plasma bot, boom bot
mod - boomBot: explodes on mobs in close range mod - plasma-bot: bot that fires your plasma torch
This commit is contained in:
294
js/bullet.js
294
js/bullet.js
@@ -156,7 +156,7 @@ const b = {
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}
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}
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},
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explosion(where, radius, isBurn = false) {
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explosion(where, radius) {
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radius *= mod.explosionRadius
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// typically explode is used for some bullets with .onEnd
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//add dmg to draw queue
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@@ -969,7 +969,7 @@ const b = {
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nailBot(position = mech.pos) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (10 + 5 * Math.random())
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const RADIUS = (12 + 4 * Math.random())
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bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
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angle: dir,
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friction: 0,
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@@ -1076,6 +1076,273 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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plasmaBot(position = mech.pos) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = 18
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bullet[me] = Bodies.polygon(position.x, position.y, 5, RADIUS, {
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angle: dir,
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0.05,
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restitution: 1,
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 15,
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cd: 0,
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acceleration: 0.0085,
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endCycle: Infinity,
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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.bullet | cat.mob | cat.mobBullet | cat.mobShield
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},
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lockedOn: null,
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onDmg() {
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this.lockedOn = null
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},
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onEnd() {},
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do() {
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const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
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if (distanceToPlayer > 100) { //if far away move towards player
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this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
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}
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Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
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//find closest
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if (!(game.cycle % this.lookFrequency)) {
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this.lockedOn = null;
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let closeDist = mod.isPlasmaRange * 1000;
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for (let i = 0, len = mob.length; i < len; ++i) {
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const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
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if (DIST < closeDist && mob[i].dropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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closeDist = DIST;
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this.lockedOn = mob[i]
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}
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}
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}
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//fire plasma at target
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const DRAIN = 0.0014
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if (this.lockedOn && this.lockedOn.alive && mech.energy > DRAIN && mech.fieldCDcycle < mech.cycle) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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const sub = Vector.sub(this.lockedOn.position, this.position)
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const DIST = Vector.magnitude(sub);
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const unit = Vector.normalise(sub)
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if (DIST < mod.isPlasmaRange * 600) {
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//calculate laser collision
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let best;
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let range = mod.isPlasmaRange * (140 + 300 * Math.sqrt(Math.random()))
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const path = [{
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x: this.position.x,
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y: this.position.y
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},
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{
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x: this.position.x + range * unit.x,
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y: this.position.y + range * unit.y
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}
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];
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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//check for collisions
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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vertexCollision(path[0], path[1], mob);
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vertexCollision(path[0], path[1], map);
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vertexCollision(path[0], path[1], body);
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if (best.dist2 != Infinity) { //if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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if (best.who.alive) {
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const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
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best.who.damage(dmg);
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best.who.locatePlayer();
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//push mobs away
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
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Matter.Body.applyForce(best.who, path[1], force)
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Matter.Body.setVelocity(best.who, { //friction
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x: best.who.velocity.x * 0.7,
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y: best.who.velocity.y * 0.7
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});
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//draw mob damage circle
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game.drawList.push({
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x: path[1].x,
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y: path[1].y,
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radius: Math.sqrt(dmg) * 50,
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color: "rgba(255,0,255,0.2)",
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time: game.drawTime * 4
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});
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} else if (!best.who.isStatic) {
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//push blocks away
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
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Matter.Body.applyForce(best.who, path[1], force)
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}
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}
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//draw blowtorch laser beam
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ctx.strokeStyle = "rgba(255,0,255,0.1)"
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ctx.lineWidth = 14
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ctx.beginPath();
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ctx.moveTo(path[0].x, path[0].y);
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ctx.lineTo(path[1].x, path[1].y);
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ctx.stroke();
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ctx.strokeStyle = "#f0f";
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ctx.lineWidth = 2
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ctx.stroke();
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//draw electricity
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const Dx = Math.cos(mech.angle);
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const Dy = Math.sin(mech.angle);
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let x = this.position.x + 20 * Dx;
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let y = this.position.y + 20 * Dy;
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ctx.beginPath();
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ctx.moveTo(x, y);
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const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 5
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for (let i = 0; i < 4; i++) {
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x += step * (Dx + 1.5 * (Math.random() - 0.5))
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y += step * (Dy + 1.5 * (Math.random() - 0.5))
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ctx.lineTo(x, y);
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}
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ctx.lineWidth = 2 * Math.random();
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ctx.stroke();
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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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},
