orbital bot

mod: orbital-bot - 2 bots orbit you and damage mobs
mod: orbital-bot upgrade - orbital bots orbit farther away
This commit is contained in:
landgreen
2020-09-28 08:04:37 -07:00
parent bc3ddf7447
commit 4e6d4c15db
5 changed files with 119 additions and 14 deletions

View File

@@ -1013,6 +1013,7 @@ const b = {
for (let i = 0; i < mod.foamBotCount; i++) b.foamBot()
for (let i = 0; i < mod.boomBotCount; i++) b.boomBot()
for (let i = 0; i < mod.plasmaBotCount; i++) b.plasmaBot()
for (let i = 0; i < mod.orbitBotCount; i++) b.orbitBot()
if (mod.isIntangible && mech.isCloak) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
@@ -1020,7 +1021,11 @@ const b = {
}
},
randomBot(where = mech.pos, isKeep = true) {
if (Math.random() < 0.25) {
if (Math.random() < 0.2) {
b.orbitBot(where)
b.orbitBot(where)
if (isKeep) mod.orbitBotCount += 2
} else if (Math.random() < 0.25) {
b.nailBot(where)
if (isKeep) mod.nailBotCount++;
} else if (Math.random() < 0.33) {
@@ -1513,6 +1518,65 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
orbitBot(position = mech.pos) {
const me = bullet.length;
bullet[me] = Bodies.polygon(position.x, position.y, 9, 7, {
isUpgraded: mod.isOrbitBotUpgrade,
botType: "orbit",
friction: 0,
frictionStatic: 0,
frictionAir: 0,
restitution: 0,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 0,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: 0 //cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
onDmg() {},
onEnd() {},
range: 100 + (100 + 220 * mod.isOrbitBotUpgrade) * (0.7 + 0.6 * Math.random()),
orbitalSpeed: 0,
phase: 2 * Math.PI * Math.random(),
// smoothPlayerPosition: {
// x: player.position.x,
// y: player.position.y
// },
do() {
//check for damage
if (!mech.isCloak && !mech.isBodiesAsleep) { //if time dilation isn't active
q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
let dmg = 2.5 * b.dmgScale
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: 'rgba(0,0,0,0.4)',
time: game.drawTime
});
}
}
//orbit player
const time = game.cycle * this.orbitalSpeed + this.phase
const orbit = {
x: Math.cos(time),
y: 1.1 * Math.sin(time)
}
// Matter.Body.setPosition(this, Vector.add(player.position, Vector.mult(orbit, this.range))) //bullets move with player
// this.smoothPlayerPosition = Vector.add(Vector.mult(Vector.add(player.position, Vector.mult(player.velocity, 5)), 0.1), Vector.mult(this.smoothPlayerPosition, 0.9))
// this.smoothPlayerPosition = Vector.add(Vector.mult(player.position, 0.1), Vector.mult(this.smoothPlayerPosition, 0.9))
Matter.Body.setPosition(this, Vector.add(player.position, Vector.mult(orbit, this.range))) //bullets move with player
}
})
bullet[me].orbitalSpeed = Math.sqrt(0.7 / bullet[me].range)
World.add(engine.world, bullet[me]); //add bullet to world
},
// **************************************************************************************************
// **************************************************************************************************
// ******************************** Guns *********************************************