field balance
This commit is contained in:
+1
-1
@@ -308,7 +308,7 @@ const b = {
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};
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};
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const laserHitMob = function (dmg) {
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const laserHitMob = function (dmg) {
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if (best.who.alive) {
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if (best.who.alive) {
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dmg *= b.dmgScale * 0.045;
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dmg *= b.dmgScale * 0.06;
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best.who.damage(dmg);
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best.who.damage(dmg);
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best.who.locatePlayer();
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best.who.locatePlayer();
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//draw mob damage circle
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//draw mob damage circle
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+3
-2
@@ -38,11 +38,11 @@ const game = {
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mobs.draw();
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mobs.draw();
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game.draw.cons();
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game.draw.cons();
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game.draw.body();
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game.draw.body();
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mobs.loop();
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mech.draw();
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mech.draw();
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mech.hold();
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mech.hold();
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level.drawFills();
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level.drawFills();
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game.draw.drawMapPath();
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game.draw.drawMapPath();
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mobs.loop();
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b.draw();
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b.draw();
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b.fire();
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b.fire();
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game.drawCircle();
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game.drawCircle();
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@@ -222,7 +222,8 @@ const game = {
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paused: false,
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paused: false,
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testing: false, //testing mode: shows wireframe and some variables
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testing: false, //testing mode: shows wireframe and some variables
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cycle: 0, //total cycles, 60 per second
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cycle: 0, //total cycles, 60 per second
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fpsCap: 72, //limits frames per second to 144/2=72+1=73, on most monitors the fps is capped at 60fps by the hardware
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fpsCap: 72, //limits frames per second to 144/2=72, on most monitors the fps is capped at 60fps by the hardware
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fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
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cyclePaused: 0,
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cyclePaused: 0,
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fallHeight: 3000, //below this y position the player dies
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fallHeight: 3000, //below this y position the player dies
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lastTimeStamp: 0, //tracks time stamps for measuring delta
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lastTimeStamp: 0, //tracks time stamps for measuring delta
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+1
-1
@@ -24,7 +24,7 @@ const level = {
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// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
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// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
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// b.giveGuns(0) // set a starting gun for testing
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// b.giveGuns(0) // set a starting gun for testing
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// mech.fieldUpgrades[7]() //give a field power up for testing
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mech.fieldUpgrades[7]() //give a field power up for testing
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} else {
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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+87
-93
@@ -435,14 +435,14 @@ const mech = {
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsInterval = 1000 / game.fpsCap;
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game.fpsInterval = 1000 / game.fpsCap;
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} else {
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} else {
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game.fpsCap = 72
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game.fpsCap = game.fpsCapDefault
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game.fpsInterval = 1000 / game.fpsCap;
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game.fpsInterval = 1000 / game.fpsCap;
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}
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}
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mech.defaultFPSCycle = game.cycle
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mech.defaultFPSCycle = game.cycle
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const normalFPS = function () {
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const normalFPS = function () {
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if (mech.defaultFPSCycle < game.cycle) { //back to default values
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if (mech.defaultFPSCycle < game.cycle) { //back to default values
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game.fpsCap = 72
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game.fpsCap = game.fpsCapDefault
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game.fpsInterval = 1000 / game.fpsCap;
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game.fpsInterval = 1000 / game.fpsCap;
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document.getElementById("dmg").style.transition = "opacity 1s";
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document.getElementById("dmg").style.transition = "opacity 1s";
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document.getElementById("dmg").style.opacity = "0";
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document.getElementById("dmg").style.opacity = "0";
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@@ -484,6 +484,7 @@ const mech = {
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throwChargeMax: 0,
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throwChargeMax: 0,
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fieldFireCD: 0,
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fieldFireCD: 0,
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fieldDamage: 0,
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fieldDamage: 0,
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fieldBlockScale: 0,
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grabRange: 0,
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grabRange: 0,
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fieldArc: 0,
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fieldArc: 0,
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fieldThreshold: 0,
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fieldThreshold: 0,
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@@ -500,6 +501,7 @@ const mech = {
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this.throwChargeMax = 50;
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this.throwChargeMax = 50;
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this.fieldFireCD = 15;
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this.fieldFireCD = 15;
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this.fieldDamage = 0; // a value of 1.0 kills a small mob in 2-3 hits on level 1
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this.fieldDamage = 0; // a value of 1.0 kills a small mob in 2-3 hits on level 1
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this.fieldBlockScale = 1; //scale energy loss after collision with mob
