let bullet = [];
const b = {
dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //set in levels.setDifficulty
gravity: 0.0006, //most other bodies have gravity = 0.001
//variables use for gun mod upgrades
modCount: null,
modFireRate: null,
modExplosionRadius: null,
modBulletSize: null,
modEnergySiphon: null,
modHealthDrain: null,
modNoAmmo: null,
isModBulletsLastLonger: null,
isModImmortal: null,
modSpores: null,
isModImmuneExplosion: null,
isModDroneOnDamage: null,
modExtraDmg: null,
annihilation: null,
modRecursiveHealing: null,
modSquirrelFx: null,
isModCrit: null,
isModBayesian: null,
isModLowHealthDmg: null,
isModFarAwayDmg: null,
isModEntanglement: null,
isModMassEnergy: null,
isModFourOptions: null,
modLaserBotCount: null,
modNailBotCount: null,
modCollisionImmuneCycles: null,
modBlockDmg: null,
modPiezo: null,
setModDefaults() {
b.modCount = 0;
b.modFireRate = 1;
b.modExplosionRadius = 1;
b.isModImmuneExplosion = false;
b.modBulletSize = 1;
b.isModDroneOnDamage = false;
b.modEnergySiphon = 0;
b.modHealthDrain = 0;
b.modNoAmmo = 0;
b.isModBulletsLastLonger = 1;
b.isModImmortal = false;
b.modSpores = 0;
b.modExtraDmg = 0;
b.isModAnnihilation = false;
b.modRecursiveHealing = 1;
b.modSquirrelFx = 1;
b.isModCrit = false;
b.isModBayesian = 0;
b.isModFourOptions = false;
b.isModLowHealthDmg = false;
b.isModFarAwayDmg = false;
b.isModEntanglement = false;
b.isModMassEnergy = false;
b.modLaserBotCount = 0;
b.modNailBotCount = 0;
b.modCollisionImmuneCycles = 30;
b.modBlockDmg = 0;
b.modPiezo = 0;
mech.Fx = 0.015;
mech.jumpForce = 0.38;
mech.maxHealth = 1;
mech.fieldEnergyMax = 1;
for (let i = 0; i < b.mods.length; i++) {
b.mods[i].count = 0
}
},
mods: [{
name: "depleted uranium rounds", //0
description: `your bullets are +11% larger
increased mass and physical damage`,
count: 0,
maxCount: 4,
effect() {
b.modBulletSize += 0.11
}
},
{
name: "fluoroantimonic acid", //1
description: "each bullet does extra chemical damage
instant damage, unaffected by momentum",
maxCount: 4,
count: 0,
effect() {
b.modExtraDmg += 0.25
game.playerDmgColor = "rgba(0,80,80,0.9)"
}
},
{
name: "fracture analysis", //2
description: "5x physical damage to unaware enemies
unaware enemies don't have a health bar",
maxCount: 1,
count: 0,
effect() {
b.isModCrit = true;
}
},
{
name: "kinetic bombardment", //3
description: "do up to 33% more damage at a distance
increase starts at about 6 steps away",
maxCount: 1,
count: 0,
effect() {
b.isModFarAwayDmg = true; //used in mob.damage()
game.drawList.push({ //draw range
//add dmg to draw queue
x: player.position.x,
y: player.position.y,
radius: 3000,
color: "rgba(255,0,0,0.05)",
time: 120
});
game.drawList.push({ //draw range
//add dmg to draw queue
x: player.position.x,
y: player.position.y,
radius: 500,
color: "rgba(0,0,0,0.2)",
time: 120
});
}
},
{
name: "quasistatic equilibrium", //4
description: "do extra damage at low health
up to 50% increase when near death",
maxCount: 1,
count: 0,
effect() {
b.isModLowHealthDmg = true; //used in mob.damage()
}
},
{
name: "high explosives", //15
description: "the radius of explosions are +20% larger
immune to harm from explosions",
maxCount: 4,
count: 0,
effect: () => {
b.modExplosionRadius += 0.2;
b.isModImmuneExplosion = true;
}
},
{
name: "auto-loading heuristics", //5
description: "your delay after firing is +12% shorter",
maxCount: 4,
count: 0,
effect() {
b.modFireRate *= 0.88
}
},
{
name: "desublimated ammunition", //6
description: "use 50% less ammo when crouching",
maxCount: 1,
count: 0,
effect() {
b.modNoAmmo = 1
}
},
{
name: "Lorentzian topology", //7
description: "your bullets last +33% longer",
maxCount: 4,
count: 0,
effect() {
b.isModBulletsLastLonger += 0.33
}
},
{
name: "zoospore vector", //8
description: "enemies discharge spores on death
+11% chance",
maxCount: 4,
count: 0,
effect() {
b.modSpores += 0.11;
for (let i = 0; i < 10; i++) {
b.spore(player) //spawn drone
}
}
},
{
name: "laser-bot", //10
description: "a bot protects the space around you
uses a short range laser that drains energy",
maxCount: 4,
count: 0,
effect() {
b.modLaserBotCount++;
b.guardian();
}
},
{
name: "nail-bot", //11
description: "a bot protects the space around you
fires a nail at targets in range",
maxCount: 4,
count: 0,
effect() {
b.modNailBotCount++;
b.nailBot();
}
},
{
name: "ablative synthesis", //9
description: "rebuild your broken parts as drones
chance to occur after being harmed",
maxCount: 1,
count: 0,
effect() {
b.isModDroneOnDamage = true;
for (let i = 0; i < 3; i++) {
b.drone() //spawn drone
}
}
},
{
name: "bremsstrahlung radiation", //13
description: "when your field blocks it also does damage",
maxCount: 4,
count: 0,
effect() {
b.modBlockDmg += 0.7
}
},
{
name: "entanglement", //16
description: "using your first gun reduces harm
scales by 10% for each gun in your inventory",
maxCount: 1,
count: 0,
effect() {
b.isModEntanglement = true
}
},
{
name: "squirrel-cage rotor", //27
description: "jump higher and move faster
reduced harm from falling ",
maxCount: 1,
count: 0,
effect() { // good with melee builds, content skipping builds
b.modSquirrelFx = 1.2;
mech.Fx = 0.015 * b.modSquirrelFx;
mech.jumpForce = 0.38 * 1.1;
}
},
{
name: "Pauli exclusion", //12
description: "unable to collide with enemies for +2 seconds
activates after being harmed from a collision",
maxCount: 1,
count: 0,
effect() {
b.modCollisionImmuneCycles += 120;
mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
}
},
{
name: "annihilation", //14
description: "after touching enemies, they are annihilated",
maxCount: 1,
count: 0,
effect() {
b.isModAnnihilation = true
}
},
{
name: "piezoelectricity", //17
description: "after colliding with enemies gain 50% energy",
maxCount: 1,
count: 0,
effect() {
b.modPiezo = 0.50
}
},
{
name: "energy conservation", //18
description: "gain energy proportional to damage done",
maxCount: 4,
count: 0,
effect() {
b.modEnergySiphon += 0.18;
mech.fieldMeter = mech.fieldEnergyMax
}
},
{
name: "entropy exchange", //19
description: "heal proportional to damage done",
maxCount: 4,
count: 0,
effect() {
b.modHealthDrain += 0.015;
}
},
{
name: "overcharge", //20
description: "charge energy +33% beyond your maximum",
maxCount: 4,
count: 0,
effect() {
mech.fieldEnergyMax += 0.33
mech.fieldMeter += 0.33
}
},
{
name: "supersaturation", //21
description: "heal +33% beyond your max health",
maxCount: 4,
count: 0,
effect() {
mech.maxHealth += 0.33
mech.addHealth(0.33)
}
},
{
