mod bot upgrades

This commit is contained in:
landgreen
2020-07-22 08:50:40 -07:00
parent 0b3d9a946c
commit e30f63ad94
10 changed files with 510 additions and 452 deletions

View File

@@ -966,11 +966,20 @@ const b = {
};
bullet[me].do = function () {};
},
// **************************************************************************************************
// **************************************************************************************************
// ******************************** Bots *********************************************
// **************************************************************************************************
// **************************************************************************************************
respawnBots() {
for (let i = 0; i < mod.laserBotCount; i++) b.laserBot()
for (let i = 0; i < mod.nailBotCount; i++) b.nailBot()
for (let i = 0; i < mod.foamBotCount; i++) b.foamBot()
for (let i = 0; i < mod.boomBotCount; i++) b.boomBot()
for (let i = 0; i < mod.plasmaBotCount; i++) b.plasmaBot()
},
randomBot(where = mech.pos, isKeep = true) {
if (Math.random() < 0.05) { //very low chance of plasma bot
b.plasmaBot(where)
if (isKeep) mod.plasmaBotCount++;
} else if (Math.random() < 0.25) {
if (Math.random() < 0.25) {
b.nailBot(where)
if (isKeep) mod.nailBotCount++;
} else if (Math.random() < 0.33) {
@@ -984,11 +993,12 @@ const b = {
if (isKeep) mod.boomBotCount++;
}
},
nailBot(position = mech.pos) {
nailBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (12 + 4 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
@@ -997,7 +1007,8 @@ const b = {
restitution: 0.6 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 56 + Math.floor(17 * Math.random()),
// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
lastLookCycle: game.cycle + 60 * Math.random(),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 70 * (1 + 0.3 * Math.random()),
endCycle: Infinity,
@@ -1012,7 +1023,8 @@ const b = {
},
onEnd() {},
do() {
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
if (this.lastLookCycle < game.cycle) {
this.lastLookCycle = game.cycle + 65 - this.isUpgraded * 30
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
@@ -1026,25 +1038,22 @@ const b = {
}
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
// this.frictionAir = 0.1
} else { //close to player
// this.frictionAir = 0
//add player's velocity
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17)));
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
foamBot(position = mech.pos) {
foamBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (10 + 5 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 6, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
@@ -1080,12 +1089,11 @@ const b = {
const radius = 6 + 7 * Math.random()
const SPEED = 29 - radius * 0.5; //(mech.crouch ? 32 : 20) - radius * 0.7;
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
b.foam(this.position, velocity, radius)
b.foam(this.position, velocity, radius + 8 * this.isUpgraded)
break;
}
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
@@ -1096,279 +1104,12 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
plasmaBot(position = mech.pos) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = 21
bullet[me] = Bodies.polygon(position.x, position.y, 5, RADIUS, {
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 25,
cd: 0,
acceleration: 0.009,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 150) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
}
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find closest
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = mod.isPlasmaRange * 1000;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
//fire plasma at target
if (this.lockedOn && this.lockedOn.alive && mech.fieldCDcycle < mech.cycle) {
const sub = Vector.sub(this.lockedOn.position, this.position)
const DIST = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
const DRAIN = 0.0022
if (DIST < mod.isPlasmaRange * 550 && mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
}
//calculate laser collision
let best;
let range = mod.isPlasmaRange * (140 + 300 * Math.sqrt(Math.random()))
const path = [{
x: this.position.x,
y: this.position.y
},
{
x: this.position.x + range * unit.x,
y: this.position.y + range * unit.y
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
if (best.who.alive) {
const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { //friction
x: best.who.velocity.x * 0.7,
y: best.who.velocity.y * 0.7
});
//draw mob damage circle
game.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(dmg) * 50,
color: "rgba(255,0,255,0.2)",
time: game.drawTime * 4
});
} else if (!best.who.isStatic) {
//push blocks away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
Matter.Body.applyForce(best.who, path[1], force)
}
}
//draw blowtorch laser beam
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2
ctx.stroke();
//draw electricity
let x = this.position.x + 20 * unit.x;
let y = this.position.y + 20 * unit.y;
ctx.beginPath();
ctx.moveTo(x, y);
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 5
for (let i = 0; i < 4; i++) {
x += step * (unit.x + 1.5 * (Math.random() - 0.5))
y += step * (unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
boomBot(position = mech.pos) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (7 + 2 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0,
minDmgSpeed: 0,
lookFrequency: 35 + Math.floor(7 * Math.random()),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 500 * (1 + 0.1 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
explode: 0,
onDmg() {
if (this.lockedOn) {
const explosionRadius = Math.min(170, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
if (explosionRadius > 60) {
this.explode = explosionRadius
//
//push away from player, because normal explosion knock doesn't do much
// const sub = Vector.sub(this.lockedOn.position, mech.pos)
// mag = Math.min(35, 20 / Math.sqrt(this.lockedOn.mass))
// Matter.Body.setVelocity(this.lockedOn, Vector.mult(Vector.normalise(sub), mag))
}
this.lockedOn = null //lose target so bot returns to player
}
},
onEnd() {},
do() {
if (this.explode) {
b.explosion(this.position, this.explode); //makes bullet do explosive damage at end
this.explode = 0;
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 100) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
