Files
n-gon-improved/js/simulation.js
landgreen 4efc3d2d82 merged shotgun tech
railgun and foam have a bit more ammo
capacitor bank makes foam gun fire a stream of foam
tech shift registers is now always on
  (set ON/OFF to ON at the start of a new level)
tech from applied science doesn't count for various tech that convert tech into other things (pure science, many worlds)
grappling hook now shows hooks on the grapple

merged similar gun tech
  needle gun+needle shot
  rivet gun+shotgun slug
  shockwave+blast mines
  nematodes+worm-shot
  necrophoresis+necrophage
    the worm aspect now spawns 3 copies instead of just a lifespan reset
2022-03-06 19:00:27 -08:00

1379 lines
62 KiB
JavaScript

// game Object ********************************************************
//*********************************************************************
const simulation = {
loop() {}, //main game loop, gets set to normal or testing loop
normalLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
m.look();
simulation.camera();
level.custom();
powerUps.do();
mobs.draw();
simulation.draw.cons();
simulation.draw.body();
if (!m.isBodiesAsleep) {
simulation.checks();
mobs.loop();
}
mobs.healthBar();
m.draw();
m.hold();
// v.draw(); //working on visibility work in progress
level.customTopLayer();
simulation.draw.drawMapPath();
b.fire();
b.bulletRemove();
b.bulletDraw();
if (!m.isBodiesAsleep) b.bulletDo();
simulation.drawCircle();
// simulation.clip();
ctx.restore();
simulation.drawCursor();
// simulation.pixelGraphics();
},
testingLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
m.look();
simulation.checks();
simulation.camera();
level.custom();
m.draw();
m.hold();
level.customTopLayer();
simulation.draw.wireFrame();
if (input.fire && m.fireCDcycle < m.cycle) {
m.fireCDcycle = m.cycle + 15; //fire cooldown
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
console.log(mob[i])
}
}
}
simulation.draw.cons();
simulation.draw.testing();
simulation.drawCircle();
simulation.constructCycle()
ctx.restore();
simulation.testingOutput();
simulation.drawCursor();
},
isTimeSkipping: false,
timeSkip(cycles = 60) {
simulation.isTimeSkipping = true;
for (let i = 0; i < cycles; i++) {
simulation.cycle++;
m.cycle++;
simulation.gravity();
Engine.update(engine, simulation.delta);
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
simulation.checks();
mobs.loop();
// m.draw();
m.walk_cycle += m.flipLegs * m.Vx;
m.hold();
b.fire();
b.bulletRemove();
b.bulletDo();
}
simulation.isTimeSkipping = false;
},
mouse: {
x: canvas.width / 2,
y: canvas.height / 2
},
mouseInGame: {
x: 0,
y: 0
},
g: 0.0024, // applies to player, bodies, and power ups (not mobs)
onTitlePage: true,
isCheating: false,
isTraining: false,
paused: false,
isChoosing: false,
testing: false, //testing mode: shows wire frame and some variables
cycle: 0, //total cycles, 60 per second
fpsCap: null, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware
fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
isCommunityMaps: false,
cyclePaused: 0,
fallHeight: 6000, //below this y position the player dies
lastTimeStamp: 0, //tracks time stamps for measuring delta
delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
buttonCD: 0,
isHorizontalFlipped: false, //makes some maps flipped horizontally
levelsCleared: 0,
difficultyMode: 2, //normal difficulty is 2
difficulty: 0,
dmgScale: null, //set in levels.setDifficulty
healScale: 1,
accelScale: null, //set in levels.setDifficulty
CDScale: null, //set in levels.setDifficulty
isNoPowerUps: false,
// dropFPS(cap = 40, time = 15) {
// simulation.fpsCap = cap
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// simulation.defaultFPSCycle = simulation.cycle + time
// const normalFPS = function () {
// if (simulation.defaultFPSCycle < simulation.cycle) {
// simulation.fpsCap = 72
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// } else {
// requestAnimationFrame(normalFPS);
// }
// };
// requestAnimationFrame(normalFPS);
// },
// clip() {
// },
pixelGraphics() {
//copy current canvas pixel data
let imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
let data = imgData.data;
//change pixel data
// const off = 4 * Math.floor(x) + 4 * canvas.width * Math.floor(y);
// multiple windows
for (let i = data.length / 2; i < data.length; i += 4) {
index = i % (canvas.width * canvas.height * 2) // + canvas.width*4*canvas.height
data[i + 0] = data[index + 0]; // red
data[i + 1] = data[index + 1]; // red
data[i + 2] = data[index + 2]; // red
data[i + 3] = data[index + 3]; // red
}
for (let x = 0; x < len; x++) {
}
// const startX = 2 * canvas.width + 2 * canvas.width * canvas.height
// const endX = 4 * canvas.width + 4 * canvas.width * canvas.height
// const startY = 2 * canvas.width + 2 * canvas.width * canvas.height
// const endY = 4 * canvas.width + 4 * canvas.width * canvas.height
// for (let x = startX; x < endX; x++) {
// for (let y = startY; y < endY; y++) {
// }
// }
//strange draw offset
