Files
n-gon-improved/js/index.js
landgreen 7c52af4b90 missile rework
mod - neutron bomb is a grenade mod, it's damage is 33% higher
  direct hits also apply radiation damage over time

missiles aim better, accelerate quicker, push blocks out of the way better
  crouch fire mode rapidly launches missiles vertically
2020-11-16 14:10:44 -08:00

1036 lines
45 KiB
JavaScript

"use strict";
//collision groups
// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield | cat.phased
const cat = {
player: 0x1,
map: 0x10,
body: 0x100,
bullet: 0x1000,
powerUp: 0x10000,
mob: 0x100000,
mobBullet: 0x1000000,
mobShield: 0x10000000,
phased: 0x100000000,
}
function shuffle(array) {
var currentIndex = array.length,
temporaryValue,
randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
// shrink power up selection menu to find window height
if (screen.height < 800) {
document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal
if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal
}
//**********************************************************************
// check for URL parameters to load a custom game
//**********************************************************************
//example https://landgreen.github.io/sidescroller/index.html?
// &gun1=minigun&gun2=laser
// &mod1=laser-bot&mod2=mass%20driver&mod3=overcharge&mod4=laser-bot&mod5=laser-bot&field=phase%20decoherence%20field&difficulty=2
//add ? to end of url then for each power up add
// &gun1=name&gun2=name
// &mod1=laser-bot&mod2=mass%20driver&mod3=overcharge&mod4=laser-bot&mod5=laser-bot
// &field=phase%20decoherence%20field
// &difficulty=2
//use %20 for spaces
//difficulty is 0 easy, 1 normal, 2 hard, 4 why
function getUrlVars() {
let vars = {};
window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function(m, k, v) {
vars[k] = v;
});
return vars;
}
window.addEventListener('load', (event) => {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
openCustomBuildMenu();
//add custom selections based on url
for (const property in set) {
set[property] = set[property].replace(/%20/g, " ")
set[property] = set[property].replace(/%CE%A8/g, "Ψ")
if (property === "field") {
let found = false
let index
for (let i = 0; i < mech.fieldUpgrades.length; i++) {
if (set[property] === mech.fieldUpgrades[i].name) {
index = i;
found = true;
break;
}
}
if (found) build.choosePowerUp(document.getElementById(`field-${index}`), index, 'field')
}
if (property.substring(0, 3) === "gun") {
let found = false
let index
for (let i = 0; i < b.guns.length; i++) {
if (set[property] === b.guns[i].name) {
index = i;
found = true;
break;
}
}
if (found) build.choosePowerUp(document.getElementById(`gun-${index}`), index, 'gun')
}
if (property.substring(0, 3) === "mod") {
for (let i = 0; i < mod.mods.length; i++) {
if (set[property] === mod.mods[i].name) {
build.choosePowerUp(document.getElementById(`mod-${i}`), i, 'mod', true)
break;
}
}
}
if (property === "difficulty") {
game.difficultyMode = Number(set[property])
document.getElementById("difficulty-select-custom").value = Number(set[property])
}
if (property === "level") {
document.getElementById("starting-level").value = Number(set[property])
}
if (property === "noPower") {
document.getElementById("no-power-ups").checked = Number(set[property])
}
}
}
});
//**********************************************************************
//set up canvas
//**********************************************************************
var canvas = document.getElementById("canvas");
//using "const" causes problems in safari when an ID shares the same name.
