radioisotope generator
tech - radioisotope generator - drones have the effect of neutron bomb, but you get less ammo bug fix - reduced tolerances now properly gives extra ammo water shielding now protects you from all radioactivity, but only gives 75% protection (drones, neutron bomb, radioactive explosions, and even slime) final boss has more durability in it's final phase final boss no longers gets knocked around as much from explosions level.warehouse predraw lighting for performance bug fix on sewers where slime was doing too much harm
This commit is contained in:
299
js/bullet.js
299
js/bullet.js
@@ -326,11 +326,12 @@ const b = {
|
||||
|
||||
//player damage
|
||||
if (Vector.magnitude(Vector.sub(where, player.position)) < radius) {
|
||||
const drain = (tech.isExplosionHarm ? 0.5 : 0.25) * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
|
||||
m.energy -= drain
|
||||
const DRAIN = (tech.isExplosionHarm ? 0.5 : 0.25) * (tech.isRadioactiveResistance ? 0.25 : 1)
|
||||
// * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
|
||||
m.energy -= DRAIN
|
||||
if (m.energy < 0) {
|
||||
m.energy = 0
|
||||
m.damage(0.03);
|
||||
m.damage(0.03 * (tech.isRadioactiveResistance ? 0.25 : 1));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -922,11 +923,10 @@ const b = {
|
||||
bullet[me].restitution = 0;
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].damageRadius = 100;
|
||||
bullet[me].maxDamageRadius = 450 + 130 * tech.isNeutronSlow + 130 * tech.isNeutronImmune //+ 150 * Math.random()
|
||||
bullet[me].radiusDecay = (0.81 + 0.15 * tech.isNeutronSlow + 0.15 * tech.isNeutronImmune) / tech.isBulletsLastLonger
|
||||
bullet[me].maxDamageRadius = 450 + 130 * tech.isNeutronSlow //+ 150 * Math.random()
|
||||
bullet[me].radiusDecay = (0.81 + 0.15 * tech.isNeutronSlow) / tech.isBulletsLastLonger
|
||||
bullet[me].stuckTo = null;
|
||||
bullet[me].stuckToRelativePosition = null;
|
||||
bullet[me].vacuumSlow = 0.97;
|
||||
|
||||
if (tech.isRPG) {
|
||||
const SCALE = 2
|
||||
@@ -1030,27 +1030,27 @@ const b = {
|
||||
this.endCycle = 0;
|
||||
} else {
|
||||
//aoe damage to player
|
||||
if (!tech.isNeutronImmune && Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
|
||||
const DRAIN = 0.0023
|
||||
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
|
||||
const DRAIN = tech.isRadioactiveResistance ? 0.0025 * 0.25 : 0.0025
|
||||
if (m.energy > DRAIN) {
|
||||
m.energy -= DRAIN
|
||||
} else {
|
||||
m.energy = 0;
|
||||
m.damage(0.00015)
|
||||
m.damage(tech.isRadioactiveResistance ? 0.00016 * 0.25 : 0.00016) //0.00015
|
||||
}
|
||||
}
|
||||
//aoe damage to mobs
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
|
||||
let dmg = b.dmgScale * 0.082
|
||||
let dmg = b.dmgScale * 0.09
|
||||
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
|
||||
if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
|
||||
mob[i].damage(dmg);
|
||||
mob[i].locatePlayer();
|
||||
if (tech.isNeutronSlow) {
|
||||
Matter.Body.setVelocity(mob[i], {
|
||||
x: mob[i].velocity.x * this.vacuumSlow,
|
||||
y: mob[i].velocity.y * this.vacuumSlow
|
||||
x: mob[i].velocity.x * 0.97,
|
||||
y: mob[i].velocity.y * 0.97
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1062,22 +1062,21 @@ const b = {
|
||||
ctx.fill();
|
||||
ctx.globalCompositeOperation = "source-over"
|
||||
if (tech.isNeutronSlow) {
|
||||
const that = this
|
||||
|
||||
function slow(who, radius = that.explodeRad * 3.2) {
|
||||
let slow = (who, radius = this.explodeRad * 3.2) => {
|
||||
for (i = 0, len = who.length; i < len; i++) {
|
||||
const sub = Vector.sub(that.position, who[i].position);
|
||||
const sub = Vector.sub(this.position, who[i].position);