// const off = canvas.height * canvas.width * 4 / 2
// for (let index = 0; index < data.length; index += 4) {
// data[index + 0] = data[index + 0 + off]; // red
// data[index + 1] = data[index + 1 + off]; // red
// data[index + 2] = data[index + 2 + off]; // red
// data[index + 3] = data[index + 3 + off]; // red
// }
//change all pixels
// for (let index = 0; index < data.length; index += 4) {
// data[index + 0] = 255; // red
// data[index + 1] = 255; // green
// data[index + 2] = 255; // blue
// data[index + 3] = 255; // alpha
// }
//change random pixels
// for (let i = 0, len = Math.floor(data.length / 10); i < len; ++i) {
// const index = Math.floor((Math.random() * data.length) / 4) * 4;
// data[index + 0] = 255; // red
// data[index + 1] = 0; // green
// data[index + 2] = 0; // blue
// data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
// }
// //change random pixels
// for (let i = 0, len = Math.floor(data.length / 1000); i < len; ++i) {
// const index = Math.floor((Math.random() * data.length) / 4) * 4;
// // data[index] = data[index] ^ 255; // Invert Red
// // data[index + 1] = data[index + 1] ^ 255; // Invert Green
// // data[index + 2] = data[index + 2] ^ 255; // Invert Blue
// data[index + 0] = 0; // red
// data[index + 1] = 0; // green
// data[index + 2] = 0; // blue
// // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
// }
//draw new pixel data to canvas
ctx.putImageData(imgData, 0, 0);
},
drawCursor() {
const size = 10;
ctx.beginPath();
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
ctx.lineWidth = 2;
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
ctx.stroke(); // Draw it
},
drawList: [], //so you can draw a first frame of explosions.. I know this is bad
drawTime: 8, //how long circles are drawn. use to push into drawlist.time
mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
playerDmgColor: "rgba(0,0,0,0.7)", //color when the player damages a mob
drawCircle() {
//draws a circle for two cycles, used for showing damage mostly
let i = simulation.drawList.length;
while (i--) {
ctx.beginPath(); //draw circle
ctx.arc(simulation.drawList[i].x, simulation.drawList[i].y, simulation.drawList[i].radius, 0, 2 * Math.PI);
ctx.fillStyle = simulation.drawList[i].color;
ctx.fill();
if (simulation.drawList[i].time) {
simulation.drawList[i].time--;
} else {
if (!m.isBodiesAsleep) simulation.drawList.splice(i, 1); //remove when timer runs out
}
}
},
circleFlare(dup, loops = 100) {
boltNum = dup * 300
const bolts = []
colors = [powerUps.research.color, powerUps.ammo.color, powerUps.heal.color, powerUps.tech.color, powerUps.field.color, powerUps.gun.color]
for (let i = 0; i < boltNum; ++i) {
const mag = 6 + 20 * Math.random()
const angle = 2 * Math.PI * Math.random()
bolts.push({
x: m.pos.x,
y: m.pos.y,
Vx: mag * Math.cos(angle),
Vy: mag * Math.sin(angle),
color: colors[Math.floor(Math.random() * colors.length)]
})
}
let count = 0
loop = () => { //draw electricity
if (count++ < loops) requestAnimationFrame(loop)
for (let i = 0, len = bolts.length; i < len; ++i) {
bolts[i].x += bolts[i].Vx
bolts[i].y += bolts[i].Vy
if (Math.random() < 0.2) {
simulation.drawList.push({
x: bolts[i].x,
y: bolts[i].y,
radius: 1.5 + 5 * Math.random(),
// color: "rgba(0,155,155,0.7)",
color: bolts[i].color,
time: Math.floor(9 + 25 * Math.random() * Math.random())
});
}
}
}
requestAnimationFrame(loop)
},
// lastLogTimeBig: 0,
boldActiveGunHUD() {
if (b.inventory.length > 0) {
for (let i = 0, len = b.inventory.length; i < len; ++i) document.getElementById(b.inventory[i]).style.opacity = "0.3";
// document.getElementById(b.activeGun).style.fontSize = "30px";
if (document.getElementById(b.activeGun)) document.getElementById(b.activeGun).style.opacity = "1";
}
if (tech.isEntanglement && document.getElementById("tech-entanglement")) {
if (b.inventory[0] === b.activeGun) {
let lessDamage = 1
for (let i = 0, len = b.inventory.length; i < len; i++) lessDamage *= 0.87 // 1 - 0.13
document.getElementById("tech-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%"
} else {
document.getElementById("tech-entanglement").innerHTML = " 0%"
}
}
},
updateGunHUD() {
for (let i = 0, len = b.inventory.length; i < len; ++i) {
document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo;
}
},
makeGunHUD() {
//remove all nodes
const myNode = document.getElementById("guns");
while (myNode.firstChild) {
myNode.removeChild(myNode.firstChild);
}
//add nodes
for (let i = 0, len = b.inventory.length; i < len; ++i) {
const node = document.createElement("div");
node.setAttribute("id", b.inventory[i]);
let textnode = document.createTextNode(b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo);
node.appendChild(textnode);
document.getElementById("guns").appendChild(node);
}
simulation.boldActiveGunHUD();
},
updateTechHUD() {
let text = ""
for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
if (tech.tech[i].isLost) {
if (text) text += "<br>" //add a new line, but not on the first line
