blast mines

tech: blast mines - mines stun when they activate

laser mines only fire if crouching  (so you can fire normal mines when energy is low)
mines now includes the radius of the mob when calculating mobs in range
  so it will detonate from the final boss from farther away
mines have a small random chance to detonate from targets up to 40% father away

time dilation field drains less energy for the first few seconds, but linearly ramps up energy drain as you stay frozen in time
  unfreezing time returns you the normal drain rate in half the time to ramp up
  this should be a buff for all situations, except someone who has a huge external source of energy

360 wave beam has reduced mob slow effect
This commit is contained in:
landgreen
2021-08-18 06:33:55 -07:00
parent 03d97f75b2
commit 452b00273a
7 changed files with 209 additions and 148 deletions

View File

@@ -717,7 +717,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].explodeRad = 275;
bullet[me].explodeRad = 300;
bullet[me].onEnd = function() {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * 4)
@@ -742,7 +742,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].explodeRad = 300;
bullet[me].explodeRad = 305;
bullet[me].onEnd = function() {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * 4)
@@ -777,7 +777,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].explodeRad = 333 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].explodeRad = 350 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 110
bullet[me].onEnd = function() {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * 4)
@@ -853,7 +853,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = 333 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].explodeRad = 350 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * 6)
@@ -1044,7 +1044,7 @@ const b = {
//aoe damage to mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius + mob[i].radius) {
let dmg = b.dmgScale * 0.09
let dmg = b.dmgScale * 0.1
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
if (mob[i].shield) dmg *= 3 //to make up for the /5 that shields normally take
mob[i].damage(dmg);
@@ -1587,6 +1587,20 @@ const b = {
ctx.globalAlpha = 1;
}
},
AoEStunEffect(where, range, cycles = 100 + 80 * Math.random()) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isShielded && !mob[i].shield && !mob[i].isBadTarget) {
if (Vector.magnitude(Vector.sub(where, mob[i].position)) - mob[i].radius < range) mobs.statusStun(mob[i], cycles)
}
}
simulation.drawList.push({
x: where.x,
y: where.y,
radius: range,
color: "rgba(0,0,0,0.1)",
time: 15
});
},
laserMine(position, velocity = { x: 0, y: -8 }) {
const me = bullet.length;
bullet[me] = Bodies.polygon(position.x, position.y, 3, 25, {
@@ -1624,15 +1638,17 @@ const b = {
if (!(simulation.cycle % this.lookFrequency) && m.energy > this.drain) { //find mob targets
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 2000000 &&
Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 1300 &&
!mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
b.AoEStunEffect(this.position, 1300);
this.do = this.laserSpin
this.endCycle = simulation.cycle + 360
// if (this.angularSpeed < 0.01) this.torque += this.inertia * this.torqueMagnitude * 5 //spin
this.isArmed = true
break
}
}
}
@@ -1708,11 +1724,7 @@ const b = {
});
Matter.Body.setAngularVelocity(this, 0)
}
if (tech.isMineSentry) {
this.sentry();
} else {
this.arm();
}
this.arm();
//sometimes the mine can't attach to map and it just needs to be reset
const that = this
@@ -1736,41 +1748,47 @@ const b = {
this.stillCount++
}
}
if (this.stillCount > 25) {
if (tech.isMineSentry) {
this.sentry();
} else {
this.arm();
}
}
},
sentry() {
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
this.lookFrequency = simulation.cycle + 60
this.endCycle = simulation.cycle + 1620
this.do = function() { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (simulation.cycle > this.lookFrequency) {
this.lookFrequency = 8 + Math.floor(3 * Math.random())
this.do = function() { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(simulation.cycle % this.lookFrequency) && !m.isBodiesAsleep) { //find mob targets
this.endCycle -= 8
b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false, 2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
if (!(simulation.cycle % (this.lookFrequency * 6))) {
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 8,
color: "#fe0",
time: 4
});
}
}
}
}
}
if (this.stillCount > 25) this.arm();
},
// sentry() {
// this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
// this.lookFrequency = simulation.cycle + 60
// this.do = function() { //overwrite the do method for this bullet
// this.force.y += this.mass * 0.002; //extra gravity
// if (simulation.cycle > this.lookFrequency) {
// const random = 300 * Math.random
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
// !mob[i].isBadTarget &&
// Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 700 + mob[i].radius + random &&
// Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
// ) {
// this.lookFrequency = 8 + Math.floor(3 * Math.random())
// this.endCycle = simulation.cycle + 900
// this.do = function() { //overwrite the do method for this bullet
// this.force.y += this.mass * 0.002; //extra gravity
// if (!(simulation.cycle % this.lookFrequency) && !m.isBodiesAsleep) { //find mob targets
// // this.endCycle -= 8
// b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false, 2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
// if (!(simulation.cycle % (this.lookFrequency * 6))) {
