constraints and gel hair
difficulty
difficulty level 6 adds flat damage and damage taken
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
at the end of subway you get 1 tech, but not on difficulty level 6
difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
duplication is set to zero
50% max energy
50% max health
bots follow slow
full damage taken after boss dies
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
damage boost has a unique gel/hair aura for each skin
damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
they no longer teleport to the exit, sorry
Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
preventing an endless toggle
bug fixes
fleas no longer die early after hitting a high health target only once
something with super ball density calculations for tech rebound
grabbing a big block can make grappling hook go flying
added 3 potential fixes, but the bug is too rare know if it's fixed
This commit is contained in:
231
js/bullet.js
231
js/bullet.js
@@ -85,11 +85,13 @@ const b = {
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if (tech.crouchAmmoCount && m.crouch) {
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if (tech.crouchAmmoCount % 2) {
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b.guns[b.activeGun].ammo--;
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if (level.is2xAmmo && b.guns[b.activeGun].ammo > 0) b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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tech.crouchAmmoCount++ //makes the no ammo toggle off and on
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} else {
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b.guns[b.activeGun].ammo--;
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if (level.is2xAmmo && b.guns[b.activeGun].ammo > 0) b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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},
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@@ -1360,29 +1362,6 @@ const b = {
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ctx.lineWidth = 0.5
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ctx.stroke();
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// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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// if (tech.isHookWire) {
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// //draw wire
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// const hitMob = Matter.Query.ray(mob, this.position, m.pos, 10)
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// if (hitMob.length && m.immuneCycle < m.cycle) {
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// for (let i = 0; i < hitMob.length; i++) {
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// console.log(hitMob[i].bodyA)
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// // simulation.drawList.push({ //add dmg to draw queue
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// // x: path[path.length - 1].x,
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// // y: path[path.length - 1].y,
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// // radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
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// // color: tech.laserColorAlpha,
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// // time: simulation.drawTime
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// // });
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// hitMob[i].bodyA.damage(0.001)
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// }
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// }
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// //draw glow around wire
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// ctx.strokeStyle = "rgba(0,255,255,0.2)" // "#0ce"
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// ctx.lineWidth = 20
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// ctx.stroke();
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// }
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if (this.powerUpDamage) {
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ctx.beginPath();
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ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
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@@ -1416,9 +1395,7 @@ const b = {
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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requestAnimationFrame(() => {
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who.isShielded = true
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});
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requestAnimationFrame(() => { who.isShielded = true });
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}
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if (m.fieldCDcycle < m.cycle + 40) m.fieldCDcycle = m.cycle + 40 //extra long cooldown on hitting mobs
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if (tech.hookNails) {
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@@ -1501,8 +1478,10 @@ const b = {
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if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
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this.collisionFilter.mask = 0//cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
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//recoil on pulling grapple back
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const mag = this.pickUpTarget ? Math.max(this.pickUpTarget.mass, 0.5) : 0.5
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const momentum = Vector.mult(Vector.sub(this.position, m.pos), mag * (m.crouch ? 0.0001 : 0.0002))
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// if (this.pickUpTarget.mass) console.log(this.pickUpTarget.mass)
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const mag = this.pickUpTarget ? Math.min(5, Math.max(this.pickUpTarget.mass, 0.5)) : 0.5
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const unit = Vector.normalise(Vector.sub(this.position, m.pos))
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const momentum = Vector.mult(unit, mag * (m.crouch ? 0.1 : 0.2))
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player.force.x += momentum.x
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player.force.y += momentum.y
