%20/g, " ")
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// if (property.substring(0, 3) === "gun") b.giveGuns(set[property])
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// if (property.substring(0, 3) === "tech") tech.giveTech(set[property])
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// if (property === "field") m.setField(set[property])
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// if (property === "difficulty") {
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// simulation.difficultyMode = Number(set[property])
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// document.getElementById("difficulty-select").value = Number(set[property])
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// }
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// if (property === "level") {
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// level.levelsCleared += Number(set[property]);
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// level.difficultyIncrease(Number(set[property]) * simulation.difficultyMode) //increase difficulty based on modes
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// spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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// level.onLevel++
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// }
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// }
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// for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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// bullet = []; //remove any bullets that might have spawned from tech
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// if (b.inventory.length > 0) {
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// b.activeGun = b.inventory[0] //set first gun to active gun
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// simulation.makeGunHUD();
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// }
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// }
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// },
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pauseGrid() {
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let botText = ""
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if (tech.nailBotCount) botText += `<br>nail-bots: ${tech.nailBotCount}`
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if (tech.orbitBotCount) botText += `<br>orbital-bots: ${tech.orbitBotCount}`
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if (tech.boomBotCount) botText += `<br>boom-bots: ${tech.boomBotCount}`
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if (tech.laserBotCount) botText += `<br>laser-bots: ${tech.laserBotCount}`
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if (tech.foamBotCount) botText += `<br>foam-bots: ${tech.foamBotCount}`
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if (tech.dynamoBotCount) botText += `<br>dynamo-bots: ${tech.dynamoBotCount}`
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if (tech.plasmaBotCount) botText += `<br>plasma-bots: ${tech.plasmaBotCount}`
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if (tech.missileBotCount) botText += `<br>missile-bots: ${tech.missileBotCount}`
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const harm = (1 - m.harmReduction()) * 100
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let text = ""
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if (!simulation.isChoosing) text += `<div class="pause-grid-module">
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<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> press P to resume</div>`
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text += `<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">
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${simulation.isCheating? "<em>lore disabled</em><br><br>": ""}
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<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
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<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
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<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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<br><strong class='color-dup'>duplication</strong> chance: ${(Math.min(1,tech.duplicationChance())*100).toFixed(0)}%
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${botText}
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<br>
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<br><strong class='color-m'>tech</strong>: ${tech.totalCount} <strong class='color-r'>research</strong>: ${powerUps.research.count}
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<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) <strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
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<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
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<br>mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
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<br>
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<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${m.cycle} cycles
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<br>${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
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<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
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<br>harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
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<br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
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<br>
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<svg class="SVG-button" onclick="build.shareURL(false)" width="110" height="25" style="padding:2px; margin: 10px;">
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<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif"> <text x="5" y="18">copy build url</text> </g>
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</svg>
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</div>`;
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[b.inventory[i]].name} - <span style="font-size:100%;font-weight: 100;">${b.guns[b.inventory[i]].ammo}</span></div> ${b.guns[b.inventory[i]].description}</div>`
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}
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let el = document.getElementById("pause-grid-left")
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el.style.display = "grid"
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el.innerHTML = text
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text = "";
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text += `<div class="pause-grid-module" id ="pause-field"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}</div>`
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let countTech = 0
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
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const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
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if (tech.tech[i].isFieldTech) {
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text += `<div class="pause-grid-module"><div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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</span>
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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} else if (tech.tech[i].isGunTech) {
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text += `<div class="pause-grid-module"><div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
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</span>
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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} else if (tech.tech[i].isLore) {
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text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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// } else if (tech.tech[i].isJunk) {
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// text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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} else {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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}
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countTech++
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} else if (tech.tech[i].isLost) {
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text += `<div class="pause-grid-module" style="text-decoration: line-through;"><div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].description}</div></div>`
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}
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}
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//show in game console with scroll bar?
