diff --git a/js/bullets.js b/js/bullets.js
index c71690b..bdcbeb2 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -11,30 +11,32 @@ const b = {
modEnergySiphon: null,
modHealthDrain: null,
modNoAmmo: null,
- modBulletsLastLonger: null,
+ isModBulletsLastLonger: null,
modIsImmortal: null,
modSpores: null,
- AoEImmunity: null,
- makeDroneOnDamage: null,
- extraDmg: null,
+ isModAoEImmunity: null,
+ isModDroneOnDamage: null,
+ modExtraDmg: null,
annihilation: null,
fullHeal: null,
setModDefaults() {
b.modCount = 0;
b.modFireRate = 1;
b.modExplosionRadius = 1;
- b.AoEImmunity = false;
+ b.isModAoEImmunity = false;
b.modBulletSize = 1;
- b.makeDroneOnDamage = false;
+ b.isModDroneOnDamage = false;
b.modEnergySiphon = 0;
b.modHealthDrain = 0;
b.modNoAmmo = 0;
- b.modBulletsLastLonger = 1;
+ b.isModBulletsLastLonger = 1;
b.modIsImmortal = false;
b.modSpores = 0;
- b.extraDmg = 0;
- b.annihilation = false;
- b.fullHeal = false;
+ b.modExtraDmg = 0;
+ b.modAnnihilation = false;
+ b.isModFullHeal = false;
+ mech.Fx = 0.015;
+ mech.jumpForce = 0.38;
mech.throwChargeRate = 2;
mech.throwChargeMax = 50;
for (let i = 0; i < b.mods.length; i++) {
@@ -72,7 +74,7 @@ const b = {
description: "your bullets last 40% longer",
have: false, //3
effect: () => { //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
- b.modBulletsLastLonger = 1.40
+ b.isModBulletsLastLonger = 1.40
}
},
{
@@ -89,7 +91,7 @@ const b = {
description: "you take no damage from area effects
immune to explosions and enemy fields",
have: false, //5
effect: () => {
- b.AoEImmunity = true; //good for guns with explosions
+ b.isModAoEImmunity = true; //good for guns with explosions
}
},
{
@@ -97,7 +99,7 @@ const b = {
description: "after taking damage, there is a chance that your damaged parts will be rebuilt as drones",
have: false, //6
effect: () => { //makes dangerous situations more survivable
- b.makeDroneOnDamage = true;
+ b.isModDroneOnDamage = true;
}
},
{
@@ -138,7 +140,7 @@ const b = {
description: "your bullets do extra chemical damage each time they make contact",
have: false, //11
effect: () => { //good with guns that fire many bullets at low speeds, minigun, drones, junk-bots, shotgun, superballs, wavebeam
- b.extraDmg = 0.1
+ b.modExtraDmg = 0.1
}
},
{
@@ -146,7 +148,7 @@ const b = {
description: "after you touch any enemy, they are annihilated
touching enemies damages you, but destroys them",
have: false, //12
effect: () => { //good with mods that heal: superconductive healing, entropy transfer
- b.annihilation = true
+ b.modAnnihilation = true
}
},
{
@@ -154,19 +156,30 @@ const b = {
description: "heals bring you to full health",
have: false, //13
effect: () => { // good with ablative synthesis, electrostatic field
- b.fullHeal = true
+ b.isModFullHeal = true
}
},
{
- name: "superconductive rail gun",
- description: "throw blocks at very high speeds
to charge a throw, hold right click while holding a block
release right click to fire",
+ name: "Gauss rifle",
+ description: "magnetically launch blocks at much higher speeds
carry more massive blocks
hold right click to charge up a throw and release to fire",
have: false, //14
effect: () => { // good with ablative synthesis, electrostatic field
- b.fullHeal = true
+ b.isModFullHeal = true
mech.throwChargeRate = 4;
mech.throwChargeMax = 150;
+ mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
}
},
+ {
+ name: "squirrel-cage rotor",
+ description: "jump higher and move faster",
+ have: false, //15
+ effect: () => { //
+ mech.Fx = 0.015 * 1.2;
+ mech.jumpForce = 0.38 * 1.1;
+ }
+ },
+
],
giveMod(i) {
b.mods[i].effect(); //give specific mod
@@ -263,7 +276,7 @@ const b = {
angle: dir,
friction: 0.5,
frictionAir: 0,
- dmg: b.extraDmg, //damage done in addition to the damage from momentum
+ dmg: b.modExtraDmg, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0x000100,
@@ -351,7 +364,7 @@ const b = {
sub = Matter.Vector.sub(bullet[me].position, player.position);
dist = Matter.Vector.magnitude(sub);
if (dist < radius) {
- if (!b.AoEImmunity) mech.damage(radius * 0.0002);
+ if (!b.isModAoEImmunity) mech.damage(radius * 0.0002);
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
player.force.x += knock.x;
player.force.y += knock.y;
@@ -433,7 +446,7 @@ const b = {
category: 0x000100,
mask: 0x000011 //no collide with body
},
- endCycle: game.cycle + Math.floor((360 + Math.floor(Math.random() * 240)) * b.modBulletsLastLonger),
+ endCycle: game.cycle + Math.floor((360 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger),
minDmgSpeed: 0,
onDmg() {
this.endCycle = 0; //bullet ends cycle after doing damage
@@ -479,57 +492,40 @@ const b = {
World.add(engine.world, bullet[bIndex]); //add bullet to world
},
guns: [{
- name: "laser", //0
- description: "fire a beam of coherent light
reflects off walls at 75% intensity
uses energy instead of ammunition",
- ammo: 0,
- // ammoPack: 350,
- ammoPack: Infinity,
- have: false,
- isStarterGun: true,
- fire() {
- // mech.fireCDcycle = mech.cycle + 1
- //laser drains energy as well as bullets
- const FIELD_DRAIN = 0.002
- const damage = 0.05
- if (mech.fieldMeter < FIELD_DRAIN) {
- mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
- } else {
- mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
- let best;
- const color = "#f00";
- const range = 3000;
- const path = [{
- x: mech.pos.x + 20 * Math.cos(mech.angle),
- y: mech.pos.y + 20 * Math.sin(mech.angle)
- },
- {
- x: mech.pos.x + range * Math.cos(mech.angle),
- y: mech.pos.y + range * Math.sin(mech.angle)
- }
- ];
- const vertexCollision = function (v1, v1End, domain) {
- for (let i = 0; i < domain.length; ++i) {
- let vertices = domain[i].vertices;
- const len = vertices.length - 1;
- for (let j = 0; j < len; j++) {
- results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
- if (results.onLine1 && results.onLine2) {
- const dx = v1.x - results.x;
- const dy = v1.y - results.y;
- const dist2 = dx * dx + dy * dy;
- if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
- best = {
- x: results.x,
- y: results.y,
- dist2: dist2,
- who: domain[i],
- v1: vertices[j],
- v2: vertices[j + 1]
- };
- }
- }
- }
- results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
+ name: "laser", //0
+ description: "fire a beam of coherent light
reflects off walls at 75% intensity
uses energy instead of ammunition",
+ ammo: 0,
+ // ammoPack: 350,
+ ammoPack: Infinity,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ // mech.fireCDcycle = mech.cycle + 1
+ //laser drains energy as well as bullets
+ const FIELD_DRAIN = 0.002
+ const damage = 0.05
+ if (mech.fieldMeter < FIELD_DRAIN) {
+ mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
+ } else {
+ mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
+ let best;
+ const color = "#f00";
+ const range = 3000;
+ const path = [{
+ x: mech.pos.x + 20 * Math.cos(mech.angle),
+ y: mech.pos.y + 20 * Math.sin(mech.angle)
+ },
+ {
+ x: mech.pos.x + range * Math.cos(mech.angle),
+ y: mech.pos.y + range * Math.sin(mech.angle)
+ }
+ ];
+ const vertexCollision = function (v1, v1End, domain) {
+ for (let i = 0; i < domain.length; ++i) {
+ let vertices = domain[i].vertices;
+ const len = vertices.length - 1;
+ for (let j = 0; j < len; j++) {
+ results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
@@ -540,48 +536,78 @@ const b = {
y: results.y,
dist2: dist2,
who: domain[i],
- v1: vertices[0],
- v2: vertices[len]
+ v1: vertices[j],
+ v2: vertices[j + 1]
};
}
}
}
- };
- const checkforCollisions = function () {
- best = {
- x: null,
- y: null,
- dist2: Infinity,
- who: null,
- v1: null,
- v2: null
- };
- vertexCollision(path[path.length - 2], path[path.length - 1], mob);
- vertexCollision(path[path.length - 2], path[path.length - 1], map);
- vertexCollision(path[path.length - 2], path[path.length - 1], body);
- };
- const laserHitMob = function (dmg) {
- if (best.who.alive) {
- dmg *= b.dmgScale * damage;
- best.who.damage(dmg);
- best.who.locatePlayer();
- //draw mob damage circle
- ctx.fillStyle = color;
- ctx.beginPath();
- ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
- ctx.fill();
+ results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[0],
+ v2: vertices[len]
+ };
+ }
}
+ }
+ };
+ const checkforCollisions = function () {
+ best = {
+ x: null,
+ y: null,
+ dist2: Infinity,
+ who: null,
+ v1: null,
+ v2: null
};
+ vertexCollision(path[path.length - 2], path[path.length - 1], mob);
+ vertexCollision(path[path.length - 2], path[path.length - 1], map);
+ vertexCollision(path[path.length - 2], path[path.length - 1], body);
+ };
+ const laserHitMob = function (dmg) {
+ if (best.who.alive) {
+ dmg *= b.dmgScale * damage;
+ best.who.damage(dmg);
+ best.who.locatePlayer();
+ //draw mob damage circle
+ ctx.fillStyle = color;
+ ctx.beginPath();
+ ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
+ ctx.fill();
+ }
+ };
- const reflection = function () {
- // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
- const n = Matter.Vector.perp(Matter.Vector.normalise(Matter.Vector.sub(best.v1, best.v2)));
- const d = Matter.Vector.sub(path[path.length - 1], path[path.length - 2]);
- const nn = Matter.Vector.mult(n, 2 * Matter.Vector.dot(d, n));
- const r = Matter.Vector.normalise(Matter.Vector.sub(d, nn));
- path[path.length] = Matter.Vector.add(Matter.Vector.mult(r, range), path[path.length - 1]);
+ const reflection = function () {
+ // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
+ const n = Matter.Vector.perp(Matter.Vector.normalise(Matter.Vector.sub(best.v1, best.v2)));
+ const d = Matter.Vector.sub(path[path.length - 1], path[path.length - 2]);
+ const nn = Matter.Vector.mult(n, 2 * Matter.Vector.dot(d, n));
+ const r = Matter.Vector.normalise(Matter.Vector.sub(d, nn));
+ path[path.length] = Matter.Vector.add(Matter.Vector.mult(r, range), path[path.length - 1]);
+ };
+ //beam before reflection
+ checkforCollisions();
+ if (best.dist2 != Infinity) {
+ //if hitting something
+ path[path.length - 1] = {
+ x: best.x,
+ y: best.y
};
- //beam before reflection
