field emitter power ups rework (trigger effects with just right click)

This commit is contained in:
landgreen
2019-09-17 05:58:19 -07:00
parent aa3882e34b
commit 869e8af738
4 changed files with 309 additions and 200 deletions

View File

@@ -507,17 +507,16 @@ const mech = {
this.gravity = 0.0019;
// this.phaseBlocks(0x011111)
},
drawFieldMeter() {
drawFieldMeter(range = 60) {
if (this.fieldMeter < 1) {
mech.fieldMeter += mech.fieldRegen;
ctx.fillStyle = "rgba(0, 0, 0, 0.4)";
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, 60, 10);
110, 170, 200
ctx.fillRect(this.pos.x - this.radius, this.pos.y - 50, range, 10);
ctx.fillStyle = "rgb(50,220,255)";
ctx.fillRect(
this.pos.x - this.radius,
this.pos.y - 50,
60 * this.fieldMeter,
range * this.fieldMeter,
10
);
} else {
@@ -816,17 +815,24 @@ const mech = {
},
() => {
mech.fieldMode = 1;
game.makeTextLog("<h2>Time Dilation Field</h2><br><strong>active ability:</strong> hold left and right mouse to slow time<br><strong>passive bonus:</strong> +field regeneration", 1000); //<br><strong>passive bonus:</strong> can phase through blocks
game.makeTextLog("<h2>Time Dilation Field</h2> field emitter slows time around the player", 1000);
mech.setHoldDefaults();
mech.fieldRegen = 0.01; //0.0015
mech.fieldArc = 1; //field covers full 360 degrees
mech.calculateFieldThreshold();
mech.hold = function () {
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throw();
} else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down
if (mech.fieldMeter > mech.fieldRegen * 1.15) {
mech.fieldMeter -= mech.fieldRegen * 1.15;
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down
const DRAIN = 0.0035 //mech.fieldRegen = 0.0015
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
mech.grabPowerUp();
// mech.pushMobs();
mech.lookForPickUp(130);
const range = 900;
//draw slow field
ctx.beginPath();
@@ -854,11 +860,6 @@ const mech = {
} else {
mech.fieldCDcycle = game.cycle + 120;
}
} else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.1) { //field button is pressed
mech.drawField();
mech.grabPowerUp();
mech.pushMobs();
mech.lookForPickUp(130);
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
mech.pickUp();
} else {
@@ -869,16 +870,15 @@ const mech = {
},
() => {
mech.fieldMode = 2;
game.makeTextLog("<h2>Kinetic Energy Field</h2><br><strong>passive bonus:</strong> +field emitter damage<br><strong>passive bonus:</strong> +throw energy", 1000);
game.makeTextLog("<h2>Kinetic Energy Field</h2> field emitter does damage on contact <br> blocks are thrown at a higher velocity", 1000);
mech.setHoldDefaults();
// mech.fieldRegen = 0.0008; // 0.0015 is normal
//throw quicker and harder
mech.throwChargeRate = 4; //0.5
mech.throwChargeMax = 300; //50
mech.throwChargeRate = 3; //0.5
mech.throwChargeMax = 150; //50
//passive field does extra damage
mech.grabRange = 180;
mech.fieldArc = 0.08;
mech.fieldDamage = 2.5;
mech.fieldDamage = 2;
mech.hold = function () {
if (mech.isHolding) {
@@ -920,89 +920,24 @@ const mech = {
},
() => {
mech.fieldMode = 3;
game.makeTextLog("<h2>Mass Recycler</h2><br><strong>active ability:</strong> hold left and right mouse to convert blocks into health<br><strong>negative effect:</strong> -energy regen", 1000);
mech.setHoldDefaults();
mech.fieldRegen = 0.0005; //0.0015
mech.hold = function () {
// health drain
// if (game.cycle % 360 === 0 && mech.health > 0.2) {
// mech.health = mech.health * 0.97 - 0.01;
// if (mech.health < 0) {
// mech.health = 0;
// mech.death();
// return;
// }
// mech.displayHealth();
// }
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throw();
} else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down
