new tech are sorted to the top of the tech list pause menu tech list matches the tech list in game JUNK tech icons are properly displayed in pause Sort interface works with enter key bug fix: you can no longer pause or enter testing in experiment selection on text input pressing P in power up selection menu brings up the pause menu so you can see your tech and stats blocks stuck in vertical portals have a bit of randomness added to their velocity to help them escape JUNK tech chance is a raw percent chance to display a random JUNK it was previously a specific JUNK tech directly added to the pool this might cause bugs JUNK tech: beforeunload - asks if you want to cancel if you exit game, if you cancel gain 25% damage, but there is a 25% chance to exit anyways JUNK tech: what the block? - trying to throw a block, throws you instead reinforcement learning converted into a JUNK tech JUNK DNA - scale damage by 100->200% of JUNK pool tech percent dark patterns 33->22% JUNK replication 33->22% JUNK overcharge 66->88 max energy residual dipolar coupling 6->8 coupling per cancel futures exchange 4.7->5% duplication per cancel hyperpolarization reduces polarization time by 1->1.25 seconds reel +75->100 energy updated physics engine to matter.js 0.19 (from 0.18)
2038 lines
100 KiB
JavaScript
2038 lines
100 KiB
JavaScript
// game Object ********************************************************
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//*********************************************************************
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const simulation = {
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loop() { }, //main game loop, gets set to normal or testing loop
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normalLoop() {
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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simulation.wipe();
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simulation.textLog();
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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m.look();
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simulation.camera();
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level.custom();
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powerUps.do();
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mobs.draw();
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simulation.draw.cons();
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simulation.draw.body();
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if (!m.isBodiesAsleep) mobs.loop();
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mobs.healthBar();
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m.draw();
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m.hold();
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level.customTopLayer();
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simulation.draw.drawMapPath();
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b.fire();
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b.bulletRemove();
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b.bulletDraw();
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if (!m.isBodiesAsleep) b.bulletDo();
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simulation.drawCircle();
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simulation.runEphemera();
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ctx.restore();
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simulation.drawCursor();
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},
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testingLoop() {
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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simulation.wipe();
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simulation.textLog();
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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m.look();
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simulation.camera();
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level.custom();
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m.draw();
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m.hold();
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level.customTopLayer();
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simulation.draw.wireFrame();
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if (input.fire && m.fireCDcycle < m.cycle) {
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m.fireCDcycle = m.cycle + 15; //fire cooldown
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
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console.log(mob[i])
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}
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}
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}
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simulation.draw.cons();
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simulation.draw.testing();
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simulation.drawCircle();
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simulation.runEphemera();
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simulation.constructCycle()
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ctx.restore();
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simulation.testingOutput();
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simulation.drawCursor();
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},
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isTimeSkipping: false,
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timeSkip(cycles = 60) {
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simulation.isTimeSkipping = true;
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for (let i = 0; i < cycles; i++) {
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simulation.cycle++;
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m.cycle++;
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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level.custom();
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mobs.loop();
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m.walk_cycle += m.flipLegs * m.Vx;
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m.hold();
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level.customTopLayer();
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b.fire();
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b.bulletRemove();
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b.bulletDo();
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simulation.runEphemera();
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}
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simulation.isTimeSkipping = false;
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},
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timePlayerSkip(cycles = 60) {
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simulation.isTimeSkipping = true;
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for (let i = 0; i < cycles; i++) {
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simulation.cycle++;
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// m.walk_cycle += (m.flipLegs * m.Vx) * 0.5; //makes the legs look like they are moving fast this is just gonna run for each method call since it needs some tweaking
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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// level.custom();
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// level.customTopLayer();
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if (!m.isBodiesAsleep) mobs.loop();
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if (m.fieldMode !== 7) m.hold();
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b.bulletRemove();
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if (!m.isBodiesAsleep) b.bulletDo();
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simulation.runEphemera();
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}
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simulation.isTimeSkipping = false;
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},
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ephemera: [], //array that is used to store ephemera objects
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removeEphemera: function (name) {
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for (let i = 0, len = simulation.ephemera.length; i < len; i++) {
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if (simulation.ephemera[i].name === name) {
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simulation.ephemera.splice(i, 1);
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break;
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}
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}
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},
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runEphemera() {
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for (let i = 0; i < simulation.ephemera.length; i++) {
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simulation.ephemera[i].do();
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}
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},
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// timeMobSkip() {
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// simulation.gravity();
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// Engine.update(engine, simulation.delta);
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// simulation.wipe();
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// simulation.textLog();
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// if (m.onGround) {
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// m.groundControl()
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// } else {
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// m.airControl()
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// }
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// m.move();
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// m.look();
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// simulation.camera();
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// level.custom();
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// powerUps.do();
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// mobs.draw();
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// simulation.draw.cons();
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// simulation.draw.body();
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// if (!m.isBodiesAsleep) {
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// // mobs.loop();
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// }
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// mobs.healthBar();
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// m.draw();
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// m.hold();
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// // v.draw(); //working on visibility work in progress
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// level.customTopLayer();
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// simulation.draw.drawMapPath();
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// b.fire();
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// b.bulletRemove();
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// b.bulletDraw();
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// if (!m.isBodiesAsleep) b.bulletDo();
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// simulation.drawCircle();
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// // simulation.clip();
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// ctx.restore();
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// simulation.drawCursor();
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// // simulation.pixelGraphics();
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// },
