ferro frag done (for now)

This commit is contained in:
landgreen
2019-11-15 05:19:38 -08:00
parent 389f2770a2
commit d9def3fb07
4 changed files with 37 additions and 101 deletions

View File

@@ -65,7 +65,7 @@ const b = {
}
},
{
name: "corrosion resistant topology",
name: "Lorentzian topology",
description: "your <strong class='color-b'>bullets</strong> last 40% longer",
have: false,
effect: () => {
@@ -99,6 +99,14 @@ const b = {
b.makeDroneOnDamage = true; //makes dangerous situations more survivable
}
},
{
name: "zoospore vector",
description: "when an enemy <span style='color: #888;'>dies</span> it has a 20% chance to release <strong class='color-s'>spores</strong>",
have: false,
effect: () => {
b.modSpores = 0.20; //good late game maybe?
}
},
{
name: "field siphon",
description: "regenerate <span class='color-f'>field energy</span> proportional to your <span class='color-d'>damage</span> done",
@@ -125,14 +133,6 @@ const b = {
b.modIsImmortal = true;
}
},
{
name: "zoospore vector",
description: "when an enemy <span style='color: #888;'>dies</span> it has a 20% chance to release <strong class='color-s'>spores</strong>",
have: false,
effect: () => {
b.modSpores = 0.20; //good late game maybe?
}
},
// () => {
// b.mod = 8;
// game.makeTextLog("<strong style='font-size:30px;'>Relativistic Velocity</strong><br> <span class='faded'>(left click)</span><p>Your bullets are effected extra by your own velocity</p>", 1200);
@@ -456,6 +456,7 @@ const b = {
// ammoPack: 350,
ammoPack: Infinity,
have: false,
isStarterGun: true,
fire() {
// mech.fireCDcycle = mech.cycle + 1
//laser drains energy as well as bullets
@@ -615,6 +616,7 @@ const b = {
ammo: 0,
ammoPack: 5,
have: false,
isStarterGun: true,
fire() {
b.muzzleFlash(45);
// mobs.alert(800);
@@ -639,6 +641,7 @@ const b = {
ammo: 0,
ammoPack: 105,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
b.muzzleFlash(15);
@@ -659,6 +662,7 @@ const b = {
ammo: 0,
ammoPack: 85,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
const DIR = mech.angle
@@ -712,6 +716,7 @@ const b = {
ammo: 0,
ammoPack: 11,
have: false,
isStarterGun: true,
fire() {
b.muzzleFlash(20);
// mobs.alert(450);
@@ -740,6 +745,7 @@ const b = {
ammo: 0,
ammoPack: 8,
have: false,
isStarterGun: true,
fire() {
b.muzzleFlash(35);
// mobs.alert(650);
@@ -768,6 +774,7 @@ const b = {
ammo: 0,
ammoPack: 16,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
const dir = mech.angle;
@@ -792,6 +799,7 @@ const b = {
ammo: 0,
ammoPack: 8,
have: false,
isStarterGun: false,
fireCycle: 0,
ammoLoaded: 0,
fire() {
@@ -891,93 +899,13 @@ const b = {
}
}
},
// {
// name: "seekers",
// description: "fire a needle that curves towards it's target",
// ammo: 0,
// ammoPack: 80,
// have: false,
// fireCycle: 0,
// ammoLoaded: 0,
// fire() {
// let dir = mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2);
// const me = bullet.length;
// bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 31 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(dir));
// b.fireProps(mech.crouch ? 50 : 30, (mech.crouch ? 15 : 10), dir, me); //cd , speed
// b.drawOneBullet(bullet[me].vertices);
// // Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
// bullet[me].endCycle = game.cycle + Math.floor((265 + Math.random() * 20) * b.modBulletsLastLonger);
// bullet[me].lookFrequency = Math.floor(8 + Math.random() * 7);
// bullet[me].lockedOn = null;
// bullet[me].do = function () {
// if (!mech.isBodiesAsleep) {
// this.force.y += this.mass * 0.0002;
// if (!(mech.cycle % this.lookFrequency)) {
// this.closestTarget = null;
// this.lockedOn = null;
// let closeDist = Infinity;
// //look for targets
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
// mob[i].alive &&
// mob[i].dropPowerUp &&
// Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
// ) {
// const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mob[i].position));
// // const futurePosition = Matter.Vector.add(this.position, Matter.Vector.mult(this.velocity, 10))
// // const dist = Matter.Vector.magnitude(Matter.Vector.sub(futurePosition, mob[i].position));
// if (dist < closeDist) {
// this.closestTarget = mob[i].position;
// closeDist = dist;
// this.lockedOn = mob[i];
// }
// }
// }
// }
// //rotate missile towards the target
// if (this.closestTarget) {
// // const face = {
// // x: Math.cos(this.angle),
// // y: Math.sin(this.angle)
// // };
// // Matter.Body.rotate(this, -0.08);
// // if (Matter.Vector.dot(target, face) > -0.98) {
// // if (Matter.Vector.cross(target, face) > 0) {
// // Matter.Body.rotate(this, 0.08);
// // } else {
// // Matter.Body.rotate(this, -0.08);
// // }
// // }
// //rotate the velocity to the new position
// // Matter.Body.setVelocity(this, {
// // x: this.velocity.x * Math.cos(this.angle) - this.velocity.y * Math.sin(this.angle),
// // y: this.velocity.x * Math.sin(this.angle) + this.velocity.y * Math.cos(this.angle)
// // });
// // const target = Matter.Vector.normalise(Matter.Vector.sub(this.position, this.closestTarget));
// const oldAngle = this.angle
// Matter.Body.setAngle(this, Matter.Vector.angle(this.position, this.closestTarget))
// Matter.Body.setVelocity(this, Matter.Vector.rotate(this.velocity, this.angle - oldAngle));
// }
// //acceleration is proportional to speed
// // const thrust = 0.00001;
// // this.force.x += Math.cos(dir) * thrust * this.speed;
// // this.force.y += Math.sin(dir) * thrust * this.speed;
// }
// }
// }
// },
{
name: "flak",
description: "fire a cluster of short range projectiles<br><span class='color-e'>explode</span> on contact or after half a second",
ammo: 0,
ammoPack: 20,
have: false,
isStarterGun: true,
fire() {
b.muzzleFlash(30);
const totalBullets = 5
@@ -1021,6 +949,7 @@ const b = {
ammo: 0,
ammoPack: 9,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
@@ -1049,6 +978,7 @@ const b = {
ammo: 0,
ammoPack: 4,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
@@ -1159,22 +1089,21 @@ const b = {
ammo: 0,
ammoPack: 8,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, b.fireAttributes(dir, false));
b.fireProps(35, mech.crouch ? 34 : 20, dir, me); //cd , speed
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 34 : 22, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
bullet[me].endCycle = game.cycle + Math.floor(60 * b.modBulletsLastLonger);
// bullet[me].restitution = 0.3;
bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
// bullet[me].friction = 1;
// bullet[me].restitution = 0.5;
bullet[me].onEnd = () => {}
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
this.force.y += this.mass * 0.0018; //extra gravity for grenades
if (game.cycle > this.endCycle - 1) {
if (!mech.isBodiesAsleep) {
@@ -1228,6 +1157,7 @@ const b = {
ammo: 0,
ammoPack: 5,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
@@ -1331,6 +1261,7 @@ const b = {
ammo: 0,
ammoPack: 20,
have: false,
isStarterGun: true,
fire() {
const THRUST = 0.0015
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
@@ -1426,6 +1357,7 @@ const b = {
ammo: 0,
ammoPack: 20,
have: false,
isStarterGun: true,
fire() {
const THRUST = 0.004
const dir = mech.angle + 0.2 * (Math.random() - 0.5);