text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
} else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
if (text) text += "<br>" //add a new line, but not on the first line
text += tech.tech[i].name
if (tech.tech[i].nameInfo) {
text += tech.tech[i].nameInfo
tech.tech[i].addNameInfo();
}
if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
}
}
document.getElementById("tech").innerHTML = text
},
lastLogTime: 0,
isTextLogOpen: true,
// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
// SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#149" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
// SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0cf" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
makeTextLog(text, time = 240) {
if (simulation.isTextLogOpen && !build.isExperimentSelection) {
if (simulation.lastLogTime > m.cycle) { //if there is an older message
document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
simulation.lastLogTime = m.cycle + time;
} else {
document.getElementById("text-log").innerHTML = text;
document.getElementById("text-log").style.opacity = 1;
simulation.lastLogTime = m.cycle + time;
}
}
},
textLog() {
if (simulation.lastLogTime && simulation.lastLogTime < m.cycle) {
simulation.lastLogTime = 0;
// document.getElementById("text-log").innerHTML = " ";
document.getElementById("text-log").style.opacity = 0;
}
},
nextGun() {
if (b.inventory.length > 1 && !tech.isGunCycle) {
b.inventoryGun++;
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
simulation.switchGun();
}
},
previousGun() {
if (b.inventory.length > 1 && !tech.isGunCycle) {
b.inventoryGun--;
if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1;
simulation.switchGun();
}
},
switchGun() {
if (tech.isLongitudinal && b.guns[b.activeGun].name === "matter wave") {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter wave") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}
}
}
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
b.activeGun = b.inventory[b.inventoryGun];
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
simulation.updateGunHUD();
simulation.boldActiveGunHUD();
},
zoom: null,
zoomScale: 1000,
isAutoZoom: true,
setZoom(zoomScale = simulation.zoomScale) { //use in window resize in index.js
simulation.zoomScale = zoomScale
simulation.zoom = canvas.height / zoomScale; //sets starting zoom scale
},
zoomTransition(newZoomScale, step = 2) {
if (simulation.isAutoZoom) {
const isBigger = (newZoomScale - simulation.zoomScale > 0) ? true : false;
requestAnimationFrame(zLoop);
const currentLevel = level.onLevel
function zLoop() {
if (currentLevel !== level.onLevel || simulation.isAutoZoom === false) return //stop the zoom if player goes to a new level
if (isBigger) {
simulation.zoomScale += step
if (simulation.zoomScale >= newZoomScale) {
simulation.setZoom(newZoomScale);
return
}
} else {
simulation.zoomScale -= step
if (simulation.zoomScale <= newZoomScale) {
simulation.setZoom(newZoomScale);
return
}
}
simulation.setZoom();
requestAnimationFrame(zLoop);
}
}
},
zoomInFactor: 0,
startZoomIn(time = 180) {
simulation.zoom = 0;
let count = 0;
requestAnimationFrame(zLoop);
function zLoop() {
simulation.zoom += canvas.height / simulation.zoomScale / time;
count++;
if (count < time) {
requestAnimationFrame(zLoop);
} else {
simulation.setZoom();
}
}
},
noCameraScroll() { //makes the camera not scroll after changing locations
//only works if velocity is zero
m.pos.x = player.position.x;
m.pos.y = playerBody.position.y - m.yOff;
const scale = 0.8;
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX += (m.transSmoothX - m.transX) * 1;
m.transY += (m.transSmoothY - m.transY) * 1;
},
edgeZoomOutSmooth: 1,
camera() {
//zoom out when mouse gets near the edge of the window
const dx = simulation.mouse.x / window.innerWidth - 0.5 //x distance from mouse to window center scaled by window width
const dy = simulation.mouse.y / window.innerHeight - 0.5 //y distance from mouse to window center scaled by window height
const d = Math.max(dx * dx, dy * dy)
simulation.edgeZoomOutSmooth = (1 + 4 * d * d) * 0.04 + simulation.edgeZoomOutSmooth * 0.96
ctx.save();
ctx.translate(canvas.width2, canvas.height2); //center
ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
//calculate in game mouse position by undoing the zoom and translations
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
},
restoreCamera() {
ctx.restore();
},
trails() {
const swapPeriod = 150
const len = 30
for (let i = 0; i < len; i++) {
setTimeout(function() {
simulation.wipe = function() { //set wipe to have trails
ctx.fillStyle = `rgba(221,221,221,${i*i*0.0005 +0.0025})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}, (i) * swapPeriod);
}
setTimeout(function() {
simulation.wipe = function() { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, len * swapPeriod);
},
wipe() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
},
gravity() {
function addGravity(bodies, magnitude) {
