Files
n-gon-improved/js/spawn.js
landgreen f8b18c7772 affine connection
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)
2021-11-28 05:28:01 -08:00

5236 lines
246 KiB
JavaScript

//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss", "snakeSpitBoss", "laserBombingBoss", "blockBoss", "slashBoss"]) {
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
pickList: ["starter", "starter"],
fullPickList: [
"hopper", "hopper", "hopper",
"slasher", "slasher",
"shooter", "shooter",
"grenadier", "grenadier",
"striker", "striker",
"laser", "laser",
"stabber", "stabber",
"springer", "springer",
"pulsar", "pulsar",
"exploder",
"sneaker",
"launcher",
"launcherOne",
"sucker",
"sniper",
"spinner",
"grower",
"beamer",
"focuser",
"spawner",
"ghoster",
],
allowedGroupList: ["spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "launcherOne", "stabber", "sniper", "pulsar", "grenadier", "slasher"],
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
//each level has 2 mobs: one new mob and one from the last level
spawn.pickList.splice(0, 1);
spawn.pickList.push(spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]);
},
spawnChance(chance) {
return Math.random() < chance + 0.07 * simulation.difficulty && mob.length < -1 + 16 * Math.log10(simulation.difficulty + 1)
},
randomMob(x, y, chance = 1) {
if (spawn.spawnChance(chance) || chance === Infinity) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x, y);
}
if (tech.isMoreMobs) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x, y);
}
},
randomSmallMob(x, y,
num = Math.max(Math.min(Math.round(Math.random() * simulation.difficulty * 0.2), 4), 0),
size = 16 + Math.ceil(Math.random() * 15),
chance = 1) {
if (spawn.spawnChance(chance)) {
for (let i = 0; i < num; ++i) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
if (tech.isMoreMobs) {
for (let i = 0; i < num; ++i) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
},
randomGroup(x, y, chance = 1) {
if (spawn.spawnChance(chance) && simulation.difficulty > 2 || chance === Infinity) {
//choose from the possible picklist
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
//is the pick able to be a group?
let canBeGroup = false;
for (let i = 0, len = spawn.allowedGroupList.length; i < len; ++i) {
if (spawn.allowedGroupList[i] === pick) {
canBeGroup = true;
break;
}
}
if (canBeGroup) {
if (Math.random() < 0.55) {
spawn.nodeGroup(x, y, pick);
} else {
spawn.lineGroup(x, y, pick);
}
} else {
if (Math.random() < 0.07) {
spawn[pick](x, y, 90 + Math.random() * 40); //one extra large mob
spawn.spawnOrbitals(mob[mob.length - 1], mob[mob.length - 1].radius + 50 + 200 * Math.random(), 1)
} else if (Math.random() < 0.35) {
spawn.blockGroup(x, y) //hidden grouping blocks
} else {
pick = (Math.random() < 0.5) ? "randomList" : "random";
if (Math.random() < 0.55) {
spawn.nodeGroup(x, y, pick);
} else {
spawn.lineGroup(x, y, pick);
}
}
}
}
},
secondaryBossChance(x, y) {
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) {
tech.isScaleMobsWithDuplication = true
spawn.randomLevelBoss(x, y);
tech.isScaleMobsWithDuplication = false
return true
} else if (tech.isResearchBoss) {
if (powerUps.research.count > 3) {
powerUps.research.changeRerolls(-4)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 4<br>${powerUps.research.count}`)
} else {
tech.addJunkTechToPool(0.49)
}
spawn.randomLevelBoss(x, y);
return true
}
return false
},
//mob templates *********************************************************************************************
//***********************************************************************************************************
MACHO(x = m.pos.x, y = m.pos.y) { //immortal mob that follows player //if you have the tech it spawns at start of every level at the player
mobs.spawn(x, y, 3, 0.1, "transparent");
let me = mob[mob.length - 1];
me.stroke = "transparent"
me.isShielded = true; //makes it immune to damage
me.leaveBody = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = 0;
me.collisionFilter.mask = 0; //cat.player //| cat.body
me.chaseSpeed = 3.3
me.isMACHO = true;
me.frictionAir = 0.006
me.do = function () {
const sine = Math.sin(simulation.cycle * 0.015)
this.radius = 370 * (1 + 0.1 * sine)
//chase player
const sub = Vector.sub(player.position, this.position)
const mag = Vector.magnitude(sub)
// follow physics
// Matter.Body.setVelocity(this, { x: 0, y: 0 });
// const where = Vector.add(this.position, Vector.mult(Vector.normalise(sub), this.chaseSpeed))
// if (mag > 10) Matter.Body.setPosition(this, { x: where.x, y: where.y });
//realistic physics
const force = Vector.mult(Vector.normalise(sub), 0.000000003)
this.force.x += force.x
this.force.y += force.y
if (mag < this.radius) { //buff to player when inside radius
tech.isHarmMACHO = true;
//draw halo
ctx.strokeStyle = "rgba(80,120,200,0.2)" //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 36, 0, 2 * Math.PI);
ctx.lineWidth = 10;
ctx.stroke();
// ctx.strokeStyle = "rgba(255,255,0,0.17)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
// ctx.lineWidth = 30;
// ctx.stroke();
} else {
tech.isHarmMACHO = false;
}
//draw outline
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius + 15, 0, 2 * Math.PI);
ctx.strokeStyle = "#000"
ctx.lineWidth = 1;
ctx.stroke();
}
},
WIMP(x = level.exit.x + 300 * (Math.random() - 0.5), y = level.exit.y + 300 * (Math.random() - 0.5)) { //immortal mob that follows player //if you have the tech it spawns at start of every level at the exit
mobs.spawn(x, y, 3, 0.1, "transparent");
let me = mob[mob.length - 1];
me.stroke = "transparent"
me.isShielded = true; //makes it immune to damage
me.leaveBody = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.collisionFilter.category = 0;
me.collisionFilter.mask = 0; //cat.player //| cat.body
me.chaseSpeed = 1 + 1.5 * Math.random()
me.awake = function () {
//chase player
const sub = Vector.sub(player.position, this.position)
const where = Vector.add(this.position, Vector.mult(Vector.normalise(sub), this.chaseSpeed))
Matter.Body.setPosition(this, { //hold position
x: where.x,
y: where.y
});
Matter.Body.setVelocity(this, { x: 0, y: 0 });
//aoe damage to player
if (m.immuneCycle < m.cycle && Vector.magnitude(Vector.sub(player.position, this.position)) < this.radius) {
const DRAIN = tech.isRadioactiveResistance ? 0.07 * 0.25 : 0.07
if (m.energy > DRAIN) {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
m.energy = 0;
m.damage((tech.isRadioactiveResistance ? 0.007 * 0.25 : 0.007) * simulation.dmgScale)
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: this.radius,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
}
}
//aoe damage to mobs
// for (let i = 0, len = mob.length; i < len; i++) {
// if (!mob[i].isShielded && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radius) {
// let dmg = b.dmgScale * 0.082
// if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
// if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
// mob[i].damage(dmg);
// if (tech.isNeutronSlow) {
// Matter.Body.setVelocity(mob[i], {
// x: mob[i].velocity.x * this.vacuumSlow,
// y: mob[i].velocity.y * this.vacuumSlow
// });
// }
// }
// }
//draw
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
// ctx.fillStyle = "hsla(160, 100%, 35%,0.75)" //"rgba(255,0,255,0.2)";
// ctx.globalCompositeOperation = "lighter"
ctx.fillStyle = `rgba(25,139,170,${0.2 + 0.12 * Math.random()})`;
ctx.fill();
this.radius = 100 * (1 + 0.25 * Math.sin(simulation.cycle * 0.03))
// ctx.fillStyle = "#fff";
// ctx.globalCompositeOperation = "difference";
// ctx.fill();
// ctx.globalCompositeOperation = "source-over"
}
me.do = function () { //wake up 2 seconds after the player moves
if (player.speed > 1 && !m.isCloak) {
setTimeout(() => { this.do = this.awake; }, 2000);
}
this.checkStatus();
};
},
finalBoss(x, y, radius = 300) {
mobs.spawn(x, y, 6, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
setTimeout(() => { //fix mob in place, but allow rotation
me.constraint = Constraint.create({
pointA: {
x: me.position.x,
y: me.position.y
},
bodyB: me,
stiffness: 1,
damping: 1
});
Composite.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
me.isBoss = true;
me.frictionAir = 0.01;
me.memory = Infinity;
me.hasRunDeathScript = false
me.locatePlayer();
const density = 0.2
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
me.onDeath = function () {
if (!this.hasRunDeathScript) {
this.hasRunDeathScript = true
//make a block body to replace this one
//this body is too big to leave behind in the normal way mobs.replace()
const len = body.length;
const v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
Matter.Body.setVelocity(body[len], { x: 0, y: -3 });
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len].classType = "body";
Composite.add(engine.world, body[len]); //add to world
const expand = function (that, massLimit) {
const scale = 1.05;
Matter.Body.scale(that, scale, scale);
if (that.mass < massLimit) setTimeout(expand, 20, that, massLimit);
};
expand(body[len], 200)
function unlockExit() {
if (simulation.isHorizontalFlipped) {
level.exit.x = -5500 - 100;
} else {
level.exit.x = 5500;
}
level.exit.y = -330;
Matter.Composite.remove(engine.world, map[map.length - 1]);
map.splice(map.length - 1, 1);
simulation.draw.setPaths(); //redraw map draw path
}
//add lore level as next level if player took lore tech earlier in the game
if (lore.techCount > (lore.techGoal - 1) && !simulation.isCheating) {
simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`, 360);
setTimeout(function () {
simulation.makeTextLog(`level.levels.push("<span class='lore-text'>null</span>")`, 720);
unlockExit()
level.levels.push("null")
}, 4000);
//remove block map element so exit is clear
} else { //reset game
let count = 0
function loop() {
if (!simulation.paused) {
count++
if (count < 660) {
if (count === 1) simulation.makeTextLog(`<em>//enter testing mode to set level.levels.length to <strong>Infinite</strong></em>`);
if (!(count % 60)) simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${((count / 60 - Math.random()) * 0.1).toFixed(3)}`);
} else if (count === 660) {
simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1 <em>//analysis complete</em>`);
} else if (count === 780) {
simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`)
} else if (count === 1020) {
simulation.makeTextLog(`Engine.clear(engine) <em>//simulation successful</em>`);
} else if (count === 1260) {
// tech.isImmortal = false;
// m.death()
// m.alive = false;
// simulation.paused = true;
// m.health = 0;
// m.displayHealth();
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
// build.shareURL(false)
setTimeout(function () {
simulation.paused = true;
// simulation.clearMap();
// Matter.Composite.clear(composite, keepStatic, [deep = false])
// Composite.clear(engine.composite);
engine.world.bodies.forEach((body) => { Matter.Composite.remove(engine.world, body) })
Engine.clear(engine);
simulation.splashReturn();
}, 6000);
return
}
}
if (simulation.testing) {
unlockExit()
setTimeout(function () {
simulation.makeTextLog(`level.levels.length <span class='color-symbol'>=</span> <strong>Infinite</strong>`);
}, 1500);
} else {
requestAnimationFrame(loop);
}
}
requestAnimationFrame(loop);
}
// for (let i = 0; i < 3; i++)
level.difficultyIncrease(simulation.difficultyMode) //ramp up damage
//remove power Ups, to avoid spamming console
function removeAll(array) {
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
}
removeAll(powerUp);
powerUp = [];
//pull in particles
for (let i = 0, len = body.length; i < len; ++i) {
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, body[i].position)), 65)
const pushUp = Vector.add(velocity, { x: 0, y: -0.5 })
Matter.Body.setVelocity(body[i], Vector.add(body[i].velocity, pushUp));
}
//damage all mobs
for (let j = 0; j < 8; j++) { //in case some mobs leave things after they die
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i] !== this) mob[i].damage(Infinity, true);
}
}
//draw stuff
for (let i = 0, len = 22; i < len; i++) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: (i + 1) * 150,
color: `rgba(255,255,255,0.17)`,
time: 5 * (len - i + 1)
});
}
}
};
me.onDamage = function () { };
me.cycle = 420;
me.endCycle = 780;
me.totalCycles = 0
me.mode = 0;
me.damageReduction = 0.25 //reset on each new mode
me.do = function () {
// this.armor();
// Matter.Body.setPosition(this, {
// x: x,
// y: y
// });
// Matter.Body.setVelocity(this, {
// x: 0,
// y: 0
// });
this.modeDo(); //this does different things based on the mode
this.checkStatus();
if (!m.isBodiesAsleep) this.cycle++; //switch modes÷ if time isn't paused
this.totalCycles++;
// if (!m.isBodiesAsleep) {
if (this.health > 0.25) {
if (this.cycle > this.endCycle) {
this.cycle = 0;
this.mode++
this.damageReduction = 0.25
if (this.mode > 2) {
this.mode = 0;
this.fill = "#50f";
this.rotateVelocity = Math.abs(this.rotateVelocity) * (player.position.x > this.position.x ? 1 : -1) //rotate so that the player can get away
this.modeDo = this.modeLasers
//push blocks and player away, since this is the end of suck, and suck causes blocks to fall on the boss and stun it
Matter.Body.scale(this, 10, 10);
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
if (!this.isShielded) spawn.shield(this, this.position.x, this.position.y, 1); // regen shield to also prevent stun
for (let i = 0, len = body.length; i < len; ++i) { //push blocks away horizontally
if (body[i].position.x > this.position.x) {
body[i].force.x = 0.5
} else {
body[i].force.x = -0.5
}
}
} else if (this.mode === 1) {
this.fill = "#50f"; // this.fill = "rgb(150,150,255)";
this.modeDo = this.modeSpawns
} else if (this.mode === 2) {
this.fill = "#000";
this.modeDo = this.modeSuck
Matter.Body.scale(this, 0.1, 0.1);
Matter.Body.setDensity(me, 100 * density); //extra dense //normal is 0.001 //makes effective life much larger
}
}
} else if (this.mode !== 3) { //all three modes at once
this.cycle = 0;
Matter.Body.setDensity(me, 10 * density); //extra dense //normal is 0.001 //makes effective life much larger
if (this.mode === 2) {
Matter.Body.scale(this, 5, 5);
} else {
Matter.Body.scale(this, 0.5, 0.5);
}
this.mode = 3
this.fill = "#000";
this.eventHorizon = 750
this.spawnInterval = 600
this.rotateVelocity = 0.001 * (player.position.x > this.position.x ? 1 : -1) //rotate so that the player can get away
// if (!this.isShielded) spawn.shield(this, x, y, 1); //regen shield here ?
