acute stress mod removes 1/3 (was 1/2) of your energy zoom works with i and o now cell boss has double the chance to spilt on damage. After it splits, each daughter cell has the mother's reduced health new gun neutron bomb, persistent AoE damage (might still have issues sticking to objects properly) new mob neutron bomb stuns mobs
1068 lines
42 KiB
JavaScript
1068 lines
42 KiB
JavaScript
//create array of mobs
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let mob = [];
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//method to populate the array above
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const mobs = {
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loop() {
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let i = mob.length;
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while (i--) {
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if (mob[i].alive) {
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mob[i].do();
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} else {
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mob[i].replace(i); //removing mob and replace with body, this is done here to avoid an array index bug with drawing I think
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}
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}
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},
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draw() {
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ctx.lineWidth = 2;
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let i = mob.length;
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while (i--) {
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ctx.beginPath();
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const vertices = mob[i].vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1, len = vertices.length; j < len; ++j) {
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ctx.lineTo(vertices[j].x, vertices[j].y);
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}
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.fillStyle = mob[i].fill;
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ctx.strokeStyle = mob[i].stroke;
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ctx.fill();
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ctx.stroke();
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}
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},
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healthBar() {
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].seePlayer.recall && mob[i].showHealthBar) {
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const h = mob[i].radius * 0.3;
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const w = mob[i].radius * 2;
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const x = mob[i].position.x - w / 2;
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const y = mob[i].position.y - w * 0.7;
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ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
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ctx.fillRect(x, y, w, h);
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ctx.fillStyle = "rgba(255,0,0,0.7)";
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ctx.fillRect(x, y, w * mob[i].health, h);
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}
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}
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},
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statusSlow(who, cycles = 60) {
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if (!who.shield && !who.isShielded) {
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//remove other "slow" effects on this mob
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let i = who.status.length
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while (i--) {
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if (who.status[i].type === "slow") who.status.splice(i, 1);
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}
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who.status.push({
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effect() {
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Matter.Body.setVelocity(who, {
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x: 0,
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y: 0
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});
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Matter.Body.setAngularVelocity(who, 0);
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ctx.beginPath();
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ctx.moveTo(who.vertices[0].x, who.vertices[0].y);
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for (let j = 1, len = who.vertices.length; j < len; ++j) {
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ctx.lineTo(who.vertices[j].x, who.vertices[j].y);
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}
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ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
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ctx.strokeStyle = "rgba(0,100,255,0.8)";
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ctx.lineWidth = 15;
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ctx.stroke();
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ctx.fillStyle = who.fill
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ctx.fill();
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},
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type: "slow",
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endCycle: game.cycle + cycles,
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})
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}
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},
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statusStun(who, cycles = 180) {
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if (!who.shield && !who.isShielded) {
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Matter.Body.setVelocity(who, {
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x: who.velocity.x * 0.5,
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y: who.velocity.y * 0.5
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});
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Matter.Body.setAngularVelocity(who, who.angularVelocity * 0.5);
