shield rebalance, difficulty rebalance, piezo and static mods
This commit is contained in:
298
js/bullets.js
298
js/bullets.js
@@ -29,6 +29,8 @@ const b = {
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isModFourOptions: null,
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modGuardianCount: null,
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modCollisionImmuneCycles: null,
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modBlockDmg: null,
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modPiezo: null,
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setModDefaults() {
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b.modCount = 0;
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b.modFireRate = 1;
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@@ -55,6 +57,8 @@ const b = {
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b.isModMassEnergy = false;
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b.modGuardianCount = 0;
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b.modCollisionImmuneCycles = 30;
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b.modBlockDmg = 0;
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b.modPiezo = 0;
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mech.Fx = 0.015;
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mech.jumpForce = 0.38;
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mech.maxHealth = 1;
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@@ -64,9 +68,8 @@ const b = {
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}
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},
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mods: [{
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name: "depleted uranium rounds",
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name: "depleted uranium rounds", //0
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description: `your <strong>bullets</strong> are +11% larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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//0
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count: 0,
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maxCount: 4,
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effect() {
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@@ -74,131 +77,127 @@ const b = {
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}
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},
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{
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name: "fluoroantimonic acid",
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name: "fluoroantimonic acid", //1
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description: "each <strong>bullet</strong> does extra chemical <strong class='color-d'>damage</strong><br>instant damage, unaffected by momentum",
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//1
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maxCount: 4,
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count: 0,
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effect() { //good with guns that fire many bullets at low speeds, minigun, drones, junk-bots, shotgun, superballs, wavebeam
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effect() {
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b.modExtraDmg += 0.25
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game.playerDmgColor = "rgba(0,80,80,0.9)"
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}
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},
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{
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name: "fracture analysis",
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name: "fracture analysis", //2
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description: "<strong>5x</strong> physical <strong class='color-d'>damage</strong> to unaware enemies<br><em>unaware enemies don't have a health bar</em>",
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//2
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maxCount: 1,
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count: 0,
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effect() { // good with high damage guns that strike from a distance: rail gun, drones, flechettes, spores, grenade, vacuum bomb
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effect() {
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b.isModCrit = true;
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}
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},
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{
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name: "kinetic bombardment",
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name: "kinetic bombardment", //3
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description: "do extra <strong class='color-d'>damage</strong> from a distance<br><em>up to 50% increase at about 30 steps away</em>",
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//3
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maxCount: 1,
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count: 0,
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effect() { // good with annihilation, melee builds
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effect() {
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b.isModFarAwayDmg = true; //used in mob.damage()
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}
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},
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{
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name: "quasistatic equilibrium",
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name: "quasistatic equilibrium", //4
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description: "do extra <strong class='color-d'>damage</strong> at low health<br><em>up to 50% increase when near death</em>",
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//4
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maxCount: 1,
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count: 0,
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effect() { // good with annihilation, melee builds
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effect() {
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b.isModLowHealthDmg = true; //used in mob.damage()
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}
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},
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{
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name: "auto-loading heuristics",
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name: "auto-loading heuristics", //5
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description: "your <strong>delay</strong> after firing is +12% <strong>shorter</strong>",
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//5
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maxCount: 4,
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count: 0,
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effect() { //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
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effect() {
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b.modFireRate *= 0.88
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}
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},
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{
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name: "desublimated ammunition",
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name: "desublimated ammunition", //6
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description: "use 50% less <strong>ammo</strong> when <strong>crouching</strong>",
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//6
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maxCount: 1,
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count: 0,
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effect() { //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
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effect() {
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b.modNoAmmo = 1
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}
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},
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{
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name: "Lorentzian topology",
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name: "Lorentzian topology", //7
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description: "your <strong>bullets</strong> last +33% <strong>longer</strong>",
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//7
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maxCount: 4,
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count: 0,
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effect() { //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
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effect() {
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b.isModBulletsLastLonger += 0.33
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}
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},
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{
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name: "zoospore vector",
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name: "zoospore vector", //8
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description: "enemies discharge <strong style='letter-spacing: 2px;'>spores</strong> on <strong>death</strong><br>+11% chance",
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//8
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maxCount: 4,
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count: 0,
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effect() { //good late game maybe?
