Files
n-gon-improved/js/simulation.js
landgreen 099fc07efe scroll tech when choosing tech
you can scroll through the tech and gun menus while selecting power ups
added another classic n-gon option in settings

tech: options exchange - canceling tech,gun,field has a 90% chance for a reroll

stabber mobs now stab 15% shorter distance, but they can stab more often
weak interaction gives 5->10 max energy per unused power up

bug fixes
2022-04-25 06:35:36 -07:00

1465 lines
66 KiB
JavaScript

// game Object ********************************************************
//*********************************************************************
const simulation = {
loop() {}, //main game loop, gets set to normal or testing loop
normalLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
m.look();
simulation.camera();
level.custom();
powerUps.do();
mobs.draw();
simulation.draw.cons();
simulation.draw.body();
if (!m.isBodiesAsleep) {
simulation.checks();
mobs.loop();
}
mobs.healthBar();
m.draw();
m.hold();
// v.draw(); //working on visibility work in progress
level.customTopLayer();
simulation.draw.drawMapPath();
b.fire();
b.bulletRemove();
b.bulletDraw();
if (!m.isBodiesAsleep) b.bulletDo();
simulation.drawCircle();
// simulation.clip();
ctx.restore();
simulation.drawCursor();
// simulation.pixelGraphics();
},
testingLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
m.look();
simulation.checks();
simulation.camera();
level.custom();
m.draw();
m.hold();
level.customTopLayer();
simulation.draw.wireFrame();
if (input.fire && m.fireCDcycle < m.cycle) {
m.fireCDcycle = m.cycle + 15; //fire cooldown
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
console.log(mob[i])
}
}
}
simulation.draw.cons();
simulation.draw.testing();
simulation.drawCircle();
simulation.constructCycle()
ctx.restore();
simulation.testingOutput();
simulation.drawCursor();
},
isTimeSkipping: false,
timeSkip(cycles = 60) {
simulation.isTimeSkipping = true;
for (let i = 0; i < cycles; i++) {
simulation.cycle++;
m.cycle++;
simulation.gravity();
Engine.update(engine, simulation.delta);
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
simulation.checks();
mobs.loop();
// m.draw();
m.walk_cycle += m.flipLegs * m.Vx;
m.hold();
b.fire();
b.bulletRemove();
b.bulletDo();
}
simulation.isTimeSkipping = false;
},
mouse: {
x: canvas.width / 2,
y: canvas.height / 2
},
mouseInGame: {
x: 0,
y: 0
},
g: 0.0024, // applies to player, bodies, and power ups (not mobs)
onTitlePage: true,
isCheating: false,
isTraining: false,
paused: false,
isChoosing: false,
testing: false, //testing mode: shows wire frame and some variables
cycle: 0, //total cycles, 60 per second
fpsCap: null, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware
fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
isCommunityMaps: false,
cyclePaused: 0,
fallHeight: 6000, //below this y position the player dies
lastTimeStamp: 0, //tracks time stamps for measuring delta
delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
buttonCD: 0,
isHorizontalFlipped: false, //makes some maps flipped horizontally
levelsCleared: 0,
difficultyMode: 2, //normal difficulty is 2
difficulty: 0,
dmgScale: null, //set in levels.setDifficulty
healScale: 1,
accelScale: null, //set in levels.setDifficulty
CDScale: null, //set in levels.setDifficulty
isNoPowerUps: false,
// dropFPS(cap = 40, time = 15) {
// simulation.fpsCap = cap
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// simulation.defaultFPSCycle = simulation.cycle + time
// const normalFPS = function () {
// if (simulation.defaultFPSCycle < simulation.cycle) {
// simulation.fpsCap = 72
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// } else {
// requestAnimationFrame(normalFPS);
// }
// };
// requestAnimationFrame(normalFPS);
// },
// clip() {
// },
pixelGraphics() {
//copy current canvas pixel data
let imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
let data = imgData.data;
//change pixel data
// const off = 4 * Math.floor(x) + 4 * canvas.width * Math.floor(y);
// multiple windows
