Files
n-gon-improved/js/index.js
landgreen d7ab196dc3 final boss
missile moves slightly differently
  it used to slow when locked on to a target
  now it slows when turning
missiles explode when near any mob

wormhole mod: cosmic string - now stuns mobs and applies radiation damage
mod time dilation:  - quadruple your default energy regeneration

added final boss level, it's still in progress so I'd love some feedback
also the game loops back to the intro level after the boss
  I'll be working on the ending in the next patch, so the intro level is just a placeholder
2020-11-01 18:31:25 -08:00

995 lines
43 KiB
JavaScript

"use strict";
//collision groups
// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield | cat.phased
const cat = {
player: 0x1,
map: 0x10,
body: 0x100,
bullet: 0x1000,
powerUp: 0x10000,
mob: 0x100000,
mobBullet: 0x1000000,
mobShield: 0x10000000,
phased: 0x100000000,
}
function shuffle(array) {
var currentIndex = array.length,
temporaryValue,
randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
// shrink power up selection menu to find window height
if (screen.height < 800) {
document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal
if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal
}
//**********************************************************************
// check for URL parameters to load a custom game
//**********************************************************************
//example https://landgreen.github.io/sidescroller/index.html?
// &gun1=minigun&gun2=laser
// &mod1=laser-bot&mod2=mass%20driver&mod3=overcharge&mod4=laser-bot&mod5=laser-bot&field=phase%20decoherence%20field&difficulty=2
//add ? to end of url then for each power up add
// &gun1=name&gun2=name
// &mod1=laser-bot&mod2=mass%20driver&mod3=overcharge&mod4=laser-bot&mod5=laser-bot
// &field=phase%20decoherence%20field
// &difficulty=2
//use %20 for spaces
//difficulty is 0 easy, 1 normal, 2 hard, 4 why
function getUrlVars() {
let vars = {};
window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function(m, k, v) {
vars[k] = v;
});
return vars;
}
window.addEventListener('load', (event) => {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
openCustomBuildMenu();
//add custom selections based on url
for (const property in set) {
set[property] = set[property].replace(/%20/g, " ")
set[property] = set[property].replace(/%CE%A8/g, "Ψ")
if (property === "field") {
let found = false
let index
for (let i = 0; i < mech.fieldUpgrades.length; i++) {
if (set[property] === mech.fieldUpgrades[i].name) {
index = i;
found = true;
break;
}
}
if (found) build.choosePowerUp(document.getElementById(`field-${index}`), index, 'field')
}
if (property.substring(0, 3) === "gun") {
let found = false
let index
for (let i = 0; i < b.guns.length; i++) {
if (set[property] === b.guns[i].name) {
index = i;
found = true;
break;
}
}
if (found) build.choosePowerUp(document.getElementById(`gun-${index}`), index, 'gun')
}
if (property.substring(0, 3) === "mod") {
for (let i = 0; i < mod.mods.length; i++) {
if (set[property] === mod.mods[i].name) {
build.choosePowerUp(document.getElementById(`mod-${i}`), i, 'mod', true)
break;
}
}
}
if (property === "difficulty") {
game.difficultyMode = Number(set[property])
document.getElementById("difficulty-select-custom").value = Number(set[property])
}
if (property === "level") {
document.getElementById("starting-level").value = Number(set[property])
}
if (property === "noPower") {
document.getElementById("no-power-ups").checked = Number(set[property])
}
}
}
});
//**********************************************************************
//set up canvas
//**********************************************************************
var canvas = document.getElementById("canvas");
//using "const" causes problems in safari when an ID shares the same name.
