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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13
js/game.js
13
js/game.js
@@ -304,25 +304,18 @@ const game = {
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}
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}
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if (keys[71]) { // give all guns with G
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b.giveGuns("all", 1000)
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// b.giveGuns("all", 1000)
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powerUps.gun.effect()
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}
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if (keys[72]) { // power ups with H
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
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}
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if (keys[89]) { //add all mods with y
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for (let i = 0; i < b.mods.length; i++) {
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if (!b.mods[i].have) {
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b.mods[i].effect()
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b.mods[i].have = true
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}
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}
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game.updateModHUD();
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powerUps.mod.effect()
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}
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if (keys[82]) { // teleport to mouse with R
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Matter.Body.setPosition(player, this.mouseInGame);
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12
js/index.js
12
js/index.js
@@ -2,7 +2,17 @@
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/* TODO: *******************************************
|
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*****************************************************
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Boss level
|
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diegetic field meter
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show as the player head filling with teal color
|
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|
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atmosphere levels
|
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give the user a rest, between combat
|
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low combat
|
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nonaggressive mobs
|
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one mob attacking the passive mobs
|
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more graphics
|
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Boss levels
|
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boss grows and spilt, if you don't kill it fast
|
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sensor that locks you in after you enter the boss room
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boss that eats other mobs and gains stats from them
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10
js/level.js
10
js/level.js
@@ -14,12 +14,12 @@ const level = {
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if (game.levelsCleared === 0) {
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// game.levelsCleared = 16; //for testing to simulate possible mobs spawns
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// b.giveGuns("all", 1000)
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b.giveGuns(13) // set a starting gun for testing
|
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// mech.fieldUpgrades[2].effect(); //give a field power up for testing
|
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// b.giveMod(7)
|
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// b.giveGuns(13) // set a starting gun for testing
|
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// mech.fieldUpgrades[6].effect(); //give a field power up for testing
|
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b.giveMod(6)
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|
