laserLayer

mob: laserLayer - leaves behind lasers that persist for a few seconds
ghoster mobs do 66% less damage, but they eject your ammo

grappling hook tech rupture renamed swarf
  fires several nails at nearby mobs, not explosions
grappling hook 6->9 energy per second
CIWS 18->10 energy
reel +40->75 energy reeling blocks
wormhole 5->7% duplication
cloaking no longer drains energy, this fixes a can't cloak bug
  dazzler no longer drains energy
    dazzler range reduced by 15%
    dazzler stuns for 3->2 seconds
zero point energy 100->166 max energy
expansion 40->77 max energy
annihilation -33% of max energy -> 10 energy
dynamical systems is no longer a field tech  35->30 damage
tessellation is no longer a field tech  50->35 defense
yield stress removed
  topological defect 80->111% damage
  brittle 80->111% damage
commodities exchange  6-12 -> 10-14 power ups
heat engine 50->40% damage
flame test grenades clusters explode 40% faster
alternator uses 10->0% energy for harpoon

finally made a shared vertexCollision function
  this might cause some bugs with laser-like effects...
This commit is contained in:
landgreen
2024-02-24 15:09:35 -08:00
parent b5e4b0db03
commit 38d993154c
13 changed files with 684 additions and 1808 deletions

View File

@@ -39,6 +39,96 @@ function shuffle(array) {
}
return array;
}
// function vertexCollision(v1, v1End, domain, best) {
// let results
// 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 && (!domain[i].mob || domain[i].alive)) {
// 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]
// };
// }
// }
// }
// return best
// }
//this function is used for finding the point where a ray hits things, used for lasers mostly
function vertexCollision(v1, v1End, domains) { //= [map, body, [playerBody, playerHead]] //m.isCloak ? [map, body] : [map, body, [playerBody, playerHead]]
let results
let best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
for (let j = 0; j < domains.length; j++) {
let domain = domains[j]
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 && (!domain[i].mob || domain[i].alive)) {
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]
};
}
}
}
}
return best
}
//collision groups
// cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet | cat.mobShield | cat.phased