not a full patch, just syncing between my 2 computers

This commit is contained in:
landgreen
2022-12-28 12:35:03 -08:00
parent 3cbc2c7941
commit feb8824bc7
12 changed files with 473 additions and 313 deletions

View File

@@ -1857,17 +1857,12 @@ const b = {
}
}
}
if (tech.isFoamBall) {
for (let i = 0, len = 4 * this.mass; i < len; i++) {
for (let i = 0, len = Math.min(50, 3 + 4 * Math.sqrt(this.mass)); i < len; i++) {
const radius = 5 + 8 * Math.random()
const velocity = {
x: Math.max(0.5, 2 - radius * 0.1),
y: 0
}
const velocity = {x: Math.max(0.5, 2 - radius * 0.1),y: 0}
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
}
// this.endCycle = 0;
}
},
caughtPowerUp: null,
@@ -3768,6 +3763,72 @@ const b = {
y: speed * Math.sin(dir)
});
},
superBall(where, velocity, radius){
let dir = m.angle
const me = bullet.length;
bullet[me] = Bodies.polygon(where.x,where.y, 12, radius, b.fireAttributes(dir, false));
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity);
Matter.Body.setDensity(bullet[me], 0.0001 + 0.001 * tech.isSuperHarm);
bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 1;
bullet[me].friction = 0;
if (tech.isIncendiary) {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
if (Matter.Query.collides(this, map).length) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
}
};
} else if (tech.isSuperHarm){
bullet[me].collidePlayerDo = function(){
if (Matter.Query.collides(this, [player]).length) {
this.endCycle = 0
let dmg = 0.03
m.damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime*2
});
}
}
bullet[me].cycle= 0
bullet[me].do = function() {
this.cycle++
if (this.cycle > 60) this.do = this.collidePlayerDo
this.force.y += this.mass * 0.0012;
};
} else {
bullet[me].do = function() {
this.cycle++
this.force.y += this.mass * 0.0012;
};
}
bullet[me].beforeDmg = function(who) {
if (tech.oneSuperBall) mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
// if (tech.isIncendiary) {
// b.explosion(this.position, this.mass * (240+70 * Math.random()) ); //makes bullet do explosive damage at end
// this.endCycle = 0
// }
if (tech.isFoamBall) {
for (let i = 0, len = 6 * this.mass; i < len; i++) {
const radius = 5 + 8 * Math.random()
// const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
const velocity = {
x: Math.max(0.5, 2 - radius * 0.1),
y: 0
}
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
}
this.endCycle = 0
}
};
},
// plasmaBall(position, velocity, radius) {
// // radius *= Math.sqrt(tech.bulletSize)
// const me = bullet.length;
@@ -6110,181 +6171,59 @@ const b = {
do() {},
foamBall() {
},
fireOne() {
const SPEED = input.down ? 40 : 33
m.fireCDcycle = m.cycle + Math.floor((input.down ? 27 : 19) * b.fireCDscale); // cool down
let dir = m.angle
const me = bullet.length;
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 21 * tech.bulletSize, b.fireAttributes(dir, false));
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 1;
bullet[me].friction = 0;
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
};
if (tech.isIncendiary) {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
if (Matter.Query.collides(this, map).length) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
}
};
} else {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
};
}
bullet[me].beforeDmg = function(who) {
mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
}
if (tech.isFoamBall) {
for (let i = 0, len = 6 * this.mass; i < len; i++) {
const radius = 5 + 8 * Math.random()
// const velocity = { x: Math.max(2, 10 - radius * 0.25), y: 0 }
const velocity = {
x: Math.max(0.5, 2 - radius * 0.1),
y: 0
}
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
}
this.endCycle = 0
}
};
const speed = input.down ? 43 : 36
b.superBall({
x:m.pos.x + 30 * Math.cos(m.angle),
y:m.pos.y + 30 * Math.sin(m.angle)
},{
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}, 21 * tech.bulletSize)
},
fireMulti() {
const SPEED = input.down ? 43 : 36
m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down
const SPREAD = input.down ? 0.08 : 0.13
const num = 3 + Math.floor(tech.extraSuperBalls * Math.random())
const radius = 11 * tech.bulletSize
const speed = input.down ? 43 : 36
let dir = m.angle - SPREAD * (num - 1) / 2;
