added player history

balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%)
some fixes on community level detour
added a once every 7 second check to try to undo the crouch bug
  (I have no idea how to crouch bug is happening, so I can't even test this fix)

mod: slow light propagation - laser is divided into your past, and increase total damage by 200%
  let me know about balance (is this too strong or too weak)
This commit is contained in:
landgreen
2020-11-24 06:40:25 -08:00
parent 463bacc977
commit 313a9f861f
7 changed files with 319 additions and 128 deletions

View File

@@ -1847,8 +1847,8 @@ const b = {
name: "nail gun",
description: "use compressed air to fire a stream of <strong>nails</strong><br><strong>delay</strong> after firing <strong>decreases</strong> as you shoot",
ammo: 0,
ammoPack: 60,
defaultAmmoPack: 60,
ammoPack: 55,
defaultAmmoPack: 55,
recordedAmmo: 0,
have: false,
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
@@ -1918,7 +1918,7 @@ const b = {
if (mech.energy < 0.01) {
mech.fireCDcycle = mech.cycle + 60; // cool down
} else {
mech.energy -= mech.fieldRegen + 0.009
mech.energy -= mech.fieldRegen + 0.01
}
}
}
@@ -1929,8 +1929,8 @@ const b = {
name: "shotgun",
description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
ammo: 0,
ammoPack: 6,
defaultAmmoPack: 6,
ammoPack: 5.5,
defaultAmmoPack: 5.5,
have: false,
fire() {
let knock, spread
@@ -2924,7 +2924,7 @@ const b = {
name: "rail gun",
description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
ammo: 0,
ammoPack: 3.25,
ammoPack: 3.15,
have: false,
fire() {
function pushAway(range) { //push away blocks when firing
@@ -3261,6 +3261,19 @@ const b = {
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
fire() {
},
chooseFireMethod() {
if (mod.isPulseLaser) {
this.fire = this.firePulse
} else if (mod.beamSplitter) {
this.fire = this.fireSplit
} else if (mod.historyLaser) {
this.fire = this.fireHistory
} else if (mod.isWideLaser) {
this.fire = this.fireWideBeam
} else {
this.fire = this.fireLaser
}
},
fireLaser() {
if (mech.energy < mod.laserFieldDrain) {
@@ -3268,74 +3281,128 @@ const b = {
} else {
mech.fireCDcycle = mech.cycle
mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
if (mod.wideLaser) {
b.laser();
}
},
fireSplit() {
if (mech.energy < mod.laserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.fireCDcycle = mech.cycle
mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
const divergence = mech.crouch ? 0.15 : 0.2
let dmg = 0.1 + mod.laserDamage * Math.pow(0.9, mod.laserDamage)
const where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg)
for (let i = 1; i < 1 + mod.beamSplitter; i++) {
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle + i * divergence),
y: where.y + 3000 * Math.sin(mech.angle + i * divergence)
}, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle - i * divergence),
y: where.y + 3000 * Math.sin(mech.angle - i * divergence)
}, dmg)
}
}
},
fireWideBeam() {
if (mech.energy < mod.laserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.fireCDcycle = mech.cycle
mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
const dmg = 0.55 * mod.laserDamage // 3.5 * 0.55 = 200% more damage
const wideLaser = function(where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, angle = mech.angle) {