+ laserHitMob(1);
+
+ //1st reflection beam
+ reflection();
+ //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
+ let who = best.who;
checkforCollisions();
if (best.dist2 != Infinity) {
//if hitting something
@@ -589,879 +615,1062 @@ const b = {
x: best.x,
y: best.y
};
- laserHitMob(1);
+ laserHitMob(0.75);
- //1st reflection beam
- reflection();
+ //2nd reflection beam
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
- let who = best.who;
- checkforCollisions();
- if (best.dist2 != Infinity) {
- //if hitting something
- path[path.length - 1] = {
- x: best.x,
- y: best.y
- };
- laserHitMob(0.75);
-
- //2nd reflection beam
- //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
- if (who !== best.who) {
- reflection();
- checkforCollisions();
- if (best.dist2 != Infinity) {
- //if hitting something
- path[path.length - 1] = {
- x: best.x,
- y: best.y
- };
- laserHitMob(0.5);
- }
+ if (who !== best.who) {
+ reflection();
+ checkforCollisions();
+ if (best.dist2 != Infinity) {
+ //if hitting something
+ path[path.length - 1] = {
+ x: best.x,
+ y: best.y
+ };
+ laserHitMob(0.5);
}
}
}
- ctx.fillStyle = color;
- ctx.strokeStyle = color;
- ctx.lineWidth = 2;
- ctx.lineDashOffset = 300 * Math.random()
- // ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
-
- ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
- for (let i = 1, len = path.length; i < len; ++i) {
- ctx.beginPath();
- ctx.moveTo(path[i - 1].x, path[i - 1].y);
- ctx.lineTo(path[i].x, path[i].y);
- ctx.stroke();
- ctx.globalAlpha *= 0.5; //reflections are less intense
- // ctx.globalAlpha -= 0.1; //reflections are less intense
- }
- ctx.setLineDash([0, 0]);
- ctx.globalAlpha = 1;
}
- }
- }, {
- name: "kinetic slugs", //1
- description: "fire a large rod that does excessive physical damage
high recoil",
- ammo: 0,
- ammoPack: 5,
- have: false,
- isStarterGun: true,
- fire() {
- b.muzzleFlash(45);
- // mobs.alert(800);
- const me = bullet.length;
- const dir = mech.angle;
- bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 * b.modBulletSize, 30 * b.modBulletSize, b.fireAttributes(dir));
- b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
- bullet[me].endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger);
- bullet[me].do = function () {
- this.force.y += this.mass * 0.0005;
- };
+ ctx.fillStyle = color;
+ ctx.strokeStyle = color;
+ ctx.lineWidth = 2;
+ ctx.lineDashOffset = 300 * Math.random()
+ // ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
- //knock back
- const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
- player.force.x -= KNOCK * Math.cos(dir)
- player.force.y -= KNOCK * Math.sin(dir) * 0.4 //reduce knock back in vertical direction to stop super jumps
+ ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
+ for (let i = 1, len = path.length; i < len; ++i) {
+ ctx.beginPath();
+ ctx.moveTo(path[i - 1].x, path[i - 1].y);
+ ctx.lineTo(path[i].x, path[i].y);
+ ctx.stroke();
+ ctx.globalAlpha *= 0.5; //reflections are less intense
+ // ctx.globalAlpha -= 0.1; //reflections are less intense
+ }
+ ctx.setLineDash([0, 0]);
+ ctx.globalAlpha = 1;
}
- },
- {
- name: "minigun", //2
- description: "rapidly fire a stream of small bullets",
- ammo: 0,
- ammoPack: 105,
- have: false,
- isStarterGun: true,
- fire() {
- const me = bullet.length;
- b.muzzleFlash(15);
- // if (Math.random() > 0.2) mobs.alert(500);
- const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.14);
- bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, 5 * b.modBulletSize, b.fireAttributes(dir));
- b.fireProps(mech.crouch ? 11 : 5, mech.crouch ? 44 : 36, dir, me); //cd , speed
- bullet[me].endCycle = game.cycle + Math.floor(65 * b.modBulletsLastLonger);
- bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
- bullet[me].do = function () {
- this.force.y += this.mass * 0.0005;
- };
- }
- },
- {
- name: "wave beam", //3
- description: "fire a stream of oscillating particles
propagates through solids",
- ammo: 0,
- ammoPack: 85,
- have: false,
- isStarterGun: true,
- fire() {
- const me = bullet.length;
- const DIR = mech.angle
- const SCALE = (mech.crouch ? 0.963 : 0.95)
- const wiggleMag = ((mech.flipLegs === 1) ? 1 : -1) * ((mech.crouch) ? 0.004 : 0.005)
- bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 10 * b.modBulletSize, {
- angle: DIR,
- cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
- endCycle: game.cycle + Math.floor((mech.crouch ? 155 : 120) * b.modBulletsLastLonger),
- inertia: Infinity,
- frictionAir: 0,
- minDmgSpeed: 0,
- dmg: 0.13 + b.extraDmg, //damage done in addition to the damage from momentum
- classType: "bullet",
- collisionFilter: {
- category: 0x000100,
- mask: 0x000010
- },
- onDmg() {},
- onEnd() {},
- do() {
- if (!mech.isBodiesAsleep) {
- this.cycle++
- const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
- this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST) //wiggle
-
- if (this.cycle > 0 && !(Math.floor(this.cycle) % 6)) Matter.Body.scale(this, SCALE, SCALE); //shrink
+ }
+ }, {
+ name: "rail gun", //15
+ description: "hold left mouse to charge and release to fire
charging repels enemies and drains field energy
crouching improves charging and reduces recoil",
+ ammo: 0,
+ ammoPack: 9,
+ have: false,
+ isStarterGun: false,
+ fire() {
+ const me = bullet.length;
+ bullet[me] = Bodies.rectangle(9, -90, 0.01 * b.modBulletSize, 0.0015 * b.modBulletSize, {
+ // density: 0.0015, //frictionAir: 0.01, //restitution: 0,
+ angle: 0,
+ friction: 0.5,
+ frictionAir: 0,
+ dmg: 3 + b.modExtraDmg, //damage done in addition to the damage from momentum
+ classType: "bullet",
+ collisionFilter: {
+ category: 0x000000,
+ mask: 0x010011 //mask: 0x000101, //for self collision
+ },
+ minDmgSpeed: 5,
+ onDmg() {}, //this.endCycle = 0 //triggers despawn
+ onEnd() {}
+ });
+ mech.fireCDcycle = Infinity; // cool down
+ World.add(engine.world, bullet[me]); //add bullet to world
+ bullet[me].endCycle = Infinity
+ bullet[me].isCharging = true;
+ bullet[me].charge = 0;
+ bullet[me].do = function () {
+ if (this.isCharging) {
+ const DRAIN = 0.0001 + mech.fieldRegen
+ if ((!game.mouseDown && this.charge > 0.5) || mech.fieldMeter < DRAIN) { //fire on mouse release
+ this.isCharging = false
+ if (mech.fieldMeter < DRAIN) {
+ mech.fireCDcycle = mech.cycle + 120; // long CD if out of mana
+ } else {
+ mech.fireCDcycle = mech.cycle + 2; // set fire cool down
}
- }
- });
- World.add(engine.world, bullet[me]); //add bullet to world
- mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 8 : 4) * b.modFireRate); // cool down
- const SPEED = mech.crouch ? 5.2 : 4.5;
- Matter.Body.setVelocity(bullet[me], {
- x: SPEED * Math.cos(DIR),
- y: SPEED * Math.sin(DIR)
- });
- bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
- // if (mech.angle + Math.PI / 2 > 0) {
- // bullet[me].direction = Matter.Vector.perp(bullet[me].velocity, true)
- // } else {
- // bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
- // }
+ Matter.Body.scale(this, 10000, 10000) // un hide the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
+ this.endCycle = game.cycle + Math.floor(140 * b.isModBulletsLastLonger)
+ this.collisionFilter.category = 0x000100
+ Matter.Body.setPosition(this, {
+ x: mech.pos.x,
+ y: mech.pos.y
+ })
+ Matter.Body.setAngle(this, mech.angle)
+ const speed = 80
+ Matter.Body.setVelocity(this, {
+ x: mech.Vx / 2 + speed * this.charge * Math.cos(mech.angle),
+ y: mech.Vy / 2 + speed * this.charge * Math.sin(mech.angle)
+ });
- World.add(engine.world, bullet[me]); //add bullet to world
- }
- },
- {
- name: "super balls", //4
- description: "fire 3 very bouncy balls",
- ammo: 0,
- ammoPack: 11,
- have: false,
- isStarterGun: true,
- fire() {
- b.muzzleFlash(20);
- // mobs.alert(450);
- const SPREAD = mech.crouch ? 0.04 : 0.14
- let dir = mech.angle - SPREAD;
- for (let i = 0; i < 3; i++) {
- const me = bullet.length;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7 * b.modBulletSize, b.fireAttributes(dir, false));
- b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 34 : 26, dir, me); //cd , speed
- Matter.Body.setDensity(bullet[me], 0.0001);
- bullet[me].endCycle = game.cycle + Math.floor(360 * b.modBulletsLastLonger);
- bullet[me].dmg = 0.5 + b.extraDmg;
- bullet[me].minDmgSpeed = 0;
- bullet[me].restitution = 0.96;
- bullet[me].friction = 0;
- bullet[me].do = function () {
- this.force.y += this.mass * 0.001;
- };
- dir += SPREAD;
- }
- }
- },
- {
- name: "shotgun", //5
- description: "fire a burst of bullets
high recoil",
- ammo: 0,
- ammoPack: 8,
- have: false,
- isStarterGun: true,
- fire() {
- b.muzzleFlash(35);
- // mobs.alert(650);
- const side = 11 * b.modBulletSize
- for (let i = 0; i < 9; i++) {
- const me = bullet.length;
- const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.22 : 0.7)
- bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
- b.fireProps(mech.crouch ? 60 : 30, 40 + Math.random() * 11, dir, me); //cd , speed
- bullet[me].endCycle = game.cycle + Math.floor(55 * b.modBulletsLastLonger);
- bullet[me].frictionAir = 0.03;
- bullet[me].do = function () {
- this.force.y += this.mass * 0.001;
- };
- }
+ //knock back
+ const KNOCK = ((mech.crouch) ? 0.1 : 0.7) * b.modBulletSize * b.modBulletSize * this.charge * this.charge
+ player.force.x -= KNOCK * Math.cos(mech.angle)
+ player.force.y -= KNOCK * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
- //knock back
- const KNOCK = ((mech.crouch) ? 0.015 : 0.15) * b.modBulletSize * b.modBulletSize
- player.force.x -= KNOCK * Math.cos(mech.angle)
- player.force.y -= KNOCK * Math.sin(mech.angle) * 0.4 //reduce knock back in vertical direction to stop super jumps
- }
- },
- {
- name: "fléchettes", //6
- description: "fire accurate high speed needles",
- ammo: 0,
- ammoPack: 20,
- have: false,
- isStarterGun: true,
- fire() {
- function spawnFlechette(dir = mech.angle, speed, size = 1) {
- const me = bullet.length;
- bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(dir), mech.pos.y + 40 * Math.sin(dir), 65 * size * b.modBulletSize, 1.5 * size * b.modBulletSize, b.fireAttributes(dir));
