extruder balance

extruder: leftovers still exist when field isn't active
  range and damage are all slightly decreased
  energy drain is greatly increased
This commit is contained in:
landgreen
2020-12-14 04:14:50 -08:00
parent 92c5670369
commit 4e74b8ac30
4 changed files with 96 additions and 144 deletions

View File

@@ -679,124 +679,85 @@ const b = {
World.add(engine.world, bullet[me]); //add bullet to world
},
lastAngle: 0,
wasExtruderOn: false,
isExtruderOn: false,
extruder() {
const color = "#f07"
const DRAIN = 0.00014 + mech.fieldRegen
const DRAIN = 0.0007 + mech.fieldRegen
if (mech.energy > DRAIN) {
mech.energy -= DRAIN
if (mech.energy < 0) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
}
ctx.lineWidth = 5;
ctx.strokeStyle = color
ctx.beginPath(); //draw all the wave bullets
for (let i = 0, len = bullet.length; i < len; i++) {
if (bullet[i].isBranch) {
ctx.stroke();
ctx.beginPath(); //draw all the wave bullets
} else if (bullet[i].isWave) ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
}
ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
ctx.stroke();
} else {
mech.fireCDcycle = mech.cycle + 60; // cool down
for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
if (bullet[i].isWave) {
bullet[i].isWave = false
bullet[i].endCycle = 0
}
}
return
}
const SPEED = 13
const me = bullet.length;
const where = Vector.add(mech.pos, player.velocity)
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
cycle: -0.5,
isWave: true,
endCycle: game.cycle + 50 * mod.isPlasmaRange,
inertia: Infinity,
frictionAir: 0,
isInHole: true, //this keeps the bullet from entering wormholes
minDmgSpeed: 0,
dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do()
isJustReflected: false,
classType: "bullet",
isBranch: false,
restitution: 0,
collisionFilter: {
// category: 0,
// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
category: cat.bullet,
mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
},
beforeDmg() {},
onEnd() {},
do() {
mech.fireCDcycle = mech.cycle //this is here to trigger cloaking field
if (!input.field) {
this.endCycle = 0;
this.isWave = false
return
}
if (!mech.isBodiesAsleep) {
if (this.endCycle < game.cycle + 1) this.isWave = false
if (Matter.Query.point(map, this.position).length) { //check if inside map
this.isBranch = true;
// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
// if (bullet[i].isWave && bullet[i].cycle > this.cycle) {
// bullet[i].isWave = false
// bullet[i].endCycle = 0
// }
// }
} else { //check if inside a body
const q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
Matter.Body.setVelocity(q[i], {
x: q[i].velocity.x * 0.7,
y: q[i].velocity.y * 0.7
});
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
let dmg = this.dmg / Math.min(10, q[i].mass)
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 + 1.4) * 40,
color: color,
time: game.drawTime
});
const SPEED = 10
const me = bullet.length;
const where = Vector.add(mech.pos, player.velocity)
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
cycle: -0.5,
isWave: true,
endCycle: game.cycle + 10 + 40 * mod.isPlasmaRange,
inertia: Infinity,
frictionAir: 0,
isInHole: true, //this keeps the bullet from entering wormholes
minDmgSpeed: 0,
dmg: b.dmgScale * 1.25, //damage also changes when you divide by mob.mass on in .do()
classType: "bullet",
isBranch: false,
restitution: 0,
collisionFilter: {
// category: 0,
// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
category: cat.bullet,
mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
},
beforeDmg() {},
onEnd() {},
do() {
if (!mech.isBodiesAsleep) {
if (this.endCycle < game.cycle + 1) this.isWave = false
if (Matter.Query.point(map, this.position).length) { //check if inside map
this.isBranch = true;
} else { //check if inside a body
const q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
Matter.Body.setVelocity(q[i], {
x: q[i].velocity.x * 0.7,
y: q[i].velocity.y * 0.7
});
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
let dmg = this.dmg / Math.min(10, q[i].mass)
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(255, 0, 119, 0.5)",
time: game.drawTime
});
}
}
this.cycle++
const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
const velocity = Vector.mult(player.velocity, 0.25) //move with player
Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
// Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
}
this.cycle++
const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
const velocity = Vector.mult(player.velocity, 0.3) //move with player
Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
// Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
}
}
});
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(mech.angle),
y: SPEED * Math.sin(mech.angle)
});
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
const angleDifference = 180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180); //find the difference between current and previous angle
b.lastAngle = mech.angle
if (angleDifference > 0.5) { //don't draw stroke for this bullet
bullet[me].isBranch = true;
// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
// if (bullet[i].isWave) {
// bullet[i].isWave = false
// bullet[i].endCycle = 0
// }
// }
// return
});
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(mech.angle),
y: SPEED * Math.sin(mech.angle)
});
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
if (180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180) > 0.3) bullet[me].isBranch = true; //don't draw stroke for this bullet
b.lastAngle = mech.angle //track last angle for the above angle difference calculation
if (!mech.wasExtruderOn) bullet[me].isBranch = true;
mech.isExtruderOn = true
} else {
mech.isExtruderOn = false
}
},
plasma() {