ctx.strokeStyle = "#f00";
ctx.lineWidth = 8
ctx.globalAlpha = 0.5;
ctx.beginPath();
const off = 7.5
const dmg = 0.55 * mod.laserDamage // 3.5 * 0.55 = 200% more damage
const where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
x: where.x + 3000 * Math.cos(angle),
y: where.y + 3000 * Math.sin(angle)
}, dmg, 0, true)
for (let i = 1; i < mod.wideLaser; i++) {
let whereOff = Vector.add(where, {
x: i * off * Math.cos(mech.angle + Math.PI / 2),
y: i * off * Math.sin(mech.angle + Math.PI / 2)
x: i * off * Math.cos(angle + Math.PI / 2),
y: i * off * Math.sin(angle + Math.PI / 2)
})
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(mech.angle),
y: whereOff.y + 3000 * Math.sin(mech.angle)
x: whereOff.x + 3000 * Math.cos(angle),
y: whereOff.y + 3000 * Math.sin(angle)
}, dmg, 0, true)
whereOff = Vector.add(where, {
x: i * off * Math.cos(mech.angle - Math.PI / 2),
y: i * off * Math.sin(mech.angle - Math.PI / 2)
x: i * off * Math.cos(angle - Math.PI / 2),
y: i * off * Math.sin(angle - Math.PI / 2)
})
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(mech.angle),
y: whereOff.y + 3000 * Math.sin(mech.angle)
x: whereOff.x + 3000 * Math.cos(angle),
y: whereOff.y + 3000 * Math.sin(angle)
}, dmg, 0, true)
}
ctx.stroke();
ctx.globalAlpha = 1;
} else if (mod.beamSplitter) {
const divergence = mech.crouch ? 0.15 : 0.2
let dmg = 0.1 + mod.laserDamage * Math.pow(0.9, mod.laserDamage)
const where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg)
for (let i = 1; i < 1 + mod.beamSplitter; i++) {
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle + i * divergence),
y: where.y + 3000 * Math.sin(mech.angle + i * divergence)
}, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle - i * divergence),
y: where.y + 3000 * Math.sin(mech.angle - i * divergence)
}, dmg)
// dmg *= 0.9
}
} else {
b.laser()
}
wideLaser();
}
},
fireHistory() {
if (mech.energy < mod.laserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.fireCDcycle = mech.cycle
mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
const dmg = 0.25 * mod.laserDamage // 3.5 * 0.55 = 200% more damage
ctx.strokeStyle = "#f00";
let spacing, len
if (mod.wideLaser === 3) {
ctx.lineWidth = 2
spacing = 1
len = 19 + mod.historyLaser * 10
} else if (mod.wideLaser === 4) {
ctx.lineWidth = 3
spacing = 1
len = 29 + mod.historyLaser * 10
} else {
ctx.lineWidth = 1
spacing = 3
len = 9 + mod.historyLaser * 10
}
ctx.beginPath();
b.laser({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, {
x: mech.pos.x + 3000 * Math.cos(mech.angle),
y: mech.pos.y + 3000 * Math.sin(mech.angle)
}, dmg, 0, true);
for (let i = 0; i < len; i++) {
const history = mech.history[(mech.cycle - i * spacing) % 300]
b.laser({
x: history.position.x + 20 * Math.cos(history.angle),
y: history.position.y + 20 * Math.sin(history.angle)
}, {
x: history.position.x + 3000 * Math.cos(history.angle),
y: history.position.y + 3000 * Math.sin(history.angle)
}, dmg, 0, true);
}
ctx.stroke();
}
},
firePulse() {
mech.fireCDcycle = mech.cycle + Math.floor((mod.isPulseAim ? 25 : 50) * b.fireCD); // cool down
let energy = 0.27 * Math.min(mech.energy, 1.5)
mech.energy -= energy * mod.isLaserDiode
if (mod.beamSplitter) {
energy *= 0.66
b.pulse(energy, mech.angle)

