card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
and it will not even try to download an image above 500KB
and it will try a different random image if it's first attempt is too big
(gotta protect our friends with slow internet)
finalBoss
mine mode comes in waves
orbiters mode comes in waves, and they spawn at a radius that intersects the player
several on new level tech effects now also run on each new final Boss phase
gun stuff, many worlds, negative entropy heal spawns
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
1628 lines
74 KiB
JavaScript
1628 lines
74 KiB
JavaScript
// game Object ********************************************************
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//*********************************************************************
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const simulation = {
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loop() {}, //main game loop, gets set to normal or testing loop
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normalLoop() {
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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simulation.wipe();
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simulation.textLog();
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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m.look();
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simulation.camera();
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level.custom();
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powerUps.do();
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mobs.draw();
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simulation.draw.cons();
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simulation.draw.body();
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if (!m.isBodiesAsleep) {
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simulation.checks();
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mobs.loop();
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}
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mobs.healthBar();
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m.draw();
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m.hold();
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// v.draw(); //working on visibility work in progress
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level.customTopLayer();
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simulation.draw.drawMapPath();
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b.fire();
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b.bulletRemove();
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b.bulletDraw();
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if (!m.isBodiesAsleep) b.bulletDo();
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simulation.drawCircle();
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// simulation.clip();
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ctx.restore();
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simulation.drawCursor();
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// simulation.pixelGraphics();
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},
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testingLoop() {
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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simulation.wipe();
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simulation.textLog();
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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m.look();
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simulation.checks();
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simulation.camera();
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level.custom();
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m.draw();
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m.hold();
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level.customTopLayer();
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simulation.draw.wireFrame();
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if (input.fire && m.fireCDcycle < m.cycle) {
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m.fireCDcycle = m.cycle + 15; //fire cooldown
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
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console.log(mob[i])
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}
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}
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}
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simulation.draw.cons();
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simulation.draw.testing();
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simulation.drawCircle();
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simulation.constructCycle()
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ctx.restore();
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simulation.testingOutput();
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simulation.drawCursor();
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},
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isTimeSkipping: false,
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timeSkip(cycles = 60) {
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simulation.isTimeSkipping = true;
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for (let i = 0; i < cycles; i++) {
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simulation.cycle++;
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m.cycle++;
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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if (m.onGround) {
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m.groundControl()
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} else {
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m.airControl()
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}
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m.move();
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level.custom();
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simulation.checks();
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mobs.loop();
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m.walk_cycle += m.flipLegs * m.Vx;
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m.hold();
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level.customTopLayer();
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b.fire();
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b.bulletRemove();
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b.bulletDo();
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}
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simulation.isTimeSkipping = false;
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},
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timePlayerSkip(cycles = 60) {
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simulation.isTimeSkipping = true;
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for (let i = 0; i < cycles; i++) {
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simulation.cycle++;
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// m.walk_cycle += (m.flipLegs * m.Vx) * 0.5; //makes the legs look like they are moving fast this is just gonna run for each method call since it needs some tweaking
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simulation.gravity();
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Engine.update(engine, simulation.delta);
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// level.custom();
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// level.customTopLayer();
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if (!m.isBodiesAsleep) {
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simulation.checks();
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mobs.loop();
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}
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if (m.fieldMode !== 7) m.hold();
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b.bulletRemove();
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if (!m.isBodiesAsleep) b.bulletDo();
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}
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simulation.isTimeSkipping = false;
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},
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// timeMobSkip() {
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// simulation.gravity();
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// Engine.update(engine, simulation.delta);
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// simulation.wipe();
