sticky mines
mines are sticky some mods trigger effects on pickup
This commit is contained in:
542
js/bullets.js
542
js/bullets.js
@@ -27,7 +27,8 @@ const b = {
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isModEntanglement: null,
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isModMassEnergy: null,
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isModFourOptions: null,
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modGuardianCount: null,
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modLaserBotCount: null,
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modNailBotCount: null,
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modCollisionImmuneCycles: null,
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modBlockDmg: null,
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modPiezo: null,
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@@ -55,7 +56,8 @@ const b = {
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b.isModFarAwayDmg = false;
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b.isModEntanglement = false;
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b.isModMassEnergy = false;
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b.modGuardianCount = 0;
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b.modLaserBotCount = 0;
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b.modNailBotCount = 0;
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b.modCollisionImmuneCycles = 30;
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b.modBlockDmg = 0;
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b.modPiezo = 0;
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@@ -97,11 +99,29 @@ const b = {
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},
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{
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name: "kinetic bombardment", //3
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description: "do extra <strong class='color-d'>damage</strong> from a distance<br><em>up to 50% increase at about 30 steps away</em>",
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description: "do up to 33% more <strong class='color-d'>damage</strong> at a distance<br><em>increase starts at about 6 steps away</em>",
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maxCount: 1,
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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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}
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},
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{
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@@ -113,6 +133,16 @@ const b = {
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b.isModLowHealthDmg = true; //used in mob.damage()
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}
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},
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{
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name: "high explosives", //15
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description: "the radius of <strong class='color-e'>explosions</strong> are +20% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
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maxCount: 4,
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count: 0,
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effect: () => {
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b.modExplosionRadius += 0.2;
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b.isModImmuneExplosion = true;
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}
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},
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{
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name: "auto-loading heuristics", //5
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description: "your <strong>delay</strong> after firing is +12% <strong>shorter</strong>",
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@@ -147,6 +177,29 @@ const b = {
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count: 0,
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effect() {
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b.modSpores += 0.11;
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for (let i = 0; i < 10; i++) {
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b.spore(player) //spawn drone
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}
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}
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},
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{
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name: "laser-bot", //10
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description: "a bot <strong>protects</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
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maxCount: 4,
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count: 0,
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effect() {
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b.modLaserBotCount++;
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b.guardian();
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}
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},
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{
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name: "nail-bot", //11
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description: "a bot <strong>protects</strong> the space around you<br>fires a <strong>nail</strong> at targets in range",
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maxCount: 4,
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count: 0,
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effect() {
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b.modNailBotCount++;
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b.nailBot();
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}
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},
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{
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@@ -156,29 +209,13 @@ const b = {
