bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield relay switch - toggles ON/OFF when you pick up a power up tech: ice IX condenser - if ON make a couple Ice IX crystals every second
2980 lines
153 KiB
JavaScript
2980 lines
153 KiB
JavaScript
//global player variables for use in matter.js physics
|
|
let player, jumpSensor, playerBody, playerHead, headSensor;
|
|
|
|
// player Object Prototype *********************************************
|
|
const m = {
|
|
spawn() {
|
|
//load player in matter.js physic engine
|
|
// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
|
|
let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
|
|
playerBody = Bodies.fromVertices(0, 0, vertices);
|
|
jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
|
|
//this sensor check if the player is on the ground to enable jumping
|
|
sleepThreshold: 99999999999,
|
|
isSensor: true
|
|
});
|
|
vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
|
|
playerHead = Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
|
|
headSensor = Bodies.rectangle(0, -57, 48, 45, {
|
|
//senses if the player's head is empty and can return after crouching
|
|
sleepThreshold: 99999999999,
|
|
isSensor: true
|
|
});
|
|
player = Body.create({
|
|
//combine jumpSensor and playerBody
|
|
parts: [playerBody, playerHead, jumpSensor, headSensor],
|
|
inertia: Infinity, //prevents player rotation
|
|
friction: 0.002,
|
|
frictionAir: 0.001,
|
|
//frictionStatic: 0.5,
|
|
restitution: 0,
|
|
sleepThreshold: Infinity,
|
|
collisionFilter: {
|
|
group: 0,
|
|
category: cat.player,
|
|
mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
death() {
|
|
m.death();
|
|
}
|
|
});
|
|
Matter.Body.setMass(player, m.mass);
|
|
World.add(engine.world, [player]);
|
|
},
|
|
cycle: 600, //starts at 600 cycles instead of 0 to prevent bugs with m.history
|
|
lastKillCycle: 0,
|
|
lastHarmCycle: 0,
|
|
width: 50,
|
|
radius: 30,
|
|
eyeFillColor: null,
|
|
fillColor: null, //set by setFillColors
|
|
fillColorDark: null, //set by setFillColors
|
|
color: {
|
|
hue: 0,
|
|
sat: 0,
|
|
light: 100,
|
|
},
|
|
setFillColors() {
|
|
this.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
|
|
this.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light-25}%)`
|
|
},
|
|
height: 42,
|
|
yOffWhen: {
|
|
crouch: 22,
|
|
stand: 49,
|
|
jump: 70
|
|
},
|
|
defaultMass: 5,
|
|
mass: 5,
|
|
FxNotHolding: 0.015,
|
|
Fx: 0.016, //run Force on ground //
|
|
jumpForce: 0.42,
|
|
setMovement() {
|
|
m.Fx = 0.016 * tech.squirrelFx * tech.fastTime;
|
|
m.jumpForce = 0.42 * tech.squirrelJump * tech.fastTimeJump;
|
|
},
|
|
FxAir: 0.016, // 0.4/5/5 run Force in Air
|
|
yOff: 70,
|
|
yOffGoal: 70,
|
|
onGround: false, //checks if on ground or in air
|
|
standingOn: undefined,
|
|
numTouching: 0,
|
|
crouch: false,
|
|
// isHeadClear: true,
|
|
spawnPos: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
spawnVel: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
pos: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
yPosDifference: 24.2859, //player.position.y - m.pos.y //24.285923217549026
|
|
// yPosDifferenceCrouched: -2.7140767824453604,
|
|
Sy: 0, //adds a smoothing effect to vertical only
|
|
Vx: 0,
|
|
Vy: 0,
|
|
friction: {
|
|
ground: 0.01,
|
|
air: 0.0025
|
|
},
|
|
airSpeedLimit: 125, // 125/mass/mass = 5
|
|
angle: 0,
|
|
walk_cycle: 0,
|
|
stepSize: 0,
|
|
flipLegs: -1,
|
|
hip: {
|
|
x: 12,
|
|
y: 24
|
|
},
|
|
knee: {
|
|
x: 0,
|
|
y: 0,
|
|
x2: 0,
|
|
y2: 0
|
|
},
|
|
foot: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
legLength1: 55,
|
|
legLength2: 45,
|
|
transX: 0,
|
|
transY: 0,
|
|
history: [], //tracks the last second of player position
|
|
resetHistory() {
|
|
for (let i = 0; i < 600; i++) { //reset history
|
|
m.history[i] = {
|
|
position: {
|
|
x: player.position.x,
|
|
y: player.position.y,
|
|
},
|
|
velocity: {
|
|
x: player.velocity.x,
|
|
y: player.velocity.y
|
|
},
|
|
yOff: m.yOff,
|
|
angle: m.angle,
|
|
health: m.health,
|
|
energy: m.energy,
|
|
activeGun: b.activeGun
|
|
}
|
|
}
|
|
},
|
|
move() {
|
|
m.pos.x = player.position.x;
|
|
m.pos.y = playerBody.position.y - m.yOff;
|
|
m.Vx = player.velocity.x;
|
|
m.Vy = player.velocity.y;
|
|
|
|
//tracks the last 10s of player information
|
|
// console.log(m.history)
|
|
m.history.splice(m.cycle % 600, 1, {
|
|
position: {
|
|
x: player.position.x,
|
|
y: player.position.y,
|
|
},
|
|
velocity: {
|
|
x: player.velocity.x,
|
|
y: player.velocity.y
|
|
},
|
|
yOff: m.yOff,
|
|
angle: m.angle,
|
|
health: m.health,
|
|
energy: m.energy,
|
|
activeGun: b.activeGun
|
|
});
|
|
// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
|
|
// historyIndex = (m.cycle - back) % 600
|
|
},
|
|
transSmoothX: 0,
|
|
transSmoothY: 0,
|
|
lastGroundedPositionY: 0,
|
|
// mouseZoom: 0,
|
|
look() {
|
|
//always on mouse look
|
|
m.angle = Math.atan2(
|
|
simulation.mouseInGame.y - m.pos.y,
|
|
simulation.mouseInGame.x - m.pos.x
|
|
);
|
|
//smoothed mouse look translations
|
|
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) * 0.07;
|
|
m.transY += (m.transSmoothY - m.transY) * 0.07;
|
|
},
|
|
doCrouch() {
|
|
if (!m.crouch) {
|
|
m.crouch = true;
|
|
m.yOffGoal = m.yOffWhen.crouch;
|
|
if ((playerHead.position.y - player.position.y) < 0) {
|
|
|
|
Matter.Body.setPosition(playerHead, {
|
|
x: player.position.x,
|
|
y: player.position.y + 9.1740767
|
|
})
|
|
|
|
|
|
// Matter.Body.translate(playerHead, {
|
|
// x: 0,
|
|
// y: 40
|
|
// });
|
|
}
|
|
// playerHead.collisionFilter.group = -1
|
|
// playerHead.collisionFilter.category = 0
|
|
// playerHead.collisionFilter.mask = -1
|
|
// playerHead.isSensor = true; //works, but has a 2 second lag...
|
|
// collisionFilter: {
|
|
// group: 0,
|
|
// category: cat.player,
|
|
// mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
|
|
// },
|
|
}
|
|
},
|
|
undoCrouch() {
|
|
if (m.crouch) {
|
|
m.crouch = false;
|
|
m.yOffGoal = m.yOffWhen.stand;
|
|
if ((playerHead.position.y - player.position.y) > 0) {
|
|
Matter.Body.setPosition(playerHead, {
|
|
x: player.position.x,
|
|
y: player.position.y - 30.28592321
|
|
})
|
|
}
|
|
}
|
|
},
|
|
hardLandCD: 0,
|
|
checkHeadClear() {
|
|
if (Matter.Query.collides(headSensor, map).length > 0) {
|
|
return false
|
|
} else {
|
|
return true
|
|
}
|
|
},
|
|
buttonCD_jump: 0, //cool down for player buttons
|
|
groundControl() {
|
|
//check for crouch or jump
|
|
if (m.crouch) {
|
|
if (!(input.down) && m.checkHeadClear() && m.hardLandCD < m.cycle) m.undoCrouch();
|
|
} else if (input.down || m.hardLandCD > m.cycle) {
|
|
m.doCrouch(); //on ground && not crouched and pressing s or down
|
|
} else if ((input.up) && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23) {
|
|
m.buttonCD_jump = m.cycle; //can't jump again until 20 cycles pass
|
|
//apply a fraction of the jump force to the body the player is jumping off of
|
|
Matter.Body.applyForce(m.standingOn, m.pos, {
|
|
x: 0,
|
|
y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5)
|
|
});
|
|
player.force.y = -m.jumpForce; //player jump force
|
|
Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
|
|
x: player.velocity.x,
|
|
y: 0
|
|
});
|
|
}
|
|
|
|
if (input.left) {
|
|
if (player.velocity.x > -2) {
|
|
player.force.x -= m.Fx * 1.5
|
|
} else {
|
|
player.force.x -= m.Fx
|
|
}
|
|
// }
|
|
} else if (input.right) {
|
|
if (player.velocity.x < 2) {
|
|
player.force.x += m.Fx * 1.5
|
|
} else {
|
|
player.force.x += m.Fx
|
|
}
|
|
} else {
|
|
const stoppingFriction = 0.92;
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * stoppingFriction,
|
|
y: player.velocity.y * stoppingFriction
|
|
});
|
|
}
|
|
//come to a stop if fast or if no move key is pressed
|
|
if (player.speed > 4) {
|
|
const stoppingFriction = (m.crouch) ? 0.65 : 0.89; // this controls speed when crouched
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * stoppingFriction,
|
|
y: player.velocity.y * stoppingFriction
|
|
});
|
|
}
|
|
},
|
|
airControl() {
|
|
//check for short jumps //moving up //recently pressed jump //but not pressing jump key now
|
|
if (m.buttonCD_jump + 60 > m.cycle && !(input.up) && m.Vy < 0) {
|
|
Matter.Body.setVelocity(player, {
|
|
//reduce player y-velocity every cycle
|
|
x: player.velocity.x,
|
|
y: player.velocity.y * 0.94
|
|
});
|
|
}
|
|
|
|
if (input.left) {
|
|
if (player.velocity.x > -m.airSpeedLimit / player.mass / player.mass) player.force.x -= m.FxAir; // move player left / a
|
|
} else if (input.right) {
|
|
if (player.velocity.x < m.airSpeedLimit / player.mass / player.mass) player.force.x += m.FxAir; //move player right / d
|
|
}
|
|
},
|
|
alive: false,
|
|
switchWorlds() {
|
|
const totalGuns = b.inventory.length - tech.isRewindGun //count guns, but not CPT gun
|
|
simulation.isTextLogOpen = false; //prevent console spam
|
|
//remove all tech and count current tech total
|
|
let totalTech = 0;
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].count > 0 && !tech.tech[i].isLore) {
|
|
if (tech.tech[i].isJunk) {
|
|
tech.tech[i].frequency = 0
|
|
} else if (tech.tech[i].frequencyDefault) {
|
|
tech.tech[i].frequency = tech.tech[i].frequencyDefault
|
|
} else {
|
|
tech.tech[i].frequency = 1
|
|
}
|
|
if (
|
|
!tech.tech[i].isNonRefundable &&
|
|
tech.tech[i].name !== "many-worlds" &&
|
|
tech.tech[i].name !== "Ψ(t) collapse"
|
|
) {
|
|
totalTech += tech.tech[i].count
|
|
tech.tech[i].remove();
|
|
tech.tech[i].isLost = false
|
|
tech.tech[i].count = 0
|
|
}
|
|
}
|
|
}
|
|
// lore.techCount = 0;
|
|
// tech.removeLoreTechFromPool();
|
|
// tech.addLoreTechToPool();
|
|
// tech.removeJunkTechFromPool();
|
|
tech.armorFromPowerUps = 0;
|
|
tech.totalCount = 0;
|
|
const randomBotCount = b.totalBots()
|
|
b.zeroBotCount()
|
|
//remove all bullets, respawn bots
|
|
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
|
|
bullet = [];
|
|
|
|
//randomize health
|
|
m.health = m.health * (1 + 0.5 * (Math.random() - 0.5))
|
|
if (m.health > 1) m.health = 1;
|
|
m.displayHealth();
|
|
|
|
//randomize field
|
|
m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
|
|
|
|
//track ammo/ ammoPack count
|
|
let ammoCount = 0
|
|
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
|
if (b.guns[b.inventory[i]].ammo !== Infinity) {
|
|
ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
|
|
} else {
|
|
ammoCount += 5
|
|
}
|
|
}
|
|
//removes guns and ammo
|
|
b.inventory = [];
|
|
b.activeGun = null;
|
|
b.inventoryGun = 0;
|
|
for (let i = 0, len = b.guns.length; i < len; ++i) {
|
|
b.guns[i].have = false;
|
|
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
|
|
}
|
|
//give random guns
|
|
for (let i = 0; i < totalGuns; i++) b.giveGuns()
|
|
|
|
//randomize ammo based on ammo/ammoPack count
|
|
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
|
if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.5 * (Math.random() - 0.5))))
|
|
}
|
|
|
|
//randomize tech
|
|
for (let i = 0; i < totalTech; i++) {
|
|
//find what tech I could get
|
|
let options = [];
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBadRandomOption && !tech.tech[i].isLore && !tech.tech[i].isJunk) {
|
|
for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
|
|
}
|
|
}
|
|
//add a new tech from options pool
|
|
if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
|
|
}
|
|
b.respawnBots();
|
|
for (let i = 0; i < randomBotCount; i++) b.randomBot()
|
|
simulation.makeGunHUD(); //update gun HUD
|
|
simulation.updateTechHUD();
|
|
simulation.isTextLogOpen = true;
|
|
m.drop();
|
|
if (simulation.paused) build.pauseGrid() //update the build when paused
|
|
},
|
|
death() {
|
|
if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
|
|
|
|
//remove immortality tech
|
|
// for (let i = 0; i < tech.tech.length; i++) {
|
|