for (var i = 0; i < bodies.length; i++) {
bodies[i].force.y += bodies[i].mass * magnitude;
}
}
if (!m.isBodiesAsleep) {
addGravity(powerUp, simulation.g);
addGravity(body, simulation.g);
}
player.force.y += player.mass * simulation.g;
},
firstRun: true,
splashReturn() {
document.getElementById("previous-seed").innerHTML = `previous seed: <span style="font-size:80%;">${Math.initialSeed}</span><br>`
document.getElementById("seed").value = Math.initialSeed = Math.seed //randomize initial seed
//String(document.getElementById("seed").value)
// Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
simulation.clearTimeouts();
simulation.onTitlePage = true;
document.getElementById("splash").onclick = function() {
simulation.startGame();
};
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
document.getElementById("choose-grid").style.opacity = "0"
document.getElementById("choose-background").style.visibility = "hidden"
document.getElementById("choose-background").style.opacity = "0"
document.getElementById("info").style.display = "inline";
document.getElementById("info").style.opacity = "0";
document.getElementById("experiment-button").style.display = "inline"
document.getElementById("experiment-button").style.opacity = "0";
document.getElementById("training-button").style.display = "inline"
document.getElementById("training-button").style.opacity = "0";
document.getElementById("experiment-grid").style.display = "none"
document.getElementById("pause-grid-left").style.display = "none"
document.getElementById("pause-grid-right").style.display = "none"
document.getElementById("splash").style.display = "inline";
document.getElementById("splash").style.opacity = "0";
document.getElementById("dmg").style.display = "none";
document.getElementById("health-bg").style.display = "none";
document.body.style.cursor = "auto";
setTimeout(() => {
document.getElementById("experiment-button").style.opacity = "1";
document.getElementById("training-button").style.opacity = "1";
document.getElementById("info").style.opacity = "1";
document.getElementById("splash").style.opacity = "1";
}, 200);
},
fpsInterval: 0, //set in startGame
then: null,
introPlayer() { //not work, but trying to show player in the intro screen
setTimeout(() => {
document.getElementById("info").style.display = "none";
document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
simulation.clearMap()
m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
m.spawn(); //spawns the player
m.look = m.lookDefault
//level
level.testing(); //not in rotation, used for testing
//load level
simulation.setZoom();
level.addToWorld(); //add bodies to game engine
simulation.draw.setPaths();
function cycle() {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
// m.look();
// simulation.camera();
m.draw();
m.hold();
simulation.draw.drawMapPath();
ctx.restore();
if (simulation.onTitlePage) requestAnimationFrame(cycle);
}
requestAnimationFrame(cycle)
}, 1000);
},
startGame(isBuildRun = false, isTrainingRun = false) {
simulation.isTextLogOpen = true
simulation.clearMap()
if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
}
if (isTrainingRun) {
simulation.isTraining = true
simulation.isNoPowerUps = true
} else {
simulation.isTraining = false
simulation.isNoPowerUps = false;
}
simulation.onTitlePage = false;
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
document.getElementById("choose-grid").style.opacity = "0"
document.getElementById("experiment-grid").style.display = "none"
document.getElementById("info").style.display = "none";
document.getElementById("experiment-button").style.display = "none";
document.getElementById("training-button").style.display = "none";
// document.getElementById("experiment-button").style.opacity = "0";
document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
document.getElementById("dmg").style.display = "inline";
document.getElementById("health-bg").style.display = "inline";
ctx.globalCompositeOperation = "source-over"
ctx.shadowBlur = 0;
// ctx.shadowColor = '#000';
if (!m.isShipMode) {
m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
m.spawn(); //spawns the player
m.look = m.lookDefault
} else {
Composite.add(engine.world, [player])
}
level.populateLevels()
input.endKeySensing();
b.removeAllGuns();
tech.setupAllTech(); //sets tech to default values
tech.cancelCount = 0;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "foam") b.guns[i].chooseFireMethod()
}
tech.dynamoBotCount = 0;
tech.nailBotCount = 0;
tech.laserBotCount = 0;
tech.orbitBotCount = 0;
tech.foamBotCount = 0;
tech.boomBotCount = 0;
tech.plasmaBotCount = 0;
tech.missileBotCount = 0;
simulation.isChoosing = false;
b.setFireMethod()
b.setFireCD();
// simulation.updateTechHUD();
powerUps.tech.choiceLog = [];
powerUps.gun.choiceLog = [];
powerUps.field.choiceLog = [];
powerUps.totalPowerUps = 0;
powerUps.research.count = 0;
m.setFillColors();
// m.maxHealth = 1
// m.maxEnergy = 1
// m.energy = 1
input.isPauseKeyReady = true