View File

@@ -747,6 +747,19 @@ const game = {
fallCheck(mob);
fallCheck(body);
fallCheck(powerUp, true);
//check for double crouch
//crouch playerHead.position.y - player.position.y = 9.7 //positive
//standing playerHead.position.y - player.position.y = -30 //negative
if (!mech.crouch && ((playerHead.position.y - player.position.y) > 0)) {
// mech.undoCrouch()
Matter.Body.translate(playerHead, {
x: 0,
y: 40
});
}
// else if (mech.crouch && ((playerHead.position.y - player.position.y) < 0)) {}
}
}
},

View File

@@ -17,10 +17,10 @@ const level = {
// game.zoomScale = 1000;
// game.setZoom();
// mech.setField("wormhole")
// b.giveGuns("rail gun")
// b.giveGuns("laser")
// mod.is3Missiles = true
// mod.giveMod("dielectric polarization")
// mod.giveMod("capacitor bank")
// mod.giveMod("history laser")
// mod.giveMod("diffuse beam")
level.intro(); //starting level
// level.testing(); //not in rotation
@@ -56,6 +56,21 @@ const level = {
level.addToWorld(); //add bodies to game engine
game.draw.setPaths();
b.respawnBots();
for (let i = 0; i < 300; i++) { //reset history
mech.history[i] = {
position: {
x: mech.pos.x,
y: mech.pos.y,
},
velocity: {
x: player.velocity.x,
y: player.velocity.y
},
angle: mech.angle,
health: mech.health,
energy: mech.energy,
}
}
if (mod.isArmorFromPowerUps) {
mod.armorFromPowerUps += 0.05 * powerUps.totalPowerUps
mech.setMaxHealth();
@@ -142,10 +157,10 @@ const level = {
// spawn.boost(1500, 0, 900);
// spawn.starter(1900, -500, 20)
// spawn.bomberBoss(2900, -500)
// spawn.sucker(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
spawn.striker(1600, -500)
// spawn.striker(1600, -500)
// spawn.shooter(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
@@ -156,7 +171,7 @@ const level = {
// spawn.nodeBoss(1200, -500, "launcher")
// spawn.snakeBoss(1200, -500)
// spawn.powerUpBoss(2900, -500)
spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {
@@ -2957,6 +2972,13 @@ const level = {
height: 475,
color: BGColor
});
level.fill.push({
x: 1800,
y: -1120,
width: 775,
height: 600,
color: BGColor
});
drawOnTheMapMapRect(3800, -270, 75, 75);
drawOnTheMapMapRect(3900, -895, 500, 75);
drawOnTheMapMapRect(3900, -1195, 75, 375);
@@ -2981,15 +3003,6 @@ const level = {
drawOnTheMapBodyRect(4850, -720, 250, 200);
drawOnTheMapBodyRect(4050, -970, 25, 25);
drawOnTheMapBodyRect(3075, -1245, 50, 50);
buttonSortieSalle = level.button(3000, -1745)
spawn.mapVertex(3065, -1745, "100 10 -100 10 -70 -10 70 -10");
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
game.draw.setPaths() //update map graphics
portalEnHaut = level.portal({
x: 3650,
y: -1470
@@ -3001,13 +3014,14 @@ const level = {
spawn.randomSmallMob(2500, -2070 + Math.random(), 1);
spawn.randomSmallMob(5000, -1370, 1);
spawn.randomMob(5000, -645, 0.9);
spawn.randomMob(4050, 970, 0.9);
spawn.randomMob(4050, -970, 0.9);
spawn.randomSmallMob(2800, -1620, 0.7);
spawn.randomMob(2400, -1370, 0.5);
spawn.randomMob(3725, -1320, 0.3);
spawn.randomBoss(2115, -2020, 0.1)
powerUps.spawn(5000, -1275, "heal");
levelCustom2();
}
//////////////////////////////////////////
@@ -3029,16 +3043,6 @@ const level = {
portalEnHaut[2].query();
portalEnHaut[3].query();
rotor.rotate();
// rotor2.rotate
buttonSortieSalle.query();
buttonSortieSalle.draw();
////////////
if (buttonSortieSalle.isUp) {
doorSortieSalle.isOpen = door3isOpen;
} else {
doorSortieSalle.isOpen = false;
door3isOpen = false;
}
doorSortieSalle.openClose();
level.playerExitCheck();
};
@@ -3053,6 +3057,7 @@ const level = {
ctx.beginPath();
ctx.arc(balance.pointA.x, balance.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
};
}
//spawn box
@@ -3091,7 +3096,7 @@ const level = {
spawn.bodyRect(1700, -195, 50, 50);
spawn.mapRect(450, -520, 1600, 100); //plafond 1
spawn.mapRect(450, 255, 1600, 100); //sol 1
spawn.mapRect(2250, -95, 1450, 75); //entresol
spawn.mapRect(2250, -45, 1450, 75); //entresol
spawn.mapRect(3900, -520, 2000, 100); //plafond 2
spawn.mapRect(3900, 255, 2000, 100); //sol 2
//grande salle
@@ -3135,40 +3140,43 @@ const level = {
spawn.randomMob(8800, -45, 0.2);
spawn.randomBoss(8025, -845, 0.2);
// if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(8000, 630)
if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(8000, 630)
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
cons[cons.length] = Constraint.create({
pointA: {
x: 8550,
y: 680
},
bodyB: mob[mob.length - 1],
stiffness: 0.00015
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
} else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
}
} else {
spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
};
cons[cons.length] = Constraint.create({
pointA: {
x: 8550,
y: 680
},
bodyB: mob[mob.length - 1],
stiffness: 0.00015
});
World.add(engine.world, cons[cons.length - 1]);
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
let me = mob[mob.length - 1];
me.onDeath = function() {
this.removeCons(); //remove constraint
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
};
}
// } else {
// spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
// let me = mob[mob.length - 1];
// me.onDeath = function () {
// spawnCouloirEnHaut()
// };
// }
},
house() {
const rotor = level.rotor(4315, -315, -0.0002, 120, 20, 200);

