1937 lines
91 KiB
JavaScript
1937 lines
91 KiB
JavaScript
// game Object ********************************************************
|
|
//*********************************************************************
|
|
const simulation = {
|
|
loop() { }, //main game loop, gets set to normal or testing loop
|
|
normalLoop() {
|
|
simulation.gravity();
|
|
Engine.update(engine, simulation.delta);
|
|
simulation.wipe();
|
|
simulation.textLog();
|
|
if (m.onGround) {
|
|
m.groundControl()
|
|
} else {
|
|
m.airControl()
|
|
}
|
|
m.move();
|
|
m.look();
|
|
simulation.camera();
|
|
level.custom();
|
|
powerUps.do();
|
|
mobs.draw();
|
|
simulation.draw.cons();
|
|
simulation.draw.body();
|
|
if (!m.isBodiesAsleep) mobs.loop();
|
|
mobs.healthBar();
|
|
m.draw();
|
|
m.hold();
|
|
// v.draw(); //working on visibility work in progress
|
|
level.customTopLayer();
|
|
simulation.draw.drawMapPath();
|
|
b.fire();
|
|
b.bulletRemove();
|
|
b.bulletDraw();
|
|
if (!m.isBodiesAsleep) b.bulletDo();
|
|
simulation.drawCircle();
|
|
simulation.runEphemera();
|
|
// simulation.clip();
|
|
ctx.restore();
|
|
simulation.drawCursor();
|
|
// simulation.pixelGraphics();
|
|
},
|
|
testingLoop() {
|
|
simulation.gravity();
|
|
Engine.update(engine, simulation.delta);
|
|
simulation.wipe();
|
|
simulation.textLog();
|
|
if (m.onGround) {
|
|
m.groundControl()
|
|
} else {
|
|
m.airControl()
|
|
}
|
|
m.move();
|
|
m.look();
|
|
simulation.camera();
|
|
level.custom();
|
|
m.draw();
|
|
m.hold();
|
|
level.customTopLayer();
|
|
simulation.draw.wireFrame();
|
|
if (input.fire && m.fireCDcycle < m.cycle) {
|
|
m.fireCDcycle = m.cycle + 15; //fire cooldown
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
|
|
console.log(mob[i])
|
|
}
|
|
}
|
|
}
|
|
simulation.draw.cons();
|
|
simulation.draw.testing();
|
|
simulation.drawCircle();
|
|
simulation.runEphemera();
|
|
simulation.constructCycle()
|
|
ctx.restore();
|
|
simulation.testingOutput();
|
|
simulation.drawCursor();
|
|
},
|
|
isTimeSkipping: false,
|
|
timeSkip(cycles = 60) {
|
|
simulation.isTimeSkipping = true;
|
|
for (let i = 0; i < cycles; i++) {
|
|
simulation.cycle++;
|
|
m.cycle++;
|
|
simulation.gravity();
|
|
Engine.update(engine, simulation.delta);
|
|
if (m.onGround) {
|
|
m.groundControl()
|
|
} else {
|
|
m.airControl()
|
|
}
|
|
m.move();
|
|
level.custom();
|
|
mobs.loop();
|
|
m.walk_cycle += m.flipLegs * m.Vx;
|
|
m.hold();
|
|
level.customTopLayer();
|
|
b.fire();
|
|
b.bulletRemove();
|
|
b.bulletDo();
|
|
simulation.runEphemera();
|
|
}
|
|
simulation.isTimeSkipping = false;
|
|
},
|
|
timePlayerSkip(cycles = 60) {
|
|
simulation.isTimeSkipping = true;
|
|
for (let i = 0; i < cycles; i++) {
|
|
simulation.cycle++;
|
|
// m.walk_cycle += (m.flipLegs * m.Vx) * 0.5; //makes the legs look like they are moving fast this is just gonna run for each method call since it needs some tweaking
|
|
simulation.gravity();
|
|
Engine.update(engine, simulation.delta);
|
|
// level.custom();
|
|
// level.customTopLayer();
|
|
if (!m.isBodiesAsleep) mobs.loop();
|
|
if (m.fieldMode !== 7) m.hold();
|
|
b.bulletRemove();
|
|
if (!m.isBodiesAsleep) b.bulletDo();
|
|
simulation.runEphemera();
|
|
}
|
|
simulation.isTimeSkipping = false;
|
|
},
|
|
ephemera: [], //array that is used to store ephemera objects
|
|
removeEphemera: function (name) {
|
|
for (let i = 0, len = simulation.ephemera.length; i < len; i++) {
|
|
if (simulation.ephemera[i].name === name) {
|
|
simulation.ephemera.splice(i, 1);
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
runEphemera() {
|
|
for (let i = 0; i < simulation.ephemera.length; i++) {
|
|
simulation.ephemera[i].do();
|
|
}
|
|
},
|
|
// timeMobSkip() {
|
|
// simulation.gravity();
|
|
// Engine.update(engine, simulation.delta);
|
|
// simulation.wipe();
|
|
// simulation.textLog();
|
|
// if (m.onGround) {
|
|
// m.groundControl()
|
|
// } else {
|
|
// m.airControl()
|
|
// }
|
|
// m.move();
|
|
// m.look();
|
|
// simulation.camera();
|
|
// level.custom();
|
|
// powerUps.do();
|
|
// mobs.draw();
|
|
// simulation.draw.cons();
|
|
// simulation.draw.body();
|
|
// if (!m.isBodiesAsleep) {
|
|
// // mobs.loop();
|
|
// }
|
|
// mobs.healthBar();
|
|
// m.draw();
|
|
// m.hold();
|
|
// // v.draw(); //working on visibility work in progress
|
|
// level.customTopLayer();
|
|
// simulation.draw.drawMapPath();
|
|
// b.fire();
|
|
// b.bulletRemove();
|
|
// b.bulletDraw();
|
|
// if (!m.isBodiesAsleep) b.bulletDo();
|
|
// simulation.drawCircle();
|
|
// // simulation.clip();
|
|
// ctx.restore();
|
|
// simulation.drawCursor();
|
|
// // simulation.pixelGraphics();
|
|
// },
|
|
mouse: {
|
|
x: canvas.width / 2,
|
|
y: canvas.height / 2
|
|
},
|
|
mouseInGame: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
g: 0.0024, // applies to player, bodies, and power ups (not mobs)
|
|
onTitlePage: true,
|
|
isCheating: false,
|
|
isTraining: false,
|
|
paused: false,
|
|
isChoosing: false,
|
|
testing: false, //testing mode: shows wire frame and some variables
|
|
cycle: 0, //total cycles, 60 per second
|
|
fpsCap: null, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware
|
|
fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
|
|
isCommunityMaps: false,
|
|
cyclePaused: 0,
|
|
fallHeight: 6000, //below this y position the player dies
|
|
lastTimeStamp: 0, //tracks time stamps for measuring delta
|
|
delta: 1000 / 60, //speed of game engine //looks like it has to be 16.6666 to match player input
|
|
buttonCD: 0,
|
|
isHorizontalFlipped: false, //makes some maps flipped horizontally
|
|
levelsCleared: 0,
|
|
difficultyMode: 2, //normal difficulty is 2
|
|
difficulty: 0,
|
|
dmgScale: null, //set in levels.setDifficulty
|
|
healScale: 1,
|
|
accelScale: null, //set in levels.setDifficulty
|
|
CDScale: null, //set in levels.setDifficulty
|
|
molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones //randomize molecular assembler field type
|
|
// dropFPS(cap = 40, time = 15) {
|
|
// simulation.fpsCap = cap
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// simulation.defaultFPSCycle = simulation.cycle + time
|
|
// const normalFPS = function () {
|
|
// if (simulation.defaultFPSCycle < simulation.cycle) {
|
|
// simulation.fpsCap = 72
|
|
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
// } else {
|
|
// requestAnimationFrame(normalFPS);
|
|
// }
|
|
// };
|
|
// requestAnimationFrame(normalFPS);
|
|
// },
|
|
// clip() {
|
|
|
|
// },
|
|
pixelGraphics() {
|
|
//copy current canvas pixel data
|
|
let imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
|
|
let data = imgData.data;
|
|
//change pixel data
|
|
|
|
|
|
// const off = 4 * Math.floor(x) + 4 * canvas.width * Math.floor(y);
|
|
// multiple windows
|
|
for (let i = data.length / 2; i < data.length; i += 4) {
|
|
index = i % (canvas.width * canvas.height * 2) // + canvas.width*4*canvas.height
|
|
|
|
data[i + 0] = data[index + 0]; // red
|
|
data[i + 1] = data[index + 1]; // red
|
|
data[i + 2] = data[index + 2]; // red
|
|
data[i + 3] = data[index + 3]; // red
|
|
}
|
|
|
|
for (let x = 0; x < len; x++) {
|
|
|
|
}
|
|
|
|
|
|
|
|
// const startX = 2 * canvas.width + 2 * canvas.width * canvas.height
|
|
// const endX = 4 * canvas.width + 4 * canvas.width * canvas.height
|
|
// const startY = 2 * canvas.width + 2 * canvas.width * canvas.height
|
|
// const endY = 4 * canvas.width + 4 * canvas.width * canvas.height
|
|
// for (let x = startX; x < endX; x++) {
|
|
// for (let y = startY; y < endY; y++) {
|
|
|
|
// }
|
|
// }
|
|
|
|
|
|
|
|
|
|
//strange draw offset
|
|
// const off = canvas.height * canvas.width * 4 / 2
|
|
// for (let index = 0; index < data.length; index += 4) {
|
|
// data[index + 0] = data[index + 0 + off]; // red
|
|
// data[index + 1] = data[index + 1 + off]; // red
|
|
// data[index + 2] = data[index + 2 + off]; // red
|
|
// data[index + 3] = data[index + 3 + off]; // red
|
|
// }
|
|
|
|
//change all pixels
|
|
// for (let index = 0; index < data.length; index += 4) {
|
|
// data[index + 0] = 255; // red
|
|
// data[index + 1] = 255; // green
|
|
// data[index + 2] = 255; // blue
|
|
// data[index + 3] = 255; // alpha
|
|
// }
|
|
|
|
//change random pixels
|
|
// for (let i = 0, len = Math.floor(data.length / 10); i < len; ++i) {
|
|
// const index = Math.floor((Math.random() * data.length) / 4) * 4;
|
|
// data[index + 0] = 255; // red
|
|
// data[index + 1] = 0; // green
|
|
// data[index + 2] = 0; // blue
|
|
// data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
|
|
// }
|
|
|
|
// //change random pixels
|
|