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//remove other "stun" effects on this mob
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let i = who.status.length
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while (i--) {
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if (who.status[i].type === "stun") who.status.splice(i, 1);
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}
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who.status.push({
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effect() {
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who.seePlayer.yes = false;
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who.seePlayer.recall = 0;
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who.seePlayer.position = {
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x: who.position.x + 100 * (Math.random() - 0.5),
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y: who.position.y + 100 * (Math.random() - 0.5)
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}
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if (who.velocity.y < 2) who.force.y += who.mass * 0.0005 //extra gravity
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ctx.beginPath();
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ctx.moveTo(who.vertices[0].x, who.vertices[0].y);
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for (let j = 1, len = who.vertices.length; j < len; ++j) {
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ctx.lineTo(who.vertices[j].x, who.vertices[j].y);
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}
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ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
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ctx.stroke();
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ctx.fillStyle = `rgba(${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},0.5)`
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// ctx.fillStyle = `rgba(255,255,255,${Math.random()})`
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ctx.fill();
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},
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type: "stun",
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endCycle: game.cycle + cycles,
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})
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}
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},
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statusDoT(who, tickDamage, cycles = 180) {
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if (!who.isShielded) {
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who.status.push({
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effect() {
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if ((game.cycle - this.startCycle) % 30 === 0) {
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let dmg = b.dmgScale * tickDamage
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who.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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x: who.position.x + (Math.random() - 0.5) * who.radius * 0.5,
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y: who.position.y + (Math.random() - 0.5) * who.radius * 0.5,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: "rgba(0,80,80,0.9)",
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time: game.drawTime
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});
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}
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if (true) {
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//check for nearby mobs
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}
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},
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// type: "DoT",
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endCycle: game.cycle + cycles,
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startCycle: game.cycle
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})
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}
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},
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// statusBurn(who, tickDamage, cycles = 90 + Math.floor(90 * Math.random())) {
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// if (!who.isShielded) {
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// //remove other "burn" effects on this mob
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// let i = who.status.length
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// while (i--) {
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// if (who.status[i].type === "burn") who.status.splice(i, 1);
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// }
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// who.status.push({
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// effect() {
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// if ((game.cycle - this.startCycle) % 15 === 0) {
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// let dmg = b.dmgScale * tickDamage * 0.5 * (1 + Math.random())
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// who.damage(dmg);
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// game.drawList.push({ //add dmg to draw queue
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// x: who.position.x,
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// y: who.position.y,
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// radius: Math.log(2 * dmg + 1.1) * 40,
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// color: `rgba(255,${Math.floor(200*Math.random())},0,0.9)`,
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// time: game.drawTime
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// });
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// }
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// },
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// type: "burn",
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// endCycle: game.cycle + cycles,
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// startCycle: game.cycle
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// })
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// }
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// },
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//**********************************************************************************************
