Files
n-gon-improved/js/player.js
landgreen e14a56f362 flechettes pierce
above level 20 boss power ups only drop on even levels
removed mod ablative mines  (was buggy, and too similar to ablative drones)
flechettes get stuck in walls
flechettes do no damage to mobs on hit
flechettes do more damage over time, and have more ammo
mod - flechettes pierce mobs
mod - mutualism: each spore does 2x damage but they borrow 1% life from player
2020-05-31 09:11:53 -07:00

2079 lines
86 KiB
JavaScript

//global player variables for use in matter.js physics
let player, jumpSensor, playerBody, playerHead, headSensor;
// player Object Prototype *********************************************
const mech = {
spawn() {
//load player in matter.js physic engine
// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
playerBody = Matter.Bodies.fromVertices(0, 0, vertices);
jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
//this sensor check if the player is on the ground to enable jumping
sleepThreshold: 99999999999,
isSensor: true
});
vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
playerHead = Matter.Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
headSensor = Bodies.rectangle(0, -57, 48, 45, {
//senses if the player's head is empty and can return after crouching
sleepThreshold: 99999999999,
isSensor: true
});
player = Body.create({
//combine jumpSensor and playerBody
parts: [playerBody, playerHead, jumpSensor, headSensor],
inertia: Infinity, //prevents player rotation
friction: 0.002,
frictionAir: 0.001,
//frictionStatic: 0.5,
restitution: 0,
sleepThreshold: Infinity,
collisionFilter: {
group: 0,
category: cat.player,
mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
},
death() {
mech.death();
}
});
Matter.Body.setMass(player, mech.mass);
World.add(engine.world, [player]);
mech.holdConstraint = Constraint.create({
//holding body constraint
pointA: {
x: 0,
y: 0
},
bodyB: jumpSensor, //setting constraint to jump sensor because it has to be on something until the player picks up things
stiffness: 0.4
});
World.add(engine.world, mech.holdConstraint);
},
cycle: 0,
lastKillCycle: 0,
lastHarmCycle: 0,
width: 50,
radius: 30,
fillColor: "#fff", //changed by mod piezoelectric plating (damage immunity)
fillColorDark: "#ccc",
height: 42,
yOffWhen: {
crouch: 22,
stand: 49,
jump: 70
},
defaultMass: 5,
mass: 5,
FxNotHolding: 0.015,
Fx: 0.015, //run Force on ground //
FxAir: 0.016, // 0.4/5/5 run Force in Air
yOff: 70,
yOffGoal: 70,
onGround: false, //checks if on ground or in air
standingOn: undefined,
numTouching: 0,
crouch: false,
// isHeadClear: true,
spawnPos: {
x: 0,
y: 0
},
spawnVel: {
x: 0,
y: 0
},
pos: {
x: 0,
y: 0
},
setPosToSpawn(xPos, yPos) {
this.spawnPos.x = this.pos.x = xPos;
this.spawnPos.y = this.pos.y = yPos;
this.transX = this.transSmoothX = canvas.width2 - this.pos.x;
this.transY = this.transSmoothY = canvas.height2 - this.pos.y;
this.Vx = this.spawnVel.x;
this.Vy = this.spawnVel.y;
player.force.x = 0;
player.force.y = 0;
Matter.Body.setPosition(player, this.spawnPos);
Matter.Body.setVelocity(player, this.spawnVel);
// mech.transX = -player.position.x
// mech.transY = player.position.y
},
Sy: 0, //adds a smoothing effect to vertical only
Vx: 0,
Vy: 0,
jumpForce: 0.38, //0.38 //this is reset in mod.setupAllMods()
gravity: 0.0024, //0.0019 //game.g is 0.001
friction: {
ground: 0.01,
air: 0.0025
},
airSpeedLimit: 125, // 125/mass/mass = 5
angle: 0,
walk_cycle: 0,
stepSize: 0,
flipLegs: -1,
hip: {
x: 12,
y: 24
},
knee: {
x: 0,
y: 0,
x2: 0,
y2: 0
},
foot: {
x: 0,
y: 0
},
legLength1: 55,
legLength2: 45,
transX: 0,
transY: 0,
move() {
mech.pos.x = player.position.x;
mech.pos.y = playerBody.position.y - mech.yOff;
mech.Vx = player.velocity.x;
mech.Vy = player.velocity.y;
},
transSmoothX: 0,
transSmoothY: 0,
lastGroundedPositionY: 0,
// mouseZoom: 0,
look() {
//always on mouse look
mech.angle = Math.atan2(
game.mouseInGame.y - mech.pos.y,
game.mouseInGame.x - mech.pos.x
);
//smoothed mouse look translations
const scale = 0.8;
mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
mech.transX += (mech.transSmoothX - mech.transX) * 0.07;
mech.transY += (mech.transSmoothY - mech.transY) * 0.07;
},
doCrouch() {
if (!mech.crouch) {
mech.crouch = true;
mech.yOffGoal = mech.yOffWhen.crouch;
Matter.Body.translate(playerHead, {
x: 0,
y: 40
});
}
},
undoCrouch() {
if (mech.crouch) {
mech.crouch = false;
mech.yOffGoal = mech.yOffWhen.stand;
Matter.Body.translate(playerHead, {
x: 0,
y: -40
});
}
},
hardLandCD: 0,
checkHeadClear() {
if (Matter.Query.collides(headSensor, map).length > 0) {
return false
} else {
return true
}
},
enterAir() {
//triggered in engine.js on collision
mech.onGround = false;
mech.hardLandCD = 0 // disable hard landing
if (mech.checkHeadClear()) {
if (mech.crouch) {
mech.undoCrouch();
}
mech.yOffGoal = mech.yOffWhen.jump;
}
},
//triggered in engine.js on collision
enterLand() {
mech.onGround = true;
if (mech.crouch) {
if (mech.checkHeadClear()) {
mech.undoCrouch();
} else {
mech.yOffGoal = mech.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 > 130) {
mech.doCrouch();
mech.yOff = mech.yOffWhen.jump;
mech.hardLandCD = mech.cycle + Math.min(momentum / 6.5 - 6, 40)
// if (mod.isStomp) {
// const len = Math.min(25, (momentum - 120) * 0.1)
// for (let i = 0; i < len; i++) {
// b.spore(player) //spawn drone
// }
// } else if (player.velocity.y > 27 && momentum > 180 * mod.squirrelFx) { //falling damage
// let dmg = Math.sqrt(momentum - 180) * 0.01
// dmg = Math.min(Math.max(dmg, 0.02), 0.20);
// mech.damage(dmg);
// }
} else {
mech.yOffGoal = mech.yOffWhen.stand;
}
}
},
buttonCD_jump: 0, //cool down for player buttons
groundControl() {
if (mech.crouch) {
if (!(keys[83] || keys[40]) && mech.checkHeadClear() && mech.hardLandCD < mech.cycle) mech.undoCrouch();
} else if (keys[83] || keys[40] || mech.hardLandCD > mech.cycle) {
mech.doCrouch(); //on ground && not crouched and pressing s or down
} else if ((keys[87] || keys[38]) && mech.buttonCD_jump + 20 < mech.cycle && mech.yOffWhen.stand > 23) {
mech.buttonCD_jump = mech.cycle; //can't jump again until 20 cycles pass
//apply a fraction of the jump force to the body the player is jumping off of
Matter.Body.applyForce(mech.standingOn, mech.pos, {
x: 0,
y: mech.jumpForce * 0.12 * Math.min(mech.standingOn.mass, 5)
});
player.force.y = -mech.jumpForce; //player jump force
Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
x: player.velocity.x,
y: 0
});
}
if (keys[65] || keys[37]) { //left / a
// if (game.mouseDownRight && mech.fieldCDcycle < mech.cycle && !mech.crouch) {
// blink(-1)
// } else {
if (player.velocity.x > -2) {
player.force.x -= mech.Fx * 1.5
} else {
player.force.x -= mech.Fx
}
// }
} else if (keys[68] || keys[39]) { //right / d
// if (game.mouseDownRight && mech.fieldCDcycle < mech.cycle && !mech.crouch) {
// blink(1)
// } else {
if (player.velocity.x < 2) {
player.force.x += mech.Fx * 1.5
