mine balance

This commit is contained in:
landgreen
2020-01-08 07:02:51 -08:00
parent e905165e79
commit e63367d103
3 changed files with 80 additions and 54 deletions

View File

@@ -1597,45 +1597,104 @@ const b = {
name: "mine", //10 name: "mine", //10
description: "drop a proximity <strong>mine</strong> that ejects nails<br><em>arms after being still for 1 second</em>", description: "drop a proximity <strong>mine</strong> that ejects nails<br><em>arms after being still for 1 second</em>",
ammo: 0, ammo: 0,
ammoPack: 9, ammoPack: 8,
have: false, have: false,
isStarterGun: false, isStarterGun: false,
fire() { fire() {
const me = bullet.length; const me = bullet.length;
const dir = mech.angle; const dir = mech.angle;
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 40 * b.modBulletSize, 12 * b.modBulletSize, b.fireAttributes(0)); bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 45 * b.modBulletSize, 16 * b.modBulletSize, {
b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 23 : 5, dir, me); //cd , speed angle: 0,
friction: 0.3,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet
},
minDmgSpeed: 5,
onDmg() {},
onEnd() {}
});
b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 24 : 7, dir, me); //cd , speed
bullet[me].torque += bullet[me].inertia * 0.0001 * (0.5 - Math.random()) bullet[me].torque += bullet[me].inertia * 0.0001 * (0.5 - Math.random())
bullet[me].endCycle = game.cycle + 1800 + 360 * Math.random(); bullet[me].endCycle = game.cycle + 1800 + 360 * Math.random();
bullet[me].cycle = 0 bullet[me].cycle = 0
bullet[me].restitution = 0.1; bullet[me].restitution = 0;
bullet[me].lookFrequency = 37 + Math.floor(37 * Math.random()) bullet[me].lookFrequency = 37 + Math.floor(37 * Math.random())
bullet[me].range = 700
bullet[me].do = function () {
this.force.y += this.mass * 0.002; //extra gravity
if (this.cycle > 10) {
ctx.setLineDash([40, 100]);
ctx.lineWidth = 1
ctx.strokeStyle = "#357";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, 650, 0, 2 * Math.PI);
ctx.stroke();
ctx.setLineDash([0, 0]);
this.cycle++
} else if (this.speed < 1 && !mech.isBodiesAsleep) {
this.cycle++
}
if (this.cycle > 40) {
this.do = function () {
this.force.y += this.mass * 0.002; //extra gravity
if (!(game.cycle % this.lookFrequency)) { //find mob targets
const pos = {
x: this.position.x,
y: this.position.y - 8 //look from a bit higher to see things even with debris
}
for (let i = 0, len = mob.length; i < len; ++i) {
const dist = Vector.magnitudeSquared(Vector.sub(pos, mob[i].position));
if (dist < 500000 && //range2 = 700*700
mob[i].dropPowerUp &&
Matter.Query.ray(map, pos, mob[i].position).length === 0 &&
Matter.Query.ray(body, pos, mob[i].position).length === 0) {
this.endCycle = 0 //end life if mob is near and visible
}
}
}
}
}
}
bullet[me].onEnd = function () { bullet[me].onEnd = function () {
if (!mech.isBodiesAsleep) { const pos = {
x: this.position.x,
y: this.position.y - 8 //aim from a bit higher to hit things even with debris
}
ctx.beginPath();
ctx.arc(pos.x, pos.y, 5, 0, 2 * Math.PI);
ctx.fill();
const targets = [] //target nearby mobs const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) { for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].dropPowerUp) { if (mob[i].dropPowerUp) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)); const dist = Vector.magnitudeSquared(Vector.sub(pos, mob[i].position));
if (dist < 2000000 && //1400*1400 if (dist < 1440000 && //1200*1200
Matter.Query.ray(map, this.position, mob[i].position).length === 0 && Matter.Query.ray(map, pos, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) { Matter.Query.ray(body, pos, mob[i].position).length === 0) {
//predict where the mob will be in a few cycles
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))) targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)))
} }
} }
} }
for (let i = 0; i < 14; i++) { for (let i = 0; i < 14; i++) {
const speed = 55 + 10 * Math.random() const speed = 55 + 10 * Math.random()
if (targets.length > 0) { // aim near a random target if (targets.length > 0) { // aim near a random target in array
const index = Math.floor(Math.random() * targets.length) const index = Math.floor(Math.random() * targets.length)
const SPREAD = 150 / targets.length const SPREAD = 150 / targets.length
const WHERE = { const WHERE = {
x: targets[index].x + SPREAD * (Math.random() - 0.5), x: targets[index].x + SPREAD * (Math.random() - 0.5),
y: targets[index].y + SPREAD * (Math.random() - 0.5) y: targets[index].y + SPREAD * (Math.random() - 0.5)
} }
needle(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed)) needle(pos, Vector.mult(Vector.normalise(Vector.sub(WHERE, pos)), speed))
} else { // aim in random direction } else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random() const ANGLE = 2 * Math.PI * Math.random()
needle(this.position, { needle(pos, {
x: speed * Math.cos(ANGLE), x: speed * Math.cos(ANGLE),
y: speed * Math.sin(ANGLE) y: speed * Math.sin(ANGLE)
}) })
@@ -1653,40 +1712,6 @@ const b = {
} }
} }
} }
bullet[me].range = 700
bullet[me].do = function () {
this.force.y += this.mass * 0.002; //extra gravity
if (this.speed < 1 && !mech.isBodiesAsleep) this.cycle++
if (this.cycle > 10) {
ctx.setLineDash([40, 100]);
ctx.lineWidth = 1
ctx.strokeStyle = "#357";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, 650, 0, 2 * Math.PI);
ctx.stroke();
ctx.setLineDash([0, 0]);
}
if (this.cycle > 40) {
// this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobShield | cat.player
this.do = function () {
this.force.y += this.mass * 0.002; //extra gravity
if (!(game.cycle % this.lookFrequency)) { //find mob targets
for (let i = 0, len = mob.length; i < len; ++i) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 500000 && //range2 = 700*700
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) {
this.endCycle = 0 //end life if mob is near and visible
}
}
}
}
}
}
}
}, { }, {
name: "spores", //11 name: "spores", //11
description: "fire orbs that discharge <strong style='letter-spacing: 2px;'>spores</strong><br><strong style='letter-spacing: 2px;'>spores</strong> seek out enemies", description: "fire orbs that discharge <strong style='letter-spacing: 2px;'>spores</strong><br><strong style='letter-spacing: 2px;'>spores</strong> seek out enemies",

View File

@@ -432,6 +432,7 @@ const game = {
b.inventory = []; //removes guns and ammo b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) { for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].count = 0; b.guns[i].count = 0;
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0; if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
} }
b.activeGun = null; b.activeGun = null;

View File

@@ -14,7 +14,7 @@ const level = {
start() { start() {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns // game.difficulty = 6; //for testing to simulate possible mobs spawns
b.giveGuns(10) // b.giveGuns(10)
// mech.setField(3) // mech.setField(3)
// b.giveMod(16); // b.giveMod(16);