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// text +=``
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el = document.getElementById("pause-grid-right")
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el.style.display = "grid"
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el.innerHTML = text
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// if (countTech > 5 || b.inventory.length > 6) {
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// document.body.style.overflowY = "scroll";
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// document.body.style.overflowX = "hidden";
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// }
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},
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unPauseGrid() {
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// document.body.style.overflow = "hidden"
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document.getElementById("pause-grid-left").style.display = "none"
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document.getElementById("pause-grid-right").style.display = "none"
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window.scrollTo(0, 0);
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},
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isExperimentSelection: true,
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choosePowerUp(who, index, type, isAllowed = false) {
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if (type === "gun") {
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let isDeselect = false
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for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
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if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun
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isDeselect = true
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who.classList.remove("build-gun-selected");
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//remove gun
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b.inventory.splice(i, 1)
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b.guns[index].count = 0;
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b.guns[index].have = false;
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if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
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if (b.inventory.length === 0) b.activeGun = null;
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simulation.makeGunHUD();
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break
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}
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}
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if (!isDeselect) { //add gun
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who.classList.add("build-gun-selected");
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b.giveGuns(index)
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}
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} else if (type === "field") {
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if (m.fieldMode !== index) {
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document.getElementById("field-" + m.fieldMode).classList.remove("build-field-selected");
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m.setField(index)
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who.classList.add("build-field-selected");
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}
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} else if (type === "tech") {
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if (tech.tech[index].count < tech.tech[index].maxCount) {
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// if (!tech.tech[index].isLore && !tech.tech[index].isNonRefundable && !who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
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if (!who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
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tech.giveTech(index)
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} else if (!tech.tech[index].isNonRefundable) {
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tech.totalCount -= tech.tech[index].count
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tech.removeTech(index);
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who.classList.remove("build-tech-selected");
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} else {
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// for non refundable tech this makes it flash off for a second, but return to on to show that it can't be set off
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who.classList.remove("build-tech-selected")
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setTimeout(() => {
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who.classList.add("build-tech-selected")
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}, 50);
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}
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}
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// } else if (type === "tech") { //remove tech if you have too many
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// if (tech.tech[index].count < tech.tech[index].maxCount) {
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// if (!who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
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// tech.giveTech(index)
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// } else if (!tech.tech[index].isNonRefundable) {
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// tech.totalCount -= tech.tech[index].count
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// tech.removeTech(index);
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// who.classList.remove("build-tech-selected");
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// } else {
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// who.classList.remove("build-tech-selected")
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// setTimeout(() => { //return energy
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// who.classList.add("build-tech-selected")
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// }, 50);
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// }
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// }
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//update tech text //disable not allowed tech
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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const techID = document.getElementById("tech-" + i)
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if (!tech.tech[i].isExperimentHide && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
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if (tech.tech[i].allowed() || isAllowed || tech.tech[i].count > 0) {
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const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
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if (tech.tech[i].isFieldTech) {
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techID.innerHTML = ` <div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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</span>
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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// <div class="circle-grid gun" style="position:absolute; top:-3px; left:-3px; opacity:1; height: 33px; width:33px;"></div>
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// <div class="circle-grid tech" style="position:absolute; top:5px; left:5px;opacity:1;height: 20px; width:20px;border: #fff solid 2px;"></div>
