laser now has infinite ammo, but drains field energy

This commit is contained in:
lilgreenland
2019-07-14 18:55:50 -07:00
parent b6f21d76de
commit 7aba4473af
3 changed files with 129 additions and 113 deletions

View File

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

View File

@@ -204,6 +204,7 @@ const level = {
}, },
//empty map for testing mobs //empty map for testing mobs
intro() { intro() {
b.giveGuns(0, 1000)
game.zoomScale = 1000 //1400 is normal game.zoomScale = 1000 //1400 is normal
game.zoomTransition(1600, 1) game.zoomTransition(1600, 1)

View File

@@ -72,8 +72,14 @@ const powerUps = {
//ammo given scales as mobs take more hits to kill //ammo given scales as mobs take more hits to kill
const ammo = Math.ceil((target.ammoPack * (0.60 + 0.5 * Math.random())) / b.dmgScale); const ammo = Math.ceil((target.ammoPack * (0.60 + 0.5 * Math.random())) / b.dmgScale);
target.ammo += ammo; target.ammo += ammo;
game.updateGunHUD(); if (target.ammo === Infinity) {
game.makeTextLog("+" + ammo + " ammo: " + target.name, 180); mech.fieldMeter = 1;
game.makeTextLog("+energy", 180);
} else {
game.updateGunHUD();
game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
}
} }
}, },
gun: { gun: {