} else {
player.force.x += mech.Fx
}
// }
} else {
const stoppingFriction = 0.92;
Matter.Body.setVelocity(player, {
x: player.velocity.x * stoppingFriction,
y: player.velocity.y * stoppingFriction
});
}
//come to a stop if fast or if no move key is pressed
if (player.speed > 4) {
const stoppingFriction = (mech.crouch) ? 0.65 : 0.89; // this controls speed when crouched
Matter.Body.setVelocity(player, {
x: player.velocity.x * stoppingFriction,
y: player.velocity.y * stoppingFriction
});
}
},
airControl() {
//check for short jumps //moving up //recently pressed jump //but not pressing jump key now
if (mech.buttonCD_jump + 60 > mech.cycle && !(keys[87] || keys[38]) && mech.Vy < 0) {
Matter.Body.setVelocity(player, {
//reduce player y-velocity every cycle
x: player.velocity.x,
y: player.velocity.y * 0.94
});
}
if (keys[65] || keys[37]) {
if (player.velocity.x > -mech.airSpeedLimit / player.mass / player.mass) player.force.x -= mech.FxAir; // move player left / a
} else if (keys[68] || keys[39]) {
if (player.velocity.x < mech.airSpeedLimit / player.mass / player.mass) player.force.x += mech.FxAir; //move player right / d
}
},
alive: false,
death() {
if (mod.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
//count mods
let totalMods = 0;
for (let i = 0; i < mod.mods.length; i++) {
totalMods += mod.mods[i].count
}
const totalGuns = b.inventory.length //count guns
function randomizeMods() {
for (let i = 0; i < totalMods; i++) {
//find what mods I don't have
let options = [];
for (let i = 0, len = mod.mods.length; i < len; i++) {
if (mod.mods[i].count < mod.mods[i].maxCount &&
!mod.mods[i].isNonRefundable &&
mod.mods[i].name !== "quantum immortality" &&
mod.mods[i].name !== "determinism" &&
mod.mods[i].allowed()
) options.push(i);
}
//add a new mod
if (options.length > 0) {
const choose = Math.floor(Math.random() * options.length)
let newMod = options[choose]
mod.giveMod(newMod)
options.splice(choose, 1);
}
}
game.updateModHUD();
}
function randomizeField() {
mech.setField(Math.ceil(Math.random() * (mech.fieldUpgrades.length - 1)))
}
function randomizeHealth() {
mech.health = 0.7 + Math.random()
if (mech.health > 1) mech.health = 1;
mech.displayHealth();
}
function randomizeGuns() {
//removes guns and ammo
b.inventory = [];
b.activeGun = null;
b.inventoryGun = 0;
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].have = false;
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
}
//give random guns
for (let i = 0; i < totalGuns; i++) b.giveGuns()
//randomize ammo
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(6 * b.guns[b.inventory[i]].ammo * Math.sqrt(Math.random())))
}
}
game.makeGunHUD(); //update gun HUD
}
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
function randomizeEverything() {
spawn.setSpawnList(); //new mob types
game.clearNow = true; //triggers a map reset
mod.setupAllMods(); //remove all mods
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = []; //remove all bullets
randomizeHealth()
randomizeField()
randomizeGuns()
randomizeMods()
}
randomizeEverything()
const swapPeriod = 1000
for (let i = 0, len = 5; i < len; i++) {
setTimeout(function () {
randomizeEverything()
game.replaceTextLog = true;
game.makeTextLog(`probability amplitude will synchronize in ${len-i-1} seconds`, swapPeriod);
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}, (i + 1) * swapPeriod);
}
setTimeout(function () {
game.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
game.replaceTextLog = true;
game.makeTextLog("your quantum probability has stabilized", 1000);
}, 6 * swapPeriod);
} else if (mech.alive) { //normal death code here
mech.alive = false;
game.paused = true;
mech.health = 0;
mech.displayHealth();
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
setTimeout(function () {
game.splashReturn();
}, 3000);
}
},
health: 0,
maxHealth: 1, //set in game.reset()
drawHealth() {
if (mech.health < 1) {
ctx.fillStyle = "rgba(100, 100, 100, 0.5)";
ctx.fillRect(mech.pos.x - mech.radius, mech.pos.y - 50, 60, 10);
ctx.fillStyle = "#f00";
ctx.fillRect(
mech.pos.x - mech.radius,
mech.pos.y - 50,
60 * mech.health,
10
);
}
},
displayHealth() {
id = document.getElementById("health");
id.style.width = Math.floor(300 * mech.health) + "px";
//css animation blink if health is low
if (mech.health < 0.3) {
id.classList.add("low-health");
} else {
id.classList.remove("low-health");
}
},
addHealth(heal) {
if (!mod.isEnergyHealth) {
mech.health += heal * game.healScale;
if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
mod.onHealthChange();
mech.displayHealth();
}
},
defaultFPSCycle: 0, //tracks when to return to normal fps
immuneCycle: 0, //used in engine
harmReduction() {
let dmg = 1
dmg *= mech.fieldHarmReduction
dmg *= mod.isSlowFPS ? 0.85 : 1
if (mod.energyRegen === 0) dmg *= 0.5 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
if (mod.isEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) {
dmg *= 0.84 // 1 - 0.16
}
}
return dmg
},
damage(dmg) {
mech.lastHarmCycle = mech.cycle
//chance to build a drone on damage from mod
if (mod.isDroneOnDamage) {
const len = (dmg - 0.06 * Math.random()) * 40
for (let i = 0; i < len; i++) {
if (Math.random() < 0.5) b.drone() //spawn drone
}
}
// if (mod.isMineOnDamage && dmg > 0.004 + 0.05 * Math.random()) {
// b.mine({
// x: mech.pos.x,
// y: mech.pos.y - 80
// }, {
// x: 0,
// y: 0
// })
// }
dmg *= mech.harmReduction()
if (mod.isEnergyHealth) {
mech.energy -= dmg * 1.25; //energy takes an extra 25% damage for balancing purposes
if (mech.energy < 0 || isNaN(mech.energy)) {
if (mod.isDeathAvoid && powerUps.reroll.rerolls) { //&& Math.random() < 0.5
powerUps.reroll.changeRerolls(-1)
mech.energy = mech.maxEnergy * 0.5
// if (mech.energy < 0.05) mech.energy = 0.05
mech.immuneCycle = mech.cycle + 120 //disable this.immuneCycle bonus seconds
game.makeTextLog("<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1</strong> <strong class='color-r'>reroll</strong> consumed</span>", 420)
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function () {
game.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, 2000);
return;
} else {
mech.health = 0;
mech.energy = 0;
mech.death();
return;
}
}
} else {
mech.health -= dmg;
if (mech.health < 0 || isNaN(mech.health)) {
if (mod.isDeathAvoid && powerUps.reroll.rerolls > 0) { //&& Math.random() < 0.5
powerUps.reroll.changeRerolls(-1)
mech.health = mech.maxHealth * 0.5
// if (mech.health < 0.05) mech.health = 0.05
mech.immuneCycle = mech.cycle + 120 //disable this.immuneCycle bonus seconds
game.makeTextLog("<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1</strong> <strong class='color-r'>reroll</strong> consumed</span>", 420)
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function () {
game.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}, 2000);
} else {
mech.health = 0;
mech.death();
return;
}
}
mod.onHealthChange();
mech.displayHealth();