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// simulation.textLog();
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// if (m.onGround) {
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// m.groundControl()
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// } else {
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// m.airControl()
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// }
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// m.move();
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// m.look();
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// simulation.camera();
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// level.custom();
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// powerUps.do();
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// mobs.draw();
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// simulation.draw.cons();
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// simulation.draw.body();
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// if (!m.isBodiesAsleep) {
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// simulation.checks();
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// // mobs.loop();
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// }
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// mobs.healthBar();
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// m.draw();
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// m.hold();
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// // v.draw(); //working on visibility work in progress
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// level.customTopLayer();
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// simulation.draw.drawMapPath();
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// b.fire();
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// b.bulletRemove();
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// b.bulletDraw();
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// if (!m.isBodiesAsleep) b.bulletDo();
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// simulation.drawCircle();
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// // simulation.clip();
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// ctx.restore();
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// simulation.drawCursor();
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// // simulation.pixelGraphics();
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// },
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mouse: {
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x: canvas.width / 2,
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y: canvas.height / 2
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},
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mouseInGame: {
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x: 0,
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y: 0
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},
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g: 0.0024, // applies to player, bodies, and power ups (not mobs)
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onTitlePage: true,
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isCheating: false,
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isTraining: false,
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paused: false,
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isChoosing: false,
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testing: false, //testing mode: shows wire frame and some variables
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cycle: 0, //total cycles, 60 per second
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fpsCap: null, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware
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fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
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isCommunityMaps: false,
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cyclePaused: 0,
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fallHeight: 6000, //below this y position the player dies
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lastTimeStamp: 0, //tracks time stamps for measuring delta
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delta: 1000 / 60, //speed of game engine //looks like it has to be 16.6666 to match player input
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buttonCD: 0,
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isHorizontalFlipped: false, //makes some maps flipped horizontally
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levelsCleared: 0,
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difficultyMode: 2, //normal difficulty is 2
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difficulty: 0,
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dmgScale: null, //set in levels.setDifficulty
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healScale: 1,
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accelScale: null, //set in levels.setDifficulty
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CDScale: null, //set in levels.setDifficulty
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molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones //randomize molecular assembler field type
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// dropFPS(cap = 40, time = 15) {
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// simulation.fpsCap = cap
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// simulation.fpsInterval = 1000 / simulation.fpsCap;
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// simulation.defaultFPSCycle = simulation.cycle + time
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// const normalFPS = function () {
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// if (simulation.defaultFPSCycle < simulation.cycle) {
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// simulation.fpsCap = 72
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// simulation.fpsInterval = 1000 / simulation.fpsCap;
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// } else {
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// requestAnimationFrame(normalFPS);
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// }
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// };
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// requestAnimationFrame(normalFPS);
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// },
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// clip() {
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// },
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pixelGraphics() {
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//copy current canvas pixel data
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let imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
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let data = imgData.data;
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//change pixel data
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// const off = 4 * Math.floor(x) + 4 * canvas.width * Math.floor(y);
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// multiple windows
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for (let i = data.length / 2; i < data.length; i += 4) {
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index = i % (canvas.width * canvas.height * 2) // + canvas.width*4*canvas.height
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data[i + 0] = data[index + 0]; // red
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data[i + 1] = data[index + 1]; // red
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data[i + 2] = data[index + 2]; // red
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data[i + 3] = data[index + 3]; // red
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}
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for (let x = 0; x < len; x++) {
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}
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// const startX = 2 * canvas.width + 2 * canvas.width * canvas.height
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// const endX = 4 * canvas.width + 4 * canvas.width * canvas.height
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// const startY = 2 * canvas.width + 2 * canvas.width * canvas.height
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// const endY = 4 * canvas.width + 4 * canvas.width * canvas.height
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// for (let x = startX; x < endX; x++) {
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// for (let y = startY; y < endY; y++) {
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// }
