lower momentum needed to crouch on landing, laser-bot has less flicker

This commit is contained in:
landgreen
2019-12-08 03:58:11 -08:00
committed by GitHub
parent 7508b52d91
commit 1aab11203c
4 changed files with 42 additions and 45 deletions

View File

@@ -1687,10 +1687,9 @@ const b = {
restitution: 0.8, restitution: 0.8,
dmg: b.modExtraDmg, // 0.14 //damage done in addition to the damage from momentum dmg: b.modExtraDmg, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2, minDmgSpeed: 2,
lookFrequency: 47 + Math.floor(37 * Math.random()), lookFrequency: 37 + Math.floor(27 * Math.random()),
range: 450 + Math.floor(200 * Math.random()), range: 500 + Math.floor(200 * Math.random()),
endCycle: Infinity, endCycle: Infinity,
modulus: Math.floor(2 * Math.random()), //offsets the modulus so the bullets don't all fire at the same time
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {
category: 0x000100, category: 0x000100,
@@ -1717,50 +1716,49 @@ const b = {
} }
} }
if (!((game.cycle + this.modulus) % 2)) { const FIELD_DRAIN = 0.001
const FIELD_DRAIN = 0.006 if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > FIELD_DRAIN) { //hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > FIELD_DRAIN) { //hit target with laser mech.fieldMeter -= FIELD_DRAIN
mech.fieldMeter -= FIELD_DRAIN
//make sure you can still see target //make sure you can still see target
const TARGET_VECTOR = Matter.Vector.sub(this.vertices[0], this.lockedOn.position) const TARGET_VECTOR = Matter.Vector.sub(this.vertices[0], this.lockedOn.position)
const DIST = Matter.Vector.magnitude(TARGET_VECTOR); const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
if (DIST - this.lockedOn.radius < this.range + 200 && if (DIST - this.lockedOn.radius < this.range + 150 &&
Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 && Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) { Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//find the closest vertex //find the closest vertex
let bestVertexDistance = Infinity let bestVertexDistance = Infinity
let bestVertex = null let bestVertex = null
for (let i = 0; i < this.lockedOn.vertices.length; i++) { for (let i = 0; i < this.lockedOn.vertices.length; i++) {
const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.vertices[0], this.lockedOn.vertices[i])); const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
if (dist < bestVertexDistance) { if (dist < bestVertexDistance) {
bestVertex = i bestVertex = i
bestVertexDistance = dist bestVertexDistance = dist
}
} }
const dmg = b.dmgScale * 0.10;
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
//draw laser
ctx.beginPath();
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
ctx.strokeStyle = "#f00";
ctx.lineWidth = "2"
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
ctx.beginPath();
ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fillStyle = "#f00"
ctx.fill();
} }
const dmg = b.dmgScale * 0.03;
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
//draw laser
ctx.beginPath();
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
ctx.strokeStyle = "rgb(255,0,40)";
ctx.lineWidth = "2"
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
ctx.beginPath();
ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,0,40,0.7)" //"#f00"
ctx.fill();
} }
} }
const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos)) const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range * 0.25) { //if far away move towards player if (distanceToPlayer > this.range * 0.2) { //if far away move towards player
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(mech.pos, this.position)), this.mass * 0.002) this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(mech.pos, this.position)), this.mass * 0.002)
this.frictionAir = 0.02 this.frictionAir = 0.02
} else { //close to player } else { //close to player

View File

@@ -14,7 +14,7 @@ const level = {
start() { start() {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns // game.difficulty = 6; //for testing to simulate possible mobs spawns
b.giveGuns(14) // b.giveGuns(14)
// mech.fieldUpgrades[2].effect(); // mech.fieldUpgrades[2].effect();
// b.giveMod(5) // b.giveMod(5)

View File

@@ -199,7 +199,7 @@ const mech = {
//sets a hard land where player stays in a crouch for a bit and can't jump //sets a hard land where player stays in a crouch for a bit and can't jump
//crouch is forced in keyMove() on ground section below //crouch is forced in keyMove() on ground section below
const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 20 down velocity, unless the player is holding something const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 20 down velocity, unless the player is holding something
if (momentum > 100) { if (momentum > 120) {
this.doCrouch(); this.doCrouch();
this.yOff = this.yOffWhen.jump; this.yOff = this.yOffWhen.jump;
this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40) this.hardLandCD = mech.cycle + Math.min(momentum / 6 - 6, 40)

View File

@@ -130,7 +130,7 @@ const spawn = {
//easy mob for on level 1 //easy mob for on level 1
mobs.spawn(x, y, 8, radius, "#9ccdc6"); mobs.spawn(x, y, 8, radius, "#9ccdc6");
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
me.accelMag = 0.00055 * game.accelScale; me.accelMag = 0.0005 * game.accelScale;
me.memory = 60; me.memory = 60;
Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
@@ -141,7 +141,6 @@ const spawn = {
}; };
}, },
healer(x, y, radius = 20) { healer(x, y, radius = 20) {
//easy mob for on level 1
mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)"); mobs.spawn(x, y, 3, radius, "rgba(50,255,200,0.4)");
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
me.frictionAir = 0.02; me.frictionAir = 0.02;