document.getElementById("dmg").style.transition = "opacity 0s";
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
}
if (dmg > 0.2 * mech.holdingMassScale) mech.drop(); //drop block if holding
const normalFPS = function () {
if (mech.defaultFPSCycle < mech.cycle) { //back to default values
game.fpsCap = game.fpsCapDefault
game.fpsInterval = 1000 / game.fpsCap;
document.getElementById("dmg").style.transition = "opacity 1s";
document.getElementById("dmg").style.opacity = "0";
} else {
requestAnimationFrame(normalFPS);
}
};
if (mech.defaultFPSCycle < mech.cycle) requestAnimationFrame(normalFPS);
if (mod.isSlowFPS) { // slow game
game.fpsCap = 30 //new fps
game.fpsInterval = 1000 / game.fpsCap;
//how long to wait to return to normal fps
mech.defaultFPSCycle = mech.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
} else {
if (dmg > 0.05) { // freeze game for high damage hits
game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
game.fpsInterval = 1000 / game.fpsCap;
} else {
game.fpsCap = game.fpsCapDefault
game.fpsInterval = 1000 / game.fpsCap;
}
mech.defaultFPSCycle = mech.cycle
}
},
hitMob(i, dmg) {
//prevents damage happening too quick
},
buttonCD: 0, //cool down for player buttons
drawLeg(stroke) {
// if (game.mouseInGame.x > mech.pos.x) {
if (mech.angle > -Math.PI / 2 && mech.angle < Math.PI / 2) {
mech.flipLegs = 1;
} else {
mech.flipLegs = -1;
}
ctx.save();
ctx.scale(mech.flipLegs, 1); //leg lines
ctx.beginPath();
ctx.moveTo(mech.hip.x, mech.hip.y);
ctx.lineTo(mech.knee.x, mech.knee.y);
ctx.lineTo(mech.foot.x, mech.foot.y);
ctx.strokeStyle = stroke;
ctx.lineWidth = 7;
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo(mech.foot.x, mech.foot.y);
ctx.lineTo(mech.foot.x - 15, mech.foot.y + 5);
ctx.moveTo(mech.foot.x, mech.foot.y);
ctx.lineTo(mech.foot.x + 15, mech.foot.y + 5);
ctx.lineWidth = 4;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(mech.hip.x, mech.hip.y, 11, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(mech.knee.x + 7, mech.knee.y);
ctx.arc(mech.knee.x, mech.knee.y, 7, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(mech.foot.x + 6, mech.foot.y);
ctx.arc(mech.foot.x, mech.foot.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = mech.fillColor;
ctx.fill();
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
},
calcLeg(cycle_offset, offset) {
mech.hip.x = 12 + offset;
mech.hip.y = 24 + offset;
//stepSize goes to zero if Vx is zero or not on ground (make mech transition cleaner)
mech.stepSize = 0.8 * mech.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(mech.Vx))) * mech.onGround);
//changes to stepsize are smoothed by adding only a percent of the new value each cycle
const stepAngle = 0.034 * mech.walk_cycle + cycle_offset;
mech.foot.x = 2.2 * mech.stepSize * Math.cos(stepAngle) + offset;
mech.foot.y = offset + 1.2 * mech.stepSize * Math.sin(stepAngle) + mech.yOff + mech.height;
const Ymax = mech.yOff + mech.height;
if (mech.foot.y > Ymax) mech.foot.y = Ymax;
//calculate knee position as intersection of circle from hip and foot
const d = Math.sqrt((mech.hip.x - mech.foot.x) * (mech.hip.x - mech.foot.x) + (mech.hip.y - mech.foot.y) * (mech.hip.y - mech.foot.y));
const l = (mech.legLength1 * mech.legLength1 - mech.legLength2 * mech.legLength2 + d * d) / (2 * d);
const h = Math.sqrt(mech.legLength1 * mech.legLength1 - l * l);
mech.knee.x = (l / d) * (mech.foot.x - mech.hip.x) - (h / d) * (mech.foot.y - mech.hip.y) + mech.hip.x + offset;
mech.knee.y = (l / d) * (mech.foot.y - mech.hip.y) + (h / d) * (mech.foot.x - mech.hip.x) + mech.hip.y;
},
// collisionImmune: false,
// beginCollisionImmune() {
// },
// endCollisionImmune() {
// },
draw() {
ctx.fillStyle = mech.fillColor;
mech.walk_cycle += mech.flipLegs * mech.Vx;
//draw body
ctx.save();
ctx.globalAlpha = (mech.immuneCycle < mech.cycle) ? 1 : 0.7
ctx.translate(mech.pos.x, mech.pos.y);
mech.calcLeg(Math.PI, -3);
mech.drawLeg("#4a4a4a");
mech.calcLeg(0, 0);
mech.drawLeg("#333");
ctx.rotate(mech.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, mech.fillColorDark);
grd.addColorStop(1, mech.fillColor);
ctx.fillStyle = grd;
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
// ctx.beginPath();
// ctx.arc(15, 0, 3, 0, 2 * Math.PI);
// ctx.fillStyle = '#9cf' //'#0cf';
// ctx.fill()
ctx.restore();
mech.yOff = mech.yOff * 0.85 + mech.yOffGoal * 0.15; //smoothly move leg height towards height goal
},
// *********************************************
// **************** fields *********************
// *********************************************
closest: {
dist: 1000,
index: 0
},
isHolding: false,
isStealth: false,
throwCharge: 0,
fireCDcycle: 0,
fieldCDcycle: 0,
fieldMode: 0, //basic field mode before upgrades
maxEnergy: 1, //can be increased by a mod
holdingTarget: null,
timeSkipLastCycle: 0,
// these values are set on reset by setHoldDefaults()
fieldRange: 155,
fieldShieldingScale: 1,
energy: 0,
fieldRegen: 0,
fieldMode: 0,
fieldFire: false,
fieldHarmReduction: 1,
holdingMassScale: 0,
fieldArc: 0,
fieldThreshold: 0,
calculateFieldThreshold() {
mech.fieldThreshold = Math.cos(mech.fieldArc * Math.PI)
},
setHoldDefaults() {
if (mech.energy < mech.maxEnergy) mech.energy = mech.maxEnergy;
mech.fieldRegen = mod.energyRegen; //0.001
mech.fieldMeterColor = "#0cf"
mech.fieldShieldingScale = 1;
mech.fieldBlockCD = 10;
game.isBodyDamage = true;
mech.fieldHarmReduction = 1;
mech.fieldRange = 155;
mech.fieldFire = false;
mech.fieldCDcycle = 0;
mech.isStealth = false;
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
mech.airSpeedLimit = 125
mech.drop();
mech.holdingMassScale = 0.5;
mech.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.isBodiesAsleep = true;
mech.wakeCheck();
},
fieldMeterColor: "#0cf",
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
if (mech.energy < mech.maxEnergy) {
mech.energy += mech.fieldRegen;
ctx.fillStyle = bgColor;
const xOff = mech.pos.x - mech.radius * mech.maxEnergy
const yOff = mech.pos.y - 50
ctx.fillRect(xOff, yOff, range * mech.maxEnergy, 10);
ctx.fillStyle = mech.fieldMeterColor;
ctx.fillRect(xOff, yOff, range * mech.energy, 10);
}
if (mech.energy < 0) mech.energy = 0
// else {
// mech.energy = mech.maxEnergy
// }
},
lookingAt(who) {
//calculate a vector from body to player and make it length 1
const diff = Vector.normalise(Vector.sub(who.position, mech.pos));
//make a vector for the player's direction of length 1
const dir = {
x: Math.cos(mech.angle),
y: Math.sin(mech.angle)
};
//the dot product of diff and dir will return how much over lap between the vectors
// console.log(Vector.dot(dir, diff))
if (Vector.dot(dir, diff) > mech.fieldThreshold) {
return true;
}
return false;
},
drop() {
if (mech.isHolding) {
mech.fieldCDcycle = mech.cycle + 15;
mech.isHolding = false;
mech.throwCharge = 0;
mech.definePlayerMass()
if (mech.holdingTarget) {
mech.holdingTarget.collisionFilter.category = cat.body;
mech.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
