decloaking damage

cloaking +damage occurs for 2 seconds after decloaking
  need to cloak for 4 seconds to get the full 2 seconds of +damage
  ambush 666% -> 555% damage
boson composite drains 25% more energy when you move through mobs

nail gun gets 20% more ammo
harpoons now properly do damage on the frame before they retract
  smelting removes 10% more ammo to get another harpoon for railgun
grenade fireworks explosive petals are 25% closer together
This commit is contained in:
landgreen
2022-07-21 10:51:33 -07:00
parent f3a115b237
commit 7a66ea922c
6 changed files with 63 additions and 426 deletions

View File

@@ -813,14 +813,14 @@ const b = {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
for (let i = 0, len = 6; i < len; i++) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.2 * range)), size * 0.6, color); //makes bullet do explosive damage at end
b.explosion(Vector.add(where, Vector.mult(unit, 1.1 * range)), size * 0.6, color); //makes bullet do explosive damage at end
}
}
if (count === 16) {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
for (let i = 0, len = 10; i < len; i++) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.75 * range)), size * 0.45, color); //makes bullet do explosive damage at end
b.explosion(Vector.add(where, Vector.mult(unit, 1.4 * range)), size * 0.45, color); //makes bullet do explosive damage at end
}
}
count++
@@ -1792,7 +1792,6 @@ const b = {
returnToPlayer() {
if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
this.endCycle = 0;
if (m.energy < 0.05) {
m.fireCDcycle = m.cycle + 120; //fire cooldown
} else if (m.cycle + 25 * b.fireCDscale < m.fireCDcycle) {
@@ -1854,23 +1853,20 @@ const b = {
this.do = this.returnToPlayer
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
Matter.Sleeping.set(this, false)
this.collisionFilter.category = 0
this.collisionFilter.mask = 0
this.endCycle = simulation.cycle + 60
//recoil on jerking line
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.00015 : 0.0003))
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.00015 : 0.0003)) //recoil on jerking line
player.force.x += momentum.x
player.force.y += momentum.y
requestAnimationFrame(() => { //delay this for 1 cycle to get the proper hit graphics
this.collisionFilter.category = 0
this.collisionFilter.mask = 0
});
} else {
this.grabPowerUp()
}
}
if (target) { //rotate towards the target
const face = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
};
const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
const vectorGoal = Vector.normalise(Vector.sub(this.position, target.position));
if (Vector.cross(vectorGoal, face) > 0) {
Matter.Body.rotate(this, this.turnRate);
@@ -1878,75 +1874,9 @@ const b = {
Matter.Body.rotate(this, -this.turnRate);
}
}
//grappling hook
// if (input.fire && !input.down && Matter.Query.collides(this, map).length) {
// const pull = Vector.mult(Vector.normalise(Vector.sub(this.position, m.pos)), 0.1)
// player.force.x += pull.x
// player.force.y += pull.y - player.mass * 0.02
// Matter.Body.setStatic(this, true)
// this.endCycle = simulation.cycle + 5
// this.dropCaughtPowerUp()
// this.do = () => {
// const sub = Vector.sub(this.position, m.pos)
// const dist = Vector.magnitude(sub)
// if (input.fire) {
// m.fireCDcycle = m.cycle + 30; // cool down if out of energy
// this.endCycle = simulation.cycle + 10
// const pull = Vector.mult(Vector.normalise(sub), 0.001 * Math.min(Math.max(1, dist), 100))
// player.force.x += pull.x
// player.force.y += pull.y
// Matter.Body.setVelocity(player, { x: player.velocity.x * 0.8, y: player.velocity.y * 0.8 });
// } else { //if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius + 200)
// //automatically get ammo back
// this.endCycle = 0;
// if (m.cycle + 15 * b.fireCDscale < m.fireCDcycle) m.fireCDcycle = m.cycle + 15 * b.fireCDscale //lower cd to 15 if it is above 15
// // refund ammo
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === "harpoon") {
// b.guns[i].ammo++;
// simulation.updateGunHUD();
// break;
// }
// }
// }
// if (dist > returnRadius) this.draw();
// }
// }
this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
}
// else if (!(this.cycle % 2)) { //look for a target if you don't have one