const ctx = canvas.getContext("2d");
document.body.style.backgroundColor = "#fff";
//disable pop up menu on right click
document.oncontextmenu = function() {
return false;
}
function setupCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
canvas.height2 = canvas.height / 2;
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
// ctx.font = "18px Arial";
// ctx.textAlign = "center";
ctx.font = "25px Arial";
ctx.lineJoin = "round";
ctx.lineCap = "round";
// ctx.lineCap='square';
game.setZoom();
}
setupCanvas();
window.onresize = () => {
setupCanvas();
};
//**********************************************************************
// custom build grid display and pause
//**********************************************************************
const build = {
onLoadPowerUps() {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
for (const property in set) {
set[property] = set[property].replace(/%20/g, " ")
if (property.substring(0, 3) === "gun") b.giveGuns(set[property])
if (property.substring(0, 3) === "mod") mod.giveMod(set[property])
if (property === "field") mech.setField(set[property])
if (property === "difficulty") {
game.difficultyMode = Number(set[property])
document.getElementById("difficulty-select").value = Number(set[property])
}
if (property === "level") {
level.levelsCleared += Number(set[property]);
level.difficultyIncrease(Number(set[property]) * game.difficultyMode) //increase difficulty based on modes
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
level.onLevel++
}
}
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = []; //remove any bullets that might have spawned from mods
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0] //set first gun to active gun
game.makeGunHUD();
}
}
},
pauseGrid() {
let text = `
<div class="pause-grid-module">
<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; press P to resume
</div>
<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">
<strong class='color-d'>damage</strong> increase: ${((mod.damageFromMods()-1)*100).toFixed(0)}%
<br><strong class='color-harm'>harm</strong> reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%
<br><strong>fire delay</strong> decrease: ${((1-b.fireCD)*100).toFixed(0)}%
<br>
<br><strong class='color-r'>rerolls</strong>: ${powerUps.reroll.rerolls}
<br><strong class='color-h'>health</strong>: (${(mech.health*100).toFixed(0)} / ${(mech.maxHealth*100).toFixed(0)}) &nbsp; <strong class='color-f'>energy</strong>: (${(mech.energy*100).toFixed(0)} / ${(mech.maxEnergy*100).toFixed(0)})
<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) &nbsp; velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
<br>mouse: (${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)}) &nbsp; mass: ${player.mass.toFixed(1)}
<br>
<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) &nbsp; ${mech.cycle} cycles
<br>${mob.length} mobs, &nbsp; ${body.length} blocks, &nbsp; ${bullet.length} bullets, &nbsp; ${powerUp.length} power ups
<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
<br>harm difficulty scale: ${(game.dmgScale*100).toFixed(0)}%
<br>heal difficulty scale: ${(game.healScale*100).toFixed(1)}%
</div>`;
let countGuns = 0
let countMods = 0
for (let i = 0, len = b.guns.length; i < len; i++) {
if (b.guns[i].have) {
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
countGuns++
}
}
let el = document.getElementById("pause-grid-left")
el.style.display = "grid"
el.innerHTML = text
text = "";
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[mech.fieldMode].name}</div> ${mech.fieldUpgrades[mech.fieldMode].description}</div>`
for (let i = 0, len = mod.mods.length; i < len; i++) {
if (mod.mods[i].count > 0) {
if (mod.mods[i].count === 1) {
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
} else {
text += `<div class="pause-grid-module"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
}
countMods++
}
}
el = document.getElementById("pause-grid-right")
el.style.display = "grid"
el.innerHTML = text
if (countMods > 5 || countGuns > 6) {
document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden";
}
},
unPauseGrid() {
document.body.style.overflow = "hidden"
document.getElementById("pause-grid-left").style.display = "none"
document.getElementById("pause-grid-right").style.display = "none"
window.scrollTo(0, 0);
},
isCustomSelection: true,
choosePowerUp(who, index, type, isAllowed = false) {
if (type === "gun") {
let isDeselect = false
for (let i = 0, len = b.inventory.length; i < len; i++) { //look for selection in inventory
if (b.guns[b.inventory[i]].name === b.guns[index].name) { //if already clicked, remove gun
isDeselect = true
who.classList.remove("build-gun-selected");
//remove gun
b.inventory.splice(i, 1)
b.guns[index].count = 0;
b.guns[index].have = false;