mech.holdingTarget = null;
}
}
},
definePlayerMass(mass = mech.defaultMass) {
Matter.Body.setMass(player, mass);
//reduce air and ground move forces
mech.Fx = 0.08 / mass * mod.squirrelFx //base player mass is 5
mech.FxAir = 0.4 / mass / mass //base player mass is 5
//make player stand a bit lower when holding heavy masses
mech.yOffWhen.stand = Math.max(mech.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
if (mech.onGround && !mech.crouch) mech.yOffGoal = mech.yOffWhen.stand;
},
drawHold(target, stroke = true) {
if (target) {
const eye = 15;
const len = target.vertices.length - 1;
ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.4 * Math.random()) + ")";
ctx.lineWidth = 1;
ctx.strokeStyle = "#000";
ctx.beginPath();
ctx.moveTo(
mech.pos.x + eye * Math.cos(mech.angle),
mech.pos.y + eye * Math.sin(mech.angle)
);
ctx.lineTo(target.vertices[len].x, target.vertices[len].y);
ctx.lineTo(target.vertices[0].x, target.vertices[0].y);
ctx.fill();
if (stroke) ctx.stroke();
for (let i = 0; i < len; i++) {
ctx.beginPath();
ctx.moveTo(
mech.pos.x + eye * Math.cos(mech.angle),
mech.pos.y + eye * Math.sin(mech.angle)
);
ctx.lineTo(target.vertices[i].x, target.vertices[i].y);
ctx.lineTo(target.vertices[i + 1].x, target.vertices[i + 1].y);
ctx.fill();
if (stroke) ctx.stroke();
}
}
},
holding() {
if (mech.holdingTarget) {
mech.energy -= mech.fieldRegen;
if (mech.energy < 0) mech.energy = 0;
Matter.Body.setPosition(mech.holdingTarget, {
x: mech.pos.x + 70 * Math.cos(mech.angle),
y: mech.pos.y + 70 * Math.sin(mech.angle)
});
Matter.Body.setVelocity(mech.holdingTarget, player.velocity);
Matter.Body.rotate(mech.holdingTarget, 0.01 / mech.holdingTarget.mass); //gently spin the block
} else {
mech.isHolding = false
}
},
throwBlock() {
if (mech.holdingTarget) {
if (keys[32] || game.mouseDownRight) {
if (mech.energy > 0.001) {
mech.energy -= 0.001 / mod.throwChargeRate;
mech.throwCharge += 0.5 * mod.throwChargeRate / mech.holdingTarget.mass
//draw charge
const x = mech.pos.x + 15 * Math.cos(mech.angle);
const y = mech.pos.y + 15 * Math.sin(mech.angle);
const len = mech.holdingTarget.vertices.length - 1;
const edge = mech.throwCharge * mech.throwCharge * mech.throwCharge;
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
grd.addColorStop(0, "rgba(255,50,150,0.3)");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(mech.holdingTarget.vertices[len].x, mech.holdingTarget.vertices[len].y);
ctx.lineTo(mech.holdingTarget.vertices[0].x, mech.holdingTarget.vertices[0].y);
ctx.fill();
for (let i = 0; i < len; i++) {
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(mech.holdingTarget.vertices[i].x, mech.holdingTarget.vertices[i].y);
ctx.lineTo(mech.holdingTarget.vertices[i + 1].x, mech.holdingTarget.vertices[i + 1].y);
ctx.fill();
}
} else {
mech.drop()
}
} else if (mech.throwCharge > 0) { //Matter.Query.region(mob, player.bounds)
//throw the body
mech.fieldCDcycle = mech.cycle + 15;
mech.isHolding = false;
//bullet-like collisions
mech.holdingTarget.collisionFilter.category = cat.body; //cat.bullet;
mech.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
//check every second to see if player is away from thrown body, and make solid
const solid = function (that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (dx * dx + dy * dy > 10000 && that !== mech.holdingTarget) {
// that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
} else {
setTimeout(solid, 25, that);
}
};
setTimeout(solid, 150, mech.holdingTarget);
const charge = Math.min(mech.throwCharge / 5, 1)
let speed = charge * Math.min(80, 64 / Math.pow(mech.holdingTarget.mass, 0.25));
if (Matter.Query.collides(mech.holdingTarget, map).length !== 0) {
speed *= 0.7 //drop speed by 30% if touching map
if (Matter.Query.ray(map, mech.holdingTarget.position, mech.pos).length !== 0) speed = 0 //drop to zero if the center of the block can't see the center of the player through the map
//|| Matter.Query.ray(body, mech.holdingTarget.position, mech.pos).length > 1
}
mech.throwCharge = 0;
Matter.Body.setVelocity(mech.holdingTarget, {
x: player.velocity.x * 0.5 + Math.cos(mech.angle) * speed,
y: player.velocity.y * 0.5 + Math.sin(mech.angle) * speed
});
//player recoil //stronger in x-dir to prevent jump hacking
Matter.Body.setVelocity(player, {
x: player.velocity.x - Math.cos(mech.angle) * speed / (mech.crouch ? 30 : 10) * Math.sqrt(mech.holdingTarget.mass),
y: player.velocity.y - Math.sin(mech.angle) * speed / 30 * Math.sqrt(mech.holdingTarget.mass)
});
mech.definePlayerMass() //return to normal player mass
}
} else {
mech.isHolding = false
}
},
drawField() {
if (mech.holdingTarget) {
ctx.fillStyle = "rgba(110,170,200," + (mech.energy * (0.05 + 0.05 * Math.random())) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.3 + 0.08 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
} else {
ctx.fillStyle = "rgba(110,170,200," + (0.02 + mech.energy * (0.15 + 0.15 * Math.random())) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
}
// const off = 2 * Math.cos(game.cycle * 0.1)
const range = mech.fieldRange;
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, range, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
ctx.lineWidth = 2;
ctx.lineCap = "butt"
ctx.stroke();
let eye = 13;
let aMag = 0.75 * Math.PI * mech.fieldArc
let a = mech.angle + aMag
let cp1x = mech.pos.x + 0.6 * range * Math.cos(a)
let cp1y = mech.pos.y + 0.6 * range * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle))
a = mech.angle - aMag
cp1x = mech.pos.x + 0.6 * range * Math.cos(a)
cp1y = mech.pos.y + 0.6 * range * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + 1 * range * Math.cos(mech.angle - Math.PI * mech.fieldArc), mech.pos.y + 1 * range * Math.sin(mech.angle - Math.PI * mech.fieldArc))
ctx.fill();
// ctx.lineTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
//draw random lines in field for cool effect
let offAngle = mech.angle + 1.7 * Math.PI * mech.fieldArc * (Math.random() - 0.5);
ctx.beginPath();
eye = 15;
ctx.moveTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
ctx.lineTo(mech.pos.x + range * Math.cos(offAngle), mech.pos.y + range * Math.sin(offAngle));
ctx.strokeStyle = "rgba(120,170,255,0.6)";
ctx.lineWidth = 1;
ctx.stroke();
},
grabPowerUp() { //look for power ups to grab with field
const grabPowerUpRange2 = 156000 //(mech.fieldRange + 220) * (mech.fieldRange + 220)
for (let i = 0, len = powerUp.length; i < len; ++i) {
const dxP = mech.pos.x - powerUp[i].position.x;
const dyP = mech.pos.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP;
// float towards player if looking at and in range or if very close to player
if (dist2 < grabPowerUpRange2 && (mech.lookingAt(powerUp[i]) || dist2 < 16000) && !(mech.health === mech.maxHealth && powerUp[i].name === "heal")) {
powerUp[i].force.x += 7 * (dxP / dist2) * powerUp[i].mass;
powerUp[i].force.y += 7 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * game.g; //negate gravity