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count: 0,
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effect() {
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b.isModDroneOnDamage = true;
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for (let i = 0; i < 3; i++) {
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b.drone() //spawn drone
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}
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}
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},
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{
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name: "guardian", //10
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description: "a bot <strong>protects</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
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maxCount: 4,
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count: 0,
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effect() {
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b.modGuardianCount++;
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b.guardian();
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}
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},
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{
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name: "Pauli exclusion", //11
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description: "unable to <strong>collide</strong> with enemies for +2 seconds<br>activates after being <strong>harmed</strong> from a collision",
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maxCount: 1,
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count: 0,
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effect() {
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b.modCollisionImmuneCycles += 120;
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}
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},
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{
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name: "bremsstrahlung radiation", //12
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name: "bremsstrahlung radiation", //13
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description: "when your <strong>field blocks</strong> it also does <strong class='color-d'>damage</strong>",
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maxCount: 4,
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count: 0,
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@@ -187,27 +224,8 @@ const b = {
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}
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},
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{
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name: "annihilation", //13
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description: "after <strong>touching</strong> enemies, they are annihilated",
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maxCount: 1,
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count: 0,
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effect() {
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b.isModAnnihilation = true
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}
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},
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{
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name: "high explosives", //14
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description: "the radius of <strong class='color-e'>explosions</strong> are +20% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
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maxCount: 4,
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count: 0,
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effect: () => {
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b.modExplosionRadius += 0.2;
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b.isModImmuneExplosion = true;
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}
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},
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{
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name: "entanglement", //15
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description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>7%</strong> for each gun in your inventory",
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name: "entanglement", //16
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description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>10%</strong> for each gun in your inventory",
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maxCount: 1,
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count: 0,
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effect() {
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@@ -215,88 +233,7 @@ const b = {
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}
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},
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{
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name: "piezoelectricity", //16
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong>harm</strong> received",
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maxCount: 4,
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count: 0,
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effect() {
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b.modPiezo += 2
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}
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},
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{
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name: "energy conservation", //17
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 4,
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count: 0,
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effect() {
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b.modEnergySiphon += 0.18;
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}
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},
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{
