JUNK: wikipedia - After you get a new tech you have 7 seconds to study before a quiz, 4 research if you aces the quiz. this code for this works 80% of the time every time renamed propagator->Verlet integration it's now a skin tech 1.6->3x damage slightly increased the time skip amount on some skins the feet will hang lower while player is in the air on some skins the upper legs are skinnier mouse over on orbs for tech, field, and gun has a tooltip with text added keyword CSS style for "bot" added an aura around powerUpBoss so you can kinda see it inside walls quenching just gives max health from over healing instead of damaging you first depolarization does 0.5->0.4x damage when on cooldown many-worlds spawns a tech and also 3 coupling at the start of each new level dynamic equilibrium does 1.15x more damage and only stacks to 9->3 orbital bots collide with a 1.2x larger range Zectron no longer drains energy when balls hit you, but the balls still stop supply chain just gives a gun and a flat 10 ammo polyurethane foam will only trigger up to 55 total foam per harpoon to prevent a huge number of foam bubbles causing lag no cap for super balls for now fixed bug with planned obsolescence + instant tech fixed bug with ice crystal nucleation applied science gives each gunTech with a short delay this helps with sorting and maybe other rare bugs fixed bug with delivery drones and path integration you can no longer deflect snakeBoss, but it moves a bit slower
290 lines
16 KiB
JavaScript
290 lines
16 KiB
JavaScript
//matter.js ***********************************************************
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// module aliases
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const Engine = Matter.Engine,
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Events = Matter.Events,
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Composites = Matter.Composites,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint,
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Vertices = Matter.Vertices,
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Query = Matter.Query,
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Body = Matter.Body,
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Bodies = Matter.Bodies,
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Vector = Matter.Vector;
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// create an engine
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const engine = Engine.create();
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engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
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// engine.velocityIterations = 100
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// engine.positionIterations = 100
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// engine.enableSleeping = true
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// matter events
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function playerOnGroundCheck(event) {
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//runs on collisions events
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function enter() {
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m.numTouching++;
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if (!m.onGround) {
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m.onGround = true;
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if (m.crouch) {
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if (m.checkHeadClear()) {
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m.undoCrouch();
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} else {
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m.yOffGoal = m.yOffWhen.crouch;
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}
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} else {
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//sets a hard land where player stays in a crouch for a bit and can't jump
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//crouch is forced in groundControl below
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const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
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if (momentum > m.hardLanding) {
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m.doCrouch();
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m.yOff = m.yOffWhen.jump;
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m.hardLandCD = m.cycle + m.hardLandCDScale * Math.min(momentum / 6.5 - 6, 40)
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//falling damage
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if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
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m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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}
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} else {
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m.yOffGoal = m.yOffWhen.stand;
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}
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}
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}
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
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} else if (pair.bodyB === jumpSensor) {
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m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
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}
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}
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m.numTouching = 0;
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}
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function playerOffGroundCheck(event) {
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//runs on collisions events
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
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if (m.onGround && m.numTouching === 0) {
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m.onGround = false;
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m.lastOnGroundCycle = m.cycle;
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m.hardLandCD = 0 // disable hard landing
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if (m.checkHeadClear()) {
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if (m.crouch) {
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m.undoCrouch();
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}
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m.yOffGoal = m.yOffWhen.jump;
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}
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}
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}
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}
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}
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function collisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//mob + (player,bullet,body) collisions
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for (let k = 0; k < mob.length; k++) {
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if (mob[k].alive) {
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if (pairs[i].bodyA === mob[k]) {
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collideMob(pairs[i].bodyB);
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break;
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} else if (pairs[i].bodyB === mob[k]) {
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collideMob(pairs[i].bodyA);
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break;
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}
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function collideMob(obj) {
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//player + mob collision
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if (
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m.immuneCycle < m.cycle &&
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(obj === playerBody || obj === playerHead) &&
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!mob[k].isSlowed && !mob[k].isStunned
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) {
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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// if (m.isCloak) dmg *= 0.5
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mob[k].foundPlayer();
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if (tech.isRewindAvoidDeath && m.energy > 0.85 * Math.min(1, m.maxEnergy) && dmg > 0.01) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
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m.damage(dmg);
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return
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}
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m.damage(dmg); //normal damage