// for (let i = 0, len = Math.floor(data.length / 1000); i < len; ++i) {
|
|
// const index = Math.floor((Math.random() * data.length) / 4) * 4;
|
|
// // data[index] = data[index] ^ 255; // Invert Red
|
|
// // data[index + 1] = data[index + 1] ^ 255; // Invert Green
|
|
// // data[index + 2] = data[index + 2] ^ 255; // Invert Blue
|
|
// data[index + 0] = 0; // red
|
|
// data[index + 1] = 0; // green
|
|
// data[index + 2] = 0; // blue
|
|
// // data[index + 3] = 255 //Math.floor(Math.random() * Math.random() * 255); // alpha
|
|
// }
|
|
|
|
//draw new pixel data to canvas
|
|
ctx.putImageData(imgData, 0, 0);
|
|
},
|
|
drawCursor() {
|
|
const size = 10;
|
|
ctx.beginPath();
|
|
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
|
|
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
|
|
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
|
|
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
|
ctx.stroke(); // Draw it
|
|
},
|
|
drawCursorBasic() {
|
|
const size = 10;
|
|
ctx.beginPath();
|
|
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
|
|
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
|
|
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
|
|
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
|
ctx.stroke(); // Draw it
|
|
},
|
|
drawCursorCoolDown() {
|
|
const size = 10;
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
|
ctx.beginPath();
|
|
if (m.fireCDcycle > m.cycle) {
|
|
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
|
ctx.arc(simulation.mouse.x, simulation.mouse.y, size + 1, 0, 2 * Math.PI);
|
|
} else {
|
|
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
|
}
|
|
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
|
|
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
|
|
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
|
|
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
|
|
ctx.stroke(); // Draw it
|
|
},
|
|
drawList: [], //so you can draw a first frame of explosions.. I know this is bad
|
|
drawTime: 8, //how long circles are drawn. use to push into drawlist.time
|
|
mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
|
|
playerDmgColor: "rgba(0,0,0,0.7)", //color when the player damages a mob
|
|
drawCircle() {
|
|
//draws a circle for two cycles, used for showing damage mostly
|
|
let i = simulation.drawList.length;
|
|
while (i--) {
|
|
ctx.beginPath(); //draw circle
|
|
ctx.arc(simulation.drawList[i].x, simulation.drawList[i].y, simulation.drawList[i].radius, 0, 2 * Math.PI);
|
|
ctx.fillStyle = simulation.drawList[i].color;
|
|
ctx.fill();
|
|
if (simulation.drawList[i].time) {
|
|
simulation.drawList[i].time--;
|
|
} else {
|
|
if (!m.isBodiesAsleep) simulation.drawList.splice(i, 1); //remove when timer runs out
|
|
}
|
|
}
|
|
},
|
|
circleFlare(dup, loops = 100) {
|
|
boltNum = dup * 300
|
|
const bolts = []
|
|
colors = [powerUps.research.color, powerUps.ammo.color, powerUps.heal.color, powerUps.tech.color, powerUps.field.color, powerUps.gun.color]
|
|
for (let i = 0; i < boltNum; ++i) {
|
|
const mag = 6 + 20 * Math.random()
|
|
const angle = 2 * Math.PI * Math.random()
|
|
bolts.push({
|
|
x: m.pos.x,
|
|
y: m.pos.y,
|
|
Vx: mag * Math.cos(angle),
|
|
Vy: mag * Math.sin(angle),
|
|
color: colors[Math.floor(Math.random() * colors.length)]
|
|
})
|
|
}
|
|
let count = 0
|
|
loop = () => { //draw electricity
|
|
if (count++ < loops) requestAnimationFrame(loop)
|
|
for (let i = 0, len = bolts.length; i < len; ++i) {
|
|
bolts[i].x += bolts[i].Vx
|
|
bolts[i].y += bolts[i].Vy
|
|
if (Math.random() < 0.2) {
|
|
simulation.drawList.push({
|
|
x: bolts[i].x,
|
|
y: bolts[i].y,
|
|
radius: 1.5 + 5 * Math.random(),
|
|
// color: "rgba(0,155,155,0.7)",
|
|
color: bolts[i].color,
|
|
time: Math.floor(9 + 25 * Math.random() * Math.random())
|
|
});
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(loop)
|
|
},
|
|
boldActiveGunHUD() {
|
|
if (b.inventory.length > 0) {
|
|
for (let i = 0, len = b.inventory.length; i < len; ++i) {
|
|
if (b.inventory[i] === b.activeGun && document.getElementById(b.activeGun)) {
|
|
document.getElementById(b.inventory[i]).style.opacity = "1";
|
|
} else {
|
|
document.getElementById(b.inventory[i]).style.opacity = "0.3";
|
|
}
|
|
}
|
|
}
|
|
},
|
|
updateGunHUD() {
|
|
for (let i = 0, len = b.inventory.length; i < len; ++i) {
|
|
document.getElementById(b.inventory[i]).innerHTML = `${b.guns[b.inventory[i]].name} - ${b.guns[b.inventory[i]].ammo}`
|
|
}
|
|
},
|
|
makeGunHUD() {
|
|
//remove all nodes
|
|
const myNode = document.getElementById("guns");
|
|
while (myNode.firstChild) {
|
|
myNode.removeChild(myNode.firstChild);
|
|
}
|
|
//add nodes
|
|
for (let i = 0, len = b.inventory.length; i < len; ++i) {
|
|
const node = document.createElement("div");
|
|
node.setAttribute("id", b.inventory[i]);
|
|
const textNode = document.createTextNode(`${b.guns[b.inventory[i]].name} - ${b.guns[b.inventory[i]].ammo}`); //b.guns[b.inventory[i]].name + " - " + b.guns[b.inventory[i]].ammo);
|
|
node.appendChild(textNode);
|
|
document.getElementById("guns").appendChild(node);
|
|
}
|
|
simulation.boldActiveGunHUD();
|
|
},
|
|
updateTechHUD() {
|
|
let text = ""
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
|
|
if (tech.tech[i].isLost) {
|
|
if (text) text += "<br>" //add a new line, but not on the first line
|
|
text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
|
|
} else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
|
|
if (text) text += "<br>" //add a new line, but not on the first line
|
|
text += tech.tech[i].name
|
|
if (tech.tech[i].nameInfo) {
|
|
text += tech.tech[i].nameInfo
|
|
tech.tech[i].addNameInfo();
|
|
}
|
|
if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
|
|
}
|
|
}
|
|
document.getElementById("tech").innerHTML = text
|
|
},
|
|
lastLogTime: 0,
|
|
isTextLogOpen: true,
|
|
// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
|
|
// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
|
|
// SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#149" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
|
|
// SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0cf" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
|
|
makeTextLog(text, time = 240) {
|
|
if (!localSettings.isHideHUD && simulation.isTextLogOpen && !build.isExperimentSelection) {
|
|
if (simulation.lastLogTime > m.cycle) { //if there is an older message
|
|
document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
|
|
simulation.lastLogTime = m.cycle + time;
|
|
} else {
|
|
document.getElementById("text-log").innerHTML = text;
|
|
document.getElementById("text-log").style.display = "inline";
|
|
simulation.lastLogTime = m.cycle + time;
|
|
}
|
|
}
|
|
},
|
|
textLog() {
|
|
if (simulation.lastLogTime && simulation.lastLogTime < m.cycle) {
|
|
simulation.lastLogTime = 0;
|
|
// document.getElementById("text-log").innerHTML = " ";
|
|
document.getElementById("text-log").style.display = "none";
|
|
}
|
|
},
|
|
nextGun() {
|
|
if (b.inventory.length > 1 && !tech.isGunCycle) {
|
|
b.inventoryGun++;
|
|
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
|
|
simulation.switchGun();
|
|
}
|
|
},
|
|
previousGun() {
|
|
if (b.inventory.length > 1 && !tech.isGunCycle) {
|
|
b.inventoryGun--;
|
|
if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1;
|
|
simulation.switchGun();
|
|
}
|
|
},
|
|
switchToGunInInventory(num) {
|
|
if (b.inventory[num] !== undefined && b.inventoryGun !== num) {
|
|
b.inventoryGun = num
|
|
simulation.switchGun();
|
|
}
|
|
},
|
|
switchGun() {
|
|
if (tech.isLongitudinal && b.activeGun === 3) b.guns[3].waves = []; //empty array of wave bullets
|
|
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
|
|
if (b.inventory.length > 0) b.activeGun = b.inventory[b.inventoryGun];
|
|
b.guns[8].charge = 0; // foam charge to 0
|
|
simulation.updateGunHUD();
|
|
simulation.boldActiveGunHUD();
|
|
//set crosshairs
|
|
if (b.activeGun === 1) {
|
|
simulation.drawCursor = simulation.drawCursorCoolDown
|
|
} else {
|
|
simulation.drawCursor = simulation.drawCursorBasic
|
|
}
|
|
},
|
|
zoom: null,
|
|
zoomScale: 1000,
|
|
isAutoZoom: true,
|
|
setZoom(zoomScale = simulation.zoomScale) { //use in window resize in index.js
|
|
simulation.zoomScale = zoomScale
|
|
simulation.zoom = canvas.height / zoomScale; //sets starting zoom scale
|
|
},
|
|
zoomTransition(newZoomScale, step = 2) {
|
|
if (simulation.isAutoZoom) {
|
|
const isBigger = (newZoomScale - simulation.zoomScale > 0) ? true : false;
|
|
requestAnimationFrame(zLoop);
|
|
const currentLevel = level.onLevel
