more holding bug fixes, new mod cardnality, difficulty scaling bug fixes

This commit is contained in:
landgreen
2020-01-01 08:24:14 -08:00
parent 5a012508b0
commit cbdd7f006f
8 changed files with 199 additions and 202 deletions

View File

@@ -410,7 +410,7 @@ const mech = {
}
},
health: 0,
maxHealth: 1,
maxHealth: null, //set in game.reset()
drawHealth() {
if (mech.health < 1) {
ctx.fillStyle = "rgba(100, 100, 100, 0.5)";
@@ -689,13 +689,15 @@ const mech = {
return false;
},
drop() {
if (mech.isHolding && mech.holdingTarget) {
if (mech.isHolding) {
mech.isHolding = false;
mech.definePlayerMass()
mech.holdingTarget.collisionFilter.category = cat.body;
mech.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
mech.holdingTarget = null;
mech.throwCharge = 0;
if (mech.holdingTarget) {
mech.definePlayerMass()
mech.holdingTarget.collisionFilter.category = cat.body;
mech.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
mech.holdingTarget = null;
}
}
},
definePlayerMass(mass = mech.defaultMass) {
@@ -746,71 +748,77 @@ const mech = {
});
Matter.Body.setVelocity(mech.holdingTarget, player.velocity);
Matter.Body.rotate(mech.holdingTarget, 0.01 / mech.holdingTarget.mass); //gently spin the block
} else {
mech.isHolding = false
}
},
throwBlock() {
if (mech.holdingTarget && (keys[32] || game.mouseDownRight)) {
if (mech.fieldMeter > 0.0007) {
mech.fieldMeter -= 0.0007;
mech.throwCharge += mech.throwChargeRate;;
//draw charge
const x = mech.pos.x + 15 * Math.cos(mech.angle);
const y = mech.pos.y + 15 * Math.sin(mech.angle);
const len = mech.holdingTarget.vertices.length - 1;
const edge = mech.throwCharge * mech.throwCharge * 0.02;
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
grd.addColorStop(0, "rgba(255,50,150,0.3)");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(mech.holdingTarget.vertices[len].x, mech.holdingTarget.vertices[len].y);
ctx.lineTo(mech.holdingTarget.vertices[0].x, mech.holdingTarget.vertices[0].y);
ctx.fill();
for (let i = 0; i < len; i++) {
if (mech.holdingTarget) {
if (keys[32] || game.mouseDownRight) {
if (mech.fieldMeter > 0.0007) {
mech.fieldMeter -= 0.0007;
mech.throwCharge += mech.throwChargeRate;;
//draw charge
const x = mech.pos.x + 15 * Math.cos(mech.angle);
const y = mech.pos.y + 15 * Math.sin(mech.angle);
const len = mech.holdingTarget.vertices.length - 1;
const edge = mech.throwCharge * mech.throwCharge * 0.02;
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
grd.addColorStop(0, "rgba(255,50,150,0.3)");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(mech.holdingTarget.vertices[i].x, mech.holdingTarget.vertices[i].y);
ctx.lineTo(mech.holdingTarget.vertices[i + 1].x, mech.holdingTarget.vertices[i + 1].y);
ctx.lineTo(mech.holdingTarget.vertices[len].x, mech.holdingTarget.vertices[len].y);
ctx.lineTo(mech.holdingTarget.vertices[0].x, mech.holdingTarget.vertices[0].y);
ctx.fill();
}
} else {
mech.drop()
}
} else if (mech.throwCharge > 0) {
//throw the body
mech.fieldCDcycle = mech.cycle + 15;
mech.isHolding = false;
//bullet-like collisions
mech.holdingTarget.collisionFilter.category = cat.body;
mech.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
//check every second to see if player is away from thrown body, and make solid
const solid = function (that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (dx * dx + dy * dy > 10000 && that.speed < 3 && that !== mech.holdingTarget) {
that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
for (let i = 0; i < len; i++) {
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(mech.holdingTarget.vertices[i].x, mech.holdingTarget.vertices[i].y);
ctx.lineTo(mech.holdingTarget.vertices[i + 1].x, mech.holdingTarget.vertices[i + 1].y);
ctx.fill();
}
} else {
setTimeout(solid, 50, that);
mech.drop()
}
};
setTimeout(solid, 200, mech.holdingTarget);
//throw speed scales a bit with mass
const speed = Math.min(85, Math.min(54 / mech.holdingTarget.mass + 5, 48) * Math.min(mech.throwCharge, mech.throwChargeMax) / 50);
} else if (mech.throwCharge > 0) {
//throw the body
mech.fieldCDcycle = mech.cycle + 15;
mech.isHolding = false;
//bullet-like collisions
mech.holdingTarget.collisionFilter.category = cat.body;
mech.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
//check every second to see if player is away from thrown body, and make solid
const solid = function (that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (dx * dx + dy * dy > 10000 && that.speed < 3 && that !== mech.holdingTarget) {
that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
} else {
setTimeout(solid, 50, that);
}
};
setTimeout(solid, 200, mech.holdingTarget);
//throw speed scales a bit with mass
const speed = Math.min(85, Math.min(54 / mech.holdingTarget.mass + 5, 48) * Math.min(mech.throwCharge, mech.throwChargeMax) / 50);
mech.throwCharge = 0;
Matter.Body.setVelocity(mech.holdingTarget, {
x: player.velocity.x + Math.cos(mech.angle) * speed,
y: player.velocity.y + Math.sin(mech.angle) * speed
});
//player recoil //stronger in x-dir to prevent jump hacking
mech.throwCharge = 0;
Matter.Body.setVelocity(mech.holdingTarget, {
x: player.velocity.x + Math.cos(mech.angle) * speed,
y: player.velocity.y + Math.sin(mech.angle) * speed
});
//player recoil //stronger in x-dir to prevent jump hacking
Matter.Body.setVelocity(player, {
x: player.velocity.x - Math.cos(mech.angle) * speed / (mech.crouch ? 30 : 5) * Math.sqrt(mech.holdingTarget.mass),
y: player.velocity.y - Math.sin(mech.angle) * speed / 40 * Math.sqrt(mech.holdingTarget.mass)
});
mech.definePlayerMass() //return to normal player mass
Matter.Body.setVelocity(player, {
x: player.velocity.x - Math.cos(mech.angle) * speed / (mech.crouch ? 30 : 5) * Math.sqrt(mech.holdingTarget.mass),
y: player.velocity.y - Math.sin(mech.angle) * speed / 40 * Math.sqrt(mech.holdingTarget.mass)
});
mech.definePlayerMass() //return to normal player mass
}
} else {
mech.isHolding = false
}
},
drawField() {