commit
2a990146f4
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@ -375,7 +375,7 @@
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<tr><td>randomness_but_tick.js</td><td>Random experimental elements using the tick function feature</td><td>Alice</td></tr>
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<tr><td>randomness_but_tool.js</td><td>Random experimental elements using the tool function feature</td><td>Alice</td></tr>
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<tr><td>randomness.js</td><td>Random experimental elements</td><td>Alice</td></tr>
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<tr><td>scenexe.js</td><td>Work-in-progress mod, allows you to move through a simulated field of polygons</td><td>nousernamefound</td></tr>
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<tr><td>scenexe.js</td><td>Work-in-progress mod, allows you to move through and damage a simulated field of polygons</td><td>nousernamefound</td></tr>
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<tr><td>structure_test_2.js</td><td>Another test for implementing structures into Sandboxels (requires the previous test)</td><td>Alice</td></tr>
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<tr><td>structure_test.js</td><td>A test for implementing structures into Sandboxels</td><td>Alice</td></tr>
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<tr><td>test.js</td><td>A test mod that adds mayo :)</td><td><a href="https://R74n.com" class="R74nLink">R74n</a></td></tr>
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364
mods/scenexe.js
364
mods/scenexe.js
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@ -1,5 +1,6 @@
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polygonColors = function(sides){
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let baseColors = [
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/*
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{ r: 255, g: 228, b: 107 },
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{ r: 252, g: 118, b: 118 },
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{ r: 118, g: 140, b: 252 },
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@ -12,18 +13,104 @@ polygonColors = function(sides){
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{ r: 64, g: 54, b: 69 },
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{ r: 237, g: 237, b: 255 },
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{ r: 0, g: 0, b: 0 },
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*/
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"rgb(255, 228, 107)",
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"rgb(252, 118, 118)",
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"rgb(118, 140, 252)",
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"rgb(252, 166, 68)",
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"rgb(56, 183, 100)",
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"rgb(74, 102, 189)",
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"rgb(93, 39, 93)",
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"rgb(26, 28, 44)",
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"rgb(6, 0, 17)",
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"rgb(64, 54, 69)",
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"rgb(237, 237, 255)",
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"rgb(0, 0, 0)",
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]
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if (sides <= 14 && sides >= 3){
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return baseColors[Math.round(sides)-3]
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} else {
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return {r: 0, g: 0, b: 0}
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return "rgb(0, 0, 0)"
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}
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}
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isKeyDown = {
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w: false,
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a: false,
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s: false,
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d: false
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d: false,
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i: false,
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o: false
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}
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function HSVtoRGB(h, s, v) {
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var r, g, b, i, f, p, q, t;
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if (arguments.length === 1) {
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s = h.s, v = h.v, h = h.h;
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}
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i = Math.floor(h * 6);
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f = h * 6 - i;
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p = v * (1 - s);
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q = v * (1 - f * s);
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t = v * (1 - (1 - f) * s);
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switch (i % 6) {
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case 0: r = v, g = t, b = p; break;
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case 1: r = q, g = v, b = p; break;
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case 2: r = p, g = v, b = t; break;
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case 3: r = p, g = q, b = v; break;
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case 4: r = t, g = p, b = v; break;
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case 5: r = v, g = p, b = q; break;
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}
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return {
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r: Math.round(r * 255),
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g: Math.round(g * 255),
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b: Math.round(b * 255)