simulation.wipe = function() { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
m.hole.isOn = false
simulation.paused = false;
engine.timing.timeScale = 1;
simulation.fpsCap = simulation.fpsCapDefault;
simulation.isAutoZoom = true;
simulation.makeGunHUD();
simulation.lastLogTime = 0;
level.onLevel = 0;
level.levelsCleared = 0;
//resetting difficulty
// simulation.difficulty = 0;
level.setDifficulty()
simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
simulation.clearNow = true;
document.getElementById("text-log").style.opacity = 0;
document.getElementById("fade-out").style.opacity = 0;
document.title = "n-gon";
// simulation.makeTextLog(`input.key.up<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]`);
// simulation.makeTextLog(`input.key.left<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]`);
// simulation.makeTextLog(`input.key.down<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]`);
// simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
simulation.makeTextLog(`Math.seed <span class='color-symbol'>=</span> ${Math.initialSeed}`);
simulation.makeTextLog(`<span class='color-var'>const</span> engine <span class='color-symbol'>=</span> Engine.create(); <em>//simulation begin</em>`);
simulation.makeTextLog(`engine.timing.timeScale <span class='color-symbol'>=</span> 1`);
// simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
document.getElementById("health").style.display = "inline"
document.getElementById("health-bg").style.display = "inline"
m.alive = true;
m.setMaxHealth()
m.health = 0;
m.addHealth(0.25)
m.drop();
m.holdingTarget = null
//set to default field
tech.healMaxEnergyBonus = 0
m.setMaxEnergy();
m.energy = 0
m.immuneCycle = 0;
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
// simulation.makeTextLog(`
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
// <br>input.key.left <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
// <br>input.key.down <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
// <br>input.key.right <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
// <br>
// <br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
// <br>input.key.field <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
// `, 800);
m.setField(0)
// m.energy = 0;
//exit testing
if (simulation.testing) {
simulation.testing = false;
simulation.loop = simulation.normalLoop
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'none'
}
simulation.isCheating = false
simulation.firstRun = false;
build.hasExperimentalMode = false
build.isExperimentSelection = false;
build.isExperimentRun = false;
//setup FPS cap
simulation.fpsInterval = 1000 / simulation.fpsCap;
simulation.then = Date.now();
requestAnimationFrame(cycle); //starts game loop
},
clearTimeouts() {
let id = window.setTimeout(function() {}, 0);
while (id--) {
window.clearTimeout(id); // will do nothing if no timeout with id is present
}
},
clearNow: false,
clearMap() {
if (m.alive) {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter wave") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}
}
}
let count = 0;
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
if (bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") count++
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
if (b.guns[i].name === "mine") {
if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
b.guns[i].ammo += count
if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
simulation.updateGunHUD();
break;
}
}
if (tech.isMutualism && !tech.isEnergyHealth) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].isMutualismActive) {
m.health += 0.005 + 0.005 * tech.isSporeWorm
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
}
}
if (tech.isEndLevelPowerUp) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "tech") {
tech.giveTech()
} else if (powerUp[i].name === "gun") {
if (!tech.isOneGun) b.giveGuns("random")
} else if (powerUp[i].name === "field") {
if (m.fieldMode === 0) m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //pick a random field, but not field 0
} else {
powerUp[i].effect();
}
}
}
}
simulation.lastLogTime = 0; //clear previous messages
powerUps.totalPowerUps = powerUp.length
let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
tech.deathSpawnsFromBoss = 0;
simulation.fallHeight = 3000;
m.fireCDcycle = 0
m.drop();
m.hole.isOn = false;
level.zones = [];
simulation.drawList = [];
function removeAll(array) {
// for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
}
removeAll(map);
map = [];
removeAll(body);
body = [];
removeAll(mob);
mob = [];
removeAll(powerUp);
powerUp = [];
removeAll(cons);
cons = [];
removeAll(consBB);
consBB = [];
removeAll(bullet);
bullet = [];
removeAll(composite);
composite = [];
// if player was holding something this makes a new copy to hold
if (holdTarget && m.alive) {
len = body.length;
body[len] = Matter.Bodies.fromVertices(0, 0, holdTarget.vertices, {
friction: holdTarget.friction,
frictionAir: holdTarget.frictionAir,