|
||||
const dist = Vector.magnitude(sub);
|
||||
if (dist < radius) {
|
||||
Matter.Body.setVelocity(who[i], {
|
||||
x: who[i].velocity.x * that.vacuumSlow,
|
||||
y: who[i].velocity.y * that.vacuumSlow
|
||||
x: who[i].velocity.x * 0.975,
|
||||
y: who[i].velocity.y * 0.975
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
slow(body, this.damageRadius)
|
||||
if (!tech.isNeutronImmune) slow([player], this.damageRadius)
|
||||
slow([player], this.damageRadius)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2210,6 +2209,242 @@ const b = {
|
||||
y: speed * Math.sin(dir)
|
||||
});
|
||||
},
|
||||
droneRadioactive(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
|
||||
const me = bullet.length;
|
||||
const THRUST = tech.isFastDrones ? 0.002 : 0.0012
|
||||
const dir = m.angle + 0.4 * (Math.random() - 0.5);
|
||||
const RADIUS = (4 + 1 * Math.random())
|
||||
bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
|
||||
angle: dir,
|
||||
inertia: Infinity,
|
||||
friction: 0.05,
|
||||
frictionAir: 0,
|
||||
restitution: 1,
|
||||
dmg: 0.24, //damage done in addition to the damage from momentum
|
||||
lookFrequency: 120 + Math.floor(23 * Math.random()),
|
||||
endCycle: simulation.cycle + Math.floor((900 + 400 * Math.random()) * tech.isBulletsLastLonger) + 140 + RADIUS * 5,
|
||||
classType: "bullet",
|
||||
collisionFilter: {
|
||||
category: cat.bullet,
|
||||
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
|
||||
},
|
||||
minDmgSpeed: 0,
|
||||
lockedOn: null,
|
||||
isFollowMouse: true,
|
||||
deathCycles: 110 + RADIUS * 5,
|
||||
isImproved: false,
|
||||
radioRadius: 0,
|
||||
maxRadioRadius: 400 + Math.floor(75 * Math.random()) + 80 * tech.isNeutronSlow,
|
||||
beforeDmg(who) {
|
||||
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: unit.x,
|
||||
y: unit.y
|
||||
});
|
||||
this.lockedOn = null
|
||||
if (this.endCycle > simulation.cycle + this.deathCycles) {
|
||||
this.endCycle -= 60
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
|
||||
}
|
||||
},
|
||||
onEnd() {
|
||||
if (tech.isDroneRespawn) {
|
||||
const who = b.guns[b.activeGun]
|
||||
if (who.name === "drones" && who.ammo > 0 && mob.length) {
|
||||
b.droneRadioactive({ x: this.position.x, y: this.position.y }, 0)
|
||||
if (Math.random() < 0.33) {
|
||||
b.guns[b.activeGun].ammo--;
|
||||
simulation.updateGunHUD();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
do() {
|
||||
//radioactive zone
|
||||
this.radioRadius = this.radioRadius * 0.993 + 0.007 * this.maxRadioRadius //smooth radius towards max
|
||||
//aoe damage to player
|
||||
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
|
||||
const DRAIN = tech.isRadioactiveResistance ? 0.0023 * 0.25 : 0.0023
|
||||
if (m.energy > DRAIN) {
|
||||
m.energy -= DRAIN
|
||||
} else {
|
||||
m.energy = 0;
|
||||
m.damage(tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) //0.00015
|
||||
}
|
||||
}
|
||||
//aoe damage to mobs
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius) {
|
||||
let dmg = b.dmgScale * 0.035 //neutron bombs dmg = 0.09
|
||||
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
|
||||
if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
|
||||
mob[i].damage(dmg);
|
||||
mob[i].locatePlayer();
|
||||
if (tech.isNeutronSlow) {
|
||||
Matter.Body.setVelocity(mob[i], {
|
||||
x: mob[i].velocity.x * 0.97,
|
||||
y: mob[i].velocity.y * 0.97
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
//draw
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.position.x, this.position.y, this.radioRadius, 0, 2 * Math.PI);
|
||||
ctx.globalCompositeOperation = "lighter"
|
||||
