1598 lines
63 KiB
JavaScript
1598 lines
63 KiB
JavaScript
//global player variables for use in matter.js physics
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let player, jumpSensor, playerBody, playerHead, headSensor;
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// player Object Prototype *********************************************
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const mech = {
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spawn() {
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//load player in matter.js physic engine
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// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
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let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
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playerBody = Matter.Bodies.fromVertices(0, 0, vertices);
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jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
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//this sensor check if the player is on the ground to enable jumping
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sleepThreshold: 99999999999,
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isSensor: true
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});
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vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
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playerHead = Matter.Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
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headSensor = Bodies.rectangle(0, -57, 48, 45, {
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//senses if the player's head is empty and can return after crouching
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sleepThreshold: 99999999999,
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isSensor: true
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});
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player = Body.create({
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//combine jumpSensor and playerBody
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parts: [playerBody, playerHead, jumpSensor, headSensor],
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inertia: Infinity, //prevents player rotation
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friction: 0.002,
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frictionAir: 0.001,
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//frictionStatic: 0.5,
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restitution: 0,
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sleepThreshold: Infinity,
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collisionFilter: {
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group: 0,
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category: cat.player,
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mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
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},
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death() {
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mech.death();
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}
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});
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Matter.Body.setMass(player, mech.mass);
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World.add(engine.world, [player]);
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mech.holdConstraint = Constraint.create({
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//holding body constraint
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pointA: {
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x: 0,
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y: 0
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},
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bodyB: jumpSensor, //setting constraint to jump sensor because it has to be on something until the player picks up things
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stiffness: 0.4
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});
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World.add(engine.world, mech.holdConstraint);
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},
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cycle: 0,
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width: 50,
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radius: 30,
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fillColor: "#fff",
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fillColorDark: "#ccc",
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height: 42,
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yOffWhen: {
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crouch: 22,
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stand: 49,
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jump: 70
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},
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defaultMass: 5,
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mass: 5,
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FxNotHolding: 0.015,
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Fx: 0.015, //run Force on ground //this is reset in b.setModDefaults()
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FxAir: 0.015, //run Force in Air
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yOff: 70,
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yOffGoal: 70,
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onGround: false, //checks if on ground or in air
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standingOn: undefined,
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numTouching: 0,
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crouch: false,
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isHeadClear: true,
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spawnPos: {
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x: 0,
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y: 0
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},
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spawnVel: {
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x: 0,
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y: 0
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},
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pos: {
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x: 0,
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y: 0
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},
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setPosToSpawn(xPos, yPos) {
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this.spawnPos.x = this.pos.x = xPos;
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this.spawnPos.y = this.pos.y = yPos;
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this.transX = this.transSmoothX = canvas.width2 - this.pos.x;
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this.transY = this.transSmoothY = canvas.height2 - this.pos.y;
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this.Vx = this.spawnVel.x;
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this.Vy = this.spawnVel.y;
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player.force.x = 0;
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player.force.y = 0;
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Matter.Body.setPosition(player, this.spawnPos);
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Matter.Body.setVelocity(player, this.spawnVel);
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// mech.transX = -player.position.x
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// mech.transY = player.position.y