//extra friction
Matter.Body.setVelocity(powerUp[i], {
x: powerUp[i].velocity.x * 0.11,
y: powerUp[i].velocity.y * 0.11
});
if (dist2 < 5000 && !game.isChoosing) { //use power up if it is close enough
if (mod.isMassEnergy) mech.energy = mech.maxEnergy * 2;
Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
x: player.velocity.x + ((powerUp[i].velocity.x * powerUp[i].mass) / player.mass) * 0.3,
y: player.velocity.y + ((powerUp[i].velocity.y * powerUp[i].mass) / player.mass) * 0.3
});
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
return; //because the array order is messed up after splice
}
}
}
},
pushMass(who) {
const speed = Vector.magnitude(Vector.sub(who.velocity, player.velocity))
const fieldBlockCost = (0.03 + Math.sqrt(who.mass) * speed * 0.003) * mech.fieldShieldingScale;
const unit = Vector.normalise(Vector.sub(player.position, who.position))
if (mech.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
mech.energy -= fieldBlockCost
if (mech.energy < 0) {
mech.energy = 0;
}
if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
if (mod.blockDmg && mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics") {
who.damage(mod.blockDmg)
//draw electricity
const step = 40
ctx.beginPath();
for (let i = 0, len = 2 * mod.blockDmg; i < len; i++) {
let x = mech.pos.x - 20 * unit.x;
let y = mech.pos.y - 20 * unit.y;
ctx.moveTo(x, y);
for (let i = 0; i < 8; i++) {
x += step * (-unit.x + 1.5 * (Math.random() - 0.5))
y += step * (-unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
}
ctx.lineWidth = 3;
ctx.strokeStyle = "#f0f";
ctx.stroke();
} else {
mech.drawHold(who);
}
// mech.holdingTarget = null
//knock backs
if (mech.fieldShieldingScale > 0) {
const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back
Matter.Body.setVelocity(who, {
x: player.velocity.x - (15 * unit.x) / massRoot,
y: player.velocity.y - (15 * unit.y) / massRoot
});
mech.fieldCDcycle = mech.cycle + mech.fieldBlockCD;
if (mech.crouch) {
Matter.Body.setVelocity(player, {
x: player.velocity.x + 0.4 * unit.x * massRoot,
y: player.velocity.y + 0.4 * unit.y * massRoot
});
} else {
Matter.Body.setVelocity(player, {
x: player.velocity.x + 5 * unit.x * massRoot,
y: player.velocity.y + 5 * unit.y * massRoot
});
}
} else {
if (mod.isStunField && mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism") mobs.statusStun(who, mod.isStunField)
// mobs.statusSlow(who, mod.isStunField)
const massRoot = Math.sqrt(Math.max(0.15, who.mass)); // masses above 12 can start to overcome the push back
Matter.Body.setVelocity(who, {
x: player.velocity.x - (20 * unit.x) / massRoot,
y: player.velocity.y - (20 * unit.y) / massRoot
});
if (who.dropPowerUp && player.speed < 12) {
const massRootCap = Math.sqrt(Math.min(10, Math.max(0.4, who.mass))); // masses above 12 can start to overcome the push back
Matter.Body.setVelocity(player, {
x: 0.9 * player.velocity.x + 0.6 * unit.x * massRootCap,
y: 0.9 * player.velocity.y + 0.6 * unit.y * massRootCap
});
}
}
}
},
pushMobsFacing() { // find mobs in range and in direction looking
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, player.position)) - mob[i].radius < mech.fieldRange &&
mech.lookingAt(mob[i]) &&
Matter.Query.ray(map, mob[i].position, mech.pos).length === 0
) {
mob[i].locatePlayer();
mech.pushMass(mob[i]);
}
}
},
pushMobs360(range = mech.fieldRange * 0.75) { // find mobs in range in any direction
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, mech.pos)) < range &&
Matter.Query.ray(map, mob[i].position, mech.pos).length === 0
) {
mob[i].locatePlayer();
mech.pushMass(mob[i]);
}
}
},
// pushBodyFacing() { // push all body in range and in direction looking
// for (let i = 0, len = body.length; i < len; ++i) {
// if (
// body[i].speed > 12 && body[i].mass > 2 &&
// Vector.magnitude(Vector.sub(body[i].position, mech.pos)) < mech.fieldRange &&
// mech.lookingAt(body[i]) &&
// Matter.Query.ray(map, body[i].position, mech.pos).length === 0
// ) {
// mech.pushMass(body[i]);
// }
// }
// },
// pushBody360(range = mech.fieldRange * 0.75) { // push all body in range and in direction looking
// for (let i = 0, len = body.length; i < len; ++i) {
// if (
// body[i].speed > 12 && body[i].mass > 2 &&
// Vector.magnitude(Vector.sub(body[i].position, mech.pos)) < range &&
// mech.lookingAt(body[i]) &&
// Matter.Query.ray(map, body[i].position, mech.pos).length === 0 &&
// body[i].collisionFilter.category === cat.body
// ) {
// mech.pushMass(body[i]);
// }
// }
// },
lookForPickUp() { //find body to pickup
if (mech.energy > mech.fieldRegen) mech.energy -= mech.fieldRegen;
const grabbing = {
targetIndex: null,
targetRange: 150,
// lookingAt: false //false to pick up object in range, but not looking at
};
for (let i = 0, len = body.length; i < len; ++i) {
if (Matter.Query.ray(map, body[i].position, mech.pos).length === 0) {
//is mech next body a better target then my current best
const dist = Vector.magnitude(Vector.sub(body[i].position, mech.pos));
const looking = mech.lookingAt(body[i]);
// if (dist < grabbing.targetRange && (looking || !grabbing.lookingAt) && !body[i].isNotHoldable) {
if (dist < grabbing.targetRange && looking && !body[i].isNotHoldable) {
grabbing.targetRange = dist;
grabbing.targetIndex = i;
// grabbing.lookingAt = looking;
}
}
}
// set pick up target for when mouse is released
if (body[grabbing.targetIndex]) {
mech.holdingTarget = body[grabbing.targetIndex];
//
ctx.beginPath(); //draw on each valid body
let vertices = mech.holdingTarget.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j += 1) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = "rgba(190,215,230," + (0.3 + 0.7 * Math.random()) + ")";
ctx.fill();
ctx.globalAlpha = 0.2;
mech.drawHold(mech.holdingTarget);
ctx.globalAlpha = 1;
} else {
mech.holdingTarget = null;
}
},
pickUp() {
//triggers when a hold target exits and field button is released
mech.isHolding = true;
//conserve momentum when player mass changes
totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(mech.holdingTarget.velocity, mech.holdingTarget.mass))
Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (mech.defaultMass + mech.holdingTarget.mass)));
mech.definePlayerMass(mech.defaultMass + mech.holdingTarget.mass * mech.holdingMassScale)
//make block collide with nothing
mech.holdingTarget.collisionFilter.category = 0;
mech.holdingTarget.collisionFilter.mask = 0;
},
wakeCheck() {
if (mech.isBodiesAsleep) {
mech.isBodiesAsleep = false;
function wake(who) {
for (let i = 0, len = who.length; i < len; ++i) {
Matter.Sleeping.set(who[i], false)
if (who[i].storeVelocity) {
Matter.Body.setVelocity(who[i], {
x: who[i].storeVelocity.x,
y: who[i].storeVelocity.y
})
Matter.Body.setAngularVelocity(who[i], who[i].storeAngularVelocity)
}
}
}
wake(mob);
wake(body);
wake(bullet);
for (let i = 0, len = cons.length; i < len; i++) {
if (cons[i].stiffness === 0) {
