sandboxels/mods/scenexe.js

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/*
____ _
| _ \ __ _| |_ __ _
| | | |/ _` | __/ _` |
| |_| | (_| | || (_| |
|____/ \__,_|\__\__,_|
*/
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polygonColors = function(sides){
let baseColors = [
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/*
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{ r: 255, g: 228, b: 107 },
{ r: 252, g: 118, b: 118 },
{ r: 118, g: 140, b: 252 },
{ r: 252, g: 166, b: 68 },
{ r: 56, g: 183, b: 100 },
{ r: 74, g: 102, b: 189 },
{ r: 93, g: 39, b: 93 },
{ r: 26, g: 28, b: 44 },
{ r: 6, g: 0, b: 17 },
{ r: 64, g: 54, b: 69 },
{ r: 237, g: 237, b: 255 },
{ r: 0, g: 0, b: 0 },
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*/
"rgb(255, 228, 107)",
"rgb(252, 118, 118)",
"rgb(118, 140, 252)",
"rgb(252, 166, 68)",
"rgb(56, 183, 100)",
"rgb(74, 102, 189)",
"rgb(93, 39, 93)",
"rgb(26, 28, 44)",
"rgb(6, 0, 17)",
"rgb(64, 54, 69)",
"rgb(237, 237, 255)",
"rgb(0, 0, 0)",
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]
if (sides <= 14 && sides >= 3){
return baseColors[Math.round(sides)-3]
} else {
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return "rgb(0, 0, 0)"
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}
}
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const usefulMiscColors = {
playerBlue: "rgb(0, 176, 225)",
barrelGray: "rgb(153, 153, 153)",
playerGreen: "rgb(0, 224, 108)",
playerRed: "rgb(240, 79, 84)",
playerPurple: "rgb(216, 43, 207)",
bodyGray: "rgb(95, 103, 108)",
fallenGray: "rgb(192, 192, 192)",
celestialPink: "rgb(237, 110, 222)"
}
const upgrades = {
weapons: {
annihilator: [
{
theta: 0,
damage: 150,
reload: 1,
angle: 0,
spread: 0,
yoffset: 0,
xoffset: 0,
length: 1.9,
width: 1,
type: 0,
bulletHealth: 60
}
],
twin: [
{
theta: 0,
damage: 150,
reload: 1,
angle: 0,
spread: 0,
yoffset: 0,
xoffset: 0.5,
length: 1.8,
width: 0.45,
type: 0,
bulletHealth: 60
},
{
theta: 0,
damage: 150,
reload: 1,
angle: 0,
spread: 0,
yoffset: 0,
xoffset: -0.5,
length: 1.8,
width: 0.45,
type: 0,
bulletHealth: 60
}
]
},
bodies: {
}
}
polygonList = []
zoomLevel = 0.5
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isKeyDown = {
w: false,
a: false,
s: false,
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d: false,
i: false,
o: false
}
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let mouseX = 0;
let mouseY = 0;
camera = [0, 0]
scenexeplayer = {
x: 0,
y: 0,
facing: 0,
vx: 0,
vy: 0,
level: 1,
rotation: 0,
radius: 40,
collisionMass: 520,
type: 1,
bodyDamage: 5,
maxHealth: 10000,
health: 10000,
regenDelay: 14,
regenSpeed: 0.0001,
timeSinceHurt: null,
color: usefulMiscColors.playerBlue,
barrels: [
{
theta: 0,
damage: 150,
reload: 1,
angle: 0,
spread: 0,
yoffset: 0,
xoffset: 0.5,
length: 1.8,
width: 0.45,
type: 0,
bulletHealth: 60
},
{
theta: 0,
damage: 150,
reload: 1,
angle: 0,
spread: 0,
yoffset: 0,
xoffset: -0.5,
length: 1.8,
width: 0.45,
type: 0,
bulletHealth: 60
}
]
}
bullets = []
debug = false
/*
_____ _ _
| ___| _ _ __ ___| |_(_) ___ _ __ ___
| |_ | | | | '_ \ / __| __| |/ _ \| '_ \/ __|
| _|| |_| | | | | (__| |_| | (_) | | | \__ \
|_| \__,_|_| |_|\___|\__|_|\___/|_| |_|___/
*/
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function HSVtoRGB(h, s, v) {
var r, g, b, i, f, p, q, t;
if (arguments.length === 1) {
s = h.s, v = h.v, h = h.h;
}
i = Math.floor(h * 6);
f = h * 6 - i;
p = v * (1 - s);
q = v * (1 - f * s);
t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return {
r: Math.round(r * 255),
g: Math.round(g * 255),
b: Math.round(b * 255)
};
}
function RGBtoHSV(r, g, b) {
if (arguments.length === 1) {
g = r.g, b = r.b, r = r.r;
}
