shields are more rare, but much stronger, negative mass field is combined with Gauss rifle mod, negative mass field moves player faster, new mod piezoelectric plating,You may now choose to cancel the power up selection screen. (no recursive mods in custon yet, it's an annoying UI rewrite)
409 lines
13 KiB
JavaScript
409 lines
13 KiB
JavaScript
"use strict";
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/* TODO: *******************************************
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*****************************************************
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mod: fields do damage on blocking
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name: something about radiation?
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mod: do something at the end of each level
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heal to full
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should still be effected by the heal reduction at higher difficulty
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give ammo to current gun
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give goals/quests for each level
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how to track goals?
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take no damage
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don't shoot
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selection options for field to stay with current
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custom mode grey out mods that are bad, like selection based mods
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not important
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custom mode can't use recursive mods
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field graphics too dark at high energy
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not important
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rewrite pause as a change to the main loop
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not important
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like testing loop
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game setting for slower computers
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fewer blocks
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fewer debris
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fewer mobs
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mod: gain energy after taking damage
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use piezoelectric name (already used)
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mod: ground stomp on enterLand()
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mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
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10% max health
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20% of your current health
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Boss mob: triangle that fires three lasers
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mob: has 2 or 3 shields that can regenerate over time
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could be just a boss
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gun: Spirit Bomb (singularity)
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use charge up like rail gun
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electricity graphics like plasma torch
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suck in nearby mobs, power ups?, blocks?
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sucked in stuff increase size
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uses energy
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atmosphere levels
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large rotating fan that the player has to move through
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give the user a rest, between combat
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low combat
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nonaggressive mobs
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one mob attacking the passive mobs
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more graphics
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Boss levels
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boss grows and spilt, if you don't kill it fast
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sensor that locks you in after you enter the boss room
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boss that eats other mobs and gains stats from them
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chance to spawn on any level (past level 5)
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boss that knows how to shoot (player) bullets that collide with player
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overwrite custom engine collision bullet mob function.
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add a key that player picks up and needs to set on the exit door to open it
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make power ups keep moving to player if the pickup field is turned off before they get picked up
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not sure how to do this without adding a constant check
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animate new level spawn by having the map aspects randomly fly into place
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new map with repeating endlessness
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get ideas from Manifold Garden game
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if falling, get teleported above the map
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I tried it, but had trouble getting the camera to adjust to the teleportation
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this can apply to blocks mobs, and power ups as well
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field power up effects
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field allows player to hold and throw living mobs
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of hack mobs
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give mobs more animal-like behaviors
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like rain world
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give mobs something to do when they don't see player
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explore map
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eat power ups
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drop power up (if killed after eating one)
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mobs some times aren't aggressive
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when low on life or after taking a large hit
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mobs can fight each other
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this might be hard to code
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isolated mobs try to group up.
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game mechanics
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mechanics that support the physics engine
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add rope/constraint
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get ideas from game: limbo / inside
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environmental hazards
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laser
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lava
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button / switch
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door
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fizzler
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moving platform
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map zones
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water
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low friction ground
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bouncy ground
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*/
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// local storage
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let localSettings = JSON.parse(localStorage.getItem("localSettings"));
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// console.log(localSettings)
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if (localSettings) {
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game.isBodyDamage = localSettings.isBodyDamage
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document.getElementById("body-damage").checked = localSettings.isBodyDamage
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game.difficultyMode = localSettings.difficultyMode
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document.getElementById("difficulty-select").value = localSettings.difficultyMode
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if (localSettings.fpsCapDefault === 'max') {
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game.fpsCapDefault = 999999999;
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} else {
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game.fpsCapDefault = Number(localSettings.fpsCapDefault)
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}
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document.getElementById("fps-select").value = localSettings.fpsCapDefault
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} else {
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localSettings = {
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isBodyDamage: true,
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difficultyMode: '1',
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fpsCapDefault: '72',
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};
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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}
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//collision groups
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// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield
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const cat = {
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player: 0x1,
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map: 0x10,
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body: 0x100,
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bullet: 0x1000,
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powerUp: 0x10000,
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mob: 0x100000,
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mobBullet: 0x1000000,
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mobShield: 0x10000000,
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}
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//build build grid display
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const build = {
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isShowingBuilds: false,
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list: [],
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choosePowerUp(who, index, type) {
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//check if matching a current power up
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// if (type === "field" || type === "gun") {
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for (let i = 0; i < build.list.length; i++) {
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if (build.list[i].index === index && build.list[i].type === type) { //if already click, toggle off
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build.list.splice(i, 1);
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who.style.backgroundColor = "#fff"
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return
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}
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}
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//check if trying to get a second field
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if (type === "field") {
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for (let i = 0; i < build.list.length; i++) {
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if (build.list[i].type === "field") { //if already click, toggle off
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build.list[i].who.style.backgroundColor = "#fff"
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build.list.splice(i, 1);
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}
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}
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}
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// } else { //type is mod
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// //count each mod type to check for recursion caps
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// let counts = []
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// for (let i = 0; i < build.list.length; i++) {
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// if (build.list[i].type === "mod") {
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// if (!counts[build.list[i].index]) {
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// counts[build.list[i].index] = 1
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// } else {
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// counts[build.list[i].index] = counts[build.list[i].index] + 1
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// }
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// }
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// }
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// for (let i = 0; i < build.list.length; i++) {
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// //if above max count, toggle off
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// if (build.list[i].index === index && build.list[i].type === type &&
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// counts[index] >= b.mods[index].maxCount) {
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// //remove all versions of mod