cons[i].stiffness = cons[i].storeStiffness
}
}
// wake(powerUp);
}
},
hold() {},
setField(index) {
if (isNaN(index)) { //find index by name
let found = false
for (let i = 0; i < mech.fieldUpgrades.length; i++) {
if (index === mech.fieldUpgrades[i].name) {
index = i;
found = true;
break;
}
}
if (!found) return //if you can't find the field don't give a field to avoid game crash
}
mech.fieldMode = index;
document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name
mech.setHoldDefaults();
mech.fieldUpgrades[index].effect();
},
fieldUpgrades: [{
name: "field emitter",
description: "use <strong class='color-f'>energy</strong> to <strong>shield</strong> yourself from <strong>harm</strong><br><strong>pick up</strong> and <strong>throw</strong> objects",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write
mech.hold = function () {
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
if (mech.energy > 0.05) {
mech.drawField();
mech.pushMobsFacing();
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
mech.drawFieldMeter()
}
}
},
{
name: "standing wave harmonics",
description: "three oscillating <strong>shields</strong> are permanently active<br>reduce <strong>harm</strong> by <strong>33%</strong>",
isEasyToAim: true,
effect: () => {
mech.fieldHarmReduction = 0.67;
mech.fieldBlockCD = 0;
mech.hold = function () {
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
if (mech.energy > 0.1 && mech.fieldCDcycle < mech.cycle) {
const fieldRange1 = (0.7 + 0.3 * Math.sin(mech.cycle / 23)) * mech.fieldRange
const fieldRange2 = (0.6 + 0.4 * Math.sin(mech.cycle / 37)) * mech.fieldRange
const fieldRange3 = (0.55 + 0.45 * Math.sin(mech.cycle / 47)) * mech.fieldRange
const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
ctx.fillStyle = "rgba(110,170,200," + (0.04 + mech.energy * (0.12 + 0.13 * Math.random())) + ")";
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, fieldRange1, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, fieldRange2, 0, 2 * Math.PI);
ctx.fill();
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, fieldRange3, 0, 2 * Math.PI);
ctx.fill();
mech.pushMobs360(netfieldRange);
// mech.pushBody360(netfieldRange); //can't throw block when pushhing blocks away
}
mech.drawFieldMeter()
}
}
},
{
name: "perfect diamagnetism",
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
description: "<strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has no <strong>cool down</strong> and less <strong>recoil</strong>",
isEasyToAim: false,
effect: () => {
mech.fieldShieldingScale = 0;
// mech.fieldMeterColor = "#0af"
// mech.fieldArc = 0.3; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
// mech.calculateFieldThreshold();
mech.hold = function () {
const wave = Math.sin(mech.cycle * 0.022);
mech.fieldRange = 165 + 12 * wave
mech.fieldArc = 0.3 + 0.035 * wave //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.calculateFieldThreshold();
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
if (mech.energy > 0.05) {
//draw field
if (mech.holdingTarget) {
ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
} else {
ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
}
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
ctx.lineWidth = 2.5 - 1.5 * wave;
ctx.lineCap = "butt"
ctx.stroke();
const curve = 0.57 + 0.04 * wave
const aMag = (1 - curve * 1.2) * Math.PI * mech.fieldArc
let a = mech.angle + aMag
let cp1x = mech.pos.x + curve * mech.fieldRange * Math.cos(a)
let cp1y = mech.pos.y + curve * mech.fieldRange * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle))
a = mech.angle - aMag
cp1x = mech.pos.x + curve * mech.fieldRange * Math.cos(a)
cp1y = mech.pos.y + curve * mech.fieldRange * Math.sin(a)
ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + 1 * mech.fieldRange * Math.cos(mech.angle - Math.PI * mech.fieldArc), mech.pos.y + 1 * mech.fieldRange * Math.sin(mech.angle - Math.PI * mech.fieldArc))
ctx.fill();
mech.pushMobsFacing();
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
mech.drawFieldMeter()
}
}
},
{
name: "nano-scale manufacturing",
description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>2x</strong> <strong class='color-f'>energy</strong> regeneration",
isEasyToAim: true,
effect: () => {
// mech.fieldRegen *= 2;
mech.hold = function () {
if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle) {
if (mod.isSporeField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
const len = Math.floor(6 + 4 * Math.random())
mech.energy -= len * 0.074;
for (let i = 0; i < len; i++) {
b.spore(player)
}
} else if (mod.isMissileField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.6;
b.missile({
x: mech.pos.x + 40 * Math.cos(mech.angle),
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
},
mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * mod.fireRate,
1, mod.babyMissiles)
} else if (mod.isIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.061;
b.iceIX(1)
} else {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.33;
b.drone(1)
}
}
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
if (mech.energy > 0.05) {
mech.drawField();
mech.pushMobsFacing();
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
mech.energy += mech.fieldRegen;
mech.drawFieldMeter()
}
}
},
{
name: "negative mass field",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp; <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong>harm</strong> by <strong>60%</strong>",
fieldDrawRadius: 0,
isEasyToAim: true,
effect: () => {
mech.fieldFire = true;
mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
mech.fieldMeterColor = "#000"
if (mod.isHarmReduce) {
mech.fieldHarmReduction = 0.2;
} else {
mech.fieldHarmReduction = 0.4;
}
mech.hold = function () {
mech.airSpeedLimit = 125 //5 * player.mass * player.mass
mech.FxAir = 0.016
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //push away
mech.grabPowerUp();
mech.lookForPickUp();
const DRAIN = 0.00035
if (mech.energy > DRAIN) {
mech.airSpeedLimit = 400 // 7* player.mass * player.mass
mech.FxAir = 0.005
// mech.pushMobs360();
//repulse mobs
// for (let i = 0, len = mob.length; i < len; ++i) {
// sub = Vector.sub(mob[i].position, mech.pos);
// dist2 = Vector.magnitudeSquared(sub);
// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius && mob[i].speed > 6) {
// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.00004 * mob[i].speed * mob[i].mass)
// mob[i].force.x = force.x
// mob[i].force.y = force.y
// }
// }
//look for nearby objects to make zero-g
function zeroG(who, range, mag = 1.06) {
for (let i = 0, len = who.length; i < len; ++i) {
sub = Vector.sub(who[i].position, mech.pos);
dist = Vector.magnitude(sub);
if (dist < range) {
who[i].force.y -= who[i].mass * (game.g * mag); //add a bit more then standard gravity
}
}
}
// zeroG(bullet); //works fine, but not that noticeable and maybe not worth the possible performance hit
// zeroG(mob); //mobs are too irregular to make this work?