for (let i = data.length / 2; i < data.length; i += 4) {
index = i % (canvas.width * canvas.height * 2) // + canvas.width*4*canvas.height
data[i + 0] = data[index + 0]; // red
data[i + 1] = data[index + 1]; // red
data[i + 2] = data[index + 2]; // red
data[i + 3] = data[index + 3]; // red
}
for (let x = 0; x < len; x++) {
}
// const startX = 2 * canvas.width + 2 * canvas.width * canvas.height
// const endX = 4 * canvas.width + 4 * canvas.width * canvas.height
// const startY = 2 * canvas.width + 2 * canvas.width * canvas.height
// const endY = 4 * canvas.width + 4 * canvas.width * canvas.height
// for (let x = startX; x < endX; x++) {
// for (let y = startY; y < endY; y++) {
// }
// }
//strange draw offset
// const off = canvas.height * canvas.width * 4 / 2
// for (let index = 0; index < data.length; index += 4) {
// data[index + 0] = data[index + 0 + off]; // red
// data[index + 1] = data[index + 1 + off]; // red
// data[index + 2] = data[index + 2 + off]; // red
// data[index + 3] = data[index + 3 + off]; // red
// }
//change all pixels
// for (let index = 0; index < data.length; index += 4) {
// data[index + 0] = 255; // red
// data[index + 1] = 255; // green
// data[index + 2] = 255; // blue
// data[index + 3] = 255; // alpha
// }
//change random pixels
// for (let i = 0, len = Math.floor(data.length / 10); i < len; ++i) {
// const index = Math.floor((Math.random() * data.length) / 4) * 4;
// data[index + 0] = 255; // red
// data[index + 1] = 0; // green
// data[index + 2] = 0; // blue
// data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
// }
// //change random pixels
// for (let i = 0, len = Math.floor(data.length / 1000); i < len; ++i) {
// const index = Math.floor((Math.random() * data.length) / 4) * 4;
// // data[index] = data[index] ^ 255; // Invert Red
// // data[index + 1] = data[index + 1] ^ 255; // Invert Green
// // data[index + 2] = data[index + 2] ^ 255; // Invert Blue
// data[index + 0] = 0; // red
// data[index + 1] = 0; // green
// data[index + 2] = 0; // blue
// // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
// }
//draw new pixel data to canvas
ctx.putImageData(imgData, 0, 0);
},
drawCursor() {
const size = 10;
ctx.beginPath();
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
ctx.lineWidth = 2;
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
ctx.stroke(); // Draw it
},
drawList: [], //so you can draw a first frame of explosions.. I know this is bad
drawTime: 8, //how long circles are drawn. use to push into drawlist.time
mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
playerDmgColor: "rgba(0,0,0,0.7)", //color when the player damages a mob
drawCircle() {
//draws a circle for two cycles, used for showing damage mostly
let i = simulation.drawList.length;
while (i--) {
ctx.beginPath(); //draw circle
ctx.arc(simulation.drawList[i].x, simulation.drawList[i].y, simulation.drawList[i].radius, 0, 2 * Math.PI);
ctx.fillStyle = simulation.drawList[i].color;
ctx.fill();
if (simulation.drawList[i].time) {
simulation.drawList[i].time--;
} else {
if (!m.isBodiesAsleep) simulation.drawList.splice(i, 1); //remove when timer runs out
}
}
},
circleFlare(dup, loops = 100) {
boltNum = dup * 300
const bolts = []
colors = [powerUps.research.color, powerUps.ammo.color, powerUps.heal.color, powerUps.tech.color, powerUps.field.color, powerUps.gun.color]
for (let i = 0; i < boltNum; ++i) {
const mag = 6 + 20 * Math.random()
const angle = 2 * Math.PI * Math.random()
bolts.push({
x: m.pos.x,
y: m.pos.y,
Vx: mag * Math.cos(angle),
Vy: mag * Math.sin(angle),
color: colors[Math.floor(Math.random() * colors.length)]
})
}
let count = 0
loop = () => { //draw electricity
if (count++ < loops) requestAnimationFrame(loop)
for (let i = 0, len = bolts.length; i < len; ++i) {
bolts[i].x += bolts[i].Vx
bolts[i].y += bolts[i].Vy
if (Math.random() < 0.2) {
simulation.drawList.push({
x: bolts[i].x,
y: bolts[i].y,
radius: 1.5 + 5 * Math.random(),
// color: "rgba(0,155,155,0.7)",
color: bolts[i].color,
time: Math.floor(9 + 25 * Math.random() * Math.random())
});
}
}
}
requestAnimationFrame(loop)
