rail gun mod
rail gun mod: capacitor bank - no charge time, but smaller bullets stunned mobs now still display health bar when you hit a mob hard with a block they get stunned blocks do about 15% less collision damage stuns lasts longer for larger and faster blocks
This commit is contained in:
124
js/bullet.js
124
js/bullet.js
@@ -1562,7 +1562,7 @@ const b = {
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}
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mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
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const speed = 28 + 7 * Math.random() + 9 * mod.nailInstantFireRate
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const speed = 30 + 6 * Math.random() + 9 * mod.nailInstantFireRate
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const angle = mech.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (mech.crouch ? 1.35 : 3.2) / CD
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const dmg = 0.9
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b.nail({
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@@ -1769,13 +1769,11 @@ const b = {
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if (!immune) {
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this.immuneList.push(who.id)
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who.foundPlayer();
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if (mod.isFastDot) {
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mobs.statusDoT(who, 3.9, 30)
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} else {
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mobs.statusDoT(who, 0.65, mod.isSlowDot ? 360 : 180)
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}
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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@@ -1813,7 +1811,6 @@ const b = {
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this.force.y += this.mass * 0.0007; //no gravity until it slows down to improve aiming
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}
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};
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const SPEED = 50
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Matter.Body.setVelocity(bullet[me], {
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x: mech.Vx / 2 + SPEED * Math.cos(angle),
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@@ -2603,12 +2600,124 @@ const b = {
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name: "rail gun",
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description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
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ammo: 0,
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ammoPack: 2.6,
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ammoPack: 3,
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have: false,
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fire() {
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if (mod.isCapacitor) {
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if (mech.energy > 0.15) {
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mech.energy -= 0.15
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mech.fireCDcycle = mech.cycle + Math.floor(30 * b.fireCD);
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 14, {
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density: 0.005, //0.001 is normal
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restitution: 0,
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frictionAir: 0,
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angle: mech.angle,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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},
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minDmgSpeed: 5,
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endCycle: game.cycle + 140,
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onDmg(who) {
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if (who.shield) {
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
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Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
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break
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}
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}
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Matter.Body.setVelocity(this, {
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x: -0.1 * this.velocity.x,
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y: -0.1 * this.velocity.y
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});
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Matter.Body.setDensity(this, 0.001);
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}
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if (mod.isRailNails && this.speed > 10) {
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b.targetedNail(this.position, (Math.min(40, this.speed) - 10) * 0.6) // 0.6 as many nails as the normal rail gun
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this.endCycle = 0 //triggers despawn
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}
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},
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onEnd() {},
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drawCycle: Math.floor(10 * b.fireCD),
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do() {
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this.force.y += this.mass * 0.0003; // low gravity that scales with charge
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if (this.drawCycle > 0) {
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this.drawCycle--
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//draw magnetic field
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const X = mech.pos.x
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const Y = mech.pos.y
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const unitVector = Vector.normalise(Vector.sub(game.mouseInGame, mech.pos))
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const unitVectorPerp = Vector.perp(unitVector)
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function magField(mag, arc) {
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ctx.moveTo(X, Y);
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ctx.bezierCurveTo(
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X + unitVector.x * mag, Y + unitVector.y * mag,
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X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
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X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
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ctx.bezierCurveTo(
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X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
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X - unitVector.x * mag, Y - unitVector.y * mag,
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X, Y)
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}
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ctx.fillStyle = `rgba(50,0,100,0.05)`;
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for (let i = 3; i < 7; i++) {
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const MAG = 8 * i * i * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
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const ARC = 6 * i * i * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
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ctx.beginPath();
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magField(MAG, ARC)
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magField(MAG, -ARC)
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ctx.fill();
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}
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}
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}
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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const speed = 67
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Matter.Body.setVelocity(bullet[me], {
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x: mech.Vx / 2 + speed * Math.cos(mech.angle),
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y: mech.Vy / 2 + speed * Math.sin(mech.angle)
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});
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//knock back
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const KNOCK = mech.crouch ? 0.08 : 0.34
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player.force.x -= KNOCK * Math.cos(mech.angle)
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player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