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// this.intro(); //starting level
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this.testingMap();
|
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this.intro(); //starting level
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// this.testingMap();
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// this.bosses();
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// this.aerie();
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// this.rooftops();
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@@ -231,8 +231,10 @@ const mobs = {
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange) {
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//if (Math.random()>0.2 && this.seePlayer.yes && this.distanceToPlayer2()<800000) {
|
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if (!b.AoEImmunity) {
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mech.damage(0.0003 * game.dmgScale);
|
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.005
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}
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.lineTo(mech.pos.x, mech.pos.y);
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240
js/player.js
240
js/player.js
@@ -374,9 +374,10 @@ const mech = {
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//find what mods I don't have
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let options = [];
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for (let i = 0; i < b.mods.length; i++) {
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if (!b.mods[i].have) options.push(i);
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//can't get quantum immortality again
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if (i !== 7 && !b.mods[i].have) options.push(i);
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}
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//add a new mods
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//add a new mod
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if (options.length > 0) {
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const choose = Math.floor(Math.random() * options.length)
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let newMod = options[choose]
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@@ -388,7 +389,7 @@ const mech = {
|
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}
|
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|
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function randomizeField() {
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if (game.levelsCleared > 5 && Math.random() < 0.9) {
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if (game.levelsCleared * (Math.random() + 0.27) > 2) {
|
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mech.fieldUpgrades[Math.floor(Math.random() * (mech.fieldUpgrades.length))].effect();
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} else {
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mech.fieldUpgrades[0].effect();
|
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@@ -402,7 +403,7 @@ const mech = {
|
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}
|
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|
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function randomizeGuns() {
|
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const length = b.inventory.length
|
||||
const length = Math.round(b.inventory.length * (1 + 0.4 * (Math.random() - 0.5)))
|
||||
//removes guns and ammo
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b.inventory = [];
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b.activeGun = null;
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@@ -432,16 +433,16 @@ const mech = {
|
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randomizeGuns()
|
||||
randomizeField()
|
||||
randomizeHealth()
|
||||
for (let i = 0; i < 6; i++) {
|
||||
for (let i = 0, len = 7; i < len; i++) {
|
||||
setTimeout(function () {
|
||||
randomizeMods()
|
||||
randomizeGuns()
|
||||
randomizeField()
|
||||
randomizeHealth()
|
||||
game.replaceTextLog = true;
|
||||
game.makeTextLog(`probability amplitude will synchronize in ${6-i} seconds`, 1000);
|
||||
