tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses) tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage mob: launcherOne - launches 1 big seeker bullet that chases you black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase applied science no longer gives research (just a random tech for every gun you have) bot fabrication increase cost every 5 -> x6 bots average console time to disappear is 3 -> 4 seconds ammo power ups no longer log ammo to in game console for performance reasons JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
3673 lines
195 KiB
JavaScript
3673 lines
195 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 m = {
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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 = 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 = 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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m.death();
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}
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});
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Matter.Body.setMass(player, m.mass);
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Composite.add(engine.world, [player]);
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},
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cycle: 600, //starts at 600 cycles instead of 0 to prevent bugs with m.history
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lastKillCycle: 0,
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lastHarmCycle: 0,
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width: 50,
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radius: 30,
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eyeFillColor: null,
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fillColor: null, //set by setFillColors
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fillColorDark: null, //set by setFillColors
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bodyGradient: null, //set by setFillColors
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color: {
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hue: 0,
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sat: 0,
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light: 100,
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},
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setFillColors() {
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this.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
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this.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 25}%)`
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let grd = ctx.createLinearGradient(-30, 0, 30, 0);
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grd.addColorStop(0, m.fillColorDark);
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grd.addColorStop(1, m.fillColor);
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this.bodyGradient = grd
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},
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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: 0.016, //run Force on ground //
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jumpForce: 0.42,
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setMovement() {
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// m.Fx = 0.08 / mass * tech.squirrelFx
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// m.FxAir = 0.4 / mass / mass
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m.Fx = tech.baseFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1) / player.mass //base player mass is 5
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m.jumpForce = tech.baseJumpForce * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1) / player.mass / player.mass //base player mass is 5
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},
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FxAir: 0.016, // 0.4/5/5 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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yPosDifference: 24.2859, //player.position.y - m.pos.y //24.285923217549026
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// yPosDifferenceCrouched: -2.7140767824453604,
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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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friction: {
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ground: 0.01,
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air: 0.0025
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},
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airSpeedLimit: 125, // 125/mass/mass = 5
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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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history: [], //tracks the last second of player position
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rewindCount: 0, //used with CPT gun
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resetHistory() {
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for (let i = 0; i < 600; i++) { //reset history
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m.history[i] = {
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position: {
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x: player.position.x,
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y: player.position.y,
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},
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velocity: {
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x: player.velocity.x,
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y: player.velocity.y
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},
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yOff: m.yOff,
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angle: m.angle,
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health: m.health,
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energy: m.energy,
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activeGun: b.activeGun
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}
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}
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},
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move() {
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m.pos.x = player.position.x;
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m.pos.y = playerBody.position.y - m.yOff;
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m.Vx = player.velocity.x;
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m.Vy = player.velocity.y;
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//tracks the last 10s of player information
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m.history.splice(m.cycle % 600, 1, {
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position: {
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x: player.position.x,
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y: player.position.y,
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},
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velocity: {
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x: player.velocity.x,
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y: player.velocity.y
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},
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yOff: m.yOff,
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angle: m.angle,
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health: m.health,
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energy: m.energy,
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activeGun: b.activeGun
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});
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// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
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// historyIndex = (m.cycle - back) % 600
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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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lookSmoothing: 0.07, //1 is instant jerky, 0.001 is slow smooth zoom, 0.07 is standard
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look() { }, //set to lookDefault()
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lookDefault() {
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//always on mouse look
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m.angle = Math.atan2(
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simulation.mouseInGame.y - m.pos.y,
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simulation.mouseInGame.x - m.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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m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
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m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
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m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
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m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
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},
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doCrouch() {
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if (!m.crouch) {
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m.crouch = true;
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m.yOffGoal = m.yOffWhen.crouch;
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if ((playerHead.position.y - player.position.y) < 0) {
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Matter.Body.setPosition(playerHead, {
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x: player.position.x,
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y: player.position.y + 9.1740767
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})
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}
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}
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},
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undoCrouch() {
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if (m.crouch) {
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m.crouch = false;
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m.yOffGoal = m.yOffWhen.stand;
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if ((playerHead.position.y - player.position.y) > 0) {
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Matter.Body.setPosition(playerHead, {
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x: player.position.x,
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y: player.position.y - 30.28592321
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})
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}
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}
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},
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hardLandCD: 0,
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checkHeadClear() {
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if (Matter.Query.collides(headSensor, map).length > 0) {
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return false
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} else {
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return true
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}
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},
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buttonCD_jump: 0, //cool down for player buttons
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groundControl() {
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//check for crouch or jump
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if (m.crouch) {
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if (!(input.down) && m.checkHeadClear() && m.hardLandCD < m.cycle) m.undoCrouch();
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} else if (input.down || m.hardLandCD > m.cycle) {
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m.doCrouch(); //on ground && not crouched and pressing s or down
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} else if ((input.up) && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23) {
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m.buttonCD_jump = m.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(m.standingOn, m.pos, {
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x: 0,
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y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5)
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});
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player.force.y = -m.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: Math.max(-10, Math.min(m.standingOn.velocity.y, 10)) //cap velocity contribution from blocks you are standing on to 10 in the vertical
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});
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}
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if (input.left) {
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if (player.velocity.x > -2) {
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player.force.x -= m.Fx * 1.5
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} else {
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player.force.x -= m.Fx
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}
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// }
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} else if (input.right) {
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if (player.velocity.x < 2) {
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player.force.x += m.Fx * 1.5
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} else {
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player.force.x += m.Fx
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}
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} else {
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const stoppingFriction = 0.92; //come to a stop if no move key is pressed
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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
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if (player.speed > 4) {
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const stoppingFriction = (m.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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},
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airControl() {
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//check for short jumps //moving up //recently pressed jump //but not pressing jump key now
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if (m.buttonCD_jump + 60 > m.cycle && !(input.up) && m.Vy < 0) {
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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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if (input.left) {
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if (player.velocity.x > -m.airSpeedLimit / player.mass / player.mass) player.force.x -= m.FxAir; // move player left / a
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} else if (input.right) {
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if (player.velocity.x < m.airSpeedLimit / player.mass / player.mass) player.force.x += m.FxAir; //move player right / d
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}
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},
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alive: false,
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switchWorlds() {
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const totalGuns = b.inventory.length
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//track ammo/ ammoPack count
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let ammoCount = 0
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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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ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
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} else {
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ammoCount += 5
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}
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}
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simulation.isTextLogOpen = false; //prevent console spam
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//remove all tech and count current tech total
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let totalTech = 0;
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
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if (tech.tech[i].count > 0 && !tech.tech[i].isLore) {
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if (tech.tech[i].frequencyDefault) {
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tech.tech[i].frequency = tech.tech[i].frequencyDefault
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} else {
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tech.tech[i].frequency = 1
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}
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if (
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!tech.tech[i].isNonRefundable &&
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tech.tech[i].name !== "many-worlds" &&
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tech.tech[i].name !== "Ψ(t) collapse" &&
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tech.tech[i].name !== "non-unitary operator" &&
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tech.tech[i].name !== "-quantum leap-"
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) {
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totalTech += tech.tech[i].count
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tech.tech[i].remove();
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tech.tech[i].isLost = false
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tech.tech[i].count = 0
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}
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}
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}
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// lore.techCount = 0;
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// tech.removeLoreTechFromPool();
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// tech.addLoreTechToPool();
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// tech.removeJunkTechFromPool();
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tech.cancelCount = 0;
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tech.extraMaxHealth = 0;
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tech.totalCount = 0;
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const randomBotCount = b.totalBots()
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b.zeroBotCount()
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//remove all bullets, respawn bots
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for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
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bullet = [];
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//randomize health
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m.health = m.health * (1 + 0.5 * (Math.random() - 0.5))
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if (m.health > 1) m.health = 1;
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m.displayHealth();
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//randomize field
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m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
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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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//give random guns
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for (let i = 0; i < totalGuns; i++) b.giveGuns()
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//randomize ammo based on ammo/ammoPack count
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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) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.3 * (Math.random() - 0.5))))
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}
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//randomize tech
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for (let i = 0; i < totalTech; i++) {
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//find what tech I could get
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let options = [];
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBadRandomOption && !tech.tech[i].isLore && !tech.tech[i].isJunk) {
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for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
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}
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}
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//add a new tech from options pool
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if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
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}
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b.respawnBots();
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for (let i = 0; i < randomBotCount; i++) b.randomBot()
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simulation.makeGunHUD(); //update gun HUD
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simulation.updateTechHUD();
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simulation.isTextLogOpen = true;
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m.drop();
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if (simulation.paused) build.pauseGrid() //update the build when paused
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},
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death() {
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if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
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//remove immortality tech
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// for (let i = 0; i < tech.tech.length; i++) {
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// if (tech.tech[i].name === "quantum immortality") tech.removeTech(i)
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// }
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m.setMaxHealth()
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m.health = 1;
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// m.addHealth(1)
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simulation.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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spawn.setSpawnList(); //new mob types
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simulation.clearNow = true; //triggers a map reset
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m.switchWorlds()
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const swapPeriod = 1000
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for (let i = 0, len = 5; i < len; i++) {
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setTimeout(function () {
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simulation.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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spawn.setSpawnList(); //new mob types
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simulation.clearNow = true; //triggers a map reset
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m.switchWorlds()
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simulation.isTextLogOpen = true;
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len - i - 1}`, swapPeriod);
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simulation.isTextLogOpen = false;
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simulation.wipe = function () { //set wipe to have trails
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ctx.fillStyle = `rgba(255,255,255,${(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) * swapPeriod);
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}
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setTimeout(function () {
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simulation.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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simulation.isTextLogOpen = true;
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simulation.makeTextLog("simulation.amplitude <span class='color-symbol'>=</span> null");
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tech.isImmortal = false //disable future immortality
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}, 6 * swapPeriod);
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} else if (m.alive) { //normal death code here
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m.alive = false;
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simulation.paused = true;
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m.health = 0;
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m.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 = 0.9; //slowly fade to 90% white on top of canvas
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// build.shareURL(false)
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|
setTimeout(function () {
|
|
Composite.clear(engine.world);
|
|
Engine.clear(engine);
|
|
simulation.splashReturn();
|
|
}, 5000);
|
|
}
|
|
},
|
|
health: 0,
|
|
maxHealth: 1, //set in simulation.reset()
|
|
drawHealth() {
|
|
if (m.health < 1) {
|
|
ctx.fillStyle = "rgba(100, 100, 100, 0.5)";
|
|
ctx.fillRect(m.pos.x - m.radius, m.pos.y - 50, 60, 10);
|
|
ctx.fillStyle = "#f00";
|
|
ctx.fillRect(
|
|
m.pos.x - m.radius,
|
|
m.pos.y - 50,
|
|
60 * m.health,
|
|
10
|
|
);
|
|
}
|
|
},
|
|
displayHealth() {
|
|
id = document.getElementById("health");
|
|
// health display is a x^1.5 rule to make it seem like the player has lower health, this makes the player feel more excitement
|
|
id.style.width = Math.floor(300 * m.maxHealth * Math.pow(m.health / m.maxHealth, 1.4)) + "px";
|
|
//css animation blink if health is low
|
|
if (m.health < 0.3) {
|
|
id.classList.add("low-health");
|
|
} else {
|
|
id.classList.remove("low-health");
|
|
}
|
|
},
|
|
addHealth(heal) {
|
|
if (!tech.isEnergyHealth) {
|
|
m.health += heal * simulation.healScale;
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
}
|
|
},
|
|
baseHealth: 1,
|
|
setMaxHealth() {
|
|
m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage //+ tech.bonusHealth
|
|
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
},
|
|
|
|
defaultFPSCycle: 0, //tracks when to return to normal fps
|
|
immuneCycle: 0, //used in engine
|
|
harmReduction() {
|
|
let dmg = 1
|
|
dmg *= m.fieldHarmReduction
|
|
if (tech.isZeno) dmg *= 0.17
|
|
if (tech.isFieldHarmReduction) dmg *= 0.5
|
|
if (tech.isHarmMACHO) dmg *= 0.33
|
|
if (tech.isImmortal) dmg *= 0.66
|
|
if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.33
|
|
if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
|
|
if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
|
|
if (tech.isAddBlockMass && m.isHolding) dmg *= 0.15
|
|
if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.0165, 0.66)
|
|
if (tech.isSlowFPS) dmg *= 0.8
|
|
if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.4
|
|
if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.1
|
|
if (tech.isBotArmor) dmg *= 0.92 ** b.totalBots()
|
|
if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
|
|
if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.3
|
|
if (tech.energyRegen === 0) dmg *= 0.34
|
|
if (tech.isTurret && m.crouch) dmg *= 0.4;
|
|
if (tech.isEntanglement && b.inventory[0] === b.activeGun) {
|
|
for (let i = 0, len = b.inventory.length; i < len; i++) dmg *= 0.87 // 1 - 0.15
|
|
}
|
|
return dmg
|
|
},
|
|
rewind(steps) { // m.rewind(Math.floor(Math.min(599, 137 * m.energy)))
|
|
if (tech.isRewindGrenade) {
|
|
const immunityDuration = 65
|
|
const immunityCycle = m.cycle + immunityDuration + 10
|
|
if (m.immuneCycle < immunityCycle) m.immuneCycle = immunityCycle; //player is immune to damage until after grenades might explode...
