added new gun - swarm
This commit is contained in:
114
js/bullets.js
114
js/bullets.js
@@ -563,23 +563,23 @@ const b = {
|
||||
{
|
||||
name: "flak",
|
||||
ammo: 0,
|
||||
ammoPack: 9,
|
||||
ammoPack: 18,
|
||||
have: false,
|
||||
fire() {
|
||||
b.muzzleFlash(30);
|
||||
const totalBullets = 7
|
||||
const totalBullets = 5
|
||||
const angleStep = 0.08 / totalBullets
|
||||
let dir = mech.angle - angleStep * totalBullets / 2;
|
||||
for (let i = 0; i < totalBullets; i++) { //5 -> 7
|
||||
dir += angleStep
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 17, 4, b.fireAttributes(dir));
|
||||
b.fireProps(35, 25 + 25 * Math.random(), dir, me); //cd , speed
|
||||
b.fireProps(20, 24 + 30 * Math.random() - i, dir, me); //cd , speed
|
||||
//Matter.Body.setDensity(bullet[me], 0.00001);
|
||||
bullet[me].endCycle = game.cycle + 16 + Math.ceil(7 * Math.random())
|
||||
bullet[me].endCycle = game.cycle + 20 + i //16 + Math.ceil(8 * Math.random()
|
||||
bullet[me].restitution = 0;
|
||||
bullet[me].friction = 1;
|
||||
bullet[me].explodeRad = 90 + (Math.random() - 0.5) * 50;
|
||||
bullet[me].explodeRad = 70 + (Math.random() - 0.5) * 50;
|
||||
bullet[me].onEnd = b.explode;
|
||||
bullet[me].onDmg = function () {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
@@ -646,6 +646,110 @@ const b = {
|
||||
};
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "swarm",
|
||||
ammo: 0,
|
||||
ammoPack: 4,
|
||||
have: false,
|
||||
fire() {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, b.fireAttributes(dir));
|
||||
bullet[me].radius = 22; //used from drawing timer
|
||||
b.fireProps(50, 12, dir, me); //cd , speed
|
||||
b.drawOneBullet(bullet[me].vertices);
|
||||
Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
bullet[me].endCycle = game.cycle + 160;
|
||||
bullet[me].frictionAir = 0.01;
|
||||
bullet[me].friction = 0;
|
||||
bullet[me].restitution = 0.5;
|
||||
// Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
// bullet[me].friction = 0.15;
|
||||
// bullet[me].restitution = 0;
|
||||
|
||||
// bullet[me].explodeRad = 350 + Math.floor(Math.random() * 60);
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].onDmg = function () {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
|
||||
};
|
||||
bullet[me].do = function () {
|
||||
//extra gravity for harder arcs
|
||||
this.force.y += this.mass * 0.002;
|
||||
};
|
||||
|
||||
//spawn bullets on end
|
||||
bullet[me].onEnd = function () {
|
||||
const NUM = 12
|
||||
for (let i = 0; i < NUM; i++) {
|
||||
const bIndex = bullet.length;
|
||||
bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, 5, {
|
||||
// density: 0.0015, //frictionAir: 0.01,
|
||||
restitution: 1,
|
||||
angle: dir,
|
||||
friction: 0,
|
||||
frictionAir: 0.01,
|
||||
dmg: 0, //damage done in addition to the damage from momentum
|
||||
classType: "bullet",
|
||||
collisionFilter: {
|
||||
category: 0x000100,
|
||||
mask: 0x000011 //mask: 0x000101, //for self collision
|
||||
},
|
||||
minDmgSpeed: 1,
|
||||
onDmg() {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage
|
||||
},
|
||||
onEnd() {},
|
||||
lookFrequency: 20 + Math.floor(12 * Math.random()),
|
||||
do() {
|
||||
this.force.y += this.mass * 0.00025; // high gravity because of the high friction
|
||||
|
||||
if (!(game.cycle % this.lookFrequency)) {
|
||||
this.close = null;
|
||||
this.lockedOn = null;
|
||||
let closeDist = Infinity;
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (
|
||||
mob[i].alive &&
|
||||
mob[i].dropPowerUp &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
||||
) {
|
||||
const targetVector = Matter.Vector.sub(this.position, mob[i].position)
|
||||
const dist = Matter.Vector.magnitude(targetVector);
|
||||
if (dist < closeDist) {
|
||||
this.close = mob[i].position;
|
||||
closeDist = dist;
|
||||
this.lockedOn = Matter.Vector.normalise(targetVector);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//accelerate towards mobs
|
||||
if (this.lockedOn) {
|
||||
const THRUST = this.mass * 0.001
|
||||
this.force.x -= THRUST * this.lockedOn.x
|
||||
this.force.y -= THRUST * this.lockedOn.y
|
||||
}
|
||||
},
|
||||
});
|
||||
bullet[bIndex].endCycle = game.cycle + 300 + Math.floor(Math.random() * 120);
|
||||
bullet[bIndex].dmg = 1.6;
|
||||
// bullet[bIndex].explodeRad = 100 + Math.floor(Math.random() * 30);
|
||||
// bullet[bIndex].onEnd = b.explode; //makes bullet do explosive damage before despawn
|
||||
|
||||
const SPEED = 9;
|
||||
const ANGLE = 2 * Math.PI * Math.random()
|
||||
Matter.Body.setVelocity(bullet[bIndex], {
|
||||
x: SPEED * Math.cos(ANGLE),
|
||||
y: SPEED * Math.sin(ANGLE)
|
||||
});
|
||||
World.add(engine.world, bullet[bIndex]); //add bullet to world
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "M80",
|
||||
ammo: 0,
|
||||
|
||||
@@ -12,7 +12,7 @@ const level = {
|
||||
start() {
|
||||
// game.zoomScale = 1400 //1400
|
||||
if (game.levelsCleared === 0) {
|
||||
this.intro();
|
||||
this.intro(); //starting level
|
||||
// spawn.setSpawnList();
|
||||
// game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
|
||||
// this.bosses();
|
||||
|
||||
@@ -62,7 +62,7 @@ const powerUps = {
|
||||
effect() {
|
||||
//only get ammo for guns player has
|
||||
let target;
|
||||
console.log(b.inventory.length)
|
||||
// console.log(b.inventory.length)
|
||||
if (b.inventory.length > 0) {
|
||||
//add ammo to a gun in inventory
|
||||
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
|
||||
|
||||
Reference in New Issue
Block a user