testing player body dmg

This commit is contained in:
landgreen
2019-11-19 05:11:27 -08:00
parent 7f234bc43b
commit d0ec9de708
2 changed files with 41 additions and 10 deletions

View File

@@ -140,6 +140,8 @@
<a href="https://github.com/landgreen/n-gon">Github</a> hosts the source code for n-gon.<br> It's written in JavaScript, CSS, and HTML.
<br>
<br>
N-gon is also on <a href="https://lilgreenland.itch.io/n-gon">itch.io</a>.
<br>
</div>
</details>
</div>

View File

@@ -76,22 +76,52 @@ function playerHeadCheck(event) {
function mobCollisionChecks(event) {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
//body + player collision
if (pairs[i].bodyA === playerBody || pairs[i].bodyA === playerHead) {
collidePlayer(pairs[i].bodyB)
} else if (pairs[i].bodyB === playerBody || pairs[i].bodyB === playerHead) {
collidePlayer(pairs[i].bodyA)
}
function collidePlayer(obj, speedThreshold = 12) {
if (obj.classType === "body" && obj.speed > speedThreshold && obj.mass > 2) {
const v = Matter.Vector.magnitude(Matter.Vector.sub(player.velocity, obj.velocity));
if (v > speedThreshold && mech.damageImmune < mech.cycle) {
mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
let dmg = Math.sqrt(v * obj.mass) * 0.01;
console.log(`mass = ${obj.mass} \n`, `dmg = ${dmg}\n`, `v = ${v}\n`)
// console.log(v, dmg)
mech.damage(dmg);
game.drawList.push({
//add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 40,
color: game.playerDmgColor,
time: game.drawTime
});
return;
}
}
}
//mob + (player,bullet,body) collisions
for (let k = 0; k < mob.length; k++) {
if (mob[k].alive && mech.alive) {
if (pairs[i].bodyA === mob[k]) {
collide(pairs[i].bodyB);
collideMob(pairs[i].bodyB);
break;
} else if (pairs[i].bodyB === mob[k]) {
collide(pairs[i].bodyA);
collideMob(pairs[i].bodyA);
break;
}
function collide(obj) {
//player and mob collision
function collideMob(obj) {
//player + mob collision
if (obj === playerBody || obj === playerHead) {
if (mech.damageImmune < mech.cycle) {
//player is immune to mob collision damage for 30 cycles
mech.damageImmune = mech.cycle + 30;
mech.damageImmune = mech.cycle + 30; //player is immune to collision damage for 30 cycles
mob[k].foundPlayer();
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);
@@ -118,8 +148,7 @@ function mobCollisionChecks(event) {
}
}
//extra kick between player and mob
//this section would be better with forces but they don't work...
//extra kick between player and mob //this section would be better with forces but they don't work...
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
Matter.Body.setVelocity(player, {
x: player.velocity.x + 8 * Math.cos(angle),
@@ -131,7 +160,7 @@ function mobCollisionChecks(event) {
});
return;
}
//bullet mob collisions
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
mob[k].foundPlayer();
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
@@ -148,7 +177,7 @@ function mobCollisionChecks(event) {
});
return;
}
//mob and body collisions
//mob + body collisions
if (obj.classType === "body" && obj.speed > 5) {
const v = Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity));
if (v > 8) {