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// border: #fff solid 0px;
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} else if (tech.tech[i].isGunTech) {
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techID.innerHTML = ` <div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
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</span>
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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} else if (tech.tech[i].isJunk) {
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// text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div></div>`
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techID.innerHTML = `<div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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} else if (tech.tech[i].isExperimentalMode) {
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// techID.innerHTML = `${tech.tech[i].description}</div>`
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techID.innerHTML = `<div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].description}</div>`
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// text += `<div class="grid-title">${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
|
|
} else {
|
|
techID.innerHTML = `<div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
|
|
}
|
|
//deselect selected tech options if you don't have the tech any more // for example: when bot techs are converted after a bot upgrade tech is taken
|
|
if (tech.tech[i].count === 0 && techID.classList.contains("build-tech-selected")) techID.classList.remove("build-tech-selected");
|
|
|
|
if (techID.classList.contains("experiment-grid-disabled")) {
|
|
techID.classList.remove("experiment-grid-disabled");
|
|
techID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'tech')`);
|
|
}
|
|
} else { //disabled color
|
|
// techID.innerHTML = `<div class="grid-title"> ${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
|
|
// techID.innerHTML = `<div class="grid-title"> ${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
|
|
techID.innerHTML = `<div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].description}</div>`
|
|
// console.log(techID)
|
|
if (!techID.classList.contains("experiment-grid-disabled")) {
|
|
techID.classList.add("experiment-grid-disabled");
|
|
techID.onclick = null
|
|
}
|
|
if (tech.tech[i].count > 0) tech.removeTech(i)
|
|
if (techID.classList.contains("build-tech-selected")) techID.classList.remove("build-tech-selected");
|
|
}
|
|
}
|
|
}
|
|
},
|
|
populateGrid() {
|
|
let text = `
|
|
<div style="display: flex; justify-content: space-around; align-items: center;">
|
|
<svg class="SVG-button" onclick="build.startExperiment()" width="115" height="51">
|
|
<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
|
|
<text x="18" y="38">start</text>
|
|
</g>
|
|
</svg>
|
|
<svg class="SVG-button" onclick="build.reset()" width="50" height="25">
|
|
<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
|
|
<text x="5" y="18">reset</text>
|
|
</g>
|
|
</svg>
|
|
<svg class="SVG-button" onclick="build.shareURL(true)" width="52" height="25">
|
|
<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
|
|
<text x="5" y="18">share</text>
|
|
</g>
|
|
</svg>
|
|
</div>
|
|
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 190%;background-color:var(--build-bg-color);">
|
|
<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
|
|
<div>
|
|
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
|
|
<select name="difficulty-select" id="difficulty-select-experiment">
|
|
<option value="1">easy</option>
|
|
<option value="2" selected>normal</option>
|
|
<option value="4">hard</option>
|
|
<option value="6">why?</option>
|
|
</select>
|
|
</div>
|
|
<div>
|
|
<label for="no-power-ups" title="no tech, fields, or guns will spawn">no power ups:</label>
|
|
<input type="checkbox" id="no-power-ups" name="no-power-ups" style="width:17px; height:17px;">
|
|
</div>
|
|
</div>`
|
|
for (let i = 0, len = m.fieldUpgrades.length; i < len; i++) {
|
|
text += `<div id ="field-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[i].name}</div> ${m.fieldUpgrades[i].description}</div>`
|
|
}
|
|
for (let i = 0, len = b.guns.length; i < len; i++) {
|
|
text += `<div id = "gun-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
|
|
}
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (!tech.tech[i].isExperimentHide && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
|
|
if (tech.tech[i].allowed()) { // || tech.tech[i].name === "+1 cardinality") { //|| tech.tech[i].name === "leveraged investment"
|
|
if (tech.tech[i].isExperimentalMode) {
|
|
text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title">${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
|
|
} else {
|
|
text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
|
|
}
|
|
} else {
|
|
// text += `<div id="tech-${i}" class="experiment-grid-module "><div class="grid-title">${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
|
|
text += `<div id="tech-${i}" class="experiment-grid-module experiment-grid-disabled"><div class="grid-title"> ${tech.tech[i].name}</div> ${tech.tech[i].description}</div>`
|
|
}
|
|
}
|
|
}
|
|
document.getElementById("experiment-grid").innerHTML = text
|
|
document.getElementById("difficulty-select-experiment").value = document.getElementById("difficulty-select").value
|
|
document.getElementById("difficulty-select-experiment").addEventListener("input", () => {
|
|
simulation.difficultyMode = Number(document.getElementById("difficulty-select-experiment").value)
|
|
localSettings.difficultyMode = Number(document.getElementById("difficulty-select-experiment").value)
|
|
document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-experiment").value
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
});
|
|
//add tooltips
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (document.getElementById(`tech-${i}`)) {
|
|
document.getElementById(`tech-${i}`).setAttribute('data-descr', tech.tech[i].requires); //add tooltip
|
|
// document.getElementById(`tech-${i}`).setAttribute('title', tech.tech[i].requires); //add tooltip
|
|
}
|
|
}
|
|
},
|
|
reset() {
|
|
simulation.startGame(true); //starts game, but pauses it
|
|
build.isExperimentSelection = true;
|
|
simulation.paused = true;
|
|
m.setField(0)
|
|
b.inventory = []; //removes guns and ammo
|
|
for (let i = 0, len = b.guns.length; i < len; ++i) {
|
|
b.guns[i].count = 0;
|
|
b.guns[i].have = false;
|
|
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
|
|
}
|
|
b.activeGun = null;
|
|
simulation.makeGunHUD();
|
|
tech.setupAllTech();
|
|
build.populateGrid();
|
|
document.getElementById("field-0").classList.add("build-field-selected");
|
|
document.getElementById("experiment-grid").style.display = "grid"
|
|
},
|
|
shareURL(isCustom = false) {
|
|
let url = "https://landgreen.github.io/sidescroller/index.html?"
|
|
let count = 0;
|
|
for (let i = 0; i < b.inventory.length; i++) {
|
|
if (b.guns[b.inventory[i]].have) {
|
|
url += `&gun${count}=${encodeURIComponent(b.guns[b.inventory[i]].name.trim())}`
|
|
count++
|
|
}
|
|
}
|
|
count = 0;
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
for (let j = 0; j < tech.tech[i].count; j++) {
|
|
url += `&tech${count}=${encodeURIComponent(tech.tech[i].name.trim())}`
|
|
count++
|
|
}
|
|
}
|
|
url += `&field=${encodeURIComponent(m.fieldUpgrades[m.fieldMode].name.trim())}`
|
|
url += `&difficulty=${simulation.difficultyMode}`
|
|
if (isCustom) {
|
|
url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}`
|
|
url += `&noPower=${Number(document.getElementById("no-power-ups").checked)}`
|
|
// alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
|
|
} else {
|
|
simulation.makeTextLog("n-gon build URL copied to clipboard.<br>Paste into browser address bar.")
