From 6bdab9b0bdbbf876dc942a3544daadc54c351159 Mon Sep 17 00:00:00 2001 From: landgreen Date: Tue, 7 Jan 2020 05:50:56 -0800 Subject: [PATCH] added mine (replaced ferro frag) --- js/bullets.js | 511 ++++++++------------------------------------------ js/level.js | 6 +- 2 files changed, 81 insertions(+), 436 deletions(-) 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) }, //****************************************************************************************************************** //******************************************************************************************************************