Files
n-gon-improved/js/bullet.js
landgreen 1040d1ff7e demineralization
tech: demineralization - after mobs die gain 0.85x damage taken, effect stacks, but fades 10% every second
tech: remineralization - after mobs die gain 1.08x damage, effect stacks, but fades 10% every second
tech: equivalence principle - negative mass field doesn't cost energy
new JUNK tech: aerodynamics

interferometer
  slower elevator and lasers
  wider side ledges
  large laser blocking blocks
flocculation
  fewer mobs
  it's easier to get out of the slime
pavilion
  move vanish elements
  easier traversal
  secret tunnel
  removed debris, but added power ups and blocks
corridor
  limited to bosses that don't interact with the movers poorly
gravitron, substructure, corridor, interferometer
  added more heal and ammo power ups to match other levels
because some newer levels are zoomed out more
  laser max range is 3000->5000
  nails last 1/3 of a second longer
bosses spawn an extra ammo power up
  and 2 extra ammo on the hardest 2 difficulties
slasher mob's laserSwords will now damage a cloaked player
constraint announcement text looks more like computer code style to match game theme

foam recoil is back: 1->0.7x horizontal force and 2->4.3x vertical up force
  this makes it less annoying to horizontally and easier to kinda fly/float
negative mass field damage reduction 0.4->0.5x
holographic principle no longer slows player movement
  added 2 research cost
fermion gives 6->5 seconds of invulnerability after mobs die
stability 0.2->0.1x damage taken at max health
non-Newtonian armor 0.3->0.4x damage taken after collisions
Zeno's paradox 0.15->0.2x damage taken
annihilation energy cost 10->8 to destroy mobs after collisions
radiative equilibrium damage is 3->4x for 8->4 seconds
aerostat can be taken 1->3 times
dynamic equilibrium damage increased by 6->8x damage per last damage taken
aerostat no longer has 0.9x damage for being on the ground
launch system 1.2->1.3x ammo for missiles
research says that repeatedly entering alternate realities builds up some positive effects
  Hilbert space 4x->3x damage
  Ψ(t) collapse 6->4 research on boss death
transdimensional worms: 50% chance for a second worm per block in wormhole
wormhole 7->8 energy regen per second
hidden-variable theory 1.15->1.2 damage after choosing a field tech
ghoster mobs are less likely to get knocked far away from the player for long periods of time

bug fixes
  dynamic equilibrium was set to 100 times higher frequency then normal
  when constraints hide health bar's it's now hidden in the pause menu
  mobs aiming at cloaked player
    snakeBoss more intelligently chases player for a few seconds
    pulsarBoss aims at player's history 3 seconds in past
    pulsar will not stop firing
      but it will still not fire at cloaked player
2025-01-04 21:33:32 -08:00

7539 lines
419 KiB
JavaScript

let bullet = [];
const b = {
// dmgScale: null, //scales all damage, but not raw .dmg
gravity: 0.0006, //most other bodies have gravity = 0.001
activeGun: null, //current gun in use by player
inventoryGun: 0,
inventory: [], //list of what guns player has // 0 starts with basic gun
setFireMethod() {
if (tech.isFireMoveLock) {
b.fire = b.fireFloat
// } else if (tech.isFireNotMove) {
// if (tech.isAlwaysFire) {
// b.fire = b.fireAlwaysFire
// } else {
// b.fire = b.fireNotMove
// }
} else if (tech.isAlwaysFire) {
b.fire = b.fireAlwaysFire
} else {
b.fire = b.fireNormal
}
},
fire() { },
fireNormal() {
if (b.inventory.length && (b.activeGun !== null && b.activeGun !== undefined)) {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire)) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
} else {
b.outOfAmmo()
}
if (m.holdingTarget) m.drop();
}
b.guns[b.activeGun].do();
}
},
fireNotMove() { //added && player.speed < 0.5 && m.onGround
if (b.inventory.length && (b.activeGun !== null && b.activeGun !== undefined)) {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 2.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
} else {
b.outOfAmmo()
}
if (m.holdingTarget) m.drop();
}
b.guns[b.activeGun].do();
}
},
fireAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
if (b.inventory.length && (b.activeGun !== null && b.activeGun !== undefined)) {
if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
}
if (m.holdingTarget) m.drop();
}
b.guns[b.activeGun].do();
}
},
fireFloat() { //added && player.speed < 0.5 && m.onGround
if (b.inventory.length && (b.activeGun !== null && b.activeGun !== undefined)) {
if (input.fire && (!input.field || m.fieldFire)) {
if (m.fireCDcycle < m.cycle) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
} else {
b.outOfAmmo()
}
if (m.holdingTarget) m.drop();
}
Matter.Body.setVelocity(player, {
x: 0,
y: -55 * player.mass * simulation.g //undo gravity before it is added
});
player.force.x = 0
player.force.y = 0
}
b.guns[b.activeGun].do();
}
},
fireWithAmmo() { //triggers after firing when you have ammo
b.guns[b.activeGun].fire();
if (tech.crouchAmmoCount && m.crouch) {
if (tech.crouchAmmoCount % 2) {
b.guns[b.activeGun].ammo--;
if (level.is2xAmmo && b.guns[b.activeGun].ammo > 0) b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
tech.crouchAmmoCount++ //makes the no ammo toggle off and on
} else {
b.guns[b.activeGun].ammo--;
if (level.is2xAmmo && b.guns[b.activeGun].ammo > 0) b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
},
outOfAmmo() { //triggers after firing when you have NO ammo
simulation.inGameConsole(`${b.guns[b.activeGun].name}.<span class='color-g'>ammo</span><span class='color-symbol'>:</span> 0`);
m.fireCDcycle = m.cycle + 30; //fire cooldown
if (tech.isAmmoFromHealth) {
const amount = 0.02
if (tech.isEnergyHealth) {
if (m.maxEnergy > amount * 2) {
tech.healMaxEnergyBonus -= amount * 2
m.setMaxEnergy();
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
}
} else {
if (m.health > amount) {
tech.extraMaxHealth -= amount //decrease max health
m.setMaxHealth();
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
}
}
}
},
refundAmmo() { //triggers after firing when you removed ammo for a gun, but didn't need to
if (tech.crouchAmmoCount && m.crouch && (b.activeGun !== null && b.activeGun !== undefined)) {
tech.crouchAmmoCount--
if ((tech.crouchAmmoCount) % 2) {
b.guns[b.activeGun].ammo++;
simulation.updateGunHUD();
}
} else {
b.guns[b.activeGun].ammo++;
simulation.updateGunHUD();
}
},
// returnGunAmmo(name) {
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === name) return b.guns[i].ammo
// }
// },
giveGuns(gun = "random", ammoPacks = 22) {
if (tech.ammoCap) ammoPacks = tech.ammoCap
if (tech.isOneGun) b.resetAllGuns();
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") {
for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i;
b.guns[i].have = true;
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = Math.ceil(b.guns[i].ammoPack * ammoPacks);
}
b.inventoryGun = 0;
b.activeGun = b.inventory[0];
} else {
if (isNaN(gun)) { //find gun by name
let found = false;
for (let i = 0; i < b.guns.length; i++) {
if (gun === b.guns[i].name) {
gun = i
found = true;
break
}
}
if (!found) return //if no gun found don't give a gun
}
if (!b.guns[gun].have) b.inventory.push(gun);
b.guns[gun].have = true;
if (b.guns[gun].ammo !== Infinity) b.guns[gun].ammo = Math.ceil(b.guns[gun].ammoPack * ammoPacks);
if (b.activeGun === null) {
b.inventoryGun = 0;
b.activeGun = b.inventory[0] //if no active gun switch to new gun
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //set foam charge to zero if foam is a new gun
}
}
simulation.makeGunHUD();
simulation.switchGun();
b.setFireCD();
if (tech.isOneGun && b.inventory > 0) {
//count how many gun tech you have and remove them
let gunTechCount = 0 //2 bonus gun tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isGunTech && tech.tech[i].count > 0 && !tech.tech[i].isInstant && !tech.tech[i].isRemoveGun) {
const remove = tech.removeTech(i)
gunTechCount += remove
}
}
//get a random gun tech for your gun
for (let i = 0; i < gunTechCount; i++) {
const gunTechPool = []
for (let j = 0, len = tech.tech.length; j < len; j++) {
if (tech.tech[j].isGunTech && tech.tech[j].allowed() && !tech.tech[i].isRemoveGun && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
const regex = tech.tech[j].requires.search(b.guns[b.activeGun].name) //get string index of gun name
const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
//look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j)
}
}
if (gunTechPool.length) {
const index = Math.floor(Math.random() * gunTechPool.length)
simulation.inGameConsole(`<span class='color-var'>tech</span>.giveTech("<strong class='color-text'>${tech.tech[gunTechPool[index]].name}</strong>")`)
tech.giveTech(gunTechPool[index]) // choose from the gun pool
} else {
tech.giveTech() //get normal tech if you can't find any gun tech
}
}
}
},
removeGun(gunName) {
for (let i = 0; i < b.guns.length; i++) {
if (b.guns[i].name === gunName && b.guns[i].have) {
b.guns[i].have = false
for (let j = 0; j < b.inventory.length; j++) {
if (b.inventory[j] === i) {
b.inventory.splice(j, 1)
break
}
}
if (b.inventory.length > 0) {
b.activeGun = b.inventory[0];
} else {
b.activeGun = null;
}
b.inventoryGun = 0;
simulation.makeGunHUD();
break
}
}
b.setFireCD();
},
resetAllGuns() {
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].count = 0;
b.guns[i].have = false;
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
tech.buffedGun = 0
b.activeGun = null;
b.inventoryGun = 0;
simulation.drawCursor = simulation.drawCursorBasic //set cross hairs
},
bulletRemove() { //run in main loop
//remove bullet if at end cycle for that bullet
let i = bullet.length;
while (i--) {
if (bullet[i].endCycle < simulation.cycle) {
bullet[i].onEnd(i); //some bullets do stuff on end
if (bullet[i]) {
Matter.Composite.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
}
}
}
},
bulletDraw() {
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 = color.bullet;
ctx.fill();
},
bulletDo() {
for (let i = 0, len = bullet.length; i < len; i++) {
bullet[i].do();
}
},
fireProps(cd, speed, dir, me) {
m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down
Matter.Body.setVelocity(bullet[me], {
x: 0.5 * player.velocity.x + speed * Math.cos(dir),
y: 0.5 * player.velocity.y + speed * Math.sin(dir)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
},
fireCDscale: 1,
setFireCD() {
b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
if (m.fieldMode === 6) b.fireCDscale *= 0.8
if (tech.isFastTime) b.fireCDscale *= 0.666
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.76923, Math.max(0, b.inventory.length - 1))
if (tech.isFireMoveLock) b.fireCDscale *= 0.25
},
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,
beforeDmg() { }, //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,
beforeDmg() { }, //this.endCycle = 0 //triggers despawn
onEnd() { }
};
}
},
muzzleFlash(radius = 30) {
// ctx.fillStyle = "#fb0";
// ctx.beginPath();
// ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), radius, 0, 2 * Math.PI);
// ctx.fill();
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x + 20 * Math.cos(m.angle),
y: m.pos.y + 20 * Math.sin(m.angle),
radius: radius,
color: "#fb0",
time: 1
});
},
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);
break;
} else if (consBB[i].bodyB === me) {
consBB[i].bodyB = consBB[i].bodyA;
consBB.splice(i, 1);
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();
}
}
},
explosionRange() {
return tech.explosiveRadius * (tech.isExplosionHarm ? 1.7 : 1) * (tech.isSmallExplosion ? 0.7 : 1) * (tech.isExplodeRadio ? 1.25 : 1)
},
explosion(where, radius, color = "rgba(255,25,0,0.6)", reducedKnock = 1) { // typically explode is used for some bullets with .onEnd
radius *= tech.explosiveRadius
let knock;
let dmg = radius * 0.019
if (tech.isExplosionHarm) radius *= 1.7 // 1/sqrt(2) radius -> area
if (tech.isSmallExplosion) {
// color = "rgba(255,0,30,0.7)"
radius *= 0.7
dmg *= 1.7
}
let sub = Vector.sub(where, player.position);
let dist = Vector.magnitude(sub);
if (tech.isSmartRadius && radius > dist - 50) radius = Math.max(dist - 50, 1)
if (tech.isExplodeRadio) { //radiation explosion
radius *= 1.25; //alert range
// if (tech.isSmartRadius) radius = Math.max(Math.min(radius, Vector.magnitude(Vector.sub(where, player.position)) - 25), 1)
color = "rgba(25,139,170,0.25)"
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: radius,
color: color,
time: simulation.drawTime * 2
});
//player damage
if (Vector.magnitude(Vector.sub(where, player.position)) < radius) {
const DRAIN = (tech.isExplosionHarm ? 0.6 : 0.45) * (tech.isRadioactiveResistance ? 0.2 : 1)
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
if (m.energy < 0) {
m.energy = 0
if (simulation.dmgScale) m.damage(tech.radioactiveDamage * 0.03 * (tech.isRadioactiveResistance ? 0.2 : 1));
}
}
//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 *= 2.5 //balancing explosion dmg to shields
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mobs.statusDoT(mob[i], dmg * damageScale * 0.25, 240) //apply radiation damage status effect on direct hits
if (tech.isStun) mobs.statusStun(mob[i], 30)
mob[i].locatePlayer();
damageScale *= 0.87 //reduced damage for each additional explosion target
}
}
}
} else { //normal explosions
// if (tech.isSmartRadius) radius = Math.max(Math.min(radius, Vector.magnitude(Vector.sub(where, player.position)) - 25), 1)
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: radius,
color: color,
time: simulation.drawTime
});
const alertRange = 100 + radius * 2; //alert range
simulation.drawList.push({ //add alert to draw queue
x: where.x,
y: where.y,
radius: alertRange,
color: "rgba(100,20,0,0.03)",
time: simulation.drawTime
});
//player damage and knock back
if (m.immuneCycle < m.cycle) {
if (dist < radius) {
if (simulation.dmgScale) {
const harm = tech.isExplosionHarm ? 0.067 : 0.05
if (tech.isImmuneExplosion && m.energy > 0.25) {
// const mitigate = Math.min(1, Math.max(1 - m.energy * 0.5, 0))
m.energy -= 0.25
// m.damage(0.01 * harm); //remove 99% of the damage 1-0.99
knock = Vector.mult(Vector.normalise(sub), -0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)));
player.force.x = knock.x; // not += so crazy forces can't build up with MIRV
player.force.y = knock.y - 0.3; //some extra vertical kick
} else {
if (simulation.dmgScale) m.damage(harm);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
player.force.x += knock.x;
player.force.y += knock.y;
}
}
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
player.force.x += knock.x;
player.force.y += knock.y;
}
}
//body knock backs
for (let i = body.length - 1; i > -1; i--) {
if (!body[i].isNotHoldable) {
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 * 0.022);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
if (tech.isBlockExplode) {
if (body[i] === m.holdingTarget) m.drop()
const size = 20 + 300 * Math.pow(body[i].mass, 0.25)
const where = body[i].position
const onLevel = level.onLevel //prevent explosions in the next level
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
setTimeout(() => {
if (onLevel === level.onLevel) b.explosion(where, size); //makes bullet do explosive damage at end
}, 250 + 300 * Math.random());
}
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * body[i].mass * 0.011);
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 * 0.013);
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 * 0.007);
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 *= 2.5 //balancing explosion dmg to shields
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mob[i].damage(dmg * damageScale * m.dmgScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.003 : 0.01) * reducedKnock);
if (tech.isStun) {
mobs.statusStun(mob[i], 30)
} else if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
radius *= 0.95 //reduced range for each additional explosion target
damageScale *= 0.87 //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 * (mob[i].isBoss ? 0 : 0.006 * reducedKnock));
if (tech.isStun) {
mobs.statusStun(mob[i], 30)
} else if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
}
}
}
}
},
pulse(charge, angle = m.angle, where = m.pos) {
let best;
let explosionRadius = 5.5 * charge
let range = 5000
const path = [{
x: where.x + 20 * Math.cos(angle),
y: where.y + 20 * Math.sin(angle)
},
{
x: where.x + range * Math.cos(angle),
y: where.y + range * Math.sin(angle)
}
];
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
if (!best.who) {
best = vertexCollision(path[0], path[1], [mob, map, body]);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
}
}
if (best.who) {
b.explosion(path[1], explosionRadius)
const off = explosionRadius * 1.2
b.explosion({
x: path[1].x + off * (Math.random() - 0.5),
y: path[1].y + off * (Math.random() - 0.5)
}, explosionRadius)
b.explosion({
x: path[1].x + off * (Math.random() - 0.5),
y: path[1].y + off * (Math.random() - 0.5)
}, explosionRadius)
}
//draw laser beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
if (charge > 50) {
ctx.strokeStyle = "rgba(255,0,0,0.10)"
ctx.lineWidth = 70
ctx.stroke();
}
ctx.strokeStyle = "rgba(255,0,0,0.25)"
ctx.lineWidth = 20
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 * 0.0005 * charge); i < len; i++) {
const dist = Math.random()
simulation.drawList.push({
x: path[0].x + sub.x * dist + 10 * (Math.random() - 0.5),
y: path[0].y + sub.y * dist + 10 * (Math.random() - 0.5),
radius: 1.5 + 5 * Math.random(),
color: "rgba(255,0,0,0.5)",
time: Math.floor(9 + 25 * Math.random() * Math.random())
});
}
},
clusterExplode(where, size) { //can occur after grenades detonate
const cycle = () => {
if (m.alive) {
if (simulation.paused || m.isTimeDilated) {
requestAnimationFrame(cycle)
} else {
count++
if (count < 84) requestAnimationFrame(cycle);
if (!(count % 7)) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.01 + 0.03 * Math.random()))), size * (0.4 + Math.random() * 0.35), `hsla(${360 * Math.random()},100%,66%,0.6)`, 0.2); //makes bullet do explosive damage at end
}
}
}
}
let count = 7
requestAnimationFrame(cycle);
},
starburst(where, size) { //can occur after grenades detonate
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
const cycle = () => {
if (m.alive) {
if (simulation.paused || m.isTimeDilated) {
requestAnimationFrame(cycle)
} else {
count++
if (count < 21) requestAnimationFrame(cycle);
if (count % 2) {
const unit = Vector.rotate({
x: 1,
y: 0
}, curl * 6.28 * count / 18 + off)
b.explosion(Vector.add(where, Vector.mult(unit, size * 0.75)), size * 0.7, color, 0.5); //makes bullet do explosive damage at end
}
}
}
}
const off = 6 * Math.random()
const curl = Math.random() < 0.5 ? -1 : 1;
let count = 0
requestAnimationFrame(cycle);
},
fireFlower(where, size) { //can occur after grenades detonate
// size *= b.explosionRange()
const range = size * Math.sqrt(b.explosionRange())
const cycle = () => {
if (m.alive) {
if (simulation.paused || m.isTimeDilated) {
requestAnimationFrame(cycle)
} else {
if (count < 30 && m.alive) requestAnimationFrame(cycle);
if (count === 0) {
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
b.explosion(where, size * 0.8, color, 0.5);
}
if (count === 8) {
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
for (let i = 0, len = 6; i < len; i++) {
const unit = Vector.rotate({
x: 1,
y: 0
}, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.1 * range)), size * 0.6, color, 0.5); //makes bullet do explosive damage at end
}
}
if (count === 16) {
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
for (let i = 0, len = 10; i < len; i++) {
const unit = Vector.rotate({
x: 1,
y: 0
}, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.4 * range)), size * 0.45, color, 0.5); //makes bullet do explosive damage at end
}
}
count++
}
}
}
let count = 0
requestAnimationFrame(cycle);
},
grenadeEnd() {
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isPetalsExplode) {
b.fireFlower(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.clusterExplode(this.position, this.explodeRad)
} else {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
},
grenade() {
},
setGrenadeMode() {
grenadeDefault = function (where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, angle = m.angle, size = 1) {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = b.grenadeEnd
bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
speed = m.crouch ? 43 : 32
Matter.Body.setVelocity(bullet[me], {
x: 0.5 * player.velocity.x + speed * Math.cos(angle),
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
});
bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.bulletsLastLonger;
bullet[me].restitution = 0.4;
bullet[me].do = function () {
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
};
Composite.add(engine.world, bullet[me]); //add bullet to world
}
grenadeRPG = function (where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, angle = m.angle, size = 1) {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = b.grenadeEnd
bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
speed = m.crouch ? 46 : 32
Matter.Body.setVelocity(bullet[me], {
x: 0.8 * player.velocity.x + speed * Math.cos(angle),
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger;
bullet[me].frictionAir = 0.07;
const MAG = 0.015
bullet[me].thrust = {
x: bullet[me].mass * MAG * Math.cos(angle),
y: bullet[me].mass * MAG * Math.sin(angle)
}
bullet[me].do = function () {
this.force.x += this.thrust.x;
this.force.y += this.thrust.y;
if (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) {
this.endCycle = 0; //explode if touching map or blocks
}
};
}
grenadeRPGVacuum = function (where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, angle = m.angle, size = 1) {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = b.grenadeEnd
bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
speed = m.crouch ? 46 : 32
Matter.Body.setVelocity(bullet[me], {
x: 0.8 * player.velocity.x + speed * Math.cos(angle),
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger;
bullet[me].frictionAir = 0.07;
bullet[me].suckCycles = 40
const MAG = 0.015
bullet[me].thrust = {
x: bullet[me].mass * MAG * Math.cos(angle),
y: bullet[me].mass * MAG * Math.sin(angle)
}
bullet[me].suck = function () {
const suck = (who, radius = this.explodeRad * 3.2) => {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(this.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius && dist > 150 && !who.isInvulnerable && who[i] !== this) {
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;
}
}
}
let mag = 0.1
if (simulation.cycle > this.endCycle - 5) {
mag = -0.22
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
} else {
mag = 0.11
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
}
Matter.Body.setVelocity(this, { x: 0, y: 0 }); //keep bomb in place
//draw suck
const radius = 2.75 * this.explodeRad * (this.endCycle - simulation.cycle) / this.suckCycles
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();
}
bullet[me].do = function () {
if (simulation.cycle > this.endCycle - this.suckCycles) { //suck
this.do = this.suck
} else if (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) {
Matter.Body.setPosition(this, Vector.sub(this.position, this.velocity)) //undo last movement
this.do = this.suck
} else {
this.force.x += this.thrust.x;
this.force.y += this.thrust.y;
}
};
}
grenadeVacuum = function (where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, angle = m.angle, size = 1) {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = b.grenadeEnd
bullet[me].beforeDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
bullet[me].restitution = 0.4;
bullet[me].do = function () {
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
const suckCycles = 40
if (simulation.cycle > this.endCycle - suckCycles) { //suck
const that = this
function suck(who, radius = that.explodeRad * 3.2) {
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 && !who.isInvulnerable) {
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;
}
}
}
let mag = 0.1
if (simulation.cycle > this.endCycle - 5) {
mag = -0.22
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
} else {
mag = 0.11
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.3)
}
//keep bomb in place
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
//draw suck
const radius = 2.75 * this.explodeRad * (this.endCycle - simulation.cycle) / suckCycles
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();
}
};
speed = 35
// speed = m.crouch ? 43 : 32
bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger;
if (m.crouch) {
speed += 9
bullet[me].endCycle += 20;
}
Matter.Body.setVelocity(bullet[me], {
x: 0.5 * player.velocity.x + speed * Math.cos(angle),
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
}
grenadeNeutron = function (where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
const me = bullet.length;
bullet[me] = Bodies.polygon(where.x, where.y, 10, 4, b.fireAttributes(angle, false));
b.fireProps((m.crouch ? 45 : 25) / Math.pow(0.92, tech.missileCount), m.crouch ? 35 : 20, angle, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = 500 + simulation.cycle;
bullet[me].frictionAir = 0;
bullet[me].friction = 1;
bullet[me].frictionStatic = 1;
bullet[me].restitution = 0;
bullet[me].minDmgSpeed = 0;
bullet[me].damageRadius = 100;
bullet[me].maxDamageRadius = 450 * size + 130 * tech.isNeutronSlow //+ 150 * Math.random()
bullet[me].radiusDecay = (0.81 + 0.15 * tech.isNeutronSlow) / tech.bulletsLastLonger
bullet[me].stuckTo = null;
bullet[me].stuckToRelativePosition = null;
if (tech.isRPG) {
const SCALE = 2
Matter.Body.scale(bullet[me], SCALE, SCALE);
speed = m.crouch ? 25 : 15
// speed = m.crouch ? 43 : 32
Matter.Body.setVelocity(bullet[me], { x: 0.5 * player.velocity.x + speed * Math.cos(angle), y: 0.5 * player.velocity.y + speed * Math.sin(angle) });
const MAG = 0.005
bullet[me].thrust = { x: bullet[me].mass * MAG * Math.cos(angle), y: bullet[me].mass * MAG * Math.sin(angle) }
}
bullet[me].beforeDmg = function () { };
bullet[me].stuck = function () { };
bullet[me].do = function () {
const onCollide = () => {
this.collisionFilter.mask = 0; //non collide with everything
Matter.Body.setVelocity(this, { x: 0, y: 0 });
if (tech.isRPG) this.thrust = { x: 0, y: 0 }
this.do = this.radiationMode;
}
const mobCollisions = Matter.Query.collides(this, mob)
if (mobCollisions.length) {
onCollide()
this.stuckTo = mobCollisions[0].bodyA
mobs.statusDoT(this.stuckTo, 0.6, 360) //apply radiation damage status effect on direct hits
if (this.stuckTo.isVerticesChange) {
this.stuckToRelativePosition = { x: 0, y: 0 }
} else {
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
}
this.stuck = function () {
if (this.stuckTo && this.stuckTo.alive) {
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
} else {
this.collisionFilter.mask = cat.map | cat.body | cat.player | cat.mob; //non collide with everything but map
this.stuck = function () {
this.force.y += this.mass * 0.001;
}
}
}
} else {
const bodyCollisions = Matter.Query.collides(this, body)
if (bodyCollisions.length) {
if (!bodyCollisions[0].bodyA.isNotHoldable) {
onCollide()
this.stuckTo = bodyCollisions[0].bodyA
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
} else {
this.do = this.radiationMode;
}
this.stuck = function () {
if (this.stuckTo) {
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
// Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
} else {
this.force.y += this.mass * 0.001;
}
}
} else {
if (Matter.Query.collides(this, map).length) {
onCollide()
} else if (tech.isRPG) { //if colliding with nothing
this.force.x += this.thrust.x;
this.force.y += this.thrust.y;
} else {
this.force.y += this.mass * 0.001;
}
}
}
}
bullet[me].radiationMode = function () { //the do code after the bullet is stuck on something, projects a damaging radiation field
this.stuck(); //runs different code based on what the bullet is stuck to
this.damageRadius = this.damageRadius * 0.85 + 0.15 * this.maxDamageRadius //smooth radius towards max
this.maxDamageRadius -= this.radiusDecay
if (this.damageRadius < 15) {
this.endCycle = 0;
} else {
//aoe damage to player
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
const DRAIN = (tech.isRadioactiveResistance ? 0.0025 * 0.2 : 0.0025)
if (m.energy > DRAIN) {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
m.energy = 0;
if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00016 * 0.2 : 0.00016) * tech.radioactiveDamage) //0.00015
}
}
//aoe damage to mobs
let dmg = m.dmgScale * 0.15 * tech.radioactiveDamage
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius + mob[i].radius) {
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.2 //reduce damage if a wall is in the way
mob[i].damage(mob[i].shield ? dmg * 3 : dmg);
mob[i].locatePlayer();
if (tech.isNeutronSlow && mob[i].speed > 4) {
Matter.Body.setVelocity(mob[i], { x: mob[i].velocity.x * 0.97, y: mob[i].velocity.y * 0.97 });
}
}
}
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.damageRadius, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "lighter"
ctx.fillStyle = `rgba(25,139,170,${0.2 + 0.06 * Math.random()})`;
ctx.fill();
ctx.globalCompositeOperation = "source-over"
if (tech.isNeutronSlow) {
let slow = (who, radius = this.explodeRad * 3.2) => {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(this.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius) {
Matter.Body.setVelocity(who[i], { x: who[i].velocity.x * 0.975, y: who[i].velocity.y * 0.975 });