frictionStatic: holdTarget.frictionStatic
});
Matter.Body.setPosition(body[len], m.pos);
m.isHolding = true
m.holdingTarget = body[len];
m.holdingTarget.collisionFilter.category = 0;
m.holdingTarget.collisionFilter.mask = 0;
m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale)
}
//set fps back to default
simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap;
},
// getCoords: {
// //used when building maps, outputs a draw rect command to console, only works in testing mode
// pos1: {
// x: 0,
// y: 0
// },
// pos2: {
// x: 0,
// y: 0
// },
// out() {
// if (keys[49]) {
// simulation.getCoords.pos1.x = Math.round(simulation.mouseInGame.x / 25) * 25;
// simulation.getCoords.pos1.y = Math.round(simulation.mouseInGame.y / 25) * 25;
// }
// if (keys[50]) {
// //press 1 in the top left; press 2 in the bottom right;copy command from console
// simulation.getCoords.pos2.x = Math.round(simulation.mouseInGame.x / 25) * 25;
// simulation.getCoords.pos2.y = Math.round(simulation.mouseInGame.y / 25) * 25;
// window.getSelection().removeAllRanges();
// var range = document.createRange();
// range.selectNode(document.getElementById("test"));
// window.getSelection().addRange(range);
// document.execCommand("copy");
// window.getSelection().removeAllRanges();
// console.log(`spawn.mapRect(${simulation.getCoords.pos1.x}, ${simulation.getCoords.pos1.y}, ${simulation.getCoords.pos2.x - simulation.getCoords.pos1.x}, ${simulation.getCoords.pos2.y - simulation.getCoords.pos1.y}); //`);
// }
// }
// },
checks() {
if (!(m.cycle % 60)) { //once a second
//energy overfill
if (m.energy > m.maxEnergy) m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) {
if (tech.isFlipFlopOn) {
if (m.immuneCycle < m.cycle) m.energy += 0.2;
} else {
m.energy -= 0.01;
if (m.energy < 0) m.energy = 0
}
}
if (tech.relayIce && tech.isFlipFlopOn) {
for (let j = 0; j < tech.relayIce; j++) {
for (let i = 0, len = 3 + Math.ceil(9 * Math.random()); i < len; i++) b.iceIX(2)
}
}
if (m.pos.y > simulation.fallHeight) { // if 4000px deep
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
Matter.Body.setPosition(player, {
x: level.enter.x + 50,
y: level.enter.y - 20
});
// move bots
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], {
x: 0,
y: 0
});
}
}
m.damage(0.1 * simulation.difficultyMode);
m.energy -= 0.1 * simulation.difficultyMode
}
// if (tech.isEnergyDamage) {
// document.getElementById("tech-capacitor").innerHTML = `(+${(m.energy/0.05).toFixed(0)}%)`
// }
// if (tech.restDamage) {
// if (player.speed < 1) {
// document.getElementById("tech-rest").innerHTML = `(+20%)`
// } else {
// document.getElementById("tech-rest").innerHTML = `(+0%)`
// }
// }
if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05
if (tech.isHealthRecovery) m.addHealth(0.01 * m.maxHealth)
}
if (!(m.cycle % 420)) { //once every 7 seconds
if (tech.isZeno) {
m.health *= 0.93 //remove 7%
m.displayHealth();
}
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
fallCheck = function(who, save = false) {
let i = who.length;
while (i--) {
if (who[i].position.y > simulation.fallHeight) {
if (save) {
Matter.Body.setVelocity(who[i], {
x: 0,
y: 0
});
Matter.Body.setPosition(who[i], {
x: level.exit.x + 30 * (Math.random() - 0.5),
y: level.exit.y + 30 * (Math.random() - 0.5)
});
} else {
Matter.Composite.remove(engine.world, who[i]);
who.splice(i, 1);
}
}
}
};
fallCheck(mob);
fallCheck(body);
fallCheck(powerUp, true);
//check for double crouch
//crouch playerHead.position.y - player.position.y = 9.7 //positive
//standing playerHead.position.y - player.position.y = -30 //negative
// m.undoCrouch()
// if (!m.crouch && ((playerHead.position.y - player.position.y) > 0)) {
// Matter.Body.translate(playerHead, {
// x: 0,
// y: 40
// });
// } else if (m.crouch && ((playerHead.position.y - player.position.y) > 10)) {
// Matter.Body.translate(playerHead, {
// x: 0,
// y: 40
// });
// }
}
}
},
testingOutput() {
ctx.fillStyle = "#000";
ctx.textAlign = "center";
ctx.fillText(`(${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})`, simulation.mouse.x, simulation.mouse.y - 20);
},
draw: {
// powerUp() { //is set by Bayesian tech
// // ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
// // for (let i = 0, len = powerUp.length; i < len; ++i) {
// // ctx.beginPath();
// // ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
// // ctx.fillStyle = powerUp[i].color;
// // ctx.fill();
// // }
// // ctx.globalAlpha = 1;
// },
// powerUpNormal() { //back up in case power up draw gets changed
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// ctx.beginPath();
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
// ctx.fillStyle = powerUp[i].color;
// ctx.fill();
// }
// ctx.globalAlpha = 1;
// },
// powerUpBonus() { //draws crackle effect for bonus power ups
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// ctx.beginPath();
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
// ctx.fillStyle = powerUp[i].color;
// ctx.fill();
// }
// ctx.globalAlpha = 1;
