replace slugs with rail gun, rebalanced flechettes, added falling dmg, new mod: fast movement, added mouse icons
This commit is contained in:
2057
js/bullets.js
2057
js/bullets.js
File diff suppressed because it is too large
Load Diff
13
js/engine.js
13
js/engine.js
@@ -91,13 +91,10 @@ function mobCollisionChecks(event) {
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const v = Matter.Vector.magnitude(Matter.Vector.sub(player.velocity, obj.velocity));
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const v = Matter.Vector.magnitude(Matter.Vector.sub(player.velocity, obj.velocity));
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if (v > speedThreshold) {
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if (v > speedThreshold) {
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.02;
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let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
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dmg = Math.min(Math.max(dmg, 0.02), 0.2);
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dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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// console.log(`mass = ${obj.mass} \n`, `dmg = ${dmg}\n`, `v = ${v}\n`)
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// console.log(v, dmg)
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mech.damage(dmg);
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mech.damage(dmg);
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game.drawList.push({
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game.drawList.push({ //add dmg to draw queue
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: dmg * 500,
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radius: dmg * 500,
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@@ -144,7 +141,7 @@ function mobCollisionChecks(event) {
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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
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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
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mech.damage(dmg);
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mech.damage(dmg);
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if (mob[k].onHit) mob[k].onHit(k);
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if (mob[k].onHit) mob[k].onHit(k);
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if (b.annihilation && mob[k].dropPowerUp) {
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if (b.modAnnihilation && mob[k].dropPowerUp) {
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mob[k].death();
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mob[k].death();
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game.drawList.push({
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game.drawList.push({
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//add dmg to draw queue
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//add dmg to draw queue
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@@ -182,7 +179,7 @@ function mobCollisionChecks(event) {
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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mob[k].foundPlayer();
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mob[k].foundPlayer();
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// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
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// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
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const dmg = b.dmgScale * (obj.dmg + b.extraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
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const dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
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mob[k].damage(dmg);
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mob[k].damage(dmg);
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obj.onDmg(); //some bullets do actions when they hits things, like despawn
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obj.onDmg(); //some bullets do actions when they hits things, like despawn
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game.drawList.push({
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game.drawList.push({
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@@ -167,6 +167,10 @@ const game = {
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document.getElementById("mods").innerHTML = text
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document.getElementById("mods").innerHTML = text
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},
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},
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replaceTextLog: true,
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replaceTextLog: true,
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// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
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// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
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SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#456" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0af" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
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makeTextLog(text, time = 180) {
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makeTextLog(text, time = 180) {
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if (game.replaceTextLog) {
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if (game.replaceTextLog) {
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document.getElementById("text-log").innerHTML = text;
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document.getElementById("text-log").innerHTML = text;
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@@ -508,6 +512,7 @@ const game = {
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if (mech.holdingTarget) {
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if (mech.holdingTarget) {
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holdTarget = mech.holdingTarget;
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holdTarget = mech.holdingTarget;
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}
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}
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mech.fireCDcycle = 0
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mech.drop();
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mech.drop();
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level.fill = [];
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level.fill = [];
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level.fillBG = [];
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level.fillBG = [];
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21
js/index.js
21
js/index.js
@@ -2,6 +2,27 @@
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/* TODO: *******************************************
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/* TODO: *******************************************
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*****************************************************
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*****************************************************
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gun: Spirit Bomb
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use charge up like rail gun
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left and right click mouse icons for text displays
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mod: auto pick up guns, heals, ammo
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use the same rule for drones
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maybe give some other bonus too?
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mod: + move speed and jump height
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will leg animations look strange?
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that's OK for a mod
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this could just slow the mobs down instead?
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how?
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rework junk bot, or remove it
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it's behavior is too unpredictable
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range is unclear
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having the bullets last long after doing dmg isn't fun
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we want a fun gun that acts like a melee weapon
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mouse can get suck as clicked if the user clicks off the window
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mouse can get suck as clicked if the user clicks off the window
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can lead to gun lock up until player pressed mouse again
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can lead to gun lock up until player pressed mouse again
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should I really need to fix this?
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should I really need to fix this?