|
|
|
|
function zLoop() {
|
|
if (currentLevel !== level.onLevel || simulation.isAutoZoom === false) return //stop the zoom if player goes to a new level
|
|
|
|
if (isBigger) {
|
|
simulation.zoomScale += step
|
|
if (simulation.zoomScale >= newZoomScale) {
|
|
simulation.setZoom(newZoomScale);
|
|
return
|
|
}
|
|
} else {
|
|
simulation.zoomScale -= step
|
|
if (simulation.zoomScale <= newZoomScale) {
|
|
simulation.setZoom(newZoomScale);
|
|
return
|
|
}
|
|
}
|
|
|
|
simulation.setZoom();
|
|
requestAnimationFrame(zLoop);
|
|
}
|
|
}
|
|
},
|
|
zoomInFactor: 0,
|
|
startZoomIn(time = 180) {
|
|
simulation.zoom = 0;
|
|
let count = 0;
|
|
requestAnimationFrame(zLoop);
|
|
|
|
function zLoop() {
|
|
simulation.zoom += canvas.height / simulation.zoomScale / time;
|
|
count++;
|
|
if (count < time) {
|
|
requestAnimationFrame(zLoop);
|
|
} else {
|
|
simulation.setZoom();
|
|
}
|
|
}
|
|
},
|
|
noCameraScroll() { //makes the camera not scroll after changing locations
|
|
//only works if velocity is zero
|
|
m.pos.x = player.position.x;
|
|
m.pos.y = playerBody.position.y - m.yOff;
|
|
const scale = 0.8;
|
|
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
|
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
|
m.transX += (m.transSmoothX - m.transX) * 1;
|
|
m.transY += (m.transSmoothY - m.transY) * 1;
|
|
},
|
|
edgeZoomOutSmooth: 1,
|
|
camera() {
|
|
//zoom out when mouse gets near the edge of the window
|
|
const dx = simulation.mouse.x / window.innerWidth - 0.5 //x distance from mouse to window center scaled by window width
|
|
const dy = simulation.mouse.y / window.innerHeight - 0.5 //y distance from mouse to window center scaled by window height
|
|
const d = Math.max(dx * dx, dy * dy)
|
|
simulation.edgeZoomOutSmooth = (1 + 4 * d * d) * 0.04 + simulation.edgeZoomOutSmooth * 0.96
|
|
|
|
ctx.save();
|
|
ctx.translate(canvas.width2, canvas.height2); //center
|
|
ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
|
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
|
|
//calculate in game mouse position by undoing the zoom and translations
|
|
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
|
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
|
},
|
|
cameraNoLook() {
|
|
ctx.save();
|
|
ctx.translate(canvas.width2, canvas.height2); //center
|
|
// ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
|
ctx.translate(-canvas.width2 + m.transX, -canvas.height2 + m.transY); //translate
|
|
//calculate in game mouse position by undoing the zoom and translations
|
|
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
|
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
|
},
|
|
restoreCamera() {
|
|
ctx.restore();
|
|
},
|
|
trails() {
|
|
const swapPeriod = 150
|
|
const len = 30
|
|
for (let i = 0; i < len; i++) {
|
|
setTimeout(function () {
|
|
simulation.wipe = function () { //set wipe to have trails
|
|
ctx.fillStyle = `rgba(221,221,221,${i * i * 0.0005 + 0.0025})`;
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, (i) * swapPeriod);
|
|
}
|
|
|
|
setTimeout(function () {
|
|
simulation.wipe = function () { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
}, len * swapPeriod);
|
|
},
|
|
// warp(translation = 5, skew = 0.05, scale = 0.05) {
|
|
// if (simulation.cycle % 2) { //have to alternate frames or else successive rumbles over write the effects of the previous rumble
|
|
// requestAnimationFrame(() => { ctx.setTransform(1, 0, 0, 1, 0, 0); }) //reset
|
|
// requestAnimationFrame(() => {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
|
|
// }
|
|
// })
|
|
|
|
//reset
|
|
// ctx.transform(1, 0, 0, 1, 0, 0); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving)) //https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/setTransform
|
|
|
|
// }
|
|
// const loop = () => {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.save();
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
|
|
// requestAnimationFrame(() => { ctx.restore(); })
|
|
// }
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
|
|
// function loop() {
|
|
// if (!simulation.paused && m.alive) {
|
|
// ctx.save();
|
|
// ctx.transform(1 - scale * (Math.random() - 0.5), skew * (Math.random() - 0.5), skew * (Math.random() - 0.5), 1 - scale * (Math.random() - 0.5), translation * (Math.random() - 0.5), translation * (Math.random() - 0.5)); //ctx.transform(Horizontal scaling. A value of 1 results in no scaling, Vertical skewing, Horizontal skewing, Vertical scaling. A value of 1 results in no scaling, Horizontal translation (moving), Vertical translation (moving))
|
|
// requestAnimationFrame(() => { ctx.restore(); })
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
// }
|
|
// requestAnimationFrame(loop);
|
|
// },
|
|
wipe() { }, //set in simulation.startGame
|
|
gravity() {
|
|
function addGravity(bodies, magnitude) {
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
bodies[i].force.y += bodies[i].mass * magnitude;
|
|
}
|
|
}
|
|
if (!m.isBodiesAsleep) {
|
|
addGravity(powerUp, simulation.g);
|
|
addGravity(body, simulation.g);
|
|
}
|
|
player.force.y += player.mass * simulation.g;
|
|
},
|
|
firstRun: true,
|
|
splashReturn() {
|
|
document.getElementById("previous-seed").innerHTML = `previous seed: <span style="font-size:80%;">${Math.initialSeed}</span><br>`
|
|
document.getElementById("seed").value = Math.initialSeed = Math.seed //randomize initial seed
|
|
|
|
//String(document.getElementById("seed").value)
|
|
// Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
|
|
|
|
|
|
simulation.clearTimeouts();
|
|
simulation.onTitlePage = true;
|
|
document.getElementById("splash").onclick = function () {
|
|
simulation.startGame();
|
|
};
|
|
document.getElementById("choose-grid").style.visibility = "hidden"
|
|
document.getElementById("choose-grid").style.opacity = "0"
|
|
document.getElementById("info").style.display = "inline";
|
|
document.getElementById("info").style.opacity = "0";
|
|
document.getElementById("experiment-button").style.display = "inline"
|
|
document.getElementById("experiment-button").style.opacity = "0";
|
|
document.getElementById("training-button").style.display = "inline"
|
|
document.getElementById("training-button").style.opacity = "0";
|
|
document.getElementById("experiment-grid").style.display = "none"
|
|
document.getElementById("pause-grid-left").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.display = "none"
|
|
document.getElementById("splash").style.display = "inline";
|
|
document.getElementById("splash").style.opacity = "0";
|
|
document.getElementById("dmg").style.display = "none";
|
|
document.getElementById("health-bg").style.display = "none";
|
|
document.getElementById("defense-bar").style.display = "none"
|
|
document.getElementById("damage-bar").style.display = "none"
|
|
document.body.style.cursor = "auto";
|
|
setTimeout(() => {
|
|
document.getElementById("experiment-button").style.opacity = "1";
|
|
document.getElementById("training-button").style.opacity = "1";
|
|
document.getElementById("info").style.opacity = "1";
|
|
document.getElementById("splash").style.opacity = "1";
|
|
}, 200);
|
|
},
|
|
fpsInterval: 0, //set in startGame
|
|
then: null,
|
|
startGame(isBuildRun = false, isTrainingRun = false) {
|
|
simulation.isTextLogOpen = true
|
|
simulation.clearMap()
|
|
if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
|
|
document.body.style.cursor = "none";
|
|
document.body.style.overflow = "hidden"
|
|
}
|
|
if (isTrainingRun) {
|
|
simulation.isTraining = true
|
|
} else {
|
|
simulation.isTraining = false
|
|
}
|
|
simulation.onTitlePage = false;
|
|
// document.getElementById("choose-grid").style.display = "none"
|
|
document.getElementById("choose-grid").style.visibility = "hidden"
|
|
document.getElementById("choose-grid").style.opacity = "0"
|
|
document.getElementById("experiment-grid").style.display = "none"
|
|
document.getElementById("info").style.display = "none";
|
|
document.getElementById("experiment-button").style.display = "none";
|
|
document.getElementById("training-button").style.display = "none";
|
|
// document.getElementById("experiment-button").style.opacity = "0";
|
|
document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
|
|
document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
|
|
document.getElementById("dmg").style.display = "inline";
|
|
document.getElementById("health").style.display = "inline"
|
|
document.getElementById("health-bg").style.display = "inline";
|
|
if (!localSettings.isHideHUD) {
|
|
document.getElementById("tech").style.display = "inline"