ctx.fillStyle = `rgba(25,139,170,${0.1+0.05*Math.random()})`;
|
||||
ctx.fill();
|
||||
ctx.globalCompositeOperation = "source-over"
|
||||
|
||||
if (tech.isNeutronSlow) {
|
||||
const slow = (who, radius = this.radioRadius * 3.2) => {
|
||||
for (i = 0, len = who.length; i < len; i++) {
|
||||
const sub = Vector.sub(this.position, who[i].position);
|
||||
const dist = Vector.magnitude(sub);
|
||||
if (dist < radius) {
|
||||
Matter.Body.setVelocity(who[i], {
|
||||
x: who[i].velocity.x * 0.975,
|
||||
y: who[i].velocity.y * 0.975
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
slow(body, this.radioRadius)
|
||||
slow([player], this.radioRadius)
|
||||
}
|
||||
|
||||
|
||||
//normal drone actions
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
|
||||
this.force.y += this.mass * 0.0012;
|
||||
this.restitution = 0.2;
|
||||
const scale = 0.995;
|
||||
Matter.Body.scale(this, scale, scale);
|
||||
this.maxRadioRadius = 0
|
||||
this.radioRadius = this.radioRadius * 0.98 //let radioactivity decrease
|
||||
} else {
|
||||
this.force.y += this.mass * 0.0002; //gravity
|
||||
|
||||
if (!(simulation.cycle % this.lookFrequency)) {
|
||||
//find mob targets
|
||||
this.lockedOn = null;
|
||||
let closeDist = Infinity;
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (
|
||||
!mob[i].isBadTarget &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
||||
) {
|
||||
const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
|
||||
const DIST = Vector.magnitude(TARGET_VECTOR);
|
||||
if (DIST < closeDist) {
|
||||
closeDist = DIST;
|
||||
this.lockedOn = mob[i]
|
||||
}
|
||||
}
|
||||
}
|
||||
//power ups
|
||||
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxEnergy) {
|
||||
if (this.lockedOn) {
|
||||
//grab, but don't lock onto nearby power up
|
||||
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
||||
if (
|
||||
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
|
||||
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
|
||||
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000
|
||||
) {
|
||||
//draw pickup for a single cycle
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
|
||||
ctx.strokeStyle = "#000"
|
||||
ctx.lineWidth = 4
|
||||
ctx.stroke();
|
||||
//pick up nearby power ups
|
||||
powerUps.onPickUp(powerUp[i]);
|
||||
powerUp[i].effect();
|
||||
Matter.World.remove(engine.world, powerUp[i]);
|
||||
powerUp.splice(i, 1);
|
||||
if (tech.isDroneGrab) {
|
||||
this.isImproved = true;
|
||||
const SCALE = 2.25
|
||||
Matter.Body.scale(this, SCALE, SCALE);
|
||||
this.lookFrequency = 30 + Math.floor(11 * Math.random());
|
||||
this.endCycle += 1000 * tech.isBulletsLastLonger
|
||||
this.maxRadioRadius *= 1.25
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//look for power ups to lock onto
|
||||
let closeDist = Infinity;
|
||||
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
||||
if (
|
||||
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
|
||||
(powerUp[i].name !== "field" || !tech.isDeterminism)
|
||||
) {
|
||||
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
|
||||
//draw pickup for a single cycle
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
|
||||
ctx.strokeStyle = "#000"
|
||||
ctx.lineWidth = 4
|
||||
ctx.stroke();
|
||||
//pick up nearby power ups
|
||||
powerUps.onPickUp(powerUp[i]);
|
||||
powerUp[i].effect();
|
||||
Matter.World.remove(engine.world, powerUp[i]);
|
||||
powerUp.splice(i, 1);
|
||||
if (tech.isDroneGrab) {
|
||||
this.isImproved = true;
|
||||
const SCALE = 2.25
|
||||
Matter.Body.scale(this, SCALE, SCALE);
|
||||
this.lookFrequency = 30 + Math.floor(11 * Math.random());
|
||||
this.endCycle += 1000 * tech.isBulletsLastLonger
