JUNK tech: facsimile - copy current level and insert into level queue JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options) the percent values may seem like more but I actually lowered the JUNK chance about 10% meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research) symbiosis: only gives 1 bonus tech (was 1 or 2) blink boss rebalanced (it's easier, and has two modes) bug fixes
807 lines
32 KiB
JavaScript
807 lines
32 KiB
JavaScript
/* http://brm.io/matter-js/docs/
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http://brm.io/matter-js/demo/#mixed
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https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js
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git hub gist:
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https://gist.github.com/lilgreenland/8f2a2c033fdf3d5546a0ca5d73a2ae11
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todo:
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can you render bullets a different color? // red?
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maybe add the ability to put up shields to survive collisions?
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maybe add durability regeneration
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fix new mass spawn so that it will pick a new location if the first spawn location already has a mass
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*/
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function planetesimals() {
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//pause n-gon
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// if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
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// input.isPauseKeyReady = false
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// setTimeout(function() {
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// input.isPauseKeyReady = true
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// }, 300);
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// if (simulation.paused) {
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// build.unPauseGrid()
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// simulation.paused = false;
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// // level.levelAnnounce();
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// document.body.style.cursor = "none";
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// requestAnimationFrame(cycle);
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// } else {
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// simulation.paused = true;
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// build.pauseGrid()
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// document.body.style.cursor = "auto";
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// if (tech.isGunSwitchField || simulation.testing) {
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// document.getElementById("pause-field").addEventListener("click", () => {
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// const energy = m.energy
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// m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
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// m.energy = energy
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// document.getElementById("pause-field").innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}`
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// });
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// }
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// }
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// }
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"use strict"; //strict mode to catch errors
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//game objects values
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var game = {
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cycle: 0,
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width: 0,
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height: 0,
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scale: 0.5,
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gravity: 0.00011,
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totalMass: 0,
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massSize: 0,
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level: 1,
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startingMassValue: 0,
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massSegment: 0,
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clearThreshold: 0.2, // there must be less than this percent to move on to the next level
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currentMass: 0,
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explodeMin: 8000,
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HUD: true,
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};
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function levelScaling() {
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//game.gravity = 0.00011; // + 0.000012 * game.level;
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game.width = 2000 * game.level; //shapes walls and spawn locations
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game.height = 2000 * game.level; //shapes walls and spawn locations
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game.scale = 1.2 / (Math.log(game.level + 1)); //0.6 + 1.0 / (game.level); //controls map zoom
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game.totalMass = 3 + game.level * 1; //how many masses to spawn at start of level
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game.massSize = 3 + game.level * 3; //adds the average length of a segment on a masses's vertices
