Files
n-gon-improved/js/bullets.js
landgreen 42b2cde9a2 shields are
shields are more rare, but much stronger, negative mass field is combined with Gauss rifle mod, negative mass field moves player faster, new mod piezoelectric plating,You may now choose to cancel the power up selection screen.  (no recursive mods in custon yet, it's an annoying UI rewrite)
2020-01-03 09:29:25 -08:00

2685 lines
108 KiB
JavaScript

let bullet = [];
const b = {
dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //set in levels.setDifficulty
gravity: 0.0006, //most other bodies have gravity = 0.001
//variables use for gun mod upgrades
modCount: null,
modFireRate: null,
modExplosionRadius: null,
modBulletSize: null,
modEnergySiphon: null,
modHealthDrain: null,
modNoAmmo: null,
isModBulletsLastLonger: null,
isModImmortal: null,
modSpores: null,
isModImmuneExplosion: null,
isModDroneOnDamage: null,
modExtraDmg: null,
annihilation: null,
modRecursiveHealing: null,
modSquirrelFx: null,
isModCrit: null,
isModBayesian: null,
isModLowHealthDmg: null,
isModFarAwayDmg: null,
isModEntanglement: null,
isModMassEnergy: null,
isModFourOptions: null,
modGuardianCount: null,
modCollisionImmuneCycles: null,
setModDefaults() {
b.modCount = 0;
b.modFireRate = 1;
b.modExplosionRadius = 1;
b.isModImmuneExplosion = false;
b.modBulletSize = 1;
b.isModDroneOnDamage = false;
b.modEnergySiphon = 0;
b.modHealthDrain = 0;
b.modNoAmmo = 0;
b.isModBulletsLastLonger = 1;
b.isModImmortal = false;
b.modSpores = 0;
b.modExtraDmg = 0;
b.isModAnnihilation = false;
b.modRecursiveHealing = 1;
b.modSquirrelFx = 1;
b.isModCrit = false;
b.isModBayesian = 0;
b.isModFourOptions = false;
b.isModLowHealthDmg = false;
b.isModFarAwayDmg = false;
b.isModEntanglement = false;
b.isModMassEnergy = false;
b.modGuardianCount = 0;
b.modCollisionImmuneCycles = 30;
mech.Fx = 0.015;
mech.jumpForce = 0.38;
mech.maxHealth = 1;
mech.fieldEnergyMax = 1;
for (let i = 0; i < b.mods.length; i++) {
b.mods[i].count = 0
}
},
mods: [{
name: "depleted uranium rounds",
description: `your <strong>bullets</strong> are +11% larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
//0
count: 0,
maxCount: 4,
effect() {
b.modBulletSize += 0.11
}
},
{
name: "fluoroantimonic acid",
description: "each <strong>bullet</strong> does extra chemical <strong class='color-d'>damage</strong><br>instant damage, unaffected by momentum",
//1
maxCount: 4,
count: 0,
effect() { //good with guns that fire many bullets at low speeds, minigun, drones, junk-bots, shotgun, superballs, wavebeam
b.modExtraDmg += 0.25
game.playerDmgColor = "rgba(0,80,80,0.9)"
}
},
{
name: "fracture analysis",
description: "<strong>5x</strong> physical <strong class='color-d'>damage</strong> to unaware enemies<br><em>unaware enemies don't have a health bar</em>",
//2
maxCount: 1,
count: 0,
effect() { // good with high damage guns that strike from a distance: rail gun, drones, flechettes, spores, grenade, vacuum bomb
b.isModCrit = true;
}
},
{
name: "kinetic bombardment",
description: "do extra <strong class='color-d'>damage</strong> from a distance<br><em>up to 50% increase at about 30 steps away</em>",
//3
maxCount: 1,
count: 0,
effect() { // good with annihilation, melee builds
b.isModFarAwayDmg = true; //used in mob.damage()
}
},
{
name: "quasistatic equilibrium",
description: "do extra <strong class='color-d'>damage</strong> at low health<br><em>up to 50% increase when near death</em>",
//4
maxCount: 1,
count: 0,
effect() { // good with annihilation, melee builds
b.isModLowHealthDmg = true; //used in mob.damage()
}
},
{
name: "auto-loading heuristics",
description: "your <strong>delay</strong> after firing is +12% <strong>shorter</strong>",
//5
maxCount: 4,
count: 0,
effect() { //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
b.modFireRate *= 0.88
}
},
{
name: "desublimated ammunition",
description: "use 50% less <strong>ammo</strong> when <strong>crouching</strong>",
//6
maxCount: 1,
count: 0,
effect() { //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
b.modNoAmmo = 1
}
},
{
name: "Lorentzian topology",
description: "your <strong>bullets</strong> last +33% <strong>longer</strong>",
//7
maxCount: 4,
count: 0,
effect() { //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
b.isModBulletsLastLonger += 0.33
}
},
{
name: "zoospore vector",
description: "enemies discharge <strong style='letter-spacing: 2px;'>spores</strong> on <strong>death</strong><br>+11% chance",
//8
maxCount: 4,
count: 0,
effect() { //good late game maybe?