if (mech.fieldMeter > mech.fieldRegen) {
// mech.fieldMeter -= mech.fieldRegen
const range = 165;
//draw range
ctx.globalCompositeOperation = "screen" //"lighter" // "destination-atop" //"difference" //"color-burn";
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, range, 0, 2 * Math.PI);
ctx.lineWidth = 1;
ctx.fillStyle = "rgba(150,210,180," + (0.9 + Math.random() * 0.1) + ")";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.strokeStyle = "#364";
ctx.stroke();
//find all blocks in range
for (let i = 0, len = body.length; i < len; i++) {
if (!body[i].isNotHoldable) {
dist = Matter.Vector.magnitude(Matter.Vector.sub(body[i].position, mech.pos))
const healCost = Math.sqrt(0.003 * body[i].mass) + 0.04
if (dist < range && mech.fieldMeter > healCost + 0.2) { // convert block to heal power up
// mech.fieldCDcycle = game.cycle + 4;
mech.fieldMeter -= healCost
powerUps.spawnHeal(body[i].position.x, body[i].position.y, 120 * healCost);
Matter.World.remove(engine.world, body[i]);
body.splice(i, 1);
break
}
}
}
} else {
mech.fieldCDcycle = game.cycle + 120;
}
} else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.2) { //field button is pressed
mech.drawField();
mech.grabPowerUp();
mech.pushMobs();
mech.lookForPickUp(130);
} else if (mech.holdingTarget && mech.fireCDcycle < game.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)
}
mech.drawFieldMeter()
}
},
() => {
mech.fieldMode = 4;
game.makeTextLog("<h2>Negative Mass Field</h2><br><strong>active ability:</strong> hold left and right mouse to nullify gravity<br><strong>passive bonuses:</strong> +field size, +hold larger blocks", 1000);
game.makeTextLog("<h2>Negative Mass Field</h2> field emitter nullifies gravity around player<br> field emitter can hold more massive objects", 1000);
mech.setHoldDefaults();
mech.holdingMassScale = 0.05; //can hold heavier blocks
mech.fieldArc = 1; //field covers full 360 degrees
mech.calculateFieldThreshold();
mech.holdingMassScale = 0.05; //can hold heavier blocks
// mech.gravity = 0.0015; //passive reduce gravity from default 0.0019
mech.hold = function () {
const range = 200 + 35 * Math.sin(game.cycle / 20)
const range = 400
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throw();
} else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down //push away
if (mech.fieldMeter > 0.005) {
mech.fieldMeter -= 0.005;
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down //push away
const DRAIN = 0.0025 //mech.fieldRegen = 0.0015
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
mech.grabPowerUp();
mech.lookForPickUp();
//look for nearby objects to make zero-g
function zeroG(who) {
for (let i = 0, len = who.length; i < len; ++i) {
@@ -1013,7 +948,7 @@ const mech = {
}
}
}
zeroG(powerUp);
// zeroG(powerUp);
zeroG(body);
player.force.y -= player.mass * mech.gravity; // + 0.005 * Math.sin(game.cycle / 10); //wobble
@@ -1027,7 +962,7 @@ const mech = {
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y + 15, range, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "color-burn";
ctx.fillStyle = "rgb(90,90,100)";
ctx.fillStyle = "rgb(120,120,130)";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
@@ -1035,12 +970,6 @@ const mech = {
//trigger cooldown
mech.fieldCDcycle = game.cycle + 120;
}
} else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.2 && mech.fieldCDcycle < game.cycle) { //not hold but field button is pressed
mech.grabRange = range
mech.drawField();
mech.grabPowerUp();
mech.pushMobs();
mech.lookForPickUp();
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldCDcycle < game.cycle) { //holding, but field button is released
mech.pickUp();
} else {
@@ -1049,76 +978,270 @@ const mech = {
mech.drawFieldMeter()
}
