wave gun rework and mod added tether to aerie level mod infinite mini gun ammo immortaltity mod buffs springer mob more springy
391 lines
16 KiB
JavaScript
391 lines
16 KiB
JavaScript
"use strict";
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//collision groups
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// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield
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const cat = {
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player: 0x1,
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map: 0x10,
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body: 0x100,
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bullet: 0x1000,
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powerUp: 0x10000,
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mob: 0x100000,
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mobBullet: 0x1000000,
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mobShield: 0x10000000,
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}
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//build build grid display
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const build = {
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pauseGrid() {
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// let text = `<div class="pause-grid-module" style="border:0px;background:none;"></div>`
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let text = `
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<div class="pause-grid-module">
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<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> press P to resume
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</div>`;
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// <div class="pause-grid-module" style="display: flex; justify-content: space-between;padding-bottom:20px;">
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// <span>${game.SVGleftMouse} fire gun</span>
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// <span>${game.SVGrightMouse} use field</span>
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// </div>
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let countGuns = 0
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let countMods = 0
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for (let i = 0, len = b.guns.length; i < len; i++) {
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if (b.guns[i].have) {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
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countGuns++
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}
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}
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let el = document.getElementById("pause-grid-left")
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el.style.display = "grid"
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el.innerHTML = text
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text = "";
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[mech.fieldMode].name}</div> ${mech.fieldUpgrades[mech.fieldMode].description}</div>`
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for (let i = 0, len = b.mods.length; i < len; i++) {
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if (b.mods[i].count > 0) {
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if (b.mods[i].count === 1) {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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} else {
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text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name} (${b.mods[i].count}x)</div> ${b.mods[i].description}</div>`
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}
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countMods++
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}
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}
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el = document.getElementById("pause-grid-right")
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el.style.display = "grid"
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el.innerHTML = text
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if (countMods > 5 || countGuns > 6) {
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document.body.style.overflowY = "scroll";
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document.body.style.overflowX = "hidden";
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}
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},
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unPauseGrid() {
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document.body.style.overflow = "hidden"
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document.getElementById("pause-grid-left").style.display = "none"
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document.getElementById("pause-grid-right").style.display = "none"
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},
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isCustomSelection: false,
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choosePowerUp(who, index, type) {
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if (type === "gun") {
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let isDeselect = false
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for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
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if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun
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isDeselect = true
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who.classList.remove("build-gun-selected");
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//remove gun
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b.inventory.splice(i, 1)
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b.guns[index].count = 0;
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b.guns[index].have = false;
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if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
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game.makeGunHUD();
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break
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}
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}
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if (!isDeselect) { //add gun
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who.classList.add("build-gun-selected");
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b.giveGuns(index)
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}
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} else if (type === "field") {
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if (mech.fieldMode !== index) {
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document.getElementById("field-" + mech.fieldMode).classList.remove("build-field-selected");
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mech.setField(index)
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who.classList.add("build-field-selected");
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}
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} else if (type === "mod") { //remove mod if you have too many
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if (b.mods[index].count < b.mods[index].maxCount) {
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if (!who.classList.contains("build-mod-selected")) who.classList.add("build-mod-selected");
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b.giveMod(index)
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// if (b.mods[index].count > 1) who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name} (${b.mods[index].count}x)</div> ${b.mods[index].description}`
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} else {
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b.removeMod(index);
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// who.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[index].name}</div> ${b.mods[index].description}`
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who.classList.remove("build-mod-selected");
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}
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}
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//update mod text //disable not allowed mods
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for (let i = 0, len = b.mods.length; i < len; i++) {
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const modID = document.getElementById("mod-" + i)
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if (b.mods[i].allowed()) {
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if (b.mods[i].count > 1) {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name} (${b.mods[i].count}x)</div>${b.mods[i].description}</div>`
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} else {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div>${b.mods[i].description}</div>`
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}
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if (modID.classList.contains("build-grid-disabled")) {
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modID.classList.remove("build-grid-disabled");
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modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
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}
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} else {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid grey"></div> ${b.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${b.mods[i].requires}</span></div>`
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if (!modID.classList.contains("build-grid-disabled")) {
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modID.classList.add("build-grid-disabled");
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modID.onclick = null
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}
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if (b.mods[i].count > 0) {
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b.removeMod(i)
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}
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if (modID.classList.contains("build-mod-selected")) {
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modID.classList.remove("build-mod-selected");
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}
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}
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}
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},
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populateGrid() {
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let text = `
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<div style="display: flex; justify-content: space-around; align-items: center;">
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<svg class="SVG-button" onclick="build.startBuildRun()" width="115" height="51">
