repeater
tech: repeater - shotgun gets another shot, and a longer fire delay shotgun cross hairs show when fire is on cooldown keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory Nerfed blinkBoss health and speed sneaker mobs are immune to harm for one cycles after vanishing experiment button new style new images for energy, bots bug fixes
This commit is contained in:
585
js/bullet.js
585
js/bullet.js
@@ -23,7 +23,7 @@ const b = {
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},
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fire() {},
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fireNormal() {
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if (b.inventory.length) {
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if (b.inventory.length && b.activeGun !== null) {
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if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire)) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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@@ -36,7 +36,7 @@ const b = {
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}
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},
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fireNotMove() { //added && player.speed < 0.5 && m.onGround
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if (b.inventory.length) {
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if (b.inventory.length && b.activeGun !== null) {
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if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 2.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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@@ -49,7 +49,7 @@ const b = {
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}
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},
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fireAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
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if (b.inventory.length) {
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if (b.inventory.length && b.activeGun !== null) {
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if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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@@ -60,7 +60,7 @@ const b = {
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}
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},
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fireFloat() { //added && player.speed < 0.5 && m.onGround
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if (b.inventory.length) {
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if (b.inventory.length && b.activeGun !== null) {
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if (input.fire && (!input.field || m.fieldFire)) {
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if (m.fireCDcycle < m.cycle) {
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if (b.guns[b.activeGun].ammo > 0) {
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@@ -125,11 +125,11 @@ const b = {
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simulation.updateGunHUD();
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}
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},
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returnGunAmmo(name) {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === name) return b.guns[i].ammo
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}
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},
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// returnGunAmmo(name) {
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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// if (b.guns[i].name === name) return b.guns[i].ammo
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// }
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// },
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giveGuns(gun = "random", ammoPacks = 10) {
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if (tech.ammoCap) ammoPacks = 0.45 * tech.ammoCap
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if (tech.isOneGun) b.removeAllGuns();
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@@ -173,6 +173,7 @@ const b = {
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// if (tech.infiniteWaveAmmo === 2) b.guns[3].ammo = Infinity
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}
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simulation.makeGunHUD();
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simulation.switchGun();
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b.setFireCD();
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if (tech.isOneGun && b.inventory > 0) {
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//count how many gun tech you have and remove them
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@@ -323,11 +324,19 @@ const b = {
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};
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}
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},
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muzzleFlash(radius = 10) {
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ctx.fillStyle = "#fb0";
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ctx.beginPath();
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ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), radius, 0, 2 * Math.PI);
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ctx.fill();
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muzzleFlash(radius = 30) {
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// ctx.fillStyle = "#fb0";
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// ctx.beginPath();
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// ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), radius, 0, 2 * Math.PI);
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// ctx.fill();
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simulation.drawList.push({ //add dmg to draw queue
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x: m.pos.x + 35 * Math.cos(m.angle),
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y: m.pos.y + 35 * Math.sin(m.angle),
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radius: radius,
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color: "#fb0",
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time: 1
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});
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},
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removeConsBB(me) {
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for (let i = 0, len = consBB.length; i < len; ++i) {
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@@ -1618,13 +1627,16 @@ const b = {
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player.force.x += momentum.x
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player.force.y += momentum.y
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// refund ammo
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "harpoon") {
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b.guns[i].ammo++;
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simulation.updateGunHUD();
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break;
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}
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}
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b.guns[9].ammo++;
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simulation.updateGunHUD();
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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// if (b.guns[i].name === "harpoon") {
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// b.guns[i].ammo++;
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// simulation.updateGunHUD();
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// break;
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// }
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// }
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} else {
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if (m.energy > this.drain) m.energy -= this.drain
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const sub = Vector.sub(this.position, m.pos)
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@@ -1743,13 +1755,13 @@ const b = {
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this.endCycle = 0;
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if (m.cycle + 50 < m.fireCDcycle) m.fireCDcycle = m.cycle + 50
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// refund ammo
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "harpoon") {
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b.guns[i].ammo++;
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simulation.updateGunHUD();
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break;
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}
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}
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b.guns[9].ammo++;
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simulation.updateGunHUD();
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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// if (b.guns[i].name === "harpoon") {
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// break;
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// }
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// }
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}
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}
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}
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@@ -1941,13 +1953,13 @@ const b = {
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player.force.y += momentum.y
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// refund ammo
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if (isReturnAmmo) {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "harpoon") {
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b.guns[i].ammo++;
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simulation.updateGunHUD();
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break;
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}
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}
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b.guns[9].ammo++;
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simulation.updateGunHUD();
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// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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// if (b.guns[i].name === "harpoon") {
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// break;
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// }
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// }
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}
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} else {
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const sub = Vector.sub(this.position, m.pos)
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@@ -2818,7 +2830,7 @@ const b = {
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) {
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if (tech.isStun) b.AoEStunEffect(this.position, this.range + mob[i].radius + random); //AoEStunEffect(where, range, cycles = 90 + 60 * Math.random()) {
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if (tech.isMineSentry) {
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this.lookFrequency = 15 + 10 * (tech.oneSuperBall && tech.isSuperMine) + Math.floor(3 * Math.random())
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this.lookFrequency = Math.floor(7 + 7 * b.fireCDscale + 10 * (tech.oneSuperBall && tech.isSuperMine) + Math.floor(3 * Math.random()))
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// this.endCycle = Infinity
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this.shots = tech.sentryAmmo
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this.do = function() { //overwrite the do method for this bullet
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@@ -3376,17 +3388,14 @@ const b = {
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}
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},
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onEnd() {
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if (tech.isDroneRespawn && b.inventory.length) {
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const who = b.guns[b.activeGun]
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if (who.name === "drones" && who.ammo > 0 && mob.length) {
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b.drone({
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x: this.position.x,
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y: this.position.y
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}, 0)
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if (Math.random() < 0.2) {
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b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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if (tech.isDroneRespawn && b.inventory.length && b.activeGun === 7 && b.guns[b.activeGun].ammo > 0 && mob.length) {
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b.drone({
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x: this.position.x,
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y: this.position.y
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}, 0)
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if (Math.random() < 0.2) {
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b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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}
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},
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@@ -3565,17 +3574,14 @@ const b = {
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maxRadioRadius: 270 + Math.floor(90 * Math.random()),
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beforeDmg() {},
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onEnd() {
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if (tech.isDroneRespawn && b.inventory.length) {
