added new gun - bees
This commit is contained in:
203
js/bullets.js
203
js/bullets.js
@@ -406,6 +406,50 @@ const b = {
|
||||
};
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "one shot",
|
||||
ammo: 0,
|
||||
ammoPack: 4,
|
||||
have: false,
|
||||
fire() {
|
||||
b.muzzleFlash(45);
|
||||
// mobs.alert(800);
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle;
|
||||
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 25, b.fireAttributes(dir));
|
||||
b.fireProps(30, 54, dir, me); //cd , speed
|
||||
bullet[me].endCycle = game.cycle + 180;
|
||||
bullet[me].do = function () {
|
||||
this.force.y += this.mass * 0.0005;
|
||||
};
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "super balls",
|
||||
ammo: 0,
|
||||
ammoPack: 10,
|
||||
have: false,
|
||||
fire() {
|
||||
b.muzzleFlash(20);
|
||||
// mobs.alert(450);
|
||||
let dir = mech.angle - 0.05;
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7, b.fireAttributes(dir));
|
||||
b.fireProps(20, 30, dir, me); //cd , speed
|
||||
Matter.Body.setDensity(bullet[me], 0.0001);
|
||||
bullet[me].endCycle = game.cycle + 360;
|
||||
bullet[me].dmg = 0.5;
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].restitution = 0.96;
|
||||
bullet[me].friction = 0;
|
||||
bullet[me].do = function () {
|
||||
this.force.y += this.mass * 0.001;
|
||||
};
|
||||
dir += 0.05;
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "spray",
|
||||
ammo: 0,
|
||||
@@ -595,6 +639,34 @@ const b = {
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "M80",
|
||||
ammo: 0,
|
||||
ammoPack: 45,
|
||||
have: false,
|
||||
fire() {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle; // + Math.random() * 0.05;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, b.fireAttributes(dir));
|
||||
b.fireProps(8, 26, dir, me); //cd , speed
|
||||
b.drawOneBullet(bullet[me].vertices);
|
||||
Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
bullet[me].totalCycles = 120;
|
||||
bullet[me].endCycle = game.cycle + bullet[me].totalCycles;
|
||||
bullet[me].restitution = 0.6;
|
||||
bullet[me].explodeRad = 125;
|
||||
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].dmg = 0.25;
|
||||
bullet[me].onDmg = function () {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
|
||||
};
|
||||
bullet[me].do = function () {
|
||||
//extra gravity for harder arcs
|
||||
this.force.y += this.mass * 0.0025;
|
||||
};
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "grenade",
|
||||
ammo: 0,
|
||||
@@ -649,18 +721,18 @@ const b = {
|
||||
{
|
||||
name: "swarm",
|
||||
ammo: 0,
|
||||
ammoPack: 4,
|
||||
ammoPack: 6,
|
||||
have: false,
|
||||
fire() {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, b.fireAttributes(dir));
|
||||
bullet[me].radius = 22; //used from drawing timer
|
||||
b.fireProps(50, 12, dir, me); //cd , speed
|
||||
b.fireProps(50, 8, dir, me); //cd , speed
|
||||
b.drawOneBullet(bullet[me].vertices);
|
||||
Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
bullet[me].endCycle = game.cycle + 160;
|
||||
bullet[me].frictionAir = 0.01;
|
||||
bullet[me].endCycle = game.cycle + 140;
|
||||
bullet[me].frictionAir = 0.006;
|
||||
bullet[me].friction = 0;
|
||||
bullet[me].restitution = 0.5;
|
||||
// Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
@@ -668,7 +740,7 @@ const b = {
|
||||
// bullet[me].restitution = 0;
|
||||
|
||||
// bullet[me].explodeRad = 350 + Math.floor(Math.random() * 60);
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].onDmg = function () {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
|
||||
};
|
||||
@@ -682,7 +754,8 @@ const b = {
|
||||
const NUM = 12
|
||||
for (let i = 0; i < NUM; i++) {
|
||||
const bIndex = bullet.length;
|
||||
bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, 5, {
|
||||
const RADIUS = 5 + 2 * (Math.random() - 0.5)
|
||||
bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, RADIUS, {
|
||||
// density: 0.0015, //frictionAir: 0.01,
|
||||
restitution: 1,
|
||||
angle: dir,
|
||||
@@ -694,15 +767,16 @@ const b = {
|
||||
category: 0x000100,
|
||||
mask: 0x000011 //mask: 0x000101, //for self collision
|
||||
},
|
||||
minDmgSpeed: 1,
|
||||
minDmgSpeed: 0,
|
||||
onDmg() {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage
|
||||
},
|
||||
onEnd() {},
|
||||
lookFrequency: 20 + Math.floor(12 * Math.random()),
|
||||
