ice IX energy

laser bots now use the same laser code as the player
mod: thermoelectric effect - ice IX bullets give you 7% energy after they collides with mobs
This commit is contained in:
landgreen
2020-10-04 18:16:01 -07:00
parent b1f4109827
commit 7947e69d4d
6 changed files with 144 additions and 86 deletions

View File

@@ -379,7 +379,10 @@ const b = {
laser(where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, angle = mech.angle, dmg = mod.laserDamage, reflections = mod.laserReflections, isThickBeam = false) {
}, whereEnd = {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg = mod.laserDamage, reflections = mod.laserReflections, isThickBeam = false) {
const reflectivity = 1 - 1 / (reflections * 1.5)
let damage = b.dmgScale * dmg
let best = {
@@ -391,14 +394,13 @@ const b = {
v2: null
};
const color = "#f00";
const range = 3000;
const path = [{
x: where.x,
y: where.y
},
{
x: where.x + range * Math.cos(angle),
y: where.y + range * Math.sin(angle)
x: whereEnd.x,
y: whereEnd.y
}
];
const vertexCollision = function (v1, v1End, domain) {
@@ -470,7 +472,7 @@ const b = {
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
path[path.length] = Vector.add(Vector.mult(r, 3000), path[path.length - 1]);
};
checkForCollisions();
@@ -802,6 +804,7 @@ const b = {
mobs.statusSlow(who, 60)
this.endCycle = game.cycle
if (mod.isHeavyWater) mobs.statusDoT(who, 0.1, 300)
if (mod.iceEnergy && !who.shield) mech.energy += mod.iceEnergy //&& mech.energy < mech.maxEnergy
},
onEnd() {},
do() {
@@ -1323,7 +1326,7 @@ const b = {
minDmgSpeed: 2,
lookFrequency: 40 + Math.floor(7 * Math.random()),
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
range: 500 * (1 + 0.2 * Math.random()) + 150 * mod.isLaserBotUpgrade,
range: 700 * (1 + 0.1 * Math.random()) + 250 * mod.isLaserBotUpgrade,
followRange: 150 + Math.floor(30 * Math.random()),
offPlayer: {
x: 0,
@@ -1351,17 +1354,19 @@ const b = {
y: this.velocity.y * 0.95
});
//find targets
if (!(game.cycle % this.lookFrequency) && !mech.isCloak) {
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
!mob[i].isShielded &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
if (!mech.isCloak) {
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
!mob[i].isShielded &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
//randomize position relative to player
@@ -1374,42 +1379,46 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014 * mod.isLaserDiode
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
//find the closest vertex
let bestVertexDistance = Infinity
let bestVertex = null
for (let i = 0; i < this.lockedOn.vertices.length; i++) {
const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
if (dist < bestVertexDistance) {
bestVertex = i
bestVertexDistance = dist
}
}
const dmg = b.dmgScale * (0.06 + 0.08 * this.isUpgraded);
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
mech.energy -= 0.0012 * mod.isLaserDiode
// const sub = Vector.sub(this.lockedOn.position, this.vertices[0])
// const angle = Math.atan2(sub.y, sub.x);
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * (0.06 + 0.08 * this.isUpgraded))
ctx.beginPath(); //draw laser
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
