ground state mod
This commit is contained in:
271
js/player.js
271
js/player.js
@@ -503,12 +503,32 @@ const mech = {
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collisionImmuneCycle: 0, //used in engine
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damage(dmg) {
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mech.lastHarmCycle = mech.cycle
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dmg *= mech.fieldDamageResistance
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if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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dmg *= 0.87 // 1 - 0.13
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//chance to build a drone on damage from mod
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if (b.isModDroneOnDamage) {
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const len = (dmg - 0.06 * Math.random()) * 40
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for (let i = 0; i < len; i++) {
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if (Math.random() < 0.75) b.drone() //spawn drone
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}
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}
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if (b.isModMineOnDamage && dmg > 0.005 + 0.1 * Math.random()) {
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b.mine({
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x: mech.pos.x,
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y: mech.pos.y - 80
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}, {
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x: 0,
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y: 0
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})
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}
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dmg *= mech.fieldDamageResistance
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if (!b.modEnergyRegen) dmg *= 0.33 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
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if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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dmg *= 0.84 // 1 - 0.16
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}
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}
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mech.health -= dmg;
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if (mech.health < 0) {
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if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
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@@ -542,25 +562,6 @@ const mech = {
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document.getElementById("dmg").style.transition = "opacity 0s";
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document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
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//chance to build a drone on damage from mod
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if (b.isModDroneOnDamage) {
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const len = (dmg - 0.06 * Math.random()) * 40
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for (let i = 0; i < len; i++) {
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if (Math.random() < 0.75) b.drone() //spawn drone
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}
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}
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if (b.isModMineOnDamage && dmg > 0.05 + 0.5 * Math.random()) {
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b.mine({
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x: mech.pos.x,
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y: mech.pos.y - 80
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}, {
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x: 0,
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y: 0
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})
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}
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// freeze game and display a full screen red color
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if (dmg > 0.05) {
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if (dmg > 0.07 && mech.holdingMassScale > 0.2) mech.drop(); //drop block if holding
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@@ -737,7 +738,7 @@ const mech = {
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},
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setHoldDefaults() {
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if (mech.energy < mech.fieldEnergyMax) mech.energy = mech.fieldEnergyMax;
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mech.fieldRegen = 0.001;
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mech.fieldRegen = b.modEnergyRegen;
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mech.fieldMeterColor = "#0cf"
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mech.fieldShieldingScale = 1;
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mech.fieldDamageResistance = 1;
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@@ -783,6 +784,7 @@ const mech = {
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},
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drop() {
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if (mech.isHolding) {
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mech.fieldCDcycle = mech.cycle + 15;
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mech.isHolding = false;
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mech.throwCharge = 0;
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mech.definePlayerMass()
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@@ -975,10 +977,7 @@ const mech = {
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y: powerUp[i].velocity.y * 0.11
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});
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if (dist2 < 5000) { //use power up if it is close enough
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if (b.isModMassEnergy) {
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mech.energy = mech.fieldEnergyMax * 1.5;
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// mech.addHealth(0.01);
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}
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if (b.isModMassEnergy) mech.energy = mech.fieldEnergyMax * 1.5;
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Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
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x: player.velocity.x + ((powerUp[i].velocity.x * powerUp[i].mass) / player.mass) * 0.3,
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y: player.velocity.y + ((powerUp[i].velocity.y * powerUp[i].mass) / player.mass) * 0.3
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@@ -1109,7 +1108,7 @@ const mech = {
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// }
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// },
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lookForPickUp() { //find body to pickup
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mech.energy -= mech.fieldRegen;
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if (mech.energy > mech.fieldRegen) mech.energy -= mech.fieldRegen;
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const grabbing = {
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targetIndex: null,
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targetRange: 150,
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@@ -1211,12 +1210,14 @@ const mech = {
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mech.drawHold(mech.holdingTarget);
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight && mech.energy > 0.05 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
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mech.drawField();
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} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
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mech.grabPowerUp();
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mech.lookForPickUp();
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mech.pushMobsFacing();
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
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if (mech.energy > 0.05) {
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mech.drawField();
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mech.pushMobsFacing();
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}
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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mech.pickUp();
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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@@ -1244,36 +1245,37 @@ const mech = {
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mech.drawHold(mech.holdingTarget);
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight && mech.energy > 0.05 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
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//draw field
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if (mech.holdingTarget) {
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ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
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ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
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} else {