|
|
document.getElementById("defense-bar").style.display = "inline"
|
|
document.getElementById("damage-bar").style.display = "inline"
|
|
} else {
|
|
document.getElementById("tech").style.display = "none"
|
|
document.getElementById("defense-bar").style.display = "none"
|
|
document.getElementById("damage-bar").style.display = "none"
|
|
}
|
|
document.getElementById("guns").style.display = "inline"
|
|
document.getElementById("field").style.display = "inline"
|
|
|
|
// document.body.style.overflow = "hidden"
|
|
document.getElementById("pause-grid-left").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.display = "none"
|
|
document.getElementById("pause-grid-right").style.opacity = "1"
|
|
document.getElementById("pause-grid-left").style.opacity = "1"
|
|
ctx.globalCompositeOperation = "source-over"
|
|
ctx.shadowBlur = 0;
|
|
requestAnimationFrame(() => {
|
|
ctx.setTransform(1, 0, 0, 1, 0, 0); //reset warp effect
|
|
ctx.setLineDash([]) //reset stroke dash effect
|
|
})
|
|
// ctx.shadowColor = '#000';
|
|
if (!m.isShipMode) {
|
|
m.resetSkin() //set the play draw to normal, undoing some junk tech
|
|
m.spawn(); //spawns the player
|
|
m.look = m.lookDefault
|
|
} else {
|
|
Composite.add(engine.world, [player])
|
|
}
|
|
level.populateLevels()
|
|
|
|
input.endKeySensing();
|
|
simulation.ephemera = []
|
|
tech.setupAllTech(); //sets tech to default values
|
|
b.removeAllGuns();
|
|
tech.duplication = 0;
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
|
|
if (b.guns[i].name === "foam") b.guns[i].chooseFireMethod()
|
|
}
|
|
tech.dynamoBotCount = 0;
|
|
tech.nailBotCount = 0;
|
|
tech.laserBotCount = 0;
|
|
tech.orbitBotCount = 0;
|
|
tech.foamBotCount = 0;
|
|
tech.soundBotCount = 0;
|
|
tech.boomBotCount = 0;
|
|
tech.plasmaBotCount = 0;
|
|
tech.missileBotCount = 0;
|
|
|
|
simulation.isChoosing = false;
|
|
b.setFireMethod()
|
|
b.setFireCD();
|
|
// simulation.updateTechHUD();
|
|
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
|
|
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
|
|
|
|
powerUps.tech.choiceLog = [];
|
|
powerUps.gun.choiceLog = [];
|
|
powerUps.field.choiceLog = [];
|
|
powerUps.totalPowerUps = 0;
|
|
powerUps.research.count = 0;
|
|
powerUps.boost.endCycle = 0
|
|
powerUps.isFieldSpawned = false
|
|
m.setFillColors();
|
|
// m.maxHealth = 1
|
|
// m.maxEnergy = 1
|
|
// m.energy = 1
|
|
input.isPauseKeyReady = true
|
|
simulation.wipe = function () { //set wipe to normal
|
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
}
|
|
m.hole.isOn = false
|
|
simulation.paused = false;
|
|
// simulation.cycle = 0
|
|
// m.cycle = 0
|
|
engine.timing.timeScale = 1;
|
|
simulation.fpsCap = simulation.fpsCapDefault;
|
|
simulation.isAutoZoom = true;
|
|
simulation.makeGunHUD();
|
|
simulation.lastLogTime = 0;
|
|
mobs.mobDeaths = 0
|
|
|
|
level.onLevel = 0;
|
|
level.levelsCleared = 0;
|
|
//resetting difficulty
|
|
// simulation.difficulty = 0;
|
|
level.setDifficulty()
|
|
simulation.difficultyMode = Number(document.getElementById("difficulty-select").value)
|
|
|
|
simulation.clearNow = true;
|
|
document.getElementById("text-log").style.display = "none"
|
|
document.getElementById("fade-out").style.opacity = 0;
|
|
document.title = "n-gon";
|
|
// simulation.makeTextLog(`input.key.up<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]`);
|
|
// simulation.makeTextLog(`input.key.left<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]`);
|
|
// simulation.makeTextLog(`input.key.down<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]`);
|
|
// simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
|
|
simulation.makeTextLog(`Math.seed <span class='color-symbol'>=</span> ${Math.initialSeed}`);
|
|
simulation.makeTextLog(`<span class='color-var'>const</span> engine <span class='color-symbol'>=</span> Engine.create(); <em>//simulation begin</em>`);
|
|
simulation.makeTextLog(`engine.timing.timeScale <span class='color-symbol'>=</span> 1`);
|
|
// simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
|
|
|
|
// document.getElementById("health").style.display = "inline"
|
|
// document.getElementById("health-bg").style.display = "inline"
|
|
m.alive = true;
|
|
m.onGround = false
|
|
m.lastOnGroundCycle = 0
|
|
m.health = 0;
|
|
m.addHealth(0.25)
|
|
m.drop();
|
|
m.holdingTarget = null
|
|
|
|
//set to default field
|
|
tech.healMaxEnergyBonus = 0
|
|
// m.setMaxEnergy();
|
|
m.energy = 0
|
|
m.immuneCycle = 0;
|
|
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
|
|
// simulation.makeTextLog(`
|
|
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
|
|
// <br>input.key.left <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
|
|
// <br>input.key.down <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
|
|
// <br>input.key.right <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
|
|
// <br>
|
|
// <br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
|
|
// <br>input.key.field <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
|
|
// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
|
|
// `, 800);
|
|
m.coupling = 0
|
|
m.setField(0) //this calls m.couplingChange(), which sets max health and max energy
|
|
// m.energy = 0;
|
|
//exit testing
|
|
if (simulation.testing) {
|
|
simulation.testing = false;
|
|
simulation.loop = simulation.normalLoop
|
|
if (simulation.isConstructionMode) document.getElementById("construct").style.display = 'none'
|
|
}
|
|
simulation.isCheating = false
|
|
simulation.firstRun = false;
|
|
build.hasExperimentalMode = false
|
|
build.isExperimentSelection = false;
|
|
build.isExperimentRun = false;
|
|
|
|
|
|
//setup checks
|
|
if (!localSettings.isHideHUD) {
|
|
simulation.ephemera.push({
|
|
name: "dmgDefBars", count: 0, do() {
|
|
if (!(m.cycle % 15)) { //4 times a second
|
|
const defense = m.defense() //update defense bar
|
|
if (m.lastCalculatedDefense !== defense) {
|
|
document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - defense)) + "px";
|
|
m.lastCalculatedDefense = defense
|
|
}
|
|
const damage = tech.damageFromTech() //update damage bar
|
|
if (m.lastCalculatedDamage !== damage) {
|
|
document.getElementById("damage-bar").style.height = Math.floor((Math.atan(0.25 * damage - 0.25) + 0.25) * 0.53 * canvas.height) + "px";
|
|
m.lastCalculatedDamage = damage
|
|
}
|
|
}
|
|
},
|
|
})
|
|
}
|
|
simulation.ephemera.push({
|
|
name: "uniqueName", count: 0, do() {
|
|
if (!(m.cycle % 60)) { //once a second
|
|
//energy overfill
|
|
if (m.energy > m.maxEnergy) {
|
|
m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
|
|
if (m.energy > 1000000) m.energy = 1000000
|
|
}
|
|
if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) {
|
|
if (tech.isFlipFlopOn) {
|
|
if (m.immuneCycle < m.cycle) m.energy += 0.2;
|
|
} else {
|
|
m.energy -= 0.01;
|
|
if (m.energy < 0) m.energy = 0
|
|
}
|
|
}
|
|
if (tech.relayIce && tech.isFlipFlopOn) {
|
|
for (let j = 0; j < tech.relayIce; j++) {
|
|
for (let i = 0, len = 3 + Math.ceil(9 * Math.random()); i < len; i++) b.iceIX(2)
|
|
}
|
|
}
|
|
|
|
if (m.pos.y > simulation.fallHeight) { // if 4000px deep
|
|
Matter.Body.setVelocity(player, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
Matter.Body.setPosition(player, {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 20
|
|
});
|
|
// move bots
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) {
|
|
Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
|
|
x: 250 * (Math.random() - 0.5),
|
|
y: 250 * (Math.random() - 0.5)
|
|
}));
|
|
Matter.Body.setVelocity(bullet[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
}
|
|
}
|
|
m.damage(0.1 * simulation.difficultyMode);
|
|
m.energy -= 0.1 * simulation.difficultyMode
|
|
}
|
|
if (isNaN(player.position.x)) m.death();
|
|
if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
|
|
if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) {
|
|
m.energy += m.maxEnergy * 0.05
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: m.pos.x,
|
|
y: m.pos.y - 45,
|
|
radius: Math.sqrt(m.maxEnergy * 0.05) * 60,
|
|
color: "rgba(0, 204, 255,0.4)", //#0cf
|
|
time: 4
|
|
});
|
|
}
|
|
if (tech.isHealthRecovery) {
|
|
const heal = 0.005 * m.maxHealth
|
|
m.addHealth(heal)
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: m.pos.x,
|
|
y: m.pos.y,
|
|
radius: Math.sqrt(heal) * 150,
|
|
color: "rgba(0,255,200,0.5)",
|
|
time: 4
|
|
});
|
|
}
|
|
}
|
|
|
|
if (!(m.cycle % 420)) { //once every 7 seconds
|
|
if (tech.isZeno) {
|
|
if (tech.isEnergyHealth) {
|
|
m.energy *= 0.95
|
|
} else {
|
|
