fleas please
tech: colony - sporangium discharge 38% more stuff, but it has a chance to discharge random bullet type tech: annelids renamed -> K-selection - fleas and worms are bigger and do more damage tech: anti-shear topology now applies to grenades, shotgun so basically everything that matters no longer a "gun tech"
This commit is contained in:
119
js/bullet.js
119
js/bullet.js
@@ -583,7 +583,7 @@ const b = {
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v1: null,
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v2: null
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};
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if (tech.isPulseAim && input.down) { //find mobs in line of sight
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if (tech.isPulseAim && !input.down) { //find mobs in line of sight
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let dist = 2200
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for (let i = 0, len = mob.length; i < len; i++) {
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const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
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@@ -861,7 +861,7 @@ const b = {
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x: m.Vx / 2 + speed * Math.cos(angle),
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y: m.Vy / 2 + speed * Math.sin(angle)
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});
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bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80);
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bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80) * tech.isBulletsLastLonger;
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bullet[me].restitution = 0.4;
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
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@@ -885,7 +885,7 @@ const b = {
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 70;
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bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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bullet[me].frictionAir = 0.07;
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const MAG = 0.015
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bullet[me].thrust = {
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@@ -916,7 +916,7 @@ const b = {
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y: m.Vy / 2 + speed * Math.sin(angle)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 70;
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bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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bullet[me].frictionAir = 0.07;
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bullet[me].suckCycles = 40
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const MAG = 0.015
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@@ -1033,7 +1033,7 @@ const b = {
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speed = 35
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// speed = input.down ? 43 : 32
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bullet[me].endCycle = simulation.cycle + 70;
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bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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if (input.down) {
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speed += 9
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bullet[me].endCycle += 20;
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@@ -1086,13 +1086,11 @@ const b = {
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if (tech.isRPG) this.thrust = { x: 0, y: 0 }
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this.do = this.radiationMode;
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}
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const mobCollisions = Matter.Query.collides(this, mob)
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if (mobCollisions.length) {
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onCollide()
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this.stuckTo = mobCollisions[0].bodyA
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mobs.statusDoT(this.stuckTo, 0.5, 360) //apply radiation damage status effect on direct hits
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if (this.stuckTo.isVerticesChange) {
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this.stuckToRelativePosition = {
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x: 0,
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@@ -2715,7 +2713,7 @@ const b = {
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thrust: (tech.isSporeFollow ? 0.0012 : 0.00055) * (1 + 0.5 * (Math.random() - 0.5)),
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wormSize: wormSize,
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wormTail: 1 + Math.max(4, Math.min(wormSize - 2 * tech.wormSize, 30)),
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dmg: (tech.isMutualism ? 7 : 2.9) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
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dmg: (tech.isMutualism ? 8 : 3.2) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
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lookFrequency: 100 + Math.floor(37 * Math.random()),
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classType: "bullet",
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collisionFilter: {
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@@ -3021,7 +3019,7 @@ const b = {
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// y: m.Vy / 2 + speed * Math.sin(dir)
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// });
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},
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flea(where, velocity, radius = 7 + 3 * Math.random()) {
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flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(where.x, where.y, 5, radius, {
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isFlea: true,
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@@ -3031,9 +3029,8 @@ const b = {
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frictionAir: 0, //0.01,
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restitution: 0,
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density: 0.0005, // 0.001 is normal density
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dmg: 9 * (tech.isMutualism ? 2.5 : 1), //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
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lookFrequency: 19 + Math.floor(11 * Math.random()),
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endCycle: simulation.cycle + Math.floor((780 * tech.isBulletsLastLonger + 360 * Math.random()) + Math.max(0, 150 - bullet.length)), // 13 - 19s
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lookFrequency: 19 + Math.floor(7 * Math.random()),
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endCycle: simulation.cycle + Math.floor((900 * tech.isBulletsLastLonger + 360 * Math.random()) + Math.max(0, 150 - bullet.length)), // 13 - 19s
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -3043,6 +3040,10 @@ const b = {
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lockedOn: null,
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delay: 50,
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cd: simulation.cycle + 10,
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dmg: 0,
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setDamage() { //dmg is set to zero after doing damage once, and set back to normal after jumping
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this.dmg = radius * (tech.isMutualism ? 2.5 : 1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
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},
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beforeDmg(who) {
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// this.endCycle = 0
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), 10 + 10 * Math.random())); //push away from target
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@@ -3054,7 +3055,7 @@ const b = {
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if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
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setTimeout(() => {
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if (!who.alive) {
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for (let i = 0; i < 3; i++) { //spawn 3 more
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for (let i = 0; i < 2; i++) { //spawn 2 more
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const speed = 10 + 5 * Math.random()
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const angle = 2 * Math.PI * Math.random()
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b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
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@@ -3063,8 +3064,15 @@ const b = {
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this.endCycle = 0;
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}, 1);
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}
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setTimeout(() => { this.dmg = 0 })
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},
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onEnd() {
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if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
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m.health += 0.01
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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m.displayHealth();
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}
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},
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onEnd() {},
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gravity: 0.002 + 0.002 * tech.isSporeFollow,
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do() {
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// if (true && this.lockedOn && this.cd < simulation.cycle) { //blink towards mobs
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@@ -3137,11 +3145,17 @@ const b = {
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this.force.y = -(0.03 + 0.08 * Math.random()) * this.mass
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}
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Matter.Body.setVelocity(this, { x: 0, y: 0 });
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this.setDamage() //after jumping damage is no longer zero
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}
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}
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})
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Composite.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], velocity);
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if (tech.isMutualism && m.health > 0.01) {
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m.health -= 0.005