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const who = b.guns[b.activeGun]
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if (who.name === "drones" && who.ammo > 0 && mob.length) {
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b.droneRadioactive({
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x: this.position.x,
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y: this.position.y
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}, 0)
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if (Math.random() < 0.2) {
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b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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if (tech.isDroneRespawn && b.inventory.length && b.activeGun === 7 && b.guns[b.activeGun].ammo > 0 && mob.length) {
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b.droneRadioactive({
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x: this.position.x,
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y: this.position.y
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}, 0)
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if (Math.random() < 0.2) {
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b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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}
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},
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@@ -3756,15 +3762,7 @@ const b = {
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 1;
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bullet[me].friction = 0;
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if (tech.isIncendiary) {
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0012;
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if (Matter.Query.collides(this, map).length) {
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b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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} else if (tech.superHarm) {
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if (tech.superHarm) {
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bullet[me].collidePlayerDo = function() {
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if (Matter.Query.collides(this, [player]).length) {
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this.endCycle = 0
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@@ -3781,13 +3779,11 @@ const b = {
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}
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bullet[me].cycle = 0
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bullet[me].do = function() {
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this.cycle++
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if (this.cycle > 6) this.do = this.collidePlayerDo
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this.force.y += this.mass * 0.0012;
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};
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} else {
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bullet[me].do = function() {
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this.cycle++
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this.force.y += this.mass * 0.0012;
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};
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}
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@@ -3801,6 +3797,10 @@ const b = {
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}
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this.endCycle = 0
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}
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if (tech.isIncendiary) {
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b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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},
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targetedBall(position, num = 1, speed = 42 + 12 * Math.random(), range = 1200, isRandomAim = true) {
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@@ -5818,7 +5818,7 @@ const b = {
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this.rotateToVelocity()
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};
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}
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b.muzzleFlash(30);
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b.muzzleFlash();
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//very complex recoil system
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if (m.onGround) {
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if (input.down) {
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@@ -5905,7 +5905,7 @@ const b = {
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};
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}
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b.muzzleFlash(30);
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b.muzzleFlash();
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//very complex recoil system
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if (m.onGround) {
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if (input.down) {
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@@ -5970,33 +5970,58 @@ const b = {
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ammoPack: 3.5,
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defaultAmmoPack: 3.5,
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have: false,
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do() {},
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do() {
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//fade cross hairs
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// draw loop around player head
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// const left = m.fireCDcycle !== Infinity ? 0.05 * Math.max(m.fireCDcycle - m.cycle, 0) : 0
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// if (left > 0) {
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// ctx.beginPath();
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// // ctx.arc(simulation.mouseInGame.x, simulation.mouseInGame.y, 30, 0, left);
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// ctx.arc(m.pos.x, m.pos.y, 28, m.angle - left, m.angle);
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// // ctx.fillStyle = "rgba(0,0,0,0.3)" //"#333"
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// // ctx.fill();
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// ctx.strokeStyle = "#333";
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// ctx.lineWidth = 2;
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// ctx.stroke();
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// }
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//draw hip circle
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// ctx.beginPath();
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// ctx.arc(m.pos.x + m.hip.x, m.pos.y + m.hip.y, 11, 0, 2 * Math.PI);
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// ctx.fillStyle = "rgba(0,0,0,0.3)" //"#333"
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// ctx.fill();
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},
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fire() {
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let knock, spread
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if (input.down) {
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spread = 0.65
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m.fireCDcycle = m.cycle + Math.floor(73 * b.fireCDscale) // cool down
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
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knock = 0.01
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} else {
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m.fireCDcycle = m.cycle + Math.floor(56 * b.fireCDscale) // cool down
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
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spread = 1.3
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knock = 0.1
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}
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const coolDown = function() {
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if (input.down) {
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spread = 0.65
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m.fireCDcycle = m.cycle + Math.floor((73 + 36 * tech.shotgunExtraShots) * b.fireCDscale) // cool down
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
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knock = 0.01
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} else {
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m.fireCDcycle = m.cycle + Math.floor((56 + 28 * tech.shotgunExtraShots) * b.fireCDscale) // cool down
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if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
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spread = 1.3
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knock = 0.1
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}
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if (tech.isShotgunReversed) {
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player.force.x += 1.6 * knock * Math.cos(m.angle)
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player.force.y += 1.6 * knock * Math.sin(m.angle) - 3 * player.mass * simulation.g
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} else if (tech.isShotgunRecoil) {
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m.fireCDcycle -= 0.66 * (56 * b.fireCDscale)
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player.force.x -= 2 * knock * Math.cos(m.angle)
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player.force.y -= 2 * knock * Math.sin(m.angle)
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} else {
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player.force.x -= knock * Math.cos(m.angle)
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player.force.y -= knock * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
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if (tech.isShotgunReversed) {
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player.force.x += 1.5 * knock * Math.cos(m.angle)
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player.force.y += 1.5 * knock * Math.sin(m.angle) - 3 * player.mass * simulation.g
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} else if (tech.isShotgunRecoil) {
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m.fireCDcycle -= 0.66 * (56 * b.fireCDscale)
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player.force.x -= 2 * knock * Math.cos(m.angle)
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player.force.y -= 2 * knock * Math.sin(m.angle)
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} else {
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player.force.x -= knock * Math.cos(m.angle)
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player.force.y -= knock * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
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}
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}
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const spray = (num) => {
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const side = 22
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for (let i = 0; i < num; i++) {
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@@ -6020,188 +6045,210 @@ const b = {
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};
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}
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}
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b.muzzleFlash(35);
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if (tech.isRivets) {
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const me = bullet.length;
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// const dir = m.angle + 0.02 * (Math.random() - 0.5)
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 56 * tech.bulletSize, 25 * tech.bulletSize, b.fireAttributes(m.angle));
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Matter.Body.setDensity(bullet[me], 0.005 * (tech.isShotgunReversed ? 1.5 : 1));
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Composite.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = (input.down ? 50 : 43)
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(m.angle),
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y: SPEED * Math.sin(m.angle)
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});
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if (tech.isIncendiary) {
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bullet[me].endCycle = simulation.cycle + 60
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bullet[me].onEnd = function() {
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b.explosion(this.position, 360 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
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}
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bullet[me].beforeDmg = function() {
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this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
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};
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} else {
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bullet[me].endCycle = simulation.cycle + 180
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}
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bullet[me].minDmgSpeed = 7
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// bullet[me].restitution = 0.4
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bullet[me].frictionAir = 0.004;
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bullet[me].turnMag = 0.04 * Math.pow(tech.bulletSize, 3.75)
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bullet[me].do = function() {
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this.force.y += this.mass * 0.002
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if (this.speed > 6) { //rotates bullet to face current velocity?
