added laser bot
This commit is contained in:
476
js/powerups.js
476
js/powerups.js
@@ -1,239 +1,239 @@
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let powerUp = [];
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const powerUps = {
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heal: {
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name: "heal",
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color: "#0fb",
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size() {
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return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
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},
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effect() {
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let heal = (this.size / 40) ** 2
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if (b.fullHeal) heal = Infinity
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heal = Math.min(1 - mech.health, heal)
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mech.addHealth(heal);
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if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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}
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},
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ammo: {
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name: "ammo",
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color: "#467",
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size() {
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return 17;
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},
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effect() {
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//only get ammo for guns player has
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let target;
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// console.log(b.inventory.length)
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if (b.inventory.length > 0) {
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//add ammo to a gun in inventory
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
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//try 3 more times to give ammo to a gun with ammo, not Infinity
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if (target.ammo === Infinity) {
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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if (target.ammo === Infinity) {
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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}
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}
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} else {
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//if you don't have any guns just add ammo to a random gun you don't have yet
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target = b.guns[Math.floor(Math.random() * b.guns.length)];
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}
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if (target.ammo === Infinity) {
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mech.fieldMeter = 1;
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
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} else {
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//ammo given scales as mobs take more hits to kill
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let ammo = Math.ceil((target.ammoPack * (0.45 + 0.06 * Math.random())) / Math.sqrt(b.dmgScale));
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if (level.isBuildRun) ammo = Math.floor(ammo * 1.2)
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target.ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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}
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}
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},
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field: {
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name: "field",
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color: "#0cf",
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size() {
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return 45;
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},
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effect() {
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const previousMode = mech.fieldMode
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if (!this.mode) { //this.mode is set if the power up has been ejected from player
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mode = mech.fieldMode
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while (mode === mech.fieldMode) {
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mode = Math.ceil(Math.random() * (mech.fieldUpgrades.length - 1))
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}
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mech.fieldUpgrades[mode].effect(); //choose random field upgrade that you don't already have
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} else {
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mech.fieldUpgrades[this.mode].effect(); //set a predetermined power up
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}
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//pop the old field out in case player wants to swap back
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if (previousMode !== 0) {
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mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
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powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
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}
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}
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},
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mod: {
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name: "mod",
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color: "#a8f",
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size() {
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return 42;
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},
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effect() {
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//find what mods I don't have
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let options = [];
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for (let i = 0; i < b.mods.length; i++) {
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if (!b.mods[i].have) options.push(i);
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}
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//give a random mod from the mods I don't have
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if (options.length > 0) {
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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game.replaceTextLog = true;
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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game.replaceTextLog = false;
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}
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}
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},
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gun: {
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name: "gun",
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color: "#26a",
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size() {
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return 35;
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},
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effect() {
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//find what guns I don't have
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let options = [];
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if (b.activeGun === null && game.difficulty < 3) {
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//choose the first gun to be one that is good for the early game
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for (let i = 0; i < b.guns.length; ++i) {
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if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
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}
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} else {
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//choose a gun you don't have
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for (let i = 0; i < b.guns.length; ++i) {
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if (!b.guns[i].have) options.push(i);
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}
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}
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//give player a gun they don't already have if possible
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game.replaceTextLog = true;
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if (options.length > 0) {
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let newGun = options[Math.floor(Math.random() * options.length)];
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if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
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game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><br>${b.guns[newGun].description}`, 900);
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b.guns[newGun].have = true;
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b.inventory.push(newGun);
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b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
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game.makeGunHUD();
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} else {
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//if you have all guns then get ammo
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const ammoTarget = Math.floor(Math.random() * (b.guns.length));
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const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 2);
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b.guns[ammoTarget].ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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}