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effect() {
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b.modSpores += 0.11;
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}
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},
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{
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name: "ablative synthesis",
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name: "ablative synthesis", //9
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description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
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//9
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maxCount: 1,
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count: 0,
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effect() { //makes dangerous situations more survivable
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effect() {
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b.isModDroneOnDamage = true;
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}
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},
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{
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name: "guardian",
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name: "guardian", //10
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description: "a bot <strong>protects</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
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//10
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maxCount: 4,
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count: 0,
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effect() { // good with melee builds, content skipping builds
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effect() {
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b.modGuardianCount++;
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b.guardian();
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}
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},
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{
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name: "piezoelectric plating",
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name: "electrostatic repulsion", //11
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description: "<strong>immune</strong> to harm from <strong>collisions</strong> for +2 seconds<br>activates after being <strong>harmed</strong> from a collision",
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//11
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maxCount: 1,
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count: 0,
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effect() { // good with melee builds, content skipping builds
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effect() {
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b.modCollisionImmuneCycles += 120;
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}
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},
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{
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name: "annihilation",
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name: "bremsstrahlung radiation", //12
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description: "when your <strong>field blocks</strong> it also does <strong class='color-d'>damage</strong>",
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maxCount: 4,
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count: 0,
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effect() {
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b.modBlockDmg += 0.7
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}
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},
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{
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name: "annihilation", //13
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description: "after <strong>touching</strong> enemies, they are annihilated",
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//12
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maxCount: 1,
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count: 0,
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effect() { //good with mods that heal: superconductive healing, entropy transfer
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effect() {
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b.isModAnnihilation = true
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}
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},
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{
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name: "high explosives",
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name: "high explosives", //14
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description: "the radius of <strong class='color-e'>explosions</strong> are +20% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
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//13
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maxCount: 4,
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count: 0,
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effect: () => {
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@@ -207,39 +206,44 @@ const b = {
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}
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},
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{
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name: "entanglement",
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name: "entanglement", //15
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description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>7%</strong> for each gun in your inventory",
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//14
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maxCount: 1,
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count: 0,
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effect() { // good with laser-bots
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effect() {
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b.isModEntanglement = true
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}
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},
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{
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name: "energy transfer",
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
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//15
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name: "piezoelectricity", //16
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong>harm</strong> received",
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maxCount: 4,
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count: 0,
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effect() { //good with laser, and all fields
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effect() {
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b.modPiezo += 2
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}
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},
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{
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name: "energy conservation", //17
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 4,
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count: 0,
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effect() {
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b.modEnergySiphon += 0.18;
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}
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},
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{
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name: "entropy transfer",
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name: "entropy exchange", //18
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description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
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//16
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maxCount: 4,
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count: 0,
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effect() { //good with guns that overkill: one shot, grenade
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effect() {
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b.modHealthDrain += 0.015;
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}
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},
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{
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name: "overcharge",
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name: "overcharge", //19
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description: "charge <strong class='color-f'>energy</strong> <strong>+33%</strong> beyond your <strong>maximum</strong>",
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//17
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maxCount: 4,
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count: 0,
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effect() {
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@@ -247,9 +251,8 @@ const b = {
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}
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},
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{
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name: "supersaturation",
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name: "supersaturation", //20
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description: "<strong class='color-h'>heal</strong> <strong>+33%</strong> beyond your <strong>max health</strong>",
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//18
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maxCount: 4,
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count: 0,
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effect() {
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@@ -257,19 +260,17 @@ const b = {
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}
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},
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{
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name: "recursive healing",
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name: "recursive healing", //21
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description: "<strong class='color-h'>healing</strong> power ups trigger an extra time.",
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//19
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maxCount: 4,
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count: 0,
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effect() { // good with ablative synthesis, melee builds
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effect() {
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b.modRecursiveHealing += 1