},
() => {
mech.fieldMode = 4;
game.makeTextLog("<h2>Zero-Point Energy Field</h2> energy regeneration is improved<br> field emitter is extended to a circle around the player", 1000);
mech.setHoldDefaults();
mech.fieldRegen = 0.01; //0.0015
mech.fieldArc = 1; //field covers full 360 degrees
mech.calculateFieldThreshold();
mech.hold = function () {
mech.grabRange = 200 + 35 * Math.sin(game.cycle / 20)
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throw();
} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
mech.drawField();
mech.grabPowerUp();
mech.pushMobs();
mech.lookForPickUp();
} else if (mech.holdingTarget && mech.fireCDcycle < game.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)
}
mech.drawFieldMeter()
}
},
// () => {
// mech.fieldMode = 1;
// game.makeTextLog("<h2>Time Dilation Field</h2><br><strong>active ability:</strong> hold left and right mouse to slow time<br><strong>passive bonus:</strong> +field regeneration", 1000); //<br><strong>passive bonus:</strong> can phase through blocks
// mech.setHoldDefaults();
// mech.fieldRegen = 0.01; //0.0015
// mech.hold = function () {
// if (mech.isHolding) {
// mech.drawHold(mech.holdingTarget);
// mech.holding();
// mech.throw();
// } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down
// if (mech.fieldMeter > mech.fieldRegen * 1.15) {
// mech.fieldMeter -= mech.fieldRegen * 1.15;
// const range = 900;
// //draw slow field
// ctx.beginPath();
// ctx.arc(mech.pos.x, mech.pos.y, range, 0, 2 * Math.PI);
// ctx.fillStyle = "#f5f5ff";
// ctx.globalCompositeOperation = "difference";
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// function slow(who, friction = 0) {
// for (let i = 0, len = who.length; i < len; ++i) {
// dist = Matter.Vector.magnitude(Matter.Vector.sub(who[i].position, mech.pos))
// if (dist < range) {
// Matter.Body.setAngularVelocity(who[i], who[i].angularVelocity * friction)
// Matter.Body.setVelocity(who[i], {
// x: who[i].velocity.x * friction,
// y: who[i].velocity.y * friction
// });
// }
// }
// }
// slow(mob);
// slow(body);
// slow(bullet);
// } else {
// mech.fieldCDcycle = game.cycle + 120;
// }
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.1) { //field button is pressed
// mech.drawField();
// mech.grabPowerUp();
// mech.pushMobs();
// mech.lookForPickUp(130);
// } else if (mech.holdingTarget && mech.fireCDcycle < game.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)
// }
// mech.drawFieldMeter()
// }
// },
// () => {
// mech.fieldMode = 2;
// game.makeTextLog("<h2>Kinetic Energy Field</h2><br><strong>passive bonus:</strong> +field emitter damage<br><strong>passive bonus:</strong> +throw energy", 1000);
// mech.setHoldDefaults();
// // mech.fieldRegen = 0.0008; // 0.0015 is normal
// //throw quicker and harder
// mech.throwChargeRate = 4; //0.5
// mech.throwChargeMax = 300; //50
// //passive field does extra damage
// mech.grabRange = 180;
// mech.fieldArc = 0.08;
// mech.fieldDamage = 2.5;
// mech.hold = function () {
// if (mech.isHolding) {
// mech.drawHold(mech.holdingTarget);
// mech.holding();
// mech.throw();
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.15) { //not hold but field button is pressed
// //draw field
// const range = mech.grabRange - 20;
// ctx.beginPath();
// ctx.arc(mech.pos.x, mech.pos.y, range, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
// let eye = 13;
// ctx.lineTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
// if (mech.holdingTarget) {
// ctx.fillStyle = "rgba(255,50,150," + (0.05 + 0.1 * Math.random()) + ")";
// } else {
// ctx.fillStyle = "rgba(255,50,150," + (0.15 + 0.15 * Math.random()) + ")";
// }
// ctx.fill();
// //draw random lines in field for cool effect
