diff --git a/js/bullets.js b/js/bullets.js
index a886dee..f3e9d79 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -1076,7 +1076,7 @@ const b = {
const me = bullet.length;
const dir = mech.angle
const SCALE = (mech.crouch ? 0.963 : 0.95)
- const wiggleMag = ((mech.flipLegs === 1) ? 1 : -1) * ((mech.crouch) ? 0.004 : 0.005)
+ const wiggleMag = ((mech.crouch) ? 0.004 : 0.005) * ((mech.flipLegs === 1) ? 1 : -1)
bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 10 * b.modBulletSize, {
angle: dir,
cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
@@ -1594,69 +1594,93 @@ const b = {
}
}
}, {
- name: "ferro frag", //10
- description: "fire a grenade that ejects nails
nails are magnetically attracted to enemies",
+ name: "mine", //10
+ description: "drop a proximity mine that ejects nails
arms after being still for 1 second",
ammo: 0,
- ammoPack: 4,
+ ammoPack: 9,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
- b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 34 : 22, dir, me); //cd , speed
- bullet[me].endCycle = game.cycle + 60
- bullet[me].restitution = 0.3;
- // bullet[me].frictionAir = 0.01;
- // bullet[me].friction = 0.15;
- // bullet[me].friction = 1;
- bullet[me].onEnd = () => {}
- bullet[me].do = function () {
- this.force.y += this.mass * 0.0018; //extra gravity for grenades
-
- if (game.cycle > this.endCycle - 1) {
- if (!mech.isBodiesAsleep) {
- //target nearby mobs
- const targets = []
- for (let i = 0, len = mob.length; i < len; i++) {
- if (mob[i].dropPowerUp) {
- const sub = Vector.sub(this.position, mob[i].position);
- const dist = Vector.magnitude(sub);
- if (dist < 1400 &&
- 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, dist / 60))
- )
- }
+ bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 40 * b.modBulletSize, 12 * b.modBulletSize, b.fireAttributes(0));
+ b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 23 : 5, dir, me); //cd , speed
+ bullet[me].torque += bullet[me].inertia * 0.0001 * (0.5 - Math.random())
+ bullet[me].endCycle = game.cycle + 1800 + 360 * Math.random();
+ bullet[me].cycle = 0
+ bullet[me].restitution = 0.1;
+ bullet[me].lookFrequency = 37 + Math.floor(37 * Math.random())
+ bullet[me].onEnd = function () {
+ if (!mech.isBodiesAsleep) {
+ 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.position, mob[i].position));
+ if (dist < 2000000 && //1400*1400
+ 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)))
}
}
- for (let i = 0; i < 14; i++) {
- const speed = 55 + 10 * Math.random()
- if (targets.length > 0) { // aim near a random target
- const index = Math.floor(Math.random() * targets.length)
- const SPREAD = 150 / targets.length
- const WHERE = {
- x: targets[index].x + SPREAD * (Math.random() - 0.5),
- y: targets[index].y + SPREAD * (Math.random() - 0.5)
- }
- needle(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed))
- } else { // aim in random direction
- const ANGLE = 2 * Math.PI * Math.random()
- needle(this.position, {
- x: speed * Math.cos(ANGLE),
- y: speed * Math.sin(ANGLE)
- })
+ }
+ for (let i = 0; i < 14; i++) {
+ const speed = 55 + 10 * Math.random()
+ if (targets.length > 0) { // aim near a random target
+ const index = Math.floor(Math.random() * targets.length)
+ const SPREAD = 150 / targets.length
+ const WHERE = {
+ x: targets[index].x + SPREAD * (Math.random() - 0.5),
+ y: targets[index].y + SPREAD * (Math.random() - 0.5)
}
+ needle(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed))
+ } else { // aim in random direction
+ const ANGLE = 2 * Math.PI * Math.random()
+ needle(this.position, {
+ x: speed * Math.cos(ANGLE),
+ y: speed * Math.sin(ANGLE)
+ })
+ }
- function needle(pos, velocity) {
- const me = bullet.length;
- bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
- Matter.Body.setVelocity(bullet[me], velocity);
- World.add(engine.world, bullet[me]); //add bullet to world
- bullet[me].endCycle = game.cycle + 60 + 15 * Math.random();
- // bullet[me].dmg = 1.1
- bullet[me].do = function () {};
+ function needle(pos, velocity) {
+ const me = bullet.length;
+ bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
+ Matter.Body.setVelocity(bullet[me], velocity);
+ World.add(engine.world, bullet[me]); //add bullet to world
+ bullet[me].endCycle = game.cycle + 60 + 15 * Math.random();
+ bullet[me].dmg = 0.8
+ bullet[me].do = function () {};
+ }
+ }
+ }
+ }
+ bullet[me].range = 700
+ bullet[me].do = function () {
