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

@@ -466,7 +466,7 @@ const b = {
},
{
name: "Pauli exclusion",
description: `unable to <strong>collide</strong> with enemies for <strong>+2</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
description: `unable to <strong>collide</strong> with enemies for <strong>+1</strong> second<br>activates after being <strong>harmed</strong> 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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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 + ')';

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 {

View File

@@ -76,7 +76,7 @@ const powerUps = {
}
}
if (target.ammo === Infinity) {
mech.fieldMeter = mech.fieldEnergyMax;
mech.energy = mech.fieldEnergyMax;
if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 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("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
}
}

View File

@@ -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);
}