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name: "entropy exchange", //18
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description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 4,
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count: 0,
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effect() {
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b.modHealthDrain += 0.015;
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}
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},
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{
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name: "overcharge", //19
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description: "charge <strong class='color-f'>energy</strong> <strong>+33%</strong> beyond your <strong>maximum</strong>",
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maxCount: 4,
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count: 0,
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effect() {
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mech.fieldEnergyMax += 0.33
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}
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},
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{
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name: "supersaturation", //20
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description: "<strong class='color-h'>heal</strong> <strong>+33%</strong> beyond your <strong>max health</strong>",
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maxCount: 4,
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count: 0,
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effect() {
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mech.maxHealth += 0.33
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}
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},
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{
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name: "recursive healing", //21
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description: "<strong class='color-h'>healing</strong> power ups trigger an extra time.",
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maxCount: 4,
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count: 0,
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effect() {
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b.modRecursiveHealing += 1
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}
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},
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{
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name: "mass-energy equivalence", //22
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description: "convert the mass of <strong>power ups</strong> into <strong class='color-f'>energy</strong><br>power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for +5%",
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maxCount: 1,
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count: 0,
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effect: () => {
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b.isModMassEnergy = true // used in mech.usePowerUp
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}
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},
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{
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name: "+1 cardinality", //23
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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effect: () => {
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b.isModFourOptions = true;
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}
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},
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{
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name: "Bayesian inference", //24
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description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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effect: () => {
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b.isModBayesian = 0.20;
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}
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},
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{
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name: "squirrel-cage rotor", //25
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name: "squirrel-cage rotor", //27
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description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
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maxCount: 1,
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count: 0,
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@@ -307,8 +244,124 @@ const b = {
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}
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},
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{
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name: "quantum immortality", //26
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, and field are randomized</em>",
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name: "Pauli exclusion", //12
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description: "unable to <strong>collide</strong> with enemies for +2 seconds<br>activates after being <strong>harmed</strong> from a collision",
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maxCount: 1,
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count: 0,
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effect() {
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b.modCollisionImmuneCycles += 120;
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mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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}
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},
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{
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name: "annihilation", //14
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description: "after <strong>touching</strong> enemies, they are annihilated",
