211 lines
5.8 KiB
JavaScript
211 lines
5.8 KiB
JavaScript
"use strict";
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/* TODO: *******************************************
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*****************************************************
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add a key that player picks up and needs to set on the exit door to open it
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add Boss levels
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add modular difficulty settings
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take reduced dmg
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slower mob look / CD
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more drops
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fewer mobs
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make a new var to scale number of mobs and stop using levels cleared var
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get text output to show multiple notifications at once by queuing them vertically
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make power ups keep moving to player if the pickup field is turned off before they get picked up
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not sure how to do this without adding a constant check
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levels spawn by having the map aspects randomly fly into place
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new map with repeating endlessness
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get ideas from Manifold Garden game
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if falling, get teleported above the map
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I tried it, but had trouble getting the camera to adjust to the teleportation
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this can apply to blocks mobs, and power ups as well
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Find a diegetic way to see player damage (and or field meter too)
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a health meter, like the field meter above player? (doesn't work with the field meter)
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field power up effects
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field allows player to hold and throw living mobs
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mod power ups ideas
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bullet on mob damage effects
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add to the array mob.do new mob behaviors
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add a damage over time
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add a freeze
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give mobs more animal-like behaviors
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like rainworld
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give mobs something to do when they don't see player
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explore map
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eat power ups
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drop power up (if killed after eating one)
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mobs some times aren't aggressive
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when low on life or after taking a large hit
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mobs can fight each other
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this might be hard to code
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isolated mobs try to group up.
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game mechanics
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mechanics that support the physics engine
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add rope/constraint
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get ideas from game: limbo / inside
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environmental hazards
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laser
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lava
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button / switch
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door
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fizzler
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moving platform
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map zones
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water
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low friction ground
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bouncy ground
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track foot positions with velocity better as the player walks/crouch/runs
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Boss ideas
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boss grows and spilt, if you don't kill it fast
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sensor that locks you in after you enter the boss room
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boss that eats other mobs and gains stats from them
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chance to spawn on any level (past level 5)
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boss that knows how to shoot (player) bullets that collide with player
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overwrite custom engine collision bullet mob function.
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// collision info:
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category mask
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powerUp: 0x100000 0x100001
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body: 0x010000 0x011111
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player: 0x001000 0x010011
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bullet: 0x000100 0x010011
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mob: 0x000010 0x011111
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mobBullet: 0x000010 0x011101
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mobShield: 0x000010 0x001100
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map: 0x000001 0x111111
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*/
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//set up canvas
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var canvas = document.getElementById("canvas");
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//using "const" causes problems in safari when an ID shares the same name.
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const ctx = canvas.getContext("2d");
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document.body.style.backgroundColor = "#fff";
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//disable pop up menu on right click
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document.oncontextmenu = function () {
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return false;
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}
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function setupCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
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canvas.height2 = canvas.height / 2;
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canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
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ctx.font = "15px Arial";
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ctx.lineJoin = "round";
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ctx.lineCap = "round";
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// ctx.lineCap='square';
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game.setZoom();
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}
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setupCanvas();
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window.onresize = () => {
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setupCanvas();
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};
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//mouse move input
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document.body.addEventListener("mousemove", (e) => {
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game.mouse.x = e.clientX;
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game.mouse.y = e.clientY;
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});
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document.body.addEventListener("mouseup", (e) => {
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// game.buildingUp(e); //uncomment when building levels
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game.mouseDown = false;
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// console.log(e)
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if (e.which === 3) {
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game.mouseDownRight = false;
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} else {
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game.mouseDown = false;
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}
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});
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document.body.addEventListener("mousedown", (e) => {
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if (e.which === 3) {
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game.mouseDownRight = true;
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} else {
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game.mouseDown = true;
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}
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});
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//keyboard input
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const keys = [];
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document.body.addEventListener("keydown", (e) => {
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keys[e.keyCode] = true;
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game.keyPress();
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});
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document.body.addEventListener("keyup", (e) => {
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keys[e.keyCode] = false;
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});
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document.body.addEventListener("wheel", (e) => {
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if (e.deltaY > 0) {
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game.nextGun();
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} else {
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game.previousGun();
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}
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}, {
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passive: true
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});
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// function playSound(id) {
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// //play sound
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// if (false) {
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// //sounds are turned off for now
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// // if (document.getElementById(id)) {
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// var sound = document.getElementById(id); //setup audio
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// sound.currentTime = 0; //reset position of playback to zero //sound.load();
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// sound.play();
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// }
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// }
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function shuffle(array) {
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var currentIndex = array.length,
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temporaryValue,
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randomIndex;
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// While there remain elements to shuffle...
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while (0 !== currentIndex) {
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// Pick a remaining element...
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randomIndex = Math.floor(Math.random() * currentIndex);
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currentIndex -= 1;
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// And swap it with the current element.
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temporaryValue = array[currentIndex];
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array[currentIndex] = array[randomIndex];
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array[randomIndex] = temporaryValue;
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}
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return array;
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}
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//main loop ************************************************************
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//**********************************************************************
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function cycle() {
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if (!game.paused) requestAnimationFrame(cycle);
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const now = Date.now();
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const elapsed = now - game.then; // calc elapsed time since last loop
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if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
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game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
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game.loop();
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}
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} |