let powerUp = [];
const powerUps = {
heal: {
name: "heal",
color: "#0f9",
size() {
return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
},
effect() {
let heal = (this.size / 40) ** 2
heal = Math.min(1 - mech.health, heal)
mech.addHealth(heal);
if (!game.lastLogTime && heal > 0) game.makeTextLog('heal for ' + (heal * 100).toFixed(0) + '%', 180)
}
},
field: {
name: "field",
color: "#f9f",
size() {
return 40;
},
effect() {
const previousMode = mech.fieldMode
if (!this.mode) { //this.mode is set if the power up has been ejected from player
mode = mech.fieldMode
while (mode === mech.fieldMode) {
mode = Math.ceil(Math.random() * (mech.fieldUpgrades.length - 1))
}
mech.fieldUpgrades[mode](); //choose random field upgrade that you don't already have
} else {
mech.fieldUpgrades[this.mode](); //set a predetermined power up
}
if (previousMode !== 0) { //pop the old field out in case player wants to swap back
mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
}
}
},
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 = 1;
if (!game.lastLogTime) game.makeTextLog("+energy", 180);
} else {
//ammo given scales as mobs take more hits to kill
const ammo = Math.ceil((target.ammoPack * (0.55 + 0.1 * Math.random())) / b.dmgScale);
target.ammo += ammo;
game.updateGunHUD();
if (!game.lastLogTime) game.makeTextLog("+" + ammo + " ammo: " + target.name, 180);
}
}
},
gun: {
name: "gun",
color: "#0cf",
size() {
return 30;
},
effect() {
//find what guns I don't have
let options = [];
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
if (options.length > 0) {
let newGun = options[Math.floor(Math.random() * options.length)];
// newGun = 4; //makes every gun you pick up this type //enable for testing one gun
if (b.activeGun === null) {
b.activeGun = newGun //if no active gun switch to new gun
game.makeTextLog(
// "
${b.guns[newGun].description}
`, 1000); } else { game.makeTextLog(`${b.guns[newGun].name}${b.guns[newGun].description}
`, 1000); } 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: " + b.guns[ammoTarget].name, 180); } } }, 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"); return; } if (Math.random() < 0.19) { if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo"); return; } if (Math.random() < 0.005 * (6 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop powerUps.spawn(x, y, "gun"); return; } if (Math.random() < 0.005) { powerUps.spawn(x, y, "field"); return; } }, 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) { if (b.inventory.length < 3) { 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) { let i = powerUp.length; target = powerUps[target]; size = target.size(); powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, { density: 0.001, frictionAir: 0.01, restitution: 0.8, collisionFilter: { group: 0, category: 0x100000, mask: 0x100001 }, color: target.color, effect: target.effect, mode: mode, name: target.name, size: size }); if (moving) { Matter.Body.setVelocity(powerUp[i], { x: (Math.random() - 0.5) * 15, y: Math.random() * -9 - 3 }); } World.add(engine.world, powerUp[i]); //add to world }, attractionLoop() { for (let i = 0, len = powerUp.length; i < len; ++i) { const dxP = player.position.x - powerUp[i].position.x; const dyP = player.position.y - powerUp[i].position.y; const dist2 = dxP * dxP + dyP * dyP; //gravitation for pickup if (dist2 < 100000 && (powerUp[i].name != "heal" || mech.health < 1)) { if (dist2 < 2000) { //knock back from grabbing power up Matter.Body.setVelocity(player, { x: player.velocity.x + ((powerUp[i].velocity.x * powerUp[i].mass) / player.mass) * 0.25, y: player.velocity.y + ((powerUp[i].velocity.y * powerUp[i].mass) / player.mass) * 0.25 }); mech.usePowerUp(i); break; } //power up needs to be able to see player to gravitate if (Matter.Query.ray(map, powerUp[i].position, player.position).length === 0) { // && Matter.Query.ray(body, powerUp[i].position, player.position).length === 0 //extra friction Matter.Body.setVelocity(powerUp[i], { x: powerUp[i].velocity.x * 0.97, y: powerUp[i].velocity.y * 0.97 }); //float towards player powerUp[i].force.x += (dxP / dist2) * powerUp[i].mass * 1.6; powerUp[i].force.y += (dyP / dist2) * powerUp[i].mass * 1.6 - powerUp[i].mass * game.g; //negate gravity //draw the pulling effect ctx.globalAlpha = 0.2; mech.drawHold(powerUp[i], false); ctx.globalAlpha = 1; } } } } };