Files
n-gon-improved/js/bullet.js
landgreen 1752453c1d favicon
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heal power up overheals don't consume the entire heal power up

accretion works with all fields except wormhole
  (only because wormhole eat up heals so it's bad)
  spawns 6 -> 3 heals

pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity  0.1% -> 0.15% energy per energy  (10->15% damage at 100 energy)

a few more images
bug fixes
2023-03-31 07:32:38 -07:00

8036 lines
421 KiB
JavaScript

let bullet = [];
const b = {
// dmgScale: null, //scales all damage, but not raw .dmg //set in levels.setDifficulty
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) {
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) {
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) {
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) {
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--;
simulation.updateGunHUD();
}
tech.crouchAmmoCount++ //makes the no ammo toggle off and on
} else {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
},
outOfAmmo() { //triggers after firing when you have NO ammo
simulation.makeTextLog(`${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) {
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 = 10) {
if (tech.ammoCap) ammoPacks = 0.45 * tech.ammoCap
if (tech.isOneGun) b.removeAllGuns();
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].isNonRefundable && !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)
tech.giveTech(gunTechPool[index]) // choose from the gun pool
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`)
} 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();
},
removeAllGuns() {
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;
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: m.Vx / 2 + speed * Math.cos(dir),
y: m.Vy / 2 + 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 *= 0.5
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.82, Math.max(0, b.inventory.length - 1))
if (tech.isFireMoveLock) b.fireCDscale *= 0.55
},
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 + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * 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 ? 0.66 : 1) * (tech.isExplodeRadio ? 1.25 : 1)
},
explosion(where, radius, color = "rgba(255,25,0,0.6)") { // typically explode is used for some bullets with .onEnd
radius *= tech.explosiveRadius
let dist, sub, 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 *= 0.66
dmg *= 1.66
}
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 ? 0.63 : 0.45) * (tech.isRadioactiveResistance ? 0.25 : 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 ? 0.25 : 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) {
sub = Vector.sub(where, player.position);
dist = Vector.magnitude(sub);
if (dist < radius) {
if (simulation.dmgScale) {
const harm = tech.isExplosionHarm ? 0.07 : 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));
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));
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)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
// if (tech.isPulseAim && !m.crouch) { //find mobs in line of sight
// let dist = 2200
// for (let i = 0, len = mob.length; i < len; i++) {
// const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
// if (
// explosionRadius < newDist &&
// newDist < dist &&
// !mob[i].isBadTarget &&
// Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
// Matter.Query.ray(body, path[0], mob[i].position).length === 0 &&
// !mob[i].isInvulnerable
// ) {
// dist = newDist
// best.who = mob[i]
// path[path.length - 1] = mob[i].position
// }
// }
// }
if (!best.who) {
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
}
}
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())
});
}
},
// photon(where, angle = m.angle) {
// let best;
// const path = [{
// x: m.pos.x + 20 * Math.cos(angle),
// y: m.pos.y + 20 * Math.sin(angle)
// },
// {
// x: m.pos.x + range * Math.cos(angle),
// y: m.pos.y + range * Math.sin(angle)
// }
// ];
// const vertexCollision = function(v1, v1End, domain) {
// for (let i = 0; i < domain.length; ++i) {
// let vertices = domain[i].vertices;
// const len = vertices.length - 1;
// for (let j = 0; j < len; j++) {
// results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// //check for collisions
// best = {
// x: null,
// y: null,
// dist2: Infinity,
// who: null,
// v1: null,
// v2: null
// };
// if (tech.isPulseAim) { //find mobs in line of sight
// let dist = 2200
// for (let i = 0, len = mob.length; i < len; i++) {
// const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
// if (explosionRadius < newDist &&
// newDist < dist &&
// Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
// Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
// dist = newDist
// best.who = mob[i]
// path[path.length - 1] = mob[i].position
// }
// }
// }
// if (!best.who) {
// vertexCollision(path[0], path[1], mob);
// vertexCollision(path[0], path[1], map);
// vertexCollision(path[0], path[1], body);
// if (best.dist2 != Infinity) { //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// }
// }
// if (best.who) b.explosion(path[1], explosionRadius)
// //draw laser beam
// ctx.beginPath();
// ctx.moveTo(path[0].x, path[0].y);
// ctx.lineTo(path[1].x, path[1].y);
// ctx.strokeStyle = "rgba(255,0,0,0.13)"
// ctx.lineWidth = 60 * energy / 0.2
// ctx.stroke();