},
// lastLogTimeBig: 0,
boldActiveGunHUD() {
if (b.inventory.length > 0) {
for (let i = 0, len = b.inventory.length; i < len; ++i) document.getElementById(b.inventory[i]).style.opacity = "0.3";
// document.getElementById(b.activeGun).style.fontSize = "30px";
if (document.getElementById(b.activeGun)) document.getElementById(b.activeGun).style.opacity = "1";
}
if (tech.isEntanglement && document.getElementById("tech-entanglement")) {
if (b.inventory[0] === b.activeGun) {
let lessDamage = 1
for (let i = 0, len = b.inventory.length; i < len; i++) lessDamage *= 0.87 // 1 - 0.13
document.getElementById("tech-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%"
} else {
document.getElementById("tech-entanglement").innerHTML = " 0%"
}
}
},
updateGunHUD() {
for (let i = 0, len = b.inventory.length; i < len; ++i) {
document.getElementById(b.inventory[i]).innerHTML = b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo;
}
},
makeGunHUD() {
//remove all nodes
const myNode = document.getElementById("guns");
while (myNode.firstChild) {
myNode.removeChild(myNode.firstChild);
}
//add nodes
for (let i = 0, len = b.inventory.length; i < len; ++i) {
const node = document.createElement("div");
node.setAttribute("id", b.inventory[i]);
let textnode = document.createTextNode(b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo);
node.appendChild(textnode);
document.getElementById("guns").appendChild(node);
}
simulation.boldActiveGunHUD();
},
updateTechHUD() {
let text = ""
for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
if (tech.tech[i].isLost) {
if (text) text += "<br>" //add a new line, but not on the first line
text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
} else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
if (text) text += "<br>" //add a new line, but not on the first line
text += tech.tech[i].name
if (tech.tech[i].nameInfo) {
text += tech.tech[i].nameInfo
tech.tech[i].addNameInfo();
}
if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
}
}
document.getElementById("tech").innerHTML = text
},
lastLogTime: 0,
isTextLogOpen: true,
// <!-- <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" />
// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
// 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>',
// 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>',
makeTextLog(text, time = 240) {
if (simulation.isTextLogOpen && !build.isExperimentSelection) {
if (simulation.lastLogTime > m.cycle) { //if there is an older message
document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
simulation.lastLogTime = m.cycle + time;
} else {
document.getElementById("text-log").innerHTML = text;
document.getElementById("text-log").style.opacity = 1;
simulation.lastLogTime = m.cycle + time;
}
}
},
textLog() {
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 === "matter wave") {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter 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;
},
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,${i*i*0.0005 +0.0025})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}, (i) * swapPeriod);
}
setTimeout(function() {
simulation.wipe = function() { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, len * swapPeriod);
},
wipe() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
},
gravity() {
function addGravity(bodies, magnitude) {
for (var i = 0; i < bodies.length; i++) {
bodies[i].force.y += bodies[i].mass * magnitude;
}
}
if (!m.isBodiesAsleep) {
addGravity(powerUp, simulation.g);
addGravity(body, simulation.g);
}
player.force.y += player.mass * simulation.g;
},
firstRun: true,
splashReturn() {
document.getElementById("previous-seed").innerHTML = `previous seed: <span style="font-size:80%;">${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.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
document.getElementById("choose-grid").style.opacity = "0"
document.getElementById("choose-background").style.visibility = "hidden"
document.getElementById("choose-background").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