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game.replaceTextLog = false
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}
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},
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spawnRandomPowerUp(x, y) { //mostly used after mob dies
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if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
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return;
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}
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if (Math.random() < 0.2 && b.inventory.length > 0) {
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powerUps.spawn(x, y, "ammo");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
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return;
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}
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if (Math.random() < 0.004 * (4 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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powerUps.spawn(x, y, "gun");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.004 * (7 - b.modCount)) {
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powerUps.spawn(x, y, "mod");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod");
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return;
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}
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if (Math.random() < 0.005) {
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powerUps.spawn(x, y, "field");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
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return;
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}
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},
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spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
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if (mech.fieldMode === 0) {
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powerUps.spawn(x, y, "field")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.3) {
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powerUps.spawn(x, y, "mod")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.3) {
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powerUps.spawn(x, y, "field");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
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} else if (Math.random() < 0.3) {
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powerUps.spawn(x, y, "gun")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
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} else if (mech.health < 0.6) {
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
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} else {
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powerUps.spawn(x, y, "ammo");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
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}
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},
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chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
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if (Math.random() < 0.5) {
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powerUps.spawn(x, y, "heal", false);
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} else {
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powerUps.spawn(x, y, "ammo", false);
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}
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},
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spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
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if (b.inventory.length < 2 || game.isEasyMode) {
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powerUps.spawn(x, y, "gun", false); //starting gun
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} else {
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powerUps.spawnRandomPowerUp(x, y);
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powerUps.spawnRandomPowerUp(x, y);
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powerUps.spawnRandomPowerUp(x, y);
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powerUps.spawnRandomPowerUp(x, y);
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}
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},
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spawn(x, y, target, moving = true, mode = null) {
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if (!level.isBuildRun || target === "heal" || target === "ammo") {
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let i = powerUp.length;
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target = powerUps[target];
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size = target.size();
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powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, {
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density: 0.001,
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frictionAir: 0.01,
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restitution: 0.8,
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inertia: Infinity, //prevents rotation
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collisionFilter: {
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group: 0,
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category: 0x100000,
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mask: 0x100001
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},
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color: target.color,
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effect: target.effect,
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mode: mode,
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name: target.name,
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size: size
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});
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if (moving) {
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Matter.Body.setVelocity(powerUp[i], {
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x: (Math.random() - 0.5) * 15,
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y: Math.random() * -9 - 3
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});
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}
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World.add(engine.world, powerUp[i]); //add to world
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}
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},
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let powerUp = [];
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const powerUps = {
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heal: {
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name: "heal",
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color: "#0fb",
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size() {
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return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
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},
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effect() {
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let heal = (this.size / 40) ** 2
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if (b.fullHeal) heal = Infinity
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heal = Math.min(1 - mech.health, heal)
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mech.addHealth(heal);
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if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
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}
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},
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ammo: {
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name: "ammo",
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color: "#467",
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size() {
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return 17;
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},
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effect() {
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//only get ammo for guns player has
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let target;
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// console.log(b.inventory.length)
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if (b.inventory.length > 0) {
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//add ammo to a gun in inventory
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
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//try 3 more times to give ammo to a gun with ammo, not Infinity
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if (target.ammo === Infinity) {
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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if (target.ammo === Infinity) {
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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}
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}
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} else {
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//if you don't have any guns just add ammo to a random gun you don't have yet
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target = b.guns[Math.floor(Math.random() * b.guns.length)];
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}
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if (target.ammo === Infinity) {
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mech.fieldMeter = 1;
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if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
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} else {
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//ammo given scales as mobs take more hits to kill
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let ammo = Math.ceil((target.ammoPack * (0.45 + 0.06 * Math.random())) / Math.sqrt(b.dmgScale));
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if (level.isBuildRun) ammo = Math.floor(ammo * 1.2)
