tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
  railgun has auto-targeting, like harpoon
    the aiming graphic is gone
  disables filament, reticulum, toggling
  unlocks capacitor bank

mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo

harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks

bugfixes
This commit is contained in:
landgreen
2022-02-19 13:21:33 -08:00
parent e913fb3548
commit 33fe8faff9
8 changed files with 907 additions and 720 deletions

View File

@@ -1241,7 +1241,7 @@ const b = {
},
minDmgSpeed: 0,
lookFrequency: Math.floor(7 + Math.random() * 3),
density: 0.001, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed
density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
@@ -1343,7 +1343,7 @@ const b = {
Composite.add(engine.world, bullet[me]); //add bullet to world
},
harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 15) {
harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35) {
const me = bullet.length;
const returnRadius = 100 * Math.sqrt(harpoonSize)
bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], {
@@ -1355,16 +1355,16 @@ const b = {
turnRate: isReturn ? 0.1 : 0.03, //0.015
drawStringControlMagnitude: 3000 + 5000 * Math.random(),
drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
dmg: 7, //damage done in addition to the damage from momentum
dmg: 6, //damage done in addition to the damage from momentum
classType: "bullet",
endCycle: simulation.cycle + totalCycles * 2.5 + 15,
collisionFilter: {
category: cat.bullet,
mask: tech.isShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield,
},
minDmgSpeed: 0,
minDmgSpeed: 4,
lookFrequency: Math.floor(7 + Math.random() * 3),
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
@@ -1406,7 +1406,7 @@ const b = {
this.caughtPowerUp.effect();
Matter.Composite.remove(engine.world, this.caughtPowerUp);
powerUp.splice(index, 1);
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 6 //0.006 is normal
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
} else {
this.dropCaughtPowerUp()
}
@@ -1509,7 +1509,7 @@ const b = {
this.force.x -= returnForce.x
this.force.y -= returnForce.y
this.frictionAir = 0.002
this.do = () => { this.force.y += this.mass * 0.001; }
this.do = () => { if (this.speed < 20) this.force.y += 0.0005 * this.mass; }
this.dropCaughtPowerUp()
} else { //return to player
this.do = this.returnToPlayer
@@ -1522,7 +1522,7 @@ const b = {
}
} else if (this.cycle > 30) {
this.frictionAir = 0.003
this.do = () => { this.force.y += this.mass * 0.003; }
this.do = () => { if (this.speed < 20) this.force.y += 0.0005 * this.mass; }
}
if (target) { //rotate towards the target
@@ -1583,7 +1583,7 @@ const b = {
});
bullet[me].frictionAir = 0.002
bullet[me].do = function() {
this.force.y += this.mass * 0.001; //gravity
if (this.speed < 20) this.force.y += 0.0005 * this.mass;
this.draw();
}
}
@@ -3492,43 +3492,66 @@ const b = {
}
},
randomBot(where = player.position, isKeep = true, isLaser = true) {
if (tech.isNailBotUpgrade) { //check for upgrades first
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (tech.isFoamBotUpgrade) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else if (tech.isBoomBotUpgrade) {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
} else if (tech.isLaserBotUpgrade) {
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (tech.isOrbitBotUpgrade) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (tech.isDynamoBotUpgrade) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.166 && isLaser) { //random
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.2) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (Math.random() < 0.33) {
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (Math.random() < 0.5) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
if (Math.random() < 0.5) { //chance to match scrap bot to your upgrade
if (tech.isNailBotUpgrade) { //check for upgrades first
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (tech.isFoamBotUpgrade) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else if (tech.isBoomBotUpgrade) {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
} else if (tech.isLaserBotUpgrade) {
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (tech.isOrbitBotUpgrade) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (tech.isDynamoBotUpgrade) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.166 && isLaser) { //random
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.2) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (Math.random() < 0.33) {
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (Math.random() < 0.5) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
}
} else { //else don't match scrap bot to upgrade
if (Math.random() < 0.166 && isLaser) { //random
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.2) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (Math.random() < 0.33) {
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (Math.random() < 0.5) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
}
}
},
setDynamoBotDelay() {
//reorder orbital bot positions around a circle
@@ -5481,8 +5504,8 @@ const b = {
name: "drones",
description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second",
ammo: 0,
ammoPack: 14.5,
defaultAmmoPack: 14.5,
ammoPack: 16,
defaultAmmoPack: 16,
have: false,
do() {},
fire() {
@@ -5581,10 +5604,148 @@ const b = {