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},
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Sy: 0, //adds a smoothing effect to vertical only
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Vx: 0,
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Vy: 0,
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jumpForce: 0.38, //this is reset in b.setModDefaults()
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gravity: 0.0019,
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friction: {
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ground: 0.01,
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air: 0.0025
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},
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angle: 0,
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walk_cycle: 0,
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stepSize: 0,
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flipLegs: -1,
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hip: {
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x: 12,
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y: 24
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},
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knee: {
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x: 0,
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y: 0,
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x2: 0,
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y2: 0
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},
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foot: {
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x: 0,
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y: 0
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},
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legLength1: 55,
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legLength2: 45,
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transX: 0,
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transY: 0,
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move() {
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this.pos.x = player.position.x;
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this.pos.y = playerBody.position.y - this.yOff;
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this.Vx = player.velocity.x;
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this.Vy = player.velocity.y;
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},
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transSmoothX: 0,
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transSmoothY: 0,
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lastGroundedPositionY: 0,
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// mouseZoom: 0,
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look() {
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//always on mouse look
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this.angle = Math.atan2(
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game.mouseInGame.y - this.pos.y,
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game.mouseInGame.x - this.pos.x
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);
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//smoothed mouse look translations
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const scale = 0.8;
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this.transSmoothX = canvas.width2 - this.pos.x - (game.mouse.x - canvas.width2) * scale;
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this.transSmoothY = canvas.height2 - this.pos.y - (game.mouse.y - canvas.height2) * scale;
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this.transX += (this.transSmoothX - this.transX) * 0.07;
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this.transY += (this.transSmoothY - this.transY) * 0.07;
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},
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doCrouch() {
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if (!this.crouch) {
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this.crouch = true;
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this.yOffGoal = this.yOffWhen.crouch;
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Matter.Body.translate(playerHead, {
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x: 0,
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y: 40
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});
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}
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},
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undoCrouch() {
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if (this.crouch) {
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this.crouch = false;
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this.yOffGoal = this.yOffWhen.stand;
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Matter.Body.translate(playerHead, {
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x: 0,
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y: -40
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});
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}
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},
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hardLandCD: 0,
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enterAir() {
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//triggered in engine.js on collision
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this.onGround = false;
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this.hardLandCD = 0 // disable hard landing
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if (this.isHeadClear) {
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if (this.crouch) {
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this.undoCrouch();
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}
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this.yOffGoal = this.yOffWhen.jump;
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}
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},
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//triggered in engine.js on collision
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enterLand() {
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this.onGround = true;
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if (this.crouch) {
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if (this.isHeadClear) {
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this.undoCrouch();
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} else {
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this.yOffGoal = this.yOffWhen.crouch;
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}
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} else {
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//sets a hard land where player stays in a crouch for a bit and can't jump
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//crouch is forced in keyMove() on ground section below
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const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 20 down velocity, unless the player is holding something
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if (momentum > 120) {
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this.doCrouch();
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this.yOff = this.yOffWhen.jump;
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this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
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if (game.isBodyDamage && player.velocity.y > 26 && momentum > 165 * b.modSquirrelFx) { //falling damage
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt(momentum - 165) * 0.01
