grappling hook 2nd update

grappling hook
  added coupling effect - 4% extra ammo per coupling
  doesn't destroy blocks, instead the player grabs blocks
  doesn't automatically retract after hitting power ups
  improved momentum conservation on yank and catching blocks, power ups
  removed accidental 55% defense for grapple field
  tech  (no images yet)
    autonomous defense - fire harpoons at nearby mobs
    rupture - explosion on impact with map, block, mob

negative mass field has horizontal block motion by default
fixed tech sorting by "allowed tech" in experiment mode
This commit is contained in:
landgreen
2023-11-25 15:26:09 -08:00
parent e9d226259e
commit ce74f420e3
8 changed files with 345 additions and 167 deletions

View File

@@ -1484,54 +1484,17 @@ const b = {
index: 3,
isInternal: false
}, {
x: 34,
y: 5,
x: 37,
y: 3,
index: 4,
isInternal: false
}],
// [{
// x: -10,
// y: 2,
// index: 0,
// isInternal: false
// }, {
// x: -10,
// y: -2,
// index: 1,
// isInternal: false
// }, {
// x: 35,
// y: -3,
// index: 2,
// isInternal: false
// }, {
// x: 37,
// y: -2,
// index: 3,
// isInternal: false
// }, {
// x: 40,
// y: 0,
// index: 4,
// isInternal: false
// }, {
// x: 37,
// y: 2,
// index: 5,
// isInternal: false
// }, {
// x: 35,
// y: 3,
// index: 6,
// isInternal: false
// }],
{
angle: angle,
friction: 1,
frictionAir: 0.4,
thrustMag: 0.13,
dmg: 6, //damage done in addition to the damage from momentum
dmg: 8, //damage done in addition to the damage from momentum
classType: "bullet",
endCycle: simulation.cycle + 70,
isSlowPull: false,
@@ -1543,6 +1506,70 @@ const b = {
// lookFrequency: Math.floor(7 + Math.random() * 3),
density: 0.004, //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
drain: 0.001,
draw() {
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
const sub = Vector.sub(where, this.vertices[0])
const controlPoint = Vector.add(where, Vector.mult(sub, -0.5))
//draw rope
ctx.beginPath();
ctx.moveTo(where.x, where.y);
ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
// if (tech.isHookWire) {
// //draw wire
// const hitMob = Matter.Query.ray(mob, this.position, m.pos, 10)
// if (hitMob.length && m.immuneCycle < m.cycle) {
// for (let i = 0; i < hitMob.length; i++) {
// console.log(hitMob[i].bodyA)
// // simulation.drawList.push({ //add dmg to draw queue
// // x: path[path.length - 1].x,
// // y: path[path.length - 1].y,
// // radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
// // color: tech.laserColorAlpha,
// // time: simulation.drawTime
// // });
// hitMob[i].bodyA.damage(0.001)
// }
// }
// //draw glow around wire
// ctx.strokeStyle = "rgba(0,255,255,0.2)" // "#0ce"
// ctx.lineWidth = 20
// ctx.stroke();
// }
ctx.strokeStyle = "rgba(0,255,255,0.2)" // "#0ce"
ctx.lineWidth = 10
ctx.stroke();
ctx.strokeStyle = "#000" // "#0ce"
ctx.lineWidth = 0.5
ctx.stroke();
//draw harpoon spikes
// ctx.beginPath();
// ctx.lineTo(this.vertices[3].x, this.vertices[3].y);
// // const spike1 = Vector.add(this.vertices[1], Vector.mult(Vector.sub(this.vertices[1], this.vertices[2]), 3))
// // ctx.lineTo(spike1.x, spike1.y);
// const controlPoint2 = Vector.add(this.vertices[3], Vector.mult(Vector.sub(this.vertices[3], this.vertices[2]), 20))
// ctx.quadraticCurveTo(controlPoint2.x, controlPoint2.y, this.vertices[2].x, this.vertices[2].y)
// ctx.fillStyle = '#000'
// ctx.fill();
ctx.beginPath();
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
const spikeLength = 2
// const spike1 = Vector.add(this.vertices[1], Vector.mult(Vector.sub(this.vertices[1], this.vertices[2]), spikeLength))
// ctx.moveTo(this.vertices[2].x, this.vertices[2].y);
// ctx.lineTo(spike1.x, spike1.y);
// ctx.lineTo(this.vertices[3].x, this.vertices[3].y);
const spike2 = Vector.add(this.vertices[3], Vector.mult(Vector.sub(this.vertices[3], this.vertices[2]), spikeLength))
ctx.moveTo(this.vertices[2].x, this.vertices[2].y);
ctx.lineTo(spike2.x, spike2.y);
ctx.lineTo(this.vertices[1].x, this.vertices[1].y);
ctx.fillStyle = '#000'
ctx.fill();
},
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
@@ -1565,7 +1592,9 @@ const b = {
// // this.endCycle = 0;
// }
if (m.fieldCDcycle < m.cycle + 40) m.fieldCDcycle = m.cycle + 40 //extra long cooldown on hitting mobs
if (tech.isHookExplosion) b.explosion(this.position, 250 + 150 * Math.random()); //makes bullet do explosive damage at end
this.retract()
},
caughtPowerUp: null,
dropCaughtPowerUp() {
@@ -1594,35 +1623,6 @@ const b = {
this.dropCaughtPowerUp()
}
},
draw() {
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const sub = Vector.sub(where, this.vertices[0])
const controlPoint = Vector.add(where, Vector.mult(sub, -0.5))
ctx.strokeStyle = "#000" // "#0ce"
ctx.lineWidth = 0.5
ctx.beginPath();
ctx.moveTo(where.x, where.y);
ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
ctx.stroke();
//draw harpoon spikes
const spikeLength = 2
ctx.beginPath();
const spike1 = Vector.add(this.vertices[1], Vector.mult(Vector.sub(this.vertices[1], this.vertices[2]), spikeLength))
ctx.moveTo(this.vertices[2].x, this.vertices[2].y);
ctx.lineTo(spike1.x, spike1.y);
ctx.lineTo(this.vertices[3].x, this.vertices[3].y);
const spike2 = Vector.add(this.vertices[3], Vector.mult(Vector.sub(this.vertices[3], this.vertices[2]), spikeLength))
ctx.moveTo(this.vertices[2].x, this.vertices[2].y);
ctx.lineTo(spike2.x, spike2.y);
ctx.lineTo(this.vertices[1].x, this.vertices[1].y);
ctx.fillStyle = '#000'
ctx.fill();
},
retract() {
this.do = this.returnToPlayer
this.endCycle = simulation.cycle + 60
@@ -1630,7 +1630,8 @@ const b = {
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
this.collisionFilter.mask = 0//cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
//recoil on pulling grapple back
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
const mag = this.pickUpTarget ? Math.max(this.pickUpTarget.mass, 0.5) : 0.5
const momentum = Vector.mult(Vector.sub(this.position, m.pos), mag * (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
},
@@ -1642,7 +1643,20 @@ const b = {
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
if (this.pickUpTarget) {
m.holdingTarget = this.pickUpTarget
// give block to player after it returns
m.isHolding = true;
//conserve momentum when player mass changes
totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(Vector.normalise(this.velocity), 15 * Math.min(20, this.pickUpTarget.mass)))
Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + this.pickUpTarget.mass)));
m.definePlayerMass(m.defaultMass + this.pickUpTarget.mass * m.holdingMassScale)
//make block collide with nothing
m.holdingTarget.collisionFilter.category = 0;
m.holdingTarget.collisionFilter.mask = 0;
this.pickUpTarget = null
}
} else {
if (m.energy > this.drain) m.energy -= this.drain
const sub = Vector.sub(this.position, m.pos)
@@ -1651,10 +1665,11 @@ const b = {
this.force.x -= returnForce.x
this.force.y -= returnForce.y
this.grabPowerUp()
this.grabBlocks()
}
this.draw();
},
destroyBlocks() {
destroyBlocks() {//not used?
const blocks = Matter.Query.collides(this, body)
if (blocks.length && !blocks[0].bodyA.isNotHoldable) {
if (blocks[0].bodyA.mass > 2.5) this.retract()
@@ -1679,6 +1694,32 @@ const b = {
})
}
},
pickUpTarget: null,
grabBlocks() {
if (this.pickUpTarget) {
//position block on hook
Matter.Body.setPosition(this.pickUpTarget, Vector.add(this.vertices[2], this.velocity))
Matter.Body.setVelocity(this.pickUpTarget, { x: 0, y: 0 })
} else if (!input.down) {
const blocks = Matter.Query.collides(this, body)
if (blocks.length) {
// console.log(blocks)
for (let i = 0; i < blocks.length; i++) {
if (blocks[i].bodyA.classType === "body" && !blocks[i].bodyA.isNotHoldable && !blocks[0].bodyA.mass < 60) {
this.retract()
this.pickUpTarget = blocks[i].bodyA
if (tech.isHookExplosion) b.explosion(this.position, 250 + 150 * Math.random()); //makes bullet do explosive damage at end
} else if (blocks[i].bodyB.classType === "body" && !blocks[i].bodyB.isNotHoldable && !blocks[0].bodyB.mass < 60) {
this.retract()
this.pickUpTarget = blocks[i].bodyB
if (tech.isHookExplosion) b.explosion(this.position, 250 + 150 * Math.random()); //makes bullet do explosive damage at end
}
}
// if (blocks[0].bodyA.mass > 2.5 && blocks[0].bodyA.mass > 15) {
}
}
},
grabPowerUp() { //grab power ups near the tip of the harpoon
if (this.caughtPowerUp) {
Matter.Body.setPosition(this.caughtPowerUp, Vector.add(this.vertices[2], this.velocity))
@@ -1695,7 +1736,7 @@ const b = {
powerUp[i].collisionFilter.mask = 0
this.thrustMag *= 0.6
this.endCycle += 0.5 //it pulls back slower, so this prevents it from ending early
this.retract()
// this.retract()
break //just pull 1 power up if possible
}
}
@@ -1706,7 +1747,8 @@ const b = {
do() {
if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
if (input.field) { //&& !Matter.Query.collides(this, body).length
this.destroyBlocks()
// this.destroyBlocks()
this.grabBlocks()
this.grabPowerUp()
// if (this.endCycle < simulation.cycle + 1) { //if at end of lifespan, but player is holding down field, force retraction
// this.endCycle = simulation.cycle + 30
@@ -1736,6 +1778,7 @@ const b = {
if (input.field && Matter.Query.collides(this, map).length) {
Matter.Body.setPosition(this, Vector.add(this.position, { x: -20 * Math.cos(this.angle), y: -20 * Math.sin(this.angle) }))
if (Matter.Query.collides(this, map).length) {
if (tech.isHookExplosion) b.explosion(this.position, 150 + 50 * Math.random()); //makes bullet do explosive damage at end
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Sleeping.set(this, true)
this.endCycle = simulation.cycle + 5