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//push away blocks when firing
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let range = 450
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for (let i = 0, len = body.length; i < len; ++i) {
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const SUB = Vector.sub(body[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 300)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
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body[i].force.x += FORCE.x;
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body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
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}
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}
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for (let i = 0, len = mob.length; i < len; ++i) {
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const SUB = Vector.sub(mob[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 300)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
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mob[i].force.x += 1.5 * FORCE.x;
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mob[i].force.y += 1.5 * FORCE.y;
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}
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}
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} else {
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mech.fireCDcycle = mech.cycle + Math.floor(120);
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}
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} else {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, {
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density: 0.01, //0.001 is normal
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density: 0.008, //0.001 is normal
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//frictionAir: 0.01, //restitution: 0,
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// angle: 0,
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// friction: 0.5,
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@@ -2685,7 +2794,7 @@ const b = {
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player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
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//push away blocks when firing
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let range = 700 * this.charge
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let range = 900 * this.charge
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for (let i = 0, len = body.length; i < len; ++i) {
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const SUB = Vector.sub(body[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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@@ -2833,6 +2942,7 @@ const b = {
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}
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}
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}
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}
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},
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{
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name: "laser",
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@@ -220,9 +220,11 @@ function collisionChecks(event) {
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = 0.06 * b.dmgScale * v * obj.mass * mod.throwChargeRate;
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let dmg = 0.05 * b.dmgScale * v * obj.mass * mod.throwChargeRate;
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if (mob[k].isShielded) dmg *= 0.35
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mob[k].damage(dmg, true);
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const stunTime = dmg / Math.sqrt(obj.mass)
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if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
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if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
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game.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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@@ -16,9 +16,9 @@ const level = {
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.isStealth = true;
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// b.giveGuns("nail gun")
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// mech.setField("standing wave harmonics")
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// mod.giveMod("pneumatic actuator");
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// b.giveGuns("rail gun")
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// mod.giveMod("capacitor bank");
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -372,7 +372,7 @@ const level = {
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spawn.mapRect(350, -3260, 50, 60);
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// spawn.bodyRect(362, -3400, 25, 140);
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spawn.mapRect(200, -3250, 1250, 50);
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spawn.mapRect(200, -3250, 1240, 50);
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spawn.mapRect(1400, -3260, 50, 310);
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spawn.bodyRect(1412, -3425, 25, 165);
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16
js/mob.js
16
js/mob.js
@@ -115,6 +115,18 @@ const mobs = {
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y: who.position.y + 100 * (Math.random() - 0.5)
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}
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if (who.velocity.y < 2) who.force.y += who.mass * 0.0004 //extra gravity
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//draw health bar
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const h = who.radius * 0.3;
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const w = who.radius * 2;
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const x = who.position.x - w / 2;
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const y = who.position.y - w * 0.7;
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ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
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ctx.fillRect(x, y, w, h);
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ctx.fillStyle = `rgba(${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},0.5)`
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ctx.fillRect(x, y, w * who.health, h);
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//draw fill inside mob
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ctx.beginPath();
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ctx.moveTo(who.vertices[0].x, who.vertices[0].y);
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for (let j = 1, len = who.vertices.length; j < len; ++j) {
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@@ -122,9 +134,9 @@ const mobs = {
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}
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ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
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ctx.stroke();
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ctx.fillStyle = `rgba(${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},0.5)`
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// ctx.fillStyle = `rgba(255,255,255,${Math.random()})`
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ctx.fill();
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},
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type: "stun",
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endCycle: game.cycle + cycles,
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27
js/mods.js
27
js/mods.js
@@ -1871,7 +1871,7 @@ const mod = {
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},
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{
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name: "railroad ties",
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description: "<strong>nails</strong> are <strong>80%</strong> <strong>larger</strong><br>increases physical <strong class='color-d'>damage</strong> by about <strong>25%</strong>",
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description: "<strong>nails</strong> are <strong>70%</strong> <strong>larger</strong><br>increases physical <strong class='color-d'>damage</strong> by about <strong>25%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1879,7 +1879,7 @@ const mod = {
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},
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requires: "nails",
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effect() {