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game.massSegment = 0.1 + 0.1 / game.level;
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}
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//looks for key presses and logs them
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var keys = [];
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document.body.addEventListener("keydown", function(e) {
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keys[e.keyCode] = true;
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});
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document.body.addEventListener("keyup", function(e) {
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keys[e.keyCode] = false;
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});
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// module aliases
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var Engine = Matter.Engine,
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World = Matter.World,
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Events = Matter.Events,
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Composite = Matter.Composite,
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Vertices = Matter.Vertices,
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Body = Matter.Body,
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Bodies = Matter.Bodies;
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// create an engine
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var engine = Engine.create();
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//turn off gravity
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engine.world.gravity.y = 0;
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// run the engine
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// Engine.run(engine);
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Matter.Runner.run(engine)
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function addWalls() {
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//add the walls
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var wallSettings = {
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size: 200,
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isStatic: true,
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render: {
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restitution: 0,
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fillStyle: 'rgba(0, 0, 0, 0.0)',
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strokeStyle: '#00ffff'
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}
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};
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World.add(engine.world, [
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Bodies.rectangle(game.width * 0.5, -wallSettings.size * 0.5, game.width, wallSettings.size, wallSettings), //top
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Bodies.rectangle(game.width * 0.5, game.height + wallSettings.size * 0.5, game.width, wallSettings.size, wallSettings), //bottom
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Bodies.rectangle(-wallSettings.size * 0.5, game.height * 0.5, wallSettings.size, game.height + wallSettings.size * 2, wallSettings), //left
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Bodies.rectangle(game.width + wallSettings.size * 0.5, game.height * 0.5, wallSettings.size, game.height + wallSettings.size * 2, wallSettings) //right
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]);
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}
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//add the masses
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var mass = [];
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function addPlayer() {
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//add the player object as the first mass in the array
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mass.push();
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//var arrow = Vertices.fromPath('100 0 75 50 100 100 25 100 0 50 25 0');
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var arrow = Vertices.fromPath('0 15 -10 -15 10 -15');
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mass[0] = Matter.Bodies.fromVertices(Math.random() * game.width, Math.random() * game.height, arrow, {
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//density: 0.001,
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alive: true,
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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restitution: 0, //bounce 1 = 100% elastic
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density: 0.003333,
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thrust: 0.0004, //forward acceleration, if mass goes up this needs to go up
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yaw: 0.00133, //angular acceleration, needs to be higher with larger mass
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rotationLimit: 0.05, //max acceleration for player in radians/cycle
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angularFriction: 0.98, // 1 = no friction, 0.9 = high friction
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durability: 1,
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fireCD: 0,
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lastPlayerVelocity: { //for keeping track of damamge from too much acceleration
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x: 0,
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y: 0
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},
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});
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World.add(engine.world, mass[0]);
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}
