working on nail bomb
This commit is contained in:
@@ -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,
|
||||
@@ -1169,51 +1169,37 @@ 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) {
|
||||
for (let i = 0; i < 12; i++) {
|
||||
//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
|
||||
) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
for (let i = 0; i < 4; i++) {
|
||||
for (let i = 0; i < 1; i++) {
|
||||
const SPEED = 35 + 20 * Math.random()
|
||||
if (Math.random() < 0.5 && targets.length > 0) { // aim near a random target
|
||||
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(),
|
||||
y: targets[INDEX].y + SPREAD * Math.random()
|
||||
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
|
||||
@@ -1239,25 +1225,6 @@ const b = {
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user