if (keys[83] || keys[40]) { //down
player.force.y -= 0.5 * player.mass * mech.gravity;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 400 * 0.03;
zeroG(powerUp, this.fieldDrawRadius, 0.7);
zeroG(body, this.fieldDrawRadius, 0.7);
} else if (keys[87] || keys[38]) { //up
mech.energy -= 5 * DRAIN;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03;
player.force.y -= 1.45 * player.mass * mech.gravity;
zeroG(powerUp, this.fieldDrawRadius, 1.38);
zeroG(body, this.fieldDrawRadius, 1.38);
} else {
mech.energy -= DRAIN;
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03;
player.force.y -= 1.07 * player.mass * mech.gravity; // slow upward drift
zeroG(powerUp, this.fieldDrawRadius);
zeroG(body, this.fieldDrawRadius);
}
if (mech.energy < 0.001) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
}
//add extra friction for horizontal motion
if (keys[65] || keys[68] || keys[37] || keys[39]) {
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.99,
y: player.velocity.y * 0.98
});
} else { //slow rise and fall
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.99,
y: player.velocity.y * 0.98
});
}
//draw zero-G range
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, this.fieldDrawRadius, 0, 2 * Math.PI);
ctx.fillStyle = "#f5f5ff";
ctx.globalCompositeOperation = "difference";
ctx.fill();
if (mod.isHawking) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].distanceToPlayer2() < this.fieldDrawRadius * this.fieldDrawRadius && Matter.Query.ray(map, mech.pos, mob[i].position).length === 0 && Matter.Query.ray(body, mech.pos, mob[i].position).length === 0) {
mob[i].damage(b.dmgScale * 0.085);
mob[i].locatePlayer();
//draw electricity
const sub = Vector.sub(mob[i].position, mech.pos)
const unit = Vector.normalise(sub);
const steps = 6
const step = Vector.magnitude(sub) / steps;
ctx.beginPath();
let x = mech.pos.x + 30 * unit.x;
let y = mech.pos.y + 30 * unit.y;
ctx.moveTo(x, y);
for (let i = 0; i < steps; i++) {
x += step * (unit.x + 0.7 * (Math.random() - 0.5))
y += step * (unit.y + 0.7 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 1;
ctx.strokeStyle = "rgba(0,255,0,0.5)" //"#fff";
ctx.stroke();
}
}
}
ctx.globalCompositeOperation = "source-over";
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
this.fieldDrawRadius = 0
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
this.fieldDrawRadius = 0
}
mech.drawFieldMeter("rgba(0,0,0,0.2)")
}
}
},
{
name: "plasma torch",
description: "use <strong class='color-f'>energy</strong> to emit short range plasma<br>plasma <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
isEasyToAim: false,
effect: () => {
mech.fieldMeterColor = "#f0f"
mech.hold = function () {
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
const DRAIN = 0.0013
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
}
//calculate laser collision
let best;
let range = mod.isPlasmaRange * (140 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
// const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
const path = [{
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
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 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
if (best.who.alive) {
const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { //friction
x: best.who.velocity.x * 0.7,
y: best.who.velocity.y * 0.7
});
// const angle = Math.atan2(player.position.y - best.who.position.y, player.position.x - best.who.position.x);
// const mass = Math.min(Math.sqrt(best.who.mass), 6);
// Matter.Body.setVelocity(best.who, {
// x: best.who.velocity.x * 0.85 - 3 * Math.cos(angle) / mass,
// y: best.who.velocity.y * 0.85 - 3 * Math.sin(angle) / mass
// });
//draw mob damage circle
game.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(dmg) * 50,
color: "rgba(255,0,255,0.2)",
time: game.drawTime * 4
});
} else if (!best.who.isStatic) {
//push blocks away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
Matter.Body.applyForce(best.who, path[1], force)
}
}
//draw blowtorch laser beam
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2
ctx.stroke();
//draw electricity
const Dx = Math.cos(mech.angle);
const Dy = Math.sin(mech.angle);
let x = mech.pos.x + 20 * Dx;
let y = mech.pos.y + 20 * Dy;
ctx.beginPath();
ctx.moveTo(x, y);
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
for (let i = 0; i < 8; i++) {
x += step * (Dx + 1.5 * (Math.random() - 0.5))
y += step * (Dy + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
//draw shield around player
// ctx.beginPath();
// ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange * 0.75, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(255,0,255,0.05)"
// ctx.fill();
// mech.pushBody360(100); //disabled because doesn't work at short range
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
} else {
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
mech.drawFieldMeter("rgba(0, 0, 0, 0.2)")
}
}
},
{
name: "time dilation field",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><em>you can move and fire while time is stopped</em>",
isEasyToAim: true,
effect: () => {
// mech.fieldMeterColor = "#000"
mech.fieldFire = true;
mech.isBodiesAsleep = false;
mech.hold = function () {
if (mech.isHolding) {
mech.wakeCheck();
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
mech.grabPowerUp();
mech.lookForPickUp(180);
const DRAIN = 0.0017
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < DRAIN) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
mech.wakeCheck();
}
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
// ctx.fillStyle = "rgba(100,200,230," + (0.25 + 0.06 * Math.random()) + ")";
ctx.fillStyle = "#ccc";
ctx.fillRect(-100000, -100000, 200000, 200000)
ctx.globalCompositeOperation = "source-over"
//stop time
mech.isBodiesAsleep = true;
function sleep(who) {
for (let i = 0, len = who.length; i < len; ++i) {
if (!who[i].isSleeping) {
who[i].storeVelocity = who[i].velocity
who[i].storeAngularVelocity = who[i].angularVelocity
}
Matter.Sleeping.set(who[i], true)
}
}
sleep(mob);
sleep(body);
sleep(bullet);
//doesn't really work, just slows down constraints
for (let i = 0, len = cons.length; i < len; i++) {
if (cons[i].stiffness !== 0) {
cons[i].storeStiffness = cons[i].stiffness;
cons[i].stiffness = 0;
}
}
game.cycle--; //pause all functions that depend on game cycle increasing
if (mod.isTimeSkip) {
game.isTimeSkipping = true;
mech.cycle++;
game.gravity();
Engine.update(engine, game.delta);
// level.checkZones();
// level.checkQuery();
mech.move();
game.checks();
// mobs.loop();
// mech.draw();
mech.walk_cycle += mech.flipLegs * mech.Vx;
// mech.hold();
mech.energy += 0.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
b.fire();
// b.bulletRemove();
b.bulletDo();
game.isTimeSkipping = false;
}
// game.cycle--; //pause all functions that depend on game cycle increasing
// if (mod.isTimeSkip && !game.isTimeSkipping) { //speed up the rate of time
// game.timeSkip(1)
// mech.energy += 1.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
// }
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.wakeCheck();
mech.pickUp();
} else {
mech.wakeCheck();
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
mech.drawFieldMeter()
}
}
},
{
name: "phase decoherence field",
description: "use <strong class='color-f'>energy</strong> to become <strong>intangible</strong><br><strong>firing</strong> and touching <strong>shields</strong> increases <strong>drain</strong>",
isEasyToAim: true,
effect: () => {
mech.fieldFire = true;
mech.fieldMeterColor = "#fff";
mech.fieldPhase = 0;
mech.hold = function () {
// function expandField() {
// if (this.fieldRange < 2000) {
// this.fieldRange += 100
// drawField(this.fieldRange)
// }
// }
function drawField(radius) {
radius *= 0.9 + 1 * mech.energy;
const rotate = mech.cycle * 0.005;
mech.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.max(0.01, Math.min(mech.energy, 1)));
const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