var max = Math.max(r, g, b), min = Math.min(r, g, b),
d = max - min,
h,
s = (max === 0 ? 0 : d / max),
v = max / 255;
switch (max) {
case min: h = 0; break;
case r: h = (g - b) + d * (g < b ? 6: 0); h /= 6 * d; break;
case g: h = (b - r) + d * 2; h /= 6 * d; break;
case b: h = (r - g) + d * 4; h /= 6 * d; break;
}
return {
h: h,
s: s,
v: v
};
}
function colorToObject(color){
list = color.match(/\d+/g);
list[0] = parseInt(list[0])
list[1] = parseInt(list[1])
list[2] = parseInt(list[2])
return {r: list[0], g: list[1], b: list[2]}
}
function objectToColor(object){
return "rgb(" + object.r + ", " + object.g + ", " + object.b + ")"
}
function darkenColor(color){
let colorObject = colorToObject(color)
colorObject.r = Math.max(0, colorObject.r - 30)
colorObject.g = Math.max(0, colorObject.g - 30)
colorObject.b = Math.max(0, colorObject.b - 30)
return objectToColor(colorObject)
}
function makeVisible(color){
let colorObject = colorToObject(color)
colorObject.r = Math.max(40, colorObject.r)
colorObject.g = Math.max(40, colorObject.g)
colorObject.b = Math.max(40, colorObject.b)
return objectToColor(colorObject)
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}
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function darkenPercent(color, percent){
let colorObject = colorToObject(color)
colorObject.r = Math.floor(colorObject.r * percent)
colorObject.g = Math.floor(colorObject.g * percent)
colorObject.b = Math.floor(colorObject.b * percent)
return objectToColor(colorObject)
}
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// when wasd keydown, set isKeyDown to true
document.addEventListener("keydown", (event) => {
if (event.key === "w") {
isKeyDown.w = true;
}
if (event.key === "a") {
isKeyDown.a = true;
}
if (event.key === "s") {
isKeyDown.s = true;
}
if (event.key === "d") {
isKeyDown.d = true
}
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if (event.key === "i") {
isKeyDown.i = true
}
if (event.key === "o") {
isKeyDown.o = true
}
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})
// when wasd keyup, set isKeyDown to false
document.addEventListener("keyup", (event) => {
if (event.key === "w") {
isKeyDown.w = false;
}
if (event.key === "a") {
isKeyDown.a = false;
}
if (event.key === "s") {
isKeyDown.s = false;
}
if (event.key === "d") {
isKeyDown.d = false
}
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if (event.key === "i") {
isKeyDown.i = false
}
if (event.key === "o") {
isKeyDown.o = false
}
if (event.key === "m") {
if (debug){
debug = false
} else {
debug = true
}
}
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})
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document.addEventListener("mousemove", (event) => {
let rect = canvas.getBoundingClientRect();
mouseX = event.clientX - rect.left;
mouseY = event.clientY - rect.top;
});
let mouseDown = false;
document.addEventListener("mousedown", (event) => {
mouseDown = true;
});
document.addEventListener("mouseup", (event) => {
mouseDown = false;
});
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orbitalSpeed = function(sides){
return 1/(1.00672*Math.pow(0.344151, sides) + 0.000002)
}
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function shapeNamer(sides) {
const ones = ["hen", "do", "tri", "tetra", "penta", "hexa", "hepta", "octa", "ennea"];
const tens = ["deca", "icosa", "triaconta", "tetraconta", "pentaconta", "hexaconta", "heptaconta", "octaconta", "enneaconta"];
const specialCases = {
4: "square",
2: "line",
1: "point",
3: "triangle",
9: "nonagon",
1000: "stop",
1001: "please",
1002: "go touch grass",
1003: "are you serious"
};
if (sides in specialCases) {
return specialCases[sides];
}
function rb(v) {
