wave beam gun rework

This commit is contained in:
landgreen
2019-09-08 19:05:13 -07:00
parent 946484f9a1
commit 55cf01e2a8
2 changed files with 114 additions and 128 deletions

View File

@@ -818,7 +818,7 @@ const b = {
{
name: "drones",
ammo: 0,
ammoPack: 23,
ammoPack: 22,
have: false,
fire() {
const MAX_SPEED = 6
@@ -897,151 +897,137 @@ const b = {
// };
}
},
// {
// name: "flock", // shards
// ammo: 0,
// ammoPack: 1027,
// have: false,
// fire() {
// const me = bullet.length;
// const dir = mech.angle + 0.7 * (Math.random() - 0.5);
// const RADIUS = 6 + 2.5 * (Math.random() - 0.5)
// // bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31, 2, b.fireAttributes(dir));
// // bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
// bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31, 2, {
// angle: dir,
// friction: 0,
// frictionAir: 0.02,
// restitution: 0.2,
// dmg: 0.15, //damage done in addition to the damage from momentum
// lookFrequency: 67 + Math.floor(23 * Math.random()),
// endCycle: game.cycle + 540 + 120 * Math.random(),
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x000111
// },
// minDmgSpeed: 0,
// onDmg() {
// this.endCycle = 0 //triggers despawn
// // this.explodeRad = this.speed * 10
// },
// // explodeRad: 10,
// // onEnd: b.explode,
// onEnd() {},
// do() {
// // drain ammo
// // if (!(game.cycle % this.lookFrequency)) {
// // if (b.guns[b.activeGun].ammo > 0) {
// // b.guns[b.activeGun].ammo--;
// // game.updateGunHUD();
// // }
// // }
// this.force.y += this.mass * 0.0002; //gravity
// //accelerate towards mouse
// const THRUST = 0.0015
// const UNIT_VECTOR = Matter.Vector.normalise(Matter.Vector.sub(this.position, game.mouseInGame))
// this.force = Matter.Vector.mult(UNIT_VECTOR, -this.mass * THRUST)
// // speed cap
// if (this.speed > 16) {
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.97,
// y: this.velocity.y * 0.97
// });
// }
// }
// })
// // bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
// // b.fireAttributes(dir));
// b.fireProps(4, 4, dir, me); //cd , speed
// b.drawOneBullet(bullet[me].vertices);
// // Matter.Body.setDensity(bullet[me], 0.000001);
// // bullet[me].onDmg = function () {
// // this.endCycle = 0; //bullet ends cycle after doing damage
// // };
// }
// },
{
name: "wave beam",
ammo: 0,
ammoPack: 120,
ammoPack: 70,
have: false,
fire() {
mech.fireCDcycle = game.cycle + 7; // cool down
const endCycle = game.cycle + 94
const bulletRadius = 5;
const speed = 35;
const spread = Math.PI / 2 * 0.65 // smaller = faster speed, larger = faster rotation?
const dir = mech.angle
const pos = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}
const props = {
angle: dir,
endCycle: endCycle,
const me = bullet.length;
const DIR = mech.angle
const DIR_90 = mech.angle + Math.PI / 2
const MAG_90 = -26
bullet[me] = Bodies.circle(mech.pos.x + MAG_90 * Math.cos(DIR_90), mech.pos.y + MAG_90 * Math.sin(DIR_90), 5, {
angle: DIR,
cycle: -0.45, //adjust this number until the bullets line up with the cross hairs
endCycle: game.cycle + 300,
inertia: Infinity,
restitution: 1,
friction: 1,
frictionAir: -0.003,
frictionAir: 0,
minDmgSpeed: 0,
isConstrained: true,
dmg: 0, //damage done in addition to the damage from momentum
dmg: 0.09, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0x000100,
mask: 0x000010
},
onDmg() {
if (this.isConstrained) {
this.isConstrained = false
b.removeConsBB(this)
// this.endCycle = 0 //triggers despawn
}
},
onEnd() {
if (this.isConstrained) {
this.isConstrained = false
b.removeConsBB(this)
}
},
do() {}
}
// this.endCycle = 0; //bullet ends cycle after doing damage
//first bullet
const me = bullet.length;
bullet[me] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir + spread),
y: speed * Math.sin(dir + spread)
//recalculate the direction of wiggle