// ctx.strokeStyle = "rgba(255,0,0,0.2)"
// ctx.lineWidth = 18
// ctx.stroke();
// ctx.strokeStyle = "#f00";
// ctx.lineWidth = 4
// ctx.stroke();
// //draw little dots along the laser path
// const sub = Vector.sub(path[1], path[0])
// const mag = Vector.magnitude(sub)
// for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
// const dist = Math.random()
// simulation.drawList.push({
// x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
// y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
// radius: 1 + 4 * Math.random(),
// color: "rgba(255,0,0,0.5)",
// time: Math.floor(2 + 33 * Math.random() * Math.random())
// });
// }
// },
fireworks(where, size) { //can occur after grenades detonate
const cycle = () => {
if (m.alive) {
if (simulation.paused || m.isBodiesAsleep) {
requestAnimationFrame(cycle)
} else {
count++
if (count < 110) requestAnimationFrame(cycle);
if (!(count % 10)) {
const unit = Vector.rotate({
x: 1,
y: 0
}, 6.28 * Math.random())
b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.01 + 0.02 * Math.random()))), size * (0.4 + Math.random() * 0.35), `hsla(${360 * Math.random()},100%,66%,0.6)`); //makes bullet do explosive damage at end
}
}
}
}
let count = 7
requestAnimationFrame(cycle);
},
starburst(where, size) { //can occur after grenades detonate
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
const cycle = () => {
if (m.alive) {
if (simulation.paused || m.isBodiesAsleep) {
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); //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.isBodiesAsleep) {
requestAnimationFrame(cycle)
} else {
if (count < 30 && m.alive) requestAnimationFrame(cycle);
if (count === 0) {
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
b.explosion(where, size * 0.8, color);
}
if (count === 8) {
const color = `hsla(${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); //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); //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.fireworks(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: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
});
bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.isBulletsLastLonger;
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: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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.isBulletsLastLonger;
if (m.crouch) {
speed += 9
bullet[me].endCycle += 20;
}
Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + 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.isBulletsLastLonger
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: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + 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, 0.5, 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 * 0.25 : 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 * 0.25 : 0.00016) * tech.radioactiveDamage) //0.00015
}
}
//aoe damage to mobs
let dmg = m.dmgScale * 0.11 * 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 *= 0.25 //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()
}
}
}
},
// dart(where, angle = m.angle, size = 0.8) {
// //find a target
// const closest = {
// score: 10000,
// position: null
// }
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
// const dot = Vector.dot({ x: Math.cos(angle), y: Math.sin(angle) }, Vector.normalise(Vector.sub(mob[i].position, where))) //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.score && ((dist > 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target
// if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target
// closest.score = dist
// closest.position = mob[i].position
// }
// }
// }
// if (!closest.position) {
// // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
// closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
// }
// const me = bullet.length;
// bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], {
// cycle: 0,
// angle: angle,
// friction: 1,
// frictionAir: 0.15,
// thrustMag: 0.03,
// turnRate: 0.15, //0.015
// drawStringControlMagnitude: 3000 + 5000 * Math.random(),
// drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
// dmg: 7, //damage done in addition to the damage from momentum
// classType: "bullet",
// endCycle: simulation.cycle + 120,
// collisionFilter: {
// category: cat.bullet,
// mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
// },
// minDmgSpeed: 0,
// lookFrequency: Math.floor(7 + Math.random() * 3),
// density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
// 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 + 1.5 * Math.random()))
// this.endCycle = 0;
// }
// if (!who.isBadTarget) {
// this.frictionAir = 0.01
// this.do = this.doNoTargeting
// }
// },
// onEnd() {},
// doNoTargeting: function() {
// // this.force.y += this.mass * 0.001;
// 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 = () => {
// // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
// }
// }
// },
// do() {
// this.cycle++
// // if (this.cycle > 40) {
// // this.frictionAir = 0.003
// // this.do = this.doNoTargeting
// // }
// // if (closest.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, closest.position));
// const cross = Vector.cross(vectorGoal, face)
// if (cross > 0.01) {
// Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
// } else if (cross < 0.01) {
// Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
// }
