extruder
wave beam damage works better vs. high mass mobs
also more damage and ammo
mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
mod: Bose Einstein condensate - freeze mobs inside your field
pilot wave, negative mass field, time dilation field
difficulty - after you clear the finalBoss, difficulty increase per level is now lower
but, when the finalBoss dies difficulty immediately increases greatly
difficulty used to work like this:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
(+4 per level) 44,48,52,56 ...
difficulty works like this now:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
(+3 per level) 43,46,49,52 ...
difficulty mode scales these numbers
easy: x1, normal: x2, hard: x4, why: x6
each time difficulty increases:
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
b.dmgScale *= 0.93; // your damage goes down
game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
This commit is contained in:
264
js/bullet.js
264
js/bullet.js
@@ -678,6 +678,262 @@ const b = {
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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lastAngle: 0,
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extruder() {
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const color = "#f07"
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const DRAIN = 0.00014 + mech.fieldRegen
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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ctx.lineWidth = 5;
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ctx.strokeStyle = color
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ctx.beginPath(); //draw all the wave bullets
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for (let i = 0, len = bullet.length; i < len; i++) {
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if (bullet[i].isBranch) {
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ctx.stroke();
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ctx.beginPath(); //draw all the wave bullets
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} else if (bullet[i].isWave) ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
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}
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ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
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ctx.stroke();
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} else {
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mech.fireCDcycle = mech.cycle + 60; // cool down
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for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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if (bullet[i].isWave) {
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bullet[i].isWave = false
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bullet[i].endCycle = 0
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}
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}
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return
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}
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const SPEED = 13
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const me = bullet.length;
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const where = Vector.add(mech.pos, player.velocity)
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bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
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cycle: -0.5,
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isWave: true,
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endCycle: game.cycle + 50 * mod.isPlasmaRange,
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inertia: Infinity,
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frictionAir: 0,
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isInHole: true, //this keeps the bullet from entering wormholes
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minDmgSpeed: 0,
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dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do()
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isJustReflected: false,
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classType: "bullet",
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isBranch: false,
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restitution: 0,
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collisionFilter: {
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// category: 0,
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// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
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category: cat.bullet,
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mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
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},
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beforeDmg() {},
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onEnd() {},
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do() {
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mech.fireCDcycle = mech.cycle //this is here to trigger cloaking field
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if (!input.field) {
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this.endCycle = 0;
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this.isWave = false
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return
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}
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if (!mech.isBodiesAsleep) {
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if (this.endCycle < game.cycle + 1) this.isWave = false
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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this.isBranch = true;
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// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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// if (bullet[i].isWave && bullet[i].cycle > this.cycle) {
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// bullet[i].isWave = false
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// bullet[i].endCycle = 0
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// }
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// }
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} else { //check if inside a body
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const q = Matter.Query.point(mob, this.position)
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for (let i = 0; i < q.length; i++) {
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Matter.Body.setVelocity(q[i], {
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x: q[i].velocity.x * 0.7,
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y: q[i].velocity.y * 0.7
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});
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Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.4) * 40,
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color: color,
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time: game.drawTime
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});
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}
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}
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this.cycle++
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const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
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const velocity = Vector.mult(player.velocity, 0.3) //move with player
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Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
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// Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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}
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}
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(mech.angle),
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y: SPEED * Math.sin(mech.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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const angleDifference = 180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180); //find the difference between current and previous angle
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b.lastAngle = mech.angle
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if (angleDifference > 0.5) { //don't draw stroke for this bullet
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bullet[me].isBranch = true;
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// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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// if (bullet[i].isWave) {
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// bullet[i].isWave = false
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// bullet[i].endCycle = 0
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// }
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// }
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// return
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}
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},
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plasma() {
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const DRAIN = 0.00008 + mech.fieldRegen
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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//calculate laser collision
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let best;
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let range = mod.isPlasmaRange * (120 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
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// const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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},
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{
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x: mech.pos.x + range * Math.cos(mech.angle),
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y: mech.pos.y + range * Math.sin(mech.angle)
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}
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];
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const vertexCollision = function(v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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//check for collisions
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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vertexCollision(path[0], path[1], mob);
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vertexCollision(path[0], path[1], map);
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vertexCollision(path[0], path[1], body);
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if (best.dist2 != Infinity) { //if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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if (best.who.alive) {
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const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
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best.who.damage(dmg);
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best.who.locatePlayer();
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//push mobs away
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
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Matter.Body.applyForce(best.who, path[1], force)
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Matter.Body.setVelocity(best.who, { //friction
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x: best.who.velocity.x * 0.7,
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y: best.who.velocity.y * 0.7
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});
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//draw mob damage circle
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game.drawList.push({
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x: path[1].x,
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y: path[1].y,
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radius: Math.sqrt(dmg) * 50,
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color: "rgba(255,0,255,0.2)",
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time: game.drawTime * 4
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});
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} else if (!best.who.isStatic) {
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//push blocks away
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
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Matter.Body.applyForce(best.who, path[1], force)
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}
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}
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//draw blowtorch laser beam
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ctx.strokeStyle = "rgba(255,0,255,0.1)"
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ctx.lineWidth = 14
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ctx.beginPath();
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ctx.moveTo(path[0].x, path[0].y);
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ctx.lineTo(path[1].x, path[1].y);
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ctx.stroke();
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ctx.strokeStyle = "#f0f";
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ctx.lineWidth = 2
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ctx.stroke();
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//draw electricity
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const Dx = Math.cos(mech.angle);
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const Dy = Math.sin(mech.angle);
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let x = mech.pos.x + 20 * Dx;
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let y = mech.pos.y + 20 * Dy;
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ctx.beginPath();
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ctx.moveTo(x, y);
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const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
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for (let i = 0; i < 8; i++) {
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x += step * (Dx + 1.5 * (Math.random() - 0.5))
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y += step * (Dy + 1.5 * (Math.random() - 0.5))
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ctx.lineTo(x, y);
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}
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ctx.lineWidth = 2 * Math.random();
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ctx.stroke();
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}
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},
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laser(where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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@@ -2565,7 +2821,7 @@ const b = {
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frictionAir: 0,
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slow: 0,
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minDmgSpeed: 0,
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dmg: 0,
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dmg: b.dmgScale * (mod.waveHelix === 1 ? 0.6 : 0.75), //control damage also when you divide by mob.mass
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isJustReflected: false,
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classType: "bullet",
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collisionFilter: {
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@@ -2580,7 +2836,7 @@ const b = {
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// check if inside a mob
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q = Matter.Query.point(mob, this.position)
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for (let i = 0; i < q.length; i++) {
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let dmg = b.dmgScale * 0.4 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.8) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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@@ -2613,7 +2869,7 @@ const b = {
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for (let i = 0; i < q.length; i++) {
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slowCheck = 0.3;
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Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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let dmg = b.dmgScale * 0.4 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.8) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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@@ -2632,6 +2888,8 @@ const b = {
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}
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}
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this.cycle++
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//6 * Math.cos(this.cycle * 0.1) +
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// Math.cos(game.cycle * 0.09) *
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35) * ((i % 2) ? -1 : 1))
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Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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}
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