|
|
|
|
for (let i = 1, len = Math.floor(4 + steps / 40); i < len; i++) {
|
|
b.grenade(Vector.add(m.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -i * Math.PI / len) //fire different angles for each grenade
|
|
const who = bullet[bullet.length - 1]
|
|
if (tech.isVacuumBomb) {
|
|
Matter.Body.setVelocity(who, {
|
|
x: who.velocity.x * 0.5,
|
|
y: who.velocity.y * 0.5
|
|
});
|
|
} else if (tech.isRPG) {
|
|
who.endCycle = simulation.cycle + 10
|
|
} else if (tech.isNeutronBomb) {
|
|
Matter.Body.setVelocity(who, {
|
|
x: who.velocity.x * 0.3,
|
|
y: who.velocity.y * 0.3
|
|
});
|
|
} else {
|
|
Matter.Body.setVelocity(who, {
|
|
x: who.velocity.x * 0.5,
|
|
y: who.velocity.y * 0.5
|
|
});
|
|
who.endCycle = simulation.cycle + immunityDuration
|
|
}
|
|
}
|
|
}
|
|
let history = m.history[(m.cycle - steps) % 600]
|
|
Matter.Body.setPosition(player, history.position);
|
|
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
|
m.yOff = history.yOff
|
|
if (m.yOff < 48) {
|
|
m.doCrouch()
|
|
} else {
|
|
m.undoCrouch()
|
|
}
|
|
|
|
// b.activeGun = history.activeGun
|
|
// for (let i = 0; i < b.inventory.length; i++) {
|
|
// if (b.inventory[i] === b.activeGun) b.inventoryGun = i
|
|
// }
|
|
// simulation.updateGunHUD();
|
|
// simulation.boldActiveGunHUD();
|
|
|
|
// move bots to player
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) {
|
|
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
|
|
x: 250 * (Math.random() - 0.5),
|
|
y: 250 * (Math.random() - 0.5)
|
|
}));
|
|
Matter.Body.setVelocity(bullet[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
}
|
|
}
|
|
m.energy = Math.max(m.energy - steps / 150, 0.01)
|
|
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
|
|
|
let isDrawPlayer = true
|
|
const shortPause = function () {
|
|
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
document.getElementById("dmg").style.transition = "opacity 1s";
|
|
document.getElementById("dmg").style.opacity = "0";
|
|
} else {
|
|
requestAnimationFrame(shortPause);
|
|
if (isDrawPlayer) {
|
|
isDrawPlayer = false
|
|
ctx.save();
|
|
ctx.translate(canvas.width2, canvas.height2); //center
|
|
ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
|
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
|
|
for (let i = 1; i < steps; i++) {
|
|
history = m.history[(m.cycle - i) % 600]
|
|
m.pos.x = history.position.x
|
|
m.pos.y = history.position.y + m.yPosDifference - history.yOff
|
|
m.yOff = history.yOff
|
|
m.draw();
|
|
}
|
|
ctx.restore();
|
|
m.resetHistory()
|
|
}
|
|
}
|
|
};
|
|
|
|
if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
|
|
simulation.fpsCap = 3 //1 is longest pause, 4 is standard
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
m.defaultFPSCycle = m.cycle
|
|
if (tech.isRewindBot) {
|
|
const len = steps * 0.07 * tech.isRewindBot
|
|
const botStep = Math.floor(steps / len)
|
|
for (let i = 0; i < len; i++) {
|
|
const where = m.history[Math.abs(m.cycle - i * botStep) % 600].position //spread out spawn locations along past history
|
|
b.randomBot({
|
|
x: where.x + 20 * (Math.random() - 0.5),
|
|
y: where.y + 20 * (Math.random() - 0.5)
|
|
}, false, false)
|
|
bullet[bullet.length - 1].endCycle = simulation.cycle + 480 + Math.floor(120 * Math.random()) //8-10 seconds
|
|
}
|
|
}
|
|
},
|
|
damage(dmg) {
|
|
if (tech.isRewindAvoidDeath && m.energy > 0.6) {
|
|
const steps = Math.floor(Math.min(299, 150 * m.energy))
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.rewind(${steps})`)
|
|
m.rewind(steps)
|
|
return
|
|
}
|
|
m.lastHarmCycle = m.cycle
|
|
if (tech.isDroneOnDamage && bullet.length < 150) { //chance to build a drone on damage from tech
|
|
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction
|
|
for (let i = 0; i < len; i++) {
|
|
if (Math.random() < 0.5) b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 100 * (Math.random() - 0.5) }) //spawn drone
|
|
}
|
|
}
|
|
|
|
if (tech.isEnergyHealth) {
|
|
m.energy -= dmg * 1.1;
|
|
if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
|
|
if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
|
|
tech.isDeathAvoidedThisLevel = true
|
|
powerUps.research.changeRerolls(-1)
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
|
|
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
|
m.energy = m.maxEnergy
|
|
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
|
simulation.wipe = function () { //set wipe to have trails
|
|
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
setTimeout(function () {
|
|
tech.maxDuplicationEvent()
|
|
simulation.wipe = function () { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, 3000);
|
|
} else { //death
|
|
m.health = 0;
|
|
m.energy = 0;
|
|
m.death();
|
|
}
|
|
return;
|
|
}
|
|
} else {
|
|
dmg *= m.harmReduction()
|
|
m.health -= dmg;
|
|
if (m.health < 0 || isNaN(m.health)) {
|
|
if (tech.isDeathAvoid && powerUps.research.count > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
|
|
tech.isDeathAvoidedThisLevel = true
|
|
m.health = 0.05
|
|
powerUps.research.changeRerolls(-1)
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
|
|
<br>${powerUps.research.count}`)
|
|
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
|
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
|
simulation.wipe = function () { //set wipe to have trails
|
|
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
setTimeout(function () {
|
|
tech.maxDuplicationEvent()
|
|
simulation.wipe = function () { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, 3000);
|
|
} else {
|
|
m.health = 0;
|
|
m.displayHealth();
|
|
m.death();
|
|
return;
|
|
}
|
|
}
|
|
m.displayHealth();
|
|
document.getElementById("dmg").style.transition = "opacity 0s";
|
|
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
|
|
}
|
|
|
|
if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding
|
|
const normalFPS = function () {
|
|
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
document.getElementById("dmg").style.transition = "opacity 1s";
|
|
document.getElementById("dmg").style.opacity = "0";
|
|
} else {
|
|
requestAnimationFrame(normalFPS);
|
|
}
|
|
};
|
|
|
|
if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(normalFPS);
|
|
if (tech.isSlowFPS) { // slow game
|
|
simulation.fpsCap = 30 //new fps
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
//how long to wait to return to normal fps
|
|
m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
|
|
if (tech.isHarmFreeze) { //freeze all mobs
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
mobs.statusSlow(mob[i], 450)
|
|
}
|
|
}
|
|
} else {
|
|
if (dmg > 0.05) { // freeze game for high damage hits
|
|
simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
} else {
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
}
|
|
m.defaultFPSCycle = m.cycle
|
|
}
|
|
// if (!noTransition) {
|
|
// document.getElementById("health").style.transition = "width 0s ease-out"
|
|
// } else {
|
|
// document.getElementById("health").style.transition = "width 1s ease-out"
|
|
// }
|
|
},
|
|
buttonCD: 0, //cool down for player buttons
|
|
drawLeg(stroke) {
|
|
// if (simulation.mouseInGame.x > m.pos.x) {
|
|
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
|
|
m.flipLegs = 1;
|
|
} else {
|
|
m.flipLegs = -1;
|
|
}
|
|
ctx.save();
|
|
ctx.scale(m.flipLegs, 1); //leg lines
|
|
ctx.beginPath();
|
|
ctx.moveTo(m.hip.x, m.hip.y);
|
|
ctx.lineTo(m.knee.x, m.knee.y);
|
|
ctx.lineTo(m.foot.x, m.foot.y);
|
|
ctx.strokeStyle = stroke;
|
|
ctx.lineWidth = 7;
|
|
ctx.stroke();
|
|
|
|
//toe lines
|
|
ctx.beginPath();
|
|
ctx.moveTo(m.foot.x, m.foot.y);
|
|
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
|
|
ctx.moveTo(m.foot.x, m.foot.y);
|
|
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
|
|
ctx.lineWidth = 4;
|
|
ctx.stroke();
|
|
|
|
//hip joint
|
|
ctx.beginPath();
|
|
ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
|
|
//knee joint
|
|
ctx.moveTo(m.knee.x + 7, m.knee.y);
|
|
ctx.arc(m.knee.x, m.knee.y, 7, 0, 2 * Math.PI);
|
|
//foot joint
|
|
ctx.moveTo(m.foot.x + 6, m.foot.y);
|
|
ctx.arc(m.foot.x, m.foot.y, 6, 0, 2 * Math.PI);
|
|
ctx.fillStyle = m.fillColor;
|
|
ctx.fill();
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
ctx.restore();
|
|
},
|
|
calcLeg(cycle_offset, offset) {
|
|
m.hip.x = 12 + offset;
|
|
m.hip.y = 24 + offset;
|
|
//stepSize goes to zero if Vx is zero or not on ground (make m transition cleaner)
|
|
m.stepSize = 0.8 * m.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(m.Vx))) * m.onGround);
|
|
//changes to stepsize are smoothed by adding only a percent of the new value each cycle
|
|
const stepAngle = 0.034 * m.walk_cycle + cycle_offset;
|
|
m.foot.x = 2.2 * m.stepSize * Math.cos(stepAngle) + offset;
|
|
m.foot.y = offset + 1.2 * m.stepSize * Math.sin(stepAngle) + m.yOff + m.height;
|
|
const Ymax = m.yOff + m.height;
|
|
if (m.foot.y > Ymax) m.foot.y = Ymax;
|
|
|
|
//calculate knee position as intersection of circle from hip and foot
|
|
const d = Math.sqrt((m.hip.x - m.foot.x) * (m.hip.x - m.foot.x) + (m.hip.y - m.foot.y) * (m.hip.y - m.foot.y));
|
|
const l = (m.legLength1 * m.legLength1 - m.legLength2 * m.legLength2 + d * d) / (2 * d);
|
|
const h = Math.sqrt(m.legLength1 * m.legLength1 - l * l);
|
|
m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset;
|
|
m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y;
|
|
},
|
|
draw() { },
|
|
drawFlipFlop() {
|
|
ctx.fillStyle = m.fillColor;
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
|
|
//draw body
|
|
ctx.save();
|
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
|
ctx.translate(m.pos.x, m.pos.y);
|
|
|
|
m.calcLeg(Math.PI, -3);
|
|
m.drawLeg("#4a4a4a");
|
|
m.calcLeg(0, 0);
|
|
m.drawLeg("#333");
|
|
|
|
ctx.rotate(m.angle);
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
ctx.fillStyle = this.bodyGradient
|
|
ctx.fill();
|
|
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
|
ctx.strokeStyle = "#333";
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
//draw eye
|
|
ctx.beginPath();
|
|
ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
|
ctx.fillStyle = m.eyeFillColor;
|
|
ctx.fill()
|
|
ctx.restore();
|
|
|
|
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
|
},
|
|
drawDefault() {
|
|
ctx.fillStyle = m.fillColor;
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
ctx.save();
|
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
|
ctx.translate(m.pos.x, m.pos.y);
|
|
m.calcLeg(Math.PI, -3);
|
|
m.drawLeg("#4a4a4a");
|
|
m.calcLeg(0, 0);
|
|
m.drawLeg("#333");
|
|
ctx.rotate(m.angle);
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
ctx.fillStyle = this.bodyGradient
|
|
ctx.fill();
|
|
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
|
ctx.strokeStyle = "#333";
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
ctx.restore();
|
|
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
|
},
|
|
// *********************************************
|
|
// **************** fields *********************
|
|
// *********************************************
|
|
closest: {
|
|
dist: 1000,
|
|
index: 0
|
|
},
|
|
isHolding: false,
|
|
isCloak: false,
|
|
throwCharge: 0,
|
|
fireCDcycle: 0,
|
|
fieldCDcycle: 0,
|
|
fieldMode: 0, //basic field mode before upgrades
|
|
maxEnergy: 1, //can be increased by a tech
|
|
holdingTarget: null,
|
|
timeSkipLastCycle: 0,
|
|
// these values are set on reset by setHoldDefaults()
|
|
blockingRecoil: 4,
|
|
grabPowerUpRange2: 0,
|
|
isFieldActive: false,
|
|
fieldRange: 155,
|
|
fieldShieldingScale: 1,
|
|
// fieldDamage: 1,
|
|
isSneakAttack: false,
|
|
duplicateChance: 0,
|
|
energy: 0,
|
|
fieldRegen: 0,
|
|
fieldMode: 0,
|
|
fieldFire: false,
|
|
fieldHarmReduction: 1,
|
|
holdingMassScale: 0,
|
|
hole: {
|
|
isOn: false,
|
|
isReady: false,
|
|
pos1: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
pos2: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
},
|
|
fieldArc: 0,
|
|
fieldThreshold: 0,
|
|
calculateFieldThreshold() {
|
|
m.fieldThreshold = Math.cos(m.fieldArc * Math.PI)
|
|
},
|
|
setHoldDefaults() {
|
|
if (tech.isFreeWormHole && m.fieldUpgrades[m.fieldMode].name !== "wormhole") {
|
|
const removed = tech.removeTech("charmed baryon") //neutronum can get player stuck so it has to be removed if player has wrong field
|
|
if (removed) powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
}
|
|
if (tech.isNeutronium && m.fieldUpgrades[m.fieldMode].name !== "negative mass") {
|
|
const removed = tech.removeTech("neutronium") //neutronum can get player stuck so it has to be removed if player has wrong field
|
|
if (removed) powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
}
|
|
if (m.energy < m.maxEnergy) m.energy = m.maxEnergy;
|
|
m.fieldRegen = tech.energyRegen; //0.001
|
|
m.fieldMeterColor = "#0cf"
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
m.fieldShieldingScale = 1;
|
|
m.fieldBlockCD = 10;
|
|
m.fieldHarmReduction = 1;
|
|
m.isSneakAttack = false
|
|
m.duplicateChance = 0
|
|
powerUps.setDupChance();
|
|
m.grabPowerUpRange2 = 156000;
|
|
m.blockingRecoil = 4;
|
|
m.fieldRange = 155;
|
|
m.fieldFire = false;
|
|
m.fieldCDcycle = 0;
|
|
m.isCloak = false;
|
|
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
|
|
m.airSpeedLimit = 125
|
|
m.drop();
|
|
m.holdingMassScale = 0.5;
|
|
m.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
m.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
m.isBodiesAsleep = true;
|
|
m.wakeCheck();
|
|
// m.setMaxEnergy();
|
|
m.hole = {
|
|
isOn: false,
|
|
isReady: false,
|
|
pos1: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
pos2: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
}
|
|
},
|
|
setMaxEnergy() {
|
|
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
|
|
},
|
|
fieldMeterColor: "#0cf",
|
|
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
|
|
if (m.energy < m.maxEnergy) {
|
|
m.regenEnergy();
|
|
ctx.fillStyle = bgColor;
|
|
const xOff = m.pos.x - m.radius * m.maxEnergy
|
|
const yOff = m.pos.y - 50
|
|
ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
|
|
ctx.fillStyle = m.fieldMeterColor;
|
|
ctx.fillRect(xOff, yOff, range * m.energy, 10);
|
|
} else if (m.energy > m.maxEnergy + 0.05) {
|
|
ctx.fillStyle = bgColor;
|
|
const xOff = m.pos.x - m.radius * m.energy
|
|
const yOff = m.pos.y - 50
|
|
// ctx.fillRect(xOff, yOff, range * m.maxEnergy, 10);
|
|
ctx.fillStyle = m.fieldMeterColor;
|
|
ctx.fillRect(xOff, yOff, range * m.energy, 10);
|
|
}
|
|
},
|
|
drawFieldMeterCloaking: function () {
|
|
if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code
|
|
m.regenEnergy();
|
|
const xOff = m.pos.x - m.radius * m.maxEnergy
|
|
const yOff = m.pos.y - 50
|
|
ctx.fillStyle = "rgba(0, 0, 0, 0.3)" //
|
|
ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
ctx.fillStyle = "#fff" //m.cycle > m.lastKillCycle + 300 ? "#000" : "#fff" //"#fff";
|
|
ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
|
|
ctx.beginPath()
|
|
ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