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//**********************************************************************************************
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spawn(xPos, yPos, sides, radius, color) {
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let i = mob.length;
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mob[i] = Matter.Bodies.polygon(xPos, yPos, sides, radius, {
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//inertia: Infinity, //prevents rotation
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mob: true,
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density: 0.001,
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//friction: 0,
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frictionAir: 0.005,
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//frictionStatic: 0,
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restitution: 0.5,
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collisionFilter: {
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group: 0,
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category: cat.mob,
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mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob
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},
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onHit: undefined,
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alive: true,
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index: i,
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health: 1,
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showHealthBar: true,
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accelMag: 0.001,
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cd: 0, //game cycle when cooldown will be over
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delay: 60, //static: time between cooldowns
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fill: color,
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stroke: "#000",
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seePlayer: {
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yes: false,
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recall: 0,
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position: {
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x: xPos,
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y: yPos
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}
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},
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radius: radius,
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spawnPos: {
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x: xPos,
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y: yPos
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},
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status: [], // [ { effect(), endCycle } ]
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checkStatus() {
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let j = this.status.length;
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while (j--) {
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this.status[j].effect();
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if (this.status[j].endCycle < game.cycle) this.status.splice(j, 1);
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}
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},
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seeAtDistance2: 4000000, //sqrt(4000000) = 2000 = max seeing range
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distanceToPlayer() {
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const dx = this.position.x - player.position.x;
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const dy = this.position.y - player.position.y;
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return Math.sqrt(dx * dx + dy * dy);
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},
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distanceToPlayer2() {
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const dx = this.position.x - player.position.x;
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const dy = this.position.y - player.position.y;
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return dx * dx + dy * dy;
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},
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gravity() {
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this.force.y += this.mass * this.g;
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},
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seePlayerFreq: Math.round((30 + 30 * Math.random()) * game.lookFreqScale), //how often NPC checks to see where player is, lower numbers have better vision
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foundPlayer() {
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this.locatePlayer();
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if (!this.seePlayer.yes) {
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this.alertNearByMobs();
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this.seePlayer.yes = true;
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}
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},
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lostPlayer() {
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this.seePlayer.yes = false;
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this.seePlayer.recall -= this.seePlayerFreq;
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if (this.seePlayer.recall < 0) this.seePlayer.recall = 0;
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},
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memory: 120, //default time to remember player's location
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locatePlayer() { // updates mob's memory of player location
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
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this.seePlayer.position.x = player.position.x;
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this.seePlayer.position.y = player.position.y
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},
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// locatePlayerByDist() {