m.health *= 0.95 //remove 5%
|
|
m.displayHealth();
|
|
}
|
|
|
|
}
|
|
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
|
|
|
|
fallCheck = function (who, save = false) {
|
|
let i = who.length;
|
|
while (i--) {
|
|
if (who[i].position.y > simulation.fallHeight) {
|
|
if (save) {
|
|
Matter.Body.setVelocity(who[i], {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
Matter.Body.setPosition(who[i], {
|
|
x: level.exit.x + 30 * (Math.random() - 0.5),
|
|
y: level.exit.y + 30 * (Math.random() - 0.5)
|
|
});
|
|
} else {
|
|
Matter.Composite.remove(engine.world, who[i]);
|
|
who.splice(i, 1);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
fallCheck(body);
|
|
fallCheck(powerUp, true);
|
|
let i = mob.length;
|
|
while (i--) {
|
|
if (mob[i].position.y > simulation.fallHeight) mob[i].death();
|
|
}
|
|
|
|
}
|
|
}
|
|
},
|
|
})
|
|
|
|
//setup FPS cap
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
simulation.then = Date.now();
|
|
requestAnimationFrame(cycle); //starts game loop
|
|
},
|
|
clearTimeouts() {
|
|
let id = window.setTimeout(function () { }, 0);
|
|
while (id--) {
|
|
window.clearTimeout(id); // will do nothing if no timeout with id is present
|
|
}
|
|
},
|
|
clearNow: false,
|
|
clearMap() {
|
|
level.isProcedural = false;
|
|
ctx.setTransform(1, 0, 0, 1, 0, 0);
|
|
if (m.alive) {
|
|
if (tech.isLongitudinal) b.guns[3].waves = []; //empty array of wave bullets
|
|
if (b.guns[10].have) { //do you have mines as a gun
|
|
let count = 0;
|
|
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
|
|
if (
|
|
(bullet[i].bulletType === "mine" && (!tech.isMineSentry || bullet[i].shots === undefined)) ||
|
|
bullet[i].bulletType === "laser mine") {
|
|
count++
|
|
}
|
|
}
|
|
if (tech.crouchAmmoCount) count = Math.ceil(count / 2)
|
|
b.guns[10].ammo += count
|
|
if (tech.ammoCap) b.guns[10].ammo = Math.min(tech.ammoCap, b.guns[10].ammo)
|
|
simulation.updateGunHUD();
|
|
}
|
|
|
|
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
|
|
// if (b.guns[i].name === "mine") {
|
|
// b.guns[i].ammo += count
|
|
// if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
|
|
// simulation.updateGunHUD();
|
|
// break;
|
|
// }
|
|
// }
|
|
|
|
if (tech.isMutualism && !tech.isEnergyHealth) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].isMutualismActive) {
|
|
m.health += 0.01 + 0.01 * ((bullet[i].isSpore || bullet[i].isFlea) ? 0 : 1)
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
}
|
|
}
|
|
}
|
|
if (tech.isEndLevelPowerUp) {
|
|
for (let i = 0; i < powerUp.length; i++) {
|
|
if (powerUp[i].name === "tech") {
|
|
tech.giveTech()
|
|
} else if (powerUp[i].name === "gun") {
|
|
if (!tech.isOneGun) b.giveGuns("random")
|
|
} else if (powerUp[i].name === "field") {
|
|
if (m.fieldMode === 0) m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //pick a random field, but not field 0
|
|
} else {
|
|
powerUp[i].effect();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
simulation.lastLogTime = 0; //clear previous messages
|
|
spawn.allowShields = true;
|
|
powerUps.totalPowerUps = powerUp.length
|
|
let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
|
|
tech.deathSpawnsFromBoss = 0;
|
|
simulation.fallHeight = 3000;
|
|
document.body.style.backgroundColor = "#eee" //"#d8dadf";
|
|
// color.map = "#444";
|
|
// color.bullet = "#FFFFFF";
|
|
color = { //light
|
|
// background: "#ddd", // used instead: document.body.style.backgroundColor
|
|
block: "rgba(140,140,140,0.85)",
|
|
blockS: "#222",
|
|
map: "#444",
|
|
bullet: "#000"
|
|
}
|
|
simulation.draw.drawMapPath = simulation.draw.drawMapPathDefault
|
|
m.fireCDcycle = 0
|
|
m.drop();
|
|
m.hole.isOn = false;
|
|
simulation.drawList = [];
|
|
|
|
if (tech.isHealAttract && m.alive) { //send health power ups to the next level
|
|
let healCount = 0
|
|
for (let i = 0, len = powerUp.length; i < len; i++) {
|
|
if (powerUp[i].name === "heal" && Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 1000000) healCount++
|
|
}
|
|
//respawn health in animation frame
|
|
let respawnHeal = () => {
|
|
if (healCount > 0) {
|
|
requestAnimationFrame(respawnHeal);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
healCount--
|
|
powerUps.directSpawn(level.enter.x + 50 + 100 * (Math.random() - 0.5), level.enter.y - 60 + 100 * (Math.random() - 0.5), "heal");
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnHeal);
|
|
}
|
|
if (tech.isDronesTravel && m.alive) {
|
|
//count drones
|
|
let droneCount = 0
|
|
let sporeCount = 0
|
|
let wormCount = 0
|
|
let fleaCount = 0
|
|
let deliveryCount = 0
|
|
for (let i = 0; i < bullet.length; ++i) {
|
|
if (bullet[i].isDrone) {
|
|
droneCount++
|
|
if (bullet[i].isImproved) deliveryCount++
|
|
} else if (bullet[i].isSpore) {
|
|
sporeCount++
|
|
} else if (bullet[i].wormSize) {
|
|
wormCount++
|
|
} else if (bullet[i].isFlea) {
|
|
fleaCount++
|
|
}
|
|
}
|
|
|
|
//respawn drones in animation frame
|
|
requestAnimationFrame(() => { b.delayDrones({ x: level.enter.x + 50, y: level.enter.y - 60 }, droneCount) });
|
|
|
|
//respawn spores in animation frame
|
|
let respawnSpores = () => {
|
|
if (sporeCount > 0) {
|
|
requestAnimationFrame(respawnSpores);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
sporeCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
b.spore({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnSpores);
|
|
|
|
//respawn worms in animation frame
|
|
let respawnWorms = () => {
|
|
if (wormCount > 0) {
|
|
requestAnimationFrame(respawnWorms);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
wormCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
b.worm({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnWorms);
|
|
|
|
//respawn fleas in animation frame
|
|
let respawnFleas = () => {
|
|
if (fleaCount > 0) {
|
|
requestAnimationFrame(respawnFleas);
|
|
if (!simulation.paused && !simulation.isChoosing) {
|
|
fleaCount--
|
|
const where = {
|
|
x: level.enter.x + 50,
|
|
y: level.enter.y - 60
|
|
}
|
|
const speed = 6 + 3 * Math.random()
|
|
const angle = 2 * Math.PI * Math.random()
|
|
b.flea({
|
|
x: where.x + 100 * (Math.random() - 0.5),
|
|
y: where.y + 120 * (Math.random() - 0.5)
|
|
}, {
|
|
x: speed * Math.cos(angle),
|
|
y: speed * Math.sin(angle)
|
|
})
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnFleas);
|
|
}
|
|
if (tech.isQuantumEraser) {
|
|
let count = 0
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (mob[i].isDropPowerUp && mob[i].alive) count++
|
|
}
|
|
count *= 0.17 //to fake the chance, this makes it not random, and maybe less confusing
|
|
let cycle = () => { //run after waiting a cycle for the map to be cleared
|
|
const types = ["heal", "ammo", "heal", "ammo", "research", "coupling", "boost", "tech", "gun", "field"]
|
|
for (let i = 0; i < count; i++) powerUps.spawnDelay(types[Math.floor(Math.random() * types.length)], 1)
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
}
|
|
|
|
function removeAll(array) {
|
|
// for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
|
|
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
|
|
}
|
|
removeAll(map);
|
|
map = [];
|
|
removeAll(body);
|
|
body = [];
|
|
removeAll(mob);
|
|
mob = [];
|
|
removeAll(powerUp);
|
|
powerUp = [];
|
|
removeAll(cons);
|
|
cons = [];
|
|
removeAll(consBB);
|
|
consBB = [];
|
|
removeAll(bullet);
|
|
bullet = [];
|
|
removeAll(composite);
|
|
composite = [];
|
|
// if player was holding something this makes a new copy to hold
|
|
if (holdTarget && m.alive) {
|
|
len = body.length;
|
|
body[len] = Matter.Bodies.fromVertices(0, 0, holdTarget.vertices, {
|
|
friction: holdTarget.friction,
|
|
frictionAir: holdTarget.frictionAir,
|
|
frictionStatic: holdTarget.frictionStatic
|
|
});
|
|
Matter.Body.setPosition(body[len], m.pos);
|
|
m.isHolding = true
|
|
m.holdingTarget = body[len];
|
|
m.holdingTarget.collisionFilter.category = 0;
|
|
m.holdingTarget.collisionFilter.mask = 0;
|
|
m.definePlayerMass(m.defaultMass + m.holdingTarget.mass * m.holdingMassScale)
|
|
Composite.add(engine.world, m.holdingTarget); //add to world
|
|
m.holdingTarget.classType = "body"
|
|
}
|
|
//set fps back to default
|
|
simulation.fpsCap = simulation.fpsCapDefault
|
|
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
|
},
|
|
// getCoords: {
|
|
// //used when building maps, outputs a draw rect command to console, only works in testing mode
|
|
// pos1: {
|
|
// x: 0,
|
|
// y: 0
|
|
// },
|
|
// pos2: {
|
|
// x: 0,
|
|
// y: 0
|
|
// },
|
|
// out() {
|
|
// if (keys[49]) {
|
|
// simulation.getCoords.pos1.x = Math.round(simulation.mouseInGame.x / 25) * 25;