View File

@@ -90,7 +90,7 @@ const mod = {
if (mod.isEnergyLoss) dmg *= 1.5;
if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
if (mod.restDamage > 1 && player.speed < 1) dmg *= mod.restDamage
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 7;
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
if (mod.isRerollDamage) dmg *= 1 + 0.04 * powerUps.reroll.rerolls
if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
@@ -117,7 +117,7 @@ const mod = {
}
}, {
name: "capacitor",
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>5.5%</strong> stored <strong class='color-f'>energy</strong>",
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>7%</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -2518,7 +2518,7 @@ const mod = {
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseLaser
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseLaser && !mod.historyLaser
},
requires: "laser, not wide beam",
effect() {
@@ -2538,14 +2538,20 @@ const mod = {
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseAim
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseAim && !mod.historyLaser
},
requires: "laser, not specular reflection",
effect() {
mod.beamSplitter++
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
mod.beamSplitter = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
@@ -2560,10 +2566,16 @@ const mod = {
effect() {
if (mod.wideLaser === 0) mod.wideLaser = 3
mod.isWideLaser = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
mod.wideLaser = 0
mod.isWideLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
@@ -2577,6 +2589,9 @@ const mod = {
requires: "laser, not specular reflection<br>not diffraction grating",
effect() {
mod.wideLaser = 4
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
if (mod.isWideLaser) {
@@ -2584,6 +2599,34 @@ const mod = {
} else {
mod.wideLaser = 0
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
name: "slow light propagation",
description: "",
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.beamSplitter && !mod.isPulseLaser
},
requires: "laser, not specular reflection<br>not diffraction grating",
effect() {
this.description = `add 10 more <strong>laser</strong> beams into into your past`
//`<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${mod.duplicateChance}</em>`
mod.historyLaser++
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>200%</strong>"
mod.historyLaser = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
{
@@ -2592,19 +2635,19 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.isWideLaser
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.isWideLaser && !mod.historyLaser
},
requires: "laser, not specular reflection, not diffuse",
effect() {
mod.isPulseLaser = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].fire = b.guns[i].firePulse
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
remove() {
mod.isPulseLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].fire = b.guns[i].fireLaser
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
},
@@ -3315,5 +3358,6 @@ const mod = {
isIncendiary: null,
overfillDrain: null,
isNeutronSlow: null,
isRailAreaDamage: null
isRailAreaDamage: null,
historyLaser: null
}

View File

@@ -52,7 +52,7 @@ const mech = {
});
World.add(engine.world, mech.holdConstraint);
},
cycle: 0,
cycle: 300, //starts at 300 cycles instead of 0 to prevent bugs with mech.history
lastKillCycle: 0,
lastHarmCycle: 0,
width: 50,
@@ -65,7 +65,6 @@ const mech = {
light: 100,
},
setFillColors() {
// console.log(mech.color)
this.fillColor = `hsl(${mech.color.hue},${mech.color.sat}%,${mech.color.light}%)`
this.fillColorDark = `hsl(${mech.color.hue},${mech.color.sat}%,${mech.color.light-20}%)`
},
@@ -134,7 +133,26 @@ const mech = {
legLength2: 45,
transX: 0,
transY: 0,
history: [], //tracks the last second of player position
move() {
//tracks the last second of player information
// console.log(mech.history)
mech.history.splice(mech.cycle % 300, 1, {
position: {
x: mech.pos.x,
y: mech.pos.y,
},
velocity: {
x: player.velocity.x,
y: player.velocity.y
},
angle: mech.angle,
health: mech.health,
energy: mech.energy,
});
// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
// historyIndex = (mech.cycle - back) % 60
mech.pos.x = player.position.x;
mech.pos.y = playerBody.position.y - mech.yOff;
mech.Vx = player.velocity.x;
@@ -1344,26 +1362,23 @@ const mech = {
mech.hold = function() {
if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field) {
if (mod.isSporeField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
const len = Math.floor(5 + 5 * Math.random())
mech.energy -= len * 0.1;
const len = Math.floor(5 + 4 * Math.random())
mech.energy -= len * 0.105;
for (let i = 0; i < len; i++) {
b.spore(mech.pos)
}
} else if (mod.isMissileField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.5;
mech.energy -= 0.55;
b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1, mod.recursiveMissiles)
} else if (mod.isIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.05;
mech.energy -= 0.057;
b.iceIX(1)
} else {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.35;
mech.energy -= 0.4;
b.drone(1)
}
}
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();

View File

@@ -749,7 +749,7 @@ const spawn = {
let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = radius * 23; //required for blackhole
me.seeAtDistance2 = (me.eventHorizon + 200) * (me.eventHorizon + 200); //vision limit is event horizon
me.seeAtDistance2 = (me.eventHorizon + 300) * (me.eventHorizon + 300); //vision limit is event horizon
me.accelMag = 0.00009 * game.accelScale;
me.frictionAir = 0.025;
me.collisionFilter.mask = cat.player | cat.bullet