// if (tech.tech[i].name === "quantum immortality") tech.removeTech(i)
|
|
// }
|
|
|
|
simulation.wipe = function() { //set wipe to have trails
|
|
ctx.fillStyle = "rgba(255,255,255,0)";
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
spawn.setSpawnList(); //new mob types
|
|
simulation.clearNow = true; //triggers a map reset
|
|
m.switchWorlds()
|
|
const swapPeriod = 1000
|
|
for (let i = 0, len = 5; i < len; i++) {
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to have trails
|
|
ctx.fillStyle = "rgba(255,255,255,0)";
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
spawn.setSpawnList(); //new mob types
|
|
simulation.clearNow = true; //triggers a map reset
|
|
m.switchWorlds()
|
|
simulation.isTextLogOpen = true;
|
|
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len-i-1}`, swapPeriod);
|
|
simulation.isTextLogOpen = false;
|
|
simulation.wipe = function() { //set wipe to have trails
|
|
ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, (i + 1) * swapPeriod);
|
|
}
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
simulation.isTextLogOpen = true;
|
|
simulation.makeTextLog("simulation.amplitude <span class='color-symbol'>=</span> null");
|
|
}, 6 * swapPeriod);
|
|
} else if (m.alive) { //normal death code here
|
|
m.alive = false;
|
|
simulation.paused = true;
|
|
m.health = 0;
|
|
m.displayHealth();
|
|
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
|
|
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
|
|
// build.shareURL(false)
|
|
setTimeout(function() {
|
|
World.clear(engine.world);
|
|
Engine.clear(engine);
|
|
simulation.splashReturn();
|
|
}, 3000);
|
|
}
|
|
},
|
|
health: 0,
|
|
maxHealth: 1, //set in simulation.reset()
|
|
drawHealth() {
|
|
if (m.health < 1) {
|
|
ctx.fillStyle = "rgba(100, 100, 100, 0.5)";
|
|
ctx.fillRect(m.pos.x - m.radius, m.pos.y - 50, 60, 10);
|
|
ctx.fillStyle = "#f00";
|
|
ctx.fillRect(
|
|
m.pos.x - m.radius,
|
|
m.pos.y - 50,
|
|
60 * m.health,
|
|
10
|
|
);
|
|
}
|
|
},
|
|
displayHealth() {
|
|
id = document.getElementById("health");
|
|
// health display is a x^1.5 rule to make it seem like the player has lower health, this makes the player feel more excitement
|
|
id.style.width = Math.floor(300 * m.maxHealth * Math.pow(m.health / m.maxHealth, 1.4)) + "px";
|
|
//css animation blink if health is low
|
|
if (m.health < 0.3) {
|
|
id.classList.add("low-health");
|
|
} else {
|
|
id.classList.remove("low-health");
|
|
}
|
|
},
|
|
addHealth(heal) {
|
|
if (!tech.isEnergyHealth && !tech.isNoHeals) {
|
|
m.health += heal * simulation.healScale;
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
}
|
|
},
|
|
baseHealth: 1,
|
|
setMaxHealth() {
|
|
m.maxHealth = m.baseHealth + tech.bonusHealth + tech.armorFromPowerUps
|
|
document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px`
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
},
|
|
|
|
defaultFPSCycle: 0, //tracks when to return to normal fps
|
|
immuneCycle: 0, //used in engine
|
|
harmReduction() {
|
|
let dmg = 1
|
|
dmg *= m.fieldHarmReduction
|
|
if (tech.isImmortal) dmg *= 0.79
|
|
if (tech.isHarmReduceAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 0.25 : 1.25
|
|
if (tech.healthDrain) dmg *= 1 + 2.667 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
|
|
if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
|
|
if (tech.isBlockHarm && m.isHolding) dmg *= 0.15
|
|
if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.019, 0.60)
|
|
if (tech.isSlowFPS) dmg *= 0.8
|
|
// if (tech.isPiezo) dmg *= 0.85
|
|
if (tech.isHarmReduce && m.fieldUpgrades[m.fieldMode].name === "negative mass field" && m.isFieldActive) dmg *= 0.5
|
|
if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
|
|
if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
|
|
if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.34
|
|
if (tech.energyRegen === 0) dmg *= 0.34
|
|
if (tech.isTurret && m.crouch) dmg *= 0.55;
|
|
if (tech.isFireMoveLock && input.fire) dmg *= 0.4;
|
|
if (tech.isEntanglement && b.inventory[0] === b.activeGun) {
|
|
for (let i = 0, len = b.inventory.length; i < len; i++) dmg *= 0.87 // 1 - 0.15
|
|
}
|
|
return dmg
|
|
},
|
|
rewind(steps) { // m.rewind(Math.floor(Math.min(599, 137 * m.energy)))
|
|
if (tech.isRewindGrenade) {
|
|
for (let i = 1, len = Math.floor(2 + steps / 40); i < len; i++) {
|
|
b.grenade(Vector.add(m.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -i * Math.PI / len) //fire different angles for each grenade
|
|
const who = bullet[bullet.length - 1]
|
|
if (tech.isVacuumBomb) {
|
|
Matter.Body.setVelocity(who, {
|
|
x: who.velocity.x * 0.5,
|
|
y: who.velocity.y * 0.5
|
|
});
|
|
} else if (tech.isRPG) {
|
|
who.endCycle = (who.endCycle - simulation.cycle) * 0.2 + simulation.cycle
|
|
} else if (tech.isNeutronBomb) {
|
|
Matter.Body.setVelocity(who, {
|
|
x: who.velocity.x * 0.3,
|
|
y: who.velocity.y * 0.3
|
|
});
|
|
} else {
|
|
Matter.Body.setVelocity(who, {
|
|
x: who.velocity.x * 0.5,
|
|
y: who.velocity.y * 0.5
|
|
});
|
|
who.endCycle = (who.endCycle - simulation.cycle) * 0.5 + simulation.cycle
|
|
}
|
|
}
|
|
}
|
|
let history = m.history[(m.cycle - steps) % 600]
|
|
Matter.Body.setPosition(player, history.position);
|
|
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
|
m.yOff = history.yOff
|
|
if (m.yOff < 48) {
|
|
m.doCrouch()
|
|
} else {
|
|
m.undoCrouch()
|
|
}
|
|
|
|
// b.activeGun = history.activeGun
|
|
// for (let i = 0; i < b.inventory.length; i++) {
|
|
// if (b.inventory[i] === b.activeGun) b.inventoryGun = i
|
|
// }
|
|
// simulation.updateGunHUD();
|
|
// simulation.boldActiveGunHUD();
|
|
|
|
// 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
|
|
});
|
|
}
|
|
}
|
|
m.energy = Math.max(m.energy - steps / 136, 0.01)
|
|
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
|
|
|
let isDrawPlayer = true
|
|
const shortPause = function() {
|
|
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
document.getElementById("dmg").style.transition = "opacity 1s";
|
|
document.getElementById("dmg").style.opacity = "0";
|
|
} else {
|
|
requestAnimationFrame(shortPause);
|
|
if (isDrawPlayer) {
|
|
isDrawPlayer = false
|
|
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
|
|
for (let i = 1; i < steps; i++) {
|
|
history = m.history[(m.cycle - i) % 600]
|
|
m.pos.x = history.position.x
|
|
m.pos.y = history.position.y + m.yPosDifference - history.yOff
|
|
m.yOff = history.yOff
|
|
m.draw();
|
|
}
|
|
ctx.restore();
|
|
m.resetHistory()
|
|
}
|
|
}
|
|
};
|
|
|
|
if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
|
|
simulation.fpsCap = 3 //1 is longest pause, 4 is standard
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
m.defaultFPSCycle = m.cycle
|
|
if (tech.isRewindBot) {
|
|
const len = steps * 0.052 * tech.isRewindBot
|
|
const botStep = Math.floor(steps / len)
|
|
for (let i = 0; i < len; i++) {
|
|
const where = m.history[Math.abs(m.cycle - i * botStep) % 600].position //spread out spawn locations along past history
|
|
b.randomBot({
|
|
x: where.x + 20 * (Math.random() - 0.5),
|
|
y: where.y + 20 * (Math.random() - 0.5)
|
|
}, false, false)
|
|
bullet[bullet.length - 1].endCycle = simulation.cycle + 480 + Math.floor(120 * Math.random()) //8-10 seconds
|
|
}
|
|
}
|
|
},
|
|
damage(dmg) {
|
|
if (tech.isRewindAvoidDeath && m.energy > 0.66) {
|
|
const steps = Math.floor(Math.min(299, 137 * m.energy))
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.rewind(${steps})`)
|
|
m.rewind(steps)
|
|
return
|
|
}
|
|
m.lastHarmCycle = m.cycle
|
|
if (tech.isDroneOnDamage) { //chance to build a drone on damage from tech
|
|
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction
|
|
for (let i = 0; i < len; i++) {
|
|
if (Math.random() < 0.5) b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 100 * (Math.random() - 0.5) }) //spawn drone
|
|
}
|
|
}
|
|
|
|
if (tech.isEnergyHealth) {
|
|
m.energy -= dmg;
|
|
if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
|
|
if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
|
|
tech.isDeathAvoidedThisLevel = true
|
|
powerUps.research.changeRerolls(-1)
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
|
|
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x, m.pos.y, "heal", false);
|
|
m.energy = m.maxEnergy
|
|
if (m.immuneCycle < m.cycle + 360) m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds
|
|
simulation.wipe = function() { //set wipe to have trails
|
|
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, 3000);
|
|
return;
|
|
} else { //death
|
|
m.health = 0;
|
|
m.energy = 0;
|
|
m.death();
|
|
return;
|
|
}
|
|
}
|
|
} else {
|
|
dmg *= m.harmReduction()
|
|
m.health -= dmg;
|
|
if (m.health < 0 || isNaN(m.health)) {
|
|
if (tech.isDeathAvoid && powerUps.research.count > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
|
|
tech.isDeathAvoidedThisLevel = true
|
|
m.health = 0.05
|
|
powerUps.research.changeRerolls(-1)
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
|
|
<br>${powerUps.research.count}`)
|
|
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "heal", false);
|
|
if (m.immuneCycle < m.cycle + 360) m.immuneCycle = m.cycle + 360 //disable this.immuneCycle bonus seconds
|
|
simulation.wipe = function() { //set wipe to have trails
|
|
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, 3000);
|
|
} else {
|
|
m.health = 0;
|
|
m.death();
|
|
return;
|
|
}
|
|
}
|
|
m.displayHealth();
|
|
document.getElementById("dmg").style.transition = "opacity 0s";
|
|
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
|
|
}
|
|
|
|
if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding
|
|
const normalFPS = function() {
|
|
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
document.getElementById("dmg").style.transition = "opacity 1s";
|
|
document.getElementById("dmg").style.opacity = "0";
|
|
} else {
|
|
requestAnimationFrame(normalFPS);
|
|
}
|
|
};
|
|
|
|
if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(normalFPS);
|
|
if (tech.isSlowFPS) { // slow game
|
|
simulation.fpsCap = 30 //new fps
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
//how long to wait to return to normal fps
|
|
m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
|
|
if (tech.isHarmFreeze) { //freeze all mobs
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
mobs.statusSlow(mob[i], 450)
|
|
}
|
|
}
|
|
} else {
|
|
if (dmg > 0.05) { // freeze game for high damage hits
|
|
simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
} else {
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
}
|
|
m.defaultFPSCycle = m.cycle
|
|
}
|
|
// if (!noTransition) {
|
|
// document.getElementById("health").style.transition = "width 0s ease-out"
|
|
// } else {
|
|
// document.getElementById("health").style.transition = "width 1s ease-out"
|
|
// }
|
|
},
|
|
buttonCD: 0, //cool down for player buttons
|
|
drawLeg(stroke) {
|
|
// if (simulation.mouseInGame.x > m.pos.x) {
|
|
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
|
|
m.flipLegs = 1;
|
|
} else {
|
|
m.flipLegs = -1;
|
|
}
|
|
ctx.save();
|
|
ctx.scale(m.flipLegs, 1); //leg lines
|
|
ctx.beginPath();
|
|
ctx.moveTo(m.hip.x, m.hip.y);
|
|
ctx.lineTo(m.knee.x, m.knee.y);
|
|
ctx.lineTo(m.foot.x, m.foot.y);
|
|
ctx.strokeStyle = stroke;
|
|
ctx.lineWidth = 7;
|
|
ctx.stroke();
|
|
|
|
//toe lines
|
|
ctx.beginPath();
|
|
ctx.moveTo(m.foot.x, m.foot.y);
|
|
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
|
|
ctx.moveTo(m.foot.x, m.foot.y);
|
|
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
|
|
ctx.lineWidth = 4;
|
|
ctx.stroke();
|
|
|
|
//hip joint
|
|
ctx.beginPath();
|
|
ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
|
|
//knee joint
|
|
ctx.moveTo(m.knee.x + 7, m.knee.y);
|
|
ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