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}
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},
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{
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name: "mass-energy equivalence",
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name: "mass-energy equivalence", //22
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description: "convert the mass of <strong>power ups</strong> into <strong class='color-f'>energy</strong><br>power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for +5%",
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//20
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maxCount: 1,
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count: 0,
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effect: () => {
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@@ -277,9 +278,8 @@ const b = {
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}
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},
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{
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name: "+1 cardinality",
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name: "+1 cardinality", //23
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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//21
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maxCount: 1,
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count: 0,
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effect: () => {
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@@ -287,31 +287,17 @@ const b = {
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}
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},
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{
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name: "Bayesian inference",
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name: "Bayesian inference", //24
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description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
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//22
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maxCount: 1,
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count: 0,
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effect: () => {
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b.isModBayesian = 0.20;
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}
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},
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// {
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// name: "Gauss rifle",
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// description: "<strong>launch blocks</strong> at much higher speeds<br><em>hold onto larger blocks even after getting hit</em>",
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// //23
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// maxCount: 1,
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// count: 0,
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// effect() { // good with guns that run out of ammo
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// mech.throwChargeRate = 4;
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// mech.throwChargeMax = 150;
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// mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
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// }
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// },
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{
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name: "squirrel-cage rotor",
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name: "squirrel-cage rotor", //25
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description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
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//23
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maxCount: 1,
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count: 0,
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effect() { // good with melee builds, content skipping builds
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@@ -321,9 +307,8 @@ const b = {
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}
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},
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{
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name: "quantum immortality",
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name: "quantum immortality", //26
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, and field are randomized</em>",
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//24
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maxCount: 1,
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count: 0,
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effect() {
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@@ -488,7 +473,7 @@ const b = {
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time: game.drawTime
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});
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let dist, sub, knock;
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const dmg = b.dmgScale * radius * 0.009;
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let dmg = b.dmgScale * radius * 0.009;
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const alertRange = 100 + radius * 2; //alert range
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//add alert to draw queue
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@@ -549,20 +534,21 @@ const b = {
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//mob damage and knock back with alert
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let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive) {
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if (mob[i].alive && !mob[i].isShielded) {
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sub = Vector.sub(where, mob[i].position);
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dist = Vector.magnitude(sub) - mob[i].radius;
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if (dist < radius) {
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if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
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mob[i].damage(dmg * damageScale);
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 30);
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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radius *= 0.93 //reduced range for each additional explosion target
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damageScale *= 0.8 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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}
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@@ -581,7 +567,7 @@ const b = {
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time: game.drawTime
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});
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let dist, sub, knock;
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const dmg = b.dmgScale * radius * 0.009;
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let dmg = b.dmgScale * radius * 0.009;
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const alertRange = 100 + radius * 2; //alert range
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//add alert to draw queue
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@@ -642,20 +628,21 @@ const b = {
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//mob damage and knock back with alert
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let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive) {
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if (mob[i].alive && !mob[i].isShielded) {
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sub = Vector.sub(bullet[me].position, mob[i].position);
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dist = Vector.magnitude(sub) - mob[i].radius;
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if (dist < radius) {
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if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
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mob[i].damage(dmg * damageScale);
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 30);
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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radius *= 0.93 //reduced range for each additional explosion target
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damageScale *= 0.8 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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}
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@@ -837,7 +824,7 @@ const b = {
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restitution: 0.5 + 0.5 * Math.random(),
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 37 + Math.floor(17 * Math.random()),
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lookFrequency: 31 + Math.floor(17 * Math.random()),
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acceleration: 0.0015 + 0.0013 * Math.random(),
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range: 500 + Math.floor(200 * Math.random()),
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endCycle: Infinity,
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@@ -858,6 +845,7 @@ const b = {
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for (let i = 0, len = mob.length; i < len; ++i) {
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const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
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if (DIST - mob[i].radius < closeDist &&
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!mob[i].isShielded &&
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Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
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||||
closeDist = DIST;
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||||
@@ -951,17 +939,18 @@ const b = {
|
||||
name: "minigun", //0
|
||||
description: "rapidly fire a stream of small <strong>bullets</strong>",
|
||||
ammo: 0,
|
||||
ammoPack: 50,
|
||||
ammoPack: 55,
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||||
have: false,
|
||||
isStarterGun: true,
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||||
fire() {
|
||||
const me = bullet.length;
|
||||
b.muzzleFlash(15);
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// 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 <strong>burst</strong> of short range bullets<br><em>crouch to reduce recoil</em>",
|
||||
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 <strong>precise</strong> 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<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire", //and <strong>repel</strong> 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 <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> 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,
|
||||
|
||||
Reference in New Issue
Block a user