|
|
}
|
|
console.log('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
|
|
console.log(url)
|
|
navigator.clipboard.writeText(url).then(function() {
|
|
/* clipboard successfully set */
|
|
if (isCustom) {
|
|
setTimeout(function() {
|
|
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
|
|
}, 300);
|
|
}
|
|
}, function() {
|
|
/* clipboard write failed */
|
|
if (isCustom) {
|
|
setTimeout(function() {
|
|
alert('copy failed')
|
|
}, 300);
|
|
}
|
|
console.log('copy failed')
|
|
});
|
|
|
|
},
|
|
startExperiment() {
|
|
build.isExperimentSelection = false;
|
|
spawn.setSpawnList(); //gives random mobs, not starter mobs
|
|
spawn.setSpawnList();
|
|
if (b.inventory.length > 0) {
|
|
b.activeGun = b.inventory[0] //set first gun to active gun
|
|
simulation.makeGunHUD();
|
|
}
|
|
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
|
|
bullet = []; //remove any bullets that might have spawned from tech
|
|
const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value))
|
|
level.difficultyIncrease(Math.min(99, levelsCleared * simulation.difficultyMode)) //increase difficulty based on modes
|
|
level.levelsCleared += levelsCleared;
|
|
simulation.isNoPowerUps = document.getElementById("no-power-ups").checked
|
|
if (simulation.isNoPowerUps) { //remove tech, guns, and fields
|
|
function removeOne() { //recursive remove one at a time to avoid array problems
|
|
for (let i = 0; i < powerUp.length; i++) {
|
|
if (powerUp[i].name === "tech" || powerUp[i].name === "gun" || powerUp[i].name === "field") {
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
removeOne();
|
|
break
|
|
}
|
|
}
|
|
}
|
|
removeOne();
|
|
}
|
|
simulation.isCheating = true;
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isLore) tech.tech[i].frequency = 0;
|
|
}
|
|
document.body.style.cursor = "none";
|
|
document.body.style.overflow = "hidden"
|
|
document.getElementById("experiment-grid").style.display = "none"
|
|
simulation.paused = false;
|
|
requestAnimationFrame(cycle);
|
|
}
|
|
}
|
|
|
|
function openExperimentMenu() {
|
|
document.getElementById("experiment-button").style.display = "none";
|
|
const el = document.getElementById("experiment-grid")
|
|
el.style.display = "grid"
|
|
document.body.style.overflowY = "scroll";
|
|
document.body.style.overflowX = "hidden";
|
|
document.getElementById("info").style.display = 'none'
|
|
build.reset();
|
|
}
|
|
|
|
//record settings so they can be reproduced in the experimental menu
|
|
document.getElementById("experiment-button").addEventListener("click", () => { //setup build run
|
|
let field = 0;
|
|
let inventory = [];
|
|
let techList = [];
|
|
if (!simulation.firstRun) {
|
|
field = m.fieldMode
|
|
inventory = [...b.inventory]
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
techList.push(tech.tech[i].count)
|
|
}
|
|
}
|
|
openExperimentMenu();
|
|
});
|
|
|
|
// ************************************************************************************************
|
|
// inputs
|
|
// ************************************************************************************************
|
|
const input = {
|
|
fire: false, // left mouse
|
|
field: false, // right mouse
|
|
up: false, // jump
|
|
down: false, // crouch
|
|
left: false,
|
|
right: false,
|
|
isPauseKeyReady: true,
|
|
key: {
|
|
// fire: "ShiftLeft",
|
|
field: "Space",
|
|
up: "KeyW", // jump
|
|
down: "KeyS", // crouch
|
|
left: "KeyA",
|
|
right: "KeyD",
|
|
pause: "KeyP",
|
|
nextGun: "KeyE",
|
|
previousGun: "KeyQ",
|
|
testing: "KeyT"
|
|
},
|
|
setDefault() {
|
|
input.key = {
|
|
// fire: "ShiftLeft",
|
|
field: "Space",
|
|
up: "KeyW", // jump
|
|
down: "KeyS", // crouch
|
|
left: "KeyA",
|
|
right: "KeyD",
|
|
pause: "KeyP",
|
|
nextGun: "KeyE",
|
|
previousGun: "KeyQ",
|
|
testing: "KeyT"
|
|
}
|
|
input.controlTextUpdate()
|
|
},
|
|
controlTextUpdate() {
|
|
function cleanText(text) {
|
|
return text.replace('Key', '').replace('Digit', '')
|
|
}
|
|
document.getElementById("key-field").innerHTML = cleanText(input.key.field)
|
|
document.getElementById("key-up").innerHTML = cleanText(input.key.up)
|
|
document.getElementById("key-down").innerHTML = cleanText(input.key.down)
|
|
document.getElementById("key-left").innerHTML = cleanText(input.key.left)
|
|
document.getElementById("key-right").innerHTML = cleanText(input.key.right)
|
|
document.getElementById("key-pause").innerHTML = cleanText(input.key.pause)
|
|
document.getElementById("key-next-gun").innerHTML = cleanText(input.key.nextGun)
|
|
document.getElementById("key-previous-gun").innerHTML = cleanText(input.key.previousGun)
|
|
