diff --git a/js/bullets.js b/js/bullets.js
index e2c6880..571a6fb 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -29,6 +29,8 @@ const b = {
isModFourOptions: null,
modGuardianCount: null,
modCollisionImmuneCycles: null,
+ modBlockDmg: null,
+ modPiezo: null,
setModDefaults() {
b.modCount = 0;
b.modFireRate = 1;
@@ -55,6 +57,8 @@ const b = {
b.isModMassEnergy = false;
b.modGuardianCount = 0;
b.modCollisionImmuneCycles = 30;
+ b.modBlockDmg = 0;
+ b.modPiezo = 0;
mech.Fx = 0.015;
mech.jumpForce = 0.38;
mech.maxHealth = 1;
@@ -64,9 +68,8 @@ const b = {
}
},
mods: [{
- name: "depleted uranium rounds",
+ name: "depleted uranium rounds", //0
description: `your bullets are +11% larger
increased mass and physical damage`,
- //0
count: 0,
maxCount: 4,
effect() {
@@ -74,131 +77,127 @@ const b = {
}
},
{
- name: "fluoroantimonic acid",
+ name: "fluoroantimonic acid", //1
description: "each bullet does extra chemical damage
instant damage, unaffected by momentum",
- //1
maxCount: 4,
count: 0,
- effect() { //good with guns that fire many bullets at low speeds, minigun, drones, junk-bots, shotgun, superballs, wavebeam
+ effect() {
b.modExtraDmg += 0.25
game.playerDmgColor = "rgba(0,80,80,0.9)"
}
},
{
- name: "fracture analysis",
+ name: "fracture analysis", //2
description: "5x physical damage to unaware enemies
unaware enemies don't have a health bar",
- //2
maxCount: 1,
count: 0,
- effect() { // good with high damage guns that strike from a distance: rail gun, drones, flechettes, spores, grenade, vacuum bomb
+ effect() {
b.isModCrit = true;
}
},
{
- name: "kinetic bombardment",
+ name: "kinetic bombardment", //3
description: "do extra damage from a distance
up to 50% increase at about 30 steps away",
- //3
maxCount: 1,
count: 0,
- effect() { // good with annihilation, melee builds
+ effect() {
b.isModFarAwayDmg = true; //used in mob.damage()
}
},
{
- name: "quasistatic equilibrium",
+ name: "quasistatic equilibrium", //4
description: "do extra damage at low health
up to 50% increase when near death",
- //4
maxCount: 1,
count: 0,
- effect() { // good with annihilation, melee builds
+ effect() {
b.isModLowHealthDmg = true; //used in mob.damage()
}
},
{
- name: "auto-loading heuristics",
+ name: "auto-loading heuristics", //5
description: "your delay after firing is +12% shorter",
- //5
maxCount: 4,
count: 0,
- effect() { //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
+ effect() {
b.modFireRate *= 0.88
}
},
{
- name: "desublimated ammunition",
+ name: "desublimated ammunition", //6
description: "use 50% less ammo when crouching",
- //6
maxCount: 1,
count: 0,
- effect() { //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
+ effect() {
b.modNoAmmo = 1
}
},
{
- name: "Lorentzian topology",
+ name: "Lorentzian topology", //7
description: "your bullets last +33% longer",
- //7
maxCount: 4,
count: 0,
- effect() { //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
+ effect() {
b.isModBulletsLastLonger += 0.33
}
},
{
- name: "zoospore vector",
+ name: "zoospore vector", //8
description: "enemies discharge spores on death
+11% chance",
- //8
maxCount: 4,
count: 0,
- effect() { //good late game maybe?
+ effect() {
b.modSpores += 0.11;
}
},
{
- name: "ablative synthesis",
+ name: "ablative synthesis", //9
description: "rebuild your broken parts as drones
chance to occur after being harmed",
- //9
maxCount: 1,
count: 0,
- effect() { //makes dangerous situations more survivable
+ effect() {
b.isModDroneOnDamage = true;
}
},
{
- name: "guardian",
+ name: "guardian", //10
description: "a bot protects the space around you
uses a short range laser that drains energy",
- //10
maxCount: 4,
count: 0,
- effect() { // good with melee builds, content skipping builds
+ effect() {
b.modGuardianCount++;
b.guardian();
}
},
{
- name: "piezoelectric plating",
+ name: "electrostatic repulsion", //11
description: "immune to harm from collisions for +2 seconds
activates after being harmed from a collision",
- //11
maxCount: 1,
count: 0,
- effect() { // good with melee builds, content skipping builds
+ effect() {
b.modCollisionImmuneCycles += 120;
}
},
{
- name: "annihilation",
+ name: "bremsstrahlung radiation", //12
+ description: "when your field blocks it also does damage",
+ maxCount: 4,
+ count: 0,
+ effect() {
+ b.modBlockDmg += 0.7
+ }
+ },
+ {
+ name: "annihilation", //13
description: "after touching enemies, they are annihilated",
- //12
maxCount: 1,
count: 0,
- effect() { //good with mods that heal: superconductive healing, entropy transfer
+ effect() {
b.isModAnnihilation = true
}
},
{
- name: "high explosives",
+ name: "high explosives", //14
description: "the radius of explosions are +20% larger
immune to harm from explosions",
- //13
maxCount: 4,
count: 0,
effect: () => {
@@ -207,39 +206,44 @@ const b = {
}
},
{
- name: "entanglement",
+ name: "entanglement", //15
description: "using your first gun reduces harm
scales by 7% for each gun in your inventory",
- //14
maxCount: 1,
count: 0,
- effect() { // good with laser-bots
+ effect() {
b.isModEntanglement = true
}
},
{
- name: "energy transfer",
- description: "gain energy proportional to damage done",
- //15
+ name: "piezoelectricity", //16
+ description: "gain energy proportional to harm received",
maxCount: 4,
count: 0,
- effect() { //good with laser, and all fields
+ effect() {
+ b.modPiezo += 2
+ }
+ },
+ {
+ name: "energy conservation", //17
+ description: "gain energy proportional to damage done",
+ maxCount: 4,
+ count: 0,
+ effect() {
b.modEnergySiphon += 0.18;
}
},
{
- name: "entropy transfer",
+ name: "entropy exchange", //18
description: "heal proportional to damage done",
- //16
maxCount: 4,
count: 0,