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this.grabRange = 175;
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this.grabRange = 175;
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this.fieldArc = 0.2;
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this.fieldArc = 0.2;
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this.calculateFieldThreshold();
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this.calculateFieldThreshold();
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@@ -710,9 +712,37 @@ const mech = {
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// push all mobs in range
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// push all mobs in range
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for (let i = 0, len = mob.length; i < len; ++i) {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (this.lookingAt(mob[i]) && Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) {
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if (this.lookingAt(mob[i]) && Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) {
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const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.012) //0.012
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if (this.fieldMeter > fieldBlockCost) {
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this.fieldMeter -= fieldBlockCost * this.fieldBlockScale;
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if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage);
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mob[i].locatePlayer();
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this.drawHold(mob[i]);
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//mob and player knock back
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const angle = Math.atan2(player.position.y - mob[i].position.y, player.position.x - mob[i].position.x);
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const mass = Math.min(Math.sqrt(mob[i].mass), 4);
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// console.log(mob[i].mass, Math.sqrt(mob[i].mass), mass)
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Matter.Body.setVelocity(mob[i], {
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x: player.velocity.x - (15 * Math.cos(angle)) / mass,
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y: player.velocity.y - (15 * Math.sin(angle)) / mass
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});
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Matter.Body.setVelocity(player, {
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x: player.velocity.x + 5 * Math.cos(angle) * mass,
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y: player.velocity.y + 5 * Math.sin(angle) * mass
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});
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}
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}
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}
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},
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pushMobs360(range = this.grabRange * 0.75) {
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// push all mobs in range
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < range && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) {
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const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.012)
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const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.012)
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if (this.fieldMeter > fieldBlockCost) {
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if (this.fieldMeter > fieldBlockCost) {
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this.fieldMeter -= fieldBlockCost;
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this.fieldMeter -= fieldBlockCost * this.fieldBlockScale;
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if (this.fieldMeter < 0) this.fieldMeter = 0
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if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage);
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if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage);
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mob[i].locatePlayer();
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mob[i].locatePlayer();
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this.drawHold(mob[i]);
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this.drawHold(mob[i]);
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@@ -808,7 +838,7 @@ const mech = {
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mech.grabPowerUp();
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mech.grabPowerUp();
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mech.pushMobs();
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mech.pushMobs();
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mech.lookForPickUp();
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mech.lookForPickUp();
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
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mech.pickUp();
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mech.pickUp();
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} else {
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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@@ -818,11 +848,12 @@ const mech = {
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},
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},
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() => {
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() => {
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mech.fieldMode = 1;
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mech.fieldMode = 1;
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game.makeTextLog("<strong style='font-size:30px;'>Time Dilation Field</strong><br> (right mouse or space bar)<p> field slows objects in range</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Time Dilation Field</strong><br> (right mouse or space bar)<p> field slows objects in range<br> <span style='color:#a00;'>decreased</span> field efficiency</p>", 1200);
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// <br> field does <span style='color:#a00;'>not</span> shield player
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// <br> field does <span style='color:#a00;'>not</span> shield player
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mech.setHoldDefaults();
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mech.setHoldDefaults();
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mech.fieldArc = 1; //field covers full 360 degrees
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mech.fieldBlockScale = 7;
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mech.calculateFieldThreshold();
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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mech.hold = function () {
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mech.hold = function () {
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if (mech.isHolding) {
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if (mech.isHolding) {
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@@ -835,6 +866,7 @@ const mech = {
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mech.fieldMeter -= DRAIN;
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mech.fieldMeter -= DRAIN;
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mech.grabPowerUp();
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mech.grabPowerUp();
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// mech.pushMobs();
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// mech.pushMobs();
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mech.pushMobs360();
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mech.lookForPickUp(130);
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mech.lookForPickUp(130);
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const range = 900;
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const range = 900;
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@@ -865,7 +897,7 @@ const mech = {
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} else {
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} else {
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mech.fieldCDcycle = game.cycle + 120;
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mech.fieldCDcycle = game.cycle + 120;
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}
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}
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
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mech.pickUp();
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mech.pickUp();
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} else {
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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@@ -885,6 +917,7 @@ const mech = {
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// const startingArc = 0.