ctx.strokeStyle = m.fieldMeterColor;
|
|
ctx.lineWidth = 1;
|
|
ctx.stroke();
|
|
}
|
|
},
|
|
regenEnergy: function () { //used in drawFieldMeter // rewritten by some tech
|
|
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
|
if (m.energy < 0) m.energy = 0
|
|
},
|
|
regenEnergyDefault: function () {
|
|
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
|
if (m.energy < 0) m.energy = 0
|
|
},
|
|
lookingAt(who) {
|
|
//calculate a vector from body to player and make it length 1
|
|
const diff = Vector.normalise(Vector.sub(who.position, m.pos));
|
|
//make a vector for the player's direction of length 1
|
|
const dir = {
|
|
x: Math.cos(m.angle),
|
|
y: Math.sin(m.angle)
|
|
};
|
|
//the dot product of diff and dir will return how much over lap between the vectors
|
|
// console.log(Vector.dot(dir, diff))
|
|
if (Vector.dot(dir, diff) > m.fieldThreshold) {
|
|
return true;
|
|
}
|
|
return false;
|
|
},
|
|
drop() {
|
|
if (m.isHolding) {
|
|
m.fieldCDcycle = m.cycle + 15;
|
|
m.isHolding = false;
|
|
m.throwCharge = 0;
|
|
m.definePlayerMass()
|
|
}
|
|
if (m.holdingTarget) {
|
|
m.holdingTarget.collisionFilter.category = cat.body;
|
|
m.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
|
m.holdingTarget = null;
|
|
}
|
|
},
|
|
// setMovement() {
|
|
// console.log('hi')
|
|
// m.Fx = tech.baseFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1);
|
|
// m.jumpForce = tech.baseJumpForce * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1)
|
|
// },
|
|
definePlayerMass(mass = m.defaultMass) {
|
|
Matter.Body.setMass(player, mass);
|
|
//reduce air and ground move forces
|
|
m.setMovement()
|
|
// m.Fx = 0.08 / mass * tech.squirrelFx //base player mass is 5
|
|
// m.FxAir = 0.4 / mass / mass //base player mass is 5
|
|
//make player stand a bit lower when holding heavy masses
|
|
m.yOffWhen.stand = Math.max(m.yOffWhen.crouch, Math.min(49, 49 - (mass - 5) * 6))
|
|
if (m.onGround && !m.crouch) m.yOffGoal = m.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(
|
|
m.pos.x + eye * Math.cos(m.angle),
|
|
m.pos.y + eye * Math.sin(m.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(
|
|
m.pos.x + eye * Math.cos(m.angle),
|
|
m.pos.y + eye * Math.sin(m.angle)
|
|
);
|
|
ctx.lineTo(target.vertices[i].x, target.vertices[i].y);
|
|
ctx.lineTo(target.vertices[i + 1].x, target.vertices[i + 1].y);
|
|
ctx.fill();
|
|
if (stroke) ctx.stroke();
|
|
}
|
|
}
|
|
},
|
|
holding() {
|
|
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1
|
|
if (m.holdingTarget) {
|
|
m.energy -= m.fieldRegen;
|
|
if (m.energy < 0) m.energy = 0;
|
|
Matter.Body.setPosition(m.holdingTarget, {
|
|
x: m.pos.x + 70 * Math.cos(m.angle),
|
|
y: m.pos.y + 70 * Math.sin(m.angle)
|
|
});
|
|
Matter.Body.setVelocity(m.holdingTarget, player.velocity);
|
|
Matter.Body.rotate(m.holdingTarget, 0.01 / m.holdingTarget.mass); //gently spin the block
|
|
} else {
|
|
m.isHolding = false
|
|
}
|
|
},
|
|
throwBlock() {
|
|
if (m.holdingTarget) {
|
|
if (input.field) {
|
|
if (m.energy > 0.001) {
|
|
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle
|
|
if (tech.isCapacitor && m.throwCharge < 4) m.throwCharge = 4
|
|
m.throwCharge += 0.5 / m.holdingTarget.mass
|
|
|
|
if (m.throwCharge < 6) m.energy -= 0.001; // m.throwCharge caps at 5
|
|
|
|
//trajectory path prediction
|
|
if (tech.isTokamak) {
|
|
//draw charge
|
|
const x = m.pos.x + 15 * Math.cos(m.angle);
|
|
const y = m.pos.y + 15 * Math.sin(m.angle);
|
|
const len = m.holdingTarget.vertices.length - 1;
|
|
const opacity = m.throwCharge > 4 ? 0.65 : m.throwCharge * 0.06
|
|
ctx.fillStyle = `rgba(255,0,255,${opacity})`;
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
|
|
ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
|
|
ctx.fill();
|
|
for (let i = 0; i < len; i++) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
|
|
ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
|
|
ctx.fill();
|
|
}
|
|
} else {
|
|
//draw charge
|
|
const x = m.pos.x + 15 * Math.cos(m.angle);
|
|
const y = m.pos.y + 15 * Math.sin(m.angle);
|
|
const len = m.holdingTarget.vertices.length - 1;
|
|
const edge = m.throwCharge * m.throwCharge * m.throwCharge;
|
|
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
|
|
grd.addColorStop(0, "rgba(255,50,150,0.3)");
|
|
grd.addColorStop(1, "transparent");
|
|
ctx.fillStyle = grd;
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
|
|
ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
|
|
ctx.fill();
|
|
for (let i = 0; i < len; i++) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
|
|
ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
|
|
ctx.fill();
|
|
}
|
|
//trajectory prediction
|
|
const cycles = 30
|
|
const charge = Math.min(m.throwCharge / 5, 1)
|
|
const speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
|
|
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
|
|
ctx.beginPath()
|
|
for (let i = 1, len = 10; i < len + 1; i++) {
|
|
const time = cycles * i / len
|
|
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
|
|
}
|
|
ctx.strokeStyle = "rgba(68, 68, 68, 0.15)" //color.map
|
|
ctx.lineWidth = 2
|
|
ctx.stroke()
|
|
}
|
|
} else {
|
|
m.drop()
|
|
}
|
|
} else if (m.throwCharge > 0) { //Matter.Query.region(mob, player.bounds)
|
|
//throw the body
|
|
m.fieldCDcycle = m.cycle + 15;
|
|
m.isHolding = false;
|
|
|
|
if (tech.isTokamak && m.throwCharge > 4) { //remove the block body and pulse in the direction you are facing
|
|
//m.throwCharge > 5 seems to be when the field full colors in a block you are holding
|
|
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
|
|
if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge)
|
|
m.throwCharge = 0;
|
|
m.definePlayerMass() //return to normal player mass
|
|
//remove block before pulse, so it doesn't get in the way
|
|
for (let i = 0; i < body.length; i++) {
|
|
if (body[i] === m.holdingTarget) {
|
|
Matter.Composite.remove(engine.world, body[i]);
|
|
body.splice(i, 1);
|
|
}
|
|
}
|
|
b.pulse(60 * Math.pow(m.holdingTarget.mass, 0.25), m.angle)
|
|
} else { //normal throw
|
|
//bullet-like collisions
|
|
m.holdingTarget.collisionFilter.category = cat.bullet
|
|
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
|
|
if (tech.isBlockRestitution) {
|
|
m.holdingTarget.restitution = 0.999 //extra bouncy
|
|
m.holdingTarget.friction = m.holdingTarget.frictionStatic = m.holdingTarget.frictionAir = 0.001
|
|
}
|
|
//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 (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
|
|
that.collisionFilter.category = cat.body; //make solid
|
|
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
|
|
} else {
|
|
setTimeout(solid, 40, that);
|
|
}
|
|
};
|
|
setTimeout(solid, 200, m.holdingTarget);
|
|
|
|
const charge = Math.min(m.throwCharge / 5, 1)
|
|
//***** scale throw speed with the first number, 80 *****
|
|
let speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
|
|
if (Matter.Query.collides(m.holdingTarget, map).length !== 0) {
|
|
speed *= 0.7 //drop speed by 30% if touching map
|
|
if (Matter.Query.ray(map, m.holdingTarget.position, m.pos).length !== 0) speed = 0 //drop to zero if the center of the block can't see the center of the player through the map
|
|
}
|
|
m.throwCharge = 0;
|
|
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
|
|
Matter.Body.setVelocity(m.holdingTarget, {
|
|
x: player.velocity.x * 0.5 + Math.cos(m.angle) * speed,
|
|
y: player.velocity.y * 0.5 + Math.sin(m.angle) * speed
|
|
});
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x - Math.cos(m.angle) * speed / (m.crouch ? 30 : 10) * Math.sqrt(m.holdingTarget.mass),
|
|
y: player.velocity.y - Math.sin(m.angle) * speed / 30 * Math.sqrt(m.holdingTarget.mass)
|
|
});
|
|
m.definePlayerMass() //return to normal player mass
|
|
|
|
if (tech.isAddBlockMass) {
|
|
const expand = function (that, massLimit) {
|
|
if (that.mass < massLimit) {
|
|
const scale = 1.05;
|
|
Matter.Body.scale(that, scale, scale);
|
|
setTimeout(expand, 20, that, massLimit);
|
|
}
|
|
};
|
|
expand(m.holdingTarget, Math.min(20, m.holdingTarget.mass * 3))
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
m.isHolding = false
|
|
}
|
|
},
|
|
drawField() {
|
|
if (m.holdingTarget) {
|
|
ctx.fillStyle = "rgba(110,170,200," + (m.energy * (0.05 + 0.05 * Math.random())) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.3 + 0.08 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
|
|
} else {
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.02 + m.energy * (0.15 + 0.15 * Math.random())) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
|
|
}
|
|
// const off = 2 * Math.cos(simulation.cycle * 0.1)
|
|
const range = m.fieldRange;
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, range, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
|
|
ctx.lineWidth = 2;
|
|
ctx.lineCap = "butt"
|
|
ctx.stroke();
|
|
let eye = 13;
|
|
let aMag = 0.75 * Math.PI * m.fieldArc
|
|
let a = m.angle + aMag
|
|
let cp1x = m.pos.x + 0.6 * range * Math.cos(a)
|
|
let cp1y = m.pos.y + 0.6 * range * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle))
|
|
a = m.angle - aMag
|
|
cp1x = m.pos.x + 0.6 * range * Math.cos(a)
|
|
cp1y = m.pos.y + 0.6 * range * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * range * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * range * Math.sin(m.angle - Math.PI * m.fieldArc))
|
|
ctx.fill();
|
|
// ctx.lineTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle));
|
|
|
|
//draw random lines in field for cool effect
|
|
let offAngle = m.angle + 1.7 * Math.PI * m.fieldArc * (Math.random() - 0.5);
|
|
ctx.beginPath();
|
|
eye = 15;
|
|
ctx.moveTo(m.pos.x + eye * Math.cos(m.angle), m.pos.y + eye * Math.sin(m.angle));
|
|
ctx.lineTo(m.pos.x + range * Math.cos(offAngle), m.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
|
|
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
const dxP = m.pos.x - powerUp[i].position.x;
|
|
const dyP = m.pos.y - powerUp[i].position.y;
|
|
const dist2 = dxP * dxP + dyP * dyP + 10;
|
|
// float towards player if looking at and in range or if very close to player
|
|
if (
|
|
dist2 < m.grabPowerUpRange2 &&
|
|
(m.lookingAt(powerUp[i]) || dist2 < 16000) &&
|
|
Matter.Query.ray(map, powerUp[i].position, m.pos).length === 0
|
|
) {
|
|
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
|
|
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
|
//extra friction
|
|
Matter.Body.setVelocity(powerUp[i], {
|
|
x: powerUp[i].velocity.x * 0.11,
|
|
y: powerUp[i].velocity.y * 0.11
|
|
});
|
|
if ( //use power up if it is close enough
|
|
dist2 < 5000 &&
|
|
!simulation.isChoosing &&
|
|
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
|
|
) {
|
|
powerUps.onPickUp(powerUp[i]);
|
|
Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
|
|
x: player.velocity.x + powerUp[i].velocity.x / player.mass * 5,
|
|
y: player.velocity.y + powerUp[i].velocity.y / player.mass * 5
|
|
});
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
return; //because the array order is messed up after splice
|
|
}
|
|
}
|
|
}
|
|
},
|
|
pushMass(who, fieldBlockCost = (0.025 + Math.sqrt(who.mass) * Vector.magnitude(Vector.sub(who.velocity, player.velocity)) * 0.002) * m.fieldShieldingScale) {
|
|
if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
|
|
m.energy -= fieldBlockCost
|
|
if (m.energy < 0) m.energy = 0;
|
|
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
|
|
if (tech.blockingIce) {
|
|
for (let i = 0; i < fieldBlockCost * 60 * tech.blockingIce; i++) b.iceIX(3, 2 * Math.PI * Math.random(), m.pos)
|
|
}
|
|
const unit = Vector.normalise(Vector.sub(player.position, who.position))
|
|
if (tech.blockDmg) {
|
|
who.damage(tech.blockDmg * b.dmgScale, true)
|
|
//draw electricity
|
|
const step = 40
|
|
ctx.beginPath();
|
|
for (let i = 0, len = 1.5 * tech.blockDmg; i < len; i++) {
|
|
let x = m.pos.x - 20 * unit.x;
|
|
let y = m.pos.y - 20 * unit.y;
|
|
ctx.moveTo(x, y);
|
|
for (let i = 0; i < 8; i++) {
|
|
x += step * (-unit.x + 1.5 * (Math.random() - 0.5))
|
|
y += step * (-unit.y + 1.5 * (Math.random() - 0.5))
|
|
ctx.lineTo(x, y);
|
|
}
|
|
}
|
|
ctx.lineWidth = 3;
|
|
ctx.strokeStyle = "#f0f";
|
|
ctx.stroke();
|
|
} else {
|
|
m.drawHold(who);
|
|
}
|
|
// if (tech.isFreezeMobs) mobs.statusSlow(who, 60) //this works but doesn't have a fun effect
|
|
if (tech.isStunField) mobs.statusStun(who, tech.isStunField)
|
|
// m.holdingTarget = null
|
|
//knock backs
|
|
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 (who.isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
|
|
|
|
if (m.crouch) {
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x + 0.1 * m.blockingRecoil * unit.x * massRoot,
|
|
y: player.velocity.y + 0.1 * m.blockingRecoil * unit.y * massRoot
|
|
});
|
|
} else {
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x + m.blockingRecoil * unit.x * massRoot,
|
|
y: player.velocity.y + m.blockingRecoil * unit.y * massRoot
|
|
});
|
|
}
|
|
}
|
|
},
|
|
pushMobsFacing() { // find mobs in range and in direction looking
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < m.fieldRange &&
|
|
m.lookingAt(mob[i]) &&
|
|
!mob[i].isUnblockable &&
|
|
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
|
) {
|
|
mob[i].locatePlayer();
|
|
m.pushMass(mob[i]);
|
|
if (mob[i].isShielded) m.fieldCDcycle = m.cycle + 60
|
|
}
|
|
}
|
|
},
|
|
lookForPickUp() { //find body to pickup
|
|
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen;
|
|
const grabbing = {
|
|
targetIndex: null,
|
|
targetRange: 150,
|
|
// lookingAt: false //false to pick up object in range, but not looking at
|
|
};
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
if (Matter.Query.ray(map, body[i].position, m.pos).length === 0) {
|
|
//is m next body a better target then my current best
|
|
const dist = Vector.magnitude(Vector.sub(body[i].position, m.pos));
|
|
const looking = m.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]) {
|
|
m.holdingTarget = body[grabbing.targetIndex];
|
|
//
|
|
ctx.beginPath(); //draw on each valid body
|
|
let vertices = m.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;
|
|
m.drawHold(m.holdingTarget);
|
|
ctx.globalAlpha = 1;
|
|
} else {
|
|
m.holdingTarget = null;
|
|
}
|
|
},
|
|
pickUp() {
|
|
//triggers when a hold target exits and field button is released
|
|
m.isHolding = true;
|
|
//conserve momentum when player mass changes
|
|
totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(m.holdingTarget.velocity, m.holdingTarget.mass))
|
|
Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + m.holdingTarget.mass)));
|
|
|
|
m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale)
|
|
//make block collide with nothing
|
|
m.holdingTarget.collisionFilter.category = 0;
|
|
m.holdingTarget.collisionFilter.mask = 0;
|
|
},
|
|
wakeCheck() {
|
|
if (m.isBodiesAsleep) {
|
|
m.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)
|
|
}
|
|
}
|
|
}
|
|