simulation.isNoPowerUps = true
} else {
simulation.isTraining = false
simulation.isNoPowerUps = 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;
// 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();
powerUps.tech.choiceLog = [];
powerUps.gun.choiceLog = [];
powerUps.field.choiceLog = [];
powerUps.totalPowerUps = 0;
powerUps.research.count = 0;
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;
engine.timing.timeScale = 1;
simulation.fpsCap = simulation.fpsCapDefault;
simulation.isAutoZoom = true;
simulation.makeGunHUD();
simulation.lastLogTime = 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.setMaxHealth()
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.setField(0)
// 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() {
if (m.alive) {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter 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 += 0.005 + 0.005 * tech.isSporeWorm
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
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;
level.zones = [];
simulation.drawList = [];
if (tech.isDronesTravel && m.alive) {
//count drones
let count = 0
let sporeCount = 0
let wormCount = 0
let deliveryCount = 0
for (let i = 0; i < bullet.length; ++i) {
if (bullet[i].isDrone) {
count++
if (bullet[i].isImproved) deliveryCount++
} else if (bullet[i].isSpore) {
sporeCount++
} else if (bullet[i].wormSize) {
wormCount++
}
}
//respawn drones in animation frame
let respawnDrones = () => {
if (count > 0) {
requestAnimationFrame(respawnDrones);
if (!simulation.paused && !simulation.isChoosing) {
const where = { x: level.enter.x + 50, y: level.enter.y - 60 }
count--
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);
}
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}, ${simulation.getCoords.pos2.y - simulation.getCoords.pos1.y}); //`);
// }
// }
// },
checks() {
if (!(m.cycle % 60)) { //once a second
//energy overfill
if (m.energy > m.maxEnergy) m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) {
if (tech.isFlipFlopOn) {
if (m.immuneCycle < m.cycle) m.energy += 0.2;
} else {
m.energy -= 0.01;
if (m.energy < 0) m.energy = 0
}
}
if (tech.relayIce && tech.isFlipFlopOn) {
for (let j = 0; j < tech.relayIce; j++) {
for (let i = 0, len = 3 + Math.ceil(9 * Math.random()); i < len; i++) b.iceIX(2)
}
}
if (m.pos.y > simulation.fallHeight) { // if 4000px deep
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
Matter.Body.setPosition(player, {
x: level.enter.x + 50,
y: level.enter.y - 20
});
// move bots
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], {
x: 0,
y: 0
});
}
}
m.damage(0.1 * simulation.difficultyMode);
m.energy -= 0.1 * simulation.difficultyMode
}
if (isNaN(player.position.x)) m.death();
// if (tech.isEnergyDamage) {
// document.getElementById("tech-capacitor").innerHTML = `(+${(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(0.01 * m.maxHealth)
}
if (!(m.cycle % 420)) { //once every 7 seconds
if (tech.isZeno) {
m.health *= 0.93 //remove 7%
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)
if (e.which === 2) {
if (level.isProcedural) {
simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y}, 0);`);
} else {
simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);`);
}
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
if (e.which === 1) { //add map
if (level.isProcedural) {
simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});`);
} else {
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});`);
}
//see map in world
spawn.mapRect(x, y, dx, dy);
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
Composite.add(engine.world, map[len]); //add to world
simulation.draw.setPaths() //update map graphics
} else if (e.which === 3) { //add body
if (level.isProcedural) {
simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});`);
} else {
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`);
}
//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
}
});
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);
// }
// },
};