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@@ -14,9 +14,9 @@ const level = {
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start() {
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start() {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(6)
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// b.giveGuns(1)
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// mech.fieldUpgrades[7].effect();
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// mech.fieldUpgrades[7].effect();
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// b.giveMod(13)
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b.giveMod(15)
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// spawn.pickList = ["ghoster", "ghoster"]
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// spawn.pickList = ["ghoster", "ghoster"]
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this.intro(); //starting level
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this.intro(); //starting level
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@@ -1475,7 +1475,7 @@ const level = {
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level.onLevel++;
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level.onLevel++;
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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game.clearNow = true; //triggers in the physics engine to remove all physics bodies
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game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
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}
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}
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},
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},
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death() {
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death() {
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@@ -231,7 +231,7 @@ const mobs = {
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange) {
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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 (Math.random()>0.2 && this.seePlayer.yes && this.distanceToPlayer2()<800000) {
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if (!b.AoEImmunity) {
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if (!b.isModAoEImmunity) {
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mech.damage(0.0003 * game.dmgScale);
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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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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.005
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}
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}
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121
js/player.js
121
js/player.js
@@ -6,15 +6,15 @@ const mech = {
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spawn() {
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spawn() {
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//load player in matter.js physic engine
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//load player in matter.js physic engine
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// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
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// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
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let vector = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
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let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
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playerBody = Matter.Bodies.fromVertices(0, 0, vector);
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playerBody = Matter.Bodies.fromVertices(0, 0, vertices);
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jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
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jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
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//this sensor check if the player is on the ground to enable jumping
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//this sensor check if the player is on the ground to enable jumping
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sleepThreshold: 99999999999,
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sleepThreshold: 99999999999,
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isSensor: true
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isSensor: true
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});
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});
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vector = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
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vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
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playerHead = Matter.Bodies.fromVertices(0, -55, vector); //this part of the player lowers on crouch
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playerHead = Matter.Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
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headSensor = Bodies.rectangle(0, -57, 48, 45, {
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headSensor = Bodies.rectangle(0, -57, 48, 45, {
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//senses if the player's head is empty and can return after crouching
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//senses if the player's head is empty and can return after crouching
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sleepThreshold: 99999999999,
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sleepThreshold: 99999999999,
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@@ -65,7 +65,7 @@ const mech = {