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<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
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<text x="18" y="38">start</text>
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</g>
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</svg>
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<svg class="SVG-button" onclick="build.reset()" width="70" height="35">
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<g stroke='none' fill='#333' stroke-width="2" font-size="22px" font-family="Ariel, sans-serif">
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<text x="10" y="24">reset</text>
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</g>
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</svg>
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</div>
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<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 220%;background-color:#c4ccd8;">
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<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
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<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
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<select name="difficulty-select" id="difficulty-select-custom">
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<option value="0">easy</option>
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<option value="1" selected>normal</option>
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<option value="2">hard</option>
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<option value="4">why...</option>
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</select>
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</div>`
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for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) {
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text += `<div id ="field-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[i].name}</div> ${mech.fieldUpgrades[i].description}</div>`
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}
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for (let i = 0, len = b.guns.length; i < len; i++) {
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text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
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}
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for (let i = 0, len = b.mods.length; i < len; i++) {
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if (!b.mods[i].allowed()) { // || b.mods[i].name === "+1 cardinality") { //|| b.mods[i].name === "leveraged investment"
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text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid grey"></div> ${b.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${b.mods[i].requires}</span></div>`
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} else if (b.mods[i].count > 1) {
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text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name} (${b.mods[i].count}x)</div> ${b.mods[i].description}</div>`
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} else {
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text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
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}
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}
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document.getElementById("build-grid").innerHTML = text
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document.getElementById("difficulty-select-custom").value = document.getElementById("difficulty-select").value
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document.getElementById("difficulty-select-custom").addEventListener("input", () => {
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game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
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localSettings.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
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document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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},
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reset() {
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mech.setField(0)
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b.inventory = []; //removes guns and ammo
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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b.guns[i].count = 0;
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b.guns[i].have = false;
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if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
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}
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b.activeGun = null;
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game.makeGunHUD();
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b.setupAllMods();
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build.isCustomSelection = true;
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build.populateGrid();
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document.getElementById("field-0").classList.add("build-field-selected");
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document.getElementById("build-grid").style.display = "grid"
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},
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startBuildRun() {
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build.isCustomSelection = false;
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spawn.setSpawnList(); //gives random mobs, not starter mobs
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spawn.setSpawnList();
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if (b.inventory.length > 0) {
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b.activeGun = b.inventory[0] //set first gun to active gun
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game.makeGunHUD();
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}
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//remove any bullets that might have spawned from mods
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for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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bullet = [];
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const increase = Math.min(99, Number(document.getElementById("starting-level").value) * game.difficultyMode)
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level.levelsCleared += increase;
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level.difficultyIncrease(increase) //increase difficulty based on modes
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document.body.style.cursor = "none";
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document.body.style.overflow = "hidden"
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document.getElementById("build-grid").style.display = "none"
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game.paused = false;
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requestAnimationFrame(cycle);
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}
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}
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document.getElementById("build-button").addEventListener("click", () => { //setup build run
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document.getElementById("build-button").style.display = "none";
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const el = document.getElementById("build-grid")
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el.style.display = "grid"
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document.body.style.overflowY = "scroll";
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document.body.style.overflowX = "hidden";
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document.getElementById("info").style.display = 'none'
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level.isBuildRun = true;
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game.startGame(); //starts game, but pauses it
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game.paused = true;
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build.reset();
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});
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// local storage
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let localSettings = JSON.parse(localStorage.getItem("localSettings"));
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// console.log(localSettings)
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if (localSettings) {
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game.isBodyDamage = localSettings.isBodyDamage
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document.getElementById("body-damage").checked = localSettings.isBodyDamage
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game.difficultyMode = localSettings.difficultyMode
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document.getElementById("difficulty-select").value = localSettings.difficultyMode
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if (localSettings.fpsCapDefault === 'max') {
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game.fpsCapDefault = 999999999;
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} else {
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game.fpsCapDefault = Number(localSettings.fpsCapDefault)
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}
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document.getElementById("fps-select").value = localSettings.fpsCapDefault
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} else {
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localSettings = {
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isBodyDamage: true,
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difficultyMode: '1',
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fpsCapDefault: '72',
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};
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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document.getElementById("body-damage").checked = localSettings.isBodyDamage
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document.getElementById("difficulty-select").value = localSettings.difficultyMode
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document.getElementById("fps-select").value = localSettings.fpsCapDefault
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}
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//set up canvas
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var canvas = document.getElementById("canvas");
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//using "const" causes problems in safari when an ID shares the same name.