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function randomConvexPolygon(size) { //returns a string of vectors that make a convex polygon
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var polyVector = '';
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var x = 0;
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var y = 0;
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var r = 0;
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var angle = 0;
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for (var i = 1; i < 60; i++) {
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angle += 0.1 + Math.random() * game.massSegment; //change in angle in radians
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if (angle > 2 * Math.PI) {
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break; //stop before it becomes convex
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}
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r = 2 + Math.random() * 2;
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x = Math.round(x + r * Math.cos(angle));
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y = Math.round(y + r * Math.sin(angle));
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polyVector = polyVector.concat(x * size + ' ' + y * size + ' ');
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}
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return polyVector;
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}
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function addMassVector(x, y, Vx, Vy, size) {
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var verticies = [];
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var vector = Vertices.fromPath(randomConvexPolygon(size));
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var i = mass.length;
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mass.push();
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mass[i] = Matter.Bodies.fromVertices(x, y, vector, { // x,y,vectors,{options}
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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restitution: 1,
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angle: Math.random() * 2 * Math.PI
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});
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Matter.Body.setVelocity(mass[i], {
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x: Vx,
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y: Vy
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});
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Matter.Body.setAngularVelocity(mass[i], (Math.random() - 0.5) * 0.03);
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World.add(engine.world, mass[i]);
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}
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function addMass(x, y, r, sides, Vx, Vy) {
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var i = mass.length;
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mass.push();
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mass[i] = Bodies.polygon(x, y, sides, r, {
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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restitution: 1,
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});
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Matter.Body.setVelocity(mass[i], {
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x: Vx,
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y: Vy
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});
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Matter.Body.setAngularVelocity(mass[i], (Math.random() - 0.5) * 0.03);
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World.add(engine.world, mass[i]);
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}
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function clearMasses() {
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World.clear(engine.world, false);
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console.log('clear')
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mass = [];
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}
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function spawnSetup() {
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//make the level indicator more clear on a new level
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// document.getElementById("level").innerHTML = 'system ' + game.level;
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// document.getElementById("level").style.color = 'white';
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// document.getElementById("level").style.fontSize = '500%';
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// document.getElementById("level").style.left = '40%';
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// document.getElementById("level").style.position = 'absolute';
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// setTimeout(levelFontSize, 3000);
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//after 3 seconds return to normal style
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// function levelFontSize(size) {
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// document.getElementById("level").style.color = 'grey';
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// document.getElementById("level").style.position = '';
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// document.getElementById("level").style.left = '';
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// document.getElementById("level").style.fontSize = '100%';
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// }
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levelScaling();
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clearMasses();
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addWalls();