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// const startingArc = 0.
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mech.fieldArc = 0.09
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mech.fieldArc = 0.09
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mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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const STARTING_RANGE = 30
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const STARTING_RANGE = 30
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mech.grabRange = STARTING_RANGE;
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mech.grabRange = STARTING_RANGE;
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@@ -924,7 +957,7 @@ const mech = {
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mech.grabPowerUp();
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mech.grabPowerUp();
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mech.pushMobs();
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mech.pushMobs();
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mech.lookForPickUp();
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mech.lookForPickUp();
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
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mech.pickUp();
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mech.pickUp();
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mech.grabRange = STARTING_RANGE;
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mech.grabRange = STARTING_RANGE;
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} else {
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} else {
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@@ -936,13 +969,14 @@ const mech = {
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},
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},
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() => {
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() => {
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mech.fieldMode = 3;
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mech.fieldMode = 3;
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game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (right mouse or space bar)<p> field nullifies gravity<br> player can hold more massive objects<br> field does <span style='color:#a00;'>not</span> shield player</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (right mouse or space bar)<p> field nullifies gravity<br> player can hold more massive objects<br> <span style='color:#a00;'>decreased</span> field efficiency</p>", 1200);
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mech.setHoldDefaults();
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mech.setHoldDefaults();
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mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
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mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
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mech.fieldBlockScale = 10;
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.grabRange = 150;
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// mech.grabRange = 150;
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mech.fieldArc = 1 //0.08;
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// mech.fieldArc = 1 //0.08;
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mech.calculateFieldThreshold();
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// mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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mech.hold = function () {
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mech.hold = function () {
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const range = 500
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const range = 500
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@@ -951,23 +985,10 @@ const mech = {
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mech.holding();
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mech.holding();
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mech.throw();
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mech.throw();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //push away
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //push away
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const DRAIN = 0.0005 //mech.fieldRegen = 0.0015
