fault tolerance

tech: fault tolerance - spawn 9 drones that last forever, remove your drone gun

fade in after death is more gradual
This commit is contained in:
landgreen
2021-10-17 09:00:11 -07:00
parent dbe33239fb
commit 19c008fec1
12 changed files with 264 additions and 71 deletions

View File

@@ -3154,6 +3154,40 @@ const b = {
if (bullet[i].botType && bullet[i].endCycle === Infinity) bullet[i].endCycle = 0 //remove active bots, but don't remove temp bots
}
},
removeBot() {
if (tech.nailBotCount > 1) {
tech.nailBotCount--
return
}
if (tech.laserBotCount > 1) {
tech.laserBotCount--
return
}
if (tech.foamBotCount > 1) {
tech.foamBotCount--
return
}
if (tech.boomBotCount > 1) {
tech.boomBotCount--
return
}
if (tech.orbitBotCount > 1) {
tech.orbitBotCount--
return
}
if (tech.dynamoBotCount > 1) {
tech.dynamoBotCount--
return
}
if (tech.missileBotCount > 1) {
tech.missileBotCount--
return
}
if (tech.plasmaBotCount > 1) {
tech.plasmaBotCount--
return
}
},
zeroBotCount() { //remove all bots
tech.dynamoBotCount = 0
tech.laserBotCount = 0
@@ -5156,6 +5190,16 @@ const b = {
const length = tech.isLargeHarpoon ? 1 + 0.09 * Math.sqrt(this.ammo) : 1
const totalCycles = 7 * (tech.isFilament ? 1 + 0.009 * Math.min(100, this.ammo) : 1) * Math.sqrt(length)
if (input.down) {
// if (true) {
// if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
// b.harpoon(where, closest.target, m.angle, length, false, 15)
// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
// const speed = 50
// const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
// Matter.Body.setVelocity(player, velocity);
// } else {
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
@@ -5168,6 +5212,7 @@ const b = {
}
b.harpoon(where, closest.target, m.angle, length, false, 15)
m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
// }
} else if (tech.extraHarpoons) {
const range = 450 * (tech.isFilament ? 1 + Math.min(100, this.ammo) / 100 : 1)
let targetCount = 0
@@ -5405,10 +5450,6 @@ const b = {
if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
m.fireCDcycle = m.cycle + 2; // set fire cool down
//normal bullet behavior occurs after firing, overwrites this function
this.do = function() {
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
}
Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
this.endCycle = simulation.cycle + 140
this.collisionFilter.category = cat.bullet
@@ -5423,6 +5464,96 @@ const b = {
y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
});
if (tech.isRodAreaDamage) {
this.auraRadius = 800
this.semiMinor = 0.5
this.where = { x: m.pos.x, y: m.pos.y }
this.velocityAura = { x: this.velocity.x, y: this.velocity.y }
this.angleAura = this.angle
this.do = function() {
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
this.velocityAura.y += 0.085 / this.charge;
this.where = Vector.add(this.where, this.velocityAura)
//draw damage aura
this.semiMinor = this.semiMinor * 0.99
this.auraRadius = this.auraRadius * 0.99
let where = Vector.add(Vector.mult(this.velocityAura, -0.5), this.where)
ctx.beginPath();
ctx.ellipse(where.x, where.y, this.auraRadius * 0.25, this.auraRadius * 0.15 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
ctx.fillStyle = "rgba(255,100,0,0.75)";
ctx.fill();
where = Vector.add(Vector.mult(this.velocity, -1), where)
ctx.beginPath();
ctx.ellipse(where.x, where.y, this.auraRadius * 0.5, this.auraRadius * 0.5 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
ctx.fillStyle = "rgba(255,50,0,0.35)";
ctx.fill();
where = Vector.add(Vector.mult(this.velocity, -1), where)
ctx.beginPath();
ctx.ellipse(where.x, where.y, this.auraRadius * 0.75, this.auraRadius * 0.7 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
ctx.fillStyle = "rgba(255,0,0,0.15)";
ctx.fill();
where = Vector.add(Vector.mult(this.velocity, -1), where)
ctx.beginPath();
ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
ctx.fillStyle = "rgba(255,0,0,0.03)";
ctx.fill();
// this.semiMinor = this.semiMinor * 0.95 + (1 - Math.min(0.5, this.speed * 0.02)) * 0.05
// this.auraRadius = this.auraRadius * 0.95 + this.speed * 10 * 0.05
// let where = Vector.add(Vector.mult(this.velocity, -1), this.position)
// const angle = Math.atan2(this.velocity.y, this.velocity.x)
// ctx.beginPath();
// ctx.ellipse(where.x, where.y, this.auraRadius * 0.25, this.auraRadius * 0.15 * this.semiMinor, angle, 0, 2 * Math.PI)
// ctx.fillStyle = "rgba(255,100,0,0.75)";
// ctx.fill();
// where = Vector.add(Vector.mult(this.velocity, -2), where)
// ctx.beginPath();
// ctx.ellipse(where.x, where.y, this.auraRadius * 0.5, this.auraRadius * 0.5 * this.semiMinor, angle, 0, 2 * Math.PI)
// ctx.fillStyle = "rgba(255,50,0,0.35)";
// ctx.fill();
// where = Vector.add(Vector.mult(this.velocity, -2), where)
// ctx.beginPath();
// ctx.ellipse(where.x, where.y, this.auraRadius * 0.75, this.auraRadius * 0.7 * this.semiMinor, angle, 0, 2 * Math.PI)
// ctx.fillStyle = "rgba(255,0,0,0.15)";
// ctx.fill();
// where = Vector.add(Vector.mult(this.velocity, -2), where)
// ctx.beginPath();
// ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, angle, 0, 2 * Math.PI)
// ctx.fillStyle = "rgba(255,0,0,0.03)";
// ctx.fill();
//damage mobs in a circle based on this.semiMinor radius
if (this.auraRadius > 200) {
for (let i = 0, len = mob.length; i < len; ++i) {
const dist = Vector.magnitude(Vector.sub(mob[i].position, where))
if (dist < mob[i].radius + this.auraRadius) {
//push mob in direction of bullet
const mag = 0.0001
mob[i].force.x += mag * this.velocity.x;
mob[i].force.y += mag * this.velocity.y;
//damage mob
const damage = b.dmgScale * 0.002 * dist
mob[i].damage(damage);
mob[i].locatePlayer();
simulation.drawList.push({ //add dmg to draw queue
x: mob[i].position.x,
y: mob[i].position.y,
radius: Math.log(2 * damage + 1.1) * 40,
color: "rgba(255,0,0,0.25)",
time: simulation.drawTime
});
}
}
}
//push blocks power ups and mobs to the direction the rod is moving
}
} else {
this.do = function() {
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
}
}
//knock back
const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge * (tech.isShotgunReversed ? -2 : 1)
player.force.x -= KNOCK * Math.cos(m.angle)