|
|
//foot joint
|
|
ctx.moveTo(m.foot.x + 6, m.foot.y);
|
|
ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
|
|
ctx.fillStyle = m.fillColor;
|
|
ctx.fill();
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
ctx.restore();
|
|
},
|
|
calcLeg(cycle_offset, offset) {
|
|
m.hip.x = 12 + offset;
|
|
m.hip.y = 24 + offset;
|
|
//stepSize goes to zero if Vx is zero or not on ground (make m transition cleaner)
|
|
m.stepSize = 0.8 * m.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(m.Vx))) * m.onGround);
|
|
//changes to stepsize are smoothed by adding only a percent of the new value each cycle
|
|
const stepAngle = 0.034 * m.walk_cycle + cycle_offset;
|
|
m.foot.x = 2.2 * m.stepSize * Math.cos(stepAngle) + offset;
|
|
m.foot.y = offset + 1.2 * m.stepSize * Math.sin(stepAngle) + m.yOff + m.height;
|
|
const Ymax = m.yOff + m.height;
|
|
if (m.foot.y > Ymax) m.foot.y = Ymax;
|
|
|
|
//calculate knee position as intersection of circle from hip and foot
|
|
const d = Math.sqrt((m.hip.x - m.foot.x) * (m.hip.x - m.foot.x) + (m.hip.y - m.foot.y) * (m.hip.y - m.foot.y));
|
|
const l = (m.legLength1 * m.legLength1 - m.legLength2 * m.legLength2 + d * d) / (2 * d);
|
|
const h = Math.sqrt(m.legLength1 * m.legLength1 - l * l);
|
|
m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset;
|
|
m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y;
|
|
},
|
|
draw() {
|
|
ctx.fillStyle = m.fillColor;
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
|
|
//draw body
|
|
ctx.save();
|
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
|
ctx.translate(m.pos.x, m.pos.y);
|
|
|
|
m.calcLeg(Math.PI, -3);
|
|
m.drawLeg("#4a4a4a");
|
|
m.calcLeg(0, 0);
|
|
m.drawLeg("#333");
|
|
|
|
ctx.rotate(m.angle);
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
|
grd.addColorStop(0, m.fillColorDark);
|
|
grd.addColorStop(1, m.fillColor);
|
|
ctx.fillStyle = grd;
|
|
ctx.fill();
|
|
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
|
ctx.strokeStyle = "#333";
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
// draw eye; used in flip-flop
|
|
// ctx.beginPath();
|
|
// ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = m.eyeFillColor;
|
|
// ctx.fill()
|
|
|
|
ctx.restore();
|
|
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
|
},
|
|
drawFlipFlop() {
|
|
ctx.fillStyle = m.fillColor;
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
|
|
//draw body
|
|
ctx.save();
|
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
|
ctx.translate(m.pos.x, m.pos.y);
|
|
|
|
m.calcLeg(Math.PI, -3);
|
|
m.drawLeg("#4a4a4a");
|
|
m.calcLeg(0, 0);
|
|
m.drawLeg("#333");
|
|
|
|
ctx.rotate(m.angle);
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
|
grd.addColorStop(0, m.fillColorDark);
|
|
grd.addColorStop(1, m.fillColor);
|
|
ctx.fillStyle = grd;
|
|
ctx.fill();
|
|
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
|
ctx.strokeStyle = "#333";
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
//draw eye
|
|
ctx.beginPath();
|
|
ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
|
ctx.fillStyle = m.eyeFillColor;
|
|
ctx.fill()
|
|
ctx.restore();
|
|
|
|
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
|
},
|
|
drawDefault() {
|
|
ctx.fillStyle = m.fillColor;
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
|
|
//draw body
|
|
ctx.save();
|
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
|
ctx.translate(m.pos.x, m.pos.y);
|
|
|
|
m.calcLeg(Math.PI, -3);
|
|
m.drawLeg("#4a4a4a");
|
|
m.calcLeg(0, 0);
|
|
m.drawLeg("#333");
|
|
|
|
ctx.rotate(m.angle);
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
|
grd.addColorStop(0, m.fillColorDark);
|
|
grd.addColorStop(1, m.fillColor);
|
|
ctx.fillStyle = grd;
|
|
ctx.fill();
|
|
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
|
ctx.strokeStyle = "#333";
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
// draw eye; used in flip-flop
|
|
// ctx.beginPath();
|
|
// ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = m.eyeFillColor;
|
|
// ctx.fill()
|
|
|
|
ctx.restore();
|
|
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
|
},
|
|
// *********************************************
|
|
// **************** fields *********************
|
|
// *********************************************
|
|
closest: {
|
|
dist: 1000,
|
|
index: 0
|
|
},
|
|
isHolding: false,
|
|
isCloak: false,
|
|
throwCharge: 0,
|
|
fireCDcycle: 0,
|
|
fieldCDcycle: 0,
|
|
fieldMode: 0, //basic field mode before upgrades
|
|
maxEnergy: 1, //can be increased by a tech
|
|
holdingTarget: null,
|
|
timeSkipLastCycle: 0,
|
|
// these values are set on reset by setHoldDefaults()
|
|
grabPowerUpRange2: 0,
|
|
isFieldActive: false,
|
|
fieldRange: 155,
|
|
fieldShieldingScale: 1,
|
|
fieldDamage: 1,
|
|
duplicateChance: 0,
|
|
energy: 0,
|
|
fieldRegen: 0,
|
|
fieldMode: 0,
|
|
fieldFire: false,
|
|
fieldHarmReduction: 1,
|
|
holdingMassScale: 0,
|
|
hole: {
|
|
isOn: false,
|
|
isReady: true,
|
|
pos1: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
pos2: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
},
|
|
fieldArc: 0,
|
|
fieldThreshold: 0,
|
|
calculateFieldThreshold() {
|
|
m.fieldThreshold = Math.cos(m.fieldArc * Math.PI)
|
|
},
|
|
setHoldDefaults() {
|
|
if (m.energy < m.maxEnergy) m.energy = m.maxEnergy;
|
|
m.fieldRegen = tech.energyRegen; //0.001
|
|
m.fieldMeterColor = "#0cf"
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
m.fieldShieldingScale = 1;
|
|
m.fieldBlockCD = 10;
|
|
m.fieldHarmReduction = 1;
|
|
m.fieldDamage = 1
|
|
m.duplicateChance = 0
|
|
if (tech.duplicationChance() === 0) simulation.draw.powerUp = simulation.draw.powerUpNormal
|
|
m.grabPowerUpRange2 = 156000;
|
|
m.fieldRange = 155;
|
|
m.fieldFire = false;
|
|
m.fieldCDcycle = 0;
|
|
m.isCloak = false;
|
|
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
|
|
m.airSpeedLimit = 125
|
|
m.drop();
|
|
m.holdingMassScale = 0.5;
|
|
m.isFieldActive = false; //only being used by negative mass field
|
|
m.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
m.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
m.isBodiesAsleep = true;
|
|
m.wakeCheck();
|
|
// m.setMaxEnergy();
|
|
m.hole = {
|
|
isOn: false,
|
|
isReady: true,
|
|
pos1: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
pos2: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
}
|
|
},
|
|
setMaxEnergy() {
|
|
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
|
|
},
|
|
fieldMeterColor: "#0cf",
|
|
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
|
|
if (m.energy < m.maxEnergy) {
|
|
m.energy += m.fieldRegen;
|
|
if (m.energy < 0) m.energy = 0
|
|
ctx.fillStyle = bgColor;
|
|
const xOff = m.pos.x - m.radius * m.maxEnergy
|
|
const yOff = m.pos.y - 50
|
|
ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
|
|
ctx.fillStyle = m.fieldMeterColor;
|
|
ctx.fillRect(xOff, yOff, range * m.energy, 10);
|
|
} else if (m.energy > m.maxEnergy + 0.05) {
|
|
ctx.fillStyle = bgColor;
|
|
const xOff = m.pos.x - m.radius * m.energy
|
|
const yOff = m.pos.y - 50
|
|
// ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
|
|
ctx.fillStyle = m.fieldMeterColor;
|
|
ctx.fillRect(xOff, yOff, range * m.energy, 10);
|
|
}
|
|
// else {
|
|
// m.energy = m.maxEnergy
|
|
// }
|
|
},
|
|
lookingAt(who) {
|
|
//calculate a vector from body to player and make it length 1
|
|
const diff = Vector.normalise(Vector.sub(who.position, m.pos));
|
|
//make a vector for the player's direction of length 1
|
|
const dir = {
|
|
x: Math.cos(m.angle),
|
|
y: Math.sin(m.angle)
|
|
};
|
|
//the dot product of diff and dir will return how much over lap between the vectors
|
|
// console.log(Vector.dot(dir, diff))
|
|
if (Vector.dot(dir, diff) > m.fieldThreshold) {
|
|
return true;
|
|
}
|
|
return false;
|
|
},
|
|
drop() {
|
|
if (m.isHolding) {
|
|
m.fieldCDcycle = m.cycle + 15;
|
|
m.isHolding = false;
|
|
m.throwCharge = 0;
|
|
m.definePlayerMass()
|
|
}
|
|
if (m.holdingTarget) {
|
|
m.holdingTarget.collisionFilter.category = cat.body;
|
|
m.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
|
m.holdingTarget = null;
|
|
}
|
|
},
|
|
definePlayerMass(mass = m.defaultMass) {
|
|
Matter.Body.setMass(player, mass);
|
|
//reduce air and ground move forces
|
|
m.Fx = 0.08 / mass * tech.squirrelFx //base player mass is 5
|
|
m.FxAir = 0.4 / mass / mass //base player mass is 5
|
|
//make player stand a bit lower when holding heavy masses
|
|
m.yOffWhen.stand = Math.max(m.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
|
|
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand;
|
|
},
|
|
drawHold(target, stroke = true) {
|
|
if (target) {
|
|
const eye = 15;
|
|
const len = target.vertices.length - 1;
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.4 * Math.random()) + ")";
|
|
ctx.lineWidth = 1;
|
|
ctx.strokeStyle = "#000";
|
|
ctx.beginPath();
|
|
ctx.moveTo(
|
|
m.pos.x + eye * Math.cos(m.angle),
|
|
m.pos.y + eye * Math.sin(m.angle)
|
|
);
|
|
ctx.lineTo(target.vertices[len].x, target.vertices[len].y);
|
|
ctx.lineTo(target.vertices[0].x, target.vertices[0].y);
|
|
ctx.fill();
|
|
if (stroke) ctx.stroke();
|
|
for (let i = 0; i < len; i++) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(
|
|
m.pos.x + eye * Math.cos(m.angle),
|
|
m.pos.y + eye * Math.sin(m.angle)
|
|
);
|
|
ctx.lineTo(target.vertices[i].x, target.vertices[i].y);
|
|
ctx.lineTo(target.vertices[i + 1].x, target.vertices[i + 1].y);
|
|
ctx.fill();
|
|
if (stroke) ctx.stroke();
|
|
}
|
|
}
|
|
},
|
|
holding() {
|
|
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1
|
|
if (m.holdingTarget) {
|
|
m.energy -= m.fieldRegen;
|
|
if (m.energy < 0) m.energy = 0;
|
|
Matter.Body.setPosition(m.holdingTarget, {
|
|
x: m.pos.x + 70 * Math.cos(m.angle),
|
|
y: m.pos.y + 70 * Math.sin(m.angle)
|
|
});
|
|
Matter.Body.setVelocity(m.holdingTarget, player.velocity);
|
|
Matter.Body.rotate(m.holdingTarget, 0.01 / m.holdingTarget.mass); //gently spin the block
|
|
} else {
|
|
m.isHolding = false
|
|
}
|
|
},
|
|
throwBlock() {
|
|
if (m.holdingTarget) {
|
|
if (input.field) {
|
|
if (m.energy > 0.001) {
|
|
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle
|
|
m.energy -= 0.001 / tech.throwChargeRate;
|
|
m.throwCharge += 0.5 * tech.throwChargeRate / m.holdingTarget.mass
|
|
//draw charge
|
|
const x = m.pos.x + 15 * Math.cos(m.angle);
|
|
const y = m.pos.y + 15 * Math.sin(m.angle);
|
|
const len = m.holdingTarget.vertices.length - 1;
|
|
const edge = m.throwCharge * m.throwCharge * m.throwCharge;
|
|
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
|
|
grd.addColorStop(0, "rgba(255,50,150,0.3)");
|
|
grd.addColorStop(1, "transparent");
|
|
ctx.fillStyle = grd;
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
|
|
ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
|
|
ctx.fill();
|
|
for (let i = 0; i < len; i++) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
|
|
ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
|
|
ctx.fill();
|
|
}
|
|
} else {
|
|
m.drop()
|
|
}
|
|
} else if (m.throwCharge > 0) { //Matter.Query.region(mob, player.bounds)
|
|
//throw the body
|
|
m.fieldCDcycle = m.cycle + 15;
|
|
m.isHolding = false;
|
|
//bullet-like collisions
|
|
m.holdingTarget.collisionFilter.category = cat.body; //cat.bullet;
|
|
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
|
|
//check every second to see if player is away from thrown body, and make solid
|
|
const solid = function(that) {
|
|
const dx = that.position.x - player.position.x;
|
|
const dy = that.position.y - player.position.y;
|
|
if (dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
|
|
// that.collisionFilter.category = cat.body; //make solid
|
|
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
|
|
} else {
|
|
setTimeout(solid, 25, that);