b.modSpores += 0.11;
}
},
{
name: "ablative synthesis",
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
//9
maxCount: 1,
count: 0,
effect() { //makes dangerous situations more survivable
b.isModDroneOnDamage = true;
}
},
{
name: "guardian",
description: "a bot <strong>protects</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
//10
maxCount: 4,
count: 0,
effect() { // good with melee builds, content skipping builds
b.modGuardianCount++;
b.guardian();
}
},
{
name: "piezoelectric plating",
description: "<strong>immune</strong> to harm from <strong>collisions</strong> for +2 seconds<br>activates after being <strong>harmed</strong> from a collision",
//11
maxCount: 1,
count: 0,
effect() { // good with melee builds, content skipping builds
b.modCollisionImmuneCycles += 120;
}
},
{
name: "annihilation",
description: "after <strong>touching</strong> enemies, they are annihilated",
//12
maxCount: 1,
count: 0,
effect() { //good with mods that heal: superconductive healing, entropy transfer
b.isModAnnihilation = true
}
},
{
name: "high explosives",
description: "the radius of <strong class='color-e'>explosions</strong> are +20% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
//13
maxCount: 4,
count: 0,
effect: () => {
b.modExplosionRadius += 0.2;
b.isModImmuneExplosion = true;
}
},
{
name: "entanglement",
description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>7%</strong> for each gun in your inventory",
//14
maxCount: 1,
count: 0,
effect() { // good with laser-bots
b.isModEntanglement = true
}
},
{
name: "energy transfer",
description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
//15
maxCount: 4,
count: 0,
effect() { //good with laser, and all fields
b.modEnergySiphon += 0.18;
}
},
{
name: "entropy transfer",
description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
//16
maxCount: 4,
count: 0,
effect() { //good with guns that overkill: one shot, grenade
b.modHealthDrain += 0.015;
}
},
{
name: "overcharge",
description: "charge <strong class='color-f'>energy</strong> <strong>+33%</strong> beyond your <strong>maximum</strong>",
//17
maxCount: 4,
count: 0,
effect() {
mech.fieldEnergyMax += 0.33
}
},
{
name: "supersaturation",
description: "<strong class='color-h'>heal</strong> <strong>+33%</strong> beyond your <strong>max health</strong>",
//18
maxCount: 4,
count: 0,
effect() {
mech.maxHealth += 0.33
}
},
{
name: "recursive healing",
description: "<strong class='color-h'>healing</strong> power ups trigger an extra time.",
//19
maxCount: 4,
count: 0,
effect() { // good with ablative synthesis, melee builds
b.modRecursiveHealing += 1
}
},
{
name: "mass-energy equivalence",
description: "convert the mass of <strong>power ups</strong> into <strong class='color-f'>energy</strong><br>power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for +5%",
//20
maxCount: 1,
count: 0,
effect: () => {
b.isModMassEnergy = true // used in mech.usePowerUp
}
},
{
name: "+1 cardinality",
description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
//21
maxCount: 1,
count: 0,
effect: () => {
b.isModFourOptions = true;
}
},
{
name: "Bayesian inference",
description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
//22
maxCount: 1,
count: 0,
effect: () => {
b.isModBayesian = 0.20;
}
},
// {
// name: "Gauss rifle",
// description: "<strong>launch blocks</strong> at much higher speeds<br><em>hold onto larger blocks even after getting hit</em>",
// //23
// maxCount: 1,
// count: 0,
// effect() { // good with guns that run out of ammo
// mech.throwChargeRate = 4;
// mech.throwChargeMax = 150;
// mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
// }
// },
{
name: "squirrel-cage rotor",
description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
//23
maxCount: 1,
count: 0,
effect() { // good with melee builds, content skipping builds
b.modSquirrelFx = 1.2;
mech.Fx = 0.015 * b.modSquirrelFx;
mech.jumpForce = 0.38 * 1.1;
}
},
{
name: "quantum immortality",
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, and field are randomized</em>",
//24
maxCount: 1,