- bullet[me].endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger);
- bullet[me].dmg = 0.25 * size + b.extraDmg;
- b.drawOneBullet(bullet[me].vertices);
- bullet[me].do = function () {
- this.force.y += this.mass * 0.0002; //low gravity
- };
- Matter.Body.setVelocity(bullet[me], {
- x: mech.Vx / 2 + speed * Math.cos(dir),
- y: mech.Vy / 2 + speed * Math.sin(dir)
- });
- World.add(engine.world, bullet[me]); //add bullet to world
- }
-
- if (mech.crouch) {
- spawnFlechette(mech.angle, 55, 1.2)
- } else {
- for (let i = 0; i < 7; i++) {
- spawnFlechette(mech.angle + 0.14 * (Math.random() - 0.5), 30 + 8 * Math.random(), 0.5)
- }
- }
- mech.fireCDcycle = mech.cycle + Math.floor(30 * b.modFireRate); // cool down
- }
- },
- {
- name: "missiles", //7
- description: "fire a missile that accelerates towards nearby targets
explodes when near target",
- ammo: 0,
- ammoPack: 8,
- have: false,
- isStarterGun: false,
- fireCycle: 0,
- ammoLoaded: 0,
- fire() {
- const thrust = 0.0003;
- let dir = mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2);
- const me = bullet.length;
- bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle) - 3, 30 * b.modBulletSize, 4 * b.modBulletSize, b.fireAttributes(dir));
- b.fireProps(mech.crouch ? 70 : 30, -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8), dir, me); //cd , speed
-
- b.drawOneBullet(bullet[me].vertices);
- // Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
- bullet[me].force.y += 0.00045; //a small push down at first to make it seem like the missile is briefly falling
- bullet[me].frictionAir = 0
- bullet[me].endCycle = game.cycle + Math.floor((265 + Math.random() * 20) * b.modBulletsLastLonger);
- bullet[me].explodeRad = 170 + 60 * Math.random();
- bullet[me].lookFrequency = Math.floor(8 + Math.random() * 7);
- bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
- bullet[me].onDmg = function () {
- this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
- };
- bullet[me].lockedOn = null;
- bullet[me].do = function () {
- if (!mech.isBodiesAsleep) {
- if (!(mech.cycle % this.lookFrequency)) {
- this.closestTarget = null;
- this.lockedOn = null;
- let closeDist = Infinity;
-
- //look for targets
- for (let i = 0, len = mob.length; i < len; ++i) {
- if (
- mob[i].alive &&
- mob[i].dropPowerUp &&
- Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
- Matter.Query.ray(body, this.position, mob[i].position).length === 0
- ) {
- const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mob[i].position));
- if (dist < closeDist) {
- this.closestTarget = mob[i].position;
- closeDist = dist;
- this.lockedOn = mob[i];
- }
- }
- }
- //explode when bullet is close enough to target
- if (this.closestTarget && closeDist < this.explodeRad) {
- this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
- }
-
- if (this.lockedOn) {
- this.frictionAir = 0.04; //extra friction
-
- //draw locked on targeting
- ctx.beginPath();
- const vertices = this.lockedOn.vertices;
- ctx.moveTo(this.position.x, this.position.y);
- const mod = Math.floor((game.cycle / 3) % vertices.length);
- ctx.lineTo(vertices[mod].x, vertices[mod].y);
- ctx.strokeStyle = "rgba(0,0,155,0.35)"; //"#2f6";
- ctx.lineWidth = 1;
- ctx.stroke();
+ //push away blocks on fire
+ const RANGE = 450 * this.charge
+ for (let i = 0, len = body.length; i < len; ++i) {
+ const SUB = Matter.Vector.sub(body[i].position, mech.pos)
+ const DISTANCE = Matter.Vector.magnitude(SUB)
+ if (DISTANCE < RANGE) {
+ const DEPTH = RANGE - DISTANCE
+ const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.005 * Math.sqrt(DEPTH) * Math.sqrt(body[i].mass))
+ body[i].force.x += FORCE.x
+ body[i].force.y += FORCE.y - body[i].mass * (game.g * 25); //kick up a bit to give them some arc
}
}
- //rotate missile towards the target
- if (this.closestTarget) {
- const face = {
- x: Math.cos(this.angle),
- y: Math.sin(this.angle)
- };
- const target = Matter.Vector.normalise(Matter.Vector.sub(this.position, this.closestTarget));
- if (Matter.Vector.dot(target, face) > -0.98) {
- if (Matter.Vector.cross(target, face) > 0) {
- Matter.Body.rotate(this, 0.08);
- } else {
- Matter.Body.rotate(this, -0.08);
- }
+ } else { // charging on mouse down
+ mech.fieldMeter -= DRAIN;
+ mech.fireCDcycle = Infinity //can't fire until mouse is released
+ if (mech.crouch) {
+ this.charge = this.charge * 0.97 + 0.03 // this.charge converges to 1
+ } else {
+ this.charge = this.charge * 0.99 + 0.01 // this.charge converges to 1
+ }
+
+ //gently push away mobs while charging
+ const RANGE = 300 * this.charge
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ const SUB = Matter.Vector.sub(mob[i].position, mech.pos)
+ const DISTANCE = Matter.Vector.magnitude(SUB)
+ // if (DISTANCE < RANGE) {
+ // Matter.Body.setVelocity(mob[i], Matter.Vector.rotate(mob[i].velocity, 0.1))
+ // }
+ if (DISTANCE < RANGE) {
+ const DEPTH = RANGE - DISTANCE
+ const FORCE = Matter.Vector.mult(Matter.Vector.normalise(SUB), 0.000000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass))
+ mob[i].force.x += FORCE.x
+ mob[i].force.y += FORCE.y
}
}
- //accelerate in direction bullet is facing
- const dir = this.angle; // + (Math.random() - 0.5);
- this.force.x += Math.cos(dir) * thrust;
- this.force.y += Math.sin(dir) * thrust;
- //draw rocket
- ctx.beginPath();
- ctx.arc(this.position.x - Math.cos(this.angle) * 27 + (Math.random() - 0.5) * 4, this.position.y - Math.sin(this.angle) * 27 + (Math.random() - 0.5) * 4, 11, 0, 2 * Math.PI);
- ctx.fillStyle = "rgba(255,155,0,0.5)";
- ctx.fill();
- } else {
- //draw rocket with time stop
- ctx.beginPath();
- ctx.arc(this.position.x - Math.cos(this.angle) * 27, this.position.y - Math.sin(this.angle) * 27, 11, 0, 2 * Math.PI);
- ctx.fillStyle = "rgba(255,155,0,0.5)";
- ctx.fill();
- }
- }
- }
- },
- {
- name: "flak", //8
- description: "fire a cluster of short range projectiles
explode on contact or after half a second",
- ammo: 0,
- ammoPack: 20,
- have: false,
- isStarterGun: true,
- fire() {
- b.muzzleFlash(30);
- const totalBullets = 5
- const angleStep = (mech.crouch ? 0.06 : 0.15) / totalBullets
- const SPEED = mech.crouch ? 30 : 25
- const CD = mech.crouch ? 45 : 11
- const END = Math.floor((mech.crouch ? 30 : 18) * b.modBulletsLastLonger);
- let dir = mech.angle - angleStep * totalBullets / 2;
- const side1 = 17 * b.modBulletSize
- const side2 = 4 * b.modBulletSize
-
- for (let i = 0; i < totalBullets; i++) { //5 -> 7
- dir += angleStep
- const me = bullet.length;
- bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), side1, side2, b.fireAttributes(dir));
- b.fireProps(CD, SPEED + 15 * Math.random() - 2 * i, dir, me); //cd , speed
- // Matter.Body.setDensity(bullet[me], 0.005);
- bullet[me].endCycle = 2 * i + game.cycle + END
- bullet[me].restitution = 0;
- bullet[me].friction = 1;
- // bullet[me].dmg = 0.15;
- bullet[me].explodeRad = (mech.crouch ? 70 : 45) + (Math.random() - 0.5) * 50;
- bullet[me].onEnd = b.explode;
- bullet[me].onDmg = function () {
- this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
- };
- bullet[me].do = function () {
- this.force.y += this.mass * 0.0004;
- // if (this.speed < 10) { //if slow explode
- // for (let i = 0, len = bullet.length; i < len; i++) {
- // bullet[i].endCycle = 0 //all other bullets explode
+ // //draw laser targeting
+ // let best;
+ // let range = 3000
+ // const dir = mech.angle
+ // const path = [{
+ // x: mech.pos.x + 20 * Math.cos(dir),
+ // y: mech.pos.y + 20 * Math.sin(dir)
+ // },
+ // {
+ // x: mech.pos.x + range * Math.cos(dir),
+ // y: mech.pos.y + range * Math.sin(dir)
// }
+ // ];
+ // const vertexCollision = function (v1, v1End, domain) {
+ // for (let i = 0; i < domain.length; ++i) {
+ // let vertices = domain[i].vertices;
+ // const len = vertices.length - 1;
+ // for (let j = 0; j < len; j++) {
+ // results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
+ // if (results.onLine1 && results.onLine2) {
+ // const dx = v1.x - results.x;
+ // const dy = v1.y - results.y;
+ // const dist2 = dx * dx + dy * dy;
+ // if (dist2 < best.dist2) {
+ // best = {
+ // x: results.x,
+ // y: results.y,
+ // dist2: dist2,
+ // who: domain[i],
+ // v1: vertices[j],
+ // v2: vertices[j + 1]
+ // };
+ // }
+ // }
+ // }
+ // results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
+ // if (results.onLine1 && results.onLine2) {
+ // const dx = v1.x - results.x;
+ // const dy = v1.y - results.y;
+ // const dist2 = dx * dx + dy * dy;
+ // if (dist2 < best.dist2) {
+ // best = {
+ // x: results.x,
+ // y: results.y,
+ // dist2: dist2,
+ // who: domain[i],
+ // v1: vertices[0],
+ // v2: vertices[len]
+ // };
+ // }
+ // }
+ // }
+ // };
+
+ // //check for collisions
+ // best = {
+ // x: null,
+ // y: null,
+ // dist2: Infinity,
+ // who: null,
+ // v1: null,
+ // v2: null
+ // };
+ // vertexCollision(path[0], path[1], mob);
+ // vertexCollision(path[0], path[1], map);
+ // vertexCollision(path[0], path[1], body);
+ // if (best.dist2 != Infinity) { //if hitting something
+ // path[path.length - 1] = {
+ // x: best.x,
+ // y: best.y
+ // };
// }
+
+ // //draw laser beam
+ // ctx.beginPath();
+ // ctx.moveTo(path[0].x, path[0].y);
+ // ctx.lineTo(path[1].x, path[1].y);
+ // ctx.strokeStyle = `rgba(50,0,100,0.1)`;
+ // ctx.lineWidth = this.charge * 3
+ // ctx.stroke();
+
+ //draw magnetic field
+ const X = mech.pos.x
+ const Y = mech.pos.y
+ const unitVector = Matter.Vector.normalise(Matter.Vector.sub(game.mouseInGame, mech.pos))
+ const unitVectorPerp = Matter.Vector.perp(unitVector)
+
+ function magField(mag, arc) {
+ ctx.moveTo(X, Y);
+ ctx.bezierCurveTo(
+ X + unitVector.x * mag, Y + unitVector.y * mag,
+ X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
+ X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
+ ctx.bezierCurveTo(
+ X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
+ X - unitVector.x * mag, Y - unitVector.y * mag,
+ X, Y)
+ }
+ ctx.fillStyle = `rgba(50,0,100,0.05)`;
+ for (let i = 3; i < 7; i++) {