document.getElementById("key-testing").innerHTML = cleanText(input.key.testing) //if (localSettings.loreCount > 0)
|
|
|
|
document.getElementById("splash-up").innerHTML = cleanText(input.key.up)[0]
|
|
document.getElementById("splash-down").innerHTML = cleanText(input.key.down)[0]
|
|
document.getElementById("splash-left").innerHTML = cleanText(input.key.left)[0]
|
|
document.getElementById("splash-right").innerHTML = cleanText(input.key.right)[0]
|
|
document.getElementById("splash-next-gun").innerHTML = cleanText(input.key.nextGun)[0]
|
|
document.getElementById("splash-previous-gun").innerHTML = cleanText(input.key.previousGun)[0]
|
|
|
|
localSettings.key = input.key
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
},
|
|
focus: null,
|
|
setTextFocus() {
|
|
const backgroundColor = "#fff"
|
|
document.getElementById("key-field").style.background = backgroundColor
|
|
document.getElementById("key-up").style.background = backgroundColor
|
|
document.getElementById("key-down").style.background = backgroundColor
|
|
document.getElementById("key-left").style.background = backgroundColor
|
|
document.getElementById("key-right").style.background = backgroundColor
|
|
document.getElementById("key-pause").style.background = backgroundColor
|
|
document.getElementById("key-next-gun").style.background = backgroundColor
|
|
document.getElementById("key-previous-gun").style.background = backgroundColor
|
|
document.getElementById("key-testing").style.background = backgroundColor
|
|
if (input.focus) input.focus.style.background = 'rgb(0, 200, 255)';
|
|
},
|
|
setKeys(event) {
|
|
//check for duplicate keys
|
|
if (event.code && !(
|
|
event.code === "ArrowRight" ||
|
|
event.code === "ArrowLeft" ||
|
|
event.code === "ArrowUp" ||
|
|
event.code === "ArrowDown" ||
|
|
event.code === input.key.field ||
|
|
event.code === input.key.up ||
|
|
event.code === input.key.down ||
|
|
event.code === input.key.left ||
|
|
event.code === input.key.right ||
|
|
event.code === input.key.pause ||
|
|
event.code === input.key.nextGun ||
|
|
event.code === input.key.previousGun ||
|
|
event.code === input.key.testing
|
|
)) {
|
|
switch (input.focus.id) {
|
|
case "key-field":
|
|
input.key.field = event.code
|
|
break;
|
|
case "key-up":
|
|
input.key.up = event.code
|
|
break;
|
|
case "key-down":
|
|
input.key.down = event.code
|
|
break;
|
|
case "key-left":
|
|
input.key.left = event.code
|
|
break;
|
|
case "key-right":
|
|
input.key.right = event.code
|
|
break;
|
|
case "key-pause":
|
|
input.key.pause = event.code
|
|
break;
|
|
case "key-next-gun":
|
|
input.key.nextGun = event.code
|
|
break;
|
|
case "key-previous-gun":
|
|
input.key.previousGun = event.code
|
|
break;
|
|
case "key-testing":
|
|
input.key.testing = event.code
|
|
break;
|
|
}
|
|
}
|
|
input.controlTextUpdate()
|
|
input.endKeySensing()
|
|
},
|
|
endKeySensing() {
|
|
window.removeEventListener("keydown", input.setKeys);
|
|
input.focus = null
|
|
input.setTextFocus()
|
|
}
|
|
}
|
|
|
|
document.getElementById("control-table").addEventListener('click', (event) => {
|
|
if (event.target.className === 'key-input') {
|
|
input.focus = event.target
|
|
input.setTextFocus()
|
|
window.addEventListener("keydown", input.setKeys);
|
|
}
|
|
});
|
|
document.getElementById("control-details").addEventListener("toggle", function() {
|
|
input.controlTextUpdate()
|
|
input.endKeySensing();
|
|
})
|
|
|
|
document.getElementById("control-reset").addEventListener('click', input.setDefault);
|
|
|
|
window.addEventListener("keyup", function(event) {
|
|
switch (event.code) {
|
|
case input.key.right:
|
|
case "ArrowRight":
|
|
input.right = false
|
|
break;
|
|
case input.key.left:
|
|
case "ArrowLeft":
|
|
input.left = false
|
|
break;
|
|
case input.key.up:
|
|
case "ArrowUp":
|
|
input.up = false
|
|
break;
|
|
case input.key.down:
|
|
case "ArrowDown":
|
|
input.down = false
|
|
break;
|
|
case input.key.field:
|
|
input.field = false
|
|
break
|
|
}
|
|
});
|
|
|
|
window.addEventListener("keydown", function(event) {
|
|
switch (event.code) {
|
|
case input.key.right:
|
|
case "ArrowRight":
|
|
input.right = true
|
|
break;
|
|
case input.key.left:
|
|
case "ArrowLeft":
|
|
input.left = true
|
|
break;
|
|
case input.key.up:
|
|
case "ArrowUp":
|
|
input.up = true
|
|
break;
|
|
case input.key.down:
|
|
case "ArrowDown":
|
|
input.down = true
|
|
break;
|
|
case input.key.field:
|
|
event.preventDefault();
|
|
input.field = true
|
|
break
|
|
case input.key.nextGun:
|
|
simulation.nextGun();
|
|
break
|
|
case input.key.previousGun:
|
|
simulation.previousGun();
|
|
break
|
|
case input.key.pause:
|
|
if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