this.modeDo = this.modeAll
}
// }
};
me.modeDo = function () { }
me.modeAll = function () {
this.modeSpawns()
this.modeSuck()
this.modeLasers()
}
me.spawnInterval = 395
me.modeSpawns = function () {
if (!(this.cycle % this.spawnInterval) && !m.isBodiesAsleep && mob.length < 40) {
if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
//fire a bullet from each vertex
const whoSpawn = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
for (let i = 0, len = 2 + this.totalCycles / 1000; i < len; i++) {
const vertex = this.vertices[i % 6]
spawn[whoSpawn](vertex.x + 50 * (Math.random() - 0.5), vertex.y + 50 * (Math.random() - 0.5));
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, vertex))), -18) //give the mob a rotational velocity as if they were attached to a vertex
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
if (!(this.cycle % 2 * this.spawnInterval) && !m.isBodiesAsleep && mob.length < 40) {
const len = (this.totalCycles / 600 + simulation.difficulty / 2 - 30) / 15
for (let i = 0; i < len; i++) {
spawn.randomLevelBoss(3000 * (simulation.isHorizontalFlipped ? -1 : 1) + 2000 * (Math.random() - 0.5), -1100 + 200 * (Math.random() - 0.5))
}
}
}
}
me.eventHorizon = 1300
me.eventHorizonCycleRate = 4 * Math.PI / me.endCycle
me.modeSuck = function () {
if (!(this.cycle % 60)) {
const index = Math.floor((this.cycle % 360) / 60)
spawn.seeker(this.vertices[index].x, this.vertices[index].y, 20 * (0.5 + Math.random()), 9); //give the bullet a rotational velocity as if they were attached to a vertex
const who = mob[mob.length - 1]
Matter.Body.setDensity(who, 0.00003); //normal is 0.001
who.timeLeft = 760 //* (0.8 + 0.4 * Math.random());
who.accelMag = 0.0003 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
who.frictionAir = 0.01 //* (0.8 + 0.4 * Math.random());
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[index]))), -7)
Matter.Body.setVelocity(who, {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
//eventHorizon waves in and out
const eventHorizon = this.eventHorizon * (1 - 0.25 * Math.cos(simulation.cycle * this.eventHorizonCycleRate)) //0.014
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.6)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.4, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.4)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.6, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.3)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.8, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.2)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.05)";
ctx.fill();
//when player is inside event horizon
if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
if (m.immuneCycle < m.cycle) {
if (m.energy > 0) m.energy -= 0.01
if (m.energy < 0.15 && m.immuneCycle < m.cycle) m.damage(0.0004 * simulation.dmgScale);
}
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= 0.0017 * Math.cos(angle) * player.mass * (m.onGround ? 1.7 : 1);
player.force.y -= 0.0017 * Math.sin(angle) * player.mass;
//draw line to player
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(m.pos.x, m.pos.y);
ctx.lineWidth = Math.min(60, this.radius * 2);
ctx.strokeStyle = "rgba(0,0,0,0.5)";
ctx.stroke();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fill();
}
this.curl(eventHorizon);
}
me.rotateVelocity = 0.0025
me.rotateCount = 0;
me.lasers = function (where, angle, dmg = 0.14 * simulation.dmgScale) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
};
const seeRange = 7000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: where.x + seeRange * Math.cos(angle),
y: where.y + seeRange * Math.sin(angle)
};
// vertexCollision(where, look, mob);
vertexCollision(where, look, map);
vertexCollision(where, look, body);
if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
if (m.immuneCycle < m.cycle + 60 + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + 60 + tech.collisionImmuneCycles; //player is immune to damage extra time
m.damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: dmg * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});
}
//draw beam
if (best.dist2 === Infinity) best = look;
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
}
me.modeLasers = function () {
if (!m.isBodiesAsleep && !this.isStunned) {
let slowed = false //check if slowed
for (let i = 0; i < this.status.length; i++) {
if (this.status[i].type === "slow") {
slowed = true
break
}
}
if (!slowed) {
this.rotateCount++
Matter.Body.setAngle(this, this.rotateCount * this.rotateVelocity)
Matter.Body.setAngularVelocity(this, 0)
Matter
}
}
if (this.cycle < 240) { //damage scales up over 2 seconds to give player time to move
const scale = this.cycle / 240
const dmg = (this.cycle < 120) ? 0 : 0.14 * simulation.dmgScale * scale
ctx.beginPath();
this.lasers(this.vertices[0], this.angle + Math.PI / 6, dmg);
this.lasers(this.vertices[1], this.angle + 3 * Math.PI / 6, dmg);
this.lasers(this.vertices[2], this.angle + 5 * Math.PI / 6, dmg);
this.lasers(this.vertices[3], this.angle + 7 * Math.PI / 6, dmg);
this.lasers(this.vertices[4], this.angle + 9 * Math.PI / 6, dmg);
this.lasers(this.vertices[5], this.angle + 11 * Math.PI / 6, dmg);
ctx.strokeStyle = "#50f";
ctx.lineWidth = 1.5 * scale;
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([]);
ctx.lineWidth = 20;
ctx.strokeStyle = `rgba(80,0,255,${0.07 * scale})`;
ctx.stroke(); // Draw it
} else {
ctx.beginPath();
this.lasers(this.vertices[0], this.angle + Math.PI / 6);
this.lasers(this.vertices[1], this.angle + 3 * Math.PI / 6);
this.lasers(this.vertices[2], this.angle + 5 * Math.PI / 6);
this.lasers(this.vertices[3], this.angle + 7 * Math.PI / 6);
this.lasers(this.vertices[4], this.angle + 9 * Math.PI / 6);
this.lasers(this.vertices[5], this.angle + 11 * Math.PI / 6);
ctx.strokeStyle = "#50f";
ctx.lineWidth = 1.5;
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([]);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(80,0,255,0.07)";
ctx.stroke(); // Draw it
}
}
},
starter(x, y, radius = Math.floor(15 + 20 * Math.random())) { //easy mob for on level 1
mobs.spawn(x, y, 8, radius, "#9ccdc6");
let me = mob[mob.length - 1];
// console.log(`mass=${me.mass}, radius = ${radius}`)
me.accelMag = 0.0002
me.repulsionRange = 200000 + radius * radius; //squared
// me.memory = 120;
me.seeAtDistance2 = 2000000 //1400 vision range
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
me.do = function () {
this.seePlayerByLookingAt();
this.attraction();
this.repulsion();
this.checkStatus();
};
},
blockGroup(x, y, num = 3 + Math.random() * 8) {
for (let i = 0; i < num; i++) {
const radius = 25 + Math.floor(Math.random() * 20)
spawn.blockGroupMob(x + Math.random() * radius, y + Math.random() * radius, radius);
}
},
blockGroupMob(x, y, radius = 25 + Math.floor(Math.random() * 20)) {
mobs.spawn(x, y, 4, radius, "#999");
let me = mob[mob.length - 1];
me.g = 0.00015; //required if using this.gravity
me.accelMag = 0.0008 * simulation.accelScale;
me.groupingRangeMax = 250000 + Math.random() * 100000;
me.groupingRangeMin = (radius * 8) * (radius * 8);
me.groupingStrength = 0.0005
me.memory = 200;
me.isGrouper = true;
me.seeAtDistance2 = 600 * 600
me.seePlayerFreq = Math.floor(50 + 50 * Math.random())
me.do = function () {
this.gravity();
this.checkStatus();
this.seePlayerCheck();
if (this.seePlayer.recall) {
this.attraction();
//tether to other blocks
ctx.beginPath();
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isGrouper && mob[i] != this && mob[i].isDropPowerUp) { //don't tether to self, bullets, shields, ...
const distance2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position))
if (distance2 < this.groupingRangeMax) {
if (!mob[i].seePlayer.recall) mob[i].seePlayerCheck(); //wake up sleepy mobs
if (distance2 > this.groupingRangeMin) {
const angle = Math.atan2(mob[i].position.y - this.position.y, mob[i].position.x - this.position.x);
const forceMag = this.groupingStrength * mob[i].mass;
mob[i].force.x -= forceMag * Math.cos(angle);
mob[i].force.y -= forceMag * Math.sin(angle);
}
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(mob[i].position.x, mob[i].position.y);
}
}
}
ctx.strokeStyle = "#0ff";
ctx.lineWidth = 1;
ctx.stroke();
}
}
},
blockBoss(x, y, radius = 60) {
const activeBeams = []; // used to draw beams when converting
const beamTotalDuration = 60
mobs.spawn(x, y, 4, radius, "#999"); //#54291d
const me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.002); //normal density even though its a boss
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //extra reduction for a boss, because normal density
me.frictionAir = 0.01;
me.accelMag = 0.0002;
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y);
for (const who of mob) {
if (who.isNecroMob) { //blockMobs leave their body, and die
who.leaveBody = true
who.damage(Infinity)
}
}
}
me.target = player; // the target to lock on. Usually a block, but will be the player under certain conditions
me.do = function () {
this.checkStatus();
this.seePlayerCheck();
if (this.target) { //(this.target === player && this.seePlayer.yes) || this.target !== player
const force = Vector.mult(Vector.normalise(Vector.sub(this.target.position, this.position)), this.accelMag * this.mass)
this.force.x += force.x;
this.force.y += force.y;
}
if (!(simulation.cycle % 30) && !m.isBodiesAsleep) {
//find blocks to turn into mobs
for (let i = 0; i < body.length; i++) {
if (Vector.magnitude(Vector.sub(this.position, body[i].position)) < 700 && !body[i].isNotHoldable) { // check distance for each block
Matter.Composite.remove(engine.world, body[i]);
this.target = null //player;
spawn.blockMob(body[i].position.x, body[i].position.y, body[i], 0);
body.splice(i, 1);
activeBeams.push([beamTotalDuration, mob[mob.length - 1]]);
}
}
// generally, the boss will tend to stay in the player's area but focus on blocks.
if (this.distanceToPlayer() > 1500 && this.target === null) {
this.target = player; // too far, attract to the player
} else {
if (body.length) { // look for a new target by finding the closest block
let min = Infinity;
let closestBlock = null;
for (const block of body) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, block.position))
if (dist < min && Matter.Query.ray(map, this.position, block.position).length === 0) {
min = dist;
closestBlock = block;
}
}
this.target = closestBlock;
}
}
//randomly spawn new mobs from nothing
if (!(simulation.cycle % 90)) {
let count = 0
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isNecroMob) count++
}
if (count < 20 * Math.random() * Math.random()) { //limit number of spawns if there are already too many blockMobs
const unit = Vector.normalise(Vector.sub(player.position, this.position))
for (let i = 0, len = 3 * Math.random(); i < len; i++) {
this.damageReduction += 0.001; //0.05 is starting value
const scale = 0.99; //if 120 use 1.02
Matter.Body.scale(this, scale, scale);
this.radius *= scale;
const where = Vector.add(Vector.mult(unit, radius + 200 * Math.random()), this.position)
spawn.blockMob(where.x + 100 * (Math.random() - 0.5), where.y + 100 * (Math.random() - 0.5), null);
this.torque += 0.000035 * this.inertia; //spin after spawning
activeBeams.push([beamTotalDuration, mob[mob.length - 1]]);
}
}
}
}
for (let i = 0; i < activeBeams.length; i++) { // draw beams on new mobs
const [duration, newBlockMob] = activeBeams[i];
if (duration === 0) {
activeBeams.splice(i, 1);
continue;
}
if (newBlockMob.alive) {
const vertexIndex = Math.floor((newBlockMob.vertices.length - 1) * duration / beamTotalDuration)
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(newBlockMob.vertices[vertexIndex].x, newBlockMob.vertices[vertexIndex].y);
//outline mob
ctx.moveTo(newBlockMob.vertices[0].x, newBlockMob.vertices[0].y);
for (let j = 1; j < newBlockMob.vertices.length; j++) {
ctx.lineTo(newBlockMob.vertices[j].x, newBlockMob.vertices[j].y);
}
ctx.lineTo(newBlockMob.vertices[0].x, newBlockMob.vertices[0].y);
ctx.strokeStyle = "#0ff";
ctx.lineWidth = 3;
ctx.stroke();
}
activeBeams[i][0]--; // shorten duration
}
}
},
blockMob(x, y, host, growCycles = 60) {
if (host === null) {
mobs.spawn(x, y, 4, 1.25 + 3.5 * Math.random(), "#999");
} else {
const sideLength = Vector.magnitude(Vector.sub(host.vertices[0], host.vertices[1])) + Vector.magnitude(Vector.sub(host.vertices[1], host.vertices[2])) / 2 //average of first 2 sides
mobs.spawn(x, y, 4, Math.min(70, sideLength), "#999");
if (host.bounds.max.x - host.bounds.min.x < 150 && host.bounds.max.y - host.bounds.min.y < 150) {
Matter.Body.setVertices(mob[mob.length - 1], host.vertices) //if not too big match vertices of host exactly
// mob[mob.length - 1].radius =
}
}
const me = mob[mob.length - 1];
me.damageReduction = 0.5; //only until done growing
me.isNecroMob = true
me.g = 0.00012; //required if using this.gravity
me.accelMag = 0.0003 * Math.sqrt(simulation.accelScale);
me.memory = 120;
me.leaveBody = false;
me.isDropPowerUp = false;
// me.showHealthBar = false;
me.cycle = 0
me.do = function () { //grow phase only occurs for growCycles
this.checkStatus();
this.seePlayerCheck();
if (!m.isBodiesAsleep) {
this.cycle++
if (this.cycle > growCycles) {
this.damageReduction = 1.8 //take extra damage
this.do = this.normalDo
} else {
const scale = 1.04; //if 120 use 1.02
Matter.Body.scale(this, scale, scale);
this.radius *= scale;
}
}
}
me.normalDo = function () {
this.gravity();
this.checkStatus();
this.seePlayerCheck();
this.attraction();
}
},
cellBossCulture(x, y, radius = 20, num = 5) {
const cellID = Math.random()
for (let i = 0; i < num; i++) {
spawn.cellBoss(x, y, radius, cellID)
}
},
cellBoss(x, y, radius = 20, cellID) {
mobs.spawn(x + Math.random(), y + Math.random(), 20, radius * (1 + 1.2 * Math.random()), "rgba(0,100,105,0.4)");
let me = mob[mob.length - 1];
me.stroke = "transparent"
me.isBoss = true;
me.isCell = true;
me.cellID = cellID
me.accelMag = 0.000165 * simulation.accelScale;
me.memory = 40;
me.isVerticesChange = true
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 1400000;
me.cellMassMax = 70
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body | cat.map
Matter.Body.setDensity(me, 0.00035) // normal density is 0.001 // this reduces life by half and decreases knockback
const k = 642 //k=r^2/m
me.split = function () {
Matter.Body.scale(this, 0.45, 0.45);
this.radius = Math.sqrt(this.mass * k / Math.PI)
spawn.cellBoss(this.position.x, this.position.y, this.radius, this.cellID);
mob[mob.length - 1].health = this.health
}
me.onHit = function () { //run this function on hitting player
this.health = 1;
this.split();
};
me.onDamage = function (dmg) {
if (Math.random() < 0.34 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
}
me.damageReduction = 0.17 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //me.damageReductionGoal
me.do = function () {
// // this.armor();
if (!m.isBodiesAsleep) {
this.seePlayerByDistOrLOS();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall && this.mass < this.cellMassMax) { //grow cell radius
const scale = 1 + 0.0002 * this.cellMassMax / this.mass;
Matter.Body.scale(this, scale, scale);
this.radius = Math.sqrt(this.mass * k / Math.PI)
}
if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
const repelRange = 150
const attractRange = 700
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isCell && mob[i].id !== this.id) {
const sub = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(sub)
if (dist < repelRange) {
this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
} else if (dist > attractRange) {
this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.003)
}
}
}
}
}
};
me.onDeath = function () {
this.isCell = false;
let count = 0 //count other cells by id
// console.log(this.cellID)
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isCell && mob[i].cellID === this.cellID) count++
}
if (count < 1) { //only drop a power up if this is the last cell
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
} else {
this.leaveBody = false;
this.isDropPowerUp = false;
}
}
},
spawnerBossCulture(x, y, radius = 50, num = 8 + Math.min(20, simulation.difficulty * 0.4)) {
tech.deathSpawnsFromBoss += 0.4
const spawnID = Math.random()
for (let i = 0; i < num; i++) spawn.spawnerBoss(x, y, radius, spawnID)
},
spawnerBoss(x, y, radius, spawnID) {
mobs.spawn(x + Math.random(), y + Math.random(), 4, radius, "rgba(255,60,0,0.3)") //);
let me = mob[mob.length - 1];
me.isBoss = true;
me.isSpawnBoss = true;
me.spawnID = spawnID
me.accelMag = 0.00018 * simulation.accelScale;
me.memory = Infinity;
me.showHealthBar = false;
me.isVerticesChange = true
me.frictionAir = 0.011
me.seePlayerFreq = Math.floor(14 + 7 * Math.random())
me.seeAtDistance2 = 200000 //1400000;
me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
// spawn.shield(me, x, y, 1);
me.onHit = function () { //run this function on hitting player
this.explode();
};
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.doAwake = function () {
if (!m.isBodiesAsleep) {
// this.armor();
this.alwaysSeePlayer();
this.checkStatus();
this.attraction();
if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
const repelRange = 40
const attractRange = 240
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isSpawnBoss && mob[i].id !== this.id) {
const sub = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(sub)
if (dist < repelRange) {