game.makeTextLog(`probability amplitude will synchronize in ${len-i-1} seconds`, 1000);
|
||||
game.wipe = function () { //set wipe to have trails
|
||||
ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.003})`;
|
||||
ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`;
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, (i + 1) * 1000);
|
||||
@@ -514,13 +515,17 @@ const mech = {
|
||||
document.getElementById("dmg").style.transition = "opacity 0s";
|
||||
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
|
||||
|
||||
//drop block if holding
|
||||
if (dmg > 0.07) {
|
||||
this.drop();
|
||||
//chance to build a drone on damage from mod
|
||||
if (b.makeDroneOnDamage) {
|
||||
const len = (dmg - 0.08 + 0.05 * Math.random()) / 0.05
|
||||
for (let i = 0; i < len; i++) {
|
||||
if (Math.random() < 0.6) b.guns[12].fire() //spawn drone
|
||||
}
|
||||
}
|
||||
|
||||
// freeze game and display a full screen red color
|
||||
if (dmg > 0.05) {
|
||||
this.drop(); //drop block if holding
|
||||
game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
|
||||
game.fpsInterval = 1000 / game.fpsCap;
|
||||
} else {
|
||||
@@ -540,17 +545,133 @@ const mech = {
|
||||
}
|
||||
};
|
||||
requestAnimationFrame(normalFPS);
|
||||
|
||||
// // freeze game and display a full screen red color
|
||||
// if (dmg > 0.05) {
|
||||
// if (dmg > 0.07) {
|
||||
// this.drop(); //drop block if holding
|
||||
// }
|
||||
|
||||
// game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
|
||||
// game.fpsInterval = 1000 / game.fpsCap;
|
||||
// } else {
|
||||
// game.fpsCap = game.fpsCapDefault
|
||||
// game.fpsInterval = 1000 / game.fpsCap;
|
||||
// }
|
||||
// mech.defaultFPSCycle = mech.cycle
|
||||
|
||||
// const normalFPS = function () {
|
||||
// if (mech.defaultFPSCycle < mech.cycle) { //back to default values
|
||||
// game.fpsCap = game.fpsCapDefault
|
||||
// game.fpsInterval = 1000 / game.fpsCap;
|
||||
// document.getElementById("dmg").style.transition = "opacity 1s";
|
||||
// document.getElementById("dmg").style.opacity = "0";
|
||||
// } else {
|
||||
// requestAnimationFrame(normalFPS);
|
||||
// }
|
||||
// };
|
||||
// requestAnimationFrame(normalFPS);
|
||||
},
|
||||
damageImmune: 0,
|
||||
hitMob(i, dmg) {
|
||||
//prevents damage happening too quick
|
||||
},
|
||||
buttonCD: 0, //cooldown for player buttons
|
||||
buttonCD: 0, //cool down for player buttons
|
||||
usePowerUp(i) {
|
||||
powerUp[i].effect();
|
||||
Matter.World.remove(engine.world, powerUp[i]);
|
||||
powerUp.splice(i, 1);
|
||||
},
|
||||
drawLeg(stroke) {
|
||||
// if (game.mouseInGame.x > this.pos.x) {
|
||||
if (mech.angle > -Math.PI / 2 && mech.angle < Math.PI / 2) {
|
||||
this.flipLegs = 1;
|
||||
} else {
|
||||
this.flipLegs = -1;
|
||||
}
|
||||
ctx.save();
|
||||
ctx.scale(this.flipLegs, 1); //leg lines
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.hip.x, this.hip.y);
|
||||
ctx.lineTo(this.knee.x, this.knee.y);
|
||||
ctx.lineTo(this.foot.x, this.foot.y);
|
||||
ctx.strokeStyle = stroke;
|
||||
ctx.lineWidth = 7;
|
||||
ctx.stroke();
|
||||
|
||||
//toe lines
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.foot.x, this.foot.y);
|
||||
ctx.lineTo(this.foot.x - 15, this.foot.y + 5);
|
||||
ctx.moveTo(this.foot.x, this.foot.y);
|
||||
ctx.lineTo(this.foot.x + 15, this.foot.y + 5);
|
||||
ctx.lineWidth = 4;
|
||||
ctx.stroke();
|
||||
|
||||
//hip joint
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.hip.x, this.hip.y, 11, 0, 2 * Math.PI);
|
||||
//knee joint
|
||||
ctx.moveTo(this.knee.x + 7, this.knee.y);
|
||||
ctx.arc(this.knee.x, this.knee.y, 7, 0, 2 * Math.PI);
|
||||
//foot joint
|
||||
ctx.moveTo(this.foot.x + 6, this.foot.y);
|
||||
ctx.arc(this.foot.x, this.foot.y, 6, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = this.fillColor;
|
||||
ctx.fill();
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
},
|
||||
calcLeg(cycle_offset, offset) {
|
||||
this.hip.x = 12 + offset;
|
||||
this.hip.y = 24 + offset;
|
||||
//stepSize goes to zero if Vx is zero or not on ground (make this transition cleaner)
|
||||
this.stepSize = 0.8 * this.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(this.Vx))) * this.onGround);
|
||||
//changes to stepsize are smoothed by adding only a percent of the new value each cycle
|
||||