// let offAngle = mech.angle + 2 * Math.PI * mech.fieldArc * (Math.random() - 0.5);
// ctx.beginPath();
// eye = 15;
// ctx.moveTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
// ctx.lineTo(mech.pos.x + range * Math.cos(offAngle), mech.pos.y + range * Math.sin(offAngle));
// ctx.strokeStyle = "rgba(120,170,255,0.4)";
// ctx.stroke();
// mech.grabPowerUp();
// mech.pushMobs();
// mech.lookForPickUp();
// } else if (mech.holdingTarget && mech.fireCDcycle < game.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)
// }
// mech.drawFieldMeter()
// }
// },
// () => {
// mech.fieldMode = 3;
// game.makeTextLog("<h2>Mass Recycler</h2><br><strong>active ability:</strong> hold left and right mouse to convert blocks into health<br><strong>negative effect:</strong> -energy regen", 1000);
// mech.setHoldDefaults();
// mech.fieldRegen = 0.0005; //0.0015
// mech.hold = function () {
// // health drain
// // if (game.cycle % 360 === 0 && mech.health > 0.2) {
// // mech.health = mech.health * 0.97 - 0.01;
// // if (mech.health < 0) {
// // mech.health = 0;
// // mech.death();
// // return;
// // }
// // mech.displayHealth();
// // }
// if (mech.isHolding) {
// mech.drawHold(mech.holdingTarget);
// mech.holding();
// mech.throw();
// } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down
// if (mech.fieldMeter > mech.fieldRegen) {
// // mech.fieldMeter -= mech.fieldRegen
// const range = 165;
// //draw range
// ctx.globalCompositeOperation = "screen" //"lighter" // "destination-atop" //"difference" //"color-burn";
// ctx.beginPath();
// ctx.arc(mech.pos.x, mech.pos.y, range, 0, 2 * Math.PI);
// ctx.lineWidth = 1;
// ctx.fillStyle = "rgba(150,210,180," + (0.9 + Math.random() * 0.1) + ")";
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// ctx.strokeStyle = "#364";
// ctx.stroke();
// //find all blocks in range
// for (let i = 0, len = body.length; i < len; i++) {
// if (!body[i].isNotHoldable) {
// dist = Matter.Vector.magnitude(Matter.Vector.sub(body[i].position, mech.pos))
// const healCost = Math.sqrt(0.003 * body[i].mass) + 0.04
// if (dist < range && mech.fieldMeter > healCost + 0.2) { // convert block to heal power up
// // mech.fieldCDcycle = game.cycle + 4;
// mech.fieldMeter -= healCost
// powerUps.spawnHeal(body[i].position.x, body[i].position.y, 120 * healCost);
// Matter.World.remove(engine.world, body[i]);
// body.splice(i, 1);
// break
// }
// }
// }
// } else {
// mech.fieldCDcycle = game.cycle + 120;
// }
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.2) { //field button is pressed
// mech.drawField();
// mech.grabPowerUp();
// mech.pushMobs();
// mech.lookForPickUp(130);
// } else if (mech.holdingTarget && mech.fireCDcycle < game.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)
// }
// mech.drawFieldMeter()
// }
// },
// () => {
// mech.fieldMode = 4;
// game.makeTextLog("<h2>Negative Mass Field</h2><br><strong>active ability:</strong> hold left and right mouse to nullify gravity<br><strong>passive bonuses:</strong> +field size, +hold larger blocks", 1000);
// mech.setHoldDefaults();
// mech.fieldArc = 1; //field covers full 360 degrees
// mech.calculateFieldThreshold();
// mech.holdingMassScale = 0.05; //can hold heavier blocks
// // mech.gravity = 0.0015; //passive reduce gravity from default 0.0019
// mech.hold = function () {
// const range = 200 + 35 * Math.sin(game.cycle / 20)
// if (mech.isHolding) {
// mech.drawHold(mech.holdingTarget);
// mech.holding();
// mech.throw();
// } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down //push away
// if (mech.fieldMeter > 0.005) {
// mech.fieldMeter -= 0.005;
// //look for nearby objects to make zero-g