}
}
}
slow(body, this.damageRadius)
slow([player], this.damageRadius)
}
}
}
}
if (tech.isNeutronBomb) {
b.grenade = grenadeNeutron
if (tech.isRPG) {
b.guns[5].do = function () { }
} else {
b.guns[5].do = function () {
if (!input.field && m.crouch) {
const cycles = 80
const speed = m.crouch ? 35 : 20 //m.crouch ? 43 : 32
const g = m.crouch ? 0.137 : 0.135
const v = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
ctx.lineWidth = 2
ctx.beginPath()
for (let i = 1, len = 19; i < len + 1; i++) {
const time = cycles * i / len
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + g * time * time)
}
ctx.stroke()
}
}
}
} else if (tech.isRPG) {
b.guns[5].do = function () { }
if (tech.isVacuumBomb) {
b.grenade = grenadeRPGVacuum
} else {
b.grenade = grenadeRPG
}
} else if (tech.isVacuumBomb) {
b.grenade = grenadeVacuum
b.guns[5].do = function () {
if (!input.field && m.crouch) {
const cycles = Math.floor(m.crouch ? 50 : 30) //30
const speed = m.crouch ? 44 : 35
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
ctx.lineWidth = 2
ctx.beginPath()
for (let i = 1.6, len = 19; i < len + 1; i++) {
const time = cycles * i / len
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
}
ctx.stroke()
}
}
} else {
b.grenade = grenadeDefault
b.guns[5].do = function () {
if (!input.field && m.crouch) {
const cycles = Math.floor(m.crouch ? 120 : 80) //30
const speed = m.crouch ? 43 : 32
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
ctx.lineWidth = 2
ctx.beginPath()
for (let i = 0.5, len = 19; i < len + 1; i++) {
const time = cycles * i / len
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
}
ctx.stroke()
}
}
}
},
grapple(where, angle = m.angle) {
const me = bullet.length;
const returnRadius = 100
bullet[me] = Bodies.fromVertices(where.x, where.y, [{
x: -40,
y: 2,
index: 0,
isInternal: false
}, {
x: -40,
y: -2,
index: 1,
isInternal: false
}, {
x: 37,
y: -2,
index: 2,
isInternal: false
}, {
x: 40,
y: -1,
index: 3,
isInternal: false
}, {
x: 37,
y: 3,
index: 4,
isInternal: false
}],
{
angle: angle,
friction: 1,
frictionAir: 0.4,
thrustMag: 0.13,
dmg: 8, //damage done in addition to the damage from momentum
classType: "bullet",
endCycle: simulation.cycle + 70,
isSlowPull: false,
drawStringControlMagnitude: 1000 + 1000 * Math.random(),
drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
attached: false,
glowColor: tech.hookNails ? "rgba(200,0,0,0.07)" : tech.isHarmReduce ? "rgba(50,100,255,0.1)" : "rgba(0,200,255,0.07)",
collisionFilter: {
category: cat.bullet,
mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
},
minDmgSpeed: 4,
// lookFrequency: Math.floor(7 + Math.random() * 3),
density: 0.004, //0.001 is normal for blocks, 0.004 is normal for harpoon
drain: 0.001,
powerUpDamage: tech.isHarpoonPowerUp && simulation.cycle - 480 < tech.harpoonPowerUpCycle,
draw() {
// draw rope
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
const sub = Vector.sub(where, this.vertices[0])
ctx.strokeStyle = "#000" // "#0ce"
ctx.lineWidth = 0.5
ctx.beginPath();
ctx.moveTo(where.x, where.y);
if (this.attached) {
const controlPoint = Vector.add(where, Vector.mult(sub, -0.5))
ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
} else {
const long = Math.max(Vector.magnitude(sub), 60)
const perpendicular = Vector.mult(Vector.normalise(Vector.perp(sub)), this.drawStringFlip * Math.min(0.7 * long, 10 + this.drawStringControlMagnitude / (10 + Vector.magnitude(sub))))
const controlPoint = Vector.add(Vector.add(where, Vector.mult(sub, -0.5)), perpendicular)
ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
}
// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
// ctx.stroke();
ctx.strokeStyle = this.glowColor // "#0ce"
ctx.lineWidth = 10
ctx.stroke();
ctx.strokeStyle = "#000" // "#0ce"
ctx.lineWidth = 0.5
ctx.stroke();
if (this.powerUpDamage) {
ctx.beginPath();
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.vertices[1].x, this.vertices[1].y);
ctx.lineTo(this.vertices[2].x, this.vertices[2].y);
ctx.lineTo(this.vertices[3].x, this.vertices[3].y);
ctx.lineTo(this.vertices[4].x, this.vertices[4].y);
ctx.lineJoin = "miter"
ctx.miterLimit = 30;
ctx.lineWidth = 25;
ctx.strokeStyle = "rgba(0,255,255,0.4)";
ctx.stroke();
ctx.lineWidth = 8;
ctx.strokeStyle = "rgb(0,255,255)";
ctx.stroke();
ctx.lineJoin = "round"
ctx.miterLimit = 5
ctx.fillStyle = "#000"
ctx.fill();
}
//draw hook
ctx.beginPath();
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
const spike = Vector.add(this.vertices[3], Vector.mult(Vector.sub(this.vertices[3], this.vertices[2]), 2))
ctx.moveTo(this.vertices[2].x, this.vertices[2].y);
ctx.lineTo(spike.x, spike.y);
ctx.lineTo(this.vertices[1].x, this.vertices[1].y);
ctx.fillStyle = '#000'
ctx.fill();
},
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
requestAnimationFrame(() => { who.isShielded = true });
}
if (m.fieldCDcycle < m.cycle + 40) m.fieldCDcycle = m.cycle + 40 //extra long cooldown on hitting mobs
if (tech.hookNails) {
// if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
// b.explosion(this.position, 300 + 150 * Math.random()); //makes bullet do explosive damage at end
b.targetedNail(this.position, tech.hookNails)
const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
for (let i = 0; i < 4; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
}
// if (this.powerUpDamage) this.density = 2 * 0.004 //double damage after pick up power up for 8 seconds
if (tech.isHarpoonPowerUp && simulation.cycle - 480 < tech.harpoonPowerUpCycle) {
Matter.Body.setDensity(this, 1.8 * 0.004); //+90% damage after pick up power up for 8 seconds
} else if (tech.isHarpoonFullHealth && who.health === 1) {
Matter.Body.setDensity(this, 2.11 * 0.004); //+90% damage if mob has full health do
simulation.ephemera.push({
name: "grapple outline",
count: 3, //cycles before it self removes
vertices: this.vertices,
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
ctx.beginPath();
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
for (let j = 1, len = this.vertices.length; j < len; j += 1) ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineJoin = "miter"
ctx.miterLimit = 20;
ctx.lineWidth = 40;
ctx.strokeStyle = "rgba(255,0,100,0.35)";
ctx.stroke();
ctx.lineWidth = 10;
ctx.strokeStyle = `#f07`;
ctx.stroke();
ctx.lineJoin = "round"
ctx.miterLimit = 5
ctx.fillStyle = "#000"
ctx.fill();
},
})
}
this.retract()
},
caughtPowerUp: null,
dropCaughtPowerUp() {
if (this.caughtPowerUp) {
this.caughtPowerUp.collisionFilter.category = cat.powerUp
this.caughtPowerUp.collisionFilter.mask = cat.map | cat.powerUp
this.caughtPowerUp = null
}
},
onEnd() {
if (this.caughtPowerUp && !simulation.isChoosing && (this.caughtPowerUp.name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)) {
let index = null //find index
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i] === this.caughtPowerUp) index = i
}
if (index !== null) {
powerUps.onPickUp(this.caughtPowerUp);
this.caughtPowerUp.effect();
Matter.Composite.remove(engine.world, this.caughtPowerUp);
powerUp.splice(index, 1);
if (tech.isHarpoonPowerUp) tech.harpoonPowerUpCycle = simulation.cycle
} else {
this.dropCaughtPowerUp()
}
} else {
this.dropCaughtPowerUp()
}
},
retract() {
this.attached = false
this.do = this.returnToPlayer
this.endCycle = simulation.cycle + 60
Matter.Body.setDensity(this, 0.0005); //reduce density on return
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
this.collisionFilter.mask = 0//cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
//recoil on pulling grapple back
// if (this.pickUpTarget.mass) console.log(this.pickUpTarget.mass)
const mag = this.pickUpTarget ? Math.min(5, Math.max(this.pickUpTarget.mass, 0.5)) : 0.5
const unit = Vector.normalise(Vector.sub(this.position, m.pos))
const momentum = Vector.mult(unit, mag * (m.crouch ? 0.1 : 0.2))
player.force.x += momentum.x
player.force.y += momentum.y
},
returnToPlayer() {
if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
this.endCycle = 0;
//recoil on catching grapple
// const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
const unit = Vector.normalise(Vector.sub(this.velocity, player.velocity))
const momentum = Vector.mult(unit, (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
if (this.pickUpTarget) {
if (tech.isReel && this.blockDist > 150) {
// console.log(0.0003 * Math.min(this.blockDist, 1000))
m.energy += 0.00113 * Math.min(this.blockDist, 800) * level.isReducedRegen //max 0.352 energy
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
radius: 10,
color: m.fieldMeterColor,
time: simulation.drawTime
});
}
m.holdingTarget = this.pickUpTarget
// give block to player after it returns
m.isHolding = true;
//conserve momentum when player mass changes
const blockMass = Math.min(5, this.pickUpTarget.mass)
const grappleMomentum = Vector.mult(Vector.normalise(this.velocity), 15 * blockMass)
const playerMomentum = Vector.mult(player.velocity, player.mass)
totalMomentum = Vector.add(playerMomentum, grappleMomentum)
Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + blockMass)));
m.definePlayerMass(m.defaultMass + this.pickUpTarget.mass * m.holdingMassScale)
//make block collide with nothing
m.holdingTarget.collisionFilter.category = 0;
m.holdingTarget.collisionFilter.mask = 0;
this.pickUpTarget = null
}
} else {
if (m.energy > this.drain) m.energy -= this.drain
const sub = Vector.sub(this.position, m.pos)
const rangeScale = 1 + 0.000003 * Vector.magnitude(sub) //return faster when far from player
const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
this.force.x -= returnForce.x
this.force.y -= returnForce.y
this.grabPowerUp()
this.grabBlocks()
}
this.draw();
},
destroyBlocks() {//not used?
const blocks = Matter.Query.collides(this, body)
if (blocks.length && !blocks[0].bodyA.isNotHoldable) {
if (blocks[0].bodyA.mass > 2.5) this.retract()
const block = blocks[0].bodyA.vertices
Composite.remove(engine.world, blocks[0].bodyA)
body.splice(body.indexOf(blocks[0].bodyA), 1)
//animate the block fading away
simulation.ephemera.push({
name: "blockFadeOut",
count: 25, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
ctx.beginPath();
ctx.moveTo(block[0].x, block[0].y);
for (let j = 1; j < block.length; j++) ctx.lineTo(block[j].x, block[j].y);
ctx.lineTo(block[0].x, block[0].y);
ctx.lineWidth = 2;
ctx.strokeStyle = `rgba(0,0,0,${this.count / 25})`
ctx.stroke();
},
})
}
},
pickUpTarget: null,
grabBlocks() {
if (this.pickUpTarget) { //if always attached to a block
//position block on hook
Matter.Body.setPosition(this.pickUpTarget, Vector.add(this.vertices[2], this.velocity))
Matter.Body.setVelocity(this.pickUpTarget, { x: 0, y: 0 })
} else {
const blocks = Matter.Query.collides(this, body)
if (blocks.length) {
for (let i = 0; i < blocks.length; i++) {
if (blocks[i].bodyA.classType === "body" && !blocks[i].bodyA.isNotHoldable && blocks[0].bodyA.mass < 40) {
this.retract()
if (tech.hookNails) {
b.targetedNail(this.position, 3 * tech.hookNails)
const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
for (let i = 0; i < 13; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
const blockVertices = blocks[i].bodyA.vertices
Composite.remove(engine.world, blocks[i].bodyA)
body.splice(body.indexOf(blocks[i].bodyA), 1)
//animate the block fading away
simulation.ephemera.push({
name: "blockFadeOut",
count: 25, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
ctx.beginPath();
ctx.moveTo(blockVertices[0].x, blockVertices[0].y);
for (let j = 1; j < blockVertices.length; j++) ctx.lineTo(blockVertices[j].x, blockVertices[j].y);
ctx.lineTo(blockVertices[0].x, blockVertices[0].y);
ctx.lineWidth = 2;
ctx.strokeStyle = `rgba(0,0,0,${this.count / 25})`
ctx.stroke();
},
})
} else {
this.pickUpTarget = blocks[i].bodyA
this.blockDist = Vector.magnitude(Vector.sub(this.pickUpTarget.position, m.pos))
}
}
}
}
}
},
grabPowerUp() { //grab power ups near the tip of the harpoon
if (this.caughtPowerUp) {
Matter.Body.setPosition(this.caughtPowerUp, Vector.add(this.vertices[2], this.velocity))
Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
} else {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (tech.isEnergyNoAmmo && powerUp[i].name === "ammo") continue
const radius = powerUp[i].circleRadius + 50
if (Vector.magnitudeSquared(Vector.sub(this.vertices[2], powerUp[i].position)) < radius * radius) {
if (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) {
this.caughtPowerUp = powerUp[i]
Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 })
Matter.Body.setPosition(powerUp[i], this.vertices[2])
powerUp[i].collisionFilter.category = 0
powerUp[i].collisionFilter.mask = 0
this.thrustMag *= 0.6
this.endCycle += 0.5 //it pulls back slower, so this prevents it from ending early
// this.retract()
break //just pull 1 power up if possible
}
}
}
}
m.grabPowerUp();
},
do() {
if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
if (input.field) {
this.grabBlocks()
this.grabPowerUp()
} else {
this.retract()
}
//grappling hook
if (input.field && Matter.Query.collides(this, map).length) {
Matter.Body.setPosition(this, Vector.add(this.position, { x: -20 * Math.cos(this.angle), y: -20 * Math.sin(this.angle) }))
if (Matter.Query.collides(this, map).length) {
if (tech.hookNails) {
b.targetedNail(this.position, tech.hookNails)
const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
for (let i = 0; i < 4; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
}
this.attached = true
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Sleeping.set(this, true)
this.endCycle = simulation.cycle + 5
this.do = () => {
if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
this.grabPowerUp()
//between player nose and the grapple
const sub = Vector.sub(this.vertices[0], { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) })
let dist = Vector.magnitude(sub)
if (input.field) {
this.endCycle = simulation.cycle + 10
if (input.down) { //down
this.isSlowPull = true
dist = 0
player.force.y += 3 * player.mass * simulation.g; //adjust this to control fall rate while hooked and pressing down
} else if (input.up) {
this.isSlowPull = false
player.force.y -= player.mass * simulation.g; //adjust this to control fall rate while hooked and pressing down
}
if (m.energy < this.drain) this.isSlowPull = true
// pulling friction that allowed a slight swinging, but has high linear pull at short dist
const drag = 1 - 30 / Math.min(Math.max(100, dist), 700) - 0.1 * (player.speed > 66)
Matter.Body.setVelocity(player, { x: player.velocity.x * drag, y: player.velocity.y * drag });
const pull = Vector.mult(Vector.normalise(sub), 0.0004 * Math.min(Math.max(15, dist), this.isSlowPull ? 70 : 200))
//original pulling force with high friction and very linear pull
// Matter.Body.setVelocity(player, { x: player.velocity.x * 0.85, y: player.velocity.y * 0.85 });
// const pull = Vector.mult(Vector.normalise(sub), 0.0008 * Math.min(Math.max(15, dist), this.isSlowPull ? 100 : 200))
player.force.x += pull.x
player.force.y += pull.y
if (dist > 500) m.energy -= this.drain
} else {
Matter.Sleeping.set(this, false)
this.retract()
}
this.draw();
}
}
}
this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
this.draw()
},
});
Composite.add(engine.world, bullet[me]); //add bullet to world
},
harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
const me = bullet.length;
const returnRadius = 100 * Math.sqrt(harpoonSize)
bullet[me] = Bodies.fromVertices(where.x, where.y, [{
x: -40 * harpoonSize,
y: 2 * harpoonSize,
index: 0,
isInternal: false
}, {
x: -40 * harpoonSize,
y: -2 * harpoonSize,
index: 1,
isInternal: false
}, {
x: 50 * harpoonSize,
y: -3 * harpoonSize,
index: 3,
isInternal: false
}, {
x: 30 * harpoonSize,
y: 2 * harpoonSize,
index: 4,
isInternal: false
}], {
cycle: 0,
angle: angle,
friction: 1,
frictionAir: 0.4,
// thrustMag: 0.1,
drain: tech.isRailEnergy ? 0.0002 : 0.006,
turnRate: isReturn ? 0.1 : 0.03, //0.015
drawStringControlMagnitude: 3000 + 5000 * Math.random(),
drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
dmg: 6, //damage done in addition to the damage from momentum
classType: "bullet",
endCycle: simulation.cycle + totalCycles * 2.5 + 40,
collisionFilter: {
category: cat.bullet,
mask: tech.isShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield,
},
minDmgSpeed: 4,
lookFrequency: Math.floor(7 + Math.random() * 3),
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
foamSpawned: 0,
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
requestAnimationFrame(() => {
who.isShielded = true
});
}
if (tech.fragments) {
b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + Math.random()))
if (!isReturn) this.endCycle = 0;
}
if (!who.isBadTarget) {
if (isReturn) {
this.do = this.returnToPlayer
} else {
this.frictionAir = 0.01
this.do = () => {
this.force.y += this.mass * 0.003; //gravity
this.draw();
}
}
}
if (tech.isFoamBall && this.foamSpawned < 55) {
for (let i = 0, len = Math.min(30, 2 + 3 * Math.sqrt(this.mass)); i < len; i++) {
const radius = 5 + 9 * Math.random()
const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
this.foamSpawned++
}
}
if (tech.isHarpoonPowerUp && simulation.cycle - 480 < tech.harpoonPowerUpCycle) {
Matter.Body.setDensity(this, 1.8 * tech.harpoonDensity); //+90% damage after pick up power up for 8 seconds
} else if (tech.isHarpoonFullHealth && who.health === 1) {
Matter.Body.setDensity(this, 2.2 * tech.harpoonDensity); //+90% damage if mob has full health do
simulation.ephemera.push({
name: "harpoon outline",
count: 2, //cycles before it self removes
vertices: this.vertices,
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
ctx.beginPath();
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
for (let j = 1, len = this.vertices.length; j < len; j += 1) ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineJoin = "miter"
ctx.miterLimit = 20;
ctx.lineWidth = 40;
ctx.strokeStyle = "rgba(255,0,100,0.35)";
ctx.stroke();
ctx.lineWidth = 10;
ctx.strokeStyle = `#f07`;
ctx.stroke();
ctx.lineJoin = "round"
ctx.miterLimit = 5
ctx.fillStyle = "#000"
ctx.fill();
},
})
}
},
caughtPowerUp: null,
dropCaughtPowerUp() {
if (this.caughtPowerUp) {
this.caughtPowerUp.collisionFilter.category = cat.powerUp
this.caughtPowerUp.collisionFilter.mask = cat.map | cat.powerUp
this.caughtPowerUp = null
}
},
onEnd() {
if (this.caughtPowerUp && !simulation.isChoosing && (this.caughtPowerUp.name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)) {
let index = null //find index
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i] === this.caughtPowerUp) index = i
}
if (index !== null) {
powerUps.onPickUp(this.caughtPowerUp);
this.caughtPowerUp.effect();
Matter.Composite.remove(engine.world, this.caughtPowerUp);
powerUp.splice(index, 1);
if (tech.isHarpoonPowerUp) tech.harpoonPowerUpCycle = simulation.cycle
} else {
this.dropCaughtPowerUp()
}
} else {
this.dropCaughtPowerUp()
}
},
drawDamageAura() {
ctx.beginPath();
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
for (let j = 1, len = this.vertices.length; j < len; j += 1) ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineJoin = "miter"
ctx.miterLimit = 20;
ctx.lineWidth = 15;
ctx.strokeStyle = "rgba(255,0,100,0.25)";
ctx.stroke();
ctx.lineWidth = 4;
ctx.strokeStyle = `#f07`;
ctx.stroke();
ctx.lineJoin = "round"
ctx.miterLimit = 5
ctx.fillStyle = "#000"
ctx.fill();
},
drawString() {
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
const sub = Vector.sub(where, this.vertices[0])
const perpendicular = Vector.mult(Vector.normalise(Vector.perp(sub)), this.drawStringFlip * Math.min(80, 10 + this.drawStringControlMagnitude / (10 + Vector.magnitude(sub))))
const controlPoint = Vector.add(Vector.add(where, Vector.mult(sub, -0.5)), perpendicular)
ctx.strokeStyle = "#000" // "#0ce"
ctx.lineWidth = 0.5
ctx.beginPath();
ctx.moveTo(where.x, where.y);
ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
ctx.stroke();
},
draw() { },
returnToPlayer() {
if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
this.endCycle = 0;
// if (m.energy < 0.05) {
// m.fireCDcycle = m.cycle + 80 * b.fireCDscale; //fire cooldown is much longer when out of energy
// } else if (m.cycle + 20 * b.fireCDscale < m.fireCDcycle) {
// if (m.energy > 0.05) m.fireCDcycle = m.cycle + 20 * b.fireCDscale //lower cd to 25 if it is above 25
// }
//recoil on catching
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
// refund ammo
if (isReturnAmmo) {
b.guns[9].ammo++;
if (level.is2xAmmo) b.guns[9].ammo++;
simulation.updateGunHUD();
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === "harpoon") {
// break;
// }
// }
}
} else {
const sub = Vector.sub(this.position, m.pos)
const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * thrust * this.mass)
if (m.energy > this.drain) m.energy -= this.drain
if (m.energy < 0.05) {
this.force.x -= returnForce.x * 0.15
this.force.y -= returnForce.y * 0.15
} else { //if (m.cycle + 20 * b.fireCDscale < m.fireCDcycle)
this.force.x -= returnForce.x
this.force.y -= returnForce.y
}
this.grabPowerUp()
}
this.draw();
},
grabPowerUp() { //grab power ups near the tip of the harpoon
if (this.caughtPowerUp) {
Matter.Body.setPosition(this.caughtPowerUp, Vector.add(this.vertices[2], this.velocity))
Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
} else { //&& simulation.cycle % 2
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (tech.isEnergyNoAmmo && powerUp[i].name === "ammo") continue
const radius = powerUp[i].circleRadius + 50
if (Vector.magnitudeSquared(Vector.sub(this.vertices[2], powerUp[i].position)) < radius * radius && !powerUp[i].isGrabbed) {
if (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) {
powerUp[i].isGrabbed = true
this.caughtPowerUp = powerUp[i]
Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 })
Matter.Body.setPosition(powerUp[i], this.vertices[2])
powerUp[i].collisionFilter.category = 0
powerUp[i].collisionFilter.mask = 0
thrust *= 0.6
this.endCycle += 0.5 //it pulls back slower, so this prevents it from ending early
break //just pull 1 power up if possible
}
}
}
}
},
do() {
this.cycle++
if (isReturn || target) {
if (isReturn) {
if (this.cycle > totalCycles) { //return to player //|| !input.fire
this.do = this.returnToPlayer
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
Matter.Sleeping.set(this, false)
this.endCycle = simulation.cycle + 240
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.00015 : 0.0003)) //recoil on jerking line
player.force.x += momentum.x
player.force.y += momentum.y
requestAnimationFrame(() => { //delay this for 1 cycle to get the proper hit graphics
this.collisionFilter.category = 0
this.collisionFilter.mask = 0
});
} else {
this.grabPowerUp()
}
}
if (target) { //rotate towards the target
const face = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
};
const vectorGoal = Vector.normalise(Vector.sub(this.position, target.position));
if (Vector.cross(vectorGoal, face) > 0) {
Matter.Body.rotate(this, this.turnRate);
} else {
Matter.Body.rotate(this, -this.turnRate);
}
}
this.force.x += thrust * this.mass * Math.cos(this.angle);
this.force.y += thrust * this.mass * Math.sin(this.angle);
}
this.draw()
},
});
if (!isReturn && !target) {
Matter.Body.setVelocity(bullet[me], {
x: 0.7 * player.velocity.x + 600 * thrust * Math.cos(bullet[me].angle),
y: 0.5 * player.velocity.x + 600 * thrust * Math.sin(bullet[me].angle)
});
bullet[me].frictionAir = 0.002
bullet[me].do = function () {
if (this.speed < 20) this.force.y += 0.0005 * this.mass;
this.draw();
}
}
if (tech.isHarpoonPowerUp && simulation.cycle - 480 < tech.harpoonPowerUpCycle) { //8 seconds
if (isReturn) {
bullet[me].draw = function () {
this.drawDamageAura()
this.drawString()
}
} else {
bullet[me].draw = function () {
this.drawDamageAura()
}
}
} else if (isReturn) {
bullet[me].draw = function () {
this.drawString()
}
}
Composite.add(engine.world, bullet[me]); //add bullet to world
},
missile(where, angle, speed, size = 1) {
if (tech.isMissileBig) {
size *= 1.55
if (tech.isMissileBiggest) {
size *= 1.55
}
}
const me = bullet.length;
bullet[me] = Bodies.rectangle(where.x, where.y, 30 * size, 4 * size, {
angle: angle,
friction: 0.5,
frictionAir: 0.045,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
endCycle: simulation.cycle + Math.floor((230 + 40 * Math.random()) * tech.bulletsLastLonger + 120 * tech.isMissileBiggest + 60 * tech.isMissileBig),
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 10,
lookFrequency: Math.floor(10 + Math.random() * 3),
explodeRad: (tech.isMissileBig ? 230 : 180) + 60 * Math.random(),
density: 0.02, //0.001 is normal
beforeDmg() {
Matter.Body.setDensity(this, 0.0001); //reduce density to normal
this.tryToLockOn();
this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
},
onEnd() {
b.explosion(this.position, this.explodeRad * size); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
},
lockedOn: null,
tryToLockOn() {
let closeDist = Infinity;
const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 30)) //look for closest target to where the missile will be in 30 cycles
this.lockedOn = null;
// const futurePos = this.lockedOn ? :Vector.add(this.position, Vector.mult(this.velocity, 50))
for (let i = 0, len = mob.length; i < len; ++i) {
if (
mob[i].alive && !mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
if (futureDist < closeDist) {
closeDist = futureDist;
this.lockedOn = mob[i];
// this.frictionAir = 0.04; //extra friction once a target it locked
}
if (Vector.magnitude(Vector.sub(this.position, mob[i].position) < this.explodeRad)) {
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
mob[i].lockedOn.damage(m.dmgScale * 2 * size); //does extra damage to target
}
}
}
//explode when bullet is close enough to target
if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad) {
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
this.lockedOn.damage(m.dmgScale * 4 * size); //does extra damage to target
}
},
do() {
if (!(m.cycle % this.lookFrequency)) this.tryToLockOn();
if (this.lockedOn) { //rotate missile towards the target
const face = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
};
const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
const dot = Vector.dot(target, face)
const aim = Math.min(0.08, (1 + dot) * 1)
if (Vector.cross(target, face) > 0) {
Matter.Body.rotate(this, aim);
} else {
Matter.Body.rotate(this, -aim);
}
this.frictionAir = Math.min(0.1, Math.max(0.04, 1 + dot)) //0.08; //extra friction if turning
}
//accelerate in direction bullet is facing
const dir = this.angle;
this.force.x += thrust * Math.cos(dir);
this.force.y += thrust * Math.sin(dir);
ctx.beginPath(); //draw rocket
ctx.arc(this.position.x - Math.cos(this.angle) * (25 * size - 3) + (Math.random() - 0.5) * 4,
this.position.y - Math.sin(this.angle) * (25 * size - 3) + (Math.random() - 0.5) * 4,
11 * size, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,155,0,0.5)";
ctx.fill();
},
});
const thrust = 0.0066 * bullet[me].mass * (tech.isMissileBig ? (tech.isMissileBiggest ? 0.3 : 0.7) : 1);
Matter.Body.setVelocity(bullet[me], {
x: 0.5 * player.velocity.x + speed * Math.cos(angle),
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
},
lastAngle: 0,
wasExtruderOn: false,
isExtruderOn: false,
didExtruderDrain: false,
canExtruderFire: true,
extruder() {
const DRAIN = 0.0012
if (m.energy > DRAIN && b.canExtruderFire) {
m.energy -= DRAIN
if (m.energy < 0) {
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
}
b.isExtruderOn = true
const SPEED = 8 + 12 * tech.isPlasmaRange
const me = bullet.length;
const where = Vector.add(m.pos, player.velocity)
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
cycle: -0.5,
isWave: true,
endCycle: simulation.cycle + 40, // + 30 * tech.isPlasmaRange,
inertia: Infinity,
frictionAir: 0,
isInHole: true, //this keeps the bullet from entering wormholes
minDmgSpeed: 0,
dmg: m.dmgScale * 2.7, //damage also changes when you divide by mob.mass on in .do()
classType: "bullet",
isBranch: false,
restitution: 0,
collisionFilter: {
// category: 0,
// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
category: 0, //cat.bullet,
mask: 0, //cat.map, //cat.mob | cat.mobBullet | cat.mobShield
},
beforeDmg() { },
onEnd() { },
do() {
if (this.endCycle < simulation.cycle + 1) this.isWave = false
if (Matter.Query.point(map, this.position).length) { //check if inside map //|| Matter.Query.point(body, this.position).length
this.isBranch = true;
this.do = () => {
if (this.endCycle < simulation.cycle + 1) this.isWave = false
}
} else { //check if inside a mob
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position))
const radius = mob[i].radius + tech.extruderRange / 2
if (dist < radius * radius) {
if (mob[i].speed > 2) {
if (mob[i].isBoss || mob[i].isShielded) {
Matter.Body.setVelocity(mob[i], { x: mob[i].velocity.x * 0.95, y: mob[i].velocity.y * 0.95 });
} else {
Matter.Body.setVelocity(mob[i], { x: mob[i].velocity.x * 0.25, y: mob[i].velocity.y * 0.25 });
}
}
// Matter.Body.setPosition(this, Vector.add(this.position, mob[i].velocity)) //move with the medium
let dmg = this.dmg / Math.min(10, mob[i].mass)
mob[i].damage(dmg);
if (mob[i].alive) mob[i].foundPlayer();
}
}
}
this.cycle++
const wiggleMag = (m.crouch ? 6 : 12) * Math.cos(simulation.cycle * 0.09)
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(simulation.cycle * 0.3))
const velocity = Vector.mult(player.velocity, 0.4) //move with player
Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
}
});
