This commit is contained in:
parent
e0d03845f8
commit
a3b0c97e42
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@ -106,7 +106,7 @@ elements.frozen_xenon = {
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elements.radon = {
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color: elements.neon.color,
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behavior: behaviors.GAS,
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colorOn: ["#d33d7c","#f73273","#c03190"],
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colorOn: ["#3dd3cb","#32f7e7","#31c0a8"],
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category: "gases",
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state: "gas",
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conduct: 0.8,
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@ -156,7 +156,7 @@ elements.radon = {
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elements.liquid_radon = {
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color: elements.neon.color,
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behavior: behaviors.LIQUID,
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colorOn: ["#d33d7c","#f73273","#c03190"],
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colorOn: ["#3dd3cb","#32f7e7","#31c0a8"],
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category: "states",
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state: "liquid",
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tempHigh: -58,
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@ -170,7 +170,7 @@ elements.liquid_radon = {
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elements.frozen_radon = {
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color: elements.neon.color,
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behavior: behaviors.WALL,
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colorOn: ["#d33d7c","#f73273","#c03190"],
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colorOn: ["#3dd3cb","#32f7e7","#31c0a8"],
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category: "states",
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state: "solid",
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tempHigh: -68,
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@ -182,7 +182,7 @@ elements.frozen_radon = {
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elements.oganesson = {
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color: elements.neon.color,
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behavior: behaviors.GAS,
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colorOn: ["#5bdce6","#56a9f7","#56b0e4"],
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colorOn: ["#b5e65b","#b9f756","#aee456"],
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category: "gases",
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state: "gas",
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conduct: 0.8,
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335
mods/scenexe.js
335
mods/scenexe.js
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@ -1,3 +1,11 @@
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/*
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____ _
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| _ \ __ _| |_ __ _
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| | | |/ _` | __/ _` |
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| |_| | (_| | || (_| |
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|____/ \__,_|\__\__,_|
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*/
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polygonColors = function(sides){
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let baseColors = [
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/*
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@ -33,6 +41,68 @@ polygonColors = function(sides){
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return "rgb(0, 0, 0)"
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}
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}
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const usefulMiscColors = {
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playerBlue: "rgb(0, 176, 225)",
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barrelGray: "rgb(153, 153, 153)",
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playerGreen: "rgb(0, 224, 108)",
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playerRed: "rgb(240, 79, 84)",
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playerPurple: "rgb(216, 43, 207)",
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bodyGray: "rgb(95, 103, 108)",
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fallenGray: "rgb(192, 192, 192)",
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celestialPink: "rgb(237, 110, 222)"
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}
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const upgrades = {
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weapons: {
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annihilator: [
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{
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theta: 0,
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damage: 150,
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reload: 1,
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angle: 0,
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spread: 0,
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yoffset: 0,
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xoffset: 0,
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length: 1.9,
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width: 1,
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type: 0,
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bulletHealth: 60
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}
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],
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twin: [
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{
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theta: 0,
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damage: 150,
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reload: 1,
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angle: 0,
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spread: 0,
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yoffset: 0,
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xoffset: 0.5,
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length: 1.8,
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width: 0.45,
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type: 0,
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bulletHealth: 60
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},
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{
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theta: 0,
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damage: 150,
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reload: 1,
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angle: 0,
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spread: 0,
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yoffset: 0,
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xoffset: -0.5,
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length: 1.8,
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width: 0.45,
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type: 0,
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bulletHealth: 60
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}
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]
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},
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bodies: {
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}