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if (tech.isCollisionRealitySwitch && m.alive) {
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m.switchWorlds()
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simulation.trails(90)
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simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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}
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isCouplingNoHit && m.coupling > 0) {
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m.couplingChange(-3)
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const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
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let where = Vector.add(m.pos, Vector.mult(unit, 17))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 22,
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color: 'rgba(0, 171, 238, 0.33)',
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time: 8
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});
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where = Vector.add(m.pos, Vector.mult(unit, 60))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 18,
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color: 'rgba(0, 171, 238, 0.5)',
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time: 16
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});
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where = Vector.add(m.pos, Vector.mult(unit, 100))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 14,
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color: 'rgba(0, 171, 238, 0.6)',
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time: 24
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});
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where = Vector.add(m.pos, Vector.mult(unit, 135))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 10,
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color: 'rgba(0, 171, 238, 0.7)',
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time: 32
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});
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}
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if (tech.isHarpoonDefense) { //fire harpoons at mobs after getting hit
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const maxCount = 10 + 3 * tech.extraHarpoons //scale the number of hooks fired
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let count = maxCount - 1
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const angle = Math.atan2(mob[k].position.y - player.position.y, mob[k].position.x - player.position.x);
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b.harpoon(m.pos, mob[k], angle, 0.75, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
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bullet[bullet.length - 1].drain = 0
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for (; count > 0; count--) {
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b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, 0.75, true, 7)
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bullet[bullet.length - 1].drain = 0
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}
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}
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit();
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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, { x: player.velocity.x + 8 * Math.cos(angle), y: player.velocity.y + 8 * Math.sin(angle) });
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Matter.Body.setVelocity(mob[k], { x: mob[k].velocity.x - 8 * Math.cos(angle), y: mob[k].velocity.y - 8 * Math.sin(angle) });
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if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.1 && mob[k].damageReduction > 0) {
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m.energy -= 0.1 //* Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
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if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
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mob[k].death();
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.sqrt(dmg) * 500,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime
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});
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} else {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.sqrt(dmg) * 200,
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color: simulation.mobDmgColor,
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time: simulation.drawTime
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});
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}
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// return;
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// }
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} else {
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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// console.log(dmg) //remove this
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mob[k].damage(dmg);
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if (mob[k].alive) mob[k].foundPlayer();
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if (mob[k].damageReduction) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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}
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if (tech.isLessDamageReduction && !mob[k].shield) mob[k].damageReduction *= mob[k].isBoss ? (mob[k].isFinalBoss ? 1.0005 : 1.0025) : 1.05
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return;
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}
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//mob + body collisions
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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if (tech.blockDmg) { //electricity
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Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
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if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
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mobs.statusDoT(mob[k], tech.blockDmg * 0.42, 180) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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} else {
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mob[k].damage(tech.blockDmg * m.dmgScale)
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: 28 * mob[k].damageReduction + 3,
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color: "rgba(255,0,255,0.8)",
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time: 4
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});
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}
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}
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let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1) * ((m.fieldMode === 0 || m.fieldMode === 8) ? 1 + 0.05 * m.coupling : 1);
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if (mob[k].isShielded) dmg *= 0.7
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mob[k].damage(dmg, true);
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if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && Math.random() < 0.5) {
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options = ["coupling", "boost", "heal", "research"]
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if (!tech.isEnergyNoAmmo) options.push("ammo")
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powerUps.spawn(mob[k].position.x, mob[k].position.y, options[Math.floor(Math.random() * options.length)]);
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}
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const stunTime = dmg / Math.sqrt(obj.mass)
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if (stunTime > 0.5 && mob[k].memory !== Infinity) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
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if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
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if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
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obj.hasFragmented = true;
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b.targetedNail(obj.position, tech.fragments * 4)
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}
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if (mob[k].damageReduction) {
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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}
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function (event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function (event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function (event) {
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playerOffGroundCheck(event);
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}); |