let powerUp = []; const powerUps = { heal: { name: "heal", color: "#0eb", size() { return 40 * Math.sqrt(0.1 + Math.random() * 0.5); }, effect() { let heal = (this.size / 40) ** 2 heal = Math.min(mech.maxHealth - mech.health, heal) if (b.isModFullHeal) heal = mech.maxHealth mech.addHealth(heal); if (heal > 0) game.makeTextLog("
  heal " + (heal * 100).toFixed(0) + "%", 300) } }, ammo: { name: "ammo", color: "#467", size() { return 17; }, effect() { //only get ammo for guns player has let target; // console.log(b.inventory.length) if (b.inventory.length > 0) { //add ammo to a gun in inventory target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]; //try 3 more times to give ammo to a gun with ammo, not Infinity if (target.ammo === Infinity) { target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]] if (target.ammo === Infinity) { target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]] if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]] } } } else { //if you don't have any guns just add ammo to a random gun you don't have yet target = b.guns[Math.floor(Math.random() * b.guns.length)]; } if (target.ammo === Infinity) { mech.fieldMeter = mech.fieldEnergyMax; if (!game.lastLogTime) game.makeTextLog("+energy", 300); } else { //ammo given scales as mobs take more hits to kill let ammo = Math.ceil((target.ammoPack * (0.45 + 0.06 * Math.random())) / Math.sqrt(b.dmgScale)); if (level.isBuildRun) ammo = Math.floor(ammo * 1.2) target.ammo += ammo; game.updateGunHUD(); game.makeTextLog("
  +" + ammo + " ammo for " + target.name + "", 300); } } }, field: { name: "field", color: "#0cf", size() { return 45; }, effect() { const previousMode = mech.fieldMode if (this.mode) { //this.mode is set if the power up has been ejected from player mech.fieldUpgrades[this.mode].effect(); //set a predetermined power up } else { //choose a random mode that you don't already have availableModes = [] for (let i = 1; i < mech.fieldUpgrades.length; i++) { //start on 1 to skip the default field if (i !== previousMode) { availableModes.push(i) } } const mode = availableModes[Math.floor(Math.random() * availableModes.length)] mech.fieldUpgrades[mode].effect(); } //pop the old field out in case player wants to swap back if (previousMode !== 0) { mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn setTimeout(function () { powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode); }, 100); } } }, mod: { name: "mod", color: "#a8f", size() { return 42; }, effect() { //find what mods I don't have let options = []; for (let i = 0; i < b.mods.length; i++) { if (!b.mods[i].have) options.push(i); } //give a random mod from the mods I don't have if (options.length > 0) { let newMod = options[Math.floor(Math.random() * options.length)] b.giveMod(newMod) game.replaceTextLog = true; game.makeTextLog(`
  ${b.mods[newMod].name}

${b.mods[newMod].description}`, 1000); game.replaceTextLog = false; } } }, gun: { name: "gun", color: "#26a", size() { return 35; }, effect() { //find what guns I don't have let options = []; if (b.activeGun === null && game.difficulty < 3) { //choose the first gun to be one that is good for the early game for (let i = 0; i < b.guns.length; ++i) { if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i); } } else { //choose a gun you don't have for (let i = 0; i < b.guns.length; ++i) { if (!b.guns[i].have) options.push(i); } } //give player a gun they don't already have if possible game.replaceTextLog = true; if (options.length > 0) { let newGun = options[Math.floor(Math.random() * options.length)]; if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun game.makeTextLog(`${game.SVGleftMouse} ${b.guns[newGun].name}

${b.guns[newGun].description}`, 900); b.guns[newGun].have = true; b.inventory.push(newGun); b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2; game.makeGunHUD(); } else { //if you have all guns then get ammo const ammoTarget = Math.floor(Math.random() * (b.guns.length)); const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 2); b.guns[ammoTarget].ammo += ammo; game.updateGunHUD(); game.makeTextLog("+" + ammo + " ammo for " + b.guns[ammoTarget].name + "", 300); } game.replaceTextLog = false } }, spawnRandomPowerUp(x, y) { //mostly used after mob dies if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health powerUps.spawn(x, y, "heal"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal"); return; } if (Math.random() < 0.2 && b.inventory.length > 0) { powerUps.spawn(x, y, "ammo"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo"); return; } if (Math.random() < 0.004 * (4 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop powerUps.spawn(x, y, "gun"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun"); return; } if (Math.random() < 0.0035 * (7 - b.modCount)) { powerUps.spawn(x, y, "mod"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod"); return; } if (Math.random() < 0.005) { powerUps.spawn(x, y, "field"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field"); return; } }, spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades if (mech.fieldMode === 0) { powerUps.spawn(x, y, "field") if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field") } else if (Math.random() < 0.27) { powerUps.spawn(x, y, "mod") if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod") } else if (Math.random() < 0.27) { powerUps.spawn(x, y, "field"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field"); } else if (Math.random() < 0.27) { powerUps.spawn(x, y, "gun") if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun") } else if (mech.health < 0.6) { powerUps.spawn(x, y, "heal"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "heal"); } else { powerUps.spawn(x, y, "ammo"); if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "ammo"); } }, chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris if (Math.random() < 0.5) { powerUps.spawn(x, y, "heal", false); } else { powerUps.spawn(x, y, "ammo", false); } }, spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun if (b.inventory.length < 2 || game.isEasyMode) { powerUps.spawn(x, y, "gun", false); //starting gun } else { powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); } }, spawn(x, y, target, moving = true, mode = null) { if (!level.isBuildRun || target === "heal" || target === "ammo") { let index = powerUp.length; target = powerUps[target]; size = target.size(); powerUp[index] = Matter.Bodies.polygon(x, y, 0, size, { density: 0.001, frictionAir: 0.01, restitution: 0.8, inertia: Infinity, //prevents rotation collisionFilter: { group: 0, category: cat.powerUp, mask: cat.map | cat.powerUp }, color: target.color, effect: target.effect, name: target.name, size: size }); if (mode) { console.log(mode) powerUp[index].mode = mode } if (moving) { Matter.Body.setVelocity(powerUp[index], { x: (Math.random() - 0.5) * 15, y: Math.random() * -9 - 3 }); } World.add(engine.world, powerUp[index]); //add to world } }, };