|
|
input.isPauseKeyReady = false
|
|
setTimeout(function() {
|
|
input.isPauseKeyReady = true
|
|
}, 300);
|
|
if (simulation.paused) {
|
|
build.unPauseGrid()
|
|
simulation.paused = false;
|
|
// level.levelAnnounce();
|
|
document.body.style.cursor = "none";
|
|
requestAnimationFrame(cycle);
|
|
} else {
|
|
simulation.paused = true;
|
|
build.pauseGrid()
|
|
document.body.style.cursor = "auto";
|
|
|
|
if (tech.isGunSwitchField || simulation.testing) {
|
|
document.getElementById("pause-field").addEventListener("click", () => {
|
|
const energy = m.energy
|
|
m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
|
|
m.energy = energy
|
|
document.getElementById("pause-field").innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}`
|
|
});
|
|
}
|
|
}
|
|
}
|
|
break
|
|
case input.key.testing:
|
|
if (m.alive && localSettings.loreCount > 0) {
|
|
if (simulation.testing) {
|
|
simulation.testing = false;
|
|
simulation.loop = simulation.normalLoop
|
|
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'none'
|
|
simulation.makeTextLog("", 0);
|
|
} else { //if (keys[191])
|
|
simulation.testing = true;
|
|
simulation.loop = simulation.testingLoop
|
|
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'inline'
|
|
if (simulation.testing) tech.setCheating();
|
|
simulation.makeTextLog(
|
|
`<table class="pause-table">
|
|
<tr>
|
|
<td class='key-input-pause'>T</td>
|
|
<td class='key-used'><strong>toggle testing</strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>R</td>
|
|
<td class='key-used'>teleport to mouse</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>F</td>
|
|
<td class='key-used'>cycle field</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>G</td>
|
|
<td class='key-used'>all guns</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>H</td>
|
|
<td class='key-used'>harm immunity</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>B</td>
|
|
<td class='key-used'>damage, research</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>N</td>
|
|
<td class='key-used'>fill health, energy</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>Y</td>
|
|
<td class='key-used'>random tech</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>U</td>
|
|
<td class='key-used'>next level</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>J</td>
|
|
<td class='key-used'>clear mobs</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>I/O</td>
|
|
<td class='key-used'>zoom in / out</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>1-8</td>
|
|
<td class='key-used'>spawn things</td>
|
|
</tr>
|
|
<tr>
|
|
<td class='key-input-pause'>⇧X</td>
|
|
<td class='key-used'>restart</td>
|
|
</tr>
|
|
</table>`, Infinity);
|
|
}
|
|
}
|
|
break
|
|
}
|
|
if (simulation.testing) {
|
|
if (event.key === "X") m.death(); //only uppercase
|
|
switch (event.key.toLowerCase()) {
|
|
case "o":
|
|
simulation.isAutoZoom = false;
|
|
simulation.zoomScale /= 0.9;
|
|
simulation.setZoom();
|
|
break;
|
|
case "i":
|
|
simulation.isAutoZoom = false;
|
|
simulation.zoomScale *= 0.9;
|
|
simulation.setZoom();
|
|
break
|
|
case "`":
|
|
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "research");
|
|
break
|
|
case "1":
|
|
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "heal");
|
|
break
|
|
case "2":
|
|
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "ammo");
|
|
break
|
|
case "3":
|
|
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "gun");
|
|
break
|
|
case "4":
|
|
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "field");
|
|
break
|
|
case "5":
|
|
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "tech");
|
|
break
|
|
case "6":
|
|
const index = body.length
|
|
spawn.bodyRect(simulation.mouseInGame.x, simulation.mouseInGame.y, 50, 50);
|
|
body[index].collisionFilter.category = cat.body;
|
|
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
|
body[index].classType = "body";
|
|
World.add(engine.world, body[index]); //add to world
|
|
break
|
|
case "7":
|
|
const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
|
|
spawn[pick](simulation.mouseInGame.x, simulation.mouseInGame.y);
|
|
break
|
|
case "8":
|
|
spawn.randomLevelBoss(simulation.mouseInGame.x, simulation.mouseInGame.y);
|
|
break
|
|
case "f":
|
|
const mode = (m.fieldMode === m.fieldUpgrades.length - 1) ? 0 : m.fieldMode + 1
|
|
m.setField(mode)
|
|
break
|
|
case "g":
|
|
b.giveGuns("all", 1000)
|
|
break
|
|
case "h":
|
|
// m.health = Infinity
|
|
m.immuneCycle = Infinity
|
|
// m.energy = Infinity
|
|
// document.getElementById("health").style.display = "none"
|
|
// document.getElementById("health-bg").style.display = "none"