+ const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
+ const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
+ ctx.beginPath();
+ magField(MAG, ARC)
+ magField(MAG, -ARC)
+ ctx.fill();
+ }
}
+ } else { //normal bullet behavior
+ this.force.y += this.mass * 0.00015 / this.charge; // low gravity that scales with charge
}
}
- },
- {
- name: "grenades", //9
- description: "fire a projectile that explodes on contact or after one second",
- ammo: 0,
- ammoPack: 9,
- have: false,
- isStarterGun: true,
- fire() {
+ }
+ // }, {
+ // name: "kinetic slugs", //1
+ // description: "fire a large rod that does excessive physical damage
high recoil",
+ // ammo: 0,
+ // ammoPack: 5,
+ // have: false,
+ // isStarterGun: true,
+ // fire() {
+ // b.muzzleFlash(45);
+ // // mobs.alert(800);
+ // const me = bullet.length;
+ // const dir = mech.angle;
+ // bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 * b.modBulletSize, 30 * b.modBulletSize, b.fireAttributes(dir));
+ // b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
+ // bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
+ // bullet[me].do = function () {
+ // this.force.y += this.mass * 0.0005;
+ // };
+
+ // //knock back
+ // const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
+ // player.force.x -= KNOCK * Math.cos(dir)
+ // player.force.y -= KNOCK * Math.sin(dir) * 0.3 //reduce knock back in vertical direction to stop super jumps
+ // }
+ }, {
+ name: "minigun", //2
+ description: "rapidly fire a stream of small bullets",
+ ammo: 0,
+ ammoPack: 105,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ const me = bullet.length;
+ b.muzzleFlash(15);
+ // if (Math.random() > 0.2) mobs.alert(500);
+ const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.14);
+ bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, 5 * b.modBulletSize, b.fireAttributes(dir));
+ b.fireProps(mech.crouch ? 11 : 5, mech.crouch ? 44 : 36, dir, me); //cd , speed
+ bullet[me].endCycle = game.cycle + Math.floor(65 * b.isModBulletsLastLonger);
+ bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
+ bullet[me].do = function () {
+ this.force.y += this.mass * 0.0005;
+ };
+ }
+ }, {
+ name: "wave beam", //3
+ description: "fire a stream of oscillating particles
propagates through solids",
+ ammo: 0,
+ ammoPack: 85,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ const me = bullet.length;
+ const DIR = mech.angle
+ const SCALE = (mech.crouch ? 0.963 : 0.95)
+ const wiggleMag = ((mech.flipLegs === 1) ? 1 : -1) * ((mech.crouch) ? 0.004 : 0.005)
+ bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 10 * b.modBulletSize, {
+ angle: DIR,
+ cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
+ endCycle: game.cycle + Math.floor((mech.crouch ? 155 : 120) * b.isModBulletsLastLonger),
+ inertia: Infinity,
+ frictionAir: 0,
+ minDmgSpeed: 0,
+ dmg: 0.13 + b.modExtraDmg, //damage done in addition to the damage from momentum
+ classType: "bullet",
+ collisionFilter: {
+ category: 0x000100,
+ mask: 0x000010
+ },
+ onDmg() {},
+ onEnd() {},
+ do() {
+ if (!mech.isBodiesAsleep) {
+ this.cycle++
+ const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
+ this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST) //wiggle
+
+ if (this.cycle > 0 && !(Math.floor(this.cycle) % 6)) Matter.Body.scale(this, SCALE, SCALE); //shrink
+ }
+ }
+ });
+ World.add(engine.world, bullet[me]); //add bullet to world
+ mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 8 : 4) * b.modFireRate); // cool down
+ const SPEED = mech.crouch ? 5.2 : 4.5;
+ Matter.Body.setVelocity(bullet[me], {
+ x: SPEED * Math.cos(DIR),
+ y: SPEED * Math.sin(DIR)
+ });
+ bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
+ // if (mech.angle + Math.PI / 2 > 0) {
+ // bullet[me].direction = Matter.Vector.perp(bullet[me].velocity, true)
+ // } else {
+ // bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
+ // }
+
+ World.add(engine.world, bullet[me]); //add bullet to world
+ }
+ }, {
+ name: "super balls", //4
+ description: "fire 3 very bouncy balls",
+ ammo: 0,
+ ammoPack: 11,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ b.muzzleFlash(20);
+ // mobs.alert(450);
+ const SPREAD = mech.crouch ? 0.04 : 0.14
+ let dir = mech.angle - SPREAD;
+ for (let i = 0; i < 3; i++) {
const me = bullet.length;
- const dir = mech.angle; // + Math.random() * 0.05;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
- b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
- b.drawOneBullet(bullet[me].vertices);
- // Matter.Body.setDensity(bullet[me], 0.000001);
- bullet[me].totalCycles = 100;
- bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.modBulletsLastLonger);
- bullet[me].restitution = 0.5;
- bullet[me].explodeRad = 210;
- bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
- bullet[me].minDmgSpeed = 1;
- bullet[me].onDmg = function () {
- this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
- };
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7 * b.modBulletSize, b.fireAttributes(dir, false));
+ b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 34 : 26, dir, me); //cd , speed
+ Matter.Body.setDensity(bullet[me], 0.0001);
+ bullet[me].endCycle = game.cycle + Math.floor(360 * b.isModBulletsLastLonger);
+ bullet[me].dmg = 0.5 + b.modExtraDmg;
+ bullet[me].minDmgSpeed = 0;
+ bullet[me].restitution = 0.96;
+ bullet[me].friction = 0;
bullet[me].do = function () {
- //extra gravity for harder arcs
- this.force.y += this.mass * 0.002;
+ this.force.y += this.mass * 0.001;
+ };
+ dir += SPREAD;
+ }
+ }
+ }, {
+ name: "shotgun", //5
+ description: "fire a burst of bullets
crouch to reduce recoil",
+ ammo: 0,
+ ammoPack: 8,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ b.muzzleFlash(35);
+ // mobs.alert(650);
+ const side = 11 * b.modBulletSize
+ for (let i = 0; i < 9; i++) {
+ const me = bullet.length;
+ const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.22 : 0.7)
+ bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
+ b.fireProps(mech.crouch ? 60 : 30, 40 + Math.random() * 11, dir, me); //cd , speed
+ bullet[me].endCycle = game.cycle + Math.floor(55 * b.isModBulletsLastLonger);
+ bullet[me].frictionAir = 0.03;
+ bullet[me].do = function () {
+ this.force.y += this.mass * 0.001;
};
}
- },
- {
- name: "vacuum bomb", //10
- description: "fire a huge bomb that sucks before it explodes
click left mouse again to detonate",
- ammo: 0,
- ammoPack: 4,
- have: false,
- isStarterGun: false,
- fire() {
- const me = bullet.length;
- const dir = mech.angle;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 26 * b.modBulletSize, b.fireAttributes(dir, false));
- bullet[me].radius = 22; //used from drawing timer
- b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
+ //knock back
+ const KNOCK = ((mech.crouch) ? 0.015 : 0.15) * b.modBulletSize * b.modBulletSize
+ player.force.x -= KNOCK * Math.cos(mech.angle)
+ player.force.y -= KNOCK * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
+ }
+ }, {
+ name: "fléchettes", //6
+ description: "fire accurate high speed needles",
+ ammo: 0,
+ ammoPack: 25,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ function spawnFlechette(dir = mech.angle, speed, size = 1) {
+ const me = bullet.length;
+ bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(dir), mech.pos.y + 40 * Math.sin(dir), 32 * size * b.modBulletSize, 0.8 * size * b.modBulletSize, b.fireAttributes(dir));
+ bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
+ bullet[me].dmg = 0.15 * size + b.modExtraDmg;
b.drawOneBullet(bullet[me].vertices);
- bullet[me].endCycle = Infinity
- bullet[me].endCycle = Infinity
- // bullet[me].restitution = 0.3;
- // bullet[me].frictionAir = 0.01;
- // bullet[me].friction = 0.15;
- bullet[me].inertia = Infinity; //prevents rotation
+ bullet[me].do = function () {
+ this.force.y += this.mass * 0.0002; //low gravity
+ };
+ Matter.Body.setVelocity(bullet[me], {
+ x: mech.Vx / 2 + speed * Math.cos(dir),
+ y: mech.Vy / 2 + speed * Math.sin(dir)
+ });
+ World.add(engine.world, bullet[me]); //add bullet to world
+ }
+
+ if (mech.crouch) {
+ for (let i = 0; i < 3; i++) {
+ spawnFlechette(mech.angle + 0.02 * (Math.random() - 0.5), 35 + 4 * i, 1.55)
+ }
+ } else {
+ for (let i = 0; i < 9; i++) {
+ spawnFlechette(mech.angle + 0.12 * (Math.random() - 0.5), 30 + 8 * Math.random())
+ }
+ }
+ mech.fireCDcycle = mech.cycle + Math.floor(40 * b.modFireRate); // cool down
+ }
+ }, {
+ name: "missiles", //7
+ description: "fire a missile that accelerates towards nearby targets
explodes when near target",
+ ammo: 0,
+ ammoPack: 8,
+ have: false,
+ isStarterGun: false,
+ fireCycle: 0,
+ ammoLoaded: 0,
+ fire() {
+ const thrust = 0.0003;
+ let dir = mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2);
+ const me = bullet.length;
+ bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle) - 3, 30 * b.modBulletSize, 4 * b.modBulletSize, b.fireAttributes(dir));
+ b.fireProps(mech.crouch ? 70 : 30, -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8), dir, me); //cd , speed
+
+ b.drawOneBullet(bullet[me].vertices);
+ // Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
+ bullet[me].force.y += 0.00045; //a small push down at first to make it seem like the missile is briefly falling
+ bullet[me].frictionAir = 0
+ bullet[me].endCycle = game.cycle + Math.floor((265 + Math.random() * 20) * b.isModBulletsLastLonger);
+ bullet[me].explodeRad = 170 + 60 * Math.random();
+ bullet[me].lookFrequency = Math.floor(8 + Math.random() * 7);
+ bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
+ bullet[me].onDmg = function () {
+ this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
+ };
+ bullet[me].lockedOn = null;
+ bullet[me].do = function () {
+ if (!mech.isBodiesAsleep) {
+ if (!(mech.cycle % this.lookFrequency)) {
+ this.closestTarget = null;
+ this.lockedOn = null;
+ let closeDist = Infinity;
+
+ //look for targets
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ if (
+ mob[i].alive &&
+ mob[i].dropPowerUp &&
+ Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