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maxCount: 1,
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count: 0,
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effect() {
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b.isModAnnihilation = true
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}
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},
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{
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name: "piezoelectricity", //17
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description: "after <strong>colliding</strong> with enemies gain 50% <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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effect() {
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b.modPiezo = 0.50
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}
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},
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{
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name: "energy conservation", //18
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 4,
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count: 0,
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effect() {
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b.modEnergySiphon += 0.18;
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mech.fieldMeter = mech.fieldEnergyMax
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}
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},
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{
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name: "entropy exchange", //19
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description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 4,
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count: 0,
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effect() {
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b.modHealthDrain += 0.015;
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}
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},
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{
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name: "overcharge", //20
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description: "charge <strong class='color-f'>energy</strong> <strong>+33%</strong> beyond your <strong>maximum</strong>",
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maxCount: 4,
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count: 0,
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effect() {
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mech.fieldEnergyMax += 0.33
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mech.fieldMeter += 0.33
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}
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},
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{
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name: "supersaturation", //21
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description: "<strong class='color-h'>heal</strong> <strong>+33%</strong> beyond your <strong>max health</strong>",
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maxCount: 4,
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count: 0,
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effect() {
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mech.maxHealth += 0.33
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mech.addHealth(0.33)
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}
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},
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{
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name: "recursive healing", //22
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description: "<strong class='color-h'>healing</strong> power ups trigger an extra time.",
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maxCount: 4,
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count: 0,
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effect() {
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b.modRecursiveHealing += 1
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}
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},
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{
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name: "mass-energy equivalence", //23
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description: "convert the mass of <strong>power ups</strong> into <strong class='color-f'>energy</strong><br>power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for +5%",
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maxCount: 1,
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count: 0,
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effect: () => {
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b.isModMassEnergy = true // used in mech.usePowerUp
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mech.fieldMeter = mech.fieldEnergyMax
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}
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},
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{
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name: "+1 cardinality", //24
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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effect: () => {
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b.isModFourOptions = true;
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}
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},
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{
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name: "Bayesian inference", //25
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description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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effect: () => {
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b.isModBayesian = 0.20;
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}
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},
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{
