working on nail bomb

This commit is contained in:
landgreen
2019-11-12 06:54:50 -08:00
parent 0dd239add2
commit c2747375d2
4 changed files with 196 additions and 2 deletions

View File

@@ -891,6 +891,87 @@ const b = {
}
}
},
// {
// name: "seekers",
// description: "fire a needle that curves towards it's target",
// ammo: 0,
// ammoPack: 80,
// have: false,
// fireCycle: 0,
// ammoLoaded: 0,
// fire() {
// let dir = mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2);
// const me = bullet.length;
// bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir));
// b.fireProps(mech.crouch ? 50 : 30, (mech.crouch ? 15 : 10), dir, me); //cd , speed
// b.drawOneBullet(bullet[me].vertices);
// // Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
// bullet[me].endCycle = game.cycle + Math.floor((265 + Math.random() * 20) * b.modBulletsLastLonger);
// bullet[me].lookFrequency = Math.floor(8 + Math.random() * 7);
// bullet[me].lockedOn = null;
// bullet[me].do = function () {
// if (!mech.isBodiesAsleep) {
// this.force.y += this.mass * 0.0002;
// if (!(mech.cycle % this.lookFrequency)) {
// this.closestTarget = null;
// this.lockedOn = null;
// let closeDist = Infinity;
// //look for targets
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
// mob[i].alive &&
// mob[i].dropPowerUp &&
// Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
// ) {
// const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mob[i].position));
// // const futurePosition = Matter.Vector.add(this.position, Matter.Vector.mult(this.velocity, 10))
// // const dist = Matter.Vector.magnitude(Matter.Vector.sub(futurePosition, mob[i].position));
// if (dist < closeDist) {
// this.closestTarget = mob[i].position;
// closeDist = dist;
// this.lockedOn = mob[i];
// }
// }
// }
// }
// //rotate missile towards the target
// if (this.closestTarget) {
// // const face = {
// // x: Math.cos(this.angle),
// // y: Math.sin(this.angle)
// // };
// // Matter.Body.rotate(this, -0.08);
// // if (Matter.Vector.dot(target, face) > -0.98) {
// // if (Matter.Vector.cross(target, face) > 0) {
// // Matter.Body.rotate(this, 0.08);
// // } else {
// // Matter.Body.rotate(this, -0.08);
// // }
// // }
// //rotate the velocity to the new position
// // Matter.Body.setVelocity(this, {
// // x: this.velocity.x * Math.cos(this.angle) - this.velocity.y * Math.sin(this.angle),
// // y: this.velocity.x * Math.sin(this.angle) + this.velocity.y * Math.cos(this.angle)
// // });
// // const target = Matter.Vector.normalise(Matter.Vector.sub(this.position, this.closestTarget));
// const oldAngle = this.angle
// Matter.Body.setAngle(this, Matter.Vector.angle(this.position, this.closestTarget))
// Matter.Body.setVelocity(this, Matter.Vector.rotate(this.velocity, this.angle - oldAngle));
// }
// //acceleration is proportional to speed
// // const thrust = 0.00001;
// // this.force.x += Math.cos(dir) * thrust * this.speed;
// // this.force.y += Math.sin(dir) * thrust * this.speed;
// }
// }
// }
// },
{
name: "flak",
description: "fire a cluster of short range projectiles<br><span class='color-e'>explode</span> on contact or after half a second",
@@ -1073,6 +1154,115 @@ const b = {
}
}
},
{
name: "nail bomb",
description: "fire a <strong>bomb</strong> that ejects <strong class='color-m'>magnetized</strong> nails<br>nails are <strong class='color-m'>attracted</strong> to enemy targets<br>click left mouse <strong>again</strong> to detonate",
ammo: 0,
ammoPack: 6,
have: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
const radius = 17 * b.modBulletSize
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), radius, b.fireAttributes(dir, false));
bullet[me].radius = radius; //used from drawing timer
b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
bullet[me].endCycle = Infinity
bullet[me].endCycle = Infinity
// bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
// bullet[me].friction = 1;
bullet[me].inertia = Infinity; //prevents rotation
bullet[me].restitution = 0.5;
bullet[me].onEnd = () => {}
bullet[me].minDmgSpeed = 1;
bullet[me].isArmed = false;
bullet[me].isTriggered = false;
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.002;
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
//set armed and sucking status
if (!this.isArmed && !game.mouseDown) {
this.isArmed = true
} else if (this.isArmed && game.mouseDown && !this.isTriggered) {
this.isTriggered = true;
this.endCycle = game.cycle + 2;
}
if (this.isTriggered) {
if (!mech.isBodiesAsleep) {
//target nearby mobs
const targets = []
for (let i = 0, len = mob.length; i < len; i++) {
if (
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
targets.push(mob[i].position)
}
}
for (let i = 0; i < 4; i++) {
const SPEED = 35 + 20 * Math.random()
if (Math.random() < 0.5 && targets.length > 0) { // aim near a random target
const SPREAD = 100
const INDEX = Math.floor(Math.random() * targets.length)
const WHERE = {
x: targets[INDEX].x + SPREAD * Math.random(),
y: targets[INDEX].y + SPREAD * Math.random()
}
needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED))
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
needle(this.position, {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
})
}
}
function needle(pos, velocity) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir));
Matter.Body.setVelocity(bullet[me], velocity);
Matter.Body.setAngle(bullet[me], Math.atan2(velocity.y, velocity.x))
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 45 + Math.floor(15 * Math.random());
bullet[me].dmg = 1.1;
bullet[me].category = 0x010000
bullet[me].mask = 0x011011
bullet[me].do = function () {};
}
}
} else {
// flashing lights to show armed
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
this.isFlashOn = false;
} else {
this.isFlashOn = true;
}
}
if (this.isFlashOn) {
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
//draw clock on timer
ctx.fillStyle = "#83f";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 0.3, 0, 2 * Math.PI);
ctx.fill();
}
}
}
}
},
{
name: "spores",
description: "release an orb that discharges <span class='color-s'>spores</span> after 2 seconds<br>seeks out targets<br>passes through blocks",

View File

@@ -14,7 +14,7 @@ const level = {
if (game.levelsCleared === 0) {
// game.levelsCleared = 16; //for testing to simulate possible mobs spawns
// b.giveGuns("all", 1000)
// b.giveGuns(13) // set a starting gun for testing
b.giveGuns(11) // set a starting gun for testing
// mech.fieldUpgrades[6].effect(); //give a field power up for testing
b.giveMod(6)

View File

@@ -519,7 +519,7 @@ const mech = {
if (b.makeDroneOnDamage) {
const len = (dmg - 0.08 + 0.05 * Math.random()) / 0.05
for (let i = 0; i < len; i++) {
if (Math.random() < 0.6) b.guns[12].fire() //spawn drone
if (Math.random() < 0.6) b.guns[13].fire() //spawn drone
}
}

View File

@@ -220,6 +220,10 @@ em {
color: #a10;
}
.color-m {
color: #536;
}
.color-s {
color: #066;
font-weight: 900;