for (let i = 0; i < num; i++) {
const me = bullet.length;
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, radius, b.fireAttributes(dir, false));
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = simulation.cycle + Math.floor((300 + 90 * Math.random()) * tech.isBulletsLastLonger);
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 0.99;
bullet[me].friction = 0;
if (tech.isIncendiary) {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
if (Matter.Query.collides(this, map).length) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
}
};
} else {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
};
}
bullet[me].beforeDmg = function() {
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
this.endCycle = 0
}
if (tech.isFoamBall) {
for (let i = 0, len = 6 * this.mass; i < len; i++) {
const radius = 5 + 8 * Math.random()
const velocity = {
x: Math.max(0.5, 2 - radius * 0.1),
y: 0
}
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
}
this.endCycle = 0
// this.mass = 0 //prevent damage
}
};
b.superBall({
x:m.pos.x + 30 * Math.cos(dir),
y:m.pos.y + 30 * Math.sin(dir)
},{
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, 11 * tech.bulletSize)
dir += SPREAD;
}
},
fireQueue() {
// const dir = m.angle
// const x = m.pos.x
// const y = m.pos.y
const SPEED = input.down ? 43 : 36
m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down
const num = 1 + 3 + Math.floor(tech.extraSuperBalls * Math.random()) //1 extra
const speed = input.down ? 43 : 36
const delay = Math.floor((input.down ? 18 : 12) * b.fireCDscale)
m.fireCDcycle = m.cycle + delay; // cool down
const fireBall = () => {
const me = bullet.length;
bullet[me] = Bodies.polygon(m.pos.x, m.pos.y, 12, 11 * tech.bulletSize, b.fireAttributes(m.angle, false));
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
bullet[me].endCycle = simulation.cycle + Math.floor(330 * tech.isBulletsLastLonger);
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 0.99;
bullet[me].friction = 0;
if (tech.isIncendiary) {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
if (Matter.Query.collides(this, map).length) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
}
};
} else {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
};
}
bullet[me].beforeDmg = function() {
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
this.endCycle = 0
}
if (tech.isFoamBall) {
for (let i = 0, len = 6 * this.mass; i < len; i++) {
const radius = 5 + 8 * Math.random()
const velocity = {
x: Math.max(0.5, 2 - radius * 0.1),
y: 0
}
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
}
this.endCycle = 0
// this.mass = 0 //prevent damage
}
};
m.fireCDcycle = m.cycle + delay; // cool down
}
function cycle() {
// if (simulation.paused || m.isBodiesAsleep) {
// requestAnimationFrame(cycle)
// } else {
count++
// if (count % 2)
fireBall()
b.superBall({
x:m.pos.x + 30 * Math.cos(m.angle),
y:m.pos.y + 30 * Math.sin(m.angle)
},{
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}, 11 * tech.bulletSize)
if (count < num && m.alive) requestAnimationFrame(cycle);
// }
m.fireCDcycle = m.cycle + delay; // cool down
}
let count = 0
requestAnimationFrame(cycle);
// fireBall();
},
chooseFireMethod() { //set in simulation.startGame
if (tech.oneSuperBall) {
@@ -6871,17 +6810,13 @@ const b = {
});
that.do = that.grow;
}
const mobCollisions = Matter.Query.collides(this, mob)
if (mobCollisions.length) {
onCollide(this)
this.stuckTo = mobCollisions[0].bodyA
if (tech.isZombieMobs) this.stuckTo.isSoonZombie = true
if (this.stuckTo.isVerticesChange) {
this.stuckToRelativePosition = {
x: 0,
y: 0
}
this.stuckToRelativePosition = {x: 0, y: 0}
} else {
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
@@ -6968,7 +6903,6 @@ const b = {
};
//spawn bullets on end
bullet[me].onEnd = function() {
let count = 0 //used in for loop below
const things = [
() => { //spore
@@ -7000,6 +6934,14 @@ const b = {
() => { //nail
b.targetedNail(this.position, 1, 39 + 6 * Math.random())
},
() => { //super ball
const speed = 36
const angle = 2*Math.PI*Math.random()
b.superBall(this.position,{
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
}, 11 * tech.bulletSize)
},
]
for (len = this.totalSpores; count < len; count++) {