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mouse: {
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x: canvas.width / 2,
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y: canvas.height / 2
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},
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mouseInGame: {
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x: 0,
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y: 0
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},
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g: 0.0024, // applies to player, bodies, and power ups (not mobs)
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onTitlePage: true,
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isCheating: false,
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isTraining: false,
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paused: false,
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isChoosing: false,
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testing: false, //testing mode: shows wire frame and some variables
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cycle: 0, //total cycles, 60 per second
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fpsCap: null, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware
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fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
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isCommunityMaps: false,
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cyclePaused: 0,
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fallHeight: 6000, //below this y position the player dies
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lastTimeStamp: 0, //tracks time stamps for measuring delta
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delta: 1000 / 60, //speed of game engine //looks like it has to be 16.6666 to match player input
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buttonCD: 0,
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isHorizontalFlipped: false, //makes some maps flipped horizontally
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levelsCleared: 0,
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difficultyMode: 2, //normal difficulty is 2
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difficulty: 0,
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dmgScale: null, //set in levels.setDifficulty
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healScale: 1,
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accelScale: null, //set in levels.setDifficulty
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CDScale: null, //set in levels.setDifficulty
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molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones //randomize molecular assembler field type
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// dropFPS(cap = 40, time = 15) {
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// simulation.fpsCap = cap
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// simulation.fpsInterval = 1000 / simulation.fpsCap;
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// simulation.defaultFPSCycle = simulation.cycle + time
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// const normalFPS = function () {
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// if (simulation.defaultFPSCycle < simulation.cycle) {
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// simulation.fpsCap = 72
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// simulation.fpsInterval = 1000 / simulation.fpsCap;
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// } else {
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// requestAnimationFrame(normalFPS);
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// }
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// };
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// requestAnimationFrame(normalFPS);
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// },
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// clip() {
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// },
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pixelGraphics() {
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//copy current canvas pixel data
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let imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
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let data = imgData.data;
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//change pixel data
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// const off = 4 * Math.floor(x) + 4 * canvas.width * Math.floor(y);
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// multiple windows
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for (let i = data.length / 2; i < data.length; i += 4) {
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index = i % (canvas.width * canvas.height * 2) // + canvas.width*4*canvas.height
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data[i + 0] = data[index + 0]; // red
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data[i + 1] = data[index + 1]; // red
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data[i + 2] = data[index + 2]; // red
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data[i + 3] = data[index + 3]; // red
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}
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for (let x = 0; x < len; x++) {
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}
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// const startX = 2 * canvas.width + 2 * canvas.width * canvas.height
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// const endX = 4 * canvas.width + 4 * canvas.width * canvas.height
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// const startY = 2 * canvas.width + 2 * canvas.width * canvas.height
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// const endY = 4 * canvas.width + 4 * canvas.width * canvas.height
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// for (let x = startX; x < endX; x++) {
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// for (let y = startY; y < endY; y++) {
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// }
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// }
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//strange draw offset
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// const off = canvas.height * canvas.width * 4 / 2
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// for (let index = 0; index < data.length; index += 4) {
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// data[index + 0] = data[index + 0 + off]; // red
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// data[index + 1] = data[index + 1 + off]; // red
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// data[index + 2] = data[index + 2 + off]; // red
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// data[index + 3] = data[index + 3 + off]; // red
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// }
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//change all pixels
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// for (let index = 0; index < data.length; index += 4) {
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// data[index + 0] = 255; // red
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// data[index + 1] = 255; // green
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// data[index + 2] = 255; // blue
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// data[index + 3] = 255; // alpha
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// }
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//change random pixels
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// for (let i = 0, len = Math.floor(data.length / 10); i < len; ++i) {
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// const index = Math.floor((Math.random() * data.length) / 4) * 4;
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// data[index + 0] = 255; // red
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// data[index + 1] = 0; // green
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// data[index + 2] = 0; // blue
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// data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
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// }
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// //change random pixels
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// for (let i = 0, len = Math.floor(data.length / 1000); i < len; ++i) {
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// const index = Math.floor((Math.random() * data.length) / 4) * 4;
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// // data[index] = data[index] ^ 255; // Invert Red
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// // data[index + 1] = data[index + 1] ^ 255; // Invert Green
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// // data[index + 2] = data[index + 2] ^ 255; // Invert Blue
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// data[index + 0] = 0; // red
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// data[index + 1] = 0; // green
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// data[index + 2] = 0; // blue
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// // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
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// }
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//draw new pixel data to canvas
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ctx.putImageData(imgData, 0, 0);
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},
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drawCursor() {
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const size = 10;
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ctx.beginPath();
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ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
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ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
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ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
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ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
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ctx.lineWidth = 2;
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.stroke(); // Draw it
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},
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drawCursorBasic() {
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const size = 10;
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ctx.beginPath();
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ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
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ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
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ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
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ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
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ctx.lineWidth = 2;
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.stroke(); // Draw it
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},
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drawCursorCoolDown() {
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const size = 10;
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ctx.lineWidth = 2;
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.beginPath();
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if (m.fireCDcycle > m.cycle) {
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.arc(simulation.mouse.x, simulation.mouse.y, size + 1, 0, 2 * Math.PI);
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} else {
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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}
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ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