// simulation.drawList.push({ //add dmg to draw queue
// x: this.position.x,
// y: this.position.y,
// radius: 10,
// color: simulation.mobDmgColor,
// time: simulation.drawTime
// });
// let closest = {
// distance: 2000,
// target: null
// }
// const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
// mob[i].alive && !mob[i].isBadTarget &&
// Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
// Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors
// ) {
// const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
// if (dist < closest.distance) {
// closest.distance = dist
// closest.target = mob[i]
// }
// }
// }
// if (closest.target) {
// target = closest.target
// this.turnRate = 0.05
// this.frictionAir = 0.8
// }
// }
this.draw()
},
});
@@ -5131,8 +5061,8 @@ const b = {
name: "nail gun", // 0
description: "use compressed air to fire a stream of <strong>nails</strong><br><strong><em>delay</em></strong> after firing <strong>decreases</strong> as you shoot",
ammo: 0,
ammoPack: 50,
defaultAmmoPack: 50,
ammoPack: 60,
defaultAmmoPack: 60,
recordedAmmo: 0,
have: false,
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
@@ -6854,7 +6784,7 @@ const b = {
}
//look for closest mob in player's LoS
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (input.down ? 0.7 : 1)
const totalCycles = 6 * (tech.isFilament ? 1 + 0.012 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
const totalCycles = 5 * (tech.isFilament ? 1 + 0.012 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
if (tech.extraHarpoons && !input.down) { //multiple harpoons
const SPREAD = 0.1
@@ -6913,7 +6843,7 @@ const b = {
}
}
}
if (input.down) {
if (input.down && m.onGround) {
b.harpoon(where, null, m.angle, harpoonSize, true, 1.5 * totalCycles, (input.down && tech.crouchAmmoCount && (tech.crouchAmmoCount - 1) % 2) ? false : true)
} else {
b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles)
@@ -6925,226 +6855,6 @@ const b = {
player.force.y -= recoil.y
tech.harpoonDensity = 0.004 //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
},
// railGun2() {
// const where = {
// x: m.pos.x + 30 * Math.cos(m.angle),
// y: m.pos.y + 30 * Math.sin(m.angle)
// }
// const closest = {
// distance: 10000,
// target: null
// }
// //look for closest mob in player's LoS
// const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
// const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
// const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
// function pushAway(range) { //push away blocks when firing
// for (let i = 0, len = mob.length; i < len; ++i) {
// const SUB = Vector.sub(mob[i].position, m.pos)
// const DISTANCE = Vector.magnitude(SUB)
// if (DISTANCE < range) {
// const DEPTH = Math.min(range - DISTANCE, 1500)
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
// mob[i].force.x += FORCE.x;
// mob[i].force.y += FORCE.y;
// }
// }
// for (let i = 0, len = body.length; i < len; ++i) {
// const SUB = Vector.sub(body[i].position, m.pos)
// const DISTANCE = Vector.magnitude(SUB)
// if (DISTANCE < range) {
// const DEPTH = Math.min(range - DISTANCE, 500)
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
// body[i].force.x += FORCE.x;
// body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
// }
// }
// }
// const me = bullet.length;
// bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
// vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }],
// density: 0.03, //0.001 is normal
// restitution: 0,
// frictionAir: 0,
// dmg: 0, //damage done in addition to the damage from momentum
// classType: "bullet",
// collisionFilter: {
// category: 0,
// mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
// },
// minDmgSpeed: 5,
// beforeDmg(who) {
// if (tech.isShieldPierce && who.isShielded) { //disable shields
// who.isShielded = false
// requestAnimationFrame(() => { who.isShielded = true });
// }
// if (who.shield && !tech.isShieldPierce) {
// for (let i = 0, len = mob.length; i < len; i++) {
// if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
// Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
// break
// }
// }
// Matter.Body.setVelocity(this, { x: -0.4 * this.velocity.x, y: -0.4 * this.velocity.y });
// } else {
// if (tech.fragments && this.speed > 10) {