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const facing = {
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x: Math.cos(this.angle),
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y: Math.sin(this.angle)
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}
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if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
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this.torque += this.turnMag
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} else {
|
||||
this.torque -= this.turnMag
|
||||
}
|
||||
}
|
||||
if (tech.isIncendiary && Matter.Query.collides(this, map).length) {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
}
|
||||
};
|
||||
bullet[me].beforeDmg = function(who) {
|
||||
if (this.speed > 4) {
|
||||
if (tech.fragments) {
|
||||
b.targetedNail(this.position, 6 * tech.fragments * tech.bulletSize)
|
||||
this.endCycle = 0 //triggers despawn
|
||||
}
|
||||
if (tech.isIncendiary) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
if (tech.isCritKill) b.crit(who, this)
|
||||
}
|
||||
}
|
||||
spray(12); //fires normal shotgun bullets
|
||||
} else if (tech.isIncendiary) {
|
||||
spread *= 0.15
|
||||
const END = Math.floor(input.down ? 8 : 5);
|
||||
const totalBullets = 9
|
||||
const angleStep = (input.down ? 0.3 : 0.8) / totalBullets
|
||||
let dir = m.angle - angleStep * totalBullets / 2;
|
||||
for (let i = 0; i < totalBullets; i++) { //5 -> 7
|
||||
dir += angleStep
|
||||
const chooseBulletType = function() {
|
||||
if (tech.isRivets) {
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 17, 4, b.fireAttributes(dir));
|
||||
const end = END + Math.random() * 4
|
||||
bullet[me].endCycle = 2 * end * tech.isBulletsLastLonger + simulation.cycle
|
||||
const speed = 25 * end / END
|
||||
const dirOff = dir + (Math.random() - 0.5) * spread
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: speed * Math.cos(dirOff),
|
||||
y: speed * Math.sin(dirOff)
|
||||
});
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.4 : 1) + (Math.random() - 0.5) * 30); //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
};
|
||||
bullet[me].do = function() {
|
||||
if (Matter.Query.collides(this, map).length) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
}
|
||||
// const dir = m.angle + 0.02 * (Math.random() - 0.5)
|
||||
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 56 * tech.bulletSize, 25 * tech.bulletSize, b.fireAttributes(m.angle));
|
||||
|
||||
Matter.Body.setDensity(bullet[me], 0.005 * (tech.isShotgunReversed ? 1.5 : 1));
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
}
|
||||
} else if (tech.isNailShot) {
|
||||
spread *= 0.65
|
||||
const dmg = 2 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
if (input.down) {
|
||||
for (let i = 0; i < 17; i++) {
|
||||
speed = 38 + 15 * Math.random()
|
||||
const dir = m.angle + (Math.random() - 0.5) * spread
|
||||
const pos = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
|
||||
const SPEED = (input.down ? 50 : 43)
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: SPEED * Math.cos(m.angle),
|
||||
y: SPEED * Math.sin(m.angle)
|
||||
});
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].endCycle = simulation.cycle + 60
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(this.position, 360 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
|
||||
}
|
||||
b.nail(pos, {
|
||||
x: speed * Math.cos(dir),
|
||||
y: speed * Math.sin(dir)
|
||||
}, dmg)
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
};
|
||||
} else {
|
||||
bullet[me].endCycle = simulation.cycle + 180
|
||||
}
|
||||
bullet[me].minDmgSpeed = 7
|
||||
// bullet[me].restitution = 0.4
|
||||
bullet[me].frictionAir = 0.004;
|
||||
bullet[me].turnMag = 0.04 * Math.pow(tech.bulletSize, 3.75)
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.002
|
||||
if (this.speed > 6) { //rotates bullet to face current velocity?
|
||||
const facing = {
|
||||
x: Math.cos(this.angle),
|
||||
y: Math.sin(this.angle)
|
||||
}
|
||||
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
|
||||
this.torque += this.turnMag
|
||||
} else {
|
||||
this.torque -= this.turnMag
|
||||
}
|
||||
}
|
||||
if (tech.isIncendiary && Matter.Query.collides(this, map).length) {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
}
|
||||
};
|
||||
bullet[me].beforeDmg = function(who) {
|
||||
if (this.speed > 4) {
|
||||
if (tech.fragments) {
|
||||
b.targetedNail(this.position, 6 * tech.fragments * tech.bulletSize)
|
||||
this.endCycle = 0 //triggers despawn
|
||||
}
|
||||
if (tech.isIncendiary) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
if (tech.isCritKill) b.crit(who, this)
|
||||
}
|
||||
}
|
||||
spray(12); //fires normal shotgun bullets
|
||||
} else if (tech.isIncendiary) {
|
||||
spread *= 0.15
|
||||
const END = Math.floor(input.down ? 8 : 5);
|
||||
const totalBullets = 9
|
||||
const angleStep = (input.down ? 0.3 : 0.8) / totalBullets
|
||||
let dir = m.angle - angleStep * totalBullets / 2;
|
||||
for (let i = 0; i < totalBullets; i++) { //5 -> 7
|
||||
dir += angleStep
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 17, 4, b.fireAttributes(dir));
|
||||
const end = END + Math.random() * 4
|
||||
bullet[me].endCycle = 2 * end * tech.isBulletsLastLonger + simulation.cycle
|
||||
const speed = 25 * end / END
|
||||
const dirOff = dir + (Math.random() - 0.5) * spread
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: speed * Math.cos(dirOff),
|
||||
y: speed * Math.sin(dirOff)
|
||||
});
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.4 : 1) + (Math.random() - 0.5) * 30); //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
};
|
||||
bullet[me].do = function() {
|
||||
if (Matter.Query.collides(this, map).length) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
}
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
}
|
||||
} else if (tech.isNailShot) {
|
||||
spread *= 0.65
|
||||
const dmg = 2 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
if (input.down) {
|
||||
for (let i = 0; i < 17; i++) {
|
||||
speed = 38 + 15 * Math.random()
|
||||