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const DRAIN = 0.001 //mech.fieldRegen = 0.0015
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if (mech.fieldMeter > DRAIN) {
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if (mech.fieldMeter > DRAIN) {
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mech.fieldMeter -= DRAIN;
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mech.fieldMeter -= DRAIN;
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mech.pushMobs360();
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// //draw field
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// ctx.beginPath();
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// ctx.arc(this.pos.x, this.pos.y, this.grabRange - 20, this.angle - Math.PI * this.fieldArc, this.angle + Math.PI * this.fieldArc, false);
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// let eye = 13;
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// ctx.lineTo(mech.pos.x + eye * Math.cos(this.angle), mech.pos.y + eye * Math.sin(this.angle));
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// if (this.holdingTarget) {
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// ctx.fillStyle = "rgba(150,150,150," + (0.05 + 0.1 * Math.random()) + ")";
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// } else {
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// ctx.fillStyle = "rgba(150,150,150," + (0.15 + 0.15 * Math.random()) + ")";
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// }
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// ctx.fill();
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// mech.drawField();
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// mech.pushMobs();
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mech.grabPowerUp();
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mech.grabPowerUp();
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mech.lookForPickUp();
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mech.lookForPickUp();
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//look for nearby objects to make zero-g
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//look for nearby objects to make zero-g
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@@ -1024,7 +1045,7 @@ const mech = {
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//trigger cool down
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//trigger cool down
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mech.fieldCDcycle = game.cycle + 120;
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mech.fieldCDcycle = game.cycle + 120;
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}
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}
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldCDcycle < game.cycle) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
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mech.pickUp();
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mech.pickUp();
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} else {
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} else {
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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@@ -1036,9 +1057,10 @@ const mech = {
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mech.fieldMode = 4;
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mech.fieldMode = 4;
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game.makeTextLog("<strong style='font-size:30px;'>Zero-Point Energy Field</strong><br> (right mouse or space bar) <p>improved energy regeneration<br> field emitter shield surrounds player</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Zero-Point Energy Field</strong><br> (right mouse or space bar) <p>improved energy regeneration<br> field emitter shield surrounds player</p>", 1200);
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mech.setHoldDefaults();
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mech.setHoldDefaults();
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// mech.fieldBlockScale = 1;
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mech.fieldRegen = 0.01; //0.0015
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mech.fieldRegen = 0.01; //0.0015
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mech.fieldArc = 1; //field covers full 360 degrees
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mech.fieldArc = 1; //field covers full 360 degrees