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// }
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//strange draw offset
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// const off = canvas.height * canvas.width * 4 / 2
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// for (let index = 0; index < data.length; index += 4) {
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// data[index + 0] = data[index + 0 + off]; // red
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// data[index + 1] = data[index + 1 + off]; // red
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// data[index + 2] = data[index + 2 + off]; // red
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// data[index + 3] = data[index + 3 + off]; // red
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// }
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//change all pixels
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// for (let index = 0; index < data.length; index += 4) {
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// data[index + 0] = 255; // red
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// data[index + 1] = 255; // green
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// data[index + 2] = 255; // blue
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// data[index + 3] = 255; // alpha
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// }
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//change random pixels
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// for (let i = 0, len = Math.floor(data.length / 10); i < len; ++i) {
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// const index = Math.floor((Math.random() * data.length) / 4) * 4;
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// data[index + 0] = 255; // red
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// data[index + 1] = 0; // green
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// data[index + 2] = 0; // blue
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// data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
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// }
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// //change random pixels
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// for (let i = 0, len = Math.floor(data.length / 1000); i < len; ++i) {
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// const index = Math.floor((Math.random() * data.length) / 4) * 4;
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// // data[index] = data[index] ^ 255; // Invert Red
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// // data[index + 1] = data[index + 1] ^ 255; // Invert Green
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// // data[index + 2] = data[index + 2] ^ 255; // Invert Blue
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// data[index + 0] = 0; // red
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// data[index + 1] = 0; // green
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// data[index + 2] = 0; // blue
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// // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
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// }
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//draw new pixel data to canvas
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ctx.putImageData(imgData, 0, 0);
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},
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drawCursor() {
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const size = 10;
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ctx.beginPath();
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ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
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ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
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ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
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ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
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ctx.lineWidth = 2;
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ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
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ctx.stroke(); // Draw it
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},
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drawList: [], //so you can draw a first frame of explosions.. I know this is bad
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drawTime: 8, //how long circles are drawn. use to push into drawlist.time
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mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
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playerDmgColor: "rgba(0,0,0,0.7)", //color when the player damages a mob
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drawCircle() {
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//draws a circle for two cycles, used for showing damage mostly
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let i = simulation.drawList.length;
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while (i--) {
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ctx.beginPath(); //draw circle
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ctx.arc(simulation.drawList[i].x, simulation.drawList[i].y, simulation.drawList[i].radius, 0, 2 * Math.PI);
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ctx.fillStyle = simulation.drawList[i].color;
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ctx.fill();
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if (simulation.drawList[i].time) {
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simulation.drawList[i].time--;
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} else {
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if (!m.isBodiesAsleep) simulation.drawList.splice(i, 1); //remove when timer runs out
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}
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}
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},
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circleFlare(dup, loops = 100) {
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boltNum = dup * 300
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const bolts = []
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colors = [powerUps.research.color, powerUps.ammo.color, powerUps.heal.color, powerUps.tech.color, powerUps.field.color, powerUps.gun.color]
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for (let i = 0; i < boltNum; ++i) {
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const mag = 6 + 20 * Math.random()
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const angle = 2 * Math.PI * Math.random()
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bolts.push({
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x: m.pos.x,
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y: m.pos.y,
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Vx: mag * Math.cos(angle),
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Vy: mag * Math.sin(angle),
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color: colors[Math.floor(Math.random() * colors.length)]
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})
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}
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let count = 0
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loop = () => { //draw electricity
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if (count++ < loops) requestAnimationFrame(loop)
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for (let i = 0, len = bolts.length; i < len; ++i) {
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bolts[i].x += bolts[i].Vx
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bolts[i].y += bolts[i].Vy
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if (Math.random() < 0.2) {
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simulation.drawList.push({
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x: bolts[i].x,
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y: bolts[i].y,
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radius: 1.5 + 5 * Math.random(),
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// color: "rgba(0,155,155,0.7)",
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color: bolts[i].color,
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time: Math.floor(9 + 25 * Math.random() * Math.random())
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});
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}
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}
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}