count: 0,
effect() {
b.isModImmortal = true;
}
},
],
giveMod(index = 'random') {
if (index === 'random') {
let options = [];
for (let i = 0; i < b.mods.length; i++) {
if (b.mods[i].count < b.mods[i].maxCount) options.push(i);
}
// give a random mod from the mods I don't have
if (options.length > 0) {
let newMod = options[Math.floor(Math.random() * options.length)]
b.giveMod(newMod)
}
} else {
b.mods[index].effect(); //give specific mod
b.mods[index].count++
b.modCount++ //used in power up randomization
game.updateModHUD();
}
},
activeGun: null, //current gun in use by player
inventoryGun: 0,
inventory: [], //list of what guns player has // 0 starts with basic gun
fire() {
if (game.mouseDown && mech.fireCDcycle < mech.cycle && (!(keys[32] || game.mouseDownRight) || mech.fieldFire) && b.inventory.length) {
if (b.guns[b.activeGun].ammo > 0) {
b.guns[b.activeGun].fire();
if (b.modNoAmmo && mech.crouch) {
if (b.modNoAmmo % 2) {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
}
b.modNoAmmo++ //makes the no ammo toggle off and on
} else {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
}
} else {
mech.fireCDcycle = mech.cycle + 30; //cooldown
// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><strong class = 'box'>E</strong> / <strong class = 'box'>Q</strong>", 200);
game.replaceTextLog = true;
game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
}
if (mech.holdingTarget) {
mech.drop();
}
}
},
bulletActions() {
//remove bullet if at end cycle for that bullet
let i = bullet.length;
while (i--) {
if (bullet[i].endCycle < game.cycle) {
bullet[i].onEnd(i); //some bullets do stuff on end
if (bullet[i]) {
Matter.World.remove(engine.world, bullet[i]);
bullet.splice(i, 1);
} else {
break; //if bullet[i] doesn't exist don't complete the for loop, because the game probably reset
}
}
}
//draw
ctx.beginPath();
for (let i = 0, len = bullet.length; i < len; i++) {
let vertices = bullet[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j += 1) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
}
ctx.fillStyle = "#000";
ctx.fill();
//do bullet things
for (let i = 0, len = bullet.length; i < len; i++) {
bullet[i].do();
}
},
fireProps(cd, speed, dir, me) {
mech.fireCDcycle = mech.cycle + Math.floor(cd * b.modFireRate); // cool down
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + speed * Math.cos(dir),
y: mech.Vy / 2 + speed * Math.sin(dir)
});
World.add(engine.world, bullet[me]); //add bullet to world
},
fireAttributes(dir, rotate = true) {
if (rotate) {
return {
// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
angle: dir,
friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 10,
onDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
};
} else {
return {
// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
inertia: Infinity, //prevents rotation
angle: dir,
friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 10,
onDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
};
}
},
muzzleFlash(radius = 10) {
ctx.fillStyle = "#fb0";
ctx.beginPath();
ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), radius, 0, 2 * Math.PI);
ctx.fill();
},
removeConsBB(me) {
for (let i = 0, len = consBB.length; i < len; ++i) {
if (consBB[i].bodyA === me) {
consBB[i].bodyA = consBB[i].bodyB;
consBB.splice(i, 1);
// b.removeConsBB(me);
break;
} else if (consBB[i].bodyB === me) {
consBB[i].bodyB = consBB[i].bodyA;
consBB.splice(i, 1);
// b.removeConsBB(me);
break;
}
}
},
explosion(where, radius) {
radius *= b.modExplosionRadius
// typically explode is used for some bullets with .onEnd
//add dmg to draw queue
game.drawList.push({
x: where.x,
y: where.y,
radius: radius,
color: "rgba(255,25,0,0.6)",
time: game.drawTime
});
let dist, sub, knock;
const dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
game.drawList.push({
x: where.x,
y: where.y,
radius: alertRange,
color: "rgba(100,20,0,0.03)",
time: game.drawTime
});
//player damage and knock back
sub = Vector.sub(where, player.position);
dist = Vector.magnitude(sub);
if (dist < radius) {