if (tech.isFreezeMobs) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
Matter.Sleeping.set(mob[i], false)
|
|
mobs.statusSlow(mob[i], 60)
|
|
}
|
|
} else {
|
|
wake(mob);
|
|
}
|
|
wake(body);
|
|
wake(bullet);
|
|
for (let i = 0, len = cons.length; i < len; i++) {
|
|
if (cons[i].stiffness === 0) {
|
|
cons[i].stiffness = cons[i].storeStiffness
|
|
}
|
|
}
|
|
// wake(powerUp);
|
|
}
|
|
},
|
|
hold() { },
|
|
setField(index) {
|
|
if (isNaN(index)) { //find index by name
|
|
let found = false
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) {
|
|
if (index === m.fieldUpgrades[i].name) {
|
|
index = i;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found) return //if you can't find the field don't give a field to avoid game crash
|
|
}
|
|
m.fieldMode = index;
|
|
document.getElementById("field").innerHTML = m.fieldUpgrades[index].name
|
|
m.setHoldDefaults();
|
|
m.fieldUpgrades[index].effect();
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`);
|
|
},
|
|
fieldUpgrades: [{
|
|
name: "field emitter",
|
|
description: "regen <strong>6</strong> <strong class='color-f'>energy</strong> per second<br>use it to <strong>deflect</strong> mobs and <strong>throw</strong> <strong class='color-block'>blocks</strong><br><strong class='color-f'>energy</strong> regen disabled if immune to <strong class='color-harm'>harm</strong>",
|
|
// description: "use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> <strong class='color-block'>blocks</strong><br>regen <strong>6</strong> <strong class='color-f'>energy</strong>/s, when not immune to <strong class='color-harm'>harm</strong>",
|
|
effect: () => {
|
|
m.hold = function () {
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
if (m.energy > 0.05) {
|
|
m.drawField();
|
|
m.pushMobsFacing();
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "standing wave",
|
|
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> protects you in every <strong>direction</strong><br><strong>deflecting</strong> has <strong>50%</strong> less <strong>recoil</strong>", //drains <strong class='color-f'>energy</strong>
|
|
drainCD: 0,
|
|
effect: () => {
|
|
m.fieldBlockCD = 0;
|
|
m.blockingRecoil = 2 //4 is normal
|
|
m.fieldRange = 175
|
|
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
|
|
|
|
m.harmonic3Phase = () => { //normal standard 3 different 2-d circles
|
|
const fieldRange1 = (0.7 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
|
|
const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
|
|
const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange * m.harmonicRadius
|
|
const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
|
|
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.73, (0.04 + m.energy * (0.11 + 0.13 * Math.random()))) + ")";
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, fieldRange1, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, fieldRange2, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, fieldRange3, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
//360 block
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < netfieldRange && !mob[i].isUnblockable) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
|
mob[i].locatePlayer();
|
|
if (this.drainCD > m.cycle) {
|
|
m.pushMass(mob[i], 0);
|
|
} else {
|
|
m.pushMass(mob[i]);
|
|
this.drainCD = m.cycle + 10
|
|
}
|
|
if (mob[i].isShielded) m.fieldCDcycle = m.cycle + 45
|
|
}
|
|
}
|
|
}
|
|
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
|
|
m.harmonicAtomic = () => { //several ellipses spinning about different axises
|
|
const rotation = simulation.cycle * 0.0031
|
|
const phase = simulation.cycle * 0.023
|
|
const radius = m.fieldRange * m.harmonicRadius
|
|
ctx.lineWidth = 1;
|
|
ctx.strokeStyle = "rgba(110,170,200,0.8)"
|
|
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.13 + 0.1 * Math.random()) * (3 / tech.harmonics)) + ")";
|
|
// ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.22 - 0.01 * tech.harmonics) * (0.5 + 0.5 * Math.random())) + ")";
|
|
for (let i = 0; i < tech.harmonics; i++) {
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.pos.x, m.pos.y, radius * Math.abs(Math.sin(phase + i / tech.harmonics * Math.PI)), radius, rotation + i / tech.harmonics * Math.PI, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
}
|
|
//360 block
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < radius && !mob[i].isUnblockable) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
|
mob[i].locatePlayer();
|
|
if (this.drainCD > m.cycle) {
|
|
m.pushMass(mob[i], 0);
|
|
} else {
|
|
m.pushMass(mob[i]);
|
|
this.drainCD = m.cycle + 10
|
|
}
|
|
if (mob[i].isShielded) m.fieldCDcycle = m.cycle + 45
|
|
}
|
|
}
|
|
}
|
|
if (tech.harmonics === 2) {
|
|
m.harmonicShield = m.harmonic3Phase
|
|
} else {
|
|
m.harmonicShield = m.harmonicAtomic
|
|
}
|
|
m.hold = function () {
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if ((input.field) && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.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 (m.energy > 0.1 && m.fieldCDcycle < m.cycle) {
|
|
if (tech.isStandingWaveExpand) {
|
|
if (input.field) {
|
|
// const oldHarmonicRadius = m.harmonicRadius
|
|
m.harmonicRadius = 0.985 * m.harmonicRadius + 0.015 * 2.5
|
|
// m.energy -= 0.1 * (m.harmonicRadius - oldHarmonicRadius)
|
|
} else {
|
|
m.harmonicRadius = 0.995 * m.harmonicRadius + 0.005
|
|
}
|
|
}
|
|
m.harmonicShield()
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "perfect diamagnetism",
|
|
description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br>maintains <strong>functionality</strong> while <strong>inactive</strong>",
|
|
// description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> doesn't drain <strong class='color-f'>energy</strong><br>thrown <strong class='color-block'>blocks</strong> have",
|
|
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
|
|
effect: () => {
|
|
m.fieldShieldingScale = 0;
|
|
m.fieldBlockCD = 3;
|
|
m.grabPowerUpRange2 = 10000000
|
|
m.fieldPosition = { x: m.pos.x, y: m.pos.y }
|
|
m.fieldAngle = m.angle
|
|
m.perfectPush = (isFree = false) => {
|
|
if (m.fieldCDcycle < m.cycle) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) - mob[i].radius < m.fieldRange &&
|
|
!mob[i].isUnblockable &&
|
|
Vector.dot({ x: Math.cos(m.fieldAngle), y: Math.sin(m.fieldAngle) }, Vector.normalise(Vector.sub(mob[i].position, m.fieldPosition))) > m.fieldThreshold &&
|
|
Matter.Query.ray(map, mob[i].position, m.fieldPosition).length === 0
|
|
) {
|
|
mob[i].locatePlayer();
|
|
const unit = Vector.normalise(Vector.sub(m.fieldPosition, mob[i].position))
|
|
m.fieldCDcycle = m.cycle + m.fieldBlockCD + (mob[i].isShielded ? 15 : 0);
|
|
if (tech.blockingIce) {
|
|
for (let i = 0; i < 2 * tech.blockingIce; i++) {
|
|
const angle = m.fieldAngle + 1.55 * (Math.random() - 0.5)
|
|
b.iceIX(10, angle, Vector.add(m.fieldPosition, { x: m.fieldRange * Math.cos(angle), y: m.fieldRange * Math.sin(angle) }))
|
|
}
|
|
}
|
|
if (tech.blockDmg) { //electricity
|
|
mob[i].damage(tech.blockDmg * b.dmgScale)
|
|
const step = 40
|
|
ctx.beginPath();
|
|
for (let i = 0, len = 1.5 * tech.blockDmg; i < len; i++) {
|
|
let x = m.fieldPosition.x - 20 * unit.x;
|
|
let y = m.fieldPosition.y - 20 * unit.y;
|
|
ctx.moveTo(x, y);
|
|
for (let i = 0; i < 8; i++) {
|
|
x += step * (-unit.x + 1.5 * (Math.random() - 0.5))
|
|
y += step * (-unit.y + 1.5 * (Math.random() - 0.5))
|
|
ctx.lineTo(x, y);
|
|
}
|
|
}
|
|
ctx.lineWidth = 3;
|
|
ctx.strokeStyle = "#f0f";
|
|
ctx.stroke();
|
|
} else if (isFree) {
|
|
//when blocking draw this graphic
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.4 * Math.random()) + ")";
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeStyle = "#000";
|
|
const len = mob[i].vertices.length - 1;
|
|
const mag = mob[i].radius
|
|
ctx.beginPath();
|
|
ctx.moveTo(mob[i].vertices[len].x + mag * (Math.random() - 0.5), mob[i].vertices[len].y + mag * (Math.random() - 0.5))
|
|
for (let j = 0; j < len; j++) {
|
|
ctx.lineTo(mob[i].vertices[j].x + mag * (Math.random() - 0.5), mob[i].vertices[j].y + mag * (Math.random() - 0.5));
|
|
}
|
|
ctx.lineTo(mob[i].vertices[len].x + mag * (Math.random() - 0.5), mob[i].vertices[len].y + mag * (Math.random() - 0.5))
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
} else {
|
|
//when blocking draw this graphic
|
|
const eye = 15;
|
|
const len = mob[i].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(m.fieldPosition.x + eye * Math.cos(m.fieldAngle), m.fieldPosition.y + eye * Math.sin(m.fieldAngle));
|
|
ctx.lineTo(mob[i].vertices[len].x, mob[i].vertices[len].y);
|
|
ctx.lineTo(mob[i].vertices[0].x, mob[i].vertices[0].y);
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
for (let j = 0; j < len; j++) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(m.fieldPosition.x + eye * Math.cos(m.fieldAngle), m.fieldPosition.y + eye * Math.sin(m.fieldAngle));
|
|
ctx.lineTo(mob[i].vertices[j].x, mob[i].vertices[j].y);
|
|
ctx.lineTo(mob[i].vertices[j + 1].x, mob[i].vertices[j + 1].y);
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
}
|
|
}
|
|
if (tech.isStunField) mobs.statusStun(mob[i], tech.isStunField)
|
|
//mob knock backs
|
|
const massRoot = Math.sqrt(Math.max(1, mob[i].mass));
|
|
Matter.Body.setVelocity(mob[i], {
|
|
x: player.velocity.x - (30 * unit.x) / massRoot,
|
|
y: player.velocity.y - (30 * unit.y) / massRoot
|
|
});
|
|
if (mob[i].isOrbital) Matter.Body.setVelocity(mob[i], { x: 0, y: 0 });
|
|
if (!isFree) { //player knock backs
|
|
if (mob[i].isDropPowerUp && player.speed < 12) {
|
|
const massRootCap = Math.sqrt(Math.min(10, Math.max(0.2, mob[i].mass)));
|
|
Matter.Body.setVelocity(player, {
|
|
x: 0.9 * player.velocity.x + 0.6 * unit.x * massRootCap,
|
|
y: 0.9 * player.velocity.y + 0.6 * unit.y * massRootCap
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
m.hold = function () {
|
|
const wave = Math.sin(m.cycle * 0.022);
|
|
m.fieldRange = 160 + 12 * wave + 100 * tech.isBigField
|
|
m.fieldArc = 0.34 + 0.04 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
|
m.calculateFieldThreshold();
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
m.fieldPosition = { x: m.pos.x, y: m.pos.y }
|
|
m.fieldAngle = m.angle
|
|
//draw field attached to player
|
|
if (m.holdingTarget) {
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
|
|
} else {
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
|
|
}
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, m.fieldRange, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
|
|
ctx.lineWidth = 2.5 - 1.5 * wave;
|
|
ctx.lineCap = "butt"
|
|
ctx.stroke();
|
|
const curve = 0.57 + 0.04 * wave
|
|
const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
|
|
let a = m.angle + aMag
|
|
let cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a)
|
|
let cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle))
|
|
a = m.angle - aMag
|
|
cp1x = m.pos.x + curve * m.fieldRange * Math.cos(a)
|
|
cp1y = m.pos.y + curve * m.fieldRange * Math.sin(a)
|
|
ctx.quadraticCurveTo(cp1x, cp1y, m.pos.x + 1 * m.fieldRange * Math.cos(m.angle - Math.PI * m.fieldArc), m.pos.y + 1 * m.fieldRange * Math.sin(m.angle - Math.PI * m.fieldArc))
|
|
ctx.fill();
|
|
m.perfectPush();
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.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 (!input.field) { //&& tech.isFieldFree
|
|
//draw field free of player
|
|
ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
|
|
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
|
|
ctx.beginPath();
|
|
ctx.arc(m.fieldPosition.x, m.fieldPosition.y, m.fieldRange, m.fieldAngle - Math.PI * m.fieldArc, m.fieldAngle + Math.PI * m.fieldArc, false);
|
|
ctx.lineWidth = 2.5 - 1.5 * wave;
|
|
ctx.lineCap = "butt"
|
|
ctx.stroke();
|
|
const curve = 0.8 + 0.06 * wave
|
|
const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
|
|
let a = m.fieldAngle + aMag
|
|
ctx.quadraticCurveTo(m.fieldPosition.x + curve * m.fieldRange * Math.cos(a), m.fieldPosition.y + curve * m.fieldRange * Math.sin(a), m.fieldPosition.x + 1 * m.fieldRange * Math.cos(m.fieldAngle - Math.PI * m.fieldArc), m.fieldPosition.y + 1 * m.fieldRange * Math.sin(m.fieldAngle - Math.PI * m.fieldArc))
|
|
ctx.fill();
|
|
m.perfectPush(true);
|
|
}
|
|
}
|
|
m.drawFieldMeter()
|
|
if (tech.isPerfectBrake) { //cap mob speed around player
|
|
const range = 200 + 140 * wave + 150 * m.energy
|
|
for (let i = 0; i < mob.length; i++) {
|
|
const distance = Vector.magnitude(Vector.sub(m.pos, mob[i].position))
|
|
if (distance < range) {
|
|
const cap = mob[i].isShielded ? 8 : 4
|
|
if (mob[i].speed > cap && Vector.dot(mob[i].velocity, Vector.sub(m.pos, mob[i].position)) > 0) { // if velocity is directed towards player
|
|
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction
|
|
}
|
|
}
|
|
}
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, range, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "hsla(200,50%,61%,0.08)";
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "negative mass",
|
|
description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br>hold <strong class='color-block'>blocks</strong> as if they have a lower <strong>mass</strong>",
|
|
fieldDrawRadius: 0,
|
|
effect: () => {
|
|
m.fieldFire = true;
|
|
m.holdingMassScale = 0.01; //can hold heavier blocks with lower cost to jumping
|
|
m.fieldMeterColor = "#333"
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
m.fieldHarmReduction = 0.45; //55% reduction
|
|
m.fieldDrawRadius = 0;
|
|
|
|
m.hold = function () {
|
|
m.airSpeedLimit = 125 //5 * player.mass * player.mass
|
|
m.FxAir = 0.016
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //push away
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
const DRAIN = 0.00035
|
|
if (m.energy > DRAIN) {
|
|
if (tech.isFlyFaster) {
|
|
//look for nearby objects to make zero-g
|
|
function moveThis(who, range, mag = 1.06) {
|
|
for (let i = 0, len = who.length; i < len; ++i) {
|
|
sub = Vector.sub(who[i].position, m.pos);
|
|
dist = Vector.magnitude(sub);
|
|
if (dist < range) {
|
|
who[i].force.y -= who[i].mass * (simulation.g * mag); //add a bit more then standard gravity
|
|
if (input.left) { //blocks move horizontally with the same force as the player
|
|
who[i].force.x -= m.FxAir * who[i].mass / 10; // move player left / a
|
|
} else if (input.right) {
|
|
who[i].force.x += m.FxAir * who[i].mass / 10; //move player right / d
|
|
}
|
|
//loose attraction to player
|
|
// const sub = Vector.sub(m.pos, body[i].position)
|
|
// const unit = Vector.mult(Vector.normalise(sub), who[i].mass * 0.0000002 * Vector.magnitude(sub))
|
|
// body[i].force.x += unit.x
|
|
// body[i].force.y += unit.y
|
|
}
|
|
}
|
|
}
|
|
//control horizontal acceleration
|
|
m.airSpeedLimit = 1000 // 7* player.mass * player.mass
|
|
m.FxAir = 0.01
|
|
//control vertical acceleration
|
|
if (input.down) { //down
|
|
player.force.y += 0.5 * player.mass * simulation.g;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 500 * 0.03;