const dir = m.angle + (Math.random() - 0.5) * spread
|
||||
const pos = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
|
||||
}
|
||||
b.nail(pos, {
|
||||
x: speed * Math.cos(dir),
|
||||
y: speed * Math.sin(dir)
|
||||
}, dmg)
|
||||
}
|
||||
} else {
|
||||
for (let i = 0; i < 17; i++) {
|
||||
speed = 38 + 15 * Math.random()
|
||||
const dir = m.angle + (Math.random() - 0.5) * spread
|
||||
const pos = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
|
||||
}
|
||||
b.nail(pos, {
|
||||
x: speed * Math.cos(dir),
|
||||
y: speed * Math.sin(dir)
|
||||
}, dmg)
|
||||
}
|
||||
}
|
||||
} else if (tech.isSporeFlea) {
|
||||
const where = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle)
|
||||
}
|
||||
const number = 2 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
for (let i = 0; i < number; i++) {
|
||||
const angle = m.angle + 0.2 * (Math.random() - 0.5)
|
||||
const speed = (input.down ? 35 * (1 + 0.05 * Math.random()) : 30 * (1 + 0.15 * Math.random()))
|
||||
b.flea(where, {
|
||||
x: speed * Math.cos(angle),
|
||||
y: speed * Math.sin(angle)
|
||||
})
|
||||
bullet[bullet.length - 1].setDamage()
|
||||
}
|
||||
spray(10); //fires normal shotgun bullets
|
||||
} else if (tech.isSporeWorm) {
|
||||
const where = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle)
|
||||
}
|
||||
const spread = (input.down ? 0.02 : 0.07)
|
||||
const number = 3 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
let angle = m.angle - (number - 1) * spread * 0.5
|
||||
for (let i = 0; i < number; i++) {
|
||||
b.worm(where)
|
||||
const SPEED = (30 + 10 * input.down) * (1 + 0.2 * Math.random())
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], {
|
||||
x: player.velocity.x * 0.5 + SPEED * Math.cos(angle),
|
||||
y: player.velocity.y * 0.5 + SPEED * Math.sin(angle)
|
||||
});
|
||||
angle += spread
|
||||
}
|
||||
spray(7); //fires normal shotgun bullets
|
||||
} else if (tech.isIceShot) {
|
||||
const spread = (input.down ? 0.7 : 1.2)
|
||||
for (let i = 0, len = 10 * (tech.isShotgunReversed ? 1.5 : 1); i < len; i++) {
|
||||
b.iceIX(23 + 10 * Math.random(), m.angle + spread * (Math.random() - 0.5))
|
||||
}
|
||||
spray(10); //fires normal shotgun bullets
|
||||
} else if (tech.isFoamShot) {
|
||||
const spread = (input.down ? 0.15 : 0.4)
|
||||
const where = {
|
||||
x: m.pos.x + 25 * Math.cos(m.angle),
|
||||
y: m.pos.y + 25 * Math.sin(m.angle)
|
||||
}
|
||||
const number = 16 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
for (let i = 0; i < number; i++) {
|
||||
const SPEED = 13 + 4 * Math.random();
|
||||
const angle = m.angle + spread * (Math.random() - 0.5)
|
||||
b.foam(where, {
|
||||
x: SPEED * Math.cos(angle),
|
||||
y: SPEED * Math.sin(angle)
|
||||
}, 8 + 7 * Math.random())
|
||||
}
|
||||
} else if (tech.isNeedles) {
|
||||
const number = 9 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
const spread = (input.down ? 0.03 : 0.05)
|
||||
let angle = m.angle - (number - 1) * spread * 0.5
|
||||
for (let i = 0; i < number; i++) {
|
||||
b.needle(angle)
|
||||
angle += spread
|
||||
}
|
||||
} else {
|
||||
for (let i = 0; i < 17; i++) {
|
||||
speed = 38 + 15 * Math.random()
|
||||
const dir = m.angle + (Math.random() - 0.5) * spread
|
||||
const pos = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
|
||||
}
|
||||
b.nail(pos, {
|
||||
x: speed * Math.cos(dir),
|
||||
y: speed * Math.sin(dir)
|
||||
}, dmg)
|
||||
spray(16); //fires normal shotgun bullets
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
coolDown();
|
||||
b.muzzleFlash(35);
|
||||
chooseBulletType();
|
||||
|
||||
if (tech.shotgunExtraShots) {
|
||||
const delay = 7
|
||||
let count = tech.shotgunExtraShots * delay
|
||||
|
||||
function cycle() {
|
||||
count--
|
||||
if (!(count % delay)) {
|
||||
coolDown();
|
||||
b.muzzleFlash(35);
|
||||
chooseBulletType();
|
||||
}
|
||||
if (count > 0) {
|
||||
requestAnimationFrame(cycle);
|
||||
}
|
||||
}
|
||||
} else if (tech.isSporeFlea) {
|
||||
const where = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle)
|
||||
}
|
||||
const number = 2 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
for (let i = 0; i < number; i++) {
|
||||
const angle = m.angle + 0.2 * (Math.random() - 0.5)
|
||||
const speed = (input.down ? 35 * (1 + 0.05 * Math.random()) : 30 * (1 + 0.15 * Math.random()))
|
||||
b.flea(where, {
|
||||
x: speed * Math.cos(angle),
|
||||
y: speed * Math.sin(angle)
|
||||
})
|
||||
bullet[bullet.length - 1].setDamage()
|
||||
}
|
||||
spray(10); //fires normal shotgun bullets
|
||||
} else if (tech.isSporeWorm) {
|
||||
const where = {
|
||||
x: m.pos.x + 35 * Math.cos(m.angle),
|
||||
y: m.pos.y + 35 * Math.sin(m.angle)
|
||||
}
|
||||
const spread = (input.down ? 0.02 : 0.07)
|
||||
const number = 3 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
let angle = m.angle - (number - 1) * spread * 0.5
|
||||
for (let i = 0; i < number; i++) {
|
||||
b.worm(where)
|
||||
const SPEED = (30 + 10 * input.down) * (1 + 0.2 * Math.random())
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], {
|
||||
x: player.velocity.x * 0.5 + SPEED * Math.cos(angle),
|
||||
y: player.velocity.y * 0.5 + SPEED * Math.sin(angle)
|
||||
});
|
||||
angle += spread
|
||||
}
|
||||
spray(7); //fires normal shotgun bullets
|
||||
} else if (tech.isIceShot) {
|
||||
const spread = (input.down ? 0.7 : 1.2)
|
||||
for (let i = 0, len = 10 * (tech.isShotgunReversed ? 1.5 : 1); i < len; i++) {
|
||||
b.iceIX(23 + 10 * Math.random(), m.angle + spread * (Math.random() - 0.5))
|
||||
}
|
||||
spray(10); //fires normal shotgun bullets
|
||||
} else if (tech.isFoamShot) {
|
||||
const spread = (input.down ? 0.15 : 0.4)
|
||||
const where = {
|
||||
x: m.pos.x + 25 * Math.cos(m.angle),
|
||||
y: m.pos.y + 25 * Math.sin(m.angle)
|
||||
}
|
||||
const number = 16 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
for (let i = 0; i < number; i++) {
|
||||
const SPEED = 13 + 4 * Math.random();
|
||||
const angle = m.angle + spread * (Math.random() - 0.5)
|
||||
b.foam(where, {
|
||||
x: SPEED * Math.cos(angle),
|
||||
y: SPEED * Math.sin(angle)
|
||||