+ this.force.y += this.mass * 0.002; //extra gravity
+
+ if (this.speed < 1 && !mech.isBodiesAsleep) this.cycle++
+ if (this.cycle > 10) {
+ ctx.setLineDash([40, 100]);
+ ctx.lineWidth = 1
+ ctx.strokeStyle = "#357";
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, 650, 0, 2 * Math.PI);
+ ctx.stroke();
+ ctx.setLineDash([0, 0]);
+ }
+ if (this.cycle > 40) {
+
+ // this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobShield | cat.player
+ this.do = function () {
+ 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) {
+ const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
+ if (dist < 500000 && //range2 = 700*700
+ mob[i].dropPowerUp &&
+ 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
+ }
}
}
}
@@ -1720,385 +1744,6 @@ const b = {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 5) * b.modFireRate); // cool down
}
},
- // {
- // name: "guardian", //13
- // description: "deploy a bot that protects you for one level
uses a short range laser that drains energy",
- // ammo: 0,
- // ammoPack: 1,
- // have: false,
- // isStarterGun: false,
- // fire() {
- // const dir = mech.angle;
- // const me = bullet.length;
- // const RADIUS = (13 + 10 * Math.random()) * b.modBulletSize //(22 + 10 * Math.random()) * b.modBulletSize
- // bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
- // angle: dir,
- // friction: 0,
- // frictionStatic: 0,
- // restitution: 0.5 + 0.5 * Math.random(),
- // dmg: 0, // 0.14 //damage done in addition to the damage from momentum
- // minDmgSpeed: 2,
- // lookFrequency: 37 + Math.floor(27 * Math.random()),
- // acceleration: 0.0015 + 0.0013 * Math.random(),
- // range: 500 + Math.floor(200 * Math.random()),
- // endCycle: Infinity,
- // classType: "bullet",
- // collisionFilter: {
- // category: cat.bullet,
- // mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
- // },
- // lockedOn: null,
- // onDmg() {
- // this.lockedOn = null
- // },
- // onEnd() {},
- // do() {
- // if (!(game.cycle % this.lookFrequency)) {
- // this.lockedOn = null;
- // let closeDist = this.range;
- // for (let i = 0, len = mob.length; i < len; ++i) {
- // const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
- // if (DIST - mob[i].radius < closeDist &&
- // Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
- // Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
- // closeDist = DIST;
- // this.lockedOn = mob[i]
- // }
- // }
- // }
-
- // if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) { //hit target with laser
- // mech.fieldMeter -= 0.001
-
- // //make sure you can still see target
- // const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
- // if (DIST - this.lockedOn.radius < this.range + 150 &&
- // Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
- // Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
- // //find the closest vertex
- // let bestVertexDistance = Infinity
- // let bestVertex = null
- // for (let i = 0; i < this.lockedOn.vertices.length; i++) {
- // const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
- // if (dist < bestVertexDistance) {
- // bestVertex = i
- // bestVertexDistance = dist
- // }
- // }
- // const dmg = b.dmgScale * 0.03;
- // this.lockedOn.damage(dmg);
- // this.lockedOn.locatePlayer();
-
- // //draw laser
- // ctx.beginPath();
- // ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
- // ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
- // ctx.strokeStyle = "#f00";
- // ctx.lineWidth = "2"
- // ctx.lineDashOffset = 300 * Math.random()
- // ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
- // ctx.stroke();
- // ctx.setLineDash([0, 0]);
- // ctx.beginPath();
- // ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
- // ctx.fillStyle = "#f00";
- // ctx.fill();
- // }
- // }
-
- // const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
- // if (distanceToPlayer > this.range * 0.2) { //if far away move towards player
- // this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
- // this.frictionAir = 0.02
- // } else { //close to player
- // this.frictionAir = 0
- // //add player's velocity
- // Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 1), Vector.mult(player.velocity, 0.02)));
- // }
- // }
- // })
- // b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 50 : 15, dir, me); //cd , speed
- // }
- // },
- // {
- // name: "laser", //14
- // description: "drain energy to emit a beam of coherent light