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addPlayer();
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//add other masses
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for (var j = 0; j < game.totalMass; j++) {
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// addMassVector(x,y,Vx,Vy,size)
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addMassVector(game.width * 0.2 + Math.random() * game.width * 0.6,
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game.height * 0.2 + Math.random() * game.height * 0.6,
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0, //(0.5 - Math.random()) * 4,
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0,
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Math.random() * 3 + game.massSize
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);
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}
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//determine how much mass is in the game at the start
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game.startingMassValue = 0;
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for (var i = 0; i < mass.length; i++) {
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game.startingMassValue += mass[i].mass;
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}
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game.currentMass = game.startingMassValue;
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}
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spawnSetup();
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function repopulateMasses() {
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game.currentMass = 0;
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for (var i = 0; i < mass.length; i++) {
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game.currentMass += mass[i].mass;
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}
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if (game.currentMass < game.startingMassValue * game.clearThreshold) {
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game.level++;
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spawnSetup();
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mass[0].durability = 1;
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}
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}
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var bullet = [];
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function fireBullet() { //addMass(x, y, r, sides, Vx, Vy)
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var i = bullet.length;
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var angle = mass[0].angle + Math.PI * 0.5;
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var speed = 9;
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var playerDist = 25;
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bullet.push();
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bullet[i] = Bodies.polygon(
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mass[0].position.x + playerDist * Math.cos(angle),
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mass[0].position.y + playerDist * Math.sin(angle),
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3, //sides
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2, { //radius
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angle: Math.random() * 6.28,
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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restitution: 1,
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endCycle: game.cycle + 90, // life span for a bullet (60 per second)
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});
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Matter.Body.setVelocity(bullet[i], {
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x: mass[0].velocity.x + speed * Math.cos(angle),
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y: mass[0].velocity.y + speed * Math.sin(angle)
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});
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Matter.Body.setAngularVelocity(bullet[i], (Math.random() - 0.5) * 1);
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World.add(engine.world, bullet[i]);
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}
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function bulletEndCycle() {
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for (var i = 0; i < bullet.length; i++) {
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if (bullet[i].endCycle < game.cycle) {
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Matter.World.remove(engine.world, bullet[i]);
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bullet.splice(i, 1);
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}
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}
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}
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function controls() {
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if (mass[0].alive) {
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if (keys[32] && mass[0].fireCD < game.cycle) {
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mass[0].fireCD = game.cycle + 10; // ?/60 seconds of cooldown before you can fire
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fireBullet();
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}
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if (keys[38] || keys[87]) { //forward thrust
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mass[0].force.x += mass[0].thrust * Math.cos(mass[0].angle + Math.PI * 0.5);
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mass[0].force.y += mass[0].thrust * Math.sin(mass[0].angle + Math.PI * 0.5);
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thrustGraphic();