this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
} else if (dist > attractRange) {
this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.002)
}
}
}
}
}
}
me.do = function () {
this.checkStatus();
if (this.seePlayer.recall) {
this.do = this.doAwake
//awaken other spawnBosses
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isSpawnBoss && mob[i].spawnID === this.spawnID) mob[i].seePlayer.recall = 1
}
}
};
me.onDeath = function () {
this.isSpawnBoss = false;
let count = 0 //count other cells by id
// console.log(this.spawnID)
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isSpawnBoss && mob[i].spawnID === this.spawnID) count++
}
if (count < 1) { //only drop a power up if this is the last cell
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
tech.deathSpawnsFromBoss -= 0.4
} else {
this.leaveBody = false;
this.isDropPowerUp = false;
}
const spawns = tech.deathSpawns + tech.deathSpawnsFromBoss
const len = Math.min(12, spawns * Math.ceil(Math.random() * simulation.difficulty * spawns))
for (let i = 0; i < len; i++) {
spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2.5, this.position.y + (Math.random() - 0.5) * radius * 2.5);
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + (Math.random() - 0.5) * 10,
y: this.velocity.x + (Math.random() - 0.5) * 10
});
}
}
},
growBossCulture(x, y, radius = 17, nodes = 12 + Math.min(10, simulation.difficulty * 0.25)) {
const buffID = Math.random()
const sideLength = 200 + 50 * Math.sqrt(nodes) // distance between each node mob
for (let i = 0; i < nodes; ++i) {
const angle = 2 * Math.PI * Math.random()
const mag = Math.max(radius, sideLength * (1 - Math.pow(Math.random(), 1.5))) //working on a distribution that is circular, random, but not too focused in the center
spawn.growBoss(x + mag * Math.cos(angle), y + mag * Math.sin(angle), radius, buffID);
}
spawn.constrain2AdjacentMobs(nodes, 0.0001, false); //loop mobs together
},
growBoss(x, y, radius, buffID) {
mobs.spawn(x + Math.random(), y + Math.random(), 6, radius, "hsl(144, 15%, 50%)") //);
let me = mob[mob.length - 1];
me.isBoss = true;
me.isBuffBoss = true;
me.buffID = buffID
me.memory = Infinity;
// me.showHealthBar = false;
me.isVerticesChange = true
me.frictionAir = 0.012
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 200000 //1400000;
me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
me.buffCount = 0
me.accelMag = 0.00005 //* simulation.accelScale;
me.setBuffed = function () {
this.buffCount++
this.accelMag += 0.000035 //* Math.sqrt(simulation.accelScale)
// Matter.Body.setDensity(this, 0.001 + 0.0003 * this.buffCount) // normal density is 0.001 //+ 0.0005 * Math.sqrt(simulation.difficulty)
this.fill = `hsl(144, ${5 + 10 * this.buffCount}%, 50%)`
const scale = 1.132;
Matter.Body.scale(this, scale, scale);
this.radius *= scale;
// this.health += 0.03
// if (this.health > 1) this.health = 1
}
me.onDeath = function () {
this.isBuffBoss = false;
let count = 0 //count other cells by id
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isBuffBoss && mob[i].buffID === this.buffID) {
count++
mob[i].setBuffed()
}
}
if (count < 1) { //only drop a power up if this is the last cell
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
} else {
this.leaveBody = false;
this.isDropPowerUp = false;
powerUps.spawnRandomPowerUp(this.position.x, this.position.y) // manual power up spawn to avoid spawning too many tech with "symbiosis"
}
}
me.damageReduction = 0.18 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.alwaysSeePlayer();
this.checkStatus();
this.attraction();
// if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
// const repelRange = 100 + 4 * this.radius
// const attractRange = 240
// for (let i = 0, len = mob.length; i < len; i++) {
// if (mob[i].isBuffBoss && mob[i].id !== this.id) {
// const sub = Vector.sub(this.position, mob[i].position)
// const dist = Vector.magnitude(sub)
// if (dist < repelRange) {
// this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
// } else if (dist > attractRange) {
// this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.002)
// }
// }
// }
// }
}
},
powerUpBoss(x, y, vertices = 9, radius = 130) {
mobs.spawn(x, y, vertices, radius, "transparent");
let me = mob[mob.length - 1];
me.isBoss = true;
me.frictionAir = 0.01
me.seeAtDistance2 = 1000000;
me.accelMag = 0.0005 * simulation.accelScale;
Matter.Body.setDensity(me, 0.00035); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player //| cat.body
me.memory = Infinity;
me.seePlayerFreq = 30
me.lockedOn = null;
if (vertices === 9) {
//on primary spawn
powerUps.spawnBossPowerUp(me.position.x, me.position.y)
powerUps.spawn(me.position.x, me.position.y, "heal");
powerUps.spawn(me.position.x, me.position.y, "ammo");
} else if (!m.isCloak) {
me.foundPlayer();
}
me.onHit = function () { //run this function on hitting player
powerUps.ejectTech()
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo");
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
};
me.onDeath = function () {
this.leaveBody = false;
if (vertices > 3) {
this.isDropPowerUp = false;
spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x,
y: this.velocity.y
})
}
for (let i = 0; i < powerUp.length; i++) powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.stroke = `hsl(0,0%,${80 + 25 * Math.sin(simulation.cycle * 0.01)}%)`
//steal all power ups
for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
powerUp[i].collisionFilter.mask = 0
Matter.Body.setPosition(powerUp[i], this.vertices[i])
Matter.Body.setVelocity(powerUp[i], {
x: 0,
y: 0
})
}
this.seePlayerCheckByDistance();
this.attraction();
this.checkStatus();
};
},
// chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
// mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790"
// let me = mob[mob.length - 1];
// // Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower
// me.friction = 0.1;
// me.frictionAir = 0;
// me.accelMag = 0.001 * Math.sqrt(simulation.accelScale);
// me.g = me.accelMag * 0.6; //required if using this.gravity
// me.memory = 180;
// spawn.shield(me, x, y);
// me.do = function() {
// this.gravity();
// this.seePlayerByHistory(15);
// this.checkStatus();
// this.attraction();
// };
// },
grower(x, y, radius = 15) {
mobs.spawn(x, y, 7, radius, "hsl(144, 15%, 50%)");
let me = mob[mob.length - 1];
me.isVerticesChange = true
me.big = false; //required for grow
me.accelMag = 0.00045 * simulation.accelScale;
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
// me.onDeath = function () { //helps collisions functions work better after vertex have been changed
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
// }
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
this.grow();
};
},
springer(x, y, radius = 20 + Math.ceil(Math.random() * 35)) {
mobs.spawn(x, y, 10, radius, "#b386e8");
let me = mob[mob.length - 1];
me.friction = 0;
me.frictionAir = 0.006;
me.lookTorque = 0.0000008; //controls spin while looking for player
me.g = 0.0002; //required if using this.gravity
me.seePlayerFreq = Math.floor((40 + 25 * Math.random()));
const springStiffness = 0.00014;
const springDampening = 0.0005;
me.springTarget = {
x: me.position.x,
y: me.position.y
};
const len = cons.length;
cons[len] = Constraint.create({
pointA: me.springTarget,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
Composite.add(engine.world, cons[cons.length - 1]);
cons[len].length = 100 + 1.5 * radius;
me.cons = cons[len];
me.springTarget2 = {
x: me.position.x,
y: me.position.y
};
const len2 = cons.length;
cons[len2] = Constraint.create({
pointA: me.springTarget2,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
Composite.add(engine.world, cons[cons.length - 1]);
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
me.do = function () {
this.gravity();
this.searchSpring();
this.checkStatus();
this.springAttack();
};
me.onDeath = function () {
this.removeCons();
};
spawn.shield(me, x, y);
},
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
me.accelMag = 0.04;
me.g = 0.0017; //required if using this.gravity
me.frictionAir = 0.01;
me.friction = 1
me.frictionStatic = 1
me.restitution = 0;
me.delay = 120 * simulation.CDScale;
me.randomHopFrequency = 200 + Math.floor(Math.random() * 150);
me.randomHopCD = simulation.cycle + me.randomHopFrequency;
spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
if (this.seePlayer.recall) {
if (this.cd < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
this.cd = simulation.cycle + this.delay;
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - (Math.random() * 0.07 + 0.06) * this.mass; //antigravity
}
} else {
//randomly hob if not aware of player
if (this.randomHopCD < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
this.randomHopCD = simulation.cycle + this.randomHopFrequency;
//slowly change randomHopFrequency after each hop
this.randomHopFrequency = Math.max(100, this.randomHopFrequency + (0.5 - Math.random()) * 200);
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass * (0.1 + Math.random() * 0.3);
const angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI;
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - 0.05 * this.mass; //antigravity
}
}
};
},
hopBoss(x, y, radius = 90) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.g = 0.005; //required if using this.gravity
me.frictionAir = 0.01;
me.friction = 1
me.frictionStatic = 1
me.restitution = 0;
me.accelMag = 0.07;
me.delay = 120 * simulation.CDScale;
me.randomHopFrequency = 200
me.randomHopCD = simulation.cycle + me.randomHopFrequency;
// me.memory = 420;
me.isInAir = false
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 60, 1)
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.lastSpeed = me.speed
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.gravity();
this.seePlayerCheck();
this.checkStatus();
if (this.seePlayer.recall) {
const deltaSpeed = this.lastSpeed - this.speed
this.lastSpeed = this.speed
if (deltaSpeed > 13 && this.speed < 5) { //if the player slows down greatly in one cycle
//damage and push player away, push away blocks
const range = 800 //Math.min(800, 50 * deltaSpeed)
for (let i = body.length - 1; i > -1; i--) {
if (!body[i].isNotHoldable) {
sub = Vector.sub(body[i].position, this.position);
dist = Vector.magnitude(sub);
if (dist < range) {
knock = Vector.mult(Vector.normalise(sub), Math.min(20, 50 * body[i].mass / dist));
body[i].force.x += knock.x;
body[i].force.y += knock.y;
}
}
}
simulation.drawList.push({ //draw radius
x: this.position.x,
y: this.position.y,
radius: range,
color: "rgba(0,200,180,0.6)",
time: 4
});
}
if (this.isInAir) {
if (this.velocity.y > -0.01 && Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) { //not moving up, and has hit the map or a body
this.isInAir = false //landing
this.cd = simulation.cycle + this.delay
}
} else { //on ground
if (this.cd < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) { //jump
this.isInAir = true
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - (Math.random() * 0.05 + 0.04) * this.mass; //antigravity
}
}
// if (this.cd < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
// this.cd = simulation.cycle + this.delay;
// const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
// const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
// this.force.x += forceMag * Math.cos(angle);
// this.force.y += forceMag * Math.sin(angle) - (Math.random() * 0.05 + 0.04) * this.mass; //antigravity
// }
} else {
//randomly hob if not aware of player
if (this.randomHopCD < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
this.randomHopCD = simulation.cycle + this.randomHopFrequency;
//slowly change randomHopFrequency after each hop
this.randomHopFrequency = Math.max(100, this.randomHopFrequency + 200 * (0.5 - Math.random()));
const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass * (0.5 + Math.random() * 0.2);
const angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI;
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle) - (0.1 + 0.08 * Math.random()) * this.mass; //antigravity
}
}
};
},
spinner(x, y, radius = 30 + Math.ceil(Math.random() * 35)) {
mobs.spawn(x, y, 5, radius, "#000000");
let me = mob[mob.length - 1];
me.fill = "#28b";
me.rememberFill = me.fill;
me.cd = 0;
me.burstDir = {
x: 0,
y: 0
};
me.frictionAir = 0.022;
me.lookTorque = 0.0000014;
me.restitution = 0;
spawn.shield(me, x, y);
me.look = function () {
this.seePlayerByLookingAt();
this.checkStatus();
if (this.seePlayer.recall && this.cd < simulation.cycle) {
this.burstDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
this.cd = simulation.cycle + 40;
this.do = this.spin
}
}
me.do = me.look
me.spin = function () {
this.checkStatus();
this.torque += 0.000035 * this.inertia;
this.fill = randomColor({
hue: "blue"
});
//draw attack vector
const mag = this.radius * 2.5 + 50;
ctx.strokeStyle = "rgba(0,0,0,0.2)";
ctx.lineWidth = 3;
ctx.setLineDash([10, 20]); //30
const dir = Vector.add(this.position, Vector.mult(this.burstDir, mag));
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(dir.x, dir.y);
ctx.stroke();
ctx.setLineDash([]);
if (this.cd < simulation.cycle) {
this.fill = this.rememberFill;
this.cd = simulation.cycle + 180 * simulation.CDScale
this.do = this.look
this.force = Vector.mult(this.burstDir, this.mass * 0.25);
}
}
},
sucker(x, y, radius = 30 + Math.ceil(Math.random() * 25)) {
radius = 9 + radius / 8; //extra small
mobs.spawn(x, y, 6, radius, "transparent");
let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = radius * 23; //required for blackhole
me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
me.accelMag = 0.0001 * simulation.accelScale;
me.frictionAir = 0.025;
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
me.memory = Infinity;
Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 5) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.99,
y: this.velocity.y * 0.99
});
}
this.seePlayerCheckByDistance()
// if (!(simulation.cycle % this.seePlayerFreq)) {
// if (this.distanceToPlayer2() < this.seeAtDistance2) { // ignore cloak for black holes
// this.locatePlayer();
// if (!this.seePlayer.yes) this.seePlayer.yes = true;
// } else if (this.seePlayer.recall) {
// this.lostPlayer();
// }
// }
this.checkStatus();
// if (this.seePlayer.recall) {
//eventHorizon waves in and out
const eventHorizon = this.eventHorizon * (0.93 + 0.17 * Math.sin(simulation.cycle * 0.011))
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle);
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.25, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.9)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.55, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.5)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.fill();
//when player is inside event horizon
if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
if (m.immuneCycle < m.cycle) {
if (m.energy > 0) m.energy -= 0.004
if (m.energy < 0.1) m.damage(0.00015 * simulation.dmgScale);
}
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= 0.00125 * player.mass * Math.cos(angle) * (m.onGround ? 1.8 : 1);
player.force.y -= 0.0001 * player.mass * Math.sin(angle);
//draw line to player
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(m.pos.x, m.pos.y);
ctx.lineWidth = Math.min(60, this.radius * 2);
ctx.strokeStyle = "rgba(0,0,0,0.5)";
ctx.stroke();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fill();
}
// }
}
},
suckerBoss(x, y, radius = 25) {
mobs.spawn(x, y, 12, radius, "#000");
let me = mob[mob.length - 1];
me.isBoss = true;
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = 1100; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 1200) * (me.eventHorizon + 1200); //vision limit is event horizon
me.accelMag = 0.00003 * simulation.accelScale;
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
// me.frictionAir = 0.005;
me.memory = 1600;
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
if (simulation.difficulty > 5) {
//teleport everything to center
function toMe(who, where, range) {
for (let i = 0, len = who.length; i < len; i++) {
if (!who[i].isNotHoldable) {
const SUB = Vector.sub(who[i].position, where)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
Matter.Body.setPosition(who[i], where)
}
}
}
}
toMe(body, this.position, this.eventHorizon)
toMe(mob, this.position, this.eventHorizon)
// toMe(bullet, this.position, this.eventHorizon))
}
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 1) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.95,
y: this.velocity.y * 0.95
});
}
if (!(simulation.cycle % this.seePlayerFreq)) {
if (this.distanceToPlayer2() < this.seeAtDistance2) { //&& !m.isCloak ignore cloak for black holes
this.locatePlayer();
if (!this.seePlayer.yes) this.seePlayer.yes = true;
} else if (this.seePlayer.recall) {
this.lostPlayer();
}
}
this.checkStatus();
if (this.seePlayer.recall) {
//throw large seekers
if (!(simulation.cycle % 240) && !m.isBodiesAsleep) {
spawn.seeker(this.position.x, this.position.y, 15 * (0.7 + 0.5 * Math.random()), 7); //give the bullet a rotational velocity as if they were attached to a vertex
const who = mob[mob.length - 1]
Matter.Body.setDensity(who, 0.00001); //normal is 0.001
who.timeLeft = 600
who.accelMag = 0.0002 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
who.frictionAir = 0.01 //* (0.
