added hornets and ablative synthesis, and ceramic plating
This commit is contained in:
111
js/bullets.js
111
js/bullets.js
@@ -14,11 +14,15 @@ const b = {
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modBulletsLastLonger: null,
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modIsImmortal: null,
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modSpores: null,
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AoEImmunity: null,
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makeDroneOnDamage: null,
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setModDefaults() {
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b.modCount = 0;
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b.modFireRate = 1;
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b.modExplosionRadius = 1;
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b.AoEImmunity = false;
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b.modBulletSize = 1;
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b.makeDroneOnDamage = false;
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b.modEnergySiphon = 0;
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b.modHealthDrain = 0;
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b.modNoAmmo = 0;
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@@ -31,7 +35,7 @@ const b = {
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},
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mods: [{
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name: "depleted uranium rounds",
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description: "your bullets are <strong>larger</strong> and do more physical <span class='color-d'>damage</span>",
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description: "your <strong class='color-b'>bullets</strong> are larger and do more physical <span class='color-d'>damage</span>",
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have: false,
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effect: () => {
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//good for guns that do mostly projectile damage:
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@@ -43,7 +47,7 @@ const b = {
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},
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{
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name: "auto-loading heuristics",
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description: "your rate of fire is 15% faster",
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description: "your rate of fire is 15% higher",
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have: false,
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effect: () => {
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//good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
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@@ -53,7 +57,7 @@ const b = {
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},
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{
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name: "desublimated ammunition",
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description: "use 50% less <span class='color-b'>ammo</span> when <strong>crouching</strong>",
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description: "use 50% less <strong class='color-b'>ammo</strong> when <strong>crouching</strong>",
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have: false,
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effect: () => {
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//good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
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@@ -62,7 +66,7 @@ const b = {
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},
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{
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name: "corrosion resistant topology",
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description: "your <span class='color-b'>bullets</span> last 40% longer",
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description: "your <strong class='color-b'>bullets</strong> last 40% longer",
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have: false,
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effect: () => {
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//good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
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@@ -76,12 +80,28 @@ const b = {
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effect: () => {
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//at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
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//testing at 1.3: grenade(+0.3), missiles, flak, M80
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b.modExplosionRadius = 1.8; //good for guns with explosions:
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b.modExplosionRadius = 1.8; //good for guns with explosions
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}
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},
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{
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name: "energy siphon",
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description: "regenerate <span class='color-f'>energy</span> proportional to your <span class='color-d'>damage</span> done",
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name: "ceramic plating",
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description: "you take no damage from area effects<br>immune to <strong class='color-e'>explosions</strong> and enemy fields",
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have: false,
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effect: () => {
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b.AoEImmunity = true; //good for guns with explosions
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}
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},
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{
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name: "ablative synthesis",
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description: "your <span class='color-d'>damaged</span> parts are rebuilt as <strong class='color-b'>drones</strong>",
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have: false,
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effect: () => {
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b.makeDroneOnDamage = true; //makes dangerous situations more survivable
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}
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},
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{
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name: "field siphon",
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description: "regenerate <span class='color-f'>field energy</span> proportional to your <span class='color-d'>damage</span> done",
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have: false,
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effect: () => {
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//good with laser, and all fields
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@@ -302,7 +322,7 @@ const b = {
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sub = Matter.Vector.sub(bullet[me].position, player.position);
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dist = Matter.Vector.magnitude(sub);
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if (dist < radius) {
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mech.damage(radius * 0.0002);
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if (!b.AoEImmunity) mech.damage(radius * 0.0002);
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
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player.force.x += knock.x;
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player.force.y += knock.y;
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@@ -370,7 +390,7 @@ const b = {
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},
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spore(who) { //used with the mod upgrade in mob.death()
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const bIndex = bullet.length;
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const RADIUS = (4 + 2 * Math.random()) * b.modBulletSize;
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const RADIUS = 3 * b.modBulletSize;
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bullet[bIndex] = Bodies.circle(who.position.x, who.position.y, RADIUS, {
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// density: 0.0015, //frictionAir: 0.01,
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inertia: Infinity,
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@@ -378,7 +398,7 @@ const b = {
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angle: Math.random() * 2 * Math.PI,
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friction: 0,
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frictionAir: 0.01,
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dmg: 1.65, //damage done in addition to the damage from momentum
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dmg: 1.8, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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@@ -615,7 +635,7 @@ const b = {
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},
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{
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name: "minigun",
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description: "rapidly fire a stream of small bullets",
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description: "rapidly fire a stream of small <strong>bullets</strong>",
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ammo: 0,
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ammoPack: 105,
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have: false,
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@@ -786,7 +806,7 @@ const b = {
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bullet[me].force.y += 0.00045; //a small push down at first to make it seem like the missile is briefly falling
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bullet[me].frictionAir = 0
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bullet[me].endCycle = game.cycle + Math.floor((265 + Math.random() * 20) * b.modBulletsLastLonger);
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bullet[me].explodeRad = 165 + 40 * Math.random();
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bullet[me].explodeRad = 170 + 60 * Math.random();
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bullet[me].lookFrequency = Math.floor(8 + Math.random() * 7);
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bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
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bullet[me].onDmg = function () {
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@@ -817,7 +837,7 @@ const b = {
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}
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}
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//explode when bullet is close enough to target
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if (this.closestTarget && closeDist < this.explodeRad * 0.7) {