name: "recursive healing", //22
description: "healing power ups trigger an extra time.",
maxCount: 4,
count: 0,
effect() {
b.modRecursiveHealing += 1
}
},
{
name: "mass-energy equivalence", //23
description: "convert the mass of power ups into energy
power ups fill your energy and heal for +5%",
maxCount: 1,
count: 0,
effect: () => {
b.isModMassEnergy = true // used in mech.usePowerUp
mech.fieldMeter = mech.fieldEnergyMax
}
},
{
name: "+1 cardinality", //24
description: "one extra choice when selecting power ups",
maxCount: 1,
count: 0,
effect: () => {
b.isModFourOptions = true;
}
},
{
name: "Bayesian inference", //25
description: "20% chance for double power ups to drop
one fewer choice when selecting power ups",
maxCount: 1,
count: 0,
effect: () => {
b.isModBayesian = 0.20;
}
},
{
name: "Born rule", //26
description: "remove all current mods
spawn new mods to replace them",
maxCount: 1,
count: 0,
effect: () => {
for (let i = 0; i < b.modCount; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
b.setModDefaults(); // remove all mods
}
},
{
name: "quantum immortality", //28
description: "after dying, continue in an alternate reality
guns, ammo, field, and mods are randomized",
maxCount: 1,
count: 0,
effect() {
b.isModImmortal = true;
}
},
],
giveMod(index = 'random') {
if (index === 'random') {
let options = [];
for (let i = 0; i < b.mods.length; i++) {
if (b.mods[i].count < b.mods[i].maxCount) 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)
}
} else {
b.mods[index].effect(); //give specific mod
b.mods[index].count++
b.modCount++ //used in power up randomization
game.updateModHUD();
}
},
activeGun: null, //current gun in use by player
inventoryGun: 0,
inventory: [], //list of what guns player has // 0 starts with basic gun
fire() {
if (game.mouseDown && mech.fireCDcycle < mech.cycle && (!(keys[32] || game.mouseDownRight) || mech.fieldFire) && b.inventory.length) {
if (b.guns[b.activeGun].ammo > 0) {
b.guns[b.activeGun].fire();
if (b.modNoAmmo && mech.crouch) {
if (b.modNoAmmo % 2) {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
}
b.modNoAmmo++ //makes the no ammo toggle off and on
} else {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
}
} else {
mech.fireCDcycle = mech.cycle + 30; //cooldown
// game.makeTextLog("
NO AMMO
E / Q", 200);
game.replaceTextLog = true;
game.makeTextLog("NO AMMO
Q, E, and mouse wheel change weapons
", 200);
}
if (mech.holdingTarget) {
mech.drop();
}
}
},
bulletActions() { //run in main loop
//remove bullet if at end cycle for that bullet
let i = bullet.length;
while (i--) {
if (bullet[i].endCycle < game.cycle) {
bullet[i].onEnd(i); //some bullets do stuff on end
if (bullet[i]) {
Matter.World.remove(engine.world, bullet[i]);
bullet.splice(i, 1);
} else {
break; //if bullet[i] doesn't exist don't complete the for loop, because the game probably reset
}
}
}
//draw
ctx.beginPath();
for (let i = 0, len = bullet.length; i < len; i++) {
let vertices = bullet[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j += 1) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
}
ctx.fillStyle = "#000";
ctx.fill();
//do bullet things
for (let i = 0, len = bullet.length; i < len; i++) {
bullet[i].do();
}
},
fireProps(cd, speed, dir, me) {
mech.fireCDcycle = mech.cycle + Math.floor(cd * b.modFireRate); // cool down
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + speed * Math.cos(dir),
y: mech.Vy / 2 + speed * Math.sin(dir)
});
World.add(engine.world, bullet[me]); //add bullet to world
},
fireAttributes(dir, rotate = true) {
if (rotate) {
return {
// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
angle: dir,
friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 10,
onDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
};
} else {
return {
// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
inertia: Infinity, //prevents rotation
angle: dir,
friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 10,
onDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
};
}
},
muzzleFlash(radius = 10) {
ctx.fillStyle = "#fb0";
ctx.beginPath();
ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), radius, 0, 2 * Math.PI);
ctx.fill();
},
removeConsBB(me) {
for (let i = 0, len = consBB.length; i < len; ++i) {
if (consBB[i].bodyA === me) {
consBB[i].bodyA = consBB[i].bodyB;
consBB.splice(i, 1);
// b.removeConsBB(me);
break;
} else if (consBB[i].bodyB === me) {
consBB[i].bodyB = consBB[i].bodyA;
consBB.splice(i, 1);
// b.removeConsBB(me);
break;
}
}
},
onCollision(event) {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
//map + bullet collisions
if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
collideBulletStatic(pairs[i].bodyB)
} else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
collideBulletStatic(pairs[i].bodyA)
}
function collideBulletStatic(obj) {
if (obj.onWallHit) obj.onWallHit();
}
}
},
explosion(where, radius) {
radius *= b.modExplosionRadius
// typically explode is used for some bullets with .onEnd
//add dmg to draw queue
game.drawList.push({
x: where.x,
y: where.y,
radius: radius,
color: "rgba(255,25,0,0.6)",
time: game.drawTime
});
let dist, sub, knock;
let dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
game.drawList.push({
x: where.x,
y: where.y,
radius: alertRange,
color: "rgba(100,20,0,0.03)",
time: game.drawTime
});
//player damage and knock back
sub = Vector.sub(where, player.position);
dist = Vector.magnitude(sub);
if (dist < radius) {
if (!b.isModImmuneExplosion) mech.damage(radius * 0.0002);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 55);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
}
//body knock backs
for (let i = 0, len = body.length; i < len; ++i) {
sub = Vector.sub(where, body[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 18);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 40);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
}
}
//power up knock backs
for (let i = 0, len = powerUp.length; i < len; ++i) {
sub = Vector.sub(where, powerUp[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 30);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 45);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
}
}
//mob damage and knock back with alert
let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isShielded) {
sub = Vector.sub(where, mob[i].position);
dist = Vector.magnitude(sub) - mob[i].radius;
if (dist < radius) {
if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
}
}
},