const velocity = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), -20); //set direction to turn to fire //Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[index]))), -35)
Matter.Body.setVelocity(who, {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const dx = this.seePlayer.position.x - this.position.x
const dy = this.seePlayer.position.y - this.position.y
const mag = Math.sqrt(dx * dx + dy * dy)
this.force.x += forceMag * dx / mag;
this.force.y += forceMag * dy / mag;
//eventHorizon waves in and out
const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008))
// zoom camera in and out with the event horizon
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.6)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.4, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.4)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.6, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.3)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.8, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,20,40,0.2)";
ctx.fill();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.05)";
ctx.fill();
//when player is inside event horizon
if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
if (m.immuneCycle < m.cycle) {
if (m.energy > 0) m.energy -= 0.006
if (m.energy < 0.1) m.damage(0.0002 * simulation.dmgScale);
}
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
player.force.x -= 0.0013 * Math.cos(angle) * player.mass * (m.onGround ? 1.7 : 1);
player.force.y -= 0.0013 * Math.sin(angle) * player.mass;
//draw line to player
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(m.pos.x, m.pos.y);
ctx.lineWidth = Math.min(60, this.radius * 2);
ctx.strokeStyle = "rgba(0,0,0,0.5)";
ctx.stroke();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.fill();
}
this.curl(eventHorizon);
}
}
},
spiderBoss(x, y, radius = 60 + Math.ceil(Math.random() * 10)) {
let targets = [] //track who is in the node boss, for shields
mobs.spawn(x, y, 6, radius, "#b386e8");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.0032); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
me.isBoss = true;
targets.push(me.id) //add to shield protection
me.friction = 0;
me.frictionAir = 0.0067;
me.lookTorque = 0.0000008; //controls spin while looking for player
me.g = 0.0002; //required if using this.gravity
me.seePlayerFreq = Math.floor((30 + 20 * Math.random()));
const springStiffness = 0.00014;
const springDampening = 0.0005;
me.springTarget = {
x: me.position.x,
y: me.position.y
};
const len = cons.length;
cons[len] = Constraint.create({
pointA: me.springTarget,
bodyB: me,
stiffness: springStiffness,
damping: springDampening
});
Composite.add(engine.world, cons[cons.length - 1]);
cons[len].length = 100 + 1.5 * radius;
me.cons = cons[len];
me.springTarget2 = {
x: me.position.x,
y: me.position.y
};
const len2 = cons.length;
cons[len2] = Constraint.create({
pointA: me.springTarget2,
bodyB: me,
stiffness: springStiffness,
damping: springDampening,
length: 0
});
Composite.add(engine.world, cons[cons.length - 1]);
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
me.do = function () {
// this.armor();
this.gravity();
this.searchSpring();
this.checkStatus();
this.springAttack();
};
me.onDeath = function () {
this.removeCons();
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
radius = 22 // radius of each node mob
const sideLength = 100 // distance between each node mob
const nodes = 6
const angle = 2 * Math.PI / nodes
spawn.allowShields = false; //don't want shields on individual mobs
for (let i = 0; i < nodes; ++i) {
spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius, 12);
Matter.Body.setDensity(mob[mob.length - 1], 0.003); //extra dense //normal is 0.001 //makes effective life much larger
mob[mob.length - 1].damageReduction = 0.5
targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
}
const attachmentStiffness = 0.02
spawn.constrain2AdjacentMobs(nodes, attachmentStiffness, true); //loop mobs together
for (let i = 0; i < nodes; ++i) { //attach to center mob
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 1],
stiffness: attachmentStiffness,
damping: 0.03
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
//spawn shield around all nodes
spawn.groupShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
spawn.allowShields = true;
},
// timeSkipBoss(x, y, radius = 55) {
// mobs.spawn(x, y, 6, radius, '#000');
// let me = mob[mob.length - 1];
// me.isBoss = true;
// // me.stroke = "transparent"; //used for drawSneaker
// me.timeSkipLastCycle = 0
// me.eventHorizon = 1800; //required for black hole
// me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
// me.accelMag = 0.0004 * simulation.accelScale;
// // me.frictionAir = 0.005;
// // me.memory = 1600;
// // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
// Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
// me.onDeath = function() {
// //applying forces to player doesn't seem to work inside this method, not sure why
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// };
// me.do = function() {
// //keep it slow, to stop issues from explosion knock backs
// if (this.speed > 8) {
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.99,
// y: this.velocity.y * 0.99
// });
// }
// this.seePlayerCheck();
// this.checkStatus();
// this.attraction()
// if (!simulation.isTimeSkipping) {
// const compress = 1
// if (this.timeSkipLastCycle < simulation.cycle - compress &&
// Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
// this.timeSkipLastCycle = simulation.cycle
// simulation.timeSkip(compress)
// this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
// this.stroke = "#014"
// this.isShielded = false;
// this.isDropPowerUp = true;
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = "#fff";
// ctx.globalCompositeOperation = "destination-in"; //in or atop
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.clip();
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// // ctx.fillStyle = "#000";
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// } else {
// this.isShielded = true;
// this.isDropPowerUp = false;
// this.seePlayer.recall = false
// this.fill = "transparent"
// this.stroke = "transparent"
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// }
// }
// }
// },
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];
me.repulsionRange = 73000; //squared
me.laserRange = 370;
me.accelMag = 0.0005 * simulation.accelScale;
me.frictionStatic = 0;
me.friction = 0;
spawn.shield(me, x, y);
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
this.repulsion();
this.harmZone();
};
},
historyBoss(x, y, radius = 30) {
if (tech.dynamoBotCount > 0) {
spawn.randomLevelBoss(x, y, spawn.nonCollideBossList)
return
}
mobs.spawn(x, y, 0, radius, "transparent");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.21); //extra dense //normal is 0.001
me.laserRange = 350;
me.seeAtDistance2 = 2000000;
me.isBoss = true;
me.showHealthBar = false; //drawn in this.awake
me.delayLimit = 60 + Math.floor(30 * Math.random());
me.followDelay = 600 - Math.floor(90 * Math.random())
me.stroke = "transparent"; //used for drawGhost
me.collisionFilter.mask = cat.bullet | cat.body
me.memory = Infinity
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.35 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) // me.damageReductionGoal
me.awake = function () {
// this.armor();
this.checkStatus();
//health bar needs to be here because the position is being set
const h = this.radius * 0.3;
const w = this.radius * 2;
const x = this.position.x - w / 2;
const y = this.position.y - w * 0.7;
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
ctx.fillRect(x, y, w, h);
ctx.fillStyle = "rgba(150,0,255,0.7)";
ctx.fillRect(x, y, w * this.health, h);
//draw eye
const unit = Vector.normalise(Vector.sub(m.pos, this.position))
const eye = Vector.add(Vector.mult(unit, 15), this.position)
ctx.beginPath();
ctx.arc(eye.x, eye.y, 4, 0, 2 * Math.PI);
ctx.moveTo(this.position.x + 20 * unit.x, this.position.y + 20 * unit.y);
ctx.lineTo(this.position.x + 30 * unit.x, this.position.y + 30 * unit.y);
ctx.strokeStyle = this.stroke;
ctx.lineWidth = 2;
ctx.stroke();
ctx.setLineDash([125 * Math.random(), 125 * Math.random()]); //the dashed effect is not set back to normal, because it looks neat for how the player is drawn
// ctx.lineDashOffset = 6*(simulation.cycle % 215);
if (this.distanceToPlayer() < this.laserRange) {
if (m.immuneCycle < m.cycle) {
if (m.energy > 0.002) {
m.energy -= 0.004
} else {
m.damage(0.0004 * simulation.dmgScale)
}
}
ctx.beginPath();
ctx.moveTo(eye.x, eye.y);
ctx.lineTo(m.pos.x, m.pos.y);
ctx.lineTo(m.pos.x + (Math.random() - 0.5) * 3000, m.pos.y + (Math.random() - 0.5) * 3000);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgb(150,0,255)";
ctx.stroke();
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(150,0,255,0.1)";
ctx.fill();
}
//several ellipses spinning about the same axis
const rotation = simulation.cycle * 0.015
const phase = simulation.cycle * 0.021
ctx.lineWidth = 1;
ctx.fillStyle = "rgba(150,0,255,0.05)"
ctx.strokeStyle = "#70f"
for (let i = 0, len = 6; i < len; i++) {
ctx.beginPath();
ctx.ellipse(this.position.x, this.position.y, this.laserRange * Math.abs(Math.sin(phase + i / len * Math.PI)), this.laserRange, rotation, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
}
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.laserRange * 0.9, 0, 2 * Math.PI);
// ctx.strokeStyle = "rgba(150,0,255,0.5)";
// ctx.lineWidth = 1;
// ctx.stroke();
// ctx.setLineDash([]);
// ctx.fillStyle = "rgba(150,0,255,0.03)";
// ctx.fill();
if (!m.isBodiesAsleep && !this.isStunned && !this.isSlowed) {
if (this.followDelay > this.delayLimit) this.followDelay -= 0.15;
let history = m.history[(m.cycle - Math.floor(this.followDelay)) % 600]
Matter.Body.setPosition(this, { x: history.position.x, y: history.position.y - history.yOff + 24.2859 }) //bullets move with player
}
}
me.do = function () {
if (this.seePlayer.recall || (!(simulation.cycle % this.seePlayerFreq) && this.distanceToPlayer2() < this.seeAtDistance2 && !m.isCloak)) {
setTimeout(() => {
this.do = this.awake
this.stroke = "rgba(205,0,255,0.5)"
this.fill = "rgba(205,0,255,0.1)"
this.seePlayer.yes = true
}, 2000);
}
this.checkStatus();
};
},
focuser(x, y, radius = 30 + Math.ceil(Math.random() * 10)) {
radius = Math.ceil(radius * 0.7);
mobs.spawn(x, y, 4, radius, "rgb(0,0,255)");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001
me.restitution = 0;
me.laserPos = me.position; //required for laserTracking
me.repulsionRange = 1200000; //squared
me.accelMag = 0.00009 * simulation.accelScale;
me.frictionStatic = 0;
me.friction = 0;
me.onDamage = function () {
this.laserPos = this.position;
};
spawn.shield(me, x, y);
me.do = function () {
if (!m.isBodiesAsleep) {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
const dist2 = this.distanceToPlayer2();
//laser Tracking
if (this.seePlayer.yes && dist2 < 4000000) {
const rangeWidth = 2000; //this is sqrt of 4000000 from above if()
//targeting laser will slowly move from the mob to the player's position
this.laserPos = Vector.add(this.laserPos, Vector.mult(Vector.sub(player.position, this.laserPos), 0.1));
let targetDist = Vector.magnitude(Vector.sub(this.laserPos, m.pos));
const r = 12;
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
if (targetDist < r + 16) {
targetDist = r + 10;
//charge at player
const forceMag = this.accelMag * 40 * this.mass;
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
this.force.x += forceMag * Math.cos(angle);
this.force.y += forceMag * Math.sin(angle);
}
// else {
//high friction if can't lock onto player
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.98,
// y: this.velocity.y * 0.98
// });
// }
if (dist2 > 80000) {
const laserWidth = 0.002;
let laserOffR = Vector.rotateAbout(this.laserPos, (targetDist - r) * laserWidth, this.position);
let sub = Vector.normalise(Vector.sub(laserOffR, this.position));
laserOffR = Vector.add(laserOffR, Vector.mult(sub, rangeWidth));
ctx.lineTo(laserOffR.x, laserOffR.y);
let laserOffL = Vector.rotateAbout(this.laserPos, (targetDist - r) * -laserWidth, this.position);
sub = Vector.normalise(Vector.sub(laserOffL, this.position));
laserOffL = Vector.add(laserOffL, Vector.mult(sub, rangeWidth));
ctx.lineTo(laserOffL.x, laserOffL.y);
ctx.fillStyle = `rgba(0,0,255,${Math.max(0, 0.3 * r / targetDist)})`
ctx.fill();
}
} else {
this.laserPos = this.position;
}
};
}
},
laserTargetingBoss(x, y, radius = 80) {
const color = "#05f"
mobs.spawn(x, y, 3, radius, color);
let me = mob[mob.length - 1];
me.isBoss = true;
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.00018 * Math.sqrt(simulation.accelScale);
me.seePlayerFreq = 30
me.memory = 420;
me.restitution = 1;
me.frictionAir = 0.01;
me.frictionStatic = 0;
me.friction = 0;
me.lookTorque = 0.000001 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = { x: 0, y: 0 }
Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 200 + 300 * Math.random())
me.onHit = function () {
//run this function on hitting player
// this.explode();
};
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(simulation.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.4;
if (c > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.000004 * this.inertia;
}
// if (Math.abs(c) < 0.3) {
// const mag = 0.05
// this.force.x += mag * Math.cos(this.angle)
// this.force.y += mag * Math.sin(this.angle)
// }
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const seeRange = 8000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
vertexCollision(this.position, look, body);
if (!m.isCloak) vertexCollision(this.position, look, [playerBody, playerHead]);
// hitting player
if ((best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
const dmg = 0.002 * simulation.dmgScale;
m.damage(dmg);
//draw damage
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(best.x, best.y, dmg * 10000, 0, 2 * Math.PI);
ctx.fill();
}
//draw beam
if (best.dist2 === Infinity) best = look;
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = color;
ctx.lineWidth = 3;
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
ctx.stroke();
ctx.setLineDash([]);
}
};
},
laserBombingBoss(x, y, radius = 80) {
mobs.spawn(x, y, 3, radius, "rgb(0,235,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.00055 * Math.sqrt(simulation.accelScale);
me.seePlayerFreq = 30;
me.memory = 420;
me.restitution = 1;
me.frictionAir = 0.05;
me.frictionStatic = 0;
me.friction = 0;
me.lookTorque = 0.0000055 * (Math.random() > 0.5 ? -1 : 1) * (1 + 0.1 * Math.sqrt(simulation.difficulty))
me.fireDir = {
x: 0,
y: 0
}
Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 200 + 300 * Math.random())
me.onHit = function () { };
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.targetingCount = 0;
me.targetingTime = 60 - Math.min(58, 3 * simulation.difficulty)
me.do = function () {
// this.armor();
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(simulation.cycle % this.seePlayerFreq)) this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.02;
if (c > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.000004 * this.inertia;
}
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const seeRange = 8000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: this.position.x + seeRange * Math.cos(this.angle),
y: this.position.y + seeRange * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
if (!m.isCloak) vertexCollision(this.position, look, [playerBody, playerHead]);
// hitting player
if (best.who === playerBody || best.who === playerHead) {
this.targetingCount++
if (this.targetingCount > this.targetingTime) {
this.targetingCount -= 10;
const sub = Vector.sub(player.position, this.position)
const dist = Vector.magnitude(sub)
const speed = Math.min(55, 5 + 20 * simulation.accelScale)
const velocity = Vector.mult(Vector.normalise(sub), speed)
spawn.grenade(this.vertices[1].x, this.vertices[1].y, dist / speed, Math.min(550, 250 + simulation.difficulty * 3), 6); // grenade(x, y, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale), pulseRadius = Math.min(550, 250 + simulation.difficulty * 3), size = 4) {
Matter.Body.setVelocity(mob[mob.length - 1], velocity);
}
} else if (this.targetingCount > 0) {
this.targetingCount--
}
//draw beam
if (best.dist2 === Infinity) best = look;
// ctx.beginPath();
// ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
// ctx.lineTo(best.x, best.y);
// ctx.strokeStyle = "rgba(0,235,255,0.5)";
// ctx.lineWidth = 3// + 0.1 * this.targetingCount;
// ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
// ctx.stroke();
// ctx.setLineDash([]);
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = "rgba(0,235,255,1)";
ctx.lineWidth = 3
ctx.stroke();
if (this.targetingCount / this.targetingTime > 0.33) {
ctx.strokeStyle = "rgba(0,235,255,0.45)";
ctx.lineWidth = 10
ctx.stroke();
if (this.targetingCount / this.targetingTime > 0.66) {
ctx.strokeStyle = "rgba(0,235,255,0.25)";
ctx.lineWidth = 30
ctx.stroke();
}
}
// ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
// ctx.setLineDash([]);
}
};
},
blinkBoss(x, y) {
mobs.spawn(x, y, 5, 50, "rgb(0,235,255)"); //"rgb(221,102,119)"
let me = mob[mob.length - 1];
Matter.Body.rotate(me, Math.PI * 0.1);
Matter.Body.setDensity(me, 0.018); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
me.frictionStatic = 0;
me.friction = 0;
me.memory = 240
me.seePlayerFreq = 60
me.blinkRange = 235
if (false && 0.5 < Math.random()) {
me.grenadeDelay = 260
} else {
me.grenadeDelay = 100
}
me.pulseRadius = 1.4 * Math.min(550, 220 + simulation.difficulty * 4)
me.delay = 30 + 35 * simulation.CDScale;
me.nextBlinkCycle = me.delay;
spawn.shield(me, x, y, 1);
me.onDamage = function () {
// this.cd = simulation.cycle + this.delay;
};
me.onDeath = function () {
const offAngle = Math.PI * Math.random()
for (let i = 0, len = 3; i < len; i++) {
spawn.grenade(this.position.x, this.position.y, this.grenadeDelay);
const who = mob[mob.length - 1]
const speed = 5 * simulation.accelScale;
const angle = 2 * Math.PI * i / len + offAngle
Matter.Body.setVelocity(who, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
});
}
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
}
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerByHistory()
if (this.nextBlinkCycle < simulation.cycle && this.seePlayer.yes) { //teleport towards the player
this.nextBlinkCycle = simulation.cycle + this.delay;
