laser mod

mod: stimulated emission - 8% chance to duplicate power ups
laser mod: diffuse beam - laser is wide but doesn't reflect, 150% damage and energy drain
This commit is contained in:
landgreen
2020-10-03 07:44:27 -07:00
parent 0a15a7748a
commit b22bd12529
8 changed files with 321 additions and 226 deletions

View File

@@ -376,6 +376,164 @@ const b = {
}
}
},
laser(where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, angle = mech.angle, dmg = mod.laserDamage, reflections = mod.laserReflections, isThickBeam = false) {
const reflectivity = 1 - 1 / (reflections * 1.5)
let damage = b.dmgScale * dmg
let best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const color = "#f00";
const range = 3000;
const path = [{
x: where.x,
y: where.y
},
{
x: where.x + range * Math.cos(angle),
y: where.y + range * Math.sin(angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function () {
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function () {
if (best.who.alive) {
best.who.damage(damage);
best.who.locatePlayer();
ctx.fillStyle = color; //draw mob damage circle
ctx.beginPath();
ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(damage) * 100, 0, 2 * Math.PI);
ctx.fill();
}
};
const reflection = function () { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
};
checkForCollisions();
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob();
for (let i = 0; i < reflections; i++) {
reflection();
checkForCollisions();
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
path[path.length - 1] = {
x: best.x,
y: best.y
};
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets ride of a bug where the laser reflects inside a block, often vertically.
//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
if (i % 2) {
if (lastBestOdd === best.who) break
} else {
lastBestOdd = best.who
if (lastBestEven === best.who) break
}
} else {
break
}
}
}
if (isThickBeam) {
ctx.strokeStyle = color;
ctx.lineWidth = 8
ctx.globalAlpha = 0.5;
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
}
ctx.globalAlpha = 1;
} else {
ctx.strokeStyle = color;
ctx.lineWidth = 2
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
ctx.globalAlpha *= reflectivity; //reflections are less intense
}
ctx.setLineDash([0, 0]);
ctx.globalAlpha = 1;
}
},
mine(where, velocity, angle = 0, isAmmoBack = false) {
const bIndex = bullet.length;
bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45, 16, {
@@ -1544,11 +1702,9 @@ const b = {
do() {
//check for damage
if (!mech.isCloak && !mech.isBodiesAsleep) { //if time dilation isn't active
// q = Matter.Query.point(mob, this.position)
// q = Matter.Query.collides(this, mob)
const size = 30
const size = 33
q = Matter.Query.region(mob, {
min: {
x: this.position.x - size,
@@ -1560,8 +1716,8 @@ const b = {
}
})
for (let i = 0; i < q.length; i++) {
mobs.statusStun(q[i], this.isUpgraded ? 240 : 120)
const dmg = 1 * b.dmgScale * (this.isUpgraded ? 2.25 : 1)
mobs.statusStun(q[i], 180)
const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2.25 : 1) * (mod.isCrit ? 4 : 1)
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue
@@ -3066,159 +3222,40 @@ const b = {
ammoPack: Infinity,
have: false,
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
holdDamage: 1,
holdCount: 0,
healthLost: 0,
fire() {
mech.fireCDcycle = mech.cycle
const reflectivity = 1 - 1 / (mod.laserReflections * 1.5)
let damage = b.dmgScale * mod.laserDamage * this.holdDamage
if (mech.energy < mod.laserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.fireCDcycle = mech.cycle
mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
let best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const color = "#f00";
const range = 3000;
const path = [{
if (mod.isWideLaser) {
const off = 8
const dmg = 0.6 * mod.laserDamage // 5 * 0.4 = 200% more damage
// ctx.lineCap = 'butt';
b.laser({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function () {
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function () {
if (best.who.alive) {
best.who.damage(damage);
best.who.locatePlayer();
ctx.fillStyle = color; //draw mob damage circle
ctx.beginPath();
ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(damage) * 100, 0, 2 * Math.PI);
ctx.fill();
}
};
const reflection = function () { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
};
checkForCollisions();
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob();
for (let i = 0; i < mod.laserReflections; i++) {
reflection();
checkForCollisions();
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
path[path.length - 1] = {
x: best.x,
y: best.y
};
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets ride of a bug where the laser reflects inside a block, often vertically.
//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
if (i % 2) {
if (lastBestOdd === best.who) break
} else {
lastBestOdd = best.who
if (lastBestEven === best.who) break
}
} else {
break
}
}, mech.angle, dmg, 0, true)
for (let i = 1; i < 3; i++) {
b.laser(Vector.add({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, {
x: i * off * Math.cos(mech.angle + Math.PI / 2),
y: i * off * Math.sin(mech.angle + Math.PI / 2)
}), mech.angle, dmg, 0, true)
b.laser(Vector.add({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, {
x: i * off * Math.cos(mech.angle - Math.PI / 2),
y: i * off * Math.sin(mech.angle - Math.PI / 2)
}), mech.angle, dmg, 0, true)
}
// ctx.lineCap = 'round';
} else {
b.laser()
}
ctx.fillStyle = color;
ctx.strokeStyle = color;
ctx.lineWidth = 2 * this.holdDamage;
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
ctx.globalAlpha *= reflectivity; //reflections are less intense
}
ctx.setLineDash([0, 0]);
ctx.globalAlpha = 1;
}
}
},