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},
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},
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defaultMass: 5,
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defaultMass: 5,
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mass: 5,
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mass: 5,
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Fx: 0.015, //run Force on ground
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Fx: 0.015, //run Force on ground //this is reset in b.setModDefaults()
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FxAir: 0.015, //run Force in Air
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FxAir: 0.015, //run Force in Air
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definePlayerMass(mass = mech.defaultMass) {
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definePlayerMass(mass = mech.defaultMass) {
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Matter.Body.setMass(player, mass);
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Matter.Body.setMass(player, mass);
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@@ -110,7 +110,7 @@ const mech = {
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Sy: 0, //adds a smoothing effect to vertical only
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Sy: 0, //adds a smoothing effect to vertical only
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Vx: 0,
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Vx: 0,
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Vy: 0,
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Vy: 0,
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jumpForce: 0.38,
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jumpForce: 0.38, //this is reset in b.setModDefaults()
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gravity: 0.0019,
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gravity: 0.0019,
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friction: {
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friction: {
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ground: 0.01,
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ground: 0.01,
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@@ -211,6 +211,14 @@ const mech = {
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this.doCrouch();
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this.doCrouch();
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this.yOff = this.yOffWhen.jump;
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this.yOff = this.yOffWhen.jump;
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this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
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this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)
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if (game.isBodyDamage && momentum > 200 && player.velocity.y > 20) { //falling damage
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mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt(momentum - 200) * 0.01
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console.log(dmg, momentum, player.velocity.y)
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dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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mech.damage(dmg);
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}
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} else {
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} else {
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this.yOffGoal = this.yOffWhen.stand;
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this.yOffGoal = this.yOffWhen.stand;
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}
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}
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@@ -242,11 +250,17 @@ const mech = {
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//horizontal move on ground
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//horizontal move on ground
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//apply a force to move
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//apply a force to move
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if (keys[65] || keys[37]) { //left / a
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if (keys[65] || keys[37]) { //left / a
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player.force.x -= this.Fx
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if (player.velocity.x > -2) {
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if (player.velocity.x > -2) player.force.x -= this.Fx * 0.5
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player.force.x -= this.Fx * 1.5
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} else {
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player.force.x -= this.Fx
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}
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} else if (keys[68] || keys[39]) { //right / d
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} else if (keys[68] || keys[39]) { //right / d
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player.force.x += this.Fx
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if (player.velocity.x < 2) {
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if (player.velocity.x < 2) player.force.x += this.Fx * 0.5
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player.force.x += this.Fx * 1.5
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} else {
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player.force.x += this.Fx
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}
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} else {
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} else {
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const stoppingFriction = 0.92;