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requestAnimationFrame(loop)
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},
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// lastLogTimeBig: 0,
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boldActiveGunHUD() {
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if (b.inventory.length > 0) {
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for (let i = 0, len = b.inventory.length; i < len; ++i) document.getElementById(b.inventory[i]).style.opacity = "0.3";
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// document.getElementById(b.activeGun).style.fontSize = "30px";
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if (document.getElementById(b.activeGun)) document.getElementById(b.activeGun).style.opacity = "1";
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}
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},
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updateGunHUD() {
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for (let i = 0, len = b.inventory.length; i < len; ++i) {
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document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo;
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}
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},
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makeGunHUD() {
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//remove all nodes
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const myNode = document.getElementById("guns");
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while (myNode.firstChild) {
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myNode.removeChild(myNode.firstChild);
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}
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//add nodes
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for (let i = 0, len = b.inventory.length; i < len; ++i) {
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const node = document.createElement("div");
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node.setAttribute("id", b.inventory[i]);
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let textnode = document.createTextNode(b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo);
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node.appendChild(textnode);
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document.getElementById("guns").appendChild(node);
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}
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simulation.boldActiveGunHUD();
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},
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updateTechHUD() {
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let text = ""
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for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
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if (tech.tech[i].isLost) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
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} else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += tech.tech[i].name
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if (tech.tech[i].nameInfo) {
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text += tech.tech[i].nameInfo
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tech.tech[i].addNameInfo();
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}
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if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
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}
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}
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document.getElementById("tech").innerHTML = text
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},
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lastLogTime: 0,
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isTextLogOpen: true,
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// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
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// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
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// SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#149" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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// SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0cf" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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makeTextLog(text, time = 240) {
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if (simulation.isTextLogOpen && !build.isExperimentSelection) {
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if (simulation.lastLogTime > m.cycle) { //if there is an older message
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document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
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simulation.lastLogTime = m.cycle + time;
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} else {
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document.getElementById("text-log").innerHTML = text;
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document.getElementById("text-log").style.opacity = 1;
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simulation.lastLogTime = m.cycle + time;
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}
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}
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},
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textLog() {
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if (simulation.lastLogTime && simulation.lastLogTime < m.cycle) {
|
|
simulation.lastLogTime = 0;
|
|
// document.getElementById("text-log").innerHTML = " ";
|
|
document.getElementById("text-log").style.opacity = 0;
|
|
}
|
|
},
|
|
nextGun() {
|
|
if (b.inventory.length > 1 && !tech.isGunCycle) {
|
|
b.inventoryGun++;
|
|
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
|
|
simulation.switchGun();
|
|
}
|
|
},
|
|
previousGun() {
|
|
if (b.inventory.length > 1 && !tech.isGunCycle) {
|
|
b.inventoryGun--;
|
|
if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1;
|
|
simulation.switchGun();
|
|
}
|
|
},
|
|
switchGun() {
|
|
if (tech.isLongitudinal && b.guns[b.activeGun].name === "wave") {
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "wave") {
|
|
b.guns[i].waves = []; //empty array of wave bullets
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
|
|
|
|
b.activeGun = b.inventory[b.inventoryGun];
|
|
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
|
|
simulation.updateGunHUD();
|
|
simulation.boldActiveGunHUD();
|
|
},
|
|
zoom: null,
|
|
zoomScale: 1000,
|
|
isAutoZoom: true,
|
|
setZoom(zoomScale = simulation.zoomScale) { //use in window resize in index.js
|
|
simulation.zoomScale = zoomScale
|
|
simulation.zoom = canvas.height / zoomScale; //sets starting zoom scale
|
|
},
|
|
zoomTransition(newZoomScale, step = 2) {
|
|
if (simulation.isAutoZoom) {
|
|
const isBigger = (newZoomScale - simulation.zoomScale > 0) ? true : false;
|
|
requestAnimationFrame(zLoop);
|
|
const currentLevel = level.onLevel
|
|
|
|
function zLoop() {
|
|
if (currentLevel !== level.onLevel || simulation.isAutoZoom === false) return //stop the zoom if player goes to a new level
|
|
|
|
if (isBigger) {
|
|
simulation.zoomScale += step
|
|
if (simulation.zoomScale >= newZoomScale) {
|
|
simulation.setZoom(newZoomScale);
|
|
return
|
|
}
|
|
} else {
|
|
simulation.zoomScale -= step
|
|
if (simulation.zoomScale <= newZoomScale) {
|
|
simulation.setZoom(newZoomScale);
|
|
return
|
|
}
|
|
}
|
|
|
|
simulation.setZoom();
|
|
requestAnimationFrame(zLoop);
|
|
}
|
|
}
|
|
},
|
|
zoomInFactor: 0,
|
|
startZoomIn(time = 180) {
|
|
simulation.zoom = 0;
|
|
let count = 0;
|
|
requestAnimationFrame(zLoop);
|
|
|
|
function zLoop() {
|
|
simulation.zoom += canvas.height / simulation.zoomScale / time;
|
|
count++;
|
|
if (count < time) {
|
|
requestAnimationFrame(zLoop);
|
|
} else {
|
|
simulation.setZoom();
|
|
}
|
|
}
|
|
},
|
|
noCameraScroll() { //makes the camera not scroll after changing locations
|
|
//only works if velocity is zero
|
|
m.pos.x = player.position.x;
|
|
m.pos.y = playerBody.position.y - m.yOff;
|
|
const scale = 0.8;
|
|
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
|
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
|
m.transX += (m.transSmoothX - m.transX) * 1;
|
|
m.transY += (m.transSmoothY - m.transY) * 1;
|
|
},
|
|
edgeZoomOutSmooth: 1,
|
|
camera() {
|
|
//zoom out when mouse gets near the edge of the window
|
|
const dx = simulation.mouse.x / window.innerWidth - 0.5 //x distance from mouse to window center scaled by window width