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};
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}
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function RGBtoHSV(r, g, b) {
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if (arguments.length === 1) {
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g = r.g, b = r.b, r = r.r;
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}
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var max = Math.max(r, g, b), min = Math.min(r, g, b),
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d = max - min,
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h,
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s = (max === 0 ? 0 : d / max),
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v = max / 255;
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switch (max) {
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case min: h = 0; break;
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case r: h = (g - b) + d * (g < b ? 6: 0); h /= 6 * d; break;
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case g: h = (b - r) + d * 2; h /= 6 * d; break;
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case b: h = (r - g) + d * 4; h /= 6 * d; break;
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}
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return {
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h: h,
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s: s,
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v: v
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};
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}
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function colorToObject(color){
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list = color.match(/\d+/g);
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list[0] = parseInt(list[0])
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list[1] = parseInt(list[1])
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list[2] = parseInt(list[2])
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return {r: list[0], g: list[1], b: list[2]}
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}
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function objectToColor(object){
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return "rgb(" + object.r + ", " + object.g + ", " + object.b + ")"
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}
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function darkenColor(color){
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let colorObject = colorToObject(color)
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colorObject.r = Math.max(0, colorObject.r - 30)
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colorObject.g = Math.max(0, colorObject.g - 30)
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colorObject.b = Math.max(0, colorObject.b - 30)
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return objectToColor(colorObject)
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}
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function makeVisible(color){
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let colorObject = colorToObject(color)
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colorObject.r = Math.max(40, colorObject.r)
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colorObject.g = Math.max(40, colorObject.g)
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colorObject.b = Math.max(40, colorObject.b)
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return objectToColor(colorObject)
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}
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// when wasd keydown, set isKeyDown to true
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document.addEventListener("keydown", (event) => {
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@ -39,6 +126,12 @@ document.addEventListener("keydown", (event) => {
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if (event.key === "d") {
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isKeyDown.d = true
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}
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if (event.key === "i") {
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isKeyDown.i = true
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}
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if (event.key === "o") {
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isKeyDown.o = true
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}
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})
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// when wasd keyup, set isKeyDown to false
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document.addEventListener("keyup", (event) => {
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@ -54,11 +147,59 @@ document.addEventListener("keyup", (event) => {
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if (event.key === "d") {
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isKeyDown.d = false
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}
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if (event.key === "i") {
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isKeyDown.i = false
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}
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if (event.key === "o") {
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isKeyDown.o = false
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}
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if (event.key === "m") {
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if (debug){
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debug = false
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} else {
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debug = true
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}
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}
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})
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orbitalSpeed = function(sides){
