grappling hook
added coupling effect - 4% extra ammo per coupling
doesn't destroy blocks, instead the player grabs blocks
doesn't automatically retract after hitting power ups
improved momentum conservation on yank and catching blocks, power ups
removed accidental 55% defense for grapple field
tech (no images yet)
autonomous defense - fire harpoons at nearby mobs
rupture - explosion on impact with map, block, mob
negative mass field has horizontal block motion by default
fixed tech sorting by "allowed tech" in experiment mode
350 lines
19 KiB
JavaScript
350 lines
19 KiB
JavaScript
//matter.js ***********************************************************
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// module aliases
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const Engine = Matter.Engine,
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Events = Matter.Events,
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Composites = Matter.Composites,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint,
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Vertices = Matter.Vertices,
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Query = Matter.Query,
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Body = Matter.Body,
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Bodies = Matter.Bodies,
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Vector = Matter.Vector;
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// create an engine
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const engine = Engine.create();
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engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
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// engine.velocityIterations = 100
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// engine.positionIterations = 100
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// engine.enableSleeping = true
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// matter events
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function playerOnGroundCheck(event) {
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//runs on collisions events
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function enter() {
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m.numTouching++;
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if (!m.onGround) {
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m.onGround = true;
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if (m.crouch) {
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if (m.checkHeadClear()) {
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m.undoCrouch();
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} else {
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m.yOffGoal = m.yOffWhen.crouch;
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}
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} else {
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//sets a hard land where player stays in a crouch for a bit and can't jump
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//crouch is forced in groundControl below
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const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
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if (momentum > tech.hardLanding) {
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m.doCrouch();
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m.yOff = m.yOffWhen.jump;
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m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
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//falling damage
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if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
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m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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}
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} else {
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m.yOffGoal = m.yOffWhen.stand;
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}
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}
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}
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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} else if (pair.bodyB === jumpSensor) {
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m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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}
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}
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m.numTouching = 0;
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}
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function playerOffGroundCheck(event) {
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//runs on collisions events
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
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if (m.onGround && m.numTouching === 0) {
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m.onGround = false;
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m.lastOnGroundCycle = m.cycle;
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m.hardLandCD = 0 // disable hard landing
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if (m.checkHeadClear()) {
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if (m.crouch) {
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m.undoCrouch();
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}
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m.yOffGoal = m.yOffWhen.jump;
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}
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}
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}
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}
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}
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function collisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//mob + (player,bullet,body) collisions
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for (let k = 0; k < mob.length; k++) {
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if (mob[k].alive) {
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if (pairs[i].bodyA === mob[k]) {
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collideMob(pairs[i].bodyB);
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break;
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} else if (pairs[i].bodyB === mob[k]) {
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collideMob(pairs[i].bodyA);
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break;
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}
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function collideMob(obj) {
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//player + mob collision
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if (
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m.immuneCycle < m.cycle &&
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(obj === playerBody || obj === playerHead) &&
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!mob[k].isSlowed && !mob[k].isStunned
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) {
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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
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// if (m.isCloak) dmg *= 0.5
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mob[k].foundPlayer();
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if (tech.isRewindAvoidDeath && (m.energy + 0.05) > Math.min(0.95, m.maxEnergy) && dmg > 0.01) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
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m.damage(dmg);
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return
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}
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if (tech.isFlipFlop) {
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if (tech.isFlipFlopOn) {
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tech.isFlipFlopOn = false
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = 'transparent'
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m.damage(dmg);
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} else {
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tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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if (!tech.isFlipFlopHarm) m.damage(dmg);
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}
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if (tech.isFlipFlopHealth) {
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m.setMaxHealth();
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for (let i = 0; i < powerUp.length; i++) {
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if (powerUp[i].name === "heal") {
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const oldSize = powerUp[i].size
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powerUp[i].size = powerUps.heal.size() //update current heals
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const scale = powerUp[i].size / oldSize
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Matter.Body.scale(powerUp[i], scale, scale); //grow
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}
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}
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}
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} else {
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m.damage(dmg); //normal damage
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}
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if (tech.isCollisionRealitySwitch && m.alive) {
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m.switchWorlds()
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simulation.trails()
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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}
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isCouplingNoHit && m.coupling > 0) {
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m.couplingChange(-5)
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const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
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let where = Vector.add(m.pos, Vector.mult(unit, 17))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 22,