if (!b.isModImmuneExplosion) mech.damage(radius * 0.0002);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 55);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
}
//body knock backs
for (let i = 0, len = body.length; i < len; ++i) {
sub = Vector.sub(where, body[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 18);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 40);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
}
}
//power up knock backs
for (let i = 0, len = powerUp.length; i < len; ++i) {
sub = Vector.sub(where, powerUp[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 30);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 45);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
}
}
//mob damage and knock back with alert
let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive) {
sub = Vector.sub(where, mob[i].position);
dist = Vector.magnitude(sub) - mob[i].radius;
if (dist < radius) {
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 30);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
}
}
},
explode(me) {
// typically explode is used for some bullets with .onEnd
let radius = bullet[me].explodeRad * b.modExplosionRadius
//add dmg to draw queue
game.drawList.push({
x: bullet[me].position.x,
y: bullet[me].position.y,
radius: radius,
color: "rgba(255,25,0,0.6)",
time: game.drawTime
});
let dist, sub, knock;
const dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
game.drawList.push({
x: bullet[me].position.x,
y: bullet[me].position.y,
radius: alertRange,
color: "rgba(100,20,0,0.03)",
time: game.drawTime
});
//player damage and knock back
sub = Vector.sub(bullet[me].position, player.position);
dist = Vector.magnitude(sub);
if (dist < radius) {
if (!b.isModImmuneExplosion) mech.damage(radius * 0.0002);
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 55);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
}
//body knock backs
for (let i = 0, len = body.length; i < len; ++i) {
sub = Vector.sub(bullet[me].position, body[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 18);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 40);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
}
}
//power up knock backs
for (let i = 0, len = powerUp.length; i < len; ++i) {
sub = Vector.sub(bullet[me].position, powerUp[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 30);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 45);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
}
}
//mob damage and knock back with alert
let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive) {
sub = Vector.sub(bullet[me].position, mob[i].position);
dist = Vector.magnitude(sub) - mob[i].radius;
if (dist < radius) {
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 30);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
}
}
// Vector.magnitudeSquared(Vector.sub(bullet[me].position, mob[i].position))
},
spore(who) { //used with the mod upgrade in mob.death()
const bIndex = bullet.length;
const side = 4 * b.modBulletSize;
bullet[bIndex] = Bodies.polygon(who.position.x, who.position.y, 5, side, {
// density: 0.0015, //frictionAir: 0.01,
inertia: Infinity,
restitution: 0.5,
angle: Math.random() * 2 * Math.PI,
friction: 0,
frictionAir: 0.025,
dmg: 2.5, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
},
endCycle: game.cycle + Math.floor((660 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger),
minDmgSpeed: 0,
onDmg() {
this.endCycle = 0; //bullet ends cycle after doing damage
},
onEnd() {},
lookFrequency: 97 + Math.floor(77 * Math.random()),
do() {
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
this.closestTarget = null;
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].dropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
const targetVector = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(targetVector);
if (dist < closeDist) {
this.closestTarget = mob[i].position;
closeDist = dist;
this.lockedOn = mob[i] //Vector.normalise(targetVector);
if (0.3 > Math.random()) break //doesn't always target the closest mob
}
}
}
}
//accelerate towards mobs