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// if (this.distanceToPlayer2() < this.locateRange) {
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// this.locatePlayer();
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// }
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// },
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seePlayerCheck() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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seePlayerCheckByDistance() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (this.distanceToPlayer2() < this.seeAtDistance2 && !mech.isStealth) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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seePlayerByDistOrLOS() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0)) &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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seePlayerByDistAndLOS() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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},
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isLookingAtPlayer(threshold) {
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const diff = Vector.normalise(Vector.sub(player.position, this.position));
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//make a vector for the mob's direction of length 1
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const dir = {
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x: Math.cos(this.angle),
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y: Math.sin(this.angle)
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};
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//the dot product of diff and dir will return how much over lap between the vectors
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const dot = Vector.dot(dir, diff);
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// console.log(Math.cos(dot)*180/Math.PI)
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if (dot > threshold) {
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return true;
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} else {
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return false;
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}
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},
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lookRange: 0.2 + Math.random() * 0.2,
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lookTorque: 0.0000004 * (Math.random() > 0.5 ? -1 : 1),
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seePlayerByLookingAt() {
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if (!(game.cycle % this.seePlayerFreq) && (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange))) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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}
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}
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//if you don't recall player location rotate and draw to show where you are looking
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if (!this.seePlayer.recall) {
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this.torque = this.lookTorque * this.inertia;
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//draw
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const range = Math.PI * this.lookRange;
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range);
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ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true);
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ctx.fillStyle = "rgba(0,0,0,0.07)";
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ctx.fill();
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}
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},
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mechPosRange() {
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return {
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x: player.position.x, // + (Math.random() - 0.5) * 50,
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y: player.position.y + (Math.random() - 0.5) * 110
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};
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},
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// hacked() { //set this.hackedTarget variable before running this method
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// //find a new target
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// if (!(game.cycle % this.seePlayerFreq)) {
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// this.hackedTarget = null
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// for (let i = 0, len = mob.length; i < len; i++) {
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// if (mob[i] !== this) {
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// // const DIST = Vector.magnitude(Vector.sub(this.position, mob[j]));
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// if (Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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// Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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// this.hackedTarget = mob[i]
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// }
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// }
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// }
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// }
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// //acceleration towards targets
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// if (this.hackedTarget) {
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// this.force = Vector.mult(Vector.normalise(Vector.sub(this.hackedTarget.position, this.position)), this.mass * 0.0015)
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// }
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// },
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laserBeam() {
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if (game.cycle % 7 && this.seePlayer.yes) {
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
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if (mech.collisionImmuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
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if (mech.energy > 0.1) mech.energy -= 0.003
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(mech.pos.x, mech.pos.y);