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} else if (keys[40] || keys[83]) { //reverse thrust
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mass[0].force = {
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x: -mass[0].thrust * 0.5 * Math.cos(mass[0].angle + Math.PI * 0.5),
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y: -mass[0].thrust * 0.5 * Math.sin(mass[0].angle + Math.PI * 0.5)
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};
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torqueGraphic(-1);
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torqueGraphic(1);
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}
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//rotate left and right
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if ((keys[37] || keys[65])) { //&& mass[0].angularVelocity > -mass[0].rotationLimit) {
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mass[0].torque = -mass[0].yaw; //counter clockwise
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torqueGraphic(-1);
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} else if ((keys[39] || keys[68])) { //&& mass[0].angularVelocity < mass[0].rotationLimit) {
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mass[0].torque = mass[0].yaw; //clockwise
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torqueGraphic(1);
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}
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//angular friction if spinning too fast
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if (Math.abs(mass[0].angularVelocity) > mass[0].rotationLimit) {
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Matter.Body.setAngularVelocity(mass[0], mass[0].angularVelocity * mass[0].angularFriction);
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}
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}
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}
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function torqueGraphic(dir) { //thrust graphic when holding rotation keys
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ctx.save();
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//ctx.translate(0.5 * canvas.width, 0.5 * canvas.height)
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ctx.rotate(mass[0].angle - Math.PI * 0.6 * dir);
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ctx.translate(0, -23);
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var grd = ctx.createLinearGradient(0, 0, 0, 15);
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grd.addColorStop(0.1, 'rgba(0, 0, 0, 0)');
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grd.addColorStop(1, 'rgba(160, 192, 255, 1)');
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ctx.fillStyle = grd;
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ctx.beginPath();
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ctx.moveTo(dir * 6 * (Math.random() - 0.5) + 12 * dir, 6 * (Math.random() - 0.5));
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ctx.lineTo(dir * 8, 14);
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ctx.lineTo(dir * 12, 14);
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ctx.fill();
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ctx.restore();
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}
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function thrustGraphic() {
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//ctx.fillStyle= "#90b0ff";
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ctx.save();
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//ctx.translate(0.5 * canvas.width, 0.5 * canvas.height)
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ctx.rotate(mass[0].angle);
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ctx.translate(0, -33);
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var grd = ctx.createLinearGradient(0, 0, 0, 15);
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grd.addColorStop(0, 'rgba(0, 0, 0, 0)');
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grd.addColorStop(1, 'rgba(160, 192, 255, 1)');
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ctx.fillStyle = grd;
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ctx.beginPath();
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ctx.moveTo(10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5));
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ctx.lineTo(7, 20);
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ctx.lineTo(-7, 20);
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ctx.fill();
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ctx.restore();
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}
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function gravity() {
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var length = mass.length;
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var Dx = 0;
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var Dy = 0;
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var force = 0;
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var angle = 0;
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var i = 0;
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var j = 0;
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//gravity for array masses, but not player: mass[0]
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for (i = 0; i < length; i++) {
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for (j = 0; j < length; j++) {
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if (i != j) {
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Dx = mass[j].position.x - mass[i].position.x;
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Dy = mass[j].position.y - mass[i].position.y;
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force = game.gravity * mass[j].mass * mass[i].mass / (Math.sqrt(Dx * Dx + Dy * Dy));