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dmg = Math.min(Math.max(dmg, 0.02), 0.20);
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mech.damage(dmg);
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}
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} else {
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this.yOffGoal = this.yOffWhen.stand;
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}
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}
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},
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buttonCD_jump: 0, //cool down for player buttons
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keyMove() {
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if (this.onGround) { //on ground **********************
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if (this.crouch) {
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if (!(keys[83] || keys[40]) && this.isHeadClear && this.hardLandCD < mech.cycle) this.undoCrouch();
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} else if (keys[83] || keys[40] || this.hardLandCD > mech.cycle) {
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this.doCrouch(); //on ground && not crouched and pressing s or down
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} else if ((keys[87] || keys[38]) && this.buttonCD_jump + 20 < mech.cycle && this.yOffWhen.stand > 23) {
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this.buttonCD_jump = mech.cycle; //can't jump again until 20 cycles pass
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//apply a fraction of the jump force to the body the player is jumping off of
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Matter.Body.applyForce(mech.standingOn, mech.pos, {
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x: 0,
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y: this.jumpForce * 0.12 * Math.min(mech.standingOn.mass, 5)
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});
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player.force.y = -this.jumpForce; //player jump force
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Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
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x: player.velocity.x,
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y: 0
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});
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}
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//horizontal move on ground
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//apply a force to move
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if (keys[65] || keys[37]) { //left / a
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if (player.velocity.x > -2) {
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player.force.x -= this.Fx * 1.5
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} else {
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player.force.x -= this.Fx
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}
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} else if (keys[68] || keys[39]) { //right / d
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if (player.velocity.x < 2) {
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player.force.x += this.Fx * 1.5
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} else {
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player.force.x += this.Fx
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}
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} else {
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const stoppingFriction = 0.92;
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Matter.Body.setVelocity(player, {
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x: player.velocity.x * stoppingFriction,
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y: player.velocity.y * stoppingFriction
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});
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}
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//come to a stop if fast or if no move key is pressed
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if (player.speed > 4) {
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const stoppingFriction = (this.crouch) ? 0.65 : 0.89; // this controls speed when crouched
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Matter.Body.setVelocity(player, {
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x: player.velocity.x * stoppingFriction,
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y: player.velocity.y * stoppingFriction
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});
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}
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} else { // in air **********************************
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//check for short jumps
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if (
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this.buttonCD_jump + 60 > mech.cycle && //just pressed jump
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!(keys[87] || keys[38]) && //but not pressing jump key
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this.Vy < 0 //moving up
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) {
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Matter.Body.setVelocity(player, {
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//reduce player y-velocity every cycle
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x: player.velocity.x,
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y: player.velocity.y * 0.94
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});
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}
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const limit = 125 / player.mass / player.mass
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if (keys[65] || keys[37]) {
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if (player.velocity.x > -limit) player.force.x -= this.FxAir; // move player left / a
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} else if (keys[68] || keys[39]) {
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if (player.velocity.x < limit) player.force.x += this.FxAir; //move player right / d
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}
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}
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//smoothly move leg height towards height goal
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this.yOff = this.yOff * 0.85 + this.yOffGoal * 0.15;
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},
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alive: true,
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death() {
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if (b.modIsImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
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spawn.setSpawnList(); //new mob types
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game.clearNow = true; //triggers a map reset
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//count mods
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let totalMods = -2; //lose the immortality mod and one more, so -2
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for (let i = 0; i < b.mods.length; i++) {
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if (b.mods[i].have) totalMods++
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}
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function randomizeMods() {
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b.setModDefaults(); //remove all mods
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for (let i = 0; i < totalMods; i++) {
