tech: elasticity - skin, does "crouch landings" a tiny bit more jump and move faster, +15% defense (replaces squirrel cage rotor) tech: diaphragm - skin, defense cycles between -33% and +100% requires aperture tungsten carbide 150->200 maximum health but now does "crouch landings" a more Zectron damage 80->100% and it does a bit less harm to player flip-flop, relay switch are no longer skins pause brings up the most recent in game console message in game console no longer fades out it just instantly goes on and off bug fixes
350 lines
19 KiB
JavaScript
350 lines
19 KiB
JavaScript
//matter.js ***********************************************************
|
|
// module aliases
|
|
const Engine = Matter.Engine,
|
|
Events = Matter.Events,
|
|
Composites = Matter.Composites,
|
|
Composite = Matter.Composite,
|
|
Constraint = Matter.Constraint,
|
|
Vertices = Matter.Vertices,
|
|
Query = Matter.Query,
|
|
Body = Matter.Body,
|
|
Bodies = Matter.Bodies,
|
|
Vector = Matter.Vector;
|
|
|
|
// create an engine
|
|
const engine = Engine.create();
|
|
engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
|
|
// engine.velocityIterations = 100
|
|
// engine.positionIterations = 100
|
|
// engine.enableSleeping = true
|
|
|
|
// matter events
|
|
function playerOnGroundCheck(event) {
|
|
//runs on collisions events
|
|
function enter() {
|
|
m.numTouching++;
|
|
if (!m.onGround) {
|
|
m.onGround = true;
|
|
if (m.crouch) {
|
|
if (m.checkHeadClear()) {
|
|
m.undoCrouch();
|
|
} else {
|
|
m.yOffGoal = m.yOffWhen.crouch;
|
|
}
|
|
} else {
|
|
//sets a hard land where player stays in a crouch for a bit and can't jump
|
|
//crouch is forced in groundControl below
|
|
const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
|
|
if (momentum > tech.hardLanding) {
|
|
m.doCrouch();
|
|
m.yOff = m.yOffWhen.jump;
|
|
m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
|
|
//falling damage
|
|
if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
|
|
m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
|
|
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
|
}
|
|
} else {
|
|
m.yOffGoal = m.yOffWhen.stand;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const pairs = event.pairs;
|
|
for (let i = 0, j = pairs.length; i != j; ++i) {
|
|
let pair = pairs[i];
|
|
if (pair.bodyA === jumpSensor) {
|
|
m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
|
|
if (m.standingOn.alive !== true) enter();
|
|
} else if (pair.bodyB === jumpSensor) {
|
|
m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
|
|
if (m.standingOn.alive !== true) enter();
|
|
}
|
|
}
|
|
m.numTouching = 0;
|
|
}
|
|
|
|
function playerOffGroundCheck(event) {
|
|
//runs on collisions events
|
|
const pairs = event.pairs;
|
|
for (let i = 0, j = pairs.length; i != j; ++i) {
|
|
if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
|
|
if (m.onGround && m.numTouching === 0) {
|
|
m.onGround = false;
|
|
m.lastOnGroundCycle = m.cycle;
|
|
m.hardLandCD = 0 // disable hard landing
|
|
if (m.checkHeadClear()) {
|
|
if (m.crouch) {
|
|
m.undoCrouch();
|
|
}
|
|
m.yOffGoal = m.yOffWhen.jump;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function collisionChecks(event) {
|
|
const pairs = event.pairs;
|
|
for (let i = 0, j = pairs.length; i != j; i++) {
|
|
//mob + (player,bullet,body) collisions
|
|
for (let k = 0; k < mob.length; k++) {
|
|
if (mob[k].alive) {
|
|
if (pairs[i].bodyA === mob[k]) {
|
|
collideMob(pairs[i].bodyB);
|
|
break;
|
|
} else if (pairs[i].bodyB === mob[k]) {
|
|
collideMob(pairs[i].bodyA);
|
|
break;
|
|
}
|
|
|
|
function collideMob(obj) {
|
|
//player + mob collision
|
|
if (
|
|
m.immuneCycle < m.cycle &&