return v ? v : "";
}
const numberString = sides.toString();
if (sides < 10) {
return ones[sides - 1] + "gon";
} else if (sides < 100) {
const tensPlace = Math.floor(sides / 10);
const onesPlace = sides % 10;
return rb(ones[onesPlace - 1]) + tens[tensPlace - 1] + "gon";
} else if (sides < 1000) {
const hundredsPlace = Math.floor(sides / 100);
const tensPlace = Math.floor((sides % 100) / 10);
const onesPlace = sides % 10;
return ones[hundredsPlace - 1] + "hecta" + rb(tens[tensPlace - 1]) + rb(ones[onesPlace - 1]) + "gon";
} else {
return "literally just a circle";
}
}
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function polygonCount(random){
const thresholds = [0, 0.3, 0.68, 0.77, 0.82, 0.86, 0.88, 0.89, 0.895, 0.8975, 0.898, 0.8982, 1];
const values = [3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 3];
for (let i = 0; i < thresholds.length; i++) {
if (random < thresholds[i]) {
return values[i];
}
}
}
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function newPolygon(sides){
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polygonList.push({
sides: sides,
radius: polygonSize(sides),
x: (Math.random() * 5000)-2500,
y: (Math.random() * 5000)-2500,
vx: 0,
vy: 0,
random: Math.random(),
rotation: Math.random() * 2 * Math.PI,
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collisionMass: 3+(polygonSize(sides)**2)/6,
maxHealth: 3+(polygonSize(sides)**2)/6,
health: 3+(polygonSize(sides)**2)/6,
type: 0,
bodyDamage: 3,
regenDelay: 20,
regenSpeed: 0.0007,
timeSinceHurt: null,
name: shapeNamer(sides)
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})
}
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polygonSize = function(sides){
return 18 * Math.pow(1.47, sides - 3)
}
function drawPolygon(ctx, polygon, index){
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if (Math.abs(polygonList[index].x-camera[0])-polygonList[index].radius<canvas.width/zoomLevel && Math.abs(polygonList[index].y-camera[1])-polygonList[index].radius<canvas.height/zoomLevel){
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let x = polygon.x
let y = polygon.y
let sides = polygon.sides
let radius = polygon.radius
let rotation = polygon.rotation
let vx = polygon.vx
let vy = polygon.vy
let hppercent = polygon.health/polygon.maxHealth
ctx.lineJoin = 'round';
ctx.fillStyle = polygonColors(sides)
ctx.strokeStyle = darkenColor(polygonColors(sides))
ctx.lineWidth = 5*zoomLevel
ctx.beginPath()
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ctx.moveTo(Math.cos(rotation)*radius+x, Math.sin(rotation)*radius+y)
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for (var i = 0; i <= sides+1; i++){
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ctx.lineTo(Math.cos(rotation+2*Math.PI*i/sides)*radius+x, Math.sin(rotation+2*Math.PI*i/sides)*radius+y)
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}
ctx.fill()
ctx.stroke()
// draw health bar
if (hppercent <= 0.95){
ctx.lineCap = 'round';
ctx.strokeStyle = "rgb(0, 0, 0)"
ctx.lineWidth = 10*zoomLevel
ctx.beginPath()
ctx.moveTo(x-radius, y+radius+(10*zoomLevel))
ctx.lineTo(x+radius, y+radius+(10*zoomLevel))
ctx.stroke()
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ctx.strokeStyle = darkenPercent(polygonColors(sides), 0.4)
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ctx.lineWidth = 4*zoomLevel
ctx.beginPath()
ctx.moveTo(x-radius, y+radius+(10*zoomLevel))
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ctx.lineTo(x+radius, y+radius+(10*zoomLevel))
ctx.stroke()
ctx.strokeStyle = makeVisible(polygonColors(sides))
ctx.beginPath()
ctx.moveTo(x-radius, y+radius+(10*zoomLevel))
