Files
n-gon-improved/js/engine.js
landgreen 9567a23cf5 MIRV
tech: MIRV - now effects grenades and super balls in addition to missiles
  no change for super balls and missiles, but this is a new tech for grenades

undetonated mines are returned at the end of a level
  removed tech: mine reclamation
  mine gun has 30% less ammo
  laser mines do 7% less damage
  booby trap now comes with 53 JUNK (up from 33) but it's mines can be returned for ammo

removed ctx.clip() from metamaterial cloaking field for performance reasons
  the graphics look a bit different now, maybe not as good, maybe it's just different

iceIX bullets last 50% less time, but do 50% more damage and have 25% more thrust
  so it's more of a close range bullet
  ice-shot has 2 fewer bullets
2021-08-22 20:35:27 -07:00

244 lines
12 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 > 130) {
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 + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.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.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) &&
// (obj === player) &&
!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
) {
mob[k].foundPlayer();
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 (tech.isRewindAvoidDeath && m.energy > 0.66) { //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'
if (!tech.isFlipFlopHarm) m.damage(dmg);
} 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'
m.damage(dmg);
}
} else {
m.damage(dmg); //normal damage
}
if (tech.isCollisionRealitySwitch) {
m.switchWorlds()
simulation.trails()
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
}
if (tech.isPiezo) m.energy += 20.48;
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit(k);
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.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) {
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
if (m.immuneCycle === m.cycle + tech.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: dmg * 2000,
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: dmg * 500,
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 = b.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)
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
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(2 * dmg + 1.1) * 40,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
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) {
let dmg = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2.5 : 1) * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 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) 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)
}
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
return;
}
}
}
}
}
}
}
}
//determine if player is on the ground
Events.on(engine, "collisionStart", function(event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
if (m.alive) collisionChecks(event);
});
Events.on(engine, "collisionActive", function(event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
});
Events.on(engine, "collisionEnd", function(event) {
playerOffGroundCheck(event);
});