- effect() { //good with guns that overkill: one shot, grenade
+ effect() {
b.modHealthDrain += 0.015;
}
},
{
- name: "overcharge",
+ name: "overcharge", //19
description: "charge energy +33% beyond your maximum",
- //17
maxCount: 4,
count: 0,
effect() {
@@ -247,9 +251,8 @@ const b = {
}
},
{
- name: "supersaturation",
+ name: "supersaturation", //20
description: "heal +33% beyond your max health",
- //18
maxCount: 4,
count: 0,
effect() {
@@ -257,19 +260,17 @@ const b = {
}
},
{
- name: "recursive healing",
+ name: "recursive healing", //21
description: "healing power ups trigger an extra time.",
- //19
maxCount: 4,
count: 0,
- effect() { // good with ablative synthesis, melee builds
+ effect() {
b.modRecursiveHealing += 1
}
},
{
- name: "mass-energy equivalence",
+ name: "mass-energy equivalence", //22
description: "convert the mass of power ups into energy
power ups fill your energy and heal for +5%",
- //20
maxCount: 1,
count: 0,
effect: () => {
@@ -277,9 +278,8 @@ const b = {
}
},
{
- name: "+1 cardinality",
+ name: "+1 cardinality", //23
description: "one extra choice when selecting power ups",
- //21
maxCount: 1,
count: 0,
effect: () => {
@@ -287,31 +287,17 @@ const b = {
}
},
{
- name: "Bayesian inference",
+ name: "Bayesian inference", //24
description: "20% chance for double power ups to drop
one fewer choice when selecting power ups",
- //22
maxCount: 1,
count: 0,
effect: () => {
b.isModBayesian = 0.20;
}
},
- // {
- // name: "Gauss rifle",
- // description: "launch blocks at much higher speeds
hold onto larger blocks even after getting hit",
- // //23
- // maxCount: 1,
- // count: 0,
- // effect() { // good with guns that run out of ammo
- // mech.throwChargeRate = 4;
- // mech.throwChargeMax = 150;
- // mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
- // }
- // },
{
- name: "squirrel-cage rotor",
+ name: "squirrel-cage rotor", //25
description: "jump higher and move faster
reduced harm from falling ",
- //23
maxCount: 1,
count: 0,
effect() { // good with melee builds, content skipping builds
@@ -321,9 +307,8 @@ const b = {
}
},
{
- name: "quantum immortality",
+ name: "quantum immortality", //26
description: "after dying, continue in an alternate reality
guns, ammo, and field are randomized",
- //24
maxCount: 1,
count: 0,
effect() {
@@ -488,7 +473,7 @@ const b = {
time: game.drawTime
});
let dist, sub, knock;
- const dmg = b.dmgScale * radius * 0.009;
+ let dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
@@ -549,20 +534,21 @@ const b = {
//mob damage and knock back with alert
let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
for (let i = 0, len = mob.length; i < len; ++i) {
- if (mob[i].alive) {
+ if (mob[i].alive && !mob[i].isShielded) {
sub = Vector.sub(where, mob[i].position);
dist = Vector.magnitude(sub) - mob[i].radius;
if (dist < radius) {
+ if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 30);
+ knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
+ knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
@@ -581,7 +567,7 @@ const b = {
time: game.drawTime
});
let dist, sub, knock;
- const dmg = b.dmgScale * radius * 0.009;
+ let dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
@@ -642,20 +628,21 @@ const b = {
//mob damage and knock back with alert
let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
for (let i = 0, len = mob.length; i < len; ++i) {
- if (mob[i].alive) {
+ if (mob[i].alive && !mob[i].isShielded) {
sub = Vector.sub(bullet[me].position, mob[i].position);
dist = Vector.magnitude(sub) - mob[i].radius;
if (dist < radius) {
+ if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 30);
+ knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
+ knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
@@ -837,7 +824,7 @@ const b = {
restitution: 0.5 + 0.5 * Math.random(),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
- lookFrequency: 37 + Math.floor(17 * Math.random()),
+ lookFrequency: 31 + Math.floor(17 * Math.random()),
acceleration: 0.0015 + 0.0013 * Math.random(),
range: 500 + Math.floor(200 * Math.random()),
endCycle: Infinity,
@@ -858,6 +845,7 @@ const b = {
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;
@@ -951,17 +939,18 @@ const b = {
name: "minigun", //0
description: "rapidly fire a stream of small bullets",
ammo: 0,
- ammoPack: 50,
+ ammoPack: 55,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
b.muzzleFlash(15);
// if (Math.random() > 0.2) mobs.alert(500);
- const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.04 : 0.12);
- bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, 5 * b.modBulletSize, b.fireAttributes(dir));
- b.fireProps(mech.crouch ? 10 : 5, mech.crouch ? 50 : 36, dir, me); //cd , speed
- bullet[me].endCycle = game.cycle + 65;
+ const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.1);
+ bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, 6 * b.modBulletSize, b.fireAttributes(dir));
+ b.fireProps(mech.crouch ? 8 : 4, mech.crouch ? 52 : 38, dir, me); //cd , speed
+ bullet[me].endCycle = game.cycle + 70;
+ bullet[me].dmg = 0.07;
bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
bullet[me].do = function () {
this.force.y += this.mass * 0.0005;
@@ -972,7 +961,7 @@ const b = {
name: "shotgun", //1
description: "fire a burst of short range bullets
crouch to reduce recoil",
ammo: 0,
- ammoPack: 4,
+ ammoPack: 5,
have: false,
isStarterGun: true,
fire() {
@@ -999,7 +988,7 @@ const b = {
}
//knock back
- const KNOCK = ((mech.crouch) ? 0.017 : 0.17) * b.modBulletSize * b.modBulletSize
+ const KNOCK = ((mech.crouch) ? 0.013 : 0.15) * b.modBulletSize * b.modBulletSize
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