|
|
}
|
|
};
|
|
setTimeout(solid, 150, m.holdingTarget);
|
|
|
|
const charge = Math.min(m.throwCharge / 5, 1)
|
|
//***** scale throw speed with the first number, 80 *****
|
|
let speed = 80 * charge * Math.min(1, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
|
|
|
|
if (Matter.Query.collides(m.holdingTarget, map).length !== 0) {
|
|
speed *= 0.7 //drop speed by 30% if touching map
|
|
if (Matter.Query.ray(map, m.holdingTarget.position, m.pos).length !== 0) speed = 0 //drop to zero if the center of the block can't see the center of the player through the map
|
|
//|| Matter.Query.ray(body, m.holdingTarget.position, m.pos).length > 1
|
|
}
|
|
|
|
m.throwCharge = 0;
|
|
Matter.Body.setVelocity(m.holdingTarget, {
|
|
x: player.velocity.x * 0.5 + Math.cos(m.angle) * speed,
|
|
y: player.velocity.y * 0.5 + Math.sin(m.angle) * speed
|
|
});
|
|
//player recoil //stronger in x-dir to prevent jump hacking
|
|
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x - Math.cos(m.angle) * speed / (m.crouch ? 30 : 10) * Math.sqrt(m.holdingTarget.mass),
|
|
y: player.velocity.y - Math.sin(m.angle) * speed / 30 * Math.sqrt(m.holdingTarget.mass)
|
|
});
|
|
m.definePlayerMass() //return to normal player mass
|
|
}
|
|
} else {
|
|
m.isHolding = false
|
|
}
|
|
},
|
|
drawField() {
|
|
if (m.holdingTarget) {
|
|
ctx.fillStyle = "rgba(110,170,200," + (m.energy * (0.05 + 0.05 * Math.random())) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.3 + 0.08 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
|
|
} else {
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.02 + m.energy * (0.15 + 0.15 * Math.random())) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
|
|
}
|
|
// const off = 2 * Math.cos(simulation.cycle * 0.1)
|
|
const range = m.fieldRange;
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, range, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
|
|
ctx.lineWidth = 2;
|
|
ctx.lineCap = "butt"
|
|
ctx.stroke();
|
|
let eye = 13;
|
|
let aMag = 0.75 * Math.PI * m.fieldArc
|
|
let a = m.angle + aMag
|
|
let cp1x = m.pos.x + 0.6 * range * Math.cos(a)
|
|
let cp1y = m.pos.y + 0.6 * range * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle))
|
|
a = m.angle - aMag
|
|
cp1x = m.pos.x + 0.6 * range * Math.cos(a)
|
|
cp1y = m.pos.y + 0.6 * range * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * range * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * range * Math.sin(m.angle - Math.PI * m.fieldArc))
|
|
ctx.fill();
|
|
// ctx.lineTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle));
|
|
|
|
//draw random lines in field for cool effect
|
|
let offAngle = m.angle + 1.7 * Math.PI * m.fieldArc * (Math.random() - 0.5);
|
|
ctx.beginPath();
|
|
eye = 15;
|
|
ctx.moveTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle));
|
|
ctx.lineTo(m.pos.x + range * Math.cos(offAngle), m.pos.y + range * Math.sin(offAngle));
|
|
ctx.strokeStyle = "rgba(120,170,255,0.6)";
|
|
ctx.lineWidth = 1;
|
|
ctx.stroke();
|
|
},
|
|
grabPowerUp() { //look for power ups to grab with field
|
|
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
const dxP = m.pos.x - powerUp[i].position.x;
|
|
const dyP = m.pos.y - powerUp[i].position.y;
|
|
const dist2 = dxP * dxP + dyP * dyP;
|
|
// float towards player if looking at and in range or if very close to player
|
|
if (dist2 < m.grabPowerUpRange2 &&
|
|
(m.lookingAt(powerUp[i]) || dist2 < 16000) &&
|
|
!(m.health === m.maxHealth && powerUp[i].name === "heal") &&
|
|
Matter.Query.ray(map, powerUp[i].position, m.pos).length === 0
|
|
) {
|
|
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
|
|
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
|
//extra friction
|
|
Matter.Body.setVelocity(powerUp[i], {
|
|
x: powerUp[i].velocity.x * 0.11,
|
|
y: powerUp[i].velocity.y * 0.11
|
|
});
|
|
if (dist2 < 5000 && !simulation.isChoosing) { //use power up if it is close enough
|
|
powerUps.onPickUp(powerUp[i]);
|
|
Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
|
|
x: player.velocity.x + powerUp[i].velocity.x / player.mass * 5,
|
|
y: player.velocity.y + powerUp[i].velocity.y / player.mass * 5
|
|
});
|
|
powerUp[i].effect();
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
return; //because the array order is messed up after splice
|
|
}
|
|
}
|
|
}
|
|
},
|
|
pushMass(who) {
|
|
const speed = Vector.magnitude(Vector.sub(who.velocity, player.velocity))
|
|
const fieldBlockCost = (0.025 + Math.sqrt(who.mass) * speed * 0.002) * m.fieldShieldingScale;
|
|
const unit = Vector.normalise(Vector.sub(player.position, who.position))
|
|
|
|
if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
|
|
m.energy -= fieldBlockCost
|
|
if (m.energy < 0) m.energy = 0;
|
|
// if (m.energy > m.maxEnergy) m.energy = m.maxEnergy;
|
|
|
|
if (tech.blockDmg) {
|
|
who.damage(tech.blockDmg * b.dmgScale)
|
|
//draw electricity
|
|
const step = 40
|
|
ctx.beginPath();
|
|
for (let i = 0, len = 1.5 * tech.blockDmg; i < len; i++) {
|
|
let x = m.pos.x - 20 * unit.x;
|
|
let y = m.pos.y - 20 * unit.y;
|
|
ctx.moveTo(x, y);
|
|
for (let i = 0; i < 8; i++) {
|
|
x += step * (-unit.x + 1.5 * (Math.random() - 0.5))
|
|
y += step * (-unit.y + 1.5 * (Math.random() - 0.5))
|
|
ctx.lineTo(x, y);
|
|
}
|
|
}
|
|
ctx.lineWidth = 3;
|
|
ctx.strokeStyle = "#f0f";
|
|
ctx.stroke();
|
|
} else {
|
|
m.drawHold(who);
|
|
}
|
|
// if (tech.isFreezeMobs) mobs.statusSlow(who, 60) //this works but doesn't have a fun effect
|
|
if (tech.isStunField) mobs.statusStun(who, tech.isStunField)
|
|
// m.holdingTarget = null
|
|
//knock backs
|
|
if (m.fieldShieldingScale > 0) {
|
|
const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back
|
|
Matter.Body.setVelocity(who, {
|
|
x: player.velocity.x - (15 * unit.x) / massRoot,
|
|
y: player.velocity.y - (15 * unit.y) / massRoot
|
|
});
|
|
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
|
|
if (m.crouch) {
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x + 0.4 * unit.x * massRoot,
|
|
y: player.velocity.y + 0.4 * unit.y * massRoot
|
|
});
|
|
} else {
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x + 5 * unit.x * massRoot,
|
|
y: player.velocity.y + 5 * unit.y * massRoot
|
|
});
|
|
}
|
|
} else {
|
|
// mobs.statusSlow(who, tech.isStunField)
|
|
const massRoot = Math.sqrt(Math.max(0.15, who.mass)); // masses above 12 can start to overcome the push back
|
|
Matter.Body.setVelocity(who, {
|
|
x: player.velocity.x - (20 * unit.x) / massRoot,
|
|
y: player.velocity.y - (20 * unit.y) / massRoot
|
|
});
|
|
if (who.dropPowerUp && player.speed < 12) {
|
|
const massRootCap = Math.sqrt(Math.min(10, Math.max(0.4, who.mass))); // masses above 12 can start to overcome the push back
|
|
Matter.Body.setVelocity(player, {
|
|
x: 0.9 * player.velocity.x + 0.6 * unit.x * massRootCap,
|
|
y: 0.9 * player.velocity.y + 0.6 * unit.y * massRootCap
|
|
});
|
|
}
|
|
}
|
|
}
|
|
},
|
|
pushMobsFacing() { // find mobs in range and in direction looking
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitude(Vector.sub(mob[i].position, player.position)) - mob[i].radius < m.fieldRange &&
|
|
m.lookingAt(mob[i]) &&
|
|
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
|
) {
|
|
mob[i].locatePlayer();
|
|
m.pushMass(mob[i]);
|
|
}
|
|
}
|
|
},
|
|
pushMobs360(range = m.fieldRange * 0.75) { // find mobs in range in any direction
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < range &&
|
|
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
|
) {
|
|
mob[i].locatePlayer();
|
|
m.pushMass(mob[i]);
|
|
}
|
|
}
|
|
},
|
|
lookForPickUp() { //find body to pickup
|
|
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen;
|
|
const grabbing = {
|
|
targetIndex: null,
|
|
targetRange: 150,
|
|
// lookingAt: false //false to pick up object in range, but not looking at
|
|
};
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
if (Matter.Query.ray(map, body[i].position, m.pos).length === 0) {
|
|
//is m next body a better target then my current best
|
|
const dist = Vector.magnitude(Vector.sub(body[i].position, m.pos));
|
|
const looking = m.lookingAt(body[i]);
|
|
// if (dist < grabbing.targetRange && (looking || !grabbing.lookingAt) && !body[i].isNotHoldable) {
|
|
if (dist < grabbing.targetRange && looking && !body[i].isNotHoldable) {
|
|
grabbing.targetRange = dist;
|
|
grabbing.targetIndex = i;
|
|
// grabbing.lookingAt = looking;
|
|
}
|
|
}
|
|
}
|
|
// set pick up target for when mouse is released
|
|
if (body[grabbing.targetIndex]) {
|
|
m.holdingTarget = body[grabbing.targetIndex];
|
|
//
|
|
ctx.beginPath(); //draw on each valid body
|
|
let vertices = m.holdingTarget.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 = "rgba(190,215,230," + (0.3 + 0.7 * Math.random()) + ")";
|
|
ctx.fill();
|
|
|
|
ctx.globalAlpha = 0.2;
|
|
m.drawHold(m.holdingTarget);
|
|
ctx.globalAlpha = 1;
|
|
} else {
|
|
m.holdingTarget = null;
|
|
}
|
|
},
|
|
pickUp() {
|
|
//triggers when a hold target exits and field button is released
|
|
m.isHolding = true;
|
|
//conserve momentum when player mass changes
|
|
totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(m.holdingTarget.velocity, m.holdingTarget.mass))
|
|
Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + m.holdingTarget.mass)));
|
|
|
|
m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale)
|
|
//make block collide with nothing
|
|
m.holdingTarget.collisionFilter.category = 0;
|
|
m.holdingTarget.collisionFilter.mask = 0;
|
|
},
|
|
wakeCheck() {
|
|
if (m.isBodiesAsleep) {
|
|
m.isBodiesAsleep = false;
|
|
|
|
function wake(who) {
|
|
for (let i = 0, len = who.length; i < len; ++i) {
|
|
Matter.Sleeping.set(who[i], false)
|
|
if (who[i].storeVelocity) {
|
|
Matter.Body.setVelocity(who[i], {
|
|
x: who[i].storeVelocity.x,
|
|
y: who[i].storeVelocity.y
|
|
})
|
|
Matter.Body.setAngularVelocity(who[i], who[i].storeAngularVelocity)
|
|
}
|
|
}
|
|
}
|
|
if (tech.isFreezeMobs) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
Matter.Sleeping.set(mob[i], false)
|
|
mobs.statusSlow(mob[i], 60)
|
|
}
|
|
} else {
|
|
wake(mob);
|
|
}
|
|
wake(body);
|
|
wake(bullet);
|
|
for (let i = 0, len = cons.length; i < len; i++) {
|
|
if (cons[i].stiffness === 0) {
|
|
cons[i].stiffness = cons[i].storeStiffness
|
|
}
|
|
}
|
|
// wake(powerUp);
|
|
}
|
|
},
|
|
hold() {},
|
|
setField(index) {
|
|
if (isNaN(index)) { //find index by name
|
|
let found = false
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) {
|
|
if (index === m.fieldUpgrades[i].name) {
|
|
index = i;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found) return //if you can't find the field don't give a field to avoid game crash
|
|
}
|
|
m.fieldMode = index;
|
|
document.getElementById("field").innerHTML = m.fieldUpgrades[index].name
|
|
m.setHoldDefaults();
|
|
m.fieldUpgrades[index].effect();
|
|
},
|
|
fieldUpgrades: [{
|
|
name: "field emitter",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> blocks<br>regen <strong>6</strong> <strong class='color-f'>energy</strong> per second",
|
|
effect: () => {
|
|
m.hold = function() {
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
if (m.energy > 0.05) {
|
|
m.drawField();
|
|
m.pushMobsFacing();
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "standing wave harmonics",
|
|
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</strong>",
|
|
effect: () => {
|
|
// m.fieldHarmReduction = 0.80;
|
|
m.fieldBlockCD = 0;
|
|
m.fieldHarmReduction = 0.8;
|
|
m.hold = function() {
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if ((input.field) && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
if (m.energy > 0.1 && m.fieldCDcycle < m.cycle) {
|
|
const fieldRange1 = (0.7 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange
|
|