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}
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polygonList = []
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zoomLevel = 0.5
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isKeyDown = {
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w: false,
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a: false,
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@ -41,6 +111,66 @@ isKeyDown = {
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i: false,
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o: false
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}
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let mouseX = 0;
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let mouseY = 0;
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camera = [0, 0]
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scenexeplayer = {
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x: 0,
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y: 0,
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facing: 0,
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vx: 0,
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vy: 0,
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level: 1,
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rotation: 0,
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radius: 40,
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collisionMass: 520,
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type: 1,
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bodyDamage: 5,
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maxHealth: 10000,
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health: 10000,
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regenDelay: 14,
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regenSpeed: 0.0001,
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timeSinceHurt: null,
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color: usefulMiscColors.playerBlue,
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barrels: [
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{
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theta: 0,
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damage: 150,
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reload: 1,
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angle: 0,
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spread: 0,
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yoffset: 0,
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xoffset: 0.5,
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length: 1.8,
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width: 0.45,
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type: 0,
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bulletHealth: 60
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},
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{
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theta: 0,
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damage: 150,
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reload: 1,
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angle: 0,
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spread: 0,
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yoffset: 0,
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xoffset: -0.5,
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length: 1.8,
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width: 0.45,
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type: 0,
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bulletHealth: 60
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}
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]
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}
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bullets = []
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debug = false
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/*
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_____ _ _
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| ___| _ _ __ ___| |_(_) ___ _ __ ___
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| |_ | | | | '_ \ / __| __| |/ _ \| '_ \/ __|
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| _|| |_| | | | | (__| |_| | (_) | | | \__ \
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|_| \__,_|_| |_|\___|\__|_|\___/|_| |_|___/
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*/
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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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@ -112,6 +242,13 @@ function makeVisible(color){
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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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function darkenPercent(color, percent){
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let colorObject = colorToObject(color)
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colorObject.r = Math.floor(colorObject.r * percent)
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colorObject.g = Math.floor(colorObject.g * percent)
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colorObject.b = Math.floor(colorObject.b * percent)
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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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if (event.key === "w") {
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@ -161,6 +298,18 @@ document.addEventListener("keyup", (event) => {
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}
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}
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})
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document.addEventListener("mousemove", (event) => {
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let rect = canvas.getBoundingClientRect();
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mouseX = event.clientX - rect.left;
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mouseY = event.clientY - rect.top;
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});
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let mouseDown = false;
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document.addEventListener("mousedown", (event) => {
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mouseDown = true;
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});
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document.addEventListener("mouseup", (event) => {
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mouseDown = false;
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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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@ -210,8 +359,6 @@ function polygonCount(random){
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}
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}
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}
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polygonList = []
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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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@ -236,12 +383,8 @@ function newPolygon(sides){
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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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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
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let y = polygon.y
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let sides = polygon.sides
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@ -255,9 +398,9 @@ function drawPolygon(ctx, polygon, index){