}
@@ -1043,7 +1032,7 @@ const b = {
name: "fléchettes", //3
description: "fire a volley of precise high velocity needles",
ammo: 0,
- ammoPack: 22,
+ ammoPack: 20,
have: false,
isStarterGun: true,
count: 0, //used to track how many shots are in a volley before a big CD
@@ -1095,7 +1084,7 @@ const b = {
inertia: Infinity,
frictionAir: 0,
minDmgSpeed: 0,
- dmg: 0.13, //damage done in addition to the damage from momentum
+ dmg: 0.2, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
@@ -1134,7 +1123,7 @@ const b = {
name: "rail gun", //5
description: "electro-magnetically launch a dense rod
hold left mouse to charge, release to fire", //and repel enemies
ammo: 0,
- ammoPack: 2,
+ ammoPack: 1,
have: false,
isStarterGun: false,
fire() {
@@ -1208,18 +1197,6 @@ const b = {
mob[i].force.y += 1.5 * FORCE.y;
}
}
- //push mobs around player when firing
- // range = 600 * this.charge
- // for (let i = 0, len = mob.length; i < len; ++i) {
- // const SUB = Vector.sub(mob[i].position, mech.pos)
- // const DISTANCE = Vector.magnitude(SUB)
- // if (DISTANCE < range) {
- // const DEPTH = range - DISTANCE
- // const FORCE = Vector.mult(Vector.normalise(SUB), 0.00000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass))
- // mob[i].force.x += FORCE.x
- // mob[i].force.y += FORCE.y
- // }
- // }
} else { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
if (mech.crouch) {
@@ -1227,25 +1204,6 @@ const b = {
} else {
this.charge = this.charge * 0.985 + 0.015 // this.charge converges to 1
}
-
- //gently push away mobs while charging
- // const RANGE = 270 * this.charge
- // for (let i = 0, len = mob.length; i < len; ++i) {
- // const SUB = Vector.sub(mob[i].position, mech.pos)
- // const DISTANCE = Vector.magnitude(SUB)
- // // if (DISTANCE < RANGE) {
- // // Matter.Body.setVelocity(mob[i], Vector.rotate(mob[i].velocity, 0.1))
- // // }
- // // const DRAIN = 0.0002 //&& mech.fieldMeter > DRAIN
- // if (DISTANCE < RANGE) {
- // // mech.fieldMeter -= DRAIN + mech.fieldRegen;
- // const DEPTH = RANGE - DISTANCE
- // const FORCE = Vector.mult(Vector.normalise(SUB), 0.000000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass))
- // mob[i].force.x += FORCE.x
- // mob[i].force.y += FORCE.y
- // }
- // }
-
//draw laser targeting
let best;
let range = 3000
@@ -1377,50 +1335,51 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle) - 3, 30 * b.modBulletSize, 4 * b.modBulletSize, b.fireAttributes(dir));
b.fireProps(mech.crouch ? 55 : 30, -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8), dir, me); //cd , speed
-
+ // bullet[me].collisionFilter.mask = cat.map | cat.body | cat.mobBullet
// Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
bullet[me].force.y += 0.0005; //a small push down at first to make it seem like the missile is briefly falling
bullet[me].frictionAir = 0.023
bullet[me].endCycle = game.cycle + Math.floor((280 + 40 * Math.random()) * b.isModBulletsLastLonger);
- bullet[me].explodeRad = 160 + 60 * Math.random();
- bullet[me].lookFrequency = Math.floor(15 + Math.random() * 5);
+ bullet[me].explodeRad = 170 + 60 * Math.random();
+ bullet[me].lookFrequency = Math.floor(31 + Math.random() * 11);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
bullet[me].onDmg = function () {
- this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
+ this.tryToLockOn();
+ // this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
};
bullet[me].lockedOn = null;
+ bullet[me].tryToLockOn = function () {
+ this.lockedOn = null;
+ let closeDist = Infinity;
+
+ //look for closest target to where the missile will be in 30 cycles
+ const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 30))
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ if (
+ mob[i].alive && mob[i].dropPowerUp &&
+ Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
+ Matter.Query.ray(body, this.position, mob[i].position).length === 0
+ ) {
+ const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
+ if (futureDist < closeDist) {
+ closeDist = futureDist;
+ this.lockedOn = mob[i];
+ this.frictionAir = 0.05; //extra friction once a target it locked
+ }
+ }
+ }
+ //explode when bullet is close enough to target
+ if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad * 0.95) {
+ // console.log('hit')
+ this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
+ const dmg = b.dmgScale * 5;
+ this.lockedOn.damage(dmg); //does extra damage to target
+ }
+ };
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
if (!(mech.cycle % this.lookFrequency)) {
- this.lockedOn = null;
- let closeDist = Infinity;
-
- //look for closest target to where the missile will be in 30 cycles
- const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 30))
- // ctx.beginPath(); //draw future pos
- // ctx.arc(futurePos.x, futurePos.y, 20, 0, 2 * Math.PI);
- // ctx.fillStyle = "rgba(0,0,0,0.5)";
- // ctx.fill();
- for (let i = 0, len = mob.length; i < len; ++i) {
- if (
- mob[i].alive && mob[i].dropPowerUp &&
- Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
- Matter.Query.ray(body, this.position, mob[i].position).length === 0
- ) {
- const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
- if (futureDist < closeDist) {
- closeDist = futureDist;
- this.lockedOn = mob[i];
- this.frictionAir = 0.05; //extra friction once a target it locked
- }
- }
- }
- //explode when bullet is close enough to target
- if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad * 0.7) {
- this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
- const dmg = b.dmgScale * 3;
- this.lockedOn.damage(dmg); //does extra damage to target
- }
+ this.tryToLockOn();
}
//rotate missile towards the target
@@ -1754,12 +1713,12 @@ const b = {