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ctx.lineTo(x-radius+(radius*2*hppercent), y+radius+(10*zoomLevel))
//console.log(hppercent)
ctx.stroke()
}
// debug
// draw a line to represent angle
if(debug){
ctx.beginPath()
ctx.moveTo(x, y)
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ctx.lineTo(Math.cos(rotation)*2*radius+x, Math.sin(rotation)*2*radius+y)
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ctx.strokeStyle = "rgb(0, 0, 255)"
ctx.stroke()
// draw a line to represent velocity
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(x+20*vx, y+20*vy)
ctx.strokeStyle = "rgb(255, 0, 0)"
ctx.stroke()
// draw some text to represent mass
ctx.lineWidth = 10*zoomLevel
ctx.fillStyle = "rgb(255, 255, 255)"
ctx.strokeStyle = "rgb(0, 0, 0)"
//ctx.strokeText(Math.round(polygon.collisionMass), x, y)
//ctx.fillText(Math.round(polygon.collisionMass), x, y)
// draw text on healthbar
ctx.strokeText(Math.round(polygon.health)+"/"+Math.round(polygon.maxHealth), x, y+radius+(10*zoomLevel))
ctx.fillText(Math.round(polygon.health)+"/"+Math.round(polygon.maxHealth), x, y+radius+(10*zoomLevel))
ctx.strokeText(`${polygon.name} p${index}`, x, y-radius)
ctx.fillText(`${polygon.name} p${index}`, x, y-radius)
}
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}
}
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function rotatePoint(point, angle) {
let x = point.x;
let y = point.y;
return {
x: Math.cos(angle) * x - Math.sin(angle) * y,
y: Math.sin(angle) * x + Math.cos(angle) * y
};
}
function addPoint(point1, point2){
return {
x: point1.x + point2.x,
y: point1.y + point2.y
}
}
function drawBullet(ctx, bullet){
let x = bullet.x
let y = bullet.y
let radius = bullet.radius
let rotation = bullet.rotation
ctx.fillStyle = scenexeplayer.color
ctx.strokeStyle = darkenColor(usefulMiscColors.playerBlue)
ctx.lineWidth = 5*zoomLevel
ctx.beginPath()
ctx.arc(x, y, radius, 0, 2*Math.PI)
ctx.fill()
ctx.stroke()
}
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function drawPlayer(ctx, player){
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let x = player.x
let y = player.y
let radius = player.radius
// draw barrels
for (barrel of player.barrels){
if (barrel.type == 0){ // rectangular barrel
ctx.fillStyle = usefulMiscColors.barrelGray
ctx.strokeStyle = darkenColor(usefulMiscColors.barrelGray)
ctx.lineWidth = 5*zoomLevel
let playerPoint = {
x: player.x,
y: player.y
}
let barrelPoints = [
{
x: -(barrel.width*player.radius)+(barrel.xoffset*player.radius),
y: barrel.yoffset*player.radius
},
{
x: (barrel.width*player.radius)+(barrel.xoffset*player.radius),
y: barrel.yoffset*player.radius
},
{
x: (barrel.width*player.radius)+(barrel.xoffset*player.radius),
y: barrel.yoffset*player.radius+player.radius*barrel.length
},
{
x: -(barrel.width*player.radius)+(barrel.xoffset*player.radius),
y: barrel.yoffset*player.radius+player.radius*barrel.length
}
]
//console.log(barrelPoints)
let barrelPointsRotated = [
rotatePoint(barrelPoints[0], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle),
rotatePoint(barrelPoints[1], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle),
rotatePoint(barrelPoints[2], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle),
rotatePoint(barrelPoints[3], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle)
]
//console.log(barrelPointsRotated)
let barrelPointsTranslated = [
addPoint(barrelPointsRotated[0], playerPoint),
addPoint(barrelPointsRotated[1], playerPoint),
addPoint(barrelPointsRotated[2], playerPoint),
addPoint(barrelPointsRotated[3], playerPoint)
]
//console.log(barrelPointsTranslated)
ctx.beginPath()
ctx.moveTo(barrelPointsTranslated[0].x, barrelPointsTranslated[0].y)
ctx.lineTo(barrelPointsTranslated[1].x, barrelPointsTranslated[1].y)
