wave beam gun rework
This commit is contained in:
240
js/bullets.js
240
js/bullets.js
@@ -818,7 +818,7 @@ const b = {
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{
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name: "drones",
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ammo: 0,
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ammoPack: 23,
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ammoPack: 22,
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have: false,
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fire() {
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const MAX_SPEED = 6
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@@ -897,151 +897,137 @@ const b = {
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// };
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}
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},
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// {
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// name: "flock", // shards
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// ammo: 0,
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// ammoPack: 1027,
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// have: false,
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// fire() {
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// const me = bullet.length;
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// const dir = mech.angle + 0.7 * (Math.random() - 0.5);
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// const RADIUS = 6 + 2.5 * (Math.random() - 0.5)
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// // 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));
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// // bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
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// bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31, 2, {
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// angle: dir,
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// friction: 0,
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// frictionAir: 0.02,
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// restitution: 0.2,
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// dmg: 0.15, //damage done in addition to the damage from momentum
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// lookFrequency: 67 + Math.floor(23 * Math.random()),
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// endCycle: game.cycle + 540 + 120 * Math.random(),
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// classType: "bullet",
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// collisionFilter: {
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// category: 0x000100,
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// mask: 0x000111
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// },
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// minDmgSpeed: 0,
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// onDmg() {
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// this.endCycle = 0 //triggers despawn
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// // this.explodeRad = this.speed * 10
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// },
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// // explodeRad: 10,
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// // onEnd: b.explode,
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// onEnd() {},
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// do() {
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// // drain ammo
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// // if (!(game.cycle % this.lookFrequency)) {
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// // if (b.guns[b.activeGun].ammo > 0) {
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// // b.guns[b.activeGun].ammo--;
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// // game.updateGunHUD();
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// // }
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// // }
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// this.force.y += this.mass * 0.0002; //gravity
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// //accelerate towards mouse
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// const THRUST = 0.0015
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// const UNIT_VECTOR = Matter.Vector.normalise(Matter.Vector.sub(this.position, game.mouseInGame))
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// this.force = Matter.Vector.mult(UNIT_VECTOR, -this.mass * THRUST)
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// // speed cap
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// if (this.speed > 16) {
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// Matter.Body.setVelocity(this, {
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// x: this.velocity.x * 0.97,
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// y: this.velocity.y * 0.97
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// });
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// }
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// }
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// })
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// // bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
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// // b.fireAttributes(dir));
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// b.fireProps(4, 4, dir, me); //cd , speed
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// b.drawOneBullet(bullet[me].vertices);
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// // Matter.Body.setDensity(bullet[me], 0.000001);
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// // bullet[me].onDmg = function () {
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// // this.endCycle = 0; //bullet ends cycle after doing damage
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// // };
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// }
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// },
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{
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name: "wave beam",
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ammo: 0,
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ammoPack: 120,
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ammoPack: 70,
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have: false,
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fire() {
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mech.fireCDcycle = game.cycle + 7; // cool down
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const endCycle = game.cycle + 94
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const bulletRadius = 5;
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const speed = 35;
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const spread = Math.PI / 2 * 0.65 // smaller = faster speed, larger = faster rotation?