name: "harpoon",
description: "fire a <strong>self-steering</strong> harpoon that uses <strong class='color-f'>energy</strong><br>to <strong>retract</strong> and refund its <strong class='color-ammo'>ammo</strong> cost",
ammo: 0,
ammoPack: 0.3,
ammoPack: 0.6, //update this in railgun tech
have: false,
fire() {},
do() {},
fire() {
chooseFireMethod() {
if (tech.isRailGun) {
this.do = this.railDo
this.fire = this.railFire
} else {
this.do = () => {}
this.fire = this.harpoonFire
}
},
charge: 0,
railDo() {
if (this.charge > 0) {
//exit railgun charging without firing
if (m.energy < 0.005 && !tech.isRailEnergyGain) {
m.energy += 0.025 + this.charge * 0.11
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
this.endCycle = 0;
this.charge = 0
b.refundAmmo()
return
}
//fire
if ((!input.fire && this.charge > 0.6)) {
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const closest = {
distance: 10000,
target: null
}
//look for closest mob in player's LoS
const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
if (dist < closest.distance && dot > 0.88) { //target closest mob that player is looking at and isn't too close to target
closest.distance = dist
closest.target = mob[i]
}
}
}
tech.harpoonDensity = 0.01 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
b.harpoon(where, closest.target, m.angle, harpoonSize, false)
//push away blocks and mobs
const range = 1200 * this.charge
for (let i = 0, len = mob.length; i < len; ++i) { //push away mobs when firing
const SUB = Vector.sub(mob[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 1500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.0015 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += FORCE.x;
mob[i].force.y += FORCE.y;
}
}
for (let i = 0, len = body.length; i < len; ++i) { //push away blocks when firing
const SUB = Vector.sub(body[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
body[i].force.x += FORCE.x;
body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
}
}
for (let i = 0, len = powerUp.length; i < len; ++i) { //push away blocks when firing
const SUB = Vector.sub(powerUp[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * powerUp[i].mass)
powerUp[i].force.x += FORCE.x;
powerUp[i].force.y += FORCE.y - powerUp[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
}
}
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
player.force.x -= recoil.x
player.force.y -= recoil.y
tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
this.charge = 0;
} else { //charging
if (tech.isFireMoveLock) {
Matter.Body.setVelocity(player, {
x: 0,
y: -55 * player.mass * simulation.g //undo gravity before it is added
});
player.force.x = 0
player.force.y = 0
}
m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
const previousCharge = this.charge
//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
if (input.down) smoothRate *= 0.995
this.charge = this.charge * smoothRate + 1 - smoothRate
m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 0.8 : -0.3) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
//draw magnetic field
const X = m.pos.x
const Y = m.pos.y
const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
const unitVectorPerp = Vector.perp(unitVector)
function magField(mag, arc) {
ctx.moveTo(X, Y);
ctx.bezierCurveTo(
X + unitVector.x * mag, Y + unitVector.y * mag,
X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
ctx.bezierCurveTo(
X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
X - unitVector.x * mag, Y - unitVector.y * mag,
X, Y)
}
ctx.fillStyle = `rgba(50,0,100,0.05)`;
for (let i = 3; i < 7; i++) {
const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
ctx.beginPath();
magField(MAG, ARC)
magField(MAG, -ARC)
ctx.fill();
}
}
}
},
railFire() {
m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
this.charge += 0.00001
},
harpoonFire() {
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
@@ -5595,247 +5756,10 @@ const b = {
}
//look for closest mob in player's LoS
const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (input.down ? 0.7 : 1)
const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
if (input.down) { //railgun
// if (true) {
function pushAway(range) { //push away blocks when firing
for (let i = 0, len = mob.length; i < len; ++i) {
const SUB = Vector.sub(mob[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 1500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += FORCE.x;
mob[i].force.y += FORCE.y;
}
}
for (let i = 0, len = body.length; i < len; ++i) {
const SUB = Vector.sub(body[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
body[i].force.x += FORCE.x;
body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
}
}
}
const me = bullet.length;
bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }],
density: 0.03, //0.001 is normal
restitution: 0,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 5,
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
requestAnimationFrame(() => { who.isShielded = true });
}
if (who.shield && !tech.isShieldPierce) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
break
}
}
Matter.Body.setVelocity(this, { x: -0.4 * this.velocity.x, y: -0.4 * this.velocity.y });
} else {
if (tech.fragments && this.speed > 10) {
b.targetedNail(this.position, tech.fragments * 13)
this.endCycle = 0 //triggers despawn
}
}
},
onEnd() {}
});
m.fireCDcycle = Infinity; // cool down