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
if (180 - Math.abs(Math.abs(b.lastAngle - m.angle) - 180) > 0.13 || !b.wasExtruderOn) {
bullet[me].isBranch = true; //don't draw stroke for this bullet
bullet[me].do = function () {
if (this.endCycle < simulation.cycle + 1) this.isWave = false
}
}
b.lastAngle = m.angle //track last angle for the above angle difference calculation
} else {
b.canExtruderFire = false;
}
},
plasma() {
const DRAIN = 0.00075
if (m.energy > DRAIN) {
m.energy -= DRAIN;
if (m.energy < 0) {
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
}
//calculate laser collision
let range = tech.isPlasmaRange * (120 + (m.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(m.cycle * 0.3);
// const dir = m.angle // + 0.04 * (Math.random() - 0.5)
const path = [
{ x: m.pos.x + 20 * Math.cos(m.angle), y: m.pos.y + 20 * Math.sin(m.angle) },
{ x: m.pos.x + range * Math.cos(m.angle), y: m.pos.y + range * Math.sin(m.angle) }
];
//check for collisions
let best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
best = vertexCollision(path[0], path[1], [mob, map, body]);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = { x: best.x, y: best.y };
if (best.who.alive) {
const dmg = 0.9 * m.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
if (best.who.speed > 3) {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.005 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.4, y: best.who.velocity.y * 0.4 });
} else {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.7, y: best.who.velocity.y * 0.7 });
}
//draw mob damage circle
simulation.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(2000 * dmg * best.who.damageReduction),
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime * 4
});
} else if (!best.who.isStatic) {
//push blocks away
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
Matter.Body.applyForce(best.who, path[1], force)
}
}
//draw blowtorch laser beam
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2
ctx.stroke();
//draw electricity
const Dx = Math.cos(m.angle);
const Dy = Math.sin(m.angle);
let x = m.pos.x + 20 * Dx;
let y = m.pos.y + 20 * Dy;
ctx.beginPath();
ctx.moveTo(x, y);
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
for (let i = 0; i < 8; i++) {
x += step * (Dx + 1.5 * (Math.random() - 0.5))
y += step * (Dy + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
}
},
laser(where = {
x: m.pos.x + 20 * Math.cos(m.angle),
y: m.pos.y + 20 * Math.sin(m.angle)
}, whereEnd = {
x: where.x + 3000 * Math.cos(m.angle),
y: where.y + 3000 * Math.sin(m.angle)
}, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
const reflectivity = 1 - 1 / (reflections * 3)
let damage = m.dmgScale * dmg
let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
const path = [{ x: where.x, y: where.y }, { x: whereEnd.x, y: whereEnd.y }];
const checkForCollisions = function () {
best = vertexCollision(path[path.length - 2], path[path.length - 1], [mob, map, body]);
};
const laserHitMob = function () {
if (best.who.alive) {
best.who.locatePlayer();
if (best.who.damageReduction) {
if ( //iridescence
tech.laserCrit && !best.who.shield &&
Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
) {
damage *= 1 + tech.laserCrit
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(2500 * damage * best.who.damageReduction) + 5,
color: `hsla(${60 + 283 * Math.random()},100%,70%,0.5)`, // random hue, but not red
time: 16
});
} else {
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
color: tech.laserColorAlpha,
time: simulation.drawTime
});
}
best.who.damage(damage);
}
if (tech.isLaserPush) { //push mobs away
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
} else if (tech.isLaserPush && best.who.classType === "body") {
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
};
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, 5000), path[path.length - 1]);
};
checkForCollisions();
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) { //if hitting something
path[path.length - 1] = { x: best.x, y: best.y };
laserHitMob();
for (let i = 0; i < reflections; i++) {
reflection();
checkForCollisions();
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
path[path.length - 1] = { x: best.x, y: best.y };
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
if (i % 2) {
if (lastBestOdd === best.who) break
} else {
lastBestOdd = best.who
if (lastBestEven === best.who) break
}
} else {
break
}
}
}
if (isThickBeam) {
for (let i = 1, len = path.length; i < len; ++i) {
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
}
} else if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
ctx.lineDashOffset = 900 * 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 *= reflectivity; //reflections are less intense
}
ctx.setLineDash([]);
// ctx.globalAlpha = 1;
//glow
ctx.lineWidth = 9 + 2 * b.guns[11].lensDamageOn
ctx.globalAlpha = 0.13
ctx.beginPath();
for (let i = 1, len = path.length; i < len; ++i) {
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
}
ctx.stroke();
ctx.globalAlpha = 1;
} else {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
ctx.lineDashOffset = 900 * 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 *= reflectivity; //reflections are less intense
}
ctx.setLineDash([]);
ctx.globalAlpha = 1;
}
},
AoEStunEffect(where, range, cycles = 120 + 60 * Math.random()) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isShielded && !mob[i].shield && !mob[i].isBadTarget) {
if (Vector.magnitude(Vector.sub(where, mob[i].position)) - mob[i].radius < range) mobs.statusStun(mob[i], cycles)
}
}
simulation.drawList.push({
x: where.x,
y: where.y,
radius: range,
color: "rgba(0,0,0,0.1)",
time: 15
});
},
laserMine(position, velocity = {
x: 0,
y: -8
}) {
const me = bullet.length;
bullet[me] = Bodies.polygon(position.x, position.y, 3, 25, {
bulletType: "laser mine",
angle: m.angle,
friction: 0,
frictionAir: 0.025,
restitution: 0.5,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 67 + Math.floor(7 * Math.random()),
drain: 0.7 * tech.laserDrain,
isDetonated: false,
torqueMagnitude: 0.000003 * (Math.round(Math.random()) ? 1 : -1),
range: 1500,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
beforeDmg() { },
onEnd() { },
do() {
if (!(simulation.cycle % this.lookFrequency) && m.energy > this.drain) { //find mob targets
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 1300 &&
!mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
if (tech.isStun) b.AoEStunEffect(this.position, 1300); //AoEStunEffect(where, range, cycles = 90 + 60 * Math.random()) {
this.do = this.laserSpin
if (this.angularSpeed < 0.5) this.torque += this.inertia * this.torqueMagnitude * 200 //spin
this.endCycle = simulation.cycle + 360 + 120
// if (this.angularSpeed < 0.01) this.torque += this.inertia * this.torqueMagnitude * 5 //spin
this.isDetonated = true
break
}
}
}
},
reflections: Math.max(0, tech.laserReflections - 2),
laserSpin() {
//drain energy
if (m.energy > this.drain) {
m.energy -= this.drain
if (this.angularSpeed < 0.05) this.torque += this.inertia * this.torqueMagnitude //spin
//fire lasers
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 1.5
// ctx.globalAlpha = 1;
ctx.beginPath();
for (let i = 0; i < 3; i++) {
const where = this.vertices[i]
const endPoint = Vector.add(where, Vector.mult(Vector.normalise(Vector.sub(where, this.position)), 2500))
b.laser(where, endPoint, tech.laserDamage * 13, this.reflections, true)
}
ctx.stroke();
// ctx.globalAlpha = 1;
}
if (this.endCycle - 60 < simulation.cycle) {
this.do = () => { } //no nothing, no laser, no spin
}
},
})
Matter.Body.setVelocity(bullet[me], velocity);
Composite.add(engine.world, bullet[me]); //add bullet to world
},
mine(where, velocity, angle = 0) {
const bIndex = bullet.length;
bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45, 16, {
angle: angle,
friction: 1,
frictionStatic: 1,
frictionAir: 0,
restitution: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
bulletType: "mine",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield // | cat.bullet //doesn't collide with other bullets until it lands (was crashing into bots)
},
minDmgSpeed: 5,
stillCount: 0,
isArmed: false,
endCycle: Infinity,
lookFrequency: 0,
range: 700 - 300 * tech.isFoamMine,
beforeDmg() { },
onEnd() {
if (this.isArmed && !tech.isMineSentry) {
if (tech.isFoamMine) {
//send 14 in random directions slowly
for (let i = 0; i < 12; i++) {
const radius = 13 + 8 * Math.random()
const velocity = { x: 0.5 + 5.5 * Math.random(), y: 0 }
b.foam(this.position, Vector.rotate(velocity, this.angle + 1.57 + 3 * (Math.random() - 0.5)), radius) //6.28 * Math.random()
}
//send 40 targeted
let count = 0
let cycle = () => {
if (count < 50) {
if (!simulation.paused && !simulation.isChoosing) { //!(simulation.cycle % 1) &&
count++
b.targetedFoam(this.position)
}
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle)
} else if (tech.isSuperMine) {
b.targetedBall(this.position, 22 + 2 * tech.extraSuperBalls)
} else {
b.targetedNail(this.position, 22, 40 + 10 * Math.random(), 1200, 2.2)
}
}
},
do() {
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) {
const angle = Vector.angle(collide[i].normal, { x: 1, y: 0 })
Matter.Body.setAngle(this, Math.atan2(collide[i].tangent.y, collide[i].tangent.x))
for (let j = 0; j < 10; j++) { //move until touching map again after rotation
if (Matter.Query.collides(this, map).length > 0) { //touching map
if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Body.setStatic(this, true) //don't set to static if not touching map
this.collisionFilter.category = 0
this.collisionFilter.mask = 0 //cat.map | cat.bullet
} else {
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Body.setAngularVelocity(this, 0)
}
this.arm();
//sometimes the mine can't attach to map and it just needs to be reset
setTimeout(() => {
if (Matter.Query.collides(this, map).length === 0 || Matter.Query.point(map, this.position).length > 0) {
this.endCycle = 0 // if not touching map explode
this.isArmed = false
b.mine(this.position, this.velocity, this.angle)
}
}, 100);
break
}
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(collide[i].normal, 2))) //move until you are touching the wall
}
break
}
}
} else {
if (this.speed < 1 && this.angularSpeed < 0.01) this.stillCount++
}
if (this.stillCount > 25) this.arm();
},
arm() {
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
this.lookFrequency = simulation.cycle + 60
this.do = function () { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (simulation.cycle > this.lookFrequency) {
this.isArmed = true
this.lookFrequency = 55 + Math.floor(22 * Math.random())
simulation.drawList.push({ x: this.position.x, y: this.position.y, radius: 10, color: "#f00", time: 4 });
this.do = function () { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
const random = 300 * Math.random()
for (let i = 0, len = mob.length; i < len; ++i) {
if (
!mob[i].isBadTarget &&
!mob[i].isInvulnerable &&
Vector.magnitude(Vector.sub(this.position, mob[i].position)) < this.range + mob[i].radius + random &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
if (tech.isStun) b.AoEStunEffect(this.position, this.range + mob[i].radius + random); //AoEStunEffect(where, range, cycles = 90 + 60 * Math.random()) {
if (tech.isMineSentry) {
this.lookFrequency = Math.floor(7 + 7 * b.fireCDscale + 10 * (tech.oneSuperBall && tech.isSuperMine) + Math.floor(3 * Math.random()))
// this.endCycle = Infinity
this.shots = tech.sentryAmmo
this.do = function () { //overwrite the do method for this bullet
this.force.y += this.mass * 0.002; //extra gravity
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
if (tech.isFoamMine) {
this.shots -= 0.6 * b.targetedFoam(this.position, 1, 21 + 7 * Math.random(), 1200, false)
b.targetedFoam(this.position, 1, 21 + 7 * Math.random(), 1200, false)
} else if (tech.isSuperMine) {
const cost = tech.oneSuperBall ? 2 : 0.7
this.shots -= cost * b.targetedBall(this.position, 1, 42 + 12 * Math.random(), 1200, false)
for (let i = 0, len = tech.extraSuperBalls / 4; i < len; i++) {
if (Math.random() < 0.33) b.targetedBall(this.position, 1, 42 + 12 * Math.random(), 1200, false)
}
} else {
this.shots -= b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, 2.3)
}
if (this.shots < 0) this.endCycle = 0
if (!(simulation.cycle % (this.lookFrequency * 6))) {
simulation.drawList.push({ x: this.position.x, y: this.position.y, radius: 8, color: "#fe0", time: 4 });
}
}
}
break
} else {
this.endCycle = 0 //end life if mob is near and visible
break
}
}
}
}
}
}
}
},
});
bullet[bIndex].torque += bullet[bIndex].inertia * 0.0002 * (0.5 - Math.random())
Matter.Body.setVelocity(bullet[bIndex], velocity);
Composite.add(engine.world, bullet[bIndex]); //add bullet to world
},
worm(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
const bIndex = bullet.length;
const wormSize = 6 + tech.wormSize * 4.2 * Math.random()
if (bIndex < 500) { //can't make over 500 spores
bullet[bIndex] = Bodies.polygon(where.x, where.y, 3, 3, {
inertia: Infinity,
isFreeze: isFreeze,
restitution: 0.5,
// angle: Math.random() * 2 * Math.PI,
friction: 0,
frictionAir: 0.025,
thrust: (tech.isSporeFollow ? 0.0012 : 0.00055) * (1 + 0.5 * (Math.random() - 0.5)),
wormSize: wormSize,
wormTail: 1 + Math.max(4, Math.min(wormSize - 2 * tech.wormSize, 30)),
dmg: (tech.isMutualism ? 9.5 : 3.2) * wormSize,
lookFrequency: 100 + Math.floor(37 * Math.random()),
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
},
endCycle: simulation.cycle + Math.floor((600 + Math.floor(Math.random() * 420)) * tech.bulletsLastLonger),
minDmgSpeed: 0,
playerOffPosition: { //used when moving towards player to keep spores separate
x: 100 * (Math.random() - 0.5),
y: 100 * (Math.random() - 0.5)
},
beforeDmg(who) {
if (who.isInvulnerable) {
Matter.Body.setVelocity(this, Vector.mult(this.velocity, 0.1));
} else {
if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
setTimeout(() => {
if (!who.alive) {
for (let i = 0; i < 3; i++) { //spawn 3 more
b.worm(this.position)
bullet[bullet.length - 1].endCycle = Math.min(simulation.cycle + Math.floor(420 * tech.bulletsLastLonger), this.endCycle + 180 + Math.floor(60 * Math.random())) //simulation.cycle + Math.floor(420 * tech.bulletsLastLonger)
}
}
this.endCycle = 0; //bullet ends cycle after doing damage
}, 1);
} else {
this.endCycle = 0; //bullet ends cycle after doing damage
}
if (this.isFreeze) mobs.statusSlow(who, 90)
}
},
onEnd() {
if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
m.health += 0.02
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
},
tailCycle: 6.28 * Math.random(),
do() {
this.tailCycle += this.speed * 0.025
ctx.beginPath(); //draw nematode
ctx.moveTo(this.position.x, this.position.y);
// const dir = Vector.mult(Vector.normalise(this.velocity), -Math.min(100, this.wormTail * this.speed))
const speed = Math.min(7, this.speed)
const dir = Vector.mult(Vector.normalise(this.velocity), -0.6 * this.wormTail * speed)
const tail = Vector.add(this.position, dir)
const wiggle = Vector.add(Vector.add(tail, dir), Vector.rotate(dir, Math.sin(this.tailCycle)))
// const wiggle = Vector.add(tail, Vector.rotate(dir, Math.sin((m.cycle - this.endCycle) * 0.03 * this.speed)))
ctx.quadraticCurveTo(tail.x, tail.y, wiggle.x, wiggle.y) // ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
// ctx.lineTo(tail.x, tail.y);
ctx.lineWidth = this.wormSize;
ctx.strokeStyle = "#000";
ctx.stroke();
if (this.lockedOn && this.lockedOn.alive) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust)
} else {
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
this.closestTarget = null;
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
const targetVector = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
if (dist < closeDist) {
this.closestTarget = mob[i].position;
closeDist = dist;
this.lockedOn = mob[i]
if (0.3 > Math.random()) break //doesn't always target the closest mob
}
}
}
}
if (tech.isSporeFollow && this.lockedOn === null) { //move towards player //checking for null means that the spores don't go after the player until it has looked and not found a target
const dx = this.position.x - m.pos.x;
const dy = this.position.y - m.pos.y;
if (dx * dx + dy * dy > 10000) {
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
}
} else {
const unit = Vector.normalise(this.velocity)
const force = Vector.mult(Vector.rotate(unit, 0.005 * this.playerOffPosition.x), 0.000003)
this.force.x += force.x
this.force.y += force.y
}
}
},
});
const SPEED = 2 + 1 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
});
Composite.add(engine.world, bullet[bIndex]); //add bullet to world
if (tech.isMutualism && m.health > 0.04) {
m.health -= 0.02
m.displayHealth();
bullet[bIndex].isMutualismActive = true
}
}
},
spore(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
const bIndex = bullet.length;
const size = 4
if (bIndex < 500) { //can't make over 500 spores
bullet[bIndex] = Bodies.polygon(where.x, where.y, size, size, {
// density: 0.0015, //frictionAir: 0.01,
inertia: Infinity,
isFreeze: isFreeze,
restitution: 0.5,
angle: Math.random() * 2 * Math.PI,
friction: 0,
frictionAir: 0.025,
thrust: (tech.isSporeFollow ? 0.0011 : 0.0005) * (1 + 0.3 * (Math.random() - 0.5)),
dmg: (tech.isMutualism ? 20 : 7), //bonus damage from tech.isMutualism
lookFrequency: 100 + Math.floor(117 * Math.random()),
classType: "bullet",
isSpore: true,
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
},
endCycle: simulation.cycle + Math.floor((540 + Math.floor(Math.random() * 420)) * tech.bulletsLastLonger),
minDmgSpeed: 0,
playerOffPosition: { //used when moving towards player to keep spores separate
x: 100 * (Math.random() - 0.5),
y: 100 * (Math.random() - 0.5)
},
beforeDmg(who) {
if (!who.isInvulnerable) {
this.endCycle = 0; //bullet ends cycle after doing damage
if (this.isFreeze) mobs.statusSlow(who, 90)
}
},
onEnd() {
if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
m.health += 0.01
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
// console.log(this.dmg)
},
do() {
if (this.lockedOn && this.lockedOn.alive) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust)
} else {
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
this.closestTarget = null;
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
const targetVector = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
if (dist < closeDist) {
this.closestTarget = mob[i].position;
closeDist = dist;
this.lockedOn = mob[i]
if (0.3 > Math.random()) break //doesn't always target the closest mob
}
}
}
}
if (tech.isSporeFollow && this.lockedOn === null) { //move towards player
//checking for null means that the spores don't go after the player until it has looked and not found a target
const dx = this.position.x - m.pos.x;
const dy = this.position.y - m.pos.y;
if (dx * dx + dy * dy > 10000) {
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
}
} else {
this.force.y += this.mass * 0.0001; //gravity
}
}
// if (!this.lockedOn && !(simulation.cycle % this.lookFrequency)) { //find mob targets
// this.closestTarget = null;
// this.lockedOn = null;
// let closeDist = Infinity;
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].isDropPowerUp && 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
// }
// }
// }
// }
// if (this.lockedOn && this.lockedOn.alive) { //accelerate towards mobs
// this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust)
// } else if (tech.isSporeFollow && this.lockedOn !== undefined) { //move towards player
// //checking for undefined means that the spores don't go after the player until it has looked and not found a target
// const dx = this.position.x - m.pos.x;
// const dy = this.position.y - m.pos.y;
// if (dx * dx + dy * dy > 10000) {
// this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
// }
// // this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.thrust)
// } else {
// this.force.y += this.mass * 0.0001; //gravity
// }
// if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
// this.nextPortCycle = simulation.cycle + this.portFrequency
// const range = 50 * Math.random()
// Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
// }
},
});
// if (tech.isBulletTeleport) {
// bullet[bIndex].portFrequency = 10 + Math.floor(5 * Math.random())
// bullet[bIndex].nextPortCycle = simulation.cycle + bullet[bIndex].portFrequency
// }
const SPEED = 4 + 8 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
});
Composite.add(engine.world, bullet[bIndex]); //add bullet to world
if (tech.isMutualism && m.health > 0.01) {
m.health -= 0.01
m.displayHealth();
bullet[bIndex].isMutualismActive = true
}
}
},
iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}) {
const me = bullet.length;
const THRUST = 0.0018
const RADIUS = 18
const SCALE = 1 - 0.11 / tech.bulletsLastLonger
bullet[me] = Bodies.polygon(where.x, where.y, 3, RADIUS, {
angle: dir - Math.PI,
// inertia: Infinity,
spin: 0.00004 * (0.1 + Math.random()) * (Math.round(Math.random()) ? 1 : -1),
friction: 0,
frictionAir: 0.02,
restitution: 0.9,
dmg: 1.3, //damage done in addition to the damage from momentum
lookFrequency: 14 + Math.floor(8 * Math.random()),
endCycle: simulation.cycle + 65 * tech.bulletsLastLonger + Math.floor(25 * Math.random()),
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //self collide
},
minDmgSpeed: 0,
lockedOn: null,
beforeDmg(who) {
if (!who.isInvulnerable) {
if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
setTimeout(() => {
if (!who.alive) m.energy += tech.iceEnergy * 0.8 * level.isReducedRegen
}, 10);
}
mobs.statusSlow(who, tech.iceIXFreezeTime)
this.endCycle = simulation.cycle
}
// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
},
onEnd() { },
do() {
// this.force.y += this.mass * 0.0002;
//find mob targets
if (!(simulation.cycle % this.lookFrequency)) {
Matter.Body.scale(this, SCALE, SCALE);
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
!mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
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) { //accelerate towards mobs
this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * THRUST)
} else {
this.force = Vector.mult(Vector.normalise(this.velocity), this.mass * THRUST)
}
this.torque += this.inertia * this.spin
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
// Matter.Body.setAngularVelocity(bullet[me], 2 * (0.5 - Math.random())) //doesn't work due to high friction
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
});
Matter.Body.setAngularVelocity(bullet[me], 3000 * bullet[me].spin);
},
flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) {
const me = bullet.length;
bullet[me] = Bodies.polygon(where.x, where.y, 5, radius, {
isFlea: true,
angle: 0.5 * Math.random(),
friction: 1,
frictionStatic: 1,
frictionAir: 0, //0.01,
restitution: 0,
density: 0.0005, // 0.001 is normal density
lookFrequency: 19 + Math.floor(7 * Math.random()),
endCycle: simulation.cycle + Math.floor((900 * tech.bulletsLastLonger + 420 * Math.random()) + Math.max(0, 150 - bullet.length)), // 13 - 19s
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 0,
lockedOn: null,
delay: 50,
cd: simulation.cycle + 10,
dmg: 0,
setDamage() { //dmg is set to zero after doing damage once, and set back to normal after jumping
this.dmg = radius * (tech.isMutualism ? 3.3 : 1.1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
},
beforeDmg(who) {
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), 10 + 10 * Math.random())); //push away from target
this.cd = simulation.cycle + this.delay;
if (!who.isInvulnerable && this.dmg !== 0) {
this.endCycle -= 110
if (tech.isSporeFreeze) mobs.statusSlow(who, 90)
if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
setTimeout(() => {
if (!who.alive) {
for (let i = 0; i < 2; i++) { //spawn 2 more
const speed = 10 + 5 * Math.random()
const angle = 2 * Math.PI * Math.random()
b.flea(this.position, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
})
}
}
this.endCycle = 0;
}, 1);
}
setTimeout(() => {
this.dmg = 0
})
}
},
onEnd() {
if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
m.health += 0.02
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
},
gravity: 0.002 + 0.002 * tech.isSporeFollow,
do() {
this.force.y += this.gravity * this.mass
if (this.cd < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) { //if on the ground and not on jump cooldown //
this.cd = simulation.cycle + this.delay;
this.lockedOn = null; //find a target
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
!mob[i].isBadTarget &&
!mob[i].isInvulnerable &&
mob[i].alive &&
this.position.y - mob[i].position.y < 1500 && //this is about how high fleas can jump with capMaxY = 0.12 + 0.04 * Math.random()
this.position.y - mob[i].position.y > -300 && //not too far below the flea (note that fleas should be on the ground most of the time when doing this check)
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 (tech.isSporeFollow && !this.lockedOn && Matter.Query.ray(map, this.position, m.pos).length === 0) {
this.lockedOn = { //make target player if there are no mobs to target
position: m.pos,
velocity: { x: 0, y: 0 }
}
}
if (this.lockedOn) { //hop towards mob target
const where = Vector.add(this.lockedOn.position, Vector.mult(this.lockedOn.velocity, 5)) //estimate where the mob will be in 5 cycles
const Dy = Math.max(0, this.position.y - where.y) //can't be negative because you can't hop down
const Dx = this.position.x - where.x
const Vx = -0.06 * Dx / Math.sqrt(2 * Dy / this.gravity) //calibrated to hit target, don't mess with this
const Vy = 0.085 * Math.sqrt(this.gravity * Dy) //calibrated to hit target, don't mess with this
const capX = 0.07 + 0.02 * tech.isSporeFollow
const capMaxY = 0.12 + 0.04 * Math.random() + 0.05 * tech.isSporeFollow
const capMinY = closeDist > 500 ? 0.05 + 0.02 * Math.random() : 0.02 + 0.01 * Math.random() //don't jump super low, unless you are very close to mob target
this.force.x = Math.max(-capX, Math.min(capX, Vx)) * this.mass;
this.force.y = -Math.max(capMinY, Math.min(capMaxY, Vy)) * this.mass
} else { //random hops
if (Math.random() < 0.5) { //chance to continue in the same horizontal direction
this.force.x = (0.01 + 0.03 * Math.random()) * this.mass * (this.velocity.x > 0 ? 1 : -1); //random move
} else {
this.force.x = (0.01 + 0.03 * Math.random()) * this.mass * (Math.random() < 0.5 ? 1 : -1); //random move
}
this.force.y = -(0.03 + 0.08 * Math.random()) * this.mass
}
Matter.Body.setVelocity(this, { x: 0, y: 0 });
this.setDamage() //after jumping damage is no longer zero
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity);
if (tech.isMutualism && m.health > 0.01) {
m.health -= 0.01
m.displayHealth();
bullet[bullet.length - 1].isMutualismActive = true
}
},
delayDrones(where, droneCount = 1, deliveryCount = 0) {
let respawnDrones = () => {
if (droneCount > 0) {
requestAnimationFrame(respawnDrones);
if (!simulation.paused && !simulation.isChoosing && m.alive) {
droneCount--
if (tech.isDroneRadioactive) {
b.droneRadioactive({ x: where.x + 50 * (Math.random() - 0.5), y: where.y + 50 * (Math.random() - 0.5) }, 0)
} else {
b.drone({ x: where.x + 50 * (Math.random() - 0.5), y: where.y + 50 * (Math.random() - 0.5) }, 0)
if (tech.isDroneGrab && deliveryCount > 0) { //
const who = bullet[bullet.length - 1]
who.isImproved = true;
const SCALE = 2.25
Matter.Body.scale(who, SCALE, SCALE);
who.lookFrequency = 30 + Math.floor(11 * Math.random());
who.endCycle += 3000 * tech.droneCycleReduction * tech.bulletsLastLonger
deliveryCount--
}
}
}
}
}
requestAnimationFrame(respawnDrones);
},
drone(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
const me = bullet.length;
const THRUST = 0.0015
const dir = m.angle + 0.2 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random())
bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
angle: dir,
inertia: Infinity,
friction: 0.05,
frictionAir: 0,
restitution: 1,
density: 0.0005, // 0.001 is normal density
dmg: 0.34 + 0.12 * tech.isDroneTeleport + 0.15 * tech.isDroneFastLook, //damage done in addition to the damage from momentum
lookFrequency: (tech.isDroneFastLook ? 20 : 70) + Math.floor(17 * Math.random()),
endCycle: simulation.cycle + Math.floor((950 + 400 * Math.random()) * tech.bulletsLastLonger * tech.droneCycleReduction) + 5 * RADIUS + Math.max(0, 150 - bullet.length),
classType: "bullet",
isDrone: true,
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
},
minDmgSpeed: 0,
lockedOn: null,
deathCycles: 110 + RADIUS * 5,
isImproved: false,
beforeDmg(who) {
if (who.isInvulnerable) {
//move away from target after hitting
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
this.lockedOn = null
} else {
// if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle && !tech.isForeverDrones) {
// const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
// b.explosion(this.position, max * 0.14 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
// if (tech.isForeverDrones) {
// this.endCycle = 0
// b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
// bullet[bullet.length - 1].endCycle = Infinity
// } else {
// this.endCycle -= max
// }
// } else {
//move away from target after hitting
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
this.lockedOn = null
if (this.endCycle > simulation.cycle + this.deathCycles) {
this.endCycle -= 60
if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
}
// }
}
},
onEnd() {
if (tech.isDroneRespawn) {
//are there any nearby bodies nearby that aren't blocked by map?