|
|
const dy = simulation.mouse.y / window.innerHeight - 0.5 //y distance from mouse to window center scaled by window height
|
|
const d = Math.max(dx * dx, dy * dy)
|
|
simulation.edgeZoomOutSmooth = (1 + 4 * d * d) * 0.04 + simulation.edgeZoomOutSmooth * 0.96
|
|
|
|
ctx.save();
|
|
ctx.translate(canvas.width2, canvas.height2); //center
|
|
ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
|
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
|
|
//calculate in game mouse position by undoing the zoom and translations
|
|
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
|
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
|
},
|
|
cameraNoLook() {
|
|
ctx.save();
|
|
ctx.translate(canvas.width2, canvas.height2); //center
|
|
// ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
|
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
|
|
//calculate in game mouse position by undoing the zoom and translations
|
|
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
|
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
|
},
|
|
restoreCamera() {
|
|
ctx.restore();
|
|
},
|
|
trails() {
|
|
const swapPeriod = 150
|
|
const len = 30
|
|
for (let i = 0; i < len; i++) {
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to have trails
|
|
ctx.fillStyle = `rgba(221,221,221,${i*i*0.0005 +0.0025})`;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, (i) * swapPeriod);
|
|
}
|
|
|
|
setTimeout(function() {
|
|
simulation.wipe = function() { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, len * swapPeriod);
|
|
},
|
|
// warp(translation = 5, skew = 0.05, scale = 0.05) {
|
|
// if (simulation.cycle % 2) { //have to alternate frames or else successive rumbles over write the effects of the previous rumble
|
|
// requestAnimationFrame(() => { ctx.setTransform(1, 0, 0, 1, 0, 0); }) //reset
|
|
// requestAnimationFrame(() => {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
|
|
// }
|
|
// })
|
|
|
|
//reset
|
|
// ctx.transform(1, 0, 0, 1, 0, 0); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
|
|
|
|
// }
|
|
// const loop = () => {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.save();
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
|
|
// requestAnimationFrame(() => { ctx.restore(); })
|
|
// }
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
|
|
// function loop() {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.save();
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
|
|
// requestAnimationFrame(() => { ctx.restore(); })
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
// },
|
|
wipe() {}, //set in simulation.startGame
|
|
gravity() {
|
|
function addGravity(bodies, magnitude) {
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
bodies[i].force.y += bodies[i].mass * magnitude;
|
|
}
|
|
}
|
|
if (!m.isBodiesAsleep) {
|
|
addGravity(powerUp, simulation.g);
|
|
addGravity(body, simulation.g);
|
|
}
|
|
player.force.y += player.mass * simulation.g;
|
|
},
|
|
firstRun: true,
|
|
splashReturn() {
|
|
document.getElementById("previous-seed").innerHTML = `previous seed: <span style="font-size:80%;">${Math.initialSeed}</span><br>`
|
|
document.getElementById("seed").value = Math.initialSeed = Math.seed //randomize initial seed
|
|
|
|
//String(document.getElementById("seed").value)
|
|
// Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
|
|
|
|
|
|
simulation.clearTimeouts();
|
|
simulation.onTitlePage = true;
|
|
document.getElementById("splash").onclick = function() {
|
|
simulation.startGame();
|
|
};
|
|
document.getElementById("choose-grid").style.visibility = "hidden"
|
|
document.getElementById("choose-grid").style.opacity = "0"
|
|
document.getElementById("info").style.display = "inline";
|
|
document.getElementById("info").style.opacity = "0";
|
|
document.getElementById("experiment-button").style.display = "inline"
|
|
document.getElementById("experiment-button").style.opacity = "0";
|
|
document.getElementById("training-button").style.display = "inline"
|
|
document.getElementById("training-button").style.opacity = "0";
|
|
document.getElementById("experiment-grid").style.display = "none"
|
|
document.getElementById("pause-grid-left").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.display = "none"
|
|
document.getElementById("splash").style.display = "inline";
|
|
document.getElementById("splash").style.opacity = "0";
|
|
document.getElementById("dmg").style.display = "none";
|
|
document.getElementById("health-bg").style.display = "none";
|
|
document.body.style.cursor = "auto";
|
|
setTimeout(() => {
|
|
document.getElementById("experiment-button").style.opacity = "1";
|
|
document.getElementById("training-button").style.opacity = "1";
|
|
document.getElementById("info").style.opacity = "1";
|
|
document.getElementById("splash").style.opacity = "1";
|
|
}, 200);
|
|
},
|
|
fpsInterval: 0, //set in startGame
|
|
then: null,
|
|
introPlayer() { //not work, but trying to show player in the intro screen
|
|
setTimeout(() => {
|
|
document.getElementById("info").style.display = "none";
|
|
document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
|
|
|
|
simulation.clearMap()
|
|
m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
|
|
m.spawn(); //spawns the player
|
|
m.look = m.lookDefault
|
|
|
|
|
|
//level
|
|
|
|
level.testing(); //not in rotation, used for testing
|
|
|
|
|
|
//load level
|
|
simulation.setZoom();
|
|
level.addToWorld(); //add bodies to game engine
|
|
simulation.draw.setPaths();
|
|
|
|
function cycle() {
|
|
simulation.gravity();
|
|
Engine.update(engine, simulation.delta);
|
|
simulation.wipe();
|
|
if (m.onGround) {
|
|
m.groundControl()
|
|
} else {
|
|
m.airControl()
|
|
}
|
|
m.move();
|
|
// m.look();
|
|
// simulation.camera();
|
|
m.draw();
|
|
m.hold();
|
|
simulation.draw.drawMapPath();
|
|
ctx.restore();
|
|
if (simulation.onTitlePage) requestAnimationFrame(cycle);
|
|
}
|
|
requestAnimationFrame(cycle)
|
|
}, 1000);
|
|
},
|
|
startGame(isBuildRun = false, isTrainingRun = false) {
|
|
simulation.isTextLogOpen = true
|
|
simulation.clearMap()
|
|
if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
|
|
document.body.style.cursor = "none";
|
|
document.body.style.overflow = "hidden"
|
|
}
|
|
if (isTrainingRun) {
|
|
simulation.isTraining = true
|
|
} else {
|
|
simulation.isTraining = false
|
|
}
|
|
simulation.onTitlePage = false;
|
|
// document.getElementById("choose-grid").style.display = "none"
|
|
document.getElementById("choose-grid").style.visibility = "hidden"
|
|
document.getElementById("choose-grid").style.opacity = "0"
|
|
document.getElementById("experiment-grid").style.display = "none"
|
|
document.getElementById("info").style.display = "none";
|
|
document.getElementById("experiment-button").style.display = "none";
|
|
document.getElementById("training-button").style.display = "none";
|
|
// document.getElementById("experiment-button").style.opacity = "0";
|
|
document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
|
|
document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
|
|
document.getElementById("dmg").style.display = "inline";
|
|
document.getElementById("health-bg").style.display = "inline";
|
|
|
|
document.getElementById("tech").style.display = "inline"
|
|
document.getElementById("guns").style.display = "inline"
|
|
document.getElementById("field").style.display = "inline"
|
|
document.getElementById("health").style.display = "inline"
|
|
document.getElementById("health-bg").style.display = "inline"
|
|
// document.body.style.overflow = "hidden"
|
|
document.getElementById("pause-grid-left").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.opacity = "1"
|
|
document.getElementById("pause-grid-left").style.opacity = "1"
|
|
ctx.globalCompositeOperation = "source-over"
|
|
ctx.shadowBlur = 0;
|
|
requestAnimationFrame(() => {
|
|
ctx.setTransform(1, 0, 0, 1, 0, 0); //reset warp effect
|
|
ctx.setLineDash([]) //reset stroke dash effect
|
|
})
|
|
// ctx.shadowColor = '#000';
|
|
if (!m.isShipMode) {
|
|
m.draw = m.drawDefault //set the play draw to normal, undoing some junk tech
|
|
m.spawn(); //spawns the player
|
|
m.look = m.lookDefault
|
|
} else {
|
|
Composite.add(engine.world, [player])
|
|
}
|
|
level.populateLevels()
|
|
|
|
input.endKeySensing();
|
|
b.removeAllGuns();
|
|
|
|
tech.setupAllTech(); //sets tech to default values
|
|
tech.cancelCount = 0;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "foam") b.guns[i].chooseFireMethod()
|
|
}
|
|
tech.dynamoBotCount = 0;
|
|
tech.nailBotCount = 0;
|
|
tech.laserBotCount = 0;
|
|
tech.orbitBotCount = 0;
|
|
tech.foamBotCount = 0;
|
|
tech.boomBotCount = 0;
|
|
tech.plasmaBotCount = 0;
|
|
tech.missileBotCount = 0;
|
|
|
|
simulation.isChoosing = false;
|
|
b.setFireMethod()
|
|
b.setFireCD();
|
|
// simulation.updateTechHUD();
|
|
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
