bug fixes

This commit is contained in:
landgreen
2020-09-29 07:12:30 -07:00
parent 4e6d4c15db
commit 75d2f56390
7 changed files with 72 additions and 33 deletions

View File

@@ -1021,10 +1021,11 @@ const b = {
} }
}, },
randomBot(where = mech.pos, isKeep = true) { randomBot(where = mech.pos, isKeep = true) {
if (Math.random() < 0.2) { if (isKeep && Math.random() < 0.2) {
b.orbitBot(where) for (let i = 0; i < 2 + mod.isOrbitBotUpgrade; i++) {
b.orbitBot(where) b.orbitBot();
if (isKeep) mod.orbitBotCount += 2 mod.orbitBotCount++;
}
} else if (Math.random() < 0.25) { } else if (Math.random() < 0.25) {
b.nailBot(where) b.nailBot(where)
if (isKeep) mod.nailBotCount++; if (isKeep) mod.nailBotCount++;
@@ -1537,13 +1538,9 @@ const b = {
}, },
onDmg() {}, onDmg() {},
onEnd() {}, onEnd() {},
range: 100 + (100 + 220 * mod.isOrbitBotUpgrade) * (0.7 + 0.6 * Math.random()), range: 190 + 50 * mod.isOrbitBotUpgrade, //range is set in bot upgrade too! //150 + (80 + 100 * mod.isOrbitBotUpgrade) * Math.random(), // + 5 * mod.orbitBotCount,
orbitalSpeed: 0, orbitalSpeed: 0,
phase: 2 * Math.PI * Math.random(), phase: 2 * Math.PI * Math.random(),
// smoothPlayerPosition: {
// x: player.position.x,
// y: player.position.y
// },
do() { do() {
//check for damage //check for damage
if (!mech.isCloak && !mech.isBodiesAsleep) { //if time dilation isn't active if (!mech.isCloak && !mech.isBodiesAsleep) { //if time dilation isn't active
@@ -1561,21 +1558,33 @@ const b = {
}); });
} }
} }
//orbit player //orbit player
const time = game.cycle * this.orbitalSpeed + this.phase const time = game.cycle * this.orbitalSpeed + this.phase
const orbit = { const orbit = {
x: Math.cos(time), x: Math.cos(time),
y: 1.1 * Math.sin(time) y: Math.sin(time) //*1.1
} }
// Matter.Body.setPosition(this, Vector.add(player.position, Vector.mult(orbit, this.range))) //bullets move with player Matter.Body.setPosition(this, Vector.add(mech.pos, Vector.mult(orbit, this.range))) //bullets move with player
// this.smoothPlayerPosition = Vector.add(Vector.mult(Vector.add(player.position, Vector.mult(player.velocity, 5)), 0.1), Vector.mult(this.smoothPlayerPosition, 0.9))
// this.smoothPlayerPosition = Vector.add(Vector.mult(player.position, 0.1), Vector.mult(this.smoothPlayerPosition, 0.9))
Matter.Body.setPosition(this, Vector.add(player.position, Vector.mult(orbit, this.range))) //bullets move with player
} }
}) })
bullet[me].orbitalSpeed = Math.sqrt(0.7 / bullet[me].range) // bullet[me].orbitalSpeed = Math.sqrt(0.7 / bullet[me].range)
bullet[me].orbitalSpeed = Math.sqrt(0.25 / bullet[me].range) //also set in bot upgrade too!
// bullet[me].phase = (index / mod.orbitBotCount) * 2 * Math.PI
World.add(engine.world, bullet[me]); //add bullet to world World.add(engine.world, bullet[me]); //add bullet to world
//reorder orbital bot positions around a circle
let totalOrbitalBots = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') totalOrbitalBots++
}
let index = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') {
bullet[i].phase = (index / totalOrbitalBots) * 2 * Math.PI
index++
}
}
}, },
// ************************************************************************************************** // **************************************************************************************************
// ************************************************************************************************** // **************************************************************************************************