const canSee = body.filter(a => Matter.Query.ray(map, this.position, a.position).length === 0 && !a.isNotHoldable && Vector.magnitude(Vector.sub(this.position, a.position)) < 70 + 30 * a.mass)
if (canSee.length) {
//find the closest body to the drone from the canSee array
const found = canSee.reduce((a, b) => {
const distA = Vector.magnitude(Vector.sub(this.position, a.position))
const distB = Vector.magnitude(Vector.sub(this.position, b.position))
return distA < distB ? a : b
})
if (found && m.energy > 0.041) {
m.energy -= 0.04
//remove the body and spawn a new drone
Composite.remove(engine.world, found)
body.splice(body.indexOf(found), 1)
b.delayDrones(found.position, Math.sqrt(found.mass))
//draw a line from the drone to the body on the canvas
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(found.position.x, found.position.y);
ctx.strokeStyle = "#000";
ctx.lineWidth = 2;
ctx.stroke();
//animate the block fading away
simulation.ephemera.push({
name: "droneRespawn",
count: 60, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
ctx.beginPath();
let vertices = found.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 2;
ctx.strokeStyle = `rgba(0,0,0,${this.count / 60})`
ctx.stroke();
},
})
}
}
}
},
doRespawning() { //fall shrink and die
const scale = 0.995;
Matter.Body.scale(this, scale, scale);
if (this.bodyTarget) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.bodyTarget.position)), -this.mass * THRUST)
} else {
this.force.y += this.mass * 0.0012;
}
},
doDieing() { //fall shrink and die
this.force.y += this.mass * 0.0012;
const scale = 0.995;
Matter.Body.scale(this, scale, scale);
},
hasExploded: false,
do() {
if (simulation.cycle + this.deathCycles > this.endCycle) {
if (tech.isIncendiary && !this.hasExploded) {
this.hasExploded = true
// const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
// this.endCycle -= max
b.explosion(this.position, 200 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
}
this.restitution = 0.2;
if (tech.isDroneRespawn) {
this.do = this.doRespawning
//make a list of all elements of array body that a ray can be drawn to from the drone
const canSee = body.filter(a => Matter.Query.ray(map, this.position, a.position).length === 0 && !a.isNotHoldable)
if (canSee.length) {
//find the closest body to the drone from the canSee array
const found = canSee.reduce((a, b) => {
const distA = Vector.magnitude(Vector.sub(this.position, a.position))
const distB = Vector.magnitude(Vector.sub(this.position, b.position))
return distA < distB ? a : b
})
if (found) this.bodyTarget = found
}
} else {
this.do = this.doDieing
}
}
this.force.y += this.mass * 0.0002;
if (!(simulation.cycle % this.lookFrequency)) {
//find mob targets
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
!mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
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]
}
}
}
//blink towards mobs
if (tech.isDroneTeleport && this.lockedOn) {
const sub = Vector.sub(this.lockedOn.position, this.position);
const distMag = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
Matter.Body.setVelocity(this, Vector.mult(unit, Math.max(20, this.speed * 1.5)));
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
Matter.Body.translate(this, Vector.mult(unit, Math.min(350, distMag - this.lockedOn.radius + 10)));
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = RADIUS * 2;
ctx.strokeStyle = "rgba(0,0,0,0.5)";
ctx.stroke();
}
//power ups
if (!this.isImproved && !simulation.isChoosing) {
if (this.lockedOn) {
for (let i = 0, len = powerUp.length; i < len; ++i) { //grab, but don't lock onto nearby power up
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)
) {
//draw pickup for a single cycle
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
ctx.strokeStyle = "#000"
ctx.lineWidth = 4
ctx.stroke();
//pick up nearby power ups
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
if (tech.isDroneGrab) {
this.isImproved = true;
const SCALE = 2.25
Matter.Body.scale(this, SCALE, SCALE);
this.lookFrequency = 30 + Math.floor(11 * Math.random());
this.endCycle += 3000 * tech.droneCycleReduction * tech.bulletsLastLonger
}
break;
}
}
} else {
//look for power ups to lock onto
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
ctx.strokeStyle = "#000"
ctx.lineWidth = 4
ctx.stroke();
//pick up nearby power ups
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
if (tech.isDroneGrab) {
this.isImproved = true;
const SCALE = 2.25
Matter.Body.scale(this, SCALE, SCALE);
this.lookFrequency = 30 + Math.floor(11 * Math.random());
this.endCycle += 3000 * tech.droneCycleReduction * tech.bulletsLastLonger
// this.frictionAir = 0
}
break;
}
//look for power ups to lock onto
if (
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) {
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, simulation.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 });
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], { x: speed * Math.cos(dir), y: speed * Math.sin(dir) });
},
droneRadioactive(where = {
x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5)
}, speed = 1) {
const me = bullet.length;
const THRUST = (tech.isFastDrones ? 0.003 : 0.0012) + 0.0005 * (Math.random() - 0.5)
const dir = m.angle + 0.4 * (Math.random() - 0.5);
const RADIUS = 3
bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
angle: dir,
inertia: Infinity,
friction: 0,
frictionAir: 0,
restitution: 0.4 + 0.199 * Math.random(),
dmg: 0, //0.24 damage done in addition to the damage from momentum and radiation
lookFrequency: 120 + Math.floor(23 * Math.random()),
endCycle: simulation.cycle + Math.floor((900 + 110 * Math.random()) * tech.bulletsLastLonger / tech.droneRadioDamage) + 5 * RADIUS + Math.max(0, 150 - 2 * bullet.length),
classType: "bullet",
isDrone: true,
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
},
minDmgSpeed: 0,
speedCap: 5 + 2 * Math.random(), //6 is normal
lockedOn: null,
deathCycles: 110 + RADIUS * 5,
isImproved: false,
radioRadius: 0,
maxRadioRadius: 270 + Math.floor(90 * Math.random()),
beforeDmg() { },
onEnd() {
if (tech.isDroneRespawn) {
//are there any nearby bodies nearby that aren't blocked by map?
const canSee = body.filter(a => Matter.Query.ray(map, this.position, a.position).length === 0 && !a.isNotHoldable && Vector.magnitude(Vector.sub(this.position, a.position)) < 70 + 30 * a.mass)
if (canSee.length) {
//find the closest body to the drone from the canSee array
const found = canSee.reduce((a, b) => {
const distA = Vector.magnitude(Vector.sub(this.position, a.position))
const distB = Vector.magnitude(Vector.sub(this.position, b.position))
return distA < distB ? a : b
})
if (found && m.energy > 0.091) {
m.energy -= 0.09
//remove the body and spawn a new drone
Composite.remove(engine.world, found)
body.splice(body.indexOf(found), 1)
b.delayDrones(found.position, 0.5 * Math.sqrt(found.mass))
//draw a line from the drone to the body on the canvas
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(found.position.x, found.position.y);
ctx.strokeStyle = "#000";
ctx.lineWidth = 2;
ctx.stroke();
//animate the block fading away
simulation.ephemera.push({
name: "droneRespawn",
count: 60, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
ctx.beginPath();
let vertices = found.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 2;
ctx.strokeStyle = `rgba(0,0,0,${this.count / 60})`
ctx.stroke();
},
})
}
}
}
},
do() {
//radioactive zone
this.radioRadius = this.radioRadius * 0.993 + 0.007 * this.maxRadioRadius //smooth radius towards max
//aoe damage to player
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
const DRAIN = tech.isRadioactiveResistance ? 0.001 : 0.004
if (m.energy > DRAIN) {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
m.energy = 0;
if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00004 : 0.0002) * tech.radioactiveDamage) //0.00015
}
}
//aoe damage to mobs
let dmg = (0.12 + 0.04 * tech.isFastDrones) * m.dmgScale * tech.droneRadioDamage * tech.radioactiveDamage
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
mob[i].damage(mob[i].shield ? dmg * 3 : dmg);
mob[i].locatePlayer();
}
}
//draw
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radioRadius, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "lighter"
// ctx.fillStyle = `rgba(25,139,170,${0.15+0.05*Math.random()})`;
// ctx.fillStyle = `rgba(36, 207, 255,${0.1+0.05*Math.random()})`;
ctx.fillStyle = `rgba(28, 175, 217,${0.13 + 0.07 * Math.random()})`;
ctx.fill();
ctx.globalCompositeOperation = "source-over"
//normal drone actions
if (simulation.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
this.force.y += this.mass * 0.0012;
this.restitution = 0.2;
const scale = 0.995;
Matter.Body.scale(this, scale, scale);
this.maxRadioRadius = 0
this.radioRadius = this.radioRadius * 0.98 //let radioactivity decrease
} else {
this.force.y += this.mass * 0.0002; //gravity
if (!(simulation.cycle % this.lookFrequency)) {
//find mob targets
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
!mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
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]
}
}
}
//power ups
if (!this.isImproved && !simulation.isChoosing) {
if (this.lockedOn) {
//grab, but don't lock onto nearby power up
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)
) {
//draw pickup for a single cycle
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
ctx.strokeStyle = "#000"
ctx.lineWidth = 4
ctx.stroke();
//pick up nearby power ups
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
if (tech.isDroneGrab) {
this.isImproved = true;
const SCALE = 2.25
Matter.Body.scale(this, SCALE, SCALE);
this.lookFrequency = 30 + Math.floor(11 * Math.random());
this.endCycle += 1000 * tech.bulletsLastLonger
this.maxRadioRadius *= 1.25
}
break;
}
}
} else {
//look for power ups to lock onto
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
ctx.strokeStyle = "#000"
ctx.lineWidth = 4
ctx.stroke();
//pick up nearby power ups
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
if (tech.isDroneGrab) {
this.isImproved = true;
const SCALE = 2.25
Matter.Body.scale(this, SCALE, SCALE);
this.lookFrequency = 30 + Math.floor(11 * Math.random());
this.endCycle += 1000 * tech.bulletsLastLonger
this.maxRadioRadius *= 1.25
}
break;
}
//look for power ups to lock onto
if (
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) {
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, simulation.mouseInGame)), -this.mass * THRUST)
}
// speed cap instead of friction to give more agility
if (this.speed > this.speedCap) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
});
}
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
});
},
superBall(where, velocity, radius) {
let gravity = 0.001
if (tech.superBallDelay) {
velocity = Vector.mult(velocity, 1.4)
gravity *= 6
}
let dir = m.angle
const me = bullet.length;
bullet[me] = Bodies.polygon(where.x, where.y, 12, radius, b.fireAttributes(dir, false));
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity);
Matter.Body.setDensity(bullet[me], 0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport);
bullet[me].endCycle = simulation.cycle + Math.floor(270 + 90 * Math.random());
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 1;
bullet[me].frictionAir = 0;
bullet[me].friction = 0;
bullet[me].frictionStatic = 0;
if (tech.isSuperHarm) {
bullet[me].collidePlayerDo = function () {
this.force.y += this.mass * gravity;;
if (Matter.Query.collides(this, [player]).length) {
this.endCycle = 0
// m.energy -= 0.04
// if (m.energy < 0) m.energy = 0
// simulation.drawList.push({ //add dmg to draw queue
// x: this.position.x,
// y: this.position.y,
// radius: radius,
// color: "#0ad",
// time: 15
// });
}
}
bullet[me].cycle = 0
bullet[me].do = function () {
this.cycle++
if (this.cycle > 2) this.do = this.collidePlayerDo
this.force.y += this.mass * 0.001;
};
} else if (tech.isBulletTeleport) {
bullet[me].portFrequency = 25 + Math.floor(10 * Math.random())
bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency
bullet[me].do = function () {
this.force.y += this.mass * gravity;
if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
this.nextPortCycle = simulation.cycle + this.portFrequency
const range = 33 * Math.sqrt(radius) * Math.random()
Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(this, Vector.rotate(this.velocity, 2 * (Math.random() * Math.random() - 0.25)))
}
};
} else {
bullet[me].do = function () {
this.force.y += this.mass * gravity;
};
}
bullet[me].beforeDmg = function (who) {
if (!who.isInvulnerable) {
if (tech.oneSuperBall) mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
if (tech.isFoamBall) {
for (let i = 0, len = 6 * this.mass; i < len; i++) {
const radius = 6 + 9 * Math.random()
const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
}
this.endCycle = 0
}
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
} else if (tech.isSuperBounce) {
const cycle = () => {
Matter.Body.setDensity(this, (0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport) * 1.33);//33% more density and damage
this.endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random()); //reset to full duration of time
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), 60)); //reset to high velocity
let count = 5
const wait = () => {
count--
if (count > 0) requestAnimationFrame(wait);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: radius,
color: 'rgba(255, 0, 0, 0.33)',
time: 8
});
}
requestAnimationFrame(wait);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: radius,
color: 'rgba(255, 0, 0, 0.33)',
time: 8
});
}
requestAnimationFrame(cycle);
}
}
};
},
targetedBall(position, num = 1, speed = 42 + 12 * Math.random(), range = 1200, isRandomAim = true) {
let shotsFired = 0
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitude(Vector.sub(position, mob[i].position));
if (
dist < range + mob[i].radius &&
!mob[i].isBadTarget &&
Matter.Query.ray(map, position, mob[i].position).length === 0 &&
Matter.Query.ray(body, position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles
}
}
const radius = (11 + 9 * tech.oneSuperBall) * tech.bulletSize
for (let i = 0; i < num; i++) {
if (targets.length > 0) { // aim near a random target in array
const index = Math.floor(Math.random() * targets.length)
const SPREAD = 160 / targets.length
const WHERE = {
x: targets[index].x + SPREAD * (Math.random() - 0.5),
y: targets[index].y + SPREAD * (Math.random() - 0.5)
}
b.superBall(position, Vector.mult(Vector.normalise(Vector.sub(WHERE, position)), speed), radius)
shotsFired++
} else if (isRandomAim) { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
b.superBall(position, { x: speed * Math.cos(ANGLE), y: speed * Math.sin(ANGLE) }, radius)
}
}
return shotsFired
},
targetedFoam(position, num = 1, speed = 21 + 7 * Math.random(), range = 1200, isRandomAim = true) {
let shotsFired = 0
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitude(Vector.sub(position, mob[i].position));
if (
dist < range + mob[i].radius &&
!mob[i].isBadTarget && //|| mob[i].isMobBullet
Matter.Query.ray(map, position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles
}
}
for (let i = 0; i < num; i++) {
if (targets.length > 0) { // aim near a random target in array
const SPREAD = 160 / targets.length
const index = Math.floor(Math.random() * targets.length)
const radius = 11 + 12 * Math.random()
const where = {
x: targets[index].x + SPREAD * (Math.random() - 0.5),
y: targets[index].y + SPREAD * (Math.random() - 0.5)
}
b.foam(position, Vector.mult(Vector.normalise(Vector.sub(where, position)), speed - radius * 0.25), radius)
shotsFired++
} else if (isRandomAim) { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
b.foam(position, { x: speed * Math.cos(ANGLE), y: speed * Math.sin(ANGLE) }, 8 + 11 * Math.random())
}
}
return shotsFired
},
foam(position, velocity, radius) {
if (tech.isFoamCavitation && Math.random() < 0.25) {
velocity = Vector.mult(velocity, 1.35)
radius = 1.2 * radius + 13
}
// radius *= Math.sqrt(tech.bulletSize)
const me = bullet.length;
bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
density: 0.000001, // 0.001 is normal density
inertia: Infinity,
frictionAir: 0.003,
dmg: 0, //damage on impact
damage: tech.foamDamage * (tech.isFastFoam ? 2.8 : 1) * (tech.isBulletTeleport ? 1.53 : 1), //damage done over time
scale: 1 - 0.006 / tech.bulletsLastLonger * (tech.isFastFoam ? 1.65 : 1),
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.mob | cat.mobBullet // cat.map | cat.body | cat.mob | cat.mobShield
},
minDmgSpeed: 0,
endCycle: Infinity,
count: 0,
radius: radius,
target: null,
targetVertex: null,
targetRelativePosition: null,
portFrequency: 7 + Math.floor(5 * Math.random()),
nextPortCycle: Infinity, //disabled unless you have the teleport tech
beforeDmg(who) {
if (!this.target && who.alive) {
this.target = who;
if (who.radius < 20) {
this.targetRelativePosition = {
x: 0,
y: 0
} //find relative position vector for zero mob rotation
} else if (Matter.Query.collides(this, [who]).length > 0) {
const normal = Matter.Query.collides(this, [who])[0].normal
this.targetRelativePosition = Vector.rotate(Vector.sub(Vector.sub(this.position, who.position), Vector.mult(normal, -this.radius)), -who.angle) //find relative position vector for zero mob rotation
} else {
this.targetRelativePosition = Vector.rotate(Vector.sub(this.position, who.position), -who.angle) //find relative position vector for zero mob rotation
}
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
Matter.Body.setVelocity(this, { x: 0, y: 0 });
}
},
onEnd() { },
do() {
if (this.count < 20) {
this.count++
//grow
const SCALE = 1.06
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
//shrink
Matter.Body.scale(this, this.scale, this.scale);
this.radius *= this.scale;
if (this.radius < 8) this.endCycle = 0;
}
if (this.target && this.target.alive) { //if stuck to a target
const rotate = Vector.rotate(this.targetRelativePosition, this.target.angle) //add in the mob's new angle to the relative position vector
if (this.target.isVerticesChange) {
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
} else {
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.target.velocity), this.target.position))
}
if (this.target.isBoss) {
if (this.target.speed > 6.5) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.975))
} else {
if (this.target.speed > 2.5) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.94))
}
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9);
// Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
if (this.target.isShielded) {
this.target.damage(m.dmgScale * this.damage, true); //shield damage bypass
const SCALE = 1 - 0.004 / tech.bulletsLastLonger //shrink if mob is shielded
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
this.target.damage(m.dmgScale * this.damage);
}
} else if (this.target !== null) { //look for a new target
this.collisionFilter.category = cat.bullet;
this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
Matter.Body.setVelocity(this, { x: this.target.velocity.x, y: this.target.velocity.y });
if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) {
let targets = []
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 1000000) targets.push(mob[i])
}
const radius = Math.min(this.radius * 0.5, 9)
const len = bullet.length < 80 ? 2 : 1
for (let i = 0; i < len; i++) {
if (targets.length - i > 0) {
const index = Math.floor(Math.random() * targets.length)
const speed = 6 + 6 * Math.random()
const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
} else {
b.foam(this.position, Vector.rotate({
x: 15 + 10 * Math.random(),
y: 0
}, 2 * Math.PI * Math.random()), radius)
}
}
}
this.target = null
} else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map
const slow = 0.87
Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow });
const SCALE = 0.97
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
// } else if (Matter.Query.collides(this, body).length > 0) {
} else if (Matter.Query.point(body, this.position).length > 0) { //slow when touching blocks
const slow = 0.94
Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow });
const SCALE = 0.99
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
this.force.y += this.mass * tech.foamGravity; //gravity
if (tech.isFoamAttract) {
for (let i = 0, len = mob.length; i < len; i++) {
const range = Vector.magnitude(Vector.sub(mob[i].position, this.position))
if (
!mob[i].isBadTarget &&
mob[i].alive &&
!mob[i].isInvulnerable &&
range < 500 &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0
) {
const mag = 0.001 * Math.min(1, 200 / range)
this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * mag)
const slow = 0.98
Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow });
break
}
}
}
}
if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
this.nextPortCycle = simulation.cycle + this.portFrequency
const range = 13 * Math.sqrt(this.radius) * Math.random()
Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({
x: range,
y: 0
}, 2 * Math.PI * Math.random())))
}
}
});
if (tech.isBulletTeleport) bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity);
},
targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
let closestMob, dist
for (let i = 0, len = mob.length; i < len; i++) {
if (who !== mob[i] && !mob[i].isBadTarget && !mob[i].isInvulnerable) {
dist = Vector.magnitude(Vector.sub(who.position, mob[i].position));
if (dist < range && Matter.Query.ray(map, who.position, mob[i].position).length === 0) { //&& Matter.Query.ray(body, position, mob[i].position).length === 0
closestMob = mob[i]
range = dist
}
}
}
if (closestMob) {
const where = Vector.add(closestMob.position, Vector.mult(closestMob.velocity, dist / 60))
const velocity = Vector.mult(Vector.normalise(Vector.sub(where, who.position)), speed)
velocity.y -= Math.abs(who.position.x - closestMob.position.x) / 150; //gives an arc, but not a good one
Matter.Body.setVelocity(who, velocity);
}
},
targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, damage = 1.4) {
let shotsFired = 0
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitude(Vector.sub(position, mob[i].position));
if (
dist < range + mob[i].radius &&
!mob[i].isBadTarget && //|| mob[i].isMobBullet
Matter.Query.ray(map, position, mob[i].position).length === 0 &&
Matter.Query.ray(body, position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles
}
}
for (let i = 0; i < num; i++) {
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(position, Vector.mult(Vector.normalise(Vector.sub(WHERE, position)), speed), damage)
shotsFired++
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
b.nail(position, {
x: speed * Math.cos(ANGLE),
y: speed * Math.sin(ANGLE)
}, damage)
shotsFired++
}
}
return shotsFired
},
crit(mob, bullet) {
if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999 - 1 / mob.radius) {
if (mob.isFinalBoss && !(Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999999)) return
let cycle = () => { //makes this run after damage
if (mob.health < 0.5 && mob.damageReduction > 0 && mob.alive) {
// mob.death();
// mob.damage(this.health * Math.sqrt(this.mass) / this.damageReduction);
mob.damage(Infinity);
const color = 'rgb(255,255,255)'
simulation.drawList.push({
x: mob.position.x,
y: mob.position.y,
radius: mob.radius * 1.2,
color: color, //"rgba(0,0,0,0.6)",
time: 8
});
simulation.drawList.push({
x: mob.position.x,
y: mob.position.y,
radius: mob.radius * 0.75,
color: color, //"rgba(0,0,0,0.85)",
time: 15
});
simulation.drawList.push({
x: mob.position.x,
y: mob.position.y,
radius: mob.radius * 0.4,
color: color, //"rgb(0,0,0)",
time: 20
});
}
}
requestAnimationFrame(cycle);
}
},
nail(pos, velocity, dmg = 1) {
dmg *= tech.bulletSize
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.bulletSize, 2 * tech.bulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 80 + 18 * Math.random();
bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
bullet[me].beforeDmg = function (who) { //beforeDmg is rewritten with ice crystal tech
if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (tech.isNailCrit) { //makes bullet do explosive damage if it hits center
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 80 + 90 * (b.activeGun === 0) + 30 * Math.random()); //larger explosions for human aimed nail gun, smaller for auto aimed sources, like bots, and mine
}
}
this.ricochet(who)
};
bullet[me].ricochet = function (who) { //use for normal nails, and ice crystal nails
if (tech.isRicochet) {
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position));
if (
mob[i] !== who &&
dist < 2500 + mob[i].radius &&
!mob[i].isBadTarget && //|| mob[i].isMobBullet
!mob[i].isInvulnerable &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0
) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles
}
}
if (targets.length > 0) { // aim near a random target in array
const index = Math.floor(Math.random() * targets.length)
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(targets[index], this.position)), 45));
Matter.Body.setAngle(this, Math.atan2(this.velocity.y, this.velocity.x))
Matter.Body.setAngularVelocity(this, 0);
}
this.dmg += 2
}
}
