mod bot upgrades
This commit is contained in:
48
js/game.js
48
js/game.js
@@ -200,7 +200,7 @@ const game = {
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if (b.inventory[0] === b.activeGun) {
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let lessDamage = 1
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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lessDamage *= 0.84 // 1 - 0.16
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lessDamage *= 0.85 // 1 - 0.15
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}
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document.getElementById("mod-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%"
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} else {
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@@ -908,9 +908,9 @@ const game = {
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ctx.stroke();
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},
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wireFrame() {
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ctx.textAlign = "center";
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ctx.textBaseline = "middle";
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ctx.fillStyle = "#999";
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// ctx.textAlign = "center";
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// ctx.textBaseline = "middle";
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// ctx.fillStyle = "#999";
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const bodies = Composite.allBodies(engine.world);
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ctx.beginPath();
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for (let i = 0; i < bodies.length; ++i) {
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@@ -928,17 +928,17 @@ const game = {
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},
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testing() {
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//query zones
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ctx.beginPath();
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for (let i = 0, len = level.queryList.length; i < len; ++i) {
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ctx.rect(
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level.queryList[i].bounds.max.x,
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level.queryList[i].bounds.max.y,
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level.queryList[i].bounds.min.x - level.queryList[i].bounds.max.x,
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level.queryList[i].bounds.min.y - level.queryList[i].bounds.max.y
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);
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}
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ctx.fillStyle = "rgba(0, 0, 255, 0.2)";
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ctx.fill();
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// ctx.beginPath();
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// for (let i = 0, len = level.queryList.length; i < len; ++i) {
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// ctx.rect(
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// level.queryList[i].bounds.max.x,
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// level.queryList[i].bounds.max.y,
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// level.queryList[i].bounds.min.x - level.queryList[i].bounds.max.x,
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// level.queryList[i].bounds.min.y - level.queryList[i].bounds.max.y
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// );
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// }
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// ctx.fillStyle = "rgba(0, 0, 255, 0.2)";
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// ctx.fill();
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//jump
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ctx.beginPath();
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let bodyDraw = jumpSensor.vertices;
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@@ -947,10 +947,10 @@ const game = {
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ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
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}
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ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
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ctx.fillStyle = "rgba(255, 0, 0, 0.3)";
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ctx.fillStyle = "rgba(255, 0, 0, 0.5)";
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ctx.fill();
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ctx.strokeStyle = "#000";
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ctx.stroke();
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// ctx.strokeStyle = "#000";
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// ctx.stroke();
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//main body
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ctx.beginPath();
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bodyDraw = playerBody.vertices;
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@@ -959,9 +959,9 @@ const game = {
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ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
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}
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ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
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ctx.fillStyle = "rgba(0, 255, 255, 0.3)";
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ctx.fillStyle = "rgba(0, 255, 255, 0.25)";
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ctx.fill();
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ctx.stroke();
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// ctx.stroke();
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//head
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ctx.beginPath();
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bodyDraw = playerHead.vertices;
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@@ -970,9 +970,9 @@ const game = {
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ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
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}
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ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
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ctx.fillStyle = "rgba(255, 255, 0, 0.3)";
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ctx.fillStyle = "rgba(255, 255, 0, 0.4)";
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ctx.fill();
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ctx.stroke();
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// ctx.stroke();
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//head sensor
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ctx.beginPath();
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bodyDraw = headSensor.vertices;
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@@ -981,9 +981,9 @@ const game = {
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ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
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}
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ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
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ctx.fillStyle = "rgba(0, 0, 255, 0.3)";
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ctx.fillStyle = "rgba(0, 0, 255, 0.25)";
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ctx.fill();
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ctx.stroke();
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// ctx.stroke();
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}
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},
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checkLineIntersection(v1, v1End, v2, v2End) {
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