}, 8 + 7 * Math.random())
|
||||
}
|
||||
} else if (tech.isNeedles) {
|
||||
const number = 9 * (tech.isShotgunReversed ? 1.5 : 1)
|
||||
const spread = (input.down ? 0.03 : 0.05)
|
||||
let angle = m.angle - (number - 1) * spread * 0.5
|
||||
for (let i = 0; i < number; i++) {
|
||||
b.needle(angle)
|
||||
angle += spread
|
||||
}
|
||||
} else {
|
||||
spray(16); //fires normal shotgun bullets
|
||||
requestAnimationFrame(cycle);
|
||||
}
|
||||
}
|
||||
}, {
|
||||
|
||||
84
js/index.js
84
js/index.js
@@ -415,7 +415,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
const style = (localSettings.isHideImages || tech.tech[i].isJunk) ? `style="height:auto;"` : `style = "background-image: url('img/${tech.tech[i].name}.webp');"`
|
||||
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
|
||||
if (tech.tech[i].isNonRefundable) {
|
||||
text += `<div class="pause-grid-module" id ="${i}-pause-tech" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
|
||||
text += `<div class="pause-grid-module" id ="${i}-pause-tech" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
|
||||
// } else if (tech.tech[i].isLore) {
|
||||
// text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore"></div> ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
|
||||
} else if (tech.tech[i].isFieldTech) {
|
||||
@@ -588,13 +588,19 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
},
|
||||
populateGrid() { //background-color:var(--build-bg-color);
|
||||
let text = `
|
||||
<div class="experiment-grid-module" style="position: sticky; top:0; z-index: 10; align-self: start; width: 165px; font-size: 1.00em; line-height: 170%; background-color: #fafcfd;display: flex; flex-direction: column; justify-content: center; align-items: center;border: 1.5px #333 solid;border-radius:10px; padding:7px; height: 190px;">
|
||||
<div class="experiment-start-box">
|
||||
<div>
|
||||
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
|
||||
<select name="difficulty-select" id="difficulty-select-experiment">
|
||||
<option value="1">easy</option>
|
||||
<option value="2" selected>normal</option>
|
||||
<option value="4">hard</option>
|
||||
<option value="6">why?</option>
|
||||
</select>
|
||||
</div>
|
||||
<div>
|
||||
<svg class="SVG-button" onclick="build.startExperiment()" width="150" height="68" >
|
||||
<g stroke='none' fill='#333' stroke-width="2" font-size="60px" font-family="Ariel, sans-serif">
|
||||
<text x="14" y="54">start</text>
|
||||
</g>
|
||||
</svg>
|
||||
<label for="hide-images-experiment" title="reload experiment with no images for fields, guns, and tech">hide images:</label>
|
||||
<input onclick="build.showImages('experiment')" type="checkbox" id="hide-images-experiment" name="hide-images-experiment" style="width:17px; height:17px; margin-bottom: 15px;" ${localSettings.isHideImages? "checked": ""}>
|
||||
</div>
|
||||
<div>
|
||||
<svg class="SVG-button" onclick="build.reset()" width="50" height="25">
|
||||
@@ -610,17 +616,11 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
</svg>
|
||||
</div>
|
||||
<div>
|
||||
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
|
||||
<select name="difficulty-select" id="difficulty-select-experiment">
|
||||
<option value="1">easy</option>
|
||||
<option value="2" selected>normal</option>
|
||||
<option value="4">hard</option>
|
||||
<option value="6">why?</option>
|
||||
</select>
|
||||
</div>
|
||||
<div>
|
||||
<label for="hide-images-experiment" title="reload experiment with no images for fields, guns, and tech">hide images:</label>
|
||||
<input onclick="build.showImages('experiment')" type="checkbox" id="hide-images-experiment" name="hide-images-experiment" style="width:17px; height:17px;" ${localSettings.isHideImages? "checked": ""}>
|
||||
<svg class="SVG-button" onclick="build.startExperiment()" width="165" height="70" >
|
||||
<g stroke='none' fill='#333' stroke-width="2" font-size="65px" font-family="Ariel, sans-serif">
|
||||
<text x="17" y="57">start</text>
|
||||
</g>
|
||||
</svg>
|
||||
</div>
|
||||
</div>`
|
||||
const hideStyle = `style="height:auto; border: none; background-color: transparent;"`
|
||||
@@ -905,6 +905,7 @@ const input = {
|
||||
document.getElementById("key-previous-gun").style.background = backgroundColor
|
||||
document.getElementById("key-testing").style.background = backgroundColor
|
||||
if (input.focus) input.focus.style.background = 'rgb(0, 200, 255)';
|
||||
document.getElementById("key-num").style.background = backgroundColor //always not highlighted
|
||||
},
|
||||
setKeys(event) {
|
||||
//check for duplicate keys
|
||||
@@ -923,7 +924,8 @@ const input = {
|
||||
// event.code === "Escape" ||
|
||||
event.code === input.key.nextGun ||
|
||||
event.code === input.key.previousGun ||
|
||||
event.code === input.key.testing
|
||||
event.code === input.key.testing ||
|
||||
event.code === "Digit1" || event.code === "Digit2" || event.code === "Digit3" || event.code === "Digit4" || event.code === "Digit5" || event.code === "Digit6" || event.code === "Digit7" || event.code === "Digit8" || event.code === "Digit9" || event.code === "Digit0" || event.code === "Minus" || event.code === "Equal"
|
||||
)) {
|
||||
switch (input.focus.id) {
|
||||
case "key-fire":
|
||||
@@ -1029,11 +1031,9 @@ window.addEventListener("keydown", function(event) {
|
||||
input.down = true
|
||||
break;
|
||||
case input.key.fire:
|
||||
// event.preventDefault();
|
||||
input.fire = true
|
||||
break
|
||||
case input.key.field:
|
||||
// event.preventDefault();
|
||||
input.field = true
|
||||
break
|
||||
case input.key.nextGun:
|
||||
@@ -1042,7 +1042,6 @@ window.addEventListener("keydown", function(event) {
|
||||
case input.key.previousGun:
|
||||
simulation.previousGun();
|
||||
break
|
||||
// case "Escape":
|
||||
case input.key.pause:
|
||||
if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
|
||||
input.isPauseKeyReady = false
|
||||
@@ -1160,6 +1159,47 @@ window.addEventListener("keydown", function(event) {
|
||||
}
|
||||
break
|
||||
}
|
||||
if (b.inventory.length > 1 && !simulation.testing) {
|
||||
switch (event.code) {
|
||||
case "Digit1":