bullet[me].do = function () { };
},
needle(angle = m.angle) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75 * tech.bulletSize, 0.75 * tech.bulletSize, b.fireAttributes(angle));
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
bullet[me].immuneList = []
bullet[me].dmg = 6
if (tech.needleTunnel) {
bullet[me].dmg *= 1.2
bullet[me].endCycle = simulation.cycle + 300;
bullet[me].collisionFilter.mask = tech.isShieldPierce ? 0 : cat.mobShield
// bullet[me].turnRate = 0.005 * (Math.random() - 0.5)
bullet[me].isInMap = false
bullet[me].do = function () {
const whom = Matter.Query.collides(this, mob)
if (whom.length && this.speed > 20) { //if touching a mob
for (let i = 0, len = whom.length; i < len; i++) {
who = whom[i].bodyA
if (who && who.mob) {
let immune = false
for (let i = 0; i < this.immuneList.length; i++) { //check if this needle has hit this mob already
if (this.immuneList[i] === who.id) {
immune = true
break
}
}
if (!immune) {
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = this.dmg * tech.bulletSize * m.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.bulletSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
}
if (tech.isCrit && who.isStunned) dmg *= 4
who.damage(dmg, tech.isShieldPierce);
if (who.alive) who.foundPlayer();
if (who.damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(dmg + 1.1) * 40 * who.damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
}
}
}
} else if (Matter.Query.collides(this, map).length) { //penetrate walls
if (!this.isInMap) { //turn after entering the map, but only turn once
this.isInMap = true
Matter.Body.setVelocity(this, Vector.rotate(this.velocity, 0.25 * (Math.random() - 0.5)));
Matter.Body.setAngle(this, Math.atan2(this.velocity.y, this.velocity.x))
}
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(this.velocity, -0.98))) //move back 1/2 your velocity = moving at 1/2 speed
} else if (Matter.Query.collides(this, body).length) { //penetrate blocks
Matter.Body.setAngularVelocity(this, 0)
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(this.velocity, -0.94))) //move back 1/2 your velocity = moving at 1/2 speed
} else if (this.speed < 30) {
this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
}
};
} else {
bullet[me].endCycle = simulation.cycle + 100;
bullet[me].collisionFilter.mask = tech.isShieldPierce ? cat.body : cat.body | cat.mobShield
bullet[me].do = function () {
const whom = Matter.Query.collides(this, mob)
if (whom.length && this.speed > 20) { //if touching a mob
for (let i = 0, len = whom.length; i < len; i++) {
who = whom[i].bodyA
if (who && who.mob) {
let immune = false
for (let i = 0; i < this.immuneList.length; i++) { //check if this needle has hit this mob already
if (this.immuneList[i] === who.id) {
immune = true
break
}
}
if (!immune) {
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = this.dmg * tech.bulletSize * m.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.bulletSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
}
if (tech.isCrit && who.isStunned) dmg *= 4
who.damage(dmg, tech.isShieldPierce);
if (who.alive) who.foundPlayer();
if (who.damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(dmg + 1.1) * 40 * who.damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
}
}
}
} else if (Matter.Query.collides(this, map).length) { //stick in walls
this.collisionFilter.mask = 0;
Matter.Body.setAngularVelocity(this, 0)
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
this.do = function () {
if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
}
if (tech.isNeedleIce) {
b.iceIX(5 + 5 * Math.random(), 2 * Math.PI * Math.random(), this.position) // iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
if (0.5 < Math.random()) b.iceIX(5 + 5 * Math.random(), 2 * Math.PI * Math.random(), this.position)
}
} else if (this.speed < 30) {
this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
}
};
}
const SPEED = 90
Matter.Body.setVelocity(bullet[me], {
x: 0.5 * player.velocity.x + SPEED * Math.cos(angle),
y: 0.5 * player.velocity.y + SPEED * Math.sin(angle)
});
// Matter.Body.setDensity(bullet[me], 0.00001);
Composite.add(engine.world, bullet[me]); //add bullet to world
},
// **************************************************************************************************
// **************************************************************************************************
// ******************************** Bots *********************************************
// **************************************************************************************************
// **************************************************************************************************
totalBots() {
return tech.dynamoBotCount + tech.foamBotCount + tech.soundBotCount + tech.nailBotCount + tech.laserBotCount + tech.boomBotCount + tech.orbitBotCount + tech.plasmaBotCount + tech.missileBotCount
},
hasBotUpgrade() {
return tech.isNailBotUpgrade + tech.isFoamBotUpgrade + tech.isBoomBotUpgrade + tech.isLaserBotUpgrade + tech.isOrbitBotUpgrade + tech.isDynamoBotUpgrade + tech.isSoundBotUpgrade
},
convertBotsTo(type) { //type can be a string like "dynamoBotCount"
const totalPermanentBots = b.totalBots()
//remove all bots techs and convert them to the new type so that tech refunds work correctly
let totalTechToConvert = 0 //count how many tech need to be converted
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count && tech.tech[i].isBot) {
totalTechToConvert += tech.tech[i].count
tech.removeTech(i)
}
}
//remove all bots
b.zeroBotCount()
b.clearPermanentBots()
for (let i = 0; i < totalTechToConvert; i++) tech.giveTech(type) //spawn tech for the correct bot type
//find index of new bot type tech effect
let index = null
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].name === type) {
index = i
break
}
}
for (let i = 0, len = totalPermanentBots - totalTechToConvert; i < len; i++) tech.tech[index].effect(); //also convert any permanent bots that didn't come from a tech
//in experiment mode set the unselect color for bot tech that was converted
// if (build.isExperimentSelection) { }
},
clearPermanentBots() {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType && bullet[i].endCycle === Infinity) bullet[i].endCycle = 0 //remove active bots, but don't remove temp bots
}
},
removeBot() {
if (tech.nailBotCount > 1) {
tech.nailBotCount--
return
}
if (tech.laserBotCount > 1) {
tech.laserBotCount--
return
}
if (tech.foamBotCount > 1) {
tech.foamBotCount--
return
}
if (tech.soundBotCount > 1) {
tech.soundBotCount--
return
}
if (tech.boomBotCount > 1) {
tech.boomBotCount--
return
}
if (tech.orbitBotCount > 1) {
tech.orbitBotCount--
return
}
if (tech.dynamoBotCount > 1) {
tech.dynamoBotCount--
return
}
if (tech.missileBotCount > 1) {
tech.missileBotCount--
return
}
if (tech.plasmaBotCount > 1) {
tech.plasmaBotCount--
return
}
},
zeroBotCount() { //remove all bots
tech.dynamoBotCount = 0;
tech.nailBotCount = 0;
tech.laserBotCount = 0;
tech.orbitBotCount = 0;
tech.foamBotCount = 0;
tech.soundBotCount = 0;
tech.boomBotCount = 0;
tech.plasmaBotCount = 0;
tech.missileBotCount = 0;
},
respawnBots() {
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
}, !level.isSlowBots)
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
}, !level.isSlowBots)
for (let i = 0; i < tech.nailBotCount; i++) b.nailBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
}, !level.isSlowBots)
for (let i = 0; i < tech.foamBotCount; i++) b.foamBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
}, !level.isSlowBots)
for (let i = 0; i < tech.soundBotCount; i++) b.soundBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
}, !level.isSlowBots)
for (let i = 0; i < tech.boomBotCount; i++) b.boomBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
}, !level.isSlowBots)
for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
}, !level.isSlowBots)
for (let i = 0; i < tech.plasmaBotCount; i++) b.plasmaBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
})
for (let i = 0; i < tech.missileBotCount; i++) b.missileBot({
x: player.position.x + 50 * (Math.random() - 0.5),
y: player.position.y + 50 * (Math.random() - 0.5)
})
if (tech.isIntangible && m.isCloak) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
}
}
},
randomBot(where = player.position, isKeep = true, isLaser = true) {
if (Math.random() < 0.5) { //chance to match bot to your upgrade
if (tech.isNailBotUpgrade) { //check for upgrades first
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (tech.isFoamBotUpgrade) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else if (tech.isSoundBotUpgrade) {
b.soundBot(where, isKeep)
if (isKeep) tech.soundBotCount++;
} else if (tech.isBoomBotUpgrade) {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
} else if (tech.isLaserBotUpgrade) {
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (tech.isOrbitBotUpgrade) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (tech.isDynamoBotUpgrade) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.143) { //random
b.soundBot(where, isKeep)
if (isKeep) tech.soundBotCount++;
} else if (Math.random() < 0.166 && isLaser) {
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.2) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (Math.random() < 0.33) {
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (Math.random() < 0.5) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
}
} else { //else don't match bot to upgrade
if (Math.random() < 0.143) { //random
b.soundBot(where, isKeep)
if (isKeep) tech.soundBotCount++;
} else if (Math.random() < 0.166 && isLaser) { //random
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.2) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (Math.random() < 0.33) {
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (Math.random() < 0.5) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
}
}
},
setDynamoBotDelay() {
let total = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'dynamo') total++
}
let count = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'dynamo') {
count++
const step = Math.max(60 - 3 * total, 10)
if (bullet[i].isKeep) {
bullet[i].followDelay = (step * count) % 600
} else {
bullet[i].followDelay = Math.floor(step * bullet.length * Math.random()) % 600
}
}
}
},
dynamoBot(position = player.position, isKeep = true) {
const me = bullet.length;
bullet[me] = Bodies.polygon(position.x, position.y, 5, 10, {
isUpgraded: tech.isDynamoBotUpgrade,
botType: "dynamo",
friction: 0,
frictionStatic: 0,
frictionAir: 0.02,
spin: 0.07 * (Math.random() < 0.5 ? -1 : 1),
// isStatic: true,
isKeep: isKeep,
isSensor: true,
restitution: 0,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 0,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: 0 //cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
beforeDmg() { },
onEnd() {
b.setDynamoBotDelay()
},
followDelay: 0,
phase: Math.floor(60 * Math.random()),
do() {
// if (Vector.magnitude(Vector.sub(this.position, player.position)) < 150) {
// ctx.fillStyle = "rgba(0,0,0,0.06)";
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, 150, 0, 2 * Math.PI);
// ctx.fill();
// }
//check for damage
if (m.immuneCycle < m.cycle && !((m.cycle + this.phase) % 30)) { //twice a second
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
Matter.Body.setAngularVelocity(this, this.spin)
if (this.isUpgraded) {
m.energy += 0.12 * level.isReducedRegen
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 10,
color: m.fieldMeterColor,
time: simulation.drawTime
});
} else {
m.energy += 0.04 * level.isReducedRegen
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 5,
color: m.fieldMeterColor,
time: simulation.drawTime
});
}
}
}
if (!m.isCloak) { //if cloaking field isn't active
const size = 33 - 6 * isKeep
q = Matter.Query.region(mob, {
min: {
x: this.position.x - size,
y: this.position.y - size
},
max: {
x: this.position.x + size,
y: this.position.y + size
}
})
for (let i = 0; i < q.length; i++) {
if (!q[i].isShielded) {
Matter.Body.setAngularVelocity(this, this.spin)
// mobs.statusStun(q[i], 180)
// const dmg = 0.5 * m.dmgScale * (this.isUpgraded ? 2.5 : 1)
const dmg = 0.5 * m.dmgScale
q[i].damage(dmg);
if (q[i].alive) q[i].foundPlayer();
if (q[i].damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
// radius: 600 * dmg * q[i].damageReduction,
radius: Math.sqrt(2000 * dmg * q[i].damageReduction) + 2,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
}
}
}
}
let history = m.history[(m.cycle - this.followDelay) % 600]
Matter.Body.setPosition(this, { x: history.position.x, y: history.position.y - history.yOff + 24.2859 }) //bullets move with player
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
b.setDynamoBotDelay()
},
nailBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isKeep = true) {
const me = bullet.length;
const dir = m.angle;
const RADIUS = (12 + 4 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isUpgraded: tech.isNailBotUpgrade,
botType: "nail",
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 0.6 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
lastLookCycle: simulation.cycle + 60 * Math.random(),
delay: Math.floor((tech.isNailBotUpgrade ? 22 : 85) + 10 * isKeep),
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
},
beforeDmg() { },
onEnd() { },
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.acceleration)
} else { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
if (this.lastLookCycle < simulation.cycle && !m.isCloak) {
this.lastLookCycle = simulation.cycle + this.delay
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (
!mob[i].isBadTarget &&
dist < 3000000 &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isShielded &&
!mob[i].isInvulnerable
) {
const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
if (this.isUpgraded) {
const SPEED = 60
b.nail(this.position, Vector.mult(unit, SPEED))
this.force = Vector.mult(unit, -0.02 * this.mass)
} else {
const SPEED = 45
b.nail(this.position, Vector.mult(unit, SPEED))
this.force = Vector.mult(unit, -0.012 * this.mass)
}
break;
}
}
}
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
},
missileBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isKeep = true) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(position.x, position.y, 28, 11, {
botType: "missile",
angle: m.angle,
friction: 0,
frictionStatic: 0,
frictionAir: 0.04,
restitution: 0.7,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 26 + Math.ceil(6 * Math.random()),
cd: 0,
delay: Math.floor(60),
range: 70 + 3 * b.totalBots(),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: b.totalBots() < 50 ? (cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield) : (cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield) //if over 50 bots, they no longer collide with each other
},
beforeDmg() { },
onEnd() { },
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * 0.006)
} else { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
if (this.cd < simulation.cycle && !(simulation.cycle % this.lookFrequency) && !m.isCloak) {
for (let i = 0, len = mob.length; i < len; i++) {
const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (
mob[i].alive &&
!mob[i].isBadTarget &&
dist2 > 40000 &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
this.cd = simulation.cycle + this.delay;
const angle = Vector.angle(this.position, mob[i].position)
Matter.Body.setAngle(this, angle)
// Matter.Body.setAngularVelocity(this, 0.025)
this.torque += this.inertia * 0.00004 * (Math.round(Math.random()) ? 1 : -1)
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, mob[i].position)), this.mass * 0.02)
if (tech.missileCount > 1) {
const countReduction = Math.pow(0.85, tech.missileCount)
const size = Math.sqrt(countReduction)
const direction = { x: Math.cos(angle), y: Math.sin(angle) }
const push = Vector.mult(Vector.perp(direction), 0.015 * countReduction / Math.sqrt(tech.missileCount))
for (let i = 0; i < tech.missileCount; i++) {
setTimeout(() => {
b.missile(this.position, angle, -8, size)
bullet[bullet.length - 1].force.x += push.x * (i - (tech.missileCount - 1) / 2);
bullet[bullet.length - 1].force.y += push.y * (i - (tech.missileCount - 1) / 2);
}, 40 * tech.missileCount * Math.random());
}
} else {
b.missile(this.position, angle, -8) // missile(where, angle, speed, size = 1) {
}
break;
}
}
}
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
},
foamBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isKeep = true) {
const me = bullet.length;
const dir = m.angle;
const RADIUS = (10 + 5 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 6, RADIUS, {
isUpgraded: tech.isFoamBotUpgrade,
botType: "foam",
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 0.6 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 60 + Math.floor(17 * Math.random()) - 50 * tech.isFoamBotUpgrade,
cd: 0,
fireCount: 0,
fireLimit: 5 + 2 * tech.isFoamBotUpgrade - isKeep,
delay: Math.floor((200 + (tech.isFoamBotUpgrade ? 0 : 200))),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
},
beforeDmg() { },
onEnd() { },
fireTarget: { x: 0, y: 0 },
fire() {
this.fireCount++
if (this.fireCount > this.fireLimit) {
this.fireCount = 0
this.cd = simulation.cycle + this.delay;
} // else {this.cd = simulation.cycle + 1;}
const radius = 5 + 3 * Math.random()
const SPEED = Math.max(5, 25 - radius * 0.4); //(m.crouch ? 32 : 20) - radius * 0.7;
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.fireTarget, this.position)), SPEED)
b.foam(this.position, Vector.rotate(velocity, 0.07 * (Math.random() - 0.5)), radius + 5 * this.isUpgraded)
//recoil
// const force = Vector.mult(Vector.normalise(velocity), 0.005 * this.mass * (tech.isFoamCavitation ? 2 : 1))
const force = Vector.mult(velocity, 0.0001 * this.mass * (tech.isFoamCavitation ? 2 : 1))
this.force.x -= force.x
this.force.y -= force.y
},
do() {
if (this.fireCount === 0) { //passive mode: look for targets and following player
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.acceleration)
} else { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
}
if (this.cd < simulation.cycle && !m.isCloak && !(simulation.cycle % this.lookFrequency)) {
for (let i = 0, len = mob.length; i < len; i++) {
const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist2 < 1600000 && !mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
this.fireTarget = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist2) / 60)) //set target to where the mob will be in 1 second
this.fire()
break;
}
}
}
} else { //fire mode: quickly fire at targets and doesn't follow player
this.fire()
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
},
soundBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isKeep = true) {
const me = bullet.length;
const dir = m.angle;
bullet[me] = Bodies.rectangle(position.x, position.y, 12, 30, {
isUpgraded: tech.isSoundBotUpgrade,
botType: "sound",
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 0.6 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 17 + Math.floor(7 * Math.random()) - 3 * tech.isSoundBotUpgrade,
cd: 0,
fireCount: 0,
fireLimit: 5 - isKeep,
delay: Math.floor(140),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
},
beforeDmg() { },
onEnd() { },
fireTarget: { x: 0, y: 0 },
waves: [],
phononWaveCD: 0,
addWave(where, angle) {
const halfArc = 0.2 * (tech.isBulletTeleport ? 0.66 + (Math.random() - 0.5) : 1) + 0.04 * tech.isSoundBotUpgrade //6.28 is a full circle, but these arcs needs to stay small because we are using small angle linear approximation, for collisions
this.waves.push({
position: where,
angle: angle - halfArc, //used in drawing ctx.arc
unit1: { x: Math.cos(angle - halfArc), y: Math.sin(angle - halfArc) }, //used for collision
unit2: { x: Math.cos(angle + halfArc), y: Math.sin(angle + halfArc) }, //used for collision
arc: halfArc * 2,
radius: 25,
resonanceCount: 0,
dmg: (tech.isUpgraded ? 9 : 1.5) * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.5 : 1),
})
},
fire() {
if (!(simulation.cycle % 6)) {
this.fireCount++
if (this.fireCount > this.fireLimit) {
this.fireCount = 0
this.cd = simulation.cycle + this.delay;
}
this.addWave({ x: this.position.x, y: this.position.y }, Math.atan2(this.fireTarget.y - this.position.y, this.fireTarget.x - this.position.x) + tech.isBulletTeleport * 0.3 * (Math.random() - 0.5)) //add wave to waves array
//face target
Matter.Body.setAngle(this, Vector.angle(this.position, this.fireTarget));
}
},
do() {
if (this.fireCount === 0) { //passive mode: look for targets and following player
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.acceleration)
} else { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
}
if (this.cd < simulation.cycle && !m.isCloak && !(simulation.cycle % this.lookFrequency)) {
for (let i = 0, len = mob.length; i < len; i++) {
const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist2 < 1300000 && !mob[i].isBadTarget && (Matter.Query.ray(map, this.position, mob[i].position).length === 0 || dist2 < 300000) && !mob[i].isInvulnerable) {
this.fireTarget = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist2) / 60)) //set target to where the mob will be in 1 second
this.fire()
break;
}
}
}
} else { //fire mode: quickly fire at targets and doesn't follow player
this.fire()
}
if (!m.isTimeDilated) { //update current waves
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 1200 * Math.sqrt(tech.bulletsLastLonger)
//this does less damage than the player phonon waves 2.3 -> 2
for (let i = this.waves.length - 1; i > -1; i--) {
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
const v2 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit2, this.waves[i].radius))
//draw wave
ctx.moveTo(v1.x, v1.y)
ctx.arc(this.waves[i].position.x, this.waves[i].position.y, this.waves[i].radius, this.waves[i].angle, this.waves[i].angle + this.waves[i].arc);
//using small angle linear approximation of circle arc, this will not work if the arc gets large // https://stackoverflow.com/questions/13652518/efficiently-find-points-inside-a-circle-sector
let hits = Matter.Query.ray(mob, v1, v2, 50)
for (let j = 0; j < hits.length; j++) {
const who = hits[j].body
if (!who.isShielded) {
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
who.force.y += 0.01 * (Math.random() - 0.5) * who.mass
Matter.Body.setVelocity(who, { x: who.velocity.x * 0.98, y: who.velocity.y * 0.98 });
let vertices = who.vertices;
const vibe = 50 + who.radius * 0.15
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
who.locatePlayer();
who.damage(this.waves[i].dmg / Math.pow(who.radius, 0.33));
if (tech.isPhononWave && this.phononWaveCD < m.cycle) {
this.phononWaveCD = m.cycle + 10 * (1 + this.waves[i].resonanceCount)
let closestMob, dist
let range = end - 30 * this.waves[i].resonanceCount
for (let i = 0, len = mob.length; i < len; i++) {
if (who !== mob[i] && !mob[i].isBadTarget && !mob[i].isInvulnerable) {
dist = Vector.magnitude(Vector.sub(who.position, mob[i].position));
if (dist < range) {
closestMob = mob[i]
range = dist
}
}
}
if (closestMob) { //add wave to waves array
this.addWave(who.position, Math.atan2(closestMob.position.y - who.position.y, closestMob.position.x - who.position.x) + tech.isBulletTeleport * 0.3 * (Math.random() - 0.5))
} else {
this.addWave(who.position, Math.random() * Math.PI)
}
this.waves[this.waves.length - 1].resonanceCount = this.waves[i].resonanceCount + 1
break
}
}
}
hits = Matter.Query.ray(body, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
for (let j = 0, len = Math.min(30, hits.length); j < len; j++) {
const who = hits[j].body
//make them shake around
who.force.x += 0.005 * (Math.random() - 0.5) * who.mass
who.force.y += (0.005 * (Math.random() - 0.5) - simulation.g * 0.1) * who.mass //remove force of gravity
let vertices = who.vertices;
const vibe = 25
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
if (tech.isPhononBlock && !who.isNotHoldable && who.speed < 5 && who.angularSpeed < 0.1) {
if (Math.random() < 0.5) b.targetedBlock(who, 50 - Math.min(25, who.mass * 3)) // targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
// Matter.Body.setAngularVelocity(who, (0.25 + 0.12 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
who.torque += who.inertia * 0.001 * (Math.random() - 0.5)
}
}
this.waves[i].radius += tech.waveBeamSpeed * 2
if (this.waves[i].radius > end - 30 * this.waves[i].resonanceCount) {
this.waves.splice(i, 1) //end
}
}
ctx.stroke();
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
},
laserBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isKeep = true) {
const me = bullet.length;
const dir = m.angle;
const RADIUS = (14 + 6 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, {
botType: "laser",
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.008 * (1 + 0.3 * Math.random()),
restitution: 0.5 * (1 + 0.5 * Math.random()),
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
playerRange: 140 + Math.floor(30 * Math.random()) + 2 * b.totalBots(),
offPlayer: { x: 0, y: 0, },
dmg: 0, //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 20 + Math.floor(7 * Math.random()) - 13 * tech.isLaserBotUpgrade,
range: (600 + 375 * tech.isLaserBotUpgrade) * (1 + 0.12 * Math.random()),
