field balancing

This commit is contained in:
landgreen
2019-09-28 05:46:51 -07:00
parent b2ac1be067
commit e4f39cdca5
2 changed files with 70 additions and 47 deletions

View File

@@ -830,7 +830,7 @@ const mech = {
mech.holding();
mech.throw();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) {
const DRAIN = 0.0035 //mech.fieldRegen = 0.0015
const DRAIN = 0.002 //mech.fieldRegen = 0.0015
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
mech.grabPowerUp();
@@ -879,12 +879,12 @@ const mech = {
mech.setHoldDefaults();
//throw quicker and harder
mech.throwChargeRate = 3; //0.5
mech.throwChargeMax = 150; //50
mech.throwChargeMax = 140; //50
//passive field does extra damage
mech.fieldDamage = 2;
// const startingArc = 0.
mech.fieldArc = 0.05
mech.fieldArc = 0.09
const STARTING_RANGE = 30
mech.grabRange = STARTING_RANGE;
@@ -896,7 +896,7 @@ const mech = {
} else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.15) { //not hold but field button is pressed
//smoothing function to grow range
mech.grabRange = mech.grabRange * 0.94 + 200 * 0.06
mech.grabRange = mech.grabRange * 0.94 + 12 //200 * 0.08
//draw field
const range = mech.grabRange - 20;
@@ -907,16 +907,18 @@ const mech = {
if (mech.holdingTarget) {
ctx.fillStyle = "rgba(255,50,150," + (0.05 + 0.1 * Math.random()) + ")";
} else {
ctx.fillStyle = "rgba(255,50,150," + (0.15 + 0.15 * Math.random()) + ")";
ctx.fillStyle = "rgba(255,50,150," + (0.13 + 0.18 * Math.random()) + ")";
}
ctx.fill();
//draw random lines in field for cool effect
let offAngle = mech.angle + 2 * Math.PI * mech.fieldArc * (Math.random() - 0.5);
ctx.beginPath();
eye = 15;
ctx.beginPath();
ctx.moveTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
const offAngle = mech.angle + 2 * Math.PI * mech.fieldArc * (Math.random() - 0.5);
ctx.lineTo(mech.pos.x + range * Math.cos(offAngle), mech.pos.y + range * Math.sin(offAngle));
ctx.strokeStyle = "rgba(120,170,255,0.4)";
ctx.strokeStyle = "rgba(100,20,50,0.2)";
// ctx.strokeStyle = "rgba(0,0,0,0.4)";
ctx.stroke();
mech.grabPowerUp();
@@ -938,8 +940,8 @@ const mech = {
mech.setHoldDefaults();
mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
// mech.fieldArc = 1; //field covers full 360 degrees
mech.grabRange = 155;
mech.fieldArc = 0.08;
// mech.grabRange = 150;
mech.fieldArc = 1 //0.08;
mech.calculateFieldThreshold();
mech.hold = function () {
@@ -949,22 +951,23 @@ const mech = {
mech.holding();
mech.throw();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //push away
const DRAIN = 0.0006 //mech.fieldRegen = 0.0015
const DRAIN = 0.0005 //mech.fieldRegen = 0.0015
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
//draw field
ctx.beginPath();
ctx.arc(this.pos.x, this.pos.y, this.grabRange - 20, this.angle - Math.PI * this.fieldArc, this.angle + Math.PI * this.fieldArc, false);
let eye = 13;
ctx.lineTo(mech.pos.x + eye * Math.cos(this.angle), mech.pos.y + eye * Math.sin(this.angle));
if (this.holdingTarget) {
ctx.fillStyle = "rgba(150,150,150," + (0.05 + 0.1 * Math.random()) + ")";
} else {
ctx.fillStyle = "rgba(150,150,150," + (0.15 + 0.15 * Math.random()) + ")";
}
ctx.fill();
// //draw field
// ctx.beginPath();
// ctx.arc(this.pos.x, this.pos.y, this.grabRange - 20, this.angle - Math.PI * this.fieldArc, this.angle + Math.PI * this.fieldArc, false);
// let eye = 13;
// ctx.lineTo(mech.pos.x + eye * Math.cos(this.angle), mech.pos.y + eye * Math.sin(this.angle));
// if (this.holdingTarget) {
// ctx.fillStyle = "rgba(150,150,150," + (0.05 + 0.1 * Math.random()) + ")";
// } else {
// ctx.fillStyle = "rgba(150,150,150," + (0.15 + 0.15 * Math.random()) + ")";
// }
// ctx.fill();
// mech.drawField();
// mech.pushMobs();
mech.grabPowerUp();
mech.lookForPickUp();
//look for nearby objects to make zero-g
@@ -973,7 +976,7 @@ const mech = {
sub = Matter.Vector.sub(who[i].position, mech.pos);
dist = Matter.Vector.magnitude(sub);
if (dist < range) {
who[i].force.y -= who[i].mass * (game.g * 1.03); //add a bit more then standard gravity
who[i].force.y -= who[i].mass * (game.g * 1.06); //add a bit more then standard gravity
}
}
}
@@ -990,13 +993,13 @@ const mech = {
player.force.y += flyForce
Matter.Body.setVelocity(player, { //friction, only when flying
x: player.velocity.x,
y: player.velocity.y * 0.96