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name: "Born rule", //26
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description: "<strong>remove</strong> all current <strong class='color-m'>mods</strong><br>spawn new <strong class='color-m'>mods</strong> to replace them",
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maxCount: 1,
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count: 0,
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effect: () => {
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for (let i = 0; i < b.modCount; i++) { // spawn new mods
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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b.setModDefaults(); // remove all mods
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}
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},
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{
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name: "quantum immortality", //28
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
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maxCount: 1,
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count: 0,
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effect() {
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@@ -461,6 +514,21 @@ const b = {
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}
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}
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},
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onCollision(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//map + bullet collisions
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if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
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collideBulletStatic(pairs[i].bodyB)
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} else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
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collideBulletStatic(pairs[i].bodyA)
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}
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function collideBulletStatic(obj) {
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if (obj.onWallHit) obj.onWallHit();
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}
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}
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},
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explosion(where, radius) {
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radius *= b.modExplosionRadius
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// typically explode is used for some bullets with .onEnd
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@@ -718,7 +786,7 @@ const b = {
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const THRUST = 0.0015
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const dir = mech.angle + 0.2 * (Math.random() - 0.5);
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const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
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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.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
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angle: dir,
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inertia: Infinity,
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friction: 0.05,
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@@ -813,6 +881,75 @@ const b = {
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y: speed * Math.sin(dir)
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});
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},
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nail(pos, velocity, dmg = 0) {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
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Matter.Body.setVelocity(bullet[me], velocity);
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World.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = game.cycle + 60 + 18 * Math.random();
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bullet[me].dmg = dmg
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bullet[me].do = function () {};
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},
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nailBot(speed = 1) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (10 + 5 * Math.random()) * b.modBulletSize
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 4, RADIUS, {
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angle: dir,
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friction: 0,
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frictionStatic: 0,
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restitution: 0.4 + 0.5 * Math.random(),
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 45 + Math.floor(17 * Math.random()),
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acceleration: 0.0025 + 0.001 * Math.random(),
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range: 300 + Math.floor(70 * Math.random()),
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endCycle: Infinity,
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
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},
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lockedOn: null,
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onDmg() {
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this.lockedOn = null
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},
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onEnd() {},
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do() {
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if (!(game.cycle % this.lookFrequency)) {
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let target
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
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) {
|
||||
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))
|
||||
const SPEED = 50
|
||||
b.nail(this.position, Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED), 0.5)
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
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 = 0.04