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ctx.lineTo(mech.pos.x + (Math.random() - 0.5) * 3000, mech.pos.y + (Math.random() - 0.5) * 3000);
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ctx.lineWidth = 2;
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ctx.strokeStyle = "rgb(255,0,170)";
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ctx.stroke();
|
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|
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(255,0,170,0.15)";
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ctx.fill();
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|
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}
|
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ctx.beginPath();
|
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ctx.arc(this.position.x, this.position.y, this.laserRange * 0.9, 0, 2 * Math.PI);
|
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ctx.strokeStyle = "rgba(255,0,170,0.5)";
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ctx.lineWidth = 1;
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ctx.stroke();
|
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ctx.setLineDash([]);
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ctx.fillStyle = "rgba(255,0,170,0.03)";
|
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ctx.fill();
|
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}
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},
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laser() {
|
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const vertexCollision = function (v1, v1End, domain) {
|
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for (let i = 0; i < domain.length; ++i) {
|
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let vertices = domain[i].vertices;
|
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const len = vertices.length - 1;
|
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for (let j = 0; j < len; j++) {
|
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
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if (results.onLine1 && results.onLine2) {
|
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const dx = v1.x - results.x;
|
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const dy = v1.y - results.y;
|
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const dist2 = dx * dx + dy * dy;
|
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
|
best = {
|
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x: results.x,
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y: results.y,
|
|
dist2: dist2,
|
|
who: domain[i],
|
|
v1: vertices[j],
|
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v2: vertices[j + 1]
|
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};
|
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}
|
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}
|
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}
|
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
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if (results.onLine1 && results.onLine2) {
|
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const dx = v1.x - results.x;
|
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const dy = v1.y - results.y;
|
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const dist2 = dx * dx + dy * dy;
|
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if (dist2 < best.dist2) {
|
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best = {
|
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x: results.x,
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y: results.y,
|
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dist2: dist2,
|
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who: domain[i],
|
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v1: vertices[0],
|
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v2: vertices[len]
|
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};
|
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}
|
|
}
|
|
}
|
|
};
|
|
if (this.seePlayer.recall) {
|
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this.torque = this.lookTorque * this.inertia * 2;
|
|
|
|
const seeRange = 2500;
|
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best = {
|
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x: null,
|
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y: null,
|
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dist2: Infinity,
|
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who: null,
|
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v1: null,
|
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v2: null
|
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};
|
|
const look = {
|
|
x: this.position.x + seeRange * Math.cos(this.angle),
|
|
y: this.position.y + seeRange * Math.sin(this.angle)
|
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};
|
|
vertexCollision(this.position, look, map);
|
|
vertexCollision(this.position, look, body);
|
|
if (!mech.isStealth) vertexCollision(this.position, look, [player]);
|
|
// hitting player
|
|
if (best.who === player) {
|
|
if (mech.collisionImmuneCycle < mech.cycle) dmg = 0.0012 * game.dmgScale;
|
|
mech.damage(dmg);
|
|
//draw damage
|
|
ctx.fillStyle = "#f00";
|
|
ctx.beginPath();
|
|
ctx.arc(best.x, best.y, dmg * 2000, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
}
|
|
//draw beam
|
|
if (best.dist2 === Infinity) {
|
|
best = look;
|
|
}
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
ctx.lineTo(best.x, best.y);
|
|
ctx.strokeStyle = "#f00"; // Purple path
|
|
ctx.lineWidth = 1;
|
|
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
|
|
ctx.stroke(); // Draw it
|
|
ctx.setLineDash([0, 0]);
|
|
}
|
|
},
|
|
searchSpring() {
|
|
//draw the two dots on the end of the springs
|
|
ctx.beginPath();
|
|
ctx.arc(this.cons.pointA.x, this.cons.pointA.y, 6, 0, 2 * Math.PI);
|
|
ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "#222";
|
|
ctx.fill();
|
|
|
|
if (!(game.cycle % this.seePlayerFreq)) {
|
|
if (
|
|
(this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange)) &&
|
|
this.distanceToPlayer2() < this.seeAtDistance2 &&
|
|
Matter.Query.ray(map, this.position, player.position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, player.position).length === 0 &&
|
|
!mech.isStealth
|
|
) {
|
|
this.foundPlayer();
|
|
} else if (this.seePlayer.recall) {
|
|
this.lostPlayer();
|
|