drainThreshold: 0.15 + 0.5 * Math.random() + (tech.isEnergyHealth ? 0.3 : 0),// laser bot will not attack if the player is below this energy
drain: (0.57 - 0.43 * tech.isLaserBotUpgrade + isKeep * 0.08) * tech.laserDrain,
laserDamage: 0.75 + 0.75 * tech.isLaserBotUpgrade,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
},
lockedOn: null,
beforeDmg() {
this.lockedOn = null
},
onEnd() { },
do() {
const playerPos = Vector.add(Vector.add(this.offPlayer, m.pos), Vector.mult(player.velocity, 20)) //also include an offset unique to this bot to keep many bots spread out
const farAway = Math.max(0, (Vector.magnitude(Vector.sub(this.position, playerPos))) / this.playerRange) //linear bounding well
const mag = Math.min(farAway, 4) * this.mass * this.acceleration
this.force = Vector.mult(Vector.normalise(Vector.sub(playerPos, this.position)), mag)
//manual friction to not lose rotational velocity
Matter.Body.setVelocity(this, { x: this.velocity.x * 0.95, y: this.velocity.y * 0.95 });
//find targets
if (!(simulation.cycle % this.lookFrequency)) {
this.lockedOn = null;
if (!m.isCloak) {
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 &&
(!mob[i].isBadTarget || mob[i].isMobBullet) &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
//randomize position relative to player
if (Math.random() < 0.1) {
if (isKeep) {
const range = 110 + 4 * b.totalBots()
this.offPlayer = { x: range * (Math.random() - 0.5), y: range * (Math.random() - 0.5) - 20, }
} else {
const range = 110 + 4 * b.totalBots() + 100 * Math.random()
this.offPlayer = Vector.mult(Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random()), range)
}
}
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
m.energy -= this.drain
this.laser();
// b.laser(this.vertices[0], this.lockedOn.position, m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
}
},
laser() {
const push = 0.4
const reflectivity = 1 - 1 / (tech.laserReflections * 3)
let damage = m.dmgScale * this.laserDamage * tech.laserDamage
//make the laser wiggle as it aims at the target
let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
const perp2 = Vector.mult(Vector.rotate({ x: 1, y: 0 }, m.angle + Math.PI / 2), 0.6 * this.lockedOn.radius * Math.sin(simulation.cycle / this.lookFrequency))
const path = [{ x: this.vertices[0].x, y: this.vertices[0].y }, Vector.add(this.lockedOn.position, perp2)];
const checkForCollisions = function () {
best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
best = vertexCollision(path[path.length - 2], path[path.length - 1], [mob, map, body]);
};
const laserHitMob = function () {
if (best.who.alive) {
best.who.locatePlayer();
if (best.who.damageReduction) {
if ( //iridescence
tech.laserCrit && !best.who.shield &&
Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
) {
damage *= 1 + tech.laserCrit
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(2500 * damage * best.who.damageReduction) + 5,
color: `hsla(${60 + 283 * Math.random()},100%,70%,0.5)`, // random hue, but not red
time: 16
});
} else {
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
color: tech.laserColorAlpha,
time: simulation.drawTime
});
}
best.who.damage(damage);
}
if (tech.isLaserPush) { //push mobs away
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
} else if (tech.isLaserPush && best.who.classType === "body") {
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
};
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, 3000), path[path.length - 1]);
};
checkForCollisions();
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) { //if hitting something
path[path.length - 1] = { x: best.x, y: best.y };
laserHitMob();
for (let i = 0; i < tech.laserReflections; i++) {
reflection();
checkForCollisions();
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
path[path.length - 1] = { x: best.x, y: best.y };
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
if (i % 2) {
if (lastBestOdd === best.who) break
} else {
lastBestOdd = best.who
if (lastBestEven === best.who) break
}
} else {
break
}
}
}
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
ctx.lineDashOffset = 900 * 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 *= reflectivity; //reflections are less intense
}
ctx.setLineDash([]);
ctx.globalAlpha = 1;
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
},
boomBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isKeep = true) {
const me = bullet.length;
const dir = m.angle;
const RADIUS = (7 + 2 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isUpgraded: tech.isBoomBotUpgrade,
botType: "boom",
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0,
minDmgSpeed: 0,
lookFrequency: 43 + Math.floor(7 * Math.random()) - 15 * tech.isBoomBotUpgrade,
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
attackAcceleration: 0.012 + 0.005 * tech.isBoomBotUpgrade,
range: 500 * (1 + 0.1 * Math.random()) + 250 * tech.isBoomBotUpgrade + !isKeep * 100,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
},
lockedOn: null,
explode: 0,
beforeDmg() {
if (this.lockedOn) {
const explosionRadius = Math.min(136 + 230 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, m.pos)) - 30)
if (explosionRadius > 60) {
this.explode = explosionRadius
//
//push away from player, because normal explosion knock doesn't do much
// const sub = Vector.sub(this.lockedOn.position, m.pos)
// mag = Math.min(35, 20 / Math.sqrt(this.lockedOn.mass))
// Matter.Body.setVelocity(this.lockedOn, Vector.mult(Vector.normalise(sub), mag))
}
this.lockedOn = null //lose target so bot returns to player
}
},
onEnd() { },
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, player.position))
if (distanceToPlayer > 100) { //if far away move towards player
if (this.explode) {
// if (tech.isImmuneExplosion && m.energy > 1.43) {
// b.explosion(this.position, this.explode);
// } else {
// }
b.explosion(this.position, Math.max(0, Math.min(this.explode, (distanceToPlayer - 70) / b.explosionRange())));
this.explode = 0;
}
this.force = Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), this.mass * this.acceleration)
} else if (distanceToPlayer < 250) { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find targets
if (!(simulation.cycle % this.lookFrequency) && !m.isCloak) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (
DIST < closeDist &&
!mob[i].isBadTarget &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
}
//punch target
if (this.lockedOn && this.lockedOn.alive && !m.isCloak) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range &&
Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.attackAcceleration * this.mass))
}
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
},
plasmaBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isKeep = true) {
const me = bullet.length;
const dir = m.angle;
const RADIUS = 21
bullet[me] = Bodies.polygon(position.x, position.y, 5, RADIUS, {
botType: "plasma",
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 25,
cd: 0,
acceleration: 0.009,
endCycle: Infinity,
drainThreshold: tech.isEnergyHealth ? 0.5 : 0.05,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
},
lockedOn: null,
beforeDmg() {
this.lockedOn = null
},
onEnd() { },
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
if (distanceToPlayer > 150) this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.acceleration) //if far away move towards player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
if (!(simulation.cycle % this.lookFrequency)) { //find closest
this.lockedOn = null;
if (!m.isCloak) {
let closeDist = tech.isPlasmaRange * 1000;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (
DIST < closeDist && (!mob[i].isBadTarget || mob[i].isMobBullet) &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
}
//fire plasma at target
if (this.lockedOn && this.lockedOn.alive && m.fieldCDcycle < m.cycle) {
const sub = Vector.sub(this.lockedOn.position, this.position)
const DIST = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
if (DIST < tech.isPlasmaRange * 450 && m.energy > this.drainThreshold) {
m.energy -= 0.001
//calculate laser collision
let best;
let range = tech.isPlasmaRange * (120 + 300 * Math.sqrt(Math.random()))
const path = [{ x: this.position.x, y: this.position.y }, { x: this.position.x + range * unit.x, y: this.position.y + range * unit.y }];
//check for collisions
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
best = vertexCollision(path[0], path[1], [mob, map, body]);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = { x: best.x, y: best.y };
if (best.who.alive) {
const dmg = 1.4 * m.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
// const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.007 * Math.min(5, best.who.mass))
// Matter.Body.applyForce(best.who, path[1], force)
//push mobs away
if (best.who.speed > 3) {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.004 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.5, y: best.who.velocity.y * 0.5 });
} else {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.7, y: best.who.velocity.y * 0.7 });
}
if (best.who.speed > 2.5) Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.75, y: best.who.velocity.y * 0.75 });
//draw mob damage circle
if (best.who.damageReduction) {
simulation.drawList.push({
x: path[1].x,
y: path[1].y,
// radius: Math.sqrt(dmg) * 50 * mob[k].damageReduction,
// radius: 600 * dmg * best.who.damageReduction,
radius: Math.sqrt(2000 * dmg * best.who.damageReduction) + 2,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime * 4
});
}
} else if (!best.who.isStatic) {
//push blocks away
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
Matter.Body.applyForce(best.who, path[1], force)
}
}
//draw blowtorch laser beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2
ctx.stroke();
//draw electricity
let x = this.position.x + 20 * unit.x;
let y = this.position.y + 20 * unit.y;
ctx.beginPath();
ctx.moveTo(x, y);
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 5
for (let i = 0; i < 4; i++) {
x += step * (unit.x + 1.5 * (Math.random() - 0.5))
y += step * (unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
}
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
},
orbitBot(position = player.position, isKeep = true) {
const me = bullet.length;
bullet[me] = Bodies.polygon(position.x, position.y, 9, 12, {
isUpgraded: tech.isOrbitBotUpgrade,
botType: "orbit",
friction: 0,
frictionStatic: 0,
frictionAir: 1,
isStatic: true,
isSensor: true,
isKeep: isKeep,
restitution: 0,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 0,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: 0 //cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
beforeDmg() { },
onEnd() {
//reorder orbital bot positions around a circle
let totalOrbitalBots = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit' && bullet[i] !== this && bullet[i].isKeep) totalOrbitalBots++
}
let index = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit' && bullet[i] !== this && bullet[i].isKeep) {
bullet[i].phase = (index / totalOrbitalBots) * 2 * Math.PI
index++
}
}
},
range: 160 + 170 * tech.isOrbitBotUpgrade + !isKeep * 100 * (0.5 - Math.random()), //range is set in bot upgrade too!
orbitalSpeed: 0,
phase: 2 * Math.PI * Math.random(),
do() {
if (!m.isCloak) { //if time dilation isn't active
const size = 40
q = Matter.Query.region(mob, {
min: {
x: this.position.x - size,
y: this.position.y - size
},
max: {
x: this.position.x + size,
y: this.position.y + size
}
})
for (let i = 0; i < q.length; i++) {
if (!q[i].isShielded) {
mobs.statusStun(q[i], 210 + 90 * this.isUpgraded)
const dmg = 0.4 * m.dmgScale * (this.isUpgraded ? 4.5 : 1) * (tech.isCrit ? 4 : 1)
q[i].damage(dmg);
if (q[i].alive) q[i].foundPlayer();
if (q[i].damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
// radius: 600 * dmg * q[i].damageReduction,
radius: Math.sqrt(2000 * dmg * q[i].damageReduction) + 2,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
}
}
}
}
//orbit player
const time = simulation.cycle * this.orbitalSpeed + this.phase
const orbit = { x: Math.cos(time), y: Math.sin(time) }
Matter.Body.setPosition(this, Vector.add(m.pos, Vector.mult(orbit, this.range))) //bullets move with player
}
})
// bullet[me].orbitalSpeed = Math.sqrt(0.7 / bullet[me].range)
bullet[me].orbitalSpeed = Math.sqrt(0.25 / bullet[me].range) //also set in bot upgrade too!
// bullet[me].phase = (index / tech.orbitBotCount) * 2 * Math.PI
Composite.add(engine.world, bullet[me]); //add bullet to world
//reorder orbital bot positions around a circle
let totalOrbitalBots = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit' && bullet[i].isKeep) totalOrbitalBots++
}
let index = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit' && bullet[i].isKeep) {
bullet[i].phase = (index / totalOrbitalBots) * 2 * Math.PI
index++
}
}
},
// **************************************************************************************************
// **************************************************************************************************
// ******************************** Guns *********************************************
// **************************************************************************************************
// **************************************************************************************************
//0 nail gun
//1 shotgun
//2 super balls
//3 wave
//4 missiles
//5 grenades
//6 spores
//7 drones
//8 foam
//9 harpoon
//10 mine
//11 laser
guns: [
{
name: "nail gun", // 0
// description: `use compressed air to shoot a stream of <strong>nails</strong><br><em>fire rate</em> <strong>increases</strong> the longer you fire<br><strong>60</strong> nails per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `use compressed air to rapidly drive <strong>nails</strong><br><em>fire rate</em> <strong>increases</strong> the longer you fire<br><strong>${this.ammoPack.toFixed(0)}</strong> nails per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 27,
defaultAmmoPack: 27,
recordedAmmo: 0,
have: false,
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
startingHoldCycle: 0,
chooseFireMethod() { //set in simulation.startGame
if (tech.nailRecoil) {
if (tech.isRivets) {
this.fire = this.fireRecoilRivets
} else {
this.fire = this.fireRecoilNails
}
} else if (tech.isRivets) {
this.fire = this.fireRivets
} else if (tech.isNeedles) {
this.fire = this.fireNeedles
} else if (tech.nailInstantFireRate) {
this.fire = this.fireInstantFireRate
// } else if (tech.nailFireRate) {
// this.fire = this.fireNailFireRate
} else {
this.fire = this.fireNormal
}
},
do() { },
fire() { },
fireRecoilNails() {
if (this.nextFireCycle + 1 < m.cycle) this.startingHoldCycle = m.cycle //reset if not constantly firing
const CD = Math.max(11 - 0.06 * (m.cycle - this.startingHoldCycle), 0.99) //CD scales with cycles fire is held down
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
this.baseFire(m.angle + (Math.random() - 0.5) * (m.crouch ? 0.04 : 0.13) / CD, 45 + 6 * Math.random())
//very complex recoil system
if (m.onGround) {
if (m.crouch) {
const KNOCK = 0.006
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.5,
y: player.velocity.y * 0.5
});
} else {
const KNOCK = 0.03
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.8,
y: player.velocity.y * 0.8
});
}
} else {
player.force.x -= 0.06 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
player.force.y -= 0.006 * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
}
},
fireNormal() {
if (this.nextFireCycle + 1 < m.cycle) this.startingHoldCycle = m.cycle //reset if not constantly firing
const CD = Math.max(11 - 0.06 * (m.cycle - this.startingHoldCycle), 1) //CD scales with cycles fire is held down
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
this.baseFire(m.angle + (Math.random() - 0.5) * (m.crouch ? 0.05 : 0.3) / CD)
},
fireNeedles() {
if (m.crouch) {
m.fireCDcycle = m.cycle + 30 * b.fireCDscale; // cool down
b.needle()
function cycle() {
if (simulation.paused || m.isTimeDilated) {
requestAnimationFrame(cycle)
} else {
count++
if (count % 2) b.needle()
if (count < 7 && m.alive) requestAnimationFrame(cycle);
}
}
let count = -1
requestAnimationFrame(cycle);
} else {
m.fireCDcycle = m.cycle + 22 * b.fireCDscale; // cool down
b.needle()
function cycle() {
if (simulation.paused || m.isTimeDilated) {
requestAnimationFrame(cycle)
} else {
count++
if (count % 2) b.needle()
if (count < 3 && m.alive) requestAnimationFrame(cycle);
}
}
let count = -1
requestAnimationFrame(cycle);
}
},
fireRivets() {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 22 : 14) * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.bulletSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = m.crouch ? 60 : 44
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
bullet[me].endCycle = simulation.cycle + 180
bullet[me].beforeDmg = function (who) { //beforeDmg is rewritten with ice crystal tech
if (tech.isIncendiary) {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
}
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 300 + 40 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (this.speed > 4 && tech.fragments) {
b.targetedNail(this.position, 1.25 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
};
bullet[me].minDmgSpeed = 10
bullet[me].frictionAir = 0.006;
bullet[me].rotateToVelocity = function () { //rotates bullet to face current velocity?
if (this.speed > 7) {
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
const mag = 0.002 * this.mass
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += mag
} else {
this.torque -= mag
}
}
};
if (tech.isIncendiary) {
bullet[me].do = function () {
this.force.y += this.mass * 0.0008
this.rotateToVelocity()
//collide with map
if (Matter.Query.collides(this, map).length) { //penetrate walls
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
b.explosion(this.position, 300 + 40 * Math.random()); //makes bullet do explosive damage at end
}
};
} else {
bullet[me].do = function () {
this.force.y += this.mass * 0.0008
this.rotateToVelocity()
};
}
b.muzzleFlash();
//very complex recoil system
if (m.onGround) {
if (m.crouch) {
const KNOCK = 0.01
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
} else {
const KNOCK = 0.02
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
}
} else {
const KNOCK = 0.01
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
}
},
fireRecoilRivets() {
// m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 25 : 17) * b.fireCDscale); // cool down
if (this.nextFireCycle + 1 < m.cycle) this.startingHoldCycle = m.cycle //reset if not constantly firing
const CD = Math.max(25 - 0.14 * (m.cycle - this.startingHoldCycle), 5) //CD scales with cycles fire is held down
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.bulletSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = m.crouch ? 62 : 52
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
bullet[me].endCycle = simulation.cycle + 180
bullet[me].beforeDmg = function (who) { //beforeDmg is rewritten with ice crystal tech
if (tech.isIncendiary) {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
}
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 300 + 40 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (this.speed > 4 && tech.fragments) {
b.targetedNail(this.position, 1.25 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
};
bullet[me].minDmgSpeed = 10
bullet[me].frictionAir = 0.006;
bullet[me].rotateToVelocity = function () { //rotates bullet to face current velocity?
if (this.speed > 7) {
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
const mag = 0.002 * this.mass
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += mag
} else {
this.torque -= mag
}
}
};
if (tech.isIncendiary) {
bullet[me].do = function () {
this.force.y += this.mass * 0.0008
this.rotateToVelocity()
//collide with map
if (Matter.Query.collides(this, map).length) { //penetrate walls
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
}
};
} else {
bullet[me].do = function () {
this.force.y += this.mass * 0.0008
this.rotateToVelocity()
};
}
b.muzzleFlash();
//very complex recoil system
if (m.onGround) {
if (m.crouch) {
const KNOCK = 0.03
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.4,
y: player.velocity.y * 0.4
});
} else {
const KNOCK = 0.1
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.7,
y: player.velocity.y * 0.7
});
}
} else {
player.force.x -= 0.2 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
// player.force.x -= 0.06 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
player.force.y -= 0.02 * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
}
},
fireInstantFireRate() {
m.fireCDcycle = m.cycle + Math.floor(1 * b.fireCDscale); // cool down
this.baseFire(m.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (m.crouch ? 1.15 : 2) / 2)
},
baseFire(angle, speed = 30 + 6 * Math.random()) {
b.nail({
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, {
x: 0.8 * player.velocity.x + speed * Math.cos(angle),
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
}) //position, velocity, damage
if (tech.isIceCrystals) {
bullet[bullet.length - 1].beforeDmg = function (who) {
mobs.statusSlow(who, 60)
if (tech.isNailRadiation) mobs.statusDoT(who, 1 * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
}
}
this.ricochet(who)
};
if (m.energy < 0.01) {
m.fireCDcycle = m.cycle + 60; // cool down
} else {
m.energy -= 0.01
}
}
},
},
{
name: "shotgun", //1
// description: `fire a wide <strong>burst</strong> of short range <strong> bullets</strong><br>with a low <strong><em>fire rate</em></strong><br><strong>3-4</strong> nails per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `fire a wide <strong>burst</strong> of short range <strong>pellets</strong><br>has a slow <strong><em>fire rate</em></strong><br><strong>${this.ammoPack.toFixed(1)}</strong> shots per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 1.6,
defaultAmmoPack: 1.6,
have: false,
do() {
//fade cross hairs
// draw loop around player head
// const left = m.fireCDcycle !== Infinity ? 0.05 * Math.max(m.fireCDcycle - m.cycle, 0) : 0
// if (left > 0) {
// ctx.beginPath();
// // ctx.arc(simulation.mouseInGame.x, simulation.mouseInGame.y, 30, 0, left);
// ctx.arc(m.pos.x, m.pos.y, 28, m.angle - left, m.angle);
// // ctx.fillStyle = "rgba(0,0,0,0.3)" //"#333"
// // ctx.fill();
// ctx.strokeStyle = "#333";
// ctx.lineWidth = 2;
// ctx.stroke();
// }
//draw hip circle
// ctx.beginPath();
// ctx.arc(m.pos.x + m.hip.x, m.pos.y + m.hip.y, 11, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(0,0,0,0.3)" //"#333"
// ctx.fill();
},
fire() {
let knock, spread
const coolDown = function () {
if (m.crouch) {
spread = 0.65
m.fireCDcycle = m.cycle + Math.floor((73 + 36 * tech.shotgunExtraShots) * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
knock = 0.01
} else {
m.fireCDcycle = m.cycle + Math.floor((56 + 28 * tech.shotgunExtraShots) * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
spread = 1.3
knock = 0.1
}
if (tech.isShotgunReversed) {
player.force.x += 1.5 * knock * Math.cos(m.angle)
player.force.y += 1.5 * knock * Math.sin(m.angle) - 3 * player.mass * simulation.g
} else if (tech.isShotgunRecoil) {
m.fireCDcycle -= 0.66 * (56 * b.fireCDscale)
player.force.x -= 2 * knock * Math.cos(m.angle)
player.force.y -= 2 * knock * Math.sin(m.angle)
} else {
player.force.x -= knock * Math.cos(m.angle)
player.force.y -= knock * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
}
}
const spray = (num) => {
const side = 22
for (let i = 0; i < num; i++) {
const me = bullet.length;
const dir = m.angle + (Math.random() - 0.5) * spread
bullet[me] = Bodies.rectangle(m.pos.x, m.pos.y, side, side, b.fireAttributes(dir));
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 52 + Math.random() * 8
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = simulation.cycle + 40 * tech.bulletsLastLonger
bullet[me].minDmgSpeed = 15
if (tech.isShotgunReversed) Matter.Body.setDensity(bullet[me], 0.0015)
// bullet[me].restitution = 0.4
bullet[me].frictionAir = 0.034;
bullet[me].do = function () {
const scale = 1 - 0.034 / tech.bulletsLastLonger
Matter.Body.scale(this, scale, scale);
};
}
}
const chooseBulletType = function () {
if (tech.isRivets) {
const me = bullet.length;
// const dir = m.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 56 * tech.bulletSize, 25 * tech.bulletSize, b.fireAttributes(m.angle));
Matter.Body.setDensity(bullet[me], 0.005 * (tech.isShotgunReversed ? 1.5 : 1));
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = (m.crouch ? 50 : 43)
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
if (tech.isIncendiary) {
bullet[me].endCycle = simulation.cycle + 60
bullet[me].onEnd = function () {
b.explosion(this.position, 400 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
}
bullet[me].beforeDmg = function () {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
} else {
bullet[me].endCycle = simulation.cycle + 180
}
bullet[me].minDmgSpeed = 7
// bullet[me].restitution = 0.4
bullet[me].frictionAir = 0.004;
bullet[me].turnMag = 0.04 * Math.pow(tech.bulletSize, 3.75)
bullet[me].do = function () {
this.force.y += this.mass * 0.002
if (this.speed > 6) { //rotates bullet to face current velocity?