// this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
// this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
// // }
// 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 = this.doNoTargeting
// }
// // else if (!(this.cycle % 2)) { //look for a target if you don't have one
// // simulation.drawList.push({ //add dmg to draw queue
// // x: this.position.x,
// // y: this.position.y,
// // radius: 10,
// // color: simulation.mobDmgColor,
// // time: simulation.drawTime
// // });
// // let closest = {
// // distance: 2000,
// // target: null
// // }
// // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
// // 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 && //check for map in Line of sight
// // Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors
// // ) {
// // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
// // if (dist < closest.distance) {
// // closest.distance = dist
// // closest.target = mob[i]
// // }
// // }
// // }
// // if (closest.target) {
// // target = closest.target
// // this.turnRate = 0.05
// // this.frictionAir = 0.8
// // }
// // }
// },
// });
// Matter.Body.setVelocity(bullet[me], {
// x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
// y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
// });
// // if (!closest.target) {
// // bullet[me].frictionAir = 0.002
// // bullet[me].do = bullet[me].doNoTargeting
// // }
// Composite.add(engine.world, bullet[me]); //add bullet to world
// },
grapple(where, angle = m.angle, harpoonSize = 1) {
const me = bullet.length;
const returnRadius = 100 * Math.sqrt(harpoonSize)
bullet[me] = Bodies.fromVertices(where.x, where.y, [{
x: -50 * harpoonSize,
y: 2 * harpoonSize,
index: 0,
isInternal: false
}, {
x: -50 * harpoonSize,
y: -2 * harpoonSize,
index: 1,
isInternal: false
}, {
x: 45 * harpoonSize,
y: -3 * harpoonSize,
index: 2,
isInternal: false
}, {
x: 50 * harpoonSize,
y: 0,
index: 3,
isInternal: false
}, {
x: 45 * harpoonSize,
y: 3 * harpoonSize,
index: 4,
isInternal: false
}], {
angle: angle,
friction: 1,
frictionAir: 0.4,
thrustMag: 0.1,
dmg: 6, //damage done in addition to the damage from momentum
classType: "bullet",
endCycle: simulation.cycle + 70,
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: tech.harpoonDensity, //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
drain: tech.isRailEnergy ? 0.0006 : 0.006,
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 (tech.isFoamBall) {
for (let i = 0, len = 4 * this.mass; i < len; i++) {
const radius = 5 + 8 * 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;
}
},
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.harpoonDensity = 0.004 * 6 //0.005 is normal
} else {
this.dropCaughtPowerUp()
}
} else {
this.dropCaughtPowerUp()
}
},
draw() {
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 controlPoint = Vector.add(where, Vector.mult(sub, -0.5))
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 harpoon spikes
const spikeLength = 2
ctx.beginPath();
const spike1 = Vector.add(this.vertices[1], Vector.mult(Vector.sub(this.vertices[1], this.vertices[2]), spikeLength))
ctx.moveTo(this.vertices[2].x, this.vertices[2].y);
ctx.lineTo(spike1.x, spike1.y);
ctx.lineTo(this.vertices[3].x, this.vertices[3].y);
const spike2 = Vector.add(this.vertices[3], Vector.mult(Vector.sub(this.vertices[3], this.vertices[2]), spikeLength))
ctx.moveTo(this.vertices[2].x, this.vertices[2].y);
ctx.lineTo(spike2.x, spike2.y);
ctx.lineTo(this.vertices[1].x, this.vertices[1].y);
ctx.fillStyle = '#000'
ctx.fill();
},
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 + 120; //fire cooldown
// } else if (m.cycle + 15 * b.fireCDscale < m.fireCDcycle) {
// m.fireCDcycle = m.cycle + 15 * b.fireCDscale //lower cd to 25 if it is above 25
// }
if (m.energy < 0.05) this.dropCaughtPowerUp()
//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
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") {
// b.guns[i].ammo++;
// simulation.updateGunHUD();
// break;
// }
// }
} else {
if (m.energy > this.drain) m.energy -= this.drain
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 * this.thrustMag * this.mass)
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) {
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
break //just pull 1 power up if possible
}
}
}
}
},
do() {
if (input.fire) { //&& !Matter.Query.collides(this, body).length
this.grabPowerUp()
if (this.endCycle < simulation.cycle + 1) { //if at end of lifespan, but player is holding down fire, force retraction
this.endCycle = simulation.cycle + 60
// m.fireCDcycle = m.cycle + 120 // cool down
this.do = this.returnToPlayer
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 = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
}
} else {
//if not enough energy
if (m.energy < 0.05) this.dropCaughtPowerUp()
// const returnForce = Vector.mult(Vector.normalise(Vector.sub(this.position, m.pos)), 3 * this.thrustMag * this.mass)
// this.force.x -= returnForce.x
// this.force.y -= returnForce.y
// this.frictionAir = 0.002
// this.do = () => {
// if (this.speed < 20) this.force.y += 0.0005 * this.mass;
// }
// } else {
//return to player
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 = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
//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
// }
}
//grappling hook
if (input.fire && 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) {
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