}
|
|
}
|
|
},
|
|
springAttack() {
|
|
// set new values of the ends of the spring constraints
|
|
if (this.seePlayer.recall) {
|
|
if (!(game.cycle % (this.seePlayerFreq * 2))) {
|
|
this.springTarget.x = this.seePlayer.position.x;
|
|
this.springTarget.y = this.seePlayer.position.y;
|
|
this.cons.length = -200;
|
|
this.cons2.length = 100 + 1.5 * this.radius;
|
|
} else {
|
|
this.springTarget2.x = this.seePlayer.position.x;
|
|
this.springTarget2.y = this.seePlayer.position.y;
|
|
this.cons.length = 100 + 1.5 * this.radius;
|
|
this.cons2.length = -200;
|
|
}
|
|
} else {
|
|
this.torque = this.lookTorque * this.inertia;
|
|
//draw looking around arcs
|
|
const range = Math.PI * this.lookRange;
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, this.radius * 2.5, this.angle - range, this.angle + range);
|
|
ctx.arc(this.position.x, this.position.y, this.radius * 1.4, this.angle + range, this.angle - range, true);
|
|
ctx.fillStyle = "rgba(0,0,0,0.07)";
|
|
ctx.fill();
|
|
//spring to random place on map
|
|
const vertexCollision = function (v1, v1End, domain) {
|
|
for (let i = 0; i < domain.length; ++i) {
|
|
let vertices = domain[i].vertices;
|
|
const len = vertices.length - 1;
|
|
for (let j = 0; j < len; j++) {
|
|
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
|
if (results.onLine1 && results.onLine2) {
|
|
const dx = v1.x - results.x;
|
|
const dy = v1.y - results.y;
|
|
const dist2 = dx * dx + dy * dy;
|
|
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
|
best = {
|
|
x: results.x,
|
|
y: results.y,
|
|
dist2: dist2,
|
|
who: domain[i],
|
|
v1: vertices[j],
|
|
v2: vertices[j + 1]
|
|
};
|
|
}
|
|
}
|
|
}
|
|
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
|
if (results.onLine1 && results.onLine2) {
|
|
const dx = v1.x - results.x;
|
|
const dy = v1.y - results.y;
|
|
const dist2 = dx * dx + dy * dy;
|
|
if (dist2 < best.dist2) {
|
|
best = {
|
|
x: results.x,
|
|
y: results.y,
|
|
dist2: dist2,
|
|
who: domain[i],
|
|
v1: vertices[0],
|
|
v2: vertices[len]
|
|
};
|
|
}
|
|
}
|
|
}
|
|
};
|
|
//move to a random location
|
|
if (!(game.cycle % (this.seePlayerFreq * 5))) {
|
|
best = {
|
|
x: null,
|
|
y: null,
|
|
dist2: Infinity,
|
|
who: null,
|
|
v1: null,
|
|
v2: null
|
|
};
|
|
const seeRange = 3000;
|
|
const look = {
|
|
x: this.position.x + seeRange * Math.cos(this.angle),
|
|
y: this.position.y + seeRange * Math.sin(this.angle)
|
|
};
|
|
vertexCollision(this.position, look, map);
|
|
if (best.dist2 != Infinity) {
|
|
this.springTarget.x = best.x;
|
|
this.springTarget.y = best.y;
|
|
this.cons.length = 100 + 1.5 * this.radius;
|
|
this.cons2.length = 100 + 1.5 * this.radius;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
alertNearByMobs() {
|
|
//this.alertRange2 is set at the very bottom of this mobs, after mob is made
|
|
for (let i = 0; i < mob.length; i++) {
|
|
if (!mob[i].seePlayer.recall && Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < this.alertRange2) {
|
|
mob[i].locatePlayer();
|
|
}
|
|
}
|
|
},
|
|
curl(range = 1000, mag = -10) {
|
|
//cause all mobs, and bodies to rotate in a circle
|
|
applyCurl = function (center, array) {
|
|
for (let i = 0; i < array.length; ++i) {
|
|
const sub = Vector.sub(center, array[i].position)
|
|
const radius2 = Vector.magnitudeSquared(sub);
|
|
|
|
//if too close, like center mob or shield, don't curl // if too far don't curl
|
|
if (radius2 < range * range && radius2 > 10000) {
|
|
const curlVector = Vector.mult(Vector.perp(Vector.normalise(sub)), mag)
|
|
//apply curl force
|
|
Matter.Body.setVelocity(array[i], {
|
|
x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
|
|
y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
|
|
})
|
|
// //draw curl
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(array[i].position.x, array[i].position.y);
|
|
// ctx.lineTo(array[i].position.x + curlVector.x * 10, array[i].position.y + curlVector.y * 10);
|
|
// ctx.lineWidth = 2;
|
|
// ctx.strokeStyle = "#000";
|
|
// ctx.stroke();
|
|
}
|
|
}
|
|
}
|
|
applyCurl(this.position, mob);
|
|
applyCurl(this.position, body);
|
|
applyCurl(this.position, powerUp);
|
|
// applyCurl(this.position, bullet); // too powerful, just stops all bullets need to write a curl function just for bullets
|
|
// applyCurl(this.position, [player]);
|
|
|
|
//draw limit
|
|
// ctx.beginPath();
|
|
// ctx.arc(this.position.x, this.position.y, range, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = "rgba(55,255,255, 0.1)";
|
|
// ctx.fill();
|
|
},
|
|
pullPlayer() {
|
|
if (this.seePlayer.yes && Vector.magnitudeSquared(Vector.sub(this.position, player.position)) < 1000000) {
|
|
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
|
|
player.force.x -= game.accelScale * 0.00113 * player.mass * Math.cos(angle) * (mech.onGround ? 2 : 1);
|
|
player.force.y -= game.accelScale * 0.00084 * player.mass * Math.sin(angle);
|
|
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
ctx.lineTo(mech.pos.x, mech.pos.y);
|
|
ctx.lineWidth = Math.min(60, this.radius * 2);
|
|
ctx.strokeStyle = "rgba(0,0,0,0.5)";
|
|
ctx.stroke();
|
|
ctx.beginPath();
|
|
ctx.arc(mech.pos.x, mech.pos.y, 40, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "rgba(0,0,0,0.3)";
|
|
ctx.fill();
|
|
}
|
|
},
|
|
repelBullets() {
|
|
if (this.seePlayer.yes) {
|
|
ctx.lineWidth = "8";
|
|
ctx.strokeStyle = this.fill;
|
|
ctx.beginPath();
|
|
for (let i = 0, len = bullet.length; i < len; ++i) {
|
|
const dx = bullet[i].position.x - this.position.x;
|
|
const dy = bullet[i].position.y - this.position.y;
|
|
const dist = Math.sqrt(dx * dx + dy * dy);
|
|
if (dist < 500) {
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
ctx.lineTo(bullet[i].position.x, bullet[i].position.y);
|
|
const angle = Math.atan2(dy, dx);
|
|
const mag = (1500 * bullet[i].mass * game.g) / dist;
|
|
bullet[i].force.x += mag * Math.cos(angle);
|
|
bullet[i].force.y += mag * Math.sin(angle);
|
|
}
|
|
}
|
|
ctx.stroke();
|
|
}
|
|
},
|
|
attraction() {
|
|
//accelerate towards the player
|
|
if (this.seePlayer.recall) {
|
|
// && dx * dx + dy * dy < 2000000) {
|
|
const forceMag = this.accelMag * this.mass;
|
|
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
|
|
this.force.x += forceMag * Math.cos(angle);
|
|
this.force.y += forceMag * Math.sin(angle);
|
|
}
|
|
},
|
|
repulsionRange: 500000,
|
|
repulsion() {
|
|
//accelerate towards the player
|
|
if (this.seePlayer.recall && this.distanceToPlayer2() < this.repulsionRange) {
|
|