|
|
(obj === playerBody || obj === playerHead) &&
|
|
!mob[k].isSlowed && !mob[k].isStunned
|
|
) {
|
|
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
|
|
if (m.isCloak) dmg *= 0.75
|
|
mob[k].foundPlayer();
|
|
if (tech.isRewindAvoidDeath && (m.energy + 0.05) > 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
|
|
m.damage(dmg);
|
|
return
|
|
}
|
|
if (tech.isFlipFlop) {
|
|
if (tech.isFlipFlopOn) {
|
|
tech.isFlipFlopOn = false
|
|
if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
|
|
m.eyeFillColor = 'transparent'
|
|
m.damage(dmg);
|
|
if (tech.isFlipFlopCoupling) {
|
|
m.couplingChange(-5)
|
|
for (let i = 0; i < mob.length; i++) {
|
|
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
|
}
|
|
spawn.WIMP()
|
|
mob[mob.length - 1].isDecoupling = true //so you can find it to remove
|
|
}
|
|
} else {
|
|
tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
|
|
if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
|
|
m.eyeFillColor = m.fieldMeterColor //'#0cf'
|
|
if (!tech.isFlipFlopHarm) m.damage(dmg);
|
|
if (tech.isFlipFlopCoupling) {
|
|
m.couplingChange(5)
|
|
for (let i = 0; i < mob.length; i++) {
|
|
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
|
}
|
|
}
|
|
}
|
|
if (tech.isFlipFlopHealth) {
|
|
m.setMaxHealth();
|
|
for (let i = 0; i < powerUp.length; i++) {
|
|
if (powerUp[i].name === "heal") {
|
|
const oldSize = powerUp[i].size
|
|
powerUp[i].size = powerUps.heal.size() //update current heals
|
|
const scale = powerUp[i].size / oldSize
|
|
Matter.Body.scale(powerUp[i], scale, scale); //grow
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
m.damage(dmg); //normal damage
|
|
}
|
|
|
|
if (tech.isCollisionRealitySwitch && m.alive) {
|
|
m.switchWorlds()
|
|
simulation.trails()
|
|
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
|
|
}
|
|
if (tech.isPiezo) m.energy += 20.48;
|
|
if (tech.isCouplingNoHit && m.coupling > 0) {
|
|
m.couplingChange(-0.5)
|
|
|
|
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
|
|
let where = Vector.add(m.pos, Vector.mult(unit, 17))
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: where.x,
|
|
y: where.y,
|
|
radius: 22,
|
|
color: 'rgba(0, 171, 238, 0.33)',
|
|
time: 8
|
|
});
|
|
where = Vector.add(m.pos, Vector.mult(unit, 60))
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: where.x,
|
|
y: where.y,
|
|
radius: 18,
|
|
color: 'rgba(0, 171, 238, 0.5)',
|
|
time: 16
|
|
});
|
|
where = Vector.add(m.pos, Vector.mult(unit, 100))
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: where.x,
|
|
y: where.y,
|
|
radius: 14,
|
|
color: 'rgba(0, 171, 238, 0.6)',
|
|
time: 24
|
|
});
|
|
where = Vector.add(m.pos, Vector.mult(unit, 135))
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: where.x,
|
|
y: where.y,
|
|
radius: 10,
|
|
color: 'rgba(0, 171, 238, 0.7)',
|
|
time: 32
|
|
});
|
|
// simulation.drawList.push({ //add dmg to draw queue
|
|
// x: m.pos.x,
|
|
// y: m.pos.y,
|
|
// radius: 150,
|
|
// color: 'rgba(0, 171, 238, 0.33)',
|
|
// time: 6
|
|
// });
|
|
// simulation.drawList.push({ //add dmg to draw queue
|
|
// x: m.pos.x,
|
|
// y: m.pos.y,
|
|
// radius: 75,
|
|
// color: 'rgba(0, 171, 238, 0.5)',
|
|
// time: 16
|
|
// });
|
|
// simulation.drawList.push({ //add dmg to draw queue
|
|
// x: m.pos.x,
|
|
// y: m.pos.y,
|
|
// radius: 25,
|
|
// color: 'rgba(0, 171, 238, 0.75)',
|
|
// time: 25
|
|
// });
|
|
}
|
|
if (tech.isStimulatedEmission) powerUps.ejectTech()
|
|
if (mob[k].onHit) mob[k].onHit();
|
|
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
|
//extra kick between player and mob //this section would be better with forces but they don't work...