|
|
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
|
|
|
|
powerUps.tech.choiceLog = [];
|
|
powerUps.gun.choiceLog = [];
|
|
powerUps.field.choiceLog = [];
|
|
powerUps.totalPowerUps = 0;
|
|
powerUps.research.count = 0;
|
|
powerUps.boost.endCycle = 0
|
|
powerUps.isFieldSpawned = false
|
|
m.setFillColors();
|
|
// m.maxHealth = 1
|
|
// m.maxEnergy = 1
|
|
// m.energy = 1
|
|
input.isPauseKeyReady = true
|
|
simulation.wipe = function() { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
m.hole.isOn = false
|
|
simulation.paused = false;
|
|
// simulation.cycle = 0
|
|
// m.cycle = 0
|
|
engine.timing.timeScale = 1;
|
|
simulation.fpsCap = simulation.fpsCapDefault;
|
|
simulation.isAutoZoom = true;
|
|
simulation.makeGunHUD();
|
|
simulation.lastLogTime = 0;
|
|
mobs.mobDeaths = 0
|
|
|
|
level.onLevel = 0;
|
|
level.levelsCleared = 0;
|
|
//resetting difficulty
|
|
// simulation.difficulty = 0;
|
|
level.setDifficulty()
|
|
simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
|
|
|
|
simulation.clearNow = true;
|
|
document.getElementById("text-log").style.opacity = 0;
|
|
document.getElementById("fade-out").style.opacity = 0;
|
|
document.title = "n-gon";
|
|
// simulation.makeTextLog(`input.key.up<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]`);
|
|
// simulation.makeTextLog(`input.key.left<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]`);
|
|
// simulation.makeTextLog(`input.key.down<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]`);
|
|
// simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
|
|
simulation.makeTextLog(`Math.seed <span class='color-symbol'>=</span> ${Math.initialSeed}`);
|
|
simulation.makeTextLog(`<span class='color-var'>const</span> engine <span class='color-symbol'>=</span> Engine.create(); <em>//simulation begin</em>`);
|
|
simulation.makeTextLog(`engine.timing.timeScale <span class='color-symbol'>=</span> 1`);
|
|
// simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
|
|
|
|
// document.getElementById("health").style.display = "inline"
|
|
// document.getElementById("health-bg").style.display = "inline"
|
|
m.alive = true;
|
|
m.onGround = false
|
|
m.lastOnGroundCycle = 0
|
|
m.health = 0;
|
|
m.addHealth(0.25)
|
|
m.drop();
|
|
m.holdingTarget = null
|
|
|
|
//set to default field
|
|
tech.healMaxEnergyBonus = 0
|
|
// m.setMaxEnergy();
|
|
m.energy = 0
|
|
m.immuneCycle = 0;
|
|
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
|
|
// simulation.makeTextLog(`
|
|
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
|
|
// <br>input.key.left <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
|
|
// <br>input.key.down <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
|
|
// <br>input.key.right <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
|
|
// <br>
|
|
// <br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
|
|
// <br>input.key.field <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
|
|
// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
|
|
// `, 800);
|
|
m.coupling = 0
|
|
m.setField(0) //this calls m.couplingChange(), which sets max health and max energy
|
|
// m.energy = 0;
|
|
//exit testing
|
|
if (simulation.testing) {
|
|
simulation.testing = false;
|
|
simulation.loop = simulation.normalLoop
|
|
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'none'
|
|
}
|
|
simulation.isCheating = false
|
|
simulation.firstRun = false;
|
|
build.hasExperimentalMode = false
|
|
build.isExperimentSelection = false;
|
|
build.isExperimentRun = false;
|
|
|
|
//setup FPS cap
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
simulation.then = Date.now();
|
|
requestAnimationFrame(cycle); //starts game loop
|
|
},
|
|
clearTimeouts() {
|
|
let id = window.setTimeout(function() {}, 0);
|
|
while (id--) {
|
|
window.clearTimeout(id); // will do nothing if no timeout with id is present
|
|
}
|
|
},
|
|
clearNow: false,
|
|
clearMap() {
|
|
ctx.setTransform(1, 0, 0, 1, 0, 0);
|
|
if (m.alive) {
|
|
if (tech.isLongitudinal) {
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "wave") {
|
|
b.guns[i].waves = []; //empty array of wave bullets
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
let count = 0;
|
|
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
|
|
if (bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") count++
|
|
}
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
|
|
if (b.guns[i].name === "mine") {
|
|
if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
|
|
b.guns[i].ammo += count
|
|
if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
|
|
simulation.updateGunHUD();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (tech.isMutualism && !tech.isEnergyHealth) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].isMutualismActive) {
|
|
m.health += 0.01 + 0.01 * (bullet[i].isSpore || bullet[i].isFlea)
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
}
|
|
}
|
|
}
|
|
if (tech.isEndLevelPowerUp) {
|
|
for (let i = 0; i < powerUp.length; i++) {
|
|
if (powerUp[i].name === "tech") {
|
|
tech.giveTech()
|
|
} else if (powerUp[i].name === "gun") {
|
|
if (!tech.isOneGun) b.giveGuns("random")
|
|
} else if (powerUp[i].name === "field") {
|
|
if (m.fieldMode === 0) m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //pick a random field, but not field 0
|
|
} else {
|
|
powerUp[i].effect();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
simulation.lastLogTime = 0; //clear previous messages
|
|
spawn.allowShields = true;
|
|
powerUps.totalPowerUps = powerUp.length
|
|
let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
|
|
tech.deathSpawnsFromBoss = 0;
|
|
simulation.fallHeight = 3000;
|
|
document.body.style.backgroundColor = "#eee" //"#d8dadf";
|
|
color.map = "#444";
|
|
|
|
m.fireCDcycle = 0
|
|
m.drop();
|
|
m.hole.isOn = false;
|
|
simulation.drawList = [];
|
|
|
|
if (tech.isDronesTravel && m.alive) {
|
|
//count drones
|
|
let droneCount = 0
|
|
let sporeCount = 0
|
|
let wormCount = 0
|
|
let fleaCount = 0
|
|
let deliveryCount = 0
|
|
for (let i = 0; i < bullet.length; ++i) {
|
|
if (bullet[i].isDrone) {
|
|
droneCount++
|
|
if (bullet[i].isImproved) deliveryCount++
|
|
} else if (bullet[i].isSpore) {
|
|
sporeCount++
|
|
} else if (bullet[i].wormSize) {
|
|
wormCount++
|
|
} else if (bullet[i].isFlea) {
|
|
fleaCount++
|
|
}
|
|
}
|
|
|
|
//respawn drones in animation frame
|
|
let respawnDrones = () => {
|
|
if (droneCount > 0) {
|
|
requestAnimationFrame(respawnDrones);
|
|
if (!simulation.paused && !simulation.isChoosing && m.alive) {
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
droneCount--
|
|
if (tech.isDroneRadioactive) {
|
|
b.droneRadioactive({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 100 * (Math.random() - 0.5)
|
|
}, 0)
|
|
} else {
|
|
b.drone({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
}, 0)
|
|
if (tech.isDroneGrab && deliveryCount > 0) {
|
|
const who = bullet[bullet.length - 1]
|
|
who.isImproved = true;
|
|
const SCALE = 2.25
|
|
Matter.Body.scale(who, SCALE, SCALE);
|
|
who.lookFrequency = 30 + Math.floor(11 * Math.random());
|
|
who.endCycle += 3000 * tech.droneCycleReduction * tech.isBulletsLastLonger
|
|
deliveryCount--
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnDrones);
|
|
|
|
//respawn spores in animation frame
|
|
let respawnSpores = () => {
|
|
if (sporeCount > 0) {
|
|
requestAnimationFrame(respawnSpores);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
sporeCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
b.spore({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnSpores);
|
|
|
|
//respawn worms in animation frame
|
|
let respawnWorms = () => {
|
|
if (wormCount > 0) {
|
|
requestAnimationFrame(respawnWorms);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
wormCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
b.worm({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnWorms);
|
|
|
|
//respawn fleas in animation frame
|
|
let respawnFleas = () => {
|
|
if (fleaCount > 0) {
|
|
requestAnimationFrame(respawnFleas);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
fleaCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
const speed = 6 + 3 * Math.random()
|
|
const angle = 2 * Math.PI * Math.random()
|
|
b.flea({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
}, {
|
|
x: speed * Math.cos(angle),
|
|
y: speed * Math.sin(angle)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnFleas);
|
|
}
|
|
|
|
if (tech.isQuantumEraser) {
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (mob[i].isDropPowerUp && mob[i].alive) tech.quantumEraserCount++
|
|
}
|
|
}
|
|
|
|
function removeAll(array) {
|
|
// for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
|
|
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
|
|
}
|
|
removeAll(map);
|
|
map = [];
|
|
removeAll(body);
|
|
body = [];
|
|
removeAll(mob);
|
|
mob = [];
|
|
removeAll(powerUp);