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = Infinity
bullet[me].charge = 0;
bullet[me].do = function() {
if (m.energy < 0.005 && !tech.isRailEnergyGain) {
m.energy += 0.05 + this.charge * 0.2
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
this.endCycle = 0;
b.refundAmmo()
return
}
if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
// if (tech.isDarts) {
// for (let i = 0; i < 5; i++) {
// b.dart(where, m.angle + 0.1 * i)
// b.dart(where, m.angle - 0.1 * i)
// }
// }
Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
m.fireCDcycle = m.cycle + 2; // set fire cool down
//normal bullet behavior occurs after firing, overwrites this function
this.endCycle = simulation.cycle + 140
this.collisionFilter.category = cat.bullet
Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
Matter.Body.setAngle(this, m.angle)
const speed = 120
Matter.Body.setVelocity(this, {
x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
});
this.do = function() {
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
}
const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
pushAway(1200 * this.charge)
} else { // charging on mouse down
if (tech.isFireMoveLock) {
Matter.Body.setVelocity(player, {
x: 0,
y: -55 * player.mass * simulation.g //undo gravity before it is added
});
player.force.x = 0
player.force.y = 0
}
m.fireCDcycle = Infinity //can't fire until mouse is released
const previousCharge = this.charge
//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
let smoothRate = tech.isCapacitor ? 0.93 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
this.charge = this.charge * smoothRate + 1 - smoothRate
m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 10 : -0.5) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
//draw targeting
let best;
let range = 3000
const dir = m.angle
const path = [{
x: m.pos.x + 20 * Math.cos(dir),
y: m.pos.y + 20 * Math.sin(dir)
},
{
x: m.pos.x + range * Math.cos(dir),
y: m.pos.y + range * Math.sin(dir)
}
];
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
//draw beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = `rgba(100,0,180,0.7)`;
ctx.lineWidth = this.charge * 1
ctx.setLineDash([10, 20]);
ctx.stroke();
ctx.setLineDash([]);
//draw magnetic field
const X = m.pos.x
const Y = m.pos.y
const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
const unitVectorPerp = Vector.perp(unitVector)
function magField(mag, arc) {
ctx.moveTo(X, Y);
ctx.bezierCurveTo(
X + unitVector.x * mag, Y + unitVector.y * mag,
X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
ctx.bezierCurveTo(
X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
X - unitVector.x * mag, Y - unitVector.y * mag,
X, Y)
}
ctx.fillStyle = `rgba(50,0,100,0.05)`;
for (let i = 3; i < 7; i++) {
const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
ctx.beginPath();
magField(MAG, ARC)
magField(MAG, -ARC)
ctx.fill();
}
}
}
// } else {
// // if (true) { //grappling hook, not working really
// // if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
// // b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
// // m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
// // const speed = 50
// // const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
// // Matter.Body.setVelocity(player, velocity);
// // } else {
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
// const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
// if (dist < closest.distance && dot > 0.95 && dist * dot * dot * dot * dot > 880) { //target closest mob that player is looking at and isn't too close to target
// closest.distance = dist
// closest.target = mob[i]
// }
// }
// }
// b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
// }
} else if (tech.extraHarpoons) {
if (tech.extraHarpoons && !input.down) {
const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1)
let targetCount = 0
for (let i = 0, len = mob.length; i < len; ++i) {
@@ -5879,14 +5803,234 @@ const b = {
}
}
}
b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles)
b.harpoon(where, closest.target, m.angle, harpoonSize, !input.down, totalCycles)
m.fireCDcycle = m.cycle + 90 //Infinity; // cool down
}
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
player.force.x -= recoil.x
player.force.y -= recoil.y
tech.harpoonDensity = 0.008
}
tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
},
// railGun2() {
// const where = {
// x: m.pos.x + 30 * Math.cos(m.angle),
// y: m.pos.y + 30 * Math.sin(m.angle)
// }
// const closest = {
// distance: 10000,
// target: null
// }
// //look for closest mob in player's LoS
// const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
// const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
// const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
// function pushAway(range) { //push away blocks when firing
// for (let i = 0, len = mob.length; i < len; ++i) {
// const SUB = Vector.sub(mob[i].position, m.pos)
// const DISTANCE = Vector.magnitude(SUB)
// if (DISTANCE < range) {
// const DEPTH = Math.min(range - DISTANCE, 1500)
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
// mob[i].force.x += FORCE.x;
// mob[i].force.y += FORCE.y;
// }
// }
// for (let i = 0, len = body.length; i < len; ++i) {
// const SUB = Vector.sub(body[i].position, m.pos)
// const DISTANCE = Vector.magnitude(SUB)
// if (DISTANCE < range) {
// const DEPTH = Math.min(range - DISTANCE, 500)