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// if (powerUp[i].isDuplicated && Math.random() < 0.1) {
// //draw electricity
// const mag = 5 + powerUp[i].size / 5
// let unit = Vector.rotate({
// x: mag,
// y: mag
// }, 2 * Math.PI * Math.random())
// let path = {
// x: powerUp[i].position.x + unit.x,
// y: powerUp[i].position.y + unit.y
// }
// ctx.beginPath();
// ctx.moveTo(path.x, path.y);
// for (let i = 0; i < 6; i++) {
// unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
// path = Vector.add(path, unit)
// ctx.lineTo(path.x, path.y);
// }
// ctx.lineWidth = 0.5 + 2 * Math.random();
// ctx.strokeStyle = "#000"
// ctx.stroke();
// }
// }
// },
// map: function() {
// ctx.beginPath();
// for (let i = 0, len = map.length; i < len; ++i) {
// let vertices = map[i].vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1; j < vertices.length; j += 1) {
// ctx.lineTo(vertices[j].x, vertices[j].y);
// }
// ctx.lineTo(vertices[0].x, vertices[0].y);
// }
// ctx.fillStyle = "#444";
// ctx.fill();
// },
mapPath: null, //holds the path for the map to speed up drawing
setPaths() {
//runs at each new level to store the path for the map since the map doesn't change
simulation.draw.mapPath = new Path2D();
for (let i = 0, len = map.length; i < len; ++i) {
let vertices = map[i].vertices;
simulation.draw.mapPath.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j += 1) {
simulation.draw.mapPath.lineTo(vertices[j].x, vertices[j].y);
}
simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
}
},
drawMapPath() {
ctx.fillStyle = color.map;
ctx.fill(simulation.draw.mapPath);
},
body() {
ctx.beginPath();
for (let i = 0, len = body.length; i < len; ++i) {
let vertices = body[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
}
ctx.lineWidth = 2;
ctx.fillStyle = color.block;
ctx.fill();
ctx.strokeStyle = color.blockS;
ctx.stroke();
},
cons() {
ctx.beginPath();
for (let i = 0, len = cons.length; i < len; ++i) {
ctx.moveTo(cons[i].pointA.x, cons[i].pointA.y);
// ctx.lineTo(cons[i].bodyB.position.x, cons[i].bodyB.position.y);
ctx.lineTo(cons[i].bodyB.position.x + cons[i].pointB.x, cons[i].bodyB.position.y + cons[i].pointB.y);
}
for (let i = 0, len = consBB.length; i < len; ++i) {
ctx.moveTo(consBB[i].bodyA.position.x, consBB[i].bodyA.position.y);
ctx.lineTo(consBB[i].bodyB.position.x, consBB[i].bodyB.position.y);
}
ctx.lineWidth = 2;
// ctx.strokeStyle = "#999";
ctx.strokeStyle = "rgba(0,0,0,0.15)";
ctx.stroke();
},
wireFrame() {
// ctx.textAlign = "center";
// ctx.textBaseline = "middle";
// ctx.fillStyle = "#999";
const bodies = Composite.allBodies(engine.world);
ctx.beginPath();
for (let i = 0; i < bodies.length; ++i) {
//ctx.fillText(bodies[i].id,bodies[i].position.x,bodies[i].position.y); //shows the id of every body
let vertices = bodies[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
}
ctx.lineWidth = 1;
ctx.strokeStyle = "#000";
ctx.stroke();
},
testing() {
//jump
ctx.beginPath();
let bodyDraw = jumpSensor.vertices;
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
for (let j = 1; j < bodyDraw.length; ++j) {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(255, 0, 0, 0.5)";
ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
//main body
ctx.beginPath();
bodyDraw = playerBody.vertices;
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
for (let j = 1; j < bodyDraw.length; ++j) {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(0, 255, 255, 0.25)";
ctx.fill();
// ctx.stroke();
//head
ctx.beginPath();
bodyDraw = playerHead.vertices;
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
for (let j = 1; j < bodyDraw.length; ++j) {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(255, 255, 0, 0.4)";
ctx.fill();
// ctx.stroke();
//head sensor
ctx.beginPath();
bodyDraw = headSensor.vertices;
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
for (let j = 1; j < bodyDraw.length; ++j) {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(0, 0, 255, 0.25)";
ctx.fill();
// ctx.stroke();
}
},
checkLineIntersection(v1, v1End, v2, v2End) {
// if the lines intersect, the result contains the x and y of the intersection (treating the lines as infinite) and booleans for whether line segment 1 or line segment 2 contain the point
let denominator, a, b, numerator1, numerator2;
let result = {
x: null,
y: null,
onLine1: false,
onLine2: false
};
denominator = (v2End.y - v2.y) * (v1End.x - v1.x) - (v2End.x - v2.x) * (v1End.y - v1.y);
if (denominator == 0) {
return result;
}
a = v1.y - v2.y;
b = v1.x - v2.x;
numerator1 = (v2End.x - v2.x) * a - (v2End.y - v2.y) * b;
numerator2 = (v1End.x - v1.x) * a - (v1End.y - v1.y) * b;
a = numerator1 / denominator;
b = numerator2 / denominator;
// if we cast these lines infinitely in both directions, they intersect here:
result.x = v1.x + a * (v1End.x - v1.x);
result.y = v1.y + a * (v1End.y - v1.y);
// if line1 is a segment and line2 is infinite, they intersect if:
if (a > 0 && a < 1) result.onLine1 = true;