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mech.calculateFieldThreshold();
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mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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mech.hold = function () {
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mech.hold = function () {
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mech.grabRange = 190 + 35 * Math.sin(game.cycle / 30)
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mech.grabRange = 190 + 35 * Math.sin(game.cycle / 30)
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@@ -1050,7 +1072,7 @@ const mech = {
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} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
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} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
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mech.drawField();
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mech.drawField();
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mech.grabPowerUp();
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mech.grabPowerUp();
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mech.pushMobs();
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mech.pushMobs360();
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mech.lookForPickUp();
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mech.lookForPickUp();
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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mech.pickUp();
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mech.pickUp();
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@@ -1062,40 +1084,27 @@ const mech = {
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},
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},
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() => {
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() => {
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mech.fieldMode = 5;
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mech.fieldMode = 5;
|
||||||
game.makeTextLog("<strong style='font-size:30px;'>Nano-Scale Manufacturing</strong><br> (passive effect) <p>excess field energy builds drones<br> field does <span style='color:#a00;'>not</span> shield player</p>", 1200);
|
game.makeTextLog("<strong style='font-size:30px;'>Nano-Scale Manufacturing</strong><br> (passive effect) <p>excess field energy builds drones<br> shield has <span style='color:#a00;'>decreased</span> efficiency</p>", 1200);
|
||||||
mech.setHoldDefaults();
|
mech.setHoldDefaults();
|
||||||
mech.grabRange = 160;
|
mech.fieldBlockScale = 10;
|
||||||
mech.fieldArc = 0.11; //0.2 is normal
|
mech.grabRange = 155;
|
||||||
// mech.fieldRegen = 0.0008 //0.0015;
|
mech.fieldArc = 0.1; //0.2 is normal
|
||||||
|
mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
||||||
mech.hold = function () {
|
mech.hold = function () {
|
||||||
if (mech.fieldMeter === 1) {
|
if (mech.fieldMeter === 1) {
|
||||||
mech.fieldMeter -= 0.21;
|
mech.fieldMeter -= 0.21;
|
||||||
b.guns[12].fire() //spawn drone
|
b.guns[12].fire() //spawn drone
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mech.isHolding) {
|
if (mech.isHolding) {
|
||||||
mech.drawHold(mech.holdingTarget);
|
mech.drawHold(mech.holdingTarget);
|
||||||
mech.holding();
|
mech.holding();
|
||||||
mech.throw();
|
mech.throw();
|
||||||
} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
|
} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
|
||||||
//draw field
|
mech.pushMobs();
|
||||||
const range = this.grabRange - 20;
|
mech.drawField();
|
||||||
ctx.beginPath();
|
|
||||||
ctx.arc(this.pos.x, this.pos.y, range, this.angle - Math.PI * this.fieldArc, this.angle + Math.PI * this.fieldArc, false);
|
|
||||||
let eye = 13;
|
|
||||||
ctx.lineTo(mech.pos.x + eye * Math.cos(this.angle), mech.pos.y + eye * Math.sin(this.angle));
|
|
||||||
if (this.holdingTarget) {
|
|
||||||
ctx.fillStyle = "rgba(150,150,150," + (0.05 + 0.1 * Math.random()) + ")";
|
|
||||||
} else {
|
|
||||||
ctx.fillStyle = "rgba(150,150,150," + (0.12 + 0.06 * Math.random()) + ")";
|
|
||||||
}
|
|
||||||
ctx.fill();
|
|
||||||
|
|
||||||
// mech.pushMobs();
|
|
||||||
// mech.drawField();
|
|
||||||
mech.grabPowerUp();
|
mech.grabPowerUp();
|
||||||
mech.lookForPickUp();
|
mech.lookForPickUp();
|
||||||
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
|