+ Matter.Query.ray(body, this.position, mob[i].position).length === 0
+ ) {
+ const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mob[i].position));
+ if (dist < closeDist) {
+ this.closestTarget = mob[i].position;
+ closeDist = dist;
+ this.lockedOn = mob[i];
+ }
+ }
+ }
+ //explode when bullet is close enough to target
+ if (this.closestTarget && closeDist < this.explodeRad) {
+ this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
+ }
+
+ if (this.lockedOn) {
+ this.frictionAir = 0.04; //extra friction
+
+ //draw locked on targeting
+ ctx.beginPath();
+ const vertices = this.lockedOn.vertices;
+ ctx.moveTo(this.position.x, this.position.y);
+ const mod = Math.floor((game.cycle / 3) % vertices.length);
+ ctx.lineTo(vertices[mod].x, vertices[mod].y);
+ ctx.strokeStyle = "rgba(0,0,155,0.35)"; //"#2f6";
+ ctx.lineWidth = 1;
+ ctx.stroke();
+ }
+ }
+
+ //rotate missile towards the target
+ if (this.closestTarget) {
+ const face = {
+ x: Math.cos(this.angle),
+ y: Math.sin(this.angle)
+ };
+ const target = Matter.Vector.normalise(Matter.Vector.sub(this.position, this.closestTarget));
+ if (Matter.Vector.dot(target, face) > -0.98) {
+ if (Matter.Vector.cross(target, face) > 0) {
+ Matter.Body.rotate(this, 0.08);
+ } else {
+ Matter.Body.rotate(this, -0.08);
+ }
+ }
+ }
+ //accelerate in direction bullet is facing
+ const dir = this.angle; // + (Math.random() - 0.5);
+ this.force.x += Math.cos(dir) * thrust;
+ this.force.y += Math.sin(dir) * thrust;
+
+ //draw rocket
+ ctx.beginPath();
+ ctx.arc(this.position.x - Math.cos(this.angle) * 27 + (Math.random() - 0.5) * 4, this.position.y - Math.sin(this.angle) * 27 + (Math.random() - 0.5) * 4, 11, 0, 2 * Math.PI);
+ ctx.fillStyle = "rgba(255,155,0,0.5)";
+ ctx.fill();
+ } else {
+ //draw rocket with time stop
+ ctx.beginPath();
+ ctx.arc(this.position.x - Math.cos(this.angle) * 27, this.position.y - Math.sin(this.angle) * 27, 11, 0, 2 * Math.PI);
+ ctx.fillStyle = "rgba(255,155,0,0.5)";
+ ctx.fill();
+ }
+ }
+ }
+ }, {
+ name: "flak", //8
+ description: "fire a cluster of short range projectiles
explode on contact or after half a second",
+ ammo: 0,
+ ammoPack: 20,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ b.muzzleFlash(30);
+ const totalBullets = 5
+ const angleStep = (mech.crouch ? 0.06 : 0.15) / totalBullets
+ const SPEED = mech.crouch ? 30 : 25
+ const CD = mech.crouch ? 45 : 11
+ const END = Math.floor((mech.crouch ? 30 : 18) * b.isModBulletsLastLonger);
+ let dir = mech.angle - angleStep * totalBullets / 2;
+ const side1 = 17 * b.modBulletSize
+ const side2 = 4 * b.modBulletSize
+
+ for (let i = 0; i < totalBullets; i++) { //5 -> 7
+ dir += angleStep
+ const me = bullet.length;
+ bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), side1, side2, b.fireAttributes(dir));
+ b.fireProps(CD, SPEED + 15 * Math.random() - 2 * i, dir, me); //cd , speed
+ // Matter.Body.setDensity(bullet[me], 0.005);
+ bullet[me].endCycle = 2 * i + game.cycle + END
bullet[me].restitution = 0;
bullet[me].friction = 1;
-
- bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
- bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
+ // bullet[me].dmg = 0.15;
+ bullet[me].explodeRad = (mech.crouch ? 70 : 45) + (Math.random() - 0.5) * 50;
+ bullet[me].onEnd = b.explode;
bullet[me].onDmg = function () {
- // this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
+ this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
- bullet[me].isArmed = false;
- bullet[me].isSucking = false;
bullet[me].do = function () {
- //extra gravity for harder arcs
- this.force.y += this.mass * 0.0022;
- 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.isSucking) {
- this.isSucking = true;
- this.endCycle = game.cycle + 35;
- }
-
- if (this.isSucking) {
- if (!mech.isBodiesAsleep) {
- const that = this
- let mag = 0.1
-
- function suck(who, radius = that.explodeRad * 2) {
- for (i = 0, len = who.length; i < len; i++) {
- const sub = Matter.Vector.sub(that.position, who[i].position);
- const dist = Matter.Vector.magnitude(sub);
- if (dist < radius && dist > 150) {
- knock = Matter.Vector.mult(Matter.Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
- who[i].force.x += knock.x;
- who[i].force.y += knock.y;
- }
- }
- }
- if (game.cycle > this.endCycle - 5) {
- mag = -0.22
- suck(body)
- suck(mob)
- suck(powerUp)
- suck(bullet)
- suck([player])
- } else {
- mag = 0.1
- suck(body)
- suck(mob)
- suck(powerUp)
- suck(bullet)
- suck([player])
- }
- //keep bomb in place
- Matter.Body.setVelocity(this, {
- x: 0,
- y: 0
- });
- //draw suck
- const radius = 2.5 * this.explodeRad * (this.endCycle - game.cycle) / 35
- ctx.fillStyle = "rgba(0,0,0,0.1)";
- ctx.beginPath();
- ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
- ctx.fill();
- }
- } 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 = "#f04";
- ctx.beginPath();
- ctx.arc(this.position.x, this.position.y, this.radius * 0.5, 0, 2 * Math.PI);
- ctx.fill();
- }
- }
+ this.force.y += this.mass * 0.0004;
+ // if (this.speed < 10) { //if slow explode
+ // for (let i = 0, len = bullet.length; i < len; i++) {
+ // bullet[i].endCycle = 0 //all other bullets explode
+ // }
+ // }
}
}
- },
- {
- name: "ferro frag", //11
- description: "fire a grenade that ejects magnetized nails
nails are attracted to enemy targets",
- ammo: 0,
- ammoPack: 8,
- have: false,
- isStarterGun: false,
- fire() {
- const me = bullet.length;
- const dir = mech.angle;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
- b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 34 : 22, dir, me); //cd , speed
- b.drawOneBullet(bullet[me].vertices);
- bullet[me].endCycle = game.cycle + Math.floor(60 * b.modBulletsLastLonger);
- bullet[me].restitution = 0.3;
- // bullet[me].frictionAir = 0.01;
- // bullet[me].friction = 0.15;
- // bullet[me].friction = 1;
- bullet[me].onEnd = () => {}
- bullet[me].do = function () {
- this.force.y += this.mass * 0.0018; //extra gravity for grenades
+ }
+ }, {
+ name: "grenades", //9
+ description: "fire a projectile that explodes on contact or after one second",
+ ammo: 0,
+ ammoPack: 9,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ const me = bullet.length;
+ const dir = mech.angle; // + Math.random() * 0.05;
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
+ b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
+ b.drawOneBullet(bullet[me].vertices);
+ // Matter.Body.setDensity(bullet[me], 0.000001);
+ bullet[me].totalCycles = 100;
+ bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.isModBulletsLastLonger);
+ bullet[me].restitution = 0.5;
+ bullet[me].explodeRad = 210;
+ bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
+ bullet[me].minDmgSpeed = 1;
+ bullet[me].onDmg = function () {
+ this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
+ };
+ bullet[me].do = function () {
+ //extra gravity for harder arcs
+ this.force.y += this.mass * 0.002;
+ };
+ }
+ }, {
+ name: "vacuum bomb", //10
+ description: "fire a huge bomb that sucks before it explodes
click left mouse again to detonate",
+ ammo: 0,
+ ammoPack: 5,
+ have: false,
+ isStarterGun: false,
+ fire() {
+ const me = bullet.length;
+ const dir = mech.angle;
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 26 * b.modBulletSize, b.fireAttributes(dir, false));
+ bullet[me].radius = 22; //used from drawing timer
+ b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
- if (game.cycle > this.endCycle - 1) {
- if (!mech.isBodiesAsleep) {
- //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 < 1400 &&
- 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 < 14; 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)
- })
- }
+ b.drawOneBullet(bullet[me].vertices);
+ bullet[me].endCycle = Infinity
+ // bullet[me].restitution = 0.3;
+ // bullet[me].frictionAir = 0.01;
+ // bullet[me].friction = 0.15;
+ bullet[me].inertia = Infinity; //prevents rotation
+ bullet[me].restitution = 0;
+ bullet[me].friction = 1;
- function needle(pos, velocity) {
- const me = bullet.length;
- bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
- Matter.Body.setVelocity(bullet[me], velocity);
- World.add(engine.world, bullet[me]); //add bullet to world
- bullet[me].endCycle = game.cycle + 60 + Math.floor(15 * Math.random());
- // bullet[me].dmg = 1.1+b.extraDmg;
- bullet[me].do = function () {};
- }
- }
- }
- }
+ bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
+ bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
+ bullet[me].onDmg = function () {
+ // this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
+ };
+ bullet[me].isArmed = false;
+ bullet[me].isSucking = false;
+ bullet[me].do = function () {
+ //extra gravity for harder arcs
+ this.force.y += this.mass * 0.0022;
+ 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.isSucking) {
+ this.isSucking = true;
+ this.endCycle = game.cycle + 35;
}
- }
- },
- {
- name: "spores", //12
- description: "release an orb that discharges spores after 2 seconds
seeks out targets
passes through blocks",
- ammo: 0,
- ammoPack: 5,
- have: false,
- isStarterGun: false,
- fire() {
- const me = bullet.length;
- const dir = mech.angle;
- bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
- b.fireProps(mech.crouch ? 75 : 55, mech.crouch ? 25 : 14, dir, me); //cd , speed
- b.drawOneBullet(bullet[me].vertices);
- Matter.Body.setDensity(bullet[me], 0.000001);
- bullet[me].endCycle = game.cycle + 100;
- bullet[me].frictionAir = 0;
- bullet[me].friction = 0.5;
- bullet[me].restitution = 0.3;
- bullet[me].minDmgSpeed = 0;
- bullet[me].onDmg = function () {};
- bullet[me].do = function () {
+
+ if (this.isSucking) {
if (!mech.isBodiesAsleep) {
- const SCALE = 1.017
- Matter.Body.scale(this, SCALE, SCALE);
- this.frictionAir += 0.00023;
+ const that = this
+ let mag = 0.1
+
+ function suck(who, radius = that.explodeRad * 2) {
+ for (i = 0, len = who.length; i < len; i++) {
+ const sub = Matter.Vector.sub(that.position, who[i].position);
+ const dist = Matter.Vector.magnitude(sub);
+ if (dist < radius && dist > 150) {
