text aliases for adding powerups
text aliases for adding powerups phase field deaggros more cleanly working on ground stomp
This commit is contained in:
30
js/mobs.js
30
js/mobs.js
@@ -125,13 +125,10 @@ const mobs = {
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if (this.seePlayer.recall < 0) this.seePlayer.recall = 0;
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},
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memory: 120, //default time to remember player's location
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locatePlayer() {
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if (!mech.isStealth) {
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// updates mob's memory of player location
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
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this.seePlayer.position.x = player.position.x;
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this.seePlayer.position.y = player.position.y;
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}
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locatePlayer() { // updates mob's memory of player location
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
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this.seePlayer.position.x = player.position.x;
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this.seePlayer.position.y = player.position.y
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},
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// locatePlayerByDist() {
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// if (this.distanceToPlayer2() < this.locateRange) {
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@@ -143,7 +140,8 @@ const mobs = {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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@@ -153,7 +151,7 @@ const mobs = {
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},
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seePlayerCheckByDistance() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (this.distanceToPlayer2() < this.seeAtDistance2) {
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if (this.distanceToPlayer2() < this.seeAtDistance2 && !mech.isStealth) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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@@ -163,8 +161,8 @@ const mobs = {
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seePlayerByDistOrLOS() {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 ||
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(Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0)
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(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0)) &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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@@ -176,7 +174,9 @@ const mobs = {
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if (!(game.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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(Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0)
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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@@ -207,7 +207,8 @@ const mobs = {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mechPosRange()).length === 0 &&
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0
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Matter.Query.ray(body, this.position, this.mechPosRange()).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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@@ -391,7 +392,8 @@ const mobs = {
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(this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange)) &&
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, player.position).length === 0 &&
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Matter.Query.ray(body, this.position, player.position).length === 0
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Matter.Query.ray(body, this.position, player.position).length === 0 &&
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!mech.isStealth
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) {
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this.foundPlayer();
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if (!(game.cycle % (this.seePlayerFreq * 2))) {
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