if (b.guns[index].ammo != Infinity) b.guns[index].ammo = 0;
if (b.inventory.length === 0) b.activeGun = null;
game.makeGunHUD();
break
}
}
if (!isDeselect) { //add gun
who.classList.add("build-gun-selected");
b.giveGuns(index)
}
} else if (type === "field") {
if (mech.fieldMode !== index) {
document.getElementById("field-" + mech.fieldMode).classList.remove("build-field-selected");
mech.setField(index)
who.classList.add("build-field-selected");
}
} else if (type === "mod") { //remove mod if you have too many
if (mod.mods[index].count < mod.mods[index].maxCount) {
if (!who.classList.contains("build-mod-selected")) who.classList.add("build-mod-selected");
mod.giveMod(index)
} else {
mod.removeMod(index);
who.classList.remove("build-mod-selected");
}
}
//update mod text //disable not allowed mods
for (let i = 0, len = mod.mods.length; i < len; i++) {
const modID = document.getElementById("mod-" + i)
if (!mod.mods[i].isCustomHide) {
if (mod.mods[i].allowed() || isAllowed) {
if (mod.mods[i].count > 1) {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
}
if (modID.classList.contains("build-grid-disabled")) {
modID.classList.remove("build-grid-disabled");
modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
}
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
if (!modID.classList.contains("build-grid-disabled")) {
modID.classList.add("build-grid-disabled");
modID.onclick = null
}
if (mod.mods[i].count > 0) mod.removeMod(i)
if (modID.classList.contains("build-mod-selected")) modID.classList.remove("build-mod-selected");
}
}
}
},
populateGrid() {
let text = `
<div style="display: flex; justify-content: space-around; align-items: center;">
<svg class="SVG-button" onclick="build.startBuildRun()" width="115" height="51">
<g stroke='none' fill='#333' stroke-width="2" font-size="40px" font-family="Ariel, sans-serif">
<text x="18" y="38">start</text>
</g>
</svg>
<svg class="SVG-button" onclick="build.reset()" width="50" height="25">
<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
<text x="5" y="18">reset</text>
</g>
</svg>
<svg class="SVG-button" onclick="build.shareURL()" width="52" height="25">
<g stroke='none' fill='#333' stroke-width="2" font-size="17px" font-family="Ariel, sans-serif">
<text x="5" y="18">share</text>
</g>
</svg>
</div>
<div style="align-items: center; text-align:center; font-size: 1.00em; line-height: 190%;background-color:var(--build-bg-color);">
<div>starting level: <input id='starting-level' type="number" step="1" value="0" min="0" max="99"></div>
<div>
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
<select name="difficulty-select" id="difficulty-select-custom">
<option value="1">easy</option>
<option value="2" selected>normal</option>
<option value="4">hard</option>
<option value="6">why?</option>
</select>
</div>
<div>
<label for="no-power-ups" title="no mods, fields, or guns will spawn during the game">no power ups:</label>
<input type="checkbox" id="no-power-ups" name="no-power-ups" style="width:17px; height:17px;">
</div>
</div>`
for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) {
text += `<div id ="field-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'field')"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[i].name}</div> ${mech.fieldUpgrades[i].description}</div>`
}
for (let i = 0, len = b.guns.length; i < len; i++) {
text += `<div id = "gun-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
}
for (let i = 0, len = mod.mods.length; i < len; i++) {
if (!mod.mods[i].isCustomHide) {
if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
} else if (mod.mods[i].count > 1) {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
} else {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
}
}
}
document.getElementById("build-grid").innerHTML = text
document.getElementById("difficulty-select-custom").value = document.getElementById("difficulty-select").value
document.getElementById("difficulty-select-custom").addEventListener("input", () => {
game.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
localSettings.difficultyMode = Number(document.getElementById("difficulty-select-custom").value)
document.getElementById("difficulty-select").value = document.getElementById("difficulty-select-custom").value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
},
reset() {
build.isCustomSelection = true;
mech.setField(0)
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].count = 0;
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
b.activeGun = null;
game.makeGunHUD();
mod.setupAllMods();
build.populateGrid();
document.getElementById("field-0").classList.add("build-field-selected");
document.getElementById("build-grid").style.display = "grid"
},
shareURL() {
let url = "https://landgreen.github.io/sidescroller/index.html?"