y: player.velocity.y * 0.97
});
} else if (keys[87] || keys[38]) { //up
player.force.y -= flyForce
Matter.Body.setVelocity(player, { //friction, only when flying
x: player.velocity.x,
y: player.velocity.y * 0.96
y: player.velocity.y * 0.95
});
// mech.fieldMeter -= DRAIN; //extra energy used to fly upwards
}
@@ -1012,13 +1015,11 @@ const mech = {
//draw zero-G range
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y + 15, range, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "color-burn";
ctx.fillStyle = "rgb(120,120,130)";
ctx.fillStyle = "rgba(150,160,180," + (0.3 + 0.1 * Math.random()) + ")";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
// mech.drawField();
// mech.pushMobs();
ctx.strokeStyle = "#000"
ctx.lineWidth = 2;
ctx.stroke();
} else {
//trigger cool down
mech.fieldCDcycle = game.cycle + 120;
@@ -1086,12 +1087,13 @@ const mech = {
if (this.holdingTarget) {
ctx.fillStyle = "rgba(150,150,150," + (0.05 + 0.1 * Math.random()) + ")";
} else {
ctx.fillStyle = "rgba(150,150,150," + (0.15 + 0.15 * Math.random()) + ")";
ctx.fillStyle = "rgba(150,150,150," + (0.12 + 0.06 * Math.random()) + ")";
}
ctx.fill();
mech.grabPowerUp();
// mech.pushMobs();
// mech.drawField();
mech.grabPowerUp();
mech.lookForPickUp();
} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
mech.pickUp();
@@ -1103,10 +1105,10 @@ const mech = {
},
() => {
mech.fieldMode = 6;
game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (right mouse or space bar) <p>localized invisibility field</p>", 1200);
game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (right mouse or space bar) <p>localized invisibility field<br> after shielding player field drains to <span style='color:#a00;'>zero</span></p>", 1200);
mech.setHoldDefaults();
mech.grabRange = 150;
mech.fieldArc = 0.1; //0.2 is normal
mech.fieldArc = 1; //0.2 is normal
// mech.fieldArc = 1; //field covers full 360 degrees
mech.calculateFieldThreshold();
@@ -1118,28 +1120,49 @@ const mech = {
mech.holding();
mech.throw();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) {
const DRAIN = 0.001 //mech.fieldRegen = 0.0015
const DRAIN = 0.0004 //mech.fieldRegen = 0.0015
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
mech.isStealth = true //isStealth is checked in mob foundPlayer()
//draw stealth field
ctx.fillStyle = "rgba(255,255,255,0.6)";
ctx.fill();
// ctx.fill();
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange - 20, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fillStyle = "rgba(255,255,255,0.6)";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, mech.grabRange - 20, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(210,230,255,0.5)";
ctx.fillStyle = `rgba(0,30,50,${0.5+0.07*Math.random()})` //"rgba(210,230," + HUE + ",0.5)";
ctx.fill();
mech.drawField();
// mech.drawField();
// push all mobs in range
for (let i = 0, len = mob.length; i < len; ++i) {
if (this.lookingAt(mob[i]) && Matter.Vector.magnitude(Matter.Vector.sub(mob[i].position, this.pos)) < this.grabRange && Matter.Query.ray(map, mob[i].position, this.pos).length === 0) {
const fieldBlockCost = Math.max(0.02, mob[i].mass * 0.012)
if (this.fieldMeter > fieldBlockCost) {
this.fieldMeter = 0; //any mob push sets field to zero for stealth
if (this.fieldDamage) mob[i].damage(b.dmgScale * this.fieldDamage);
mob[i].locatePlayer();
this.drawHold(mob[i]);
//mob and player knock back
const angle = Math.atan2(player.position.y - mob[i].position.y, player.position.x - mob[i].position.x);
const mass = Math.min(Math.sqrt(mob[i].mass), 4);
// console.log(mob[i].mass, Math.sqrt(mob[i].mass), mass)
Matter.Body.setVelocity(mob[i], {
x: player.velocity.x - (15 * Math.cos(angle)) / mass,
y: player.velocity.y - (15 * Math.sin(angle)) / mass
});
Matter.Body.setVelocity(player, {
x: player.velocity.x + 5 * Math.cos(angle) * mass,
y: player.velocity.y + 5 * Math.sin(angle) * mass
});
}
}
}
mech.grabPowerUp();
mech.pushMobs();
mech.lookForPickUp();
} else {
mech.fieldCDcycle = game.cycle + 120;
@@ -1183,7 +1206,7 @@ const mech = {
// ctx.fill();
if (mech.health > 0.1) {
const DRAIN = 0.0011 //mech.fieldRegen = 0.0015
const DRAIN = 0.0009 //mech.fieldRegen = 0.0015
if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN;
mech.damage(0.0001)