|
||||
simulation.switchToGunInInventory(0);
|
||||
break
|
||||
case "Digit2":
|
||||
simulation.switchToGunInInventory(1);
|
||||
break
|
||||
case "Digit3":
|
||||
simulation.switchToGunInInventory(2);
|
||||
break
|
||||
case "Digit4":
|
||||
simulation.switchToGunInInventory(3);
|
||||
break
|
||||
case "Digit5":
|
||||
simulation.switchToGunInInventory(4);
|
||||
break
|
||||
case "Digit6":
|
||||
simulation.switchToGunInInventory(5);
|
||||
break
|
||||
case "Digit7":
|
||||
simulation.switchToGunInInventory(6);
|
||||
break
|
||||
case "Digit8":
|
||||
simulation.switchToGunInInventory(7);
|
||||
break
|
||||
case "Digit9":
|
||||
simulation.switchToGunInInventory(8);
|
||||
break
|
||||
case "Digit0":
|
||||
simulation.switchToGunInInventory(9);
|
||||
break
|
||||
case "Minus":
|
||||
simulation.switchToGunInInventory(10);
|
||||
break
|
||||
case "Equal":
|
||||
simulation.switchToGunInInventory(11);
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if (simulation.testing) {
|
||||
if (event.key === "X") m.death(); //only uppercase
|
||||
switch (event.key.toLowerCase()) {
|
||||
|
||||
16
js/level.js
16
js/level.js
@@ -28,24 +28,24 @@ const level = {
|
||||
// m.setField("perfect diamagnetism") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave plasma torch
|
||||
// simulation.molecularMode = 2
|
||||
// m.damage(0.1);
|
||||
// b.giveGuns("mine") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
|
||||
// b.giveGuns("spores") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
|
||||
// b.giveGuns("shotgun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
|
||||
// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
|
||||
// b.guns[0].ammo = 10000
|
||||
// tech.giveTech("blast ball")
|
||||
// tech.giveTech("elephants toothpaste")
|
||||
// tech.giveTech("sentry gun")
|
||||
// tech.giveTech("needle gun")
|
||||
// tech.giveTech("repeater")
|
||||
// tech.giveTech("ice-shot")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("super ball")
|
||||
// tech.isFoamBall = true
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("super ball")
|
||||
// for (let i = 0; i < 3; ++i) tech.giveTech("repeater")
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("irradiated nails")
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("colony")
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
|
||||
// level.testing();
|
||||
// spawn.shooter(1900, -500, 200)
|
||||
// spawn.blinkBoss(1900, -500)
|
||||
// spawn.sneakBoss(1900, -500)
|
||||
// spawn.starter(1900, -500, 25)
|
||||
// spawn.starter(1900, -500, 200)
|
||||
// spawn.sneaker(1900, -500, 25)
|
||||
// spawn.hopper(2538, -950)
|
||||
// spawn.zombie(1000 + 1000 * Math.random(), -500 + 300 * Math.random(), 30, 5, "white") // zombie(x, y, radius, sides, color)
|
||||
|
||||
@@ -697,7 +697,7 @@ const m = {
|
||||
}
|
||||
m.lastHarmCycle = m.cycle
|
||||
if (tech.isDroneOnDamage && bullet.length < 150) { //chance to build a drone on damage from tech
|
||||
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction
|
||||
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction * (tech.isEnergyHealth ? 0.5 : 1)
|
||||
for (let i = 0; i < len; i++) {
|
||||
if (Math.random() < 0.5) b.drone({
|
||||
x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5),
|
||||
|
||||
@@ -769,6 +769,9 @@ const powerUps = {
|
||||
} else if (parseInt(JSON.parse(elements[index + 1].getAttribute("data")).s.slice(0, -2)) < 500) { //try a different images and see if it is smaller
|
||||
tech.tech[choose].url = JSON.parse(elements[index + 1].getAttribute("data")).iurl
|
||||
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
|
||||
} else if (parseInt(JSON.parse(elements[index + 2].getAttribute("data")).s.slice(0, -2)) < 500) { //try a different images and see if it is smaller
|
||||
tech.tech[choose].url = JSON.parse(elements[index + 2].getAttribute("data")).iurl
|
||||
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
|
||||
}
|
||||
});
|
||||
} else {
|
||||
|
||||
@@ -297,6 +297,34 @@ const simulation = {
|
||||
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
||||
ctx.stroke(); // Draw it
|
||||
},
|
||||
drawCursorBasic() {
|
||||
const size = 10;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
|
||||
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
|
||||
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
|
||||
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
||||
ctx.stroke(); // Draw it
|
||||
},
|
||||
drawCursorCoolDown() {
|
||||
const size = 10;
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
||||
ctx.beginPath();
|
||||
if (m.fireCDcycle > m.cycle) {
|
||||
ctx.strokeStyle = "#777"; //'rgba(0,0,0,0.4)'
|
||||
ctx.arc(simulation.mouse.x, simulation.mouse.y, size + 1, 0, 2 * Math.PI);
|
||||
} else {
|
||||
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
|
||||
}
|
||||
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
|
||||
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
|
||||
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
|
||||
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
|
||||
ctx.stroke(); // Draw it
|
||||
},
|
||||
drawList: [], //so you can draw a first frame of explosions.. I know this is bad
|
||||
drawTime: 8, //how long circles are drawn. use to push into drawlist.time
|
||||
mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
|
||||
@@ -437,15 +465,14 @@ const simulation = {
|
||||
simulation.switchGun();
|
||||
}
|
||||
},
|
||||
switchGun() {
|
||||
if (tech.isLongitudinal && b.guns[b.activeGun].name === "wave") {
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "wave") {
|
||||
b.guns[i].waves = []; //empty array of wave bullets
|
||||
break;
|
||||
}
|
||||
}
|
||||
switchToGunInInventory(num) {
|
||||
if (b.inventory[num] !== undefined && b.inventoryGun !== num) {
|
||||
b.inventoryGun = num
|
||||
simulation.switchGun();
|
||||
}
|
||||
},
|
||||
switchGun() {
|
||||
if (tech.isLongitudinal && b.activeGun === 3) b.guns[3].waves = []; //empty array of wave bullets
|
||||
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
|
||||
