bug fixes, orbital 1 not 2
mod: orbital-bot - back to just 1 bot, but the bot can stun and hit mobs from a larger range
This commit is contained in:
33
js/bullet.js
33
js/bullet.js
@@ -1021,11 +1021,9 @@ const b = {
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}
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},
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randomBot(where = mech.pos, isKeep = true) {
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if (isKeep && Math.random() < 0.2) {
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for (let i = 0; i < 2 + mod.isOrbitBotUpgrade; i++) {
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b.orbitBot();
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mod.orbitBotCount++;
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}
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if (Math.random() < 0.2) {
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b.orbitBot();
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if (isKeep) mod.orbitBotCount++;
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} else if (Math.random() < 0.25) {
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b.nailBot(where)
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if (isKeep) mod.nailBotCount++;
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@@ -1521,12 +1519,14 @@ const b = {
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},
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orbitBot(position = mech.pos) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(position.x, position.y, 9, 7, {
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bullet[me] = Bodies.polygon(position.x, position.y, 9, 12, {
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isUpgraded: mod.isOrbitBotUpgrade,
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botType: "orbit",
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0,
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frictionAir: 1,
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isStatic: true,
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isSensor: true,
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restitution: 0,
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 0,
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@@ -1544,9 +1544,24 @@ const b = {
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do() {
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//check for damage
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if (!mech.isCloak && !mech.isBodiesAsleep) { //if time dilation isn't active
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q = Matter.Query.point(mob, this.position)
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// q = Matter.Query.point(mob, this.position)
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// q = Matter.Query.collides(this, mob)
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const size = 30
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q = Matter.Query.region(mob, {
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min: {
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x: this.position.x - size,
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y: this.position.y - size
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},
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max: {
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x: this.position.x + size,
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y: this.position.y + size
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}
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})
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for (let i = 0; i < q.length; i++) {
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let dmg = 2.5 * b.dmgScale
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mobs.statusStun(q[i], this.isUpgraded ? 240 : 120)
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const dmg = 1 * b.dmgScale * (this.isUpgraded ? 2.25 : 1)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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@@ -17,9 +17,9 @@ const level = {
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// mech.isCloak = true;
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// mech.setField("metamaterial cloaking")
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// b.giveGuns("laser")
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// for (let i = 0; i < 10; i++) {
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// mod.giveMod("orbital-bot");
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// }
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for (let i = 0; i < 1; i++) {
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mod.giveMod("orbital-bot");
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}
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// mod.giveMod("orbit-bot upgrade")
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42
js/mods.js
42
js/mods.js
@@ -98,7 +98,7 @@ const mod = {
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return dmg * mod.slowFire * mod.aimDamage
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},
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totalBots() {
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return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount + Math.floor(mod.orbitBotCount / (2 + mod.isOrbitBotUpgrade))
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return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount + mod.orbitBotCount
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},
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mods: [{
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name: "integrated armament",
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@@ -513,13 +513,13 @@ const mod = {
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effect() {
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mod.isNailBotUpgrade = true
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'nail') bullet[i].isUpgraded = true
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if (bullet[i].botType === 'nail') bullet[i].isUpgraded = true
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}
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},
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remove() {
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mod.isNailBotUpgrade = false
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'nail') bullet[i].isUpgraded = false
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if (bullet[i].botType === 'nail') bullet[i].isUpgraded = false
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}
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}
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},
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@@ -552,13 +552,13 @@ const mod = {
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effect() {
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mod.isFoamBotUpgrade = true
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'foam') bullet[i].isUpgraded = true
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if (bullet[i].botType === 'foam') bullet[i].isUpgraded = true
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}
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},
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remove() {
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mod.isFoamBotUpgrade = false
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'foam') bullet[i].isUpgraded = false
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if (bullet[i].botType === 'foam') bullet[i].isUpgraded = false
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}
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}
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},
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@@ -591,13 +591,13 @@ const mod = {
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effect() {
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mod.isBoomBotUpgrade = true
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'boom') bullet[i].isUpgraded = true
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if (bullet[i].botType === 'boom') bullet[i].isUpgraded = true
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}
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},
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remove() {
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mod.isBoomBotUpgrade = false
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'boom') bullet[i].isUpgraded = false
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if (bullet[i].botType === 'boom') bullet[i].isUpgraded = false
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}
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}
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},
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@@ -630,19 +630,19 @@ const mod = {
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effect() {
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mod.isLaserBotUpgrade = true
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'laser') bullet[i].isUpgraded = true
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if (bullet[i].botType === 'laser') bullet[i].isUpgraded = true
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}
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},
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remove() {
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mod.isLaserBotUpgrade = false
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType = 'laser') bullet[i].isUpgraded = false
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if (bullet[i].botType === 'laser') bullet[i].isUpgraded = false
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}
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}
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},
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{
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name: "orbital-bot",