ctx.lineTo(barrelPointsTranslated[2].x, barrelPointsTranslated[2].y)
ctx.lineTo(barrelPointsTranslated[3].x, barrelPointsTranslated[3].y)
ctx.lineTo(barrelPointsTranslated[0].x, barrelPointsTranslated[0].y)
ctx.fill()
ctx.stroke()
}
}
ctx.fillStyle = player.color
ctx.strokeStyle = darkenColor(player.color)
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ctx.lineWidth = 5*zoomLevel
ctx.beginPath()
ctx.arc(player.x, player.y, player.radius, 0, 2*Math.PI)
ctx.fill()
ctx.stroke()
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// draw health bar
if (player.health/player.maxHealth <= 0.95){
ctx.lineCap = 'round';
ctx.strokeStyle = "rgb(0, 0, 0)"
ctx.lineWidth = 10*zoomLevel
ctx.beginPath()
ctx.moveTo(player.x-player.radius, player.y+player.radius+(10*zoomLevel))
ctx.lineTo(player.x+player.radius, player.y+player.radius+(10*zoomLevel))
ctx.stroke()
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ctx.strokeStyle = darkenPercent(player.color, 0.4)
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ctx.lineWidth = 4*zoomLevel
ctx.beginPath()
ctx.moveTo(player.x-player.radius, player.y+player.radius+(10*zoomLevel))
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ctx.lineTo(player.x+player.radius, player.y+player.radius+(10*zoomLevel))
ctx.stroke()
ctx.strokeStyle = makeVisible(player.color)
ctx.beginPath()
ctx.moveTo(player.x-player.radius, player.y+player.radius+(10*zoomLevel))
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ctx.lineTo(player.x-player.radius+(player.radius*2*player.health/player.maxHealth), player.y+player.radius+(10*zoomLevel))
ctx.stroke()
}
// debug
if (debug){
// draw a line to represent angle
ctx.beginPath()
ctx.moveTo(player.x, player.y)
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ctx.lineTo(Math.cos(player.rotation)*2*player.radius+player.x, Math.sin(player.rotation)*2*player.radius+player.y)
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ctx.strokeStyle = "rgb(0, 0, 255)"
ctx.stroke()
// draw a line
ctx.beginPath()
ctx.moveTo(player.x, player.y)
ctx.lineTo(player.x+20*player.vx, player.y+20*player.vy)
ctx.strokeStyle = "rgb(255, 0, 0)"
ctx.stroke()
// draw some text
ctx.lineWidth = 10*zoomLevel
ctx.fillStyle = "rgb(255, 255, 255)"
ctx.strokeStyle = "rgb(0, 0, 0)"
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ctx.strokeText(`${Math.round(player.collisionMass)}`, player.x, player.y)
ctx.fillText(`${Math.round(player.collisionMass)}`, player.x, player.y)
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// draw text on healthbar
ctx.strokeText(Math.round(player.health)+"/"+Math.round(player.maxHealth), player.x, player.y+player.radius+(10*zoomLevel))
ctx.fillText(Math.round(player.health)+"/"+Math.round(player.maxHealth), player.x, player.y+player.radius+(10*zoomLevel))
}
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}
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function zoom(ctx, poly, multiplier){
polyreturn = {...poly}
polyreturn.x = polyreturn.x * multiplier + ctx.canvas.width/2
polyreturn.y = polyreturn.y * multiplier + ctx.canvas.height/2
polyreturn.radius = polyreturn.radius * multiplier
return polyreturn
}
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function applyCameraPos(ctx, object, x, y){
objectreturn = {...object}
objectreturn.x = objectreturn.x + x
objectreturn.y = objectreturn.y + y
return objectreturn
}
function cameraZoom(ctx, object, multiplier, camera){
objectreturn = {...object}
let x = camera[0]
let y = camera[1]
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objectreturn.x = (objectreturn.x - x) * multiplier + ctx.canvas.width/2