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
// body[i].force.x += FORCE.x;
// body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
// }
// }
// }
// const me = bullet.length;
// bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
// vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }],
// density: 0.03, //0.001 is normal
// restitution: 0,
// frictionAir: 0,
// dmg: 0, //damage done in addition to the damage from momentum
// classType: "bullet",
// collisionFilter: {
// category: 0,
// mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
// },
// minDmgSpeed: 5,
// beforeDmg(who) {
// if (tech.isShieldPierce && who.isShielded) { //disable shields
// who.isShielded = false
// requestAnimationFrame(() => { who.isShielded = true });
// }
// if (who.shield && !tech.isShieldPierce) {
// for (let i = 0, len = mob.length; i < len; i++) {
// if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
// Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
// break
// }
// }
// Matter.Body.setVelocity(this, { x: -0.4 * this.velocity.x, y: -0.4 * this.velocity.y });
// } else {
// if (tech.fragments && this.speed > 10) {
// b.targetedNail(this.position, tech.fragments * 13)
// this.endCycle = 0 //triggers despawn
// }
// }
// },
// onEnd() {}
// });
// m.fireCDcycle = Infinity; // cool down
// Composite.add(engine.world, bullet[me]); //add bullet to world
// bullet[me].endCycle = Infinity
// bullet[me].charge = 0;
// bullet[me].do = function() {
// if ((m.energy < 0.005 && !tech.isRailEnergyGain) || (!input.down && !tech.isRailGun)) {
// m.energy += 0.05 + this.charge * 0.2
// m.fireCDcycle = m.cycle + 120; // cool down if out of energy
// this.endCycle = 0;
// b.refundAmmo()
// return
// }
// if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
// Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
// m.fireCDcycle = m.cycle + 2; // set fire cool down
// //normal bullet behavior occurs after firing, overwrites this function
// this.endCycle = simulation.cycle + 140
// this.collisionFilter.category = cat.bullet
// Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
// Matter.Body.setAngle(this, m.angle)
// const speed = 120
// Matter.Body.setVelocity(this, {
// x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
// y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
// });
// this.do = function() {
// this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
// }
// const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
// player.force.x -= KNOCK * Math.cos(m.angle)
// player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
// pushAway(1200 * this.charge)
// } else { // charging on mouse down
// if (tech.isFireMoveLock) {
// Matter.Body.setVelocity(player, {
// x: 0,
// y: -55 * player.mass * simulation.g //undo gravity before it is added
// });
// player.force.x = 0
// player.force.y = 0
// }
// m.fireCDcycle = Infinity //can't fire until mouse is released
// const previousCharge = this.charge
// //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
// let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
// this.charge = this.charge * smoothRate + 1 - smoothRate
// m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.25) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
// //draw targeting
// let best;
// let range = 3000
// const dir = m.angle
// const path = [{
// x: m.pos.x + 20 * Math.cos(dir),
// y: m.pos.y + 20 * Math.sin(dir)
// },
// {
// x: m.pos.x + range * Math.cos(dir),
// y: m.pos.y + range * Math.sin(dir)
// }
// ];
// const vertexCollision = function(v1, v1End, domain) {
// for (let i = 0; i < domain.length; ++i) {
// let vertices = domain[i].vertices;
// const len = vertices.length - 1;
// for (let j = 0; j < len; j++) {
// results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// //check for collisions
// best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
// vertexCollision(path[0], path[1], mob);
// vertexCollision(path[0], path[1], map);
// vertexCollision(path[0], path[1], body);
// if (best.dist2 != Infinity) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
// //draw beam
// ctx.beginPath();
// ctx.moveTo(path[0].x, path[0].y);
// ctx.lineTo(path[1].x, path[1].y);
// ctx.strokeStyle = `rgba(100,0,180,0.7)`;
// ctx.lineWidth = this.charge * 1
// ctx.setLineDash([10, 20]);
// ctx.stroke();
// ctx.setLineDash([]);
// //draw magnetic field
// const X = m.pos.x
// const Y = m.pos.y
// const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
// const unitVectorPerp = Vector.perp(unitVector)
// function magField(mag, arc) {
// ctx.moveTo(X, Y);
// ctx.bezierCurveTo(
// X + unitVector.x * mag, Y + unitVector.y * mag,
// X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
// X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
// ctx.bezierCurveTo(
// X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
// X - unitVector.x * mag, Y - unitVector.y * mag,
// X, Y)
// }
// ctx.fillStyle = `rgba(50,0,100,0.05)`;
// for (let i = 3; i < 7; i++) {
// const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
// const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
// ctx.beginPath();
// magField(MAG, ARC)
// magField(MAG, -ARC)
// ctx.fill();
// }
// }
// }
// },
}, {
name: "mine",
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level", //fires <strong>nails</strong> at mobs within range