laser now has infinite ammo, but drains field energy
This commit is contained in:
231
js/bullets.js
231
js/bullets.js
@@ -230,28 +230,53 @@ const b = {
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{
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name: "laser",
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ammo: 0,
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ammoPack: 350,
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// ammoPack: 350,
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ammoPack: Infinity,
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have: false,
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fire() {
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//mech.fireCDcycle = game.cycle + 1
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let best;
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const color = "#f00";
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const range = 3000;
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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},
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{
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x: mech.pos.x + range * Math.cos(mech.angle),
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y: mech.pos.y + range * Math.sin(mech.angle)
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}
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];
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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//laser drains energy as well as bullets
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const FIELD_DRAIN = 0.006
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if (mech.fieldMeter < FIELD_DRAIN) {
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mech.fireCDcycle = game.cycle + 120; // cool down if out of energy
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} else {
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mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
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let best;
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const color = "#f00";
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const range = 3000;
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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},
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{
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x: mech.pos.x + range * Math.cos(mech.angle),
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y: mech.pos.y + range * Math.sin(mech.angle)
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}
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];
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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@@ -262,78 +287,48 @@ const b = {
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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};
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const checkforCollisions = function () {
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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vertexCollision(path[path.length - 2], path[path.length - 1], map);
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vertexCollision(path[path.length - 2], path[path.length - 1], body);
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};
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const laserHitMob = function (dmg) {
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if (best.who.alive) {
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dmg *= b.dmgScale * 0.05;
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best.who.damage(dmg);
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best.who.locatePlayer();
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//draw mob damage circle
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
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ctx.fill();
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}
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}
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};
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const checkforCollisions = function () {
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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vertexCollision(path[path.length - 2], path[path.length - 1], map);
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vertexCollision(path[path.length - 2], path[path.length - 1], body);
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};
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const laserHitMob = function (dmg) {
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if (best.who.alive) {
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dmg *= b.dmgScale * 0.065;
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best.who.damage(dmg);
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best.who.locatePlayer();
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//draw mob damage circle
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
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ctx.fill();
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}
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};
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const reflection = function () {
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// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
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const n = Matter.Vector.perp(Matter.Vector.normalise(Matter.Vector.sub(best.v1, best.v2)));
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const d = Matter.Vector.sub(path[path.length - 1], path[path.length - 2]);
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const nn = Matter.Vector.mult(n, 2 * Matter.Vector.dot(d, n));
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const r = Matter.Vector.normalise(Matter.Vector.sub(d, nn));
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path[path.length] = Matter.Vector.add(Matter.Vector.mult(r, range), path[path.length - 1]);
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};
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//beam before reflection
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checkforCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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const reflection = function () {
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// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
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const n = Matter.Vector.perp(Matter.Vector.normalise(Matter.Vector.sub(best.v1, best.v2)));
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const d = Matter.Vector.sub(path[path.length - 1], path[path.length - 2]);
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const nn = Matter.Vector.mult(n, 2 * Matter.Vector.dot(d, n));
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const r = Matter.Vector.normalise(Matter.Vector.sub(d, nn));
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path[path.length] = Matter.Vector.add(Matter.Vector.mult(r, range), path[path.length - 1]);
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};
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laserHitMob(1);
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//1st reflection beam
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reflection();
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//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
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let who = best.who;
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//beam before reflection
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checkforCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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@@ -341,41 +336,55 @@ const b = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.75);
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laserHitMob(1);
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//2nd reflection beam
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//1st reflection beam
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reflection();
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//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
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if (who !== best.who) {
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reflection();
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checkforCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.5);
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let who = best.who;
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checkforCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.75);
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//2nd reflection beam
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//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
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if (who !== best.who) {
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reflection();
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checkforCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.5);
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}
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}
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}
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}
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}
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ctx.fillStyle = color;
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ctx.strokeStyle = color;
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ctx.lineWidth = 2;
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ctx.lineDashOffset = 300 * Math.random()
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// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
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ctx.fillStyle = color;
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ctx.strokeStyle = color;
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ctx.lineWidth = 2;
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ctx.lineDashOffset = 300 * Math.random()
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// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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for (let i = 1, len = path.length; i < len; ++i) {
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ctx.beginPath();
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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ctx.stroke();
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ctx.globalAlpha *= 0.5; //reflections are less intense
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// ctx.globalAlpha -= 0.1; //reflections are less intense
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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for (let i = 1, len = path.length; i < len; ++i) {
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ctx.beginPath();
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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ctx.stroke();
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ctx.globalAlpha *= 0.5; //reflections are less intense
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// ctx.globalAlpha -= 0.1; //reflections are less intense
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}
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ctx.setLineDash([0, 0]);
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ctx.globalAlpha = 1;
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}
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ctx.setLineDash([0, 0]);
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ctx.globalAlpha = 1;
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}
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},
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{
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@@ -204,6 +204,7 @@ const level = {
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},
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//empty map for testing mobs
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intro() {
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b.giveGuns(0, 1000)
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game.zoomScale = 1000 //1400 is normal
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game.zoomTransition(1600, 1)
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@@ -72,8 +72,14 @@ const powerUps = {
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//ammo given scales as mobs take more hits to kill
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const ammo = Math.ceil((target.ammoPack * (0.60 + 0.5 * Math.random())) / b.dmgScale);
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target.ammo += ammo;
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game.updateGunHUD();
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game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
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if (target.ammo === Infinity) {
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mech.fieldMeter = 1;
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game.makeTextLog("+energy", 180);
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} else {
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game.updateGunHUD();
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game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
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}
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}
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},
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gun: {
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