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//find what mods I don't have
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let options = [];
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for (let i = 0; i < b.mods.length; i++) {
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//can't get quantum immortality again
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if (i !== 7 && !b.mods[i].have) options.push(i);
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}
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//add a new mod
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if (options.length > 0) {
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const choose = Math.floor(Math.random() * options.length)
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let newMod = options[choose]
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b.giveMod(newMod)
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options.splice(choose, 1);
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}
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}
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game.updateModHUD();
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}
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function randomizeField() {
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if (game.difficulty * (Math.random() + 0.27) > 2) {
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mech.fieldUpgrades[Math.floor(Math.random() * (mech.fieldUpgrades.length))].effect();
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} else {
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mech.fieldUpgrades[0].effect();
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}
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}
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function randomizeHealth() {
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mech.health = 0.5 + Math.random()
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if (mech.health > 1) mech.health = 1;
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mech.displayHealth();
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}
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function randomizeGuns() {
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const length = Math.round(b.inventory.length * (1 + 0.4 * (Math.random() - 0.5)))
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//removes guns and ammo
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b.inventory = [];
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b.activeGun = null;
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b.inventoryGun = 0;
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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b.guns[i].have = false;
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if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
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}
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for (let i = 0; i < length; i++) {
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powerUps.gun.effect();
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}
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//randomize ammo
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].ammo !== Infinity) {
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b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(6 * b.guns[b.inventory[i]].ammo * (Math.random() - 0.3)))
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}
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}
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game.makeGunHUD(); //update gun HUD
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}
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game.wipe = function () { //set wipe to have trails
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ctx.fillStyle = "rgba(255,255,255,0)";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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randomizeMods()
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randomizeGuns()
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randomizeField()
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randomizeHealth()
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for (let i = 0, len = 7; i < len; i++) {
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setTimeout(function () {
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randomizeMods()
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randomizeGuns()
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randomizeField()
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randomizeHealth()
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game.replaceTextLog = true;
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game.makeTextLog(`probability amplitude will synchronize in ${len-i-1} seconds`, 1000);
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game.wipe = function () { //set wipe to have trails
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ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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}, (i + 1) * 1000);
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}
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setTimeout(function () {
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game.wipe = function () { //set wipe to normal
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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game.replaceTextLog = true;
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game.makeTextLog("your quantum probability has stabilized", 1000);
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document.title = "n-gon: L" + (game.difficulty) + " " + level.levels[level.onLevel];
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}, 8000);
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} else if (this.alive) { //normal death code here
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this.alive = false;
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game.paused = true;
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this.health = 0;
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this.displayHealth();
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document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
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document.getElementById("fade-out").style.opacity = 1; //slowly fades out
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setTimeout(function () {
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game.splashReturn();
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}, 3000);
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}
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},
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health: 0,
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maxHealth: 1,
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drawHealth() {
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if (this.health < 1) {
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ctx.fillStyle = "rgba(100, 100, 100, 0.5)";
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ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, 60, 10);
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ctx.fillStyle = "#f00";
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ctx.fillRect(
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this.pos.x - this.radius,
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this.pos.y - 50,
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60 * this.health,
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10
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);
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}