const dist = Vector.sub(this.seePlayer.position, this.position);
const distMag = Vector.magnitude(dist);
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
if (distMag < this.blinkRange) { //if player is inside teleport range
Matter.Body.setPosition(this, this.seePlayer.position);
} else {
Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), this.blinkRange));
}
spawn.grenade(this.position.x, this.position.y, this.grenadeDelay, this.pulseRadius); //spawn at new location
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = this.radius * 2.1;
ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000'
ctx.stroke();
Matter.Body.setVelocity(this, { x: 0, y: 0 });
this.torque += (0.00004 + 0.00003 * Math.random()) * this.inertia * (Math.round(Math.random()) * 2 - 1) //randomly spin around after firing
}
this.checkStatus();
};
},
pulsarBoss(x, y, radius = 90, isNonCollide = false) {
mobs.spawn(x, y, 3, radius, "#a0f");
let me = mob[mob.length - 1];
if (isNonCollide) me.collisionFilter.mask = cat.bullet | cat.player
setTimeout(() => { //fix mob in place, but allow rotation
me.constraint = Constraint.create({
pointA: {
x: me.position.x,
y: me.position.y
},
bodyB: me,
stiffness: 0.0001,
damping: 0.3
});
Composite.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.radius *= 1.5
me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
// me.homePosition = { x: x, y: y };
me.fireCycle = 0
me.fireTarget = { x: 0, y: 0 }
me.pulseRadius = Math.min(500, 230 + simulation.difficulty * 3)
me.fireDelay = Math.max(60, 150 - simulation.difficulty * 2)
me.isFiring = false
Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 200 + 300 * Math.random(), 1)
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.onHit = function () { };
me.do = function () {
if (player.speed > 5) this.do = this.fire //don't attack until player moves
}
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.fire = function () {
// this.armor();
this.checkStatus();
if (!m.isBodiesAsleep) {
if (!m.isCloak && !this.isStunned) {
if (this.isFiring) {
if (this.fireCycle > this.fireDelay) { //fire
this.isFiring = false
this.fireCycle = 0
this.torque += (0.00008 + 0.00007 * Math.random()) * this.inertia * (Math.round(Math.random()) * 2 - 1) //randomly spin around after firing
//is player in beam path
if (Matter.Query.ray([player], this.fireTarget, this.position).length) {
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
this.fireTarget = Vector.add(this.vertices[1], unit)
}
//damage player if in range
if (Vector.magnitude(Vector.sub(player.position, this.fireTarget)) < this.pulseRadius && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
m.damage(0.045 * simulation.dmgScale);
}
simulation.drawList.push({ //add dmg to draw queue
x: this.fireTarget.x,
y: this.fireTarget.y,
radius: this.pulseRadius,
color: "rgba(120,0,255,0.6)",
time: simulation.drawTime
});
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(120,0,255,0.3)";
ctx.stroke();
ctx.lineWidth = 5;
ctx.strokeStyle = "rgba(120,0,255,1)";
ctx.stroke();
} else { //delay before firing
this.fireCycle++
//draw explosion outline
ctx.beginPath();
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
ctx.fillStyle = "rgba(120,0,255,0.07)";
ctx.fill();
//draw path from mob to explosion
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgba(120,0,255,0.3)";
ctx.stroke();
ctx.setLineDash([]);
}
} else { //aim at player
this.fireCycle++
this.fireDir = Vector.normalise(Vector.sub(m.pos, this.position)); //set direction to turn to fire
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
const c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.04;
if (c > threshold) {
this.torque += 0.0000015 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.0000015 * this.inertia;
} else if (this.fireCycle > 45) { //fire
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
this.fireTarget = Vector.add(this.vertices[1], unit)
if (Vector.magnitude(Vector.sub(m.pos, this.fireTarget)) < 1000) { //if's possible for this to be facing 180 degrees away from the player, this makes sure that doesn't occur
Matter.Body.setAngularVelocity(this, 0)
this.fireLockCount = 0
this.isFiring = true
this.fireCycle = 0
}
}
}
//gently return to starting location
// const sub = Vector.sub(this.homePosition, this.position)
// const dist = Vector.magnitude(sub)
// if (dist > 250) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
} else {
this.isFiring = false
}
}
};
},
pulsar(x, y, radius = 40) {
mobs.spawn(x, y, 3, radius, "#f08");
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.radius *= 2
me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
// me.homePosition = { x: x, y: y };
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
me.fireCycle = Infinity
me.fireTarget = { x: 0, y: 0 }
me.pulseRadius = Math.min(400, 170 + simulation.difficulty * 3)
me.fireDelay = Math.max(75, 140 - simulation.difficulty * 0.5)
me.isFiring = false
me.onHit = function () { };
me.canSeeTarget = function () {
const angle = this.angle + Math.PI / 2;
const dot = Vector.dot({
x: Math.cos(angle),
y: Math.sin(angle)
}, Vector.normalise(Vector.sub(this.fireTarget, this.position)));
//distance between the target and the player's location
if (
dot > 0.03 || // not looking at target
Matter.Query.ray(map, this.fireTarget, this.position).length || Matter.Query.ray(body, this.fireTarget, this.position).length || //something blocking line of sight
Vector.magnitude(Vector.sub(m.pos, this.fireTarget)) > 1000 // distance from player to target is very far, (this is because dot product can't tell if facing 180 degrees away)
) {
this.isFiring = false
return false
} else {
return true
}
}
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
if (!m.isBodiesAsleep) {
if (this.seePlayer.recall) {
if (this.isFiring) {
if (this.fireCycle > this.fireDelay) { //fire
if (!this.canSeeTarget()) return
this.isFiring = false
this.fireCycle = 0
this.torque += (0.00002 + 0.0002 * Math.random()) * this.inertia * (Math.round(Math.random()) * 2 - 1) //randomly spin around after firing
//is player in beam path
if (Matter.Query.ray([player], this.fireTarget, this.position).length) {
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
this.fireTarget = Vector.add(this.vertices[1], unit)
}
//damage player if in range
if (Vector.magnitude(Vector.sub(player.position, this.fireTarget)) < this.pulseRadius && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
m.damage(0.03 * simulation.dmgScale);
}
simulation.drawList.push({ //add dmg to draw queue
x: this.fireTarget.x,
y: this.fireTarget.y,
radius: this.pulseRadius,
color: "rgba(255,0,100,0.6)",
time: simulation.drawTime
});
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,0,100,0.3)";
ctx.stroke();
ctx.lineWidth = 5;
ctx.strokeStyle = "rgba(255,0,100,1)";
ctx.stroke();
} else { //delay before firing
this.fireCycle++
if (!(simulation.cycle % 3)) {
if (!this.canSeeTarget()) return //if can't see stop firing
}
//draw explosion outline
ctx.beginPath();
ctx.arc(this.fireTarget.x, this.fireTarget.y, this.pulseRadius, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
ctx.fillStyle = "rgba(255,0,100,0.07)";
ctx.fill();
//draw path from mob to explosion
ctx.beginPath();
ctx.moveTo(this.vertices[1].x, this.vertices[1].y)
ctx.lineTo(this.fireTarget.x, this.fireTarget.y)
ctx.setLineDash([40 * Math.random(), 200 * Math.random()]);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgba(255,0,100,0.3)";
ctx.stroke();
ctx.setLineDash([]);
}
} else { //aim at player
this.fireCycle++
// this.fireDir = ; //set direction to turn to fire
const angle = this.angle + Math.PI / 2;
const dot = Vector.dot({
x: Math.cos(angle),
y: Math.sin(angle)
}, Vector.normalise(Vector.sub(this.seePlayer.position, this.position)))
const threshold = 0.04;
if (dot > threshold) { //rotate towards fireAngle
this.torque += 0.0000015 * this.inertia;
} else if (dot < -threshold) {
this.torque -= 0.0000015 * this.inertia;
} else if (this.fireCycle > 60) { // aim
unit = Vector.mult(Vector.normalise(Vector.sub(this.vertices[1], this.position)), this.distanceToPlayer() - 100)
this.fireTarget = Vector.add(this.vertices[1], unit)
if (!this.canSeeTarget()) return
Matter.Body.setAngularVelocity(this, 0)
this.fireLockCount = 0
this.isFiring = true
this.fireCycle = 0
}
}
//gently return to starting location
// const sub = Vector.sub(this.homePosition, this.position)
// const dist = Vector.magnitude(sub)
// if (dist > 350) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
} else {
this.isFiring = false
}
}
};
},
laser(x, y, radius = 30) {
mobs.spawn(x, y, 3, radius, "#f00");
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.0001 * simulation.accelScale;
me.onHit = function () {
//run this function on hitting player
this.explode();
};
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
this.laser();
this.torque = this.lookTorque * this.inertia * 0.5;
};
},
laserBoss(x, y, radius = 30) {
mobs.spawn(x, y, 3, radius, "#f00");
let me = mob[mob.length - 1];
setTimeout(() => { //fix mob in place, but allow rotation
me.constraint = Constraint.create({
pointA: {
x: me.position.x,
y: me.position.y
},
bodyB: me,
stiffness: 1,
damping: 1
});
Composite.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
// me.startingPosition = {
// x: x,
// y: y
// }
me.count = 0;
me.frictionAir = 0.03;
// me.torque -= me.inertia * 0.002
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.isBoss = true;
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.rotateVelocity = Math.min(0.0045, 0.0015 * simulation.accelScale * simulation.accelScale) * (level.levelsCleared > 8 ? 1 : -1) * (simulation.isHorizontalFlipped ? -1 : 1)
me.do = function () {
// this.armor();
this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
this.checkStatus();
if (!this.isStunned) {
if (!m.isBodiesAsleep) {
//check if slowed
let slowed = false
for (let i = 0; i < this.status.length; i++) {
if (this.status[i].type === "slow") {
slowed = true
break
}
}
if (!slowed) {
this.count++
Matter.Body.setAngle(this, this.count * this.rotateVelocity)
Matter.Body.setAngularVelocity(this, 0)
}
}
ctx.beginPath();
this.lasers(this.vertices[0], this.angle + Math.PI / 3);
this.lasers(this.vertices[1], this.angle + Math.PI);
this.lasers(this.vertices[2], this.angle - Math.PI / 3);
ctx.strokeStyle = "#50f";
ctx.lineWidth = 1.5;
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([]);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(80,0,255,0.07)";
ctx.stroke(); // Draw it
}
// Matter.Body.setVelocity(this, {
// x: 0,
// y: 0
// });
// Matter.Body.setPosition(this, this.startingPosition);
};
me.lasers = function (where, angle) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
};
const seeRange = 7000;
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const look = {
x: where.x + seeRange * Math.cos(angle),
y: where.y + seeRange * Math.sin(angle)
};
// vertexCollision(where, look, mob);
vertexCollision(where, look, map);
vertexCollision(where, look, body);
if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
const dmg = 0.14 * simulation.dmgScale;
m.damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: dmg * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});
}
//draw beam
if (best.dist2 === Infinity) best = look;
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
}
},
stabber(x, y, radius = 25 + Math.ceil(Math.random() * 12), spikeMax = 9) {
if (radius > 80) radius = 65;
mobs.spawn(x, y, 6, radius, "rgb(220,50,205)"); //can't have sides above 6 or collision events don't work (probably because of a convex problem)
let me = mob[mob.length - 1];
me.isVerticesChange = true
me.accelMag = 0.0006 * simulation.accelScale;
// me.g = 0.0002; //required if using this.gravity
me.delay = 360 * simulation.CDScale;
me.spikeVertex = 0;
me.spikeLength = 0;
me.isSpikeGrowing = false;
me.isSpikeReset = true;
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
Matter.Body.rotate(me, Math.PI * 0.1);
spawn.shield(me, x, y);
// me.onDamage = function () {};
me.onDeath = function () {
if (this.spikeLength > 4) {
this.spikeLength = 4
const spike = Vector.mult(Vector.normalise(Vector.sub(this.vertices[this.spikeVertex], this.position)), this.radius * this.spikeLength)
this.vertices[this.spikeVertex].x = this.position.x + spike.x
this.vertices[this.spikeVertex].y = this.position.y + spike.y
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
};
me.do = function () {
if (!m.isBodiesAsleep) {
// this.gravity();
this.seePlayerByLookingAt();
this.checkStatus();
this.attraction();
if (this.isSpikeReset) {
if (this.seePlayer.recall) {
const dist = Vector.sub(this.seePlayer.position, this.position);
const distMag = Vector.magnitude(dist);
if (distMag < this.radius * 7) {
//find nearest vertex
let nearestDistance = Infinity
for (let i = 0, len = this.vertices.length; i < len; i++) {
//find distance to player for each vertex
const dist = Vector.sub(this.seePlayer.position, this.vertices[i]);
const distMag = Vector.magnitude(dist);
//save the closest distance
if (distMag < nearestDistance) {
this.spikeVertex = i
nearestDistance = distMag
}
}
this.spikeLength = 1
this.isSpikeGrowing = true;
this.isSpikeReset = false;
Matter.Body.setAngularVelocity(this, 0)
}
}
} else {
if (this.isSpikeGrowing) {
this.spikeLength += 1
if (this.spikeLength > spikeMax) {
this.isSpikeGrowing = false;
}
} else {
//reduce rotation
Matter.Body.setAngularVelocity(this, this.angularVelocity * 0.8)
this.spikeLength -= 0.2
if (this.spikeLength < 1) {
this.spikeLength = 1
this.isSpikeReset = true
}
}
const spike = Vector.mult(Vector.normalise(Vector.sub(this.vertices[this.spikeVertex], this.position)), this.radius * this.spikeLength)
this.vertices[this.spikeVertex].x = this.position.x + spike.x
this.vertices[this.spikeVertex].y = this.position.y + spike.y
}
}
};
},
striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
let me = mob[mob.length - 1];
me.accelMag = 0.00034 * simulation.accelScale;
me.g = 0.00015; //required if using this.gravity
me.frictionStatic = 0;
me.friction = 0;
me.delay = 90 * simulation.CDScale;
me.cd = Infinity;
Matter.Body.rotate(me, Math.PI * 0.1);
spawn.shield(me, x, y);
me.onDamage = function () {
this.cd = simulation.cycle + this.delay;
};
me.do = function () {
this.gravity();
if (!(simulation.cycle % this.seePlayerFreq)) { // this.seePlayerCheck(); from mobs
if (
this.distanceToPlayer2() < this.seeAtDistance2 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
!m.isCloak
) {
this.foundPlayer();
if (this.cd === Infinity) this.cd = simulation.cycle + this.delay * 0.7;
} else if (this.seePlayer.recall) {
this.lostPlayer();
this.cd = Infinity
}
}
this.checkStatus();
this.attraction();
if (this.cd < simulation.cycle && this.seePlayer.recall) {
const dist = Vector.sub(this.seePlayer.position, this.position);
const distMag = Vector.magnitude(dist);
this.cd = simulation.cycle + this.delay;
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
if (distMag < 400) {
Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius));
} else {
Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), 300));
}
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = radius * 2.1;
ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000'
ctx.stroke();
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.5,
y: this.velocity.y * 0.5
});
}
};
},
slashBoss(x, y, radius = 70) {
const sides = 9 + Math.floor(Math.min(12, 0.2 * simulation.difficulty))
const coolBends = [-1.8, 0, 0, 0.9, 1.2]
const bendFactor = coolBends[Math.floor(Math.random() * coolBends.length)];
mobs.spawn(x, y, sides, radius, "rgb(201,202,225)");
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.accelMag = 0.00038 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.01;
me.swordRadiusMax = 500 + 8 * simulation.difficulty;
me.laserAngle = 0;
me.swordDamage = 0.002 * simulation.dmgScale
spawn.shield(me, x, y, 1);
Matter.Body.setDensity(me, 0.005); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.11 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.isBoss = true;
me.onDamage = function () { };
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function () {
this.checkStatus();
this.seePlayerByHistory(60);
this.attraction();
//traveling laser
if (!m.isBodiesAsleep) this.laserAngle += 0.03
for (let i = 0, len = this.vertices.length; i < len; i++) {
// this.laserSword(this.vertices[1], this.angle + laserAngle);
const bend = bendFactor * Math.cos(this.laserAngle + 2 * Math.PI * i / len)
const long = this.swordRadiusMax * Math.sin(this.laserAngle + 2 * Math.PI * i / len)
if (long > 0) this.laserSword(this.vertices[i], bend + this.angle + (i + 0.5) / sides * 2 * Math.PI, Math.abs(long));
}
};
me.laserSword = function (where, angle, length) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[j], v2: vertices[j + 1] };
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: vertices[0], v2: vertices[len] };
}
}
};
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
const look = { x: where.x + length * Math.cos(angle), y: where.y + length * Math.sin(angle) };
// vertexCollision(where, look, body); // vertexCollision(where, look, mob);
vertexCollision(where, look, map);
if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
// m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
m.damage(this.swordDamage);
simulation.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: this.swordDamage * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});
}
if (best.dist2 === Infinity) best = look;
ctx.beginPath(); //draw beam
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = "rgba(100,100,255,0.1)"; // Purple path
ctx.lineWidth = 10;
ctx.stroke();
ctx.strokeStyle = "rgba(100,100,255,0.5)"; // Purple path
ctx.lineWidth = 2;
// ctx.stroke();
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([]);
}
},
slasher(x, y, radius = 36 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(201,202,225)");
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.accelMag = 0.0008 * simulation.accelScale;
me.torqueMagnitude = 0.00002 * me.inertia * (Math.random() > 0.5 ? -1 : 1);
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.035;
me.delay = 120 * simulation.CDScale;
me.cd = 0;
me.swordRadius = 0;
me.swordVertex = 1
me.swordRadiusMax = 350 + 5 * simulation.difficulty;
me.swordRadiusGrowRate = me.swordRadiusMax * (0.018 + 0.0006 * simulation.difficulty)
me.isSlashing = false;
me.swordDamage = 0.05 * simulation.dmgScale
me.laserAngle = 3 * Math.PI / 5
const seeDistance2 = 200000