name: "drones", //12
description: "deploy drones that crash into enemies
collisions reduce drone cycles by 1 second",
ammo: 0,
- ammoPack: 6,
+ ammoPack: 5,
have: false,
isStarterGun: true,
fire() {
b.drone(mech.crouch ? 45 : 1)
- mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.modFireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 5) * b.modFireRate); // cool down
}
},
// {
@@ -2155,7 +2114,7 @@ const b = {
const RADIUS = (8 + 16 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 25, RADIUS, {
angle: dir,
- density: 0.00004, // 0.001 is normal density
+ density: 0.00005, // 0.001 is normal density
inertia: Infinity,
frictionAir: 0.003,
friction: 0.2,
@@ -2173,7 +2132,7 @@ const b = {
target: null,
targetVertex: null,
onDmg(who) {
- if (!this.target && who.alive && who.dropPowerUp) {
+ if (!this.target && who.alive && who.dropPowerUp && !who.isShielded) {
this.target = who;
this.collisionFilter.category = cat.body;
this.collisionFilter.mask = null;
@@ -2216,9 +2175,9 @@ const b = {
if (this.target && this.target.alive) { //if stuck to a target
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
- Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.94))
- Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.94)
- this.target.damage(b.dmgScale * 0.0045);
+ Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
+ Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
+ this.target.damage(b.dmgScale * 0.005);
} else if (this.target !== null) { //look for a new target
this.target = null
this.collisionFilter.category = cat.bullet;
@@ -2301,6 +2260,7 @@ const b = {
}
}
};
+
const checkForCollisions = function () {
best = {
x: null,
diff --git a/js/engine.js b/js/engine.js
index 40cfbe5..8fc27cd 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -126,7 +126,7 @@ function mobCollisionChecks(event) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
mech.damage(dmg);
if (mob[k].onHit) mob[k].onHit(k);
- if (b.isModAnnihilation && mob[k].dropPowerUp) {
+ if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) {
mob[k].death();
game.drawList.push({
//add dmg to draw queue
@@ -164,8 +164,7 @@ function mobCollisionChecks(event) {
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
- if (mob[k].shield) dmg *= 0.3
- if (b.isModCrit && !mob[k].seePlayer.recall) dmg *= 5
+ if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
mob[k].foundPlayer();
mob[k].damage(dmg);
obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn
diff --git a/js/game.js b/js/game.js
index 7820286..c14aeb6 100644
--- a/js/game.js
+++ b/js/game.js
@@ -81,7 +81,8 @@ const game = {
isBodyDamage: true,
levelsCleared: 0,
difficultyMode: 1,
- difficulty: 1,
+ isEasyMode: false,
+ difficulty: 0,
dmgScale: null, //set in levels.setDifficulty
healScale: 1,
accelScale: null, //set in levels.setDifficulty
@@ -416,24 +417,6 @@ const game = {
},
wipe() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
-
- // ctx.fillStyle = "rgba(255,255,255,1)";
- // ctx.globalCompositeOperation = "difference";
- // ctx.fillRect(0, 0, canvas.width, canvas.height);
- // ctx.globalCompositeOperation = "source-over";
-
- // ctx.globalAlpha = (mech.health < 0.7) ? (mech.health+0.3)*(mech.health+0.3) : 1
- // if (mech.health < 0.7) {
- // ctx.globalAlpha= 0.3 + mech.health
- // ctx.fillStyle = document.body.style.backgroundColor
- // ctx.fillRect(0, 0, canvas.width, canvas.height);
- // ctx.globalAlpha=1;
- // } else {
- // ctx.clearRect(0, 0, canvas.width, canvas.height);
- // }
- //ctx.fillStyle = "rgba(255,255,255," + (1 - Math.sqrt(player.speed)*0.1) + ")";
- //ctx.fillStyle = "rgba(255,255,255,0.4)";
- //ctx.fillRect(0, 0, canvas.width, canvas.height);
},
gravity() {
function addGravity(bodies, magnitude) {
@@ -474,8 +457,10 @@ const game = {
game.accelScale = 1;
game.lookFreqScale = 1;
game.CDScale = 1;
+ game.difficulty = 0;
game.difficultyMode = Number(document.getElementById("difficulty-select").value)
if (game.difficultyMode === 0) {
+ game.isEasyMode = true;
game.difficultyMode = 1
level.difficultyDecrease(6);
}
@@ -693,7 +678,7 @@ const game = {
testingOutput() {
ctx.textAlign = "right";
ctx.fillStyle = "#000";
- let line = 140;
+ let line = 500;
const x = canvas.width - 5;
ctx.fillText("T: exit testing mode", x, line);
line += 20;
@@ -712,38 +697,38 @@ const game = {
ctx.fillText("1-7: spawn things", x, line);
line += 30;
- ctx.fillText("cycle: " + game.cycle, x, line);
- line += 20;
- ctx.fillText("player cycle: " + mech.cycle, x, line);
- line += 20;
- ctx.fillText("x: " + player.position.x.toFixed(0), x, line);
- line += 20;
- ctx.fillText("y: " + player.position.y.toFixed(0), x, line);
- line += 20;
- ctx.fillText("Vx: " + mech.Vx.toFixed(2), x, line);
- line += 20;
- ctx.fillText("Vy: " + mech.Vy.toFixed(2), x, line);
- line += 20;
- ctx.fillText("Fx: " + player.force.x.toFixed(3), x, line);
- line += 20;
- ctx.fillText("Fy: " + player.force.y.toFixed(3), x, line);
- line += 20;
- ctx.fillText("yOff: " + mech.yOff.toFixed(1), x, line);
- line += 20;
- ctx.fillText("mass: " + player.mass.toFixed(1), x, line);
- line += 20;
- ctx.fillText("onGround: " + mech.onGround, x, line);
- line += 20;
- ctx.fillText("crouch: " + mech.crouch, x, line);
- line += 20;
- ctx.fillText("isHeadClear: " + mech.isHeadClear, x, line);
- line += 20;
- ctx.fillText("frictionAir: " + player.frictionAir.toFixed(3), x, line);
- line += 20;
- ctx.fillText("stepSize: " + mech.stepSize.toFixed(2), x, line);
- line += 20;
- ctx.fillText("zoom: " + game.zoom.toFixed(4), x, line);
- line += 20;
+ // ctx.fillText("cycle: " + game.cycle, x, line);
+ // line += 20;
+ // ctx.fillText("player cycle: " + mech.cycle, x, line);