+ knock = Matter.Vector.mult(Matter.Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
+ who[i].force.x += knock.x;
+ who[i].force.y += knock.y;
+ }
+ }
+ }
+ if (game.cycle > this.endCycle - 5) {
+ mag = -0.22
+ suck(body)
+ suck(mob)
+ suck(powerUp)
+ suck(bullet)
+ suck([player])
+ } else {
+ mag = 0.1
+ suck(body)
+ suck(mob)
+ suck(powerUp)
+ suck(bullet)
+ suck([player])
+ }
+ //keep bomb in place
+ Matter.Body.setVelocity(this, {
+ x: 0,
+ y: 0
+ });
+ //draw suck
+ const radius = 2.5 * this.explodeRad * (this.endCycle - game.cycle) / 35
+ ctx.fillStyle = "rgba(0,0,0,0.1)";
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
+ ctx.fill();
}
-
- this.force.y += this.mass * 0.00045;
-
- //draw green glow
- ctx.fillStyle = "rgba(0,200,125,0.16)";
- ctx.beginPath();
- ctx.arc(this.position.x, this.position.y, 26, 0, 2 * Math.PI);
- ctx.fill();
- };
-
- //spawn bullets on end
- bullet[me].onEnd = function () {
- const NUM = 9;
- for (let i = 0; i < NUM; i++) {
- const bIndex = bullet.length;
- const RADIUS = 3 * b.modBulletSize;
- bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, RADIUS, {
- // density: 0.0015, //frictionAir: 0.01,
- inertia: Infinity,
- restitution: 0.5,
- angle: dir,
- friction: 0,
- frictionAir: 0.011,
- dmg: 1.8 + b.extraDmg, //damage done in addition to the damage from momentum
- classType: "bullet",
- collisionFilter: {
- category: 0x000100,
- mask: 0x000011 //no collide with body
- },
- endCycle: game.cycle + Math.floor((360 + Math.floor(Math.random() * 240)) * b.modBulletsLastLonger),
- minDmgSpeed: 0,
- onDmg() {
- this.endCycle = 0; //bullet ends cycle after doing damage
- },
- onEnd() {},
- lookFrequency: 67 + Math.floor(47 * Math.random()),
- do() {
- //find mob targets
- if (!(game.cycle % this.lookFrequency)) {
- this.closestTarget = null;
- this.lockedOn = null;
- let closeDist = Infinity;
- 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 targetVector = Matter.Vector.sub(this.position, mob[i].position)
- const dist = Matter.Vector.magnitude(targetVector);
- if (dist < closeDist) {
- this.closestTarget = mob[i].position;
- closeDist = dist;
- this.lockedOn = Matter.Vector.normalise(targetVector);
- if (0.3 > Math.random()) break //doesn't always target the closest mob
- }
- }
- }
- }
- //accelerate towards mobs
- const THRUST = this.mass * 0.0009
- if (this.lockedOn) {
- this.force.x -= THRUST * this.lockedOn.x
- this.force.y -= THRUST * this.lockedOn.y
- } else {
- this.force.y += this.mass * 0.00025; //gravity
- }
- },
- });
- const SPEED = 9;
- const ANGLE = 2 * Math.PI * Math.random()
- Matter.Body.setVelocity(bullet[bIndex], {
- x: SPEED * Math.cos(ANGLE),
- y: SPEED * Math.sin(ANGLE)
- });
- World.add(engine.world, bullet[bIndex]); //add bullet to world
+ } 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 = "#f04";
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, this.radius * 0.5, 0, 2 * Math.PI);
+ ctx.fill();
}
}
-
}
- },
- {
- name: "drones", //13
- description: "release drones that seek out targets for 16 seconds
follows mouse if no targets are found",
- ammo: 0,
- ammoPack: 20,
- have: false,
- isStarterGun: true,
- fire() {
- const THRUST = 0.0015
- const dir = mech.angle + 0.2 * (Math.random() - 0.5);
- const me = bullet.length;
- const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
- angle: dir,
- inertia: Infinity,
- friction: 0,
- frictionAir: 0.0005,
- restitution: 1,
- dmg: 0.14 + b.extraDmg, //damage done in addition to the damage from momentum
- lookFrequency: 79 + Math.floor(37 * Math.random()),
- endCycle: game.cycle + Math.floor((780 + 360 * Math.random()) * b.modBulletsLastLonger),
- classType: "bullet",
- collisionFilter: {
- category: 0x000100,
- mask: 0x010111 //self collide
- },
- minDmgSpeed: 0,
- lockedOn: null,
- isFollowMouse: true,
- onDmg() {
- this.lockedOn = null
- },
- onEnd() {},
- do() {
- this.force.y += this.mass * 0.0002;
- //find mob targets
- if (!(game.cycle % this.lookFrequency)) {
- this.lockedOn = null;
- let closeDist = Infinity;
- 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 TARGET_VECTOR = Matter.Vector.sub(this.position, mob[i].position)
- const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
- if (DIST < closeDist) {
- closeDist = DIST;
- this.lockedOn = mob[i]
- }
- }
+ }
+ }, {
+ name: "ferro frag", //11
+ description: "fire a grenade that ejects magnetized nails
nails are attracted to enemy targets",
+ ammo: 0,
+ ammoPack: 8,
+ have: false,
+ isStarterGun: false,
+ fire() {
+ const me = bullet.length;
+ const dir = mech.angle;
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
+ b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 34 : 22, dir, me); //cd , speed
+ b.drawOneBullet(bullet[me].vertices);
+ bullet[me].endCycle = game.cycle + Math.floor(60 * b.isModBulletsLastLonger);
+ bullet[me].restitution = 0.3;
+ // bullet[me].frictionAir = 0.01;
+ // bullet[me].friction = 0.15;
+ // bullet[me].friction = 1;
+ bullet[me].onEnd = () => {}
+ bullet[me].do = function () {
+ this.force.y += this.mass * 0.0018; //extra gravity for grenades
+
+ if (game.cycle > this.endCycle - 1) {
+ if (!mech.isBodiesAsleep) {
+ //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 < 1400 &&
+ 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)
}
- if (!this.lockedOn) {
- //grab a power up if it is (ammo) or (a heal when player is low)
+ }
+ for (let i = 0; i < 14; 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(Math.atan2(velocity.y, velocity.x)));
+ Matter.Body.setVelocity(bullet[me], velocity);
+ World.add(engine.world, bullet[me]); //add bullet to world
+ bullet[me].endCycle = game.cycle + 60 + Math.floor(15 * Math.random());
+ // bullet[me].dmg = 1.1+b.modExtraDmg;
+ bullet[me].do = function () {};
+ }
+ }
+ }
+ }
+ }
+ }
+ }, {
+ name: "spores", //12
+ description: "release an orb that discharges spores after 2 seconds
seeks out targets
passes through blocks",
+ ammo: 0,
+ ammoPack: 5,
+ have: false,
+ isStarterGun: false,
+ fire() {
+ const me = bullet.length;
+ const dir = mech.angle;
+ bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
+ b.fireProps(mech.crouch ? 75 : 55, mech.crouch ? 25 : 14, dir, me); //cd , speed
+ b.drawOneBullet(bullet[me].vertices);
+ Matter.Body.setDensity(bullet[me], 0.000001);
+ bullet[me].endCycle = game.cycle + 100;
+ bullet[me].frictionAir = 0;
+ bullet[me].friction = 0.5;
+ bullet[me].restitution = 0.3;
+ bullet[me].minDmgSpeed = 0;
+ bullet[me].onDmg = function () {};
+ bullet[me].do = function () {
+ if (!mech.isBodiesAsleep) {
+ const SCALE = 1.017
+ Matter.Body.scale(this, SCALE, SCALE);
+ this.frictionAir += 0.00023;
+ }
+
+ this.force.y += this.mass * 0.00045;
+
+ //draw green glow
+ ctx.fillStyle = "rgba(0,200,125,0.16)";
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, 26, 0, 2 * Math.PI);
+ ctx.fill();
+ };
+
+ //spawn bullets on end
+ bullet[me].onEnd = function () {
+ const NUM = 9;
+ for (let i = 0; i < NUM; i++) {
+ const bIndex = bullet.length;
+ const RADIUS = 3 * b.modBulletSize;
+ bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, RADIUS, {
+ // density: 0.0015, //frictionAir: 0.01,
+ inertia: Infinity,
+ restitution: 0.5,
+ angle: dir,
+ friction: 0,
+ frictionAir: 0.011,
+ dmg: 1.8 + b.modExtraDmg, //damage done in addition to the damage from momentum
+ classType: "bullet",
+ collisionFilter: {
+ category: 0x000100,
+ mask: 0x000011 //no collide with body
+ },
+ endCycle: game.cycle + Math.floor((360 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger),
+ minDmgSpeed: 0,
+ onDmg() {
+ this.endCycle = 0; //bullet ends cycle after doing damage
+ },
+ onEnd() {},
+ lookFrequency: 67 + Math.floor(47 * Math.random()),
+ do() {
+ //find mob targets
+ if (!(game.cycle % this.lookFrequency)) {
+ this.closestTarget = null;
+ this.lockedOn = null;
let closeDist = Infinity;
- for (let i = 0, len = powerUp.length; i < len; ++i) {
- if (
- ((powerUp[i].name !== "field" && powerUp[i].name !== "heal") || (powerUp[i].name === "heal" && mech.health < 0.8)) &&
- Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
- Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
- ) {
- const TARGET_VECTOR = Matter.Vector.sub(this.position, powerUp[i].position)
- const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
- if (DIST < closeDist) {
- if (DIST < 50) { //eat the power up if close enough
- powerUp[i].effect();
- Matter.World.remove(engine.world, powerUp[i]);
- powerUp.splice(i, 1);
- break;
- }
- closeDist = DIST;
- this.lockedOn = powerUp[i]
+ 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 targetVector = Matter.Vector.sub(this.position, mob[i].position)
+ const dist = Matter.Vector.magnitude(targetVector);
+ if (dist < closeDist) {
+ this.closestTarget = mob[i].position;
+ closeDist = dist;
+ this.lockedOn = Matter.Vector.normalise(targetVector);
+ if (0.3 > Math.random()) break //doesn't always target the closest mob
}
}
}
}
- }
- if (this.lockedOn) { //accelerate towards mobs
- this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
- } else { //accelerate towards mouse
- this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, game.mouseInGame)), -this.mass * THRUST)
- }
- // speed cap instead of friction to give more agility
- if (this.speed > 6) {
- Matter.Body.setVelocity(this, {
- x: this.velocity.x * 0.97,
- y: this.velocity.y * 0.97
- });
- }
- }
- })
- b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 35 : 1, dir, me); //cd , speed
- b.drawOneBullet(bullet[me].vertices);
+ //accelerate towards mobs
+ const THRUST = this.mass * 0.0009
+ if (this.lockedOn) {
+ this.force.x -= THRUST * this.lockedOn.x
+ this.force.y -= THRUST * this.lockedOn.y
+ } else {
+ this.force.y += this.mass * 0.00025; //gravity
+ }
+ },
+ });
+ const SPEED = 9;
+ const ANGLE = 2 * Math.PI * Math.random()
+ Matter.Body.setVelocity(bullet[bIndex], {
+ x: SPEED * Math.cos(ANGLE),
+ y: SPEED * Math.sin(ANGLE)
+ });
+ World.add(engine.world, bullet[bIndex]); //add bullet to world
+ }
}
- },
- {
- //draw a halo, since there will only be 1-3 balls
- name: "junk-bots", //14