|
|
moveThis(powerUp, this.fieldDrawRadius, 0);
|
|
moveThis(body, this.fieldDrawRadius, 0);
|
|
} else if (input.up) { //up
|
|
m.energy -= 5 * DRAIN;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 1100 * 0.03;
|
|
player.force.y -= 2.25 * player.mass * simulation.g;
|
|
moveThis(powerUp, this.fieldDrawRadius, 1.8);
|
|
moveThis(body, this.fieldDrawRadius, 1.8);
|
|
} else {
|
|
m.energy -= DRAIN;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 800 * 0.03;
|
|
player.force.y -= 1.07 * player.mass * simulation.g; // slow upward drift
|
|
moveThis(powerUp, this.fieldDrawRadius);
|
|
moveThis(body, this.fieldDrawRadius);
|
|
}
|
|
} else {
|
|
//look for nearby objects to make zero-g
|
|
function verticalForce(who, range, mag = 1.06) {
|
|
for (let i = 0, len = who.length; i < len; ++i) {
|
|
sub = Vector.sub(who[i].position, m.pos);
|
|
dist = Vector.magnitude(sub);
|
|
if (dist < range) who[i].force.y -= who[i].mass * (simulation.g * mag);
|
|
}
|
|
}
|
|
//control horizontal acceleration
|
|
m.airSpeedLimit = 400 // 7* player.mass * player.mass
|
|
m.FxAir = 0.005
|
|
//control vertical acceleration
|
|
if (input.down) { //down
|
|
player.force.y -= 0.5 * player.mass * simulation.g;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 400 * 0.03;
|
|
verticalForce(powerUp, this.fieldDrawRadius, 0.7);
|
|
verticalForce(body, this.fieldDrawRadius, 0.7);
|
|
} else if (input.up) { //up
|
|
m.energy -= 5 * DRAIN;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03;
|
|
player.force.y -= 1.45 * player.mass * simulation.g;
|
|
verticalForce(powerUp, this.fieldDrawRadius, 1.38);
|
|
verticalForce(body, this.fieldDrawRadius, 1.38);
|
|
} else {
|
|
m.energy -= DRAIN;
|
|
this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03;
|
|
player.force.y -= 1.07 * player.mass * simulation.g; // slow upward drift
|
|
verticalForce(powerUp, this.fieldDrawRadius);
|
|
verticalForce(body, this.fieldDrawRadius);
|
|
}
|
|
}
|
|
|
|
if (m.energy < 0.001) {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.energy = 0;
|
|
}
|
|
//add extra friction for horizontal motion
|
|
if (input.down || input.up || input.left || input.right) {
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.99,
|
|
y: player.velocity.y * 0.98
|
|
});
|
|
} else { //slow rise and fall
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.99,
|
|
y: player.velocity.y * 0.98
|
|
});
|
|
}
|
|
if (tech.isFreezeMobs) {
|
|
const ICE_DRAIN = 0.0002
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
|
|
if (m.energy > ICE_DRAIN * 2) {
|
|
m.energy -= ICE_DRAIN;
|
|
this.fieldDrawRadius -= 2;
|
|
mobs.statusSlow(mob[i], 60)
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//draw zero-G range
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, this.fieldDrawRadius, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "#f5f5ff";
|
|
ctx.globalCompositeOperation = "difference";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
this.fieldDrawRadius = 0
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
this.fieldDrawRadius = 0
|
|
}
|
|
m.drawFieldMeter("rgba(0,0,0,0.2)")
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "molecular assembler",
|
|
description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
|
|
effect: () => {
|
|
// m.fieldMeterColor = "#0c5"
|
|
// m.eyeFillColor = m.fieldMeterColor
|
|
m.hold = function () {
|
|
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 200 && (m.cycle % 2)) {
|
|
if (tech.isSporeField) {
|
|
if (tech.isSporeWorm) {
|
|
if (m.energy > 0.16) {
|
|
m.energy -= 0.16
|
|
b.worm({ x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) })
|
|
const SPEED = 2 + 1 * Math.random();
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], {
|
|
x: SPEED * Math.cos(m.angle),
|
|
y: SPEED * Math.sin(m.angle)
|
|
});
|
|
}
|
|
} else {
|
|
for (let i = 0, len = Math.random() * 20; i < len; i++) {
|
|
m.energy -= 0.08
|
|
if (m.energy > 0) {
|
|
b.spore(m.pos)
|
|
} else {
|
|
m.energy = 0.001
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} else if (tech.isMissileField) {
|
|
m.energy -= 0.3;
|
|
b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
|
|
} else if (tech.isIceField) {
|
|
m.energy -= 0.04;
|
|
b.iceIX(1)
|
|
} else if (tech.isDroneRadioactive) {
|
|
m.energy -= 0.8;
|
|
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 25)
|
|
} else {
|
|
m.energy -= 0.45 * tech.droneEnergyReduction;
|
|
b.drone()
|
|
}
|
|
}
|
|
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if ((input.field && m.fieldCDcycle < m.cycle)) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
if (m.energy > 0.05) {
|
|
m.drawField();
|
|
m.pushMobsFacing();
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.regenEnergy()
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
// {
|
|
// name: "plasma torch",
|
|
// description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away",
|
|
// effect() {
|
|
// m.fieldMeterColor = "#f0f"
|
|
// m.eyeFillColor = m.fieldMeterColor
|
|
// m.hold = function() {
|
|
// b.isExtruderOn = false
|
|
// if (m.isHolding) {
|
|
// m.drawHold(m.holdingTarget);
|
|
// m.holding();
|
|
// m.throwBlock();
|
|
// } else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
// m.grabPowerUp();
|
|
// m.lookForPickUp();
|
|
// if (tech.isExtruder) {
|
|
// b.extruder();
|
|
// } else {
|
|
// b.plasma();
|
|
// }
|
|
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
// m.pickUp();
|
|
// } else {
|
|
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// }
|
|
// m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
|
|
|
|
// if (tech.isExtruder) {
|
|
// if (input.field) {
|
|
// b.wasExtruderOn = true
|
|
// } else {
|
|
// b.wasExtruderOn = false
|
|
// b.canExtruderFire = true
|
|
// }
|
|
// ctx.beginPath(); //draw all the wave bullets
|
|
// for (let i = 0, len = bullet.length; i < len; i++) {
|
|
// if (bullet[i].isWave) {
|
|
// if (bullet[i].isBranch) {
|
|
// ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
|
|
// } else {
|
|
// ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
|
|
// }
|
|
// }
|
|
// }
|
|
// if (b.wasExtruderOn && b.isExtruderOn) ctx.lineTo(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle))
|
|
// ctx.lineWidth = 4;
|
|
// ctx.strokeStyle = "#f07"
|
|
// ctx.stroke();
|
|
// ctx.lineWidth = tech.extruderRange;
|
|
// ctx.strokeStyle = "rgba(255,0,110,0.05)"
|
|
// ctx.stroke();
|
|
// }
|
|
// }
|
|
// }
|
|
// },
|
|
{
|
|
name: "plasma torch",
|
|
description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away",
|
|
set() {
|
|
b.isExtruderOn = false
|
|
if (tech.isExtruder) {
|
|
m.hold = function () {
|
|
b.isExtruderOn = false
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
b.extruder();
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
|
|
if (input.field) {
|
|
b.wasExtruderOn = true
|
|
} else {
|
|
b.wasExtruderOn = false
|
|
b.canExtruderFire = true
|
|
}
|
|
ctx.beginPath(); //draw all the wave bullets
|
|
for (let i = 1, len = bullet.length; i < len; i++) { //skip the first bullet (which is is oldest bullet)
|
|
if (bullet[i].isWave) {
|
|
if (bullet[i].isBranch || bullet[i - 1].isBranch) {
|
|
ctx.moveTo(bullet[i].position.x, bullet[i].position.y)
|
|
} else {
|
|
ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
|
|
}
|
|
}
|
|
}
|
|
if (b.wasExtruderOn && b.isExtruderOn) ctx.lineTo(m.pos.x + 15 * Math.cos(m.angle), m.pos.y + 15 * Math.sin(m.angle))
|
|
ctx.lineWidth = 4;
|
|
ctx.strokeStyle = "#f07"
|
|
ctx.stroke();
|
|
ctx.lineWidth = tech.extruderRange;
|
|
ctx.strokeStyle = "rgba(255,0,110,0.06)"
|
|
ctx.stroke();
|
|
}
|
|
} else {
|
|
m.hold = function () {
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
b.plasma();
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
m.drawFieldMeter("rgba(0, 0, 0, 0.2)")
|
|
}
|
|
}
|
|
},
|
|
effect() {
|
|
m.fieldMeterColor = "#f0f"
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
this.set();
|
|
}
|
|
},
|
|
{
|
|
name: "time dilation",
|
|
// description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br>while time is stopped you can <strong>move</strong> and <strong>fire</strong><br>and <strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong>",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>but, <strong>collisions</strong> still do <strong class='color-harm'>harm</strong>",
|
|
set() {
|
|
if (tech.isRewindField) {
|
|
this.rewindCount = 0
|
|
m.grabPowerUpRange2 = 300000
|
|
m.hold = function () {
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
m.grabPowerUp();
|
|
if (this.rewindCount === 0) m.lookForPickUp();
|
|
|
|
if (!m.holdingTarget) {
|
|
this.rewindCount += 6;
|
|
const DRAIN = 0.001
|
|
let history = m.history[(m.cycle - this.rewindCount) % 600]
|
|
if (this.rewindCount > 599 || m.energy < DRAIN) {
|
|
this.rewindCount = 0;
|
|
m.resetHistory();
|
|
if (m.fireCDcycle < m.cycle + 60) m.fieldCDcycle = m.cycle + 60
|
|
m.immuneCycle = m.cycle //if you reach the end of the history disable harm immunity
|
|
} else {
|
|
//draw field everywhere
|
|
ctx.globalCompositeOperation = "saturation"
|
|
ctx.fillStyle = "#ccc";
|
|
ctx.fillRect(-100000, -100000, 200000, 200000)
|
|
ctx.globalCompositeOperation = "source-over"
|
|
// m.grabPowerUp(); //a second grab power up to make the power ups easier to grab, and they more fast which matches the time theme
|
|
m.energy -= DRAIN
|
|
if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + 60; //player is immune to damage for __ cycles
|
|
Matter.Body.setPosition(player, history.position);
|
|
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
|
if (m.health < history.health) {
|
|
m.health = history.health
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth
|
|
m.displayHealth();
|
|
}
|
|
m.yOff = history.yOff
|
|
if (m.yOff < 48) {
|
|
m.doCrouch()
|
|
} else {
|
|
m.undoCrouch()
|
|
}
|
|
//grab power ups
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitudeSquared(Vector.sub(m.pos, powerUp[i].position)) < 100000 &&
|
|
!simulation.isChoosing &&
|
|
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
|
|
) {
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
break; //because the array order is messed up after splice
|
|
}
|
|
}
|
|
if (!(this.rewindCount % 30)) {
|
|
if (tech.isRewindBot) {
|
|
for (let i = 0; i < tech.isRewindBot; i++) {
|
|
b.randomBot(m.pos, false, false)
|
|
bullet[bullet.length - 1].endCycle = simulation.cycle + 480 + Math.floor(120 * Math.random()) //8-9 seconds
|
|
}
|
|
}
|
|
|
|
if (tech.isRewindGrenade) {
|
|
b.grenade(m.pos, this.rewindCount) //Math.PI / 2
|
|
const who = bullet[bullet.length - 1]
|
|
// Matter.Body.setVelocity(who, {
|
|
// x: 0,
|
|
// y: 0
|
|
// });
|
|
who.endCycle = simulation.cycle + 60
|
|
// if (tech.isVacuumBomb) {
|
|
// Matter.Body.setVelocity(who, {
|
|
// x: who.velocity.x * 0.5,
|
|
// y: who.velocity.y * 0.5
|
|
// });
|
|
// } else if (tech.isRPG) {
|
|
// who.endCycle = simulation.cycle + 10
|
|
// } else if (tech.isNeutronBomb) {
|
|
// Matter.Body.setVelocity(who, {
|
|
// x: who.velocity.x * 0.3,
|
|
// y: who.velocity.y * 0.3
|
|
// });
|
|
// } else {
|
|
// Matter.Body.setVelocity(who, {
|
|
// x: who.velocity.x * 0.5,
|
|
// y: who.velocity.y * 0.5
|
|
// });
|
|
// who.endCycle = simulation.cycle + 30
|
|
// }
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.pickUp();
|
|
this.rewindCount = 0;
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
this.rewindCount = 0;
|
|
}
|
|
m.drawFieldMeter()
|
|
|
|
|
|
|
|
|
|
// // console.log(this.rewindCount)
|
|
// if (input.field && m.fieldCDcycle < m.cycle) { //button has been held down
|
|
// if (m.isHolding) {
|
|
// m.drawHold(m.holdingTarget);
|
|
// m.holding();
|
|
// m.throwBlock();
|
|
// } else {
|
|
// m.grabPowerUp();
|
|
// m.lookForPickUp();
|
|
// if (!m.holdingTarget) {
|
|
// this.rewindCount += 8;
|
|
// const DRAIN = 0.001
|
|
// let history = m.history[(m.cycle - this.rewindCount) % 600]
|
|
// if (this.rewindCount > 599 || m.energy < DRAIN) {
|
|
// this.rewindCount = 0;
|
|
// m.resetHistory();
|
|
// } else {
|
|
// // m.grabPowerUp(); //a second grab power up to make the power ups easier to grab, and they more fast which matches the time theme
|
|
// m.energy -= DRAIN
|
|
// if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 30 cycles
|
|
// Matter.Body.setPosition(player, history.position);
|
|
// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
|
// if (m.health < history.health) {
|
|
// m.health = history.health
|
|
// m.displayHealth();
|
|
// }
|
|
// m.yOff = history.yOff
|
|
// if (m.yOff < 48) {
|
|
// m.doCrouch()
|
|
// } else {
|
|
// m.undoCrouch()
|
|
// }
|
|
// //grab power ups
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// if (
|
|
// Vector.magnitudeSquared(Vector.sub(m.pos, powerUp[i].position)) < 100000 &&
|
|
// !simulation.isChoosing &&
|
|
// (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
|
|
// ) {
|
|
// powerUps.onPickUp(powerUp[i]);
|
|
// powerUp[i].effect();
|
|
// Matter.Composite.remove(engine.world, powerUp[i]);
|
|
// powerUp.splice(i, 1);
|
|
// break; //because the array order is messed up after splice
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// } else { //button is held the first time
|
|
// this.rewindCount = 0;
|
|
// if (m.holdingTarget && m.fieldCDcycle < m.cycle) {
|
|
// m.pickUp();
|
|
// } else {
|
|
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// }
|
|
// }
|
|
|
|
}
|
|
} else {
|
|
m.fieldFire = true;
|
|
m.isBodiesAsleep = false;
|
|
m.drain = 0.0005
|
|
m.hold = function () {
|
|
if (m.isHolding) {
|
|
m.wakeCheck();
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) {
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
|
|
m.drain += 0.0000025 //also increases inside tech.isTimeSkip
|
|
if (m.energy > m.drain) {
|
|
m.energy -= m.drain;
|
|
if (m.energy < m.drain) {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.energy = 0;
|
|
m.wakeCheck();
|
|
}
|
|
//draw field everywhere
|
|
ctx.globalCompositeOperation = "saturation"
|
|
ctx.fillStyle = "#ccc";
|
|
ctx.fillRect(-100000, -100000, 200000, 200000)
|
|
ctx.globalCompositeOperation = "source-over"
|
|
//stop time
|
|
m.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);
|
|
|
|
simulation.cycle--; //pause all functions that depend on game cycle increasing
|
|
if (tech.isTimeSkip) {
|
|
m.immuneCycle = 0;
|
|
m.drain += 0.0000025
|
|
m.regenEnergy(); //immunity disables normal regen, so turn off immunity for just this function
|
|
m.immuneCycle = m.cycle + 10;
|
|
simulation.isTimeSkipping = true;
|
|
m.cycle++;
|
|
simulation.gravity();
|
|
if (tech.isFireMoveLock && input.fire) {
|
|
player.force.x = 0
|
|
player.force.y = 0
|
|
}
|
|
Engine.update(engine, simulation.delta);
|
|
m.move();
|
|
simulation.checks();
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
b.fire();
|
|
b.bulletDo();
|
|
simulation.isTimeSkipping = false;