} else if (distanceToPlayer < 250) { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find targets
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist && 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) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
}
//punch target
if (this.lockedOn && this.lockedOn.alive) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range &&
Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.012 * this.mass))
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
laserBot(position = mech.pos) {
laserBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (14 + 6 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
@@ -1430,7 +1171,7 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014 * mod.isLaserDiode
mech.energy -= 0.0014 * mod.isLaserDiode - 0.0007 * this.isUpgraded
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
@@ -1438,7 +1179,6 @@ const b = {
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
//find the closest vertex
let bestVertexDistance = Infinity
let bestVertex = null
@@ -1472,6 +1212,272 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
boomBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (7 + 2 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0,
minDmgSpeed: 0,
lookFrequency: 35 + Math.floor(7 * Math.random()),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 500 * (1 + 0.1 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
explode: 0,
onDmg() {
if (this.lockedOn) {
const explosionRadius = Math.min(170 + 70 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
if (explosionRadius > 60) {
this.explode = explosionRadius
//
//push away from player, because normal explosion knock doesn't do much
// const sub = Vector.sub(this.lockedOn.position, mech.pos)
// mag = Math.min(35, 20 / Math.sqrt(this.lockedOn.mass))
// Matter.Body.setVelocity(this.lockedOn, Vector.mult(Vector.normalise(sub), mag))
}
this.lockedOn = null //lose target so bot returns to player
}
},
onEnd() {},
do() {
if (this.explode) {
b.explosion(this.position, this.explode); //makes bullet do explosive damage at end
this.explode = 0;
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 100) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
} else if (distanceToPlayer < 250) { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find targets
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist && 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) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
}
//punch target
if (this.lockedOn && this.lockedOn.alive) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range &&
Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.012 * this.mass))
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
plasmaBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = 21
bullet[me] = Bodies.polygon(position.x, position.y, 5, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 25,
cd: 0,
acceleration: 0.009,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 150) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
}
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find closest
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = mod.isPlasmaRange * 1000;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
//fire plasma at target
if (this.lockedOn && this.lockedOn.alive && mech.fieldCDcycle < mech.cycle) {
const sub = Vector.sub(this.lockedOn.position, this.position)
const DIST = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
const DRAIN = 0.0016 - 0.0008 * this.isUpgraded
if (DIST < mod.isPlasmaRange * 550 && mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
}
//calculate laser collision
let best;
let range = mod.isPlasmaRange * (140 + 300 * Math.sqrt(Math.random()))
const path = [{
x: this.position.x,
y: this.position.y
},
{
x: this.position.x + range * unit.x,
y: this.position.y + range * unit.y
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
if (best.who.alive) {
const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { //friction
x: best.who.velocity.x * 0.7,
y: best.who.velocity.y * 0.7
});
//draw mob damage circle
game.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(dmg) * 50,
color: "rgba(255,0,255,0.2)",
time: game.drawTime * 4
});
} else if (!best.who.isStatic) {
//push blocks away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
Matter.Body.applyForce(best.who, path[1], force)
}
}
//draw blowtorch laser beam
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2
ctx.stroke();
//draw electricity
let x = this.position.x + 20 * unit.x;
let y = this.position.y + 20 * unit.y;
ctx.beginPath();
ctx.moveTo(x, y);
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 5
for (let i = 0; i < 4; i++) {
x += step * (unit.x + 1.5 * (Math.random() - 0.5))
y += step * (unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
// **************************************************************************************************
// **************************************************************************************************
// ******************************** Guns *********************************************
// **************************************************************************************************
// **************************************************************************************************
giveGuns(gun = "random", ammoPacks = 6) {
if (gun === "random") {
//find what guns player doesn't have
@@ -1979,8 +1985,8 @@ const b = {
name: "flak",
description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
ammo: 0,
ammoPack: 7,
defaultAmmoPack: 7, //use to revert ammoPack after mod changes drop rate
ammoPack: 6,
defaultAmmoPack: 6, //use to revert ammoPack after mod changes drop rate
have: false,
isEasyToAim: false,
fire() {
@@ -2098,12 +2104,11 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].shield) {
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (dist < this.explodeRad) mob[i].damage(Infinity);
} else if (mob[i].alive && !mob[i].isShielded) {
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (dist < this.explodeRad) mob[i].damage(0.8 * b.dmgScale);
if (dist < this.explodeRad) mob[i].health *= 0.8
}
}
const dist = Vector.magnitude(Vector.sub(this.position, player.position))
if (dist < this.explodeRad) mech.energy = 0 //remove player energy
}
}
bullet[me].onDmg = function () {