diff --git a/js/bullets.js b/js/bullets.js
index f463dc8..2930f15 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -104,24 +104,22 @@ const b = {
count: 0,
effect() {
b.isModFarAwayDmg = true; //used in mob.damage()
-
- game.drawList.push({ //draw range
- //add dmg to draw queue
- x: player.position.x,
- y: player.position.y,
- radius: 3000,
- color: "rgba(255,0,0,0.05)",
- time: 120
- });
- game.drawList.push({ //draw range
- //add dmg to draw queue
- x: player.position.x,
- y: player.position.y,
- radius: 500,
- color: "rgba(0,0,0,0.2)",
- time: 120
- });
-
+ // game.drawList.push({ //draw range
+ // //add dmg to draw queue
+ // x: player.position.x,
+ // y: player.position.y,
+ // radius: 3000,
+ // color: "rgba(255,0,0,0.05)",
+ // time: 120
+ // });
+ // game.drawList.push({ //draw range
+ // //add dmg to draw queue
+ // x: player.position.x,
+ // y: player.position.y,
+ // radius: 500,
+ // color: "rgba(0,0,0,0.2)",
+ // time: 120
+ // });
}
},
{
@@ -1734,7 +1732,7 @@ const b = {
name: "mine", //10
description: "drop a proximity mine that sticks to walls
fires nails at enemies within range",
ammo: 0,
- ammoPack: 6,
+ ammoPack: 4,
have: false,
isStarterGun: false,
fire() {
@@ -1783,20 +1781,20 @@ const b = {
});
}
World.add(engine.world, bullet[me]); //add bullet to world
- bullet[me].endCycle = game.cycle + 1800 + 360 * Math.random();
- bullet[me].seeFrom = null;
+ bullet[me].endCycle = game.cycle + 2000 + 360 * Math.random();
bullet[me].restitution = 0;
bullet[me].lookFrequency = 41 + Math.floor(23 * Math.random())
bullet[me].range = 700
+
bullet[me].arm = function () {
this.do = function () { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(game.cycle % this.lookFrequency)) { //find mob targets
for (let i = 0, len = mob.length; i < len; ++i) {
- if (Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position)) < 500000 &&
+ if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 &&
mob[i].dropPowerUp &&
- Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
- Matter.Query.ray(body, this.seeFrom, mob[i].position).length === 0) {
+ Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
+ Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
this.endCycle = 0 //end life if mob is near and visible
}
}
@@ -1809,22 +1807,39 @@ const b = {
if (collide.length > 0) {
for (let i = 0; i < collide.length; i++) {
if (collide[i].bodyA.collisionFilter.category === cat.map || collide[i].bodyB.collisionFilter.category === cat.map) {
- this.seeFrom = Vector.add(this.position, Vector.mult(collide[i].normal, -20)) //find the location 20 pixels perpendicular to the map
- // console.log()
+ // console.log(collide)
const angle = Matter.Vector.angle(collide[i].normal, {
x: 1,
y: 0
})
- if (angle > -0.1) Matter.Body.setStatic(this, true)
- this.arm();
+ if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
+ Matter.Body.setAngle(this, Math.atan2(collide[i].tangent.y, collide[i].tangent.x))
+ //move until touching map again after rotation
+ for (let j = 0; j < 10; j++) {
+ if (Matter.Query.collides(this, map).length > 0) {
+ Matter.Body.setStatic(this, true) //don't set to static if not touching map
+ this.arm();
+
+ //sometimes the mine can't attach to map and it just needs to explode
+ const who = this
+ setTimeout(function () {
+ if (Matter.Query.collides(who, map).length === 0) who.endCycle = 0 // if not touching map explode
+ }, 100, who);
+ break
+ }
+ //move until you are touching the wall
+ Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(collide[i].normal, 2)))
+ }
+ } else if (this.speed < 1) {
+ this.arm();
+ }
}
}
- } else { //check if collides with a body
+ } else if (this.speed < 1) { //check if collides with a body
collide = Matter.Query.collides(this, body)
if (collide.length > 0) {
for (let i = 0; i < collide.length; i++) {
if (collide[i].bodyA.collisionFilter.category === cat.body || collide[i].bodyB.collisionFilter.category === cat.body) {
- this.seeFrom = this.position
this.arm();
}
}
@@ -1832,20 +1847,19 @@ const b = {
}
}
bullet[me].onEnd = function () {
- if (!this.seeFrom) this.seeFrom = this.position
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].dropPowerUp) {
- const dist = Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position));
+ const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 1440000 && //1200*1200
- Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
- Matter.Query.ray(body, this.seeFrom, mob[i].position).length === 0) {
+ Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
+ Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))) //predict where the mob will be in a few cycles
}
}
}
- for (let i = 0; i < 14; i++) {
- const speed = 55 + 10 * Math.random()
+ for (let i = 0; i < 16; i++) {
+ const speed = 53 + 10 * Math.random()
if (targets.length > 0) { // aim near a random target in array
const index = Math.floor(Math.random() * targets.length)
const SPREAD = 150 / targets.length
@@ -1853,10 +1867,10 @@ const b = {
x: targets[index].x + SPREAD * (Math.random() - 0.5),
y: targets[index].y + SPREAD * (Math.random() - 0.5)
}
- b.nail(this.seeFrom, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.seeFrom)), speed), 0.5)
+ b.nail(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed), 0.8)
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
- b.nail(this.seeFrom, {
+ b.nail(this.position, {
x: speed * Math.cos(ANGLE),
y: speed * Math.sin(ANGLE)
})
diff --git a/js/level.js b/js/level.js
index 4f3df45..802de2b 100644
--- a/js/level.js
+++ b/js/level.js
@@ -14,7 +14,7 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns
- // b.giveGuns(10)
+ b.giveGuns(10)
// mech.setField(3)
// b.giveMod(3);
@@ -49,10 +49,10 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
- game.dmgScale += 0.11; //damage done by mobs increases each level
- b.dmgScale *= 0.94; //damage done by player decreases each level
- game.accelScale *= 1.03 //mob acceleration increases each level
- game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
+ game.dmgScale += 0.13; //damage done by mobs increases each level
+ b.dmgScale *= 0.93; //damage done by player decreases each level
+ game.accelScale *= 1.02 //mob acceleration increases each level
+ game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level
}
game.healScale = 1 / (1 + game.difficulty * 0.065) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
@@ -60,11 +60,11 @@ const level = {
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
- game.dmgScale -= 0.11; //damage done by mobs increases each level
+ game.dmgScale -= 0.13; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
- b.dmgScale /= 0.94; //damage done by player decreases each level
- game.accelScale /= 1.03 //mob acceleration increases each level
- game.lookFreqScale /= 0.97 //mob cycles between looks decreases each level
+ b.dmgScale /= 0.93; //damage done by player decreases each level
+ game.accelScale /= 1.02 //mob acceleration increases each level
+ game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
game.CDScale /= 0.97 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 1;
diff --git a/js/spawn.js b/js/spawn.js
index 2e5b698..65d5ede 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -304,7 +304,7 @@ const spawn = {
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
- me.accelMag = 0.04 * game.accelScale;
+ me.accelMag = 0.04;
me.g = 0.0015; //required if using 'gravity'
me.frictionAir = 0.018;
me.restitution = 0;