diff --git a/js/bullet.js b/js/bullet.js
index 330d332..cfb0ed3 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -1015,6 +1015,11 @@ const b = {
for (let i = 0; i < mod.foamBotCount; i++) b.foamBot()
for (let i = 0; i < mod.boomBotCount; i++) b.boomBot()
for (let i = 0; i < mod.plasmaBotCount; i++) b.plasmaBot()
+ if (mod.isIntangible && mech.isCloak) {
+ for (let i = 0; i < bullet.length; i++) {
+ if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
+ }
+ }
},
randomBot(where = mech.pos, isKeep = true) {
if (Math.random() < 0.25) {
@@ -1316,7 +1321,7 @@ const b = {
}
}
//punch target
- if (this.lockedOn && this.lockedOn.alive) {
+ if (this.lockedOn && this.lockedOn.alive && !mech.isCloak) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range &&
Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
diff --git a/js/mods.js b/js/mods.js
index 759f4a2..6fb5bb8 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -819,7 +819,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.isStunField || mod.isPulseStun || mod.isNeutronStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.isPilotFreeze || mod.haveGunCheck("ice IX")
+ return mod.isStunField || mod.isPulseStun || mod.isNeutronStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.isPilotFreeze || mod.haveGunCheck("ice IX") || mod.isCloakStun
},
requires: "a freezing or stunning effect",
effect() {
@@ -2532,7 +2532,7 @@ const mod = {
},
{
name: "flashbang",
- description: "decloaking stuns nearby mobs for 2 second",
+ description: "decloaking stuns nearby mobs
drains 25% of your stored energy",
maxCount: 1,
count: 0,
allowed() {
diff --git a/js/player.js b/js/player.js
index 4ea0a0b..9c88e55 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1775,7 +1775,8 @@ const mech = {
mech.fieldPhase = 0;
mech.isCloak = false
mech.fieldDamage = 1.66
- const drawRadius = 900
+ mech.fieldDrawRadius = 0
+ const drawRadius = 1000
mech.hold = function () {
if (mech.isHolding) {
@@ -1786,7 +1787,7 @@ const mech = {
} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold and field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
- if (mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle - 40 //to disable cloak
+ if (mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle //to disable cloak
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding target exists, and field button is not pressed
mech.pickUp();
} else {
@@ -1796,31 +1797,56 @@ const mech = {
//120 cycles after shooting (or using field) enable cloak
if (mech.energy < 0.05 && mech.fireCDcycle < mech.cycle) mech.fireCDcycle = mech.cycle
if (mech.fireCDcycle + 50 < mech.cycle) {
- if (!mech.isCloak) mech.isCloak = true
- } else {
- if (mech.isCloak) {
- mech.isCloak = false
- if (mod.isCloakStun) { //stun nearby mobs after exiting cloak
- ctx.beginPath();
- ctx.arc(mech.pos.x, mech.pos.y, 800, 0, 2 * Math.PI);
- ctx.fillStyle = "#000"
- ctx.fill();
- for (let i = 0, len = mob.length; i < len; ++i) {
- if (Vector.magnitude(Vector.sub(mob[i].position, mech.pos)) < drawRadius) {
- mobs.statusStun(mob[i], 120)
- }
+ if (!mech.isCloak) {
+ mech.isCloak = true //enter cloak
+ if (mod.isIntangible) {
+ for (let i = 0; i < bullet.length; i++) {
+ if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
}
}
}
+ } else if (mech.isCloak) { //exit cloak
+ mech.isCloak = false
+ if (mod.isIntangible) {
+ for (let i = 0; i < bullet.length; i++) {
+ if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
+ }
+ }
+ if (mod.isCloakStun) { //stun nearby mobs after exiting cloak
+ let isMobsAround = false
+ const stunRange = mech.fieldDrawRadius * 1.15
+ const drain = 0.25 * mech.energy
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ if (
+ Vector.magnitude(Vector.sub(mob[i].position, mech.pos)) < stunRange &&
+ Matter.Query.ray(map, mob[i].position, mech.pos).length === 0
+ ) {
+ isMobsAround = true
+ mobs.statusStun(mob[i], drain * 500)
+ }
+ }
+ if (isMobsAround && mech.energy > drain) {
+ mech.energy -= drain
+ game.drawList.push({
+ x: mech.pos.x,
+ y: mech.pos.y,
+ radius: stunRange,
+ color: "hsla(0,50%,100%,0.5)",
+ time: 3
+ });
+ // ctx.beginPath();
+ // ctx.arc(mech.pos.x, mech.pos.y, 800, 0, 2 * Math.PI);
+ // ctx.fillStyle = "#000"
+ // ctx.fill();
+ }
+ }
}
- function drawField(radius) {
- const energy = Math.max(0.01, Math.min(mech.energy, 1))
- radius *= Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
+ function drawField() {
mech.fieldPhase += 0.007 + 0.07 * (1 - energy)
const wiggle = 0.15 * Math.sin(mech.fieldPhase * 0.5)
ctx.beginPath();
- ctx.ellipse(mech.pos.x, mech.pos.y, radius * (1 - wiggle), radius * (1 + wiggle), mech.fieldPhase, 0, 2 * Math.PI);
+ ctx.ellipse(mech.pos.x, mech.pos.y, mech.fieldDrawRadius * (1 - wiggle), mech.fieldDrawRadius * (1 + wiggle), mech.fieldPhase, 0, 2 * Math.PI);
if (mech.fireCDcycle > mech.cycle && (keys[32] || game.mouseDownRight)) {
ctx.lineWidth = 5;
ctx.strokeStyle = `rgba(0, 204, 255,1)`
@@ -1833,13 +1859,16 @@ const mech = {
ctx.clip();
}
+ const energy = Math.max(0.01, Math.min(mech.energy, 1))
if (mech.isCloak) {
this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius
- drawField(this.fieldRange)
+ mech.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
+ drawField()
} else {
if (this.fieldRange < 3000) {
this.fieldRange += 200
- drawField(this.fieldRange)
+ mech.fieldDrawRadius = this.fieldRange * Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
+ drawField()
}
}
if (mod.isIntangible) {
diff --git a/todo.txt b/todo.txt
index 6c4de8a..bfb2479 100644
--- a/todo.txt
+++ b/todo.txt
@@ -3,6 +3,10 @@
************** TODO - n-gon **************
+exiting cloak gives +100 bonus damage for 2 seconds
++100 dmg while decloaked
+damage mitigation while cloaked
+
add some more computer / AI stuff to the level lore text
mod - mines stun targets nearby when they explode