diffuse beam optimizations
This commit is contained in:
57
js/bullet.js
57
js/bullet.js
@@ -4000,56 +4000,63 @@ const b = {
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} else {
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mech.fireCDcycle = mech.cycle
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mech.energy -= mech.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
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const dmg = 0.55 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const eye = {
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x: mech.pos.x + 16 * Math.cos(mech.angle),
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y: mech.pos.y + 16 * Math.sin(mech.angle)
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const range = {
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x: 5000 * Math.cos(mech.angle),
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y: 5000 * Math.sin(mech.angle)
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}
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const rangeOffPlus = {
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x: 7.5 * Math.cos(mech.angle + Math.PI / 2),
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y: 7.5 * Math.sin(mech.angle + Math.PI / 2)
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}
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const rangeOffMinus = {
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x: 7.5 * Math.cos(mech.angle - Math.PI / 2),
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y: 7.5 * Math.sin(mech.angle - Math.PI / 2)
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}
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const dmg = 0.55 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const where = { x: mech.pos.x + 30 * Math.cos(mech.angle), y: mech.pos.y + 30 * Math.sin(mech.angle) }
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const eye = {
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x: mech.pos.x + 15 * Math.cos(mech.angle),
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y: mech.pos.y + 15 * Math.sin(mech.angle)
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}
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const wideLaser = function(where = {
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x: mech.pos.x + 30 * Math.cos(mech.angle),
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y: mech.pos.y + 30 * Math.sin(mech.angle)
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}, angle = mech.angle) {
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ctx.strokeStyle = "#f00";
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ctx.lineWidth = 8
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ctx.globalAlpha = 0.5;
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ctx.beginPath();
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const off = 7.5
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b.laser(where, {
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x: eye.x + 3000 * Math.cos(angle),
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y: eye.y + 3000 * Math.sin(angle)
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if (Matter.Query.ray(map, eye, where).length === 0 && Matter.Query.ray(body, eye, where).length === 0) {
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b.laser(eye, {
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x: eye.x + range.x,
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y: eye.y + range.y
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}, dmg, 0, true, 0.3)
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}
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for (let i = 1; i < tech.wideLaser; i++) {
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let whereOff = Vector.add(where, {
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x: i * off * Math.cos(angle + Math.PI / 2),
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y: i * off * Math.sin(angle + Math.PI / 2)
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x: i * rangeOffPlus.x,
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y: i * rangeOffPlus.y
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})
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if (Matter.Query.ray(map, eye, whereOff).length === 0) {
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if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
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ctx.moveTo(eye.x, eye.y)
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ctx.lineTo(whereOff.x, whereOff.y)
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b.laser(whereOff, {
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x: whereOff.x + 3000 * Math.cos(angle),
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y: whereOff.y + 3000 * Math.sin(angle)
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x: whereOff.x + range.x,
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y: whereOff.y + range.y
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}, dmg, 0, true, 0.3)
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}
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whereOff = Vector.add(where, {
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x: i * off * Math.cos(angle - Math.PI / 2),
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y: i * off * Math.sin(angle - Math.PI / 2)
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x: i * rangeOffMinus.x,
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y: i * rangeOffMinus.y
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})
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if (Matter.Query.ray(map, eye, whereOff).length === 0) {
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if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
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ctx.moveTo(eye.x, eye.y)
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ctx.lineTo(whereOff.x, whereOff.y)
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b.laser(whereOff, {
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x: whereOff.x + 3000 * Math.cos(angle),
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y: whereOff.y + 3000 * Math.sin(angle)
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x: whereOff.x + range.x,
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y: whereOff.y + range.y
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}, dmg, 0, true, 0.3)
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}
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}
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ctx.stroke();
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ctx.globalAlpha = 1;
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}
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wideLaser();
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}
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},
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fireHistory() {
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if (mech.energy < tech.laserFieldDrain) {
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@@ -20,6 +20,7 @@ const level = {
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// b.giveGuns("laser")
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// tech.isMineSentry = true
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// tech.giveTech("diffuse beam")
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// for (let i = 0; i < 60; i++) tech.giveTech("output coupler")
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// tech.giveTech("missile-bot")
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// tech.giveTech("nail-bot")
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// for (let i = 0; i < 15; i++) tech.giveTech("plasma jet")
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34
js/tech.js
34
js/tech.js
@@ -2092,6 +2092,23 @@ const tech = {
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tech.isAoESlow = false
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}
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},
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{
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name: "radioactive contamination",
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description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("flechettes") || tech.isNailPoison || tech.isWormholeDamage || tech.isNeutronBomb
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},
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requires: "radiation damage source",
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effect() {
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tech.isRadioactive = true
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},
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remove() {
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tech.isRadioactive = false
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}
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},
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{
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name: "anti-shear topology",
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description: "some <strong>bullets</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, neutron</em>",
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@@ -2452,23 +2469,6 @@ const tech = {
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tech.isFlechetteExplode = false
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}
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},
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{
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name: "radioactive contamination",
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description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("flechettes") || tech.isNailPoison || tech.isWormholeDamage || tech.isNeutronBomb
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},
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requires: "radiation damage source",
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effect() {
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tech.isRadioactive = true
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},
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remove() {
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tech.isRadioactive = false
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}
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},
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{
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name: "piercing needles",
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description: "<strong>needles</strong> penetrate <strong>mobs</strong> and <strong>blocks</strong><br>potentially hitting <strong>multiple</strong> targets",
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