const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange
|
|
const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange
|
|
const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.04 + m.energy * (0.12 + 0.13 * Math.random())) + ")";
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, fieldRange1, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, fieldRange2, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, fieldRange3, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
m.pushMobs360(netfieldRange);
|
|
// m.pushBody360(netfieldRange); //can't throw block when pushhing blocks away
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "perfect diamagnetism",
|
|
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
|
|
description: "<strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has no <strong>cool down</strong> and less <strong>recoil</strong><br><strong>attract</strong> power ups from <strong>far away</strong>",
|
|
effect: () => {
|
|
m.fieldShieldingScale = 0;
|
|
m.grabPowerUpRange2 = 10000000
|
|
m.hold = function() {
|
|
const wave = Math.sin(m.cycle * 0.022);
|
|
m.fieldRange = 170 + 12 * wave
|
|
m.fieldArc = 0.33 + 0.045 * wave //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
m.calculateFieldThreshold();
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
if (m.energy > 0.05) {
|
|
//draw field
|
|
if (m.holdingTarget) {
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
|
|
} else {
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
|
|
}
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, m.fieldRange, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
|
|
ctx.lineWidth = 2.5 - 1.5 * wave;
|
|
ctx.lineCap = "butt"
|
|
ctx.stroke();
|
|
const curve = 0.57 + 0.04 * wave
|
|
const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
|
|
let a = m.angle + aMag
|
|
let cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a)
|
|
let cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle))
|
|
a = m.angle - aMag
|
|
cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a)
|
|
cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * m.fieldRange * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * m.fieldRange * Math.sin(m.angle - Math.PI * m.fieldArc))
|
|
ctx.fill();
|
|
m.pushMobsFacing();
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.drawFieldMeter()
|
|
|
|
if (tech.isPerfectBrake) { //cap mob speed around player
|
|
const range = 160 + 140 * wave + 150 * m.energy
|
|
for (let i = 0; i < mob.length; i++) {
|
|
const distance = Vector.magnitude(Vector.sub(m.pos, mob[i].position))
|
|
if (distance < range) {
|
|
const cap = mob[i].isShielded ? 8.5 : 4.5
|
|
if (mob[i].speed > cap && Vector.dot(mob[i].velocity, Vector.sub(m.pos, mob[i].position)) > 0) { // if velocity is directed towards player
|
|
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction
|
|
}
|
|
}
|
|
}
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, range, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "hsla(200,50%,61%,0.08)";
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "nano-scale manufacturing",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs<br>excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
|
|
effect: () => {
|
|
m.hold = function() {
|
|
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 200 && (m.cycle % 2)) {
|
|
if (tech.isSporeField) {
|
|
// const len = Math.floor(5 + 4 * Math.random())
|
|
const len = Math.ceil(m.energy * 10)
|
|
m.energy = 0;
|
|
for (let i = 0; i < len; i++) b.spore(m.pos)
|
|
} else if (tech.isMissileField) {
|
|
m.energy -= 0.5;
|
|
b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2, 0, 1)
|
|
} else if (tech.isIceField) {
|
|
m.energy -= 0.057;
|
|
b.iceIX(1)
|
|
} else {
|
|
m.energy -= 0.45 * tech.droneEnergyReduction;
|
|
b.drone()
|
|
}
|
|
}
|
|
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
if (m.energy > 0.05) {
|
|
m.drawField();
|
|
m.pushMobsFacing();
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.energy += m.fieldRegen;
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "negative mass field",
|
|
description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
|
|
fieldDrawRadius: 0,
|
|
effect: () => {
|
|
m.fieldFire = true;
|
|
m.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
|
|
m.fieldMeterColor = "#333"
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
m.fieldHarmReduction = 0.5;
|
|
m.fieldDrawRadius = 0;
|
|
|
|
m.hold = function() {
|
|
m.airSpeedLimit = 125 //5 * player.mass * player.mass
|
|
m.FxAir = 0.016
|
|
m.isFieldActive = false;
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //push away
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
const DRAIN = 0.00035
|
|
if (m.energy > DRAIN) {
|
|
m.isFieldActive = true; //used with tech.isHarmReduce
|
|
m.airSpeedLimit = 400 // 7* player.mass * player.mass
|
|
m.FxAir = 0.005
|
|
// m.pushMobs360();
|
|
|
|
//repulse mobs
|
|
// for (let i = 0, len = mob.length; i < len; ++i) {
|
|
// sub = Vector.sub(mob[i].position, m.pos);
|
|
// dist2 = Vector.magnitudeSquared(sub);
|
|
// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius && mob[i].speed > 6) {
|
|
// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.00004 * mob[i].speed * mob[i].mass)
|
|
// mob[i].force.x = force.x
|
|
// mob[i].force.y = force.y
|
|
// }
|
|
// }
|
|
//look for nearby objects to make zero-g
|
|
function zeroG(who, range, mag = 1.06) {
|
|
for (let i = 0, len = who.length; i < len; ++i) {
|
|
sub = Vector.sub(who[i].position, m.pos);
|
|
dist = Vector.magnitude(sub);
|
|
if (dist < range) {
|
|
who[i].force.y -= who[i].mass * (simulation.g * mag); //add a bit more then standard gravity
|
|
}
|
|
}
|
|
}
|
|
// zeroG(bullet); //works fine, but not that noticeable and maybe not worth the possible performance hit
|
|
// zeroG(mob); //mobs are too irregular to make this work?
|
|
|
|
if (input.down) { //down
|
|
player.force.y -= 0.5 * player.mass * simulation.g;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 400 * 0.03;
|
|
zeroG(powerUp, this.fieldDrawRadius, 0.7);
|
|
zeroG(body, this.fieldDrawRadius, 0.7);
|
|
} else if (input.up) { //up
|
|
m.energy -= 5 * DRAIN;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03;
|
|
player.force.y -= 1.45 * player.mass * simulation.g;
|
|
zeroG(powerUp, this.fieldDrawRadius, 1.38);
|
|
zeroG(body, this.fieldDrawRadius, 1.38);
|
|
} else {
|
|
m.energy -= DRAIN;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03;
|
|
player.force.y -= 1.07 * player.mass * simulation.g; // slow upward drift
|
|
zeroG(powerUp, this.fieldDrawRadius);
|
|
zeroG(body, this.fieldDrawRadius);
|
|
}
|
|
if (m.energy < 0.001) {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.energy = 0;
|
|
}
|
|
//add extra friction for horizontal motion
|
|
if (input.down || input.up || input.left || input.right) {
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.99,
|
|
y: player.velocity.y * 0.98
|
|
});
|
|
} else { //slow rise and fall
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.99,
|
|
y: player.velocity.y * 0.98
|
|
});
|
|
}
|
|
if (tech.isFreezeMobs) {
|
|
const ICE_DRAIN = 0.0005
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
|
|
if (m.energy > ICE_DRAIN * 2) {
|
|
m.energy -= ICE_DRAIN;
|
|
this.fieldDrawRadius -= 2;
|
|
mobs.statusSlow(mob[i], 60)
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//draw zero-G range
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, this.fieldDrawRadius, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "#f5f5ff";
|
|
ctx.globalCompositeOperation = "difference";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
this.fieldDrawRadius = 0
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
this.fieldDrawRadius = 0
|
|
}
|
|
m.drawFieldMeter("rgba(0,0,0,0.2)")
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "plasma torch",
|
|
description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away",
|
|
effect() {
|
|
m.fieldMeterColor = "#f0f"
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
m.hold = function() {
|
|
b.isExtruderOn = false
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
if (tech.isExtruder) {
|
|
b.extruder();
|
|
} else {
|
|
b.plasma();
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
|
|
|
|
if (tech.isExtruder) {
|
|
if (input.field) {
|
|
b.wasExtruderOn = true
|
|
} else {
|
|
b.wasExtruderOn = false
|
|
b.canExtruderFire = true
|
|
}
|
|
ctx.lineWidth = 5;
|
|
ctx.strokeStyle = "#f07"
|
|
ctx.beginPath(); //draw all the wave bullets
|
|
for (let i = 0, len = bullet.length; i < len; i++) {
|
|
if (bullet[i].isWave) {
|
|
if (bullet[i].isBranch) {
|
|
ctx.stroke();
|
|
ctx.beginPath(); //draw all the wave bullets
|
|
} else {
|
|
ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
|
|
}
|
|
}
|
|
}
|
|
if (b.wasExtruderOn && b.isExtruderOn) ctx.lineTo(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle))
|
|
ctx.stroke();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "time dilation field",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped",
|
|
effect: () => {
|
|
// m.fieldMeterColor = "#000"
|
|
m.fieldFire = true;
|
|
m.isBodiesAsleep = false;
|
|
m.hold = function() {
|
|
if (m.isHolding) {
|
|
m.wakeCheck();
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) {
|
|
m.grabPowerUp();
|
|
m.lookForPickUp(180);
|
|
|
|
const DRAIN = 0.0013
|
|
if (m.energy > DRAIN) {
|
|
m.energy -= DRAIN;
|
|
if (m.energy < DRAIN) {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.energy = 0;
|
|
m.wakeCheck();
|
|
}
|
|
//draw field everywhere
|
|
ctx.globalCompositeOperation = "saturation"
|
|
ctx.fillStyle = "#ccc";
|
|
ctx.fillRect(-100000, -100000, 200000, 200000)
|
|
ctx.globalCompositeOperation = "source-over"
|
|
//stop time
|
|
m.isBodiesAsleep = true;
|
|
|
|
function sleep(who) {
|
|
for (let i = 0, len = who.length; i < len; ++i) {
|
|
if (!who[i].isSleeping) {
|
|
who[i].storeVelocity = who[i].velocity
|
|
who[i].storeAngularVelocity = who[i].angularVelocity
|
|
}
|
|
Matter.Sleeping.set(who[i], true)
|
|
}
|
|
}
|
|
sleep(mob);
|
|
sleep(body);
|
|
sleep(bullet);
|
|
//doesn't really work, just slows down constraints
|
|
for (let i = 0, len = cons.length; i < len; i++) {
|
|
if (cons[i].stiffness !== 0) {
|
|
cons[i].storeStiffness = cons[i].stiffness;
|
|
cons[i].stiffness = 0;
|
|
}
|
|
}
|
|
|
|
simulation.cycle--; //pause all functions that depend on game cycle increasing
|
|
if (tech.isTimeSkip) {
|
|
if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10;
|
|
simulation.isTimeSkipping = true;
|
|
m.cycle++;
|
|
simulation.gravity();
|
|
Engine.update(engine, simulation.delta);
|
|
// level.checkZones();
|
|
// level.checkQuery();
|
|
m.move();
|
|
simulation.checks();
|
|
// mobs.loop();
|
|
// m.draw();
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
// m.hold();
|
|
// m.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
|
|
b.fire();
|
|
// b.bulletRemove();
|
|
b.bulletDo();
|
|
simulation.isTimeSkipping = false;
|
|
}
|
|
// simulation.cycle--; //pause all functions that depend on game cycle increasing
|
|
// if (tech.isTimeSkip && !simulation.isTimeSkipping) { //speed up the rate of time
|
|
// simulation.timeSkip(1)
|
|
// m.energy += 1.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
|
|
// }
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.wakeCheck();
|
|
m.pickUp();
|
|
} else {
|
|
m.wakeCheck();
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
|
|
description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>133%</strong>",
|
|
effect: () => {
|
|
m.fieldFire = true;
|
|
m.fieldMeterColor = "#333";
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
// m.eyeFillColor = '#333'
|
|
m.fieldPhase = 0;
|
|
m.isCloak = false
