diffuse beam optimizations

This commit is contained in:
landgreen
2021-01-10 09:58:19 -08:00
parent ef8ae42591
commit a573f42366
3 changed files with 69 additions and 61 deletions

View File

@@ -4000,56 +4000,63 @@ const b = {
} else {
mech.fireCDcycle = mech.cycle
mech.energy -= mech.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
const dmg = 0.55 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
const eye = {
x: mech.pos.x + 16 * Math.cos(mech.angle),
y: mech.pos.y + 16 * Math.sin(mech.angle)
const range = {
x: 5000 * Math.cos(mech.angle),
y: 5000 * Math.sin(mech.angle)
}
const rangeOffPlus = {
x: 7.5 * Math.cos(mech.angle + Math.PI / 2),
y: 7.5 * Math.sin(mech.angle + Math.PI / 2)
}
const rangeOffMinus = {
x: 7.5 * Math.cos(mech.angle - Math.PI / 2),
y: 7.5 * Math.sin(mech.angle - Math.PI / 2)
}
const dmg = 0.55 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
const where = { x: mech.pos.x + 30 * Math.cos(mech.angle), y: mech.pos.y + 30 * Math.sin(mech.angle) }
const eye = {
x: mech.pos.x + 15 * Math.cos(mech.angle),
y: mech.pos.y + 15 * Math.sin(mech.angle)
}
const wideLaser = function(where = {
x: mech.pos.x + 30 * Math.cos(mech.angle),
y: mech.pos.y + 30 * Math.sin(mech.angle)
}, angle = mech.angle) {
ctx.strokeStyle = "#f00";
ctx.lineWidth = 8
ctx.globalAlpha = 0.5;
ctx.beginPath();
const off = 7.5
b.laser(where, {
x: eye.x + 3000 * Math.cos(angle),
y: eye.y + 3000 * Math.sin(angle)
if (Matter.Query.ray(map, eye, where).length === 0 && Matter.Query.ray(body, eye, where).length === 0) {
b.laser(eye, {
x: eye.x + range.x,
y: eye.y + range.y
}, dmg, 0, true, 0.3)
}
for (let i = 1; i < tech.wideLaser; i++) {
let whereOff = Vector.add(where, {
x: i * off * Math.cos(angle + Math.PI / 2),
y: i * off * Math.sin(angle + Math.PI / 2)
x: i * rangeOffPlus.x,
y: i * rangeOffPlus.y
})
if (Matter.Query.ray(map, eye, whereOff).length === 0) {
if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
ctx.moveTo(eye.x, eye.y)
ctx.lineTo(whereOff.x, whereOff.y)
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(angle),
y: whereOff.y + 3000 * Math.sin(angle)
x: whereOff.x + range.x,
y: whereOff.y + range.y
}, dmg, 0, true, 0.3)
}
whereOff = Vector.add(where, {
x: i * off * Math.cos(angle - Math.PI / 2),
y: i * off * Math.sin(angle - Math.PI / 2)
x: i * rangeOffMinus.x,
y: i * rangeOffMinus.y
})
if (Matter.Query.ray(map, eye, whereOff).length === 0) {
if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
ctx.moveTo(eye.x, eye.y)
ctx.lineTo(whereOff.x, whereOff.y)
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(angle),
y: whereOff.y + 3000 * Math.sin(angle)
x: whereOff.x + range.x,
y: whereOff.y + range.y
}, dmg, 0, true, 0.3)
}
}
ctx.stroke();
ctx.globalAlpha = 1;
}
wideLaser();
}
},
fireHistory() {
if (mech.energy < tech.laserFieldDrain) {

View File

@@ -20,6 +20,7 @@ const level = {
// b.giveGuns("laser")
// tech.isMineSentry = true
// tech.giveTech("diffuse beam")
// for (let i = 0; i < 60; i++) tech.giveTech("output coupler")
// tech.giveTech("missile-bot")
// tech.giveTech("nail-bot")
// for (let i = 0; i < 15; i++) tech.giveTech("plasma jet")

View File

@@ -2092,6 +2092,23 @@ const tech = {
tech.isAoESlow = false
}
},
{
name: "radioactive contamination",
description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes") || tech.isNailPoison || tech.isWormholeDamage || tech.isNeutronBomb
},
requires: "radiation damage source",
effect() {
tech.isRadioactive = true
},
remove() {
tech.isRadioactive = false
}
},
{
name: "anti-shear topology",
description: "some <strong>bullets</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, neutron</em>",
@@ -2452,23 +2469,6 @@ const tech = {
tech.isFlechetteExplode = false
}
},
{
name: "radioactive contamination",
description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes") || tech.isNailPoison || tech.isWormholeDamage || tech.isNeutronBomb
},
requires: "radiation damage source",
effect() {
tech.isRadioactive = true
},
remove() {
tech.isRadioactive = false
}
},
{
name: "piercing needles",
description: "<strong>needles</strong> penetrate <strong>mobs</strong> and <strong>blocks</strong><br>potentially hitting <strong>multiple</strong> targets",