// if line2 is a segment and line1 is infinite, they intersect if:
if (b > 0 && b < 1) result.onLine2 = true;
// if line1 and line2 are segments, they intersect if both of the above are true
return result;
},
constructMouseDownPosition: {
x: 0,
y: 0
},
constructMapString: [],
constructCycle() {
if (simulation.isConstructionMode && simulation.constructMouseDownPosition) {
function round(num, round = 25) {
return Math.ceil(num / round) * round;
}
const x = round(simulation.constructMouseDownPosition.x)
const y = round(simulation.constructMouseDownPosition.y)
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
ctx.strokeStyle = "#000"
ctx.lineWidth = 2;
ctx.strokeRect(x, y, dx, dy);
}
},
enableConstructMode() {
level.isProcedural = false //this is set to be true in levels like labs that need x+ and y+ in front of positions
simulation.isConstructionMode = true;
simulation.isHorizontalFlipped = false;
simulation.isAutoZoom = false;
simulation.zoomScale = 2600;
simulation.setZoom();
document.body.addEventListener("mouseup", (e) => {
if (simulation.testing && simulation.constructMouseDownPosition) {
function round(num, round = 25) {
return Math.ceil(num / round) * round;
}
//clean up positions
const x = round(simulation.constructMouseDownPosition.x)
const y = round(simulation.constructMouseDownPosition.y)
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
if (e.which === 2) {
if (level.isProcedural) {
simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y}, 0);`);
} else {
simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);`);
}
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
if (e.which === 1) { //add map
if (level.isProcedural) {
simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});`);
} else {
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});`);
}
//see map in world
spawn.mapRect(x, y, dx, dy);
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
Composite.add(engine.world, map[len]); //add to world
simulation.draw.setPaths() //update map graphics
} else if (e.which === 3) { //add body
if (level.isProcedural) {
simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});`);
} else {
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`);
}
//see map in world
spawn.bodyRect(x, y, dx, dy);
len = body.length - 1
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
Composite.add(engine.world, body[len]); //add to world
body[len].classType = "body"
}
}
}
simulation.constructMouseDownPosition.x = undefined
simulation.constructMouseDownPosition.y = undefined
});
simulation.constructMouseDownPosition.x = undefined
simulation.constructMouseDownPosition.y = undefined
document.body.addEventListener("mousedown", (e) => {
if (simulation.testing) {
simulation.constructMouseDownPosition.x = simulation.mouseInGame.x
simulation.constructMouseDownPosition.y = simulation.mouseInGame.y
}
});
document.body.addEventListener("keydown", (e) => { // e.keyCode z=90 m=77 b=66 shift = 16 c = 67
if (simulation.testing && e.keyCode === 90 && simulation.constructMapString.length) {
if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'm') { //remove map from current level
const index = map.length - 1
Matter.Composite.remove(engine.world, map[index]);
map.splice(index, 1);
simulation.draw.setPaths() //update map graphics
} else if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'b') { //remove body from current level
const index = body.length - 1
Matter.Composite.remove(engine.world, body[index]);
body.splice(index, 1);
}
simulation.constructMapString.pop();
simulation.outputMapString();
}
});
},
outputMapString(string) {
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
let out = "" //combine set of map strings to one string
let outHTML = ""
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
out += simulation.constructMapString[i];
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
}
console.log(out)
navigator.clipboard.writeText(out).then(function() { /* clipboard successfully set */ }, function() { /* clipboard write failed */ console.log('copy failed') });
document.getElementById("construct").innerHTML = outHTML
},
// copyToClipBoard(value) {
// // Create a fake textarea
// const textAreaEle = document.createElement('textarea');
// // Reset styles
// textAreaEle.style.border = '0';
// textAreaEle.style.padding = '0';
// textAreaEle.style.margin = '0';
// // Set the absolute position
// // User won't see the element
// textAreaEle.style.position = 'absolute';
// textAreaEle.style.left = '-9999px';
// textAreaEle.style.top = `0px`;
// // Set the value
// textAreaEle.value = value
// // Append the textarea to body
// document.body.appendChild(textAreaEle);
// // Focus and select the text
// textAreaEle.focus();
// textAreaEle.select();
// // Execute the "copy" command
// try {
// document.execCommand('copy');
// } catch (err) {
// // Unable to copy
// console.log(err)
// } finally {
// // Remove the textarea
// document.body.removeChild(textAreaEle);
// }
// },
};