explode(me) {
// typically explode is used for some bullets with .onEnd
let radius = bullet[me].explodeRad * b.modExplosionRadius
//add dmg to draw queue
game.drawList.push({
x: bullet[me].position.x,
y: bullet[me].position.y,
radius: radius,
color: "rgba(255,25,0,0.6)",
time: game.drawTime
});
let dist, sub, knock;
let dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
game.drawList.push({
x: bullet[me].position.x,
y: bullet[me].position.y,
radius: alertRange,
color: "rgba(100,20,0,0.03)",
time: game.drawTime
});
//player damage and knock back
sub = Vector.sub(bullet[me].position, player.position);
dist = Vector.magnitude(sub);
if (dist < radius) {
if (!b.isModImmuneExplosion) mech.damage(radius * 0.0002);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 55);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
}
//body knock backs
for (let i = 0, len = body.length; i < len; ++i) {
sub = Vector.sub(bullet[me].position, body[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 18);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 40);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
}
}
//power up knock backs
for (let i = 0, len = powerUp.length; i < len; ++i) {
sub = Vector.sub(bullet[me].position, powerUp[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 30);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 45);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
}
}
//mob damage and knock back with alert
let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isShielded) {
sub = Vector.sub(bullet[me].position, mob[i].position);
dist = Vector.magnitude(sub) - mob[i].radius;
if (dist < radius) {
if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
}
}
// Vector.magnitudeSquared(Vector.sub(bullet[me].position, mob[i].position))
},
spore(who) { //used with the mod upgrade in mob.death()
const bIndex = bullet.length;
const side = 4 * b.modBulletSize;
bullet[bIndex] = Bodies.polygon(who.position.x, who.position.y, 5, side, {
// density: 0.0015, //frictionAir: 0.01,
inertia: Infinity,
restitution: 0.5,
angle: Math.random() * 2 * Math.PI,
friction: 0,
frictionAir: 0.025,
dmg: 2.5, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
},
endCycle: game.cycle + Math.floor((660 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger),
minDmgSpeed: 0,
onDmg() {
this.endCycle = 0; //bullet ends cycle after doing damage
},
onEnd() {},
lookFrequency: 97 + Math.floor(77 * Math.random()),
do() {
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
this.closestTarget = null;
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].dropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
const targetVector = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(targetVector);
if (dist < closeDist) {
this.closestTarget = mob[i].position;
closeDist = dist;
this.lockedOn = mob[i] //Vector.normalise(targetVector);
if (0.3 > Math.random()) break //doesn't always target the closest mob
}
}
}
}
//accelerate towards mobs
const THRUST = 0.0004
if (this.lockedOn && this.lockedOn.alive) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
// this.force.x -= THRUST * this.lockedOn.x
// this.force.y -= THRUST * this.lockedOn.y
} else {
this.force.y += this.mass * 0.0001; //gravity
}
},
});
const SPEED = 8 + 3 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
});
World.add(engine.world, bullet[bIndex]); //add bullet to world
},
drone(speed = 1) {
const me = bullet.length;
const THRUST = 0.0015
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
angle: dir,
inertia: Infinity,
friction: 0.05,
frictionAir: 0.0005,
restitution: 1,
dmg: 0.13, //damage done in addition to the damage from momentum
lookFrequency: 83 + Math.floor(41 * Math.random()),
endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
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,
onDmg() {
this.lockedOn = null
if (this.endCycle > game.cycle + 180) {
this.endCycle -= 60
if (game.cycle + 180 > this.endCycle) this.endCycle = game.cycle + 180
}
},
onEnd() {},
do() {
if (game.cycle + 180 > this.endCycle) { //fall and die
this.force.y += this.mass * 0.0012;
this.restitution = 0.2;
} else {
this.force.y += this.mass * 0.0002;
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
mob[i].dropPowerUp &&
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]
}
}
}
if (!this.lockedOn) {
//grab a power up if it is (ammo) or (a heal when player is low)
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
((powerUp[i].name !== "field" && powerUp[i].name !== "heal") || (powerUp[i].name === "heal" && mech.health < 0.8)) &&
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) {
if (DIST < 50) { //eat the power up if close enough
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break;
}
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, game.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)
});
},
nail(pos, velocity, dmg = 0) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 60 + 18 * Math.random();
bullet[me].dmg = dmg
bullet[me].do = function () {};
},
nailBot(speed = 1) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (10 + 5 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 4, RADIUS, {
angle: dir,
friction: 0,
frictionStatic: 0,
restitution: 0.4 + 0.5 * Math.random(),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 45 + Math.floor(17 * Math.random()),
acceleration: 0.0025 + 0.001 * Math.random(),
range: 300 + Math.floor(70 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
if (!(game.cycle % this.lookFrequency)) {
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 2000000 && //1400*1400
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))
const SPEED = 50
b.nail(this.position, Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED), 0.5)
break;
}
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range * 0.2) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
this.frictionAir = 0.04
} else { //close to player
this.frictionAir = 0.005
//add player's velocity
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 1), Vector.mult(player.velocity, 0.02)));
}
}
})
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)
});
},
guardian(speed = 1) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (14 + 6 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
angle: dir,
friction: 0,
frictionStatic: 0,
restitution: 0.5 + 0.5 * Math.random(),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 31 + Math.floor(17 * Math.random()),