|
|
m.fieldDamage = 2.33 // 1 + 111/100
|
|
m.fieldDrawRadius = 0
|
|
const drawRadius = 1000
|
|
|
|
m.hold = function() {
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold and field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding target exists, and field button is not pressed
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
|
|
//120 cycles after shooting (or using field) enable cloak
|
|
if (m.energy < 0.05 && m.fireCDcycle < m.cycle && !input.fire) m.fireCDcycle = m.cycle
|
|
if (m.fireCDcycle + 50 < m.cycle) {
|
|
if (!m.isCloak) {
|
|
m.isCloak = true //enter cloak
|
|
if (tech.isIntangible) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
|
|
}
|
|
}
|
|
}
|
|
} else if (m.isCloak) { //exit cloak
|
|
m.isCloak = false
|
|
if (tech.isIntangible) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
|
|
}
|
|
}
|
|
if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
|
|
let isMobsAround = false
|
|
const stunRange = m.fieldDrawRadius * 1.15
|
|
const drain = 0.3 * m.energy
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange &&
|
|
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
|
) {
|
|
isMobsAround = true
|
|
mobs.statusStun(mob[i], 30 + drain * 300)
|
|
}
|
|
}
|
|
if (isMobsAround && m.energy > drain) {
|
|
m.energy -= drain
|
|
simulation.drawList.push({
|
|
x: m.pos.x,
|
|
y: m.pos.y,
|
|
radius: stunRange,
|
|
color: "hsla(0,50%,100%,0.6)",
|
|
time: 4
|
|
});
|
|
// ctx.beginPath();
|
|
// ctx.arc(m.pos.x, m.pos.y, 800, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = "#000"
|
|
// ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
|
|
function drawField() {
|
|
m.fieldPhase += 0.007 + 0.07 * (1 - energy)
|
|
const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5)
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.pos.x, m.pos.y, m.fieldDrawRadius * (1 - wiggle), m.fieldDrawRadius * (1 + wiggle), m.fieldPhase, 0, 2 * Math.PI);
|
|
if (m.fireCDcycle > m.cycle && (input.field)) {
|
|
ctx.lineWidth = 5;
|
|
ctx.strokeStyle = `rgba(0, 204, 255,1)`
|
|
ctx.stroke()
|
|
}
|
|
ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
|
|
ctx.globalCompositeOperation = "destination-in"; //in or atop
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
ctx.clip();
|
|
}
|
|
|
|
const energy = Math.max(0.01, Math.min(m.energy, 1))
|
|
if (m.isCloak) {
|
|
this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius
|
|
m.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
|
drawField()
|
|
} else {
|
|
if (this.fieldRange < 3000) {
|
|
this.fieldRange += 200
|
|
m.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
|
drawField()
|
|
}
|
|
}
|
|
if (tech.isIntangible) {
|
|
if (m.isCloak) {
|
|
player.collisionFilter.mask = cat.map
|
|
let inPlayer = Matter.Query.region(mob, player.bounds)
|
|
if (inPlayer.length > 0) {
|
|
for (let i = 0; i < inPlayer.length; i++) {
|
|
if (m.energy > 0) {
|
|
if (inPlayer[i].shield) { //shields drain player energy
|
|
m.energy -= 0.014;
|
|
} else {
|
|
m.energy -= 0.004;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
|
|
}
|
|
}
|
|
|
|
if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code
|
|
m.energy += m.fieldRegen;
|
|
if (m.energy < 0) m.energy = 0
|
|
const xOff = m.pos.x - m.radius * m.maxEnergy
|
|
const yOff = m.pos.y - 50
|
|
ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
|
|
ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
ctx.fillStyle = "#fff";
|
|
ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
|
|
ctx.beginPath()
|
|
ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
ctx.strokeStyle = m.fieldMeterColor;
|
|
ctx.lineWidth = 1;
|
|
ctx.stroke();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
// {
|
|
// name: "phase decoherence field",
|
|
// description: "use <strong class='color-f'>energy</strong> to become <strong>intangible</strong><br><strong>firing</strong> and touching <strong>shields</strong> <strong>drains</strong> <strong class='color-f'>energy</strong><br>unable to <strong>see</strong> and be <strong>seen</strong> by mobs",
|
|
// effect: () => {
|
|
// m.fieldFire = true;
|
|
// m.fieldMeterColor = "#fff";
|
|
// m.fieldPhase = 0;
|
|
|
|
// m.hold = function () {
|
|
// function drawField(radius) {
|
|
// radius *= Math.min(4, 0.9 + 2.2 * m.energy * m.energy);
|
|
// const rotate = m.cycle * 0.005;
|
|
// m.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.max(0.01, Math.min(m.energy, 1)));
|
|
// const off1 = 1 + 0.06 * Math.sin(m.fieldPhase);
|
|
// const off2 = 1 - 0.06 * Math.sin(m.fieldPhase);
|
|
// ctx.beginPath();
|
|
// ctx.ellipse(m.pos.x, m.pos.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
|
|
// if (m.fireCDcycle > m.cycle && (input.field)) {
|
|
// ctx.lineWidth = 5;
|
|
// ctx.strokeStyle = `rgba(0, 204, 255,1)`
|
|
// ctx.stroke()
|
|
// }
|
|
// ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
|
|
// ctx.globalCompositeOperation = "destination-in"; //in or atop
|
|
// ctx.fill();
|
|
// ctx.globalCompositeOperation = "source-over";
|
|
// ctx.clip();
|
|
// }
|
|
|
|
// m.isCloak = false //isCloak disables most uses of foundPlayer()
|
|
// player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
|
|
// if (m.isHolding) {
|
|
// if (this.fieldRange < 2000) {
|
|
// this.fieldRange += 100
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// m.drawHold(m.holdingTarget);
|
|
// m.holding();
|
|
// m.throwBlock();
|
|
// } else if (input.field) {
|
|
// m.grabPowerUp();
|
|
// m.lookForPickUp();
|
|
|
|
// if (m.fieldCDcycle < m.cycle) {
|
|
// // simulation.draw.bodyFill = "transparent"
|
|
// // simulation.draw.bodyStroke = "transparent"
|
|
|
|
// const DRAIN = 0.00013 + (m.fireCDcycle > m.cycle ? 0.005 : 0)
|
|
// if (m.energy > DRAIN) {
|
|
// m.energy -= DRAIN;
|
|
// // if (m.energy < 0.001) {
|
|
// // m.fieldCDcycle = m.cycle + 120;
|
|
// // m.energy = 0;
|
|
// // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// // }
|
|
// this.fieldRange = this.fieldRange * 0.8 + 0.2 * 160
|
|
// drawField(this.fieldRange)
|
|
|
|
// m.isCloak = true //isCloak disables most uses of foundPlayer()
|
|
// player.collisionFilter.mask = cat.map
|
|
|
|
|
|
// let inPlayer = Matter.Query.region(mob, player.bounds)
|
|
// if (inPlayer.length > 0) {
|
|
// for (let i = 0; i < inPlayer.length; i++) {
|
|
// if (inPlayer[i].shield) {
|
|
// m.energy -= 0.005; //shields drain player energy
|
|
// //draw outline of shield
|
|
// ctx.fillStyle = `rgba(140,217,255,0.5)`
|
|
// ctx.fill()
|
|
// } else if (tech.superposition && inPlayer[i].dropPowerUp) {
|
|
// // inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
|
|
// // m.energy += 0.005;
|
|
|
|
// mobs.statusStun(inPlayer[i], 300)
|
|
// //draw outline of mob in a few random locations to show blurriness
|
|
// const vertices = inPlayer[i].vertices;
|
|
// const off = 30
|
|
// for (let k = 0; k < 3; k++) {
|
|
// const xOff = off * (Math.random() - 0.5)
|
|
// const yOff = off * (Math.random() - 0.5)
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(xOff + vertices[0].x, yOff + vertices[0].y);
|
|
// for (let j = 1, len = vertices.length; j < len; ++j) {
|
|
// ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y);
|
|
// }
|
|
// ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y);
|
|
// ctx.fillStyle = "rgba(0,0,0,0.1)"
|
|
// ctx.fill()
|
|
// }
|
|
// break;
|
|
// }
|
|
// }
|
|
// }
|
|
// } else {
|
|
// m.fieldCDcycle = m.cycle + 120;
|
|
// m.energy = 0;
|
|
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// }
|
|
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
// m.pickUp();
|
|
// if (this.fieldRange < 2000) {
|
|
// this.fieldRange += 100
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// } else {
|
|
// // this.fieldRange = 3000
|
|
// if (this.fieldRange < 2000 && m.holdingTarget === null) {
|
|
// this.fieldRange += 100
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// }
|
|
|
|
// if (m.energy < m.maxEnergy) {
|
|
// m.energy += m.fieldRegen;
|
|
// const xOff = m.pos.x - m.radius * m.maxEnergy
|
|
// const yOff = m.pos.y - 50
|
|
// ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
|
|
// ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
// ctx.fillStyle = m.fieldMeterColor;
|
|
// ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
|
|
// ctx.beginPath()
|
|
// ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
// ctx.strokeStyle = "rgb(0, 0, 0)";
|
|
// ctx.lineWidth = 1;
|
|
// ctx.stroke();
|
|
// }
|
|
// if (m.energy < 0) m.energy = 0
|
|
// }
|
|
// }
|
|
// },
|
|
{
|
|
name: "pilot wave",
|
|
description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br>allows <strong class='color-m'>tech</strong> that normally require other <strong class='color-f'>fields</strong>",
|
|
effect: () => {
|
|
m.fieldPhase = 0;
|
|
m.fieldPosition = {
|
|
x: simulation.mouseInGame.x,
|
|
y: simulation.mouseInGame.y
|
|
}
|
|
m.lastFieldPosition = {
|
|
x: simulation.mouseInGame.x,
|
|
y: simulation.mouseInGame.y
|
|
}
|
|
m.fieldOn = false;
|
|
m.fieldRadius = 0;
|
|
m.drop();
|
|
m.hold = function() {
|
|
if (input.field) {
|
|
if (m.fieldCDcycle < m.cycle) {
|
|
const scale = 25
|
|
const bounds = {
|
|
min: {
|
|
x: m.fieldPosition.x - scale,
|
|
y: m.fieldPosition.y - scale
|
|
},
|
|
max: {
|
|
x: m.fieldPosition.x + scale,
|
|
y: m.fieldPosition.y + scale
|
|
}
|
|
}
|
|
const isInMap = Matter.Query.region(map, bounds).length
|
|
// const isInMap = Matter.Query.point(map, m.fieldPosition).length
|
|
|
|
if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location
|
|
m.fieldOn = true;
|
|
m.fieldPosition = { //smooth the mouse position
|
|
x: simulation.mouseInGame.x,
|
|
y: simulation.mouseInGame.y
|
|
}
|
|
m.lastFieldPosition = { //used to find velocity of field changes
|
|
x: m.fieldPosition.x,
|
|
y: m.fieldPosition.y
|
|
}
|
|
} else { //when field is on it smoothly moves towards the mouse
|
|
m.lastFieldPosition = { //used to find velocity of field changes
|
|
x: m.fieldPosition.x,
|
|
y: m.fieldPosition.y
|
|
}
|
|
const smooth = isInMap ? 0.985 : 0.96;
|
|
m.fieldPosition = { //smooth the mouse position
|
|
x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth),
|
|
y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth),
|
|
}
|
|
}
|
|
|
|
//grab power ups into the field
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
const dxP = m.fieldPosition.x - powerUp[i].position.x;
|
|
const dyP = m.fieldPosition.y - powerUp[i].position.y;
|
|
const dist2 = dxP * dxP + dyP * dyP;
|
|
// float towards field if looking at and in range or if very close to player
|
|
if (dist2 < m.fieldRadius * m.fieldRadius && (m.lookingAt(powerUp[i]) || dist2 < 16000) && !(m.health === m.maxHealth && powerUp[i].name === "heal")) {
|
|
powerUp[i].force.x += 7 * (dxP / dist2) * powerUp[i].mass;
|
|
powerUp[i].force.y += 7 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
|
//extra friction
|
|
Matter.Body.setVelocity(powerUp[i], {
|
|
x: powerUp[i].velocity.x * 0.11,
|
|
y: powerUp[i].velocity.y * 0.11
|
|
});
|
|
if (dist2 < 5000 && !simulation.isChoosing) { //use power up if it is close enough
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
// m.fieldRadius += 50
|
|
break; //because the array order is messed up after splice
|
|
}
|
|
}
|
|
}
|
|
//grab power ups normally too
|
|
m.grabPowerUp();
|
|
|
|
if (m.energy > 0.01) {
|
|
//find mouse velocity
|
|
const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition)
|
|
const speed = Vector.magnitude(diff)
|
|
const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 45)) //limit velocity
|
|
let radius, radiusSmooth
|
|
if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field
|
|
radius = 0
|
|
radiusSmooth = Math.max(0, isInMap ? 0.96 - 0.02 * speed : 0.995); //0.99