+ // line += 20;
+ // ctx.fillText("x: " + player.position.x.toFixed(0), x, line);
+ // line += 20;
+ // ctx.fillText("y: " + player.position.y.toFixed(0), x, line);
+ // line += 20;
+ // ctx.fillText("Vx: " + mech.Vx.toFixed(2), x, line);
+ // line += 20;
+ // ctx.fillText("Vy: " + mech.Vy.toFixed(2), x, line);
+ // line += 20;
+ // ctx.fillText("Fx: " + player.force.x.toFixed(3), x, line);
+ // line += 20;
+ // ctx.fillText("Fy: " + player.force.y.toFixed(3), x, line);
+ // line += 20;
+ // ctx.fillText("yOff: " + mech.yOff.toFixed(1), x, line);
+ // line += 20;
+ // ctx.fillText("mass: " + player.mass.toFixed(1), x, line);
+ // line += 20;
+ // ctx.fillText("onGround: " + mech.onGround, x, line);
+ // line += 20;
+ // ctx.fillText("crouch: " + mech.crouch, x, line);
+ // line += 20;
+ // ctx.fillText("isHeadClear: " + mech.isHeadClear, x, line);
+ // line += 20;
+ // ctx.fillText("frictionAir: " + player.frictionAir.toFixed(3), x, line);
+ // line += 20;
+ // ctx.fillText("stepSize: " + mech.stepSize.toFixed(2), x, line);
+ // line += 20;
+ // ctx.fillText("zoom: " + game.zoom.toFixed(4), x, line);
+ // line += 20;
ctx.textAlign = "center";
ctx.fillText(`(${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)})`, game.mouse.x, game.mouse.y - 20);
},
diff --git a/js/index.js b/js/index.js
index 82515cd..f1c25f2 100644
--- a/js/index.js
+++ b/js/index.js
@@ -2,8 +2,12 @@
/* TODO: *******************************************
*****************************************************
-mod: fields do damage on blocking
- name: something about radiation?
+add new power up class: rerolls
+ let you repopulate a power up selection menu
+
+weekly random challenge where everyone playing each week gets the same random setup.
+ The randomness would be determined by the date so it would sync everyone.
+ powerups still drop, but the drops are determined by a preset list that changes each week.
mod: do something at the end of each level
heal to full
diff --git a/js/level.js b/js/level.js
index c7d0c3a..80cb180 100644
--- a/js/level.js
+++ b/js/level.js
@@ -16,7 +16,7 @@ const level = {
// game.difficulty = 6; //for testing to simulate possible mobs spawns
// b.giveGuns(15)
// mech.setField(3)
- // b.giveMod(10);
+ b.giveMod(16);
level.intro(); //starting level
// level.testingMap();
@@ -45,18 +45,18 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
- game.dmgScale += 0.1; //damage done by mobs increases each level
+ game.dmgScale += 0.11; //damage done by mobs increases each level
b.dmgScale *= 0.94; //damage done by player decreases each level
game.accelScale *= 1.03 //mob acceleration increases each level
game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level
}
- game.healScale = 1 / (1 + game.difficulty * 0.05)
+ game.healScale = 1 / (1 + game.difficulty * 0.06) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
- game.dmgScale -= 0.1; //damage done by mobs increases each level
+ game.dmgScale -= 0.11; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.94; //damage done by player decreases each level
game.accelScale /= 1.03 //mob acceleration increases each level
@@ -64,14 +64,14 @@ const level = {
game.CDScale /= 0.97 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 1;
- game.healScale = 1 / (1 + game.difficulty * 0.05)
+ game.healScale = 1 / (1 + game.difficulty * 0.06)
},
//******************************************************************************************************************
//******************************************************************************************************************
testingMap() {
//start with all guns
- level.difficultyIncrease(8)
- game.zoomScale = 1400 //1400 is normal
+ level.difficultyIncrease(9) //level 7 on normal, level 4 on hard, level 1.2 on why?
+ game.zoomScale = 1700 //1400 is normal
spawn.setSpawnList();
mech.setPosToSpawn(-75, -60); //normal spawn
level.enter.x = mech.spawnPos.x - 50;
@@ -114,17 +114,17 @@ const level = {
// spawn.lineBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
// spawn.bodyRect(-135, -50, 50, 50);
// spawn.bodyRect(-140, -100, 50, 50);
- powerUps.spawn(420, -400, "gun", false);
+ // powerUps.spawn(420, -400, "gun", false);
// powerUps.spawn(420, -400, "field", false);
// powerUps.spawn(420, -400, "field", false);
// powerUps.spawn(420, -400, "field", false);
// powerUps.spawn(450, -400, "mod", false, 6);
// powerUps.spawn(450, -400, "mod", false);
// spawn.bodyRect(-45, -100, 40, 50);
- // spawn.groupBoss(800, -1050);
- // spawn.starter(400, -1050);
+ // spawn.bomber(800, -450);
+ spawn.hopper(400, -1050);
// spawn.starter(1200, -1050);
- // spawn.groupBoss(-600, -550);
+ // spawn.nodeBoss(-600, -550, "starter");
// spawn.starter(800, -150);
// spawn.beamer(800, -150);
// spawn.grower(800, -250);
@@ -203,14 +203,14 @@ const level = {
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
- for (let i = 0; i < 5; ++i) {
- if (game.difficulty * Math.random() > 3 * i) {
+ for (let i = 0; i < 3; ++i) {
+ if (game.difficulty * Math.random() > 15 * i) {
spawn.randomBoss(2000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
- if (game.difficulty * Math.random() > 2.6 * i) {
+ if (game.difficulty * Math.random() > 10 * i) {
spawn.randomBoss(3500 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
- if (game.difficulty * Math.random() > 2.4 * i) {
+ if (game.difficulty * Math.random() > 7 * i) {
spawn.randomBoss(5000 + 500 * (Math.random() - 0.5), -800 + 200 * (Math.random() - 0.5), Infinity);
}
}
@@ -1468,13 +1468,12 @@ const level = {
nextLevel() {
//enter when player isn't falling
if (player.velocity.y < 0.1) {
- //increase difficulty based on modes