const ctx = canvas.getContext("2d");
document.body.style.backgroundColor = "#fff";
//disable pop up menu on right click
document.oncontextmenu = function() {
return false;
}
function setupCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
canvas.height2 = canvas.height / 2;
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
// ctx.font = "18px Arial";
// ctx.textAlign = "center";
ctx.font = "25px Arial";
ctx.lineJoin = "round";
ctx.lineCap = "round";
// ctx.lineCap='square';
game.setZoom();
}
setupCanvas();
window.onresize = () => {
setupCanvas();
};
//**********************************************************************
// custom build grid display and pause
//**********************************************************************
const build = {
onLoadPowerUps() {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
for (const property in set) {
set[property] = set[property].replace(/%20/g, " ")
if (property.substring(0, 3) === "gun") b.giveGuns(set[property])
if (property.substring(0, 3) === "mod") mod.giveMod(set[property])
if (property === "field") mech.setField(set[property])
if (property === "difficulty") {
game.difficultyMode = Number(set[property])
document.getElementById("difficulty-select").value = Number(set[property])
}
if (property === "level") {
level.levelsCleared += Number(set[property]);
level.difficultyIncrease(Number(set[property]) * game.difficultyMode) //increase difficulty based on modes
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
level.onLevel++
}
}
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = []; //remove any bullets that might have spawned from mods
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0] //set first gun to active gun
game.makeGunHUD();
}
}
},
pauseGrid() {
let text = `
<div class="pause-grid-module">
<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; press P to resume
</div>
<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">
<strong class='color-d'>damage</strong> increase: ${((mod.damageFromMods()-1)*100).toFixed(0)}%
<br><strong class='color-harm'>harm</strong> reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%
<br><strong>fire delay</strong> decrease: ${((1-b.fireCD)*100).toFixed(0)}%
<br>
<br><strong class='color-r'>rerolls</strong>: ${powerUps.reroll.rerolls}
<br><strong class='color-h'>health</strong>: (${(mech.health*100).toFixed(0)} / ${(mech.maxHealth*100).toFixed(0)}) &nbsp; <strong class='color-f'>energy</strong>: (${(mech.energy*100).toFixed(0)} / ${(mech.maxEnergy*100).toFixed(0)})
<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) &nbsp; velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
<br>mouse: (${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)}) &nbsp; mass: ${player.mass.toFixed(1)}
<br>
<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) &nbsp; ${mech.cycle} cycles
<br>${mob.length} mobs, &nbsp; ${body.length} blocks, &nbsp; ${bullet.length} bullets, &nbsp; ${powerUp.length} power ups
<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
<br>harm difficulty scale: ${(game.dmgScale*100).toFixed(0)}%
<br>heal difficulty scale: ${(game.healScale*100).toFixed(1)}%
</div>`;
let countGuns = 0
let countMods = 0
for (let i = 0, len = b.guns.length; i < len; i++) {
if (b.guns[i].have) {
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
countGuns++
}
}
let el = document.getElementById("pause-grid-left")
el.style.display = "grid"
el.innerHTML = text
text = "";
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[mech.fieldMode].name}</div> ${mech.fieldUpgrades[mech.fieldMode].description}</div>`
for (let i = 0, len = mod.mods.length; i < len; i++) {
if (mod.mods[i].count > 0) {
if (mod.mods[i].count === 1) {
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
} else {
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
}
countMods++
}
}
el = document.getElementById("pause-grid-right")
el.style.display = "grid"
el.innerHTML = text
if (countMods > 5 || countGuns > 6) {
document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden";
}
},
unPauseGrid() {
document.body.style.overflow = "hidden"
document.getElementById("pause-grid-left").style.display = "none"
document.getElementById("pause-grid-right").style.display = "none"
window.scrollTo(0, 0);
},
isCustomSelection: true,
choosePowerUp(who, index, type, isAllowed = false) {
if (type === "gun") {
let isDeselect = false
for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun
isDeselect = true
