harpoon gun
shaped more like a harpoon
grabs power ups slower, and from the tip of the harpoon
only uses energy on returning
doesn't have thrust if there is no mob target
tech: reticulum - make one more harpoon if there are mobs nearby that you are facing
I'm letting this stack to 9 even though it's silly cause that is n-gon's style
tech: ceramics now lets both harpoons and needles ignore shields
this was coded poorly so if shield bugs show up it might be from this
tech: fragmentation makes ~15% fewer nails for everything it affects
tech: filament gives 3% length per ammo (was 1%)
also length is capped at 75 ammo because after that it's just annoying
tech: unaaq is longer at low ammo but scales slower at high ammo
bugs
fixed laser collisions on player head when crouching
returned experiment gun and field circles
245 lines
13 KiB
JavaScript
245 lines
13 KiB
JavaScript
//matter.js ***********************************************************
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// module aliases
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const Engine = Matter.Engine,
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Events = Matter.Events,
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Composites = Matter.Composites,
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Composite = Matter.Composite,
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Constraint = Matter.Constraint,
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Vertices = Matter.Vertices,
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Query = Matter.Query,
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Body = Matter.Body,
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Bodies = Matter.Bodies,
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Vector = Matter.Vector;
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// create an engine
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const engine = Engine.create();
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engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
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// engine.velocityIterations = 100
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// engine.positionIterations = 100
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// engine.enableSleeping = true
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// matter events
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function playerOnGroundCheck(event) {
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//runs on collisions events
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function enter() {
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m.numTouching++;
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if (!m.onGround) {
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m.onGround = true;
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if (m.crouch) {
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if (m.checkHeadClear()) {
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m.undoCrouch();
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} else {
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m.yOffGoal = m.yOffWhen.crouch;
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}
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} else {
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//sets a hard land where player stays in a crouch for a bit and can't jump
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//crouch is forced in groundControl below
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const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
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if (momentum > 130) {
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m.doCrouch();
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m.yOff = m.yOffWhen.jump;
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m.hardLandCD = m.cycle + Math.min(momentum / 6.5 - 6, 40)
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//falling damage
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if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
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m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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}
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} else {
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m.yOffGoal = m.yOffWhen.stand;
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}
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}
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}
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}
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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let pair = pairs[i];
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if (pair.bodyA === jumpSensor) {
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m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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} else if (pair.bodyB === jumpSensor) {
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m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
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if (m.standingOn.alive !== true) enter();
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}
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}
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m.numTouching = 0;
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}
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function playerOffGroundCheck(event) {
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//runs on collisions events
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; ++i) {
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if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
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if (m.onGround && m.numTouching === 0) {
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m.onGround = false;
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m.hardLandCD = 0 // disable hard landing
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if (m.checkHeadClear()) {
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if (m.crouch) {
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m.undoCrouch();
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}
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m.yOffGoal = m.yOffWhen.jump;
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}
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}
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}
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}
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}
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function collisionChecks(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//mob + (player,bullet,body) collisions
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for (let k = 0; k < mob.length; k++) {
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if (mob[k].alive) {
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if (pairs[i].bodyA === mob[k]) {
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collideMob(pairs[i].bodyB);
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break;
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} else if (pairs[i].bodyB === mob[k]) {
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collideMob(pairs[i].bodyA);
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break;
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}
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function collideMob(obj) {
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//player + mob collision
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if (
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m.immuneCycle < m.cycle &&
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(obj === playerBody || obj === playerHead) &&
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// (obj === player) &&
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!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
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) {
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mob[k].foundPlayer();
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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if (tech.isRewindAvoidDeath && m.energy > 0.66) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
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m.damage(dmg);
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return
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}
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if (tech.isFlipFlop) {
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if (tech.isFlipFlopOn) {
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tech.isFlipFlopOn = false
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = 'transparent'
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if (!tech.isFlipFlopHarm) m.damage(dmg);
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} else {
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tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
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if (document.getElementById("tech-flip-flop")) document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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m.damage(dmg);
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}
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} else {
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m.damage(dmg); //normal damage
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}
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if (tech.isCollisionRealitySwitch) {
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m.switchWorlds()
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simulation.trails()
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simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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}
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit(k);
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, {
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x: player.velocity.x + 8 * Math.cos(angle),
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y: player.velocity.y + 8 * Math.sin(angle)
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});
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Matter.Body.setVelocity(mob[k], {
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x: mob[k].velocity.x - 8 * Math.cos(angle),
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y: mob[k].velocity.y - 8 * Math.sin(angle)
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});
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if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy) {
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m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
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if (m.immuneCycle === m.cycle + tech.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
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mob[k].death();
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 2000,
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color: "rgba(255,0,255,0.2)",
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time: simulation.drawTime
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});
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} else {
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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color: simulation.mobDmgColor,
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time: simulation.drawTime
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});
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}
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// return;
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// }
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} else {
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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// console.log(dmg)
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mob[k].damage(dmg);
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if (mob[k].alive) mob[k].foundPlayer();
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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return;
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}
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//mob + body collisions
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2.5 : 1) * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
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if (mob[k].isShielded) dmg *= 0.7
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// console.log(dmg)
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mob[k].damage(dmg, true);
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if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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type = "heal"
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} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
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type = "research"
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}
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powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
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}
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const stunTime = dmg / Math.sqrt(obj.mass)
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if (stunTime > 0.5) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
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if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
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if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
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obj.hasFragmented = true;
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b.targetedNail(obj.position, tech.fragments * 4)
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}
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simulation.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function(event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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if (m.alive) collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function(event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function(event) {
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playerOffGroundCheck(event);
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}); |