|
|
powerUp = [];
|
|
removeAll(cons);
|
|
cons = [];
|
|
removeAll(consBB);
|
|
consBB = [];
|
|
removeAll(bullet);
|
|
bullet = [];
|
|
removeAll(composite);
|
|
composite = [];
|
|
// if player was holding something this makes a new copy to hold
|
|
if (holdTarget && m.alive) {
|
|
len = body.length;
|
|
body[len] = Matter.Bodies.fromVertices(0, 0, holdTarget.vertices, {
|
|
friction: holdTarget.friction,
|
|
frictionAir: holdTarget.frictionAir,
|
|
frictionStatic: holdTarget.frictionStatic
|
|
});
|
|
Matter.Body.setPosition(body[len], m.pos);
|
|
m.isHolding = true
|
|
m.holdingTarget = body[len];
|
|
m.holdingTarget.collisionFilter.category = 0;
|
|
m.holdingTarget.collisionFilter.mask = 0;
|
|
m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale)
|
|
}
|
|
//set fps back to default
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
},
|
|
// getCoords: {
|
|
// //used when building maps, outputs a draw rect command to console, only works in testing mode
|
|
// pos1: {
|
|
// x: 0,
|
|
// y: 0
|
|
// },
|
|
// pos2: {
|
|
// x: 0,
|
|
// y: 0
|
|
// },
|
|
// out() {
|
|
// if (keys[49]) {
|
|
// simulation.getCoords.pos1.x = Math.round(simulation.mouseInGame.x / 25) * 25;
|
|
// simulation.getCoords.pos1.y = Math.round(simulation.mouseInGame.y / 25) * 25;
|
|
// }
|
|
// if (keys[50]) {
|
|
// //press 1 in the top left; press 2 in the bottom right;copy command from console
|
|
// simulation.getCoords.pos2.x = Math.round(simulation.mouseInGame.x / 25) * 25;
|
|
// simulation.getCoords.pos2.y = Math.round(simulation.mouseInGame.y / 25) * 25;
|
|
// window.getSelection().removeAllRanges();
|
|
// var range = document.createRange();
|
|
// range.selectNode(document.getElementById("test"));
|
|
// window.getSelection().addRange(range);
|
|
// document.execCommand("copy");
|
|
// window.getSelection().removeAllRanges();
|
|
// console.log(`spawn.mapRect(${simulation.getCoords.pos1.x}, ${simulation.getCoords.pos1.y}, ${simulation.getCoords.pos2.x - simulation.getCoords.pos1.x}, ${simulation.getCoords.pos2.y - simulation.getCoords.pos1.y}); //`);
|
|
// }
|
|
// }
|
|
// },
|
|
checks() {
|
|
if (!(m.cycle % 60)) { //once a second
|
|
//energy overfill
|
|
if (m.energy > m.maxEnergy) {
|
|
m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
|
|
if (m.energy > 1000000) m.energy = 1000000
|
|
}
|
|
if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) {
|
|
if (tech.isFlipFlopOn) {
|
|
if (m.immuneCycle < m.cycle) m.energy += 0.2;
|
|
} else {
|
|
m.energy -= 0.01;
|
|
if (m.energy < 0) m.energy = 0
|
|
}
|
|
}
|
|
if (tech.relayIce && tech.isFlipFlopOn) {
|
|
for (let j = 0; j < tech.relayIce; j++) {
|
|
for (let i = 0, len = 3 + Math.ceil(9 * Math.random()); i < len; i++) b.iceIX(2)
|
|
}
|
|
}
|
|
|
|
if (m.pos.y > simulation.fallHeight) { // if 4000px deep
|
|
Matter.Body.setVelocity(player, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
Matter.Body.setPosition(player, {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 20
|
|
});
|
|
// move bots
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) {
|
|
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
|
|
x: 250 * (Math.random() - 0.5),
|
|
y: 250 * (Math.random() - 0.5)
|
|
}));
|
|
Matter.Body.setVelocity(bullet[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
}
|
|
}
|
|
m.damage(0.1 * simulation.difficultyMode);
|
|
m.energy -= 0.1 * simulation.difficultyMode
|
|
}
|
|
if (isNaN(player.position.x)) m.death();
|
|
|
|
// if (tech.isEnergyDamage) {
|
|
// document.getElementById("tech-capacitor").innerHTML = `(+${(m.energy/0.05).toFixed(0)}%)`
|
|
// }
|
|
// if (tech.restDamage) {
|
|
// if (player.speed < 1) {
|
|
// document.getElementById("tech-rest").innerHTML = `(+20%)`
|
|
// } else {
|
|
// document.getElementById("tech-rest").innerHTML = `(+0%)`
|
|
// }
|
|
// }
|
|
|
|
if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
|
|
if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05
|
|
if (tech.isHealthRecovery) m.addHealth(0.005 * m.maxHealth)
|
|
}
|
|
|
|
if (!(m.cycle % 420)) { //once every 7 seconds
|
|
if (tech.isZeno) {
|
|
if (tech.isEnergyHealth) {
|
|
m.energy *= 0.95
|
|
} else {
|
|
m.health *= 0.95 //remove 5%
|
|
m.displayHealth();
|
|
}
|
|
|
|
}
|
|
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
|
|
|
|
fallCheck = function(who, save = false) {
|
|
let i = who.length;
|
|
while (i--) {
|
|
if (who[i].position.y > simulation.fallHeight) {
|
|
if (save) {
|
|
Matter.Body.setVelocity(who[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
Matter.Body.setPosition(who[i], {
|
|
x: level.exit.x + 30 * (Math.random() - 0.5),
|
|
y: level.exit.y + 30 * (Math.random() - 0.5)
|
|
});
|
|
} else {
|
|
Matter.Composite.remove(engine.world, who[i]);
|
|
who.splice(i, 1);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
fallCheck(mob);
|
|
fallCheck(body);
|
|
fallCheck(powerUp, true);
|
|
|
|
|
|
//check for double crouch
|
|
//crouch playerHead.position.y - player.position.y = 9.7 //positive
|
|
//standing playerHead.position.y - player.position.y = -30 //negative
|
|
// m.undoCrouch()
|
|
// if (!m.crouch && ((playerHead.position.y - player.position.y) > 0)) {
|
|
// Matter.Body.translate(playerHead, {
|
|
// x: 0,
|
|
// y: 40
|
|
// });
|
|
// } else if (m.crouch && ((playerHead.position.y - player.position.y) > 10)) {
|
|
// Matter.Body.translate(playerHead, {
|
|
// x: 0,
|
|
// y: 40
|
|
// });
|
|
// }
|
|
}
|
|
}
|
|
},
|
|
testingOutput() {
|
|
ctx.fillStyle = "#000";
|
|
ctx.textAlign = "center";
|
|
ctx.fillText(`(${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})`, simulation.mouse.x, simulation.mouse.y - 20);
|
|
},
|
|
draw: {
|
|
// powerUp() { //is set by Bayesian tech
|
|
// // ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// // for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// // ctx.beginPath();
|
|
// // ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// // ctx.fillStyle = powerUp[i].color;
|
|
// // ctx.fill();
|
|
// // }
|
|
// // ctx.globalAlpha = 1;
|
|
// },
|
|
// powerUpNormal() { //back up in case power up draw gets changed
|
|
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// ctx.beginPath();
|
|
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = powerUp[i].color;
|
|
// ctx.fill();
|
|
// }
|
|
// ctx.globalAlpha = 1;
|
|
// },
|
|
// powerUpBonus() { //draws crackle effect for bonus power ups
|
|
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// ctx.beginPath();
|
|
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = powerUp[i].color;
|
|
// ctx.fill();
|
|
// }
|
|
// ctx.globalAlpha = 1;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// if (powerUp[i].isDuplicated && Math.random() < 0.1) {
|
|
// //draw electricity
|
|
// const mag = 5 + powerUp[i].size / 5
|
|
// let unit = Vector.rotate({
|
|
// x: mag,
|
|
// y: mag
|
|
// }, 2 * Math.PI * Math.random())
|
|
// let path = {
|
|
// x: powerUp[i].position.x + unit.x,
|
|
// y: powerUp[i].position.y + unit.y
|
|
// }
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(path.x, path.y);
|
|
// for (let i = 0; i < 6; i++) {
|
|
// unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
|
|
// path = Vector.add(path, unit)
|
|
// ctx.lineTo(path.x, path.y);
|
|
// }
|
|
// ctx.lineWidth = 0.5 + 2 * Math.random();
|
|
// ctx.strokeStyle = "#000"
|
|
// ctx.stroke();
|
|
// }
|
|
// }
|
|
// },
|
|
|
|
// map: function() {
|
|
// ctx.beginPath();
|
|
// for (let i = 0, len = map.length; i < len; ++i) {
|
|
// let vertices = map[i].vertices;
|
|
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
// for (let j = 1; j < vertices.length; j += 1) {
|
|
// ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
// }
|
|
// ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
// }
|
|
// ctx.fillStyle = "#444";
|
|
// ctx.fill();
|
|
// },
|
|
mapPath: null, //holds the path for the map to speed up drawing
|
|
setPaths() {
|
|
//runs at each new level to store the path for the map since the map doesn't change
|
|
simulation.draw.mapPath = new Path2D();
|
|
for (let i = 0, len = map.length; i < len; ++i) {
|
|
let vertices = map[i].vertices;
|
|
simulation.draw.mapPath.moveTo(vertices[0].x, vertices[0].y);
|
|
for (let j = 1; j < vertices.length; j += 1) {
|
|
simulation.draw.mapPath.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
},
|
|
drawMapPath() {
|
|
ctx.fillStyle = color.map;
|
|
ctx.fill(simulation.draw.mapPath);
|
|
},
|
|
body() {
|
|
ctx.beginPath();
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
let vertices = body[i].vertices;
|
|
ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
for (let j = 1; j < vertices.length; j++) {
|
|
ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
ctx.lineWidth = 2;
|
|
ctx.fillStyle = color.block;
|
|
ctx.fill();
|
|
ctx.strokeStyle = color.blockS;
|
|
ctx.stroke();
|
|
},
|
|
cons() {
|
|
ctx.beginPath();