acceleration: 0.0015 + 0.0013 * Math.random(),
range: 500 + Math.floor(200 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
!mob[i].isShielded &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) { //hit target with laser
mech.fieldMeter -= 0.0012
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//find the closest vertex
let bestVertexDistance = Infinity
let bestVertex = null
for (let i = 0; i < this.lockedOn.vertices.length; i++) {
const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
if (dist < bestVertexDistance) {
bestVertex = i
bestVertexDistance = dist
}
}
const dmg = b.dmgScale * 0.045;
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
ctx.beginPath(); //draw laser
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
ctx.strokeStyle = "#f00";
ctx.lineWidth = "2"
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
ctx.beginPath();
ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fillStyle = "#f00";
ctx.fill();
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range * 0.2) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
this.frictionAir = 0.02
} else { //close to player
this.frictionAir = 0
//add player's velocity
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 1), Vector.mult(player.velocity, 0.02)));
}
}
})
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)
});
},
giveGuns(gun = "random", ammoPacks = 6) {
if (gun === "random") {
//find what guns player doesn't have
options = []
for (let i = 0, len = b.guns.length; i < len; i++) {
if (!b.guns[i].have) options.push(i)
}
if (options.length === 0) return
//randomly pick from list of possible guns
gun = options[Math.floor(Math.random() * options.length)]
}
if (gun === "all") {
b.activeGun = 0;
b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i;
b.guns[i].have = true;
b.guns[i].ammo = b.guns[i].ammoPack * ammoPacks;
}
} else {
if (!b.guns[gun].have) b.inventory.push(gun);
if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
b.guns[gun].have = true;
b.guns[gun].ammo = b.guns[gun].ammoPack * ammoPacks;
}
game.makeGunHUD();
},
guns: [{
name: "minigun", //0
description: "rapidly fire a stream of small bullets",
ammo: 0,
ammoPack: 55,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
b.muzzleFlash(15);
// if (Math.random() > 0.2) mobs.alert(500);
const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.1);
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, 6 * b.modBulletSize, b.fireAttributes(dir));
b.fireProps(mech.crouch ? 8 : 4, mech.crouch ? 52 : 38, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + 70;
bullet[me].dmg = 0.07;
bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
bullet[me].do = function () {
this.force.y += this.mass * 0.0005;
};
}
},
{
name: "shotgun", //1
description: "fire a burst of short range bullets
crouch to reduce recoil",
ammo: 0,
ammoPack: 6,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 50 : 35) * b.modFireRate); // cool down
b.muzzleFlash(35);
// mobs.alert(650);
const side = 11 * b.modBulletSize
for (let i = 0; i < 9; i++) {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.22 : 0.7)
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 = 40 + Math.random() * 11
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = game.cycle + 55
bullet[me].frictionAir = 0.03;
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
}
//knock back
const KNOCK = ((mech.crouch) ? 0.013 : 0.15) * b.modBulletSize * b.modBulletSize
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
}
},
{
name: "super balls", //2
description: "fire five balls in a wide arc
balls bounce with no momentum loss",
ammo: 0,
ammoPack: 5,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 35 : 20) * b.modFireRate); // cool down
b.muzzleFlash(20);
// mobs.alert(450);
const SPEED = mech.crouch ? 55 : 35
const SPREAD = mech.crouch ? 0.04 : 0.15
let dir = mech.angle - SPREAD * 2;
for (let i = 0; i < 5; i++) {
const me = bullet.length;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, 7 * b.modBulletSize, b.fireAttributes(dir, false));
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)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = game.cycle + Math.floor(360 * b.isModBulletsLastLonger);
bullet[me].dmg = 0;
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 0.99;
bullet[me].friction = 0;
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
dir += SPREAD;
}
}
},
{
name: "fléchettes", //3
description: "fire a volley of precise high velocity needles",
ammo: 0,
ammoPack: 20,
have: false,
isStarterGun: true,
count: 0, //used to track how many shots are in a volley before a big CD
lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
fire() {
const CD = (mech.crouch) ? 45 : 25
if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
this.lastFireCycle = mech.cycle
if (this.count > ((mech.crouch) ? 6 : 1)) {
this.count = 0
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.modFireRate); // cool down
} else {
this.count++
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.modFireRate); // cool down
}
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(mech.angle));
bullet[me].endCycle = game.cycle + 180;
bullet[me].dmg = 1;
bullet[me].do = function () {
if (this.speed < 10) this.force.y += this.mass * 0.0003; //no gravity until it slows don to improve aiming
};
const SPEED = 50
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(mech.angle),
y: mech.Vy / 2 + SPEED * Math.sin(mech.angle)
});
World.add(engine.world, bullet[me]); //add bullet to world
}
},
{
name: "wave beam", //4
description: "emit a sine wave of oscillating particles
particles propagate through walls",
ammo: 0,
ammoPack: 32,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
const dir = mech.angle
const SCALE = (mech.crouch ? 0.963 : 0.95)
const wiggleMag = ((mech.crouch) ? 0.004 : 0.005) * ((mech.flipLegs === 1) ? 1 : -1)
bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 10, 10 * b.modBulletSize, {
angle: dir,
cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
endCycle: game.cycle + Math.floor((mech.crouch ? 155 : 120) * b.isModBulletsLastLonger),
inertia: Infinity,
frictionAir: 0,
minDmgSpeed: 0,
dmg: 0.3, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.mob | cat.mobBullet | cat.mobShield
},
onDmg() {},
onEnd() {},
do() {
if (!mech.isBodiesAsleep) {
this.cycle++
const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
this.force = Vector.mult(Vector.normalise(this.direction), this.mass * THRUST) //wiggle
