difficulty spawns

lasertargetingboss, nailshot
This commit is contained in:
landgreen
2020-05-25 13:22:15 -07:00
parent f338184869
commit ff78c731fc
7 changed files with 287 additions and 78 deletions

View File

@@ -398,7 +398,7 @@ const b = {
const that = this
setTimeout(function () {
if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
console.log(that)
// console.log(that)
that.endCycle = 0 // if not touching map explode
that.isArmed = false
b.mine(that.position, that.velocity, that.angle)
@@ -1203,27 +1203,43 @@ const b = {
player.force.y -= knock * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + 60; //player is immune to collision damage for 30 cycles
b.muzzleFlash(35);
const side = 19 * mod.bulletSize
for (let i = 0; i < 15; i++) {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * spread
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 50 + Math.random() * 10
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = game.cycle + 40
bullet[me].minDmgSpeed = 20
// bullet[me].dmg = 0.1
bullet[me].frictionAir = 0.034;
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
const scale = 1 - 0.035 / mod.isBulletsLastLonger
Matter.Body.scale(this, scale, scale);
if (mod.isNailShot) {
for (let i = 0; i < 15; i++) {
const dir = mech.angle + (Math.random() - 0.5) * spread * 0.2
const pos = {
x: mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5),
y: mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5)
}
};
speed = 35 + 15 * Math.random()
const velocity = {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}
b.nail(pos, velocity, 0.6)
}
} else {
const side = 19 * mod.bulletSize
for (let i = 0; i < 15; i++) {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * spread
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 50 + Math.random() * 10
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = game.cycle + 40
bullet[me].minDmgSpeed = 20
// bullet[me].dmg = 0.1
bullet[me].frictionAir = 0.034;
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
const scale = 1 - 0.035 / mod.isBulletsLastLonger
Matter.Body.scale(this, scale, scale);
}
};
}
}
}
},