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},
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displayHealth() {
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id = document.getElementById("health");
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id.style.width = Math.floor(300 * this.health) + "px";
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//css animation blink if health is low
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if (this.health < 0.3) {
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id.classList.add("low-health");
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} else {
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id.classList.remove("low-health");
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}
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},
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addHealth(heal) {
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this.health += heal;
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if (this.health > mech.maxHealth) this.health = mech.maxHealth;
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this.displayHealth();
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},
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defaultFPSCycle: 0, //tracks when to return to normal fps
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damage(dmg) {
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if (b.isModMonogamy && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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dmg *= 0.93
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}
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}
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this.health -= dmg;
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if (this.health < 0) {
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this.health = 0;
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this.death();
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return;
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}
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this.displayHealth();
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document.getElementById("dmg").style.transition = "opacity 0s";
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document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
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//chance to build a drone on damage from mod
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if (b.isModDroneOnDamage) {
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const len = (dmg - 0.08 + 0.05 * Math.random()) / 0.05
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for (let i = 0; i < len; i++) {
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if (Math.random() < 0.6) b.drone() //spawn drone
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}
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}
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// freeze game and display a full screen red color
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if (dmg > 0.05) {
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if (dmg > 0.07 && mech.holdingMassScale > 0.2) this.drop(); //drop block if holding
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsInterval = 1000 / game.fpsCap;
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} else {
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game.fpsCap = game.fpsCapDefault
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game.fpsInterval = 1000 / game.fpsCap;
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}
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mech.defaultFPSCycle = mech.cycle
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const normalFPS = function () {
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if (mech.defaultFPSCycle < mech.cycle) { //back to default values
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game.fpsCap = game.fpsCapDefault
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game.fpsInterval = 1000 / game.fpsCap;
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document.getElementById("dmg").style.transition = "opacity 1s";
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|
document.getElementById("dmg").style.opacity = "0";
|
|
} else {
|
|
requestAnimationFrame(normalFPS);
|
|
}
|
|
};
|
|
requestAnimationFrame(normalFPS);
|
|
|
|
// // freeze game and display a full screen red color
|
|
// if (dmg > 0.05) {
|
|
// if (dmg > 0.07) {
|
|
// this.drop(); //drop block if holding
|
|
// }
|
|
|
|
// 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
|
|
|
|
// 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);
|
|
// }
|
|
// };
|
|
// requestAnimationFrame(normalFPS);
|
|
},
|
|
damageImmune: 0,
|
|
hitMob(i, dmg) {
|
|
//prevents damage happening too quick
|
|
},
|
|
buttonCD: 0, //cool down for player buttons
|
|
usePowerUp(i) {
|
|
powerUp[i].effect();
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
if (b.isModMassEnergy) {
|
|
mech.fieldMeter = mech.fieldEnergyMax;
|
|
mech.addHealth(0.03);
|
|
}
|
|
},
|
|
drawLeg(stroke) {
|
|
// if (game.mouseInGame.x > this.pos.x) {
|
|
if (mech.angle > -Math.PI / 2 && mech.angle < Math.PI / 2) {
|
|
this.flipLegs = 1;
|
|
} else {
|
|
this.flipLegs = -1;
|
|
}
|
|
ctx.save();
|
|
ctx.scale(this.flipLegs, 1); //leg lines
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.hip.x, this.hip.y);
|
|
ctx.lineTo(this.knee.x, this.knee.y);
|
|
ctx.lineTo(this.foot.x, this.foot.y);
|
|
ctx.strokeStyle = stroke;
|
|
ctx.lineWidth = 7;
|
|
ctx.stroke();
|
|
|
|
//toe lines
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.foot.x, this.foot.y);
|
|
ctx.lineTo(this.foot.x - 15, this.foot.y + 5);
|
|
ctx.moveTo(this.foot.x, this.foot.y);
|
|
ctx.lineTo(this.foot.x + 15, this.foot.y + 5);
|
|
ctx.lineWidth = 4;
|
|
ctx.stroke();
|
|
|
|
//hip joint
|
|
ctx.beginPath();
|
|
ctx.arc(this.hip.x, this.hip.y, 11, 0, 2 * Math.PI);
|
|
//knee joint
|
|
ctx.moveTo(this.knee.x + 7, this.knee.y);
|
|
ctx.arc(this.knee.x, this.knee.y, 7, 0, 2 * Math.PI);
|
|
//foot joint
|
|
ctx.moveTo(this.foot.x + 6, this.foot.y);
|
|
ctx.arc(this.foot.x, this.foot.y, 6, 0, 2 * Math.PI);
|
|
ctx.fillStyle = this.fillColor;
|
|
ctx.fill();
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
ctx.restore();
|
|
},
|
|
calcLeg(cycle_offset, offset) {
|
|
this.hip.x = 12 + offset;
|
|
this.hip.y = 24 + offset;
|
|
//stepSize goes to zero if Vx is zero or not on ground (make this transition cleaner)
|
|
this.stepSize = 0.8 * this.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(this.Vx))) * this.onGround);
|
|
//changes to stepsize are smoothed by adding only a percent of the new value each cycle
|
|
const stepAngle = 0.034 * this.walk_cycle + cycle_offset;
|
|
this.foot.x = 2.2 * this.stepSize * Math.cos(stepAngle) + offset;
|
|
this.foot.y = offset + 1.2 * this.stepSize * Math.sin(stepAngle) + this.yOff + this.height;
|
|
const Ymax = this.yOff + this.height;
|
|
if (this.foot.y > Ymax) this.foot.y = Ymax;
|
|
|
|
//calculate knee position as intersection of circle from hip and foot
|
|
const d = Math.sqrt((this.hip.x - this.foot.x) * (this.hip.x - this.foot.x) + (this.hip.y - this.foot.y) * (this.hip.y - this.foot.y));
|
|
const l = (this.legLength1 * this.legLength1 - this.legLength2 * this.legLength2 + d * d) / (2 * d);
|
|
const h = Math.sqrt(this.legLength1 * this.legLength1 - l * l);
|
|
this.knee.x = (l / d) * (this.foot.x - this.hip.x) - (h / d) * (this.foot.y - this.hip.y) + this.hip.x + offset;
|
|
this.knee.y = (l / d) * (this.foot.y - this.hip.y) + (h / d) * (this.foot.x - this.hip.x) + this.hip.y;
|
|
},
|
|
draw() {
|
|
ctx.fillStyle = this.fillColor;
|
|
this.walk_cycle += this.flipLegs * this.Vx;
|
|
|
|
//draw body
|
|