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ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
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ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
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ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
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ctx.stroke(); // Draw it
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},
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drawList: [], //so you can draw a first frame of explosions.. I know this is bad
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drawTime: 8, //how long circles are drawn. use to push into drawlist.time
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mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
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playerDmgColor: "rgba(0,0,0,0.7)", //color when the player damages a mob
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drawCircle() {
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//draws a circle for two cycles, used for showing damage mostly
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let i = simulation.drawList.length;
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while (i--) {
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ctx.beginPath(); //draw circle
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ctx.arc(simulation.drawList[i].x, simulation.drawList[i].y, simulation.drawList[i].radius, 0, 2 * Math.PI);
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ctx.fillStyle = simulation.drawList[i].color;
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ctx.fill();
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if (simulation.drawList[i].time) {
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simulation.drawList[i].time--;
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} else {
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if (!m.isBodiesAsleep) simulation.drawList.splice(i, 1); //remove when timer runs out
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}
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}
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},
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circleFlare(dup, loops = 100) {
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boltNum = dup * 300
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const bolts = []
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colors = [powerUps.research.color, powerUps.ammo.color, powerUps.heal.color, powerUps.tech.color, powerUps.field.color, powerUps.gun.color]
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for (let i = 0; i < boltNum; ++i) {
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const mag = 6 + 20 * Math.random()
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const angle = 2 * Math.PI * Math.random()
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bolts.push({
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x: m.pos.x,
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y: m.pos.y,
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Vx: mag * Math.cos(angle),
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Vy: mag * Math.sin(angle),
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color: colors[Math.floor(Math.random() * colors.length)]
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})
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}
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let count = 0
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loop = () => { //draw electricity
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if (count++ < loops) requestAnimationFrame(loop)
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for (let i = 0, len = bolts.length; i < len; ++i) {
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bolts[i].x += bolts[i].Vx
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bolts[i].y += bolts[i].Vy
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if (Math.random() < 0.2) {
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simulation.drawList.push({
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x: bolts[i].x,
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y: bolts[i].y,
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radius: 1.5 + 5 * Math.random(),
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// color: "rgba(0,155,155,0.7)",
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color: bolts[i].color,
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time: Math.floor(9 + 25 * Math.random() * Math.random())
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});
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}
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}
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}
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requestAnimationFrame(loop)
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},
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boldActiveGunHUD() {
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if (b.inventory.length > 0) {
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for (let i = 0, len = b.inventory.length; i < len; ++i) {
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if (b.inventory[i] === b.activeGun && document.getElementById(b.activeGun)) {
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document.getElementById(b.inventory[i]).style.opacity = "1";
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} else {
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document.getElementById(b.inventory[i]).style.opacity = "0.3";
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}
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}
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}
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},
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updateGunHUD() {
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for (let i = 0, len = b.inventory.length; i < len; ++i) {
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document.getElementById(b.inventory[i]).innerHTML = `${b.guns[b.inventory[i]].name} - ${b.guns[b.inventory[i]].ammo}`
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}
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},
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makeGunHUD() {
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//remove all nodes
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const myNode = document.getElementById("guns");
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while (myNode.firstChild) {
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myNode.removeChild(myNode.firstChild);
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}
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//add nodes
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for (let i = 0, len = b.inventory.length; i < len; ++i) {
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const node = document.createElement("div");
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node.setAttribute("id", b.inventory[i]);
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const textNode = document.createTextNode(`${b.guns[b.inventory[i]].name} - ${b.guns[b.inventory[i]].ammo}`); //b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo);
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node.appendChild(textNode);
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document.getElementById("guns").appendChild(node);
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}
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simulation.boldActiveGunHUD();
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},
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updateTechHUD() {
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// tech.tech.sort((a, b) => {
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// console.log(a.cycle, b.cycle)
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// if (a.cycle === undefined && b.cycle !== undefined) return -1;
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// if (a.cycle !== undefined && b.cycle === undefined) return 1;
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// if (a.cycle === undefined && b.cycle === undefined) return 0;
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// if (a.cycle !== b.cycle) return a.cycle - b.cycle;
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// });
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let text = ""
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for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
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if (tech.tech[i].isLost) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
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} else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += tech.tech[i].name
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if (tech.tech[i].nameInfo) {
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text += tech.tech[i].nameInfo
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tech.tech[i].addNameInfo();
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}
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if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
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}
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}
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document.getElementById("tech").innerHTML = text
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},
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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 (!localSettings.isHideHUD && 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.display = "inline";
|
|
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.display = "none";
|
|
}
|
|
},
|
|
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();
|
|
}
|
|
},
|
|
switchToGunInInventory(num) {
|
|
if (b.inventory[num] !== undefined && b.inventoryGun !== num) {
|
|
b.inventoryGun = num
|
|
simulation.switchGun();
|
|
}
|
|
},
|
|
switchGun() {
|
|
if (tech.isLongitudinal && b.activeGun === 3) b.guns[3].waves = []; //empty array of wave bullets
|
|
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
|
|
if (b.inventory.length > 0) b.activeGun = b.inventory[b.inventoryGun];
|
|
b.guns[8].charge = 0; // foam charge to 0
|
|
simulation.updateGunHUD();
|
|
simulation.boldActiveGunHUD();
|
|
//set crosshairs
|
|
if (b.activeGun === 1) {
|
|
simulation.drawCursor = simulation.drawCursorCoolDown
|
|
} else {
|
|
simulation.drawCursor = simulation.drawCursorBasic
|
|
}
|
|
},
|
|
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) {
|
|
//old version
|
|
// 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);
|
|
// }
|
|
// }
|
|
|
|
|
|
//rewrite using the ephemera system
|
|
if (simulation.isAutoZoom) {
|
|
simulation.ephemera.push({
|
|
name: "zoom",
|
|
count: simulation.testing ? 0 : 120, //cycles before it self removes
|
|
currentLevel: level.onLevel,
|
|
do() {
|
|
this.count--
|
|
const step = (newZoomScale - simulation.zoomScale) / this.count
|
|
simulation.zoomScale += step
|
|
if (this.count < 1 && this.currentLevel === level.onLevel && simulation.isAutoZoom) {
|
|
simulation.zoomScale = newZoomScale
|
|
simulation.removeEphemera(this.name)
|
|
}
|
|
simulation.setZoom(simulation.zoomScale);
|
|
},
|
|
})
|
|
}
|
|
},
|
|
translatePlayerAndCamera(where) {
|
|
//infinite falling. teleport to sky after falling
|
|
const before = { x: player.position.x, y: player.position.y, }
|
|
Matter.Body.setPosition(player, { x: where.x, y: where.y });
|
|
const change = { x: before.x - player.position.x, y: before.y - player.position.y }
|
|
// translate camera to preserve illusion to endless fall
|
|
m.transX += change.x
|
|
m.transY += change.y
|
|
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.angle = Math.atan2(simulation.mouseInGame.y - m.pos.y, simulation.mouseInGame.x - m.pos.x);
|
|
|
|
//is there a reason to update m.pos here?