// function zeroG(who) {
// for (let i = 0, len = who.length; i < len; ++i) {
// sub = Matter.Vector.sub(who[i].position, mech.pos);
// dist = Matter.Vector.magnitude(sub);
// if (dist < range) {
// who[i].force.y -= who[i].mass * game.g;
// }
// }
// }
// zeroG(powerUp);
// zeroG(body);
// player.force.y -= player.mass * mech.gravity; // + 0.005 * Math.sin(game.cycle / 10); //wobble
// //add player vertical friction to reduce map jump craziness
// Matter.Body.setVelocity(player, {
// x: player.velocity.x,
// y: player.velocity.y * 0.99
// });
// //draw zero-G range
// ctx.beginPath();
// ctx.arc(mech.pos.x, mech.pos.y + 15, range, 0, 2 * Math.PI);
// ctx.globalCompositeOperation = "color-burn";
// ctx.fillStyle = "rgb(90,90,100)";
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// } else {
// //trigger cooldown
// mech.fieldCDcycle = game.cycle + 120;
// }
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.2 && mech.fieldCDcycle < game.cycle) { //not hold but field button is pressed
// mech.grabRange = range
// mech.drawField();
// mech.grabPowerUp();
// mech.pushMobs();
// mech.lookForPickUp();
// } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldCDcycle < game.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)
// }
// mech.drawFieldMeter()
// }
// },
],
// () => {
// mech.fieldMode = 4;
// game.makeTextLog("<h2>Negative Mass Field</h2><br><strong>active ability:</strong> hold left and right mouse to push things away<br><strong>passive bonuses:</strong> +field size, -player gravity", 1000); //<br><strong>passive bonus:</strong> can phase through blocks
// mech.setHoldDefaults();
// mech.fieldArc = 1;
// mech.calculateFieldThreshold();
// mech.holdingMassScale = 0.05;
// mech.gravity = 0.0015; //passive reduce gravity from default 0.0019
// mech.hold = function () {
// if (mech.isHolding) {
// mech.drawHold(mech.holdingTarget);
// mech.holding();
// mech.throw();
// } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //both mouse keys down //push away
// if (mech.fieldMeter > 0.004) {
// mech.fieldMeter -= 0.004;
// const range = 450 + 100 * Math.sin(game.cycle / 20)
// //draw push
// ctx.beginPath();
// ctx.arc(mech.pos.x, mech.pos.y, range, 0, 2 * Math.PI);
// ctx.globalCompositeOperation = "color-burn";
// ctx.fillStyle = "rgb(90,90,100)";
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// function pushAway(who) {
// for (let i = 0, len = who.length; i < len; ++i) {
// sub = Matter.Vector.sub(who[i].position, mech.pos);
// dist = Matter.Vector.magnitude(sub);
// if (dist < range) {
// knock = Matter.Vector.mult(Matter.Vector.normalise(sub), who[i].mass / 200);
// who[i].force.x += knock.x;
// who[i].force.y += knock.y;
// // player.force.x -= knock.x / 10;
// // player.force.y -= knock.y / 10;
// }
// }
// }
// pushAway(body);
// pushAway(mob);
// pushAway(bullet);
// pushAway(powerUp);
// } else {
// mech.fieldCDcycle = game.cycle + 120;
// }
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.2) { //not hold but field button is pressed
// mech.grabRange = 200 + 50 * Math.sin(game.cycle / 20)
// mech.drawField();
// mech.grabPowerUp();
// mech.pushMobs();
// mech.lookForPickUp();
// } else if (mech.holdingTarget && mech.fireCDcycle < game.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)
// }
// mech.drawFieldMeter()
// }
// },
// ],
// phaseBlocks(mask = 0x010111) {
// level.bodyCollisionFilterMask = mask;
// for (let i = 0, len = body.length; i < len; i++) {
// body[i].collisionFilter.category = 0x0000001;
// body[i].collisionFilter.mask = mask;
// }
// },
drawLeg(stroke) {
// if (game.mouseInGame.x > this.pos.x) {
if (mech.angle > -Math.PI / 2 && mech.angle < Math.PI / 2) {