who.classList.remove("build-gun-selected");
//remove gun
b.inventory.splice(i, 1)
b.guns[index].count = 0;
b.guns[index].have = false;
if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
if (b.inventory.length === 0) b.activeGun = null;
game.makeGunHUD();
break
}
}
if (!isDeselect) { //add gun
who.classList.add("build-gun-selected");
b.giveGuns(index)
}
} else if (type === "field") {
if (mech.fieldMode !== index) {
document.getElementById("field-" + mech.fieldMode).classList.remove("build-field-selected");
mech.setField(index)
who.classList.add("build-field-selected");
}
} else if (type === "mod") { //remove mod if you have too many
if (mod.mods[index].count < mod.mods[index].maxCount) {
if (!who.classList.contains("build-mod-selected")) who.classList.add("build-mod-selected");
mod.giveMod(index)
} else {
mod.removeMod(index);
who.classList.remove("build-mod-selected");
}
}
//update mod text //disable not allowed mods
for (let i = 0, len = mod.mods.length; i < len; i++) {
const modID = document.getElementById("mod-" + i)
if (!mod.mods[i].isCustomHide) {
if (mod.mods[i].allowed() || isAllowed) {
if (mod.mods[i].count > 1) {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
}
if (modID.classList.contains("build-grid-disabled")) {
modID.classList.remove("build-grid-disabled");
modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
}
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
if (!modID.classList.contains("build-grid-disabled")) {
modID.classList.add("build-grid-disabled");
modID.onclick = null
}
if (mod.mods[i].count > 0) mod.removeMod(i)
if (modID.classList.contains("build-mod-selected")) modID.classList.remove("build-mod-selected");
}
}
}
},
populateGrid() {
let text = `
<div style="display: flex; justify-content: space-around; align-items: center;">
<svg class="SVG-button" onclick="build.startBuildRun()" width="115" height="51">
<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
<text x="18" y="38">start</text>
</g>
</svg>
<svg class="SVG-button" onclick="build.reset()" width="50" height="25">
<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
<text x="5" y="18">reset</text>
</g>
</svg>
<svg class="SVG-button" onclick="build.shareURL()" width="52" height="25">
<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
<text x="5" y="18">share</text>
</g>
</svg>
</div>
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 190%;background-color:var(--build-bg-color);">
<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
<div>
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
<select name="difficulty-select" id="difficulty-select-custom">
<option value="1">easy</option>
<option value="2" selected>normal</option>
<option value="4">hard</option>
<option value="6">why?</option>
</select>
</div>
<div>
<label for="no-power-ups" title="no mods, fields, or guns will spawn during the game">no power ups:</label>
<input type="checkbox" id="no-power-ups" name="no-power-ups" style="width:17px; height:17px;">
</div>
</div>`
for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) {
text += `<div id ="field-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[i].name}</div> ${mech.fieldUpgrades[i].description}</div>`
}
for (let i = 0, len = b.guns.length; i < len; i++) {
text += `<div id = "gun-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
}
for (let i = 0, len = mod.mods.length; i < len; i++) {
if (!mod.mods[i].isCustomHide) {
if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
} else if (mod.mods[i].count > 1) {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
} else {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
}
}
}
document.getElementById("build-grid").innerHTML = text
document.getElementById("difficulty-select-custom").value = document.getElementById("difficulty-select").value
document.getElementById("difficulty-select-custom").addEventListener("input", () => {
game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
localSettings.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
},
reset() {
build.isCustomSelection = true;
mech.setField(0)
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].count = 0;
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
b.activeGun = null;
game.makeGunHUD();
mod.setupAllMods();
build.populateGrid();
document.getElementById("field-0").classList.add("build-field-selected");
document.getElementById("build-grid").style.display = "grid"
},
shareURL() {
let url = "https://landgreen.github.io/sidescroller/index.html?"