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ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
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ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
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}
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
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ctx.lineWidth = 2.5 - 1.5 * wave;
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ctx.lineCap = "butt"
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ctx.stroke();
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const curve = 0.57 + 0.04 * wave
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const aMag = (1 - curve * 1.2) * Math.PI * mech.fieldArc
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let a = mech.angle + aMag
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let cp1x = mech.pos.x + curve * mech.fieldRange * Math.cos(a)
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let cp1y = mech.pos.y + curve * mech.fieldRange * Math.sin(a)
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ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle))
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a = mech.angle - aMag
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cp1x = mech.pos.x + curve * mech.fieldRange * Math.cos(a)
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cp1y = mech.pos.y + curve * mech.fieldRange * Math.sin(a)
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ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + 1 * mech.fieldRange * Math.cos(mech.angle - Math.PI * mech.fieldArc), mech.pos.y + 1 * mech.fieldRange * Math.sin(mech.angle - Math.PI * mech.fieldArc))
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ctx.fill();
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} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
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mech.grabPowerUp();
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mech.lookForPickUp();
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mech.pushMobsFacing();
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
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if (mech.energy > 0.05) {
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//draw field
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if (mech.holdingTarget) {
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ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
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ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
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} else {
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ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
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ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
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}
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ctx.beginPath();
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ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
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ctx.lineWidth = 2.5 - 1.5 * wave;
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ctx.lineCap = "butt"
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ctx.stroke();
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const curve = 0.57 + 0.04 * wave
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const aMag = (1 - curve * 1.2) * Math.PI * mech.fieldArc
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let a = mech.angle + aMag
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let cp1x = mech.pos.x + curve * mech.fieldRange * Math.cos(a)
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let cp1y = mech.pos.y + curve * mech.fieldRange * Math.sin(a)
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ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle))
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a = mech.angle - aMag
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cp1x = mech.pos.x + curve * mech.fieldRange * Math.cos(a)
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cp1y = mech.pos.y + curve * mech.fieldRange * Math.sin(a)
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ctx.quadraticCurveTo(cp1x, cp1y, mech.pos.x + 1 * mech.fieldRange * Math.cos(mech.angle - Math.PI * mech.fieldArc), mech.pos.y + 1 * mech.fieldRange * Math.sin(mech.angle - Math.PI * mech.fieldArc))
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ctx.fill();
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mech.pushMobsFacing();
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}
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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mech.pickUp();
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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@@ -1297,10 +1299,17 @@ const mech = {
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
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mech.grabPowerUp();
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mech.lookForPickUp(180);
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const DRAIN = 0.0023
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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mech.energy = 0;
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mech.wakeCheck();
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}
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//draw field everywhere
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ctx.globalCompositeOperation = "saturation"
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// ctx.fillStyle = "rgba(100,200,230," + (0.25 + 0.06 * Math.random()) + ")";
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@@ -1330,14 +1339,8 @@ const mech = {
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}
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}
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game.cycle--; //pause all functions that depend on game cycle increasing
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mech.grabPowerUp();
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mech.lookForPickUp(180);
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} else {
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mech.wakeCheck();
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mech.fieldCDcycle = mech.cycle + 120;
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}
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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mech.wakeCheck();
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mech.pickUp();
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} else {
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@@ -1361,14 +1364,15 @@ const mech = {
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
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mech.grabPowerUp();
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mech.lookForPickUp();
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const DRAIN = 0.0005
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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mech.grabPowerUp();
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mech.lookForPickUp();
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// mech.pushMobs360();
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// mech.pushMobsFacing();
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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mech.energy = 0;
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}
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//calculate laser collision
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let best;
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let range = b.isModPlasmaRange * (175 + (mech.crouch ? 450 : 350) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
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@@ -1503,10 +1507,8 @@ const mech = {
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// ctx.fillStyle = "rgba(255,0,255,0.05)"
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// ctx.fill();
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// mech.pushBody360(100); //disabled because doesn't work at short range
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} else {
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mech.fieldCDcycle = mech.cycle + 120; //if out of energy
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}
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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mech.pickUp();
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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@@ -1532,11 +1534,11 @@ const mech = {
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //push away
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mech.grabPowerUp();
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mech.lookForPickUp();
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const DRAIN = 0.00035
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if (mech.energy > DRAIN) {
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mech.fieldDamageResistance = 0.33; // 1 - 0.66
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mech.grabPowerUp();
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mech.lookForPickUp();
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// mech.pushMobs360();
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//repulse mobs