|
|
} else {
|
|
radius = Math.max(50, 250 - 2 * speed)
|
|
radiusSmooth = 0.97
|
|
}
|
|
m.fieldRadius = m.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth)
|
|
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
|
|
const DRAIN = speed * body[i].mass * 0.000013
|
|
if (m.energy > DRAIN) {
|
|
m.energy -= DRAIN;
|
|
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
|
|
Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8)
|
|
// body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects
|
|
//blocks drift towards center of pilot wave
|
|
const sub = Vector.sub(m.fieldPosition, body[i].position)
|
|
const unit = Vector.mult(Vector.normalise(sub), 0.00005 * Vector.magnitude(sub))
|
|
body[i].force.x += unit.x
|
|
body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects
|
|
} else {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.fieldOn = false
|
|
m.fieldRadius = 0
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tech.isFreezeMobs) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius) {
|
|
mobs.statusSlow(mob[i], 180)
|
|
}
|
|
}
|
|
}
|
|
|
|
ctx.beginPath();
|
|
const rotate = m.cycle * 0.008;
|
|
m.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(m.energy, 1));
|
|
const off1 = 1 + 0.06 * Math.sin(m.fieldPhase);
|
|
const off2 = 1 - 0.06 * Math.sin(m.fieldPhase);
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI);
|
|
ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference";
|
|
ctx.fillStyle = "#fff"; //"#eef";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI * m.energy / m.maxEnergy);
|
|
ctx.strokeStyle = "#000";
|
|
ctx.lineWidth = 4;
|
|
ctx.stroke();
|
|
} else {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.fieldOn = false
|
|
m.fieldRadius = 0
|
|
}
|
|
} else {
|
|
m.grabPowerUp();
|
|
}
|
|
} else {
|
|
m.fieldOn = false
|
|
m.fieldRadius = 0
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "wormhole",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract blocks and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
|
|
effect: function() {
|
|
m.duplicateChance = 0.07
|
|
simulation.draw.powerUp = simulation.draw.powerUpBonus //change power up draw
|
|
|
|
m.hold = function() {
|
|
// m.hole = { //this is reset with each new field, but I'm leaving it here for reference
|
|
// isOn: false,
|
|
// isReady: true,
|
|
// pos1: {x: 0,y: 0},
|
|
// pos2: {x: 0,y: 0},
|
|
// angle: 0,
|
|
// unit:{x:0,y:0},
|
|
// }
|
|
if (m.hole.isOn) {
|
|
// draw holes
|
|
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
|
|
const semiMajorAxis = m.fieldRange + 30
|
|
const edge1a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos1)
|
|
const edge1b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos1)
|
|
const edge2a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos2)
|
|
const edge2b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos2)
|
|
ctx.beginPath();
|
|
ctx.moveTo(edge1a.x, edge1a.y)
|
|
ctx.bezierCurveTo(m.hole.pos1.x, m.hole.pos1.y, m.hole.pos2.x, m.hole.pos2.y, edge2a.x, edge2a.y);
|
|
ctx.lineTo(edge2b.x, edge2b.y)
|
|
ctx.bezierCurveTo(m.hole.pos2.x, m.hole.pos2.y, m.hole.pos1.x, m.hole.pos1.y, edge1b.x, edge1b.y);
|
|
ctx.fillStyle = `rgba(255,255,255,${200 / m.fieldRange / m.fieldRange})` //"rgba(0,0,0,0.1)"
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.hole.pos1.x, m.hole.pos1.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI)
|
|
ctx.ellipse(m.hole.pos2.x, m.hole.pos2.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI)
|
|
ctx.fillStyle = `rgba(255,255,255,${32 / m.fieldRange})`
|
|
ctx.fill();
|
|
|
|
//suck power ups
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
//which hole is closer
|
|
const dxP1 = m.hole.pos1.x - powerUp[i].position.x;
|
|
const dyP1 = m.hole.pos1.y - powerUp[i].position.y;
|
|
const dxP2 = m.hole.pos2.x - powerUp[i].position.x;
|
|
const dyP2 = m.hole.pos2.y - powerUp[i].position.y;
|
|
let dxP, dyP, dist2
|
|
if (dxP1 * dxP1 + dyP1 * dyP1 < dxP2 * dxP2 + dyP2 * dyP2) {
|
|
dxP = dxP1
|
|
dyP = dyP1
|
|
} else {
|
|
dxP = dxP2
|
|
dyP = dyP2
|
|
}
|
|
dist2 = dxP * dxP + dyP * dyP;
|
|
if (dist2 < 600000 && !(m.health === m.maxHealth && powerUp[i].name === "heal")) {
|
|
powerUp[i].force.x += 4 * (dxP / dist2) * powerUp[i].mass; // float towards hole
|
|
powerUp[i].force.y += 4 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
|
Matter.Body.setVelocity(powerUp[i], { //extra friction
|
|
x: powerUp[i].velocity.x * 0.05,
|
|
y: powerUp[i].velocity.y * 0.05
|
|
});
|
|
if (dist2 < 1000 && !simulation.isChoosing) { //use power up if it is close enough
|
|
m.fieldRange *= 0.8
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
break; //because the array order is messed up after splice
|
|
}
|
|
}
|
|
}
|
|
//suck and shrink blocks
|
|
const suckRange = 500
|
|
const shrinkRange = 100
|
|
const shrinkScale = 0.97;
|
|
const slowScale = 0.9
|
|
for (let i = 0, len = body.length; i < len; i++) {
|
|
if (!body[i].isNotHoldable) {
|
|
const dist1 = Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position))
|
|
const dist2 = Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position))
|
|
if (dist1 < dist2) {
|
|
if (dist1 < suckRange) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, body[i].position)), 1)
|
|
const slow = Vector.mult(body[i].velocity, slowScale)
|
|
Matter.Body.setVelocity(body[i], Vector.add(slow, pull));
|
|
//shrink
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position)) < shrinkRange) {
|
|
Matter.Body.scale(body[i], shrinkScale, shrinkScale);
|
|
if (body[i].mass < 0.05) {
|
|
Matter.World.remove(engine.world, body[i]);
|
|
body.splice(i, 1);
|
|
m.fieldRange *= 0.8
|
|
if (tech.isWormholeEnergy) m.energy += 0.63
|
|
if (tech.isWormSpores) { //pandimensionalspermia
|
|
for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
|
|
b.spore(Vector.add(m.hole.pos2, Vector.rotate({
|
|
x: m.fieldRange * 0.4,
|
|
y: 0
|
|
}, 2 * Math.PI * Math.random())))
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -15));
|
|
}
|
|
}
|
|
break
|
|
}
|
|
}
|
|
}
|
|
} else if (dist2 < suckRange) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, body[i].position)), 1)
|
|
const slow = Vector.mult(body[i].velocity, slowScale)
|
|
Matter.Body.setVelocity(body[i], Vector.add(slow, pull));
|
|
//shrink
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position)) < shrinkRange) {
|
|
Matter.Body.scale(body[i], shrinkScale, shrinkScale);
|
|
if (body[i].mass < 0.05) {
|
|
Matter.World.remove(engine.world, body[i]);
|
|
body.splice(i, 1);
|
|
m.fieldRange *= 0.8
|
|
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
|
|
if (tech.isWormholeEnergy) m.energy += 0.63
|
|
if (tech.isWormSpores) { //pandimensionalspermia
|
|
for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
|
|
b.spore(Vector.add(m.hole.pos1, Vector.rotate({
|
|
x: m.fieldRange * 0.4,
|
|
y: 0
|
|
}, 2 * Math.PI * Math.random())))
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), 15));
|
|
}
|
|
}
|
|
break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (tech.isWormBullets) {
|
|
//teleport bullets
|
|
for (let i = 0, len = bullet.length; i < len; ++i) { //teleport bullets from hole1 to hole2
|
|
if (!bullet[i].botType && !bullet[i].isInHole) { //don't teleport bots
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos1, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1
|
|
Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos2, Vector.sub(m.hole.pos1, bullet[i].position)));
|
|
m.fieldRange += 5
|
|
bullet[i].isInHole = true
|
|
} else if (Vector.magnitude(Vector.sub(m.hole.pos2, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1
|
|
Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos1, Vector.sub(m.hole.pos2, bullet[i].position)));
|
|
m.fieldRange += 5
|
|
bullet[i].isInHole = true
|
|
}
|
|
}
|
|
}
|
|
// mobs get pushed away
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos1, mob[i].position)) < 200) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, mob[i].position)), -0.07)
|
|
Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull));
|
|
}
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos2, mob[i].position)) < 200) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, mob[i].position)), -0.07)
|
|
Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
|
const scale = 60
|
|
// console.log(Matter.Query.region(map, bounds))
|
|
if (m.hole.isReady &&
|
|
(
|
|
Matter.Query.region(map, {
|
|
min: {
|
|
x: simulation.mouseInGame.x - scale,
|
|
y: simulation.mouseInGame.y - scale
|
|
},
|
|
max: {
|
|
x: simulation.mouseInGame.x + scale,
|
|
y: simulation.mouseInGame.y + scale
|
|
}
|
|
}).length === 0 &&
|
|
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
|
|
// Matter.Query.ray(map, m.pos, simulation.mouseInGame).length === 0 &&
|
|
// Matter.Query.ray(map, player.position, simulation.mouseInGame).length === 0 &&
|
|
// Matter.Query.ray(map, player.position, justPastMouse).length === 0
|
|
)
|
|
) {
|
|
const sub = Vector.sub(simulation.mouseInGame, m.pos)
|
|
const mag = Vector.magnitude(sub)
|
|
const drain = 0.03 + 0.005 * Math.sqrt(mag)
|
|
if (m.energy > drain && mag > 300) {
|
|
m.energy -= drain
|
|
m.hole.isReady = false;
|
|
m.fieldRange = 0
|
|
Matter.Body.setPosition(player, simulation.mouseInGame);
|
|
m.buttonCD_jump = 0 //this might fix a bug with jumping
|
|
const velocity = Vector.mult(Vector.normalise(sub), 18)
|
|
Matter.Body.setVelocity(player, {
|
|
x: velocity.x,
|
|
y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer
|
|
});
|
|
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
|
|
// 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
|
|
});
|
|
}
|
|
}
|
|
|
|
//set holes
|
|
m.hole.isOn = true;
|
|
m.hole.pos1.x = m.pos.x
|
|
m.hole.pos1.y = m.pos.y
|
|
m.hole.pos2.x = player.position.x
|
|
m.hole.pos2.y = player.position.y
|
|
m.hole.angle = Math.atan2(sub.y, sub.x)
|
|
m.hole.unit = Vector.perp(Vector.normalise(sub))
|
|
|
|
if (tech.isWormholeDamage) {
|
|
who = Matter.Query.ray(mob, m.pos, simulation.mouseInGame, 100)
|
|
for (let i = 0; i < who.length; i++) {
|
|
if (who[i].body.alive) {
|
|
mobs.statusDoT(who[i].body, 1, 420)
|
|
mobs.statusStun(who[i].body, 360)
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
m.grabPowerUp();
|
|
}
|
|
} else {
|
|
m.grabPowerUp();
|
|
}
|
|
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
// m.pickUp();
|
|
} else {
|
|
m.hole.isReady = true;
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
},
|
|
rewindCount: 0,
|
|
// rewind: function() {
|
|
// if (input.down) {
|
|
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
// const DRAIN = 0.01
|
|
// if (this.rewindCount < 289 && m.energy > DRAIN) {
|
|
// m.energy -= DRAIN
|
|
|
|
|
|
// if (this.rewindCount === 0) {
|
|
// const shortPause = function() {
|
|
// if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
// simulation.fpsCap = simulation.fpsCapDefault
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// // document.getElementById("dmg").style.transition = "opacity 1s";
|
|
// // document.getElementById("dmg").style.opacity = "0";
|
|
// } else {
|
|
// requestAnimationFrame(shortPause);
|
|
// }
|
|
// };
|
|
// if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
|
|
// simulation.fpsCap = 4 //1 is longest pause, 4 is standard
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// m.defaultFPSCycle = m.cycle
|
|
// }
|
|
|
|
|
|
// this.rewindCount += 10;
|
|
// simulation.wipe = function() { //set wipe to have trails
|
|
// // ctx.fillStyle = "rgba(255,255,255,0)";
|
|
// ctx.fillStyle = `rgba(221,221,221,${0.004})`;
|
|
// ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
// }
|
|
// let history = m.history[(m.cycle - this.rewindCount) % 300]
