diff --git a/js/bullets.js b/js/bullets.js index 9977acf..b129c86 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -1068,7 +1068,6 @@ const b = { bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60); bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn - bullet[me].minDmgSpeed = 1; bullet[me].onDmg = function () { // this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion }; @@ -1155,73 +1154,66 @@ const b = { } }, { - name: "magnetic nails", + name: "ferro frag", description: "fire a grenade that ejects magnetized nails
nails are attracted to enemy targets", ammo: 0, - ammoPack: 6, + ammoPack: 8, have: false, fire() { const me = bullet.length; const dir = mech.angle; - const radius = 17 * b.modBulletSize - bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), radius, b.fireAttributes(dir, false)); - bullet[me].radius = radius; //used from drawing timer - b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed + bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, b.fireAttributes(dir, false)); + b.fireProps(35, mech.crouch ? 34 : 20, dir, me); //cd , speed b.drawOneBullet(bullet[me].vertices); - bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 90 : 40) * b.modBulletsLastLonger); + bullet[me].endCycle = game.cycle + Math.floor(60 * b.modBulletsLastLonger); // bullet[me].restitution = 0.3; // bullet[me].frictionAir = 0.01; // bullet[me].friction = 0.15; // bullet[me].friction = 1; - bullet[me].restitution = 0.5; + // bullet[me].restitution = 0.5; bullet[me].onEnd = () => {} - bullet[me].minDmgSpeed = 1; bullet[me].do = function () { - //extra gravity for harder arcs - this.force.y += this.mass * 0.002; + this.force.y += this.mass * 0.001; + if (game.cycle > this.endCycle - 1) { if (!mech.isBodiesAsleep) { - for (let i = 0; i < 12; i++) { - //target nearby mobs - const targets = [] - for (let i = 0, len = mob.length; i < len; i++) { - const sub = Matter.Vector.sub(this.position, mob[i].position); - const dist = Matter.Vector.magnitude(sub); - if (dist < 1500 && Matter.Query.ray(map, this.position, mob[i].position).length === 0) { - targets.push(mob[i].position) - } + //target nearby mobs + const targets = [] + for (let i = 0, len = mob.length; i < len; i++) { + const sub = Matter.Vector.sub(this.position, mob[i].position); + const dist = Matter.Vector.magnitude(sub); + if (dist < 1400 && + Matter.Query.ray(map, this.position, mob[i].position).length === 0 && + Matter.Query.ray(body, this.position, mob[i].position).length === 0) { + targets.push(mob[i].position) } - for (let i = 0; i < 1; i++) { - const SPEED = 35 + 20 * Math.random() - if (targets.length > 0) { // aim near a random target - const SPREAD = 100 - const INDEX = Math.floor(Math.random() * targets.length) - const WHERE = { - x: targets[INDEX].x + SPREAD * (Math.random() - 0.5), - y: targets[INDEX].y + SPREAD * (Math.random() - 0.5) - } - needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED)) - } else { // aim in random direction - const ANGLE = 2 * Math.PI * Math.random() - needle(this.position, { - x: SPEED * Math.cos(ANGLE), - y: SPEED * Math.sin(ANGLE) - }) + } + for (let i = 0; i < 14; i++) { + const SPEED = 35 + 20 * Math.random() + if (targets.length > 0) { // aim near a random target + const SPREAD = 100 + const INDEX = Math.floor(Math.random() * targets.length) + const WHERE = { + x: targets[INDEX].x + SPREAD * (Math.random() - 0.5), + y: targets[INDEX].y + SPREAD * (Math.random() - 0.5) } + needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED)) + } else { // aim in random direction + const ANGLE = 2 * Math.PI * Math.random() + needle(this.position, { + x: SPEED * Math.cos(ANGLE), + y: SPEED * Math.sin(ANGLE) + }) } function needle(pos, velocity) { const me = bullet.length; - bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir)); + bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x))); Matter.Body.setVelocity(bullet[me], velocity); - - Matter.Body.setAngle(bullet[me], Math.atan2(velocity.y, velocity.x)) World.add(engine.world, bullet[me]); //add bullet to world - bullet[me].endCycle = game.cycle + 45 + Math.floor(15 * Math.random()); - bullet[me].dmg = 1.1; - bullet[me].category = 0x010000 - bullet[me].mask = 0x011011 + bullet[me].endCycle = game.cycle + 60 + Math.floor(15 * Math.random()); + // bullet[me].dmg = 1.1; bullet[me].do = function () {}; } }