let count = 0;
for (let i = 0; i < b.inventory.length; i++) {
if (b.guns[b.inventory[i]].have) {
url += `&gun${count}=${encodeURIComponent(b.guns[b.inventory[i]].name.trim())}`
count++
}
}
count = 0;
for (let i = 0; i < mod.mods.length; i++) {
for (let j = 0; j < mod.mods[i].count; j++) {
url += `&mod${count}=${encodeURIComponent(mod.mods[i].name.trim())}`
count++
}
}
url += `&field=${encodeURIComponent(mech.fieldUpgrades[mech.fieldMode].name.trim())}`
url += `&difficulty=${game.difficultyMode}`
url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}`
url += `&noPower=${Number(document.getElementById("no-power-ups").checked)}`
console.log(url)
game.copyToClipBoard(url)
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
},
startBuildRun() {
build.isCustomSelection = false;
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList();
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0] //set first gun to active gun
game.makeGunHUD();
}
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = []; //remove any bullets that might have spawned from mods
const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value))
level.difficultyIncrease(Math.min(99, levelsCleared * game.difficultyMode)) //increase difficulty based on modes
level.levelsCleared += levelsCleared;
game.isNoPowerUps = document.getElementById("no-power-ups").checked
if (game.isNoPowerUps) { //remove mods, guns, and fields
function removeOne() { //recursive remove one at a time to avoid array problems
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "mod" || powerUp[i].name === "gun" || powerUp[i].name === "field") {
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
removeOne();
break
}
}
}
removeOne();
}
game.isCheating = true;
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
document.getElementById("build-grid").style.display = "none"
game.paused = false;
requestAnimationFrame(cycle);
}
}
function openCustomBuildMenu() {
document.getElementById("build-button").style.display = "none";
const el = document.getElementById("build-grid")
el.style.display = "grid"
document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden";
document.getElementById("info").style.display = 'none'
game.startGame(true); //starts game, but pauses it
build.isCustomSelection = true;
game.paused = true;
build.reset();
}
//record settings so they can be reproduced in the custom menu
document.getElementById("build-button").addEventListener("click", () => { //setup build run
let field = 0;
let inventory = [];
let modList = [];
if (!game.firstRun) {
field = mech.fieldMode
inventory = [...b.inventory]
for (let i = 0; i < mod.mods.length; i++) {
modList.push(mod.mods[i].count)
}
}
openCustomBuildMenu();
if (!game.firstRun) { //if player has already died once load that previous build
build.choosePowerUp(document.getElementById(`field-${field}`), field, 'field')
for (let i = 0; i < inventory.length; i++) {
build.choosePowerUp(document.getElementById(`gun-${inventory[i]}`), inventory[i], 'gun')
}
for (let i = 0; i < modList.length; i++) {
for (let j = 0; j < modList[i]; j++) {
build.choosePowerUp(document.getElementById(`mod-${i}`), i, 'mod', true)
}
}
//update mod text //disable not allowed mods
for (let i = 0, len = mod.mods.length; i < len; i++) {
const modID = document.getElementById("mod-" + i)
if (!mod.mods[i].isCustomHide) {
if (mod.mods[i].allowed() || mod.mods[i].count > 1) {
if (mod.mods[i].count > 1) {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
}
if (modID.classList.contains("build-grid-disabled")) {
modID.classList.remove("build-grid-disabled");
modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
}
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
if (!modID.classList.contains("build-grid-disabled")) {
modID.classList.add("build-grid-disabled");
modID.onclick = null
}
}
}
}
}
});
// ************************************************************************************************
// inputs
// ************************************************************************************************
const input = {
fire: false, // left mouse
field: false, // right mouse
up: false, // jump
down: false, // crouch
left: false,
right: false,
isPauseKeyReady: true,
key: {
// fire: "ShiftLeft",
field: "Space",
up: "KeyW", // jump
down: "KeyS", // crouch
left: "KeyA",
right: "KeyD",
pause: "KeyP",
nextGun: "KeyE",
previousGun: "KeyQ",
testing: "KeyT"
