From c6c447ec47d2ca9ebb8b996d9888e2463a17dd1a Mon Sep 17 00:00:00 2001 From: landgreen Date: Mon, 24 Feb 2020 05:31:37 -0800 Subject: [PATCH] level clean ups rooftops, office --- js/bullets.js | 32 ++++++++-------- js/engine.js | 4 +- js/game.js | 8 ++-- js/level.js | 77 ++++++++++++++++++++++++++----------- js/mobs.js | 8 ++-- js/player.js | 102 +++++++++++++++++++++++-------------------------- js/powerups.js | 4 +- js/spawn.js | 8 ++-- 8 files changed, 133 insertions(+), 110 deletions(-) diff --git a/js/bullets.js b/js/bullets.js index 56b88bf..f8677cc 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -466,7 +466,7 @@ const b = { }, { name: "Pauli exclusion", - description: `unable to collide with enemies for +2 seconds
activates after being harmed from a collision`, + description: `unable to collide with enemies for +1 second
activates after being harmed from a collision`, maxCount: 9, count: 0, allowed() { @@ -474,7 +474,7 @@ const b = { }, requires: "", effect() { - b.modCollisionImmuneCycles += 120; + b.modCollisionImmuneCycles += 60; mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles }, remove() { @@ -542,7 +542,7 @@ const b = { requires: "", effect() { b.isModPiezo = true; - mech.fieldMeter = mech.fieldEnergyMax; + mech.energy = mech.fieldEnergyMax; }, remove() { b.isModPiezo = false; @@ -559,7 +559,7 @@ const b = { requires: "", effect() { b.modEnergySiphon += 0.15; - mech.fieldMeter = mech.fieldEnergyMax + mech.energy = mech.fieldEnergyMax }, remove() { b.modEnergySiphon = 0; @@ -592,7 +592,7 @@ const b = { requires: "", effect() { mech.fieldEnergyMax += 0.5 - mech.fieldMeter += 0.5 + mech.energy += 0.5 }, remove() { mech.fieldEnergyMax = 1; @@ -642,7 +642,7 @@ const b = { requires: "", effect: () => { b.isModMassEnergy = true // used in mech.grabPowerUp - mech.fieldMeter = mech.fieldEnergyMax * 2 + mech.energy = mech.fieldEnergyMax * 2 }, remove() { b.isModMassEnergy = false; @@ -1176,8 +1176,8 @@ const b = { if (dist < radius) { if (b.isModImmuneExplosion) { const drain = Math.max(radius * 0.0006, 0.2) - if (mech.fieldMeter > drain) { - mech.fieldMeter -= drain + if (mech.energy > drain) { + mech.energy -= drain } else { mech.damage(radius * 0.0001); //do half damage if have the mod, but out of mana } @@ -1685,8 +1685,8 @@ const b = { } //hit target with laser - if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) { - mech.fieldMeter -= 0.0014 + if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) { + mech.energy -= 0.0014 //make sure you can still see vertex const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position)); if (DIST - this.lockedOn.radius < this.range + 150 && @@ -2518,13 +2518,13 @@ const b = { mob[i].force.y += 1.5 * FORCE.y; } } - } else if (mech.fieldMeter > 0.005) { // charging on mouse down + } else if (mech.energy > 0.005) { // charging on mouse down mech.fireCDcycle = Infinity //can't fire until mouse is released const lastCharge = this.charge let chargeRate = (mech.crouch) ? 0.975 : 0.987 chargeRate *= Math.pow(b.modFireRate, 0.04) this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1 - mech.fieldMeter -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen + mech.energy -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen //draw targeting let best; @@ -2649,10 +2649,10 @@ const b = { fire() { const reflectivity = 1 - 1 / (b.modLaserReflections * 1.5) let damage = b.dmgScale * b.modLaserDamage - if (mech.fieldMeter < b.modLaserFieldDrain) { + if (mech.energy < b.modLaserFieldDrain) { mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy } else { - mech.fieldMeter -= mech.fieldRegen + b.modLaserFieldDrain + mech.energy -= mech.fieldRegen + b.modLaserFieldDrain let best = { x: null, y: null, @@ -2878,8 +2878,8 @@ const b = { } //use energy to explode - const energy = 0.3 * Math.min(mech.fieldMeter, 1.75) - mech.fieldMeter -= energy + const energy = 0.3 * Math.min(mech.energy, 1.75) + mech.energy -= energy if (best.who) b.explosion(path[1], 1000 * energy) mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down diff --git a/js/engine.js b/js/engine.js index a3a433b..8c5ff2c 100644 --- a/js/engine.js +++ b/js/engine.js @@ -140,7 +140,7 @@ function collisionChecks(event) { let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0 mech.damage(dmg); if (mob[k].onHit) mob[k].onHit(k); - if (b.isModPiezo) mech.fieldMeter = mech.fieldEnergyMax; + if (b.isModPiezo) mech.energy = mech.fieldEnergyMax; if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) { mob[k].death(); game.drawList.push({ @@ -196,7 +196,7 @@ function collisionChecks(event) { const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)); if (v > 8) { let dmg = b.dmgScale * (b.modAcidDmg + v * Math.sqrt(obj.mass) * 0.07); - mob[k].damage(dmg); + mob[k].damage(dmg, true); if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer(); game.drawList.push({ //add dmg to draw queue diff --git a/js/game.js b/js/game.js index 5ef4744..c2c0bdd 100644 --- a/js/game.js +++ b/js/game.js @@ -330,7 +330,7 @@ const game = { b.giveGuns("all", 1000) } else if (keys[72]) { // heal with H mech.addHealth(Infinity) - mech.fieldMeter = mech.fieldEnergyMax; + mech.energy = mech.fieldEnergyMax; } else if (keys[89]) { //add mods with y b.giveMod() } else if (keys[82]) { // teleport to mouse with R @@ -644,14 +644,14 @@ const game = { if (mech.lastKillCycle + 300 > mech.cycle) { //effects active for 5 seconds after killing a mob if (b.isModEnergyRecovery) { - mech.fieldMeter += mech.fieldEnergyMax * 0.07 - if (mech.fieldMeter > mech.fieldEnergyMax) mech.fieldMeter = mech.fieldEnergyMax; + mech.energy += mech.fieldEnergyMax * 0.07 + if (mech.energy > mech.fieldEnergyMax) mech.energy = mech.fieldEnergyMax; } if (b.isModHealthRecovery) { mech.addHealth(0.01) } if (b.isModEnergyLoss) { - mech.fieldMeter = 0.05; + mech.energy = 0.05; } } else { //haven't killed a mob in the last 5 seconds diff --git a/js/level.js b/js/level.js index 300f408..47963cd 100644 --- a/js/level.js +++ b/js/level.js @@ -597,10 +597,17 @@ const level = { level.fill.push({ x: -650, y: -2300, - width: 450, + width: 440, height: 300, color: "rgba(0,0,0,0.15)" }); + level.fillBG.push({ + x: 3460, + y: -700, + width: 1090, + height: 800, + color: "#d4f4f4" + }); } else { //reverse direction, start in bottom right mech.setPosToSpawn(3650, -325); @@ -611,10 +618,17 @@ const level = { level.fillBG.push({ x: -650, y: -2300, - width: 450, + width: 440, height: 300, color: "#d4f4f4" }); + level.fill.push({ + x: 3460, + y: -700, + width: 1090, + height: 800, + color: "rgba(0,0,0,0.1)" + }); } level.enter.x = mech.spawnPos.x - 50; level.enter.y = mech.spawnPos.y + 20; @@ -627,10 +641,10 @@ const level = { //foreground level.fill.push({ - x: 3450, + x: 3460, y: -1250, - width: 1100, - height: 1250, + width: 1080, + height: 550, color: "rgba(0,0,0,0.1)" }); level.fill.push({ @@ -656,17 +670,17 @@ const level = { }); level.fill.push({ - x: 1950, + x: 1860, y: -1950, - width: 600, + width: 630, height: 350, color: "rgba(0,0,0,0.1)" }); level.fill.push({ - x: 1950, + x: 1760, y: -1550, - width: 1025, + width: 1290, height: 550, color: "rgba(0,0,0,0.1)" }); @@ -678,16 +692,16 @@ const level = { color: "rgba(0,0,0,0.1)" }); level.fill.push({ - x: 3450, + x: 3510, y: -1550, - width: 350, + width: 330, height: 300, color: "rgba(0,0,0,0.1)" }); level.fill.push({ - x: 700, + x: 710, y: -2225, - width: 700, + width: 580, height: 225, color: "rgba(0,0,0,0.1)" }); @@ -705,11 +719,11 @@ const level = { spawn.bodyRect(-240, -2115, 30, 36); //door to starting room spawn.bodyRect(-240, -2080, 30, 35); //door to starting room spawn.bodyRect(-240, -2045, 30, 