ctx.save();
|
|
ctx.translate(this.pos.x, this.pos.y);
|
|
this.calcLeg(Math.PI, -3);
|
|
this.drawLeg("#4a4a4a");
|
|
this.calcLeg(0, 0);
|
|
this.drawLeg("#333");
|
|
ctx.rotate(this.angle);
|
|
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
|
grd.addColorStop(0, this.fillColorDark);
|
|
grd.addColorStop(1, this.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();
|
|
},
|
|
// *********************************************
|
|
// **************** holding ********************
|
|
// *********************************************
|
|
closest: {
|
|
dist: 1000,
|
|
index: 0
|
|
},
|
|
isHolding: false,
|
|
isStealth: false,
|
|
throwCharge: 0,
|
|
fireCDcycle: 0,
|
|
fieldCDcycle: 0,
|
|
fieldMode: 0, //basic field mode before upgrades
|
|
fieldEnergyMax: 1, //can be increased by a mod
|
|
// these values are set on reset by setHoldDefaults()
|
|
fieldMeter: 0,
|
|
fieldRegen: 0,
|
|
fieldMode: 0,
|
|
fieldFire: false,
|
|
holdingMassScale: 0,
|
|
throwChargeRate: 0,
|
|
throwChargeMax: 0,
|
|
fieldFireCD: 0,
|
|
fieldShieldingScale: 0,
|
|
grabRange: 0,
|
|
fieldArc: 0,
|
|
fieldThreshold: 0,
|
|
calculateFieldThreshold() {
|
|
this.fieldThreshold = Math.cos(this.fieldArc * Math.PI)
|
|
},
|
|
setHoldDefaults() {
|
|
this.fieldMeter = this.fieldEnergyMax;
|
|
this.fieldRegen = 0.001;
|
|
this.fieldFire = false;
|
|
this.fieldCDcycle = 0;
|
|
this.isStealth = false;
|
|
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
|
|
this.holdingMassScale = 0.5;
|
|
this.fieldFireCD = 15;
|
|
this.fieldShieldingScale = 1; //scale energy loss after collision with mob
|
|
this.grabRange = 175;
|
|
this.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
this.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
mech.isBodiesAsleep = true;
|
|
mech.wakeCheck();
|
|
},
|
|
drawFieldMeter(range = 60) {
|
|
if (this.fieldMeter < this.fieldEnergyMax) {
|
|
mech.fieldMeter += mech.fieldRegen;
|
|
ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
|
|
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range, 10);
|
|
ctx.fillStyle = "#0cf";
|
|
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range * this.fieldMeter, 10);
|
|
} else {
|
|
mech.fieldMeter = this.fieldEnergyMax
|
|
}
|
|
},
|
|
lookingAt(who) {
|
|
//calculate a vector from body to player and make it length 1
|
|
const diff = Matter.Vector.normalise(Matter.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(Matter.Vector.dot(dir, diff))
|
|
if (Matter.Vector.dot(dir, diff) > this.fieldThreshold) {
|
|
return true;
|
|
}
|
|
return false;
|
|
},
|
|
drop() {
|
|
if (this.isHolding) {
|
|
this.isHolding = false;
|
|
this.definePlayerMass()
|
|
this.holdingTarget.collisionFilter.category = cat.body;
|
|
this.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
|
this.holdingTarget = null;
|
|
this.throwCharge = 0;
|
|
}
|
|
},
|
|
definePlayerMass(mass = mech.defaultMass) {
|
|
Matter.Body.setMass(player, mass);
|
|
//reduce air and ground move forces
|
|
this.Fx = 0.075 / mass * b.modSquirrelFx
|
|
this.FxAir = 0.375 / mass / mass
|
|
//make player stand a bit lower when holding heavy masses
|
|
this.yOffWhen.stand = Math.max(this.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
|
|
if (this.onGround && !this.crouch) this.yOffGoal = this.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(this.angle),
|
|
mech.pos.y + eye * Math.sin(this.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(this.angle),
|
|
mech.pos.y + eye * Math.sin(this.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() {
|
|
this.fieldMeter -= this.fieldRegen;
|
|
if (this.fieldMeter < 0) this.fieldMeter = 0;
|
|
Matter.Body.setPosition(this.holdingTarget, {
|
|
x: mech.pos.x + 70 * Math.cos(this.angle),
|
|
y: mech.pos.y + 70 * Math.sin(this.angle)
|
|
});
|
|
Matter.Body.setVelocity(this.holdingTarget, player.velocity);
|
|
Matter.Body.rotate(this.holdingTarget, 0.01 / this.holdingTarget.mass); //gently spin the block
|
|
},
|
|
throw () {
|
|
if ((keys[32] || game.mouseDownRight)) {
|
|
if (this.fieldMeter > 0.0007) {
|
|
this.fieldMeter -= 0.0007;
|
|
this.throwCharge += this.throwChargeRate;;
|
|
//draw charge
|
|
const x = mech.pos.x + 15 * Math.cos(this.angle);
|
|
const y = mech.pos.y + 15 * Math.sin(this.angle);
|
|
const len = this.holdingTarget.vertices.length - 1;
|
|
const edge = this.throwCharge * this.throwCharge * 0.02;
|
|
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(this.holdingTarget.vertices[len].x, this.holdingTarget.vertices[len].y);
|
|
ctx.lineTo(this.holdingTarget.vertices[0].x, this.holdingTarget.vertices[0].y);
|
|
ctx.fill();
|
|
for (let i = 0; i < len; i++) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
ctx.lineTo(this.holdingTarget.vertices[i].x, this.holdingTarget.vertices[i].y);
|
|
ctx.lineTo(this.holdingTarget.vertices[i + 1].x, this.holdingTarget.vertices[i + 1].y);
|
|
ctx.fill();
|
|
}
|
|
} else {
|
|
this.drop()
|
|
}
|
|
} else if (this.throwCharge > 0) {
|
|
//throw the body
|
|
this.fireCDcycle = mech.cycle + this.fieldFireCD;
|
|
this.isHolding = false;
|
|
//bullet-like collisions
|
|
this.holdingTarget.collisionFilter.category = cat.body;
|
|
this.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
|
|
//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.speed < 3 && 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;
|
|
} else {
|
|
setTimeout(solid, 50, that);
|
|
}
|
|
};
|
|
setTimeout(solid, 200, this.holdingTarget);
|
|
//throw speed scales a bit with mass
|
|
const speed = Math.min(85, Math.min(54 / this.holdingTarget.mass + 5, 48) * Math.min(this.throwCharge, this.throwChargeMax) / 50);
|
|
|
|
this.throwCharge = 0;
|
|
Matter.Body.setVelocity(this.holdingTarget, {
|
|
x: player.velocity.x + Math.cos(this.angle) * speed,
|
|
y: player.velocity.y + Math.sin(this.angle) * speed
|
|
});
|
|
//player recoil //stronger in x-dir to prevent jump hacking
|
|
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x - Math.cos(this.angle) * speed / (mech.crouch ? 30 : 5) * Math.sqrt(this.holdingTarget.mass),
|
|
y: player.velocity.y - Math.sin(this.angle) * speed / 40 * Math.sqrt(this.holdingTarget.mass)
|
|
});
|
|
this.definePlayerMass() //return to normal player mass
|
|
}
|
|
},
|
|
drawField() {
|
|
if (mech.holdingTarget) {
|
|
ctx.fillStyle = "rgba(110,170,200," + (mech.fieldMeter * (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.fieldMeter * (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 = this.grabRange - 20;
|
|
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 = (mech.grabRange + 220) * (mech.grabRange + 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) {
|
|
if (dist2 < 5000) { //use power up if it is close enough
|
|
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
|
|
});
|
|
mech.usePowerUp(i);
|
|
return;
|
|
}
|
|
mech.fieldMeter -= mech.fieldRegen * 0.5;
|
|
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
|
|
});
|
|
}
|
|
}
|
|
},
|
|
pushMass(who) {
|
|
const speed = Matter.Vector.magnitude(Matter.Vector.sub(who.velocity, player.velocity))
|
|
const fieldBlockCost = 0.03 + Math.sqrt(who.mass) * speed * 0.003 //0.012
|
|
if (mech.fieldMeter > fieldBlockCost * 0.6) { //shield needs at least some of the cost to block
|
|
mech.fieldMeter -= fieldBlockCost * mech.fieldShieldingScale;
|
|
if (mech.fieldMeter < 0) mech.fieldMeter = 0;
|
|
mech.drawHold(who);
|
|
mech.fieldCDcycle = mech.cycle + 10;
|
|
mech.holdingTarget = null
|
|
//knock backs
|
|
const unit = Matter.Vector.normalise(Matter.Vector.sub(player.position, who.position))
|
|
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
|
|
});
|
|
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
|
|
});
|
|
}
|
|
|
|
}
|
|
},
|
|
pushMobsFacing() { // find mobs in range and in direction looking
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, player.position)) < this.grabRange &&
|
|
this.lookingAt(mob[i]) &&
|
|
Matter.Query.ray(map, mob[i].position, this.pos).length === 0