|
|
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x + 8 * Math.cos(angle),
|
|
y: player.velocity.y + 8 * Math.sin(angle)
|
|
});
|
|
Matter.Body.setVelocity(mob[k], {
|
|
x: mob[k].velocity.x - 8 * Math.cos(angle),
|
|
y: mob[k].velocity.y - 8 * Math.sin(angle)
|
|
});
|
|
|
|
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy && mob[k].damageReduction > 0) {
|
|
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
|
|
if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
|
|
mob[k].death();
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.sqrt(dmg) * 500,
|
|
color: "rgba(255,0,255,0.2)",
|
|
time: simulation.drawTime
|
|
});
|
|
} else {
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.sqrt(dmg) * 200,
|
|
color: simulation.mobDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
}
|
|
// return;
|
|
// }
|
|
} else {
|
|
//mob + bullet collisions
|
|
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
|
|
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
|
|
let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
|
|
if (tech.isCrit && mob[k].isStunned) dmg *= 4
|
|
// console.log(dmg) //remove this
|
|
mob[k].damage(dmg);
|
|
if (mob[k].alive) mob[k].foundPlayer();
|
|
if (mob[k].damageReduction) {
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
|
|
color: simulation.playerDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
}
|
|
if (tech.isLessDamageReduction && !mob[k].shield) mob[k].damageReduction *= mob[k].isBoss ? (mob[k].isFinalBoss ? 1.0005 : 1.0025) : 1.05
|
|
return;
|
|
}
|
|
//mob + body collisions
|
|
if (obj.classType === "body" && obj.speed > 6) {
|
|
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
|
|
if (v > 9) {
|
|
if (tech.blockDmg) { //electricity
|
|
Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
|
|
if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
|
|
mobs.statusDoT(mob[k], tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
|
|
} else {
|
|
mob[k].damage(tech.blockDmg * m.dmgScale)
|
|
simulation.drawList.push({
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: 28 * mob[k].damageReduction + 3,
|
|
color: "rgba(255,0,255,0.8)",
|
|
time: 4
|
|
});
|
|
}
|
|
}
|
|
|
|
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 + 0.4 * m.coupling : 1);
|
|
if (mob[k].isShielded) dmg *= 0.7
|
|
|
|
mob[k].damage(dmg, true);
|
|
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
|
|
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
|
|
if (Math.random() < 0.4) {
|
|
type = "heal"
|
|
} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
|
|
type = "research"
|
|
}
|
|
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
|
|
}
|
|
|
|
const stunTime = dmg / Math.sqrt(obj.mass)
|
|
if (stunTime > 0.5 && mob[k].memory !== Infinity) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
|
|
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
|
|
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
|
|
obj.hasFragmented = true;
|
|
b.targetedNail(obj.position, tech.fragments * 4)
|
|
}
|
|
if (mob[k].damageReduction) {
|
|
simulation.drawList.push({
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
|
|
color: simulation.playerDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//determine if player is on the ground
|
|
Events.on(engine, "collisionStart", function(event) {
|
|
playerOnGroundCheck(event);
|
|
// playerHeadCheck(event);
|
|
collisionChecks(event);
|
|
});
|
|
Events.on(engine, "collisionActive", function(event) {
|
|
playerOnGroundCheck(event);
|
|
// playerHeadCheck(event);
|
|
});
|
|
Events.on(engine, "collisionEnd", function(event) {
|
|
playerOffGroundCheck(event);
|
|
}); |