35); //door to starting room - spawn.mapRect(1950, -2000, 600, 50); + spawn.mapRect(1850, -2000, 650, 50); spawn.bodyRect(200, -2150, 200, 220, 0.8); - spawn.mapRect(700, -2275, 700, 50); + spawn.mapRect(700, -2275, 600, 50); spawn.bodyRect(1050, -2350, 30, 30, 0.8); - spawn.boost(1800, -1000, 1200); + // spawn.boost(1800, -1000, 1200); spawn.bodyRect(1625, -1100, 100, 75); spawn.bodyRect(1350, -1025, 400, 25); // ground plank spawn.mapRect(-725, -1000, 2150, 100); //lower left ledge @@ -724,8 +738,8 @@ const level = { spawn.bodyRect(2700, -1125, 125, 125, 0.8); spawn.bodyRect(2710, -1250, 125, 125, 0.8); spawn.bodyRect(2705, -1350, 75, 100, 0.8); - spawn.mapRect(3450, -1600, 350, 50); - spawn.mapRect(1950, -1600, 1025, 50); + spawn.mapRect(3500, -1600, 350, 50); + spawn.mapRect(1750, -1600, 1310, 50); spawn.bodyRect(3100, -1015, 375, 15); spawn.bodyRect(3500, -850, 75, 125, 0.8); spawn.mapRect(3450, -1000, 50, 580); //left building wall @@ -734,7 +748,7 @@ const level = { spawn.bodyRect(4850, -750, 300, 25, 0.8); spawn.bodyRect(3925, -1400, 100, 150, 0.8); spawn.mapRect(3450, -1250, 1100, 50); - spawn.mapRect(3450, -1225, 50, 75); + // spawn.mapRect(3450, -1225, 50, 75); spawn.mapRect(4500, -1225, 50, 390); spawn.mapRect(3450, -725, 1500, 50); spawn.mapRect(5100, -725, 400, 50); @@ -909,6 +923,7 @@ const level = { spawn.mapRect(4250, -3700, 50, 300); spawn.mapRect(3700, -3250, 1100, 100); + spawn.randomBoss(350, -500, 1) spawn.randomSmallMob(-225, 25); spawn.randomSmallMob(1000, -1100); spawn.randomSmallMob(4000, -250); @@ -927,7 +942,6 @@ const level = { spawn.randomMob(1700, -50, 0.3) spawn.randomMob(2350, -900, 0.3) spawn.randomMob(4700, -150, 0.2); - spawn.randomBoss(350, -500, 1) spawn.randomBoss(4000, -350, 0.6); spawn.randomBoss(2750, -550, 0.1); if (game.difficulty > 2) { @@ -1481,12 +1495,26 @@ const level = { level.exit.x = 3250; level.exit.y = -530; // spawn.randomSmallMob(3550, -550); + level.fillBG.push({ + x: 3050, + y: -950, + width: 625, + height: 500, + color: "#dff" + }); } else { //reverse direction, start in bottom right mech.setPosToSpawn(3250, -550); //normal spawn level.exit.x = 1375; level.exit.y = -1530; - spawn.bodyRect(3655, -650, 40, 150); //door + // spawn.bodyRect(3655, -650, 40, 150); //door + level.fillBG.push({ + x: 725, + y: -1950, + width: 825, + height: 450, + color: "#dff" + }); } spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 50); //ground bump wall level.enter.x = mech.spawnPos.x - 50; @@ -1554,8 +1582,9 @@ const level = { spawn.mapRect(-600, -2000 + 250, 2000 - 700, 50); //roof left spawn.mapRect(-600 + 1300, -2000, 50, 300); //right roof wall spawn.mapRect(-600 + 1300, -2000, 900, 50); //center wall - map[map.length] = Bodies.polygon(425, -1700, 0, 15); //circle above door - spawn.bodyRect(420, -1675, 15, 170, 1, spawn.propsDoor); // door + + map[map.length] = Bodies.polygon(725, -1700, 0, 15); //circle above door + spawn.bodyRect(720, -1675, 15, 170, 1, spawn.propsDoor); // door body[body.length - 1].isNotHoldable = true; //makes door swing consBB[consBB.length] = Constraint.create({ @@ -1590,6 +1619,8 @@ const level = { spawn.mapRect(4150, -600, 350, 150); //table spawn.mapRect(3650, -1300, 50, 650); //exit wall spawn.mapRect(3650, -1300, 1350, 50); //exit wall + spawn.bodyRect(3665, -650, 20, 150); //door + spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof spawn.mapRect(3000, -2000 * 0.25, 2000 - 300, 50); //1st floor diff --git a/js/mobs.js b/js/mobs.js index 566b3df..324c8de 100644 --- a/js/mobs.js +++ b/js/mobs.js @@ -270,7 +270,7 @@ const mobs = { // ctx.lineDashOffset = 6*(game.cycle % 215); if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) { mech.damage(0.0003 * game.dmgScale); - if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.003 + if (mech.energy > 0.1) mech.energy -= 