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},
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@@ -1511,7 +1490,9 @@ const b = {
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if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
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this.endCycle = 0;
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//recoil on catching grapple
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const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
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// const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
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const unit = Vector.normalise(Vector.sub(this.velocity, player.velocity))
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const momentum = Vector.mult(unit, (m.crouch ? 0.0001 : 0.0002))
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player.force.x += momentum.x
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player.force.y += momentum.y
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if (this.pickUpTarget) {
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@@ -1530,8 +1511,11 @@ const b = {
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// give block to player after it returns
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m.isHolding = true;
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//conserve momentum when player mass changes
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totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(Vector.normalise(this.velocity), 15 * Math.min(20, this.pickUpTarget.mass)))
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Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + this.pickUpTarget.mass)));
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const blockMass = Math.min(5, this.pickUpTarget.mass)
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const grappleMomentum = Vector.mult(Vector.normalise(this.velocity), 15 * blockMass)
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const playerMomentum = Vector.mult(player.velocity, player.mass)
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totalMomentum = Vector.add(playerMomentum, grappleMomentum)
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Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + blockMass)));
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m.definePlayerMass(m.defaultMass + this.pickUpTarget.mass * m.holdingMassScale)
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//make block collide with nothing
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@@ -1542,7 +1526,7 @@ const b = {
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} else {
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if (m.energy > this.drain) m.energy -= this.drain
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const sub = Vector.sub(this.position, m.pos)
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const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
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const rangeScale = 1 + 0.000003 * Vector.magnitude(sub) //return faster when far from player
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const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
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this.force.x -= returnForce.x
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this.force.y -= returnForce.y
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@@ -1582,16 +1566,13 @@ const b = {
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//position block on hook
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Matter.Body.setPosition(this.pickUpTarget, Vector.add(this.vertices[2], this.velocity))
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Matter.Body.setVelocity(this.pickUpTarget, { x: 0, y: 0 })
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} else { // if (!input.down)
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} else {
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const blocks = Matter.Query.collides(this, body)
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if (blocks.length) {
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// console.log(blocks)
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for (let i = 0; i < blocks.length; i++) {
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if (blocks[i].bodyA.classType === "body" && !blocks[i].bodyA.isNotHoldable && blocks[0].bodyA.mass < 60) {
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if (blocks[i].bodyA.classType === "body" && !blocks[i].bodyA.isNotHoldable && blocks[0].bodyA.mass < 40) {
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this.retract()
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if (tech.hookNails) {
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// if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
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// b.explosion(this.position, 300 + 150 * Math.random()); //makes bullet do explosive damage at end
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b.targetedNail(this.position, 3 * tech.hookNails)
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const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
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for (let i = 0; i < 13; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
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@@ -1620,22 +1601,7 @@ const b = {
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this.blockDist = Vector.magnitude(Vector.sub(this.pickUpTarget.position, m.pos))
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}
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}
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// else if (blocks[i].bodyB.classType === "body" && !blocks[i].bodyB.isNotHoldable && blocks[0].bodyB.mass < 60) {
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// this.retract()
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// this.pickUpTarget = blocks[i].bodyB
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// this.blockDist = Vector.magnitude(Vector.sub(this.pickUpTarget.position, m.pos))
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// if (tech.hookNails) {