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target.ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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}
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}
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},
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field: {
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name: "field",
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color: "#0cf",
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size() {
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return 45;
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},
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effect() {
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const previousMode = mech.fieldMode
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if (!this.mode) { //this.mode is set if the power up has been ejected from player
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mode = mech.fieldMode
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while (mode === mech.fieldMode) {
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mode = Math.ceil(Math.random() * (mech.fieldUpgrades.length - 1))
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}
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mech.fieldUpgrades[mode].effect(); //choose random field upgrade that you don't already have
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} else {
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mech.fieldUpgrades[this.mode].effect(); //set a predetermined power up
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}
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//pop the old field out in case player wants to swap back
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if (previousMode !== 0) {
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mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
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powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
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}
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}
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},
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mod: {
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name: "mod",
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color: "#a8f",
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size() {
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return 42;
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},
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effect() {
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//find what mods I don't have
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let options = [];
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for (let i = 0; i < b.mods.length; i++) {
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if (!b.mods[i].have) options.push(i);
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}
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//give a random mod from the mods I don't have
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if (options.length > 0) {
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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game.replaceTextLog = true;
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game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
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game.replaceTextLog = false;
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}
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}
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},
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gun: {
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name: "gun",
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color: "#26a",
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size() {
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return 35;
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},
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effect() {
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//find what guns I don't have
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let options = [];
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if (b.activeGun === null && game.difficulty < 3) {
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//choose the first gun to be one that is good for the early game
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for (let i = 0; i < b.guns.length; ++i) {
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if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
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}
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} else {
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//choose a gun you don't have
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for (let i = 0; i < b.guns.length; ++i) {
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if (!b.guns[i].have) options.push(i);
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}
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}
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//give player a gun they don't already have if possible
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game.replaceTextLog = true;
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if (options.length > 0) {
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let newGun = options[Math.floor(Math.random() * options.length)];
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if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
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game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><br>${b.guns[newGun].description}`, 900);
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b.guns[newGun].have = true;
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b.inventory.push(newGun);
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b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
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game.makeGunHUD();
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} else {
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//if you have all guns then get ammo
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const ammoTarget = Math.floor(Math.random() * (b.guns.length));
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const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 2);
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b.guns[ammoTarget].ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
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}
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game.replaceTextLog = false
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}
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},
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spawnRandomPowerUp(x, y) { //mostly used after mob dies
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if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health
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powerUps.spawn(x, y, "heal");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
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return;
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}
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if (Math.random() < 0.2 && b.inventory.length > 0) {
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powerUps.spawn(x, y, "ammo");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
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return;
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}
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if (Math.random() < 0.004 * (4 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
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powerUps.spawn(x, y, "gun");
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.0035 * (7 - b.modCount)) {
|
||||
powerUps.spawn(x, y, "mod");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.005) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
|
||||
return;
|
||||
}
|
||||
},
|
||||
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
|
||||
if (mech.fieldMode === 0) {
|
||||
powerUps.spawn(x, y, "field")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
|
||||
} else if (Math.random() < 0.27) {
|
||||
powerUps.spawn(x, y, "mod")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
|
||||
} else if (Math.random() < 0.27) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field");
|
||||
} else if (Math.random() < 0.27) {
|
||||
powerUps.spawn(x, y, "gun")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
|
||||
} else if (mech.health < 0.6) {
|
||||
powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal");
|
||||
} else {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo");
|
||||
}
|
||||
},
|
||||
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
|
||||
if (Math.random() < 0.5) {
|
||||
powerUps.spawn(x, y, "heal", false);
|
||||
} else {
|
||||
powerUps.spawn(x, y, "ammo", false);
|
||||
}
|
||||
},
|
||||
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
||||
if (b.inventory.length < 2 || game.isEasyMode) {
|
||||
powerUps.spawn(x, y, "gun", false); //starting gun
|
||||
} else {
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
}
|
||||
},
|
||||
spawn(x, y, target, moving = true, mode = null) {
|
||||
if (!level.isBuildRun || target === "heal" || target === "ammo") {
|
||||
let i = powerUp.length;
|
||||
target = powerUps[target];
|
||||
size = target.size();
|
||||
powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, {
|
||||
density: 0.001,
|
||||
frictionAir: 0.01,
|
||||
restitution: 0.8,
|
||||
inertia: Infinity, //prevents rotation
|
||||
collisionFilter: {
|
||||
group: 0,
|
||||
category: 0x100000,
|
||||
mask: 0x100001
|
||||
},
|
||||
color: target.color,
|
||||
effect: target.effect,
|
||||
mode: mode,
|
||||
name: target.name,
|
||||
size: size
|
||||
});
|
||||
if (moving) {
|
||||
Matter.Body.setVelocity(powerUp[i], {
|
||||
x: (Math.random() - 0.5) * 15,
|
||||
y: Math.random() * -9 - 3
|
||||
});
|
||||
}
|
||||
World.add(engine.world, powerUp[i]); //add to world
|
||||
}
|
||||
},
|
||||
};
|
||||
Reference in New Issue
Block a user