const THRUST = 0.0004
if (this.lockedOn && this.lockedOn.alive) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
// this.force.x -= THRUST * this.lockedOn.x
// this.force.y -= THRUST * this.lockedOn.y
} else {
this.force.y += this.mass * 0.0001; //gravity
}
},
});
const SPEED = 8 + 3 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
});
World.add(engine.world, bullet[bIndex]); //add bullet to world
},
drone(speed = 1) {
const me = bullet.length;
const THRUST = 0.0015
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
angle: dir,
inertia: Infinity,
friction: 0.05,
frictionAir: 0.0005,
restitution: 1,
dmg: 0.13, //damage done in addition to the damage from momentum
lookFrequency: 83 + Math.floor(41 * Math.random()),
endCycle: game.cycle + Math.floor((1080 + 360 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
},
minDmgSpeed: 0,
lockedOn: null,
isFollowMouse: true,
onDmg() {
this.lockedOn = null
if (this.endCycle > game.cycle + 180) {
this.endCycle -= 60
if (game.cycle + 180 > this.endCycle) this.endCycle = game.cycle + 180
}
},
onEnd() {},
do() {
if (game.cycle + 180 > this.endCycle) { //fall and die
this.force.y += this.mass * 0.0012;
this.restitution = 0.2;
} else {
this.force.y += this.mass * 0.0002;
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
const DIST = Vector.magnitude(TARGET_VECTOR);
if (DIST < closeDist) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
if (!this.lockedOn) {
//grab a power up if it is (ammo) or (a heal when player is low)
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
((powerUp[i].name !== "field" && powerUp[i].name !== "heal") || (powerUp[i].name === "heal" && mech.health < 0.8)) &&
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
) {
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
const DIST = Vector.magnitude(TARGET_VECTOR);
if (DIST < closeDist) {
if (DIST < 50) { //eat the power up if close enough
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break;
}
closeDist = DIST;
this.lockedOn = powerUp[i]
}
}
}
}
}
if (this.lockedOn) { //accelerate towards mobs
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
} else { //accelerate towards mouse
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, game.mouseInGame)), -this.mass * THRUST)
}
// speed cap instead of friction to give more agility
if (this.speed > 6) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
});
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
});
},
guardian(speed = 1) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (14 + 6 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
angle: dir,
friction: 0,
frictionStatic: 0,
restitution: 0.5 + 0.5 * Math.random(),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 37 + Math.floor(17 * Math.random()),
acceleration: 0.0015 + 0.0013 * Math.random(),
range: 500 + Math.floor(200 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) { //hit target with laser
mech.fieldMeter -= 0.0012
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//find the closest vertex
let bestVertexDistance = Infinity
let bestVertex = null
for (let i = 0; i < this.lockedOn.vertices.length; i++) {
const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
if (dist < bestVertexDistance) {
bestVertex = i
bestVertexDistance = dist
}
}
const dmg = b.dmgScale * 0.045;
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
ctx.beginPath(); //draw laser
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
ctx.strokeStyle = "#f00";
ctx.lineWidth = "2"
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
ctx.beginPath();
ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fillStyle = "#f00";
ctx.fill();
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range * 0.2) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
this.frictionAir = 0.02
} else { //close to player
this.frictionAir = 0
//add player's velocity
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 1), Vector.mult(player.velocity, 0.02)));
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
});
},
giveGuns(gun = "random", ammoPacks = 6) {