|
|
for (let i = 0, len = cons.length; i < len; ++i) {
|
|
ctx.moveTo(cons[i].pointA.x, cons[i].pointA.y);
|
|
// ctx.lineTo(cons[i].bodyB.position.x, cons[i].bodyB.position.y);
|
|
ctx.lineTo(cons[i].bodyB.position.x + cons[i].pointB.x, cons[i].bodyB.position.y + cons[i].pointB.y);
|
|
}
|
|
for (let i = 0, len = consBB.length; i < len; ++i) {
|
|
ctx.moveTo(consBB[i].bodyA.position.x, consBB[i].bodyA.position.y);
|
|
ctx.lineTo(consBB[i].bodyB.position.x, consBB[i].bodyB.position.y);
|
|
}
|
|
ctx.lineWidth = 2;
|
|
// ctx.strokeStyle = "#999";
|
|
ctx.strokeStyle = "rgba(0,0,0,0.15)";
|
|
ctx.stroke();
|
|
},
|
|
wireFrame() {
|
|
// ctx.textAlign = "center";
|
|
// ctx.textBaseline = "middle";
|
|
// ctx.fillStyle = "#999";
|
|
const bodies = Composite.allBodies(engine.world);
|
|
ctx.beginPath();
|
|
for (let i = 0; i < bodies.length; ++i) {
|
|
//ctx.fillText(bodies[i].id,bodies[i].position.x,bodies[i].position.y); //shows the id of every body
|
|
let vertices = bodies[i].vertices;
|
|
ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
for (let j = 1; j < vertices.length; j++) {
|
|
ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
ctx.lineWidth = 1;
|
|
ctx.strokeStyle = "#000";
|
|
ctx.stroke();
|
|
},
|
|
testing() {
|
|
//jump
|
|
ctx.beginPath();
|
|
let bodyDraw = jumpSensor.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(255, 0, 0, 0.5)";
|
|
ctx.fill();
|
|
// ctx.strokeStyle = "#000";
|
|
// ctx.stroke();
|
|
//main body
|
|
ctx.beginPath();
|
|
bodyDraw = playerBody.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(0, 255, 255, 0.25)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
//head
|
|
ctx.beginPath();
|
|
bodyDraw = playerHead.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(255, 255, 0, 0.4)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
//head sensor
|
|
ctx.beginPath();
|
|
bodyDraw = headSensor.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(0, 0, 255, 0.25)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
}
|
|
},
|
|
checkLineIntersection(v1, v1End, v2, v2End) {
|
|
// if the lines intersect, the result contains the x and y of the intersection (treating the lines as infinite) and booleans for whether line segment 1 or line segment 2 contain the point
|
|
let denominator, a, b, numerator1, numerator2;
|
|
let result = {
|
|
x: null,
|
|
y: null,
|
|
onLine1: false,
|
|
onLine2: false
|
|
};
|
|
denominator = (v2End.y - v2.y) * (v1End.x - v1.x) - (v2End.x - v2.x) * (v1End.y - v1.y);
|
|
if (denominator == 0) {
|
|
return result;
|
|
}
|
|
a = v1.y - v2.y;
|
|
b = v1.x - v2.x;
|
|
numerator1 = (v2End.x - v2.x) * a - (v2End.y - v2.y) * b;
|
|
numerator2 = (v1End.x - v1.x) * a - (v1End.y - v1.y) * b;
|
|
a = numerator1 / denominator;
|
|
b = numerator2 / denominator;
|
|
|
|
// if we cast these lines infinitely in both directions, they intersect here:
|
|
result.x = v1.x + a * (v1End.x - v1.x);
|
|
result.y = v1.y + a * (v1End.y - v1.y);
|
|
// if line1 is a segment and line2 is infinite, they intersect if:
|
|
if (a > 0 && a < 1) result.onLine1 = true;
|
|
// if line2 is a segment and line1 is infinite, they intersect if:
|
|
if (b > 0 && b < 1) result.onLine2 = true;
|
|
// if line1 and line2 are segments, they intersect if both of the above are true
|
|
return result;
|
|
},
|
|
constructMouseDownPosition: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
constructMapString: [],
|
|
constructCycle() {
|
|
if (simulation.isConstructionMode && simulation.constructMouseDownPosition) {
|
|
function round(num, round = 25) {
|
|
return Math.ceil(num / round) * round;
|
|
}
|
|
const x = round(simulation.constructMouseDownPosition.x)
|
|
const y = round(simulation.constructMouseDownPosition.y)
|
|
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
|
|
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
|
|
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeRect(x, y, dx, dy);
|
|
}
|
|
},
|
|
enableConstructMode() {
|
|
level.isProcedural = false //this is set to be true in levels like labs that need x+ and y+ in front of positions
|
|
simulation.isConstructionMode = true;
|
|
simulation.isHorizontalFlipped = false;
|
|
simulation.isAutoZoom = false;
|
|
simulation.zoomScale = 2600;
|
|
simulation.setZoom();
|
|
|
|
document.body.addEventListener("mouseup", (e) => {
|
|
if (simulation.testing && simulation.constructMouseDownPosition) {
|
|
function round(num, round = 25) {
|
|
return Math.ceil(num / round) * round;
|
|
}
|
|
//clean up positions
|
|
const x = round(simulation.constructMouseDownPosition.x)
|
|
const y = round(simulation.constructMouseDownPosition.y)
|
|
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
|
|
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
|
|
console.log(e.button)
|
|
if (e.button === 1) {
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y}, 0);\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);\n`);
|
|
}
|
|
} else if (e.button === 4) {
|
|
simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
|
|
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
|
|
|
|
if (e.button === 0) { //add map
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
|
|
|
|
}
|
|
//see map in world
|
|
spawn.mapRect(x, y, dx, dy);
|
|
len = map.length - 1
|
|
map[len].collisionFilter.category = cat.map;
|
|
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
|
Matter.Body.setStatic(map[len], true); //make static
|
|
Composite.add(engine.world, map[len]); //add to world
|
|
simulation.draw.setPaths() //update map graphics
|
|
|
|
} else if (e.button === 2) { //add body
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});\n`);
|
|
}
|
|
|
|
//see map in world
|
|
spawn.bodyRect(x, y, dx, dy);
|
|
len = body.length - 1
|
|
body[len].collisionFilter.category = cat.body;
|
|
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
|
Composite.add(engine.world, body[len]); //add to world
|
|
body[len].classType = "body"
|
|
}
|
|
}
|
|
}
|
|
simulation.constructMouseDownPosition.x = undefined
|
|
simulation.constructMouseDownPosition.y = undefined
|
|
});
|
|
simulation.constructMouseDownPosition.x = undefined
|
|
simulation.constructMouseDownPosition.y = undefined
|
|
document.body.addEventListener("mousedown", (e) => {
|
|
if (simulation.testing) {
|
|
simulation.constructMouseDownPosition.x = simulation.mouseInGame.x
|
|
simulation.constructMouseDownPosition.y = simulation.mouseInGame.y
|
|
}
|
|
});
|
|
|
|
//undo last element added after you press z
|
|
document.body.addEventListener("keydown", (e) => { // e.keyCode z=90 m=77 b=66 shift = 16 c = 67
|
|
if (simulation.testing && e.keyCode === 90 && simulation.constructMapString.length) {
|
|
if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'm') { //remove map from current level
|
|
const index = map.length - 1
|
|
Matter.Composite.remove(engine.world, map[index]);
|
|
map.splice(index, 1);
|
|
simulation.draw.setPaths() //update map graphics
|
|
} else if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'b') { //remove body from current level
|
|
const index = body.length - 1
|
|
Matter.Composite.remove(engine.world, body[index]);
|
|
body.splice(index, 1);
|
|
}
|
|
simulation.constructMapString.pop();
|
|
simulation.outputMapString();
|
|
}
|
|
});
|
|
},
|
|
outputMapString(string) {
|
|
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
|
|
let out = "" //combine set of map strings to one string
|
|
let outHTML = ""
|
|
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
|
|
out += simulation.constructMapString[i];
|
|
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
|
|
}
|
|
console.log(out)
|
|
navigator.clipboard.writeText(out).then(function() {
|
|
/* clipboard successfully set */
|
|
}, function() {
|
|
/* clipboard write failed */
|
|
console.log('copy failed')
|
|
});
|
|
document.getElementById("construct").innerHTML = outHTML
|
|
},
|
|
// copyToClipBoard(value) {
|
|
// // Create a fake textarea
|
|
// const textAreaEle = document.createElement('textarea');
|
|
|
|
// // Reset styles
|
|
// textAreaEle.style.border = '0';
|
|
// textAreaEle.style.padding = '0';
|
|
// textAreaEle.style.margin = '0';
|
|
|
|
// // Set the absolute position
|
|
// // User won't see the element
|
|
// textAreaEle.style.position = 'absolute';
|
|
// textAreaEle.style.left = '-9999px';
|
|
// textAreaEle.style.top = `0px`;
|
|
|
|
// // Set the value
|
|
// textAreaEle.value = value
|
|
|
|
// // Append the textarea to body
|
|
// document.body.appendChild(textAreaEle);
|
|
|
|
// // Focus and select the text
|
|
// textAreaEle.focus();
|
|
// textAreaEle.select();
|
|
|
|
// // Execute the "copy" command
|
|
// try {
|
|
// document.execCommand('copy');
|
|
// } catch (err) {
|
|
// // Unable to copy
|
|
// console.log(err)
|
|
// } finally {
|
|
// // Remove the textarea
|
|
// document.body.removeChild(textAreaEle);
|
|
// }
|
|
// },
|
|
}; |