added mine mod and felechette mod

This commit is contained in:
landgreen
2020-02-26 05:58:29 -08:00
parent 86673b5d21
commit e0354c28e3
5 changed files with 140 additions and 59 deletions

View File

@@ -54,6 +54,8 @@ const b = {
modWaveSpeedBody: null,
modFieldEfficiency: null,
isModSporeField: null,
isModFlechetteMultiShot: null,
isModMineAmmoBack: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
@@ -912,7 +914,54 @@ const b = {
b.isModShotgunImmune = false;
}
},
{
name: "fléchettes cartridges",
description: "<strong>fléchettes</strong> release <strong>three</strong> needles in each shot<br><strong>ammo</strong> cost are increases by <strong>3x</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("fléchettes")
},
requires: "fléchettes",
effect() {
b.isModFlechetteMultiShot = true;
//cut current ammo by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
}
//cut ammo packs by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
}
game.updateGunHUD();
},
remove() {
b.isModFlechetteMultiShot = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
game.updateGunHUD();
}
},
{
name: "mine reclamation",
description: "<strong>ammo</strong> from undetonated <strong>mines</strong> is returned<br><em>at the end of a level or after 2000 second</em>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("mine")
},
requires: "mine",
effect() {
b.isModMineAmmoBack = true;
},
remove() {
b.isModMineAmmoBack = false;
}
},
{
name: "perfect diamagnetism",
description: "when <strong>blocking</strong> with the basic <strong>field emitter</strong><br>gain <strong class='color-f'>energy</strong> instead losing it",
@@ -947,20 +996,6 @@ const b = {
b.isModSporeField = false;
}
},
// {
// name: "super mines",
// description: "mines fire super balls when triggered",
// maxCount: 1,
// count: 0,
// allowed() {
// return b.haveGunCheck("mines")
// },
// requires: "",
// effect() {
// }
// },
],
removeMod(index) {
b.mods[index].remove();
@@ -1267,7 +1302,7 @@ const b = {
}
}
},
mine(where, velocity, angle = 0) {
mine(where, velocity, angle = 0, isAmmoBack = false) {
const bIndex = bullet.length;
bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45 * b.modBulletSize, 16 * b.modBulletSize, {
angle: angle,
@@ -1277,6 +1312,7 @@ const b = {
restitution: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
bulletType: "mine",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet
@@ -1357,12 +1393,23 @@ const b = {
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
this.endCycle = 0 //end life if mob is near and visible
isAmmoBack = false;
}
}
}
}
},
onEnd() {
if (isAmmoBack) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "mine") {
b.guns[i].ammo++
game.updateGunHUD();
break;
}
}
return
}
if (this.isArmed) {
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
@@ -1882,7 +1929,8 @@ const b = {
name: "fléchettes", //3
description: "fire a volley of <strong>precise</strong> high velocity needles",
ammo: 0,
ammoPack: 22,
ammoPack: 24,
defaultAmmoPack: 24,
have: false,
isStarterGun: true,
count: 0, //used to track how many shots are in a volley before a big CD
@@ -1900,19 +1948,26 @@ const b = {
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.modFireRate); // cool down
}
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(mech.angle));
bullet[me].endCycle = game.cycle + 180;
bullet[me].dmg = 1.15;
bullet[me].do = function () {
if (this.speed < 10) this.force.y += this.mass * 0.0003; //no gravity until it slows don to improve aiming
};
const SPEED = 50
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(mech.angle),
y: mech.Vy / 2 + SPEED * Math.sin(mech.angle)
});
World.add(engine.world, bullet[me]); //add bullet to world
function makeFlechette(angle = mech.angle) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(angle));
bullet[me].endCycle = game.cycle + 180;
bullet[me].dmg = 1.15;
bullet[me].do = function () {
if (this.speed < 10) this.force.y += this.mass * 0.0003; //no gravity until it slows don to improve aiming
};
const SPEED = 50
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(angle),
y: mech.Vy / 2 + SPEED * Math.sin(angle)
});
World.add(engine.world, bullet[me]); //add bullet to world
}
makeFlechette()
if (b.isModFlechetteMultiShot) {
makeFlechette(mech.angle + 0.01 + 0.01 * Math.random())
makeFlechette(mech.angle - 0.01 - 0.01 * Math.random())
}
}
},
{
@@ -2286,7 +2341,7 @@ const b = {
}, {
x: speed * Math.cos(mech.angle),
y: speed * Math.sin(mech.angle)
})
}, 0, b.isModMineAmmoBack)
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 70 : 45) * b.modFireRate); // cool down
}
},