this.direction = Matter.Vector.perp(this.velocity)
},
onEnd() {},
do() {
//wiggle wiggle wiggle
this.cycle++
const THRUST = 0.003 * Math.cos(this.cycle * 0.3)
this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST)
}
});
World.add(engine.world, bullet[me]); //add bullet to world
// Matter.Body.setDensity(bullet[me], 0.0005); //0.001 is normal
//second bullet
const me2 = bullet.length;
bullet[me2] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
Matter.Body.setVelocity(bullet[me2], {
x: speed * Math.cos(dir - spread),
y: speed * Math.sin(dir - spread)
mech.fireCDcycle = game.cycle + 4; // cool down
const SPEED = 5;
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(DIR),
y: SPEED * Math.sin(DIR)
});
World.add(engine.world, bullet[me2]); //add bullet to world
// Matter.Body.setDensity(bullet[me2], 0.0005); //0.001 is normal
bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
// if (mech.angle + Math.PI / 2 > 0) {
// bullet[me].direction = Matter.Vector.perp(bullet[me].velocity, true)
// } else {
// bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
// }
//constraint
const meCons = consBB.length
consBB[meCons] = Constraint.create({
bodyA: bullet[me],
bodyB: bullet[me2],
stiffness: 0.008
});
World.add(engine.world, consBB[meCons]);
World.add(engine.world, bullet[me]); //add bullet to world
}
}
},
// {
// name: "wave beam",
// ammo: 0,
// ammoPack: 120,
// have: false,
// fire() {
// mech.fireCDcycle = game.cycle + 7; // cool down
// const endCycle = game.cycle + 94
// const bulletRadius = 5;
// const speed = 35;
// const spread = Math.PI / 2 * 0.65 // smaller = faster speed, larger = faster rotation?
// const dir = mech.angle
// const pos = {
// x: mech.pos.x + 20 * Math.cos(mech.angle),
// y: mech.pos.y + 20 * Math.sin(mech.angle)
// }
// const props = {
// angle: dir,
// endCycle: endCycle,
// inertia: Infinity,
// restitution: 1,
// friction: 1,
// frictionAir: -0.003,
// minDmgSpeed: 0,
// isConstrained: true,
// dmg: 0, //damage done in addition to the damage from momentum
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x000010
// },
// onDmg() {
// if (this.isConstrained) {
// this.isConstrained = false
// b.removeConsBB(this)
// // this.endCycle = 0 //triggers despawn
// }
// },
// onEnd() {
// if (this.isConstrained) {
// this.isConstrained = false
// b.removeConsBB(this)
// }
// },
// do() {}
// }
// //first bullet
// const me = bullet.length;
// bullet[me] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
// Matter.Body.setVelocity(bullet[me], {
// x: speed * Math.cos(dir + spread),
// y: speed * Math.sin(dir + spread)
// });
// World.add(engine.world, bullet[me]); //add bullet to world
// // Matter.Body.setDensity(bullet[me], 0.0005); //0.001 is normal
// //second bullet
// const me2 = bullet.length;
// bullet[me2] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
// Matter.Body.setVelocity(bullet[me2], {
// x: speed * Math.cos(dir - spread),
// y: speed * Math.sin(dir - spread)
// });
// World.add(engine.world, bullet[me2]); //add bullet to world
// // Matter.Body.setDensity(bullet[me2], 0.0005); //0.001 is normal
// //constraint
// const meCons = consBB.length
// consBB[meCons] = Constraint.create({
// bodyA: bullet[me],
// bodyB: bullet[me2],
// stiffness: 0.008
// });
// World.add(engine.world, consBB[meCons]);
// }
// }
],
fire() {
if (game.mouseDown && mech.fireCDcycle < game.cycle && !(keys[32] || game.mouseDownRight) && !mech.isHolding && b.inventory.length) {

View File

@@ -13,7 +13,7 @@ const level = {
// game.zoomScale = 1400 //1400
if (game.levelsCleared === 0) {
this.intro(); //starting level
// b.giveGuns(10) // set a starting gun for testing
b.giveGuns(12) // set a starting gun for testing
// game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
// this.bosses();
// this.testingMap();