- level.difficultyIncrease(game.difficultyMode + level.isBuildRun)
- //cycles map to next level
level.levelsCleared++;
- level.onLevel++;
+ level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
+ level.difficultyIncrease(game.difficultyMode + level.isBuildRun) //increase difficulty based on modes
+ if (game.isEasyMode && level.levelsCleared % 2) level.difficultyDecrease(1);
game.clearNow = true; //triggers in game.clearMap to remove all physics bodies and setup for new map
}
},
diff --git a/js/mobs.js b/js/mobs.js
index 3d3f034..f09fcb4 100644
--- a/js/mobs.js
+++ b/js/mobs.js
@@ -932,17 +932,18 @@ const mobs = {
}
},
damage(dmg) {
- dmg /= Math.sqrt(this.mass)
- if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
- if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500
- if (dmg !== Infinity) {
- if (b.modEnergySiphon) mech.fieldMeter += Math.min(this.health, dmg) * b.modEnergySiphon
- if (b.modHealthDrain) mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
+ if (!this.isShielded) {
+ dmg /= Math.sqrt(this.mass)
+ if (this.shield) dmg *= 0.04
+ if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
+ if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500
+ if (b.modEnergySiphon && dmg !== Infinity) mech.fieldMeter += Math.min(this.health, dmg) * b.modEnergySiphon
+ if (b.modHealthDrain && dmg !== Infinity) mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
+ this.health -= dmg
+ //this.fill = this.color + this.health + ')';
+ this.onDamage(this); //custom damage effects
+ if (this.health < 0.05) this.death();
}
- this.health -= dmg
- //this.fill = this.color + this.health + ')';
- if (this.health < 0.05) this.death();
- this.onDamage(this); //custom damage effects
},
onDamage() {
// a placeholder for custom effects on mob damage
diff --git a/js/player.js b/js/player.js
index 69ab13b..d6f78b2 100644
--- a/js/player.js
+++ b/js/player.js
@@ -326,11 +326,7 @@ const mech = {
}
function randomizeField() {
- if (game.difficulty * (Math.random() + 0.27) > 2) {
- mech.setField(Math.floor(Math.random() * (mech.fieldUpgrades.length)))
- } else {
- mech.setField(0)
- }
+ mech.setField(Math.floor(Math.random() * (mech.fieldUpgrades.length)))
}
function randomizeHealth() {
@@ -446,6 +442,9 @@ const mech = {
dmg *= 0.93
}
}
+ if (b.modPiezo) {
+ mech.fieldMeter += dmg * b.modPiezo
+ }
mech.health -= dmg;
if (mech.health < 0) {
mech.health = 0;
@@ -792,8 +791,8 @@ const mech = {
mech.fieldCDcycle = mech.cycle + 15;
mech.isHolding = false;
//bullet-like collisions
- mech.holdingTarget.collisionFilter.category = cat.body;
- mech.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
+ mech.holdingTarget.collisionFilter.category = cat.bullet;
+ mech.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
//check every second to see if player is away from thrown body, and make solid
const solid = function (that) {
const dx = that.position.x - player.position.x;
@@ -900,6 +899,9 @@ const mech = {
mech.drawHold(who);
mech.fieldCDcycle = mech.cycle + 10;
mech.holdingTarget = null
+ if (b.modBlockDmg) {
+ who.damage(b.modBlockDmg)
+ }
//knock backs
const unit = Vector.normalise(Vector.sub(player.position, who.position))
const massRoot = Math.sqrt(Math.min(12, Math.max(0.15, who.mass))); // masses above 12 can start to overcome the push back
@@ -1327,7 +1329,7 @@ const mech = {
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //push away
- const DRAIN = 0.00025
+ const DRAIN = 0.00035
if (mech.fieldMeter > DRAIN) {
mech.grabPowerUp();
mech.lookForPickUp(150);
diff --git a/js/powerups.js b/js/powerups.js
index 09cfeac..c912fd7 100644
--- a/js/powerups.js
+++ b/js/powerups.js
@@ -300,7 +300,7 @@ const powerUps = {
size: size
});
if (mode) {
- console.log(mode)
+ // console.log(mode)
powerUp[index].mode = mode
}
if (moving) {
diff --git a/js/spawn.js b/js/spawn.js
index 161fd16..1025812 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -19,23 +19,25 @@ const spawn = {
"sneaker",
],
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter"],
- setSpawnList() {
- //this is run at the start of each new level to determine the possible mobs for the level
+ setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
//each level has 2 mobs: one new mob and one from the last level
spawn.pickList.splice(0, 1);
spawn.pickList.push(spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]);
},
+ spawnChance(chance) {
+ return Math.random() < chance + 0.07 * game.difficulty && mob.length < -1 + 16 * Math.log10(game.difficulty + 1)
+ },
randomMob(x, y, chance = 1) {
- if (Math.random() < chance + 0.09 * (game.difficulty - 1) && mob.length < 4 + game.difficulty * 1.7) {
+ if (spawn.spawnChance(chance)) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x, y);
}
},
randomSmallMob(x, y,
- num = Math.max(Math.min(Math.round(Math.random() * (game.difficulty - 1) * 0.45 - 0.4), 4), 0),
+ num = Math.max(Math.min(Math.round(Math.random() * game.difficulty * 0.2), 4), 0),
size = 16 + Math.ceil(Math.random() * 15),
chance = 1) {
- if (Math.random() < chance + (game.difficulty - 1) * 0.03 && mob.length < 4 + game.difficulty * 1.7) {
+ if (spawn.spawnChance(chance)) {
for (let i = 0; i < num; ++i) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
@@ -43,7 +45,7 @@ const spawn = {
}
},
randomBoss(x, y, chance = 1) {
- if (Math.random() < chance + (game.difficulty - 1) * 0.14 && game.difficulty !== 1 && mob.length < 4 + game.difficulty * 2 || chance == Infinity) {
+ if (spawn.spawnChance(chance) && game.difficulty > 2 || chance == Infinity) {
//choose from the possible picklist
let pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
//is the pick able to be a boss?