spawn.shield(me, x, y);
me.onDamage = function () { };
me.do = function () {
this.checkStatus();
this.seePlayerByHistory(15);
this.attraction();
if (!m.isBodiesAsleep) this.sword() //does various things depending on what stage of the sword swing
};
me.swordWaiting = function () {
if (
this.seePlayer.recall &&
this.cd < simulation.cycle &&
this.distanceToPlayer2() < seeDistance2 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
) {
//find vertex farthest away from player
let dist = 0
for (let i = 0, len = this.vertices.length; i < len; i++) {
const D = Vector.magnitudeSquared(Vector.sub({ x: this.vertices[i].x, y: this.vertices[i].y }, m.pos))
if (D > dist) {
dist = D
this.swordVertex = i
}
}
// this.laserAngle = 7 / 10 * Math.PI + this.swordVertex / 5 * 2 * Math.PI - Math.PI / 2
this.laserAngle = this.swordVertex / 5 * 2 * Math.PI + 0.6283
this.sword = this.swordGrow
// Matter.Body.setVelocity(this, { x: 0, y: 0 });
this.accelMag = 0
}
}
me.sword = me.swordWaiting //base function that changes during different aspects of the sword swing
me.swordGrow = function () {
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
this.swordRadius += this.swordRadiusGrowRate
if (this.swordRadius > this.swordRadiusMax) {
this.sword = this.swordSlash
this.spinCount = 0
}
}
me.swordSlash = function () {
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
this.torque += this.torqueMagnitude;
this.spinCount++
if (this.spinCount > 60) {
this.sword = this.swordWaiting
this.swordRadius = 0
this.accelMag = 0.001 * simulation.accelScale;
this.cd = simulation.cycle + this.delay;
}
}
me.laserSword = function (where, angle) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let v = domain[i].vertices;
const len = v.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, v[j], v[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: v[j], v2: v[j + 1] };
}
}
results = simulation.checkLineIntersection(v1, v1End, v[0], v[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: v[0], v2: v[len] };
}
}
};
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
const look = { x: where.x + this.swordRadius * Math.cos(angle), y: where.y + this.swordRadius * Math.sin(angle) };
vertexCollision(where, look, body); // vertexCollision(where, look, mob);
vertexCollision(where, look, map);
if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
m.damage(this.swordDamage);
simulation.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: this.swordDamage * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});
}
if (best.dist2 === Infinity) best = look;
ctx.beginPath(); //draw beam
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = "rgba(100,100,255,0.1)"; // Purple path
ctx.lineWidth = 15;
ctx.stroke();
ctx.strokeStyle = "rgba(100,100,255,0.5)"; // Purple path
ctx.lineWidth = 4;
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([]);
}
},
sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 10)) {
mobs.spawn(x, y, 5, radius, "transparent");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
me.accelMag = 0.001 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.01;
me.g = 0.0002; //required if using this.gravity
me.stroke = "transparent"; //used for drawSneaker
me.alpha = 1; //used in drawSneaker
// me.leaveBody = false;
me.canTouchPlayer = false; //used in drawSneaker
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
me.showHealthBar = false;
me.memory = 240;
me.do = function () {
this.gravity();
this.seePlayerByHistory(15);
this.checkStatus();
this.attraction();
//draw
if (!m.isBodiesAsleep) {
if (this.seePlayer.recall) {
if (this.alpha < 1) this.alpha += 0.003 + 0.003 / simulation.CDScale;
} else {
if (this.alpha > 0) this.alpha -= 0.03;
}
}
if (this.alpha > 0) {
if (this.alpha > 0.7) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
}
}
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(0,0,0,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) { //stealth
this.canTouchPlayer = false;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
}
};
},
ghoster(x, y, radius = 50 + Math.ceil(Math.random() * 90)) {
mobs.spawn(x, y, 7, radius, "transparent");
let me = mob[mob.length - 1];
me.seeAtDistance2 = 300000;
me.accelMag = 0.00013 * simulation.accelScale;
if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
// Matter.Body.setDensity(me, 0.001); //normal is 0.001 //makes effective life much lower
me.stroke = "transparent"; //used for drawGhost
me.alpha = 1; //used in drawGhost
me.canTouchPlayer = false; //used in drawGhost
// me.leaveBody = false;
me.collisionFilter.mask = cat.bullet //| cat.body
me.showHealthBar = false;
me.memory = 480;
me.do = function () {
//cap max speed
if (this.speed > 5) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.8,
y: this.velocity.y * 0.8
});
}
this.seePlayerCheckByDistance();
this.checkStatus();
this.attraction();
this.search();
//draw
if (!m.isBodiesAsleep) {
if (this.distanceToPlayer2() < this.seeAtDistance2) {
if (this.alpha < 1) this.alpha += 0.005 * simulation.CDScale; //near player go solid
} else {
if (this.alpha > 0) this.alpha -= 0.05; ///away from player, hide
}
}
if (this.alpha > 0) {
if (this.alpha > 0.8 && this.seePlayer.recall) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
this.collisionFilter.mask = cat.player | cat.bullet
}
}
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 1;
ctx.fillStyle = `rgba(255,255,255,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) {
this.canTouchPlayer = false;
this.collisionFilter.mask = cat.bullet; //can't touch player or walls
}
};
},
// blinker(x, y, radius = 45 + Math.ceil(Math.random() * 70)) {
// mobs.spawn(x, y, 6, radius, "transparent");
// let me = mob[mob.length - 1];
// Matter.Body.setDensity(me, 0.0005); //normal is 0.001 //makes effective life much lower
// me.stroke = "rgb(0,200,255)"; //used for drawGhost
// Matter.Body.rotate(me, Math.random() * 2 * Math.PI);
// me.blinkRate = 40 + Math.round(Math.random() * 60); //required for blink
// me.blinkLength = 150 + Math.round(Math.random() * 200); //required for blink
// me.isStatic = true;
// me.memory = 360;
// me.seePlayerFreq = Math.round((40 + 30 * Math.random()));
// // me.isBig = false;
// // me.scaleMag = Math.max(5 - me.mass, 1.75);
// me.onDeath = function () {
// // if (this.isBig) {
// // Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
// // this.isBig = false;
// // }
// };
// me.onHit = function () {
// simulation.timeSkip(120)
// };
// me.do = function () {
// this.seePlayerCheck();
// this.blink();
// //strike by expanding
// // if (this.isBig) {
// // if (this.cd - this.delay + 15 < simulation.cycle) {
// // Matter.Body.scale(this, 1 / this.scaleMag, 1 / this.scaleMag);
// // this.isBig = false;
// // }
// // } else
// if (this.seePlayer.yes && this.cd < simulation.cycle) {
// const dist = Vector.sub(this.seePlayer.position, this.position);
// const distMag2 = Vector.magnitudeSquared(dist);
// if (distMag2 < 80000) {
// this.cd = simulation.cycle + this.delay;
// // Matter.Body.scale(this, this.scaleMag, this.scaleMag);
// // this.isBig = true;
// }
// }
// };
// },
bomberBoss(x, y, radius = 88) {
//boss that drops bombs from above and holds a set distance from player
mobs.spawn(x, y, 3, radius, "rgba(255,0,200,0.5)");
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.0025 + 0.00013 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 1500000;
me.fireFreq = 10 + Math.floor(70 * simulation.CDScale);
me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
me.hoverElevation = 460 + (Math.random() - 0.5) * 200; //squared
me.hoverXOff = (Math.random() - 0.5) * 100;
me.accelMag = Math.floor(10 * (Math.random() + 4.5)) * 0.00001 * simulation.accelScale;
me.g = 0.0002; //required if using this.gravity // gravity called in hoverOverPlayer
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.01;
me.memory = Infinity;
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
spawn.shield(me, x, y, 1);
const len = Math.floor(Math.min(15, 3 + Math.sqrt(simulation.difficulty))) // simulation.difficulty = 40 on hard mode level 10
const speed = (0.007 + 0.003 * Math.random() + 0.004 * Math.sqrt(simulation.difficulty))
let radiusOrbitals = radius + 125 + 350 * Math.random()
for (let i = 0; i < len; i++) spawn.orbital(me, radiusOrbitals, i / len * 2 * Math.PI, speed)
radiusOrbitals = radius + 125 + 350 * Math.random()
for (let i = 0; i < len; i++) spawn.orbital(me, radiusOrbitals, i / len * 2 * Math.PI, -speed)
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerCheckByDistance();
this.checkStatus();
if (this.seePlayer.recall) {
this.hoverOverPlayer();
this.bomb();
this.search();
}
};
},
shooter(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
mobs.spawn(x, y, 3, radius, "rgb(255,100,150)");
let me = mob[mob.length - 1];
// me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
// Matter.Body.rotate(me, Math.PI)
me.memory = 120;
me.fireFreq = 0.007 + Math.random() * 0.005;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.0005 * simulation.accelScale;
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.05;
me.lookTorque = 0.0000025 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
// spawn.shield(me, x, y);
me.do = function () {
this.seePlayerByLookingAt();
this.checkStatus();
this.fire();
};
},
shooterBoss(x, y, radius = 110) {
mobs.spawn(x, y, 3, radius, "rgb(255,70,180)");
let me = mob[mob.length - 1];
setTimeout(() => { //fix mob in place, but allow rotation
me.constraint = Constraint.create({
pointA: {
x: me.position.x,
y: me.position.y
},
bodyB: me,
stiffness: 0.00004,
damping: 0.1
});
Composite.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
me.isBoss = true;
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
me.memory = 240;
// me.homePosition = {
// x: x,
// y: y
// };
me.fireFreq = 0.025;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.005 * simulation.accelScale;
me.frictionAir = 0.05;
me.lookTorque = 0.000006 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
setTimeout(() => {
spawn.spawnOrbitals(me, radius + 25, 1);
spawn.spawnOrbitals(me, radius + 75, 1);
}, 100); //have to wait a sec so the tether constraint doesn't attach to an orbital
Matter.Body.setDensity(me, 0.008 + 0.0003 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerByLookingAt();
this.checkStatus();
this.fire();
//gently return to starting location
// const sub = Vector.sub(this.homePosition, this.position)
// const dist = Vector.magnitude(sub)
// if (dist > 50) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
};
},
bullet(x, y, radius = 9, sides = 0) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 20);
};
Matter.Body.setDensity(me, 0.00004); //normal is 0.001
me.timeLeft = 200;
me.g = 0.001; //required if using this.gravity
me.frictionAir = 0;
me.restitution = 0.8;
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
this.gravity();
this.timeLimit();
};
},
bomb(x, y, radius = 9, sides = 5) {
mobs.spawn(x, y, sides, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 120);
};
me.onDeath = function () {
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
const mag = 8
const v1 = Vector.rotate({
x: 1,
y: 1
}, 2 * Math.PI * Math.random())
const v2 = Vector.rotate({
x: 1,
y: 1
}, 2 * Math.PI * Math.random())
const v3 = Vector.normalise(Vector.add(v1, v2)) //last vector is opposite the sum of the other two to look a bit like momentum is conserved
Matter.Body.setVelocity(mob[mob.length - 1], {
x: mag * v1.x,
y: mag * v1.y
});
Matter.Body.setVelocity(mob[mob.length - 2], {
x: mag * v2.x,
y: mag * v2.y
});
Matter.Body.setVelocity(mob[mob.length - 3], {
x: -mag * v3.x,
y: -mag * v3.y
});
}
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 140 + Math.floor(Math.random() * 30);
me.g = 0.001; //required if using this.gravity
me.frictionAir = 0;
me.restitution = 1;
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
this.gravity();
this.timeLimit();
};
},
sniper(x, y, radius = 35 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 3, radius, "transparent"); //"rgb(25,0,50)")
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
// Matter.Body.rotate(me, Math.PI)
me.stroke = "transparent"; //used for drawSneaker
me.alpha = 1; //used in drawSneaker
me.showHealthBar = false;
me.frictionStatic = 0;
me.friction = 0;
me.canTouchPlayer = false; //used in drawSneaker
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
me.memory = 60 //140;
me.fireFreq = 0.006 + Math.random() * 0.002;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.0005 * simulation.accelScale;
me.frictionAir = 0.05;
me.torque = 0.0001 * me.inertia;
me.fireDir = {
x: 0,
y: 0
};
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
// spawn.shield(me, x, y);
me.do = function () {
// this.seePlayerByLookingAt();
this.seePlayerCheck();
this.checkStatus();
if (!m.isBodiesAsleep) {
const setNoseShape = () => {
const mag = this.radius + this.radius * this.noseLength;
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
};
//throw a mob/bullet at player
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(simulation.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
// c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
//rotate towards fireAngle
const dot = Vector.dot({
x: Math.cos(angle),
y: Math.sin(angle)
}, this.fireDir)
const threshold = 0.03;
if (dot > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (dot < -threshold) {
this.torque -= 0.000004 * this.inertia;
} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
//fire
spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 7 + Math.ceil(this.radius / 15), 4);
const v = 10 + 15 * simulation.accelScale;
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + this.fireDir.x * v + Math.random(),
y: this.velocity.y + this.fireDir.y * v + Math.random()
});
this.noseLength = 0;
// recoil
this.force.x -= 0.005 * this.fireDir.x * this.mass;
this.force.y -= 0.005 * this.fireDir.y * this.mass;
}
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
setNoseShape();
} else if (this.noseLength > 0.1) {
this.noseLength -= this.fireFreq / 2;
setNoseShape();
}
// else if (this.noseLength < -0.1) {
// this.noseLength += this.fireFreq / 4;
// setNoseShape();
// }
if (this.seePlayer.recall) {
if (this.alpha < 1) this.alpha += 0.01;
} else {
if (this.alpha > 0) this.alpha -= 0.03;
}
}
//draw
if (this.alpha > 0) {
if (this.alpha > 0.95) {
this.healthBar();
if (!this.canTouchPlayer) {
this.canTouchPlayer = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
}
}
//draw body
ctx.beginPath();
const vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = `rgba(25,0,50,${this.alpha * this.alpha})`;
ctx.fill();
} else if (this.canTouchPlayer) {
this.canTouchPlayer = false;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
}
};
},
sniperBullet(x, y, radius = 9, sides = 4) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 20);
};
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
me.timeLeft = 120;
// me.g = 0.0005; //required if using this.gravity
me.frictionAir = 0;
me.restitution = 0;
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
// this.gravity();
this.timeLimit();
if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) {
this.isDropPowerUp = false;
this.death(); //death with no power up
}
};
},
launcherOne(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.accelMag = 0.00004 * simulation.accelScale;
me.fireFreq = Math.floor(420 + 90 * Math.random() * simulation.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.015;
spawn.shield(me, x, y);
me.onDamage = function () { };
me.do = function () {
this.seePlayerCheck();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall && !(simulation.cycle % this.fireFreq) && !m.isBodiesAsleep) {
Matter.Body.setAngularVelocity(this, 0.14)
spawn.seeker(this.vertices[0].x, this.vertices[0].y, 20, 9); //give the bullet a rotational velocity as if they were attached to a vertex
const who = mob[mob.length - 1]
Matter.Body.setDensity(who, 0.00003); //normal is 0.001
who.timeLeft = 840 //* (0.8 + 0.4 * Math.random());
who.accelMag = 0.00035 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
who.frictionAir = 0.01 //* (0.8 + 0.4 * Math.random());
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[0]))), -6)
Matter.Body.setVelocity(who, {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
};
},
launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.accelMag = 0.00004 * simulation.accelScale;
me.fireFreq = Math.floor(420 + 90 * Math.random() * simulation.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.02;
spawn.shield(me, x, y);
me.onDamage = function () { };
me.do = function () {
this.seePlayerCheck();
this.checkStatus();
this.attraction();
if (this.seePlayer.recall && !(simulation.cycle % this.fireFreq) && !m.isBodiesAsleep) {
Matter.Body.setAngularVelocity(this, 0.14)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 7)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -8)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
}
};
},
launcherBoss(x, y, radius = 90) {
mobs.spawn(x, y, 6, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0001 * simulation.accelScale;
me.fireFreq = Math.floor(330 * simulation.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.02;
me.memory = 420;
me.repulsionRange = 1000000; //squared
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
Matter.Body.setDensity(me, 0.0022 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.onDamage = function () { };
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
this.repulsion();
if (this.seePlayer.recall && !(simulation.cycle % this.fireFreq) && !m.isBodiesAsleep) {
Matter.Body.setAngularVelocity(this, 0.11)
//fire a bullet from each vertex
for (let i = 0, len = this.vertices.length; i < len; i++) {
spawn.seeker(this.vertices[i].x, this.vertices[i].y, 8)
//give the bullet a rotational velocity as if they were attached to a vertex
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[i]))), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
}
};
},
grenadierBoss(x, y, radius = 95) {
mobs.spawn(x, y, 6, radius, "rgb(0,235,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0001 * simulation.accelScale;
me.fireFreq = Math.floor(360 * simulation.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.035;
me.memory = 420;
me.repulsionRange = 1200000; //squared
// spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50, 1);
spawn.spawnOrbitals(me, radius + 125, 1);
spawn.spawnOrbitals(me, radius + 200, 1);