|
|
) {
|
|
mob[i].locatePlayer();
|
|
mech.pushMass(mob[i]);
|
|
}
|
|
}
|
|
},
|
|
pushMobs360(range = this.grabRange * 0.75) { // find mobs in range in any direction
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < range &&
|
|
Matter.Query.ray(map, mob[i].position, this.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 &&
|
|
Matter.Vector.magnitude(Matter.Vector.sub(body[i].position, this.pos)) < this.grabRange &&
|
|
this.lookingAt(body[i]) &&
|
|
Matter.Query.ray(map, body[i].position, this.pos).length === 0
|
|
) {
|
|
mech.pushMass(body[i]);
|
|
}
|
|
}
|
|
},
|
|
pushBody360(range = this.grabRange * 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 &&
|
|
Matter.Vector.magnitude(Matter.Vector.sub(body[i].position, this.pos)) < range &&
|
|
this.lookingAt(body[i]) &&
|
|
Matter.Query.ray(map, body[i].position, this.pos).length === 0 &&
|
|
body[i].collisionFilter.category === cat.body
|
|
) {
|
|
mech.pushMass(body[i]);
|
|
}
|
|
}
|
|
},
|
|
lookForPickUp(range = this.grabRange) { //find body to pickup
|
|
this.fieldMeter -= this.fieldRegen;
|
|
const grabbing = {
|
|
targetIndex: null,
|
|
targetRange: range,
|
|
// 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, this.pos).length === 0) {
|
|
//is this next body a better target then my current best
|
|
const dist = Matter.Vector.magnitude(Matter.Vector.sub(body[i].position, this.pos));
|
|
const looking = this.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]) {
|
|
this.holdingTarget = body[grabbing.targetIndex];
|
|
//
|
|
ctx.beginPath(); //draw on each valid body
|
|
let vertices = this.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;
|
|
this.drawHold(this.holdingTarget);
|
|
ctx.globalAlpha = 1;
|
|
} else {
|
|
this.holdingTarget = null;
|
|
}
|
|
},
|
|
pickUp() {
|
|
//triggers when a hold target exits and field button is released
|
|
this.isHolding = true;
|
|
//conserve momentum when player mass changes
|
|
totalMomentum = Matter.Vector.add(Matter.Vector.mult(player.velocity, player.mass), Matter.Vector.mult(this.holdingTarget.velocity, this.holdingTarget.mass))
|
|
Matter.Body.setVelocity(player, Matter.Vector.mult(totalMomentum, 1 / (mech.defaultMass + this.holdingTarget.mass)));
|
|
|
|
this.definePlayerMass(mech.defaultMass + this.holdingTarget.mass * this.holdingMassScale)
|
|
//make block collide with nothing
|
|
this.holdingTarget.collisionFilter.category = 0;
|
|
this.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() {},
|
|
fieldText() {
|
|
game.replaceTextLog = true;
|
|
game.makeTextLog(`${game.SVGrightMouse}<strong style='font-size:30px;'> ${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'></span><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 1000);
|
|
game.replaceTextLog = false;
|
|
document.getElementById("field").innerHTML = mech.fieldUpgrades[mech.fieldMode].name //add field
|
|
},
|
|
fieldUpgrades: [{
|
|
name: "field emitter",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong>shield</strong> yourself from <strong class='color-d'>damage</strong><br>lets you <strong>pick up</strong> and <strong>throw</strong> objects",
|
|
effect: () => {
|
|
mech.fieldMode = 0;
|
|
mech.fieldText();
|
|
game.replaceTextLog = true; //allow text over write
|
|
// game.makeTextLog("<strong style='font-size:30px;'></strong><br> <strong class='faded'>(right click or space bar)</strong><p></p>", 1200);
|
|
mech.setHoldDefaults();
|
|
mech.hold = function () {
|
|
if (mech.isHolding) {
|
|
mech.drawHold(mech.holdingTarget);
|
|
mech.holding();
|
|
mech.throw();
|
|
} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.05 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
|
|
mech.drawField();
|
|
mech.grabPowerUp();
|
|
mech.lookForPickUp();
|
|
mech.pushBodyFacing();
|
|
mech.pushMobsFacing();
|
|
} else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //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: "time dilation field",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><em>can fire bullets while field is active</em>",
|
|
effect: () => {
|
|
mech.fieldMode = 1;
|
|
mech.fieldText();
|
|
mech.setHoldDefaults();
|
|
mech.fieldFire = true;
|
|
mech.grabRange = 130
|
|
mech.isBodiesAsleep = false;
|
|
mech.hold = function () {
|
|
if (mech.isHolding) {
|
|
mech.wakeCheck();
|
|
mech.drawHold(mech.holdingTarget);
|
|
mech.holding();
|
|
mech.throw();
|
|
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
|
|
const DRAIN = 0.0023
|
|
if (mech.fieldMeter > DRAIN) {
|
|
mech.fieldMeter -= DRAIN;
|
|
|
|
//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
|
|
|
|
mech.grabPowerUp();
|
|
mech.lookForPickUp(180);
|
|
} else {
|
|
mech.wakeCheck();
|
|
mech.fieldCDcycle = mech.cycle + 120;
|
|
}
|
|
} else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //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()
|
|
if (mech.fieldMode !== 1) mech.wakeCheck(); //wake up if this is no longer the current field mode, like after a new power up
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "plasma torch",
|
|
description: "use <strong class='color-f'>energy</strong> to emit <strong class='color-d'>damaging</strong> plasma<br><em>effective at close range</em>",
|
|
effect: () => {
|
|
mech.fieldMode = 2;
|
|
mech.fieldText();
|
|
mech.setHoldDefaults();
|
|
// mech.fieldShieldingScale = 2;
|
|
// mech.grabRange = 125;
|
|
mech.fieldArc = 0.1 //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
mech.hold = function () {
|
|
if (mech.isHolding) {
|
|
mech.drawHold(mech.holdingTarget);
|
|
mech.holding();
|
|
mech.throw();
|
|
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
|
|
const DRAIN = 0.0006
|
|
if (mech.fieldMeter > DRAIN) {
|
|
mech.fieldMeter -= DRAIN;
|
|
|
|
//calculate laser collision
|
|
let best;
|
|
let range = 80 + (mech.crouch ? 500 : 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(dir),
|
|
y: mech.pos.y + 20 * Math.sin(dir)
|
|
},
|
|
{
|
|
x: mech.pos.x + range * Math.cos(dir),
|
|
y: mech.pos.y + range * Math.sin(dir)
|
|
}
|
|
];
|
|
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 = 0.35 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
|
|
best.who.damage(dmg);
|
|
best.who.locatePlayer();
|
|
|
|
//push mobs away
|
|
const force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(mech.pos, path[1])), -0.01 * Math.sqrt(best.who.mass))
|
|
Matter.Body.applyForce(best.who, path[1], force)
|
|
// 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 = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(mech.pos, path[1])), -0.006 * 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.beginPath();
|
|
ctx.moveTo(path[0].x, path[0].y);
|
|
ctx.lineTo(path[1].x, path[1].y);
|
|
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 = range / 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
|
|
const pushRange = 110;
|
|
ctx.beginPath();
|
|
ctx.arc(mech.pos.x, mech.pos.y, pushRange, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "rgba(255,0,255,0.05)"
|
|
ctx.fill();
|
|
|
|
mech.grabPowerUp();
|
|
mech.lookForPickUp();
|
|
mech.pushMobs360(pushRange);
|
|
// mech.pushBody360(100); //disabled because doesn't work at short range
|
|
} else {
|
|
mech.fieldCDcycle = mech.cycle + 120; //if out of energy
|
|
}
|
|
} else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //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: "negative mass field",
|
|
description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 10px;'>gravity</strong><br><em>can fire bullets while active</em>",
|
|
effect: () => {
|
|
mech.fieldMode = 3;
|
|
mech.fieldText();
|
|
mech.setHoldDefaults();
|
|
mech.fieldFire = true;
|
|
|
|
mech.hold = function () {
|
|
if (mech.isHolding) {
|
|
mech.drawHold(mech.holdingTarget);
|
|
mech.holding();
|
|
mech.throw();
|
|
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //push away
|
|
const DRAIN = 0.0004
|
|
if (mech.fieldMeter > DRAIN) {