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
|
||||||
mech.pickUp();
|
mech.pickUp();
|
||||||
} else {
|
} else {
|
||||||
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
||||||
@@ -1105,12 +1114,10 @@ const mech = {
|
|||||||
},
|
},
|
||||||
() => {
|
() => {
|
||||||
mech.fieldMode = 6;
|
mech.fieldMode = 6;
|
||||||
game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (right mouse or space bar) <p>localized invisibility field<br> after shielding player field drains to <span style='color:#a00;'>zero</span></p>", 1200);
|
game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (right mouse or space bar) <p>localized invisibility field<br> <span style='color:#a00;'>decreased</span> field efficiency</p>", 1200);
|
||||||
mech.setHoldDefaults();
|
mech.setHoldDefaults();
|
||||||
mech.grabRange = 150;
|
mech.fieldBlockScale = 10;
|
||||||
mech.fieldArc = 1; //0.2 is normal
|
mech.grabRange = 140;
|
||||||
// mech.fieldArc = 1; //field covers full 360 degrees
|
|
||||||
mech.calculateFieldThreshold();
|
|
||||||
|
|
||||||
mech.hold = function () {
|
mech.hold = function () {
|
||||||
mech.isStealth = false //isStealth is checked in mob foundPlayer()
|
mech.isStealth = false //isStealth is checked in mob foundPlayer()
|
||||||
@@ -1136,38 +1143,13 @@ const mech = {
|
|||||||
ctx.fillStyle = `rgba(0,30,50,${0.5+0.07*Math.random()})` //"rgba(210,230," + HUE + ",0.5)";
|
ctx.fillStyle = `rgba(0,30,50,${0.5+0.07*Math.random()})` //"rgba(210,230," + HUE + ",0.5)";
|
||||||
ctx.fill();
|
ctx.fill();
|
||||||
|
|
||||||
// mech.drawField();
|
mech.pushMobs360();
|
||||||
|
|
||||||
// push all mobs in range
|
|
||||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
||||||
if (this.lookingAt(mob[i]) && Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) {
|
|
||||||
const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.012)
|
|
||||||
if (this.fieldMeter > fieldBlockCost) {
|
|
||||||
this.fieldMeter = 0; //any mob push sets field to zero for stealth
|
|
||||||
if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage);
|
|
||||||
mob[i].locatePlayer();
|
|
||||||
this.drawHold(mob[i]);
|
|
||||||
//mob and player knock back
|
|
||||||
const angle = Math.atan2(player.position.y - mob[i].position.y, player.position.x - mob[i].position.x);
|
|
||||||
const mass = Math.min(Math.sqrt(mob[i].mass), 4);
|
|
||||||
// console.log(mob[i].mass, Math.sqrt(mob[i].mass), mass)
|
|
||||||
Matter.Body.setVelocity(mob[i], {
|
|
||||||
x: player.velocity.x - (15 * Math.cos(angle)) / mass,
|
|
||||||
y: player.velocity.y - (15 * Math.sin(angle)) / mass
|
|
||||||
});
|
|
||||||
Matter.Body.setVelocity(player, {
|
|
||||||
x: player.velocity.x + 5 * Math.cos(angle) * mass,
|
|
||||||
y: player.velocity.y + 5 * Math.sin(angle) * mass
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
mech.grabPowerUp();
|
mech.grabPowerUp();
|
||||||
mech.lookForPickUp();
|
mech.lookForPickUp();
|
||||||
} else {
|
} else {
|
||||||
mech.fieldCDcycle = game.cycle + 120;
|
mech.fieldCDcycle = game.cycle + 120;
|
||||||
}
|
}
|
||||||
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
|
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
|
||||||
mech.pickUp();
|
mech.pickUp();
|
||||||
} else {
|
} else {
|
||||||
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
||||||
@@ -1177,14 +1159,10 @@ const mech = {
|
|||||||
},
|
},
|
||||||
() => {
|
() => {
|
||||||
mech.fieldMode = 7;
|
mech.fieldMode = 7;
|
||||||
game.makeTextLog("<strong style='font-size:30px;'>Thermal Radiation Field</strong><br> (right mouse or space bar) <p>field size grows while field is active<br>damages all targets within range, <span style='color:#a00;'>including player</span></p>", 1200);
|
game.makeTextLog("<strong style='font-size:30px;'>Thermal Radiation Field</strong><br> (right mouse or space bar) <p>field grows while active<br>damages all targets within range, <span style='color:#a00;'>including player</span><br> <span style='color:#a00;'> decreased</span> field efficiency</p>", 1200);
|
||||||
// <br>field does <span style='color:#a00;'>not</span> shield player</br>
|
|
||||||
// game.makeTextLog("<strong style='font-size:30px;'>Thermal Radiation Field</strong><br> (right mouse or space bar) <p>field damages and pushes all targets within range<br> <span style='color:#a00;'>field damages player</span><br>field does <span style='color:#a00;'>not</span> shield player</p>", 1200);
|
|
||||||
mech.setHoldDefaults();
|
mech.setHoldDefaults();
|
||||||
