making mines snap to map when they stick
This commit is contained in:
@@ -104,24 +104,22 @@ const b = {
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count: 0,
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effect() {
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b.isModFarAwayDmg = true; //used in mob.damage()
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game.drawList.push({ //draw range
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//add dmg to draw queue
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x: player.position.x,
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y: player.position.y,
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radius: 3000,
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color: "rgba(255,0,0,0.05)",
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time: 120
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});
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game.drawList.push({ //draw range
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//add dmg to draw queue
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x: player.position.x,
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y: player.position.y,
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radius: 500,
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color: "rgba(0,0,0,0.2)",
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time: 120
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});
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// game.drawList.push({ //draw range
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// //add dmg to draw queue
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// x: player.position.x,
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// y: player.position.y,
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// radius: 3000,
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// color: "rgba(255,0,0,0.05)",
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// time: 120
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// });
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// game.drawList.push({ //draw range
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// //add dmg to draw queue
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// x: player.position.x,
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// y: player.position.y,
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// radius: 500,
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// color: "rgba(0,0,0,0.2)",
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// time: 120
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// });
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}
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},
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{
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@@ -1734,7 +1732,7 @@ const b = {
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name: "mine", //10
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description: "drop a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at enemies within range",
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ammo: 0,
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ammoPack: 6,
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ammoPack: 4,
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have: false,
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isStarterGun: false,
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fire() {
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@@ -1783,20 +1781,20 @@ const b = {
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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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bullet[me].endCycle = game.cycle + 1800 + 360 * Math.random();
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bullet[me].seeFrom = null;
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bullet[me].endCycle = game.cycle + 2000 + 360 * Math.random();
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bullet[me].restitution = 0;
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bullet[me].lookFrequency = 41 + Math.floor(23 * Math.random())
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bullet[me].range = 700
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bullet[me].arm = function () {
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this.do = function () { //overwrite the do method for this bullet
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this.force.y += this.mass * 0.002; //extra gravity
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if (!(game.cycle % this.lookFrequency)) { //find mob targets
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position)) < 500000 &&
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if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 &&
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mob[i].dropPowerUp &&
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Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.seeFrom, mob[i].position).length === 0) {
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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this.endCycle = 0 //end life if mob is near and visible
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}
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}
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@@ -1809,22 +1807,39 @@ const b = {
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if (collide.length > 0) {
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for (let i = 0; i < collide.length; i++) {
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if (collide[i].bodyA.collisionFilter.category === cat.map || collide[i].bodyB.collisionFilter.category === cat.map) {
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this.seeFrom = Vector.add(this.position, Vector.mult(collide[i].normal, -20)) //find the location 20 pixels perpendicular to the map
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// console.log()
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// console.log(collide)
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const angle = Matter.Vector.angle(collide[i].normal, {
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x: 1,
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y: 0
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})
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if (angle > -0.1) Matter.Body.setStatic(this, true)
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this.arm();
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if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
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Matter.Body.setAngle(this, Math.atan2(collide[i].tangent.y, collide[i].tangent.x))
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//move until touching map again after rotation
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for (let j = 0; j < 10; j++) {
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if (Matter.Query.collides(this, map).length > 0) {
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Matter.Body.setStatic(this, true) //don't set to static if not touching map
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this.arm();
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//sometimes the mine can't attach to map and it just needs to explode
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const who = this
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setTimeout(function () {
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if (Matter.Query.collides(who, map).length === 0) who.endCycle = 0 // if not touching map explode
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}, 100, who);
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break
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}
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//move until you are touching the wall
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Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(collide[i].normal, 2)))
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}
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} else if (this.speed < 1) {
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this.arm();
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}
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}
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}
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} else { //check if collides with a body
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} else if (this.speed < 1) { //check if collides with a body
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collide = Matter.Query.collides(this, body)
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if (collide.length > 0) {
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for (let i = 0; i < collide.length; i++) {
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if (collide[i].bodyA.collisionFilter.category === cat.body || collide[i].bodyB.collisionFilter.category === cat.body) {
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this.seeFrom = this.position
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this.arm();
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}
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}
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@@ -1832,20 +1847,19 @@ const b = {
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}
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}
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bullet[me].onEnd = function () {
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if (!this.seeFrom) this.seeFrom = this.position
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const targets = [] //target nearby mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].dropPowerUp) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position));
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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if (dist < 1440000 && //1200*1200
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Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.seeFrom, mob[i].position).length === 0) {
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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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
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}
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}
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}
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for (let i = 0; i < 14; i++) {
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const speed = 55 + 10 * Math.random()
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for (let i = 0; i < 16; i++) {
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const speed = 53 + 10 * Math.random()
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if (targets.length > 0) { // aim near a random target in array
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const index = Math.floor(Math.random() * targets.length)
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const SPREAD = 150 / targets.length
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@@ -1853,10 +1867,10 @@ const b = {
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x: targets[index].x + SPREAD * (Math.random() - 0.5),
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y: targets[index].y + SPREAD * (Math.random() - 0.5)
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}
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b.nail(this.seeFrom, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.seeFrom)), speed), 0.5)
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b.nail(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed), 0.8)
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} else { // aim in random direction
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const ANGLE = 2 * Math.PI * Math.random()
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b.nail(this.seeFrom, {
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b.nail(this.position, {
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x: speed * Math.cos(ANGLE),
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y: speed * Math.sin(ANGLE)
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})
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18
js/level.js
18
js/level.js
@@ -14,7 +14,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) {
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// game.difficulty = 6; //for testing to simulate possible mobs spawns
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// b.giveGuns(10)
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b.giveGuns(10)
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// mech.setField(3)
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// b.giveMod(3);
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@@ -49,10 +49,10 @@ const level = {
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// if (level.isBuildRun) num++
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for (let i = 0; i < num; i++) {
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game.difficulty++
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game.dmgScale += 0.11; //damage done by mobs increases each level
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b.dmgScale *= 0.94; //damage done by player decreases each level
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game.accelScale *= 1.03 //mob acceleration increases each level
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game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
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game.dmgScale += 0.13; //damage done by mobs increases each level
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b.dmgScale *= 0.93; //damage done by player decreases each level
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game.accelScale *= 1.02 //mob acceleration increases each level
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game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
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game.CDScale *= 0.97 //mob CD time decreases each level
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}
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game.healScale = 1 / (1 + game.difficulty * 0.065) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
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@@ -60,11 +60,11 @@ const level = {
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difficultyDecrease(num = 1) { //used in easy mode for game.reset()
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for (let i = 0; i < num; i++) {
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game.difficulty--
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game.dmgScale -= 0.11; //damage done by mobs increases each level
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game.dmgScale -= 0.13; //damage done by mobs increases each level
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if (game.dmgScale < 0.1) game.dmgScale = 0.1;
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b.dmgScale /= 0.94; //damage done by player decreases each level
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game.accelScale /= 1.03 //mob acceleration increases each level
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game.lookFreqScale /= 0.97 //mob cycles between looks decreases each level
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b.dmgScale /= 0.93; //damage done by player decreases each level
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game.accelScale /= 1.02 //mob acceleration increases each level
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game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
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game.CDScale /= 0.97 //mob CD time decreases each level
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}
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if (game.difficulty < 1) game.difficulty = 1;
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@@ -304,7 +304,7 @@ const spawn = {
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hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
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mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
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let me = mob[mob.length - 1];
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me.accelMag = 0.04 * game.accelScale;
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me.accelMag = 0.04;
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me.g = 0.0015; //required if using 'gravity'
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me.frictionAir = 0.018;
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me.restitution = 0;
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