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return 1/(1.00672*Math.pow(0.344151, sides) + 0.000002)
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}
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shapeNames = ["Triangle", "Square", "Pentagon", "Hexagon", "Heptagon", "Octagon", "Nonagon", "Decagon", "Hendecagon", "Dodecagon", "Triskaidecagon", "Tetrakaidecagon", "Pentakaidecagon", "Hexakaidecagon", "Heptakaidecagon", "Octakaidecagon", "Enneakaidecagon", "Icosagon", "literally just a circle"]
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function shapeNamer(sides) {
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const ones = ["hen", "do", "tri", "tetra", "penta", "hexa", "hepta", "octa", "ennea"];
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const tens = ["deca", "icosa", "triaconta", "tetraconta", "pentaconta", "hexaconta", "heptaconta", "octaconta", "enneaconta"];
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const specialCases = {
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4: "square",
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2: "line",
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1: "point",
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3: "triangle",
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9: "nonagon",
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1000: "stop",
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1001: "please",
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1002: "go touch grass",
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1003: "are you serious"
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};
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if (sides in specialCases) {
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return specialCases[sides];
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}
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function rb(v) {
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return v ? v : "";
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}
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const numberString = sides.toString();
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if (sides < 10) {
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return ones[sides - 1] + "gon";
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} else if (sides < 100) {
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const tensPlace = Math.floor(sides / 10);
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const onesPlace = sides % 10;
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return rb(ones[onesPlace - 1]) + tens[tensPlace - 1] + "gon";
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} else if (sides < 1000) {
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const hundredsPlace = Math.floor(sides / 100);
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const tensPlace = Math.floor((sides % 100) / 10);
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const onesPlace = sides % 10;
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return ones[hundredsPlace - 1] + "hecta" + rb(tens[tensPlace - 1]) + rb(ones[onesPlace - 1]) + "gon";
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} else {
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return "literally just a circle";
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}
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}
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function polygonCount(random){
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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];
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const values = [3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 3];
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@ -70,12 +211,8 @@ function polygonCount(random){
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}
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}
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polygonList = []
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zoomLevel = 1
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polygonSize = function(sides){
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return 18 * Math.pow(1.47, sides - 3)
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}
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for (var i = 0; i <= 400; i++){
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sides = polygonCount(Math.random())
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zoomLevel = 0.5
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function newPolygon(sides){
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polygonList.push({
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sides: sides,
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radius: polygonSize(sides),
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@ -85,59 +222,143 @@ for (var i = 0; i <= 400; i++){
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vy: 0,
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random: Math.random(),
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rotation: Math.random() * 2 * Math.PI,
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collisionMass: 3+(polygonSize(sides)**2)/6
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collisionMass: 3+(polygonSize(sides)**2)/6,
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maxHealth: 3+(polygonSize(sides)**2)/6,
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health: 3+(polygonSize(sides)**2)/6,
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type: 0,
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bodyDamage: 3,
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regenDelay: 20,
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regenSpeed: 0.0007,
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timeSinceHurt: null,
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name: shapeNamer(sides)
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})
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}
