pilot wave damage fix, block colliison rewrite

This commit is contained in:
landgreen
2020-04-21 06:12:02 -07:00
parent 929e4a30d7
commit 31316c430f
7 changed files with 71 additions and 50 deletions

View File

@@ -296,7 +296,7 @@ const b = {
},
{
name: "scrap bots",
description: "<strong>+15%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot will follow you until you <strong>exit</strong> the map",
description: "<strong>+13%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot will follow you until you <strong>exit</strong> the map",
maxCount: 6,
count: 0,
allowed() {
@@ -304,7 +304,7 @@ const b = {
},
requires: "",
effect() {
b.isModBotSpawner += 0.15;
b.isModBotSpawner += 0.13;
},
remove() {
b.isModBotSpawner = 0;

View File

@@ -95,19 +95,21 @@ function collisionChecks(event) {
}
}
function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
function collidePlayer(obj) {
//player dmg from hitting a body
if (
obj.classType === "body" &&
obj.speed > speedThreshold &&
obj.mass > massThreshold &&
(obj.velocity.y > 0 || player.velocity.y > 0)
) {
const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity));
if (v > speedThreshold && mech.collisionImmuneCycle < mech.cycle) {
if (obj.classType === "body" && mech.collisionImmuneCycle < mech.cycle) {
const velocityThreshold = 13
if (player.position.y > obj.position.y) { //block is above the player look at total momentum difference
const velocityDiffMag = Vector.magnitude(Vector.sub(player.velocity, obj.velocity))
if (velocityDiffMag > velocityThreshold) hit(velocityDiffMag - velocityThreshold)
} else { //block is below player only look at horizontal momentum difference
const velocityDiffMagX = Math.abs(obj.velocity.x - player.velocity.x)
if (velocityDiffMagX > velocityThreshold) hit(velocityDiffMagX - velocityThreshold)
}
function hit(dmg) {
mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
dmg = Math.min(Math.max(dmg, 0.02), 0.15);
dmg = Math.min(Math.max(Math.sqrt(dmg) * obj.mass * 0.01, 0.02), 0.15);
mech.damage(dmg);
game.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
@@ -116,11 +118,31 @@ function collisionChecks(event) {
color: game.mobDmgColor,
time: game.drawTime
});
return;
}
}
}
// function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
// //player dmg from hitting a body
// if (obj.classType === "body" && mech.collisionImmuneCycle < mech.cycle && obj.speed > speedThreshold && obj.mass > massThreshold) {
// const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity));
// if ((Math.abs(obj.velocity.x - player.velocity.x) > speedThreshold) || (player.position.y > obj.position.y && v > speedThreshold)) {
// mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
// let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
// dmg = Math.min(Math.max(dmg, 0.02), 0.15);
// mech.damage(dmg);
// game.drawList.push({ //add dmg to draw queue
// x: pairs[i].activeContacts[0].vertex.x,
// y: pairs[i].activeContacts[0].vertex.y,
// radius: dmg * 500,
// color: game.mobDmgColor,
// time: game.drawTime
// });
// return;
// }
// }
// }
//mob + (player,bullet,body) collisions
for (let k = 0; k < mob.length; k++) {
if (mob[k].alive && mech.alive) {

View File

@@ -369,8 +369,8 @@ document.getElementById("build-button").addEventListener("click", () => { //setu
let localSettings = JSON.parse(localStorage.getItem("localSettings"));
// console.log(localSettings)
if (localSettings) {
game.isBodyDamage = localSettings.isBodyDamage
document.getElementById("body-damage").checked = localSettings.isBodyDamage
// game.isBodyDamage = localSettings.isBodyDamage
// document.getElementById("body-damage").checked = localSettings.isBodyDamage
game.isEasyToAimMode = localSettings.isEasyToAimMode
document.getElementById("track-pad-mode").checked = localSettings.isEasyToAimMode
@@ -389,14 +389,14 @@ if (localSettings) {
document.getElementById("fps-select").value = localSettings.fpsCapDefault
} else {
localSettings = {
isBodyDamage: true,
// isBodyDamage: true,
isEasyToAimMode: false,
isCommunityMaps: false,
difficultyMode: '1',
fpsCapDefault: 'max',
};
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
document.getElementById("body-damage").checked = localSettings.isBodyDamage
// document.getElementById("body-damage").checked = localSettings.isBodyDamage
document.getElementById("track-pad-mode").checked = localSettings.isEasyToAimMode
game.isEasyToAimMode = localSettings.isEasyToAimMode
document.getElementById("community-maps").checked = localSettings.isEasyToAimMode
@@ -459,28 +459,32 @@ document.body.addEventListener("mousedown", (e) => {
});
document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting stuck when leaving the window
// console.log(e)
if (e.which === 1) {
// game.mouseDown = false;
// game.mouseDownRight = false;
if (e.button === 1) {
game.mouseDown = true;
} else {
game.mouseDown = false;
}
if (e.which === 3) {
if (e.button === 3) {
game.mouseDownRight = true;
} else {
game.mouseDownRight = false;
}
});
document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window
// game.mouseDown = false;
// game.mouseDownRight = false;
// console.log(e)
if (e.which === 1) {
if (e.button === 1) {
game.mouseDown = true;
} else {
game.mouseDown = false;
}
if (e.which === 3) {
if (e.button === 3) {
game.mouseDownRight = true;
} else {
game.mouseDownRight = false;
@@ -521,11 +525,11 @@ document.getElementById("fps-select").addEventListener("input", () => {
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
document.getElementById("body-damage").addEventListener("input", () => {
game.isBodyDamage = document.getElementById("body-damage").checked
localSettings.isBodyDamage = game.isBodyDamage
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
});
// document.getElementById("body-damage").addEventListener("input", () => {
// game.isBodyDamage = document.getElementById("body-damage").checked
// localSettings.isBodyDamage = game.isBodyDamage
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// });
document.getElementById("track-pad-mode").addEventListener("input", () => {
game.isEasyToAimMode = document.getElementById("track-pad-mode").checked