},
setDefault() {
input.key = {
// fire: "ShiftLeft",
field: "Space",
up: "KeyW", // jump
down: "KeyS", // crouch
left: "KeyA",
right: "KeyD",
pause: "KeyP",
nextGun: "KeyE",
previousGun: "KeyQ",
testing: "KeyT"
}
input.controlTextUpdate()
},
controlTextUpdate() {
function cleanText(text) {
return text.replace('Key', '').replace('Digit', '')
}
document.getElementById("key-field").innerHTML = cleanText(input.key.field)
document.getElementById("key-up").innerHTML = cleanText(input.key.up)
document.getElementById("key-down").innerHTML = cleanText(input.key.down)
document.getElementById("key-left").innerHTML = cleanText(input.key.left)
document.getElementById("key-right").innerHTML = cleanText(input.key.right)
document.getElementById("key-pause").innerHTML = cleanText(input.key.pause)
document.getElementById("key-next-gun").innerHTML = cleanText(input.key.nextGun)
document.getElementById("key-previous-gun").innerHTML = cleanText(input.key.previousGun)
document.getElementById("key-testing").innerHTML = cleanText(input.key.testing)
document.getElementById("splash-up").innerHTML = cleanText(input.key.up)[0]
document.getElementById("splash-down").innerHTML = cleanText(input.key.down)[0]
document.getElementById("splash-left").innerHTML = cleanText(input.key.left)[0]
document.getElementById("splash-right").innerHTML = cleanText(input.key.right)[0]
document.getElementById("splash-next-gun").innerHTML = cleanText(input.key.nextGun)[0]
document.getElementById("splash-previous-gun").innerHTML = cleanText(input.key.previousGun)[0]
localSettings.key = input.key
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
},
focus: null,
setTextFocus() {
const backgroundColor = "#fff"
document.getElementById("key-field").style.background = backgroundColor
document.getElementById("key-up").style.background = backgroundColor
document.getElementById("key-down").style.background = backgroundColor
document.getElementById("key-left").style.background = backgroundColor
document.getElementById("key-right").style.background = backgroundColor
document.getElementById("key-pause").style.background = backgroundColor
document.getElementById("key-next-gun").style.background = backgroundColor
document.getElementById("key-previous-gun").style.background = backgroundColor
document.getElementById("key-testing").style.background = backgroundColor
if (input.focus) input.focus.style.background = 'rgb(0, 200, 255)';
},
setKeys(event) {
//check for duplicate keys
if (event.code && !(
event.code === "ArrowRight" ||
event.code === "ArrowLeft" ||
event.code === "ArrowUp" ||
event.code === "ArrowDown" ||
event.code === input.key.field ||
event.code === input.key.up ||
event.code === input.key.down ||
event.code === input.key.left ||
event.code === input.key.right ||
event.code === input.key.pause ||
event.code === input.key.nextGun ||
event.code === input.key.previousGun ||
event.code === input.key.testing
)) {
switch (input.focus.id) {
case "key-field":
input.key.field = event.code
break;
case "key-up":
input.key.up = event.code
break;
case "key-down":
input.key.down = event.code
break;
case "key-left":
input.key.left = event.code
break;
case "key-right":
input.key.right = event.code
break;
case "key-pause":
input.key.pause = event.code
break;
case "key-next-gun":
input.key.nextGun = event.code
break;
case "key-previous-gun":
input.key.previousGun = event.code
break;
case "key-testing":
input.key.testing = event.code
break;
}
}
input.controlTextUpdate()
input.endKeySensing()
},
endKeySensing() {
window.removeEventListener("keydown", input.setKeys);
input.focus = null
input.setTextFocus()
}
}
document.getElementById("control-table").addEventListener('click', (event) => {
if (event.target.className === 'key-input') {
input.focus = event.target
input.setTextFocus()
window.addEventListener("keydown", input.setKeys);
}
});
document.getElementById("control-details").addEventListener("toggle", function() {
input.controlTextUpdate()
input.endKeySensing();
})
document.getElementById("control-reset").addEventListener('click', input.setDefault);
window.addEventListener("keyup", function(event) {
switch (event.code) {
case input.key.right:
case "ArrowRight":
input.right = false
break;
case input.key.left:
case "ArrowLeft":
input.left = false
break;
case input.key.up:
case "ArrowUp":
input.up = false
break;
case input.key.down:
case "ArrowDown":