let count = 0;
for (let i = 0; i < b.inventory.length; i++) {
if (b.guns[b.inventory[i]].have) {
url += `&gun${count}=${encodeURIComponent(b.guns[b.inventory[i]].name.trim())}`
count++
}
}
count = 0;
for (let i = 0; i < mod.mods.length; i++) {
for (let j = 0; j < mod.mods[i].count; j++) {
url += `&mod${count}=${encodeURIComponent(mod.mods[i].name.trim())}`
count++
}
}
url += `&field=${encodeURIComponent(mech.fieldUpgrades[mech.fieldMode].name.trim())}`
url += `&difficulty=${game.difficultyMode}`
url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}`
url += `&noPower=${Number(document.getElementById("no-power-ups").checked)}`
console.log(url)
game.copyToClipBoard(url)
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
},
startBuildRun() {
build.isCustomSelection = false;
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList();
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0] //set first gun to active gun
game.makeGunHUD();
}
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = []; //remove any bullets that might have spawned from mods
const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value))
level.difficultyIncrease(Math.min(99, levelsCleared * game.difficultyMode)) //increase difficulty based on modes
level.levelsCleared += levelsCleared;
game.isNoPowerUps = document.getElementById("no-power-ups").checked
if (game.isNoPowerUps) { //remove mods, guns, and fields
function removeOne() { //recursive remove one at a time to avoid array problems
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "mod" || powerUp[i].name === "gun" || powerUp[i].name === "field") {
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
removeOne();
break
}
}
}
removeOne();
}
game.isCheating = true;
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
document.getElementById("build-grid").style.display = "none"
game.paused = false;
requestAnimationFrame(cycle);
}
}
function openCustomBuildMenu() {
document.getElementById("build-button").style.display = "none";
const el = document.getElementById("build-grid")
el.style.display = "grid"
document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden";
document.getElementById("info").style.display = 'none'
game.startGame(true); //starts game, but pauses it
build.isCustomSelection = true;
game.paused = true;
build.reset();
}
//record settings so they can be reproduced in the custom menu
document.getElementById("build-button").addEventListener("click", () => { //setup build run
let field = 0;
let inventory = [];
let modList = [];
if (!game.firstRun) {
field = mech.fieldMode
inventory = [...b.inventory]
for (let i = 0; i < mod.mods.length; i++) {
modList.push(mod.mods[i].count)
}
}
openCustomBuildMenu();
if (!game.firstRun) { //if player has already died once load that previous build
build.choosePowerUp(document.getElementById(`field-${field}`), field, 'field')
for (let i = 0; i < inventory.length; i++) {
build.choosePowerUp(document.getElementById(`gun-${inventory[i]}`), inventory[i], 'gun')
}
for (let i = 0; i < modList.length; i++) {
for (let j = 0; j < modList[i]; j++) {
build.choosePowerUp(document.getElementById(`mod-${i}`), i, 'mod', true)
}
}
//update mod text //disable not allowed mods
for (let i = 0, len = mod.mods.length; i < len; i++) {
const modID = document.getElementById("mod-" + i)
if (!mod.mods[i].isCustomHide) {
if (mod.mods[i].allowed() || mod.mods[i].count > 1) {
if (mod.mods[i].count > 1) {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
}
if (modID.classList.contains("build-grid-disabled")) {
modID.classList.remove("build-grid-disabled");
modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
}
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
if (!modID.classList.contains("build-grid-disabled")) {
modID.classList.add("build-grid-disabled");
modID.onclick = null
}
}
}
}
}
});
// ************************************************************************************************
// inputs
// ************************************************************************************************
const input = {
fire: false, // left mouse
field: false, // right mouse
up: false, // jump