objectreturn.y = (objectreturn.y - y) * multiplier + ctx.canvas.height/2
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objectreturn.radius = objectreturn.radius * multiplier
return objectreturn
}
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keybinds["KeyI"] = function(){}
keybinds["KeyM"] = function(){}
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/*
____ ___ _ _ _ _ _ _
/ ___| __ _ _ __ ___ ___ |_ _|_ __ (_) |_ __ _| (_)______ _| |_(_) ___ _ __
| | _ / _` | '_ ` _ \ / _ \ | || '_ \| | __/ _` | | |_ / _` | __| |/ _ \| '_ \
| |_| | (_| | | | | | | __/ | || | | | | || (_| | | |/ / (_| | |_| | (_) | | | |
\____|\__,_|_| |_| |_|\___| |___|_| |_|_|\__\__,_|_|_/___\__,_|\__|_|\___/|_| |_|
*/
for (var i = 0; i <= 400; i++){
sides = polygonCount(Math.random())
newPolygon(sides)
}
setInterval(function(){
if (ctx === null){return}
window.clearInterval(tickInterval)
window.clearInterval(renderInterval)
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clearLayers()
if (pixelMap){pixelMap = [], currentPixels = [], paused = true}
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ctx.fillStyle = "rgb(205, 205, 205)"
ctx.fillRect(0, 0, canvas.width, canvas.height)
ctx.strokeStyle = "rgb(200, 200, 200)"
ctx.lineWidth = 5*zoomLevel
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for (var i = 0; i < canvas.width; i += 20*zoomLevel){
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ctx.beginPath()
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//ctx.moveTo(i, canvas.height)
//ctx.lineTo(i, 0)
// add offset depending on mod of camera
ctx.moveTo(i-camera[0]%20*zoomLevel, canvas.height)
ctx.lineTo(i-camera[0]%20*zoomLevel, 0)
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ctx.stroke()
}
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for (var j = 0; j < canvas.height; j += 20*zoomLevel){
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ctx.beginPath()
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//ctx.moveTo(0, j)
//ctx.lineTo(canvas.width, j)
// add offset depending on mod of camera
ctx.moveTo(0, j-camera[1]%20*zoomLevel)
ctx.lineTo(canvas.width, j-camera[1]%20*zoomLevel)
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ctx.stroke()
}
//drawPolygon(ctx, Math.round((pixelTicks/20)%13)+3, polygonSize(Math.round((pixelTicks/20)%13)+3), canvas.width/2, canvas.height/2, 0)
for (var poly = 0; poly < polygonList.length; poly++){
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drawPolygon(ctx, cameraZoom(ctx, polygonList[poly], zoomLevel, camera), poly)
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}
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drawPlayer(ctx, cameraZoom(ctx, scenexeplayer, zoomLevel, camera))
// collidable collision checking
collideList = []
collideList = collideList.concat(polygonList)
collideList.push(scenexeplayer)
for (var poly = 0; poly < collideList.length; poly++){
for (var poly2 = 0; poly2 < collideList.length; poly2++){
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if (poly != poly2){
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polygon1 = collideList[poly]
polygon2 = collideList[poly2]
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distance = Math.sqrt((polygon1.x - polygon2.x)**2 + (polygon1.y - polygon2.y)**2)
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if (distance < polygon1.radius + polygon2.radius){
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//calculate angle of collision
angle = Math.atan2(polygon2.y - polygon1.y, polygon2.x - polygon1.x)
// update velocity
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polygon1.vx -= (Math.cos(angle) * (polygon1.radius + polygon2.radius - distance)/2)/Math.max(polygon1.collisionMass/polygon2.collisionMass**(1/2.5), 1/7)