@@ -233,7 +235,7 @@ const spawn = {
me.accelMag = 0.001 * game.accelScale;;
me.g = me.accelMag * 0.6; //required if using 'gravity'
me.memory = 50;
- if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
+ spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
@@ -293,32 +295,12 @@ const spawn = {
me.onDeath = function () {
this.removeCons();
};
- if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
+ spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.searchSpring();
};
},
- // zoomer(x, y, radius = 20 + Math.ceil(Math.random() * 30)) {
- // mobs.spawn(x, y, 6, radius, "#ffe2fd");
- // let me = mob[mob.length - 1];
- // me.trailLength = 20; //required for trails
- // me.setupTrail(); //fill trails array up with the current position of mob
- // me.trailFill = "#ff00f0";
- // me.g = 0.001; //required if using 'gravity'
- // me.frictionAir = 0.02;
- // me.accelMag = 0.004 * game.accelScale;
- // me.memory = 30;
- // me.zoomMode = 150;
- // me.onHit = function () {
- // this.zoomMode = 150;
- // };
- // me.do = function () {
- // this.seePlayerByDistAndLOS();
- // this.zoom();
- // this.gravity();
- // };
- // },
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
@@ -329,6 +311,7 @@ const spawn = {
me.delay = 110;
me.randomHopFrequency = 50 + Math.floor(Math.random() * 1000);
me.randomHopCD = game.cycle + me.randomHopFrequency;
+ spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
@@ -361,6 +344,7 @@ const spawn = {
me.frictionAir = 0.022;
me.lookTorque = 0.0000014;
me.restitution = 0;
+ spawn.shield(me, x, y);
me.do = function () {
this.seePlayerByLookingAt();
//accelerate towards the player after a delay
@@ -464,7 +448,7 @@ const spawn = {
}
}
},
- suckerBoss(x, y, radius = 20) {
+ suckerBoss(x, y, radius = 25) {
mobs.spawn(x, y, 12, radius, "#000");
let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker
@@ -493,16 +477,11 @@ const spawn = {
toMe(mob, this.position, this.eventHorizon)
toMe(bullet, this.position, this.eventHorizon)
-
-
-
//push everything away
-
// function push(who, pos, range) {
// for (let i = 0, len = who.length; i < len; ++i) {
// const SUB = Vector.sub(who[i].position, pos)
// const DISTANCE = Vector.magnitude(SUB)
-
// if (DISTANCE < range) {
// const depth = range - DISTANCE
// const force = Vector.mult(Vector.normalise(SUB), 30 * who[i].mass / depth)
@@ -515,8 +494,6 @@ const spawn = {
// push(mob, this.position, this.eventHorizon)
// push(bullet, this.position, this.eventHorizon)
// push([player], this.position, this.eventHorizon)
-
-
// for (let i = 0; i < (game.difficulty - 3); ++i) {
// spawn.sucker(this.position.x + (Math.random() - 0.5) * radius * 2, this.position.y + (Math.random() - 0.5) * radius * 2, 70 * Math.random());
// Matter.Body.setVelocity(mob[mob.length - 1], {
@@ -600,7 +577,7 @@ const spawn = {
me.accelMag = 0.0005 * game.accelScale;
me.frictionStatic = 0;
me.friction = 0;
- if (Math.random() < Math.min(0.2 + (game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
+ spawn.shield(me, x, y);
me.do = function () {
this.seePlayerByLookingAt();
this.attraction();
@@ -623,7 +600,7 @@ const spawn = {
me.onDamage = function () {
this.laserPos = this.position;
};
- // if (Math.random() < Math.min(0.2 + game.difficulty * 0.1, 0.7)) spawn.shield(me, x, y);
+ spawn.shield(me, x, y);
me.do = function () {
if (!mech.isBodiesAsleep) {
this.seePlayerByLookingAt();
@@ -698,6 +675,7 @@ const spawn = {
me.friction = 0;
me.delay = 100;
Matter.Body.rotate(me, Math.PI * 0.1);
+ spawn.shield(me, x, y);
me.onDamage = function () {
this.cd = game.cycle + this.delay;
};
@@ -858,7 +836,7 @@ const spawn = {
//boss that drops bombs from above and holds a set distance from player
mobs.spawn(x, y, 3, radius, "transparent");
let me = mob[mob.length - 1];
- Matter.Body.setDensity(me, 0.0015 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
+ Matter.Body.setDensity(me, 0.0015 + 0.0004 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.stroke = "rgba(255,0,200)"; //used for drawGhost
me.seeAtDistance2 = 1500000;
@@ -874,7 +852,7 @@ const spawn = {
// me.memory = 300;
// Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001
me.collisionFilter.mask = cat.player | cat.bullet
- spawn.shield(me, x, y);
+ spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
@@ -900,30 +878,30 @@ const spawn = {
x: 0,
y: 0
};
- if (Math.random() < Math.min(0.15 + (game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
+ // spawn.shield(me, x, y);
me.do = function () {
this.seePlayerByLookingAt();
this.fire();
};
},
- shooterBoss(x, y, radius = 85 + Math.ceil(Math.random() * 50)) {
+ shooterBoss(x, y, radius = 130) {
//boss spawns on skyscraper level
mobs.spawn(x, y, 3, radius, "rgb(255,70,180)");
let me = mob[mob.length - 1];
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
me.memory = 240;
- me.fireFreq = 0.02;
+ me.fireFreq = 0.025;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.005 * game.accelScale;
me.frictionAir = 0.1;
- me.lookTorque = 0.000005 * (Math.random() > 0.5 ? -1 : 1);
+ me.lookTorque = 0.000007 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
};
- Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
- spawn.shield(me, x, y);
+ Matter.Body.setDensity(me, 0.02 + 0.001 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
+ // spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
@@ -970,7 +948,7 @@ const spawn = {