down: false, // crouch
left: false,
right: false,
isPauseKeyReady: true,
key: {
// fire: "ShiftLeft",
field: "Space",
up: "KeyW", // jump
down: "KeyS", // crouch
left: "KeyA",
right: "KeyD",
pause: "KeyP",
nextGun: "KeyE",
previousGun: "KeyQ",
testing: "KeyT"
},
setDefault() {
input.key = {
// fire: "ShiftLeft",
field: "Space",
up: "KeyW", // jump
down: "KeyS", // crouch
left: "KeyA",
right: "KeyD",
pause: "KeyP",
nextGun: "KeyE",
previousGun: "KeyQ",
testing: "KeyT"
}
input.controlTextUpdate()
},
controlTextUpdate() {
function cleanText(text) {
return text.replace('Key', '').replace('Digit', '')
}
document.getElementById("key-field").innerHTML = cleanText(input.key.field)
document.getElementById("key-up").innerHTML = cleanText(input.key.up)
document.getElementById("key-down").innerHTML = cleanText(input.key.down)
document.getElementById("key-left").innerHTML = cleanText(input.key.left)
document.getElementById("key-right").innerHTML = cleanText(input.key.right)
document.getElementById("key-pause").innerHTML = cleanText(input.key.pause)
document.getElementById("key-next-gun").innerHTML = cleanText(input.key.nextGun)
document.getElementById("key-previous-gun").innerHTML = cleanText(input.key.previousGun)
document.getElementById("key-testing").innerHTML = cleanText(input.key.testing)
document.getElementById("splash-up").innerHTML = cleanText(input.key.up)[0]
document.getElementById("splash-down").innerHTML = cleanText(input.key.down)[0]
document.getElementById("splash-left").innerHTML = cleanText(input.key.left)[0]
document.getElementById("splash-right").innerHTML = cleanText(input.key.right)[0]
document.getElementById("splash-next-gun").innerHTML = cleanText(input.key.nextGun)[0]
document.getElementById("splash-previous-gun").innerHTML = cleanText(input.key.previousGun)[0]
localSettings.key = input.key
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
},
focus: null,
setTextFocus() {
const backgroundColor = "#fff"
document.getElementById("key-field").style.background = backgroundColor
document.getElementById("key-up").style.background = backgroundColor
document.getElementById("key-down").style.background = backgroundColor
document.getElementById("key-left").style.background = backgroundColor
document.getElementById("key-right").style.background = backgroundColor
document.getElementById("key-pause").style.background = backgroundColor
document.getElementById("key-next-gun").style.background = backgroundColor
document.getElementById("key-previous-gun").style.background = backgroundColor
document.getElementById("key-testing").style.background = backgroundColor
if (input.focus) input.focus.style.background = 'rgb(0, 200, 255)';
},
setKeys(event) {
//check for duplicate keys
if (event.code && !(
event.code === "ArrowRight" ||
event.code === "ArrowLeft" ||
event.code === "ArrowUp" ||
event.code === "ArrowDown" ||
event.code === input.key.field ||
event.code === input.key.up ||
event.code === input.key.down ||
event.code === input.key.left ||
event.code === input.key.right ||
event.code === input.key.pause ||
event.code === input.key.nextGun ||
event.code === input.key.previousGun ||
event.code === input.key.testing
)) {
switch (input.focus.id) {
case "key-field":
input.key.field = event.code
break;
case "key-up":
input.key.up = event.code
break;
case "key-down":
input.key.down = event.code
break;
case "key-left":
input.key.left = event.code
break;
case "key-right":
input.key.right = event.code
break;
case "key-pause":
input.key.pause = event.code
break;
case "key-next-gun":
input.key.nextGun = event.code
break;
case "key-previous-gun":
input.key.previousGun = event.code
break;
case "key-testing":
input.key.testing = event.code
break;
}
}
input.controlTextUpdate()
input.endKeySensing()
},
endKeySensing() {
window.removeEventListener("keydown", input.setKeys);
input.focus = null
input.setTextFocus()
}
}
document.getElementById("control-table").addEventListener('click', (event) => {
if (event.target.className === 'key-input') {
input.focus = event.target
input.setTextFocus()
window.addEventListener("keydown", input.setKeys);
}
});
document.getElementById("control-details").addEventListener("toggle", function() {