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const stoppingFriction = 0.92;
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Matter.Body.setVelocity(player, {
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Matter.Body.setVelocity(player, {
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@@ -287,76 +301,6 @@ const mech = {
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//smoothly move leg height towards height goal
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//smoothly move leg height towards height goal
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this.yOff = this.yOff * 0.85 + this.yOffGoal * 0.15;
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this.yOff = this.yOff * 0.85 + this.yOffGoal * 0.15;
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},
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},
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gamepadMove() {
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if (this.onGround) { //on ground **********************
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if (this.crouch) {
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if (game.gamepad.leftAxis.y !== -1 && this.isHeadClear && this.hardLandCD < mech.cycle) this.undoCrouch();
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} else if (game.gamepad.leftAxis.y === -1 || this.hardLandCD > mech.cycle) {
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this.doCrouch(); //on ground && not crouched and pressing s or down
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} else if (game.gamepad.jump && this.buttonCD_jump + 20 < mech.cycle && this.yOffWhen.stand > 23) {
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this.buttonCD_jump = mech.cycle; //can't jump again until 20 cycles pass
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//apply a fraction of the jump force to the body the player is jumping off of
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Matter.Body.applyForce(mech.standingOn, mech.pos, {
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x: 0,
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y: this.jumpForce * 0.12 * Math.min(mech.standingOn.mass, 5)
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});
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player.force.y = -this.jumpForce; //player jump force
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Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
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x: player.velocity.x,
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y: 0
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});
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}
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//horizontal move on ground
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//apply a force to move
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if (game.gamepad.leftAxis.x === -1) { //left / a
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player.force.x -= this.Fx
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if (player.velocity.x > -2) player.force.x -= this.Fx * 0.5
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} else if (game.gamepad.leftAxis.x === 1) { //right / d
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player.force.x += this.Fx
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if (player.velocity.x < 2) player.force.x += this.Fx * 0.5
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} else {
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const stoppingFriction = 0.92;
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Matter.Body.setVelocity(player, {
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x: player.velocity.x * stoppingFriction,
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y: player.velocity.y * stoppingFriction
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});
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}
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//come to a stop if fast or if no move key is pressed
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if (player.speed > 4) {
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const stoppingFriction = (this.crouch) ? 0.65 : 0.89;
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Matter.Body.setVelocity(player, {
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x: player.velocity.x * stoppingFriction,
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y: player.velocity.y * stoppingFriction
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});
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}
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|
||||||
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|
||||||
} else { // in air **********************************
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//check for short jumps
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if (
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|
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this.buttonCD_jump + 60 > mech.cycle && //just pressed jump
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!game.gamepad.jump && //but not pressing jump key
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this.Vy < 0 //moving up
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||||||
) {
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Matter.Body.setVelocity(player, {
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|
||||||
//reduce player y-velocity every cycle
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|
||||||
x: player.velocity.x,
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|
||||||
y: player.velocity.y * 0.94
|
|
||||||
});
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|
||||||
}
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||||||
const limit = 125 / player.mass / player.mass
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|