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@@ -1582,7 +1584,10 @@ const mech = {
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zeroG(powerUp, this.fieldDrawRadius);
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zeroG(body, this.fieldDrawRadius);
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}
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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mech.energy = 0;
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}
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//add extra friction for horizontal motion
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if (keys[65] || keys[68] || keys[37] || keys[39]) {
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Matter.Body.setVelocity(player, {
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@@ -1630,11 +1635,8 @@ const mech = {
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}
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}
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ctx.globalCompositeOperation = "source-over";
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} else {
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//trigger cool down
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mech.fieldCDcycle = mech.cycle + 120;
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}
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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mech.pickUp();
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this.fieldDrawRadius = 0
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} else {
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@@ -1655,7 +1657,7 @@ const mech = {
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mech.drawHold(mech.holdingTarget);
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mech.holding();
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mech.throwBlock();
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} else if (((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle && mech.energy > 0)) { //not hold but field button is pressed
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
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mech.grabPowerUp();
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mech.lookForPickUp();
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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@@ -1690,7 +1692,7 @@ const mech = {
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description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>2x</strong> <strong class='color-f'>energy</strong> regeneration",
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isEasyToAim: true,
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effect: () => {
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mech.fieldRegen *= 2;
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// mech.fieldRegen *= 2;
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mech.hold = function () {
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if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) {
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if (b.isModSporeField) {
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@@ -1725,16 +1727,19 @@ const mech = {
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mech.drawHold(mech.holdingTarget);
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight && mech.energy > 0.1 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
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mech.drawField();
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} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
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mech.grabPowerUp();
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mech.lookForPickUp();
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mech.pushMobsFacing();
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
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if (mech.energy > 0.05) {
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mech.drawField();
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mech.pushMobsFacing();
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}
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} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
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mech.pickUp();
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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}
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mech.energy += mech.fieldRegen;
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mech.drawFieldMeter()
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}
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}
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@@ -1745,7 +1750,6 @@ const mech = {
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isEasyToAim: true,
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effect: () => {
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mech.fieldMeterColor = "#fff"
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mech.hold = function () {
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mech.isStealth = false //isStealth disables most uses of foundPlayer()
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player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
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@@ -1754,10 +1758,16 @@ const mech = {
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
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mech.grabPowerUp();
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mech.lookForPickUp();
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const DRAIN = 0.0001 + 0.00017 * player.speed
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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mech.energy = 0;
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}
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mech.isStealth = true //isStealth disables most uses of foundPlayer()
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player.collisionFilter.mask = cat.map
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@@ -1771,9 +1781,6 @@ const mech = {
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ctx.lineWidth = 2;
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ctx.stroke();
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|
||||
mech.grabPowerUp();
|
||||
mech.lookForPickUp();
|
||||
|
||||
let inPlayer = Matter.Query.region(mob, player.bounds)
|
||||
if (inPlayer.length > 0) {
|
||||
for (let i = 0; i < inPlayer.length; i++) {
|
||||
@@ -1808,10 +1815,8 @@ const mech = {
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
mech.fieldCDcycle = mech.cycle + 120;
|
||||
}
|
||||
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
|
||||
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
|
||||
mech.pickUp();
|
||||
} else {
|
||||
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
||||
@@ -1835,78 +1840,8 @@ const mech = {
|
||||
ctx.lineWidth = 1;
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "code injection field",
|
||||
// description: "capture an enemy in your field for 3 seconds<br>rewrite thier behavior to target your enemies",
|
||||
// effect: () => {
|
||||
// mech.fieldMode = 7;
|
||||
// mech.fieldText();
|
||||
// mech.setHoldDefaults();
|
||||
// mech.hackProgress = 0;
|
||||
// mech.hold = function () {
|
||||
// mech.isStealth = false //isStealth is checked in mob foundPlayer()
|
||||
// player.collisionFilter.mask = 0x010011
|
||||
// if (mech.isHolding) {
|
||||
// mech.hackProgress = 0
|
||||
// mech.drawHold(mech.holdingTarget);
|
||||
// mech.holding();
|
||||
// mech.throwBlock();
|
||||
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
|
||||
// const DRAIN = 0.0005
|
||||
// if (mech.energy > DRAIN) {
|
||||
// mech.energy -= DRAIN;
|
||||
|
||||
// //try to hack a mob
|
||||
// for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
// if (
|
||||
// Vector.magnitude(Vector.sub(mob[i].position, this.pos)) < this.fieldRange &&
|
||||
// this.lookingAt(mob[i]) &&
|
||||
// Matter.Query.ray(map, mob[i].position, this.pos).length === 0
|
||||
// ) {
|
||||
// if (mech.hackProgress > 180) { //hack the mob
|
||||
// mech.energy = 0;
|
||||
// mob[i].hackedTarget = null;
|
||||
// mob[i].seePlayerFreq = Math.round((30 + 30 * Math.random()) * game.lookFreqScale)
|
||||
// mob[i].do = function () {
|
||||
// this.healthBar();
|
||||
// this.hacked();
|
||||
// }
|
||||
// } else { //hold the mob still
|
||||
// mech.hackProgress++
|
||||
// range = this.fieldRange * 0.9
|
||||
// Matter.Body.setPosition(mob[i], {
|
||||
// x: mech.pos.x + range * Math.cos(mech.angle),
|
||||
// y: mech.pos.y + range * Math.sin(mech.angle),
|
||||
// });
|
||||
// Matter.Body.setVelocity(mob[i], player.velocity);
|
||||
// }
|
||||
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
// mech.pushBodyFacing();
|
||||
// mech.drawField();
|
||||
// mech.grabPowerUp();
|
||||
// mech.lookForPickUp();
|
||||
// } else {
|
||||
// mech.hackProgress = 0
|
||||
// mech.fieldCDcycle = mech.cycle + 120;
|
||||
// }
|
||||
// } else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released
|
||||
// mech.pickUp();
|
||||
// mech.hackProgress = 0
|
||||
// } else {
|
||||
// mech.hackProgress = 0
|
||||
// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
||||
// }
|
||||
// mech.drawFieldMeter()
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
],
|
||||
};
|
||||
Reference in New Issue
Block a user