|
|
// m.pos.x = player.position.x;
|
|
// m.pos.y = playerBody.position.y - m.yOff;
|
|
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) {
|
|
if (Vector.magnitudeSquared(Vector.sub(bullet[i].position, player.position)) > 1000000) { //far away bots teleport to player
|
|
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 });
|
|
} else { //close bots maintain relative distance to player on teleport
|
|
Matter.Body.setPosition(bullet[i], Vector.sub(bullet[i].position, change));
|
|
}
|
|
}
|
|
}
|
|
},
|
|
setupCamera() { //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);
|
|
m.transY += (m.transSmoothY - m.transY);
|
|
},
|
|
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
|
|
// ctx.translate(-canvas.width2 + m.transX - player.velocity.x, -canvas.height2 + m.transY + player.velocity.y); //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;
|
|
},
|
|
cameraNoLook() {
|
|
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);
|
|
},
|
|
// warp(translation = 5, skew = 0.05, scale = 0.05) {
|
|
// if (simulation.cycle % 2) { //have to alternate frames or else successive rumbles over write the effects of the previous rumble
|
|
// requestAnimationFrame(() => { ctx.setTransform(1, 0, 0, 1, 0, 0); }) //reset
|
|
// requestAnimationFrame(() => {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
|
|
// }
|
|
// })
|
|
|
|
//reset
|
|
// ctx.transform(1, 0, 0, 1, 0, 0); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
|
|
|
|
// }
|
|
// const loop = () => {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.save();
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
|
|
// requestAnimationFrame(() => { ctx.restore(); })
|
|
// }
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
|
|
// function loop() {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.save();
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
|
|
// requestAnimationFrame(() => { ctx.restore(); })
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
// },
|
|
wipe() { }, //set in simulation.startGame
|
|
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.visibility = "hidden"
|
|
document.getElementById("choose-grid").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.getElementById("defense-bar").style.display = "none"
|
|
document.getElementById("damage-bar").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,
|
|
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
|
|
} else {
|
|
simulation.isTraining = 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").style.display = "inline"
|
|
document.getElementById("health-bg").style.display = "inline";
|
|
if (!localSettings.isHideHUD) {
|
|
document.getElementById("tech").style.display = "inline"
|
|
document.getElementById("defense-bar").style.display = "inline"
|
|
document.getElementById("damage-bar").style.display = "inline"
|
|
} else {
|
|
document.getElementById("tech").style.display = "none"
|
|
document.getElementById("defense-bar").style.display = "none"
|
|
document.getElementById("damage-bar").style.display = "none"
|
|
}
|
|
document.getElementById("guns").style.display = "inline"
|
|
document.getElementById("field").style.display = "inline"
|
|
|
|
// document.body.style.overflow = "hidden"
|
|
document.getElementById("pause-grid-left").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.opacity = "1"
|
|
document.getElementById("pause-grid-left").style.opacity = "1"
|
|
ctx.globalCompositeOperation = "source-over"
|
|
ctx.shadowBlur = 0;
|
|
requestAnimationFrame(() => {
|
|
ctx.setTransform(1, 0, 0, 1, 0, 0); //reset warp effect
|
|
ctx.setLineDash([]) //reset stroke dash effect
|
|
})
|
|
// ctx.shadowColor = '#000';
|
|
if (!m.isShipMode) {
|
|
m.resetSkin() //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();
|
|
simulation.ephemera = []
|
|
tech.setupAllTech(); //sets tech to default values
|
|
b.removeAllGuns();
|
|
tech.duplication = 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.soundBotCount = 0;
|
|
tech.boomBotCount = 0;
|
|
tech.plasmaBotCount = 0;
|
|
tech.missileBotCount = 0;
|
|
|
|
simulation.isChoosing = false;
|
|
b.setFireMethod()
|
|
b.setFireCD();
|
|
// simulation.updateTechHUD();
|
|
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
|
|
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
|
|
|
|
powerUps.tech.choiceLog = [];
|
|
powerUps.gun.choiceLog = [];
|
|
powerUps.field.choiceLog = [];
|
|
powerUps.totalPowerUps = 0;
|
|
powerUps.research.count = 0;
|
|
powerUps.boost.endCycle = 0
|
|
powerUps.isFieldSpawned = false
|
|
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;
|
|
// simulation.cycle = 0
|
|
// m.cycle = 0
|
|
engine.timing.timeScale = 1;
|
|
simulation.fpsCap = simulation.fpsCapDefault;
|
|
simulation.isAutoZoom = true;
|
|
simulation.makeGunHUD();
|
|
simulation.lastLogTime = 0;
|
|
mobs.mobDeaths = 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.display = "none"
|
|
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.onGround = false
|
|
m.lastOnGroundCycle = 0
|
|
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.coupling = 0
|
|
m.setField(0) //this calls m.couplingChange(), which sets max health and max energy
|
|
// 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 checks
|
|
if (!localSettings.isHideHUD) {
|
|
simulation.ephemera.push({
|
|
name: "dmgDefBars", count: 0, do() {
|
|
if (!(m.cycle % 15)) { //4 times a second
|
|
const defense = m.defense() //update defense bar
|
|
if (m.lastCalculatedDefense !== defense) {
|
|
document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
|
|
m.lastCalculatedDefense = defense
|
|
}
|
|
const damage = tech.damageFromTech() //update damage bar
|
|
if (m.lastCalculatedDamage !== damage) {
|
|
document.getElementById("damage-bar").style.height = Math.floor((Math.atan(0.25 * damage - 0.25) + 0.25) * 0.53 * canvas.height) + "px";