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m.displayHealth();
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bullet[bullet.length - 1].isMutualismActive = true
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}
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},
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drone(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
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const me = bullet.length;
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@@ -5544,7 +5558,7 @@ const b = {
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const me = bullet.length;
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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));
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const end = END + Math.random() * 4
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bullet[me].endCycle = 2 * end + simulation.cycle
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bullet[me].endCycle = 2 * end * tech.isBulletsLastLonger + simulation.cycle
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const speed = 25 * end / END
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const dirOff = dir + (Math.random() - 0.5) * spread
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Matter.Body.setVelocity(bullet[me], {
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@@ -5644,7 +5658,7 @@ const b = {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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bullet[me].endCycle = simulation.cycle + 40
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bullet[me].endCycle = simulation.cycle + 40 * tech.isBulletsLastLonger
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bullet[me].minDmgSpeed = 15
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if (tech.isShotgunReversed) Matter.Body.setDensity(bullet[me], 0.0016)
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// bullet[me].restitution = 0.4
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@@ -6312,6 +6326,15 @@ const b = {
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ammo: 0,
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ammoPack: 2.6,
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have: false,
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nameString(suffix = "") {
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if (tech.isSporeFlea) {
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return `<strong class='color-p' style='letter-spacing: -0.8px;'>flea${suffix}</strong>`
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} else if (tech.isSporeWorm) {
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return `<strong class='color-p' style='letter-spacing: -0.8px;'>worm${suffix}</strong>`
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} else {
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return `<strong class='color-p' style='letter-spacing: 2px;'>spore${suffix}</strong>`
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}
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},
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do() {},
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fire() {
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const me = bullet.length;
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@@ -6326,16 +6349,13 @@ const b = {
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bullet[me].maxRadius = 30;
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bullet[me].restitution = 0.3;
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bullet[me].minDmgSpeed = 0;
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bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze * (tech.isSporeWorm ? 0.5 : 1)
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bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze + 3 * tech.isSporeZooid
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bullet[me].stuck = function() {};
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bullet[me].beforeDmg = function() {};
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bullet[me].do = function() {
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function onCollide(that) {
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that.collisionFilter.mask = 0; //non collide with everything
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Matter.Body.setVelocity(that, {
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x: 0,
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y: 0
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});
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Matter.Body.setVelocity(that, { x: 0, y: 0 });
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that.do = that.grow;
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}
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@@ -6345,10 +6365,7 @@ const b = {
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this.stuckTo = mobCollisions[0].bodyA
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if (this.stuckTo.isVerticesChange) {
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this.stuckToRelativePosition = {
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x: 0,
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y: 0
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}
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this.stuckToRelativePosition = { x: 0, y: 0 }
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} else {
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
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@@ -6432,17 +6449,55 @@ const b = {
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};
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//spawn bullets on end
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bullet[me].onEnd = function() {
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if (tech.isSporeFlea) {
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for (let i = 0, len = this.totalSpores * 0.5; i < len; i++) {
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let count = 0 //used in for loop below
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const things = [
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() => { //spore
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b.spore(this.position)
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},
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() => { //worm
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count++ //count as 2 things
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b.worm(this.position)
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},
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() => { //flea
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count++ //count as 2 things
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const speed = 10 + 5 * Math.random()
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const angle = 2 * Math.PI * Math.random()
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b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
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},
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() => { // drones
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b.drone(this.position)
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},
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() => { // ice IX
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b.iceIX(1, Math.random() * 2 * Math.PI, this.position)
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},
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() => { //missile
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count++ //count as 2 things
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b.missile(this.position, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
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},
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() => { //nail
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b.targetedNail(this.position, 1, 39 + 6 * Math.random())
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},
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]
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for (len = this.totalSpores; count < len; count++) {
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if (tech.isSporeZooid && Math.random() < 0.5) {
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things[Math.floor(Math.random() * things.length)]()
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} else if (tech.isSporeFlea) {
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things[2]()
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} else if (tech.isSporeWorm) {
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things[1]()
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} else {
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things[0]() //spores
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}
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} else if (tech.isSporeWorm) {
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for (let i = 0, len = this.totalSpores * 0.5; i < len; i++) b.worm(this.position)
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} else {
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for (let i = 0; i < this.totalSpores; i++) b.spore(this.position)
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}
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// } else if (tech.isSporeFlea) {
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// for (let i = 0, len = this.totalSpores; i < len; i++) things[2]()
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// } else if (tech.isSporeWorm) {
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// for (let i = 0, len = this.totalSpores; i < len; i++) things[1]()
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// } else {
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// for (let i = 0; i < this.totalSpores; i++) things[0]()
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// }
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if (tech.isStun) b.AoEStunEffect(this.position, 600, 270 + 120 * Math.random()); //AoEStunEffect(where, range, cycles = 120 + 60 * Math.random()) {
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}
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}
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@@ -6721,7 +6776,7 @@ const b = {
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}
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}
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}
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b.harpoon(where, input.down ? closest.target : null, m.angle, harpoonSize, false)
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b.harpoon(where, input.down ? null : closest.target, m.angle, harpoonSize, false)
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}
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this.charge = 0;
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