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if (this.closestTarget && closeDist < this.explodeRad) {
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this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
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}
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@@ -944,7 +964,7 @@ const b = {
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},
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{
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name: "vacuum bomb",
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description: "fire a huge bomb that sucks before it <span class='color-e'>explodes</span><br>click left mouse <strong>again</strong> to detonate",
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description: "fire a huge <strong>bomb</strong> that sucks before it <span class='color-e'>explodes</span><br>click left mouse <strong>again</strong> to detonate",
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ammo: 0,
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ammoPack: 4,
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have: false,
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@@ -1093,7 +1113,7 @@ const b = {
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const NUM = 9;
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for (let i = 0; i < NUM; i++) {
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const bIndex = bullet.length;
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const RADIUS = (4 + 2 * Math.random()) * b.modBulletSize;
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const RADIUS = 3 * b.modBulletSize;
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bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, RADIUS, {
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// density: 0.0015, //frictionAir: 0.01,
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inertia: Infinity,
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@@ -1101,7 +1121,7 @@ const b = {
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angle: dir,
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friction: 0,
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frictionAir: 0.01,
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dmg: 1.65, //damage done in addition to the damage from momentum
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dmg: 1.8, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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@@ -1157,8 +1177,8 @@ const b = {
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}
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},
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{
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name: "hunter drones",
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description: "release <span class='color-b'>drones</span> that seek out targets<br>if no targets are found, <span class='color-b'>drones</span> move towards mouse<br>",
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name: "drones",
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description: "release <strong>drones</strong> that seek out targets for 16 seconds<br>follows mouse if no targets are found",
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ammo: 0,
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ammoPack: 20,
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have: false,
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@@ -1166,7 +1186,7 @@ const b = {
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const THRUST = 0.0015
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const dir = mech.angle + 0.2 * (Math.random() - 0.5);
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const me = bullet.length;
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const RADIUS = (4 + 4 * Math.random()) * b.modBulletSize
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const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
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angle: dir,
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inertia: Infinity,
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@@ -1251,35 +1271,37 @@ const b = {
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}
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},
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{
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name: "defense drones",
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description: "release <span class='color-b'>drones</span> that defend the space around the player",
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//draw a halo, since there will only be 1-3 balls
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name: "hornets",
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description: "release large <strong>drones</strong> that defend the space around the player for 5 seconds",
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ammo: 0,
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ammoPack: 3,
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ammoPack: 20,
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have: false,
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fire() {
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const THRUST = 0.0015
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const THRUST = 0.004
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const dir = mech.angle + 0.2 * (Math.random() - 0.5);
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const me = bullet.length;
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const RADIUS = (10 + 6 * Math.random()) * b.modBulletSize
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const RADIUS = (10 + 5 * Math.random()) * b.modBulletSize
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
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isOrb: true,
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angle: dir,
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inertia: Infinity,
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friction: 0,
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frictionAir: 0.001,
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frictionAir: 0.06,
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restitution: 1,
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dmg: 0.14, //damage done in addition to the damage from momentum
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lookFrequency: 27 + Math.floor(37 * Math.random()),
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endCycle: game.cycle + Math.floor((2400 + 1800 * Math.random()) * b.modBulletsLastLonger),
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 37 + Math.floor(37 * Math.random()),
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endCycle: game.cycle + Math.floor((300 + 140 * Math.random()) * b.modBulletsLastLonger),
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x000110 //self collide
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mask: 0x010111 //self, mob,map,body collide
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},
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minDmgSpeed: 0,
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range: 450 + 150 * Math.random(),
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range: 500 + 150 * Math.random(),
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lockedOn: null,
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isFollowMouse: true,
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onDmg() {
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// this.endCycle = 0;
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this.lockedOn = null
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},
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onEnd() {},
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@@ -1290,7 +1312,7 @@ const b = {
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for (let i = 0, len = mob.length; i < len; ++i) {
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const TARGET_VECTOR = Matter.Vector.sub(mech.pos, mob[i].position)
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const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
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if (DIST < this.range && DIST < closeDist) {
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if (DIST < this.range && DIST < closeDist && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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closeDist = DIST;
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this.lockedOn = mob[i]
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}
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@@ -1300,20 +1322,23 @@ const b = {
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const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
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if (this.lockedOn) { //accelerate towards mobs
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this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
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this.frictionAir = 0.06
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} else if (distanceToPlayer > 0.2 * this.range) {
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this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.5)
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}
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// speed cap instead of friction to give more agility
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if (this.speed > 12) {
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Matter.Body.setVelocity(this, {
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x: this.velocity.x * 0.97,
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y: this.velocity.y * 0.97
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});
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this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.3)
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this.frictionAir = 0.02
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// // speed cap instead of friction to give more agility
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// if (this.speed > 14) {
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// Matter.Body.setVelocity(this, {
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// x: this.velocity.x * 0.97,
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// y: this.velocity.y * 0.97
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// });
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// }
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} else { //must be close to player //add some random motion
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this.frictionAir = 0
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}
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}
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})
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b.fireProps(mech.crouch ? 80 : 60, mech.crouch ? 35 : 10, dir, me); //cd , speed
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b.fireProps(mech.crouch ? 40 : 10, mech.crouch ? 40 : 10, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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}
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},
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