|
||||
} else { //close to player
|
||||
this.frictionAir = 0.005
|
||||
//add player's velocity
|
||||
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 1), Vector.mult(player.velocity, 0.02)));
|
||||
}
|
||||
}
|
||||
})
|
||||
World.add(engine.world, bullet[me]); //add bullet to world
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: speed * Math.cos(dir),
|
||||
y: speed * Math.sin(dir)
|
||||
});
|
||||
},
|
||||
guardian(speed = 1) {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle;
|
||||
@@ -920,7 +1057,9 @@ const b = {
|
||||
gun = options[Math.floor(Math.random() * options.length)]
|
||||
}
|
||||
if (gun === "all") {
|
||||
if (b.guns[b.activeGun].switchOff) b.guns[b.activeGun].switchOff(); //run code when switching away from a gun
|
||||
b.activeGun = 0;
|
||||
if (b.guns[b.activeGun].switchOn) b.guns[b.activeGun].switchOn(); //run code when switching to a new gun
|
||||
b.inventoryGun = 0;
|
||||
for (let i = 0; i < b.guns.length; i++) {
|
||||
b.inventory[i] = i;
|
||||
@@ -930,6 +1069,7 @@ const b = {
|
||||
} else {
|
||||
if (!b.guns[gun].have) b.inventory.push(gun);
|
||||
if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
|
||||
if (b.guns[b.activeGun].switchOn) b.guns[b.activeGun].switchOn(); //run code when switching to a new gun
|
||||
b.guns[gun].have = true;
|
||||
b.guns[gun].ammo = b.guns[gun].ammoPack * ammoPacks;
|
||||
}
|
||||
@@ -1009,7 +1149,7 @@ const b = {
|
||||
let dir = mech.angle - SPREAD * 2;
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7 * b.modBulletSize, b.fireAttributes(dir, false));
|
||||
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, 7 * b.modBulletSize, b.fireAttributes(dir, false));
|
||||
World.add(engine.world, bullet[me]); //add bullet to world
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: SPEED * Math.cos(dir),
|
||||
@@ -1077,7 +1217,7 @@ const b = {
|
||||
const dir = mech.angle
|
||||
const SCALE = (mech.crouch ? 0.963 : 0.95)
|
||||
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, {
|
||||
bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 10, 10 * b.modBulletSize, {
|
||||
angle: dir,
|
||||
cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
|
||||
endCycle: game.cycle + Math.floor((mech.crouch ? 155 : 120) * b.isModBulletsLastLonger),
|
||||
@@ -1461,19 +1601,19 @@ const b = {
|
||||
name: "grenades", //8
|
||||
description: "lob a single bouncy projectile<br><strong class='color-e'>explodes</strong> on contact or after one second",
|
||||
ammo: 0,
|
||||
ammoPack: 4,
|
||||
ammoPack: 6,
|
||||
have: false,
|
||||
isStarterGun: false,
|
||||
fire() {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle; // + Math.random() * 0.05;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, false));
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, true));
|
||||
b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
|
||||
Matter.Body.setDensity(bullet[me], 0.0005);
|
||||
bullet[me].totalCycles = 100;
|
||||
bullet[me].endCycle = game.cycle + Math.floor(mech.crouch ? 120 : 80);
|
||||
bullet[me].restitution = 0.5;
|
||||
bullet[me].explodeRad = 310;
|
||||
bullet[me].restitution = 0.2;
|
||||
bullet[me].explodeRad = 275;
|
||||
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].onDmg = function () {
|
||||
@@ -1595,17 +1735,18 @@ const b = {
|
||||
}
|
||||
}, {
|
||||
name: "mine", //10
|
||||
description: "drop a proximity <strong>mine</strong> that ejects nails<br><em>arms after being still for 1 second</em>",
|
||||
description: "drop a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at enemies within range",
|
||||
ammo: 0,
|
||||
ammoPack: 8,
|
||||
ammoPack: 6,
|
||||
have: false,
|
||||
isStarterGun: false,
|
||||
fire() {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle;
|
||||
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 45 * b.modBulletSize, 16 * b.modBulletSize, {
|
||||
if (mech.crouch) {
|
||||
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 45 * b.modBulletSize, 16 * b.modBulletSize, {
|
||||
angle: 0,
|
||||
friction: 0.3,
|
||||
friction: 1,
|
||||
frictionAir: 0,
|
||||
dmg: 0, //damage done in addition to the damage from momentum
|
||||
classType: "bullet",
|
||||
@@ -1617,65 +1758,87 @@ const b = {
|
||||
onDmg() {},
|
||||
onEnd() {}
|
||||
});
|
||||
b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 24 : 7, dir, me); //cd , speed
|
||||
mech.fireCDcycle = mech.cycle + Math.floor(35 * b.modFireRate); // cool down
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: mech.Vx / 2 + 26 * Math.cos(dir),
|
||||
y: mech.Vy / 2 + 26 * Math.sin(dir)
|
||||
});
|
||||
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;
|
||||
bullet[me].lookFrequency = 37 + Math.floor(37 * Math.random())
|
||||
bullet[me].range = 700
|
||||
bullet[me].do = function () {
|
||||
this.force.y += this.mass * 0.002; //extra gravity
|
||||
|
||||
ctx.beginPath(); //draw block as grey
|
||||
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
|
||||
for (let j = 1; j < this.vertices.length; j += 1) {
|
||||
ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
|
||||
} else {
|
||||
bullet[me] = Bodies.rectangle(mech.pos.x, mech.pos.y + 25, 45 * b.modBulletSize, 16 * b.modBulletSize, {
|
||||
angle: 0,
|
||||
friction: 1,
|
||||
frictionAir: 0,
|
||||
dmg: 0, //damage done in addition to the damage from momentum
|
||||
classType: "bullet",
|
||||
collisionFilter: {
|
||||
category: cat.bullet,
|
||||
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet
|
||||
},
|
||||
minDmgSpeed: 5,
|
||||
onDmg() {},
|
||||
onEnd() {}
|
||||
});
|
||||
mech.fireCDcycle = mech.cycle + Math.floor(20 * b.modFireRate); // cool down
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: mech.Vx,
|
||||
y: mech.Vy
|
||||
});
|
||||
}
|
||||
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
|
||||
ctx.fillStyle = "#457";
|
||||
ctx.fill();
|
||||
|
||||
if (this.speed < 1 && !mech.isBodiesAsleep) this.cycle++
|
||||
if (this.cycle > 40) {
|
||||
this.do = function () {
|
||||
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].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
|
||||
const pos = {
|
||||
x: this.position.x,
|
||||
y: this.position.y - 8 //look from a bit higher to see things even with debris