if (b.inventory.length > 0) {
|
||||
b.activeGun = b.inventory[b.inventoryGun];
|
||||
@@ -453,6 +480,12 @@ const simulation = {
|
||||
}
|
||||
simulation.updateGunHUD();
|
||||
simulation.boldActiveGunHUD();
|
||||
//set crosshairs
|
||||
if (b.activeGun === 1) {
|
||||
simulation.drawCursor = simulation.drawCursorCoolDown
|
||||
} else {
|
||||
simulation.drawCursor = simulation.drawCursorBasic
|
||||
}
|
||||
},
|
||||
zoom: null,
|
||||
zoomScale: 1000,
|
||||
@@ -741,6 +774,7 @@ const simulation = {
|
||||
|
||||
input.endKeySensing();
|
||||
b.removeAllGuns();
|
||||
simulation.switchGun();
|
||||
|
||||
tech.setupAllTech(); //sets tech to default values
|
||||
tech.cancelCount = 0;
|
||||
@@ -881,7 +915,7 @@ const simulation = {
|
||||
|
||||
let count = 0;
|
||||
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
|
||||
if (bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") count++
|
||||
if ((bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") && !bullet[i].isArmed) count++
|
||||
}
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
|
||||
if (b.guns[i].name === "mine") {
|
||||
|
||||
40
js/spawn.js
40
js/spawn.js
@@ -623,7 +623,7 @@ const spawn = {
|
||||
{
|
||||
name: "black hole",
|
||||
eventHorizon: 0,
|
||||
eventHorizonRadius: 2100,
|
||||
eventHorizonRadius: 1900,
|
||||
eventHorizonCycle: 0,
|
||||
do() {
|
||||
this.eventHorizonCycle++
|
||||
@@ -4146,7 +4146,7 @@ const spawn = {
|
||||
Matter.Body.rotate(me, Math.PI * 0.1);
|
||||
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.isBoss = true;
|
||||
me.damageReduction = 0.03 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||
me.damageReduction = 0.035 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
@@ -4160,7 +4160,7 @@ const spawn = {
|
||||
me.grenadeDelay = 100
|
||||
}
|
||||
me.pulseRadius = 1.5 * Math.min(550, 200 + simulation.difficulty * 2)
|
||||
me.delay = 35 + 35 * simulation.CDScale;
|
||||
me.delay = 55 + 35 * simulation.CDScale;
|
||||
me.nextBlinkCycle = me.delay;
|
||||
spawn.shield(me, x, y, 1);
|
||||
me.onDamage = function() {
|
||||
@@ -5058,7 +5058,7 @@ const spawn = {
|
||||
if (this.phaseCycle > -1) {
|
||||
Matter.Body.rotate(this, 0.02)
|
||||
for (let i = 0, len = this.vertices.length; i < len; i++) { //fire a bullet from each vertex
|
||||
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 5, 4);
|
||||
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 3, 4);
|
||||
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -15)
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: velocity.x,
|
||||
@@ -5724,7 +5724,7 @@ const spawn = {
|
||||
let me = mob[mob.length - 1];
|
||||
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.isBoss = true;
|
||||
me.damageReduction = 0.4 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||
|
||||
me.accelMag = 0.0017 * Math.sqrt(simulation.accelScale);
|
||||
me.frictionAir = 0.01;
|
||||
@@ -5736,17 +5736,15 @@ const spawn = {
|
||||
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
|
||||
me.showHealthBar = false;
|
||||
me.memory = 30;
|
||||
me.vanishesLeft = 2 + simulation.difficultyMode
|
||||
me.vanishesLeft = Math.ceil(1 + simulation.difficultyMode * 0.5)
|
||||
me.onDeath = function() {
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
};
|
||||
me.onDamage = function() {
|
||||
if (this.vanishesLeft > 0 && this.health < 0.1) { //if health is below 10% teleport to a random spot on player history, heal, and cloak
|
||||
this.vanishesLeft--
|
||||
|
||||
// const scale = 0.95;
|
||||
// Matter.Body.scale(this, scale, scale);
|
||||
// this.radius *= scale;
|
||||
|
||||
//flash screen to hide vanish
|
||||
for (let i = 0; i < 8; i++) {
|
||||
for (let i = 0; i < 8; i++) { //flash screen to hide vanish
|
||||
simulation.drawList.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
@@ -5761,6 +5759,7 @@ const spawn = {
|
||||
Matter.Body.setPosition(this, history.position)
|
||||
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
||||
|
||||
this.damageReduction = 0 //immune to harm for the rest of this game cycle
|
||||
this.seePlayer.recall = 0
|
||||
this.cloak();
|
||||
this.health = 1;
|
||||
@@ -5784,6 +5783,14 @@ const spawn = {
|
||||
}
|
||||
}
|
||||
me.do = function() {
|
||||
if (this.damageReduction === 0) {
|
||||
this.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||
let i = this.status.length //clear bad status effects
|
||||
while (i--) {
|
||||
if (this.status[i].type === "stun" || this.status[i].type === "dot") this.status.splice(i, 1);
|
||||
}
|
||||
this.isStunned = false;
|
||||
}
|
||||
this.gravity();
|
||||
this.seePlayerByHistory(55);
|
||||
this.checkStatus();
|
||||
@@ -5835,6 +5842,7 @@ const spawn = {
|
||||
//teleport to near the end of player history
|
||||
Matter.Body.setPosition(this, m.history[Math.floor((m.history.length - 1) * (0.66 + 0.33 * Math.random()))].position)
|
||||
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
||||
this.damageReduction = 0 //immune to harm for the rest of this game cycle
|
||||
}
|
||||
};
|
||||
me.cloak = function() {
|
||||
@@ -5846,6 +5854,14 @@ const spawn = {
|
||||
}
|
||||
}
|
||||
me.do = function() {
|
||||
if (this.damageReduction === 0) {
|
||||
this.damageReduction = 1 //stop being immune to harm immediately
|
||||
let i = this.status.length //clear bad status effects
|
||||
while (i--) {
|
||||
if (this.status[i].type === "stun" || this.status[i].type === "dot") this.status.splice(i, 1);
|
||||
}
|
||||
this.isStunned = false;
|
||||
}
|
||||
this.gravity();
|
||||
this.seePlayerByHistory(25);
|
||||
this.checkStatus();
|
||||
|
||||
95
js/tech.js
95
js/tech.js
@@ -2382,7 +2382,7 @@ const tech = {
|
||||
// description: `after you collect ${powerUps.orb.heal()}<br><strong>+${0.1 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
|
||||
// descriptionFunction: `convert current and future ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${10 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
|
||||
descriptionFunction() {
|
||||