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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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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.sin(rotation+2*Math.PI*i/sides)*radius+x, Math.cos(rotation+2*Math.PI*i/sides)*radius+y)
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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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}
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ctx.fill()
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ctx.stroke()
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@ -270,10 +413,15 @@ function drawPolygon(ctx, polygon, index){
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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.strokeStyle = darkenPercent(polygonColors(sides), 0.4)
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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, y+radius+(10*zoomLevel))
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ctx.stroke()
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ctx.strokeStyle = makeVisible(polygonColors(sides))
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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))
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//console.log(hppercent)
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ctx.stroke()
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@ -284,7 +432,7 @@ function drawPolygon(ctx, polygon, index){
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if(debug){
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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.lineTo(Math.cos(rotation)*2*radius+x, Math.sin(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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@ -297,7 +445,6 @@ function drawPolygon(ctx, polygon, index){
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ctx.lineWidth = 10*zoomLevel
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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 ${zoomLevel*30}px Helvetica`
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//ctx.strokeText(Math.round(polygon.collisionMass), x, y)
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//ctx.fillText(Math.round(polygon.collisionMass), x, y)
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// draw text on healthbar
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@ -308,10 +455,92 @@ function drawPolygon(ctx, polygon, index){
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}
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}
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}
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debug = false
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function rotatePoint(point, angle) {
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let x = point.x;
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let y = point.y;
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return {
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x: Math.cos(angle) * x - Math.sin(angle) * y,
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y: Math.sin(angle) * x + Math.cos(angle) * y
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};
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}
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function addPoint(point1, point2){
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return {
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x: point1.x + point2.x,
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y: point1.y + point2.y
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}
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}
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function drawBullet(ctx, bullet){
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let x = bullet.x
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let y = bullet.y
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let radius = bullet.radius
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let rotation = bullet.rotation
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ctx.fillStyle = scenexeplayer.color
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ctx.strokeStyle = darkenColor(usefulMiscColors.playerBlue)
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ctx.lineWidth = 5*zoomLevel
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ctx.beginPath()
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ctx.arc(x, y, radius, 0, 2*Math.PI)
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ctx.fill()
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ctx.stroke()
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}
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function drawPlayer(ctx, player){
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ctx.fillStyle = "rgb(0, 176, 225)"
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ctx.strokeStyle = darkenColor("rgb(0, 176, 225)")
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let x = player.x
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let y = player.y
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let radius = player.radius
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// draw barrels
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for (barrel of player.barrels){
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if (barrel.type == 0){ // rectangular barrel
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ctx.fillStyle = usefulMiscColors.barrelGray
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ctx.strokeStyle = darkenColor(usefulMiscColors.barrelGray)
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ctx.lineWidth = 5*zoomLevel
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let playerPoint = {
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x: player.x,
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y: player.y
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}
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let barrelPoints = [
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{
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x: -(barrel.width*player.radius)+(barrel.xoffset*player.radius),
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y: barrel.yoffset*player.radius
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},
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{
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x: (barrel.width*player.radius)+(barrel.xoffset*player.radius),
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y: barrel.yoffset*player.radius
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},
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{
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x: (barrel.width*player.radius)+(barrel.xoffset*player.radius),
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y: barrel.yoffset*player.radius+player.radius*barrel.length
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},
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{
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x: -(barrel.width*player.radius)+(barrel.xoffset*player.radius),
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y: barrel.yoffset*player.radius+player.radius*barrel.length
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}
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]
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//console.log(barrelPoints)
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let barrelPointsRotated = [
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rotatePoint(barrelPoints[0], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle),
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rotatePoint(barrelPoints[1], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle),