|
|
}
|
|
} else { //holding, but field button is released
|
|
m.wakeCheck();
|
|
}
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
m.wakeCheck();
|
|
m.pickUp();
|
|
} else {
|
|
if (m.drain > 0.0005) m.drain -= 0.000005 //return drain to base level
|
|
m.wakeCheck();
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
// console.log(m.drain.toFixed(6))
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
effect() {
|
|
// m.fieldMeterColor = "#000"
|
|
this.set();
|
|
}
|
|
},
|
|
{
|
|
name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
|
|
description: "when not firing activate a <strong class='color-cloaked'>cloaking</strong> effect<br><strong>+333%</strong> <strong class='color-d'>damage</strong> if a mob hasn't recently <strong>died</strong><br><strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong> when <strong class='color-cloaked'>cloaked</strong>",
|
|
effect: () => {
|
|
m.fieldFire = true;
|
|
m.fieldMeterColor = "#333";
|
|
m.eyeFillColor = m.fieldMeterColor
|
|
// m.eyeFillColor = '#333'
|
|
m.fieldPhase = 0;
|
|
m.isCloak = false
|
|
// m.fieldDamage = 2.46 // 1 + 146/100
|
|
m.fieldDrawRadius = 0
|
|
m.isSneakAttack = true;
|
|
const drawRadius = 900
|
|
|
|
m.hold = function () {
|
|
// console.log(m.holdingTarget)
|
|
if (m.isHolding) {
|
|
m.drawHold(m.holdingTarget);
|
|
m.holding();
|
|
m.throwBlock();
|
|
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold and field button is pressed
|
|
m.grabPowerUp();
|
|
m.lookForPickUp();
|
|
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding target exists, and field button is not pressed
|
|
m.pickUp();
|
|
} else {
|
|
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
}
|
|
|
|
//not shooting (or using field) enable cloak
|
|
if (m.energy < 0.05 && m.fireCDcycle < m.cycle && !input.fire) m.fireCDcycle = m.cycle
|
|
if (m.fireCDcycle + 30 < m.cycle && !input.fire) { //automatically cloak if not firing
|
|
if (!m.isCloak) {
|
|
m.isCloak = true //enter cloak
|
|
if (tech.isIntangible) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
|
|
}
|
|
}
|
|
}
|
|
} else if (m.isCloak) { //exit cloak
|
|
m.isCloak = false
|
|
if (tech.isIntangible) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
|
|
}
|
|
}
|
|
if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
|
|
let isMobsAround = false
|
|
const stunRange = m.fieldDrawRadius * 1.5
|
|
const drain = 0.15
|
|
const stunTime = 240
|
|
if (m.energy > drain) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 && !mob[i].isBadTarget) {
|
|
isMobsAround = true
|
|
mobs.statusStun(mob[i], stunTime)
|
|
}
|
|
}
|
|
if (isMobsAround) {
|
|
m.energy -= drain
|
|
simulation.drawList.push({
|
|
x: m.pos.x,
|
|
y: m.pos.y,
|
|
radius: stunRange,
|
|
color: "hsla(0,50%,100%,0.7)",
|
|
time: 7
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function drawField() {
|
|
m.fieldPhase += 0.007
|
|
const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5)
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.pos.x, m.pos.y, m.fieldDrawRadius * (1 - wiggle), m.fieldDrawRadius * (1 + wiggle), m.fieldPhase, 0, 2 * Math.PI);
|
|
// if (m.fireCDcycle > m.cycle && (input.field)) {}
|
|
ctx.fillStyle = "#fff"
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeStyle = "#000"
|
|
ctx.stroke()
|
|
// ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
|
|
ctx.globalCompositeOperation = "destination-in";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
ctx.clip();
|
|
}
|
|
|
|
// const energy = Math.max(0.01, Math.min(m.energy, 1))
|
|
if (m.isCloak) {
|
|
this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius
|
|
m.fieldDrawRadius = this.fieldRange * 0.88 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
|
drawField()
|
|
} else if (this.fieldRange < 3000) {
|
|
this.fieldRange += 50
|
|
m.fieldDrawRadius = this.fieldRange //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
|
|
drawField()
|
|
}
|
|
if (tech.isIntangible) {
|
|
if (m.isCloak) {
|
|
player.collisionFilter.mask = cat.map
|
|
let inPlayer = Matter.Query.region(mob, player.bounds)
|
|
if (inPlayer.length > 0) {
|
|
for (let i = 0; i < inPlayer.length; i++) {
|
|
if (m.energy > 0 && inPlayer[i].shield) m.energy -= 0.014;
|
|
}
|
|
}
|
|
} else {
|
|
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
|
|
}
|
|
}
|
|
|
|
this.drawFieldMeterCloaking()
|
|
//show sneak attack status
|
|
|
|
if (m.cycle > m.lastKillCycle + 240) {
|
|
ctx.strokeStyle = "rgba(0,0,0,0.4)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, 28, 0, 2 * Math.PI);
|
|
ctx.lineWidth = 2
|
|
ctx.stroke();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
// {
|
|
// name: "phase decoherence field",
|
|
// description: "use <strong class='color-f'>energy</strong> to become <strong>intangible</strong><br><strong>firing</strong> and touching <strong>shields</strong> <strong>drains</strong> <strong class='color-f'>energy</strong><br>unable to <strong>see</strong> and be <strong>seen</strong> by mobs",
|
|
// effect: () => {
|
|
// m.fieldFire = true;
|
|
// m.fieldMeterColor = "#fff";
|
|
// m.fieldPhase = 0;
|
|
|
|
// m.hold = function () {
|
|
// function drawField(radius) {
|
|
// radius *= Math.min(4, 0.9 + 2.2 * m.energy * m.energy);
|
|
// const rotate = m.cycle * 0.005;
|
|
// m.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.max(0.01, Math.min(m.energy, 1)));
|
|
// const off1 = 1 + 0.06 * Math.sin(m.fieldPhase);
|
|
// const off2 = 1 - 0.06 * Math.sin(m.fieldPhase);
|
|
// ctx.beginPath();
|
|
// ctx.ellipse(m.pos.x, m.pos.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
|
|
// if (m.fireCDcycle > m.cycle && (input.field)) {
|
|
// ctx.lineWidth = 5;
|
|
// ctx.strokeStyle = `rgba(0, 204, 255,1)`
|
|
// ctx.stroke()
|
|
// }
|
|
// ctx.fillStyle = "#fff" //`rgba(0,0,0,${0.5+0.5*m.energy})`;
|
|
// ctx.globalCompositeOperation = "destination-in"; //in or atop
|
|
// ctx.fill();
|
|
// ctx.globalCompositeOperation = "source-over";
|
|
// ctx.clip();
|
|
// }
|
|
|
|
// m.isCloak = false //isCloak disables most uses of foundPlayer()
|
|
// player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
|
|
// if (m.isHolding) {
|
|
// if (this.fieldRange < 2000) {
|
|
// this.fieldRange += 100
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// m.drawHold(m.holdingTarget);
|
|
// m.holding();
|
|
// m.throwBlock();
|
|
// } else if (input.field) {
|
|
// m.grabPowerUp();
|
|
// m.lookForPickUp();
|
|
|
|
// if (m.fieldCDcycle < m.cycle) {
|
|
// // simulation.draw.bodyFill = "transparent"
|
|
// // simulation.draw.bodyStroke = "transparent"
|
|
|
|
// const DRAIN = 0.00013 + (m.fireCDcycle > m.cycle ? 0.005 : 0)
|
|
// if (m.energy > DRAIN) {
|
|
// m.energy -= DRAIN;
|
|
// // if (m.energy < 0.001) {
|
|
// // m.fieldCDcycle = m.cycle + 120;
|
|
// // m.energy = 0;
|
|
// // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// // }
|
|
// this.fieldRange = this.fieldRange * 0.8 + 0.2 * 160
|
|
// drawField(this.fieldRange)
|
|
|
|
// m.isCloak = true //isCloak disables most uses of foundPlayer()
|
|
// player.collisionFilter.mask = cat.map
|
|
|
|
|
|
// let inPlayer = Matter.Query.region(mob, player.bounds)
|
|
// if (inPlayer.length > 0) {
|
|
// for (let i = 0; i < inPlayer.length; i++) {
|
|
// if (inPlayer[i].shield) {
|
|
// m.energy -= 0.005; //shields drain player energy
|
|
// //draw outline of shield
|
|
// ctx.fillStyle = `rgba(140,217,255,0.5)`
|
|
// ctx.fill()
|
|
// } else if (tech.superposition && inPlayer[i].isDropPowerUp) {
|
|
// // inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
|
|
// // m.energy += 0.005;
|
|
|
|
// mobs.statusStun(inPlayer[i], 300)
|
|
// //draw outline of mob in a few random locations to show blurriness
|
|
// const vertices = inPlayer[i].vertices;
|
|
// const off = 30
|
|
// for (let k = 0; k < 3; k++) {
|
|
// const xOff = off * (Math.random() - 0.5)
|
|
// const yOff = off * (Math.random() - 0.5)
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(xOff + vertices[0].x, yOff + vertices[0].y);
|
|
// for (let j = 1, len = vertices.length; j < len; ++j) {
|
|
// ctx.lineTo(xOff + vertices[j].x, yOff + vertices[j].y);
|
|
// }
|
|
// ctx.lineTo(xOff + vertices[0].x, yOff + vertices[0].y);
|
|
// ctx.fillStyle = "rgba(0,0,0,0.1)"
|
|
// ctx.fill()
|
|
// }
|
|
// break;
|
|
// }
|
|
// }
|
|
// }
|
|
// } else {
|
|
// m.fieldCDcycle = m.cycle + 120;
|
|
// m.energy = 0;
|
|
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// }
|
|
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
|
|
// m.pickUp();
|
|
// if (this.fieldRange < 2000) {
|
|
// this.fieldRange += 100
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// } else {
|
|
// // this.fieldRange = 3000
|
|
// if (this.fieldRange < 2000 && m.holdingTarget === null) {
|
|
// this.fieldRange += 100
|
|
// drawField(this.fieldRange)
|
|
// }
|
|
// m.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 (m.energy < m.maxEnergy) {
|
|
// m.energy += m.fieldRegen;
|
|
// const xOff = m.pos.x - m.radius * m.maxEnergy
|
|
// const yOff = m.pos.y - 50
|
|
// ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
|
|
// ctx.fillRect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
// ctx.fillStyle = m.fieldMeterColor;
|
|
// ctx.fillRect(xOff, yOff, 60 * m.energy, 10);
|
|
// ctx.beginPath()
|
|
// ctx.rect(xOff, yOff, 60 * m.maxEnergy, 10);
|
|
// ctx.strokeStyle = "rgb(0, 0, 0)";
|
|
// ctx.lineWidth = 1;
|
|
// ctx.stroke();
|
|
// }
|
|
// if (m.energy < 0) m.energy = 0
|
|
// }
|
|
// }
|
|
// },
|
|
{
|
|
name: "pilot wave",
|
|
description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong>",
|
|
effect: () => {
|
|
m.fieldPhase = 0;
|
|
m.fieldPosition = {
|
|
x: simulation.mouseInGame.x,
|
|
y: simulation.mouseInGame.y
|
|
}
|
|
m.lastFieldPosition = {
|
|
x: simulation.mouseInGame.x,
|
|
y: simulation.mouseInGame.y
|
|
}
|
|
m.fieldOn = false;
|
|
m.fieldRadius = 0;
|
|
m.drop();
|
|
m.hold = function () {
|
|
if (input.field) {
|
|
if (m.fieldCDcycle < m.cycle) {
|
|
const scale = 25
|
|
const bounds = {
|
|
min: {
|
|
x: m.fieldPosition.x - scale,
|
|
y: m.fieldPosition.y - scale
|
|
},
|
|
max: {
|
|
x: m.fieldPosition.x + scale,
|
|
y: m.fieldPosition.y + scale
|
|
}
|
|
}
|
|
const isInMap = Matter.Query.region(map, bounds).length
|
|
// const isInMap = Matter.Query.point(map, m.fieldPosition).length
|
|
|
|
if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location
|
|
m.fieldOn = true;
|
|
// m.fieldPosition = { //smooth the mouse position, set to starting at player
|
|
// x: m.pos.x,
|
|
// y: m.pos.y
|
|
// }
|
|
m.fieldPosition = { //smooth the mouse position, set to mouse's current location
|
|
x: simulation.mouseInGame.x,
|
|
y: simulation.mouseInGame.y
|
|
}
|
|
m.lastFieldPosition = { //used to find velocity of field changes
|
|
x: m.fieldPosition.x,
|
|
y: m.fieldPosition.y
|
|
}
|
|
} else { //when field is on it smoothly moves towards the mouse
|
|
m.lastFieldPosition = { //used to find velocity of field changes
|
|
x: m.fieldPosition.x,
|
|
y: m.fieldPosition.y
|
|
}
|
|
const smooth = isInMap ? 0.985 : 0.96;
|
|
m.fieldPosition = { //smooth the mouse position
|
|
x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth),
|
|
y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth),
|
|
}
|
|
}
|
|
|
|
//grab power ups into the field
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
const dxP = m.fieldPosition.x - powerUp[i].position.x;
|
|
const dyP = m.fieldPosition.y - powerUp[i].position.y;
|
|
const dist2 = dxP * dxP + dyP * dyP + 200;
|
|
// float towards field if looking at and in range or if very close to player
|
|
if (
|
|
dist2 < m.fieldRadius * m.fieldRadius &&
|
|
(m.lookingAt(powerUp[i]) || dist2 < 16000)
|
|
) {
|
|
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
|
|
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
|
//extra friction
|
|
Matter.Body.setVelocity(powerUp[i], {
|
|
x: powerUp[i].velocity.x * 0.11,
|
|
y: powerUp[i].velocity.y * 0.11
|
|
});
|
|
if (
|
|
dist2 < 5000 &&
|
|
!simulation.isChoosing &&
|
|
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
|
|
// (powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth)
|
|
// (powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
|
|
) { //use power up if it is close enough
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
// m.fieldRadius += 50
|
|
break; //because the array order is messed up after splice
|
|
}
|
|
}
|
|
}
|
|
//grab power ups normally too
|
|
m.grabPowerUp();
|
|
|
|
if (m.energy > 0.01) {
|
|
//find mouse velocity
|
|
const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition)
|
|
const speed = Vector.magnitude(diff)
|
|
const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 60)) //limit velocity
|
|
let radius, radiusSmooth
|
|
if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field
|
|
radius = 0
|
|
radiusSmooth = Math.max(0, isInMap ? 0.96 - 0.02 * speed : 0.995); //0.99
|
|
} else {
|
|
radius = Math.max(50, 250 - 2 * speed)
|
|
radiusSmooth = 0.97
|
|
}
|
|
m.fieldRadius = m.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth)
|
|
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
|
|
const DRAIN = speed * body[i].mass * 0.000006 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
|
|
if (m.energy > DRAIN) {
|
|
m.energy -= DRAIN;
|
|
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
|
|
Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8)
|
|
// body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects
|
|
//blocks drift towards center of pilot wave
|
|
const sub = Vector.sub(m.fieldPosition, body[i].position)
|
|
const push = Vector.mult(Vector.normalise(sub), 0.0001 * body[i].mass * Vector.magnitude(sub))
|
|
body[i].force.x += push.x
|
|
body[i].force.y += push.y - body[i].mass * simulation.g //remove gravity effects
|
|
// if (body[i].collisionFilter.category !== cat.bullet) {
|
|
// body[i].collisionFilter.category = cat.bullet;
|
|
// }
|
|
} else {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.fieldOn = false
|
|
m.fieldRadius = 0
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// m.holdingTarget.collisionFilter.category = cat.bullet;
|
|
// m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
|
|
// //check every second to see if player is away from thrown body, and make solid
|
|
// const solid = function(that) {
|
|
// const dx = that.position.x - player.position.x;
|
|
// const dy = that.position.y - player.position.y;
|
|
// if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
|
|
// that.collisionFilter.category = cat.body; //make solid
|
|
// that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
|
|
// } else {
|
|
// setTimeout(solid, 40, that);
|
|
// }
|
|
// };
|
|
// setTimeout(solid, 200, m.holdingTarget);
|
|
|
|
|
|
|
|
if (tech.isFreezeMobs) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius) {
|
|
mobs.statusSlow(mob[i], 180)
|
|
}
|
|
}
|
|
}
|
|
|
|
ctx.beginPath();
|
|
