perfect diamagnetism balance and graphics unique energy colors for fields game info on pause screen falling off the map, on easy and normal difficulty sets the player to the entrance sets power ups to the exit
235 lines
9.0 KiB
JavaScript
235 lines
9.0 KiB
JavaScript
//matter.js ***********************************************************
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// module aliases
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const Engine = Matter.Engine,
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World = Matter.World,
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Events = Matter.Events,
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Composites = Matter.Composites,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint,
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Vertices = Matter.Vertices,
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Query = Matter.Query,
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Body = Matter.Body,
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Bodies = Matter.Bodies,
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Vector = Matter.Vector;
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// create an engine
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const engine = Engine.create();
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engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
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// engine.velocityIterations = 100
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// engine.positionIterations = 100
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// engine.enableSleeping = true
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// matter events
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function playerOnGroundCheck(event) {
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//runs on collisions events
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function enter() {
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mech.numTouching++;
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if (!mech.onGround) mech.enterLand();
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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mech.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (mech.standingOn.alive !== true) enter();
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} else if (pair.bodyB === jumpSensor) {
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mech.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (mech.standingOn.alive !== true) enter();
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}
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}
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mech.numTouching = 0;
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}
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function playerOffGroundCheck(event) {
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//runs on collisions events
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function enter() {
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if (mech.onGround && mech.numTouching === 0) mech.enterAir();
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === jumpSensor) {
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enter();
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} else if (pairs[i].bodyB === jumpSensor) {
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enter();
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}
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}
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}
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function playerHeadCheck(event) {
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//runs on collisions events
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if (mech.crouch) {
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mech.isHeadClear = true;
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === headSensor) {
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mech.isHeadClear = false;
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} else if (pairs[i].bodyB === headSensor) {
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mech.isHeadClear = false;
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}
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}
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}
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}
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function collisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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// //map + bullet collisions
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// if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
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// collideBulletStatic(pairs[i].bodyB)
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// } else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
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// collideBulletStatic(pairs[i].bodyA)
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// }
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// //triggers when the bullets hits something static
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// function collideBulletStatic(obj, speedThreshold = 12, massThreshold = 2) {
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// if (obj.onWallHit) obj.onWallHit();
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// }
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//body + player collision
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if (game.isBodyDamage) {
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if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
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collidePlayer(pairs[i].bodyB)
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} else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) {
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collidePlayer(pairs[i].bodyA)
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}
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}
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function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
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//player dmg from hitting a body
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if (
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obj.classType === "body" &&
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obj.speed > speedThreshold &&
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obj.mass > massThreshold &&
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(obj.velocity.y > 0 || player.velocity.y > 0)
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) {
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const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity));
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if (v > speedThreshold && mech.collisionImmuneCycle < mech.cycle) {
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mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
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dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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mech.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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color: game.mobDmgColor,
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time: game.drawTime
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});
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return;
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}
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}
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}
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//mob + (player,bullet,body) collisions
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for (let k = 0; k < mob.length; k++) {
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if (mob[k].alive && mech.alive) {
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if (pairs[i].bodyA === mob[k]) {
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collideMob(pairs[i].bodyB);
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break;
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} else if (pairs[i].bodyB === mob[k]) {
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collideMob(pairs[i].bodyA);
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break;
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}
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function collideMob(obj) {
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//player + mob collision
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if (mech.collisionImmuneCycle < mech.cycle && (obj === playerBody || obj === playerHead)) {
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mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mob[k].foundPlayer();
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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if (b.isModPiezo) {
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mech.energy = mech.fieldEnergyMax;
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dmg *= 0.9
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}
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mech.damage(dmg);
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if (mob[k].onHit) mob[k].onHit(k);
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if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) {
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mob[k].death();
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game.drawList.push({
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 2000,
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color: "rgba(255,0,255,0.2)",
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time: game.drawTime
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});
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} else {
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game.drawList.push({
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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color: game.mobDmgColor,
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time: game.drawTime
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});
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}
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, {
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x: player.velocity.x + 8 * Math.cos(angle),
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y: player.velocity.y + 8 * Math.sin(angle)
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});
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Matter.Body.setVelocity(mob[k], {
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x: mob[k].velocity.x - 8 * Math.cos(angle),
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y: mob[k].velocity.y - 8 * Math.sin(angle)
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});
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return;
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}
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
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let dmg = b.dmgScale * (obj.dmg + b.modAcidDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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// console.log(obj.dmg / (0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity))))
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if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn
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game.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: game.playerDmgColor,
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time: game.drawTime
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});
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return;
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}
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//mob + body collisions
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = b.dmgScale * (v * obj.mass * 0.07) * b.modThrowChargeRate;
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if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
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if (mob[k].isShielded) dmg *= 0.5
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mob[k].damage(dmg, true);
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if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
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game.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: game.playerDmgColor,
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time: game.drawTime
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});
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return;
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}
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}
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}
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}
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}
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}
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function (event) {
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playerOnGroundCheck(event);
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playerHeadCheck(event);
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collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function (event) {
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playerOnGroundCheck(event);
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playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function (event) {
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playerOffGroundCheck(event);
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}); |