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rotatePoint(barrelPoints[2], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle),
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rotatePoint(barrelPoints[3], player.rotation-2*Math.PI/4+barrel.theta+barrel.angle)
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]
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//console.log(barrelPointsRotated)
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let barrelPointsTranslated = [
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addPoint(barrelPointsRotated[0], playerPoint),
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addPoint(barrelPointsRotated[1], playerPoint),
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addPoint(barrelPointsRotated[2], playerPoint),
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addPoint(barrelPointsRotated[3], playerPoint)
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]
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//console.log(barrelPointsTranslated)
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ctx.beginPath()
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ctx.moveTo(barrelPointsTranslated[0].x, barrelPointsTranslated[0].y)
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ctx.lineTo(barrelPointsTranslated[1].x, barrelPointsTranslated[1].y)
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ctx.lineTo(barrelPointsTranslated[2].x, barrelPointsTranslated[2].y)
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ctx.lineTo(barrelPointsTranslated[3].x, barrelPointsTranslated[3].y)
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ctx.lineTo(barrelPointsTranslated[0].x, barrelPointsTranslated[0].y)
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ctx.fill()
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ctx.stroke()
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}
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}
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ctx.fillStyle = player.color
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ctx.strokeStyle = darkenColor(player.color)
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ctx.lineWidth = 5*zoomLevel
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ctx.beginPath()
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ctx.arc(player.x, player.y, player.radius, 0, 2*Math.PI)
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@ -326,10 +555,15 @@ function drawPlayer(ctx, player){
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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))
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ctx.stroke()
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ctx.strokeStyle = makeVisible("rgb(0, 176, 225)")
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ctx.strokeStyle = darkenPercent(player.color, 0.4)
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ctx.lineWidth = 4*zoomLevel
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ctx.beginPath()
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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))
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ctx.stroke()
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ctx.strokeStyle = makeVisible(player.color)
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ctx.beginPath()
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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))
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ctx.stroke()
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}
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@ -338,7 +572,7 @@ function drawPlayer(ctx, player){
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// draw a line to represent angle
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ctx.beginPath()
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ctx.moveTo(player.x, player.y)
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ctx.lineTo(Math.sin(player.rotation)*2*player.radius+player.x, Math.cos(player.rotation)*2*player.radius+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)"
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ctx.stroke()
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// draw a line
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@ -352,9 +586,8 @@ function drawPlayer(ctx, player){
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ctx.lineWidth = 10*zoomLevel
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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 ${zoomLevel*30}px Helvetica`
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ctx.strokeText(Math.round(player.collisionMass), player.x, player.y)
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ctx.fillText(Math.round(player.collisionMass), player.x, player.y)
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ctx.strokeText(`${Math.round(player.collisionMass)}`, player.x, player.y)
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ctx.fillText(`${Math.round(player.collisionMass)}`, player.x, player.y)
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// draw text on healthbar
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ctx.strokeText(Math.round(player.health)+"/"+Math.round(player.maxHealth), player.x, player.y+player.radius+(10*zoomLevel))
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ctx.fillText(Math.round(player.health)+"/"+Math.round(player.maxHealth), player.x, player.y+player.radius+(10*zoomLevel))
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@ -382,26 +615,24 @@ function cameraZoom(ctx, object, multiplier, camera){
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objectreturn.radius = objectreturn.radius * multiplier
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return objectreturn
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}
|
||||
camera = [0, 0]
|
||||
scenexeplayer = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
vx: 0,
|
||||
vy: 0,
|
||||
rotation: 0,
|
||||
radius: 40,
|
||||
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){
|
||||
/*
|
||||
____ ___ _ _ _ _ _ _
|
||||
/ ___| __ _ _ __ ___ ___ |_ _|_ __ (_) |_ __ _| (_)______ _| |_(_) ___ _ __
|
||||
| | _ / _` | '_ ` _ \ / _ \ | || '_ \| | __/ _` | | |_ / _` | __| |/ _ \| '_ \
|
||||
| |_| | (_| | | | | | | __/ | || | | | | || (_| | | |/ / (_| | |_| | (_) | | | |
|
||||
\____|\__,_|_| |_| |_|\___| |___|_| |_|_|\__\__,_|_|_/___\__,_|\__|_|\___/|_| |_|
|
||||
|
||||
*/
|
||||
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)
|
||||
clearLayers()
|
||||
if (pixelMap){pixelMap = [], currentPixels = [], paused = true}
|
||||
ctx.fillStyle = "rgb(205, 205, 205)"
|
||||
|
|
@ -445,8 +676,8 @@ renderPostPixel(function(ctx){
|
|||
//calculate angle of collision
|
||||
angle = Math.atan2(polygon2.y - polygon1.y, polygon2.x - polygon1.x)
|
||||
// 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))
|
||||
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)
|
||||
if (polygon2.type != polygon1.type){
|
||||
polygon1.health -= polygon2.bodyDamage
|
||||
polygon1.timeSinceHurt = 0
|
||||
|
|
@ -475,8 +706,8 @@ renderPostPixel(function(ctx){
|
|||
let polygon = polygonList[poly]
|
||||
polygon.rotation += 1/orbitalSpeed(polygon.sides)
|
||||
// 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
|
||||
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)
|
||||
if (polygon.health <= 0){
|
||||
polygonList.splice(poly, 1)
|
||||
}
|
||||
|
|
@ -514,8 +745,26 @@ renderPostPixel(function(ctx){
|
|||
}
|
||||
if (isKeyDown.i){
|
||||
zoomLevel += 0.02
|
||||
ctx.font = `bold ${zoomLevel*30}px Helvetica`
|
||||
}
|
||||
if (isKeyDown.o){
|
||||
zoomLevel -= 0.02
|
||||
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
|
||||
|
||||
}
|
||||
}
|
||||
scenexeplayer.radius = (59.99*Math.pow(1.00972, scenexeplayer.level))/2
|
||||
}, 1000/60)
|
||||
Loading…
Reference in New Issue