const rotate = m.cycle * 0.008;
|
|
m.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(m.energy, 1));
|
|
const off1 = 1 + 0.06 * Math.sin(m.fieldPhase);
|
|
const off2 = 1 - 0.06 * Math.sin(m.fieldPhase);
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI);
|
|
ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference";
|
|
ctx.fillStyle = "#fff"; //"#eef";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI * m.energy / m.maxEnergy);
|
|
ctx.strokeStyle = "#000";
|
|
ctx.lineWidth = 4;
|
|
ctx.stroke();
|
|
} else {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.fieldOn = false
|
|
m.fieldRadius = 0
|
|
}
|
|
} else {
|
|
m.grabPowerUp();
|
|
}
|
|
} else {
|
|
m.fieldOn = false
|
|
m.fieldRadius = 0
|
|
}
|
|
m.drawFieldMeter()
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "wormhole",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
|
|
drain: 0,
|
|
effect: function () {
|
|
m.duplicateChance = 0.07
|
|
m.fieldRange = 0
|
|
powerUps.setDupChance(); //needed after adjusting duplication chance
|
|
|
|
m.hold = function () {
|
|
// m.hole = { //this is reset with each new field, but I'm leaving it here for reference
|
|
// isOn: false,
|
|
// isReady: true,
|
|
// pos1: {x: 0,y: 0},
|
|
// pos2: {x: 0,y: 0},
|
|
// angle: 0,
|
|
// unit:{x:0,y:0},
|
|
// }
|
|
if (m.hole.isOn) {
|
|
// draw holes
|
|
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
|
|
const semiMajorAxis = m.fieldRange + 30
|
|
const edge1a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos1)
|
|
const edge1b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos1)
|
|
const edge2a = Vector.add(Vector.mult(m.hole.unit, semiMajorAxis), m.hole.pos2)
|
|
const edge2b = Vector.add(Vector.mult(m.hole.unit, -semiMajorAxis), m.hole.pos2)
|
|
ctx.beginPath();
|
|
ctx.moveTo(edge1a.x, edge1a.y)
|
|
ctx.bezierCurveTo(m.hole.pos1.x, m.hole.pos1.y, m.hole.pos2.x, m.hole.pos2.y, edge2a.x, edge2a.y);
|
|
ctx.lineTo(edge2b.x, edge2b.y)
|
|
ctx.bezierCurveTo(m.hole.pos2.x, m.hole.pos2.y, m.hole.pos1.x, m.hole.pos1.y, edge1b.x, edge1b.y);
|
|
ctx.fillStyle = `rgba(255,255,255,${200 / m.fieldRange / m.fieldRange})` //"rgba(0,0,0,0.1)"
|
|
ctx.fill();
|
|
ctx.beginPath();
|
|
ctx.ellipse(m.hole.pos1.x, m.hole.pos1.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI)
|
|
ctx.ellipse(m.hole.pos2.x, m.hole.pos2.y, m.fieldRange, semiMajorAxis, m.hole.angle, 0, 2 * Math.PI)
|
|
ctx.fillStyle = `rgba(255,255,255,${32 / m.fieldRange})`
|
|
ctx.fill();
|
|
|
|
//suck power ups
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
//which hole is closer
|
|
const dxP1 = m.hole.pos1.x - powerUp[i].position.x;
|
|
const dyP1 = m.hole.pos1.y - powerUp[i].position.y;
|
|
const dxP2 = m.hole.pos2.x - powerUp[i].position.x;
|
|
const dyP2 = m.hole.pos2.y - powerUp[i].position.y;
|
|
let dxP, dyP, dist2
|
|
if (dxP1 * dxP1 + dyP1 * dyP1 < dxP2 * dxP2 + dyP2 * dyP2) {
|
|
dxP = dxP1
|
|
dyP = dyP1
|
|
} else {
|
|
dxP = dxP2
|
|
dyP = dyP2
|
|
}
|
|
dist2 = dxP * dxP + dyP * dyP;
|
|
if (dist2 < 600000) { //&& !(m.health === m.maxHealth && powerUp[i].name === "heal")
|
|
powerUp[i].force.x += 4 * (dxP / dist2) * powerUp[i].mass; // float towards hole
|
|
powerUp[i].force.y += 4 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
|
Matter.Body.setVelocity(powerUp[i], { //extra friction
|
|
x: powerUp[i].velocity.x * 0.05,
|
|
y: powerUp[i].velocity.y * 0.05
|
|
});
|
|
if (dist2 < 1000 && !simulation.isChoosing) { //use power up if it is close enough
|
|
|
|
// if (true) { //AoE radiation effect
|
|
// const range = 800
|
|
|
|
// for (let i = 0, len = mob.length; i < len; ++i) {
|
|
// if (mob[i].alive && !mob[i].isShielded) {
|
|
// dist = Vector.magnitude(Vector.sub(powerUp[i].position, mob[i].position)) - mob[i].radius;
|
|
// if (dist < range) mobs.statusDoT(mob[i], 0.5) //apply radiation damage status effect on direct hits
|
|
// }
|
|
// }
|
|
|
|
// simulation.drawList.push({
|
|
// x: powerUp[i].position.x,
|
|
// y: powerUp[i].position.y,
|
|
// radius: range,
|
|
// color: "rgba(0,150,200,0.3)",
|
|
// time: 4
|
|
// });
|
|
// }
|
|
|
|
m.fieldRange *= 0.8
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
break; //because the array order is messed up after splice
|
|
}
|
|
}
|
|
}
|
|
//suck and shrink blocks
|
|
const suckRange = 500
|
|
const shrinkRange = 100
|
|
const shrinkScale = 0.97;
|
|
const slowScale = 0.9
|
|
for (let i = 0, len = body.length; i < len; i++) {
|
|
if (!body[i].isNotHoldable) {
|
|
const dist1 = Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position))
|
|
const dist2 = Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position))
|
|
if (dist1 < dist2) {
|
|
if (dist1 < suckRange) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, body[i].position)), 1)
|
|
const slow = Vector.mult(body[i].velocity, slowScale)
|
|
Matter.Body.setVelocity(body[i], Vector.add(slow, pull));
|
|
//shrink
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos1, body[i].position)) < shrinkRange) {
|
|
Matter.Body.scale(body[i], shrinkScale, shrinkScale);
|
|
if (body[i].mass < 0.05) {
|
|
Matter.Composite.remove(engine.world, body[i]);
|
|
body.splice(i, 1);
|
|
m.fieldRange *= 0.8
|
|
if (tech.isWormholeEnergy) m.energy += 0.63
|
|
if (tech.isWormholeSpores) { //pandimensional spermia
|
|
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
|
|
if (tech.isSporeWorm) {
|
|
b.worm(Vector.add(m.hole.pos2, Vector.rotate({
|
|
x: m.fieldRange * 0.4,
|
|
y: 0
|
|
}, 2 * Math.PI * Math.random())))
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -5));
|
|
} else {
|
|
b.spore(Vector.add(m.hole.pos2, Vector.rotate({
|
|
x: m.fieldRange * 0.4,
|
|
y: 0
|
|
}, 2 * Math.PI * Math.random())))
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -15));
|
|
}
|
|
}
|
|
}
|
|
break
|
|
}
|
|
}
|
|
}
|
|
} else if (dist2 < suckRange) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, body[i].position)), 1)
|
|
const slow = Vector.mult(body[i].velocity, slowScale)
|
|
Matter.Body.setVelocity(body[i], Vector.add(slow, pull));
|
|
//shrink
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos2, body[i].position)) < shrinkRange) {
|
|
Matter.Body.scale(body[i], shrinkScale, shrinkScale);
|
|
if (body[i].mass < 0.05) {
|
|
Matter.Composite.remove(engine.world, body[i]);
|
|
body.splice(i, 1);
|
|
m.fieldRange *= 0.8
|
|
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
|
|
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.63
|
|
if (tech.isWormholeSpores) { //pandimensional spermia
|
|
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
|
|
if (tech.isSporeWorm) {
|
|
b.worm(Vector.add(m.hole.pos1, Vector.rotate({
|
|
x: m.fieldRange * 0.4,
|
|
y: 0
|
|
}, 2 * Math.PI * Math.random())))
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), 5));
|
|
} else {
|
|
b.spore(Vector.add(m.hole.pos1, Vector.rotate({
|
|
x: m.fieldRange * 0.4,
|
|
y: 0
|
|
}, 2 * Math.PI * Math.random())))
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), 15));
|
|
}
|
|
}
|
|
}
|
|
break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (tech.isWormBullets) {
|
|
//teleport bullets
|
|
for (let i = 0, len = bullet.length; i < len; ++i) { //teleport bullets from hole1 to hole2
|
|
if (!bullet[i].botType && !bullet[i].isInHole) { //don't teleport bots
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos1, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1
|
|
Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos2, Vector.sub(m.hole.pos1, bullet[i].position)));
|
|
m.fieldRange += 5
|
|
bullet[i].isInHole = true
|
|
} else if (Vector.magnitude(Vector.sub(m.hole.pos2, bullet[i].position)) < m.fieldRange) { //find if bullet is touching hole1
|
|
Matter.Body.setPosition(bullet[i], Vector.add(m.hole.pos1, Vector.sub(m.hole.pos2, bullet[i].position)));
|
|
m.fieldRange += 5
|
|
bullet[i].isInHole = true
|
|
}
|
|
}
|
|
}
|
|
// mobs get pushed away
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos1, mob[i].position)) < 200) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos1, mob[i].position)), -0.07)
|
|
Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull));
|
|
}
|
|
if (Vector.magnitude(Vector.sub(m.hole.pos2, mob[i].position)) < 200) {
|
|
const pull = Vector.mult(Vector.normalise(Vector.sub(m.hole.pos2, mob[i].position)), -0.07)
|
|
Matter.Body.setVelocity(mob[i], Vector.add(mob[i].velocity, pull));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m.fieldCDcycle < m.cycle) {
|
|
const scale = 60
|
|
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
|
const sub = Vector.sub(simulation.mouseInGame, m.pos)
|
|
const mag = Vector.magnitude(sub)
|
|
|
|
if (input.field) {
|
|
m.grabPowerUp();
|
|
//draw possible wormhole
|
|
if (tech.isWormholeMapIgnore && Matter.Query.ray(map, m.pos, justPastMouse).length !== 0) {
|
|
this.drain = (0.06 + 0.006 * Math.sqrt(mag)) * 2
|
|
} else {
|
|
this.drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
|
|
}
|
|
const unit = Vector.perp(Vector.normalise(sub))
|
|
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
|
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
|
|
const edge2a = Vector.add(Vector.mult(unit, 1.5 * m.fieldRange), simulation.mouseInGame)
|
|
const edge2b = Vector.add(Vector.mult(unit, -1.5 * m.fieldRange), simulation.mouseInGame)
|
|
ctx.beginPath();
|
|
ctx.moveTo(where.x, where.y)
|
|
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2a.x, edge2a.y);
|
|
ctx.moveTo(where.x, where.y)
|
|
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2b.x, edge2b.y);
|
|
if (
|
|
mag > 250 && m.energy > this.drain &&
|
|
(tech.isWormholeMapIgnore || Matter.Query.ray(map, m.pos, justPastMouse).length === 0) &&
|
|
Matter.Query.region(map, {
|
|
min: {
|
|
x: simulation.mouseInGame.x - scale,
|
|
y: simulation.mouseInGame.y - scale
|
|
},
|
|
max: {
|
|
x: simulation.mouseInGame.x + scale,
|
|
y: simulation.mouseInGame.y + scale
|
|
}
|
|
}).length === 0
|
|
) {
|
|
m.hole.isReady = true;
|
|
// ctx.fillStyle = "rgba(255,255,255,0.5)"
|
|
// ctx.fill();
|
|
ctx.lineWidth = 1
|
|
ctx.strokeStyle = "#000"
|
|
ctx.stroke();
|
|
} else {
|
|
m.hole.isReady = false;
|
|
ctx.lineWidth = 1
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineDashOffset = 30 * Math.random()
|
|
ctx.setLineDash([20, 40]);
|
|
ctx.stroke();
|
|
ctx.setLineDash([]);
|
|
}
|
|
} else {
|
|
//make new wormhole
|
|
if (
|
|
m.hole.isReady && mag > 250 && m.energy > this.drain &&
|
|
(tech.isWormholeMapIgnore || Matter.Query.ray(map, m.pos, justPastMouse).length === 0) &&
|
|
Matter.Query.region(map, {
|
|
min: {
|
|
x: simulation.mouseInGame.x - scale,
|
|
y: simulation.mouseInGame.y - scale
|
|
},
|
|
max: {
|
|
x: simulation.mouseInGame.x + scale,
|
|
y: simulation.mouseInGame.y + scale
|
|
}
|
|
}).length === 0
|
|
) {
|
|
m.energy -= this.drain
|
|
m.hole.isReady = false;
|
|
m.fieldRange = 0
|
|
Matter.Body.setPosition(player, simulation.mouseInGame);
|
|
m.buttonCD_jump = 0 //this might fix a bug with jumping
|
|
const velocity = Vector.mult(Vector.normalise(sub), 20)
|
|
Matter.Body.setVelocity(player, {
|
|
x: velocity.x,
|
|
y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer
|
|
});
|
|
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 1/4 seconds
|
|
// move bots to player
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) {
|
|
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
|
|
x: 250 * (Math.random() - 0.5),
|
|
y: 250 * (Math.random() - 0.5)
|
|
}));
|
|
Matter.Body.setVelocity(bullet[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
}
|
|
}
|
|
|
|
//set holes
|
|
m.hole.isOn = true;
|
|
m.hole.pos1.x = m.pos.x
|
|
m.hole.pos1.y = m.pos.y
|
|
m.hole.pos2.x = player.position.x
|
|
m.hole.pos2.y = player.position.y
|
|
m.hole.angle = Math.atan2(sub.y, sub.x)
|
|
m.hole.unit = Vector.perp(Vector.normalise(sub))
|
|
|
|
if (tech.isWormholeDamage) {
|
|
who = Matter.Query.ray(mob, m.pos, simulation.mouseInGame, 100)
|
|
for (let i = 0; i < who.length; i++) {
|
|
if (who[i].body.alive) {
|
|
mobs.statusDoT(who[i].body, 1, 420)
|
|
mobs.statusStun(who[i].body, 360)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
// const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
|
// const scale = 60
|
|
// // console.log(Matter.Query.region(map, bounds))
|
|
// const sub = Vector.sub(simulation.mouseInGame, m.pos)
|
|
// const mag = Vector.magnitude(sub)
|
|
// const drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
|
|
// if (m.hole.isReady && mag > 250 && m.energy > drain) {
|
|
// if (
|
|
// Matter.Query.region(map, {
|
|
// min: {
|
|
// x: simulation.mouseInGame.x - scale,
|
|
// y: simulation.mouseInGame.y - scale
|
|
// },
|
|
// max: {
|
|
// x: simulation.mouseInGame.x + scale,
|
|
// y: simulation.mouseInGame.y + scale
|
|
// }
|
|
// }).length === 0 &&
|
|
// Matter.Query.ray(map, m.pos, justPastMouse).length === 0
|
|
// // Matter.Query.ray(map, m.pos, simulation.mouseInGame).length === 0 &&
|
|
// // Matter.Query.ray(map, player.position, simulation.mouseInGame).length === 0 &&
|
|
// // Matter.Query.ray(map, player.position, justPastMouse).length === 0
|
|
// ) {
|
|
// m.energy -= drain
|
|
// m.hole.isReady = false;
|
|
// m.fieldRange = 0
|
|
// Matter.Body.setPosition(player, simulation.mouseInGame);
|
|
// m.buttonCD_jump = 0 //this might fix a bug with jumping
|
|
// const velocity = Vector.mult(Vector.normalise(sub), 20)
|
|
// Matter.Body.setVelocity(player, {
|
|
// x: velocity.x,
|
|
// y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer
|
|
// });
|
|
// if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 1/4 seconds
|
|
// // move bots to player
|
|
// for (let i = 0; i < bullet.length; i++) {
|
|
// if (bullet[i].botType) {
|
|
// Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
|
|
// x: 250 * (Math.random() - 0.5),
|
|
// y: 250 * (Math.random() - 0.5)
|
|
// }));
|
|
// Matter.Body.setVelocity(bullet[i], {
|
|
// x: 0,
|
|
// y: 0
|
|
// });
|
|
// }
|
|
// }
|
|
|
|
// //set holes
|
|
// m.hole.isOn = true;
|
|
// m.hole.pos1.x = m.pos.x
|
|
// m.hole.pos1.y = m.pos.y
|
|
// m.hole.pos2.x = player.position.x
|
|
// m.hole.pos2.y = player.position.y
|
|
// m.hole.angle = Math.atan2(sub.y, sub.x)
|
|
// m.hole.unit = Vector.perp(Vector.normalise(sub))
|
|
|
|
// if (tech.isWormholeDamage) {
|
|
// who = Matter.Query.ray(mob, m.pos, simulation.mouseInGame, 100)
|
|
// for (let i = 0; i < who.length; i++) {
|
|
// if (who[i].body.alive) {
|
|
// mobs.statusDoT(who[i].body, 1, 420)
|
|
// mobs.statusStun(who[i].body, 360)
|
|
// }
|
|
// }
|
|
// }
|
|
// } else {
|
|
// //draw failed wormhole
|
|
// const unit = Vector.perp(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)))
|
|
// const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle), }
|
|
// m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
|
|
// const edge2a = Vector.add(Vector.mult(unit, 1.5 * m.fieldRange), simulation.mouseInGame)
|
|