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mod.biggerNails += 0.8
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mod.biggerNails += 0.7
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},
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remove() {
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mod.biggerNails = 1
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@@ -2084,7 +2084,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return game.fpsCapDefault > 45 && mod.haveGunCheck("rail gun") && !mod.isSlowFPS
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return game.fpsCapDefault > 45 && mod.haveGunCheck("rail gun") && !mod.isSlowFPS && !mod.isCapacitor
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},
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requires: "rail gun and FPS above 45",
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effect() {
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@@ -2096,9 +2096,25 @@ const mod = {
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game.fpsInterval = 1000 / game.fpsCap;
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}
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},
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{
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name: "capacitor bank",
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description: "the <strong>rail gun</strong> no longer takes time to <strong>charge</strong><br><strong>rail gun</strong> rods are <strong>66%</strong> less massive",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("rail gun") && !mod.isRailTimeSlow
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},
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requires: "rail gun",
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effect() {
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mod.isCapacitor = true;
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},
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remove() {
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mod.isCapacitor = false;
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}
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},
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{
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name: "fragmenting projectiles",
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description: "<strong>rail gun</strong> fragments into <strong>nails</strong><br>after hitting mobs at high speeds",
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description: "<strong>rail gun</strong> rods fragment into <strong>nails</strong><br>after hitting mobs at high speeds",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2700,5 +2716,6 @@ const mod = {
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isSporeGrowth: null,
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isBayesian: null,
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nailGun: null,
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nailInstantFireRate: null
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nailInstantFireRate: null,
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isCapacitor: null
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}
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@@ -1212,9 +1212,9 @@ const mech = {
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},
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{
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name: "standing wave harmonics",
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description: "three oscillating <strong>shields</strong> are permanently active<br>reduce <strong class='color-harm'>harm</strong> by <strong>33%</strong>",
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description: "three oscillating <strong>shields</strong> are permanently active<br>reduce <strong class='color-harm'>harm</strong> by <strong>30%</strong>",
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effect: () => {
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mech.fieldHarmReduction = 0.67;
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mech.fieldHarmReduction = 0.70;
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mech.fieldBlockCD = 0;
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mech.hold = function () {
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if (mech.isHolding) {
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@@ -1365,13 +1365,13 @@ const mech = {
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},
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{
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name: "negative mass field",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong>",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>45%</strong>",
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fieldDrawRadius: 0,
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effect: () => {
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mech.fieldFire = true;
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mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
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mech.fieldMeterColor = "#000"
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mech.fieldHarmReduction = 0.5;
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mech.fieldHarmReduction = 0.55;
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mech.hold = function () {
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mech.airSpeedLimit = 125 //5 * player.mass * player.mass
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mech.FxAir = 0.016
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23
todo.txt
23
todo.txt
@@ -1,7 +1,22 @@
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rail gun mod: capacitor bank - no charge time, but smaller bullets
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stunned mobs now still display health bar
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when you hit a mob hard with a block they get stunned
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blocks do about 15% less collision damage
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stuns lasts longer for larger and faster blocks
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************** TODO - n-gon **************
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player goes intangible while immune after getting hit?
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getting stuck above a mob can immobilize player
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add a minimum knock from player mob collisions?
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when crouched make it harder for mobs to see player
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reduce arc size of mob vision cone
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reduce look range
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* (mech.crouch ? 0.7 : 1)
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map element - player rotates a rotor that makes a platform go up or down
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reduce damage by 80%, but lose ammo when you get hit
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@@ -15,10 +30,6 @@ removing supersaturation sets total health to 1
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this cancels the health benefits from crystallized armor
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produce a method that calculates max health based on mods
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player goes intangible while immune after getting hit?
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getting stuck above a mob can immobilize player
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add a minimum knock from player mob collisions?
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use mac automator to speed up your n-gon -> git sync
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considering removing the perfect diamagnetism field from the game
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@@ -216,3 +227,7 @@ n-gon outreach ideas
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blips - errant signal on youtube
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reddit - r/IndieGaming
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hacker news - show hacker news post
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paste this into console to see fps
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javascript:(function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//mrdoob.github.io/stats.js/build/stats.min.js';document.head.appendChild(script);})()
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Reference in New Issue
Block a user