|
||||
this.maxRadioRadius *= 1.25
|
||||
}
|
||||
break;
|
||||
}
|
||||
//look for power ups to lock onto
|
||||
if (
|
||||
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
|
||||
) {
|
||||
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
|
||||
const DIST = Vector.magnitude(TARGET_VECTOR);
|
||||
if (DIST < closeDist) {
|
||||
closeDist = DIST;
|
||||
this.lockedOn = powerUp[i]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (this.lockedOn) { //accelerate towards mobs
|
||||
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
|
||||
} else { //accelerate towards mouse
|
||||
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, simulation.mouseInGame)), -this.mass * THRUST)
|
||||
}
|
||||
// speed cap instead of friction to give more agility
|
||||
if (this.speed > 6) {
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.velocity.x * 0.97,
|
||||
y: this.velocity.y * 0.97
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
World.add(engine.world, bullet[me]); //add bullet to world
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: speed * Math.cos(dir),
|
||||
y: speed * Math.sin(dir)
|
||||
});
|
||||
},
|
||||
foam(position, velocity, radius) {
|
||||
// radius *= Math.sqrt(tech.bulletSize)
|
||||
const me = bullet.length;
|
||||
@@ -3323,7 +3558,7 @@ const b = {
|
||||
if (tech.isNailRadiation) {
|
||||
mobs.statusDoT(who, tech.isFastRadiation ? 12 : 3, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
|
||||
} else {
|
||||
let dmg = b.dmgScale * 5
|
||||
let dmg = b.dmgScale * 5.5
|
||||
if (tech.isCrit && who.isStunned) dmg *= 4
|
||||
who.damage(dmg, tech.isNeedleShieldPierce);
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
@@ -3356,18 +3591,18 @@ const b = {
|
||||
x: m.Vx / 2 + SPEED * Math.cos(angle),
|
||||
y: m.Vy / 2 + SPEED * Math.sin(angle)
|
||||
});
|
||||
Matter.Body.setDensity(bullet[me], 0.00001);
|
||||
// Matter.Body.setDensity(bullet[me], 0.00001);
|
||||
World.add(engine.world, bullet[me]); //add bullet to world
|
||||
}
|
||||
|
||||
if (m.crouch) {
|
||||
m.fireCDcycle = m.cycle + 50 * b.fireCD; // cool down
|
||||
m.fireCDcycle = m.cycle + 45 * b.fireCD; // cool down
|
||||
makeNeedle()
|
||||
for (let i = 1; i < 4; i++) { //4 total needles
|
||||
setTimeout(() => { if (!simulation.paused) makeNeedle() }, 60 * i);
|
||||
}
|
||||
} else {
|
||||
m.fireCDcycle = m.cycle + 30 * b.fireCD; // cool down
|
||||
m.fireCDcycle = m.cycle + 25 * b.fireCD; // cool down
|
||||
makeNeedle()
|
||||
for (let i = 1; i < 3; i++) { //3 total needles
|
||||
setTimeout(() => { if (!simulation.paused) makeNeedle() }, 60 * i);
|
||||
@@ -4145,12 +4380,22 @@ const b = {
|
||||
have: false,
|
||||
do() {},
|
||||
fire() {
|
||||
if (m.crouch) {
|
||||
b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 45)
|
||||
m.fireCDcycle = m.cycle + Math.floor(13 * b.fireCD); // cool down
|
||||
if (tech.isDroneRadioactive) {
|
||||
if (m.crouch) {
|
||||
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 45)
|
||||
m.fireCDcycle = m.cycle + Math.floor(7 * 13 * b.fireCD); // cool down
|
||||
} else {
|
||||
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 10)
|
||||
m.fireCDcycle = m.cycle + Math.floor(7 * 6 * b.fireCD); // cool down
|
||||
}
|
||||
} else {
|
||||
b.drone()
|
||||
m.fireCDcycle = m.cycle + Math.floor(6 * b.fireCD); // cool down
|
||||
if (m.crouch) {
|
||||
b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 45)
|
||||
m.fireCDcycle = m.cycle + Math.floor(13 * b.fireCD); // cool down
|
||||
} else {
|
||||
b.drone()
|
||||
m.fireCDcycle = m.cycle + Math.floor(6 * b.fireCD); // cool down
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user