input.controlTextUpdate()
input.endKeySensing();
})
document.getElementById("control-reset").addEventListener('click', input.setDefault);
window.addEventListener("keyup", function(event) {
switch (event.code) {
case input.key.right:
case "ArrowRight":
input.right = false
break;
case input.key.left:
case "ArrowLeft":
input.left = false
break;
case input.key.up:
case "ArrowUp":
input.up = false
break;
case input.key.down:
case "ArrowDown":
input.down = false
break;
case input.key.field:
input.field = false
break
}
});
window.addEventListener("keydown", function(event) {
switch (event.code) {
case input.key.right:
case "ArrowRight":
input.right = true
break;
case input.key.left:
case "ArrowLeft":
input.left = true
break;
case input.key.up:
case "ArrowUp":
input.up = true
break;
case input.key.down:
case "ArrowDown":
input.down = true
break;
case input.key.field:
input.field = true
break
case input.key.nextGun:
game.nextGun();
break
case input.key.previousGun:
game.previousGun();
break
case input.key.pause:
if (!game.isChoosing && input.isPauseKeyReady && mech.alive) {
input.isPauseKeyReady = false
setTimeout(function() {
input.isPauseKeyReady = true
}, 300);
if (game.paused) {
build.unPauseGrid()
game.paused = false;
level.levelAnnounce();
document.body.style.cursor = "none";
requestAnimationFrame(cycle);
} else {
game.paused = true;
game.replaceTextLog = true;
build.pauseGrid()
document.body.style.cursor = "auto";
}
}
break
case input.key.testing:
if (mech.alive) {
if (game.testing) {
game.testing = false;
game.loop = game.normalLoop
if (game.isConstructionMode) {
document.getElementById("construct").style.display = 'none'
}
} else { //if (keys[191])
game.testing = true;
game.isCheating = true;
if (game.isConstructionMode) {
document.getElementById("construct").style.display = 'inline'
}
game.loop = game.testingLoop
}
}
break
}
if (game.testing) {
switch (event.key) {
case "o":
game.isAutoZoom = false;
game.zoomScale /= 0.9;
game.setZoom();
break;
case "i":
game.isAutoZoom = false;
game.zoomScale *= 0.9;
game.setZoom();
break
case "`":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "reroll");
break
case "1":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
break
case "2":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
break
case "3":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
break
case "4":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "field");
break
case "5":
powerUps.directSpawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
break
case "6":
const index = body.length
spawn.bodyRect(game.mouseInGame.x, game.mouseInGame.y, 50, 50);
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
World.add(engine.world, body[index]); //add to world
break
case "7":
const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
spawn[pick](game.mouseInGame.x, game.mouseInGame.y);
break
case "8":
spawn.randomLevelBoss(game.mouseInGame.x, game.mouseInGame.y);
break
case "f":
const mode = (mech.fieldMode === mech.fieldUpgrades.length - 1) ? 0 : mech.fieldMode + 1
mech.setField(mode)
break
case "g":
b.giveGuns("all", 1000)
break
case "h":
mech.addHealth(Infinity)
mech.energy = mech.maxEnergy;
break
case "y":
mod.giveMod()
break
case "r":
Matter.Body.setPosition(player, game.mouseInGame);
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
// move bots to follow player
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], {
x: 0,
y: 0
});
}
}
break
case "u":
level.bossKilled = true; //if there is no boss this needs to be true to increase levels
level.nextLevel();
break
case "X": //capital X to make it hard to die
mech.death();
break
}
}
});
//mouse move input
document.body.addEventListener("mousemove", (e) => {
game.mouse.x = e.clientX;
game.mouse.y = e.clientY;
});
document.body.addEventListener("mouseup", (e) => {
// input.fire = false;
// console.log(e)
if (e.which === 3) {
input.field = false;
} else {
input.fire = false;
}
});
document.body.addEventListener("mousedown", (e) => {
if (e.which === 3) {
input.field = true;
} else {
input.fire = true;
}
});
document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting stuck when leaving the window