||||||
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,
|
alive: true,
|
||||||
death() {
|
death() {
|
||||||
if (b.modIsImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
|
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);
|
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
|
||||||
|
|
||||||
//chance to build a drone on damage from mod
|
//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
|
const len = (dmg - 0.08 + 0.05 * Math.random()) / 0.05
|
||||||
for (let i = 0; i < len; i++) {
|
for (let i = 0; i < len; i++) {
|
||||||
if (Math.random() < 0.6) b.guns[13].fire() //spawn drone
|
if (Math.random() < 0.6) b.guns[13].fire() //spawn drone
|
||||||
@@ -730,7 +674,7 @@ const mech = {
|
|||||||
mech.fieldMeter += mech.fieldRegen;
|
mech.fieldMeter += mech.fieldRegen;
|
||||||
ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
|
ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
|
||||||
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range, 10);
|
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);
|
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range * this.fieldMeter, 10);
|
||||||
} else {
|
} else {
|
||||||
mech.fieldMeter = 1
|
mech.fieldMeter = 1
|
||||||
@@ -1071,7 +1015,7 @@ const mech = {
|
|||||||
hold() {},
|
hold() {},
|
||||||
fieldText() {
|
fieldText() {
|
||||||
game.replaceTextLog = true;
|
game.replaceTextLog = true;
|
||||||
game.makeTextLog(`<div class="circle field "></div> <strong style='font-size:30px;'>${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'>(right click or space bar)</span><br><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 1000);
|
game.makeTextLog(`${game.SVGrightMouse}<strong style='font-size:30px;'> ${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'></span><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 1000);
|
||||||
game.replaceTextLog = false;
|
game.replaceTextLog = false;
|
||||||
document.getElementById("field").innerHTML = mech.fieldUpgrades[mech.fieldMode].name //add field
|
document.getElementById("field").innerHTML = mech.fieldUpgrades[mech.fieldMode].name //add field
|
||||||
},
|
},
|
||||||
@@ -1179,13 +1123,13 @@ const mech = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "plasma torch",
|
name: "plasma torch",
|
||||||
description: "field emits a beam of destructive <span style='color:#f0f;'>ionized gas</span><br><span style='color:#a00;'>decreased</span> <strong style='color: #08f;'>shield</strong> range and efficiency",
|
description: "field emits a beam of destructive <span style='color:#f0f;'>ionized gas</span><br><span style='color:#a00;'>decreased</span> <strong class='color-f'>shield</strong> range and efficiency",
|
||||||
effect: () => {
|
effect: () => {
|
||||||
mech.fieldMode = 2;
|
mech.fieldMode = 2;
|
||||||
mech.fieldText();
|
mech.fieldText();
|
||||||
mech.setHoldDefaults();
|
mech.setHoldDefaults();
|
||||||
// mech.fieldShieldingScale = 2;
|
// mech.fieldShieldingScale = 2;
|
||||||
mech.grabRange = 125;
|
// mech.grabRange = 125;
|
||||||
mech.fieldArc = 0.05 //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
mech.fieldArc = 0.05 //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
||||||
mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
||||||
mech.hold = function () {
|
mech.hold = function () {
|
||||||
@@ -1346,13 +1290,12 @@ const mech = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "negative mass field",
|
name: "negative mass field",
|
||||||
description: "field nullifies <strong style='letter-spacing: 15px;'>gravity</strong><br> player can hold more massive objects<br><em>can fire while field is active</em>",
|
description: "field nullifies <strong style='letter-spacing: 15px;'>gravity</strong><br><em>can fire while field is active</em>",
|
||||||
effect: () => {
|
effect: () => {
|
||||||
mech.fieldMode = 3;
|
mech.fieldMode = 3;
|
||||||
mech.fieldText();
|
mech.fieldText();
|
||||||
mech.setHoldDefaults();
|
mech.setHoldDefaults();
|
||||||
mech.fieldFire = true;
|
mech.fieldFire = true;
|
||||||
mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
|
|
||||||
|
|
||||||
mech.hold = function () {
|
mech.hold = function () {
|
||||||
if (mech.isHolding) {
|
if (mech.isHolding) {
|
||||||
@@ -1434,7 +1377,7 @@ const mech = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "standing wave harmonics",
|
name: "standing wave harmonics",
|
||||||
description: "you are surrounded by oscillating <strong style='color: #08f;'>shields</strong><br> <span style='color:#a00;'>decreased</span> field regeneration",
|
description: "you are surrounded by oscillating <strong class='color-f'>shields</strong><br> <span style='color:#a00;'>decreased</span> field regeneration",
|
||||||
effect: () => {
|
effect: () => {
|
||||||
mech.fieldMode = 4;
|
mech.fieldMode = 4;
|
||||||
mech.fieldText();
|
mech.fieldText();
|
||||||
@@ -1479,7 +1422,7 @@ const mech = {
|
|||||||
name: "nano-scale manufacturing",
|
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",
|
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: () => {
|
effect: () => {
|
||||||
let gunIndex = Math.random() < 0.5 ? 13 : 14
|
let gunIndex = 13 //Math.random() < 0.5 ? 13 : 14
|
||||||
mech.fieldMode = 5;
|
mech.fieldMode = 5;
|
||||||
mech.fieldText();
|
mech.fieldText();
|
||||||
mech.setHoldDefaults();
|
mech.setHoldDefaults();
|
||||||
|
|||||||
@@ -9,10 +9,10 @@ const powerUps = {
|
|||||||
},
|
},
|
||||||
effect() {
|
effect() {
|
||||||
let heal = (this.size / 40) ** 2
|
let heal = (this.size / 40) ** 2
|
||||||
if (b.fullHeal) heal = Infinity
|
if (b.isModFullHeal) heal = Infinity
|
||||||
heal = Math.min(1 - mech.health, heal)
|
heal = Math.min(1 - mech.health, heal)
|
||||||
mech.addHealth(heal);
|
mech.addHealth(heal);
|
||||||
if (heal > 0) game.makeTextLog("<span style='font-size:115%;'> <strong class='color-h' style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
|
if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo: {