if (gun === "random") {
//find what guns player doesn't have
options = []
for (let i = 0, len = b.guns.length; i < len; i++) {
if (!b.guns[i].have) options.push(i)
}
if (options.length === 0) return
//randomly pick from list of possible guns
gun = options[Math.floor(Math.random() * options.length)]
}
if (gun === "all") {
b.activeGun = 0;
b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i;
b.guns[i].have = true;
b.guns[i].ammo = b.guns[i].ammoPack * ammoPacks;
}
} else {
if (!b.guns[gun].have) b.inventory.push(gun);
if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
b.guns[gun].have = true;
b.guns[gun].ammo = b.guns[gun].ammoPack * ammoPacks;
}
game.makeGunHUD();
},
guns: [{
name: "minigun", //0
description: "rapidly fire a stream of small <strong>bullets</strong>",
ammo: 0,
ammoPack: 50,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
b.muzzleFlash(15);
// if (Math.random() > 0.2) mobs.alert(500);
const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.04 : 0.12);
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, 5 * b.modBulletSize, b.fireAttributes(dir));
b.fireProps(mech.crouch ? 10 : 5, mech.crouch ? 50 : 36, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + 65;
bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
bullet[me].do = function () {
this.force.y += this.mass * 0.0005;
};
}
},
{
name: "shotgun", //1
description: "fire a <strong>burst</strong> of short range bullets<br><em>crouch to reduce recoil</em>",
ammo: 0,
ammoPack: 4,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 50 : 35) * b.modFireRate); // cool down
b.muzzleFlash(35);
// mobs.alert(650);
const side = 11 * b.modBulletSize
for (let i = 0; i < 9; i++) {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.22 : 0.7)
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 40 + Math.random() * 11
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = game.cycle + 55
bullet[me].frictionAir = 0.03;
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
}
//knock back
const KNOCK = ((mech.crouch) ? 0.017 : 0.17) * b.modBulletSize * b.modBulletSize
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
}
},
{
name: "super balls", //2
description: "fire <strong>five</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 4,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 35 : 20) * b.modFireRate); // cool down
b.muzzleFlash(20);
// mobs.alert(450);
const SPEED = mech.crouch ? 55 : 35
const SPREAD = mech.crouch ? 0.04 : 0.15
let dir = mech.angle - SPREAD * 2;
for (let i = 0; i < 5; i++) {
const me = bullet.length;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7 * b.modBulletSize, b.fireAttributes(dir, false));
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = game.cycle + Math.floor(360 * b.isModBulletsLastLonger);
bullet[me].dmg = 0;
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 0.99;
bullet[me].friction = 0;
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
dir += SPREAD;
}
}
},
{
name: "fléchettes", //3
description: "fire a volley of <strong>precise</strong> high velocity needles",
ammo: 0,
ammoPack: 22,
have: false,
isStarterGun: true,
count: 0, //used to track how many shots are in a volley before a big CD
lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
fire() {
const CD = (mech.crouch) ? 45 : 25
if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
this.lastFireCycle = mech.cycle
if (this.count > ((mech.crouch) ? 6 : 1)) {
this.count = 0
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.modFireRate); // cool down
} else {
this.count++
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.modFireRate); // cool down
}
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(mech.angle));
bullet[me].endCycle = game.cycle + 180;
bullet[me].dmg = 1;
bullet[me].do = function () {
if (this.speed < 10) this.force.y += this.mass * 0.0003; //no gravity until it slows don to improve aiming
};
const SPEED = 50
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(mech.angle),
y: mech.Vy / 2 + SPEED * Math.sin(mech.angle)
});
World.add(engine.world, bullet[me]); //add bullet to world