- description: "release large drones that defend the space around the player
despawn after not doing damage for 3 seconds",
- ammo: 0,
- ammoPack: 20,
- have: false,
- isStarterGun: true,
- fire() {
- const THRUST = 0.004
- const dir = mech.angle + 0.2 * (Math.random() - 0.5);
- const me = bullet.length;
- const RADIUS = (18 + 5 * Math.random()) * b.modBulletSize
- const LENGTH = 0.6 + 0.8 * Math.random()
- bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS * LENGTH, RADIUS / LENGTH, {
- isOrb: true,
- angle: dir,
- // inertia: Infinity,
- friction: 0,
- frictionAir: 0.06,
- restitution: 1,
- dmg: b.extraDmg, // 0.14 //damage done in addition to the damage from momentum
- minDmgSpeed: 2,
- lookFrequency: 37 + Math.floor(37 * Math.random()),
- endCycle: game.cycle + Math.floor((170 + 120 * Math.random()) * b.modBulletsLastLonger),
- classType: "bullet",
- collisionFilter: {
- category: 0x000100,
- mask: 0x010111 //self, mob,map,body collide
- },
- range: 500 + 150 * Math.random(),
- lockedOn: null,
- onDmg() {
- // this.endCycle = 0;
- this.lockedOn = null
- this.endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger)
- },
- onEnd() {},
- do() {
- if (!(game.cycle % this.lookFrequency)) {
- this.lockedOn = null;
- let closeDist = Infinity;
- for (let i = 0, len = mob.length; i < len; ++i) {
- const TARGET_VECTOR = Matter.Vector.sub(mech.pos, mob[i].position)
+
+ }
+ }, {
+ name: "drones", //13
+ description: "release drones that seek out targets for 16 seconds
follows mouse if no targets are found",
+ ammo: 0,
+ ammoPack: 20,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ const THRUST = 0.0015
+ const dir = mech.angle + 0.2 * (Math.random() - 0.5);
+ const me = bullet.length;
+ const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
+ angle: dir,
+ inertia: Infinity,
+ friction: 0,
+ frictionAir: 0.0005,
+ restitution: 1,
+ dmg: 0.14 + b.modExtraDmg, //damage done in addition to the damage from momentum
+ lookFrequency: 79 + Math.floor(37 * Math.random()),
+ endCycle: game.cycle + Math.floor((780 + 360 * Math.random()) * b.isModBulletsLastLonger),
+ classType: "bullet",
+ collisionFilter: {
+ category: 0x000100,
+ mask: 0x010111 //self collide
+ },
+ minDmgSpeed: 0,
+ lockedOn: null,
+ isFollowMouse: true,
+ onDmg() {
+ this.lockedOn = null
+ },
+ onEnd() {},
+ do() {
+ this.force.y += this.mass * 0.0002;
+ //find mob targets
+ if (!(game.cycle % this.lookFrequency)) {
+ this.lockedOn = null;
+ let closeDist = Infinity;
+ 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 TARGET_VECTOR = Matter.Vector.sub(this.position, mob[i].position)
const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
- if (DIST < this.range && DIST < closeDist && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
+ if (DIST < closeDist) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
-
- const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
- if (this.lockedOn) { //accelerate towards mobs
- this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
- this.frictionAir = 0.06
- } else if (distanceToPlayer > 0.2 * this.range) {
- this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.3)
- this.frictionAir = 0.02
- // // speed cap instead of friction to give more agility
- // if (this.speed > 14) {
- // Matter.Body.setVelocity(this, {
- // x: this.velocity.x * 0.97,
- // y: this.velocity.y * 0.97
- // });
- // }
- } else { //must be close to player //add some random motion
- this.frictionAir = 0
+ if (!this.lockedOn) {
+ //grab a power up if it is (ammo) or (a heal when player is low)
+ let closeDist = Infinity;
+ for (let i = 0, len = powerUp.length; i < len; ++i) {
+ if (
+ ((powerUp[i].name !== "field" && powerUp[i].name !== "heal") || (powerUp[i].name === "heal" && mech.health < 0.8)) &&
+ Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
+ Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
+ ) {
+ const TARGET_VECTOR = Matter.Vector.sub(this.position, powerUp[i].position)
+ const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
+ if (DIST < closeDist) {
+ if (DIST < 50) { //eat the power up if close enough
+ powerUp[i].effect();
+ Matter.World.remove(engine.world, powerUp[i]);
+ powerUp.splice(i, 1);
+ break;
+ }
+ closeDist = DIST;
+ this.lockedOn = powerUp[i]
+ }
+ }
+ }
}
}
- })
- b.fireProps(mech.crouch ? 40 : 10, mech.crouch ? 40 : 10, dir, me); //cd , speed
- b.drawOneBullet(bullet[me].vertices);
- }
- },
- ]
+ if (this.lockedOn) { //accelerate towards mobs
+ this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
+ } else { //accelerate towards mouse
+ this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, game.mouseInGame)), -this.mass * THRUST)
+ }
+ // speed cap instead of friction to give more agility
+ if (this.speed > 6) {
+ Matter.Body.setVelocity(this, {
+ x: this.velocity.x * 0.97,
+ y: this.velocity.y * 0.97
+ });
+ }
+ }
+ })
+ b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 35 : 1, dir, me); //cd , speed
+ b.drawOneBullet(bullet[me].vertices);
+ }
+ }, {
+ //draw a halo, since there will only be 1-3 balls
+ name: "junk-bots", //14
+ description: "release large drones that defend the space around the player
despawn after not doing damage for 3 seconds",
+ ammo: 0,
+ ammoPack: 20,
+ have: false,
+ isStarterGun: true,
+ fire() {
+ const THRUST = 0.004
+ const dir = mech.angle + 0.2 * (Math.random() - 0.5);
+ const me = bullet.length;
+ const RADIUS = (18 + 5 * Math.random()) * b.modBulletSize
+ const LENGTH = 0.6 + 0.8 * Math.random()
+ bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS * LENGTH, RADIUS / LENGTH, {
+ isOrb: true,
+ angle: dir,
+ // inertia: Infinity,
+ friction: 0,
+ frictionAir: 0.06,
+ restitution: 1,
+ dmg: b.modExtraDmg, // 0.14 //damage done in addition to the damage from momentum
+ minDmgSpeed: 2,
+ lookFrequency: 37 + Math.floor(37 * Math.random()),
+ endCycle: game.cycle + Math.floor((170 + 120 * Math.random()) * b.isModBulletsLastLonger),
+ classType: "bullet",
+ collisionFilter: {
+ category: 0x000100,
+ mask: 0x010111 //self, mob,map,body collide
+ },
+ range: 700,
+ lockedOn: null,
+ onDmg() {
+ // this.endCycle = 0;
+ this.lockedOn = null
+ this.endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger)
+ },
+ onEnd() {},
+ do() {
+ if (!(game.cycle % this.lookFrequency)) {
+ this.lockedOn = null;
+ let closeDist = Infinity;
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ const TARGET_VECTOR = Matter.Vector.sub(mech.pos, mob[i].position)
+ const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
+ if (DIST < this.range && DIST < closeDist && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
+ closeDist = DIST;
+ this.lockedOn = mob[i]
+ }
+ }
+ }
+
+ const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
+ if (this.lockedOn) { //accelerate towards mobs
+ this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
+ this.frictionAir = 0.06
+ } else if (distanceToPlayer > 0.2 * this.range) {
+ this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.3)
+ this.frictionAir = 0.02
+ // // speed cap instead of friction to give more agility
+ // if (this.speed > 14) {
+ // Matter.Body.setVelocity(this, {
+ // x: this.velocity.x * 0.97,
+ // y: this.velocity.y * 0.97
+ // });
+ // }
+ } else { //must be close to player //add some random motion
+ this.frictionAir = 0
+ }
+ }
+ })
+ b.fireProps(mech.crouch ? 40 : 10, mech.crouch ? 40 : 10, dir, me); //cd , speed
+ b.drawOneBullet(bullet[me].vertices);
+ }
+ }, ]
};
\ No newline at end of file
diff --git a/js/engine.js b/js/engine.js
index a58242e..511397e 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -91,13 +91,10 @@ function mobCollisionChecks(event) {
const v = Matter.Vector.magnitude(Matter.Vector.sub(player.velocity, obj.velocity));
if (v > speedThreshold) {
mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
- let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.02;
- dmg = Math.min(Math.max(dmg, 0.02), 0.2);
- // console.log(`mass = ${obj.mass} \n`, `dmg = ${dmg}\n`, `v = ${v}\n`)
- // console.log(v, dmg)
+ let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
+ dmg = Math.min(Math.max(dmg, 0.02), 0.15);
mech.damage(dmg);
- game.drawList.push({
- //add dmg to draw queue
+ game.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: dmg * 500,
@@ -144,7 +141,7 @@ function mobCollisionChecks(event) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
mech.damage(dmg);
if (mob[k].onHit) mob[k].onHit(k);
- if (b.annihilation && mob[k].dropPowerUp) {
+ if (b.modAnnihilation && mob[k].dropPowerUp) {
mob[k].death();
game.drawList.push({
//add dmg to draw queue
@@ -182,7 +179,7 @@ function mobCollisionChecks(event) {
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
mob[k].foundPlayer();
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
- const dmg = b.dmgScale * (obj.dmg + b.extraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
+ const dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
mob[k].damage(dmg);
obj.onDmg(); //some bullets do actions when they hits things, like despawn
game.drawList.push({
diff --git a/js/game.js b/js/game.js
index e730974..919edeb 100644
--- a/js/game.js
+++ b/js/game.js
@@ -167,6 +167,10 @@ const game = {
document.getElementById("mods").innerHTML = text
},
replaceTextLog: true,
+ //
+ SVGleftMouse: '',
+ SVGrightMouse: '',
makeTextLog(text, time = 180) {
if (game.replaceTextLog) {
document.getElementById("text-log").innerHTML = text;
@@ -508,6 +512,7 @@ const game = {
if (mech.holdingTarget) {
holdTarget = mech.holdingTarget;
}
+ mech.fireCDcycle = 0
mech.drop();
level.fill = [];
level.fillBG = [];
diff --git a/js/index.js b/js/index.js
index 981236f..868c572 100644
--- a/js/index.js
+++ b/js/index.js
@@ -2,6 +2,27 @@
/* TODO: *******************************************
*****************************************************
+gun: Spirit Bomb
+ use charge up like rail gun
+
+left and right click mouse icons for text displays
+
+mod: auto pick up guns, heals, ammo
+ use the same rule for drones
+ maybe give some other bonus too?
