several fixes
added more testings options fixed momentum bug camera no scroll on new level
This commit is contained in:
@@ -1039,7 +1039,7 @@ const b = {
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name: "super balls", //4
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description: "fire balls that <strong>bounce</strong> with no momentum loss",
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ammo: 0,
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ammoPack: 11,
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ammoPack: 14,
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have: false,
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isStarterGun: true,
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fire() {
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@@ -1050,12 +1050,12 @@ const b = {
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for (let i = 0; i < 3; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7 * b.modBulletSize, b.fireAttributes(dir, false));
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b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 34 : 26, dir, me); //cd , speed
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b.fireProps(mech.crouch ? 30 : 12, mech.crouch ? 38 : 30, dir, me); //cd , speed
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Matter.Body.setDensity(bullet[me], 0.0001);
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bullet[me].endCycle = game.cycle + Math.floor(360 * b.isModBulletsLastLonger);
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bullet[me].dmg = 0.5 + b.modExtraDmg;
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bullet[me].endCycle = game.cycle + Math.floor(300 * b.isModBulletsLastLonger);
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bullet[me].dmg = 0.25 + b.modExtraDmg;
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 0.96;
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bullet[me].restitution = 0.98;
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bullet[me].friction = 0;
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bullet[me].do = function () {
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this.force.y += this.mass * 0.001;
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@@ -1737,7 +1737,7 @@ const b = {
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fire() {
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const me = bullet.length;
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const dir = mech.angle + 0.2 * (Math.random() - 0.5)
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const RADIUS = (6 + 16 * Math.random()) * b.modBulletSize
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const RADIUS = (8 + 16 * Math.random()) * b.modBulletSize
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 25, RADIUS, {
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angle: dir,
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density: 0.000005, // 0.001 is normal density
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@@ -1749,19 +1749,30 @@ const b = {
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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mask: cat.map | cat.body | cat.mob | cat.mobShield
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},
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minDmgSpeed: 0,
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endCycle: Infinity, //game.cycle + Math.floor(265 * b.isModBulletsLastLonger),
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count: 0,
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radius: RADIUS,
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target: null,
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targetSub: null,
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targetVertex: null,
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onDmg(who) {
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if (!this.target && who.alive && who.dropPowerUp) {
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this.target = who;
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// this.targetSub = Matter.Vector.sub(this.position, this.target.position)
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this.collisionFilter.category = 0;
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this.collisionFilter.category = cat.body;
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this.collisionFilter.mask = cat.player
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let bestVertexDistance = Infinity
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let bestVertex = null
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for (let i = 0; i < this.target.vertices.length; i++) {
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const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.position, this.target.vertices[i]));
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if (dist < bestVertexDistance) {
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bestVertex = i
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bestVertexDistance = dist
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}
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}
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this.targetVertex = bestVertex
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}
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},
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onEnd() {},
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@@ -1773,6 +1784,7 @@ const b = {
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if (!mech.isBodiesAsleep) { //if time dilation isn't active
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this.force.y += this.mass * 0.00006; //gravity
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if (this.count < 17) {
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this.count++
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//grow
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@@ -1781,21 +1793,21 @@ const b = {
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this.radius *= SCALE;
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} else {
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//shrink
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const SCALE = 1 - 0.007 / b.isModBulletsLastLonger
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const SCALE = 1 - 0.006 / b.isModBulletsLastLonger
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Matter.Body.scale(this, SCALE, SCALE);
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this.radius *= SCALE;
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if (this.radius < 11) this.endCycle = 0;
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}
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if (this.target && this.target.alive) { //if stuck to a target
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// Matter.Body.setPosition(this, Matter.Vector.add(this.target.position, this.targetSub))
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Matter.Body.setPosition(this, this.target.position)
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Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
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Matter.Body.setVelocity(this.target, Matter.Vector.mult(this.target.velocity, 0.94))
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Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.94)
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this.target.damage(b.dmgScale * 0.0045);
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this.target.damage(b.dmgScale * 0.0025);
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} else if (this.target !== null) { //look for a new target
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this.target = null
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this.collisionFilter.category = cat.bullet;
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this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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}
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}
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}
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@@ -1807,7 +1819,6 @@ const b = {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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// bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
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}
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},
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// {
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61
js/game.js
61
js/game.js
@@ -287,36 +287,49 @@ const game = {
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} else {
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this.testing = true;
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}
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} else if (this.testing) {
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//only in testing mode
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if (keys[70]) { //cycle fields with F
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}
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//in testing mode
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if (this.testing) {
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if (keys[49]) { // give power ups with 1
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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} else if (keys[50]) { // 2
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
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} else if (keys[51]) { // 3
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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} else if (keys[52]) { // 4
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
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} else if (keys[53]) { // 5
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
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} else if (keys[54]) { // 6 spawn mob