// && dx * dx + dy * dy < 2000000) {
|
|
const forceMag = this.accelMag * this.mass;
|
|
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
|
|
this.force.x -= 2 * forceMag * Math.cos(angle);
|
|
this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
|
|
}
|
|
},
|
|
hoverOverPlayer() {
|
|
if (this.seePlayer.recall) {
|
|
// vertical positioning
|
|
const rangeY = 250;
|
|
if (this.position.y > this.seePlayer.position.y - this.hoverElevation + rangeY) {
|
|
this.force.y -= this.accelMag * this.mass;
|
|
} else if (this.position.y < this.seePlayer.position.y - this.hoverElevation - rangeY) {
|
|
this.force.y += this.accelMag * this.mass;
|
|
}
|
|
// horizontal positioning
|
|
const rangeX = 150;
|
|
if (this.position.x > this.seePlayer.position.x + this.hoverXOff + rangeX) {
|
|
this.force.x -= this.accelMag * this.mass;
|
|
} else if (this.position.x < this.seePlayer.position.x + this.hoverXOff - rangeX) {
|
|
this.force.x += this.accelMag * this.mass;
|
|
}
|
|
}
|
|
// else {
|
|
// this.gravity();
|
|
// }
|
|
},
|
|
grow() {
|
|
if (!mech.isBodiesAsleep) {
|
|
if (this.seePlayer.recall) {
|
|
if (this.radius < 80) {
|
|
const scale = 1.01;
|
|
Matter.Body.scale(this, scale, scale);
|
|
this.radius *= scale;
|
|
// this.torque = -0.00002 * this.inertia;
|
|
this.fill = `hsl(144, ${this.radius}%, 50%)`;
|
|
}
|
|
} else {
|
|
if (this.radius > 15) {
|
|
const scale = 0.99;
|
|
Matter.Body.scale(this, scale, scale);
|
|
this.radius *= scale;
|
|
this.fill = `hsl(144, ${this.radius}%, 50%)`;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
search() {
|
|
//be sure to declare searchTarget in mob spawn
|
|
//accelerate towards the searchTarget
|
|
if (!this.seePlayer.recall) {
|
|
const newTarget = function (that) {
|
|
if (Math.random() < 0.0005) {
|
|
that.searchTarget = player.position; //chance to target player
|
|
} else {
|
|
//target random body
|
|
that.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position;
|
|
}
|
|
};
|
|
|
|
const sub = Vector.sub(this.searchTarget, this.position);
|
|
if (Vector.magnitude(sub) > this.radius * 2) {
|
|
// ctx.beginPath();
|
|
// ctx.strokeStyle = "#aaa";
|
|
// ctx.moveTo(this.position.x, this.position.y);
|
|
// ctx.lineTo(this.searchTarget.x,this.searchTarget.y);
|
|
// ctx.stroke();
|
|
//accelerate at 0.1 of normal acceleration
|
|
this.force = Vector.mult(Vector.normalise(sub), this.accelMag * this.mass * 0.2);
|
|
} else {
|
|
//after reaching random target switch to new target
|
|
newTarget(this);
|
|
}
|
|
//switch to a new target after a while
|
|
if (!(game.cycle % (this.seePlayerFreq * 15))) {
|
|
newTarget(this);
|
|
}
|
|
}
|
|
},
|
|
blink() {
|
|
//teleport towards player as a way to move
|
|
if (this.seePlayer.recall && !(game.cycle % this.blinkRate)) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
const dist = Vector.sub(this.seePlayer.position, this.position);
|
|
const distMag = Vector.magnitude(dist);
|
|
const unitVector = Vector.normalise(dist);
|
|
const rando = (Math.random() - 0.5) * 50;
|
|
if (distMag < this.blinkLength) {
|
|
Matter.Body.translate(this, Vector.mult(unitVector, distMag + rando));
|
|
} else {
|
|
Matter.Body.translate(this, Vector.mult(unitVector, this.blinkLength + rando));
|
|
}
|
|
ctx.lineTo(this.position.x, this.position.y);
|
|
ctx.lineWidth = radius * 2;
|
|
ctx.strokeStyle = this.stroke; //"rgba(0,0,0,0.5)"; //'#000'
|
|
ctx.stroke();
|
|
}
|
|
},
|
|
drift() {
|
|
//teleport towards player as a way to move
|
|
if (this.seePlayer.recall && !(game.cycle % this.blinkRate)) {
|
|
// && !mech.lookingAtMob(this,0.5)){
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
const dist = Vector.sub(this.seePlayer.position, this.position);
|
|
const distMag = Vector.magnitude(dist);
|
|
const vector = Vector.mult(Vector.normalise(dist), this.blinkLength);
|
|
if (distMag < this.blinkLength) {
|
|
Matter.Body.setPosition(this, this.seePlayer.position);
|
|
Matter.Body.translate(this, {
|
|
x: (Math.random() - 0.5) * 50,
|
|
y: (Math.random() - 0.5) * 50
|
|
});
|
|
} else {
|
|
vector.x += (Math.random() - 0.5) * 200;
|
|
vector.y += (Math.random() - 0.5) * 200;
|
|
Matter.Body.translate(this, vector);
|
|
}
|
|
ctx.lineTo(this.position.x, this.position.y);
|
|
ctx.lineWidth = radius * 2;
|
|
ctx.strokeStyle = this.stroke;
|
|
ctx.stroke();
|
|
}
|
|
},
|
|
bomb() {
|
|
//throw a mob/bullet at player
|
|
if (
|
|
!(game.cycle % this.fireFreq) &&
|
|
Math.abs(this.position.x - this.seePlayer.position.x) < 400 && //above player
|
|
Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && //see player
|
|
Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0
|
|
) {
|
|
spawn.bullet(this.position.x, this.position.y + this.radius * 0.5, 10 + Math.ceil(this.radius / 15), 5);
|
|
//add spin and speed
|
|
Matter.Body.setAngularVelocity(mob[mob.length - 1], (Math.random() - 0.5) * 0.5);
|
|
Matter.Body.setVelocity(mob[mob.length - 1], {
|
|
x: this.velocity.x,
|
|
y: this.velocity.y
|
|
});
|
|
//spin for mob as well
|
|
Matter.Body.setAngularVelocity(this, (Math.random() - 0.5) * 0.25);
|
|
}
|
|
},
|
|
fire() {
|
|
if (!mech.isBodiesAsleep) {
|
|
const setNoseShape = () => {
|
|
const mag = this.radius + this.radius * this.noseLength;
|
|
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
|
|
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
|
|
};
|
|
//throw a mob/bullet at player
|
|
if (this.seePlayer.recall) {
|
|
//set direction to turn to fire
|
|
if (!(game.cycle % this.seePlayerFreq)) {
|
|
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
|
|
this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
|
|
this.fireAngle = Math.atan2(this.fireDir.y, this.fireDir.x);
|
|
}
|
|
//rotate towards fireAngle
|
|
const angle = this.angle + Math.PI / 2;
|
|
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
|
|
const threshold = 0.1;
|
|
if (c > threshold) {
|
|
this.torque += 0.000004 * this.inertia;
|
|
} else if (c < -threshold) {
|
|
this.torque -= 0.000004 * this.inertia;
|
|
} else if (this.noseLength > 1.5) {
|
|
//fire
|
|
spawn.bullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
|
|
const v = 15;
|
|
Matter.Body.setVelocity(mob[mob.length - 1], {
|
|
x: this.velocity.x + this.fireDir.x * v + Math.random(),
|
|
y: this.velocity.y + this.fireDir.y * v + Math.random()
|
|
});
|
|
this.noseLength = 0;
|
|
// recoil
|
|
this.force.x -= 0.005 * this.fireDir.x * this.mass;
|
|
this.force.y -= 0.005 * this.fireDir.y * this.mass;
|
|
}
|
|