});
}
};
- if (Math.random() < Math.min((game.difficulty - 1) * 0.04, 0.2)) spawn.shield(me, x, y);
+ spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
@@ -1018,8 +996,7 @@ const spawn = {
me.memory = 200;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
- spawn.shield(me, x, y);
- if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
+ spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
@@ -1059,9 +1036,7 @@ const spawn = {
me.accelMag = 0.002 * game.accelScale;
me.memory = 20;
Matter.Body.setDensity(me, 0.001 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
- spawn.shield(me, x, y);
- if (Math.random() < Math.min((game.difficulty - 1) * 0.05, 0.3)) spawn.shield(me, x, y);
-
+ spawn.shield(me, x, y, 1);
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
this.removeCons(); //remove constraint
@@ -1072,46 +1047,57 @@ const spawn = {
this.attraction();
};
},
- shield(target, x, y, stiffness = 0.4) {
- if (this.allowShields) {
- mobs.spawn(x, y, 9, target.radius + 20, "rgba(220,220,255,0.6)");
+ shield(target, x, y, chance = Math.min(0.01 + game.difficulty * 0.01, 0.3)) {
+ if (this.allowShields && Math.random() < chance) {
+ mobs.spawn(x, y, 9, target.radius + 30, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];
me.stroke = "rgb(220,220,255)";
- Matter.Body.setDensity(me, 0.0001) //very low density to not mess with the original mob's motion
+ Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.shield = true;
me.collisionFilter.category = cat.mobShield
me.collisionFilter.mask = cat.bullet;
consBB[consBB.length] = Constraint.create({
- //attach shield to last spawned mob
bodyA: me,
- bodyB: target,
- stiffness: stiffness,
+ bodyB: target, //attach shield to target
+ stiffness: 0.4,
damping: 0.1
});
me.onDamage = function () {
//make sure the mob that owns the shield can tell when damage is done
this.alertNearByMobs();
+ this.fill = `rgba(220,220,255,${0.3 + 0.6 *this.health})`
};
me.leaveBody = false;
me.dropPowerUp = false;
me.showHealthBar = false;
+
+ me.shieldTargetID = target.id
+ target.isShielded = true;
+ me.onDeath = function () {
+ //clear isShielded status from target
+ for (let i = 0, len = mob.length; i < len; i++) {
+ if (mob[i].id === this.shieldTargetID) mob[i].isShielded = false;
+ }
+ };
//swap order of shield and mob, so that mob is behind shield graphically
mob[mob.length - 1] = mob[mob.length - 2];
mob[mob.length - 2] = me;
me.do = function () {};
}
},
- bossShield(nodes, x, y, radius) {
- mobs.spawn(x, y, 9, radius, "rgba(220,220,255,0.65)");
+ bossShield(targets, x, y, radius) {
+ const nodes = targets.length
+ mobs.spawn(x, y, 9, radius, "rgba(220,220,255,0.9)");
let me = mob[mob.length - 1];
me.stroke = "rgb(220,220,255)";
- Matter.Body.setDensity(me, 0.00005) //very low density to not mess with the original mob's motion
+ Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.frictionAir = 0;
me.shield = true;
me.collisionFilter.category = cat.mobShield
me.collisionFilter.mask = cat.bullet;
- //constrain to all mob nodes in boss
for (let i = 0; i < nodes; ++i) {
+ mob[mob.length - i - 2].isShielded = true;
+ //constrain to all mob nodes in boss
consBB[consBB.length] = Constraint.create({
bodyA: me,
bodyB: mob[mob.length - i - 2],
@@ -1120,8 +1106,16 @@ const spawn = {
});
}
me.onDamage = function () {
- //make sure the mob that owns the shield can tell when damage is done
- this.alertNearByMobs();
+ this.alertNearByMobs(); //makes sure the mob that owns the shield can tell when damage is done
+ this.fill = `rgba(220,220,255,${0.3 + 0.6 *this.health})`
+ };
+ me.onDeath = function () {
+ //clear isShielded status from target
+ for (let j = 0; j < targets.length; j++) {
+ for (let i = 0, len = mob.length; i < len; i++) {
+ if (mob[i].id === targets[j]) mob[i].isShielded = false;
+ }
+ }
};
me.leaveBody = false;
me.dropPowerUp = false;
@@ -1143,8 +1137,9 @@ const spawn = {
sideLength = Math.ceil(Math.random() * 100) + 70, // distance between each node mob
stiffness = Math.random() * 0.03 + 0.005
) {
- this.allowShields = false; //don't want shields on boss mobs
+ this.allowShields = false; //don't want shields on individual boss mobs
const angle = 2 * Math.PI / nodes
+ let targets = []
for (let i = 0; i < nodes; ++i) {
let whoSpawn = spawn;
if (spawn === "random") {
@@ -1153,6 +1148,7 @@ const spawn = {
whoSpawn = this.pickList[Math.floor(Math.random() * this.pickList.length)];
}
this[whoSpawn](x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius);
+ targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
}
if (Math.random() < 0.3) {
this.constrain2AdjacentMobs(nodes, stiffness * 2, true);
@@ -1161,8 +1157,7 @@ const spawn = {
}
//spawn shield for entire boss
if (nodes > 2 && Math.random() < 0.998) {
- this.bossShield(nodes, x, y, sideLength + 2.5 * radius + nodes * 6 - 25);
- // this.bossShield(nodes, x, y, sideLength / (2 * Math.sin(Math.PI / nodes)));
+ this.bossShield(targets, x, y, sideLength + 2.5 * radius + nodes * 6 - 25);
}
this.allowShields = true;
},
@@ -1176,7 +1171,7 @@ const spawn = {
l = Math.ceil(Math.random() * 80) + 30,
stiffness = Math.random() * 0.06 + 0.01
) {
- this.allowShields = false; //don't want shields on boss mobs
+ this.allowShields = false; //don't want shields on individual boss mobs
for (let i = 0; i < nodes; ++i) {
let whoSpawn = spawn;
if (spawn === "random") {