return `convert current and future <div class="heal-circle"></div> into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${8 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`
|
||||
return `convert current and future <div class="heal-circle"></div> into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${8 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)}</strong> maximum <strong class='color-f'>energy</strong>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -2585,7 +2585,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "energy conservation",
|
||||
description: "<strong>5%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
|
||||
description: "<strong>4%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2595,7 +2595,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.energySiphon += 0.05;
|
||||
tech.energySiphon += 0.04;
|
||||
},
|
||||
remove() {
|
||||
tech.energySiphon = 0;
|
||||
@@ -4151,6 +4151,25 @@ const tech = {
|
||||
tech.needleTunnel = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ceramics",
|
||||
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (!tech.isLargeHarpoon && tech.haveGunCheck("harpoon")) || tech.isNeedles
|
||||
},
|
||||
requires: "needle gun, harpoon, not Bessemer process",
|
||||
effect() {
|
||||
tech.isShieldPierce = true
|
||||
},
|
||||
remove() {
|
||||
tech.isShieldPierce = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "needle gun",
|
||||
description: "<strong>nail gun</strong> and <strong>shotgun</strong> fire mob piercing <strong>needles</strong>",
|
||||
@@ -4505,6 +4524,25 @@ const tech = {
|
||||
tech.isShotgunReversed = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "repeater",
|
||||
description: "<strong>shotgun</strong> immediately fires again for no <strong class='color-ammo'>ammo</strong><br><strong>-50%</strong> <strong>shotgun</strong> <strong><em>fire rate</em></strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (tech.haveGunCheck("shotgun"))
|
||||
},
|
||||
requires: "shotgun, not Newtons 3rd law",
|
||||
effect() {
|
||||
tech.shotgunExtraShots++;
|
||||
},
|
||||
remove() {
|
||||
tech.shotgunExtraShots = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "nail-shot",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Nail_(fastener)' class="link">nail-shot</a>`,
|
||||
@@ -5569,7 +5607,7 @@ const tech = {
|
||||
{
|
||||
name: "blast ball",
|
||||
descriptionFunction() {
|
||||
return `instead of nails <strong>mines</strong> fire bouncy ${b.guns[10].nameString('s')}`
|
||||
return `instead of nails <strong>mines</strong> fire <strong>bouncy balls</strong>`
|
||||
},
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
@@ -6386,7 +6424,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "railgun",
|
||||
description: `<strong>harpoons</strong> can't <strong>retract</strong>, hold fire to charge<br><strong>+50%</strong> <strong>harpoon</strong> density and <strong class='color-d'>damage</strong>`,
|
||||
description: `hold fire to charge <strong>harpoon</strong> and release to launch<br><strong>harpoons</strong> can't <strong>retract</strong>`,
|
||||
// description: `<strong>+900%</strong> <strong>harpoon</strong> <strong class='color-ammo'>ammo</strong>, but it can't <strong>retract</strong><br><strong>+50%</strong> <strong>harpoon</strong> density and <strong class='color-d'>damage</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
@@ -6480,25 +6518,6 @@ const tech = {
|
||||
tech.isRailEnergy = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ceramics",
|
||||
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (!tech.isLargeHarpoon && tech.haveGunCheck("harpoon")) || tech.isNeedles
|
||||
},
|
||||
requires: "needle gun, harpoon, not Bessemer process",
|
||||
effect() {
|
||||
tech.isShieldPierce = true
|
||||
},
|
||||
remove() {
|
||||
tech.isShieldPierce = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "Bessemer process",
|
||||
descriptionFunction() {
|
||||
@@ -6535,7 +6554,7 @@ const tech = {
|
||||
return (tech.isRailGun ? 5 : 1) * (2 + 2 * this.count)
|
||||
},
|
||||
allowed() {
|
||||
return tech.haveGunCheck("harpoon") && b.returnGunAmmo('harpoon') >= this.removeAmmo()
|
||||
return tech.haveGunCheck("harpoon") && b.guns[9].ammo >= this.removeAmmo()
|
||||
},
|
||||
requires: "harpoon",
|
||||
effect() {
|
||||
@@ -10095,7 +10114,7 @@ const tech = {
|
||||
m.drawLeg("#4a4a4a");
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#333");
|
||||
ctx.rotate(m.angle - (m.fireCDcycle != Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
|
||||
ctx.rotate(m.angle - (m.fireCDcycle !== Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
@@ -10510,7 +10529,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "translucent",
|
||||
description: "remove your <strong class='color-g'>guns</strong> and <strong>spawn</strong> new ones<br>your <strong class='color-g'>bullets</strong> and bots are transparent",
|
||||
description: "spawn <strong>3</strong> <strong class='color-g'>gun</strong> power ups<br>your <strong class='color-g'>bullets</strong> and bots are transparent",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10521,18 +10540,18 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
for (let i = 0; i < b.inventory.length; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||||
for (let i = 0; i < 3; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||||
|
||||
//removes guns and ammo
|
||||
b.inventory = [];
|
||||
b.activeGun = null;
|
||||
b.inventoryGun = 0;
|
||||
for (let i = 0, len = b.guns.length; i < len; ++i) {
|
||||
b.guns[i].have = false;
|
||||
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
|
||||
}
|
||||
simulation.makeGunHUD(); //update gun HUD
|
||||
b.bulletDraw = () => {};
|
||||
// //removes guns and ammo
|
||||
// b.inventory = [];
|
||||
// b.activeGun = null;
|
||||
// b.inventoryGun = 0;
|
||||
// for (let i = 0, len = b.guns.length; i < len; ++i) {
|
||||
// b.guns[i].have = false;
|
||||
// if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
|
||||
// }
|
||||
// simulation.makeGunHUD(); //update gun HUD
|
||||
b.bulletDraw = () => {}; //make bullets invisible
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user