diff --git a/js/bullets.js b/js/bullets.js
index 0d53915..d3bfc13 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -746,7 +746,7 @@ const b = {
name: "fléchettes",
description: "fire an accurate high speed needle
",
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 drones that seek out targets
if no targets are found, drones move towards mouse
",
ammo: 0,
ammoPack: 20,
@@ -1250,5 +1250,72 @@ const b = {
b.drawOneBullet(bullet[me].vertices);
}
},
+ {
+ name: "defense drones",
+ description: "release drones 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);
+ }
+ },
]
};
\ No newline at end of file
diff --git a/js/level.js b/js/level.js
index a8d887e..9dbe94d 100644
--- a/js/level.js
+++ b/js/level.js
@@ -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);
diff --git a/js/player.js b/js/player.js
index a28cbfb..5d6a59a 100644
--- a/js/player.js
+++ b/js/player.js
@@ -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);