const stepAngle = 0.034 * this.walk_cycle + cycle_offset;
|
||||
this.foot.x = 2.2 * this.stepSize * Math.cos(stepAngle) + offset;
|
||||
this.foot.y = offset + 1.2 * this.stepSize * Math.sin(stepAngle) + this.yOff + this.height;
|
||||
const Ymax = this.yOff + this.height;
|
||||
if (this.foot.y > Ymax) this.foot.y = Ymax;
|
||||
|
||||
//calculate knee position as intersection of circle from hip and foot
|
||||
const d = Math.sqrt((this.hip.x - this.foot.x) * (this.hip.x - this.foot.x) + (this.hip.y - this.foot.y) * (this.hip.y - this.foot.y));
|
||||
const l = (this.legLength1 * this.legLength1 - this.legLength2 * this.legLength2 + d * d) / (2 * d);
|
||||
const h = Math.sqrt(this.legLength1 * this.legLength1 - l * l);
|
||||
this.knee.x = (l / d) * (this.foot.x - this.hip.x) - (h / d) * (this.foot.y - this.hip.y) + this.hip.x + offset;
|
||||
this.knee.y = (l / d) * (this.foot.y - this.hip.y) + (h / d) * (this.foot.x - this.hip.x) + this.hip.y;
|
||||
},
|
||||
draw() {
|
||||
ctx.fillStyle = this.fillColor;
|
||||
this.walk_cycle += this.flipLegs * this.Vx;
|
||||
|
||||
//draw body
|
||||
ctx.save();
|
||||
ctx.translate(this.pos.x, this.pos.y);
|
||||
this.calcLeg(Math.PI, -3);
|
||||
this.drawLeg("#4a4a4a");
|
||||
this.calcLeg(0, 0);
|
||||
this.drawLeg("#333");
|
||||
ctx.rotate(this.angle);
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
||||
grd.addColorStop(0, this.fillColorDark);
|
||||
grd.addColorStop(1, this.fillColor);
|
||||
ctx.fillStyle = grd;
|
||||
ctx.fill();
|
||||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
// ctx.beginPath();
|
||||
// ctx.arc(15, 0, 3, 0, 2 * Math.PI);
|
||||
// ctx.fillStyle = '#9cf' //'#0cf';
|
||||
// ctx.fill()
|
||||
ctx.restore();
|
||||
},
|
||||
// *********************************************
|
||||
// **************** holding ********************
|
||||
// *********************************************
|
||||
@@ -1264,6 +1385,7 @@ const mech = {
|
||||
name: "nano-scale manufacturing",
|
||||
description: "excess field <span class='color-f'>energy</span> used to build <strong class='color-b'>drones</strong><br> increased <span class='color-f'>energy</span> regeneration",
|
||||
effect: () => {
|
||||
let gunIndex = Math.random() < 0.5 ? 13 : 12
|
||||
mech.fieldMode = 5;
|
||||
mech.fieldText();
|
||||
mech.setHoldDefaults();
|
||||
@@ -1271,7 +1393,7 @@ const mech = {
|
||||
mech.hold = function () {
|
||||
if (mech.fieldMeter === 1) {
|
||||
mech.fieldMeter -= 0.5;
|
||||
b.guns[12].fire() //spawn drone
|
||||
b.guns[gunIndex].fire() //spawn drone
|
||||
}
|
||||
if (mech.isHolding) {
|
||||
mech.drawHold(mech.holdingTarget);
|
||||
@@ -1315,9 +1437,9 @@ const mech = {
|
||||
player.collisionFilter.mask = 0x000001 //0x010011 is normals
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange / (0.3 + 0.7 * mech.fieldMeter), 0, 2 * Math.PI);
|
||||
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange, 0, 2 * Math.PI);
|
||||
ctx.globalCompositeOperation = "destination-in"; //in or atop
|
||||
ctx.fillStyle = "rgba(255,255,255,0.25)";
|
||||
ctx.fillStyle = `rgba(255,255,255,${mech.fieldMeter*0.5})`;
|
||||
ctx.fill();
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
ctx.strokeStyle = "#000"
|
||||
@@ -1403,94 +1525,4 @@ const mech = {
|
||||
// }
|
||||
// },
|
||||
],
|
||||
drawLeg(stroke) {
|
||||
// if (game.mouseInGame.x > this.pos.x) {
|
||||
if (mech.angle > -Math.PI / 2 && mech.angle < Math.PI / 2) {
|
||||
this.flipLegs = 1;
|
||||
} else {
|
||||
this.flipLegs = -1;
|
||||
}
|
||||
ctx.save();
|
||||
ctx.scale(this.flipLegs, 1); //leg lines
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.hip.x, this.hip.y);
|
||||
ctx.lineTo(this.knee.x, this.knee.y);
|
||||
ctx.lineTo(this.foot.x, this.foot.y);
|
||||
ctx.strokeStyle = stroke;
|
||||
ctx.lineWidth = 7;
|
||||
ctx.stroke();
|
||||
|
||||
//toe lines
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.foot.x, this.foot.y);
|
||||
ctx.lineTo(this.foot.x - 15, this.foot.y + 5);
|
||||
ctx.moveTo(this.foot.x, this.foot.y);
|
||||
ctx.lineTo(this.foot.x + 15, this.foot.y + 5);
|
||||
ctx.lineWidth = 4;
|
||||
ctx.stroke();
|
||||
|
||||
//hip joint
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.hip.x, this.hip.y, 11, 0, 2 * Math.PI);
|
||||
//knee joint
|
||||