if (this.cycle > 0 && !(Math.floor(this.cycle) % 6)) Matter.Body.scale(this, SCALE, SCALE); //shrink
}
}
});
World.add(engine.world, bullet[me]); //add bullet to world
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 8 : 4) * b.modFireRate); // cool down
const SPEED = mech.crouch ? 5.2 : 4.5;
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].direction = Vector.perp(bullet[me].velocity)
// if (mech.angle + Math.PI / 2 > 0) {
// bullet[me].direction = Vector.perp(bullet[me].velocity, true)
// } else {
// bullet[me].direction = Vector.perp(bullet[me].velocity)
// }
World.add(engine.world, bullet[me]); //add bullet to world
}
},
{
name: "rail gun", //5
description: "electro-magnetically launch a dense rod
hold left mouse to charge, release to fire", //and repel enemies
ammo: 0,
ammoPack: 1,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
bullet[me] = Bodies.rectangle(0, 0, 0.012 * b.modBulletSize, 0.0025 * b.modBulletSize, {
density: 0.01, //0.001 is normal
//frictionAir: 0.01, //restitution: 0,
// angle: 0,
// friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 5,
onDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
});
mech.fireCDcycle = Infinity; // cool down
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = Infinity
bullet[me].isCharging = true;
bullet[me].charge = 0;
bullet[me].do = function () {
if (this.isCharging) {
if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release
this.isCharging = false
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
this.endCycle = game.cycle + 140
this.collisionFilter.category = cat.bullet
Matter.Body.setPosition(this, {
x: mech.pos.x,
y: mech.pos.y
})
Matter.Body.setAngle(this, mech.angle)
const speed = 90
Matter.Body.setVelocity(this, {
x: mech.Vx / 2 + speed * this.charge * Math.cos(mech.angle),
y: mech.Vy / 2 + speed * this.charge * Math.sin(mech.angle)
});
//knock back
const KNOCK = ((mech.crouch) ? 0.1 : 0.5) * b.modBulletSize * b.modBulletSize * this.charge * this.charge
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
//push away blocks when firing
let range = 700 * this.charge
for (let i = 0, len = body.length; i < len; ++i) {
const SUB = Vector.sub(body[i].position, mech.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 300)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
body[i].force.x += FORCE.x;
body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
}
}
for (let i = 0, len = mob.length; i < len; ++i) {
const SUB = Vector.sub(mob[i].position, mech.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 300)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += 1.5 * FORCE.x;
mob[i].force.y += 1.5 * FORCE.y;
}
}
} else { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
if (mech.crouch) {
this.charge = this.charge * 0.965 + 0.035 // this.charge converges to 1
} else {
this.charge = this.charge * 0.985 + 0.015 // this.charge converges to 1
}
//draw laser targeting
let best;
let range = 3000
const dir = mech.angle
const path = [{
x: mech.pos.x + 20 * Math.cos(dir),
y: mech.pos.y + 20 * Math.sin(dir)
},
{
x: mech.pos.x + range * Math.cos(dir),
y: mech.pos.y + range * Math.sin(dir)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
}
//draw laser beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = `rgba(100,0,180,0.7)`;
ctx.lineWidth = this.charge * 1
ctx.setLineDash([10, 20]);
ctx.stroke();
ctx.setLineDash([0, 0]);
//draw magnetic field
const X = mech.pos.x
const Y = mech.pos.y
const unitVector = Vector.normalise(Vector.sub(game.mouseInGame, mech.pos))
const unitVectorPerp = Vector.perp(unitVector)
function magField(mag, arc) {
ctx.moveTo(X, Y);
ctx.bezierCurveTo(
X + unitVector.x * mag, Y + unitVector.y * mag,
X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
ctx.bezierCurveTo(
X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
X - unitVector.x * mag, Y - unitVector.y * mag,
X, Y)
}
ctx.fillStyle = `rgba(50,0,100,0.05)`;
for (let i = 3; i < 7; i++) {
const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
ctx.beginPath();
magField(MAG, ARC)
magField(MAG, -ARC)
ctx.fill();
}
}
} else { //normal bullet behavior
this.force.y += this.mass * 0.00015 / this.charge; // low gravity that scales with charge
}
}
}
},
{
name: "missiles", //6
description: "fire missiles that accelerate towards enemies
explodes when near target",
ammo: 0,
ammoPack: 3,
have: false,
isStarterGun: false,
fireCycle: 0,
ammoLoaded: 0,
fire() {
const thrust = 0.0005;
let dir = mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2);
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle) - 3, 30 * b.modBulletSize, 4 * b.modBulletSize, b.fireAttributes(dir));
b.fireProps(mech.crouch ? 55 : 30, -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8), dir, me); //cd , speed
// bullet[me].collisionFilter.mask = cat.map | cat.body | cat.mobBullet
// Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
bullet[me].force.y += 0.0005; //a small push down at first to make it seem like the missile is briefly falling
bullet[me].frictionAir = 0.023
bullet[me].endCycle = game.cycle + Math.floor((280 + 40 * Math.random()) * b.isModBulletsLastLonger);
bullet[me].explodeRad = 170 + 60 * Math.random();
bullet[me].lookFrequency = Math.floor(31 + Math.random() * 11);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
bullet[me].onDmg = function () {
this.tryToLockOn();
// this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
};
bullet[me].lockedOn = null;
bullet[me].tryToLockOn = function () {
this.lockedOn = null;
let closeDist = Infinity;
//look for closest target to where the missile will be in 30 cycles
const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 30))
for (let i = 0, len = mob.length; i < len; ++i) {
if (
mob[i].alive && mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
if (futureDist < closeDist) {
closeDist = futureDist;
this.lockedOn = mob[i];
this.frictionAir = 0.05; //extra friction once a target it locked
}
}
}
//explode when bullet is close enough to target
if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad * 0.95) {
// console.log('hit')
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
const dmg = b.dmgScale * 5;
this.lockedOn.damage(dmg); //does extra damage to target
}
};
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
if (!(mech.cycle % this.lookFrequency)) {
this.tryToLockOn();
}
//rotate missile towards the target
if (this.lockedOn) {