// mech.grabRange = 160;
|
mech.fieldBlockScale = 5;
|
||||||
mech.fieldArc = 1; //0.2 is normal
|
|
||||||
mech.rangeSmoothing = 0
|
mech.rangeSmoothing = 0
|
||||||
// mech.fieldRegen = 0.0008 //0.0015;
|
|
||||||
mech.hold = function () {
|
mech.hold = function () {
|
||||||
if (mech.isHolding) {
|
if (mech.isHolding) {
|
||||||
mech.drawHold(mech.holdingTarget);
|
mech.drawHold(mech.holdingTarget);
|
||||||
@@ -1193,6 +1171,7 @@ const mech = {
|
|||||||
} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < game.cycle)) { //not hold but field button is pressed
|
} else if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < game.cycle)) { //not hold but field button is pressed
|
||||||
mech.grabPowerUp();
|
mech.grabPowerUp();
|
||||||
mech.lookForPickUp();
|
mech.lookForPickUp();
|
||||||
|
mech.pushMobs360(150);
|
||||||
// //draw grab field
|
// //draw grab field
|
||||||
// ctx.beginPath();
|
// ctx.beginPath();
|
||||||
// ctx.arc(this.pos.x, this.pos.y, this.grabRange - 20, this.angle - Math.PI * this.fieldArc, this.angle + Math.PI * this.fieldArc, false);
|
// ctx.arc(this.pos.x, this.pos.y, this.grabRange - 20, this.angle - Math.PI * this.fieldArc, this.angle + Math.PI * this.fieldArc, false);
|
||||||
@@ -1215,13 +1194,28 @@ const mech = {
|
|||||||
mech.grabRange = mech.grabRange * 0.997 + (1350 + 150 * Math.cos(game.cycle / 30)) * 0.003
|
mech.grabRange = mech.grabRange * 0.997 + (1350 + 150 * Math.cos(game.cycle / 30)) * 0.003
|
||||||
let gradient = ctx.createRadialGradient(this.pos.x, this.pos.y, 0, this.pos.x, this.pos.y, mech.grabRange);
|
let gradient = ctx.createRadialGradient(this.pos.x, this.pos.y, 0, this.pos.x, this.pos.y, mech.grabRange);
|
||||||
gradient.addColorStop(0, 'rgba(255,255,255,0)');
|
gradient.addColorStop(0, 'rgba(255,255,255,0)');
|
||||||
gradient.addColorStop(1, 'rgba(255,0,50,0.5)');
|
gradient.addColorStop(1, 'rgba(255,0,50,' + (0.4 + 0.2 * Math.random()) + ')');
|
||||||
// gradient.addColorStop(1, 'rgba(255,0,0,0.05)');
|
|
||||||
ctx.beginPath();
|
ctx.beginPath();
|
||||||
ctx.arc(this.pos.x, this.pos.y, mech.grabRange, 0, 2 * Math.PI);
|
const RAND = 10 + 0.1 * mech.grabRange
|
||||||
|
let x = mech.grabRange * Math.cos(0) + RAND * (Math.random() - 0.5)
|
||||||
|
let y = mech.grabRange * Math.sin(0) + RAND * (Math.random() - 0.5)
|
||||||
|
ctx.moveTo(this.pos.x + x, this.pos.y + y)
|
||||||
|
for (let A = 0.314, end = 2 * Math.PI - 0.314; A < end; A += 0.314) {
|
||||||
|
x = mech.grabRange * Math.cos(A) + RAND * (Math.random() - 0.5)
|
||||||
|
y = mech.grabRange * Math.sin(A) + RAND * (Math.random() - 0.5)
|
||||||
|
ctx.lineTo(this.pos.x + x, this.pos.y + y)
|
||||||
|
}
|
||||||
ctx.fillStyle = gradient //rgba(255,0,0,0.2)
|
ctx.fillStyle = gradient //rgba(255,0,0,0.2)
|
||||||
ctx.fill();
|
ctx.fill();
|
||||||
|
|
||||||
|
// ctx.beginPath();
|
||||||
|
// ctx.arc(this.pos.x, this.pos.y, mech.grabRange, 0, 2 * Math.PI);
|
||||||
|
// ctx.fillStyle = gradient //rgba(255,0,0,0.2)
|
||||||
|
// ctx.fill();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//damage and gently push mobs in range of field
|
//damage and gently push mobs in range of field
|
||||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||||
if (mob[i].alive) {
|
if (mob[i].alive) {
|
||||||
@@ -1240,7 +1234,7 @@ const mech = {
|
|||||||
mech.fieldCDcycle = game.cycle + 120;
|
mech.fieldCDcycle = game.cycle + 120;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
|
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released
|
||||||
mech.grabRange = 0
|
mech.grabRange = 0
|
||||||
mech.pickUp();
|
mech.pickUp();
|
||||||
} else {
|
} else {
|
||||||
|
|||||||
+3
-3
@@ -146,15 +146,15 @@ const powerUps = {
|
|||||||
powerUps.spawn(x, y, "heal");
|
powerUps.spawn(x, y, "heal");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (Math.random() < 0.18) {
|
if (Math.random() < 0.19) {
|
||||||
if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
|
if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (Math.random() < 0.005 * (8 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
if (Math.random() < 0.006 * (6 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
||||||
powerUps.spawn(x, y, "gun");
|
powerUps.spawn(x, y, "gun");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (Math.random() < 0.006) {
|
if (Math.random() < 0.005) {
|
||||||
powerUps.spawn(x, y, "field");
|
powerUps.spawn(x, y, "field");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user