when crouched, initiate a fusion explosion",
- // ammo: 0,
- // ammoPack: Infinity,
- // have: false,
- // isStarterGun: true,
- // fire() {
- // if (mech.crouch) { //crouch fire mode
- // //calculate laser collision
- // let best;
- // let range = 3000
- // const path = [{
- // x: mech.pos.x + 20 * Math.cos(mech.angle),
- // y: mech.pos.y + 20 * Math.sin(mech.angle)
- // },
- // {
- // x: mech.pos.x + range * Math.cos(mech.angle),
- // y: mech.pos.y + range * Math.sin(mech.angle)
- // }
- // ];
- // const vertexCollision = function (v1, v1End, domain) {
- // for (let i = 0; i < domain.length; ++i) {
- // let vertices = domain[i].vertices;
- // const len = vertices.length - 1;
- // for (let j = 0; j < len; j++) {
- // results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
- // if (results.onLine1 && results.onLine2) {
- // const dx = v1.x - results.x;
- // const dy = v1.y - results.y;
- // const dist2 = dx * dx + dy * dy;
- // if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
- // best = {
- // x: results.x,
- // y: results.y,
- // dist2: dist2,
- // who: domain[i],
- // v1: vertices[j],
- // v2: vertices[j + 1]
- // };
- // }
- // }
- // }
- // results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
- // if (results.onLine1 && results.onLine2) {
- // const dx = v1.x - results.x;
- // const dy = v1.y - results.y;
- // const dist2 = dx * dx + dy * dy;
- // if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
- // best = {
- // x: results.x,
- // y: results.y,
- // dist2: dist2,
- // who: domain[i],
- // v1: vertices[0],
- // v2: vertices[len]
- // };
- // }
- // }
- // }
- // };
-
- // //check for collisions
- // best = {
- // x: null,
- // y: null,
- // dist2: Infinity,
- // who: null,
- // v1: null,
- // v2: null
- // };
- // vertexCollision(path[0], path[1], mob);
- // vertexCollision(path[0], path[1], map);
- // vertexCollision(path[0], path[1], body);
- // if (best.dist2 != Infinity) { //if hitting something
- // path[path.length - 1] = {
- // x: best.x,
- // y: best.y
- // };
- // }
-
- // //use energy to explode
- // const energy = 0.25 * Math.min(mech.fieldMeter, 1.5)
- // mech.fieldMeter -= energy
- // if (best.who) b.explosion(path[1], 900 * energy)
- // mech.fireCDcycle = mech.cycle + Math.floor(65 * b.modFireRate); // cool down
-
- // //draw laser beam
- // ctx.beginPath();
- // ctx.moveTo(path[0].x, path[0].y);
- // ctx.lineTo(path[1].x, path[1].y);
- // ctx.strokeStyle = "rgba(255,0,0,0.13)"
- // ctx.lineWidth = 60 * energy / 0.2
- // ctx.stroke();
- // ctx.strokeStyle = "rgba(255,0,0,0.2)"
- // ctx.lineWidth = 18
- // ctx.stroke();
- // ctx.strokeStyle = "#f00";
- // ctx.lineWidth = 4
- // ctx.stroke();
-
- // //draw little dots along the laser path
- // const sub = Vector.sub(path[1], path[0])
- // const mag = Vector.magnitude(sub)
- // for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
- // const dist = Math.random()
- // game.drawList.push({
- // x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
- // y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
- // radius: 1 + 4 * Math.random(),
- // color: "rgba(255,0,0,0.5)",
- // time: Math.floor(2 + 33 * Math.random() * Math.random())
- // });
- // }
- // } else { //normal fire mode
- // const FIELD_DRAIN = 0.0018 //laser drains energy as well as bullets
- // const damage = 0.05
- // if (mech.fieldMeter < FIELD_DRAIN) {
- // mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
- // } else {
- // mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
- // let best;
- // const color = "#f00";
- // const range = 3000;
- // const path = [{
- // x: mech.pos.x + 20 * Math.cos(mech.angle),
- // y: mech.pos.y + 20 * Math.sin(mech.angle)
- // },
- // {
- // x: mech.pos.x + range * Math.cos(mech.angle),
- // y: mech.pos.y + range * Math.sin(mech.angle)
- // }
- // ];
- // const vertexCollision = function (v1, v1End, domain) {
- // for (let i = 0; i < domain.length; ++i) {
- // let vertices = domain[i].vertices;
- // const len = vertices.length - 1;
- // for (let j = 0; j < len; j++) {
- // results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
- // if (results.onLine1 && results.onLine2) {
- // const dx = v1.x - results.x;
- // const dy = v1.y - results.y;
- // const dist2 = dx * dx + dy * dy;
- // if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
- // best = {
- // x: results.x,
- // y: results.y,
- // dist2: dist2,
- // who: domain[i],
- // v1: vertices[j],