const face = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
};
const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
if (Vector.dot(target, face) > -0.98) {
if (Vector.cross(target, face) > 0) {
Matter.Body.rotate(this, 0.08);
} else {
Matter.Body.rotate(this, -0.08);
}
}
}
//accelerate in direction bullet is facing
const dir = this.angle; // + (Math.random() - 0.5);
this.force.x += Math.cos(dir) * thrust;
this.force.y += Math.sin(dir) * thrust;
//draw rocket
ctx.beginPath();
ctx.arc(this.position.x - Math.cos(this.angle) * 27 + (Math.random() - 0.5) * 4, this.position.y - Math.sin(this.angle) * 27 + (Math.random() - 0.5) * 4, 11, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,155,0,0.5)";
ctx.fill();
} else {
//draw rocket with time stop
ctx.beginPath();
ctx.arc(this.position.x - Math.cos(this.angle) * 27, this.position.y - Math.sin(this.angle) * 27, 11, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,155,0,0.5)";
ctx.fill();
}
}
}
}, {
name: "flak", //7
description: "fire a cluster of short range projectiles
explodes on contact or after half a second",
ammo: 0,
ammoPack: 6,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.modFireRate); // cool down
b.muzzleFlash(30);
const SPEED = mech.crouch ? 29 : 25
const END = Math.floor(mech.crouch ? 30 : 18);
const side1 = 17 * b.modBulletSize
const side2 = 4 * b.modBulletSize
const totalBullets = 5
const angleStep = (mech.crouch ? 0.06 : 0.25) / totalBullets
let dir = mech.angle - angleStep * totalBullets / 2;
for (let i = 0; i < totalBullets; i++) { //5 -> 7
dir += angleStep
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), side1, side2, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: (SPEED + 15 * Math.random() - 2 * i) * Math.cos(dir),
y: (SPEED + 15 * Math.random() - 2 * i) * Math.sin(dir)
});
bullet[me].endCycle = 2 * i + game.cycle + END
bullet[me].restitution = 0;
bullet[me].friction = 1;
bullet[me].explodeRad = (mech.crouch ? 85 : 60) + (Math.random() - 0.5) * 50;
bullet[me].onEnd = b.explode;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
bullet[me].do = function () {
this.force.y += this.mass * 0.0004;
}
}
}
}, {
name: "grenades", //8
description: "lob a single bouncy projectile
explodes on contact or after one second",
ammo: 0,
ammoPack: 6,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, true));
b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].totalCycles = 100;
bullet[me].endCycle = game.cycle + Math.floor(mech.crouch ? 120 : 80);
bullet[me].restitution = 0.2;
bullet[me].explodeRad = 275;
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
bullet[me].minDmgSpeed = 1;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0025;
};
}
}, {
name: "vacuum bomb", //9
description: "fire a bomb that sucks before exploding
click left mouse again to detonate",
ammo: 0,
ammoPack: 2,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 35 * b.modBulletSize, b.fireAttributes(dir, false));
bullet[me].radius = 22; //used from drawing timer
b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
bullet[me].endCycle = Infinity
// bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
bullet[me].inertia = Infinity; //prevents rotation
bullet[me].restitution = 0;
bullet[me].friction = 1;
Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
bullet[me].onDmg = function () {
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
};
bullet[me].isArmed = false;
bullet[me].isSucking = false;
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0022;
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
//set armed and sucking status
if (!this.isArmed && !game.mouseDown) {
this.isArmed = true
} else if (this.isArmed && game.mouseDown && !this.isSucking) {
this.isSucking = true;
this.endCycle = game.cycle + 35;
}
if (this.isSucking) {
if (!mech.isBodiesAsleep) {
const that = this
let mag = 0.1
function suck(who, radius = that.explodeRad * 2) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(that.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius && dist > 150) {
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
}
}
}
if (game.cycle > this.endCycle - 5) {
mag = -0.22
suck(body)
suck(mob)
suck(powerUp)
suck(bullet)
suck([player])
} else {
mag = 0.1
suck(body)
suck(mob)
suck(powerUp)
suck(bullet)
suck([player])
}
//keep bomb in place
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
//draw suck
const radius = 2.5 * this.explodeRad * (this.endCycle - game.cycle) / 35
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
}
} else {
// flashing lights to show armed
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
this.isFlashOn = false;
} else {
this.isFlashOn = true;
}
}
if (this.isFlashOn) {
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
//draw clock on timer
ctx.fillStyle = "#f04";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 0.7, 0, 2 * Math.PI);
ctx.fill();
}
}
}
}
}, {
name: "mine", //10
description: "drop a proximity mine that sticks to walls
fires nails at enemies within range",
ammo: 0,
ammoPack: 6,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
if (mech.crouch) {
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 45 * b.modBulletSize, 16 * b.modBulletSize, {
angle: 0,
friction: 1,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet
},
minDmgSpeed: 5,
onDmg() {},
onEnd() {}
});
mech.fireCDcycle = mech.cycle + Math.floor(35 * b.modFireRate); // cool down
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + 26 * Math.cos(dir),
y: mech.Vy / 2 + 26 * Math.sin(dir)
});
bullet[me].torque += bullet[me].inertia * 0.0001 * (0.5 - Math.random())
} else {
bullet[me] = Bodies.rectangle(mech.pos.x, mech.pos.y + 25, 45 * b.modBulletSize, 16 * b.modBulletSize, {
angle: 0,
friction: 1,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet
},
minDmgSpeed: 5,
onDmg() {},
onEnd() {}
});
mech.fireCDcycle = mech.cycle + Math.floor(20 * b.modFireRate); // cool down
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx,
y: mech.Vy
});
}
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 1800 + 360 * Math.random();
bullet[me].seeFrom = null;
bullet[me].restitution = 0;
bullet[me].lookFrequency = 41 + Math.floor(23 * Math.random())
bullet[me].range = 700
bullet[me].arm = function () {
this.do = function () { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(game.cycle % this.lookFrequency)) { //find mob targets
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position)) < 500000 &&
mob[i].dropPowerUp &&
Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.seeFrom, mob[i].position).length === 0) {
this.endCycle = 0 //end life if mob is near and visible
}
}
}
}
}
bullet[me].do = function () {
this.force.y += this.mass * 0.002; //extra gravity
let collide = Matter.Query.collides(this, map) //check if collides with map
if (collide.length > 0) {
for (let i = 0; i < collide.length; i++) {
if (collide[i].bodyA.collisionFilter.category === cat.map || collide[i].bodyB.collisionFilter.category === cat.map) {
this.seeFrom = Vector.add(this.position, Vector.mult(collide[i].normal, -20)) //find the location 20 pixels perpendicular to the map
// console.log()
const angle = Matter.Vector.angle(collide[i].normal, {
x: 1,
y: 0
})
if (angle > -0.1) Matter.Body.setStatic(this, true)
this.arm();
}
}
} else { //check if collides with a body
collide = Matter.Query.collides(this, body)
if (collide.length > 0) {
for (let i = 0; i < collide.length; i++) {
if (collide[i].bodyA.collisionFilter.category === cat.body || collide[i].bodyB.collisionFilter.category === cat.body) {
this.seeFrom = this.position
this.arm();
}
}
}
}
}
bullet[me].onEnd = function () {
if (!this.seeFrom) this.seeFrom = this.position
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].dropPowerUp) {
const dist = Vector.magnitudeSquared(Vector.sub(this.seeFrom, mob[i].position));
if (dist < 1440000 && //1200*1200
Matter.Query.ray(map, this.seeFrom, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.seeFrom, mob[i].position).length === 0) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))) //predict where the mob will be in a few cycles
}
}
}
for (let i = 0; i < 14; i++) {
const speed = 55 + 10 * Math.random()
if (targets.length > 0) { // aim near a random target in array
const index = Math.floor(Math.random() * targets.length)
const SPREAD = 150 / targets.length
const WHERE = {
x: targets[index].x + SPREAD * (Math.random() - 0.5),
y: targets[index].y + SPREAD * (Math.random() - 0.5)
}
b.nail(this.seeFrom, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.seeFrom)), speed), 0.5)
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
b.nail(this.seeFrom, {
x: speed * Math.cos(ANGLE),
y: speed * Math.sin(ANGLE)
})
}
}
}
}
},
{
name: "spores", //11
description: "fire orbs that discharge spores
spores seek out enemies",
ammo: 0,
ammoPack: 4,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 28 : 14, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = game.cycle + 80;
bullet[me].frictionAir = 0;
bullet[me].friction = 0.5;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
bullet[me].onDmg = function () {};
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
const SCALE = 1.022
Matter.Body.scale(this, SCALE, SCALE);
this.frictionAir += 0.00023;
}
this.force.y += this.mass * 0.00045;
//draw green glow
ctx.fillStyle = "rgba(0,200,125,0.16)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, 26, 0, 2 * Math.PI);
ctx.fill();
};
//spawn bullets on end
bullet[me].onEnd = function () {
const NUM = 10;
for (let i = 0; i < NUM; i++) {
b.spore(this)
}
}
}
},
{
name: "drones", //12
description: "deploy drones that crash into enemies
collisions reduce drone cycles by 1 second",
ammo: 0,
ammoPack: 9,
have: false,
isStarterGun: true,
fire() {
b.drone(mech.crouch ? 45 : 1)
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 5) * b.modFireRate); // cool down
}
},
{
name: "foam", //13
description: "spray bubbly foam that sticks to enemies
does damage over time and slows movement",
ammo: 0,
ammoPack: 35,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 12 : 5) * b.modFireRate); // cool down
const me = bullet.length;
const dir = mech.angle + 0.2 * (Math.random() - 0.5)
const RADIUS = (8 + 16 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 25, RADIUS, {
angle: dir,
density: 0.00005, // 0.001 is normal density
inertia: Infinity,
frictionAir: 0.003,
friction: 0.2,
restitution: 0.2,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobShield
},
minDmgSpeed: 0,
endCycle: Infinity,
count: 0,
radius: RADIUS,
target: null,
targetVertex: null,
onDmg(who) {
if (!this.target && who.alive && who.dropPowerUp && !who.isShielded) {
this.target = who;
this.collisionFilter.category = cat.body;
this.collisionFilter.mask = null;
let bestVertexDistance = Infinity
let bestVertex = null
for (let i = 0; i < this.target.vertices.length; i++) {
const dist = Vector.magnitude(Vector.sub(this.position, this.target.vertices[i]));
if (dist < bestVertexDistance) {
bestVertex = i
bestVertexDistance = dist
}
}
this.targetVertex = bestVertex
}
},
onEnd() {},
do() {
ctx.beginPath() //draw white circle
ctx.arc(this.position.x, this.position.y, this.radius * 0.97 - 1.6, 0, 2 * Math.PI);
ctx.fillStyle = "#fff"
ctx.fill()
if (!mech.isBodiesAsleep) { //if time dilation isn't active
this.force.y += this.mass * 0.00006; //gravity
if (this.count < 17) {
this.count++
//grow
const SCALE = 1.08
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
//shrink
const SCALE = 1 - 0.0035 / b.isModBulletsLastLonger
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
if (this.radius < 14) this.endCycle = 0;
}
if (this.target && this.target.alive) { //if stuck to a target
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
this.target.damage(b.dmgScale * 0.005);
} else if (this.target !== null) { //look for a new target
this.target = null
this.collisionFilter.category = cat.bullet;
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
}
}
}
});
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = mech.crouch ? 22 : 12 - RADIUS * 0.25;
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
}
},
{
name: "laser", //14
description: "emit a beam of collimated coherent light
drains energy instead of ammunition",
ammo: 0,
ammoPack: Infinity,
have: false,
isStarterGun: true,
fire() {
const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
const damage = 0.05
if (mech.fieldMeter < FIELD_DRAIN) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
let best;
const color = "#f00";
const range = 3000;
const path = [{
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function () {
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function (dmg) {
if (best.who.alive) {
dmg *= b.dmgScale * damage;
best.who.damage(dmg);
best.who.locatePlayer();
//draw mob damage circle
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fill();
}
};
const reflection = function () {
// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
};