|
|
m.lastCalculatedDamage = damage
|
|
}
|
|
}
|
|
},
|
|
})
|
|
}
|
|
simulation.ephemera.push({
|
|
name: "uniqueName", count: 0, do() {
|
|
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 (m.energy > 1000000) m.energy = 1000000
|
|
}
|
|
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
|
|
if (level.isEndlessFall) {
|
|
//infinite falling. teleport to sky after falling
|
|
|
|
simulation.ephemera.push({
|
|
name: "slow player",
|
|
count: 160, //cycles before it self removes
|
|
do() {
|
|
this.count--
|
|
if (this.count < 0 || m.onGround) simulation.removeEphemera(this.name)
|
|
// console.log(player.velocity.y)
|
|
if (player.velocity.y > 70) Matter.Body.setVelocity(player, { x: player.velocity.x * 0.99, y: player.velocity.y * 0.99 });
|
|
if (player.velocity.y > 90) Matter.Body.setVelocity(player, { x: player.velocity.x * 0.99, y: player.velocity.y * 0.99 });
|
|
},
|
|
})
|
|
|
|
const before = { x: player.position.x, y: player.position.y, }
|
|
Matter.Body.setPosition(player, { x: level.enter.x, y: level.enter.y - 3000 });
|
|
// Matter.Body.setPosition(player, level.fallPosition);
|
|
|
|
const change = { x: before.x - player.position.x, y: before.y - player.position.y }
|
|
// translate camera smoothly to preserve illusion to endless fall
|
|
m.transX += change.x
|
|
m.transY += change.y
|
|
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.angle = Math.atan2(simulation.mouseInGame.y - m.pos.y, simulation.mouseInGame.x - m.pos.x);
|
|
// move bots
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) {
|
|
Matter.Body.setPosition(bullet[i], Vector.sub(bullet[i].position, change));
|
|
// 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 });
|
|
}
|
|
}
|
|
} else {
|
|
Matter.Body.setVelocity(player, { x: 0, y: 0 });
|
|
Matter.Body.setPosition(player, { x: level.enter.x + 50, y: level.enter.y - 20 });
|
|
// m.damage(0.02 * simulation.difficultyMode);
|
|
// m.energy -= 0.02 * simulation.difficultyMode
|
|
// 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 });
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
if (isNaN(player.position.x)) m.death();
|
|
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
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: m.pos.x,
|
|
y: m.pos.y - 45,
|
|
radius: Math.sqrt(m.maxEnergy * 0.05) * 60,
|
|
color: "rgba(0, 204, 255,0.4)", //#0cf
|
|
time: 4
|
|
});
|
|
}
|
|
if (tech.isHealthRecovery) {
|
|
if (tech.isEnergyHealth) {
|
|
if (m.immuneCycle < m.cycle) {
|
|
m.energy += m.maxEnergy * 0.005
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: m.pos.x,
|
|
y: m.pos.y,
|
|
radius: Math.sqrt(m.maxEnergy * 0.02) * 60,
|
|
color: "rgba(0, 204, 255,0.4)", //#0cf
|
|
time: 4
|
|
});
|
|
}
|
|
} else {
|
|
const heal = 0.005 * m.maxHealth
|
|
m.addHealth(heal)
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: m.pos.x,
|
|
y: m.pos.y,
|
|
radius: Math.sqrt(heal) * 150,
|
|
color: "rgba(0,255,200,0.5)",
|
|
time: 4
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(m.cycle % 420)) { //once every 7 seconds
|
|
//check if player is inside the map
|
|
if (Matter.Query.point(map, m.pos).length > 0 || Matter.Query.point(map, player.position).length > 0) {
|
|
//check for the next few seconds to see if being stuck continues
|
|
simulation.ephemera.push({
|
|
name: "stuck",
|
|
count: 240, //cycles before it self removes
|
|
do() {
|
|
if (Matter.Query.point(map, m.pos).length > 0 || Matter.Query.point(map, player.position).length > 0) {
|
|
this.count--
|
|
// console.log('halp, stuck in map!', Matter.Query.point(map, m.pos))
|
|
if (this.count < 0) {
|
|
simulation.removeEphemera(this.name)
|
|
Matter.Body.setVelocity(player, { x: 0, y: 0 });
|
|
Matter.Body.setPosition(player, { x: level.enter.x + 50, y: level.enter.y - 20 });
|
|
}
|
|
} else {
|
|
simulation.removeEphemera(this.name)
|
|
}
|
|
},
|
|
})
|
|
}
|
|
|
|
if (tech.isZeno) {
|
|
if (tech.isEnergyHealth) {
|
|
m.energy *= 0.95
|
|
} else {
|
|
m.health *= 0.95 //remove 5%
|
|
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(body);
|
|
fallCheck(powerUp, true);
|
|
let i = mob.length;
|
|
while (i--) {
|
|
if (mob[i].position.y > simulation.fallHeight) mob[i].death();
|
|
}
|
|
|
|
}
|
|
}
|
|
},
|
|
})
|
|
|
|
//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() {
|
|
level.isProcedural = false;
|
|
level.isEndlessFall = false;
|
|
ctx.setTransform(1, 0, 0, 1, 0, 0);
|
|
if (m.alive) {
|
|
if (tech.isLongitudinal) b.guns[3].waves = []; //empty array of wave bullets
|
|
if (b.guns[10].have) { //do you have mines as a gun
|
|
let count = 0;
|
|
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
|
|
if (
|
|
(bullet[i].bulletType === "mine" && (!tech.isMineSentry || bullet[i].shots === undefined)) ||
|
|
bullet[i].bulletType === "laser mine") {
|
|
count++
|
|
}
|
|
}
|
|
if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
|
|
b.guns[10].ammo += count
|
|
if (tech.ammoCap) b.guns[10].ammo = Math.min(tech.ammoCap, b.guns[10].ammo)
|
|
simulation.updateGunHUD();
|
|
}
|
|
|
|
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
|
|
// if (b.guns[i].name === "mine") {
|
|
// 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 += 0.01 + 0.01 * ((bullet[i].isSpore || bullet[i].isFlea) ? 0 : 1)
|
|
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
|
|
spawn.allowShields = true;
|
|
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;
|
|
document.body.style.backgroundColor = "#eee" //"#d8dadf";
|
|
// color.map = "#444";
|
|
// color.bullet = "#FFFFFF";
|
|
color = { //light
|
|
// background: "#ddd", // used instead: document.body.style.backgroundColor
|
|
block: "rgba(140,140,140,0.85)",
|
|
blockS: "#222",
|
|
map: "#444",
|
|
bullet: "#000"
|
|
}
|
|
simulation.draw.drawMapPath = simulation.draw.drawMapPathDefault