0.003 ctx.beginPath(); ctx.moveTo(this.position.x, this.position.y); ctx.lineTo(mech.pos.x, mech.pos.y); @@ -933,8 +933,8 @@ const mobs = { ctx.fillRect(x, y, w * this.health, h); } }, - damage(dmg) { - if (!this.isShielded) { + damage(dmg, isBypassShield = false) { + if (!this.isShielded || isBypassShield) { dmg /= Math.sqrt(this.mass) if (this.shield) dmg *= 0.04 if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health @@ -942,7 +942,7 @@ const mobs = { // if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500 if (b.isModEnergyLoss) dmg *= 1.5; if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500 - if (b.modEnergySiphon && dmg !== Infinity) mech.fieldMeter += Math.min(this.health, dmg) * b.modEnergySiphon + if (b.modEnergySiphon && dmg !== Infinity) mech.energy += Math.min(this.health, dmg) * b.modEnergySiphon if (b.modHealthDrain && dmg !== Infinity) mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain) this.health -= dmg //this.fill = this.color + this.health + ')'; diff --git a/js/player.js b/js/player.js index e9c7ccd..97ac789 100644 --- a/js/player.js +++ b/js/player.js @@ -665,7 +665,7 @@ const mech = { holdingTarget: null, fieldShieldingScale: 1, // these values are set on reset by setHoldDefaults() - fieldMeter: 0, + energy: 0, fieldRegen: 0, fieldMode: 0, fieldFire: false, @@ -679,13 +679,12 @@ const mech = { mech.fieldThreshold = Math.cos(mech.fieldArc * Math.PI) }, setHoldDefaults() { - if (mech.fieldMeter < mech.fieldEnergyMax) mech.fieldMeter = mech.fieldEnergyMax; + if (mech.energy < mech.fieldEnergyMax) mech.energy = mech.fieldEnergyMax; mech.fieldRegen = 0.001; mech.fieldFire = false; mech.fieldCDcycle = 0; mech.isStealth = false; player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield - // mech.fieldShieldingScale = 1; //scale energy loss after collision with mob mech.holdingMassScale = 0.5; mech.throwChargeRate = 2; mech.throwChargeMax = 50; @@ -695,17 +694,17 @@ const mech = { mech.wakeCheck(); }, drawFieldMeter(range = 60) { - if (mech.fieldMeter < mech.fieldEnergyMax) { - mech.fieldMeter += mech.fieldRegen; + if (mech.energy < mech.fieldEnergyMax) { + mech.energy += mech.fieldRegen; ctx.fillStyle = "rgba(0, 0, 0, 0.4)"; const xOff = mech.pos.x - mech.radius * mech.fieldEnergyMax const yOff = mech.pos.y - 50 ctx.fillRect(xOff, yOff, range * mech.fieldEnergyMax, 10); ctx.fillStyle = "#0cf"; - ctx.fillRect(xOff, yOff, range * mech.fieldMeter, 10); + ctx.fillRect(xOff, yOff, range * mech.energy, 10); } // else { - // mech.fieldMeter = mech.fieldEnergyMax + // mech.energy = mech.fieldEnergyMax // } }, lookingAt(who) { @@ -775,8 +774,8 @@ const mech = { }, holding() { if (mech.holdingTarget) { - mech.fieldMeter -= mech.fieldRegen; - if (mech.fieldMeter < 0) mech.fieldMeter = 0; + mech.energy -= mech.fieldRegen; + if (mech.energy < 0) mech.energy = 0; Matter.Body.setPosition(mech.holdingTarget, { x: mech.pos.x + 70 * Math.cos(mech.angle), y: mech.pos.y + 70 * Math.sin(mech.angle) @@ -790,8 +789,8 @@ const mech = { throwBlock() { if (mech.holdingTarget) { if (keys[32] || game.mouseDownRight) { - if (mech.fieldMeter > 0.0007) { - mech.fieldMeter -= 0.0007; + if (mech.energy > 0.0007) { + mech.energy -= 0.0007; mech.throwCharge += mech.throwChargeRate;; //draw charge const x = mech.pos.x + 15 * Math.cos(mech.angle); @@ -858,10 +857,10 @@ const mech = { }, drawField() { if (mech.holdingTarget) { - ctx.fillStyle = "rgba(110,170,200," + (mech.fieldMeter * (0.05 + 0.05 * Math.random())) + ")"; + ctx.fillStyle = "rgba(110,170,200," + (mech.energy * (0.05 + 0.05 * Math.random())) + ")"; ctx.strokeStyle = "rgba(110, 200, 235, " + (0.3 + 0.08 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")" } else { - ctx.fillStyle = "rgba(110,170,200," + (0.02 + mech.fieldMeter * (0.15 + 0.15 * Math.random())) + ")"; + ctx.fillStyle = "rgba(110,170,200," + (0.02 + mech.energy * (0.15 + 0.15 * Math.random())) + ")"; ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")" } // const off = 2 * Math.cos(game.cycle * 0.1) @@ -911,7 +910,7 @@ const mech = { }); if (dist2 < 5000) { //use power up if it is close enough if (b.isModMassEnergy) { - mech.fieldMeter = mech.fieldEnergyMax * 1.5; + mech.energy = mech.fieldEnergyMax * 1.5; // mech.addHealth(0.01); } Matter.Body.setVelocity(player, { //player knock back, after grabbing power up @@ -928,11 +927,11 @@ const mech = { }, pushMass(who) { const speed = Vector.magnitude(Vector.sub(who.velocity, player.velocity)) - const fieldBlockCost = 0.03 + Math.sqrt(who.mass) * speed * 0.003 //0.012 - if (mech.fieldMeter > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block - mech.fieldMeter -= fieldBlockCost * mech.fieldShieldingScale; - if (mech.fieldMeter < 0) mech.fieldMeter = 0; - if (mech.fieldMeter > mech.fieldEnergyMax) mech.fieldMeter = mech.fieldEnergyMax; + const fieldBlockCost = (0.03 + Math.sqrt(who.mass) * speed * 0.003) * mech.fieldShieldingScale; + if (mech.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block + mech.energy -= fieldBlockCost + if (mech.energy < 0) mech.energy = 0; + if (mech.energy > mech.fieldEnergyMax) mech.energy = mech.fieldEnergyMax; mech.drawHold(who); mech.fieldCDcycle = mech.cycle + 10; mech.holdingTarget = null @@ -1025,7 +1024,7 @@ const mech = { // } // }, lookForPickUp(range = mech.fieldRange) { //find body to pickup - mech.fieldMeter -= mech.fieldRegen; + mech.energy -= mech.fieldRegen; const grabbing = { targetIndex: null, targetRange: range, @@ -1128,12 +1127,12 @@ const mech = { mech.drawHold(mech.holdingTarget); mech.holding(); mech.throwBlock(); - } else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.05 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed + } else if ((keys[32] || game.mouseDownRight && mech.energy > 0.05 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed mech.drawField(); mech.grabPowerUp(); mech.lookForPickUp(); mech.pushMobsFacing(); - } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released + } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released mech.pickUp(); } 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) @@ -1157,8 +1156,8 @@ const mech = { mech.throwBlock(); } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { const DRAIN = 0.0023 - if (mech.fieldMeter > DRAIN) { - mech.fieldMeter -= DRAIN; + if (mech.energy > DRAIN) { + mech.energy -= DRAIN; //draw field everywhere ctx.globalCompositeOperation = "saturation" @@ -1196,7 +1195,7 @@ const mech = { mech.wakeCheck(); mech.fieldCDcycle = mech.cycle + 120; } - } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released + } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released mech.wakeCheck(); mech.pickUp(); } else { @@ -1212,10 +1211,6 @@ const mech = { name: "plasma torch", description: "use energy to emit damaging plasma
effective at close range", effect: () => { - // mech.fieldShieldingScale = 2; - // mech.fieldRange = 125; - // mech.fieldArc = 0.1 //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) - // mech.calculateFieldThreshold(); //run after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob) mech.hold = function () { if (mech.isHolding) { mech.drawHold(mech.holdingTarget); @@ -1223,8 +1218,8 @@ const mech = { mech.throwBlock(); } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed const DRAIN = 0.0005 - if (mech.fieldMeter > DRAIN) { - mech.fieldMeter -= DRAIN; + if (mech.energy > DRAIN) { + mech.energy -= DRAIN; mech.grabPowerUp(); mech.lookForPickUp(); mech.pushMobs360(); @@ -1365,7 +1360,7 @@ const mech = { } else { mech.fieldCDcycle = mech.cycle + 120; //if out of energy } - } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released + } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released mech.pickUp(); } 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) @@ -1391,7 +1386,7 @@ const mech = { mech.throwBlock(); } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //push away const DRAIN = 0.00035 - if (mech.fieldMeter > DRAIN) { + if (mech.energy > DRAIN) { mech.grabPowerUp(); mech.lookForPickUp(); mech.pushMobs360(); @@ -1414,13 +1409,13 @@ const mech = { zeroG(powerUp, this.fieldDrawRadius, 0.7); zeroG(body, this.fieldDrawRadius, 0.7); } else if (keys[87] || keys[38]) { //up - mech.fieldMeter -= 5 * DRAIN; + mech.energy -= 5 * DRAIN; this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 850 * 0.03; player.force.y -= 1.45 * player.mass * mech.gravity; zeroG(powerUp, this.fieldDrawRadius, 1.38); zeroG(body, this.fieldDrawRadius, 1.38); } else { - mech.fieldMeter -= DRAIN; + mech.energy -= DRAIN; this.fieldDrawRadius = this.fieldDrawRadius * 0.97 + 650 * 0.03; player.force.y -= 1.07 * player.mass * mech.gravity; // slow upward drift zeroG(powerUp, this.fieldDrawRadius); @@ -1451,7 +1446,7 @@ const mech = { //trigger cool down mech.fieldCDcycle = mech.cycle + 120; } - } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released + } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released mech.pickUp(); this.fieldDrawRadius = 0 } else { @@ -1466,15 +1461,12 @@ const mech = { name: "standing wave harmonics", description: "three oscillating shields are permanently active
energy regenerates while field is active", effect: () => { - // mech.fieldRegen *= 0.6; - mech.fieldShieldingScale = 1.33; - mech.hold = function () { if (mech.isHolding) { mech.drawHold(mech.holdingTarget); mech.holding(); mech.throwBlock(); - } else if (((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0)) { //not hold but field button is pressed + } else if (((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle && mech.energy > 0)) { //not hold but field button is pressed mech.grabPowerUp(); mech.lookForPickUp(); } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released @@ -1482,12 +1474,12 @@ const mech = { } 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) } - if (mech.fieldMeter > 0.1 && mech.fieldCDcycle < mech.cycle) { + if (mech.energy > 0.1 && mech.fieldCDcycle < mech.cycle) { const fieldRange1 = (0.55 + 0.35 * Math.sin(mech.cycle / 23)) * mech.fieldRange const fieldRange2 = (0.5 + 0.4 * Math.sin(mech.cycle / 37)) * mech.fieldRange const fieldRange3 = (0.45 + 0.45 * Math.sin(mech.cycle / 47)) * mech.fieldRange const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3) - ctx.fillStyle = "rgba(110,170,200," + (0.04 + mech.fieldMeter * (0.12 + 0.13 * Math.random())) + ")"; + ctx.fillStyle = "rgba(110,170,200," + (0.04 + mech.energy * (0.12 + 0.13 * Math.random())) + ")"; ctx.beginPath(); ctx.arc(mech.pos.x, mech.pos.y, fieldRange1, 0, 2 * Math.PI); ctx.fill(); @@ -1510,16 +1502,16 @@ const mech = { effect: () => { mech.fieldRegen *= 2; mech.hold = function () { - if (mech.fieldMeter > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) { + if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) { mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones if (b.isModSporeField) { const len = Math.floor(6 + 3 * Math.random()) - mech.fieldMeter -= len * 0.12; + mech.energy -= len * 0.12; for (let i = 0; i < len; i++) { b.spore(player) } } else { - mech.fieldMeter -= 0.33; + mech.energy -= 0.33; b.drone(1) } @@ -1528,12 +1520,12 @@ const mech = { mech.drawHold(mech.holdingTarget); mech.holding(); mech.throwBlock(); - } else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed + } else if ((keys[32] || game.mouseDownRight && mech.energy > 0.1 && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed mech.drawField(); mech.grabPowerUp(); mech.lookForPickUp(); mech.pushMobsFacing(); - } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released + } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released mech.pickUp(); } 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) @@ -1556,8 +1548,8 @@ const mech = { mech.throwBlock(); } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { const DRAIN = 0.00015 + 0.00027 * player.speed - if (mech.fieldMeter > DRAIN) { - mech.fieldMeter -= DRAIN; + if (mech.energy > DRAIN) { + mech.energy -= DRAIN; mech.isStealth = true //isStealth disables most uses of foundPlayer() player.collisionFilter.mask = cat.map @@ -1565,7 +1557,7 @@ const mech = { ctx.beginPath(); ctx.arc(mech.pos.x, mech.pos.y, mech.fieldRange, 0, 2 * Math.PI); ctx.globalCompositeOperation = "destination-in"; //in or atop - ctx.fillStyle = `rgba(255,255,255,${mech.fieldMeter*0.5})`; + ctx.fillStyle = `rgba(255,255,255,${mech.energy*0.5})`; ctx.fill(); ctx.globalCompositeOperation = "source-over"; ctx.strokeStyle = "#000" @@ -1577,7 +1569,7 @@ const mech = { } else { mech.fieldCDcycle = mech.cycle + 120; } - } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released + } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released mech.pickUp(); } 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) @@ -1605,8 +1597,8 @@ const mech = { // mech.throwBlock(); // } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { // const DRAIN = 0.0005 - // if (mech.fieldMeter > DRAIN) { - // mech.fieldMeter -= DRAIN; + // if (mech.energy > DRAIN) { + // mech.energy -= DRAIN; // //try to hack a mob // for (let i = 0, len = mob.length; i < len; ++i) { @@ -1616,7 +1608,7 @@ const mech = { // Matter.Query.ray(map, mob[i].position, this.pos).length === 0 // ) { // if (mech.hackProgress > 180) { //hack the mob - // mech.fieldMeter = 0; + // mech.energy = 0; // mob[i].hackedTarget = null; // mob[i].seePlayerFreq = Math.round((30 + 30 * Math.random()) * game.lookFreqScale) // mob[i].do = function () { @@ -1645,7 +1637,7 @@ const mech = { // mech.hackProgress = 0 // mech.fieldCDcycle = mech.cycle + 120; // } - // } else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.fieldMeter > 0.05) { //holding, but field button is released + // } else if (mech.holdingTarget && mech.fireCDcycle < mech.cycle && mech.energy > 0.05) { //holding, but field button is released // mech.pickUp(); // mech.hackProgress = 0 // } else { diff --git a/js/powerups.js b/js/powerups.js index 80779af..bc94259 100644 --- a/js/powerups.js +++ b/js/powerups.js @@ -76,7 +76,7 @@ const powerUps = { } } if (target.ammo === Infinity) { - mech.fieldMeter = mech.fieldEnergyMax; + mech.energy = mech.fieldEnergyMax; if (!game.lastLogTime) game.makeTextLog("+energy", 300); } else { let ammo = Math.ceil((target.ammoPack * (1 + 0.1 * Math.random()))); @@ -87,7 +87,7 @@ const powerUps = { } } else { // target = b.guns[Math.floor(Math.random() * b.guns.length)]; //if you don't have any guns just add ammo to a random gun you don't have yet - mech.fieldMeter = mech.fieldEnergyMax; + mech.energy = mech.fieldEnergyMax; if (!game.lastLogTime) game.makeTextLog("+energy", 300); } } diff --git a/js/spawn.js b/js/spawn.js index d2d78d3..50604e2 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -504,8 +504,8 @@ const spawn = { //when player is inside event horizon if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) { - if (mech.fieldMeter > 0.1) { - mech.fieldMeter -= 0.005 + if (mech.energy > 0.1) { + mech.energy -= 0.005 } else { mech.damage(0.0002 * game.dmgScale); } @@ -602,8 +602,8 @@ const spawn = { ctx.fill(); //when player is inside event horizon if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) { - if (mech.fieldMeter > 0.1) { - mech.fieldMeter -= 0.0075 + if (mech.energy > 0.1) { + mech.energy -= 0.0075 } else { mech.damage(0.0003 * game.dmgScale); }