|
|
break
|
|
case "n":
|
|
m.addHealth(Infinity)
|
|
m.energy = m.maxEnergy
|
|
break
|
|
case "y":
|
|
tech.giveTech()
|
|
break
|
|
case "b":
|
|
tech.isRerollDamage = true
|
|
powerUps.research.changeRerolls(100000)
|
|
break
|
|
case "r":
|
|
m.resetHistory();
|
|
Matter.Body.setPosition(player, simulation.mouseInGame);
|
|
Matter.Body.setVelocity(player, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
// move bots to player
|
|
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
|
|
});
|
|
}
|
|
}
|
|
break
|
|
case "u":
|
|
level.nextLevel();
|
|
break
|
|
case "j":
|
|
for (let i = 0, len = mob.length; i < len; ++i) mob[i].damage(Infinity, true)
|
|
setTimeout(() => { for (let i = 0, len = mob.length; i < len; ++i) mob[i].damage(Infinity, true) }, 100);
|
|
setTimeout(() => { for (let i = 0, len = mob.length; i < len; ++i) mob[i].damage(Infinity, true) }, 200);
|
|
break
|
|
}
|
|
}
|
|
});
|
|
//mouse move input
|
|
document.body.addEventListener("mousemove", (e) => {
|
|
simulation.mouse.x = e.clientX;
|
|
simulation.mouse.y = e.clientY;
|
|
});
|
|
|
|
document.body.addEventListener("mouseup", (e) => {
|
|
// input.fire = false;
|
|
// console.log(e)
|
|
if (e.which === 3) {
|
|
input.field = false;
|
|
} else {
|
|
input.fire = false;
|
|
}
|
|
});
|
|
|
|
document.body.addEventListener("mousedown", (e) => {
|
|
if (e.which === 3) {
|
|
input.field = true;
|
|
} else {
|
|
input.fire = true;
|
|
}
|
|
});
|
|
|
|
document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting stuck when leaving the window
|
|
if (e.button === 1) {
|
|
input.fire = true;
|
|
} else {
|
|
input.fire = false;
|
|
}
|
|
|
|
if (e.button === 3) {
|
|
input.field = true;
|
|
} else {
|
|
input.field = false;
|
|
}
|
|
});
|
|
document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window
|
|
if (e.button === 1) {
|
|
input.fire = true;
|
|
} else {
|
|
input.fire = false;
|
|
}
|
|
|
|
if (e.button === 3) {
|
|
input.field = true;
|
|
} else {
|
|
input.field = false;
|
|
}
|
|
});
|
|
|
|
document.body.addEventListener("wheel", (e) => {
|
|
if (!simulation.paused) {
|
|
if (e.deltaY > 0) {
|
|
simulation.nextGun();
|
|
} else {
|
|
simulation.previousGun();
|
|
}
|
|
}
|
|
}, {
|
|
passive: true
|
|
});
|
|
|
|
//**********************************************************************
|
|
// local storage
|
|
//**********************************************************************
|
|
let localSettings = JSON.parse(localStorage.getItem("localSettings"));
|
|
if (localSettings) {
|
|
if (localSettings.key) {
|
|
input.key = localSettings.key
|
|
} else {
|
|
input.setDefault()
|
|
}
|
|
|
|
if (localSettings.loreCount === undefined) {
|
|
localSettings.loreCount = 0
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
}
|
|
|
|
simulation.isCommunityMaps = localSettings.isCommunityMaps
|
|
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
|
|
simulation.difficultyMode = localSettings.difficultyMode
|
|
document.getElementById("difficulty-select").value = localSettings.difficultyMode
|
|
if (localSettings.fpsCapDefault === 'max') {
|
|
simulation.fpsCapDefault = 999999999;
|
|
} else {
|
|
simulation.fpsCapDefault = Number(localSettings.fpsCapDefault)
|
|
}
|
|
document.getElementById("fps-select").value = localSettings.fpsCapDefault
|
|
} else {
|
|
localSettings = {
|
|
isCommunityMaps: false,
|
|
difficultyMode: '2',
|
|
fpsCapDefault: 'max',
|
|
runCount: 0,
|
|
levelsClearedLastGame: 0,
|
|
loreCount: 0,
|
|
isHuman: false,
|
|
key: undefined
|
|
};
|
|
input.setDefault()
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
|
|
simulation.isCommunityMaps = localSettings.isCommunityMaps
|
|
document.getElementById("difficulty-select").value = localSettings.difficultyMode
|
|
document.getElementById("fps-select").value = localSettings.fpsCapDefault
|
|
}
|
|
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
|
// document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
|
|
|
input.controlTextUpdate()
|
|
|
|
//**********************************************************************
|
|
// settings
|
|
//**********************************************************************
|
|
document.getElementById("fps-select").addEventListener("input", () => {
|
|
let value = document.getElementById("fps-select").value
|
|
if (value === 'max') {
|
|
simulation.fpsCapDefault = 999999999;
|
|
} else {
|
|
simulation.fpsCapDefault = Number(value)
|
|
}
|
|
localSettings.fpsCapDefault = value
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
});
|
|
|
|
document.getElementById("community-maps").addEventListener("input", () => {