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function drawPolygon(ctx, polygon){
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let x = polygon.x
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let y = polygon.y
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let sides = polygon.sides
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let radius = polygon.radius
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let rotation = polygon.rotation
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let vx = polygon.vx
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let vy = polygon.vy
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ctx.lineJoin = 'round';
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ctx.fillStyle = "rgb(" + polygonColors(sides).r + ", " + polygonColors(sides).g + ", " + polygonColors(sides).b + ")"
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ctx.strokeStyle = "rgb(" + Math.max(polygonColors(sides).r - 30, 0) + ", " + Math.max(polygonColors(sides).g - 30, 0) + ", " + Math.max(polygonColors(sides).b - 30, 0) + ")"
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ctx.lineWidth = 5*zoomLevel
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ctx.beginPath()
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ctx.moveTo(Math.sin(rotation)*radius+x, Math.cos(rotation)*radius+y)
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for (var i = 0; i <= sides+1; i++){
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ctx.lineTo(Math.sin(rotation+2*Math.PI*i/sides)*radius+x, Math.cos(rotation+2*Math.PI*i/sides)*radius+y)
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}
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ctx.fill()
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ctx.stroke()
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// debug
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/*
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// draw a line to represent angle
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ctx.beginPath()
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ctx.moveTo(x, y)
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ctx.lineTo(Math.sin(rotation)*2*radius+x, Math.cos(rotation)*2*radius+y)
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ctx.strokeStyle = "rgb(0, 0, 255)"
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ctx.stroke()
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// draw a line to represent velocity
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ctx.beginPath()
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ctx.moveTo(x, y)
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ctx.lineTo(x+20*vx, y+20*vy)
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ctx.strokeStyle = "rgb(255, 0, 0)"
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ctx.stroke()
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// draw some text to represent mass
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ctx.lineWidth = 2
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ctx.fillStyle = "rgb(255, 255, 255)"
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ctx.strokeStyle = "rgb(0, 0, 0)"
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ctx.font = `bold 30px Helvetica`
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ctx.fillText(Math.round(polygon.collisionMass), x, y)
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ctx.strokeText(Math.round(polygon.collisionMass), x, y)
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*/
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polygonSize = function(sides){
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return 18 * Math.pow(1.47, sides - 3)
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}
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for (var i = 0; i <= 400; i++){
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sides = polygonCount(Math.random())
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newPolygon(sides)
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}
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function drawPolygon(ctx, polygon, index){
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if (Math.abs(polygonList[index].x-camera[0]-polygon.radius<canvas.width/zoomLevel) && Math.abs(polygonList[index].y-camera[1])-polygon.radius<canvas.height/zoomLevel){
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let x = polygon.x
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let y = polygon.y
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let sides = polygon.sides
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let radius = polygon.radius
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let rotation = polygon.rotation
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let vx = polygon.vx
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let vy = polygon.vy
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let hppercent = polygon.health/polygon.maxHealth
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ctx.lineJoin = 'round';
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ctx.fillStyle = polygonColors(sides)
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ctx.strokeStyle = darkenColor(polygonColors(sides))
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ctx.lineWidth = 5*zoomLevel
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ctx.beginPath()
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ctx.moveTo(Math.sin(rotation)*radius+x, Math.cos(rotation)*radius+y)
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for (var i = 0; i <= sides+1; i++){
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ctx.lineTo(Math.sin(rotation+2*Math.PI*i/sides)*radius+x, Math.cos(rotation+2*Math.PI*i/sides)*radius+y)
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}
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ctx.fill()
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ctx.stroke()
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// draw health bar
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if (hppercent <= 0.95){
