black hole boss balance
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136
js/bullets.js
136
js/bullets.js
@@ -398,8 +398,130 @@ const b = {
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ctx.globalAlpha = 1;
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}
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}
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},
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{
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// }, {
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// name: "entropic beam",
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// description: "steal entropy to heal<br>reflects off walls at 75% intensity<br>uses energy instead of ammunition",
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// ammo: 0,
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// // ammoPack: 350,
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// ammoPack: Infinity,
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// have: false,
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// fire() {
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// // mech.fireCDcycle = game.cycle + 1
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// //laser drains energy as well as bullets
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// const FIELD_DRAIN = 0.0001 //should be 0.001
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// if (mech.fieldMeter < FIELD_DRAIN) {
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// mech.fireCDcycle = game.cycle + 100; // cool down if out of energy
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// } else {
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// mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
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// let best;
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// const color = "#a0a";
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// const range = 600;
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// const path = [{
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// x: mech.pos.x + 20 * Math.cos(mech.angle),
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// y: mech.pos.y + 20 * Math.sin(mech.angle)
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// },
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// {
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// x: mech.pos.x + range * Math.cos(mech.angle),
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// y: mech.pos.y + range * Math.sin(mech.angle)
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// }
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// ];
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// const vertexCollision = function (v1, v1End, domain) {
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// for (let i = 0; i < domain.length; ++i) {
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// let vertices = domain[i].vertices;
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// const len = vertices.length - 1;
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// for (let j = 0; j < len; j++) {
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// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[j],
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// v2: vertices[j + 1]
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// };
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// }
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// }
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// }
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// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[0],
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// v2: vertices[len]
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// };
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// }
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// }
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// }
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// };
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// const checkforCollisions = function () {
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// best = {
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// x: null,
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// y: null,
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// dist2: Infinity,
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// who: null,
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// v1: null,
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// v2: null
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// };
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// vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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// vertexCollision(path[path.length - 2], path[path.length - 1], map);
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// vertexCollision(path[path.length - 2], path[path.length - 1], body);
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// };
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// const laserHitMob = function (dmg) {
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// if (best.who.alive) {
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// dmg *= b.dmgScale * 0.02;
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// mech.addHealth(0.002)
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// best.who.damage(dmg);
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// best.who.locatePlayer();
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// //draw mob damage circle
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// ctx.fillStyle = color;
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// ctx.beginPath();
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// ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
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// ctx.fill();
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// }
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// };
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// checkforCollisions();
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// if (best.dist2 != Infinity) {
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// //if hitting something
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// path[path.length - 1] = {
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// x: best.x,
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// y: best.y
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// };
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// laserHitMob(1);
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// }
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// ctx.fillStyle = color;
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// ctx.strokeStyle = color;
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// ctx.lineWidth = 4;
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// for (let i = 1, len = path.length; i < len; ++i) {
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// d = {
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// x: path[i].x - path[i - 1].x,
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// y: path[i].y - path[i - 1].y
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// }
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// const a = game.cycle * 5
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// p1 = {
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// x: d.x / 2 * Math.cos(a) - d.y / 2 * Math.sin(a),
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// y: d.x / 2 * Math.sin(a) + d.y / 2 * Math.cos(a),
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// }
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// const wave = 300 / Math.sqrt(d.x * d.x + d.y * d.y)
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// ctx.beginPath();
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// ctx.moveTo(path[i - 1].x, path[i - 1].y);
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// ctx.bezierCurveTo(path[i - 1].x + p1.x * wave, path[i - 1].y + p1.y * wave, path[i].x + p1.x * wave, path[i].y + p1.y * wave, path[i].x, path[i].y);
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// ctx.stroke();
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// }
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// }
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// }
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}, {
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name: "one shot",
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description: "fire a huge bullet with high recoil<br>effective at long distances",
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ammo: 0,
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@@ -794,7 +916,7 @@ const b = {
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},
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{
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name: "spores",
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description: "release an orb discharges spores after 2 seconds<br>spores seek out targets<br>spores can pass through blocks",
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description: "release an orb that discharges spores after 2 seconds<br>spores seek out targets<br>spores can pass through blocks",
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ammo: 0,
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ammoPack: 6,
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have: false,
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@@ -895,7 +1017,7 @@ const b = {
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},
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{
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name: "drones",
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description: "release drones that seek out targets<br>waits at crosshairs if no targets are available",
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description: "release drones that seek out targets<br>if no targets, drones move to mouse<br>",
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ammo: 0,
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ammoPack: 21,
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have: false,
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@@ -945,7 +1067,7 @@ const b = {
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}
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}
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if (!this.lockedOn) {
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//grab a power up if it is ammo or a heal when player is low
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//grab a power up if it is (ammo) or (a heal when player is low)
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let closeDist = Infinity;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (
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@@ -984,10 +1106,6 @@ const b = {
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})
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b.fireProps(mech.crouch ? 22 : 15, mech.crouch ? 26 : 1, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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// Matter.Body.setDensity(bullet[me], 0.000001);
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// bullet[me].onDmg = function () {
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// this.endCycle = 0; //bullet ends cycle after doing damage
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// };
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}
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},
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],
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