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angle = Math.atan2(Dy, Dx);
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mass[i].force.x += force * Math.cos(angle);
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mass[i].force.y += force * Math.sin(angle);
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}
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}
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}
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//gravity for bullets
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var Blength = bullet.length;
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for (i = 0; i < Blength; i++) {
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for (j = 0; j < length; j++) { //bullets only feel gravity, they don't create it
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Dx = mass[j].position.x - bullet[i].position.x;
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Dy = mass[j].position.y - bullet[i].position.y;
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force = game.gravity * mass[j].mass * bullet[i].mass / (Math.sqrt(Dx * Dx + Dy * Dy));
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angle = Math.atan2(Dy, Dx);
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bullet[i].force.x += force * Math.cos(angle);
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bullet[i].force.y += force * Math.sin(angle);
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}
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}
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}
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function damage() { //changes player health if velocity changes too much
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var limit2 = 9; //square of velocity damamge limit
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var dX = Math.abs(mass[0].lastPlayerVelocity.x - mass[0].velocity.x);
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var dY = Math.abs(mass[0].lastPlayerVelocity.y - mass[0].velocity.y);
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var dV2 = dX * dX + dY * dY; //we are skipping the square root
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if (dV2 > limit2) { //did velocity change enough to take damage
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mass[0].durability -= Math.sqrt(dV2 - limit2) * 0.02; //player takes damage
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if (mass[0].durability < 0 && mass[0].alive) { //player dead?
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mass[0].alive = false;
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//spawn player explosion debris
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for (var j = 0; j < 10; j++) { //addMass(x, y, r, sides, Vx, Vy)
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addMass(mass[0].position.x + 10 * (0.5 - Math.random()),
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mass[0].position.y + 10 * (0.5 - Math.random()),
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5,
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3,
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(0.5 - Math.random()) * 8 + mass[0].velocity.x,
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(0.5 - Math.random()) * 8 + mass[0].velocity.y);
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}
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//shrink player to match debris size
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Matter.Body.scale(mass[0], 0.4, 0.4);
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//reset masses after a few seconds
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window.setTimeout(spawnSetup, 6000);
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}
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}
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//keep track of last player velocity to calculate changes in velocity
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mass[0].lastPlayerVelocity.x = mass[0].velocity.x;
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mass[0].lastPlayerVelocity.y = mass[0].velocity.y;
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}
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//bullet collision event
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Events.on(engine, 'collisionStart', function(event) {
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//slice the polygon up into sections
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function slicePoly(m, start, end) { //cut a mass into two sectons
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//build new string vector array that matches some of the reference mass
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var polyVector = '';
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for (var i = start; i < end; i++) {
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polyVector = polyVector.concat(mass[m].vertices[i].x + ' ' + mass[m].vertices[i].y + ' ');
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}
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//buggy: making polygons noncolide. not sure why
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//if (end = mass[m].vertices.length) { //catch the first vertices if the polygon hits the last
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// polyVector = polyVector.concat(mass[m].vertices[0].x + ' ' + mass[m].vertices[0].y + ' '); }
|
|
var verticies = []; //build the polygon in matter.js
|
|
var vector = Vertices.fromPath(polyVector);
|
|
|
|
//add string vector array to game as a polygon
|
|
var len = mass.length;
|
|
mass.push();
|
|
mass[len] = Matter.Bodies.fromVertices(0, 0, vector, { // x,y,vectors,{options}
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0,