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const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
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spawn[pick](game.mouseInGame.x, game.mouseInGame.y);
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} else if (keys[55]) { // 7 spawn body
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index = body.length
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spawn.bodyRect(game.mouseInGame.x, game.mouseInGame.y, 50, 50);
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body[index].collisionFilter.category = cat.body;
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body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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body[index].classType = "body";
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World.add(engine.world, body[index]); //add to world
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} else if (keys[70]) { //cycle fields with F
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if (mech.fieldMode === mech.fieldUpgrades.length - 1) {
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mech.fieldUpgrades[0].effect()
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} else {
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mech.fieldUpgrades[mech.fieldMode + 1].effect()
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}
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}
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if (keys[71]) { // give all guns with G
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} else if (keys[71]) { // give all guns with G
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// b.giveGuns("all", 1000)
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powerUps.gun.effect()
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}
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if (keys[72]) { // power ups with H
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "gun");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "field");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
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powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "mod");
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}
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if (keys[89]) { //add all mods with y
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} else if (keys[72]) { // power ups with H
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mech.addHealth(Infinity)
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} else if (keys[89]) { //add all mods with y
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powerUps.mod.effect()
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}
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if (keys[82]) { // teleport to mouse with R
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} else if (keys[82]) { // teleport to mouse with R
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Matter.Body.setPosition(player, this.mouseInGame);
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Matter.Body.setVelocity(player, {
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x: 0,
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y: 0
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});
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// game.noCameraScroll()
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}
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}
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},
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@@ -326,6 +339,16 @@ const game = {
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game.zoomScale = zoomScale
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game.zoom = canvas.height / zoomScale; //sets starting zoom scale
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},
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noCameraScroll() {
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// makes the camera not scroll after changing locations
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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const scale = 0.8;
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mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale;
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mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale;
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mech.transX += (mech.transSmoothX - mech.transX) * 1;
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mech.transY += (mech.transSmoothY - mech.transY) * 1;
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},
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zoomTransition(newZoomScale, step = 2) {
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const isBigger = (newZoomScale - game.zoomScale > 0) ? true : false;
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requestAnimationFrame(zLoop);
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@@ -649,7 +672,9 @@ const game = {
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line += 20;
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ctx.fillText("G: give all guns", x, line);
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line += 20;
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ctx.fillText("H: spawn power ups", x, line);
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ctx.fillText("H: heal", x, line);
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line += 20;
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ctx.fillText("1-7: spawn things", x, line);
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line += 30;
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ctx.fillText("cycle: " + game.cycle, x, line);
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@@ -14,7 +14,7 @@ const level = {
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start() {
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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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b.giveGuns(12)
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// b.giveGuns(15)
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// mech.fieldUpgrades[1].effect();
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// b.giveMod(21)
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@@ -32,6 +32,7 @@ const level = {
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level[level.levels[level.onLevel]](); //picks the current map from the the levels array
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level.levelAnnounce();
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}
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game.noCameraScroll();
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game.setZoom();
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level.addToWorld(); //add bodies to game engine
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game.draw.setPaths();
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15
js/player.js
15
js/player.js
@@ -98,6 +98,8 @@ const mech = {
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player.force.y = 0;
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Matter.Body.setPosition(player, this.spawnPos);
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Matter.Body.setVelocity(player, this.spawnVel);
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// mech.transX = -player.position.x
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// mech.transY = player.position.y
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},
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Sy: 0, //adds a smoothing effect to vertical only
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Vx: 0,
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@@ -995,17 +997,14 @@ const mech = {
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pickUp() {
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//triggers when a hold target exits and field button is released
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this.isHolding = true;
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//conserve momentum when player mass changes
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totalMomentum = Matter.Vector.add(Matter.Vector.mult(player.velocity, player.mass), Matter.Vector.mult(this.holdingTarget.velocity, this.holdingTarget.mass))
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Matter.Body.setVelocity(player, Matter.Vector.mult(totalMomentum, 1 / (mech.defaultMass + this.holdingTarget.mass)));
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this.definePlayerMass(mech.defaultMass + this.holdingTarget.mass * this.holdingMassScale)
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//collide with nothing
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//make block collide with nothing
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this.holdingTarget.collisionFilter.category = 0;
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this.holdingTarget.collisionFilter.mask = 0;
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// combine momentum // this doesn't feel right in game
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// const px = player.velocity.x * player.mass + this.holdingTarget.velocity.x * this.holdingTarget.mass;
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// const py = player.velocity.y * player.mass + this.holdingTarget.velocity.y * this.holdingTarget.mass;
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// Matter.Body.setVelocity(player, {
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// x: px / (player.mass + this.holdingTarget.mass),
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// y: py / (player.mass + this.holdingTarget.mass)
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// });
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},
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wakeCheck() {
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if (mech.isBodiesAsleep) {
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Reference in New Issue
Block a user