level clean ups rooftops, office

This commit is contained in:
landgreen
2020-02-24 05:31:37 -08:00
parent 9dc3bc43df
commit c6c447ec47
8 changed files with 133 additions and 110 deletions

View File

@@ -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 <strong class='color-f'>energy</strong> to emit <strong class='color-d'>damaging</strong> plasma<br><em>effective at close range</em>",
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 <strong>shields</strong> are permanently active<br><strong class='color-f'>energy</strong> 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 {