|
|
restitution: 1
|
|
});
|
|
World.add(engine.world, mass[len]);
|
|
//scale down the polygon a bit to help with collisions
|
|
Matter.Body.scale(mass[len], 0.9, 0.9);
|
|
//move polygon into position
|
|
var vectorPos = Matter.Vertices.centre(vector); //find the center of new polygon
|
|
Matter.Body.translate(mass[len], {
|
|
x: vectorPos.x,
|
|
y: vectorPos.y
|
|
});
|
|
//give a velocity pointed away from the old mass's center so it explodes
|
|
var angle = Math.atan2(mass[len].position.y - mass[m].position.y, mass[len].position.x - mass[m].position.x);
|
|
Matter.Body.setVelocity(mass[len], {
|
|
x: mass[m].velocity.x + 2 * Math.cos(angle),
|
|
y: mass[m].velocity.y + 2 * Math.sin(angle)
|
|
});
|
|
//add some spin
|
|
Matter.Body.setAngularVelocity(mass[len], (Math.random() - 0.5) * 0.1);
|
|
}
|
|
|
|
function hit(i, b, m) {
|
|
//match the collisions pair id to the mass
|
|
for (var j = 1; j < mass.length; j++) { //start at 1 to skip the player
|
|
if (mass[j].id === m.id) {
|
|
//remove bullet
|
|
Matter.World.remove(engine.world, bullet[i]);
|
|
bullet.splice(i, 1);
|
|
|
|
// explosion graphics
|
|
var driftSpeed = 1;
|
|
var length = mass[j].vertices.length - 1;
|
|
var dx = (mass[j].vertices[length].x - mass[j].position.x);
|
|
var dy = (mass[j].vertices[length].y - mass[j].position.y);
|
|
var r = Math.sqrt(dx * dx + dy * dy) * 1.5; // *1.5 give the explosion outward spread
|
|
var angle = Math.atan2(dy, dx);
|
|
boom.push({ //the line form the 1st and last vertex
|
|
x1: mass[j].vertices[length].x,
|
|
y1: mass[j].vertices[length].y,
|
|
x2: mass[j].vertices[0].x,
|
|
y2: mass[j].vertices[0].y,
|
|
alpha: 1,
|
|
driftVx: mass[j].velocity.x + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.cos(angle),
|
|
driftVy: mass[j].velocity.y + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.sin(angle),
|
|
});
|
|
|
|
for (var n = 0; n < length; n++) {
|
|
dx = (mass[j].vertices[n].x - mass[j].position.x);
|
|
dy = (mass[j].vertices[n].y - mass[j].position.y);
|
|
r = Math.sqrt(dx * dx + dy * dy);
|
|
angle = Math.atan2(dy, dx);
|
|
boom.push({
|
|
x1: mass[j].vertices[n].x,
|
|
y1: mass[j].vertices[n].y,
|
|
x2: mass[j].vertices[n + 1].x,
|
|
y2: mass[j].vertices[n + 1].y,
|
|
alpha: 1,
|
|
driftVx: mass[j].velocity.x + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.cos(angle),
|
|
driftVy: mass[j].velocity.y + (Math.random() - 0.5) * driftSpeed + r * mass[j].angularSpeed * Math.sin(angle),
|
|
});
|
|
}
|
|
|
|
//choose to slice
|
|
if (mass[j].vertices.length > 13) {
|
|
var cut = 6 + Math.floor(Math.random() * 4);
|
|
slicePoly(j, 0, cut);
|
|
//sliceChoices(mass.length - 1);
|
|
slicePoly(j, cut - 1, mass[j].vertices.length);
|
|
//sliceChoices(mass.length - 1);
|
|
Matter.World.remove(engine.world, mass[j]);
|
|
mass.splice(j, 1);
|
|
} else {
|
|
Matter.World.remove(engine.world, mass[j]);
|
|
mass.splice(j, 1);
|
|
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
//check to see if one of the collisison pairs is a bullet
|
|
var pairs = event.pairs;
|
|
for (var i = 0, j = pairs.length; i != j; ++i) {
|
|
var pair = pairs[i];
|
|
for (var k = 0; k < bullet.length; k++) {
|
|
if (pair.bodyA === bullet[k]) {
|
|
hit(k, pair.bodyA, pair.bodyB);
|
|
repopulateMasses();
|
|
break;
|
|
} else if (pair.bodyB === bullet[k]) {
|
|
hit(k, pair.bodyB, pair.bodyA);
|
|
repopulateMasses();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
var boom = [];
|
|
|
|
function explosions() {
|
|
var i = boom.length;
|
|
ctx.lineWidth = 1.5;
|
|
while (i--) {
|
|
ctx.strokeStyle = 'rgba(255, 255, 255, ' + boom[i].alpha + ')';
|
|
//drift vector lines around
|
|
boom[i].x1 += boom[i].driftVx;
|
|
boom[i].y1 += boom[i].driftVy;
|
|
boom[i].x2 += boom[i].driftVx;
|
|
boom[i].y2 += boom[i].driftVy;
|
|
//draw vector lines
|
|
ctx.beginPath();
|
|
ctx.moveTo(boom[i].x1, boom[i].y1);
|
|
ctx.lineTo(boom[i].x2, boom[i].y2);
|
|
ctx.stroke();
|
|
//remove vector lines if they are too old
|
|
boom[i].alpha -= 0.03;
|
|
if (boom[i].alpha < 0.01) {
|
|
boom.splice(i, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
//set up render
|
|
var canvas = document.createElement('canvas'),
|
|
ctx = canvas.getContext('2d');
|
|
|
|
//make canvas fill window
|
|
canvas.width = window.innerWidth;
|
|
canvas.height = window.innerHeight;
|
|
document.body.appendChild(canvas);
|
|
window.onresize = function(event) {
|
|
ctx.canvas.width = window.innerWidth;
|
|
ctx.canvas.height = window.innerHeight;
|
|
starsMoveRandom();
|
|
};
|
|
|
|
(function cycle() { //render loop
|
|
game.cycle++;
|
|
//ctx.fillStyle = 'rgba(0, 0, 0, 0.2)'; //trails simulate a old arcade cathode look
|
|
//ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height); //clear canvas for new cycle
|
|
bulletEndCycle();
|
|
|
|
damage();
|
|
gravity();
|
|
//background graphics
|
|
drawStars();
|
|
|
|
HUD();
|
|
ctx.save(); //move camera
|
|
|
|
ctx.translate(window.innerWidth * 0.5, window.innerHeight * 0.5);
|
|
ctx.scale(game.scale, game.scale);
|
|
controls();
|
|
ctx.translate(-mass[0].position.x, -mass[0].position.y);
|
|
//primary graphics
|
|
render();
|
|
drawVectors();
|
|
explosions();
|
|
ctx.restore(); //undo previous translation
|
|
//foreground graphics
|
|
miniMap();
|
|
completionBar();
|
|
durabilityBar();
|
|
window.requestAnimationFrame(cycle);
|
|
})();
|
|
|
|
function render() { //draw all the objects from matter.js physics engine
|
|
var bodies = Composite.allBodies(engine.world); //draw every object
|
|
//fill and stroke each body
|
|
ctx.lineWidth = 1.5;
|
|
ctx.strokeStyle = '#ffffff';
|
|
ctx.fillStyle = '#050505'; //'#111'; //'#0a0606';
|
|
ctx.beginPath();
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
var vertices = bodies[i].vertices;
|
|
ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
for (var j = 1; j < vertices.length; j++) {
|
|
ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