|
|
m.fireCDcycle = 0
|
|
m.drop();
|
|
m.hole.isOn = false;
|
|
simulation.drawList = [];
|
|
|
|
if (tech.isHealAttract && m.alive) { //send health power ups to the next level
|
|
let healCount = 0
|
|
for (let i = 0, len = powerUp.length; i < len; i++) {
|
|
if (powerUp[i].name === "heal" && Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 1000000) healCount++
|
|
}
|
|
//respawn health in animation frame
|
|
let respawnHeal = () => {
|
|
if (healCount > 0) {
|
|
requestAnimationFrame(respawnHeal);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
healCount--
|
|
powerUps.directSpawn(level.enter.x + 50 + 100 * (Math.random() - 0.5), level.enter.y - 60 + 100 * (Math.random() - 0.5), "heal");
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnHeal);
|
|
}
|
|
if (tech.isDronesTravel && m.alive) {
|
|
//count drones
|
|
let droneCount = 0
|
|
let sporeCount = 0
|
|
let wormCount = 0
|
|
let fleaCount = 0
|
|
let deliveryCount = 0
|
|
for (let i = 0; i < bullet.length; ++i) {
|
|
if (bullet[i].isDrone) {
|
|
droneCount++
|
|
if (bullet[i].isImproved) deliveryCount++
|
|
} else if (bullet[i].isSpore) {
|
|
sporeCount++
|
|
} else if (bullet[i].wormSize) {
|
|
wormCount++
|
|
} else if (bullet[i].isFlea) {
|
|
fleaCount++
|
|
}
|
|
}
|
|
|
|
//respawn drones in animation frame
|
|
requestAnimationFrame(() => { b.delayDrones({ x: level.enter.x + 50, y: level.enter.y - 60 }, droneCount) });
|
|
|
|
//respawn spores in animation frame
|
|
let respawnSpores = () => {
|
|
if (sporeCount > 0) {
|
|
requestAnimationFrame(respawnSpores);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
sporeCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
b.spore({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnSpores);
|
|
|
|
//respawn worms in animation frame
|
|
let respawnWorms = () => {
|
|
if (wormCount > 0) {
|
|
requestAnimationFrame(respawnWorms);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
wormCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
b.worm({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnWorms);
|
|
|
|
//respawn fleas in animation frame
|
|
let respawnFleas = () => {
|
|
if (fleaCount > 0) {
|
|
requestAnimationFrame(respawnFleas);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
fleaCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
const speed = 6 + 3 * Math.random()
|
|
const angle = 2 * Math.PI * Math.random()
|
|
b.flea({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
}, {
|
|
x: speed * Math.cos(angle),
|
|
y: speed * Math.sin(angle)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnFleas);
|
|
}
|
|
if (tech.isQuantumEraser && m.alive) {
|
|
let count = 0
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (mob[i].isDropPowerUp && mob[i].alive) count++
|
|
}
|
|
count *= 0.25 //to fake the 25% chance, this makes it not random, and more predictable
|
|
let cycle = () => { //run after waiting a cycle for the map to be cleared
|
|
const types = ["heal", "ammo", "heal", "ammo", "research", "coupling", "boost", "tech", "gun", "field"]
|
|
for (let i = 0; i < count; i++) powerUps.spawnDelay(types[Math.floor(Math.random() * types.length)], 1)
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
}
|
|
|
|
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)
|
|
Composite.add(engine.world, m.holdingTarget); //add to world
|
|
m.holdingTarget.classType = "body"
|
|
}
|
|
//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}, ${simulation.getCoords.pos2.y - simulation.getCoords.pos1.y}); //`);
|
|
// }
|
|
// }
|
|
// },
|
|
testingOutput() {
|
|
ctx.fillStyle = "#000";
|
|
ctx.textAlign = "center";
|
|
ctx.fillText(`(${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})`, simulation.mouse.x, simulation.mouse.y - 20);
|
|
},
|
|
sight: { //credit to Cornbread2100 for adding this algorithm to n-gon
|
|
// square: 0,
|
|
intersectMap: [], //this is precalculated in simulation.draw.lineOfSightPrecalculation()
|
|
getIntersection(v1, v1End, domain) {
|
|
const intersections = simulation.sight.getIntersections(v1, v1End, domain);
|
|
var best = { x: v1End.x, y: v1End.y, dist: (v1End.x - v1.x) ** 2 + (v1End.y - v1.y) ** 2 }
|
|
for (const intersection of intersections) {
|
|
const dist = (intersection.x - v1.x) ** 2 + (intersection.y - v1.y) ** 2;
|
|
if (dist < best.dist) best = { x: intersection.x, y: intersection.y, dist: dist }
|
|
}
|
|
best.dist = Math.sqrt(best.dist)
|
|
return best;
|
|
},
|
|
getIntersections(v1, v1End, domain) {
|
|
const intersections = [];
|
|
for (const obj of domain) {
|
|
for (var i = 0; i < obj.vertices.length - 1; i++) {
|
|
results = simulation.checkLineIntersection(v1, v1End, obj.vertices[i], obj.vertices[i + 1]);
|
|
if (results.onLine1 && results.onLine2) intersections.push({ x: results.x, y: results.y });
|
|
}
|
|
results = simulation.checkLineIntersection(v1, v1End, obj.vertices[obj.vertices.length - 1], obj.vertices[0]);
|
|
if (results.onLine1 && results.onLine2) intersections.push({ x: results.x, y: results.y });
|
|
}
|
|
return intersections;
|
|
},
|
|
circleLoS(pos, radius) {
|
|
function allCircleLineCollisions(c, radius, domain) {
|
|
var lines = [];
|
|
for (const obj of domain) {
|
|
for (var i = 0; i < obj.vertices.length - 1; i++) lines.push(circleLineCollisions(obj.vertices[i], obj.vertices[i + 1], c, radius));
|
|
lines.push(circleLineCollisions(obj.vertices[obj.vertices.length - 1], obj.vertices[0], c, radius));
|
|
}
|
|
const collisionLines = [];
|
|
for (const line of lines) {
|
|
if (line.length == 2) {
|
|
// const distance1 = Math.sqrt((line[0].x - c.x) ** 2 + (line[0].y - c.y) ** 2)
|
|
// const angle1 = Math.atan2(line[0].y - c.y, line[0].x - c.x);
|
|
// const queryPoint1 = {
|
|
// x: Math.cos(angle1) * (distance1 - 1) + c.x,
|
|
// y: Math.sin(angle1) * (distance1 - 1) + c.y