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// who.style.backgroundColor = "#fff"
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// return
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// }
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// }
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// }
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if (build.list.length < 5) { //add to build array
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who.style.backgroundColor = "#919ba8" //"#868f9a"
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build.list[build.list.length] = {
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who: who,
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index: index,
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type: type,
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}
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}
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console.log(build.list)
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},
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removeMod(index) {
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for (let i = build.list.length - 1; i > -1; i--) {
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if (build.list[i].type === "mod" && build.list[i].index === index) build.list.splice(i, 1);
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}
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},
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startBuildRun() {
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spawn.setSpawnList();
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spawn.setSpawnList(); //gives random mobs, not starter
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game.startGame();
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game.difficulty = 6;
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level.isBuildRun = true;
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for (let i = 0; i < build.list.length; i++) {
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if (build.list[i].type === "field") {
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mech.setField(build.list[i].index)
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} else if (build.list[i].type === "gun") {
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b.giveGuns(build.list[i].index)
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} else if (build.list[i].type === "mod") {
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b.giveMod(build.list[i].index)
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}
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}
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}
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}
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document.getElementById("build-button").addEventListener("click", () => {
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document.getElementById("build-button").style.display = "none";
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const el = document.getElementById("build-grid")
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if (build.isShowingBuilds) {
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el.style.display = "none"
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build.isShowingBuilds = false
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document.body.style.overflow = "hidden"
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document.getElementById("info").style.display = 'inline'
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} else {
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build.list = []
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// let text = '<p>choose up to 5 powers<br> <button type="button" id="build-begin-button" onclick="build.startBuildRun()">Begin Run</button></p>'
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let text =
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`<div style="display: flex; justify-content: center; align-items: center;">
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<svg class="SVG-button" onclick="build.startBuildRun()" width="90" height="40">
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<g stroke='none' fill='#333' stroke-width="2" font-size="30px" font-family="Ariel, sans-serif">
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<text x="15" y="31">start</text>
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</g>
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</svg>
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</div>
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<div class="build-grid-module" style="font-size: 1.05em; line-height: 170%;">
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Choose five power ups.<br>Click start to begin.
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</div>`
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for (let i = 1, len = mech.fieldUpgrades.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[i].name}</div> ${mech.fieldUpgrades[i].description}</div>`
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}
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for (let i = 0, len = b.guns.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
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}
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for (let i = 0, len = b.mods.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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}
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el.innerHTML = text
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el.style.display = "grid"
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build.isShowingBuilds = true
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document.body.style.overflowY = "scroll";
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document.body.style.overflowX = "hidden";
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document.getElementById("info").style.display = 'none'
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}
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});
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//set up canvas
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var canvas = document.getElementById("canvas");
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//using "const" causes problems in safari when an ID shares the same name.
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const ctx = canvas.getContext("2d");
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document.body.style.backgroundColor = "#fff";
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//disable pop up menu on right click
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document.oncontextmenu = function () {
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return false;
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}
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function setupCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
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canvas.height2 = canvas.height / 2;
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canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
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ctx.font = "15px Arial";
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ctx.lineJoin = "round";
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ctx.lineCap = "round";
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// ctx.lineCap='square';
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game.setZoom();
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}
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setupCanvas();
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window.onresize = () => {
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setupCanvas();
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};
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//mouse move input
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document.body.addEventListener("mousemove", (e) => {
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game.mouse.x = e.clientX;
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game.mouse.y = e.clientY;
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});
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document.body.addEventListener("mouseup", (e) => {
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// game.buildingUp(e); //uncomment when building levels
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// game.mouseDown = false;
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// console.log(e)
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if (e.which === 3) {
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game.mouseDownRight = false;
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} else {
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game.mouseDown = false;
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}
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});
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document.body.addEventListener("mousedown", (e) => {
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if (e.which === 3) {
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game.mouseDownRight = true;
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} else {
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game.mouseDown = true;
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}
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});
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//keyboard input
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const keys = [];
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document.body.addEventListener("keydown", (e) => {
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keys[e.keyCode] = true;
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game.keyPress();
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});
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document.body.addEventListener("keyup", (e) => {
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keys[e.keyCode] = false;
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});
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document.body.addEventListener("wheel", (e) => {
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if (e.deltaY > 0) {
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game.nextGun();
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} else {
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game.previousGun();
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}
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}, {
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passive: true
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});
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document.getElementById("fps-select").addEventListener("input", () => {
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let value = document.getElementById("fps-select").value
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if (value === 'max') {
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game.fpsCapDefault = 999999999;
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} else {
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game.fpsCapDefault = Number(value)
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}
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localSettings.fpsCapDefault = value
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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document.getElementById("body-damage").addEventListener("input", () => {
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game.isBodyDamage = document.getElementById("body-damage").checked
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localSettings.isBodyDamage = game.isBodyDamage
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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document.getElementById("difficulty-select").addEventListener("input", () => {
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game.difficultyMode = Number(document.getElementById("difficulty-select").value)
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localSettings.difficultyMode = game.difficultyMode
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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//main loop ************************************************************
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//**********************************************************************
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game.loop = game.normalLoop;
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function cycle() {
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if (!game.paused) requestAnimationFrame(cycle);
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const now = Date.now();
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const elapsed = now - game.then; // calc elapsed time since last loop
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if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
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game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
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game.cycle++; //tracks game cycles
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mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
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if (game.clearNow) {
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game.clearNow = false;
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game.clearMap();
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level.start();
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}
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game.loop();
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// for (let i = 0, len = loop.length; i < len; i++) {
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// loop[i]()
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// }
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}
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} |