Matter.Sleeping.set(this, true)
this.endCycle = simulation.cycle + 5
this.dropCaughtPowerUp()
this.do = () => {
//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.fire) {
// m.fireCDcycle = m.cycle + 30; // cool down if out of energy
m.fireCDcycle = m.cycle + 5 + 40 * b.fireCDscale + 60 * (m.energy < 0.05)
this.endCycle = simulation.cycle + 10
if (m.crouch) { //down
dist = 0
player.force.y += 5 * player.mass * simulation.g;
}
if (m.energy > this.drain) {
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.8,
y: player.velocity.y * 0.8
});
const pull = Vector.mult(Vector.normalise(sub), 0.0008 * Math.min(Math.max(15, dist), 200))
player.force.x += pull.x
player.force.y += pull.y
if (dist > 500) {
m.energy -= this.drain
if (m.energy < 0) {
this.endCycle = 0;
if (m.cycle + 50 < m.fireCDcycle) m.fireCDcycle = m.cycle + 50
// refund ammo
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;
// }
// }
}
}
}
if (tech.isImmuneGrapple && m.immuneCycle < m.cycle + 10) {
m.immuneCycle = m.cycle + 10;
if (m.energy > 0.001) {
m.energy -= 0.001
} else { //out of energy
Matter.Sleeping.set(this, false)
this.collisionFilter.category = 0
this.collisionFilter.mask = 0
this.do = this.returnToPlayer
this.endCycle = simulation.cycle + 60
m.fireCDcycle = m.cycle + 120; //fire cooldown
//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
}
}
} else {
Matter.Sleeping.set(this, false)
this.collisionFilter.category = 0
this.collisionFilter.mask = 0
this.do = this.returnToPlayer
this.endCycle = simulation.cycle + 60
//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
}
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 ? 0.0006 : 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
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) {
for (let i = 0, len = Math.min(50, 3 + 4 * Math.sqrt(this.mass)); i < len; i++) {
const radius = 5 + 8 * 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)
}
}
},
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.harpoonDensity = 0.004 * 6 //0.006 is normal
} else {
this.dropCaughtPowerUp()
}
} else {
this.dropCaughtPowerUp()
}
},
drawToggleHarpoon() {
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 = 100;
ctx.lineWidth = 60;
ctx.strokeStyle = "rgba(0,255,255,0.25)";
ctx.stroke();
ctx.lineWidth = 20;
ctx.strokeStyle = "rgb(0,255,255)";
ctx.stroke();
ctx.lineJoin = "round"
ctx.miterLimit = 10
ctx.sillStyle = "#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++;
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) {
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: m.Vx / 2 + 600 * thrust * Math.cos(bullet[me].angle),
y: m.Vy / 2 + 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 && bullet[me].density > 0.01) {
if (isReturn) {
bullet[me].draw = function () {
this.drawToggleHarpoon()
this.drawString()
}
} else {
bullet[me].draw = function () {
this.drawToggleHarpoon()
}
}
} 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.isBulletsLastLonger + 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: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + 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 best;
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)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
if (best.who.alive) {
const dmg = 0.9 * 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])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
if (best.who.speed > 4) {
Matter.Body.setVelocity(best.who, { //friction
x: best.who.velocity.x * 0.9,
y: best.who.velocity.y * 0.9
});
}
//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 vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function () {
best = {
x: 1,
y: 1,
dist2: Infinity,
who: null,
v1: 1,
v2: 1
};
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function () {
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 < 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, true, 2.2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
}
}
},
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 &&
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, false, 2.3) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
}
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 * (tech.isJunkDNA ? 1 + 0.53 * tech.junkCount : 1),
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.isBulletsLastLonger),
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 (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.isBulletsLastLonger), this.endCycle + 180 + Math.floor(60 * Math.random())) //simulation.cycle + Math.floor(420 * tech.isBulletsLastLonger)
}
}
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) * (tech.isJunkDNA ? 1 + 0.53 * tech.junkCount : 1), //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.isBulletsLastLonger),
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) {
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();
}
},
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 - 0.12 / tech.isBulletsLastLonger
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.isBulletsLastLonger + 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 (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
setTimeout(() => {
if (!who.alive) m.energy += tech.iceEnergy * 0.8
}, 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);
// Matter.Body.setVelocity(bullet[me], {
// x: m.Vx / 2 + speed * Math.cos(dir),
// y: m.Vy / 2 + speed * Math.sin(dir)
// });
