defensive drones

This commit is contained in:
landgreen
2019-11-08 06:53:33 -08:00
parent 1a5366fa9c
commit ef47202450
3 changed files with 75 additions and 8 deletions

View File

@@ -746,7 +746,7 @@ const b = {
name: "fléchettes",
description: "fire an accurate high speed needle<br>",
ammo: 0,
ammoPack: 14,
ammoPack: 16,
have: false,
fire() {
const me = bullet.length;
@@ -1157,7 +1157,7 @@ const b = {
}
},
{
name: "drones",
name: "hunter drones",
description: "release <span class='color-b'>drones</span> that seek out targets<br>if no targets are found, <span class='color-b'>drones</span> move towards mouse<br>",
ammo: 0,
ammoPack: 20,
@@ -1250,5 +1250,72 @@ const b = {
b.drawOneBullet(bullet[me].vertices);
}
},
{
name: "defense drones",
description: "release <span class='color-b'>drones</span> that defend the space around the player",
ammo: 0,
ammoPack: 3,
have: false,
fire() {
const THRUST = 0.0015
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
const me = bullet.length;
const RADIUS = (10 + 6 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
angle: dir,
inertia: Infinity,
friction: 0,
frictionAir: 0.001,
restitution: 1,
dmg: 0.14, //damage done in addition to the damage from momentum
lookFrequency: 27 + Math.floor(37 * Math.random()),
endCycle: game.cycle + Math.floor((2400 + 1800 * Math.random()) * b.modBulletsLastLonger),
classType: "bullet",
collisionFilter: {
category: 0x000100,
mask: 0x000110 //self collide
},
minDmgSpeed: 0,
range: 450 + 150 * Math.random(),
lockedOn: null,
isFollowMouse: true,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
const TARGET_VECTOR = Matter.Vector.sub(mech.pos, mob[i].position)
const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
if (DIST < this.range && DIST < closeDist) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
if (this.lockedOn) { //accelerate towards mobs
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
} else if (distanceToPlayer > 0.2 * this.range) {
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.5)
}
// speed cap instead of friction to give more agility
if (this.speed > 12) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
});
}
}
})
b.fireProps(mech.crouch ? 80 : 60, mech.crouch ? 35 : 10, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
}
},
]
};

View File

@@ -14,12 +14,12 @@ const level = {
if (game.levelsCleared === 0) {
// game.levelsCleared = 16; //for testing to simulate possible mobs spawns
// b.giveGuns("all", 1000)
b.giveGuns(6) // set a starting gun for testing
b.giveGuns(13) // set a starting gun for testing
// mech.fieldUpgrades[2].effect(); //give a field power up for testing
// b.giveMod(7)
this.intro(); //starting level
// this.testingMap();
// this.intro(); //starting level
this.testingMap();
// this.bosses();
// this.aerie();
// this.rooftops();
@@ -46,7 +46,6 @@ const level = {
//******************************************************************************************************************
testingMap() {
//start with all guns
b.giveGuns("all", 1000)
game.zoomScale = 1400 //1400 is normal
spawn.setSpawnList();
game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
@@ -121,8 +120,8 @@ const level = {
// powerUps.spawn(450, -400, "mod", false);
// spawn.bodyRect(-45, -100, 40, 50);
// spawn.focuser(800, -1150);
// spawn.groupBoss(-600, -550);
spawn.striker(800, -150);
spawn.groupBoss(-600, -550);
// spawn.hopper(800, -150);
// spawn.beamer(800, -150);
// spawn.grower(800, -250);
// spawn.blinker(800, -250, 40);

View File

@@ -750,6 +750,7 @@ const mech = {
ctx.fillStyle = "rgba(110,170,200," + (0.02 + mech.fieldMeter * (0.15 + 0.15 * Math.random())) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.6 + 0.2 * Math.random()) + ")" //"#9bd" //"rgba(110, 200, 235, " + (0.5 + 0.1 * Math.random()) + ")"
}
// const off = 2 * Math.cos(game.cycle * 0.1)
const range = this.grabRange - 20;
ctx.beginPath();
ctx.arc(mech.pos.x, mech.pos.y, range, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);