// const edge2b = Vector.add(Vector.mult(unit, -1.5 * m.fieldRange), simulation.mouseInGame)
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(where.x, where.y)
|
|
// ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2a.x, edge2a.y);
|
|
// ctx.lineTo(edge2b.x, edge2b.y)
|
|
// ctx.bezierCurveTo(simulation.mouseInGame.x, simulation.mouseInGame.y, where.x, where.y, where.x, where.y);
|
|
// // ctx.fillStyle = "rgba(255,255,255,0.5)"
|
|
// // ctx.fill();
|
|
// ctx.lineWidth = 1
|
|
// ctx.strokeStyle = "#000"
|
|
// ctx.lineDashOffset = 30 * Math.random()
|
|
// ctx.setLineDash([20, 40]);
|
|
// ctx.stroke();
|
|
// ctx.setLineDash([]);
|
|
// }
|
|
// }
|
|
// m.grabPowerUp();
|
|
// } else {
|
|
// m.hole.isReady = true;
|
|
// }
|
|
|
|
|
|
|
|
|
|
m.drawFieldMeter()
|
|
}
|
|
},
|
|
|
|
// rewind: function() {
|
|
// if (input.down) {
|
|
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
|
// const DRAIN = 0.01
|
|
// if (this.rewindCount < 289 && m.energy > DRAIN) {
|
|
// m.energy -= DRAIN
|
|
|
|
|
|
// if (this.rewindCount === 0) {
|
|
// const shortPause = function() {
|
|
// if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
// simulation.fpsCap = simulation.fpsCapDefault
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// // document.getElementById("dmg").style.transition = "opacity 1s";
|
|
// // document.getElementById("dmg").style.opacity = "0";
|
|
// } else {
|
|
// requestAnimationFrame(shortPause);
|
|
// }
|
|
// };
|
|
// if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
|
|
// simulation.fpsCap = 4 //1 is longest pause, 4 is standard
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// m.defaultFPSCycle = m.cycle
|
|
// }
|
|
|
|
|
|
// this.rewindCount += 10;
|
|
// simulation.wipe = function() { //set wipe to have trails
|
|
// // ctx.fillStyle = "rgba(255,255,255,0)";
|
|
// ctx.fillStyle = `rgba(221,221,221,${0.004})`;
|
|
// ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
// }
|
|
// let history = m.history[(m.cycle - this.rewindCount) % 300]
|
|
// Matter.Body.setPosition(player, history.position);
|
|
// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
|
// if (history.health > m.health) {
|
|
// m.health = history.health
|
|
// m.displayHealth();
|
|
// }
|
|
// //grab power ups
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// const dxP = player.position.x - powerUp[i].position.x;
|
|
// const dyP = player.position.y - powerUp[i].position.y;
|
|
// if (dxP * dxP + dyP * dyP < 50000 && !simulation.isChoosing && !(m.health === m.maxHealth && powerUp[i].name === "heal")) {
|
|
// powerUps.onPickUp(player.position);
|
|
// powerUp[i].effect();
|
|
// Matter.Composite.remove(engine.world, powerUp[i]);
|
|
// powerUp.splice(i, 1);
|
|
// const shortPause = function() {
|
|
// if (m.defaultFPSCycle < m.cycle) { //back to default values
|
|
// simulation.fpsCap = simulation.fpsCapDefault
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// // document.getElementById("dmg").style.transition = "opacity 1s";
|
|
// // document.getElementById("dmg").style.opacity = "0";
|
|
// } else {
|
|
// requestAnimationFrame(shortPause);
|
|
// }
|
|
// };
|
|
// if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(shortPause);
|
|
// simulation.fpsCap = 3 //1 is longest pause, 4 is standard
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// m.defaultFPSCycle = m.cycle
|
|
// break; //because the array order is messed up after splice
|
|
// }
|
|
// }
|
|
// m.immuneCycle = m.cycle + 5; //player is immune to damage for 30 cycles
|
|
// } else {
|
|
// m.fieldCDcycle = m.cycle + 30;
|
|
// // m.resetHistory();
|
|
// }
|
|
// } else {
|
|
// if (this.rewindCount !== 0) {
|
|
// m.fieldCDcycle = m.cycle + 30;
|
|
// m.resetHistory();
|
|
// this.rewindCount = 0;
|
|
// simulation.wipe = function() { //set wipe to normal
|
|
// ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
// }
|
|
// }
|
|
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
|
// }
|
|
// }
|
|
// m.drawFieldMeter()
|
|
// },
|
|
},
|
|
],
|
|
//************************************************************************************
|
|
//************************************************************************************
|
|
//************************************* SHIP ***************************************
|
|
//************************************************************************************
|
|
//************************************************************************************
|
|
isShipMode: false,
|
|
shipMode(thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92) { // m.shipMode() //thrust = 0.03, drag = 0.99, torque = 1.15, rotationDrag = 0.92
|
|
if (!m.isShipMode) {
|
|
//if wires remove them
|
|
for (let i = 0; i < mob.length; i++) {
|
|
if (!mob[i].freeOfWires) mob[i].freeOfWires = true
|
|
}
|
|
m.isShipMode = true
|
|
// simulation.isCheating = true
|
|
const points = [
|
|
{ x: 29.979168754143455, y: 4.748337243898336 },
|
|
{ x: 27.04503734408824, y: 13.7801138209198 },
|
|
{ x: 21.462582474874278, y: 21.462582475257523 },
|
|
{ x: 13.780113820536943, y: 27.045037344471485 },
|
|
{ x: 4.74833724351507, y: 29.979168754526473 },
|
|
{ x: -4.748337245049098, y: 29.979168754526473 },
|
|
{ x: -13.780113822071026, y: 27.045037344471485 },
|
|
{ x: -21.46258247640829, y: 21.462582475257523 },
|
|
{ x: -27.045037345621797, y: 13.7801138209198 },
|
|
{ x: -29.979168755677012, y: 4.748337243898336 },
|
|
{ x: -29.979168755677012, y: -4.7483372446656045 },
|
|
{ x: -27.045037345621797, y: -13.78011382168726 },
|
|
{ x: -21.46258247640829, y: -21.462582476024817 },
|
|
{ x: -13.780113822071026, y: -27.045037345239006 },
|
|
{ x: -4.748337245049098, y: -29.97916875529422 },
|
|
{ x: 4.74833724351507, y: -29.97916875529422 },
|
|
{ x: 13.780113820536943, y: -27.045037345239006 },
|
|
{ x: 21.462582474874278, y: -21.462582476024817 },
|
|
{ x: 27.04503734408824, y: -13.78011382168726 },
|
|
{ x: 29.979168754143455, y: -4.7483372446656045 }
|
|
]
|
|
//
|
|
Matter.Body.setVertices(player, Matter.Vertices.create(points, player))
|
|
// console.log(circle)
|
|
player.parts.pop()
|
|
player.parts.pop()
|
|
player.parts.pop()
|
|
player.parts.pop()
|
|
// Matter.Body.setDensity(player, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
|
|
m.defaultMass = 30
|
|
Matter.Body.setMass(player, m.defaultMass);
|
|
player.friction = 0.01
|
|
player.restitution = 0.2
|
|
// player.frictionStatic = 0.1
|
|
// Matter.Body.setInertia(player, Infinity); //disable rotation
|
|
|
|
// const circle = Bodies.polygon(player.position.x, player.position.x, 30, 30)
|
|
// player.parts[0] = circle
|
|
// console.log(player.parts[0])
|
|
// Matter.Body.setVertices(player.parts[0], Matter.Vertices.create(points, player.parts[0]))
|
|
// console.log(player.parts[0].vertices)
|
|
m.spin = 0
|
|
// m.groundControl = () => {} //disable entering ground
|
|
m.onGround = false
|
|
// playerOnGroundCheck = () => {}
|
|
m.airControl = () => { //tank controls
|
|
player.force.y -= player.mass * simulation.g; //undo gravity
|
|
Matter.Body.setVelocity(player, {
|
|
x: drag * player.velocity.x,
|
|
y: drag * player.velocity.y
|
|
});
|
|
if (input.up) { //forward thrust
|
|
player.force.x += thrust * Math.cos(m.angle) * tech.squirrelJump
|
|
player.force.y += thrust * Math.sin(m.angle) * tech.squirrelJump
|
|
} else if (input.down) {
|
|
player.force.x -= 0.6 * thrust * Math.cos(m.angle)
|
|
player.force.y -= 0.6 * thrust * Math.sin(m.angle)
|
|
}
|
|
//rotation
|
|
Matter.Body.setAngularVelocity(player, player.angularVelocity * rotationDrag)
|
|
if (input.right) {
|
|
player.torque += torque
|
|
} else if (input.left) {
|
|
player.torque -= torque
|
|
}
|
|
m.angle += m.spin
|
|
m.angle = player.angle
|
|
}
|
|
|
|
level.playerExitCheck = () => {
|
|
if (
|
|
player.position.x > level.exit.x &&
|
|
player.position.x < level.exit.x + 100 &&
|
|
player.position.y > level.exit.y - 150 &&
|
|
player.position.y < level.exit.y + 40
|
|
) {
|
|
level.nextLevel()
|
|
}
|
|
}
|
|
m.move = () => {
|
|
m.pos.x = player.position.x;
|
|
m.pos.y = player.position.y;
|
|
m.Vx = player.velocity.x;
|
|
m.Vy = player.velocity.y;
|
|
|
|
//tracks the last 10s of player information
|
|
// console.log(m.history)
|
|
m.history.splice(m.cycle % 600, 1, {
|
|
position: {
|
|
x: player.position.x,
|
|
y: player.position.y,
|
|
},
|
|
velocity: {
|
|
x: player.velocity.x,
|
|
y: player.velocity.y
|
|
},
|
|
yOff: m.yOff,
|
|
angle: m.angle,
|
|
health: m.health,
|
|
energy: m.energy,
|
|
activeGun: b.activeGun
|
|
});
|
|
}
|
|
|
|
m.look = () => { //disable mouse aiming
|
|
const scale = 0.8;
|
|
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
|
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
|
|
|
m.transX += (m.transSmoothX - m.transX) * 0.07;
|
|
m.transY += (m.transSmoothY - m.transY) * 0.07;
|
|
}
|
|
|
|
simulation.camera = () => {
|
|
const dx = simulation.mouse.x / window.innerWidth - 0.5 //x distance from mouse to window center scaled by window width
|
|
const dy = simulation.mouse.y / window.innerHeight - 0.5 //y distance from mouse to window center scaled by window height
|
|
const d = Math.max(dx * dx, dy * dy)
|
|
simulation.edgeZoomOutSmooth = (1 + 4 * d * d) * 0.04 + simulation.edgeZoomOutSmooth * 0.96
|
|
|
|
ctx.save();
|
|
ctx.translate(canvas.width2, canvas.height2); //center
|
|
ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
|
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
|
|
//calculate in game mouse position by undoing the zoom and translations
|
|
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
|
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
|
}
|
|
|
|
m.draw = () => { //just draw the circle
|
|
ctx.save();
|
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
|
ctx.translate(player.position.x, player.position.y);
|
|
ctx.rotate(player.angle);
|
|
|
|
//thrust
|
|
if (input.up) {
|
|
var grd2 = ctx.createLinearGradient(0, 0, -150, 0);
|
|
// grd2.addColorStop(0, 'rgba(255, 255, 155, 0.8)');
|
|
// grd2.addColorStop(1, 'rgba(255, 200, 0, 0.1)');
|
|
grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)');
|
|
grd2.addColorStop(1, 'rgba(150, 200, 255, 0)');
|
|
ctx.fillStyle = grd2;
|
|
ctx.beginPath();
|
|
ctx.moveTo(-18, -25);
|
|
//10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5)
|
|
ctx.lineTo(-18, 25);
|
|
ctx.lineTo(-50 - 100 * Math.random(), 0);
|
|
ctx.fill();
|
|
} else if (input.down) {
|
|
var grd2 = ctx.createLinearGradient(0, 0, 80, 0);
|
|
grd2.addColorStop(0, 'rgba(150, 200, 255, 0.7)');
|
|
grd2.addColorStop(1, 'rgba(150, 200, 255, 0)');
|
|
ctx.fillStyle = grd2;
|
|
ctx.beginPath();
|
|
ctx.moveTo(20, -16);
|
|
//10 * (Math.random() - 0.5), 10 * (Math.random() - 0.5)
|
|
ctx.lineTo(20, 16);
|
|
ctx.lineTo(35 + 43 * Math.random(), 0);
|
|
ctx.fill();
|
|
}
|
|
|
|
//body
|
|
ctx.beginPath();
|
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
|
ctx.fillStyle = this.bodyGradient
|
|
ctx.fill();
|
|
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
|
ctx.strokeStyle = "#333";
|
|
ctx.lineWidth = 2;
|
|
ctx.stroke();
|
|
|
|
ctx.restore();
|
|
}
|
|
|
|
//fix collisions
|
|
collisionChecks = (event) => {
|
|
const pairs = event.pairs;
|
|
for (let i = 0, j = pairs.length; i != j; i++) {
|
|
//mob + (player,bullet,body) collisions
|
|
for (let k = 0; k < mob.length; k++) {
|
|
if (mob[k].alive && m.alive) {
|
|
if (pairs[i].bodyA === mob[k]) {
|
|
collideMob(pairs[i].bodyB);
|
|
break;
|
|
} else if (pairs[i].bodyB === mob[k]) {
|
|
collideMob(pairs[i].bodyA);
|
|
break;
|
|
}
|
|
|
|
function collideMob(obj) {
|
|
//player + mob collision
|
|
if (
|
|
m.immuneCycle < m.cycle &&
|
|
// (obj === playerBody || obj === playerHead) &&
|
|
(obj === player) &&
|
|
!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
|
|
) {
|
|
mob[k].foundPlayer();
|
|
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
|
|
if (tech.isRewindAvoidDeath && m.energy > 0.66) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
|
|
m.damage(dmg);
|
|
return
|
|
}
|
|
m.damage(dmg);
|
|
if (tech.isPiezo) m.energy += 20.48;
|
|
if (tech.isStimulatedEmission) powerUps.ejectTech()
|
|
if (mob[k].onHit) mob[k].onHit(k);
|
|
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
|
//extra kick between player and mob //this section would be better with forces but they don't work...
|
|
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x + 8 * Math.cos(angle),
|
|
y: player.velocity.y + 8 * Math.sin(angle)
|
|
});
|
|
Matter.Body.setVelocity(mob[k], {
|
|
x: mob[k].velocity.x - 8 * Math.cos(angle),
|
|
y: mob[k].velocity.y - 8 * Math.sin(angle)
|
|
});
|
|
|
|
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy) {
|
|
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy)
|
|
m.immuneCycle = 0; //player doesn't go immune to collision damage
|
|
mob[k].death();
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: dmg * 2000,
|
|
color: "rgba(255,0,255,0.2)",
|
|
time: simulation.drawTime
|
|
});
|
|
} else {
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: dmg * 500,
|
|
color: simulation.mobDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
}
|
|
return;
|
|
// }
|
|
}
|
|
//mob + bullet collisions
|
|
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
|
|
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
|
|
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
|
|
if (tech.isCrit && mob[k].isStunned) dmg *= 4
|
|
mob[k].damage(dmg);
|
|
if (mob[k].alive) mob[k].foundPlayer();
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: simulation.playerDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
return;
|
|
}
|
|
//mob + body collisions
|
|
if (obj.classType === "body" && obj.speed > 6) {
|
|
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
|
|
if (v > 9) {
|
|
let dmg = tech.blockDamage * b.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2 : 1);
|
|
if (mob[k].isShielded) dmg *= 0.7
|
|
mob[k].damage(dmg, true);
|
|
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
|
|
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
|
|
if (Math.random() < 0.4) {
|
|
type = "heal"
|
|
} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
|
|
type = "research"
|
|
}
|
|
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
|
|
// for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {}
|
|
}
|
|
|
|
const stunTime = dmg / Math.sqrt(obj.mass)
|
|
if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
|
|
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
|
|
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
|
|
obj.hasFragmented = true;
|
|
b.targetedNail(obj.position, tech.fragments * 4)
|
|
}
|
|
simulation.drawList.push({
|
|
x: pairs[i].activeContacts[0].vertex.x,
|
|
y: pairs[i].activeContacts[0].vertex.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: simulation.playerDmgColor,
|
|
time: simulation.drawTime
|
|
});
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
}; |