},
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.isBulletsLastLonger + 360 * 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 ? 2.9 : 1) * (tech.isJunkDNA ? 1 + 0.53 * tech.junkCount : 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.endCycle -= 180
this.cd = simulation.cycle + this.delay;
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
}
},
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 + 0.4 * (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.isBulletsLastLonger * 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 (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 * 0.1 + 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 && b.inventory.length && b.activeGun === 7 && b.guns[b.activeGun].ammo > 0 && mob.length) {
b.drone({
x: this.position.x,
y: this.position.y
}, 0)
if (Math.random() < 0.2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
}
},
do() {
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);
} else {
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 &&
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
//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.isBulletsLastLonger
}
break;
}
}
} else {
//look for power ups to lock onto
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
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.isBulletsLastLonger
// 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.isBulletsLastLonger / 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 && b.inventory.length && b.activeGun === 7 && b.guns[b.activeGun].ammo > 0 && mob.length) {
b.droneRadioactive({
x: this.position.x,
y: this.position.y
}, 0)
if (Math.random() < 0.2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
}
},
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 ? 0.00005 : 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 &&
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
//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.isBulletsLastLonger
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 (
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
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.isBulletsLastLonger
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 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 + 0.00055 * tech.isSuperHarm);
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 * 0.001;
if (Matter.Query.collides(this, [player]).length) {
this.endCycle = 0
// let dmg = 0.015 * this.mass * tech.isSuperHarm
// m.damage(dmg);
const drain = m.energy * 0.25
m.energy -= drain
// simulation.drawList.push({ //add dmg to draw queue
// x: this.position.x,
// y: this.position.y,
// radius: radius * 3,
// color: "hsla(194, 100%, 43%,0.2)",
// time: 7
// });
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 {
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
}
bullet[me].beforeDmg = function (who) {
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 = 5 + 8 * 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, (0.0008 + 0.0009 * tech.isSuperHarm) * 1.33); //50% 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
},
// plasmaBall(position, velocity, radius) {
// // 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: 0, //damage done over time
// scale: 1 - 0.006 / tech.isBulletsLastLonger,
// classType: "bullet",
// collisionFilter: {
// category: cat.bullet,
// mask: 0 //cat.mob | cat.mobBullet // cat.map | cat.body | cat.mob | cat.mobShield
// },
// minDmgSpeed: 0,
// endCycle: Infinity,
// count: 0,
// radius: radius,
// portFrequency: 5 + 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
// }
// },
// 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 > 8) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.98))
// } else {
// if (this.target.speed > 4) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.95))
// }
// 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.isBulletsLastLonger //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
// 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 or blocks
// const slow = 0.85
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * slow,
// y: this.velocity.y * slow
// });
// const SCALE = 0.96
// 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) {
// const slow = 0.9
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * slow,
// y: this.velocity.y * slow
// });
// const SCALE = 0.96
// 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++) {
// if (!mob[i].isBadTarget && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * 0.004)
// const slow = 0.9
// 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 = 15 * 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);
// },
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.isBulletsLastLonger * (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.isBulletsLastLonger //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++) {
if (
!mob[i].isBadTarget &&
Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 &&
mob[i].alive &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
!mob[i].isInvulnerable
) {
this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * 0.004)
const slow = 0.9
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, isRandomAim = true, 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 if (isRandomAim) { // 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 + 60 + 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: m.Vx / 2 + SPEED * Math.cos(angle),