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color: 'rgba(0, 171, 238, 0.33)',
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time: 8
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});
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where = Vector.add(m.pos, Vector.mult(unit, 60))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 18,
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color: 'rgba(0, 171, 238, 0.5)',
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time: 16
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});
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where = Vector.add(m.pos, Vector.mult(unit, 100))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 14,
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color: 'rgba(0, 171, 238, 0.6)',
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time: 24
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});
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where = Vector.add(m.pos, Vector.mult(unit, 135))
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: 10,
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color: 'rgba(0, 171, 238, 0.7)',
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time: 32
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});
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// simulation.drawList.push({ //add dmg to draw queue
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// x: m.pos.x,
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// y: m.pos.y,
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// radius: 150,
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// color: 'rgba(0, 171, 238, 0.33)',
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// time: 6
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// });
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// simulation.drawList.push({ //add dmg to draw queue
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// x: m.pos.x,
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// y: m.pos.y,
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// radius: 75,
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// color: 'rgba(0, 171, 238, 0.5)',
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// time: 16
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// });
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// simulation.drawList.push({ //add dmg to draw queue
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// x: m.pos.x,
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// y: m.pos.y,
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// radius: 25,
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// color: 'rgba(0, 171, 238, 0.75)',
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// time: 25
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// });
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}
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// if (true) { //fire harpoons at mobs after getting hit
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// const countMax = 12
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// let count = countMax
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// const range = 300
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// for (let i = 0; i < mob.length; i++) {
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// if (count > 0 && Vector.magnitude(Vector.sub(m.pos, mob[i].position)) < range) {
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// count--
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// if (m.fieldCDcycle < m.cycle + 30) m.fieldCDcycle = m.cycle + 30
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// const angle = Math.atan2(mob[i].position.y - player.position.y, mob[i].position.x - player.position.x);
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// b.harpoon(m.pos, mob[i], angle, 0.75, true, 20) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
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// for (; count > 0; count--) {
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// b.harpoon(m.pos, mob[i], count * Math.PI / countMax, 0.75, true, 9) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
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// bullet[bullet.length - 1].drain = 0
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// }
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// break
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// }
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// }
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// }
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit();
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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, {
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x: player.velocity.x + 8 * Math.cos(angle),
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y: player.velocity.y + 8 * Math.sin(angle)
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});
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Matter.Body.setVelocity(mob[k], {
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x: mob[k].velocity.x - 8 * Math.cos(angle),
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y: mob[k].velocity.y - 8 * Math.sin(angle)
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});
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if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy && mob[k].damageReduction > 0) {
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m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
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if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
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mob[k].death();
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.sqrt(dmg) * 500,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime
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});
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} else {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.sqrt(dmg) * 200,
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color: simulation.mobDmgColor,
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time: simulation.drawTime
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});
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}
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// return;
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// }
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} else {
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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// console.log(dmg) //remove this
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mob[k].damage(dmg);
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if (mob[k].alive) mob[k].foundPlayer();
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if (mob[k].damageReduction) {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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}
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if (tech.isLessDamageReduction && !mob[k].shield) mob[k].damageReduction *= mob[k].isBoss ? (mob[k].isFinalBoss ? 1.0005 : 1.0025) : 1.05
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return;
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}
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//mob + body collisions
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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if (tech.blockDmg) { //electricity
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Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
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if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
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mobs.statusDoT(mob[k], tech.blockDmg * 0.42, 180) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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} else {
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mob[k].damage(tech.blockDmg * m.dmgScale)
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: 28 * mob[k].damageReduction + 3,
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color: "rgba(255,0,255,0.8)",
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time: 4
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});
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}
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}
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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 + 0.04 * m.coupling : 1);
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if (mob[k].isShielded) dmg *= 0.7
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mob[k].damage(dmg, true);
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if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
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options = ["coupling", "boost", "heal", "research"]
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if (!tech.isEnergyNoAmmo) options.push("ammo")
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powerUps.spawn(mob[k].position.x, mob[k].position.y, options[Math.floor(Math.random() * options.length)]);
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}
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const stunTime = dmg / Math.sqrt(obj.mass)
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if (stunTime > 0.5 && mob[k].memory !== Infinity) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
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if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
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if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
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obj.hasFragmented = true;
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b.targetedNail(obj.position, tech.fragments * 4)
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}
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if (mob[k].damageReduction) {
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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}
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function (event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function (event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function (event) {
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playerOffGroundCheck(event);
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}); |