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += this.turnMag
} else {
this.torque -= this.turnMag
}
}
if (tech.isIncendiary && Matter.Query.collides(this, map).length) {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
}
};
bullet[me].beforeDmg = function (who) {
if (this.speed > 4) {
if (tech.fragments) {
b.targetedNail(this.position, 6 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
if (tech.isIncendiary) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
if (tech.isCritKill) b.crit(who, this)
}
}
spray(12); //fires normal shotgun bullets
} else if (tech.isIncendiary) {
spread *= 0.15
const END = Math.floor(m.crouch ? 8 : 5);
const totalBullets = 9
const angleStep = (m.crouch ? 0.3 : 0.8) / totalBullets
let dir = m.angle - angleStep * totalBullets / 2;
for (let i = 0; i < totalBullets; i++) { //5 -> 7
dir += angleStep
const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 17, 4, b.fireAttributes(dir));
const end = END + Math.random() * 4
bullet[me].endCycle = 2 * end * tech.bulletsLastLonger + simulation.cycle
const speed = 25 * end / END
const dirOff = dir + (Math.random() - 0.5) * spread
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dirOff),
y: speed * Math.sin(dirOff)
});
bullet[me].onEnd = function () {
b.explosion(this.position, 180 * (tech.isShotgunReversed ? 1.4 : 1) + (Math.random() - 0.5) * 30); //makes bullet do explosive damage at end
}
bullet[me].beforeDmg = function () {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
bullet[me].do = function () {
if (Matter.Query.collides(this, map).length) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
}
Composite.add(engine.world, bullet[me]); //add bullet to world
}
} else if (tech.isNailShot) {
spread *= 0.65
const dmg = 2 * (tech.isShotgunReversed ? 1.5 : 1)
if (m.crouch) {
for (let i = 0; i < 17; i++) {
speed = 38 + 15 * Math.random()
const dir = m.angle + (Math.random() - 0.5) * spread
const pos = {
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
}
b.nail(pos, {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, dmg)
}
} else {
for (let i = 0; i < 17; i++) {
speed = 38 + 15 * Math.random()
const dir = m.angle + (Math.random() - 0.5) * spread
const pos = {
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
}
b.nail(pos, {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, dmg)
}
}
} else if (tech.isSporeFlea) {
const where = {
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}
const number = 2 * (tech.isShotgunReversed ? 1.5 : 1)
for (let i = 0; i < number; i++) {
const angle = m.angle + 0.2 * (Math.random() - 0.5)
const speed = (m.crouch ? 35 * (1 + 0.05 * Math.random()) : 30 * (1 + 0.15 * Math.random()))
b.flea(where, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
})
bullet[bullet.length - 1].setDamage()
}
spray(10); //fires normal shotgun bullets
} else if (tech.isSporeWorm) {
const where = {
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}
const spread = (m.crouch ? 0.02 : 0.07)
const number = 3 * (tech.isShotgunReversed ? 1.5 : 1)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.worm(where)
const SPEED = (30 + 10 * m.crouch) * (1 + 0.2 * Math.random())
Matter.Body.setVelocity(bullet[bullet.length - 1], {
x: player.velocity.x * 0.5 + SPEED * Math.cos(angle),
y: player.velocity.y * 0.5 + SPEED * Math.sin(angle)
});
angle += spread
}
spray(7); //fires normal shotgun bullets
} else if (tech.isIceShot) {
const spread = (m.crouch ? 0.7 : 1.2)
for (let i = 0, len = 10 * (tech.isShotgunReversed ? 1.5 : 1); i < len; i++) {
b.iceIX(23 + 10 * Math.random(), m.angle + spread * (Math.random() - 0.5))
}
spray(10); //fires normal shotgun bullets
} else if (tech.isFoamShot) {
const spread = (m.crouch ? 0.15 : 0.4)
const where = {
x: m.pos.x + 25 * Math.cos(m.angle),
y: m.pos.y + 25 * Math.sin(m.angle)
}
const number = 16 * (tech.isShotgunReversed ? 1.5 : 1)
for (let i = 0; i < number; i++) {
const SPEED = 13 + 4 * Math.random();
const angle = m.angle + spread * (Math.random() - 0.5)
b.foam(where, {
x: 0.6 * player.velocity.x + SPEED * Math.cos(angle),
y: 0.5 * player.velocity.y + SPEED * Math.sin(angle)
}, 8 + 7 * Math.random())
}
} else if (tech.isNeedles) {
const number = 9 * (tech.isShotgunReversed ? 1.5 : 1)
const spread = (m.crouch ? 0.03 : 0.05)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.needle(angle)
angle += spread
}
} else {
spray(16); //fires normal shotgun bullets
}
}
coolDown();
b.muzzleFlash(35);
chooseBulletType();
if (tech.shotgunExtraShots) {
const delay = 7
let count = tech.shotgunExtraShots * delay
function cycle() {
count--
if (!(count % delay)) {
coolDown();
b.muzzleFlash(35);
chooseBulletType();
}
if (count > 0) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
}
}
}, {
name: "super balls", //2
descriptionFunction() {
return `fire <strong>3</strong> balls that retain<br><strong>momentum</strong> and <strong>kinetic energy</strong> after <strong>collisions</strong><br><strong>${this.ammoPack.toFixed(0)}</strong> balls per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 4.05,
defaultAmmoPack: 4.05,
have: false,
// num: 5,
do() { },
foamBall() { },
fireOne() {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 27 : 19) * b.fireCDscale); // cool down
const speed = m.crouch ? 43 : 36
b.superBall({
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}, 21 * tech.bulletSize)
},
fireMulti() {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCDscale); // cool down
const SPREAD = m.crouch ? 0.08 : 0.13
const num = 3 + Math.floor(tech.extraSuperBalls * Math.random())
const speed = m.crouch ? 43 : 36
if (tech.isBulletTeleport) {
for (let i = 0; i < num; i++) {
b.superBall({
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}, 11 * tech.bulletSize)
}
} else {
let dir = m.angle - SPREAD * (num - 1) / 2;
for (let i = 0; i < num; i++) {
b.superBall({
x: m.pos.x + 30 * Math.cos(dir),
y: m.pos.y + 30 * Math.sin(dir)
}, {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, 11 * tech.bulletSize)
dir += SPREAD;
}
}
},
fireQueue() {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCDscale); // cool down
const num = 2 + 3 + Math.floor(tech.extraSuperBalls * Math.random()) //2 extra
const speed = m.crouch ? 43 : 36
const delay = Math.floor((m.crouch ? 18 : 12) * b.fireCDscale)
m.fireCDcycle = m.cycle + delay; // cool down
function cycle() {
count++
b.superBall({
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}, {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}, 11 * tech.bulletSize)
if (count < num && m.alive) requestAnimationFrame(cycle);
m.fireCDcycle = m.cycle + delay; // cool down
}
let count = 0
requestAnimationFrame(cycle);
},
chooseFireMethod() { //set in simulation.startGame
if (tech.oneSuperBall) {
this.fire = this.fireOne
} else if (tech.superBallDelay) {
this.fire = this.fireQueue
} else {
this.fire = this.fireMulti
}
},
fire() { }
},
{
name: "wave", //3
// description: `emit <strong>wave packets</strong> that propagate through <strong>solids</strong><br>waves <strong class='color-s'>slow</strong> mobs<br><strong>115</strong> packets per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `emit <strong>wave packets</strong> that propagate through <strong>solids</strong><br>waves <strong class='color-s'>slow</strong> mobs<br><strong>${this.ammoPack.toFixed(0)}</strong> wave packets per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 60,
defaultAmmoPack: 60,
have: false,
wavePacketCycle: 0,
delay: 40,
phononWaveCD: 0,
waves: [], //used in longitudinal mode
chooseFireMethod() { //set in simulation.startGame
this.waves = [];
if (tech.isLongitudinal) {
if (tech.is360Longitudinal) {
this.fire = this.fire360Longitudinal
this.do = this.do360Longitudinal
} else {
this.fire = this.fireLongitudinal
this.do = this.doLongitudinal
}
} else {
this.fire = this.fireTransverse
this.do = this.doTransverse
}
},
do() { },
do360Longitudinal() {
if (!m.isTimeDilated) {
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 700 * Math.sqrt(tech.bulletsLastLonger)
const damage = 2.3 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) * (tech.isInfiniteWaveAmmo ? 0.75 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
//draw wave
ctx.moveTo(this.waves[i].position.x + this.waves[i].radius, this.waves[i].position.y)
ctx.arc(this.waves[i].position.x, this.waves[i].position.y, this.waves[i].radius, 0, 2 * Math.PI);
// collisions
// if (tech.isBulletTeleport && Math.random() < 0.04) {
// const scale = 400 * Math.random()
// this.waves[i].position = Vector.add(this.waves[i].position, { x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) })
// }
for (let j = 0, len = mob.length; j < len; j++) {
if (!mob[j].isShielded) {
const dist = Vector.magnitude(Vector.sub(this.waves[i].position, mob[j].position))
const r = mob[j].radius + 30
if (dist + r > this.waves[i].radius && dist - r < this.waves[i].radius) {
//make them shake around
if (!mob[j].isBadTarget) {
mob[j].force.x += 0.01 * (Math.random() - 0.5) * mob[j].mass
mob[j].force.y += 0.01 * (Math.random() - 0.5) * mob[j].mass
}
// if (!mob[j].isShielded) {
Matter.Body.setVelocity(mob[j], { //friction
x: mob[j].velocity.x * 0.95,
y: mob[j].velocity.y * 0.95
});
//draw vibes
let vertices = mob[j].vertices;
const vibe = 50 + mob[j].radius * 0.15
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let k = 1; k < vertices.length; k++) {
ctx.lineTo(vertices[k].x + vibe * (Math.random() - 0.5), vertices[k].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
//damage
mob[j].locatePlayer();
mob[j].damage(damage / Math.sqrt(mob[j].radius));
// }
if (tech.isPhononWave && this.phononWaveCD < m.cycle) {
this.phononWaveCD = m.cycle + 8 * (1 + this.waves[i].resonanceCount)
this.waves.push({
position: mob[j].position,
radius: 25,
resonanceCount: this.waves[i].resonanceCount + 1,
})
}
}
}
}
// for (let j = 0, len = body.length; j < len; j++) {
for (let j = 0, len = Math.min(30, body.length); j < len; j++) {
const dist = Vector.magnitude(Vector.sub(this.waves[i].position, body[j].position))
const r = 20
if (dist + r > this.waves[i].radius && dist - r < this.waves[i].radius) {
const who = body[j]
//make them shake around
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
who.force.y += (0.01 * (Math.random() - 0.5) - simulation.g * 0.25) * who.mass //remove force of gravity
//draw vibes
let vertices = who.vertices;
const vibe = 25
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let k = 1; k < vertices.length; k++) {
ctx.lineTo(vertices[k].x + vibe * (Math.random() - 0.5), vertices[k].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
if (tech.isPhononBlock && !who.isNotHoldable && who.speed < 5 && who.angularSpeed < 0.1) {
if (Math.random() < 0.5) b.targetedBlock(who, 50 - Math.min(25, who.mass * 3)) // targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
// Matter.Body.setAngularVelocity(who, (0.25 + 0.1 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
who.torque += who.inertia * 0.001 * (Math.random() - 0.5)
}
}
}
this.waves[i].radius += 0.9 * tech.waveBeamSpeed //expand / move
// if (this.waves[i].radius > end) this.waves.splice(i, 1) //end
if (this.waves[i].radius > end - 30 * this.waves[i].resonanceCount) { //* Math.pow(0.9, this.waves[i].resonanceCount)
this.waves.splice(i, 1) //end
}
}
ctx.stroke();
}
},
fire360Longitudinal() {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 4 : 8) * b.fireCDscale); // cool down
this.waves.push({
position: { x: m.pos.x, y: m.pos.y, },
radius: 25,
resonanceCount: 0 //used with tech.isPhononWave
})
},
doLongitudinal() {
if (!m.isTimeDilated) {
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 1100 * tech.bulletsLastLonger
const damage = 2.3 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.4 : 1) * (tech.isInfiniteWaveAmmo ? 0.75 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
const v2 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit2, this.waves[i].radius))
//draw wave
ctx.moveTo(v1.x, v1.y)
ctx.arc(this.waves[i].position.x, this.waves[i].position.y, this.waves[i].radius, this.waves[i].angle, this.waves[i].angle + this.waves[i].arc);
//using small angle linear approximation of circle arc, this will not work if the arc gets large // https://stackoverflow.com/questions/13652518/efficiently-find-points-inside-a-circle-sector
let hits = Matter.Query.ray(mob, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
for (let j = 0; j < hits.length; j++) {
const who = hits[j].body
if (!who.isShielded) {
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
who.force.y += 0.01 * (Math.random() - 0.5) * who.mass
Matter.Body.setVelocity(who, { x: who.velocity.x * 0.95, y: who.velocity.y * 0.95 });
let vertices = who.vertices;
const vibe = 50 + who.radius * 0.15
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
who.locatePlayer();
who.damage(damage / Math.sqrt(who.radius));
if (tech.isPhononWave && this.phononWaveCD < m.cycle) {
this.phononWaveCD = m.cycle + 8 * (1 + this.waves[i].resonanceCount)
const halfArc = 0.27 //6.28 is a full circle, but these arcs needs to stay small because we are using small angle linear approximation, for collisions
let closestMob, dist
let range = end - 30 * this.waves[i].resonanceCount
for (let i = 0, len = mob.length; i < len; i++) {
if (who !== mob[i] && !mob[i].isBadTarget && !mob[i].isInvulnerable) {
dist = Vector.magnitude(Vector.sub(who.position, mob[i].position));
if (dist < range) {
closestMob = mob[i]
range = dist
}
}
}
if (closestMob) {
const dir = Vector.normalise(Vector.sub(closestMob.position, who.position))
var angle = Math.atan2(dir.y, dir.x)
} else {
var angle = 2 * Math.PI * Math.random()
}
this.waves.push({
position: who.position,
angle: angle - halfArc, //used in drawing ctx.arc
unit1: { x: Math.cos(angle - halfArc), y: Math.sin(angle - halfArc) }, //used for collision
unit2: { x: Math.cos(angle + halfArc), y: Math.sin(angle + halfArc) }, //used for collision
arc: halfArc * 2,
radius: 25,
resonanceCount: this.waves[i].resonanceCount + 1
})
}
}
}
hits = Matter.Query.ray(body, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
for (let j = 0, len = Math.min(30, hits.length); j < len; j++) {
const who = hits[j].body
//make them shake around
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
who.force.y += (0.01 * (Math.random() - 0.5) - simulation.g * 0.25) * who.mass //remove force of gravity
let vertices = who.vertices;
const vibe = 25
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
if (tech.isPhononBlock && !who.isNotHoldable && who.speed < 5 && who.angularSpeed < 0.1) {
if (Math.random() < 0.5) b.targetedBlock(who, 50 - Math.min(25, who.mass * 3)) // targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
// Matter.Body.setAngularVelocity(who, (0.25 + 0.12 * Math.random()) * (Math.random() < 0.5 ? -1 : 1));
who.torque += who.inertia * 0.001 * (Math.random() - 0.5)
}
}
this.waves[i].radius += tech.waveBeamSpeed * 1.8 //expand / move
if (this.waves[i].radius > end - 30 * this.waves[i].resonanceCount) {
this.waves.splice(i, 1) //end
}
}
ctx.stroke();
}
},
fireLongitudinal() {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 4 : 8) * b.fireCDscale); // cool down
const halfArc = (m.crouch ? 0.0785 : 0.275) * (tech.isBulletTeleport ? 0.66 + (Math.random() - 0.5) : 1) //6.28 is a full circle, but these arcs needs to stay small because we are using small angle linear approximation, for collisions
const angle = m.angle + tech.isBulletTeleport * 0.3 * (Math.random() - 0.5)
this.waves.push({
position: { x: m.pos.x + 25 * Math.cos(m.angle), y: m.pos.y + 25 * Math.sin(m.angle), },
angle: angle - halfArc, //used in drawing ctx.arc
unit1: { x: Math.cos(angle - halfArc), y: Math.sin(angle - halfArc) }, //used for collision
unit2: { x: Math.cos(angle + halfArc), y: Math.sin(angle + halfArc) }, //used for collision
arc: halfArc * 2,
radius: 25,
resonanceCount: 0
})
},
doTransverse() {
// if (this.wavePacketCycle && !input.fire) {
// this.wavePacketCycle = 0;
// m.fireCDcycle = m.cycle + Math.floor(this.delay * b.fireCDscale); // cool down
// }
},
fireTransverse() {
totalCycles = Math.floor((3.5) * 35 * tech.waveReflections * tech.bulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5))
const me = bullet.length;
bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 5, 4, {
angle: m.angle,
cycle: -0.5,
endCycle: simulation.cycle + totalCycles,
inertia: Infinity,
frictionAir: 0,
slow: 0,
// amplitude: (m.crouch ? 5 : 10) * ((this.wavePacketCycle % 2) ? -1 : 1) * Math.sin((this.wavePacketCycle + 1) * 0.088), //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
amplitude: (m.crouch ? 6 : 12) * ((this.wavePacketCycle % 2) ? -1 : 1) * Math.sin(this.wavePacketCycle * 0.088) * Math.sin(this.wavePacketCycle * 0.04), //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
minDmgSpeed: 0,
dmg: m.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage * (tech.isBulletTeleport ? 1.43 : 1) * (tech.isInfiniteWaveAmmo ? 0.75 : 1), //also control damage when you divide by mob.mass
dmgCoolDown: 0,
classType: "bullet",
collisionFilter: {
category: 0,
mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
},
beforeDmg() { },
onEnd() { },
do() { },
query() {
let slowCheck = 1
if (Matter.Query.point(map, this.position).length) { //check if inside map
slowCheck = waveSpeedMap
} else { //check if inside a body
let q = Matter.Query.point(body, this.position)
if (q.length) {
slowCheck = waveSpeedBody
Matter.Body.setPosition(this, Vector.add(this.position, q[0].velocity)) //move with the medium
}
}
if (slowCheck !== this.slow) { //toggle velocity based on inside and outside status change
this.slow = slowCheck
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), tech.waveBeamSpeed * slowCheck));
}
if (this.dmgCoolDown < 1) {
q = Matter.Query.point(mob, this.position) // check if inside a mob
for (let i = 0; i < q.length; i++) {
this.dmgCoolDown = 5 + Math.floor(8 * Math.random() * b.fireCDscale);
let dmg = this.dmg
q[i].damage(dmg);
if (q[i].alive) {
q[i].foundPlayer();
Matter.Body.setVelocity(q[i], Vector.mult(q[i].velocity, 0.9))
}
// this.endCycle = 0; //bullet ends cycle after doing damage
if (q[i].damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(dmg + 1.1) * 40 * q[i].damageReduction + 3,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
}
}
} else {
this.dmgCoolDown--
}
},
wiggle() {
this.cycle++
const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
Matter.Body.setPosition(this, Vector.add(this.position, where))
}
});
if (tech.isBulletTeleport) {
bullet[me].wiggle = function () {
this.cycle++
const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
if (Math.random() < 0.005) {
if (Math.random() < 0.33) { //randomize position
const scale = 500 * Math.random()
Matter.Body.setPosition(this, Vector.add({
x: scale * (Math.random() - 0.5),
y: scale * (Math.random() - 0.5)
}, Vector.add(this.position, where)))
} else { //randomize position in velocity direction
const velocityScale = Vector.mult(this.velocity, 50 * (Math.random() - 0.5))
Matter.Body.setPosition(this, Vector.add(velocityScale, Vector.add(this.position, where)))
}
} else {
Matter.Body.setPosition(this, Vector.add(this.position, where))
}
}
}
let waveSpeedMap = 0.13
let waveSpeedBody = 0.3
if (tech.isPhaseVelocity) {
waveSpeedMap = 3.5
waveSpeedBody = 2
bullet[me].dmg *= 1.5
}
if (tech.waveReflections) {
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange
bullet[me].do = function () {
this.query()
if (this.cycle > this.reflectCycle) {
this.reflectCycle += totalCycles / tech.waveReflections
Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1));
// if (this.reflectCycle > tech.waveLengthRange * (1 + tech.waveReflections)) this.endCycle = 0;
}
this.wiggle()
}
} else {
bullet[me].do = function () {
this.query()
this.wiggle();
}
}
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: tech.waveBeamSpeed * Math.cos(m.angle),
y: tech.waveBeamSpeed * Math.sin(m.angle)
});
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
this.wavePacketCycle++
},
fire() { }
},
{
name: "missiles", //6
// description: `launch <strong>homing</strong> missiles that target mobs<br>missiles <strong class='color-e'>explode</strong> on contact with mobs<br><strong>5</strong> missiles per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `launch <strong>homing</strong> missiles that target mobs<br>missiles <strong class='color-e'>explode</strong> on contact with mobs<br><strong>${this.ammoPack.toFixed(1)}</strong> missiles per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 2.3,
defaultAmmoPack: 2.3,
have: false,
fireCycle: 0,
do() { },
fire() {
const countReduction = Math.pow(0.86, tech.missileCount)
// if (m.crouch) {
// m.fireCDcycle = m.cycle + tech.missileFireCD * b.fireCDscale / countReduction; // cool down
// // for (let i = 0; i < tech.missileCount; i++) {
// // b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2, Math.sqrt(countReduction))
// // bullet[bullet.length - 1].force.x += 0.004 * countReduction * (i - (tech.missileCount - 1) / 2);
// // }
// if (tech.missileCount > 1) {
// for (let i = 0; i < tech.missileCount; i++) {
// setTimeout(() => {
// const where = { x: m.pos.x, y: m.pos.y - 40 }
// b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2, Math.sqrt(countReduction))
// bullet[bullet.length - 1].force.x += 0.025 * countReduction * (i - (tech.missileCount - 1) / 2);
// }, 20 * tech.missileCount * Math.random());
// }
// } else {
// const where = {
// x: m.pos.x,
// y: m.pos.y - 40
// }
// b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5), -2)
// }
// } else {
m.fireCDcycle = m.cycle + tech.missileFireCD * b.fireCDscale / countReduction; // cool down
const direction = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
// const where = {
// x: m.pos.x + 30 * direction.x,
// y: m.pos.y + 30 * direction.y
// }
if (tech.missileCount > 1) {
const push = Vector.mult(Vector.perp(direction), 0.2 * countReduction / Math.sqrt(tech.missileCount))
const sqrtCountReduction = Math.sqrt(countReduction)
// for (let i = 0; i < tech.missileCount; i++) {
// setTimeout(() => {
// if (m.crouch) {
// b.missile(where, m.angle, 20, sqrtCountReduction)
// // bullet[bullet.length - 1].force.x += 0.7 * push.x * (i - (tech.missileCount - 1) / 2);
// // bullet[bullet.length - 1].force.y += 0.7 * push.y * (i - (tech.missileCount - 1) / 2);
// } else {
// b.missile(where, m.angle, -10, sqrtCountReduction)
// bullet[bullet.length - 1].force.x += push.x * (i - (tech.missileCount - 1) / 2);
// bullet[bullet.length - 1].force.y += 0.005 + push.y * (i - (tech.missileCount - 1) / 2);
// }
// }, 1 + i * 10 * tech.missileCount);
// }
const launchDelay = 4
let count = 0
const fireMissile = () => {
if (m.crouch) {
b.missile({ x: m.pos.x + 30 * direction.x, y: m.pos.y + 30 * direction.y }, m.angle, 20, sqrtCountReduction)
bullet[bullet.length - 1].force.x += 0.5 * push.x * (Math.random() - 0.5)
bullet[bullet.length - 1].force.y += 0.004 + 0.5 * push.y * (Math.random() - 0.5)
} else {
b.missile({ x: m.pos.x + 30 * direction.x, y: m.pos.y + 30 * direction.y }, m.angle, -15, sqrtCountReduction)
bullet[bullet.length - 1].force.x += push.x * (Math.random() - 0.5)
bullet[bullet.length - 1].force.y += 0.005 + push.y * (Math.random() - 0.5)
}
}
const cycle = () => {
if ((simulation.paused) && m.alive) {
requestAnimationFrame(cycle)
} else {
count++
if (!(count % launchDelay)) {
fireMissile()
}
if (count < tech.missileCount * launchDelay && m.alive) requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
} else {
if (m.crouch) {
b.missile({ x: m.pos.x + 40 * direction.x, y: m.pos.y + 40 * direction.y }, m.angle, 25)
} else {
b.missile({ x: m.pos.x + 40 * direction.x, y: m.pos.y + 40 * direction.y }, m.angle, -12)
bullet[bullet.length - 1].force.y += 0.04 * (Math.random() - 0.2)
}
}
}
}, {
name: "grenades", //5
// description: `lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after one second<br><strong>7</strong> grenades per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after <strong>1.5</strong> seconds<br><strong>${this.ammoPack.toFixed(0)}</strong> grenades per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 3.2,
defaultAmmoPack: 3.2,
have: false,
do() { }, //do is set in b.setGrenadeMode()
fire() {
const countReduction = Math.pow(0.93, tech.missileCount)
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 35 : 27) * b.fireCDscale / countReduction); // cool down
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const SPREAD = m.crouch ? 0.12 : 0.2
let angle = m.angle - SPREAD * (tech.missileCount - 1) / 2;
for (let i = 0; i < tech.missileCount; i++) {
b.grenade(where, angle, countReduction) //function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1)
angle += SPREAD
}
},
}, {
name: "spores", //6
// description: `toss a <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> seek out nearby mobs<br><strong>2-3</strong> sporangium per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `toss a <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> that discharges ${b.guns[6].nameString("s")}<br>${b.guns[6].nameString("s")} seek out nearby mobs<br><strong>${this.ammoPack.toFixed(1)}</strong> sporangium per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 1.22,
defaultAmmoPack: 1.22,
have: false,
nameString(suffix = "") {
if (tech.isSporeFlea) {
return `<strong class='color-p' style='letter-spacing: -0.8px;'>flea${suffix}</strong>`
} else if (tech.isSporeWorm) {
return `<strong class='color-p' style='letter-spacing: -0.8px;'>worm${suffix}</strong>`
} else {
return `<strong class='color-p' style='letter-spacing: 2px;'>spore${suffix}</strong>`
}
},
do() { },
fire() {
const me = bullet.length;
const dir = m.angle;
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 20, 4.5, b.fireAttributes(dir, false));
b.fireProps(m.crouch ? 40 : 20, m.crouch ? 30 : 16, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = simulation.cycle + 480 + Math.max(0, 120 - 2 * bullet.length);
bullet[me].frictionAir = 0;
bullet[me].friction = 0.5;
bullet[me].radius = 4.5;
bullet[me].maxRadius = 30;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze + 5 * tech.isSporeColony
bullet[me].stuck = function () { };
bullet[me].beforeDmg = function () { };
bullet[me].do = function () {
function onCollide(that) {
that.collisionFilter.mask = 0; //non collide with everything
Matter.Body.setVelocity(that, { x: 0, y: 0 });
that.do = that.grow;
}
const mobCollisions = Matter.Query.collides(this, mob)
if (mobCollisions.length) {
onCollide(this)
this.stuckTo = mobCollisions[0].bodyA
if (tech.isZombieMobs) this.stuckTo.isSoonZombie = true
if (this.stuckTo.isVerticesChange) {
this.stuckToRelativePosition = { x: 0, y: 0 }
} else {
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
}
this.stuck = function () {
if (this.stuckTo && this.stuckTo.alive) {
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
} else {
this.collisionFilter.mask = cat.map; //non collide with everything but map
this.stuck = function () {
this.force.y += this.mass * 0.0006;
}
}
}
} else {
const bodyCollisions = Matter.Query.collides(this, body)
if (bodyCollisions.length) {
if (!bodyCollisions[0].bodyA.isNonStick) {
onCollide(this)
this.stuckTo = bodyCollisions[0].bodyA
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
} else {
this.do = this.grow;
}
this.stuck = function () {
if (this.stuckTo) {
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
// Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
} else {
this.force.y += this.mass * 0.0006;
}
}
} else {
if (Matter.Query.collides(this, map).length) {
onCollide(this)
} else { //if colliding with nothing just fall
this.force.y += this.mass * 0.0006;
simulation.mouseInGame.x
}
}
}
//draw green glow
ctx.fillStyle = "rgba(0,200,125,0.16)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.maxRadius, 0, 2 * Math.PI);
ctx.fill();
}
bullet[me].grow = function () {
this.stuck(); //runs different code based on what the bullet is stuck to
let scale = 1.01
if (tech.isSporeGrowth && !(simulation.cycle % 40)) { //release a spore
if (tech.isSporeFlea) {
if (!(simulation.cycle % 80)) {
const speed = 10 + 5 * Math.random()
const angle = 2 * Math.PI * Math.random()
b.flea(this.position, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
})
}
} else if (tech.isSporeWorm) {
if (!(simulation.cycle % 80)) b.worm(this.position)
} else {
b.spore(this.position)
}
scale = 0.96
if (this.stuckTo && this.stuckTo.alive) scale = 0.9
Matter.Body.scale(this, scale, scale);
this.radius *= scale
} else {
if (this.stuckTo && this.stuckTo.alive) scale = 1.03
Matter.Body.scale(this, scale, scale);
this.radius *= scale
if (this.radius > this.maxRadius) this.endCycle = 0;
}
//draw green glow
ctx.fillStyle = "rgba(0,200,125,0.16)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.maxRadius, 0, 2 * Math.PI);
ctx.fill();
};
//spawn bullets on end
bullet[me].onEnd = function () {
let count = 0 //used in for loop below
const things = [
() => { //spore
b.spore(this.position)
},
() => { //worm
count++ //count as 2 things
b.worm(this.position)
},
() => { //flea
count++ //count as 2 things
const speed = 10 + 5 * Math.random()
const angle = 2 * Math.PI * Math.random()
b.flea(this.position, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
})
},
() => { // drones
b.drone(this.position)
},
() => { // ice IX
b.iceIX(1, Math.random() * 2 * Math.PI, this.position)
},
() => { //missile
count++ //count as 2 things
b.missile(this.position, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
},
() => { //nail
b.targetedNail(this.position, 1, 39 + 6 * Math.random())
},
() => { //super ball
const speed = 36
const angle = 2 * Math.PI * Math.random()
b.superBall(this.position, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
}, 11 * tech.bulletSize)
},
]
for (len = this.totalSpores; count < len; count++) {
if (tech.isSporeColony && Math.random() < 0.33) {
things[Math.floor(Math.random() * things.length)]()
} else if (tech.isSporeFlea) {
things[2]()
} else if (tech.isSporeWorm) {
things[1]()
} else {
things[0]() //spores
}
}
// } else if (tech.isSporeFlea) {
// for (let i = 0, len = this.totalSpores; i < len; i++) things[2]()
// } else if (tech.isSporeWorm) {
// for (let i = 0, len = this.totalSpores; i < len; i++) things[1]()
// } else {
// for (let i = 0; i < this.totalSpores; i++) things[0]()
// }
if (tech.isStun) b.AoEStunEffect(this.position, 600, 270 + 120 * Math.random()); //AoEStunEffect(where, range, cycles = 120 + 60 * Math.random()) {
}
}
}, {
name: "drones", //7
// description: `deploy <strong>autonomous</strong> drones that <strong>smash</strong> into mobs<br>and <strong>collect</strong> nearby power ups<br><strong>16</strong> drones per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `deploy <strong>autonomous</strong> <strong>drones</strong> that smash into mobs<br>drones <strong>collect</strong> nearby power ups<br><strong>${this.ammoPack.toFixed(0)}</strong> drones per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 7.3,
defaultAmmoPack: 7.3,
have: false,
do() { },
fire() {
if (tech.isDroneRadioactive) {
if (m.crouch) {
b.droneRadioactive({
x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5)
}, 45)
m.fireCDcycle = m.cycle + Math.floor(45 * b.fireCDscale); // cool down
} else {
b.droneRadioactive({
x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5)
}, 10)
m.fireCDcycle = m.cycle + Math.floor(25 * b.fireCDscale); // cool down
}
} else {
if (m.crouch) {
b.drone({
x: m.pos.x + 30 * Math.cos(m.angle) + 5 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 5 * (Math.random() - 0.5)
}, 50)
m.fireCDcycle = m.cycle + Math.floor(7 * b.fireCDscale); // cool down
} else {
b.drone({
x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5)
}, 15)
m.fireCDcycle = m.cycle + Math.floor(4 * b.fireCDscale); // cool down
}
}
}
},
{
name: "foam", //8
descriptionFunction() {
return `spray bubbly <strong>foam</strong> that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time<br><strong>${this.ammoPack.toFixed(0)}</strong> bubbles per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 12.6,
defaultAmmoPack: 12.6,
have: false,
charge: 0,
isDischarge: false,
knockBack: 0.0005, //set in tech: cavitation
applyKnock(velocity) {
player.force.x -= 0.7 * this.knockBack * velocity.x
if (velocity.y > 0) {
player.force.y -= 4.3 * this.knockBack * velocity.y
} else {
player.force.y -= this.knockBack * velocity.y
}
},
chooseFireMethod() {
if (tech.isFoamPressure) {
this.do = this.doCharges
this.fire = this.fireCharges
} else {
this.do = this.doStream
this.fire = this.fireStream
}
},
doStream() { },
fireStream() {
const spread = (m.crouch ?