|
||||
}
|
||||
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
const dist = Vector.magnitudeSquared(Vector.sub(pos, mob[i].position));
|
||||
if (dist < 500000 && //range2 = 700*700
|
||||
if (Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position)) < 500000 &&
|
||||
mob[i].dropPowerUp &&
|
||||
Matter.Query.ray(map, pos, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, pos, mob[i].position).length === 0) {
|
||||
Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.seeFrom, mob[i].position).length === 0) {
|
||||
this.endCycle = 0 //end life if mob is near and visible
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
bullet[me].do = function () {
|
||||
this.force.y += this.mass * 0.002; //extra gravity
|
||||
let collide = Matter.Query.collides(this, map) //check if collides with map
|
||||
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
|
||||
Matter.Body.setStatic(this, true)
|
||||
this.arm();
|
||||
}
|
||||
}
|
||||
} else { //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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
bullet[me].onEnd = function () {
|
||||
const pos = {
|
||||
x: this.position.x,
|
||||
y: this.position.y - 8 //aim from a bit higher to hit things even with debris
|
||||
}
|
||||
ctx.beginPath();
|
||||
ctx.arc(pos.x, pos.y, 5, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
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(pos, mob[i].position));
|
||||
const dist = Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position));
|
||||
if (dist < 1440000 && //1200*1200
|
||||
Matter.Query.ray(map, pos, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, pos, mob[i].position).length === 0) {
|
||||
//predict where the mob will be in a few cycles
|
||||
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)))
|
||||
Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.seeFrom, 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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1688,28 +1851,19 @@ const b = {
|
||||
x: targets[index].x + SPREAD * (Math.random() - 0.5),
|
||||
y: targets[index].y + SPREAD * (Math.random() - 0.5)
|
||||
}
|
||||
needle(pos, Vector.mult(Vector.normalise(Vector.sub(WHERE, pos)), speed))
|
||||
b.nail(this.seeFrom, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.seeFrom)), speed), 0.5)
|
||||
} else { // aim in random direction
|
||||
const ANGLE = 2 * Math.PI * Math.random()
|
||||
needle(pos, {
|
||||
b.nail(this.seeFrom, {
|
||||
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 + 18 * Math.random();
|
||||
bullet[me].dmg = 0.8
|
||||
bullet[me].do = function () {};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}, {
|
||||
},
|
||||
{
|
||||
name: "spores", //11
|
||||
description: "fire orbs that discharge <strong style='letter-spacing: 2px;'>spores</strong><br><strong style='letter-spacing: 2px;'>spores</strong> seek out enemies",
|
||||
ammo: 0,
|
||||
@@ -2034,7 +2188,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "pulse", //15
|
||||
description: "pump a <strong>laser</strong> that initiates a fusion <strong class='color-e'>explosion</strong><br>each pulse drains 25% of your current <strong class='color-f'>energy</strong>",
|
||||
description: "convert 25% of your <strong class='color-f'>energy</strong> into a pulsed laser<br>instantly initiates a fusion <strong class='color-e'>explosion</strong>",
|
||||
ammo: 0,
|
||||
ammoPack: Infinity,
|
||||
have: false,
|
||||
|
||||
17
js/engine.js
17
js/engine.js
@@ -74,10 +74,22 @@ function playerHeadCheck(event) {
|
||||
}
|
||||
}
|
||||
|
||||
function mobCollisionChecks(event) {
|
||||
function collisionChecks(event) {
|
||||
const pairs = event.pairs;
|
||||
for (let i = 0, j = pairs.length; i != j; i++) {
|
||||
|
||||
// //map + bullet collisions
|
||||
// if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
|
||||
// collideBulletStatic(pairs[i].bodyB)
|
||||
// } else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
|
||||
// collideBulletStatic(pairs[i].bodyA)
|
||||
// }
|
||||
// //triggers when the bullets hits something static
|
||||
// function collideBulletStatic(obj, speedThreshold = 12, massThreshold = 2) {
|
||||
// if (obj.onWallHit) obj.onWallHit();
|
||||
// }
|
||||
|
||||
|
||||
//body + player collision
|
||||
if (game.isBodyDamage) {
|
||||
if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
|
||||
@@ -126,6 +138,7 @@ function mobCollisionChecks(event) {
|
||||
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
|
||||
mech.damage(dmg);
|
||||
if (mob[k].onHit) mob[k].onHit(k);
|
||||
mech.fieldMeter += b.modPiezo
|
||||
if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) {
|
||||
mob[k].death();
|
||||
game.drawList.push({
|
||||
@@ -205,7 +218,7 @@ function mobCollisionChecks(event) {
|
||||
Events.on(engine, "collisionStart", function (event) {
|
||||
playerOnGroundCheck(event);
|
||||
playerHeadCheck(event);
|
||||
mobCollisionChecks(event);
|
||||
collisionChecks(event);
|
||||
});
|
||||
Events.on(engine, "collisionActive", function (event) {
|
||||
playerOnGroundCheck(event);
|
||||
|
||||
@@ -213,7 +213,9 @@ const game = {
|
||||
},
|
||||
switchGun() {
|
||||
if (b.modNoAmmo) b.modNoAmmo = 1 //this prevents hacking the mod by switching guns
|
||||
// if (b.guns[b.activeGun].switchOff) b.guns[b.activeGun].switchOff(); //run code when switching away from a gun
|
||||
b.activeGun = b.inventory[b.inventoryGun];
|
||||
// if (b.guns[b.activeGun].switchOn) b.guns[b.activeGun].switchOn(); //run code when switching to a new gun
|
||||
game.updateGunHUD();
|
||||
game.boldActiveGunHUD();
|
||||
// mech.drop();
|
||||
@@ -435,6 +437,7 @@ const game = {
|
||||
b.guns[i].have = false;
|
||||
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
|
||||
}
|
||||
// if (b.activeGun && b.guns[b.activeGun].switchOff) b.guns[b.activeGun].switchOff(); //run code when switching away from a gun
|
||||
b.activeGun = null;
|
||||
b.setModDefaults(); //remove mods
|
||||
game.updateModHUD();
|
||||
|
||||
44
js/index.js
44
js/index.js
@@ -2,12 +2,30 @@
|
||||
/* TODO: *******************************************
|
||||
*****************************************************
|
||||
|
||||
add new power up class: rerolls