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// // if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
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// // b.explosion(this.position, 300 + 150 * Math.random()); //makes bullet do explosive damage at end
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// b.targetedNail(this.position, tech.hookNails)
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// const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
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// for (let i = 0; i < 4; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
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// }
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// }
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}
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// if (blocks[0].bodyA.mass > 2.5 && blocks[0].bodyA.mass > 15) {
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}
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}
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},
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@@ -1665,41 +1631,17 @@ const b = {
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},
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do() {
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if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
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if (input.field) { //&& !Matter.Query.collides(this, body).length
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// this.destroyBlocks()
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if (input.field) {
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this.grabBlocks()
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this.grabPowerUp()
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// if (this.endCycle < simulation.cycle + 1) { //if at end of lifespan, but player is holding down field, force retraction
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// this.endCycle = simulation.cycle + 30
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// // m.fireCDcycle = m.cycle + 120 // cool down
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// this.do = this.returnToPlayer
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// Matter.Body.setDensity(this, 0.0005); //reduce density on return
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// if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
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// this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
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// }
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} else {
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//if not enough energy
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// if (m.energy < 0.01) this.dropCaughtPowerUp()
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// const returnForce = Vector.mult(Vector.normalise(Vector.sub(this.position, m.pos)), 3 * this.thrustMag * this.mass)
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// this.force.x -= returnForce.x
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// this.force.y -= returnForce.y
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// this.frictionAir = 0.002
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// this.do = () => {
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// if (this.speed < 20) this.force.y += 0.0005 * this.mass;
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// }
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// } else {
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//return to player
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this.retract()
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// }
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}
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//grappling hook
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if (input.field && Matter.Query.collides(this, map).length) {
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Matter.Body.setPosition(this, Vector.add(this.position, { x: -20 * Math.cos(this.angle), y: -20 * Math.sin(this.angle) }))
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if (Matter.Query.collides(this, map).length) {
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if (tech.hookNails) {
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// if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
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// b.explosion(this.position, 200 + 150 * Math.random()); //makes bullet do explosive damage at end
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b.targetedNail(this.position, tech.hookNails)
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const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
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for (let i = 0; i < 4; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
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@@ -1709,22 +1651,14 @@ const b = {
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Matter.Body.setVelocity(this, { x: 0, y: 0 });
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Matter.Sleeping.set(this, true)
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this.endCycle = simulation.cycle + 5
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// this.dropCaughtPowerUp()
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this.do = () => {
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if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
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// if (this.caughtPowerUp) {
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// Matter.Body.setPosition(this.caughtPowerUp, Vector.add(this.vertices[2], this.velocity))
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// Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
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// }
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this.grabPowerUp()
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//between player nose and the grapple
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const sub = Vector.sub(this.vertices[0], { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) })
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let dist = Vector.magnitude(sub)
