drone and spores bullet adjustments

This commit is contained in:
landgreen
2019-09-08 08:23:50 -07:00
parent 1d480d8243
commit 946484f9a1
3 changed files with 110 additions and 48 deletions

View File

@@ -719,35 +719,29 @@ const b = {
}
},
{
name: "swarm",
name: "spores",
ammo: 0,
ammoPack: 7,
ammoPack: 6,
have: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir));
b.fireProps(40, 15, dir, me); //cd , speed
b.fireProps(25, 20, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = game.cycle + 250;
bullet[me].frictionAir = 0.001;
bullet[me].endCycle = game.cycle + 100;
bullet[me].frictionAir = 0;
bullet[me].friction = 0.5;
bullet[me].restitution = 0.3;
// Matter.Body.setDensity(bullet[me], 0.000001);
// bullet[me].friction = 0.15;
// bullet[me].restitution = 0;
// bullet[me].explodeRad = 350 + Math.floor(Math.random() * 60);
bullet[me].minDmgSpeed = 0;
bullet[me].onDmg = function () {
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
};
bullet[me].onDmg = function () {};
bullet[me].do = function () {
const SCALE = 1.007
const SCALE = 1.017
Matter.Body.scale(this, SCALE, SCALE);
this.frictionAir += 0.00021;
this.force.y += this.mass * 0.0005;
this.force.y += this.mass * 0.00045;
};
//spawn bullets on end
@@ -755,26 +749,26 @@ const b = {
const NUM = 11;
for (let i = 0; i < NUM; i++) {
const bIndex = bullet.length;
const RADIUS = 5 + 2 * (Math.random() - 0.5)
const RADIUS = 4 + 2 * Math.random();
bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, RADIUS, {
// density: 0.0015, //frictionAir: 0.01,
restitution: 1,
restitution: 0.9,
angle: dir,
friction: 0,
frictionAir: 0.01,
dmg: 1.25, //damage done in addition to the damage from momentum
dmg: 1.3, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0x000100,
mask: 0x000011 //mask: 0x000101, //for self collision
},
endCycle: game.cycle + 300 + Math.floor(Math.random() * 120),
endCycle: game.cycle + 300 + Math.floor(Math.random() * 240),
minDmgSpeed: 0,
onDmg() {
this.endCycle = 0; //bullet ends cycle after doing damage
},
onEnd() {},
lookFrequency: 27 + Math.floor(17 * Math.random()),
lookFrequency: 57 + Math.floor(37 * Math.random()),
do() {
this.force.y += this.mass * 0.00025; // high gravity because of the high friction
@@ -809,9 +803,6 @@ const b = {
}
},
});
// bullet[bIndex].explodeRad = 100 + Math.floor(Math.random() * 30);
// bullet[bIndex].onEnd = b.explode; //makes bullet do explosive damage before despawn
const SPEED = 9;
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
@@ -827,22 +818,22 @@ const b = {
{
name: "drones",
ammo: 0,
ammoPack: 27,
ammoPack: 23,
have: false,
fire() {
const MAX_SPEED = 6 //+ 2 * (Math.random() - 0.5)
const THRUST = 0.0015 //+ 0.0004 * (Math.random() - 0.5)
const MAX_SPEED = 6
const THRUST = 0.0015
const dir = mech.angle + 0.7 * (Math.random() - 0.5);
const me = bullet.length;
const RADIUS = 6 + 2.5 * (Math.random() - 0.5)
const RADIUS = 4 + 4 * Math.random()
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
angle: dir,
friction: 0,
frictionAir: 0.0005,
restitution: 1,
dmg: 0.15, //damage done in addition to the damage from momentum
lookFrequency: 67 + Math.floor(23 * Math.random()),
endCycle: game.cycle + 540 + 120 * Math.random(),
dmg: 0.18, //damage done in addition to the damage from momentum
lookFrequency: 79 + Math.floor(32 * Math.random()),
endCycle: game.cycle + 720 + 300 * Math.random(),
classType: "bullet",
collisionFilter: {
category: 0x000100,
@@ -850,6 +841,7 @@ const b = {
},
minDmgSpeed: 0,