}
},
{
name: "wave beam", //4
description: "emit a <strong>sine wave</strong> of oscillating particles<br>particles propagate through <strong>walls</strong>",
ammo: 0,
ammoPack: 30,
have: false,
isStarterGun: true,
fire() {
const me = bullet.length;
const dir = mech.angle
const SCALE = (mech.crouch ? 0.963 : 0.95)
const wiggleMag = ((mech.flipLegs === 1) ? 1 : -1) * ((mech.crouch) ? 0.004 : 0.005)
bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 10 * b.modBulletSize, {
angle: dir,
cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
endCycle: game.cycle + Math.floor((mech.crouch ? 155 : 120) * b.isModBulletsLastLonger),
inertia: Infinity,
frictionAir: 0,
minDmgSpeed: 0,
dmg: 0.13, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.mob | cat.mobBullet | cat.mobShield
},
onDmg() {},
onEnd() {},
do() {
if (!mech.isBodiesAsleep) {
this.cycle++
const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
this.force = Vector.mult(Vector.normalise(this.direction), this.mass * THRUST) //wiggle
if (this.cycle > 0 && !(Math.floor(this.cycle) % 6)) Matter.Body.scale(this, SCALE, SCALE); //shrink
}
}
});
World.add(engine.world, bullet[me]); //add bullet to world
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 8 : 4) * b.modFireRate); // cool down
const SPEED = mech.crouch ? 5.2 : 4.5;
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].direction = Vector.perp(bullet[me].velocity)
// if (mech.angle + Math.PI / 2 > 0) {
// bullet[me].direction = Vector.perp(bullet[me].velocity, true)
// } else {
// bullet[me].direction = Vector.perp(bullet[me].velocity)
// }
World.add(engine.world, bullet[me]); //add bullet to world
}
},
{
name: "rail gun", //5
description: "electro-magnetically launch a dense rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire", //and <strong>repel</strong> enemies
ammo: 0,
ammoPack: 2,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
bullet[me] = Bodies.rectangle(0, 0, 0.012 * b.modBulletSize, 0.0025 * b.modBulletSize, {
density: 0.01, //0.001 is normal
//frictionAir: 0.01, //restitution: 0,
// angle: 0,
// friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 5,
onDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
});
mech.fireCDcycle = Infinity; // cool down
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = Infinity
bullet[me].isCharging = true;
bullet[me].charge = 0;
bullet[me].do = function () {
if (this.isCharging) {
if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release
this.isCharging = false
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
this.endCycle = game.cycle + 140
this.collisionFilter.category = cat.bullet
Matter.Body.setPosition(this, {
x: mech.pos.x,
y: mech.pos.y
})
Matter.Body.setAngle(this, mech.angle)
const speed = 90
Matter.Body.setVelocity(this, {
x: mech.Vx / 2 + speed * this.charge * Math.cos(mech.angle),
y: mech.Vy / 2 + speed * this.charge * Math.sin(mech.angle)
});
//knock back
const KNOCK = ((mech.crouch) ? 0.1 : 0.5) * b.modBulletSize * b.modBulletSize * this.charge * this.charge
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
//push away blocks when firing
let range = 700 * this.charge
for (let i = 0, len = body.length; i < len; ++i) {
const SUB = Vector.sub(body[i].position, mech.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 300)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
body[i].force.x += FORCE.x;
body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
}
}
for (let i = 0, len = mob.length; i < len; ++i) {
const SUB = Vector.sub(mob[i].position, mech.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 300)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += 1.5 * FORCE.x;
mob[i].force.y += 1.5 * FORCE.y;
}
}
//push mobs around player when firing
// range = 600 * this.charge
// for (let i = 0, len = mob.length; i < len; ++i) {
// const SUB = Vector.sub(mob[i].position, mech.pos)
// const DISTANCE = Vector.magnitude(SUB)
// if (DISTANCE < range) {
// const DEPTH = range - DISTANCE
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.00000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass))