//beam before reflection
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(1);
//1st reflection beam
reflection();
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
let who = best.who;
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.8);
//2nd reflection beam
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
if (who !== best.who) {
reflection();
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.63);
reflection();
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.5);
}
}
}
}
}
ctx.fillStyle = color;
ctx.strokeStyle = color;
ctx.lineWidth = 2;
ctx.lineDashOffset = 300 * Math.random()
// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
ctx.globalAlpha *= 0.65; //reflections are less intense
// ctx.globalAlpha -= 0.1; //reflections are less intense
}
ctx.setLineDash([0, 0]);
ctx.globalAlpha = 1;
}
}
},
{
name: "pulse", //15
description: "convert 25% of your energy into a pulsed laser
instantly initiates a fusion explosion",
ammo: 0,
ammoPack: Infinity,
have: false,
isStarterGun: true,
fire() {
//calculate laser collision
let best;
let range = 3000
const path = [{
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
}
//use energy to explode
const energy = 0.3 * Math.min(mech.fieldMeter, 1.75)
mech.fieldMeter -= energy
if (best.who) b.explosion(path[1], 950 * energy)
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
//draw laser beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = "rgba(255,0,0,0.13)"
ctx.lineWidth = 60 * energy / 0.2
ctx.stroke();
ctx.strokeStyle = "rgba(255,0,0,0.2)"
ctx.lineWidth = 18
ctx.stroke();
ctx.strokeStyle = "#f00";
ctx.lineWidth = 4
ctx.stroke();
//draw little dots along the laser path
const sub = Vector.sub(path[1], path[0])
const mag = Vector.magnitude(sub)
for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
const dist = Math.random()
game.drawList.push({
x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
radius: 1 + 4 * Math.random(),
color: "rgba(255,0,0,0.5)",
time: Math.floor(2 + 33 * Math.random() * Math.random())
});
}
}
},
// {
// name: "dwarf star", //14
// description: "drop a mine that gravitational pulls in matter",
// ammo: 0,
// ammoPack: 1000,
// have: false,
// isStarterGun: false,
// fire() {
// const me = bullet.length;
// const dir = mech.angle
// const TOTAL_CYCLES = 1020
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(dir), mech.pos.y + 30 * Math.sin(dir), 3 * b.modBulletSize, {
// density: 0.05,
// //frictionAir: 0.01,
// restitution: 0,
// angle: 0,
// friction: 1,
// // frictionAir: 1,
// endCycle: game.cycle + TOTAL_CYCLES,
// dmg: 0, //damage done in addition to the damage from momentum
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x010011 //mask: 0x000101, //for self collision
// },
// minDmgSpeed: 5,
// range: 0,
// onDmg() {
// this.endCycle = 0;
// }, //this.endCycle = 0 //triggers despawn
// onEnd() {},
// do() {
// this.force.y += this.mass * 0.005;
// this.range += 0.5
// //damage nearby mobs
// const dmg = b.dmgScale * 0.02
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive) {
// sub = Vector.sub(this.position, mob[i].position);
// dist = Vector.magnitude(sub) - mob[i].radius;
// if (dist < this.range) {
// mob[i].damage(dmg);
// mob[i].locatePlayer();
// }
// }
// }
// //pull in body, and power ups?, and bullets?
// for (let i = 0, len = body.length; i < len; ++i) {
// sub = Vector.sub(this.position, body[i].position);
// dist = Vector.magnitude(sub)
// if (dist < this.range) {
// this.range += body[i].mass * 2
// Matter.World.remove(engine.world, body[i]);
// body.splice(i, 1);
// break;
// }
// }
// //draw
// const opacity = (this.endCycle - game.cycle) / TOTAL_CYCLES
// ctx.fillStyle = `rgba(170,220,255,${opacity})`;
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.range, 0, 2 * Math.PI);
// ctx.fill();
// }
// });
// b.fireProps(60, 0, dir, me); //cd , speed
// }
// },
// {
// name: "kinetic slugs", //1
// description: "fire a large rod that does excessive physical damage
high recoil",
// ammo: 0,
// ammoPack: 5,
// have: false,
// isStarterGun: true,
// fire() {
// b.muzzleFlash(45);
// // mobs.alert(800);
// const me = bullet.length;
// const dir = mech.angle;
// bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 * b.modBulletSize, 30 * b.modBulletSize, b.fireAttributes(dir));
// b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
// bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
// bullet[me].do = function () {
// this.force.y += this.mass * 0.0005;
// };
// //knock back
// const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
// player.force.x -= KNOCK * Math.cos(dir)
// player.force.y -= KNOCK * Math.sin(dir) * 0.3 //reduce knock back in vertical direction to stop super jumps
// },
// {
// name: "triboelectricty", //14
// description: "release particles that quickly seek out targets",
// ammo: 0,
// ammoPack: 40,
// have: false,
// isStarterGun: true,
// fire() {
// const dir = mech.angle + 0.2 * (Math.random() - 0.5);
// const me = bullet.length;
// const RADIUS = 6 * b.modBulletSize
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
// angle: dir,
// inertia: Infinity,
// // friction: 0.05,
// // frictionAir: 0.05,
// restitution: 0.8,
// dmg: 0.14, //damage done in addition to the damage from momentum
// lookFrequency: 3,
// endCycle: game.cycle + Math.floor(120 * b.isModBulletsLastLonger),
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x010111 //self collide
// },
// minDmgSpeed: 0,
// lockedOn: null,
// isFollowMouse: true,
// onDmg() {
// this.endCycle = 0;
// },
// onEnd() {},
// do() {
// if (this.lockedOn) { //accelerate towards mobs
// this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * 0.01)
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.93,
// y: this.velocity.y * 0.93
// });
// } else {
// this.force.y += this.mass * 0.0004;
// }
// }
// })
// b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 45 : 30, dir, me); //cd , speed
// //find mob targets
// let closeDist = Infinity;
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
// Matter.Query.ray(map, bullet[me].position, mob[i].position).length === 0 &&
// Matter.Query.ray(body, bullet[me].position, mob[i].position).length === 0
// ) {
// const TARGET_VECTOR = Vector.sub(bullet[me].position, mob[i].position)
// const DIST = Vector.magnitude(TARGET_VECTOR);
// if (DIST < closeDist) {
// closeDist = DIST;
// bullet[me].lockedOn = mob[i]
// }
// }
// }
// }
// },
// {
]
};