Matter.Body.setDensity(me, 0.004 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
for (let i = 0; i < 6; i++) {
spawn.grenade(this.position.x, this.position.y, 75 * simulation.CDScale);
const who = mob[mob.length - 1]
const speed = 4 * simulation.accelScale;
const angle = 2 * Math.PI * i / 6
Matter.Body.setVelocity(who, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
});
}
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
}
me.grenadeLimiter = 0
me.onDamage = function () {
if (this.grenadeLimiter < 240) {
this.grenadeLimiter += 60
spawn.grenade(this.position.x, this.position.y, 80 + Math.floor(60 * Math.random()));
const who = mob[mob.length - 1]
const velocity = Vector.mult(Vector.normalise(Vector.sub(player.position, who.position)), 3 * Math.sqrt(simulation.accelScale) + 4 * Math.random())
Matter.Body.setVelocity(who, {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
}
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
if (this.grenadeLimiter > 1) this.grenadeLimiter--
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
grenadier(x, y, radius = 35 + Math.ceil(Math.random() * 20)) {
mobs.spawn(x, y, 3, radius, "rgb(0,235,255)"); //rgb(255,100,200)
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.isVerticesChange = true
// Matter.Body.rotate(me, Math.PI)
// me.stroke = "transparent"; //used for drawSneaker
me.frictionStatic = 0;
me.friction = 0;
me.memory = 60 //140;
me.fireFreq = 0.0055 + Math.random() * 0.0015;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.0006 * simulation.accelScale;
me.frictionAir = 0.05;
me.torque = 0.0001 * me.inertia * (Math.random() > 0.5 ? -1 : 1)
me.fireDir = {
x: 0,
y: 0
};
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
spawn.grenade(this.position.x, this.position.y, 75 * simulation.CDScale);
// mob[mob.length - 1].collisionFilter.category = 0
mob[mob.length - 1].collisionFilter.mask = cat.player | cat.map;
}
// spawn.shield(me, x, y);
me.do = function () {
this.seePlayerCheck();
this.checkStatus();
if (!m.isBodiesAsleep) {
const setNoseShape = () => {
const mag = this.radius + this.radius * this.noseLength;
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
};
//throw a mob/bullet at player
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(simulation.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
// c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
//rotate towards fireAngle
const dot = Vector.dot({
x: Math.cos(angle),
y: Math.sin(angle)
}, this.fireDir)
const threshold = 0.03;
if (dot > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (dot < -threshold) {
this.torque -= 0.000004 * this.inertia;
} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
//fire
spawn.grenade(this.vertices[1].x, this.vertices[1].y);
const v = 5 * simulation.accelScale;
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + this.fireDir.x * v + Math.random(),
y: this.velocity.y + this.fireDir.y * v + Math.random()
});
this.noseLength = 0;
// recoil
this.force.x -= 0.005 * this.fireDir.x * this.mass;
this.force.y -= 0.005 * this.fireDir.y * this.mass;
}
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
setNoseShape();
} else if (this.noseLength > 0.1) {
this.noseLength -= this.fireFreq / 2;
setNoseShape();
}
}
};
},
grenade(x, y, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale), pulseRadius = Math.min(550, 250 + simulation.difficulty * 3), size = 3) {
mobs.spawn(x, y, 4, size, "rgb(215,0,190)"); //rgb(215,80,190)
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 20);
};
Matter.Body.setDensity(me, 0.00004); //normal is 0.001
me.lifeSpan = lifeSpan;
me.timeLeft = me.lifeSpan;
// me.g = 0.0002; //required if using this.gravity
me.frictionAir = 0;
me.restitution = 0.8;
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
me.isMobBullet = true;
me.onDeath = function () {
//damage player if in range
if (Vector.magnitude(Vector.sub(player.position, this.position)) < pulseRadius && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
m.damage(0.02 * simulation.dmgScale);
}
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: pulseRadius,
color: "rgba(255,0,220,0.3)",
time: simulation.drawTime
});
};
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.map | cat.body | cat.player
// me.collisionFilter.mask = 0
me.do = function () {
this.timeLimit();
ctx.beginPath(); //draw explosion outline
ctx.arc(this.position.x, this.position.y, pulseRadius * (1.01 - this.timeLeft / this.lifeSpan), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
ctx.fillStyle = "rgba(255,0,220,0.05)";
ctx.fill();
};
},
shieldingBoss(x, y, radius = 200) {
mobs.spawn(x, y, 9, radius, "rgb(150, 150, 255)");
let me = mob[mob.length - 1];
setTimeout(() => { //fix mob in place, but allow rotation
me.constraint = Constraint.create({
pointA: {
x: me.position.x,
y: me.position.y
},
bodyB: me,
stiffness: 0.0001,
damping: 1
});
Composite.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
Matter.Body.rotate(me, Math.random() * 2 * Math.PI)
// me.stroke = "rgb(220,220,255)"
me.isBoss = true;
me.cycle = 0
me.maxCycles = 110;
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.5;
// me.homePosition = { x: x, y: y };
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
Matter.Body.setDensity(me, 0.0045); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.onDamage = function () {
this.cycle = 0
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.checkStatus();
ctx.beginPath(); //draw cycle timer
ctx.moveTo(this.vertices[this.vertices.length - 1].x, this.vertices[this.vertices.length - 1].y)
const phase = (this.vertices.length + 1) * this.cycle / this.maxCycles
if (phase > 1) ctx.lineTo(this.vertices[0].x, this.vertices[0].y)
for (let i = 1; i < phase - 1; i++) {
ctx.lineTo(this.vertices[i].x, this.vertices[i].y)
}
ctx.lineWidth = 5
ctx.strokeStyle = "rgb(255,255,255)"
ctx.stroke();
if (!m.isBodiesAsleep) {
this.cycle++
if (this.cycle > this.maxCycles) {
this.cycle = 0
ctx.beginPath();
for (let i = 0; i < mob.length; i++) {
if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp && mob[i].alive && !mob[i].isBoss) {
ctx.moveTo(this.position.x, this.position.y)
ctx.lineTo(mob[i].position.x, mob[i].position.y)
spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
}
}
if (!this.isShielded && this.alive) spawn.shield(this, this.position.x, this.position.y, 1, true);
ctx.lineWidth = 20
ctx.strokeStyle = "rgb(200,200,255)"
ctx.stroke();
}
}
};
},
streamBoss(x, y, radius = 110) {
mobs.spawn(x, y, 5, radius, "rgb(245,180,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
// me.accelMag = 0.00023 * simulation.accelScale;
me.accelMag = 0.00008 * simulation.accelScale;
// me.fireFreq = Math.floor(30 * simulation.CDScale)
me.canFire = false;
me.closestVertex1 = 0;
me.closestVertex2 = 1;
me.cycle = 0
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.022;
me.memory = 240;
me.repulsionRange = 1200000; //squared
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
};
me.onDamage = function () { };
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
this.repulsion();
this.cycle++
if (this.seePlayer.recall && ((this.cycle % 15) === 0) && !m.isBodiesAsleep) {
if (this.canFire) {
if (this.cycle > 120) {
this.cycle = 0
this.canFire = false
// Matter.Body.setAngularVelocity(this, 0.1)
// const forceMag = 0.01 * this.mass;
// const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
// this.force.x -= 2 * forceMag * Math.cos(angle);
// this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
}
spawn.seeker(this.vertices[this.closestVertex1].x, this.vertices[this.closestVertex1].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
spawn.seeker(this.vertices[this.closestVertex2].x, this.vertices[this.closestVertex2].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity2 = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex2])), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity2.x,
y: this.velocity.y + velocity2.y
});
} else if (this.cycle > 210) {
this.cycle = 0
this.canFire = true
//find closest 2 vertexes
let distance2 = Infinity
for (let i = 0; i < this.vertices.length; i++) {
const d = Vector.magnitudeSquared(Vector.sub(this.vertices[i], player.position))
if (d < distance2) {
distance2 = d
this.closestVertex2 = this.closestVertex1
this.closestVertex1 = i
}
}
if (this.closestVertex2 === this.closestVertex1) {
this.closestVertex2++
if (this.closestVertex2 === this.vertices.length) this.closestVertex2 = 0
}
}
}
};
},
seeker(x, y, radius = 8, sides = 6) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,255)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
this.explode(this.mass * 20);
};
Matter.Body.setDensity(me, 0.000015); //normal is 0.001
me.timeLeft = 420 //* (0.8 + 0.4 * Math.random());
me.accelMag = 0.00017 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
me.frictionAir = 0.01 //* (0.8 + 0.4 * Math.random());
me.restitution = 0.5;
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
// this.seePlayer.yes = false;
this.alwaysSeePlayer()
this.attraction();
this.timeLimit();
};
},
spawner(x, y, radius = 55 + Math.ceil(Math.random() * 50)) {
mobs.spawn(x, y, 4, radius, "rgb(255,150,0)");
let me = mob[mob.length - 1];
me.g = 0.0004; //required if using this.gravity
me.leaveBody = false;
// me.isDropPowerUp = false;
me.onDeath = function () { //run this function on death
for (let i = 0; i < Math.ceil(this.mass * 0.15 + Math.random() * 2.5); ++i) {
spawn.spawns(this.position.x + (Math.random() - 0.5) * radius * 2.5, this.position.y + (Math.random() - 0.5) * radius * 2.5);
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + (Math.random() - 0.5) * 15,
y: this.velocity.x + (Math.random() - 0.5) * 15
});
}
};
spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
spawns(x, y, radius = 15) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.onHit = function () { //run this function on hitting player
this.explode();
};
// me.stroke = "transparent"
me.collisionFilter.mask = cat.player | cat.bullet | cat.body | cat.map | cat.mob
me.showHealthBar = false;
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
me.g = 0.00002; //required if using this.gravity
me.accelMag = 0.00012 * simulation.accelScale;
// me.memory = 30;
me.isDropPowerUp = false
me.leaveBody = false;
me.seePlayerFreq = Math.floor((80 + 50 * Math.random()));
me.frictionAir = 0.004;
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
// this.alwaysSeePlayer();
// this.checkStatus();
// this.attraction();
};
},
// exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
// mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
// let me = mob[mob.length - 1];
// me.onHit = function() { //run this function on hitting player
// this.explode();
// };
// me.g = 0.0003; //required if using this.gravity
// me.seePlayerFreq = 50 + Math.floor(Math.random() * 20)
// me.do = function() {
// this.gravity();
// if (!(simulation.cycle % this.seePlayerFreq)) {
// if (
// this.distanceToPlayer2() < this.seeAtDistance2 &&
// Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
// !m.isCloak
// ) {
// this.foundPlayer();
// } else if (this.seePlayer.recall) {
// for (let i = 0; i < 20; i++) {
// let history = m.history[(m.cycle - 30 * i) % 600]
// if (Matter.Query.ray(map, this.position, history.position).length === 0) {
// this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
// this.seePlayer.position.x = history.position.x;
// this.seePlayer.position.y = history.position.y;
// ctx.beginPath();
// ctx.moveTo(this.position.x, this.position.y);
// ctx.lineTo(history.position.x, history.position.y);
// ctx.lineWidth = 5;
// ctx.strokeStyle = "#000";
// ctx.stroke();
// break
// }
// }
// this.lostPlayer();
// }
// }
// this.checkStatus();
// this.attraction();
// };
// },
exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.onHit = function () {
//run this function on hitting player
this.explode();
};
me.g = 0.0004; //required if using this.gravity
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
snakeSpitBoss(x, y, radius = 50) {
const nodes = Math.min(8 + Math.ceil(0.5 * simulation.difficulty), 40)
let angle = Math.PI
let mag = 300
const color1 = "rgb(235,180,255)"
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0001 + 0.0002 * Math.sqrt(simulation.accelScale)
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.0022 + 0.00022 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
mob[i].removeConsBB();
}
}
};
me.canFire = false;
me.closestVertex1 = 0;
// me.closestVertex2 = 1;
me.cycle = 0
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerByHistory()
this.checkStatus();
this.attraction();
this.cycle++
if (this.seePlayer.recall && ((this.cycle % 10) === 0) && !m.isBodiesAsleep) {
if (this.canFire) {
if (this.cycle > 120) {
this.cycle = 0
this.canFire = false
// Matter.Body.setAngularVelocity(this, 0.1)
// const forceMag = 0.01 * this.mass;
// const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
// this.force.x -= 2 * forceMag * Math.cos(angle);
// this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
}
spawn.seeker(this.vertices[this.closestVertex1].x, this.vertices[this.closestVertex1].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
// spawn.seeker(this.vertices[this.closestVertex2].x, this.vertices[this.closestVertex2].y, 6)
// Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
// const velocity2 = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex2])), -10)
// Matter.Body.setVelocity(mob[mob.length - 1], {
// x: this.velocity.x + velocity2.x,
// y: this.velocity.y + velocity2.y
// });
} else if (this.cycle > 210) {
this.cycle = 0
this.canFire = true
//find closest 2 vertexes
let distance2 = Infinity
for (let i = 0; i < this.vertices.length; i++) {
const d = Vector.magnitudeSquared(Vector.sub(this.vertices[i], player.position))
if (d < distance2) {
distance2 = d
// this.closestVertex2 = this.closestVertex1
this.closestVertex1 = i
}
}
// if (this.closestVertex2 === this.closestVertex1) {
// this.closestVertex2++
// if (this.closestVertex2 === this.vertices.length) this.closestVertex2 = 0
// }
}
}
};
//extra space to give head room
angle -= 0.1
mag -= 10
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
}
this.constrain2AdjacentMobs(nodes, Math.random() * 0.06 + 0.01);
for (let i = mob.length - 1, len = i - nodes; i > len; i--) { //set alternating colors
if (i % 2) {
mob[i].fill = "#778"
} else {
mob[i].fill = color1
}
}
//constraint with first 3 mobs in line
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 1],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 2],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
// spawn.shield(me, x, y, 1);
},
snakeBoss(x, y, radius = 50) { //snake boss with a laser head
const nodes = Math.min(8 + Math.ceil(0.5 * simulation.difficulty), 40)
let angle = Math.PI
let mag = 300
const color1 = "#f27"
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.00077 * simulation.accelScale;
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.00165 + 0.00011 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
mob[i].removeConsBB();
}
}
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerByHistory()
this.checkStatus();
this.attraction();
this.harmZone();
};
//extra space to give head room
angle -= 0.1
mag -= 10
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
}
this.constrain2AdjacentMobs(nodes, Math.random() * 0.06 + 0.01);
for (let i = mob.length - 1, len = i - nodes; i > len; i--) { //set alternating colors
if (i % 2) {
mob[i].fill = "#333"
} else {
mob[i].fill = color1
}
}
//constraint with first 3 mobs in line
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 1],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 2],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
// spawn.shield(me, x, y, 1);
},
snakeBody(x, y, radius = 10) {
mobs.spawn(x, y, 8, radius, "rgba(0,180,180,0.4)");
let me = mob[mob.length - 1];
me.collisionFilter.mask = cat.bullet | cat.player | cat.mob //| cat.body
me.accelMag = 0.0004 * simulation.accelScale;
me.leaveBody = false;
me.showHealthBar = false;
me.isDropPowerUp = false;
// Matter.Body.setDensity(me, 0.00004); //normal is 0.001
me.frictionAir = 0.02;
me.isSnakeTail = true;
me.stroke = "transparent"
me.onDeath = function () {
if (this.isSnakeTail) { //wake up tail mobs
for (let i = 0; i < mob.length; i++) {
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
mob[i].removeConsBB();
}
}
}
};
me.do = function () {
this.checkStatus();
};
me.doActive = function () {
this.checkStatus();
this.alwaysSeePlayer();
this.attraction();
};
},
tetherBoss(x, y, constraint, radius = 90) {
// constrained mob boss for the towers level
// often has a ring of mobs around it
mobs.spawn(x, y, 8, radius, "rgb(0,60,80)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.g = 0.0001; //required if using this.gravity
me.accelMag = 0.002 * simulation.accelScale;
me.memory = 20;
Matter.Body.setDensity(me, 0.0005 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
cons[cons.length] = Constraint.create({
pointA: {
x: constraint.x,
y: constraint.y
},
bodyB: me,
stiffness: 0.00012
});
Composite.add(engine.world, cons[cons.length - 1]);
spawn.shield(me, x, y, 1);
setTimeout(() => { spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random()) }, 100); //have to wait a sec so the tether constraint doesn't attach to an orbital
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
this.removeCons(); //remove constraint
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.gravity();
this.seePlayerCheck();
this.checkStatus();
this.attraction();
};
},
shield(target, x, y, chance = Math.min(0.02 + simulation.difficulty * 0.005, 0.2) + tech.duplicationChance(), isExtraShield = false) {
if (this.allowShields && Math.random() < chance) {
mobs.spawn(x, y, 9, target.radius + 30, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];
me.stroke = "rgb(220,220,255)";
Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.shield = true;
me.damageReduction = 0.075 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.isUnblockable = true
me.isExtraShield = isExtraShield //this prevents spamming with tech.isShieldAmmo
me.collisionFilter.category = cat.mobShield
me.collisionFilter.mask = cat.bullet;
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: target, //attach shield to target
stiffness: 0.4,
damping: 0.1
});
Composite.add(engine.world, consBB[consBB.length - 1]);
me.onDamage = function () {
//make sure the mob that owns the shield can tell when damage is done