+
+mod: + move speed and jump height
+ will leg animations look strange?
+ that's OK for a mod
+ this could just slow the mobs down instead?
+ how?
+
+rework junk bot, or remove it
+ it's behavior is too unpredictable
+ range is unclear
+ having the bullets last long after doing dmg isn't fun
+ we want a fun gun that acts like a melee weapon
+
mouse can get suck as clicked if the user clicks off the window
can lead to gun lock up until player pressed mouse again
should I really need to fix this?
diff --git a/js/level.js b/js/level.js
index 7230804..da81052 100644
--- a/js/level.js
+++ b/js/level.js
@@ -14,9 +14,9 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns
- // b.giveGuns(6)
+ // b.giveGuns(1)
// mech.fieldUpgrades[7].effect();
- // b.giveMod(13)
+ b.giveMod(15)
// spawn.pickList = ["ghoster", "ghoster"]
this.intro(); //starting level
@@ -1475,7 +1475,7 @@ const level = {
level.onLevel++;
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
- game.clearNow = true; //triggers in the physics engine to remove all physics bodies
+ game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
}
},
death() {
diff --git a/js/mobs.js b/js/mobs.js
index 16daa84..c2ad0dc 100644
--- a/js/mobs.js
+++ b/js/mobs.js
@@ -231,7 +231,7 @@ const mobs = {
// ctx.lineDashOffset = 6*(game.cycle % 215);
if (this.distanceToPlayer() < this.laserRange) {
//if (Math.random()>0.2 && this.seePlayer.yes && this.distanceToPlayer2()<800000) {
- if (!b.AoEImmunity) {
+ if (!b.isModAoEImmunity) {
mech.damage(0.0003 * game.dmgScale);
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.005
}
diff --git a/js/player.js b/js/player.js
index ca62462..548ce6c 100644
--- a/js/player.js
+++ b/js/player.js
@@ -6,15 +6,15 @@ const mech = {
spawn() {
//load player in matter.js physic engine
// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
- let vector = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
- playerBody = Matter.Bodies.fromVertices(0, 0, vector);
+ let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
+ playerBody = Matter.Bodies.fromVertices(0, 0, vertices);
jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
//this sensor check if the player is on the ground to enable jumping
sleepThreshold: 99999999999,
isSensor: true
});
- vector = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
- playerHead = Matter.Bodies.fromVertices(0, -55, vector); //this part of the player lowers on crouch
+ vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
+ playerHead = Matter.Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
headSensor = Bodies.rectangle(0, -57, 48, 45, {
//senses if the player's head is empty and can return after crouching
sleepThreshold: 99999999999,
@@ -65,7 +65,7 @@ const mech = {
},
defaultMass: 5,
mass: 5,
- Fx: 0.015, //run Force on ground
+ Fx: 0.015, //run Force on ground //this is reset in b.setModDefaults()
FxAir: 0.015, //run Force in Air
definePlayerMass(mass = mech.defaultMass) {
Matter.Body.setMass(player, mass);
@@ -110,7 +110,7 @@ const mech = {
Sy: 0, //adds a smoothing effect to vertical only
Vx: 0,
Vy: 0,
- jumpForce: 0.38,
+ jumpForce: 0.38, //this is reset in b.setModDefaults()
gravity: 0.0019,
friction: {
ground: 0.01,
@@ -211,6 +211,14 @@ const mech = {
this.doCrouch();
this.yOff = this.yOffWhen.jump;
this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
+
+ if (game.isBodyDamage && momentum > 200 && player.velocity.y > 20) { //falling damage
+ mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
+ let dmg = Math.sqrt(momentum - 200) * 0.01
+ console.log(dmg, momentum, player.velocity.y)
+ dmg = Math.min(Math.max(dmg, 0.02), 0.15);
+ mech.damage(dmg);
+ }
} else {
this.yOffGoal = this.yOffWhen.stand;
}
@@ -242,11 +250,17 @@ const mech = {
//horizontal move on ground
//apply a force to move
if (keys[65] || keys[37]) { //left / a
- player.force.x -= this.Fx
- if (player.velocity.x > -2) player.force.x -= this.Fx * 0.5
+ if (player.velocity.x > -2) {
+ player.force.x -= this.Fx * 1.5
+ } else {
+ player.force.x -= this.Fx
+ }
} else if (keys[68] || keys[39]) { //right / d
- player.force.x += this.Fx
- if (player.velocity.x < 2) player.force.x += this.Fx * 0.5
+ if (player.velocity.x < 2) {
+ player.force.x += this.Fx * 1.5
+ } else {
+ player.force.x += this.Fx
+ }
} else {
const stoppingFriction = 0.92;
Matter.Body.setVelocity(player, {
@@ -287,76 +301,6 @@ const mech = {
//smoothly move leg height towards height goal
this.yOff = this.yOff * 0.85 + this.yOffGoal * 0.15;
},
- gamepadMove() {
- if (this.onGround) { //on ground **********************
- if (this.crouch) {
- if (game.gamepad.leftAxis.y !== -1 && this.isHeadClear && this.hardLandCD < mech.cycle) this.undoCrouch();
- } else if (game.gamepad.leftAxis.y === -1 || this.hardLandCD > mech.cycle) {
- this.doCrouch(); //on ground && not crouched and pressing s or down
- } else if (game.gamepad.jump && this.buttonCD_jump + 20 < mech.cycle && this.yOffWhen.stand > 23) {
- this.buttonCD_jump = mech.cycle; //can't jump again until 20 cycles pass
-
- //apply a fraction of the jump force to the body the player is jumping off of
- Matter.Body.applyForce(mech.standingOn, mech.pos, {
- x: 0,
- y: this.jumpForce * 0.12 * Math.min(mech.standingOn.mass, 5)
- });
-
- player.force.y = -this.jumpForce; //player jump force
- Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
- x: player.velocity.x,
- y: 0
- });
- }
-
- //horizontal move on ground
- //apply a force to move
- if (game.gamepad.leftAxis.x === -1) { //left / a
- player.force.x -= this.Fx
- if (player.velocity.x > -2) player.force.x -= this.Fx * 0.5
- } else if (game.gamepad.leftAxis.x === 1) { //right / d
- player.force.x += this.Fx
- if (player.velocity.x < 2) player.force.x += this.Fx * 0.5
- } else {
- const stoppingFriction = 0.92;
- Matter.Body.setVelocity(player, {
- x: player.velocity.x * stoppingFriction,
- y: player.velocity.y * stoppingFriction
- });
- }
- //come to a stop if fast or if no move key is pressed
- if (player.speed > 4) {
- const stoppingFriction = (this.crouch) ? 0.65 : 0.89;
- Matter.Body.setVelocity(player, {
- x: player.velocity.x * stoppingFriction,
- y: player.velocity.y * stoppingFriction
- });
- }
-
- } else { // in air **********************************
- //check for short jumps
- if (
- this.buttonCD_jump + 60 > mech.cycle && //just pressed jump
- !game.gamepad.jump && //but not pressing jump key
- this.Vy < 0 //moving up
- ) {
- Matter.Body.setVelocity(player, {
- //reduce player y-velocity every cycle
- x: player.velocity.x,
- y: player.velocity.y * 0.94
- });
- }
- const limit = 125 / player.mass / player.mass
- if (game.gamepad.leftAxis.x === -1) {
- if (player.velocity.x > -limit) player.force.x -= this.FxAir; // move player left / a
- } else if (game.gamepad.leftAxis.x === 1) {
- if (player.velocity.x < limit) player.force.x += this.FxAir; //move player right / d
- }
- }
-
- //smoothly move leg height towards height goal
- this.yOff = this.yOff * 0.85 + this.yOffGoal * 0.15;
- },
alive: true,
death() {
if (b.modIsImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
@@ -517,7 +461,7 @@ const mech = {
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
//chance to build a drone on damage from mod
- if (b.makeDroneOnDamage) {
+ if (b.isModDroneOnDamage) {
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[13].fire() //spawn drone
@@ -730,7 +674,7 @@ const mech = {
mech.fieldMeter += mech.fieldRegen;
ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range, 10);
- ctx.fillStyle = "rgb(50,220,255)";
+ ctx.fillStyle = "#0af";
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range * this.fieldMeter, 10);
} else {
mech.fieldMeter = 1
@@ -1071,7 +1015,7 @@ const mech = {
hold() {},
fieldText() {
game.replaceTextLog = true;
- game.makeTextLog(`