let powerUp = []; const powerUps = { choose(type, index) { if (type === "gun") { b.giveGuns(index) // game.replaceTextLog = true; // game.makeTextLog(`${game.SVGleftMouse} ${b.guns[index].name}

${b.guns[index].description}`, 500); // game.replaceTextLog = false; } else if (type === "field") { mech.setField(index) } else if (type === "mod") { b.giveMod(index) // game.replaceTextLog = true; // game.makeTextLog(`
  ${b.mods[index].name}

${b.mods[index].description}`, 500); // game.replaceTextLog = false; } document.body.style.cursor = "none"; document.getElementById("choose-grid").style.display = "none" document.getElementById("choose-background").style.display = "none" game.paused = false; game.isChoosing = false; //stops p from un pausing on key down requestAnimationFrame(cycle); }, cancel() { document.body.style.cursor = "none"; document.getElementById("choose-grid").style.display = "none" document.getElementById("choose-background").style.display = "none" game.paused = false; game.isChoosing = false; //stops p from un pausing on key down requestAnimationFrame(cycle); }, showDraft() { document.getElementById("choose-grid").style.display = "grid" document.getElementById("choose-background").style.display = "inline" document.body.style.cursor = "auto"; game.paused = true; game.isChoosing = true; //stops p from un pausing on key down }, heal: { name: "heal", color: "#0eb", size() { return 40 * Math.sqrt(0.1 + Math.random() * 0.5); }, effect() { let heal = 0 for (let i = 0; i < b.modRecursiveHealing; i++) heal += ((this.size / 40) ** 2) if (heal > 0) game.makeTextLog("
  heal " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%", 300) mech.addHealth(heal); } }, 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 { let ammo = Math.ceil((target.ammoPack * (1 + 0.1 * Math.random()))); if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun target.ammo += ammo; game.updateGunHUD(); game.makeTextLog("
  +" + ammo + " ammo for " + target.name + "", 300); } } }, field: { name: "field", color: "#0cf", size() { return 45; }, effect() { function doNotHave(who, skip1 = -1, skip2 = -1, skip3 = -1) { let options = []; for (let i = 1; i < who.length; i++) { if (i !== mech.fieldMode && i !== skip1 && i !== skip2 && i !== skip3) options.push(i); } if (options.length > 0) return options[Math.floor(Math.random() * options.length)] } let choice1 = doNotHave(mech.fieldUpgrades) let choice2 = doNotHave(mech.fieldUpgrades, choice1) let choice3 = -1 if (choice1 > -1) { let text = `

choose a field

` text += `
  ${mech.fieldUpgrades[choice1].name}
${mech.fieldUpgrades[choice1].description}
` if (choice2 > -1) text += `
  ${mech.fieldUpgrades[choice2].name}
${mech.fieldUpgrades[choice2].description}
` if (!b.isModBayesian) { choice3 = doNotHave(mech.fieldUpgrades, choice1, choice2) if (choice3 > -1) text += `
  ${mech.fieldUpgrades[choice3].name}
${mech.fieldUpgrades[choice3].description}
` } if (b.isModFourOptions) { let choice4 = doNotHave(mech.fieldUpgrades, choice1, choice2, choice3) if (choice4 > -1) text += `
  ${mech.fieldUpgrades[choice4].name}
${mech.fieldUpgrades[choice4].description}
` } // text += `
${game.SVGrightMouse} activate the shield with the right mouse
fields shield you from damage
and let you pick up and throw blocks
` document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } else { powerUps.giveRandomAmmo() } } }, mod: { name: "mod", color: "#a8f", size() { return 42; }, effect() { function doNotHave(who, skip1 = -1, skip2 = -1, skip3 = -1) { let options = []; for (let i = 0; i < who.length; i++) { if (who[i].count < who[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3) options.push(i); } if (options.length > 0) return options[Math.floor(Math.random() * options.length)] } let choice1 = doNotHave(b.mods) let choice2 = doNotHave(b.mods, choice1) let choice3 = -1 if (choice1 > -1) { let text = "

choose a mod

" text += `
  ${b.mods[choice1].name}
${b.mods[choice1].description}
` if (choice2 > -1) text += `
  ${b.mods[choice2].name}
${b.mods[choice2].description}
` if (!b.isModBayesian) { choice3 = doNotHave(b.mods, choice1, choice2) if (choice3 > -1) text += `
  ${b.mods[choice3].name}
${b.mods[choice3].description}
` } if (b.isModFourOptions) { let choice4 = doNotHave(b.mods, choice1, choice2, choice3) if (choice4 > -1) text += `
  ${b.mods[choice4].name}
${b.mods[choice4].description}
` } document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } else { powerUps.giveRandomAmmo() } } }, gun: { name: "gun", color: "#26a", size() { return 35; }, effect() { function doNotHave(who, skip1 = -1, skip2 = -1, skip3 = -1) { let options = []; for (let i = 0; i < who.length; i++) { if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3) options.push(i); } if (options.length > 0) return options[Math.floor(Math.random() * options.length)] } let choice1 = doNotHave(b.guns) let choice2 = doNotHave(b.guns, choice1) let choice3 = -1 if (choice1 > -1) { let text = "

choose a gun

" text += `
  ${b.guns[choice1].name}
${b.guns[choice1].description}
` if (choice2 > -1) text += `
  ${b.guns[choice2].name}
${b.guns[choice2].description}
` if (!b.isModBayesian) { choice3 = doNotHave(b.guns, choice1, choice2) if (choice3 > -1) text += `
  ${b.guns[choice3].name}
${b.guns[choice3].description}
` } if (b.isModFourOptions) { let choice4 = doNotHave(b.guns, choice1, choice2, choice3) if (choice4 > -1) text += `
  ${b.guns[choice4].name}
${b.guns[choice4].description}
` } document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } else { powerUps.giveRandomAmmo() } } }, giveRandomAmmo() { const ammoTarget = Math.floor(Math.random() * (b.guns.length)); const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6); b.guns[ammoTarget].ammo += ammo; game.updateGunHUD(); game.makeTextLog("+" + ammo + " ammo for " + b.guns[ammoTarget].name + "", 300); }, spawnRandomPowerUp(x, y) { //mostly used after mob dies if (Math.random() * Math.random() - 0.3 > Math.sqrt(mech.health) || Math.random() < 0.035) { //spawn heal chance is higher at low health powerUps.spawn(x, y, "heal"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal"); return; } if (Math.random() < 0.15 && b.inventory.length > 0) { powerUps.spawn(x, y, "ammo"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo"); return; } if (Math.random() < 0.0035 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 4 powerUps.spawn(x, y, "gun"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun"); return; } if (Math.random() < 0.0032 * (10 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7 powerUps.spawn(x, y, "mod"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod"); return; } if (Math.random() < 0.003) { powerUps.spawn(x, y, "field"); if (Math.random() < b.isModBayesian) 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.isModBayesian) powerUps.spawn(x, y, "field") } else if (Math.random() < 0.6) { powerUps.spawn(x, y, "mod") if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod") } else if (Math.random() < 0.1) { powerUps.spawn(x, y, "gun") if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun") } else if (Math.random() < 0.1) { powerUps.spawn(x, y, "field"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field"); } else if (mech.health < 0.65) { powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); if (Math.random() < b.isModBayesian) { powerUps.spawn(x, y, "heal"); } } else { powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo"); if (Math.random() < b.isModBayesian) { 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) { 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 } }, };