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boomBot(position = mech.pos) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (7 + 2 * Math.random())
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bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
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angle: dir,
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friction: 0,
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frictionStatic: 0,
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frictionAir: 0.05,
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restitution: 1,
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dmg: 0,
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minDmgSpeed: 0,
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lookFrequency: 35 + Math.floor(7 * Math.random()),
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acceleration: 0.005 * (1 + 0.5 * Math.random()),
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range: 500 * (1 + 0.1 * Math.random()),
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endCycle: Infinity,
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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.bullet | cat.mob | cat.mobBullet | cat.mobShield
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},
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lockedOn: null,
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explode: 0,
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onDmg() {
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if (this.lockedOn) {
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const explosionRadius = Math.min(170, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
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if (explosionRadius > 60) {
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this.explode = explosionRadius
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//
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//push away from player, because normal explosion knock doesn't do much
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// const sub = Vector.sub(this.lockedOn.position, mech.pos)
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// mag = Math.min(35, 20 / Math.sqrt(this.lockedOn.mass))
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// Matter.Body.setVelocity(this.lockedOn, Vector.mult(Vector.normalise(sub), mag))
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}
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this.lockedOn = null //lose target so bot returns to player
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}
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},
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onEnd() {},
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do() {
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if (this.explode) {
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b.explosion(this.position, this.explode); //makes bullet do explosive damage at end
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this.explode = 0;
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}
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const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
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if (distanceToPlayer > 100) { //if far away move towards player
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this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
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} else if (distanceToPlayer < 250) { //close to player
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Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
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//find targets
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if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
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this.lockedOn = null;
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let closeDist = this.range;
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for (let i = 0, len = mob.length; i < len; ++i) {
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const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
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if (DIST < closeDist && mob[i].dropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
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closeDist = DIST;
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this.lockedOn = mob[i]
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}
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}
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}
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}
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//punch target
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if (this.lockedOn && this.lockedOn.alive) {
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const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
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if (DIST - this.lockedOn.radius < this.range &&
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Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
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//move towards the target
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this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.012 * this.mass))
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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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},
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laserBot(position = mech.pos) {
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const me = bullet.length;
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const dir = mech.angle;
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@@ -2212,7 +2479,7 @@ const b = {
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},
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{
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name: "drones",
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description: "deploy drones that <strong>crash</strong> into mobs<br>collisions reduce their <strong>lifespan</strong> by 1 second",
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description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second",
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ammo: 0,
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ammoPack: 14,
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have: false,
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@@ -2660,7 +2927,7 @@ const b = {
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isEasyToAim: false,
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fire() {
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//calculate laser collision
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let best;
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let best, energy, explosionRange;
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let range = 3000
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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@@ -2722,15 +2989,22 @@ const b = {
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v2: null
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};
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if (mod.isPulseAim) { //find mobs in line of sight
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let dist = 2200
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energy = 0.25 * Math.min(mech.energy, 1.75)
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explosionRange = 1000 * energy
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(path[0], mob[i].position)) < 2200 &&
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const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
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if (explosionRange < newDist &&
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newDist < dist &&
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Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
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Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
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dist = newDist
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best.who = mob[i]
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path[path.length - 1] = mob[i].position
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break
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}
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}
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}
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if (!best.who) {
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vertexCollision(path[0], path[1], mob);
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@@ -2743,16 +3017,16 @@ const b = {
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};
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}
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}
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let energy
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if (mod.isPulseAim) {
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energy = 0.25 * Math.min(mech.energy, 1.75)
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mech.energy -= energy * mod.isLaserDiode
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if (best.who) b.explosion(path[1], 1000 * energy, true)
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if (best.who) b.explosion(path[1], explosionRange, true)
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mech.fireCDcycle = mech.cycle + Math.floor(25 * b.fireCD); // cool down
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} else {
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energy = 0.3 * Math.min(mech.energy, 1.75)
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mech.energy -= energy * mod.isLaserDiode
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if (best.who) b.explosion(path[1], 1000 * energy, true)
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explosionRange = 1000 * energy
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if (best.who) b.explosion(path[1], explosionRange, true)
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mech.fireCDcycle = mech.cycle + Math.floor(50 * b.fireCD); // cool down
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}
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if (mod.isPulseStun) {
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Block a user