ctx.strokeStyle = "#f00";
ctx.lineWidth = "2"
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
ctx.beginPath();
ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fillStyle = "#f00";
ctx.fill();
}
// //make sure you can still see vertex
// const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
// if (DIST - this.lockedOn.radius < this.range + 150 &&
// Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
// Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
// //move towards the target
// this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
// //find the closest vertex
// let bestVertexDistance = Infinity
// let bestVertex = null
// for (let i = 0; i < this.lockedOn.vertices.length; i++) {
// const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
// if (dist < bestVertexDistance) {
// bestVertex = i
// bestVertexDistance = dist
// }
// }
// const dmg = b.dmgScale * (0.06 + 0.08 * this.isUpgraded);
// this.lockedOn.damage(dmg);
// this.lockedOn.locatePlayer();
// ctx.beginPath(); //draw laser
// ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
// ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
// ctx.strokeStyle = "#f00";
// ctx.lineWidth = "2"
// ctx.lineDashOffset = 300 * Math.random()
// ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
// ctx.stroke();
// ctx.setLineDash([0, 0]);
// ctx.beginPath();
// ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
// ctx.fillStyle = "#f00";
// ctx.fill();
// }
}
}
})
@@ -3231,25 +3240,31 @@ const b = {
if (mod.isWideLaser) {
const off = 8
const dmg = 0.4 * mod.laserDamage // 5 * 0.4 = 200% more damage
b.laser({
const where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, mech.angle, dmg, 0, true)
}
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg, 0, true)
for (let i = 1; i < 3; i++) {
b.laser(Vector.add({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, {
let whereOff = Vector.add(where, {
x: i * off * Math.cos(mech.angle + Math.PI / 2),
y: i * off * Math.sin(mech.angle + Math.PI / 2)
}), mech.angle, dmg, 0, true)
b.laser(Vector.add({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, {
})
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(mech.angle),
y: whereOff.y + 3000 * Math.sin(mech.angle)
}, dmg, 0, true)
whereOff = Vector.add(where, {
x: i * off * Math.cos(mech.angle - Math.PI / 2),
y: i * off * Math.sin(mech.angle - Math.PI / 2)
}), mech.angle, dmg, 0, true)
})
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(mech.angle),
y: whereOff.y + 3000 * Math.sin(mech.angle)
}, dmg, 0, true)
}
} else if (mod.beamSplitter) {
let dmg = mod.laserDamage * 0.9
@@ -3257,10 +3272,19 @@ const b = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}
b.laser(where, mech.angle, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg)
for (let i = 1; i < 1 + mod.beamSplitter; i++) {
b.laser(where, mech.angle + i * 0.2, dmg)
b.laser(where, mech.angle - i * 0.2, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle + i * 0.2),
y: where.y + 3000 * Math.sin(mech.angle + i * 0.2)
}, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle - i * 0.2),
y: where.y + 3000 * Math.sin(mech.angle - i * 0.2)
}, dmg)
dmg *= 0.9
}
} else {