// b.targetedNail(this.position, tech.fragments * 13)
// this.endCycle = 0 //triggers despawn
// }
// }
// },
// onEnd() {}
// });
// m.fireCDcycle = Infinity; // cool down
// Composite.add(engine.world, bullet[me]); //add bullet to world
// bullet[me].endCycle = Infinity
// bullet[me].charge = 0;
// bullet[me].do = function() {
// if ((m.energy < 0.005 && !tech.isRailEnergyGain) || (!input.down && !tech.isRailGun)) {
// m.energy += 0.05 + this.charge * 0.2
// m.fireCDcycle = m.cycle + 120; // cool down if out of energy
// this.endCycle = 0;
// b.refundAmmo()
// return
// }
// if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
// Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
// m.fireCDcycle = m.cycle + 2; // set fire cool down
// //normal bullet behavior occurs after firing, overwrites this function
// this.endCycle = simulation.cycle + 140
// this.collisionFilter.category = cat.bullet
// Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
// Matter.Body.setAngle(this, m.angle)
// const speed = 120
// Matter.Body.setVelocity(this, {
// x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
// y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
// });
// this.do = function() {
// this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
// }
// const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
// player.force.x -= KNOCK * Math.cos(m.angle)
// player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
// pushAway(1200 * this.charge)
// } else { // charging on mouse down
// if (tech.isFireMoveLock) {
// Matter.Body.setVelocity(player, {
// x: 0,
// y: -55 * player.mass * simulation.g //undo gravity before it is added
// });
// player.force.x = 0
// player.force.y = 0
// }
// m.fireCDcycle = Infinity //can't fire until mouse is released
// const previousCharge = this.charge
// //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
// let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
// this.charge = this.charge * smoothRate + 1 - smoothRate
// m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.25) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
// //draw targeting
// let best;
// let range = 3000
// const dir = m.angle
// const path = [{
// x: m.pos.x + 20 * Math.cos(dir),
// y: m.pos.y + 20 * Math.sin(dir)
// },
// {
// x: m.pos.x + range * Math.cos(dir),
// y: m.pos.y + range * Math.sin(dir)
// }
// ];
// const vertexCollision = function(v1, v1End, domain) {
// for (let i = 0; i < domain.length; ++i) {
// let vertices = domain[i].vertices;
// const len = vertices.length - 1;
// for (let j = 0; j < len; j++) {
// results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// //check for collisions
// best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
// vertexCollision(path[0], path[1], mob);
// vertexCollision(path[0], path[1], map);
// vertexCollision(path[0], path[1], body);
// if (best.dist2 != Infinity) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
// //draw beam
// ctx.beginPath();
// ctx.moveTo(path[0].x, path[0].y);
// ctx.lineTo(path[1].x, path[1].y);
// ctx.strokeStyle = `rgba(100,0,180,0.7)`;
// ctx.lineWidth = this.charge * 1
// ctx.setLineDash([10, 20]);
// ctx.stroke();
// ctx.setLineDash([]);
// //draw magnetic field
// const X = m.pos.x
// const Y = m.pos.y
// const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
// const unitVectorPerp = Vector.perp(unitVector)
// function magField(mag, arc) {
// ctx.moveTo(X, Y);
// ctx.bezierCurveTo(
// X + unitVector.x * mag, Y + unitVector.y * mag,
// X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
// X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
// ctx.bezierCurveTo(
// X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
// X - unitVector.x * mag, Y - unitVector.y * mag,
// X, Y)
// }
// ctx.fillStyle = `rgba(50,0,100,0.05)`;
// for (let i = 3; i < 7; i++) {
// const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
// const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
// ctx.beginPath();
// magField(MAG, ARC)
// magField(MAG, -ARC)
// ctx.fill();
// }
// }
// }
// },
}, {
name: "mine", //10
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level", //fires <strong>nails</strong> at mobs within range