input.down = false
break;
case input.key.field:
input.field = false
break
}
});
window.addEventListener("keydown", function(event) {
switch (event.code) {
case input.key.right:
case "ArrowRight":
input.right = true
break;
case input.key.left:
case "ArrowLeft":
input.left = true
break;
case input.key.up:
case "ArrowUp":
input.up = true
break;
case input.key.down:
case "ArrowDown":
input.down = true
break;
case input.key.field:
input.field = true
break
case input.key.nextGun:
game.nextGun();
break
case input.key.previousGun:
game.previousGun();
break
case input.key.pause:
if (!game.isChoosing && input.isPauseKeyReady && mech.alive) {
input.isPauseKeyReady = false
setTimeout(function() {
input.isPauseKeyReady = true
}, 300);
if (game.paused) {
build.unPauseGrid()
game.paused = false;
level.levelAnnounce();
document.body.style.cursor = "none";
requestAnimationFrame(cycle);
} else {
game.paused = true;
game.replaceTextLog = true;
build.pauseGrid()
document.body.style.cursor = "auto";
}
}
break
case input.key.testing:
if (mech.alive) {
if (game.testing) {
game.testing = false;
game.loop = game.normalLoop
if (game.isConstructionMode) {
document.getElementById("construct").style.display = 'none'
}
} else { //if (keys[191])
game.testing = true;
game.isCheating = true;
if (game.isConstructionMode) {
document.getElementById("construct").style.display = 'inline'
}
game.loop = game.testingLoop
}
}
break
}
if (game.testing) {
switch (event.key) {
case "o":
game.isAutoZoom = false;
game.zoomScale /= 0.9;
game.setZoom();
break;
case "i":
game.isAutoZoom = false;
game.zoomScale *= 0.9;
game.setZoom();
break
case "`":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "reroll");
break
case "1":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
break
case "2":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
break
case "3":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
break
case "4":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "field");
break
case "5":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
break
case "6":
const index = body.length
spawn.bodyRect(game.mouseInGame.x, game.mouseInGame.y, 50, 50);
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
World.add(engine.world, body[index]); //add to world
break
case "7":
const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
spawn[pick](game.mouseInGame.x, game.mouseInGame.y);
break
case "8":
spawn.randomLevelBoss(game.mouseInGame.x, game.mouseInGame.y);
break
case "f":
const mode = (mech.fieldMode === mech.fieldUpgrades.length - 1) ? 0 : mech.fieldMode + 1
mech.setField(mode)
break
case "g":
b.giveGuns("all", 1000)
break
case "h":
mech.addHealth(Infinity)
mech.energy = mech.maxEnergy;
break
case "y":
mod.giveMod()
break
case "r":
Matter.Body.setPosition(player, game.mouseInGame);
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
// move bots to follow player
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
});
}
}
break
case "u":
level.bossKilled = true; //if there is no boss this needs to be true to increase levels
level.nextLevel();
break
case "X": //capital X to make it hard to die
mech.death();
break
}
}
});
//mouse move input
document.body.addEventListener("mousemove", (e) => {
game.mouse.x = e.clientX;
game.mouse.y = e.clientY;
});
document.body.addEventListener("mouseup", (e) => {
// input.fire = false;
// console.log(e)
if (e.which === 3) {
input.field = false;
} else {
input.fire = false;
}
});
document.body.addEventListener("mousedown", (e) => {
if (e.which === 3) {
input.field = true;
} else {
input.fire = true;
}
});
document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting stuck when leaving the window
if (e.button === 1) {
input.fire = true;
} else {
input.fire = false;
}
if (e.button === 3) {
input.field = true;
} else {
input.field = false;
}
});
document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window
if (e.button === 1) {
input.fire = true;
} else {
input.fire = false;
}
if (e.button === 3) {
input.field = true;
} else {
input.field = false;
}
});
document.body.addEventListener("wheel", (e) => {
if (!game.paused) {
if (e.deltaY > 0) {
game.nextGun();
} else {
game.previousGun();
}
}
}, {
passive: true
});
//**********************************************************************
// local storage
//**********************************************************************