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||||
ctx.lineCap = 'round';
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||||
ctx.strokeStyle = "rgb(0, 0, 0)"
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ctx.lineWidth = 10*zoomLevel
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ctx.beginPath()
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ctx.moveTo(x-radius, y+radius+(10*zoomLevel))
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ctx.lineTo(x+radius, y+radius+(10*zoomLevel))
|
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ctx.stroke()
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ctx.strokeStyle = makeVisible(polygonColors(sides))
|
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ctx.lineWidth = 4*zoomLevel
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ctx.beginPath()
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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)
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ctx.stroke()
|
||||
}
|
||||
// debug
|
||||
|
||||
// draw a line to represent angle
|
||||
if(debug){
|
||||
ctx.beginPath()
|
||||
ctx.moveTo(x, y)
|
||||
ctx.lineTo(Math.sin(rotation)*2*radius+x, Math.cos(rotation)*2*radius+y)
|
||||
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.font = `bold ${zoomLevel*30}px Helvetica`
|
||||
//ctx.strokeText(Math.round(polygon.collisionMass), x, y)
|
||||
//ctx.fillText(Math.round(polygon.collisionMass), x, y)
|
||||
// draw text on healthbar
|
||||
ctx.strokeText(Math.round(polygon.health)+"/"+Math.round(polygon.maxHealth), x, y+radius+(10*zoomLevel))
|
||||
ctx.fillText(Math.round(polygon.health)+"/"+Math.round(polygon.maxHealth), x, y+radius+(10*zoomLevel))
|
||||
ctx.strokeText(`${polygon.name} p${index}`, x, y-radius)
|
||||
ctx.fillText(`${polygon.name} p${index}`, x, y-radius)
|
||||
}
|
||||
}
|
||||
}
|
||||
debug = false
|
||||
function drawPlayer(ctx, player){
|
||||
ctx.fillStyle = "rgb(63, 153, 255)"
|
||||
ctx.strokeStyle = "rgb(33, 123, 225)"
|
||||
ctx.fillStyle = "rgb(0, 176, 225)"
|
||||
ctx.strokeStyle = darkenColor("rgb(0, 176, 225)")
|
||||
ctx.lineWidth = 5*zoomLevel
|
||||
ctx.beginPath()
|
||||
ctx.arc(player.x, player.y, player.radius, 0, 2*Math.PI)
|
||||
ctx.fill()
|
||||
ctx.stroke()
|
||||
// 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()
|
||||
ctx.strokeStyle = makeVisible("rgb(0, 176, 225)")
|
||||
ctx.lineWidth = 4*zoomLevel
|
||||
ctx.beginPath()
|
||||
ctx.moveTo(player.x-player.radius, player.y+player.radius+(10*zoomLevel))
|
||||
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)
|
||||
ctx.lineTo(Math.sin(player.rotation)*2*player.radius+player.x, Math.cos(player.rotation)*2*player.radius+player.y)
|
||||
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)"
|
||||
ctx.font = `bold ${zoomLevel*30}px Helvetica`
|
||||
ctx.strokeText(Math.round(player.collisionMass), player.x, player.y)
|
||||
ctx.fillText(Math.round(player.collisionMass), player.x, player.y)
|
||||
// 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))
|
||||
}
|
||||
}
|
||||
function zoom(ctx, poly, multiplier){
|
||||
polyreturn = {...poly}
|
||||
|
|
@ -156,8 +377,8 @@ function cameraZoom(ctx, object, multiplier, camera){
|
|||
objectreturn = {...object}
|
||||
let x = camera[0]
|
||||
let y = camera[1]
|
||||
objectreturn.x = objectreturn.x * multiplier - x + ctx.canvas.width/2
|
||||
objectreturn.y = objectreturn.y * multiplier - y + ctx.canvas.height/2
|
||||
objectreturn.x = (objectreturn.x - x) * multiplier + ctx.canvas.width/2
|
||||
objectreturn.y = (objectreturn.y - y) * multiplier + ctx.canvas.height/2
|
||||
objectreturn.radius = objectreturn.radius * multiplier
|
||||
return objectreturn
|
||||
}
|
||||
|
|
@ -169,9 +390,20 @@ scenexeplayer = {
|
|||
vy: 0,
|
||||
rotation: 0,
|
||||
radius: 40,
|
||||
collisionMass: 520
|
||||
collisionMass: 520,
|
||||
type: 1,
|
||||
bodyDamage: 5,
|
||||
maxHealth: 10000,
|
||||
health: 10000,
|
||||
regenDelay: 14,
|
||||
regenSpeed: 0.0001,
|
||||
timeSinceHurt: null
|
||||
}
|
||||
keybinds["KeyI"] = function(){}
|
||||
keybinds["KeyM"] = function(){}
|
||||
renderPostPixel(function(ctx){
|
||||
clearLayers()
|
||||
if (pixelMap){pixelMap = [], currentPixels = [], paused = true}
|
||||
ctx.fillStyle = "rgb(205, 205, 205)"
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height)
|
||||
ctx.strokeStyle = "rgb(200, 200, 200)"
|
||||
|
|
@ -196,7 +428,7 @@ renderPostPixel(function(ctx){
|
|||
}
|
||||
//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++){
|
||||
drawPolygon(ctx, cameraZoom(ctx, polygonList[poly], zoomLevel, camera))
|
||||
drawPolygon(ctx, cameraZoom(ctx, polygonList[poly], zoomLevel, camera), poly)
|
||||
}
|
||||
drawPlayer(ctx, cameraZoom(ctx, scenexeplayer, zoomLevel, camera))
|
||||
// collidable collision checking
|
||||
|
|
@ -215,9 +447,18 @@ renderPostPixel(function(ctx){
|
|||
// update velocity
|
||||
polygon1.vx -= (Math.cos(angle) * (polygon1.radius + polygon2.radius - distance)/2)/(polygon1.collisionMass/polygon2.collisionMass**(1/2.5))
|
||||
polygon1.vy -= (Math.sin(angle) * (polygon1.radius + polygon2.radius - distance)/2)/(polygon1.collisionMass/polygon2.collisionMass**(1/2.5))
|
||||
if (polygon2.type != polygon1.type){
|
||||
polygon1.health -= polygon2.bodyDamage
|
||||
polygon1.timeSinceHurt = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
// move polygons
|
||||
for (var poly = 0; poly < collideList.length; poly++){
|
||||
|
|
@ -236,6 +477,9 @@ renderPostPixel(function(ctx){
|
|||
// add some velocity towards wherever its facing
|
||||
polygon.vx += Math.sin(polygon.rotation)/orbitalSpeed(polygon.sides)*8
|
||||
polygon.vy += Math.cos(polygon.rotation)/orbitalSpeed(polygon.sides)*8
|
||||
if (polygon.health <= 0){
|
||||
polygonList.splice(poly, 1)
|
||||
}
|
||||
}
|
||||
camera[0] += (scenexeplayer.x - camera[0])/10
|
||||
camera[1] += (scenexeplayer.y - camera[1])/10
|
||||
|
|
@ -268,4 +512,10 @@ renderPostPixel(function(ctx){
|
|||
scenexeplayer.vx += 1
|
||||
}
|
||||
}
|
||||
if (isKeyDown.i){
|
||||
zoomLevel += 0.02
|
||||
}
|
||||
if (isKeyDown.o){
|
||||
zoomLevel -= 0.02
|
||||
}
|
||||
})
|
||||
Loading…
Reference in New Issue