y: m.Vy / 2 + 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.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
},
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.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.laserBotCount = 0
tech.nailBotCount = 0
tech.foamBotCount = 0
tech.boomBotCount = 0
tech.orbitBotCount = 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)
}, false)
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)
}, false)
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)
}, false)
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)
}, false)
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)
}, false)
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)
}, false)
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)
}, false)
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)
}, false)
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 scrap 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.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() < 0.166 && 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++;
}
} else { //else don't match scrap bot to upgrade
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() {
//reorder orbital bot positions around a circle
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, 20)
bullet[i].followDelay = (step * count) % 600
}
}
},
dynamoBot(position = player.position, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.dynamoBot()`);
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,
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 += 0.115
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 += 0.035
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
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)
}, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.nailBot()`);
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 ? 20 : 100) * b.fireCDscale),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 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 * 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 = 55
b.nail(this.position, Vector.mult(unit, SPEED))
this.force = Vector.mult(unit, -0.018 * this.mass)
} else {
const SPEED = 40
b.nail(this.position, Vector.mult(unit, SPEED))
this.force = Vector.mult(unit, -0.01 * 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)
}, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.missileBot()`);
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: 27 + Math.ceil(6 * Math.random()),
cd: 0,
delay: Math.floor(65 * b.fireCDscale),
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 = 0.9 * 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, 0.9)
}
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) }, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.foamBot()`);
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,
delay: Math.floor((175 + (tech.isFoamBotUpgrade ? 0 : 250)) * b.fireCDscale),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(), //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 + 6 * 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 < 1700000 && !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()
}
// 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
// //&& !(simulation.cycle % this.lookFrequency)
// if (this.cd < simulation.cycle && !m.isCloak) {
// let target
// for (let i = 0, len = mob.length; i < len; i++) {
// const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
// if (dist2 < 2000000 && !mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
// this.fireCount++
// if (this.fireCount > 5) {
// this.fireCount = 0
// this.cd = simulation.cycle + this.delay;
// } else {
// // this.cd = simulation.cycle + 1;
// }
// target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist2) / 60))
// const radius = 6 + 7 * 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(target, this.position)), SPEED)
// b.foam(this.position, velocity, radius + 7.5 * this.isUpgraded)
// //recoil
// // const force = Vector.mult(Vector.normalise(velocity), 0.005 * this.mass * (tech.isFoamCavitation ? 2 : 1))
// const force = Vector.mult(velocity, 0.0003 * this.mass * (tech.isFoamCavitation ? 2 : 1))
// this.force.x -= force.x
// this.force.y -= force.y
// break;
// }
// }
// }
// }
}
})
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)
}, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.laserBot()`);
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: (700 + 500 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,// laser bot will not attack if the player is below this energy
drain: (0.57 - 0.45 * tech.isLaserBotUpgrade) * 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() < 0.15) {
const range = 110 + 4 * b.totalBots()
this.offPlayer = {
x: range * (Math.random() - 0.5),
y: range * (Math.random() - 0.5) - 20,
}
}
}
//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
let best = {
x: 1,
y: 1,
dist2: Infinity,
who: null,
v1: 1,
v2: 1
};
const path = [{
x: this.vertices[0].x,
y: this.vertices[0].y
}, {
x: this.lockedOn.position.x,
y: this.lockedOn.position.y
}];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function () {
best = {
x: 1,
y: 1,
dist2: Infinity,
who: null,
v1: 1,
v2: 1
};
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function () {
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)
}, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.boomBot()`);
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()) - 13 * tech.isBoomBotUpgrade,
acceleration: 0.005 * (1 + 0.5 * Math.random()),
attackAcceleration: 0.012 + 0.006 * tech.isBoomBotUpgrade,
range: 500 * (1 + 0.1 * Math.random()) + 350 * tech.isBoomBotUpgrade,
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)
}, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.plasmaBot()`);
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 -= 0.00135 //0.004; //normal plasma field is 0.00008 + m.fieldRegen = 0.00108
// if (m.energy < 0) {
// m.fieldCDcycle = m.cycle + 120;
// m.energy = 0;
// }
//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
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
if (best.who.alive) {
const dmg = 0.75 * 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])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
if (best.who.speed > 3) {
Matter.Body.setVelocity(best.who, { //friction
x: best.who.velocity.x * 0.7,
y: best.who.velocity.y * 0.7
});
}
//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, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.orbitBot()`);
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,
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) totalOrbitalBots++
}
let index = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit' && bullet[i] !== this) {
bullet[i].phase = (index / totalOrbitalBots) * 2 * Math.PI
index++
}
}
},
range: 190 + 130 * tech.isOrbitBotUpgrade, //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 = 33
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) //*1.1
}
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') totalOrbitalBots++
}
let index = 0
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') {
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 fire a stream of <strong>nails</strong><br><strong><em>delay</em></strong> after firing <strong>decreases</strong> as you shoot",
ammo: 0,
ammoPack: 60,
defaultAmmoPack: 60,
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.isBodiesAsleep) {
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.isBodiesAsleep) {
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: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + 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>",
ammo: 0,
ammoPack: 3.5,
defaultAmmoPack: 3.5,
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 + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5), m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5), 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.isBulletsLastLonger
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.isBulletsLastLonger
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, 360 + (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.isBulletsLastLonger + 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, 150 * (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: SPEED * Math.cos(angle),
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
description: "fire <strong>3</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 9,
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
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 = 1 + 3 + Math.floor(tech.extraSuperBalls * Math.random()) //1 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 a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
ammo: 0,
ammoPack: 115,
defaultAmmoPack: 115,
have: false,
wavePacketCycle: 0,
delay: 40,
propagationRate: 20,
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.isBodiesAsleep) {
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 700 * Math.sqrt(tech.isBulletsLastLonger) * Math.pow(0.93, tech.waveReflections) // / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
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,
reflection: 1,
expanding: true,
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 * this.waves[i].expanding //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[i].expanding = -1
this.waves[i].reflection--
if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
} else if (this.waves[i].radius < 25) {
this.waves[i].expanding = 1
this.waves[i].reflection--
if (this.waves[i].reflection < 1) 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,
reflection: tech.waveReflections,
expanding: true,
resonanceCount: 0 //used with tech.isPhononWave
})
},
doLongitudinal() {
if (!m.isBodiesAsleep) {
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
// const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
const end = 1100 * tech.isBulletsLastLonger * Math.pow(0.93, tech.waveReflections) //should equal about 1767
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, { //friction
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 && (!who.alive || this.waves.length < 30 + 30 * Math.random()) && m.fireCDcycle < m.cycle) { //
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,
reflection: 1,
expanding: 1,
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; j < hits.length; j++) {
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)
}
}
// ctx.stroke(); //draw vibes
this.waves[i].radius += tech.waveBeamSpeed * 1.8 * this.waves[i].expanding //expand / move
if (this.waves[i].radius > end - 30 * this.waves[i].resonanceCount) {
this.waves[i].expanding = -1
this.waves[i].reflection--
if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
} else if (this.waves[i].radius < 25) {