View File

@@ -15,10 +15,10 @@ const level = {
// game.zoomScale = 1000;
// game.setZoom();
// mech.isCloak = true;
// mech.setField("metamaterial cloaking")
// mech.setField("perfect diamagnetism")
// b.giveGuns("laser")
// for (let i = 0; i < 1; i++) {
// mod.giveMod("diffuse beam");
// for (let i = 0; i < 10; i++) {
// mod.giveMod("laser-bot");
// }
// mod.giveMod("orbit-bot upgrade")
@@ -118,7 +118,7 @@ const level = {
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
powerUps.spawnStartingPowerUps(600, -800);
// powerUps.spawnStartingPowerUps(600, -800);
powerUps.spawn(550, -800, "reroll", false);
function blockDoor(x, y, blockSize = 58) {
@@ -150,7 +150,7 @@ const level = {
// spawn.sniper(1800, -120)
// spawn.sniper(2200, -120)
// spawn.cellBossCulture(1600, -500)
spawn.starter(1600, -500, 160)
spawn.starter(1600, -500)
// spawn.powerUpBoss(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);

View File

@@ -603,7 +603,7 @@ const mod = {
},
{
name: "laser-bot",
description: "a bot <strong>defends</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
description: "a bot uses <strong class='color-f'>energy</strong> to emit a <strong>laser</strong><br>targeting nearby mobs",
maxCount: 9,
count: 0,
allowed() {
@@ -816,9 +816,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return true
return mod.totalBots() > 1 || mod.haveGunCheck("drone") || mod.haveGunCheck("mine") || mod.haveGunCheck("spores") || mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing"
},
requires: "",
requires: "drones, spores, mines, or bots",
effect() {
mod.isNoFireDefense = true
},
@@ -2208,7 +2208,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("ice IX") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && mod.isIceField)
return mod.haveGunCheck("ice IX") || mod.isIceField
},
requires: "ice IX",
effect() {
@@ -2218,6 +2218,22 @@ const mod = {
mod.isHeavyWater = false;
}
},
{
name: "thermoelectric effect",
description: "<strong>ice IX</strong> bullets give you <strong>7%</strong> <strong class='color-f'>energy</strong><br>after they <strong>collide</strong> with mobs",
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("ice IX") || mod.isIceField
},
requires: "ice IX",
effect() {
mod.iceEnergy += 0.07
},
remove() {
mod.iceEnergy = 0;
}
},
{
name: "necrophoresis",
description: "<strong>foam</strong> bullets grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
@@ -2354,7 +2370,7 @@ const mod = {
},
{
name: "beam splitter",
description: `your <strong>laser</strong> is <strong>split</strong> into diverging beams<br>decrease <strong class='color-d'>damage</strong> by <strong>10%</strong>`,
description: `your <strong>laser</strong> gains <strong>2 diverging</strong> beams<br>decrease laser <strong class='color-d'>damage</strong> by <strong>10%</strong>`,
maxCount: 9,
count: 0,
allowed() {
@@ -2370,7 +2386,7 @@ const mod = {
},
{
name: "diffuse beam",
description: "<strong>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong>",
description: "<strong>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br>increase laser <strong class='color-d'>damage</strong> by <strong>100%</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -2989,5 +3005,6 @@ const mod = {
isNoFireDefense: null,
isNoFireDamage: null,
duplicateChance: null,
beamSplitter: null
beamSplitter: null,
iceEnergy: null
}

View File

@@ -1303,6 +1303,20 @@ const mech = {
// mech.fieldArc = 0.3; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
// mech.calculateFieldThreshold();
mech.hold = function () {
//cap mob speed based on distance
for (let i = 0; i < mob.length; i++) {
const distance = Vector.magnitude(Vector.sub(mech.pos, mob[i].position))
const range = 1000
if (distance < range) {
const cap = Math.max(0.01 * distance, 4)
if (mob[i].speed > cap) {
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction
}
}
}
const wave = Math.sin(mech.cycle * 0.022);
mech.fieldRange = 170 + 12 * wave
mech.fieldArc = 0.33 + 0.045 * wave //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)

View File

@@ -152,8 +152,7 @@ const powerUps = {
//give ammo to all guns in inventory
if (mod.isAmmoForGun) {
const target = b.guns[b.activeGun]
target.ammo += Math.ceil(Math.random() * target.ammoPack)
target.ammo += Math.ceil(Math.random() * target.ammoPack)
target.ammo += Math.ceil(Math.random() * target.ammoPack) + Math.ceil(Math.random() * target.ammoPack)
} else {
for (let i = 0, len = b.inventory.length; i < len; i++) {
const target = b.guns[b.inventory[i]]

View File

@@ -1,15 +1,19 @@
laser mod: beam splitter - laser is split into diverging beams, but does 10% less damage
laser bots now use the same laser code as the player
mod: thermoelectric effect - ice IX bullets give you 7% energy after they collides with mobs
************** TODO - n-gon **************
laser mod, increase damage, but ass some angular spread to 5 laser beam
require diffuse
a gun that gives back energy
if your energy is below 90% your drones stay near you and give energy regen
use the b.laser() function
buff neutron bomb?
less fire CD?
mod set a max speed cap based on distance from player while field is active
mod for a field, or bot?
name: something about speed of light being the top speed
name: eddy current brake
who runs the code?
new bot
perfect diamagnetism
vacuum bomb applies status effect to mobs that makes blocks attracted to them