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if (input.field) {
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// m.fireCDcycle = m.cycle + 30; // cool down if out of energy
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// m.fireCDcycle = m.cycle + 5 + 40 * b.fireCDscale + 60 * (m.energy < 0.05)
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// if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
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this.endCycle = simulation.cycle + 10
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if (input.down) { //down
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this.isSlowPull = true
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@@ -1738,52 +1672,18 @@ const b = {
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// pulling friction that allowed a slight swinging, but has high linear pull at short dist
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const drag = 1 - 30 / Math.min(Math.max(100, dist), 700) - 0.1 * (player.speed > 66)
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// console.log(player.speed)
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Matter.Body.setVelocity(player, { x: player.velocity.x * drag, y: player.velocity.y * drag });
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const pullScale = 0.0004
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const pull = Vector.mult(Vector.normalise(sub), pullScale * Math.min(Math.max(15, dist), this.isSlowPull ? 70 : 200))
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const pull = Vector.mult(Vector.normalise(sub), 0.0004 * Math.min(Math.max(15, dist), this.isSlowPull ? 70 : 200))
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//original pulling force with high friction and very linear pull
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// Matter.Body.setVelocity(player, { x: player.velocity.x * 0.85, y: player.velocity.y * 0.85 });
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// const pull = Vector.mult(Vector.normalise(sub), 0.0008 * Math.min(Math.max(15, dist), this.isSlowPull ? 100 : 200))
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player.force.x += pull.x
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player.force.y += pull.y
|
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if (dist > 500) {
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m.energy -= this.drain
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// if (m.energy < 0) this.endCycle = 0;
|
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}
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// if (tech.isImmuneGrapple && m.immuneCycle < m.cycle + 10) {
|
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// m.immuneCycle = m.cycle + 10;
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// if (m.energy > 0.001) {
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// m.energy -= 0.001
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// } else { //out of energy
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// Matter.Sleeping.set(this, false)
|
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// this.collisionFilter.category = 0
|
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// this.collisionFilter.mask = 0
|
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// this.do = this.returnToPlayer
|
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// this.endCycle = simulation.cycle + 60
|
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// // m.fireCDcycle = m.cycle + 120; //fire cooldown
|
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// if (m.fieldCDcycle < m.cycle + 120) m.fieldCDcycle = m.cycle + 120
|
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|
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// //recoil on catching
|
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// const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
|
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// player.force.x += momentum.x
|
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// player.force.y += momentum.y
|
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// }
|
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// }
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if (dist > 500) m.energy -= this.drain
|
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} else {
|
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Matter.Sleeping.set(this, false)
|
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this.retract()
|
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// Matter.Sleeping.set(this, false)
|
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// this.collisionFilter.category = 0
|
||||
// this.collisionFilter.mask = 0
|
||||
// this.do = this.returnToPlayer
|
||||
// this.endCycle = simulation.cycle + 60
|
||||
// //recoil on catching
|
||||
// const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
|
||||
// player.force.x += momentum.x
|
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// player.force.y += momentum.y
|
||||
}
|
||||
this.draw();
|
||||
}
|
||||
@@ -1976,6 +1876,7 @@ const b = {
|
||||
// refund ammo
|
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if (isReturnAmmo) {
|
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b.guns[9].ammo++;
|
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if (level.is2xAmmo) b.guns[9].ammo++;
|
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simulation.updateGunHUD();
|
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
// if (b.guns[i].name === "harpoon") {
|
||||
@@ -3101,13 +3002,13 @@ const b = {
|
||||
cd: simulation.cycle + 10,
|
||||
dmg: 0,
|
||||
setDamage() { //dmg is set to zero after doing damage once, and set back to normal after jumping
|
||||
this.dmg = radius * (tech.isMutualism ? 2.9 : 1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
|
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this.dmg = radius * (tech.isMutualism ? 3.3 : 1.1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
|
||||
},
|
||||
beforeDmg(who) {
|
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), 10 + 10 * Math.random())); //push away from target
|
||||
this.cd = simulation.cycle + this.delay;
|
||||
if (!who.isInvulnerable) {
|
||||
this.endCycle -= 130
|
||||
