Files
n-gon-improved/js/engine.js
landgreen cea1c64c6e testChamber2
new level testChamber2
  New camera flip effect
  new laser level element now has collisions with blocks
  elevators are less deadly to mobs at low speeds

difficulty level progression reworked
no constraints on final boss
new constraint - healing disabled

quenching 0.3->0.4x overheal converted to max health
tungsten carbide 400->500 extra max health
paradigm shift's  health loss is no longer reduced by damage taken reduction
coherence no longer remembers tech that is set to zero frequency, like removed tech

JUNK tech: pet the bot - lets you pet your bots
JUNK tech: the upside down - flip everything

bug
  prevented possible duplicate choices with coherence tech
  fixed issues with showing and hiding health bars on that constraint
  fixed crash from autonomous defense
  mass-energy mode wasn't getting any benefit from damage taken reduction
    it now gets square root of damage taken reduction
2024-09-24 19:42:12 -07:00

291 lines
16 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 > m.hardLanding) {
m.doCrouch();
m.yOff = m.yOffWhen.jump;
m.hardLandCD = m.cycle + m.hardLandCDScale * Math.min(momentum / 6.5 - 6, 40)
//falling damage
if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
}
} else {
m.yOffGoal = m.yOffWhen.stand;
}
}
}
}
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; ++i) {
let pair = pairs[i];
if (pair.bodyA === jumpSensor) {
m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
} else if (pair.bodyB === jumpSensor) {
m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
}
}
m.numTouching = 0;
}
function playerOffGroundCheck(event) {
//runs on collisions events
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; ++i) {
if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
if (m.onGround && m.numTouching === 0) {
m.onGround = false;
m.lastOnGroundCycle = m.cycle;
m.hardLandCD = 0 // disable hard landing
if (m.checkHeadClear()) {
if (m.crouch) {
m.undoCrouch();
}
m.yOffGoal = m.yOffWhen.jump;
}
}
}
}
}
function collisionChecks(event) {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
//mob + (player,bullet,body) collisions
for (let k = 0; k < mob.length; k++) {
if (mob[k].alive) {
if (pairs[i].bodyA === mob[k]) {
collideMob(pairs[i].bodyB);
break;
} else if (pairs[i].bodyB === mob[k]) {
collideMob(pairs[i].bodyA);
break;
}
function collideMob(obj) {
//player + mob collision
if (
m.immuneCycle < m.cycle &&
(obj === playerBody || obj === playerHead) &&
!mob[k].isSlowed && !mob[k].isStunned
) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
// if (m.isCloak) dmg *= 0.5
mob[k].foundPlayer();
if (tech.isRewindAvoidDeath && m.energy > 0.85 * Math.min(1, m.maxEnergy) && dmg > 0.01) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
m.damage(dmg);
return
}
m.damage(dmg); //normal damage
if (tech.isCollisionRealitySwitch && m.alive) {
m.switchWorlds()
simulation.trails(90)
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
}
if (tech.isPiezo) m.energy += 20.48 * level.isReducedRegen;
if (tech.isCouplingNoHit && m.coupling > 0) {
m.couplingChange(-3)
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
let where = Vector.add(m.pos, Vector.mult(unit, 17))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 22,
color: 'rgba(0, 171, 238, 0.33)',
time: 8
});
where = Vector.add(m.pos, Vector.mult(unit, 60))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 18,
color: 'rgba(0, 171, 238, 0.5)',
time: 16
});
where = Vector.add(m.pos, Vector.mult(unit, 100))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 14,
color: 'rgba(0, 171, 238, 0.6)',
time: 24
});
where = Vector.add(m.pos, Vector.mult(unit, 135))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 10,
color: 'rgba(0, 171, 238, 0.7)',
time: 32
});
}
if (tech.isHarpoonDefense) { //fire harpoons at mobs after getting hit
const maxCount = 10 + 3 * tech.extraHarpoons //scale the number of hooks fired
let count = maxCount - 1
const angle = Math.atan2(mob[k].position.y - player.position.y, mob[k].position.x - player.position.x);
const mass = 0.75 * ((tech.isLargeHarpoon) ? 1 + Math.min(0.05 * Math.sqrt(b.guns[9].ammo), 10) : 1)
b.harpoon(m.pos, mob[k], angle, mass, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
bullet[bullet.length - 1].drain = 0
for (; count > 0; count--) {
b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, mass, true, 7)
bullet[bullet.length - 1].drain = 0
}
}
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit();
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
//extra kick between player and mob //this section would be better with forces but they don't work...
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
Matter.Body.setVelocity(player, { x: player.velocity.x + 8 * Math.cos(angle), y: player.velocity.y + 8 * Math.sin(angle) });
Matter.Body.setVelocity(mob[k], { x: mob[k].velocity.x - 8 * Math.cos(angle), y: mob[k].velocity.y - 8 * Math.sin(angle) });
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.1 && mob[k].damageReduction > 0) {
m.energy -= 0.1 //* Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
mob[k].death();
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 500,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime
});
} else {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
}
// return;
// }
} else {
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
// console.log(dmg) //remove this
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
if (mob[k].damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
if (tech.isLessDamageReduction && !mob[k].shield) mob[k].damageReduction *= mob[k].isBoss ? (mob[k].isFinalBoss ? 1.0005 : 1.0025) : 1.05
return;
}
//mob + body collisions
if (obj.classType === "body" && obj.speed > 9) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 11) {
if (tech.blockDmg) { //electricity
Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
mobs.statusDoT(mob[k], tech.blockDmg * 0.42, 180) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
} else {
mob[k].damage(tech.blockDmg * m.dmgScale)
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: 28 * mob[k].damageReduction + 3,
color: "rgba(255,0,255,0.8)",
time: 4
});
}
}
let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1) * ((m.fieldMode === 0 || m.fieldMode === 8) ? 1 + 0.05 * m.coupling : 1);
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && Math.random() < 0.5) {
options = ["coupling", "boost", "heal", "research"]
if (!tech.isEnergyNoAmmo) options.push("ammo")
powerUps.spawn(mob[k].position.x, mob[k].position.y, options[Math.floor(Math.random() * options.length)]);
}
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5 && mob[k].memory !== Infinity) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)
}
if (mob[k].damageReduction) {
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
return;
}
}
}
}
}
}
}
}
//determine if player is on the ground
Events.on(engine, "collisionStart", function (event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
collisionChecks(event);
});
Events.on(engine, "collisionActive", function (event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
});
Events.on(engine, "collisionEnd", function (event) {
playerOffGroundCheck(event);
});