|
|
// simulation.getCoords.pos1.y = Math.round(simulation.mouseInGame.y / 25) * 25;
|
|
// }
|
|
// if (keys[50]) {
|
|
// //press 1 in the top left; press 2 in the bottom right;copy command from console
|
|
// simulation.getCoords.pos2.x = Math.round(simulation.mouseInGame.x / 25) * 25;
|
|
// simulation.getCoords.pos2.y = Math.round(simulation.mouseInGame.y / 25) * 25;
|
|
// window.getSelection().removeAllRanges();
|
|
// var range = document.createRange();
|
|
// range.selectNode(document.getElementById("test"));
|
|
// window.getSelection().addRange(range);
|
|
// document.execCommand("copy");
|
|
// window.getSelection().removeAllRanges();
|
|
// console.log(`spawn.mapRect(${simulation.getCoords.pos1.x}, ${simulation.getCoords.pos1.y}, ${simulation.getCoords.pos2.x - simulation.getCoords.pos1.x}, ${simulation.getCoords.pos2.y - simulation.getCoords.pos1.y}); //`);
|
|
// }
|
|
// }
|
|
// },
|
|
testingOutput() {
|
|
ctx.fillStyle = "#000";
|
|
ctx.textAlign = "center";
|
|
ctx.fillText(`(${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})`, simulation.mouse.x, simulation.mouse.y - 20);
|
|
},
|
|
sight: { //credit to Cornbread for adding this algorithm to n-gon
|
|
// square: 0,
|
|
intersectMap: [], //this is precalculated in simulation.draw.lineOfSightPrecalculation()
|
|
getIntersection(v1, v1End, domain) {
|
|
const intersections = simulation.sight.getIntersections(v1, v1End, domain);
|
|
var best = { x: v1End.x, y: v1End.y, dist: (v1End.x - v1.x) ** 2 + (v1End.y - v1.y) ** 2 }
|
|
for (const intersection of intersections) {
|
|
const dist = (intersection.x - v1.x) ** 2 + (intersection.y - v1.y) ** 2;
|
|
if (dist < best.dist) best = { x: intersection.x, y: intersection.y, dist: dist }
|
|
}
|
|
best.dist = Math.sqrt(best.dist)
|
|
return best;
|
|
},
|
|
getIntersections(v1, v1End, domain) {
|
|
const intersections = [];
|
|
for (const obj of domain) {
|
|
for (var i = 0; i < obj.vertices.length - 1; i++) {
|
|
results = simulation.checkLineIntersection(v1, v1End, obj.vertices[i], obj.vertices[i + 1]);
|
|
if (results.onLine1 && results.onLine2) intersections.push({ x: results.x, y: results.y });
|
|
}
|
|
results = simulation.checkLineIntersection(v1, v1End, obj.vertices[obj.vertices.length - 1], obj.vertices[0]);
|
|
if (results.onLine1 && results.onLine2) intersections.push({ x: results.x, y: results.y });
|
|
}
|
|
return intersections;
|
|
},
|
|
circleLoS(pos, radius) {
|
|
function allCircleLineCollisions(c, radius, domain) {
|
|
var lines = [];
|
|
for (const obj of domain) {
|
|
for (var i = 0; i < obj.vertices.length - 1; i++) lines.push(circleLineCollisions(obj.vertices[i], obj.vertices[i + 1], c, radius));
|
|
lines.push(circleLineCollisions(obj.vertices[obj.vertices.length - 1], obj.vertices[0], c, radius));
|
|
}
|
|
const collisionLines = [];
|
|
for (const line of lines) {
|
|
if (line.length == 2) {
|
|
// const distance1 = Math.sqrt((line[0].x - c.x) ** 2 + (line[0].y - c.y) ** 2)
|
|
// const angle1 = Math.atan2(line[0].y - c.y, line[0].x - c.x);
|
|
// const queryPoint1 = {
|
|
// x: Math.cos(angle1) * (distance1 - 1) + c.x,
|
|
// y: Math.sin(angle1) * (distance1 - 1) + c.y
|
|
// }
|
|
// const distance2 = Math.sqrt((line[1].x - c.x) ** 2 + (line[1].y - c.y) ** 2)
|
|
// const angle2 = Math.atan2(line[1].y - c.y, line[1].x - c.x);
|
|
// const queryPoint2 = {
|
|
// x: Math.cos(angle2) * (distance2 - 1) + c.x,
|
|
// y: Math.sin(angle2) * (distance2 - 1) + c.y
|
|
// }
|
|
collisionLines.push(line)
|
|
}
|
|
}
|
|
|
|
return collisionLines;
|
|
}
|
|
|
|
function circleLineCollisions(a, b, c, radius) {
|
|
// calculate distances
|
|
const angleOffset = Math.atan2(b.y - a.y, b.x - a.x);
|
|
const sideB = Math.sqrt((a.x - c.x) ** 2 + (a.y - c.y) ** 2);
|
|
const sideC = Math.sqrt((b.x - a.x) ** 2 + (b.y - a.y) ** 2);
|
|
const sideA = Math.sqrt((c.x - b.x) ** 2 + (c.y - b.y) ** 2);
|
|
|
|
// calculate the closest point on line AB to point C
|
|
const angleA = Math.acos((sideB ** 2 + sideC ** 2 - sideA ** 2) / (2 * sideB * sideC)) * (a.x - c.x) / -Math.abs(a.x - c.x)
|
|
const sideAD = Math.cos(angleA) * sideB;
|
|
const d = { // closest point
|
|
x: Math.cos(angleOffset) * sideAD + a.x,
|
|
y: Math.sin(angleOffset) * sideAD + a.y
|
|
}
|
|
const distance = Math.sqrt((d.x - c.x) ** 2 + (d.y - c.y) ** 2);
|
|
if (distance == radius) {
|
|
// tangent
|
|
return [d];
|
|
} else if (distance < radius) {
|
|
// secant
|
|
const angleOffset = Math.atan2(d.y - c.y, d.x - c.x);
|
|
const innerAngle = Math.acos(distance / radius);
|
|
const intersection1 = {
|
|
x: Math.cos(angleOffset + innerAngle) * radius + c.x,
|
|
y: Math.sin(angleOffset + innerAngle) * radius + c.y
|
|
}
|
|
|
|
const intersection2 = {
|
|
x: Math.cos(angleOffset - innerAngle) * radius + c.x,
|
|
y: Math.sin(angleOffset - innerAngle) * radius + c.y
|
|
}
|
|
|
|
const distance1 = {
|
|
a: Math.sqrt((intersection1.x - a.x) ** 2 + (intersection1.y - a.y) ** 2),
|
|
b: Math.sqrt((intersection1.x - b.x) ** 2 + (intersection1.y - b.y) ** 2)
|
|
}
|
|
const distance2 = {
|
|
a: Math.sqrt((intersection2.x - a.x) ** 2 + (intersection2.y - a.y) ** 2),
|
|
b: Math.sqrt((intersection2.x - b.x) ** 2 + (intersection2.y - b.y) ** 2)
|
|
}
|
|
const result = [];
|
|
if (Math.abs(sideC - (distance1.a + distance1.b)) < 0.01) {
|
|
result.push(intersection1);
|
|
} else {
|
|
if (distance1.a < distance1.b) {
|
|
if (sideB <= radius) result.push(a);
|
|
} else {
|
|
if (sideA <= radius) result.push(b)
|
|
}
|
|
}
|
|
if (Math.abs(sideC - (distance2.a + distance2.b)) < 0.01) {
|
|
result.push(intersection2);
|
|
} else {
|
|
if (distance2.a <= distance2.b) {
|
|
if (sideB <= radius) result.push(a);
|
|
} else {
|
|
if (sideA <= radius) result.push(b)
|
|
}
|
|
}
|
|
|
|
return result;
|
|
} else {
|
|
// no intersection
|
|
return [];
|
|
}
|
|
}
|
|
|
|
var vertices = [];
|
|
for (const obj of simulation.sight.intersectMap) {
|
|
for (var i = 0; i < obj.vertices.length; i++) {
|
|
const vertex = obj.vertices[i];
|
|
const angleToVertex = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
// const distanceToVertex = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2);
|
|
// const queryPoint = { x: Math.cos(angleToVertex) * (distanceToVertex - 1) + pos.x, y: Math.sin(angleToVertex) * (distanceToVertex - 1) + pos.y }
|
|
const queryPoint = { x: Math.cos(angleToVertex + Math.PI) + vertex.x, y: Math.sin(angleToVertex + Math.PI) + vertex.y }
|
|
|
|
if (Matter.Query.ray(map, pos, queryPoint).length == 0) {
|
|
var distance = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2);
|
|
var endPoint = { x: vertex.x, y: vertex.y }
|
|
|
|
if (distance > radius) {
|
|
const angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
endPoint = { x: Math.cos(angle) * radius + pos.x, y: Math.sin(angle) * radius + pos.y }
|
|
distance = radius
|
|
}
|
|
|
|
var best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
if (best.dist >= distance) best = { x: endPoint.x, y: endPoint.y, dist: distance }
|
|
vertices.push(best)
|
|
|
|
var angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
endPoint = { x: Math.cos(angle + 0.001) * radius + pos.x, y: Math.sin(angle + 0.001) * radius + pos.y }
|
|
best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
|
|
if (best.dist >= radius) best = { x: endPoint.x, y: endPoint.y, dist: radius }
|
|
vertices.push(best)
|
|
|
|
angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
endPoint = { x: Math.cos(angle - 0.001) * radius + pos.x, y: Math.sin(angle - 0.001) * radius + pos.y }
|
|
|
|
best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
if (best.dist >= radius) best = { x: endPoint.x, y: endPoint.y, dist: radius }
|
|
vertices.push(best)
|
|
}
|
|
}
|
|
}
|
|
|
|
const outerCollisions = allCircleLineCollisions(pos, radius, map);
|
|
const circleCollisions = [];
|
|
for (const line of outerCollisions) {
|
|
for (const vertex of line) {
|
|
// console.log('hi')
|
|
const distance = Math.sqrt((vertex.x - pos.x) ** 2 + (vertex.y - pos.y) ** 2)
|
|
const angle = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
// const queryPoint = {
|
|
// x: Math.cos(angle) * (distance - 1) + pos.x,
|
|
// y: Math.sin(angle) * (distance - 1) + pos.y
|
|
// }
|
|
const queryPoint = { x: Math.cos(angle + Math.PI) + vertex.x, y: Math.sin(angle + Math.PI) + vertex.y }
|
|
|
|
if (Math.abs(distance - radius) < 1 && Matter.Query.ray(map, pos, queryPoint).length == 0) circleCollisions.push(vertex)
|
|
}
|
|
}
|
|
for (var i = 0; i < circleCollisions.length; i++) {
|
|
const vertex = circleCollisions[i];