ctx.moveTo(this.knee.x + 7, this.knee.y);
|
||||
ctx.arc(this.knee.x, this.knee.y, 7, 0, 2 * Math.PI);
|
||||
//foot joint
|
||||
ctx.moveTo(this.foot.x + 6, this.foot.y);
|
||||
ctx.arc(this.foot.x, this.foot.y, 6, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = this.fillColor;
|
||||
ctx.fill();
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
},
|
||||
calcLeg(cycle_offset, offset) {
|
||||
this.hip.x = 12 + offset;
|
||||
this.hip.y = 24 + offset;
|
||||
//stepSize goes to zero if Vx is zero or not on ground (make this transition cleaner)
|
||||
this.stepSize = 0.8 * this.stepSize + 0.2 * (7 * Math.sqrt(Math.min(9, Math.abs(this.Vx))) * this.onGround);
|
||||
//changes to stepsize are smoothed by adding only a percent of the new value each cycle
|
||||
const stepAngle = 0.034 * this.walk_cycle + cycle_offset;
|
||||
this.foot.x = 2.2 * this.stepSize * Math.cos(stepAngle) + offset;
|
||||
this.foot.y = offset + 1.2 * this.stepSize * Math.sin(stepAngle) + this.yOff + this.height;
|
||||
const Ymax = this.yOff + this.height;
|
||||
if (this.foot.y > Ymax) this.foot.y = Ymax;
|
||||
|
||||
//calculate knee position as intersection of circle from hip and foot
|
||||
const d = Math.sqrt((this.hip.x - this.foot.x) * (this.hip.x - this.foot.x) + (this.hip.y - this.foot.y) * (this.hip.y - this.foot.y));
|
||||
const l = (this.legLength1 * this.legLength1 - this.legLength2 * this.legLength2 + d * d) / (2 * d);
|
||||
const h = Math.sqrt(this.legLength1 * this.legLength1 - l * l);
|
||||
this.knee.x = (l / d) * (this.foot.x - this.hip.x) - (h / d) * (this.foot.y - this.hip.y) + this.hip.x + offset;
|
||||
this.knee.y = (l / d) * (this.foot.y - this.hip.y) + (h / d) * (this.foot.x - this.hip.x) + this.hip.y;
|
||||
},
|
||||
draw() {
|
||||
ctx.fillStyle = this.fillColor;
|
||||
this.walk_cycle += this.flipLegs * this.Vx;
|
||||
|
||||
//draw body
|
||||
ctx.save();
|
||||
ctx.translate(this.pos.x, this.pos.y);
|
||||
this.calcLeg(Math.PI, -3);
|
||||
this.drawLeg("#4a4a4a");
|
||||
this.calcLeg(0, 0);
|
||||
this.drawLeg("#333");
|
||||
ctx.rotate(this.angle);
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
||||
grd.addColorStop(0, this.fillColorDark);
|
||||
grd.addColorStop(1, this.fillColor);
|
||||
ctx.fillStyle = grd;
|
||||
ctx.fill();
|
||||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
// ctx.beginPath();
|
||||
// ctx.arc(15, 0, 3, 0, 2 * Math.PI);
|
||||
// ctx.fillStyle = '#9cf' //'#0cf';
|
||||
// ctx.fill()
|
||||
ctx.restore();
|
||||
}
|
||||
};
|
||||
@@ -44,7 +44,7 @@ const powerUps = {
|
||||
if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
|
||||
} else {
|
||||
//ammo given scales as mobs take more hits to kill
|
||||
const ammo = Math.ceil((target.ammoPack * (0.5 + 0.08 * Math.random())) / b.dmgScale);
|
||||
const ammo = Math.ceil((target.ammoPack * (0.55 + 0.08 * Math.random())) / b.dmgScale);
|
||||
target.ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
||||
@@ -140,7 +140,7 @@ const powerUps = {
|
||||
powerUps.spawn(x, y, "heal");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.19) {
|
||||
if (Math.random() < 0.2) {
|
||||
if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -457,8 +457,10 @@ const spawn = {
|
||||
this.healthBar();
|
||||
//when player is inside event horizon
|
||||
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
|
||||
if (!b.AoEImmunity) {
|
||||
mech.damage(0.00015 * game.dmgScale);
|
||||
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
|
||||
}
|
||||
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
|
||||
player.force.x -= 1.25 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.8 : 1);
|
||||
player.force.y -= 0.96 * player.mass * game.g * Math.sin(angle);
|
||||
@@ -544,8 +546,10 @@ const spawn = {
|
||||
ctx.fill();
|
||||
//when player is inside event horizon
|
||||
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
|
||||
if (!b.AoEImmunity) {
|
||||
mech.damage(0.00015 * game.dmgScale);
|
||||
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
|
||||
}
|
||||
const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
|
||||
player.force.x -= 1.3 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.7 : 1);
|
||||
player.force.y -= 1.2 * Math.sin(angle) * player.mass * game.g;
|
||||
|
||||
Reference in New Issue
Block a user