View File

@@ -510,7 +510,10 @@ const game = {
// move bots to follow player // move bots to follow player
for (let i = 0; i < bullet.length; i++) { for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) { if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], player.position); Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], { Matter.Body.setVelocity(bullet[i], {
x: 0, x: 0,
y: 0 y: 0
@@ -869,7 +872,10 @@ const game = {
// move bots // move bots
for (let i = 0; i < bullet.length; i++) { for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) { if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], player.position); Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], { Matter.Body.setVelocity(bullet[i], {
x: 0, x: 0,
y: 0 y: 0

View File

@@ -17,7 +17,10 @@ const level = {
// mech.isCloak = true; // mech.isCloak = true;
// mech.setField("metamaterial cloaking") // mech.setField("metamaterial cloaking")
// b.giveGuns("laser") // b.giveGuns("laser")
// mod.giveMod("orbit-bot"); // for (let i = 0; i < 10; i++) {
// mod.giveMod("orbital-bot");
// }
// mod.giveMod("orbit-bot upgrade")
level.intro(); //starting level level.intro(); //starting level
@@ -4341,7 +4344,11 @@ const level = {
// move bots to follow player // move bots to follow player
for (let i = 0; i < bullet.length; i++) { for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) { if (bullet[i].botType) {
Matter.Body.setPosition(bullet[i], this.portalPair.portal.position); // Matter.Body.setPosition(bullet[i], this.portalPair.portal.position);
Matter.Body.setPosition(bullet[i], Vector.add(this.portalPair.portal.position, {
x: 250 * (Math.random() - 0.5),
y: 250 * (Math.random() - 0.5)
}));
Matter.Body.setVelocity(bullet[i], { Matter.Body.setVelocity(bullet[i], {
x: 0, x: 0,
y: 0 y: 0

View File

@@ -98,7 +98,7 @@ const mod = {
return dmg * mod.slowFire * mod.aimDamage return dmg * mod.slowFire * mod.aimDamage
}, },
totalBots() { totalBots() {
return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount + mod.orbitBotCount return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount + mod.boomBotCount + mod.plasmaBotCount + Math.floor(mod.orbitBotCount / (2 + mod.isOrbitBotUpgrade))
}, },
mods: [{ mods: [{
name: "integrated armament", name: "integrated armament",
@@ -642,7 +642,7 @@ const mod = {
}, },
{ {
name: "orbital-bot", name: "orbital-bot",
description: "2 bots are locked in <strong>orbit</strong> around you<br><strong class='color-d'>damages</strong> mobs on <strong>contact</strong>", description: "<strong>2</strong> bots are locked in <strong>orbit</strong> around you<br><strong class='color-d'>damages</strong> mobs on <strong>contact</strong>",
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
@@ -650,9 +650,10 @@ const mod = {
}, },
requires: "", requires: "",
effect() { effect() {
mod.orbitBotCount += 2; for (let i = 0; i < 2 + mod.isOrbitBotUpgrade; i++) {
b.orbitBot(); b.orbitBot();
b.orbitBot(); mod.orbitBotCount++;
}
}, },
remove() { remove() {
mod.orbitBotCount = 0; mod.orbitBotCount = 0;
@@ -660,23 +661,32 @@ const mod = {
}, },
{ {
name: "orbit-bot upgrade", name: "orbit-bot upgrade",
description: "<strong>125%</strong> increased orbital radius <br><em>applies to all current and future orbit-bots</em>", description: "get 3 orbital-bots instead of 2<br><em>applies to all current and future orbit-bots</em>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
return mod.orbitBotCount > 2 return mod.orbitBotCount > 2
}, },
requires: "2 or more orbit bots", requires: "2 or more orbital bots",
effect() { effect() {
mod.isOrbitBotUpgrade = true mod.isOrbitBotUpgrade = true
for (let i = 0; i < bullet.length; i++) { for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType = 'orbit') bullet[i].isUpgraded = true if (bullet[i].botType === 'orbit') {
bullet[i].isUpgraded = mod.isOrbitBotUpgrade
bullet[i].range = 190 + 50 * mod.isOrbitBotUpgrade
bullet[i].orbitalSpeed = Math.sqrt(0.25 / bullet[i].range)
}
} }
for (let i = 0, len = Math.floor(mod.orbitBotCount / 2); i < len; i++) {
b.orbitBot();
}
}, },
remove() { remove() {
mod.isOrbitBotUpgrade = false mod.isOrbitBotUpgrade = false
for (let i = 0; i < bullet.length; i++) { for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType = 'orbit') bullet[i].isUpgraded = false if (bullet[i].botType === 'orbit') bullet[i].isUpgraded = false
} }
} }
}, },
@@ -1343,7 +1353,7 @@ const mod = {
}, },
{ {
name: "catabolism", name: "catabolism",
description: "gain <strong class='color-g'>ammo</strong> when you <strong>fire</strong> while <strong>out</strong> of <strong class='color-g'>ammo</strong><br>drains <strong>2%</strong> of <strong>max health</strong>", description: "gain <strong class='color-g'>ammo</strong> when you <strong>fire</strong> while <strong>out</strong> of <strong class='color-g'>ammo</strong><br>drains <strong>2.3%</strong> of <strong>max health</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {

View File

@@ -761,8 +761,6 @@ const mech = {
}, },
setMaxEnergy() { setMaxEnergy() {
mech.maxEnergy = 1 + mod.bonusEnergy + mod.healMaxEnergyBonus mech.maxEnergy = 1 + mod.bonusEnergy + mod.healMaxEnergyBonus
if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
mech.displayHealth();
}, },
fieldMeterColor: "#0cf", fieldMeterColor: "#0cf",
drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) { drawFieldMeter(bgColor = "rgba(0, 0, 0, 0.4)", range = 60) {
@@ -2122,7 +2120,7 @@ const mech = {
y: powerUp[i].velocity.y * 0.11 y: powerUp[i].velocity.y * 0.11
}); });
if (dist2 < 5000 && !game.isChoosing) { //use power up if it is close enough if (dist2 < 5000 && !game.isChoosing) { //use power up if it is close enough
if (mod.isMassEnergy) mech.energy = mech.maxEnergy * 3; powerUps.onPickUp(powerUp[i].position);
powerUp[i].effect(); powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]); Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1); powerUp.splice(i, 1);

View File

@@ -417,6 +417,8 @@ const spawn = {
stiffness: springStiffness, stiffness: springStiffness,
damping: springDampening damping: springDampening
}); });
World.add(engine.world, cons[cons.length - 1]);
cons[len].length = 100 + 1.5 * radius; cons[len].length = 100 + 1.5 * radius;
me.cons = cons[len]; me.cons = cons[len];
@@ -431,9 +433,11 @@ const spawn = {
stiffness: springStiffness, stiffness: springStiffness,
damping: springDampening damping: springDampening
}); });
World.add(engine.world, cons[cons.length - 1]);
cons[len2].length = 100 + 1.5 * radius; cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2]; me.cons2 = cons[len2];
me.onDeath = function () { me.onDeath = function () {
this.removeCons(); this.removeCons();
}; };

View File

@@ -3,6 +3,11 @@ mod: orbital-bot upgrade - orbital bots orbit farther away
************** TODO - n-gon ************** ************** TODO - n-gon **************
mob: springer has a constraint issue, not pulling it
mod: laser gets increased damage with each reflection
mod: laser is 3 thick beams that look like one, but can separate into three at corners
getting stuck above a mob can immobilize player getting stuck above a mob can immobilize player
just allow player to jump on mobs again? just allow player to jump on mobs again?
occurs with Pauli exclusion, and time dilation field immunity - mod time-like world line occurs with Pauli exclusion, and time dilation field immunity - mod time-like world line