|
||||
let you repopulate a power up selection menu
|
||||
add setting for random drops instead of choosing
|
||||
|
||||
mines: move targeting position to be perpendicular to stuck wall
|
||||
mines change shape of mine (maybe a octagon?)
|
||||
mines: collide with bots
|
||||
probably don't have to fix...
|
||||
mines: add high friction, like vacuum bomb and trigger static mode after not moving for a bit
|
||||
no need to watch collisions
|
||||
|
||||
rework custom mode
|
||||
custom mode grey out mods that are bad, like selection based mods
|
||||
enable recursive mods
|
||||
remove 5 mod cap on custom mode
|
||||
|
||||
change nail-bot's movement
|
||||
maybe have it move in a circle around player?
|
||||
high friction very high acceleration towards circle location
|
||||
|
||||
add mouse constraint in testing mode
|
||||
https://github.com/liabru/matter-js/blob/master/examples/events.js
|
||||
|
||||
weekly random challenge where everyone playing each week gets the same random setup.
|
||||
The randomness would be determined by the date so it would sync everyone.
|
||||
powerups still drop, but the drops are determined by a preset list that changes each week.
|
||||
power ups still drop, but the drops are determined by a preset list that changes each week.
|
||||
|
||||
mod: do something at the end of each level
|
||||
heal to full
|
||||
@@ -18,28 +36,10 @@ mod: do something at the end of each level
|
||||
take no damage
|
||||
don't shoot
|
||||
|
||||
selection options for field to stay with current
|
||||
|
||||
custom mode grey out mods that are bad, like selection based mods
|
||||
not important
|
||||
|
||||
custom mode can't use recursive mods
|
||||
|
||||
field graphics too dark at high energy
|
||||
not important
|
||||
|
||||
rewrite pause as a change to the main loop
|
||||
not important
|
||||
like testing loop
|
||||
|
||||
game setting for slower computers
|
||||
fewer blocks
|
||||
fewer debris
|
||||
fewer mobs
|
||||
|
||||
mod: gain energy after taking damage
|
||||
use piezoelectric name (already used)
|
||||
|
||||
mod: ground stomp on enterLand()
|
||||
|
||||
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
|
||||
@@ -89,7 +89,7 @@ new map with repeating endlessness
|
||||
|
||||
field power up effects
|
||||
field allows player to hold and throw living mobs
|
||||
of hack mobs
|
||||
and hack mobs
|
||||
|
||||
give mobs more animal-like behaviors
|
||||
like rain world
|
||||
|
||||
@@ -16,7 +16,7 @@ const level = {
|
||||
// game.difficulty = 6; //for testing to simulate possible mobs spawns
|
||||
// b.giveGuns(10)
|
||||
// mech.setField(3)
|
||||
// b.giveMod(16);
|
||||
// b.giveMod(3);
|
||||
|
||||
level.intro(); //starting level
|
||||
// level.testingMap();
|
||||
@@ -37,9 +37,12 @@ const level = {
|
||||
game.setZoom();
|
||||
level.addToWorld(); //add bodies to game engine
|
||||
game.draw.setPaths();
|
||||
for (let i = 0; i < b.modGuardianCount; i++) {
|
||||
for (let i = 0; i < b.modLaserBotCount; i++) {
|
||||
b.guardian()
|
||||
}
|
||||
for (let i = 0; i < b.modNailBotCount; i++) {
|
||||
b.nailBot()
|
||||
}
|
||||
},
|
||||
isBuildRun: false,
|
||||
difficultyIncrease(num = 1) {
|
||||
|
||||
@@ -936,7 +936,9 @@ const mobs = {
|
||||
dmg /= Math.sqrt(this.mass)
|
||||
if (this.shield) dmg *= 0.04
|
||||
if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
|
||||
if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500
|
||||
|
||||
// if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500
|
||||
if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
|
||||
if (b.modEnergySiphon && dmg !== Infinity) mech.fieldMeter += Math.min(this.health, dmg) * b.modEnergySiphon
|
||||
if (b.modHealthDrain && dmg !== Infinity) mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
|
||||
this.health -= dmg
|
||||
|
||||
11
js/player.js
11
js/player.js
@@ -311,8 +311,10 @@ const mech = {
|
||||
//find what mods I don't have
|
||||
let options = [];
|
||||
for (let i = 0, len = b.mods.length; i < len; i++) {
|
||||
//can't get quantum immortality again
|
||||
if (b.mods[i].name !== "quantum immortality" && b.mods[i].count < b.mods[i].maxCount) options.push(i);
|
||||
//can't get quantum immortality or multiverse
|
||||
if (b.mods[i].name !== "quantum immortality" &&
|
||||
b.mods[i].name !== "level II multiverse" &&
|
||||
b.mods[i].count < b.mods[i].maxCount) options.push(i);
|
||||
}
|
||||
//add a new mod
|
||||
if (options.length > 0) {
|
||||
@@ -439,12 +441,9 @@ const mech = {
|
||||
damage(dmg) {
|
||||
if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
|
||||
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
||||
dmg *= 0.93
|
||||
dmg *= 0.9
|
||||
}
|
||||
}
|
||||
if (b.modPiezo) {
|
||||
mech.fieldMeter += dmg * b.modPiezo
|
||||
}
|
||||
mech.health -= dmg;
|
||||
if (mech.health < 0) {
|
||||
mech.health = 0;
|
||||
|
||||
@@ -217,12 +217,12 @@ const powerUps = {
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.0035 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 4
|
||||
if (Math.random() < 0.0025 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
|
||||
powerUps.spawn(x, y, "gun");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.0032 * (10 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7
|
||||
if (Math.random() < 0.003 * (11 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7
|
||||
powerUps.spawn(x, y, "mod");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod");
|
||||
return;
|
||||
@@ -237,13 +237,13 @@ const powerUps = {
|
||||
if (mech.fieldMode === 0) {
|
||||
powerUps.spawn(x, y, "field")
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field")
|
||||
} else if (Math.random() < 0.6) {
|
||||
} else if (Math.random() < 0.65) {
|
||||
powerUps.spawn(x, y, "mod")
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod")
|
||||
} else if (Math.random() < 0.1) {
|
||||
} else if (Math.random() < 0.06) {
|
||||
powerUps.spawn(x, y, "gun")
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun")
|
||||
} else if (Math.random() < 0.1) {
|
||||
} else if (Math.random() < 0.15) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field");
|
||||
} else if (mech.health < 0.65) {
|
||||
|
||||
Reference in New Issue
Block a user