|
ammo: {
|
||||||
@@ -48,13 +48,13 @@ const powerUps = {
|
|||||||
const ammo = Math.ceil((target.ammoPack * (0.45 + 0.08 * Math.random())) / b.dmgScale);
|
const ammo = Math.ceil((target.ammoPack * (0.45 + 0.08 * Math.random())) / b.dmgScale);
|
||||||
target.ammo += ammo;
|
target.ammo += ammo;
|
||||||
game.updateGunHUD();
|
game.updateGunHUD();
|
||||||
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
field: {
|
field: {
|
||||||
name: "field",
|
name: "field",
|
||||||
color: "#0bf",
|
color: "#0af",
|
||||||
size() {
|
size() {
|
||||||
return 45;
|
return 45;
|
||||||
},
|
},
|
||||||
@@ -124,7 +124,7 @@ const powerUps = {
|
|||||||
if (options.length > 0) {
|
if (options.length > 0) {
|
||||||
let newGun = options[Math.floor(Math.random() * options.length)];
|
let newGun = options[Math.floor(Math.random() * options.length)];
|
||||||
if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
|
if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
|
||||||
game.makeTextLog(`<div class="circle gun "></div> <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><span class='faded'>(left click)</span><br><br>${b.guns[newGun].description}`, 900);
|
game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><br>${b.guns[newGun].description}`, 900);
|
||||||
b.guns[newGun].have = true;
|
b.guns[newGun].have = true;
|
||||||
b.inventory.push(newGun);
|
b.inventory.push(newGun);
|
||||||
b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
|
b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
|
||||||
|
|||||||
10
js/spawn.js
10
js/spawn.js
@@ -457,7 +457,7 @@ const spawn = {
|
|||||||
this.healthBar();
|
this.healthBar();
|
||||||
//when player is inside event horizon
|
//when player is inside event horizon
|
||||||
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
|
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
|
||||||
if (!b.AoEImmunity) {
|
if (!b.isModAoEImmunity) {
|
||||||
mech.damage(0.00015 * game.dmgScale);
|
mech.damage(0.00015 * game.dmgScale);
|
||||||
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
|
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
|
||||||
}
|
}
|
||||||
@@ -548,7 +548,7 @@ const spawn = {
|
|||||||
ctx.fill();
|
ctx.fill();
|
||||||
//when player is inside event horizon
|
//when player is inside event horizon
|
||||||
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
|
if (Matter.Vector.magnitude(Matter.Vector.sub(this.position, player.position)) < eventHorizon) {
|
||||||
if (!b.AoEImmunity) {
|
if (!b.isModAoEImmunity) {
|
||||||
mech.damage(0.00015 * game.dmgScale);
|
mech.damage(0.00015 * game.dmgScale);
|
||||||
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
|
if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.01
|
||||||
}
|
}
|
||||||
@@ -680,14 +680,14 @@ const spawn = {
|
|||||||
this.laser();
|
this.laser();
|
||||||
};
|
};
|
||||||
},
|
},
|
||||||
striker(x, y, radius = 15 + Math.ceil(Math.random() * 25)) {
|
striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
|
||||||
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
|
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
|
||||||
let me = mob[mob.length - 1];
|
let me = mob[mob.length - 1];
|
||||||
me.accelMag = 0.0004 * game.accelScale;
|
me.accelMag = 0.0003 * game.accelScale;
|
||||||
me.g = 0.0002; //required if using 'gravity'
|
me.g = 0.0002; //required if using 'gravity'
|
||||||
me.frictionStatic = 0;
|
me.frictionStatic = 0;
|
||||||
me.friction = 0;
|
me.friction = 0;
|
||||||
me.delay = 90;
|
me.delay = 100;
|
||||||
Matter.Body.rotate(me, Math.PI * 0.1);
|
Matter.Body.rotate(me, Math.PI * 0.1);
|
||||||
me.onDamage = function () {
|
me.onDamage = function () {
|
||||||
this.cd = game.cycle + this.delay;
|
this.cd = game.cycle + this.delay;
|
||||||
|
|||||||
56
style.css
56
style.css
@@ -208,8 +208,12 @@ em {
|
|||||||
opacity: 0.7;
|
opacity: 0.7;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.mouse-icon {
|
||||||
|
margin-bottom: -20px;
|
||||||
|
}
|
||||||
|
|
||||||
.color-f {
|
.color-f {
|
||||||
color: #0bf;
|
color: #0af;
|
||||||
}
|
}
|
||||||
|
|
||||||
.color-b {
|
.color-b {
|
||||||
@@ -255,7 +259,7 @@ em {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.field {
|
.field {
|
||||||
background: #0bf;
|
background: #0af;
|
||||||
}
|
}
|
||||||
|
|
||||||
.mod {
|
.mod {
|
||||||
@@ -264,6 +268,12 @@ em {
|
|||||||
|
|
||||||
.gun {
|
.gun {
|
||||||
background: #149;
|
background: #149;
|
||||||
|
margin-bottom: -2px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.heal {
|
||||||
|
background: #0d9;
|
||||||
|
margin-bottom: -2px;
|
||||||
}
|
}
|
||||||
|
|
||||||
.box {
|
.box {
|
||||||
@@ -285,48 +295,6 @@ em {
|
|||||||
justify-self: center;
|
justify-self: center;
|
||||||
}
|
}
|
||||||
|
|
||||||
.mouse {
|
|
||||||
color: #ccc;
|
|
||||||
position: relative;
|
|
||||||
padding: 37px 30px 37px 30px;
|
|
||||||
border-radius: 25px;
|
|
||||||
border: 2px solid #444;
|
|
||||||
background-color: rgba(255, 255, 255, 0.5);
|
|
||||||
}
|
|
||||||
|
|
||||||
.mouse:after {
|
|
||||||
content: "";
|
|
||||||
position: absolute;
|
|
||||||
z-index: 1;
|
|
||||||
top: 4px;
|
|
||||||
left: 26px;
|
|
||||||
border-radius: 25px;
|
|
||||||
/* background: #444; */
|
|
||||||
border: 2px solid #444;
|
|
||||||
|
|
||||||
width: 4px;
|
|
||||||
height: 20px;
|
|
||||||
border-radius: 10px / 25px;
|
|
||||||
}
|
|
||||||
|
|
||||||
.mouse-line {
|
|
||||||
position: relative;
|
|
||||||
top: 30px;
|
|
||||||
left: 0px;
|
|
||||||
}
|
|
||||||
|
|
||||||
.mouse-line:after {
|
|
||||||
content: "";
|
|
||||||
position: absolute;
|
|
||||||
z-index: 1;
|
|
||||||
top: -35px;
|
|
||||||
left: -30px;
|
|
||||||
width: 60px;
|
|
||||||
height: 2px;
|
|
||||||
border-radius: 8px;
|
|
||||||
background: #444;
|
|
||||||
}
|
|
||||||
|
|
||||||
.right {
|
.right {
|
||||||
text-align: right;
|
text-align: right;
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user