}
|
|
|
|
function drawVectors() { //render force and velocity vectors for each mass
|
|
if (game.HUD) {
|
|
var length = mass.length;
|
|
ctx.lineWidth = 1;
|
|
//velocity vector
|
|
//ctx.strokeStyle = 'rgba(0, 255, 255, 1)';
|
|
ctx.strokeStyle = '#00ffff';
|
|
ctx.beginPath();
|
|
for (var i = 0; i < length; i++) {
|
|
ctx.moveTo(mass[i].position.x, mass[i].position.y);
|
|
ctx.lineTo(mass[i].position.x + 10 * mass[i].velocity.x,
|
|
mass[i].position.y + 10 * mass[i].velocity.y);
|
|
}
|
|
ctx.stroke();
|
|
//force vector
|
|
//ctx.strokeStyle = 'rgba(255, 0, 255, 1)';
|
|
ctx.strokeStyle = '#ff00ff';
|
|
ctx.beginPath();
|
|
for (i = 0; i < length; i++) {
|
|
ctx.moveTo(mass[i].position.x, mass[i].position.y);
|
|
ctx.lineTo(mass[i].position.x + 600000 * mass[i].force.x / mass[i].mass,
|
|
mass[i].position.y + 600000 * mass[i].force.y / mass[i].mass);
|
|
}
|
|
ctx.stroke();
|
|
//angular motion vector
|
|
/* ctx.strokeStyle = 'rgba(255, 255, 00, 0.5)';//'#ff00ff';
|
|
ctx.beginPath();
|
|
if (mass[0].angularVelocity>0){
|
|
ctx.arc(mass[0].position.x,mass[0].position.y,20,Math.PI*0.5,53*mass[0].angularVelocity+Math.PI*0.5);
|
|
}else{
|
|
ctx.arc(mass[0].position.x,mass[0].position.y,20,53*mass[0].angularVelocity+Math.PI*0.5,Math.PI*0.5);
|
|
}
|
|
ctx.stroke(); */
|
|
}
|
|
}
|
|
|
|
function HUD() { //player data
|
|
// document.getElementById("level").innerHTML = 'system ' + game.level
|
|
if (game.HUD) { //testing and development data
|
|
document.getElementById("hud").innerHTML = '<table> ' +
|
|
//'<tr> <td>#:</td> <td>' + mass.length + '</td> </tr>' +
|
|
//'<tr> <td>level: </td> <td>' + game.level + '</td> </tr>' +
|
|
'<tr> <td> t:</td> <td>' + engine.timing.timestamp.toFixed(0) + '</td> </tr>' +
|
|
'<tr> <td style="color:#77f;"> m:</td> <td>' + mass[0].mass.toFixed(2) + '</td> </tr>' +
|
|
'<tr> <td style="color:#77f;"> θ:</td> <td>' + (Math.abs(mass[0].angle % (Math.PI * 2))).toFixed(2) + '</td> </tr>' +
|
|
'<tr> <td style="color:#77f;">dθ:</td> <td>' + mass[0].angularVelocity.toFixed(3) + '</td> </tr>' +
|
|
'<tr> <td style="color:#77f;"> x:</td> <td>' + mass[0].position.x.toFixed(0) + '</td> </tr>' +
|
|
'<tr> <td style="color:#77f;"> y:</td> <td>' + mass[0].position.y.toFixed(0) + '</td> </tr>' +
|
|
'<tr> <td style="color:#0dd;">Vx:</td> <td>' + mass[0].velocity.x.toFixed(2) + '</td> </tr>' +
|
|
'<tr> <td style="color:#0dd;">Vy:</td> <td>' + mass[0].velocity.y.toFixed(2) + '</td> </tr>' +
|
|
'<tr> <td style="color:#d0d;">Fx:</td> <td>' + mass[0].force.x.toFixed(6) + '</td> </tr>' +
|
|
'<tr> <td style="color:#d0d;">Fy:</td> <td>' + mass[0].force.y.toFixed(6) + '</td> </tr>' + '</table>';
|
|
} else {
|
|
document.getElementById("hud").innerHTML = "";
|
|
}
|
|
}
|
|
|
|
function durabilityBar() { // player health bar
|
|
var size = 200;
|
|
var x = 6;
|
|
var y = 6;
|
|
//ctx.lineWidth = 2;
|
|
//ctx.strokeStyle = '#999';
|
|
//ctx.strokeRect(x - 1, y - 1, size + 2, 12); //draw outline
|
|
//ctx.fillStyle = '#512';
|
|
ctx.fillStyle = 'rgba(255, 85, 119, 0.3)'
|
|
ctx.fillRect(x, y, size, 10); //draw bar
|
|
if (mass[0].alive) { //only draw bar if player is alive
|
|
ctx.fillStyle = 'rgba(255, 85, 119, 0.9)'
|
|
ctx.fillRect(x, y, size * mass[0].durability, 10); //draw bar
|
|
}
|
|
}
|
|
|
|
function completionBar() {
|
|
var size = 152;
|
|
var x = canvas.width - size - 4;
|
|
var y = 5;
|
|
|
|
//ctx.fillStyle = '#000007';
|
|
//ctx.fillRect(x, y, size, 5); //draw bar
|
|
ctx.fillStyle = 'rgba(85, 85, 170, 0.3)'
|
|
//ctx.fillStyle = '#55a';
|
|
ctx.fillRect(x, y, size, 5); //draw bar
|
|
//ctx.fillStyle = '#55a';
|
|
ctx.fillStyle = 'rgba(85, 85, 170, 0.9)'
|
|
ctx.fillRect(x, y, size * game.currentMass / game.startingMassValue, 5); //draw bar
|
|
//goal line
|
|
ctx.fillStyle = '#ffff00';
|
|
ctx.fillRect(x + size * game.clearThreshold, y, 1, 5); //draw bar
|
|
//outline of bar
|
|
//ctx.lineWidth = 1;
|
|
//ctx.strokeStyle = '#88f';
|
|
//ctx.strokeRect(x, y, size, 5); //draw outline
|
|
}
|
|
|
|
function miniMap() {
|
|
ctx.lineWidth = 1;
|
|
ctx.strokeStyle = '#88f';
|
|
ctx.beginPath();
|
|
var xOff = canvas.width - 5;
|
|
var yOff = 10;
|
|
var size = 150;
|
|
var scale = size / game.width;
|
|
ctx.fillStyle = 'rgba(0, 0, 50, 0.5)'
|
|
ctx.rect(xOff, yOff, -size, size);
|
|
ctx.stroke();
|
|
ctx.fill();
|
|
//draw dot for masses
|
|
ctx.fillStyle = '#aaf';
|
|
for (var i = 1; i < mass.length; i++) {
|
|
ctx.fillRect(mass[i].position.x * scale + xOff - size, mass[i].position.y * scale + yOff, 3, 3);
|
|
}
|
|
//draw player's dot
|
|
ctx.fillStyle = '#ffff00';
|
|
ctx.fillRect(mass[0].position.x * scale + xOff - size, mass[0].position.y * scale + yOff, 5, 5);
|
|
}
|
|
|
|
var star = [];
|
|
var totalStars = 100;
|
|
for (var i = 0; i < totalStars; i++) {
|
|
star.push({
|
|
x: Math.random() * window.innerWidth,
|
|
y: Math.random() * window.innerHeight
|
|
});
|
|
}
|
|
|
|
function starsMoveRandom() {
|
|
for (var i = 0; i < totalStars; i++) {
|
|
star[i].x = Math.random() * window.innerWidth;
|
|
star[i].y = Math.random() * window.innerHeight;
|
|
}
|
|
}
|
|
|
|
function drawStars() {
|
|
ctx.fillStyle = '#ffffff'; //'darkgrey'; //'rgba(255, 255, 255, 0.5)'
|
|
var parallax = 1;
|
|
var Vx = mass[0].velocity.x * game.scale;
|
|
var Vy = mass[0].velocity.y * game.scale;
|
|
var width = window.innerWidth;
|
|
var height = window.innerHeight;
|
|
for (var i = 0; i < totalStars; i++) {
|
|
star[i].x -= Vx;
|
|
star[i].y -= Vy;
|
|
ctx.fillRect(star[i].x, star[i].y, 1, 1);
|
|
if (star[i].x < 0) {
|
|
star[i].x = width;
|
|
star[i].y = Math.random() * height;
|
|
}
|
|
if (star[i].x > width) {
|
|
star[i].x = 0;
|
|
star[i].y = Math.random() * height;
|
|
}
|
|
if (star[i].y < 0) {
|
|
star[i].y = height;
|
|
star[i].x = Math.random() * width;
|
|
}
|
|
if (star[i].y > height) {
|
|
star[i].y = 0;
|
|
star[i].x = Math.random() * width;
|
|
}
|
|
}
|
|
}
|
|
} |