diff --git a/js/bullets.js b/js/bullets.js
index 01e3cbf..438d2df 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -1666,74 +1666,75 @@ const b = {
b.fireProps(mech.crouch ? 14 : 10, mech.crouch ? 40 : 1, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
}
- }, {
- name: "laser-bot", //14
- description: "deploy bots that fire lasers at nearby enemies
bots last for one level",
- ammo: 0,
- ammoPack: 1,
- have: false,
- isStarterGun: false,
- fire() {
- const THRUST = 0.004
- const dir = mech.angle;
- const me = bullet.length;
- const RADIUS = (15 + 8 * Math.random()) * b.modBulletSize
- const LENGTH = 0.6 + 0.8 * Math.random()
-
- bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS * LENGTH, RADIUS / LENGTH, {
- angle: dir,
- // inertia: Infinity,
- // friction: 0,
- density: 0.001, //normal is 0.001
- frictionAir: 0.06,
- restitution: 0.8,
- dmg: b.modExtraDmg, // 0.14 //damage done in addition to the damage from momentum
- minDmgSpeed: 2,
- lookFrequency: 7 + Math.floor(17 * Math.random()),
- endCycle: Infinity,
- classType: "bullet",
- collisionFilter: {
- category: 0x000100,
- mask: 0x010111 //self, mob,map,body collide
- },
- range: 300,
- lockedOn: null,
- onDmg() {
- this.lockedOn = null
- // this.endCycle -= 120; //lose 2 seconds after damage is done
- },
- onEnd() {},
- do() {
- if (!(game.cycle % this.lookFrequency)) {
- this.lockedOn = null;
- let closeDist = Infinity;
- for (let i = 0, len = mob.length; i < len; ++i) {
- const TARGET_VECTOR = Matter.Vector.sub(mech.pos, mob[i].position)
- const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
- // DIST - mob[i].radius < this.range &&
- if (DIST < closeDist && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
- closeDist = DIST;
- this.lockedOn = mob[i]
- }
- }
- }
-
- const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
- if (this.lockedOn) { //accelerate towards mobs
- this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
- this.frictionAir = 0.06
- } else if (distanceToPlayer > 100) {
- this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.3)
- this.frictionAir = 0.02
- } else { //must be close to player //add some random motion
- this.frictionAir = 0
- }
- }
- })
- b.fireProps(mech.crouch ? 5 : 10, 15, dir, me); //cd , speed
- b.drawOneBullet(bullet[me].vertices);
- }
},
+ // {
+ // name: "laser-bot", //14
+ // description: "deploy bots that fire lasers at nearby enemies
bots last for one level",
+ // ammo: 0,
+ // ammoPack: 1,
+ // have: false,
+ // isStarterGun: false,
+ // fire() {
+ // const THRUST = 0.004
+ // const dir = mech.angle;
+ // const me = bullet.length;
+ // const RADIUS = (15 + 8 * Math.random()) * b.modBulletSize
+ // const LENGTH = 0.6 + 0.8 * Math.random()
+
+ // bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS * LENGTH, RADIUS / LENGTH, {
+ // angle: dir,
+ // // inertia: Infinity,
+ // // friction: 0,
+ // density: 0.001, //normal is 0.001
+ // frictionAir: 0.06,
+ // restitution: 0.8,
+ // dmg: b.modExtraDmg, // 0.14 //damage done in addition to the damage from momentum
+ // minDmgSpeed: 2,
+ // lookFrequency: 7 + Math.floor(17 * Math.random()),
+ // endCycle: Infinity,
+ // classType: "bullet",
+ // collisionFilter: {
+ // category: 0x000100,
+ // mask: 0x010111 //self, mob,map,body collide
+ // },
+ // range: 300,
+ // lockedOn: null,
+ // onDmg() {
+ // this.lockedOn = null
+ // // this.endCycle -= 120; //lose 2 seconds after damage is done
+ // },
+ // onEnd() {},
+ // do() {
+ // if (!(game.cycle % this.lookFrequency)) {
+ // this.lockedOn = null;
+ // let closeDist = Infinity;
+ // for (let i = 0, len = mob.length; i < len; ++i) {
+ // const TARGET_VECTOR = Matter.Vector.sub(mech.pos, mob[i].position)
+ // const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
+ // // DIST - mob[i].radius < this.range &&
+ // if (DIST < closeDist && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
+ // closeDist = DIST;
+ // this.lockedOn = mob[i]
+ // }
+ // }
+ // }
+
+ // const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
+ // if (this.lockedOn) { //accelerate towards mobs
+ // this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
+ // this.frictionAir = 0.06
+ // } else if (distanceToPlayer > 100) {
+ // this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.3)
+ // this.frictionAir = 0.02
+ // } else { //must be close to player //add some random motion
+ // this.frictionAir = 0
+ // }
+ // }
+ // })
+ // b.fireProps(mech.crouch ? 5 : 10, 15, dir, me); //cd , speed
+ // b.drawOneBullet(bullet[me].vertices);
+ // }
+ // },
// {
// name: "dwarf star", //14
// description: "drop a mine that gravitational pulls in matter",