|
|
var nextIndex = i + 1;
|
|
if (nextIndex == circleCollisions.length) nextIndex = 0;
|
|
const nextVertex = circleCollisions[nextIndex];
|
|
const angle1 = Math.atan2(vertex.y - pos.y, vertex.x - pos.x);
|
|
const angle2 = Math.atan2(nextVertex.y - pos.y, nextVertex.x - pos.x);
|
|
var newAngle;
|
|
if (Math.abs(angle1) > Math.PI / 2 && Math.abs(angle2) > Math.PI / 2 && angle1 / Math.abs(angle1) != angle2 / Math.abs(angle2)) {
|
|
// if the arc between the to points crosses over the left side (+/- pi radians)
|
|
const newAngle1 = (Math.PI - Math.abs(angle1)) * (angle1 / Math.abs(angle1));
|
|
const newAngle2 = (Math.PI - Math.abs(angle2)) * (angle2 / Math.abs(angle2));
|
|
newAngle = (newAngle1 + newAngle2) / 2;
|
|
var multiplier;
|
|
if (newAngle == 0) {
|
|
multiplier = 1;
|
|
} else {
|
|
multiplier = newAngle / Math.abs(newAngle);
|
|
}
|
|
newAngle = Math.PI * multiplier - newAngle * multiplier;
|
|
test = true;
|
|
} else {
|
|
newAngle = (angle1 + angle2) / 2;
|
|
}
|
|
|
|
// shoot ray between them
|
|
var endPoint = { x: Math.cos(newAngle) * radius + pos.x, y: Math.sin(newAngle) * radius + pos.y }
|
|
var best = simulation.sight.getIntersection(pos, endPoint, map);
|
|
vertices.push(vertex);
|
|
if (best.dist <= radius) vertices.push({ x: best.x, y: best.y })
|
|
}
|
|
vertices.sort((a, b) => Math.atan2(a.y - pos.y, a.x - pos.x) - Math.atan2(b.y - pos.y, b.x - pos.x));
|
|
return vertices;
|
|
},
|
|
},
|
|
draw: {
|
|
// powerUp() { //is set by Bayesian tech
|
|
// // ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// // for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// // ctx.beginPath();
|
|
// // ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// // ctx.fillStyle = powerUp[i].color;
|
|
// // ctx.fill();
|
|
// // }
|
|
// // ctx.globalAlpha = 1;
|
|
// },
|
|
// powerUpNormal() { //back up in case power up draw gets changed
|
|
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// ctx.beginPath();
|
|
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = powerUp[i].color;
|
|
// ctx.fill();
|
|
// }
|
|
// ctx.globalAlpha = 1;
|
|
// },
|
|
// powerUpBonus() { //draws crackle effect for bonus power ups
|
|
// ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// ctx.beginPath();
|
|
// ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = powerUp[i].color;
|
|
// ctx.fill();
|
|
// }
|
|
// ctx.globalAlpha = 1;
|
|
// for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
// if (powerUp[i].isDuplicated && Math.random() < 0.1) {
|
|
// //draw electricity
|
|
// const mag = 5 + powerUp[i].size / 5
|
|
// let unit = Vector.rotate({
|
|
// x: mag,
|
|
// y: mag
|
|
// }, 2 * Math.PI * Math.random())
|
|
// let path = {
|
|
// x: powerUp[i].position.x + unit.x,
|
|
// y: powerUp[i].position.y + unit.y
|
|
// }
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(path.x, path.y);
|
|
// for (let i = 0; i < 6; i++) {
|
|
// unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
|
|
// path = Vector.add(path, unit)
|
|
// ctx.lineTo(path.x, path.y);
|
|
// }
|
|
// ctx.lineWidth = 0.5 + 2 * Math.random();
|
|
// ctx.strokeStyle = "#000"
|
|
// ctx.stroke();
|
|
// }
|
|
// }
|
|
// },
|
|
|
|
// map: function() {
|
|
// ctx.beginPath();
|
|
// for (let i = 0, len = map.length; i < len; ++i) {
|
|
// let vertices = map[i].vertices;
|
|
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
// for (let j = 1; j < vertices.length; j += 1) {
|
|
// ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
// }
|
|
// ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
// }
|
|
// ctx.fillStyle = "#444";
|
|
// ctx.fill();
|
|
// },
|
|
mapPath: null, //holds the path for the map to speed up drawing
|
|
setPaths() {
|
|
//runs at each new level to store the path for the map since the map doesn't change
|
|
simulation.draw.mapPath = new Path2D();
|
|
for (let i = 0, len = map.length; i < len; ++i) {
|
|
let vertices = map[i].vertices;
|
|
simulation.draw.mapPath.moveTo(vertices[0].x, vertices[0].y);
|
|
for (let j = 1; j < vertices.length; j += 1) {
|
|
simulation.draw.mapPath.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
simulation.draw.mapPath.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
},
|
|
lineOfSightPrecalculation() {
|
|
simulation.sight.intersectMap = [];
|
|
for (var i = 0; i < map.length; i++) {
|
|
const obj = map[i];
|
|
const newVertices = [];
|
|
const restOfMap = [...map].slice(0, i).concat([...map].slice(i + 1))
|
|
for (var j = 0; j < obj.vertices.length - 1; j++) {
|
|
var intersections = simulation.sight.getIntersections(obj.vertices[j], obj.vertices[j + 1], restOfMap);
|
|
newVertices.push(obj.vertices[j]);
|
|
for (const vertex of intersections) newVertices.push({ x: vertex.x, y: vertex.y });
|
|
}
|
|
intersections = simulation.sight.getIntersections(obj.vertices[obj.vertices.length - 1], obj.vertices[0], restOfMap);
|
|
newVertices.push(obj.vertices[obj.vertices.length - 1]);
|
|
for (const vertex of intersections) newVertices.push({ x: vertex.x, y: vertex.y });
|
|
//draw the vertices as black circles for debugging
|
|
// for (const vertex of newVertices) {
|
|
// ctx.beginPath();
|
|
// ctx.moveTo(vertex.x, vertex.y);
|
|
// ctx.arc(vertex.x, vertex.y, 10, 0, 2 * Math.PI);
|
|
// ctx.fillStyle = '#000';
|
|
// ctx.fill()
|
|
// }
|
|
simulation.sight.intersectMap.push({ vertices: newVertices });
|
|
}
|
|
},
|
|
drawMapPath() { },
|
|
drawMapPathDefault() {
|
|
ctx.fillStyle = color.map;
|
|
ctx.fill(simulation.draw.mapPath);
|
|
},
|
|
drawMapSight() {
|
|
if (!simulation.isTimeSkipping) {
|
|
const pos = m.pos
|
|
const radius = 4000
|
|
const vertices = simulation.sight.circleLoS(pos, radius);
|
|
if (vertices.length) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
for (var i = 1; i < vertices.length; i++) {
|
|
var currentDistance = Math.sqrt((vertices[i - 1].x - pos.x) ** 2 + (vertices[i - 1].y - pos.y) ** 2);
|
|
var newDistance = Math.sqrt((vertices[i].x - pos.x) ** 2 + (vertices[i].y - pos.y) ** 2);
|
|
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
|
const currentAngle = Math.atan2(vertices[i - 1].y - pos.y, vertices[i - 1].x - pos.x);
|
|
const newAngle = Math.atan2(vertices[i].y - pos.y, vertices[i].x - pos.x);
|
|
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
|
} else {
|
|
ctx.lineTo(vertices[i].x, vertices[i].y)
|
|
}
|
|
}
|
|
newDistance = Math.sqrt((vertices[0].x - pos.x) ** 2 + (vertices[0].y - pos.y) ** 2);
|
|
currentDistance = Math.sqrt((vertices[vertices.length - 1].x - pos.x) ** 2 + (vertices[vertices.length - 1].y - pos.y) ** 2);
|
|
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
|
const currentAngle = Math.atan2(vertices[vertices.length - 1].y - pos.y, vertices[vertices.length - 1].x - pos.x);
|
|
const newAngle = Math.atan2(vertices[0].y - pos.y, vertices[0].x - pos.x);
|
|
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
|
} else {
|
|
ctx.lineTo(vertices[0].x, vertices[0].y)
|
|
}
|
|
|
|
// outline map edges, best with lighter colored document.body.style.backgroundColor
|
|
ctx.strokeStyle = "#000";
|
|
ctx.lineWidth = 5;
|
|
ctx.stroke(simulation.draw.mapPath);
|
|
|
|
ctx.globalCompositeOperation = "destination-in";
|
|
ctx.fillStyle = "#000";
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over";
|
|
|
|
// make map visible
|
|
// ctx.fill(simulation.draw.mapPath);
|
|
// ctx.fillStyle = "#000";
|
|
|
|
ctx.clip(); //this doesn't seem to be required, but it helps with performance, probably stops the canvas context from drawing the whole map
|
|
}
|
|
}
|
|
},
|
|
body() {
|
|
ctx.beginPath();
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
let vertices = body[i].vertices;
|
|
ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
for (let j = 1; j < vertices.length; j++) {
|
|
ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
ctx.lineWidth = 2;
|
|
ctx.fillStyle = color.block;
|
|
ctx.fill();
|
|
ctx.strokeStyle = color.blockS;
|
|
ctx.stroke();
|
|
},
|
|
cons() {
|
|
ctx.beginPath();
|
|
for (let i = 0, len = cons.length; i < len; ++i) {
|
|
ctx.moveTo(cons[i].pointA.x, cons[i].pointA.y);
|
|
// ctx.lineTo(cons[i].bodyB.position.x, cons[i].bodyB.position.y);
|
|
ctx.lineTo(cons[i].bodyB.position.x + cons[i].pointB.x, cons[i].bodyB.position.y + cons[i].pointB.y);
|
|
}
|
|
for (let i = 0, len = consBB.length; i < len; ++i) {
|
|
ctx.moveTo(consBB[i].bodyA.position.x, consBB[i].bodyA.position.y);
|
|
ctx.lineTo(consBB[i].bodyB.position.x, consBB[i].bodyB.position.y);
|
|
}
|
|
ctx.lineWidth = 2;
|
|
// ctx.strokeStyle = "#999";
|