View File

@@ -14,9 +14,9 @@ const level = {
if (game.levelsCleared === 0) {
// game.levelsCleared = 16; //for testing to simulate possible mobs spawns
// b.giveGuns("all", 1000)
b.giveGuns(11) // set a starting gun for testing
// b.giveGuns(11) // set a starting gun for testing
// mech.fieldUpgrades[6].effect(); //give a field power up for testing
b.giveMod(6)
// b.giveMod(6)
this.intro(); //starting level
// this.testingMap();

View File

@@ -1385,7 +1385,7 @@ const mech = {
name: "nano-scale manufacturing",
description: "excess field <span class='color-f'>energy</span> used to build <strong class='color-b'>drones</strong><br> increased <span class='color-f'>energy</span> regeneration",
effect: () => {
let gunIndex = Math.random() < 0.5 ? 13 : 12
let gunIndex = Math.random() < 0.5 ? 13 : 14
mech.fieldMode = 5;
mech.fieldText();
mech.setHoldDefaults();

View File

@@ -107,9 +107,13 @@ const powerUps = {
effect() {
//find what guns I don't have
let options = [];
if (b.activeGun === null) { //choose the first gun to be one that is good for the early game
options = [0, 1, 2, 3, 4, 5, 6, 8, 9, 12]
if (b.activeGun === null) {
//choose the first gun to be one that is good for the early game
for (let i = 0; i < b.guns.length; ++i) {
if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
}
} else {
//choose a gun you don't have
for (let i = 0; i < b.guns.length; ++i) {
if (!b.guns[i].have) options.push(i);
}