if (!who.isInvulnerable && this.dmg !== 0) {
|
||||
this.endCycle -= 110
|
||||
if (tech.isSporeFreeze) mobs.statusSlow(who, 90)
|
||||
if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
|
||||
setTimeout(() => {
|
||||
@@ -3164,10 +3065,7 @@ const b = {
|
||||
if (tech.isSporeFollow && !this.lockedOn && Matter.Query.ray(map, this.position, m.pos).length === 0) {
|
||||
this.lockedOn = { //make target player if there are no mobs to target
|
||||
position: m.pos,
|
||||
velocity: {
|
||||
x: 0,
|
||||
y: 0
|
||||
}
|
||||
velocity: { x: 0, y: 0 }
|
||||
}
|
||||
}
|
||||
if (this.lockedOn) { //hop towards mob target
|
||||
@@ -3189,10 +3087,7 @@ const b = {
|
||||
}
|
||||
this.force.y = -(0.03 + 0.08 * Math.random()) * this.mass
|
||||
}
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: 0,
|
||||
y: 0
|
||||
});
|
||||
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
||||
this.setDamage() //after jumping damage is no longer zero
|
||||
}
|
||||
}
|
||||
@@ -3262,26 +3157,26 @@ const b = {
|
||||
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
|
||||
this.lockedOn = null
|
||||
} else {
|
||||
if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle && !tech.isForeverDrones) {
|
||||
const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
||||
b.explosion(this.position, max * 0.14 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
if (tech.isForeverDrones) {
|
||||
this.endCycle = 0
|
||||
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
} else {
|
||||
this.endCycle -= max
|
||||
}
|
||||
} else {
|
||||
//move away from target after hitting
|
||||
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
|
||||
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
|
||||
this.lockedOn = null
|
||||
if (this.endCycle > simulation.cycle + this.deathCycles) {
|
||||
this.endCycle -= 60
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
|
||||
}
|
||||
// if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle && !tech.isForeverDrones) {
|
||||
// const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
||||
// b.explosion(this.position, max * 0.14 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
// if (tech.isForeverDrones) {
|
||||
// this.endCycle = 0
|
||||
// b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
// bullet[bullet.length - 1].endCycle = Infinity
|
||||
// } else {
|
||||
// this.endCycle -= max
|
||||
// }
|
||||
// } else {
|
||||
//move away from target after hitting
|
||||
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
|
||||
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
|
||||
this.lockedOn = null
|
||||
if (this.endCycle > simulation.cycle + this.deathCycles) {
|
||||
this.endCycle -= 60
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
|
||||
}
|
||||
// }
|
||||
}
|
||||
},
|
||||
onEnd() {
|
||||
@@ -3344,8 +3239,15 @@ const b = {
|
||||
const scale = 0.995;
|
||||
Matter.Body.scale(this, scale, scale);
|
||||
},
|
||||
hasExploded: false,
|
||||
do() {
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) {
|
||||
if (tech.isIncendiary && !this.hasExploded) {
|
||||
this.hasExploded = true
|
||||
// const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
||||
// this.endCycle -= max
|
||||
b.explosion(this.position, 200 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
}
|
||||
this.restitution = 0.2;
|
||||
if (tech.isDroneRespawn) {
|
||||
this.do = this.doRespawning
|
||||
@@ -3749,8 +3651,7 @@ const b = {
|
||||
bullet[me] = Bodies.polygon(where.x, where.y, 12, radius, b.fireAttributes(dir, false));
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
Matter.Body.setVelocity(bullet[me], velocity);
|
||||
bullet[me].calcDensity = function () { return 0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport }
|
||||
Matter.Body.setDensity(bullet[me], bullet[me].calcDensity());
|
||||
Matter.Body.setDensity(bullet[me], 0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport);
|
||||
bullet[me].endCycle = simulation.cycle + Math.floor(270 + 90 * Math.random());
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].restitution = 1;
|
||||
@@ -3812,7 +3713,7 @@ const b = {
|
||||
this.endCycle = 0
|
||||
} else if (tech.isSuperBounce) {
|
||||
const cycle = () => {
|
||||
Matter.Body.setDensity(bullet[me], bullet[me].calcDensity() * 1.33);//33% more density and damage
|
||||
Matter.Body.setDensity(this, (0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport) * 1.33);//33% more density and damage
|
||||
this.endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random()); //reset to full duration of time
|
||||
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), 60)); //reset to high velocity
|
||||
let count = 5
|
||||
@@ -4614,31 +4515,31 @@ const b = {
|
||||
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.nailBotCount; i++) b.nailBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.foamBotCount; i++) b.foamBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.soundBotCount; i++) b.soundBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.boomBotCount; i++) b.boomBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.plasmaBotCount; i++) b.plasmaBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
@@ -5067,8 +4968,8 @@ const b = {
|
||||
lookFrequency: 17 + Math.floor(7 * Math.random()) - 3 * tech.isSoundBotUpgrade,
|
||||
cd: 0,
|
||||
fireCount: 0,
|
||||
fireLimit: 5 + 3 * tech.isSoundBotUpgrade,
|
||||
delay: Math.floor((140 + (tech.isSoundBotUpgrade ? 0 : 50))),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
|
||||
fireLimit: 5,
|
||||
delay: Math.floor(140),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
|
||||
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
|
||||
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
|
||||
endCycle: Infinity,
|
||||
@@ -5092,11 +4993,11 @@ const b = {
|
||||
arc: halfArc * 2,
|
||||
radius: 25,
|
||||
resonanceCount: 0,
|
||||
dmg: (tech.isUpgraded ? 3.5 : 1.5) * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.5 : 1),
|
||||
dmg: (tech.isUpgraded ? 9 : 1.5) * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.5 : 1),
|
||||
})
|
||||
},
|
||||
fire() {
|
||||
if (!(simulation.cycle % (6 - 2 * tech.isSoundBotUpgrade))) {
|
||||
if (!(simulation.cycle % 6)) {
|
||||
this.fireCount++
|
||||
if (this.fireCount > this.fireLimit) {
|
||||
this.fireCount = 0
|
||||
|
||||
Reference in New Issue
Block a user