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const dir = mech.angle
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const pos = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}
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const props = {
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angle: dir,
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endCycle: endCycle,
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const me = bullet.length;
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const DIR = mech.angle
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const DIR_90 = mech.angle + Math.PI / 2
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const MAG_90 = -26
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bullet[me] = Bodies.circle(mech.pos.x + MAG_90 * Math.cos(DIR_90), mech.pos.y + MAG_90 * Math.sin(DIR_90), 5, {
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angle: DIR,
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cycle: -0.45, //adjust this number until the bullets line up with the cross hairs
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endCycle: game.cycle + 300,
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inertia: Infinity,
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restitution: 1,
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friction: 1,
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frictionAir: -0.003,
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frictionAir: 0,
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minDmgSpeed: 0,
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isConstrained: true,
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dmg: 0, //damage done in addition to the damage from momentum
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dmg: 0.09, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x000010
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},
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onDmg() {
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if (this.isConstrained) {
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this.isConstrained = false
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b.removeConsBB(this)
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// this.endCycle = 0 //triggers despawn
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}
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},
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onEnd() {
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if (this.isConstrained) {
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this.isConstrained = false
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b.removeConsBB(this)
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}
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},
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do() {}
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}
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// this.endCycle = 0; //bullet ends cycle after doing damage
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//first bullet
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const me = bullet.length;
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bullet[me] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
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Matter.Body.setVelocity(bullet[me], {
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x: speed * Math.cos(dir + spread),
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y: speed * Math.sin(dir + spread)
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//recalculate the direction of wiggle
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this.direction = Matter.Vector.perp(this.velocity)
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},
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onEnd() {},
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do() {
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//wiggle wiggle wiggle
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this.cycle++
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const THRUST = 0.003 * Math.cos(this.cycle * 0.3)
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this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST)
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}
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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// Matter.Body.setDensity(bullet[me], 0.0005); //0.001 is normal
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//second bullet
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const me2 = bullet.length;
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bullet[me2] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
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Matter.Body.setVelocity(bullet[me2], {
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x: speed * Math.cos(dir - spread),
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y: speed * Math.sin(dir - spread)
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mech.fireCDcycle = game.cycle + 4; // cool down
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const SPEED = 5;
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(DIR),
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y: SPEED * Math.sin(DIR)
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});
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World.add(engine.world, bullet[me2]); //add bullet to world
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// Matter.Body.setDensity(bullet[me2], 0.0005); //0.001 is normal
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bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
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// if (mech.angle + Math.PI / 2 > 0) {
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// bullet[me].direction = Matter.Vector.perp(bullet[me].velocity, true)
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// } else {
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// bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
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// }
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//constraint
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const meCons = consBB.length
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consBB[meCons] = Constraint.create({
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bodyA: bullet[me],
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bodyB: bullet[me2],
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stiffness: 0.008
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});
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World.add(engine.world, consBB[meCons]);
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World.add(engine.world, bullet[me]); //add bullet to world
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}
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}
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},
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// {
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// name: "wave beam",
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// ammo: 0,
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// ammoPack: 120,
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// have: false,
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// fire() {
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// mech.fireCDcycle = game.cycle + 7; // cool down
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// const endCycle = game.cycle + 94
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// const bulletRadius = 5;
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// const speed = 35;
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// const spread = Math.PI / 2 * 0.65 // smaller = faster speed, larger = faster rotation?
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// const dir = mech.angle
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// const pos = {
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// x: mech.pos.x + 20 * Math.cos(mech.angle),
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// y: mech.pos.y + 20 * Math.sin(mech.angle)
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// }
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// const props = {
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// angle: dir,
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// endCycle: endCycle,
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// inertia: Infinity,
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// restitution: 1,
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// friction: 1,
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// frictionAir: -0.003,
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// minDmgSpeed: 0,
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// isConstrained: true,
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// dmg: 0, //damage done in addition to the damage from momentum
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// classType: "bullet",
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// collisionFilter: {
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// category: 0x000100,
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// mask: 0x000010
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// },
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// onDmg() {
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// if (this.isConstrained) {
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// this.isConstrained = false
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// b.removeConsBB(this)
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// // this.endCycle = 0 //triggers despawn
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// }
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// },
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// onEnd() {
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// if (this.isConstrained) {
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// this.isConstrained = false
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// b.removeConsBB(this)
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// }
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// },
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// do() {}
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// }
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// //first bullet
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// const me = bullet.length;
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// bullet[me] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
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// Matter.Body.setVelocity(bullet[me], {
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// x: speed * Math.cos(dir + spread),
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// y: speed * Math.sin(dir + spread)
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// });
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// World.add(engine.world, bullet[me]); //add bullet to world
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// // Matter.Body.setDensity(bullet[me], 0.0005); //0.001 is normal
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// //second bullet
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// const me2 = bullet.length;
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// bullet[me2] = Bodies.circle(pos.x, pos.y, bulletRadius, props);
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// Matter.Body.setVelocity(bullet[me2], {
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// x: speed * Math.cos(dir - spread),
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// y: speed * Math.sin(dir - spread)
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// });
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// World.add(engine.world, bullet[me2]); //add bullet to world
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// // Matter.Body.setDensity(bullet[me2], 0.0005); //0.001 is normal
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// //constraint
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// const meCons = consBB.length
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// consBB[meCons] = Constraint.create({
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// bodyA: bullet[me],
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// bodyB: bullet[me2],
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// stiffness: 0.008
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// });
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// World.add(engine.world, consBB[meCons]);
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// }
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// }
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],
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fire() {
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if (game.mouseDown && mech.fireCDcycle < game.cycle && !(keys[32] || game.mouseDownRight) && !mech.isHolding && b.inventory.length) {
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