0.04 * (Math.random() - 0.5) + 0.09 * Math.sin(m.cycle * 0.12) :
0.23 * (Math.random() - 0.5) + 0.15 * Math.sin(m.cycle * 0.12)
)
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = {
x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
}
const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
b.foam(position, Vector.rotate(velocity, spread), radius)
this.applyKnock(velocity)
m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale);
},
doCharges() {
if (this.charge > 0) {
//draw charge level
ctx.fillStyle = "rgba(0,50,50,0.3)";
ctx.beginPath();
const radius = 5 * Math.sqrt(this.charge)
const mag = 11 + radius
ctx.arc(m.pos.x + mag * Math.cos(m.angle), m.pos.y + mag * Math.sin(m.angle), radius, 0, 2 * Math.PI);
ctx.fill();
if (this.isDischarge && m.cycle % 2) {
const spread = (m.crouch ? 0.04 : 0.5) * (Math.random() - 0.5)
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
const SPEED = (m.crouch ? 1.2 : 1) * 10 - radius * 0.4 + Math.min(5, Math.sqrt(this.charge));
const dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = {
x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
}
const position = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
b.foam(position, Vector.rotate(velocity, spread), radius)
this.applyKnock(velocity)
this.charge -= 0.75
m.fireCDcycle = m.cycle + 2; //disable firing and adding more charge until empty
} else if (!input.fire) {
this.isDischarge = true;
}
} else {
if (this.isDischarge) {
m.fireCDcycle = m.cycle + Math.floor(25 * b.fireCDscale);
}
this.isDischarge = false
}
},
fireCharges() {
const spread = (m.crouch ?
0.04 * (Math.random() - 0.5) + 0.09 * Math.sin(m.cycle * 0.12) :
0.23 * (Math.random() - 0.5) + 0.15 * Math.sin(m.cycle * 0.12)
)
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = {
x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
}
const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
b.foam(position, Vector.rotate(velocity, spread), radius)
this.applyKnock(velocity)
m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale);
this.charge += 1 + tech.isCapacitor
},
fire() { },
do() { },
},
{
name: "harpoon", //9
// description: `throw a <strong>self-steering</strong> harpoon that uses <strong class='color-f'>energy</strong><br>to <strong>retract</strong> and refund its <strong class='color-ammo'>ammo</strong> cost<br><strong>1-2</strong> harpoons per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `throw a <strong>harpoon</strong> that uses <strong class='color-f'>energy</strong> to <strong>retract</strong><br><strong>harpoons</strong> refund <strong class='color-ammo'>ammo</strong><br><strong>${this.ammoPack.toFixed(1)}</strong> harpoons per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 0.77, //update this in railgun tech
defaultAmmoPack: 0.77,
have: false,
fire() { },
do() { },
chooseFireMethod() {
if (tech.isRailGun) {
this.do = this.railDo
this.fire = this.railFire
// } else if (tech.isGrapple) {
// this.do = () => { }
// this.fire = this.grappleFire
} else {
this.do = () => { }
this.fire = this.harpoonFire
}
},
charge: 0,
railDo() {
if (this.charge > 0) {
const DRAIN = (tech.isRailEnergy ? 0 : 0.002)
//exit railgun charging without firing
if (m.energy < DRAIN) {
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
this.endCycle = 0;
this.charge = 0
b.refundAmmo()
return
}
//fire
if ((!input.fire && this.charge > 0.6)) {
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const closest = {
distance: 10000,
target: null
}
//push away blocks and mobs
const range = 600 + 500 * this.charge
for (let i = 0, len = mob.length; i < len; ++i) { //push away mobs when firing
if (!mob[i].isUnblockable) {
const SUB = Vector.sub(mob[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range + mob[i].radius) {
const DEPTH = 100 + Math.min(range - DISTANCE + mob[i].radius, 1500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.0015 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += FORCE.x;
mob[i].force.y += FORCE.y;
let dmg = m.dmgScale * (mob[i].isDropPowerUp ? 350 : 1100) * tech.harpoonDensity * this.charge
simulation.drawList.push({ //add dmg to draw queue
x: mob[i].position.x,
y: mob[i].position.y,
radius: Math.log(dmg + 1.1) * 40 * mob[i].damageReduction + 3,
color: 'rgba(100, 0, 200, 0.4)',
time: 15
});
mob[i].damage(dmg);
}
}
}
for (let i = 0, len = body.length; i < len; ++i) { //push away blocks when firing
const SUB = Vector.sub(body[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 500)
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 * simulation.g * 1.5; //kick up a bit to give them some arc
}
}
for (let i = 0, len = powerUp.length; i < len; ++i) { //push away blocks when firing
const SUB = Vector.sub(powerUp[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * powerUp[i].mass)
powerUp[i].force.x += FORCE.x;
powerUp[i].force.y += FORCE.y - powerUp[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
}
}
//draw little dots near the edge of range
for (let i = 0, len = 10 + 25 * this.charge; i < len; i++) {
const unit = Vector.rotate({
x: 1,
y: 0
}, 6.28 * Math.random())
const where = Vector.add(m.pos, Vector.mult(unit, range * (0.6 + 0.3 * Math.random())))
simulation.drawList.push({
x: where.x,
y: where.y,
radius: 5 + 12 * Math.random(),
color: "rgba(100, 0, 200, 0.1)",
time: Math.floor(5 + 35 * Math.random())
});
}
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), m.crouch ? 0.03 : 0.06)
player.force.x -= recoil.x
player.force.y -= recoil.y
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.07 * Math.sqrt(this.ammo) : 1
const thrust = 0.15 * (this.charge)
if (tech.extraHarpoons) {
let targetCount = 0
const SPREAD = 0.06 + 0.05 * (!m.crouch)
let angle = m.angle - SPREAD * tech.extraHarpoons / 2;
const dir = {
x: Math.cos(angle),
y: Math.sin(angle)
}; //make a vector for the player's direction of length 1; used in dot product
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
if (dot > 0.95 - Math.min(dist * 0.00015, 0.3)) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target
// if (this.ammo > -1) {
// this.ammo--
b.harpoon(where, m.crouch ? null : mob[i], angle, harpoonSize, false, 35, false, thrust) //harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
angle += SPREAD
targetCount++
if (targetCount > tech.extraHarpoons) break
// }
}
}
}
//if more harpoons and no targets left
if (targetCount < tech.extraHarpoons + 1) {
const num = tech.extraHarpoons + 1 - targetCount
for (let i = 0; i < num; i++) {
b.harpoon(where, null, angle, harpoonSize, false, 35, false, thrust)
angle += SPREAD
}
}
simulation.updateGunHUD();
} else {
//look for closest mob in player's LoS
const dir = {
x: Math.cos(m.angle),
y: Math.sin(m.angle)
}; //make a vector for the player's direction of length 1; used in dot product
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
if (dist < closest.distance && dot > 0.98 - Math.min(dist * 0.00014, 0.3)) { //target closest mob that player is looking at and isn't too close to target
closest.distance = dist
closest.target = mob[i]
}
}
}
b.harpoon(where, closest.target, m.angle, harpoonSize, false, 35, false, thrust)
}
this.charge = 0;
} else { //charging
if (tech.isFireMoveLock) {
Matter.Body.setVelocity(player, {
x: 0,
y: -55 * player.mass * simulation.g //undo gravity before it is added
});
player.force.x = 0
player.force.y = 0
}
m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
// const previousCharge = this.charge
//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
// let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
const rate = Math.sqrt(b.fireCDscale) * tech.railChargeRate * (tech.isCapacitor ? 0.6 : 1) * (m.crouch ? 0.8 : 1)
let smoothRate = Math.min(0.998, 0.94 + 0.05 * rate)
this.charge = 1 - smoothRate + this.charge * smoothRate
if (m.energy > DRAIN) m.energy -= DRAIN
//draw magnetic field
const X = m.pos.x
const Y = m.pos.y
const unitVector = {
x: Math.cos(m.angle),
y: Math.sin(m.angle)
}
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)`;
const magSize = 8 * this.charge * tech.railChargeRate ** 3
const arcSize = 6 * this.charge * tech.railChargeRate ** 3
for (let i = 3; i < 7; i++) {
const MAG = magSize * i * i * (0.93 + 0.07 * Math.random())
const ARC = arcSize * i * i * (0.93 + 0.07 * Math.random())
ctx.beginPath();
magField(MAG, ARC)
magField(MAG, -ARC)
ctx.fill();
}
}
}
},
railFire() {
m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
this.charge += 0.00001
},
// grappleFire() {
// const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (m.crouch ? 0.7 : 1)
// const where = {
// x: m.pos.x + harpoonSize * 40 * Math.cos(m.angle),
// y: m.pos.y + harpoonSize * 40 * Math.sin(m.angle)
// }
// const num = Math.min(this.ammo, tech.extraHarpoons + 1)
// if (!m.crouch && num > 1) { //multiple harpoons
// const SPREAD = 0.06
// let angle = m.angle - SPREAD * num / 2;
// for (let i = 0; i < num; i++) {
// if (this.ammo > 0) {
// this.ammo--
// b.grapple(where, angle, true, harpoonSize)
// angle += SPREAD
// }
// }
// this.ammo++ //make up for the ammo used up in fire()
// simulation.updateGunHUD();
// m.fireCDcycle = m.cycle + Math.floor(75 * b.fireCDscale) // cool down
// // } else if (m.crouch) {
// // b.harpoon(where, null, m.angle, harpoonSize, false, 70)
// } else {
// if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1
// b.grapple(where, m.angle, harpoonSize)
// }
// // m.fireCDcycle = m.cycle + Math.floor(75 * b.fireCDscale) // cool down
// m.fireCDcycle = m.cycle + 5 + 40 * b.fireCDscale + 60 * (m.energy < 0.05)
// },
harpoonFire() {
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const closest = {
distance: 10000,
target: null
}
//look for closest mob in player's LoS
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (m.crouch ? 0.7 : 1)
const totalCycles = 6.5 * (tech.isFilament ? 1 + 0.013 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
if (tech.extraHarpoons && !m.crouch) { //multiple harpoons
const SPREAD = 0.2
let angle = m.angle - SPREAD * tech.extraHarpoons / 2;
const dir = { x: Math.cos(angle), y: Math.sin(angle) }; //make a vector for the player's direction of length 1; used in dot product
const range = 450 * (tech.isFilament ? 1 + 0.012 * Math.min(110, this.ammo) : 1)
let targetCount = 0
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
if (dist < range && dot > 0.9) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target
if (this.ammo > 0) {
this.ammo--
b.harpoon(where, mob[i], angle, harpoonSize, true, totalCycles) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
angle += SPREAD
targetCount++
if (targetCount > tech.extraHarpoons) break
}
}
}
}
//if more harpoons and no targets left
if (targetCount < tech.extraHarpoons + 1) {
const num = tech.extraHarpoons - targetCount
const delay = 1 //Math.floor(Math.max(4, 8 - 0.5 * tech.extraHarpoons))
let angle = m.angle - SPREAD * tech.extraHarpoons / 2;
let count = -1
let harpoonDelay = () => {
if (simulation.paused) {
requestAnimationFrame(harpoonDelay)
} else {
count++
if (!(count % delay) && this.ammo > 0) {
this.ammo--
b.harpoon({ x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, null, angle, harpoonSize, true, totalCycles)
angle += SPREAD
}
if (count < num * delay && m.alive) requestAnimationFrame(harpoonDelay);
}
}
requestAnimationFrame(harpoonDelay)
}
this.ammo++ //make up for the ammo used up in fire()
simulation.updateGunHUD();
} else { //m.crouch makes a single harpoon with longer range
const dir = {
x: Math.cos(m.angle),
y: Math.sin(m.angle)
}; //make a vector for the player's direction of length 1; used in dot product
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
if (dist < closest.distance && dot > 0.98 - Math.min(dist * 0.00014, 0.3)) { //target closest mob that player is looking at and isn't too close to target
closest.distance = dist
closest.target = mob[i]
}
}
}
if (m.crouch && m.onGround) {
b.harpoon(where, null, m.angle, harpoonSize, true, 1.6 * totalCycles, (m.crouch && tech.crouchAmmoCount && (tech.crouchAmmoCount - 1) % 2) ? false : true) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true) {
} else {
b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles)
}
}
m.fireCDcycle = m.cycle + 5 + 35 * b.fireCDscale + 60 * (m.energy < 0.05) + tech.extraHarpoons // cool down is set when harpoon bullet returns to player
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), m.crouch ? 0.015 : 0.035)
player.force.x -= recoil.x
player.force.y -= recoil.y
},
}, {
name: "mine", //10
// description: `toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level<br><strong>1-2</strong> mines per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level<br><strong>${this.ammoPack.toFixed(1)}</strong> mines per ${powerUps.orb.ammo()}`
},
ammo: 0,
ammoPack: 0.77,
defaultAmmoPack: 0.77,
have: false,
nameString(suffix = "") {
if (tech.isFoamMine) {
return `<strong>foam</strong>`
} else if (tech.isSuperMine) {
return `<strong>super ball${suffix}</strong>`
} else {
return `<strong>nail${suffix}</strong>`
}
},
do() {
if (!input.field && m.crouch && !tech.isLaserMine) {
const cycles = 60 //30
const speed = 40
const v = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
} //m.Vy / 2 + removed to make the path less jerky
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
ctx.lineWidth = 2
ctx.beginPath()
for (let i = 1.5, len = 19; i < len + 1; i++) {
const time = cycles * i / len
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
}
ctx.stroke()
}
},
fire() {
if (m.crouch) {
if (tech.isLaserMine) {
const speed = 30
const velocity = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
}
b.laserMine(m.pos, velocity)
m.fireCDcycle = m.cycle + Math.floor(65 * b.fireCDscale); // cool down
} else {
const pos = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
let speed = 36
if (Matter.Query.point(map, pos).length > 0) speed = -2 //don't launch if mine will spawn inside map
b.mine(pos, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }, 0)
m.fireCDcycle = m.cycle + Math.floor(55 * b.fireCDscale); // cool down
}
} else {
const pos = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
let speed = 23
if (Matter.Query.point(map, pos).length > 0) speed = -2 //don't launch if mine will spawn inside map
b.mine(pos, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }, 0)
m.fireCDcycle = m.cycle + Math.floor(35 * b.fireCDscale); // cool down
}
}
},
{
name: "laser", //11
descriptionFunction() {
return `emit a <strong>beam</strong> of collimated coherent <strong class='color-laser'>light</strong><br>reflects off map, <strong class='color-block'>blocks</strong>, and mobs <strong>${(tech.isWideLaser || tech.isPulseLaser) ? 0 : tech.laserReflections}</strong> times<br>costs <strong>${(tech.laserDrain * 6000).toFixed(1)}</strong> <strong class='color-f'>energy</strong> per second and 0 <strong>ammo</strong>`
},
ammo: 0,
ammoPack: Infinity,
defaultAmmoPack: Infinity,
have: false,
charge: 0,
isStuckOn: false,
angle: 0,
isInsideArc(angle) {
const mod = (a, n) => {
return a - Math.floor(a / n) * n
}
let diff = mod(angle - this.angle + Math.PI, 2 * Math.PI) - Math.PI
return Math.abs(diff) < this.arcRange
},
arcRange: 0.78, //1.57,
lensDamage: 1,
lensDamageOn: 0, //set in tech
lens() {
this.stuckOn();
this.angle += 0.03
if (this.isInsideArc(m.angle)) {
this.lensDamage = this.lensDamageOn
ctx.lineWidth = 6 + this.lensDamageOn
} else {
this.lensDamage = 1
ctx.lineWidth = 2
}
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 60, this.angle - this.arcRange, this.angle + this.arcRange);
ctx.strokeStyle = '#fff' //'rgba(255,255,255,0.9)' //'hsl(189, 100%, 95%)'
ctx.stroke();
},
stuckOn() {
if (tech.isStuckOn) {
if (this.isStuckOn) {
if (!input.fire) this.fire();
if (m.energy < tech.laserDrain + 0.06) this.isStuckOn = false
} else if (input.fire) {
this.isStuckOn = true
}
// console.log(this.isStuckOn)
}
},
do() { },
fire() { },
chooseFireMethod() {
this.lensDamage = 1
if (tech.isLaserLens) {
this.do = this.lens
} else {
this.do = this.stuckOn
}
if (tech.isPulseLaser) {
this.fire = () => {
const drain = Math.min(0.9 * m.maxEnergy, 0.01 * (tech.isCapacitor ? 10 : 1) / b.fireCDscale)
if (m.energy > drain && this.charge < 50 * m.maxEnergy) {
m.energy -= drain
this.charge += drain * 100
}
}
if (tech.historyLaser) {
const len = 1 + tech.historyLaser
const spacing = Math.ceil(30 - 2 * tech.historyLaser)
this.do = () => {
if (tech.isLaserLens) this.lens()
if (this.charge > 0) {
//draw charge level
const mag = 4.1 * Math.sqrt(this.charge)
ctx.beginPath();
for (let i = 0; i < len; i++) {
const history = m.history[(m.cycle - i * spacing) % 600]
const off = history.yOff - 24.2859
ctx.moveTo(history.position.x, history.position.y - off);
ctx.ellipse(history.position.x, history.position.y - off, mag, mag * 0.65, history.angle, 0, 2 * Math.PI)
}
ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
ctx.fill();
//fire
if (!input.fire) {
if (this.charge > 5) {
m.fireCDcycle = m.cycle + Math.floor(35 * b.fireCDscale); // cool down
for (let i = 0; i < len; i++) {
const history = m.history[(m.cycle - i * spacing) % 600]
const off = history.yOff - 24.2859
b.pulse(1.65 * this.charge * this.lensDamage, history.angle, {
x: history.position.x,
y: history.position.y - off
})
}
}
this.charge = 0;
}
}
};
} else {
this.do = () => {
if (tech.isLaserLens) this.lens()
if (this.charge > 0) {
//draw charge level
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
ctx.fill();
//fire
if (!input.fire) {
if (this.charge > 5) {
m.fireCDcycle = m.cycle + Math.floor(35 * b.fireCDscale); // cool down
if (tech.beamSplitter) {
const divergence = m.crouch ? 0.15 : 0.35
const angle = m.angle - tech.beamSplitter * divergence / 2
for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
} else {
b.pulse(1.8 * this.charge * this.lensDamage, m.angle)
}
}
this.charge = 0;
}
}
};
}
} else if (tech.beamSplitter) {
this.fire = this.fireSplit
} else if (tech.historyLaser) {
this.fire = this.fireHistory
} else if (tech.isWideLaser) {
this.fire = this.fireWideBeam
} else {
this.fire = this.fireLaser
}
// this.fire = this.firePhoton
},
fireLaser() {
const drain = tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {
m.fireCDcycle = m.cycle
m.energy -= drain
const where = { x: m.pos.x + 20 * Math.cos(m.angle), y: m.pos.y + 20 * Math.sin(m.angle) }
b.laser(where, {
x: where.x + 5000 * Math.cos(m.angle),
y: where.y + 5000 * Math.sin(m.angle)
}, tech.laserDamage / b.fireCDscale * this.lensDamage);
}
},
firePulse() { },
fireSplit() {
const drain = tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {
m.fireCDcycle = m.cycle
m.energy -= drain
// const divergence = m.crouch ? 0.15 : 0.2
// const scale = Math.pow(0.9, tech.beamSplitter)
// const pushScale = scale * scale
let dmg = tech.laserDamage / b.fireCDscale * this.lensDamage // * scale //Math.pow(0.9, tech.laserDamage)
const where = { x: m.pos.x + 20 * Math.cos(m.angle), y: m.pos.y + 20 * Math.sin(m.angle) }
const divergence = m.crouch ? 0.15 : 0.35
const angle = m.angle - tech.beamSplitter * divergence / 2
for (let i = 0; i < 1 + tech.beamSplitter; i++) {
b.laser(where, {
x: where.x + 3000 * Math.cos(angle + i * divergence),
y: where.y + 3000 * Math.sin(angle + i * divergence)
}, dmg, tech.laserReflections, false)
}
}
},
fireWideBeam() {
const drain = tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {
m.fireCDcycle = m.cycle
m.energy -= drain
const range = {
x: 5000 * Math.cos(m.angle),
y: 5000 * Math.sin(m.angle)
}
const rangeOffPlus = {
x: 7.5 * Math.cos(m.angle + Math.PI / 2),
y: 7.5 * Math.sin(m.angle + Math.PI / 2)
}
const rangeOffMinus = {
x: 7.5 * Math.cos(m.angle - Math.PI / 2),
y: 7.5 * Math.sin(m.angle - Math.PI / 2)
}
const dmg = 0.70 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const eye = {
x: m.pos.x + 15 * Math.cos(m.angle),
y: m.pos.y + 15 * Math.sin(m.angle)
}
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 8
ctx.globalAlpha = 0.5;
ctx.beginPath();
if (Matter.Query.ray(map, eye, where).length === 0 && Matter.Query.ray(body, eye, where).length === 0) {
b.laser(eye, {
x: eye.x + range.x,
y: eye.y + range.y
}, dmg, 0, true, 0.3)
}
for (let i = 1; i < tech.wideLaser; i++) {
let whereOff = Vector.add(where, {
x: i * rangeOffPlus.x,
y: i * rangeOffPlus.y
})
if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
ctx.moveTo(eye.x, eye.y)
ctx.lineTo(whereOff.x, whereOff.y)
b.laser(whereOff, {
x: whereOff.x + range.x,
y: whereOff.y + range.y
}, dmg, 0, true, 0.3)
}
whereOff = Vector.add(where, {
x: i * rangeOffMinus.x,
y: i * rangeOffMinus.y
})
if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
ctx.moveTo(eye.x, eye.y)
ctx.lineTo(whereOff.x, whereOff.y)
b.laser(whereOff, {
x: whereOff.x + range.x,
y: whereOff.y + range.y
}, dmg, 0, true, 0.3)
}
}
ctx.stroke();
if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
ctx.lineWidth = 20 + 3 * b.guns[11].lensDamageOn
ctx.globalAlpha = 0.3
ctx.stroke();
}
ctx.globalAlpha = 1;
}
},
fireHistory() {
drain = tech.laserDrain / b.fireCDscale
if (m.energy < drain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
} else {
m.fireCDcycle = m.cycle
m.energy -= drain
const dmg = tech.laserDamage / b.fireCDscale * this.lensDamage
const spacing = Math.ceil(23 - tech.historyLaser)
ctx.beginPath();
b.laser({
x: m.pos.x + 20 * Math.cos(m.angle),
y: m.pos.y + 20 * Math.sin(m.angle)
}, {
x: m.pos.x + 3000 * Math.cos(m.angle),
y: m.pos.y + 3000 * Math.sin(m.angle)
}, dmg);
for (let i = 1, len = 1 + tech.historyLaser; i < len; i++) {
const history = m.history[(m.cycle - i * spacing) % 600]
const off = history.yOff - 24.2859 + 2 * i
// ctx.globalAlpha = 0.13
b.laser({
x: history.position.x + 20 * Math.cos(history.angle),
y: history.position.y + 20 * Math.sin(history.angle) - off
}, {
x: history.position.x + 3000 * Math.cos(history.angle),
y: history.position.y + 3000 * Math.sin(history.angle) - off
}, 0.7 * dmg, tech.laserReflections, true);
}
// ctx.globalAlpha = 1
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 1
ctx.stroke();
if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 10 + 2 * b.guns[11].lensDamageOn
ctx.globalAlpha = 0.2
ctx.stroke(); //glow
ctx.globalAlpha = 1;
}
}
},
},
],
};