// simulation.drawList.push({
// x: this.position.x,
// y: this.position.y,
// radius: 8,
// color: "#fe0",
// time: 4
// });
// }
// }
// }
// }
// }
// }
// }
// },
arm() {
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
this.lookFrequency = simulation.cycle + 60
@@ -1789,13 +1807,41 @@ const b = {
this.do = function() { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
const random = 300 * Math.random()
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 &&
if (
!mob[i].isBadTarget &&
Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 700 + mob[i].radius + random &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
this.endCycle = 0 //end life if mob is near and visible
if (Math.random() < 0.8) isAmmoBack = false; //20% chance to get ammo back after detonation
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
b.AoEStunEffect(this.position, 700 + mob[i].radius + random);
if (tech.isMineSentry) {
this.lookFrequency = 8 + Math.floor(3 * Math.random())
this.endCycle = simulation.cycle + 900
this.do = function() { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(simulation.cycle % this.lookFrequency) && !m.isBodiesAsleep) { //find mob targets
b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false, 2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
if (!(simulation.cycle % (this.lookFrequency * 6))) {
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: 8,
color: "#fe0",
time: 4
});
}
}
}
break
} else {
this.endCycle = 0 //end life if mob is near and visible
if (Math.random() < 0.8) isAmmoBack = false; //20% chance to get ammo back after detonation
break
}
}
}
}
@@ -1805,8 +1851,7 @@ const b = {
},
onEnd() {
if (this.isArmed) {
b.targetedNail(this.position, 22, 40 + 10 * Math.random(), 1200, true, 1.9) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
b.targetedNail(this.position, tech.isMineSentry ? 7 : 22, 40 + 10 * Math.random(), 1200, true, 1.9) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
}
if (tech.isMineAmmoBack && (!this.isArmed || Math.random() < 0.2)) { //get ammo back from tech.isMineAmmoBack
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -2382,7 +2427,7 @@ const b = {
this.radioRadius = this.radioRadius * 0.993 + 0.007 * this.maxRadioRadius //smooth radius towards max
//aoe damage to player
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
const DRAIN = tech.isRadioactiveResistance ? 0.0023 * 0.25 : 0.0023
const DRAIN = tech.isRadioactiveResistance ? 0.002 * 0.25 : 0.002
if (m.energy > DRAIN) {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
@@ -2724,7 +2769,12 @@ const b = {
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitude(Vector.sub(position, mob[i].position));
if (dist < range && Matter.Query.ray(map, position, mob[i].position).length === 0 && Matter.Query.ray(body, position, mob[i].position).length === 0) {
if (
dist < range + mob[i].radius &&
(!mob[i].isBadTarget) && //|| mob[i].isMobBullet
Matter.Query.ray(map, position, mob[i].position).length === 0 &&
Matter.Query.ray(body, position, mob[i].position).length === 0
) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles
}
}
@@ -3830,11 +3880,11 @@ const b = {
let knock, spread
if (m.crouch) {
spread = 0.65
m.fireCDcycle = m.cycle + Math.floor(55 * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(58 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(58 * b.fireCDscale); //player is immune to damage for 30 cycles
m.fireCDcycle = m.cycle + Math.floor(60 * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
knock = 0.01
} else {
m.fireCDcycle = m.cycle + Math.floor(45 * b.fireCDscale) // cool down
m.fireCDcycle = m.cycle + Math.floor(47 * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
spread = 1.3
knock = 0.1
@@ -4198,8 +4248,8 @@ const b = {
}
if (!mob[j].isShielded) {
Matter.Body.setVelocity(mob[j], { //friction
x: mob[j].velocity.x * 0.93,
y: mob[j].velocity.y * 0.93
x: mob[j].velocity.x * 0.95,
y: mob[j].velocity.y * 0.95
});
//draw vibes
let vertices = mob[j].vertices;
@@ -4585,20 +4635,37 @@ const b = {
name: "mine",
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at mobs within range",
ammo: 0,
ammoPack: 1.5,
ammoPack: 1.4,
have: false,
do() {},
fire() {
if (tech.isLaserMine) { //laser mine
const speed = m.crouch ? 50 : 20
const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
b.laserMine(m.pos, velocity)
} else { //normal mines
if (m.crouch) {
if (tech.isLaserMine) {
const speed = 40
const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
b.laserMine(m.pos, velocity)
} else {
const pos = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
let speed = 36
if (Matter.Query.point(map, pos).length > 0) { //don't fire if mine will spawn inside map
speed = -2
}
b.mine(pos, {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}, 0, tech.isMineAmmoBack)
}
m.fireCDcycle = m.cycle + Math.floor(50 * b.fireCDscale); // cool down
} else {
const pos = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
let speed = m.crouch ? 36 : 22
let speed = 23
if (Matter.Query.point(map, pos).length > 0) { //don't fire if mine will spawn inside map
speed = -2
}
@@ -4606,8 +4673,8 @@ const b = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}, 0, tech.isMineAmmoBack)
m.fireCDcycle = m.cycle + Math.floor(25 * b.fireCDscale); // cool down
}
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 50 : 25) * b.fireCDscale); // cool down
}
}, {
name: "spores",
@@ -4838,7 +4905,7 @@ 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: 4.1,
ammoPack: 3.5,
have: false,
do() {},
fire() {