View File

@@ -20,6 +20,8 @@ const level = {
// b.giveMod("renormalization");
// b.giveMod("pocket universe");
// b.giveMod("wave packet");
// b.giveGuns("laser")
// mech.setField("pilot wave")
level.intro(); //starting level
// level.testing();

View File

@@ -216,7 +216,7 @@ const mech = {
for (let i = 0; i < len; i++) {
b.spore(player) //spawn drone
}
} else if (game.isBodyDamage && player.velocity.y > 27 && momentum > 180 * b.modSquirrelFx) { //falling damage
} else if (player.velocity.y > 27 && momentum > 180 * b.modSquirrelFx) { //falling damage
let dmg = Math.sqrt(momentum - 180) * 0.01
dmg = Math.min(Math.max(dmg, 0.02), 0.20);
mech.damage(dmg);
@@ -776,6 +776,7 @@ const mech = {
mech.fieldRegen = b.modEnergyRegen; //0.001
mech.fieldMeterColor = "#0cf"
mech.fieldShieldingScale = 1;
game.isBodyDamage = true;
mech.fieldDamageResistance = 1;
mech.fieldRange = 155;
mech.fieldFire = false;
@@ -1937,10 +1938,11 @@ const mech = {
},
{
name: "pilot wave",
description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong>",
description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br><strong>immune</strong> to <strong class='color-d'>damage</strong> from block <strong>collisions</strong>",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write
game.isBodyDamage = false;
mech.fieldPhase = 0;
mech.fieldPosition = {
x: game.mouseInGame.x,
@@ -2008,7 +2010,7 @@ const mech = {
for (let i = 0, len = body.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(body[i].position, mech.fieldPosition)) < mech.fieldRadius) {
const DRAIN = speed * body[i].mass * 0.00002
const DRAIN = speed * body[i].mass * 0.000022
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity

View File

@@ -8,7 +8,7 @@ const spawn = {
"striker", "striker",
"laser", "laser",
"exploder", "exploder",
"spiker", "spiker",
"stabber", "stabber",
"spinner",
"grower",
"springer",
@@ -19,7 +19,7 @@ const spawn = {
"ghoster",
"sneaker",
],
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "spiker"],
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "stabber"],
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
//each level has 2 mobs: one new mob and one from the last level
spawn.pickList.splice(0, 1);
@@ -936,15 +936,12 @@ const spawn = {
ctx.lineTo(best.x, best.y);
}
},
spiker(x, y, radius = 25 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 10, radius, "rgb(220,50,205)");
stabber(x, y, radius = 25 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(220,50,205)"); //can't have sides above 6 or collision events don't work (probably because of a convex problem)
let me = mob[mob.length - 1];
me.accelMag = 0.0005 * game.accelScale;
me.accelMag = 0.0006 * game.accelScale;
// me.g = 0.0002; //required if using 'gravity'
me.frictionStatic = 0;
me.friction = 0;
me.delay = 360 * game.CDScale;
me.cd = Infinity;
me.spikeVertex = 0;
me.spikeLength = 0;
me.isSpikeGrowing = false;
@@ -958,14 +955,6 @@ const spawn = {
this.checkStatus();
this.attraction();
const setNoseShape = () => {
const sub = Vector.sub(this.vertices[this.spikeVertex], this.position)
const spike = Vector.mult(Vector.normalise(sub), this.radius * this.spikeLength)
this.vertices[this.spikeVertex].x = this.position.x + spike.x
this.vertices[this.spikeVertex].y = this.position.y + spike.y
};
if (this.isSpikeReset) {
if (this.seePlayer.recall) {
const dist = Vector.sub(this.seePlayer.position, this.position);
@@ -1002,7 +991,9 @@ const spawn = {
this.isSpikeReset = true
}
}
setNoseShape();
const spike = Vector.mult(Vector.normalise(Vector.sub(this.vertices[this.spikeVertex], this.position)), this.radius * this.spikeLength)
this.vertices[this.spikeVertex].x = this.position.x + spike.x
this.vertices[this.spikeVertex].y = this.position.y + spike.y
}
};
},