lookFrequency: 27 + Math.floor(17 * Math.random()),
|
||||
do() {
|
||||
this.force.y += this.mass * 0.00025; // high gravity because of the high friction
|
||||
|
||||
//find mob targets
|
||||
if (!(game.cycle % this.lookFrequency)) {
|
||||
this.close = null;
|
||||
this.lockedOn = null;
|
||||
@@ -751,74 +825,69 @@ const b = {
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "M80",
|
||||
name: "bees",
|
||||
ammo: 0,
|
||||
ammoPack: 45,
|
||||
ammoPack: 29,
|
||||
have: false,
|
||||
fire() {
|
||||
const MAX_SPEED = 10
|
||||
const dir = mech.angle + 0.5 * (Math.random() - 0.5);
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle; // + Math.random() * 0.05;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, b.fireAttributes(dir));
|
||||
b.fireProps(8, 26, dir, me); //cd , speed
|
||||
const RADIUS = 6 + 2.5 * (Math.random() - 0.5)
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, b.fireAttributes(dir));
|
||||
b.fireProps(8, MAX_SPEED, dir, me); //cd , speed
|
||||
b.drawOneBullet(bullet[me].vertices);
|
||||
Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
bullet[me].totalCycles = 120;
|
||||
bullet[me].endCycle = game.cycle + bullet[me].totalCycles;
|
||||
bullet[me].restitution = 0.6;
|
||||
bullet[me].explodeRad = 125;
|
||||
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].dmg = 0.25;
|
||||
// Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
bullet[me].endCycle = game.cycle + 360;
|
||||
// bullet[me].frictionAir = 0.001;
|
||||
bullet[me].friction = 0;
|
||||
bullet[me].restitution = 0.4;
|
||||
bullet[me].dmg = 2;
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].lookFrequency = 27 + Math.floor(17 * Math.random())
|
||||
|
||||
bullet[me].onDmg = function () {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
|
||||
};
|
||||
bullet[me].do = function () {
|
||||
//extra gravity for harder arcs
|
||||
this.force.y += this.mass * 0.0025;
|
||||
};
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "one shot",
|
||||
ammo: 0,
|
||||
ammoPack: 4,
|
||||
have: false,
|
||||
fire() {
|
||||
b.muzzleFlash(45);
|
||||
// mobs.alert(800);
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle;
|
||||
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 25, b.fireAttributes(dir));
|
||||
b.fireProps(30, 54, dir, me); //cd , speed
|
||||
bullet[me].endCycle = game.cycle + 180;
|
||||
bullet[me].do = function () {
|
||||
this.force.y += this.mass * 0.0005;
|
||||
};
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "super balls",
|
||||
ammo: 0,
|
||||
ammoPack: 10,
|
||||
have: false,
|
||||
fire() {
|
||||
b.muzzleFlash(20);
|
||||
// mobs.alert(450);
|
||||
let dir = mech.angle - 0.05;
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7, b.fireAttributes(dir));
|
||||
b.fireProps(20, 30, dir, me); //cd , speed
|
||||
Matter.Body.setDensity(bullet[me], 0.0001);
|
||||
bullet[me].endCycle = game.cycle + 360;
|
||||
bullet[me].dmg = 0.5;
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].restitution = 0.96;
|
||||
bullet[me].friction = 0;
|
||||
bullet[me].do = function () {
|
||||
this.force.y += this.mass * 0.001;
|
||||
};
|
||||
dir += 0.05;
|
||||
this.force.y += this.mass * 0.0006;
|
||||
|
||||
//find mob targets
|
||||
if (!(game.cycle % this.lookFrequency)) {
|
||||
this.close = null;
|
||||
this.lockedOn = null;
|
||||
let closeDist = Infinity;
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (
|
||||
mob[i].alive &&
|
||||
mob[i].dropPowerUp &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
||||
) {
|
||||
const targetVector = Matter.Vector.sub(this.position, mob[i].position)
|
||||
const dist = Matter.Vector.magnitude(targetVector);
|
||||
if (dist < closeDist) {
|
||||
this.close = mob[i].position;
|
||||
closeDist = dist;
|
||||
this.lockedOn = Matter.Vector.normalise(targetVector);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//accelerate towards mobs
|
||||
if (this.lockedOn) {
|
||||
const THRUST = this.mass * 0.0013
|
||||
this.force.x -= THRUST * this.lockedOn.x
|
||||
this.force.y -= THRUST * this.lockedOn.y
|
||||
|
||||
// speed cap instead of friction to give more agility
|
||||
if (this.speed > MAX_SPEED) {
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.velocity.x * 0.99,
|
||||
y: this.velocity.y * 0.99
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user