lockedOn: null,
isFollowMouse: true,
onDmg() {
this.lockedOn = null
}, //this.endCycle = 0 //triggers despawn
@@ -861,6 +853,7 @@ const b = {
if (!(game.cycle % this.lookFrequency)) {
this.close = null;
this.lockedOn = null;
this.isFollowMouse = true; //if no target is found default to follow mouse
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
@@ -875,27 +868,28 @@ const b = {
this.close = mob[i].position;
closeDist = DIST;
this.lockedOn = mob[i]
this.isFollowMouse = false;
}
}
}
}
//accelerate towards mobs
if (this.lockedOn) {
const UNIT_VECTOR = Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position))
this.force = Matter.Vector.mult(UNIT_VECTOR, -this.mass * THRUST)
if (this.lockedOn) { //accelerate towards mobs
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
} else if (this.isFollowMouse) { //accelerate towards mouse
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, game.mouseInGame)), -this.mass * THRUST)
}
// speed cap instead of friction to give more agility
if (this.speed > MAX_SPEED) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
});
}
// speed cap instead of friction to give more agility
if (this.speed > MAX_SPEED) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
});
}
}
})
// b.fireAttributes(dir));
b.fireProps(4, MAX_SPEED, dir, me); //cd , speed
b.fireProps(10, MAX_SPEED, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
// Matter.Body.setDensity(bullet[me], 0.000001);
// bullet[me].onDmg = function () {
@@ -903,6 +897,74 @@ const b = {
// };
}
},
// {
// name: "flock", // shards
// ammo: 0,
// ammoPack: 1027,
// have: false,
// fire() {
// const me = bullet.length;
// const dir = mech.angle + 0.7 * (Math.random() - 0.5);
// const RADIUS = 6 + 2.5 * (Math.random() - 0.5)
// // bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31, 2, b.fireAttributes(dir));
// // bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
// bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31, 2, {
// angle: dir,
// friction: 0,
// frictionAir: 0.02,
// restitution: 0.2,
// dmg: 0.15, //damage done in addition to the damage from momentum
// lookFrequency: 67 + Math.floor(23 * Math.random()),
// endCycle: game.cycle + 540 + 120 * Math.random(),
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x000111
// },
// minDmgSpeed: 0,
// onDmg() {
// this.endCycle = 0 //triggers despawn
// // this.explodeRad = this.speed * 10
// },
// // explodeRad: 10,
// // onEnd: b.explode,
// onEnd() {},
// do() {
// // drain ammo
// // if (!(game.cycle % this.lookFrequency)) {
// // if (b.guns[b.activeGun].ammo > 0) {
// // b.guns[b.activeGun].ammo--;
// // game.updateGunHUD();
// // }
// // }
// this.force.y += this.mass * 0.0002; //gravity
// //accelerate towards mouse
// const THRUST = 0.0015
// const UNIT_VECTOR = Matter.Vector.normalise(Matter.Vector.sub(this.position, game.mouseInGame))
// this.force = Matter.Vector.mult(UNIT_VECTOR, -this.mass * THRUST)
// // speed cap
// if (this.speed > 16) {
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.97,
// y: this.velocity.y * 0.97
// });
// }
// }
// })
// // bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
// // b.fireAttributes(dir));
// b.fireProps(4, 4, dir, me); //cd , speed
// b.drawOneBullet(bullet[me].vertices);
// // Matter.Body.setDensity(bullet[me], 0.000001);
// // bullet[me].onDmg = function () {
// // this.endCycle = 0; //bullet ends cycle after doing damage
// // };
// }
// },
{
name: "wave beam",
ammo: 0,