ctx.beginPath();
ctx.ellipse(mech.pos.x, mech.pos.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
if (mod.renormalization) {
for (let i = 0; i < bullet.length; i++) {
ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
ctx.arc(bullet[i].position.x, bullet[i].position.y, radius, 0, 2 * Math.PI);
}
} else {
if (mech.fireCDcycle > mech.cycle && (keys[32] || game.mouseDownRight)) {
ctx.lineWidth = 5;
ctx.strokeStyle = `rgba(0, 204, 255,1)`
ctx.stroke()
}
}
ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*mech.energy})`;
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.clip();
}
mech.isStealth = false //isStealth disables most uses of foundPlayer()
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
if (mech.isHolding) {
if (this.fieldRange < 2000) {
this.fieldRange += 100
drawField(this.fieldRange)
}
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
} else if (keys[32] || game.mouseDownRight) {
mech.grabPowerUp();
mech.lookForPickUp();
if (mech.fieldCDcycle < mech.cycle) {
const DRAIN = 0.0003 + 0.00015 * player.speed + ((!mod.renormalization && mech.fireCDcycle > mech.cycle) ? 0.005 : 0.001)
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
// if (mech.energy < 0.001) {
// mech.fieldCDcycle = mech.cycle + 120;
// mech.energy = 0;
// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// }
this.fieldRange = this.fieldRange * 0.8 + 0.2 * 160
drawField(this.fieldRange)
mech.isStealth = true //isStealth disables most uses of foundPlayer()
player.collisionFilter.mask = cat.map
let inPlayer = Matter.Query.region(mob, player.bounds)
if (inPlayer.length > 0) {
for (let i = 0; i < inPlayer.length; i++) {
if (inPlayer[i].shield) {
mech.energy -= 0.005; //shields drain player energy
//draw outline of shield
ctx.fillStyle = `rgba(140,217,255,0.5)`
ctx.fill()
} else if (mod.superposition && inPlayer[i].dropPowerUp) {
// inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
// mech.energy += 0.005;
mobs.statusStun(inPlayer[i], 240)
//draw outline of mob in a few random locations to show blurriness
const vertices = inPlayer[i].vertices;
const off = 30
for (let k = 0; k < 3; k++) {
const xOff = off * (Math.random() - 0.5)
const yOff = off * (Math.random() - 0.5)
ctx.beginPath();
ctx.moveTo(xOff + vertices[0].x, yOff + vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y);
}
ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y);
ctx.fillStyle = "rgba(0,0,0,0.1)"
ctx.fill()
}
break;
}
}
}
} else {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
drawField(this.fieldRange)
}
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
if (this.fieldRange < 2000) {
this.fieldRange += 100
drawField(this.fieldRange)
}
} else {
// this.fieldRange = 3000
if (this.fieldRange < 2000 && mech.holdingTarget === null) {
this.fieldRange += 100
drawField(this.fieldRange)
}
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
if (mech.energy < mech.maxEnergy) {
mech.energy += mech.fieldRegen;
const xOff = mech.pos.x - mech.radius * mech.maxEnergy
const yOff = mech.pos.y - 50
ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx.fillRect(xOff, yOff, 60 * mech.maxEnergy, 10);
ctx.fillStyle = mech.fieldMeterColor;
ctx.fillRect(xOff, yOff, 60 * mech.energy, 10);
ctx.beginPath()
ctx.rect(xOff, yOff, 60 * mech.maxEnergy, 10);
ctx.strokeStyle = "rgb(0, 0, 0)";
ctx.lineWidth = 1;
ctx.stroke();
}
if (mech.energy < 0) mech.energy = 0
}
}
},
{
name: "pilot wave",
description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong>",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write
game.isBodyDamage = false;
mech.fieldPhase = 0;
mech.fieldPosition = {
x: game.mouseInGame.x,
y: game.mouseInGame.y
}
mech.lastFieldPosition = {
x: game.mouseInGame.x,
y: game.mouseInGame.y
}
mech.fieldOn = false;
mech.fieldRadius = 0;
mech.drop();
mech.hold = function () {
if (keys[32] || game.mouseDownRight) {
if (mech.fieldCDcycle < mech.cycle) {
const scale = 25
const bounds = {
min: {
x: mech.fieldPosition.x - scale,
y: mech.fieldPosition.y - scale
},
max: {
x: mech.fieldPosition.x + scale,
y: mech.fieldPosition.y + scale
}
}
const isInMap = Matter.Query.region(map, bounds).length
// const isInMap = Matter.Query.point(map, mech.fieldPosition).length
if (!mech.fieldOn) { // if field was off, and it starting up, teleport to new mouse location
mech.fieldOn = true;
mech.fieldPosition = { //smooth the mouse position
x: game.mouseInGame.x,
y: game.mouseInGame.y
}
mech.lastFieldPosition = { //used to find velocity of field changes
x: mech.fieldPosition.x,
y: mech.fieldPosition.y
}
} else { //when field is on it smoothly moves towards the mouse
mech.lastFieldPosition = { //used to find velocity of field changes
x: mech.fieldPosition.x,
y: mech.fieldPosition.y
}
const smooth = isInMap ? 0.985 : 0.96;
mech.fieldPosition = { //smooth the mouse position
x: mech.fieldPosition.x * smooth + game.mouseInGame.x * (1 - smooth),
y: mech.fieldPosition.y * smooth + game.mouseInGame.y * (1 - smooth),
}
}
//grab power ups into the field
for (let i = 0, len = powerUp.length; i < len; ++i) {
const dxP = mech.fieldPosition.x - powerUp[i].position.x;
const dyP = mech.fieldPosition.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP;
// float towards field if looking at and in range or if very close to player
if (dist2 < mech.fieldRadius * mech.fieldRadius && (mech.lookingAt(powerUp[i]) || dist2 < 16000) && !(mech.health === mech.maxHealth && powerUp[i].name === "heal")) {
powerUp[i].force.x += 7 * (dxP / dist2) * powerUp[i].mass;
powerUp[i].force.y += 7 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * game.g; //negate gravity
//extra friction
Matter.Body.setVelocity(powerUp[i], {
x: powerUp[i].velocity.x * 0.11,
y: powerUp[i].velocity.y * 0.11
});
if (dist2 < 5000 && !game.isChoosing) { //use power up if it is close enough
if (mod.isMassEnergy) mech.energy = mech.maxEnergy * 2;
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
// mech.fieldRadius += 50
break; //because the array order is messed up after splice
}
}
}
//grab power ups normally too
mech.grabPowerUp();
if (mech.energy > 0.01) {
//find mouse velocity
const diff = Vector.sub(mech.fieldPosition, mech.lastFieldPosition)
const speed = Vector.magnitude(diff)
const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 45)) //limit velocity
let radius, radiusSmooth
if (Matter.Query.ray(map, mech.fieldPosition, player.position).length) { //is there something block the player's view of the field
radius = 0
radiusSmooth = Math.max(0, isInMap ? 0.96 - 0.02 * speed : 0.995); //0.99
} else {
radius = Math.max(50, 250 - 2 * speed)
radiusSmooth = 0.97
}
mech.fieldRadius = mech.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth)
for (let i = 0, len = body.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(body[i].position, mech.fieldPosition)) < mech.fieldRadius) {
const DRAIN = speed * body[i].mass * 0.000018
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8)
body[i].force.y -= body[i].mass * game.g; //remove gravity effects
} else {
mech.fieldCDcycle = mech.cycle + 120;
mech.fieldOn = false
mech.fieldRadius = 0
break
}
}
}
if (mod.isPilotFreeze) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, mech.fieldPosition)) < mech.fieldRadius) {
mobs.statusSlow(mob[i], 120)
}
}
}
ctx.beginPath();
const rotate = mech.cycle * 0.008;
mech.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(mech.energy, 1));
const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
ctx.beginPath();
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference";
ctx.fillStyle = "#fff"; //"#eef";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, mech.energy * 2 * Math.PI);
ctx.strokeStyle = "#000";
ctx.lineWidth = 4;
ctx.stroke();
} else {
mech.fieldCDcycle = mech.cycle + 120;
mech.fieldOn = false
mech.fieldRadius = 0
}
} else {
mech.grabPowerUp();
}
} else {
mech.fieldOn = false
mech.fieldRadius = 0
}
mech.drawFieldMeter()
}
}
},
],
};