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
|
|
setNoseShape();
|
|
} else if (this.noseLength > 0.1) {
|
|
this.noseLength -= this.fireFreq / 2;
|
|
setNoseShape();
|
|
}
|
|
// else if (this.noseLength < -0.1) {
|
|
// this.noseLength += this.fireFreq / 4;
|
|
// setNoseShape();
|
|
// }
|
|
}
|
|
},
|
|
turnToFacePlayer() {
|
|
//turn to face player
|
|
const dx = player.position.x - this.position.x;
|
|
const dy = -player.position.y + this.position.y;
|
|
const dist = this.distanceToPlayer();
|
|
const angle = this.angle + Math.PI / 2;
|
|
c = Math.cos(angle) * dx - Math.sin(angle) * dy;
|
|
// if (c > 0.04) {
|
|
// Matter.Body.rotate(this, 0.01);
|
|
// } else if (c < 0.04) {
|
|
// Matter.Body.rotate(this, -0.01);
|
|
// }
|
|
if (c > 0.04 * dist) {
|
|
this.torque += 0.002 * this.mass;
|
|
} else if (c < 0.04) {
|
|
this.torque -= 0.002 * this.mass;
|
|
}
|
|
},
|
|
facePlayer() {
|
|
const unitVector = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
|
|
const angle = Math.atan2(unitVector.y, unitVector.x);
|
|
Matter.Body.setAngle(this, angle - Math.PI);
|
|
},
|
|
explode(mass = this.mass) {
|
|
mech.damage(Math.min(Math.max(0.02 * Math.sqrt(mass), 0.01), 0.35) * game.dmgScale);
|
|
this.dropPowerUp = false;
|
|
this.death(); //death with no power up or body
|
|
},
|
|
timeLimit() {
|
|
if (!mech.isBodiesAsleep) {
|
|
this.timeLeft--;
|
|
if (this.timeLeft < 0) {
|
|
this.dropPowerUp = false;
|
|
this.death(); //death with no power up
|
|
}
|
|
}
|
|
},
|
|
healthBar() { //draw health by mob //most health bars are drawn in mobs.healthbar();
|
|
if (this.seePlayer.recall) {
|
|
const h = this.radius * 0.3;
|
|
const w = this.radius * 2;
|
|
const x = this.position.x - w / 2;
|
|
const y = this.position.y - w * 0.7;
|
|
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
|
|
ctx.fillRect(x, y, w, h);
|
|
ctx.fillStyle = "rgba(255,0,0,0.7)";
|
|
ctx.fillRect(x, y, w * this.health, h);
|
|
}
|
|
},
|
|
damage(dmg, isBypassShield = false) {
|
|
if (!this.isShielded || isBypassShield) {
|
|
dmg *= b.damageFromMods()
|
|
//mobs specific damage changes
|
|
dmg /= Math.sqrt(this.mass)
|
|
if (this.shield) dmg *= 0.04
|
|
if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
|
|
|
|
//energy and heal drain should be calculated after damage boosts
|
|
if (b.modEnergySiphon && dmg !== Infinity) {
|
|
mech.energy += Math.min(this.health, dmg) * b.modEnergySiphon
|
|
if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy
|
|
}
|
|
if (b.modHealthDrain && dmg !== Infinity) {
|
|
mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
|
|
if (mech.health > mech.maxHealth) mech.health = mech.maxHealth
|
|
}
|
|
this.health -= dmg
|
|
//this.fill = this.color + this.health + ')';
|
|
this.onDamage(dmg); //custom damage effects
|
|
if (this.health < b.modMobDieAtHealth && this.alive) this.death();
|
|
}
|
|
},
|
|
onDamage() {
|
|
// a placeholder for custom effects on mob damage
|
|
//to use declare custom method in mob spawn
|
|
},
|
|
onDeath() {
|
|
// a placeholder for custom effects on mob death
|
|
// to use declare custom method in mob spawn
|
|
},
|
|
leaveBody: true,
|
|
dropPowerUp: true,
|
|
death() {
|
|
this.onDeath(this); //custom death effects
|
|
this.removeConsBB();
|
|
this.alive = false; //triggers mob removal in mob[i].replace(i)
|
|
if (this.dropPowerUp) {
|
|
if (b.isModEnergyLoss) mech.energy /= 3;
|
|
powerUps.spawnRandomPowerUp(this.position.x, this.position.y, this.mass, radius);
|
|
mech.lastKillCycle = mech.cycle; //tracks the last time a kill was made, mostly used in game.checks()
|
|
if (Math.random() < b.modSporesOnDeath) {
|
|
const len = Math.min(30, Math.floor(4 + this.mass * Math.random()))
|
|
for (let i = 0; i < len; i++) {
|
|
b.spore(this) //spawn drone
|
|
}
|
|
}
|
|
if (Math.random() < b.isModBotSpawner) {
|
|
(Math.random() < 0.5) ? b.nailBot(this.position): b.laserBot(this.position)
|
|
if (mech.energy > 0.33) mech.energy -= 0.33
|
|
}
|
|
if (b.isModExplodeMob) b.explosion(this.position, Math.min(450, Math.sqrt(this.mass + 3) * 80))
|
|
if (b.modNailsDeathMob) b.targetedNail(this.position, b.modNailsDeathMob)
|
|
}
|
|
},
|
|
removeConsBB() {
|
|
for (let i = 0, len = consBB.length; i < len; ++i) {
|
|
if (consBB[i].bodyA === this) {
|
|
if (consBB[i].bodyB.shield) {
|
|
consBB[i].bodyB.do = function () {
|
|
this.death();
|
|
};
|
|
}
|
|
consBB[i].bodyA = consBB[i].bodyB;
|
|
consBB.splice(i, 1);
|
|
this.removeConsBB();
|
|
break;
|
|
} else if (consBB[i].bodyB === this) {
|
|
if (consBB[i].bodyA.shield) {
|
|
consBB[i].bodyA.do = function () {
|
|
this.death();
|
|
};
|
|
}
|
|
consBB[i].bodyB = consBB[i].bodyA;
|
|
consBB.splice(i, 1);
|
|
this.removeConsBB();
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
removeCons() {
|
|
for (let i = 0, len = cons.length; i < len; ++i) {
|
|
if (cons[i].bodyA === this) {
|
|
cons[i].bodyA = cons[i].bodyB;
|
|
cons.splice(i, 1);
|
|
this.removeCons();
|
|
break;
|
|
} else if (cons[i].bodyB === this) {
|
|
cons[i].bodyB = cons[i].bodyA;
|
|
cons.splice(i, 1);
|
|
this.removeCons();
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
//replace dead mob with a regular body
|
|
replace(i) {
|
|
//if there are too many bodies don't turn into blocks to help performance
|
|
if (this.leaveBody && body.length < 60 && this.mass < 100) {
|
|
const len = body.length;
|
|
const v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
|
|
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
|
|
Matter.Body.setVelocity(body[len], this.velocity);
|
|
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
|
|
body[len].collisionFilter.category = cat.body;
|
|
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
|
|
// if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) {
|
|
// body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet;
|
|
// }
|
|
body[len].classType = "body";
|
|
World.add(engine.world, body[len]); //add to world
|
|
|
|
//large mobs shrink so they don't block paths
|
|
if (body[len].mass > 10) {
|
|
const shrink = function (that, massLimit) {
|
|
if (that.mass > massLimit) {
|
|
const scale = 0.95;
|
|
Matter.Body.scale(that, scale, scale);
|
|
setTimeout(shrink, 20, that, massLimit);
|
|
}
|
|
};
|
|
shrink(body[len], 9 + 5 * Math.random())
|
|
}
|
|
}
|
|
Matter.World.remove(engine.world, this);
|
|
mob.splice(i, 1);
|
|
}
|
|
});
|
|
mob[i].alertRange2 = Math.pow(mob[i].radius * 3.5 + 550, 2);
|
|
World.add(engine.world, mob[i]); //add to world
|
|
}
|
|
}; |