|
|
mech.grabPowerUp();
|
|
mech.lookForPickUp(170);
|
|
mech.pushMobs360(170);
|
|
//look for nearby objects to make zero-g
|
|
function zeroG(who, mag = 1.06) {
|
|
for (let i = 0, len = who.length; i < len; ++i) {
|
|
sub = Matter.Vector.sub(who[i].position, mech.pos);
|
|
dist = Matter.Vector.magnitude(sub);
|
|
if (dist < mech.grabRange) {
|
|
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?
|
|
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x,
|
|
y: player.velocity.y * 0.97
|
|
});
|
|
|
|
if (keys[83] || keys[40]) { //down
|
|
player.force.y -= 0.8 * player.mass * mech.gravity;
|
|
mech.grabRange = mech.grabRange * 0.97 + 400 * 0.03;
|
|
zeroG(powerUp, 0.85);
|
|
zeroG(body, 0.85);
|
|
} else if (keys[87] || keys[38]) { //up
|
|
mech.fieldMeter -= 5 * DRAIN;
|
|
mech.grabRange = mech.grabRange * 0.97 + 750 * 0.03;
|
|
player.force.y -= 1.2 * player.mass * mech.gravity;
|
|
zeroG(powerUp, 1.13);
|
|
zeroG(body, 1.13);
|
|
} else {
|
|
mech.fieldMeter -= DRAIN;
|
|
mech.grabRange = mech.grabRange * 0.97 + 650 * 0.03;
|
|
player.force.y -= 1.07 * player.mass * mech.gravity; // slow upward drift
|
|
zeroG(powerUp);
|
|
zeroG(body);
|
|
}
|
|
|
|
//add extra friction for horizontal motion
|
|
if (keys[65] || keys[68] || keys[37] || keys[39]) {
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.85,
|
|
y: player.velocity.y
|
|
});
|
|
}
|
|
|
|
//draw zero-G range
|
|
ctx.beginPath();
|
|
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "#f5f5ff";
|
|
ctx.globalCompositeOperation = "difference";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
} else {
|
|
//trigger cool down
|
|
mech.fieldCDcycle = mech.cycle + 120;
|
|
}
|
|
} else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
|
|
mech.pickUp();
|
|
mech.grabRange = 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)
|
|
mech.grabRange = 0
|
|
}
|
|
mech.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "standing wave harmonics",
|
|
description: "three oscillating <strong>shields</strong> are perminantly active<br><strong class='color-f'>energy</strong> regenerates at normal rate",
|
|
effect: () => {
|
|
mech.fieldMode = 4;
|
|
mech.fieldText();
|
|
mech.setHoldDefaults();
|
|
// mech.fieldRegen *= 0.6;
|
|
mech.fieldShieldingScale = 1.33;
|
|
|
|
mech.hold = function () {
|
|
if (mech.isHolding) {
|
|
mech.drawHold(mech.holdingTarget);
|
|
mech.holding();
|
|
mech.throw();
|
|
} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0)) { //not hold but field button is pressed
|
|
mech.grabPowerUp();
|
|
mech.lookForPickUp(180);
|
|
} else if (mech.holdingTarget && mech.fireCDcycle < 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.fieldMeter > 0.1 && mech.fieldCDcycle < mech.cycle) {
|
|
const grabRange1 = 90 + 60 * Math.sin(mech.cycle / 23)
|
|
const grabRange2 = 85 + 70 * Math.sin(mech.cycle / 37)
|
|
const grabRange3 = 80 + 80 * Math.sin(mech.cycle / 47)
|
|
const netGrabRange = Math.max(grabRange1, grabRange2, grabRange3)
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.04 + mech.fieldMeter * (0.12 + 0.13 * Math.random())) + ")";
|
|
ctx.beginPath();
|
|
ctx.arc(mech.pos.x, mech.pos.y, grabRange1, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.arc(mech.pos.x, mech.pos.y, grabRange2, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.arc(mech.pos.x, mech.pos.y, grabRange3, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
mech.pushMobs360(netGrabRange);
|
|
// mech.pushBody360(netGrabRange); //can't throw block when pushhing blocks away
|
|
}
|
|
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",
|
|
effect: () => {
|
|
mech.fieldMode = 5;
|
|
mech.fieldText();
|
|
mech.setHoldDefaults();
|
|
mech.fieldRegen *= 2;
|
|
mech.hold = function () {
|
|
if (mech.fieldMeter > mech.fieldEnergyMax - 0.02) {
|
|
mech.fieldMeter -= 0.32;
|
|
b.drone(1)
|
|
mech.fireCDcycle = mech.cycle + 25; // set fire cool down to prevent +energy from making huge numbers of drones
|
|
}
|
|
if (mech.isHolding) {
|
|
mech.drawHold(mech.holdingTarget);
|
|
mech.holding();
|
|
mech.throw();
|
|
} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
|
|
mech.drawField();
|
|
mech.grabPowerUp();
|
|
mech.lookForPickUp();
|
|
mech.pushMobsFacing();
|
|
mech.pushBodyFacing();
|
|
} else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //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: "phase decoherence field",
|
|
description: "use <strong class='color-f'>energy</strong> to to become <strong>intangible</strong><br><em style='opacity: 0.6;'>can't see or be seen outside field</em>",
|
|
effect: () => {
|
|
mech.fieldMode = 6;
|
|
mech.fieldText();
|
|
mech.setHoldDefaults();
|
|
// mech.grabRange = 230
|
|
mech.hold = function () {
|
|
mech.isStealth = false //isStealth is checked in mob foundPlayer()
|
|
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
|
|
if (mech.isHolding) {
|
|
mech.drawHold(mech.holdingTarget);
|
|
mech.holding();
|
|
mech.throw();
|
|
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
|
|
const DRAIN = 0.0015
|
|
if (mech.fieldMeter > DRAIN) {
|
|
mech.fieldMeter -= DRAIN;
|
|
|
|
mech.isStealth = true //isStealth is checked in mob foundPlayer()
|
|
player.collisionFilter.mask = cat.map
|
|
|
|
ctx.beginPath();
|
|
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
|
|
ctx.globalCompositeOperation = "destination-in"; //in or atop
|
|
ctx.fillStyle = `rgba(255,255,255,${mech.fieldMeter*0.5})`;
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
|
|
mech.grabPowerUp();
|
|
mech.lookForPickUp(110);
|
|
} else {
|
|
mech.fieldCDcycle = mech.cycle + 120;
|
|
}
|
|
} else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //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: "code injection field",
|
|
// description: "capture an enemy in your field for 3 seconds<br>rewrite thier behavior to target your enemies",
|
|
// effect: () => {
|
|
// mech.fieldMode = 7;
|
|
// mech.fieldText();
|
|
// mech.setHoldDefaults();
|
|
// mech.hackProgress = 0;
|
|
// // mech.grabRange = 230
|
|
// mech.hold = function () {
|
|
// mech.isStealth = false //isStealth is checked in mob foundPlayer()
|
|
// player.collisionFilter.mask = 0x010011
|
|
// if (mech.isHolding) {
|
|
// mech.hackProgress = 0
|
|
// mech.drawHold(mech.holdingTarget);
|
|
// mech.holding();
|
|
// mech.throw();
|
|
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
|
|
// const DRAIN = 0.0005
|
|
// if (mech.fieldMeter > DRAIN) {
|
|
// mech.fieldMeter -= DRAIN;
|
|
|
|
// //try to hack a mob
|
|
// for (let i = 0, len = mob.length; i < len; ++i) {
|
|
// if (
|
|
// Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange &&
|
|
// this.lookingAt(mob[i]) &&
|
|
// Matter.Query.ray(map, mob[i].position, this.pos).length === 0
|
|
// ) {
|
|
// if (mech.hackProgress > 180) { //hack the mob
|
|
// mech.fieldMeter = 0;
|
|
// mob[i].hackedTarget = null;
|
|
// mob[i].seePlayerFreq = Math.round((30 + 30 * Math.random()) * game.lookFreqScale)
|
|
// mob[i].do = function () {
|
|
// this.healthBar();
|
|
// this.hacked();
|
|
// }
|
|
// } else { //hold the mob still
|
|
// mech.hackProgress++
|
|
// range = this.grabRange * 0.9
|
|
// Matter.Body.setPosition(mob[i], {
|
|
// x: mech.pos.x + range * Math.cos(mech.angle),
|
|
// y: mech.pos.y + range * Math.sin(mech.angle),
|
|
// });
|
|
// Matter.Body.setVelocity(mob[i], player.velocity);
|
|
// }
|
|
|
|
// }
|
|
// }
|
|
|
|
|
|
// mech.pushBodyFacing();
|
|
// mech.drawField();
|
|
// mech.grabPowerUp();
|
|
// mech.lookForPickUp();
|
|
// } else {
|
|
// mech.hackProgress = 0
|
|
// mech.fieldCDcycle = mech.cycle + 120;
|
|
// }
|
|
// } else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
|
|
// mech.pickUp();
|
|
// mech.hackProgress = 0
|
|
// } else {
|
|
// mech.hackProgress = 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)
|
|
// }
|
|
// mech.drawFieldMeter()
|
|
// }
|
|
// }
|
|
// },
|
|
],
|
|
}; |