|
|
// Matter.Body.setPosition(player, history.position);
|
|
// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
|
// if (history.health > m.health) {
|
|
// m.health = history.health
|
|
// m.displayHealth();
|
|
// }
|
|
// //grab power ups
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// const dxP = player.position.x - powerUp[i].position.x;
|
|
// const dyP = player.position.y - powerUp[i].position.y;
|
|
// if (dxP * dxP + dyP * dyP < 50000 && !simulation.isChoosing && !(m.health === m.maxHealth && powerUp[i].name === "heal")) {
|
|
// powerUps.onPickUp(player.position);
|
|
// powerUp[i].effect();
|
|
// Matter.World.remove(engine.world, powerUp[i]);
|
|
// powerUp.splice(i, 1);
|
|
// const shortPause = function() {
|
|
// if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
// simulation.fpsCap = simulation.fpsCapDefault
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// // document.getElementById("dmg").style.transition = "opacity 1s";
|
|
// // document.getElementById("dmg").style.opacity = "0";
|
|
// } else {
|
|
// requestAnimationFrame(shortPause);
|
|
// }
|
|
// };
|
|
// if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
|
|
// simulation.fpsCap = 3 //1 is longest pause, 4 is standard
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// m.defaultFPSCycle = m.cycle
|
|
// break; //because the array order is messed up after splice
|
|
// }
|
|
// }
|
|
// m.immuneCycle = m.cycle + 5; //player is immune to damage for 30 cycles
|
|
// } else {
|
|
// m.fieldCDcycle = m.cycle + 30;
|
|
// // m.resetHistory();
|
|
// }
|
|
// } else {
|
|
// if (this.rewindCount !== 0) {
|
|
// m.fieldCDcycle = m.cycle + 30;
|
|
// m.resetHistory();
|
|
// this.rewindCount = 0;
|
|
// simulation.wipe = function() { //set wipe to normal
|
|
// ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
// }
|
|
// }
|
|
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// }
|
|
// }
|
|
// m.drawFieldMeter()
|
|
// },
|
|
},
|
|
],
|
|
isShipMode: false,
|
|
shipMode(thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92) { // m.shipMode() //thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92
|
|
if (!m.isShipMode) {
|
|
//if wires remove them
|
|
for (let i = 0; i < mob.length; i++) {
|
|
if (!mob[i].freeOfWires) mob[i].freeOfWires = true
|
|
}
|
|
m.isShipMode = true
|
|
// simulation.isCheating = true
|
|
const points = [
|
|
{ x: 29.979168754143455, y: 4.748337243898336 },
|
|
{ x: 27.04503734408824, y: 13.7801138209198 },
|
|
{ x: 21.462582474874278, y: 21.462582475257523 },
|
|
{ x: 13.780113820536943, y: 27.045037344471485 },
|
|
{ x: 4.74833724351507, y: 29.979168754526473 },
|
|
{ x: -4.748337245049098, y: 29.979168754526473 },
|
|
{ x: -13.780113822071026, y: 27.045037344471485 },
|
|
{ x: -21.46258247640829, y: 21.462582475257523 },
|
|
{ x: -27.045037345621797, y: 13.7801138209198 },
|
|
{ x: -29.979168755677012, y: 4.748337243898336 },
|
|
{ x: -29.979168755677012, y: -4.7483372446656045 },
|
|
{ x: -27.045037345621797, y: -13.78011382168726 },
|
|
{ x: -21.46258247640829, y: -21.462582476024817 },
|
|
{ x: -13.780113822071026, y: -27.045037345239006 },
|
|
{ x: -4.748337245049098, y: -29.97916875529422 },
|
|
{ x: 4.74833724351507, y: -29.97916875529422 },
|
|
{ x: 13.780113820536943, y: -27.045037345239006 },
|
|
{ x: 21.462582474874278, y: -21.462582476024817 },
|
|
{ x: 27.04503734408824, y: -13.78011382168726 },
|
|
{ x: 29.979168754143455, y: -4.7483372446656045 }
|
|
]
|
|
//
|
|
Matter.Body.setVertices(player, Matter.Vertices.create(points, player))
|
|
// console.log(circle)
|
|
player.parts.pop()
|
|
player.parts.pop()
|
|
player.parts.pop()
|
|
player.parts.pop()
|
|
// Matter.Body.setDensity(player, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
|
|
m.defaultMass = 30
|
|
Matter.Body.setMass(player, m.defaultMass);
|
|
player.friction = 0.01
|
|
player.restitution = 0.2
|
|
// player.frictionStatic = 0.1
|
|
// Matter.Body.setInertia(player, Infinity); //disable rotation
|
|
|
|
// const circle = Bodies.polygon(player.position.x, player.position.x, 30, 30)
|
|
// player.parts[0] = circle
|
|
// console.log(player.parts[0])
|
|
// Matter.Body.setVertices(player.parts[0], Matter.Vertices.create(points, player.parts[0]))
|
|
// console.log(player.parts[0].vertices)
|
|
m.spin = 0
|
|
// m.groundControl = () => {} //disable entering ground
|
|
m.onGround = false
|
|
playerOnGroundCheck = () => {}
|
|
m.airControl = () => { //tank controls
|
|
player.force.y -= player.mass * simulation.g; //undo gravity
|
|
Matter.Body.setVelocity(player, {
|
|
x: drag * player.velocity.x,
|
|
y: drag * player.velocity.y
|
|
});
|
|
if (input.up) { //forward thrust
|
|
player.force.x += thrust * Math.cos(m.angle) * tech.squirrelJump
|
|
player.force.y += thrust * Math.sin(m.angle) * tech.squirrelJump
|
|
} else if (input.down) {
|
|
player.force.x -= 0.6 * thrust * Math.cos(m.angle)
|
|
player.force.y -= 0.6 * thrust * Math.sin(m.angle)
|
|
}
|
|
//rotation
|
|
Matter.Body.setAngularVelocity(player, player.angularVelocity * rotationDrag)
|
|
if (input.right) {
|
|
player.torque += torque
|
|
} else if (input.left) {
|
|
player.torque -= torque
|
|
}
|
|
m.angle += m.spin
|
|
m.angle = player.angle
|
|
}
|
|
|
|
level.playerExitCheck = () => {
|
|
if (
|
|
player.position.x > level.exit.x &&
|
|
player.position.x < level.exit.x + 100 &&
|
|
player.position.y > level.exit.y - 150 &&
|
|
player.position.y < level.exit.y + 40
|
|
) {
|
|
level.nextLevel()
|
|
}
|
|
}
|
|
m.move = () => {
|
|
m.pos.x = player.position.x;
|
|
m.pos.y = player.position.y;
|
|
m.Vx = player.velocity.x;
|
|
m.Vy = player.velocity.y;
|
|
|
|
//tracks the last 10s of player information
|
|
// console.log(m.history)
|
|
m.history.splice(m.cycle % 600, 1, {
|
|
position: {
|
|
x: player.position.x,
|
|
y: player.position.y,
|
|
},
|
|
velocity: {
|
|
x: player.velocity.x,
|
|
y: player.velocity.y
|
|
},
|
|
yOff: m.yOff,
|
|
angle: m.angle,
|
|
health: m.health,
|
|
energy: m.energy,
|
|
activeGun: b.activeGun
|
|
});
|
|
}
|
|
|
|
m.look = () => { //disable mouse aiming
|
|
//always on mouse look
|
|
// m.angle = Math.atan2(
|
|
// simulation.mouseInGame.y - m.pos.y,
|
|
// simulation.mouseInGame.x - m.pos.x
|
|
// );
|
|
//smoothed mouse look translations
|
|
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) * 0.07;
|
|
m.transY += (m.transSmoothY - m.transY) * 0.07;
|
|
}
|
|
|
|
simulation.camera = () => {
|
|
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;
|
|
}
|
|
|
|
m.draw = () => { //just draw the circle
|
|
ctx.save();
|
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
|
ctx.translate(player.position.x, player.position.y);
|
|
ctx.rotate(player.angle);
|
|
|
|
//thrust
|
|
if (input.up) {
|
|
var grd2 = ctx.createLinearGradient(0, 0, -150, 0);
|
|
// grd2.addColorStop(0, 'rgba(255, 255, 155, 0.8)');
|
|
// grd2.addColorStop(1, 'rgba(255, 200, 0, 0.1)');
|
|
grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)');
|
|
grd2.addColorStop(1, 'rgba(150, 200, 255, 0)');
|
|
ctx.fillStyle = grd2;
|
|
ctx.beginPath();
|
|
ctx.moveTo(-18, -25);
|
|
//10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5)
|
|
ctx.lineTo(-18, 25);
|
|
ctx.lineTo(-50 - 100 * Math.random(), 0);
|
|
ctx.fill();
|
|
} else if (input.down) {
|
|
var grd2 = ctx.createLinearGradient(0, 0, 80, 0);
|
|
grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)');
|
|
grd2.addColorStop(1, 'rgba(150, 200, 255, 0)');
|
|
ctx.fillStyle = grd2;
|
|
ctx.beginPath();
|
|
ctx.moveTo(20, -16);
|
|
//10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5)
|
|
ctx.lineTo(20, 16);
|
|
ctx.lineTo(35 + 43 * Math.random(), 0);
|
|
ctx.fill();
|
|
}
|
|
|
|
//body
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
|
grd.addColorStop(0, m.fillColorDark);
|
|
grd.addColorStop(1, m.fillColor);
|
|
ctx.fillStyle = grd;
|
|
ctx.fill();
|
|
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
|
ctx.strokeStyle = "#333";
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
|
|
ctx.restore();
|
|
}
|
|
|
|
//fix collisions
|
|
collisionChecks = (event) => {
|
|
const pairs = event.pairs;
|
|
for (let i = 0, j = pairs.length; i != j; i++) {
|
|
//mob + (player,bullet,body) collisions
|
|
for (let k = 0; k < mob.length; k++) {
|
|
if (mob[k].alive && m.alive) {
|
|
if (pairs[i].bodyA === mob[k]) {
|
|
collideMob(pairs[i].bodyB);
|
|
break;
|
|
} else if (pairs[i].bodyB === mob[k]) {
|
|
collideMob(pairs[i].bodyA);
|
|
break;
|
|
}
|
|
|
|
function collideMob(obj) {
|
|
//player + mob collision
|
|
if (
|
|
m.immuneCycle < m.cycle &&
|
|
// (obj === playerBody || obj === playerHead) &&
|
|
(obj === player) &&
|
|
!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
|
|
) {
|
|
mob[k].foundPlayer();
|
|
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
|
|
if (tech.isRewindAvoidDeath && m.energy > 0.66) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
|
|
m.damage(dmg);
|
|
return
|
|
}
|
|
m.damage(dmg);
|
|
if (tech.isPiezo) m.energy += 20.48;
|
|
if (tech.isBayesian) powerUps.ejectTech()
|
|
if (mob[k].onHit) mob[k].onHit(k);
|
|
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
|
//extra kick between player and mob //this section would be better with forces but they don't work...
|
|
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x + 8 * Math.cos(angle),
|
|
y: player.velocity.y + 8 * Math.sin(angle)
|
|
});
|
|
Matter.Body.setVelocity(mob[k], {
|
|
x: mob[k].velocity.x - 8 * Math.cos(angle),
|
|
y: mob[k].velocity.y - 8 * Math.sin(angle)
|
|
});
|
|
|
|
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].dropPowerUp && m.energy > 0.34 * m.maxEnergy) {
|
|
m.energy -= 0.33 * m.maxEnergy
|
|
m.immuneCycle = 0; //player doesn't go immune to collision damage
|
|
mob[k].death();
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: dmg * 2000,
|
|
color: "rgba(255,0,255,0.2)",
|
|
time: simulation.drawTime
|
|
});
|
|
} else {
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: dmg * 500,
|
|
color: simulation.mobDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
}
|
|
return;
|
|
// }
|
|
}
|
|
//mob + bullet collisions
|
|
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
|
|
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
|
|
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
|
|
if (tech.isCrit && mob[k].isStunned) dmg *= 4
|
|
mob[k].foundPlayer();
|
|
mob[k].damage(dmg);
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: simulation.playerDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
return;
|
|
}
|
|
//mob + body collisions
|
|
if (obj.classType === "body" && obj.speed > 6) {
|
|
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
|
|
if (v > 9) {
|
|
let dmg = 0.05 * b.dmgScale * v * obj.mass * tech.throwChargeRate;
|
|
if (mob[k].isShielded) dmg *= 0.35
|
|
mob[k].damage(dmg, true);
|
|
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].dropPowerUp) {
|
|
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
|
|
if (Math.random() < 0.4) {
|
|
type = "heal"
|
|
} else if (Math.random() < 0.3 && !tech.isSuperDeterminism) {
|
|
type = "research"
|
|
}
|
|
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
|
|
// for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {}
|
|
}
|
|
|
|
const stunTime = dmg / Math.sqrt(obj.mass)
|
|
if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
|
|
if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
|
|
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
|
|
obj.hasFragmented = true;
|
|
b.targetedNail(obj.position, tech.fragments * 4)
|
|
}
|
|
simulation.drawList.push({
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: simulation.playerDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
}; |