this.waves[i].expanding = 1
this.waves[i].reflection--
if (this.waves[i].reflection < 1) 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
// 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) })
// }
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,
reflection: tech.waveReflections,
expanding: 1,
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.isBulletsLastLonger / 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 = 0.1
let waveSpeedBody = 0.25
if (tech.isPhaseVelocity) {
waveSpeedMap = 3.5
waveSpeedBody = 2
bullet[me].dmg *= 1.4
}
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",
ammo: 0,
ammoPack: 5,
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.isBodiesAsleep) && 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",
ammo: 0,
ammoPack: 7,
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: "fire 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",
ammo: 0,
ammoPack: 2.6,
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 + 4 * 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() < 0.5) {
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", //crashes reduce their <strong>lifespan</strong> by 1 second
ammo: 0,
ammoPack: 16,
defaultAmmoPack: 16,
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(50 * 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) + 10 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5)
}, 55)
m.fireCDcycle = m.cycle + Math.floor(10 * 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)
}, 20)
m.fireCDcycle = m.cycle + Math.floor(5 * b.fireCDscale); // cool down
}
}
}
},
{
name: "foam", //8
description: "spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time",
ammo: 0,
ammoPack: 24,
have: false,
charge: 0,
isDischarge: false,
knockBack: 0.0005, //set in tech: cavitation
applyKnock(velocity) {
player.force.x -= this.knockBack * velocity.x
player.force.y -= 2 * 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: SPEED * Math.cos(dir),
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: SPEED * Math.cos(dir),
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: SPEED * Math.cos(dir),
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)
}
// if (tech.foamFutureFire) {
// simulation.drawList.push({ //add dmg to draw queue
// x: position.x,
// y: position.y,
// radius: 5,
// color: "rgba(0,50,50,0.3)",
// time: 15 * tech.foamFutureFire
// });
// setTimeout(() => {
// if (!simulation.paused) {
// b.foam(position, Vector.rotate(velocity, spread), radius)
// bullet[bullet.length - 1].damage *= (1 + 0.7 * tech.foamFutureFire)
// }
// }, 210 * tech.foamFutureFire);
// } else {
// }
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: "fire 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",
ammo: 0,
ammoPack: 1.7, //update this in railgun tech
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 ? 0.0002 : 0.002)
//exit railgun charging without firing
if (m.energy < DRAIN) {
// m.energy += 0.025 + this.charge * 22 * this.drain
// m.energy -= this.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)) {
// tech.harpoonDensity = 0.0065 //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
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
// tech.harpoonDensity = 0.0065 //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * 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
tech.harpoonDensity = 0.004 //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
}
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)
}
tech.harpoonDensity = 0.004 //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
}
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", //fires <strong>nails</strong> at mobs within range
ammo: 0,
ammoPack: 1.7,
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
description: "emit a <strong>beam</strong> of collimated coherent <strong class='color-laser'>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
ammo: 0,
ammoPack: 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 += 0.02
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();
// const a = { x: radius * Math.cos(this.angle + this.arcRange), y: radius * Math.sin(this.angle + this.arcRange) }
// const b = Vector.add(m.pos, a)
// ctx.lineTo(b.x, b.y)
// ctx.fillStyle = '#fff'
// ctx.fill()
},
stuckOn() {
if (tech.isStuckOn) {
if (this.isStuckOn) {
if (!input.fire) this.fire();
if (m.energy < tech.laserDrain) this.isStuckOn = false
} else if (input.fire) {
this.isStuckOn = true
}
}
},
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 = 0.001 + 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 + 3000 * Math.cos(m.angle),
y: where.y + 3000 * Math.sin(m.angle)
}, tech.laserDamage / b.fireCDscale * this.lensDamage);
}
},
firePulse() { },
fireSplit() {
const drain = 0.001 + 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 = 0.001 + 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 = 0.001 + 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 = 0.5 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
const spacing = Math.ceil(10 - 0.4 * 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, 0, true, 0.2);
for (let i = 1, len = 3 + tech.historyLaser * 3; i < len; i++) {
const history = m.history[(m.cycle - i * spacing) % 600]
const off = history.yOff - 24.2859
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
}, dmg, 0, true, 0.2);
}
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;
}
}
},
},
],
};