|
|
// }
|
|
// const distance2 = Math.sqrt((line[1].x - c.x) ** 2 + (line[1].y - c.y) ** 2)
|
|
// const angle2 = Math.atan2(line[1].y - c.y, line[1].x - c.x);
|
|
// const queryPoint2 = {
|
|
// x: Math.cos(angle2) * (distance2 - 1) + c.x,
|
|
// y: Math.sin(angle2) * (distance2 - 1) + c.y
|
|
// }
|
|
collisionLines.push(line)
|
|
}
|
|
}
|
|
|
|
return collisionLines;
|
|
}
|
|
|
|
function circleLineCollisions(a, b, c, radius) {
|
|
// calculate distances
|
|
const angleOffset = Math.atan2(b.y - a.y, b.x - a.x);
|
|
const sideB = Math.sqrt((a.x - c.x) ** 2 + (a.y - c.y) ** 2);
|
|
const sideC = Math.sqrt((b.x - a.x) ** 2 + (b.y - a.y) ** 2);
|
|
const sideA = Math.sqrt((c.x - b.x) ** 2 + (c.y - b.y) ** 2);
|
|
|
|
// calculate the closest point on line AB to point C
|
|
const angleA = Math.acos((sideB ** 2 + sideC ** 2 - sideA ** 2) / (2 * sideB * sideC)) * (a.x - c.x) / -Math.abs(a.x - c.x)
|
|
const sideAD = Math.cos(angleA) * sideB;
|
|
const d = { // closest point
|
|
x: Math.cos(angleOffset) * sideAD + a.x,
|
|
y: Math.sin(angleOffset) * sideAD + a.y
|
|
}
|
|
const distance = Math.sqrt((d.x - c.x) ** 2 + (d.y - c.y) ** 2);
|
|
if (distance == radius) {
|
|
// tangent
|
|
return [d];
|
|
} else if (distance < radius) {
|
|
// secant
|
|
const angleOffset = Math.atan2(d.y - c.y, d.x - c.x);
|
|
const innerAngle = Math.acos(distance / radius);
|
|
const intersection1 = {
|
|
x: Math.cos(angleOffset + innerAngle) * radius + c.x,
|
|
y: Math.sin(angleOffset + innerAngle) * radius + c.y
|
|
}
|
|
|
|
const intersection2 = {
|
|
x: Math.cos(angleOffset - innerAngle) * radius + c.x,
|
|
y: Math.sin(angleOffset - innerAngle) * radius + c.y
|
|
}
|
|
|
|
const distance1 = {
|
|
a: Math.sqrt((intersection1.x - a.x) ** 2 + (intersection1.y - a.y) ** 2),
|
|
b: Math.sqrt((intersection1.x - b.x) ** 2 + (intersection1.y - b.y) ** 2)
|
|
}
|
|
const distance2 = {
|
|
a: Math.sqrt((intersection2.x - a.x) ** 2 + (intersection2.y - a.y) ** 2),
|
|
b: Math.sqrt((intersection2.x - b.x) ** 2 + (intersection2.y - b.y) ** 2)
|
|
}
|
|
const result = [];
|
|
if (Math.abs(sideC - (distance1.a + distance1.b)) < 0.01) {
|
|
result.push(intersection1);
|
|
} else {
|
|
if (distance1.a < distance1.b) {
|
|
if (sideB <= radius) result.push(a);
|
|
} else {
|
|
if (sideA <= radius) result.push(b)
|
|
}
|
|
}
|
|
if (Math.abs(sideC - (distance2.a + distance2.b)) < 0.01) {
|
|
result.push(intersection2);
|
|
} else {
|
|
if (distance2.a <= distance2.b) {
|
|
if (sideB <= radius) result.push(a);
|
|
} else {
|
|
if (sideA <= radius) result.push(b)
|
|
}
|
|
}
|
|
|
|
return result;
|
|
} else {
|
|
// no intersection
|
|
return [];
|
|
}
|
|
}
|
|
|
|
var vertices = [];
|
|
for (const obj of simulation.sight.intersectMap) {
|
|
for (var i = 0; i < obj.vertices.length; i++) {
|
|
const vertex = obj.vertices[i];
|
|
const angleToVertex = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
// const distanceToVertex = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2);
|
|
// const queryPoint = { x: Math.cos(angleToVertex) * (distanceToVertex - 1) + pos.x, y: Math.sin(angleToVertex) * (distanceToVertex - 1) + pos.y }
|
|
const queryPoint = { x: Math.cos(angleToVertex + Math.PI) + vertex.x, y: Math.sin(angleToVertex + Math.PI) + vertex.y }
|
|
|
|
if (Matter.Query.ray(map, pos, queryPoint).length == 0) {
|
|
var distance = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2);
|
|
var endPoint = { x: vertex.x, y: vertex.y }
|
|
|
|
if (distance > radius) {
|
|
const angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
endPoint = { x: Math.cos(angle) * radius + pos.x, y: Math.sin(angle) * radius + pos.y }
|
|
distance = radius
|
|
}
|
|
|
|
var best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
if (best.dist >= distance) best = { x: endPoint.x, y: endPoint.y, dist: distance }
|
|
vertices.push(best)
|
|
|
|
var angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
endPoint = { x: Math.cos(angle + 0.001) * radius + pos.x, y: Math.sin(angle + 0.001) * radius + pos.y }
|
|
best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
|
|
if (best.dist >= radius) best = { x: endPoint.x, y: endPoint.y, dist: radius }
|
|
vertices.push(best)
|
|
|
|
angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
endPoint = { x: Math.cos(angle - 0.001) * radius + pos.x, y: Math.sin(angle - 0.001) * radius + pos.y }
|
|
|
|
best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
if (best.dist >= radius) best = { x: endPoint.x, y: endPoint.y, dist: radius }
|
|
vertices.push(best)
|
|
}
|
|
}
|
|
}
|
|
|
|
const outerCollisions = allCircleLineCollisions(pos, radius, map);
|
|
const circleCollisions = [];
|
|
for (const line of outerCollisions) {
|
|
for (const vertex of line) {
|
|
// console.log('hi')
|
|
const distance = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2)
|
|
const angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
// const queryPoint = {
|
|
// x: Math.cos(angle) * (distance - 1) + pos.x,
|
|
// y: Math.sin(angle) * (distance - 1) + pos.y
|
|
// }
|
|
const queryPoint = { x: Math.cos(angle + Math.PI) + vertex.x, y: Math.sin(angle + Math.PI) + vertex.y }
|
|
|
|
if (Math.abs(distance - radius) < 1 && Matter.Query.ray(map, pos, queryPoint).length == 0) circleCollisions.push(vertex)
|
|
}
|
|
}
|
|
for (var i = 0; i < circleCollisions.length; i++) {
|
|
const vertex = circleCollisions[i];
|
|
var nextIndex = i + 1;
|
|
if (nextIndex == circleCollisions.length) nextIndex = 0;
|
|
const nextVertex = circleCollisions[nextIndex];
|
|
const angle1 = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
const angle2 = Math.atan2(nextVertex.y - pos.y, nextVertex.x - pos.x);
|
|
var newAngle;
|
|
if (Math.abs(angle1) > Math.PI / 2 && Math.abs(angle2) > Math.PI / 2 && angle1 / Math.abs(angle1) != angle2 / Math.abs(angle2)) {