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description: "<strong>2</strong> bots are locked in <strong>orbit</strong> around you<br><strong class='color-d'>damages</strong> mobs on <strong>contact</strong>",
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description: "a bot is locked in <strong>orbit</strong> around you<br><strong class='color-d'>damages</strong> and <strong>stuns</strong> mobs on <strong>contact</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -650,36 +650,26 @@ const mod = {
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},
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requires: "",
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effect() {
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for (let i = 0; i < 2 + mod.isOrbitBotUpgrade; i++) {
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b.orbitBot();
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mod.orbitBotCount++;
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}
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b.orbitBot();
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mod.orbitBotCount++;
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},
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remove() {
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mod.orbitBotCount = 0;
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}
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},
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{
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name: "orbit-bot upgrade",
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description: "get 3 orbital-bots instead of 2<br><em>applies to all current and future orbit-bots</em>",
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name: "orbital-bot upgrade",
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description: "<strong>125%</strong> increased <strong class='color-d'>damage</strong> and <strong>stun</strong> duration<br><em>applies to all current and future orbit-bots</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.orbitBotCount > 2
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return mod.orbitBotCount > 1
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},
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requires: "2 or more orbital bots",
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effect() {
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mod.isOrbitBotUpgrade = true
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType === 'orbit') {
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bullet[i].isUpgraded = mod.isOrbitBotUpgrade
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bullet[i].range = 190 + 50 * mod.isOrbitBotUpgrade
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bullet[i].orbitalSpeed = Math.sqrt(0.25 / bullet[i].range)
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}
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}
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for (let i = 0, len = Math.floor(mod.orbitBotCount / 2); i < len; i++) {
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b.orbitBot();
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if (bullet[i].botType === 'orbit') bullet[i].isUpgraded = true
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}
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},
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13
js/player.js
13
js/player.js
@@ -509,9 +509,9 @@ const mech = {
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if (mech.energy < 0 || isNaN(mech.energy)) { //taking deadly damage
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if (mod.isDeathAvoid && powerUps.reroll.rerolls) {
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powerUps.reroll.changeRerolls(-1)
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game.makeTextLog(`<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>${powerUps.reroll.rerolls}</strong> <strong class='color-r'>rerolls</strong> left</span>`, 420)
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mech.energy = mech.maxEnergy
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mech.immuneCycle = mech.cycle + 120 //disable this.immuneCycle bonus seconds
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game.makeTextLog(`<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1/${powerUps.reroll.rerolls}</strong> <strong class='color-r'>rerolls</strong> consumed</span>`, 420)
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game.wipe = function () { //set wipe to have trails
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ctx.fillStyle = "rgba(255,255,255,0.03)";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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@@ -537,12 +537,11 @@ const mech = {
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if (mod.isDeathAvoid && powerUps.reroll.rerolls > 0) { //&& Math.random() < 0.5
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mech.health = 0.05
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powerUps.reroll.changeRerolls(-1)
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game.makeTextLog(`<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>${powerUps.reroll.rerolls}</strong> <strong class='color-r'>rerolls</strong> left</span>`, 420)
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for (let i = 0; i < 4; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
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}
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mech.immuneCycle = mech.cycle + 120 //disable this.immuneCycle bonus seconds
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game.makeTextLog(`<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1/${powerUps.reroll.rerolls}</strong> <strong class='color-r'>rerolls</strong> consumed</span>`, 420)
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// game.makeTextLog("<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1</strong> <strong class='color-r'>reroll</strong> consumed</span>", 420)
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game.wipe = function () { //set wipe to have trails
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@@ -845,7 +844,7 @@ const mech = {
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}
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},
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holding() {
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if (mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle
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if (mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle - 1
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if (mech.holdingTarget) {
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mech.energy -= mech.fieldRegen;
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if (mech.energy < 0) mech.energy = 0;
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@@ -976,7 +975,7 @@ const mech = {
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ctx.stroke();
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},
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grabPowerUp() { //look for power ups to grab with field
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if (mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle
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if (mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle - 1
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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const dxP = mech.pos.x - powerUp[i].position.x;
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const dyP = mech.pos.y - powerUp[i].position.y;
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@@ -1807,7 +1806,7 @@ const mech = {
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mech.isCloak = true //enter cloak
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if (mod.isIntangible) {
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
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if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
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}
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}
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}
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@@ -1815,7 +1814,7 @@ const mech = {
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mech.isCloak = false
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if (mod.isIntangible) {
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
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if (bullet[i].botType && bullet[i].botType !== "orbit") bullet[i].collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
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}
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}
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if (mod.isCloakStun) { //stun nearby mobs after exiting cloak
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9
todo.txt
9
todo.txt
@@ -1,9 +1,12 @@
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mod: orbital-bot - 2 bots orbit you and damage mobs
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mod: orbital-bot upgrade - orbital bots orbit farther away
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mod: orbital-bot - back to just 1 bot, but the bot can stun and hit mobs from a larger range
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************** TODO - n-gon **************
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mob: springer has a constraint issue, not pulling it
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Ψ(t) collapse doesn't seem to work properly on custom links
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mod: take less harm if you are moving fast
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require squirrel cage rotor
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mod: laser gets increased damage with each reflection
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mod: laser is 3 thick beams that look like one, but can separate into three at corners
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