- // v2: vertices[j + 1]
- // };
- // }
- // }
- // }
- // results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
- // if (results.onLine1 && results.onLine2) {
- // const dx = v1.x - results.x;
- // const dy = v1.y - results.y;
- // const dist2 = dx * dx + dy * dy;
- // if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
- // best = {
- // x: results.x,
- // y: results.y,
- // dist2: dist2,
- // who: domain[i],
- // v1: vertices[0],
- // v2: vertices[len]
- // };
- // }
- // }
- // }
- // };
- // const checkForCollisions = function () {
- // best = {
- // x: null,
- // y: null,
- // dist2: Infinity,
- // who: null,
- // v1: null,
- // v2: null
- // };
- // vertexCollision(path[path.length - 2], path[path.length - 1], mob);
- // vertexCollision(path[path.length - 2], path[path.length - 1], map);
- // vertexCollision(path[path.length - 2], path[path.length - 1], body);
- // };
- // const laserHitMob = function (dmg) {
- // if (best.who.alive) {
- // dmg *= b.dmgScale * damage;
- // best.who.damage(dmg);
- // best.who.locatePlayer();
- // //draw mob damage circle
- // ctx.fillStyle = color;
- // ctx.beginPath();
- // ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
- // ctx.fill();
- // }
- // };
-
- // const reflection = function () {
- // // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
- // const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
- // const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
- // const nn = Vector.mult(n, 2 * Vector.dot(d, n));
- // const r = Vector.normalise(Vector.sub(d, nn));
- // path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
- // };
- // //beam before reflection
- // checkForCollisions();
- // if (best.dist2 != Infinity) {
- // //if hitting something
- // path[path.length - 1] = {
- // x: best.x,
- // y: best.y
- // };
- // laserHitMob(1);
-
- // //1st reflection beam
- // reflection();
- // //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
- // let who = best.who;
- // checkForCollisions();
- // if (best.dist2 != Infinity) {
- // //if hitting something
- // path[path.length - 1] = {
- // x: best.x,
- // y: best.y
- // };
- // laserHitMob(0.8);
-
- // //2nd reflection beam
- // //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
- // if (who !== best.who) {
- // reflection();
- // checkForCollisions();
- // if (best.dist2 != Infinity) {
- // //if hitting something
- // path[path.length - 1] = {
- // x: best.x,
- // y: best.y
- // };
- // laserHitMob(0.63);
-
-
- // reflection();
- // checkForCollisions();
- // if (best.dist2 != Infinity) {
- // //if hitting something
- // path[path.length - 1] = {
- // x: best.x,
- // y: best.y
- // };
- // laserHitMob(0.5);
- // }
- // }
- // }
- // }
- // }
- // ctx.fillStyle = color;
- // ctx.strokeStyle = color;
- // ctx.lineWidth = 2;
- // ctx.lineDashOffset = 300 * Math.random()
- // // ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
-
- // ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
- // for (let i = 1, len = path.length; i < len; ++i) {
- // ctx.beginPath();
- // ctx.moveTo(path[i - 1].x, path[i - 1].y);
- // ctx.lineTo(path[i].x, path[i].y);
- // ctx.stroke();
- // ctx.globalAlpha *= 0.65; //reflections are less intense
- // // ctx.globalAlpha -= 0.1; //reflections are less intense
- // }
- // ctx.setLineDash([0, 0]);
- // ctx.globalAlpha = 1;
- // }
- // }
- // }
- // },
{
name: "foam", //13
description: "spray bubbly foam that sticks to enemies
does damage over time and slows movement",
diff --git a/js/level.js b/js/level.js
index 52a3b13..e6d7a80 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(15)
+ b.giveGuns(10)
// mech.setField(3)
// b.giveMod(16);
@@ -51,7 +51,7 @@ const level = {
game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level
}
- game.healScale = 1 / (1 + game.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
+ game.healScale = 1 / (1 + game.difficulty * 0.065) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
@@ -64,7 +64,7 @@ const level = {
game.CDScale /= 0.97 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 1;
- game.healScale = 1 / (1 + game.difficulty * 0.06)
+ game.healScale = 1 / (1 + game.difficulty * 0.065)
},
//******************************************************************************************************************
//******************************************************************************************************************