if (e.button === 1) {
input.fire = true;
} else {
input.fire = false;
}
if (e.button === 3) {
input.field = true;
} else {
input.field = false;
}
});
document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window
if (e.button === 1) {
input.fire = true;
} else {
input.fire = false;
}
if (e.button === 3) {
input.field = true;
} else {
input.field = false;
}
});
document.body.addEventListener("wheel", (e) => {
if (!game.paused) {
if (e.deltaY > 0) {
game.nextGun();
} else {
game.previousGun();
}
}
}, {
passive: true
});
//**********************************************************************
// local storage
//**********************************************************************
let localSettings = JSON.parse(localStorage.getItem("localSettings"));
if (localSettings) {
if (localSettings.key) {
input.key = localSettings.key
} else {
input.setDefault()
}
game.isCommunityMaps = localSettings.isCommunityMaps
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
game.difficultyMode = localSettings.difficultyMode
document.getElementById("difficulty-select").value = localSettings.difficultyMode
if (localSettings.fpsCapDefault === 'max') {
game.fpsCapDefault = 999999999;
} else {
game.fpsCapDefault = Number(localSettings.fpsCapDefault)
}
document.getElementById("fps-select").value = localSettings.fpsCapDefault
} else {
localSettings = {
isCommunityMaps: false,
difficultyMode: '2',
fpsCapDefault: 'max',
runCount: 0,
levelsClearedLastGame: 0,
key: undefined
};
input.setDefault()
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
game.isCommunityMaps = localSettings.isCommunityMaps
document.getElementById("difficulty-select").value = localSettings.difficultyMode
document.getElementById("fps-select").value = localSettings.fpsCapDefault
}
input.controlTextUpdate()
//**********************************************************************
// settings
//**********************************************************************
document.getElementById("fps-select").addEventListener("input", () => {
let value = document.getElementById("fps-select").value
if (value === 'max') {
game.fpsCapDefault = 999999999;
} else {
game.fpsCapDefault = Number(value)
}
localSettings.fpsCapDefault = value
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
document.getElementById("community-maps").addEventListener("input", () => {
game.isCommunityMaps = document.getElementById("community-maps").checked
localSettings.isCommunityMaps = game.isCommunityMaps
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
// difficulty-select-custom event listener is set in build.makeGrid
document.getElementById("difficulty-select").addEventListener("input", () => {
game.difficultyMode = Number(document.getElementById("difficulty-select").value)
localSettings.difficultyMode = game.difficultyMode
localSettings.levelsClearedLastGame = 0 //after changing difficulty, reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
//**********************************************************************
// main loop
//**********************************************************************
game.loop = game.normalLoop;
function cycle() {
if (!game.paused) requestAnimationFrame(cycle);
const now = Date.now();
const elapsed = now - game.then; // calc elapsed time since last loop
if (elapsed > game.fpsInterval) { // if enough time has elapsed, draw the next frame
game.then = now - (elapsed % game.fpsInterval); // Get ready for next frame by setting then=now. Also, adjust for fpsInterval not being multiple of 16.67
game.cycle++; //tracks game cycles
mech.cycle++; //tracks player cycles //used to alow time to stop for everything, but the player
if (game.clearNow) {
game.clearNow = false;
game.clearMap();
level.start();
}
game.loop();
// if (isNaN(mech.health) || isNaN(mech.energy)) {
// console.log(`mech.health = ${mech.health}`)
// game.paused = true;
// game.replaceTextLog = true;
// build.pauseGrid()
// document.body.style.cursor = "auto";
// alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
// }
// for (let i = 0, len = loop.length; i < len; i++) {
// loop[i]()
// }
}
}