let localSettings = JSON.parse(localStorage.getItem("localSettings"));
if (localSettings) {
if (localSettings.key) {
input.key = localSettings.key
} else {
input.setDefault()
}
game.isCommunityMaps = localSettings.isCommunityMaps
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
game.difficultyMode = localSettings.difficultyMode
document.getElementById("difficulty-select").value = localSettings.difficultyMode
if (localSettings.fpsCapDefault === 'max') {
game.fpsCapDefault = 999999999;
} else {
game.fpsCapDefault = Number(localSettings.fpsCapDefault)
}
document.getElementById("fps-select").value = localSettings.fpsCapDefault
} else {
localSettings = {
isCommunityMaps: false,
difficultyMode: '2',
fpsCapDefault: 'max',
runCount: 0,
levelsClearedLastGame: 0,
key: undefined
};
input.setDefault()
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
game.isCommunityMaps = localSettings.isCommunityMaps
document.getElementById("difficulty-select").value = localSettings.difficultyMode
document.getElementById("fps-select").value = localSettings.fpsCapDefault
}
input.controlTextUpdate()
//**********************************************************************
// settings
//**********************************************************************
document.getElementById("fps-select").addEventListener("input", () => {
let value = document.getElementById("fps-select").value
if (value === 'max') {
game.fpsCapDefault = 999999999;
} else {
game.fpsCapDefault = Number(value)
}
localSettings.fpsCapDefault = value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
document.getElementById("community-maps").addEventListener("input", () => {
game.isCommunityMaps = document.getElementById("community-maps").checked
localSettings.isCommunityMaps = game.isCommunityMaps
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
// difficulty-select-custom event listener is set in build.makeGrid
document.getElementById("difficulty-select").addEventListener("input", () => {
game.difficultyMode = Number(document.getElementById("difficulty-select").value)
localSettings.difficultyMode = game.difficultyMode
localSettings.levelsClearedLastGame = 0 //after changing difficulty, reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
document.getElementById("updates").addEventListener("toggle", function() {
function loadJSON(path, success, error) { //generic function to get JSON
var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function() {
if (xhr.readyState === XMLHttpRequest.DONE) {
if (xhr.status === 200) {
if (success)
success(JSON.parse(xhr.responseText));
} else {
if (error)
error(xhr);
}
}
};
xhr.open("GET", path, true);
xhr.send();
}
let text = `<strong>n-gon</strong>: <a href="https://github.com/landgreen/n-gon/blob/master/todo.txt">todo list</a> and complete <a href="https://github.com/landgreen/n-gon/commits/master">change-log</a><hr>`
document.getElementById("updates-div").innerHTML = text
/// https://api.github.com/repos/landgreen/n-gon/stats/commit_activity
loadJSON('https://api.github.com/repos/landgreen/n-gon/commits',
function(data) {
// console.log(data)
for (let i = 0, len = 3; i < len; i++) {
text += "<strong>" + data[i].commit.author.date.substr(0, 10) + "</strong> - "; //+ "<br>"
text += data[i].commit.message
if (i < len - 1) text += "<hr>"
}
document.getElementById("updates-div").innerHTML = text.replace(/\n/g, "<br />")
},
function(xhr) {
console.error(xhr);
}
);
})
//**********************************************************************
// main loop
//**********************************************************************
game.loop = game.normalLoop;
function cycle() {
if (!game.paused) requestAnimationFrame(cycle);
const now = Date.now();
const elapsed = now - game.then; // calc elapsed time since last loop
if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
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
game.cycle++; //tracks game cycles
mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
if (game.clearNow) {
game.clearNow = false;
game.clearMap();
level.start();
}
game.loop();
// if (isNaN(mech.health) || isNaN(mech.energy)) {
// console.log(`mech.health = ${mech.health}`)
// game.paused = true;
// game.replaceTextLog = true;
// build.pauseGrid()
// document.body.style.cursor = "auto";
// alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
// }
// for (let i = 0, len = loop.length; i < len; i++) {
// loop[i]()
// }
}
}