|
|
// if the arc between the to points crosses over the left side (+/- pi radians)
|
|
const newAngle1 = (Math.PI - Math.abs(angle1)) * (angle1 / Math.abs(angle1));
|
|
const newAngle2 = (Math.PI - Math.abs(angle2)) * (angle2 / Math.abs(angle2));
|
|
newAngle = (newAngle1 + newAngle2) / 2;
|
|
var multiplier;
|
|
if (newAngle == 0) {
|
|
multiplier = 1;
|
|
} else {
|
|
multiplier = newAngle / Math.abs(newAngle);
|
|
}
|
|
newAngle = Math.PI * multiplier - newAngle * multiplier;
|
|
test = true;
|
|
} else {
|
|
newAngle = (angle1 + angle2) / 2;
|
|
}
|
|
|
|
// shoot ray between them
|
|
var endPoint = { x: Math.cos(newAngle) * radius + pos.x, y: Math.sin(newAngle) * radius + pos.y }
|
|
var best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
vertices.push(vertex);
|
|
if (best.dist <= radius) vertices.push({ x: best.x, y: best.y })
|
|
}
|
|
vertices.sort((a, b) => Math.atan2(a.y - pos.y, a.x - pos.x) - Math.atan2(b.y - pos.y, b.x - pos.x));
|
|
return vertices;
|
|
},
|
|
},
|
|
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);
|
|
}
|
|
},
|
|
lineOfSightPrecalculation() {
|
|
simulation.sight.intersectMap = [];
|
|
for (var i = 0; i < map.length; i++) {
|
|
const obj = map[i];
|
|
const newVertices = [];
|
|
const restOfMap = [...map].slice(0, i).concat([...map].slice(i + 1))
|
|
for (var j = 0; j < obj.vertices.length - 1; j++) {
|
|
var intersections = simulation.sight.getIntersections(obj.vertices[j], obj.vertices[j + 1], restOfMap);
|
|
newVertices.push(obj.vertices[j]);
|
|
for (const vertex of intersections) newVertices.push({ x: vertex.x, y: vertex.y });
|
|
}
|
|
intersections = simulation.sight.getIntersections(obj.vertices[obj.vertices.length - 1], obj.vertices[0], restOfMap);
|
|
newVertices.push(obj.vertices[obj.vertices.length - 1]);
|
|
for (const vertex of intersections) newVertices.push({ x: vertex.x, y: vertex.y });
|
|
//draw the vertices as black circles for debugging
|
|
// for (const vertex of newVertices) {
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(vertex.x, vertex.y);
|
|
// ctx.arc(vertex.x, vertex.y, 10, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = '#000';
|
|
// ctx.fill()
|
|
// }
|
|
simulation.sight.intersectMap.push({ vertices: newVertices });
|
|
}
|
|
},
|
|
drawMapPath() { },
|
|
drawMapPathDefault() {
|
|
ctx.fillStyle = color.map;
|
|
ctx.fill(simulation.draw.mapPath);
|
|
},
|
|
drawMapSight() {
|
|
if (!simulation.isTimeSkipping) {
|
|
const pos = m.pos
|
|
const radius = 4000
|
|
const vertices = simulation.sight.circleLoS(pos, radius);
|
|
if (vertices.length) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
for (var i = 1; i < vertices.length; i++) {
|
|
var currentDistance = Math.sqrt((vertices[i - 1].x - pos.x) ** 2 + (vertices[i - 1].y - pos.y) ** 2);
|
|
var newDistance = Math.sqrt((vertices[i].x - pos.x) ** 2 + (vertices[i].y - pos.y) ** 2);
|
|
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
|
const currentAngle = Math.atan2(vertices[i - 1].y - pos.y, vertices[i - 1].x - pos.x);
|
|
const newAngle = Math.atan2(vertices[i].y - pos.y, vertices[i].x - pos.x);
|
|
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
|
} else {
|
|
ctx.lineTo(vertices[i].x, vertices[i].y)
|
|
}
|
|
}
|
|
newDistance = Math.sqrt((vertices[0].x - pos.x) ** 2 + (vertices[0].y - pos.y) ** 2);
|
|
currentDistance = Math.sqrt((vertices[vertices.length - 1].x - pos.x) ** 2 + (vertices[vertices.length - 1].y - pos.y) ** 2);
|
|
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
|
const currentAngle = Math.atan2(vertices[vertices.length - 1].y - pos.y, vertices[vertices.length - 1].x - pos.x);
|
|
const newAngle = Math.atan2(vertices[0].y - pos.y, vertices[0].x - pos.x);
|
|
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
|
} else {
|
|
ctx.lineTo(vertices[0].x, vertices[0].y)
|
|
}
|
|
|
|
// outline map edges, best with lighter colored document.body.style.backgroundColor
|
|
ctx.strokeStyle = "#000";
|
|
ctx.lineWidth = 5;
|
|
ctx.stroke(simulation.draw.mapPath);
|
|
|
|
ctx.globalCompositeOperation = "destination-in";
|
|
ctx.fillStyle = "#000";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
|
|
// make map visible
|
|
// ctx.fill(simulation.draw.mapPath);
|
|
// ctx.fillStyle = "#000";
|
|
|
|
ctx.clip(); //this doesn't seem to be required, but it helps with performance, probably stops the canvas context from drawing the whole map
|
|
}
|
|
}
|
|
},
|
|
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)
|
|
// console.log(e.button)
|
|
if (e.button === 1) {
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.randomMob(x+${x}, ${y}, 0);\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);\n`);
|
|
}
|
|
} else if (e.button === 4) {
|
|
simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
|
|
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
|
|
if (e.button === 0) { //add map
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.mapRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
|
|
}
|
|
//see map in world
|
|
spawn.mapRect(x, y, dx, dy);
|
|
len = map.length - 1
|
|
map[len].collisionFilter.category = cat.map;
|
|
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
|
Matter.Body.setStatic(map[len], true); //make static
|
|
Composite.add(engine.world, map[len]); //add to world
|
|
simulation.draw.setPaths() //update map graphics
|
|
} else if (e.button === 2) { //add body
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.bodyRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});\n`);
|
|
}
|
|
//see map in world
|
|
spawn.bodyRect(x, y, dx, dy);
|
|
}
|
|
}
|
|
}
|
|
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
|
|
}
|
|
});
|
|
|
|
//undo last element added after you press z
|
|
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);
|
|
// }
|
|
// },
|
|
}; |