polygon1.vy -= (Math.sin(angle) * (polygon1.radius + polygon2.radius - distance)/2)/Math.max(polygon1.collisionMass/polygon2.collisionMass**(1/2.5), 1/7)
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if (polygon2.type != polygon1.type){
polygon1.health -= polygon2.bodyDamage
polygon1.timeSinceHurt = 0
}
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}
}
}
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collideList[poly].timeSinceHurt += 0.02
if (collideList[poly].timeSinceHurt > collideList[poly].regenDelay){
collideList[poly].health += collideList[poly].regenSpeed*collideList[poly].maxHealth
collideList[poly].health = Math.min(collideList[poly].health, collideList[poly].maxHealth)
}
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}
// move polygons
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for (var poly = 0; poly < collideList.length; poly++){
let polygon = collideList[poly]
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if (polygon.vx || polygon.vy){
polygon.x += polygon.vx
polygon.y += polygon.vy
polygon.vx *= 0.8
polygon.vy *= 0.8
}
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}
// orbit polygons
for (var poly = 0; poly < polygonList.length; poly++){
let polygon = polygonList[poly]
polygon.rotation += 1/orbitalSpeed(polygon.sides)
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// add some velocity towards wherever its facing
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polygon.vx += Math.sin(polygon.rotation)/orbitalSpeed(polygon.sides)*8*(polygon.random < 0.5 ? -1 : 1)
polygon.vy += Math.cos(polygon.rotation)/orbitalSpeed(polygon.sides)*8*(polygon.random < 0.5 ? -1 : 1)
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if (polygon.health <= 0){
polygonList.splice(poly, 1)
}
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}
camera[0] += (scenexeplayer.x - camera[0])/10
camera[1] += (scenexeplayer.y - camera[1])/10
// add velocity to player depending on which keys are down
if (isKeyDown.w){
if (isKeyDown.a + isKeyDown.d == 1){
scenexeplayer.vy -= 1/Math.sqrt(2)
} else{
scenexeplayer.vy -= 1
}
}
if (isKeyDown.s){
if (isKeyDown.a + isKeyDown.d == 1){
scenexeplayer.vy += 1/Math.sqrt(2)
} else{
scenexeplayer.vy += 1
}
}
if (isKeyDown.a){
if (isKeyDown.w + isKeyDown.s == 1){
scenexeplayer.vx -= 1/Math.sqrt(2)
} else{
scenexeplayer.vx -= 1
}
}
if (isKeyDown.d){
if (isKeyDown.w + isKeyDown.s == 1){
scenexeplayer.vx += 1/Math.sqrt(2)
} else{
scenexeplayer.vx += 1
}
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}
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if (isKeyDown.i){
zoomLevel += 0.02
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ctx.font = `bold ${zoomLevel*30}px Helvetica`
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}
if (isKeyDown.o){
zoomLevel -= 0.02
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if (zoomLevel < 0.02){
zoomLevel = 0.02
}
ctx.font = `bold ${zoomLevel*30}px Helvetica`
}
// angle player towards mouse
scenexeplayer.rotation = Math.atan2(mouseY - canvas.height/2, mouseX - canvas.width/2)
// if mouse down make barrels shoot bullets out
if (mouseDown){
for (barrel of scenexeplayer.barrels){
// first, calculate angle of barrel
let angle = Math.atan2(mouseY - canvas.height/2, mouseX - canvas.width/2)
angle += barrel.theta + barrel.angle
// calculate point of origin within barrel and rotate/translate accordingly
}
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}
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scenexeplayer.radius = (59.99*Math.pow(1.00972, scenexeplayer.level))/2
}, 1000/60)