this.alertNearByMobs();
this.fill = `rgba(220,220,255,${0.3 + 0.6 * this.health})`
};
me.leaveBody = false;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.shieldTargetID = target.id
target.isShielded = true;
me.onDeath = function () {
//clear isShielded status from target
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].id === this.shieldTargetID) mob[i].isShielded = false;
}
};
me.do = function () {
this.checkStatus();
};
mob.unshift(me); //move shield to the front of the array, so that mob is behind shield graphically
//swap order of shield and mob, so that mob is behind shield graphically
// mob[mob.length - 1] = mob[mob.length - 2];
// mob[mob.length - 2] = me;
}
},
groupShield(targets, x, y, radius, stiffness = 0.4) {
const nodes = targets.length
mobs.spawn(x, y, 9, radius, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];
me.stroke = "rgb(220,220,255)";
Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.frictionAir = 0;
me.shield = true;
me.damageReduction = 0.075 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.collisionFilter.category = cat.mobShield
me.collisionFilter.mask = cat.bullet;
for (let i = 0; i < nodes; ++i) {
mob[mob.length - i - 2].isShielded = true;
//constrain to all mob nodes in group
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 2],
stiffness: stiffness,
damping: 0.1
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
me.onDamage = function () {
this.alertNearByMobs(); //makes sure the mob that owns the shield can tell when damage is done
this.fill = `rgba(220,220,255,${0.3 + 0.6 * this.health})`
};
me.onDeath = function () {
//clear isShielded status from target
for (let j = 0; j < targets.length; j++) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].id === targets[j]) mob[i].isShielded = false;
}
}
};
me.leaveBody = false;
me.isDropPowerUp = false;
me.showHealthBar = false;
mob[mob.length - 1] = mob[mob.length - 1 - nodes];
mob[mob.length - 1 - nodes] = me;
me.do = function () {
this.checkStatus();
};
},
spawnOrbitals(who, radius, chance = Math.min(0.25 + simulation.difficulty * 0.005)) {
if (Math.random() < chance) {
// simulation.difficulty = 50
const len = Math.floor(Math.min(15, 3 + Math.sqrt(simulation.difficulty))) // simulation.difficulty = 40 on hard mode level 10
const speed = (0.007 + 0.003 * Math.random() + 0.004 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
for (let i = 0; i < len; i++) spawn.orbital(who, radius, i / len * 2 * Math.PI, speed)
}
},
orbital(who, radius, phase, speed) {
// for (let i = 0, len = 7; i < len; i++) spawn.orbital(me, radius + 250, 2 * Math.PI / len * i)
mobs.spawn(who.position.x, who.position.y, 8, 12, "rgb(255,0,150)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
Matter.Body.setDensity(me, 0.1); //normal is 0.001
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.showHealthBar = false;
me.isOrbital = true;
// me.isShielded = true
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.bullet; //cat.player | cat.map | cat.body
me.do = function () {
//if host is gone
if (!who || !who.alive) {
this.death();
return
}
//set orbit
const time = simulation.cycle * speed + phase
const orbit = {
x: Math.cos(time),
y: Math.sin(time)
}
Matter.Body.setPosition(this, Vector.add(who.position, Vector.mult(orbit, radius))) //bullets move with player
//damage player
if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
const dmg = 0.035 * simulation.dmgScale
m.damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: dmg * 500,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
this.death();
}
};
},
orbitalBoss(x, y, radius = 88) {
const nodeBalance = Math.random()
const nodes = Math.min(15, Math.floor(2 + 4 * nodeBalance + 0.75 * Math.sqrt(simulation.difficulty)))
mobs.spawn(x, y, nodes, radius, "rgb(255,0,150)");
let me = mob[mob.length - 1];
me.isBoss = true;
Matter.Body.setDensity(me, 0.0017 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 2000000;
me.memory = Infinity;
me.frictionAir = 0.04;
me.accelMag = 0.0003 * simulation.accelScale
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
spawn.shield(me, x, y, 1);
const rangeInnerVsOuter = Math.random()
let speed = (0.009 + 0.0011 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
let range = radius + 400 + 200 * rangeInnerVsOuter + nodes * 7
for (let i = 0; i < nodes; i++) spawn.orbital(me, range, i / nodes * 2 * Math.PI, speed)
const orbitalIndexes = [] //find indexes for all the current nodes
for (let i = 0; i < nodes; i++) orbitalIndexes.push(mob.length - 1 - i)
// add orbitals for each orbital
range = Math.max(60, 100 + 100 * Math.random() - nodes * 3 - rangeInnerVsOuter * 80)
speed = speed * (1.25 + 2 * Math.random())
const subNodes = Math.max(2, Math.floor(6 - 5 * nodeBalance + 0.5 * Math.sqrt(simulation.difficulty)))
for (let j = 0; j < nodes; j++) {
for (let i = 0, len = subNodes; i < len; i++) spawn.orbital(mob[orbitalIndexes[j]], range, i / len * 2 * Math.PI, speed)
}
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function () {
// this.armor();
this.seePlayerCheckByDistance();
this.checkStatus();
this.attraction();
};
},
//complex constrained mob templates**********************************************************************
//*******************************************************************************************************
allowShields: true,
nodeGroup(
x,
y,
spawn = "striker",
nodes = Math.min(2 + Math.ceil(Math.random() * (simulation.difficulty + 2)), 8),
//Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(simulation.difficulty/2)),
radius = Math.ceil(Math.random() * 10) + 17, // radius of each node mob
sideLength = Math.ceil(Math.random() * 100) + 70, // distance between each node mob
stiffness = Math.random() * 0.03 + 0.005
) {
this.allowShields = false; //don't want shields on individual group mobs
const angle = 2 * Math.PI / nodes
let targets = []
for (let i = 0; i < nodes; ++i) {
let whoSpawn = spawn;
if (spawn === "random") {
whoSpawn = this.fullPickList[Math.floor(Math.random() * this.fullPickList.length)];
} else if (spawn === "randomList") {
whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)];
}
this[whoSpawn](x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius);
targets.push(mob[mob.length - 1].id) //track who is in the group, for shields
}
if (Math.random() < 0.3) {
this.constrain2AdjacentMobs(nodes, stiffness * 2, true);
} else {
this.constrainAllMobCombos(nodes, stiffness);
}
//spawn shield for entire group
if (nodes > 2 && Math.random() < 0.998) {
this.groupShield(targets, x, y, sideLength + 2.5 * radius + nodes * 6 - 25);
}
this.allowShields = true;
},
lineGroup(
x,
y,
spawn = "striker",
nodes = Math.min(3 + Math.ceil(Math.random() * simulation.difficulty + 2), 8),
//Math.ceil(Math.random() * 3) + Math.min(4,Math.ceil(simulation.difficulty/2)),
radius = Math.ceil(Math.random() * 10) + 17,
l = Math.ceil(Math.random() * 80) + 30,
stiffness = Math.random() * 0.06 + 0.01
) {
this.allowShields = false; //don't want shields on individual group mobs
for (let i = 0; i < nodes; ++i) {
let whoSpawn = spawn;
if (spawn === "random") {
whoSpawn = this.fullPickList[Math.floor(Math.random() * this.fullPickList.length)];
} else if (spawn === "randomList") {
whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)];
}
this[whoSpawn](x + i * radius + i * l, y, radius);
}
this.constrain2AdjacentMobs(nodes, stiffness);
this.allowShields = true;
},
//constraints ************************************************************************************************
//*************************************************************************************************************
constrainAllMobCombos(nodes, stiffness) {
//runs through every combination of last 'num' bodies and constrains them
for (let i = 1; i < nodes + 1; ++i) {
for (let j = i + 1; j < nodes + 1; ++j) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - i],
bodyB: mob[mob.length - j],
stiffness: stiffness
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
}
},
constrain2AdjacentMobs(nodes, stiffness, loop = false) {
//runs through every combination of last 'num' bodies and constrains them
for (let i = 0; i < nodes - 1; ++i) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - i - 1],
bodyB: mob[mob.length - i - 2],
stiffness: stiffness
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
if (nodes > 2) {
for (let i = 0; i < nodes - 2; ++i) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - i - 1],
bodyB: mob[mob.length - i - 3],
stiffness: stiffness
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
}
//optional connect the tail to head
if (loop && nodes > 3) {
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - 1],
bodyB: mob[mob.length - nodes],
stiffness: stiffness
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - 2],
bodyB: mob[mob.length - nodes],
stiffness: stiffness
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - 1],
bodyB: mob[mob.length - nodes + 1],
stiffness: stiffness
});
Composite.add(engine.world, consBB[consBB.length - 1]);
}
},
constraintPB(x, y, bodyIndex, stiffness) {
cons[cons.length] = Constraint.create({
pointA: {
x: x,
y: y
},
bodyB: body[bodyIndex],
stiffness: stiffness
});
Composite.add(engine.world, cons[cons.length - 1]);
},
constraintBB(bodyIndexA, bodyIndexB, stiffness) {
consBB[consBB.length] = Constraint.create({
bodyA: body[bodyIndexA],
bodyB: body[bodyIndexB],
stiffness: stiffness
});
Composite.add(engine.world, consBB[consBB.length - 1]);
},
// body and map spawns ******************************************************************************
//**********************************************************************************************
wireHead() {
//not a mob, just a graphic for level 1
const breakingPoint = 1300
mobs.spawn(breakingPoint, -100, 0, 7.5, "transparent");
let me = mob[mob.length - 1];
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.inertia = Infinity;
me.g = 0.0004; //required for gravity
me.restitution = 0;
me.stroke = "transparent"
me.freeOfWires = false;
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.do = function () {
let wireX = -50;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (m.pos.x > breakingPoint) {
this.freeOfWires = true;
this.fill = "#000"
this.force.x += -0.003;
player.force.x += 0.06;
// player.force.y -= 0.15;
}
//player is extra heavy from wires
Matter.Body.setVelocity(player, {
x: player.velocity.x,
y: player.velocity.y + 0.3
})
//player friction from the wires
if (m.pos.x > 700 && player.velocity.x > -2) {
let wireFriction = 0.75 * Math.min(0.6, Math.max(0, 100 / (breakingPoint - m.pos.x)));
if (!m.onGround) wireFriction *= 3
Matter.Body.setVelocity(player, {
x: player.velocity.x - wireFriction,
y: player.velocity.y
})
}
//move to player
Matter.Body.setPosition(this, {
x: m.pos.x + (42 * Math.cos(m.angle + Math.PI)),
y: m.pos.y + (42 * Math.sin(m.angle + Math.PI))
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
if (!this.freeOfWires) ctx.lineTo(m.pos.x + (30 * Math.cos(m.angle + Math.PI)), m.pos.y + (30 * Math.sin(m.angle + Math.PI)));
ctx.lineCap = "butt";
ctx.lineWidth = 15;
ctx.strokeStyle = "#000";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireKnee() {
//not a mob, just a graphic for level 1
const breakingPoint = 1425
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
// me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.restitution = 0;
me.freeOfWires = false;
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.do = function () {
let wireX = -50 - 20;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (m.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x -= 0.0004;
this.fill = "#222";
}
//move mob to player
m.calcLeg(0, 0);
Matter.Body.setPosition(this, {
x: m.pos.x + m.flipLegs * m.knee.x - 5,
y: m.pos.y + m.knee.y
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.strokeStyle = "#222";
ctx.lineCap = "butt";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireKneeLeft() {
//not a mob, just a graphic for level 1
const breakingPoint = 1400
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
// me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.restitution = 0;
me.freeOfWires = false;
me.frictionStatic = 1;
me.friction = 1;
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.do = function () {
let wireX = -50 - 35;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (m.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x += -0.0003;
this.fill = "#333";
}
//move mob to player
m.calcLeg(Math.PI, -3);
Matter.Body.setPosition(this, {
x: m.pos.x + m.flipLegs * m.knee.x - 5,
y: m.pos.y + m.knee.y
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.lineCap = "butt";
ctx.strokeStyle = "#333";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireFoot() {
//not a mob, just a graphic for level 1
const breakingPoint = 1350
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.freeOfWires = false;
// me.frictionStatic = 1;
// me.friction = 1;
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.do = function () {
let wireX = -50 + 16;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (m.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x += -0.0006;
this.fill = "#111";
}
//move mob to player
m.calcLeg(0, 0);
Matter.Body.setPosition(this, {
x: m.pos.x + m.flipLegs * m.foot.x - 5,
y: m.pos.y + m.foot.y - 1
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.lineCap = "butt";
ctx.strokeStyle = "#111";
ctx.stroke();
ctx.lineCap = "round";
};
},
wireFootLeft() {
//not a mob, just a graphic for level 1
const breakingPoint = 1325
mobs.spawn(breakingPoint, -100, 0, 2, "transparent");
let me = mob[mob.length - 1];
//touch nothing
me.collisionFilter.category = cat.body;
me.collisionFilter.mask = cat.map;
me.g = 0.0003; //required for gravity
me.restitution = 0;
me.stroke = "transparent"
// me.inertia = Infinity;
me.freeOfWires = false;
// me.frictionStatic = 1;
// me.friction = 1;
me.frictionAir = 0.01;
me.isDropPowerUp = false;
me.showHealthBar = false;
me.isBadTarget = true;
me.isUnblockable = true;
me.do = function () {
let wireX = -50 + 26;
let wireY = -1000;
if (this.freeOfWires) {
this.gravity();
} else {
if (m.pos.x > breakingPoint) {
this.freeOfWires = true;
this.force.x += -0.0005;
this.fill = "#222";
}
//move mob to player
m.calcLeg(Math.PI, -3);
Matter.Body.setPosition(this, {
x: m.pos.x + m.flipLegs * m.foot.x - 5,
y: m.pos.y + m.foot.y - 1
})
}
//draw wire
ctx.beginPath();
ctx.moveTo(wireX, wireY);
ctx.quadraticCurveTo(wireX, 0, this.position.x, this.position.y);
ctx.lineWidth = 5;
ctx.strokeStyle = "#222";
ctx.lineCap = "butt";
ctx.stroke();
ctx.lineCap = "round";
};
},
boost(x, y, height = 1000) {
spawn.mapVertex(x + 50, y + 35, "120 40 -120 40 -50 -40 50 -40");
level.addQueryRegion(x, y - 20, 100, 20, "boost", [
[player], body, mob, powerUp, bullet
], -1.21 * Math.sqrt(Math.abs(height)));
},
blockDoor(x, y, blockSize = 60) {
spawn.mapRect(x, y - 290, 40, 60); // door lip
spawn.mapRect(x, y, 40, 50); // door lip
for (let i = 0; i < 4; ++i) {
spawn.bodyRect(x + 5, y - 260 + i * blockSize + i * 3, 30, blockSize);
}
},
debris(x, y, width, number = Math.floor(2 + Math.random() * 9)) {
for (let i = 0; i < number; ++i) {
if (Math.random() < 0.15) {
powerUps.chooseRandomPowerUp(x + Math.random() * width, y);
} else {
const size = 18 + Math.random() * 25;
spawn.bodyRect(x + Math.random() * width, y, size * (0.6 + Math.random()), size * (0.6 + Math.random()), 1);
// body[body.length] = Bodies.rectangle(x + Math.random() * width, y, size * (0.6 + Math.random()), size * (0.6 + Math.random()));
}
}
},
bodyRect(x, y, width, height, chance = 1, properties = {
friction: 0.05,
frictionAir: 0.001,
}) {
if (Math.random() < chance) body[body.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
},
bodyVertex(x, y, vector, properties) { //adds shape to body array
body[body.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
},
mapRect(x, y, width, height, properties) { //adds rectangle to map array
map[map.length] = Bodies.rectangle(x + width / 2, y + height / 2, width, height, properties);
},
mapVertex(x, y, vector, properties) { //adds shape to map array
map[map.length] = Matter.Bodies.fromVertices(x, y, Vertices.fromPath(vector), properties);
},
//complex map templates
spawnBuilding(x, y, w, h, leftDoor, rightDoor, walledSide) {
this.mapRect(x, y, w, 25); //roof
this.mapRect(x, y + h, w, 35); //ground
if (walledSide === "left") {
this.mapRect(x, y, 25, h); //wall left
} else {
this.mapRect(x, y, 25, h - 150); //wall left
if (leftDoor) {
this.bodyRect(x + 5, y + h - 150, 15, 150, this.propsFriction); //door left
}
}
if (walledSide === "right") {
this.mapRect(x - 25 + w, y, 25, h); //wall right
} else {
this.mapRect(x - 25 + w, y, 25, h - 150); //wall right
if (rightDoor) {
this.bodyRect(x + w - 20, y + h - 150, 15, 150, this.propsFriction); //door right
}
}
},
spawnStairs(x, y, num, w, h, stepRight) {
w += 50;
if (stepRight) {
for (let i = 0; i < num; i++) {
this.mapRect(x - (w / num) * (1 + i), y - h + (i * h) / num, w / num + 50, h - (i * h) / num + 50);
}
} else {
for (let i = 0; i < num; i++) {
this.mapRect(x + (i * w) / num, y - h + (i * h) / num, w / num + 50, h - (i * h) / num + 50);
}
}
},
//pre-made property options*************************************************************************************
//*************************************************************************************************************
//Object.assign({}, propsHeavy, propsBouncy, propsNoRotation) //will combine properties into a new object
propsFriction: {
friction: 0.5,
frictionAir: 0.02,
frictionStatic: 1
},
propsFrictionMedium: {
friction: 0.15,
frictionStatic: 1
},
propsBouncy: {
friction: 0,
frictionAir: 0,
frictionStatic: 0,
restitution: 1
},
propsSlide: {
friction: 0.003,
frictionStatic: 0.4,
restitution: 0,
density: 0.002
},
propsLight: {
density: 0.001
},
propsOverBouncy: {
friction: 0,
frictionAir: 0,
frictionStatic: 0,
restitution: 1.05
},
propsHeavy: {
density: 0.01 //default density is 0.001
},
propsIsNotHoldable: {
isNotHoldable: true
},
propsNoRotation: {
inertia: Infinity //prevents rotation
},
propsHoist: {
inertia: Infinity, //prevents rotation
frictionAir: 0.001,
friction: 0.0001,
frictionStatic: 0,
restitution: 0,
isNotHoldable: true
// density: 0.0001
},
propsDoor: {
density: 0.001, //default density is 0.001
friction: 0,
frictionAir: 0.03,
frictionStatic: 0,
restitution: 0
},
sandPaper: {
friction: 1,
frictionStatic: 1,
restitution: 0
}
};