|
ctx.strokeStyle = "rgba(0,0,0,0.15)";
|
|
ctx.stroke();
|
|
},
|
|
wireFrame() {
|
|
// ctx.textAlign = "center";
|
|
// ctx.textBaseline = "middle";
|
|
// ctx.fillStyle = "#999";
|
|
const bodies = Composite.allBodies(engine.world);
|
|
ctx.beginPath();
|
|
for (let i = 0; i < bodies.length; ++i) {
|
|
//ctx.fillText(bodies[i].id,bodies[i].position.x,bodies[i].position.y); //shows the id of every body
|
|
let vertices = bodies[i].vertices;
|
|
ctx.moveTo(vertices[0].x, vertices[0].y);
|
|
for (let j = 1; j < vertices.length; j++) {
|
|
ctx.lineTo(vertices[j].x, vertices[j].y);
|
|
}
|
|
ctx.lineTo(vertices[0].x, vertices[0].y);
|
|
}
|
|
ctx.lineWidth = 1;
|
|
ctx.strokeStyle = "#000";
|
|
ctx.stroke();
|
|
},
|
|
testing() {
|
|
//jump
|
|
ctx.beginPath();
|
|
let bodyDraw = jumpSensor.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(255, 0, 0, 0.5)";
|
|
ctx.fill();
|
|
// ctx.strokeStyle = "#000";
|
|
// ctx.stroke();
|
|
//main body
|
|
ctx.beginPath();
|
|
bodyDraw = playerBody.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(0, 255, 255, 0.25)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
//head
|
|
ctx.beginPath();
|
|
bodyDraw = playerHead.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(255, 255, 0, 0.4)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
//head sensor
|
|
ctx.beginPath();
|
|
bodyDraw = headSensor.vertices;
|
|
ctx.moveTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
for (let j = 1; j < bodyDraw.length; ++j) {
|
|
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
|
|
}
|
|
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
|
|
ctx.fillStyle = "rgba(0, 0, 255, 0.25)";
|
|
ctx.fill();
|
|
// ctx.stroke();
|
|
}
|
|
},
|
|
checkLineIntersection(v1, v1End, v2, v2End) {
|
|
// if the lines intersect, the result contains the x and y of the intersection (treating the lines as infinite) and booleans for whether line segment 1 or line segment 2 contain the point
|
|
let denominator, a, b, numerator1, numerator2;
|
|
let result = {
|
|
x: null,
|
|
y: null,
|
|
onLine1: false,
|
|
onLine2: false
|
|
};
|
|
denominator = (v2End.y - v2.y) * (v1End.x - v1.x) - (v2End.x - v2.x) * (v1End.y - v1.y);
|
|
if (denominator == 0) {
|
|
return result;
|
|
}
|
|
a = v1.y - v2.y;
|
|
b = v1.x - v2.x;
|
|
numerator1 = (v2End.x - v2.x) * a - (v2End.y - v2.y) * b;
|
|
numerator2 = (v1End.x - v1.x) * a - (v1End.y - v1.y) * b;
|
|
a = numerator1 / denominator;
|
|
b = numerator2 / denominator;
|
|
|
|
// if we cast these lines infinitely in both directions, they intersect here:
|
|
result.x = v1.x + a * (v1End.x - v1.x);
|
|
result.y = v1.y + a * (v1End.y - v1.y);
|
|
// if line1 is a segment and line2 is infinite, they intersect if:
|
|
if (a > 0 && a < 1) result.onLine1 = true;
|
|
// if line2 is a segment and line1 is infinite, they intersect if:
|
|
if (b > 0 && b < 1) result.onLine2 = true;
|
|
// if line1 and line2 are segments, they intersect if both of the above are true
|
|
return result;
|
|
},
|
|
constructMouseDownPosition: {
|
|
x: 0,
|
|
y: 0
|
|
},
|
|
constructMapString: [],
|
|
constructCycle() {
|
|
if (simulation.isConstructionMode && simulation.constructMouseDownPosition) {
|
|
function round(num, round = 25) {
|
|
return Math.ceil(num / round) * round;
|
|
}
|
|
const x = round(simulation.constructMouseDownPosition.x)
|
|
const y = round(simulation.constructMouseDownPosition.y)
|
|
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
|
|
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
|
|
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeRect(x, y, dx, dy);
|
|
}
|
|
},
|
|
enableConstructMode() {
|
|
level.isProcedural = false //this is set to be true in levels like labs that need x+ and y+ in front of positions
|
|
simulation.isConstructionMode = true;
|
|
simulation.isHorizontalFlipped = false;
|
|
simulation.isAutoZoom = false;
|
|
simulation.zoomScale = 2600;
|
|
simulation.setZoom();
|
|
|
|
document.body.addEventListener("mouseup", (e) => {
|
|
if (simulation.testing && simulation.constructMouseDownPosition) {
|
|
function round(num, round = 25) {
|
|
return Math.ceil(num / round) * round;
|
|
}
|
|
//clean up positions
|
|
const x = round(simulation.constructMouseDownPosition.x)
|
|
const y = round(simulation.constructMouseDownPosition.y)
|
|
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
|
|
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
|
|
// console.log(e.button)
|
|
if (e.button === 1) {
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.randomMob(x+${x}, ${y}, 0);\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);\n`);
|
|
}
|
|
} else if (e.button === 4) {
|
|
simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
|
|
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
|
|
if (e.button === 0) { //add map
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.mapRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});\n`);
|
|
}
|
|
//see map in world
|
|
spawn.mapRect(x, y, dx, dy);
|
|
len = map.length - 1
|
|
map[len].collisionFilter.category = cat.map;
|
|
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
|
Matter.Body.setStatic(map[len], true); //make static
|
|
Composite.add(engine.world, map[len]); //add to world
|
|
simulation.draw.setPaths() //update map graphics
|
|
} else if (e.button === 2) { //add body
|
|
if (level.isProcedural) {
|
|
simulation.outputMapString(`spawn.bodyRect(x+${x}, ${y}, ${dx}, ${dy});\n`);
|
|
} else {
|
|
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});\n`);
|
|
}
|
|
//see map in world
|
|
spawn.bodyRect(x, y, dx, dy);
|
|
}
|
|
}
|
|
}
|
|
simulation.constructMouseDownPosition.x = undefined
|
|
simulation.constructMouseDownPosition.y = undefined
|
|
});
|
|
simulation.constructMouseDownPosition.x = undefined
|
|
simulation.constructMouseDownPosition.y = undefined
|
|
document.body.addEventListener("mousedown", (e) => {
|
|
if (simulation.testing) {
|
|
simulation.constructMouseDownPosition.x = simulation.mouseInGame.x
|
|
simulation.constructMouseDownPosition.y = simulation.mouseInGame.y
|
|
}
|
|
});
|
|
|
|
//undo last element added after you press z
|
|
document.body.addEventListener("keydown", (e) => { // e.keyCode z=90 m=77 b=66 shift = 16 c = 67
|
|
if (simulation.testing && e.keyCode === 90 && simulation.constructMapString.length) {
|
|
if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'm') { //remove map from current level
|
|
const index = map.length - 1
|
|
Matter.Composite.remove(engine.world, map[index]);
|
|
map.splice(index, 1);
|
|
simulation.draw.setPaths() //update map graphics
|
|
} else if (simulation.constructMapString[simulation.constructMapString.length - 1][6] === 'b') { //remove body from current level
|
|
const index = body.length - 1
|
|
Matter.Composite.remove(engine.world, body[index]);
|
|
body.splice(index, 1);
|
|
}
|
|
simulation.constructMapString.pop();
|
|
simulation.outputMapString();
|
|
}
|
|
});
|
|
},
|
|
outputMapString(string) {
|
|
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
|
|
let out = "" //combine set of map strings to one string
|
|
let outHTML = ""
|
|
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
|
|
out += simulation.constructMapString[i];
|
|
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
|
|
}
|
|
console.log(out)
|
|
navigator.clipboard.writeText(out).then(function () {
|
|
/* clipboard successfully set */
|
|
}, function () {
|
|
/* clipboard write failed */
|
|
console.log('copy failed')
|
|
});
|
|
document.getElementById("construct").innerHTML = outHTML
|
|
},
|
|
// copyToClipBoard(value) {
|
|
// // Create a fake textarea
|
|
// const textAreaEle = document.createElement('textarea');
|
|
|
|
// // Reset styles
|
|
// textAreaEle.style.border = '0';
|
|
// textAreaEle.style.padding = '0';
|
|
// textAreaEle.style.margin = '0';
|
|
|
|
// // Set the absolute position
|
|
// // User won't see the element
|
|
// textAreaEle.style.position = 'absolute';
|
|
// textAreaEle.style.left = '-9999px';
|
|
// textAreaEle.style.top = `0px`;
|
|
|
|
// // Set the value
|
|
// textAreaEle.value = value
|
|
|
|
// // Append the textarea to body
|
|
// document.body.appendChild(textAreaEle);
|
|
|
|
// // Focus and select the text
|
|
// textAreaEle.focus();
|
|
// textAreaEle.select();
|
|
|
|
// // Execute the "copy" command
|
|
// try {
|
|
// document.execCommand('copy');
|
|
// } catch (err) {
|
|
// // Unable to copy
|
|
// console.log(err)
|
|
// } finally {
|
|
// // Remove the textarea
|
|
// document.body.removeChild(textAreaEle);
|
|
// }
|
|
// },
|
|
}; |