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const ctx = canvas.getContext("2d");
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document.body.style.backgroundColor = "#fff";
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//disable pop up menu on right click
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document.oncontextmenu = function () {
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return false;
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}
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function setupCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
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canvas.height2 = canvas.height / 2;
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canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
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ctx.font = "15px Arial";
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ctx.lineJoin = "round";
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ctx.lineCap = "round";
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// ctx.lineCap='square';
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game.setZoom();
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}
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setupCanvas();
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window.onresize = () => {
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setupCanvas();
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};
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//mouse move input
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document.body.addEventListener("mousemove", (e) => {
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game.mouse.x = e.clientX;
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game.mouse.y = e.clientY;
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});
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document.body.addEventListener("mouseup", (e) => {
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// game.buildingUp(e); //uncomment when building levels
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// game.mouseDown = false;
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// console.log(e)
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if (e.which === 3) {
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game.mouseDownRight = false;
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} else {
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game.mouseDown = false;
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}
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});
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document.body.addEventListener("mousedown", (e) => {
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if (e.which === 3) {
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game.mouseDownRight = true;
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} else {
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game.mouseDown = true;
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}
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});
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//keyboard input
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const keys = [];
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document.body.addEventListener("keydown", (e) => {
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keys[e.keyCode] = true;
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if (mech.alive) game.keyPress();
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});
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document.body.addEventListener("keyup", (e) => {
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keys[e.keyCode] = false;
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});
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document.body.addEventListener("wheel", (e) => {
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if (!game.paused) {
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if (e.deltaY > 0) {
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game.nextGun();
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} else {
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game.previousGun();
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}
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}
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}, {
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passive: true
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});
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document.getElementById("fps-select").addEventListener("input", () => {
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let value = document.getElementById("fps-select").value
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if (value === 'max') {
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game.fpsCapDefault = 999999999;
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} else {
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game.fpsCapDefault = Number(value)
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}
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localSettings.fpsCapDefault = value
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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document.getElementById("body-damage").addEventListener("input", () => {
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game.isBodyDamage = document.getElementById("body-damage").checked
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localSettings.isBodyDamage = game.isBodyDamage
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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// difficulty-select-custom event listener is set in build.makeGrid
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document.getElementById("difficulty-select").addEventListener("input", () => {
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game.difficultyMode = Number(document.getElementById("difficulty-select").value)
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localSettings.difficultyMode = game.difficultyMode
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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//main loop ************************************************************
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//**********************************************************************
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game.loop = game.normalLoop;
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function cycle() {
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if (!game.paused) requestAnimationFrame(cycle);
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const now = Date.now();
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const elapsed = now - game.then; // calc elapsed time since last loop
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if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
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game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
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game.cycle++; //tracks game cycles
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mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
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if (game.clearNow) {
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game.clearNow = false;
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game.clearMap();
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level.start();
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}
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game.loop();
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// for (let i = 0, len = loop.length; i < len; i++) {
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// loop[i]()
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// }
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}
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} |