|
|
simulation.isCommunityMaps = document.getElementById("community-maps").checked
|
|
localSettings.isCommunityMaps = simulation.isCommunityMaps
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
});
|
|
|
|
// difficulty-select-experiment event listener is set in build.makeGrid
|
|
document.getElementById("difficulty-select").addEventListener("input", () => {
|
|
simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
|
|
localSettings.difficultyMode = simulation.difficultyMode
|
|
localSettings.levelsClearedLastGame = 0 //after changing difficulty, reset run history
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
});
|
|
|
|
|
|
document.getElementById("updates").addEventListener("toggle", function() {
|
|
function loadJSON(path, success, error) { //generic function to get JSON
|
|
var xhr = new XMLHttpRequest();
|
|
xhr.onreadystatechange = function() {
|
|
if (xhr.readyState === XMLHttpRequest.DONE) {
|
|
if (xhr.status === 200) {
|
|
if (success)
|
|
success(JSON.parse(xhr.responseText));
|
|
} else {
|
|
if (error)
|
|
error(xhr);
|
|
}
|
|
}
|
|
};
|
|
xhr.open("GET", path, true);
|
|
xhr.send();
|
|
}
|
|
let text = `<strong>n-gon</strong>: <a href="https://github.com/landgreen/n-gon/blob/master/todo.txt">todo list</a> and complete <a href="https://github.com/landgreen/n-gon/commits/master">change-log</a><hr>`
|
|
document.getElementById("updates-div").innerHTML = text
|
|
|
|
/// https://api.github.com/repos/landgreen/n-gon/stats/commit_activity
|
|
loadJSON('https://api.github.com/repos/landgreen/n-gon/commits',
|
|
function(data) {
|
|
// console.log(data)
|
|
for (let i = 0, len = 20; i < len; i++) {
|
|
text += "<strong>" + data[i].commit.author.date.substr(0, 10) + "</strong> - "; //+ "<br>"
|
|
text += data[i].commit.message
|
|
if (i < len - 1) text += "<hr>"
|
|
}
|
|
document.getElementById("updates-div").innerHTML = text.replace(/\n/g, "<br />")
|
|
},
|
|
function(xhr) {
|
|
console.error(xhr);
|
|
}
|
|
);
|
|
})
|
|
const sound = {
|
|
tone(frequency, end = 1000, gain = 0.05) {
|
|
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); //setup audio context
|
|
const oscillator = audioCtx.createOscillator();
|
|
const gainNode = audioCtx.createGain();
|
|
gainNode.gain.value = gain; //controls volume
|
|
oscillator.connect(gainNode);
|
|
gainNode.connect(audioCtx.destination);
|
|
oscillator.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
|
oscillator.frequency.value = frequency; // value in hertz
|
|
oscillator.start();
|
|
setTimeout(() => {
|
|
audioCtx.suspend()
|
|
audioCtx.close()
|
|
}, end)
|
|
// return audioCtx
|
|
},
|
|
portamento(frequency, end = 1000, shiftRate = 10, gain = 0.05) {
|
|
const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); //setup audio context
|
|
const oscillator = audioCtx.createOscillator();
|
|
const gainNode = audioCtx.createGain();
|
|
gainNode.gain.value = gain; //controls volume
|
|
oscillator.connect(gainNode);
|
|
gainNode.connect(audioCtx.destination);
|
|
oscillator.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
|
oscillator.frequency.value = frequency; // value in hertz
|
|
oscillator.start();
|
|
for (let i = 0, len = end * 0.1; i < len; i++) oscillator.frequency.setValueAtTime(frequency + i * shiftRate, audioCtx.currentTime + i * 0.01);
|
|
setTimeout(() => {
|
|
audioCtx.suspend()
|
|
audioCtx.close()
|
|
}, end)
|
|
// return audioCtx
|
|
}
|
|
}
|
|
//**********************************************************************
|
|
// main loop
|
|
//**********************************************************************
|
|
simulation.loop = simulation.normalLoop;
|
|
|
|
function cycle() {
|
|
if (!simulation.paused) requestAnimationFrame(cycle);
|
|
const now = Date.now();
|
|
const elapsed = now - simulation.then; // calc elapsed time since last loop
|
|
if (elapsed > simulation.fpsInterval) { // if enough time has elapsed, draw the next frame
|
|
simulation.then = now - (elapsed % simulation.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
|
|
|
|
simulation.cycle++; //tracks game cycles
|
|
m.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
|
|
if (simulation.clearNow) {
|
|
simulation.clearNow = false;
|
|
simulation.clearMap();
|
|
level.start();
|
|
}
|
|
simulation.loop();
|
|
// if (isNaN(m.health) || isNaN(m.energy)) {
|
|
// console.log(`m.health = ${m.health}`)
|
|
// simulation.paused = true;
|
|
// build.pauseGrid()
|
|
// document.body.style.cursor = "auto";
|
|
// alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
|
|
// }
|
|
// for (let i = 0, len = loop.length; i < len; i++) {
|
|
// loop[i]()
|
|
// }
|
|
}
|
|
} |