working on nail bomb

This commit is contained in:
lilgreenland
2019-11-14 14:34:41 -08:00
parent c2747375d2
commit 0d828d621f

View File

@@ -1155,8 +1155,8 @@ const b = {
}
},
{
name: "nail bomb",
description: "fire a <strong>bomb</strong> that ejects <strong class='color-m'>magnetized</strong> nails<br>nails are <strong class='color-m'>attracted</strong> to enemy targets<br>click left mouse <strong>again</strong> to detonate",
name: "magnetic nails",
description: "fire a <strong>grenade</strong> that ejects <strong class='color-m'>magnetized</strong> nails<br>nails are <strong class='color-m'>attracted</strong> to enemy targets",
ammo: 0,
ammoPack: 6,
have: false,
@@ -1169,95 +1169,62 @@ const b = {
b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
bullet[me].endCycle = Infinity
bullet[me].endCycle = Infinity
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 90 : 40) * b.modBulletsLastLonger);
// bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
// bullet[me].friction = 1;
bullet[me].inertia = Infinity; //prevents rotation
bullet[me].restitution = 0.5;
bullet[me].onEnd = () => {}
bullet[me].minDmgSpeed = 1;
bullet[me].isArmed = false;
bullet[me].isTriggered = false;
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.002;
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
//set armed and sucking status
if (!this.isArmed && !game.mouseDown) {
this.isArmed = true
} else if (this.isArmed && game.mouseDown && !this.isTriggered) {
this.isTriggered = true;
this.endCycle = game.cycle + 2;
}
if (this.isTriggered) {
if (game.cycle > this.endCycle - 1) {
if (!mech.isBodiesAsleep) {
//target nearby mobs
const targets = []
for (let i = 0, len = mob.length; i < len; i++) {
if (
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
targets.push(mob[i].position)
}
}
for (let i = 0; i < 4; i++) {
const SPEED = 35 + 20 * Math.random()
if (Math.random() < 0.5 && targets.length > 0) { // aim near a random target
const SPREAD = 100
const INDEX = Math.floor(Math.random() * targets.length)
const WHERE = {
x: targets[INDEX].x + SPREAD * Math.random(),
y: targets[INDEX].y + SPREAD * Math.random()
for (let i = 0; i < 12; i++) {
//target nearby mobs
const targets = []
for (let i = 0, len = mob.length; i < len; i++) {
const sub = Matter.Vector.sub(this.position, mob[i].position);
const dist = Matter.Vector.magnitude(sub);
if (dist < 1500 && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
targets.push(mob[i].position)
}
needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED))
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
needle(this.position, {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
})
}
for (let i = 0; i < 1; i++) {
const SPEED = 35 + 20 * Math.random()
if (targets.length > 0) { // aim near a random target
const SPREAD = 100
const INDEX = Math.floor(Math.random() * targets.length)
const WHERE = {
x: targets[INDEX].x + SPREAD * (Math.random() - 0.5),
y: targets[INDEX].y + SPREAD * (Math.random() - 0.5)
}
needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED))
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
needle(this.position, {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
})
}
}
function needle(pos, velocity) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir));
Matter.Body.setVelocity(bullet[me], velocity);
Matter.Body.setAngle(bullet[me], Math.atan2(velocity.y, velocity.x))
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 45 + Math.floor(15 * Math.random());
bullet[me].dmg = 1.1;
bullet[me].category = 0x010000
bullet[me].mask = 0x011011
bullet[me].do = function () {};
}
}
function needle(pos, velocity) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir));
Matter.Body.setVelocity(bullet[me], velocity);
Matter.Body.setAngle(bullet[me], Math.atan2(velocity.y, velocity.x))
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 45 + Math.floor(15 * Math.random());
bullet[me].dmg = 1.1;
bullet[me].category = 0x010000
bullet[me].mask = 0x011011
bullet[me].do = function () {};
}
}
} else {
// flashing lights to show armed
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
this.isFlashOn = false;
} else {
this.isFlashOn = true;
}
}
if (this.isFlashOn) {
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
//draw clock on timer
ctx.fillStyle = "#83f";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 0.3, 0, 2 * Math.PI);
ctx.fill();
}
}
}