// mob[i].force.x += FORCE.x
// mob[i].force.y += FORCE.y
// }
// }
} else { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
if (mech.crouch) {
this.charge = this.charge * 0.965 + 0.035 // this.charge converges to 1
} else {
this.charge = this.charge * 0.985 + 0.015 // this.charge converges to 1
}
//gently push away mobs while charging
// const RANGE = 270 * this.charge
// for (let i = 0, len = mob.length; i < len; ++i) {
// const SUB = Vector.sub(mob[i].position, mech.pos)
// const DISTANCE = Vector.magnitude(SUB)
// // if (DISTANCE < RANGE) {
// // Matter.Body.setVelocity(mob[i], Vector.rotate(mob[i].velocity, 0.1))
// // }
// // const DRAIN = 0.0002 //&& mech.fieldMeter > DRAIN
// if (DISTANCE < RANGE) {
// // mech.fieldMeter -= DRAIN + mech.fieldRegen;
// const DEPTH = RANGE - DISTANCE
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.000000001 * DEPTH * DEPTH * DEPTH * Math.sqrt(mob[i].mass))
// mob[i].force.x += FORCE.x
// mob[i].force.y += FORCE.y
// }
// }
//draw laser targeting
let best;
let range = 3000
const dir = mech.angle
const path = [{
x: mech.pos.x + 20 * Math.cos(dir),
y: mech.pos.y + 20 * Math.sin(dir)
},
{
x: mech.pos.x + range * Math.cos(dir),
y: mech.pos.y + range * Math.sin(dir)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
}
//draw laser beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = `rgba(100,0,180,0.7)`;
ctx.lineWidth = this.charge * 1
ctx.setLineDash([10, 20]);
ctx.stroke();
ctx.setLineDash([0, 0]);
//draw magnetic field
const X = mech.pos.x
const Y = mech.pos.y
const unitVector = Vector.normalise(Vector.sub(game.mouseInGame, mech.pos))
const unitVectorPerp = Vector.perp(unitVector)
function magField(mag, arc) {
ctx.moveTo(X, Y);
ctx.bezierCurveTo(
X + unitVector.x * mag, Y + unitVector.y * mag,
X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
ctx.bezierCurveTo(
X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
X - unitVector.x * mag, Y - unitVector.y * mag,
X, Y)
}
ctx.fillStyle = `rgba(50,0,100,0.05)`;
for (let i = 3; i < 7; i++) {
const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
ctx.beginPath();
magField(MAG, ARC)
magField(MAG, -ARC)
ctx.fill();
}
}
} else { //normal bullet behavior
this.force.y += this.mass * 0.00015 / this.charge; // low gravity that scales with charge
}
}
}
},
{
name: "missiles", //6
description: "fire missiles that accelerate towards enemies<br><strong class='color-e'>explodes</strong> when near target",
ammo: 0,
ammoPack: 3,
have: false,
isStarterGun: false,
fireCycle: 0,
ammoLoaded: 0,
fire() {
const thrust = 0.0005;
let dir = mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2);
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle) - 3, 30 * b.modBulletSize, 4 * b.modBulletSize, b.fireAttributes(dir));
b.fireProps(mech.crouch ? 55 : 30, -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8), dir, me); //cd , speed
// Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
bullet[me].force.y += 0.0005; //a small push down at first to make it seem like the missile is briefly falling
bullet[me].frictionAir = 0.023
bullet[me].endCycle = game.cycle + Math.floor((280 + 40 * Math.random()) * b.isModBulletsLastLonger);
bullet[me].explodeRad = 160 + 60 * Math.random();
bullet[me].lookFrequency = Math.floor(15 + Math.random() * 5);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
};
bullet[me].lockedOn = null;
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
if (!(mech.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = Infinity;
//look for closest target to where the missile will be in 30 cycles
const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 30))
// ctx.beginPath(); //draw future pos
// ctx.arc(futurePos.x, futurePos.y, 20, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(0,0,0,0.5)";
// ctx.fill();
for (let i = 0, len = mob.length; i < len; ++i) {
if (
mob[i].alive && mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
if (futureDist < closeDist) {
closeDist = futureDist;
this.lockedOn = mob[i];
this.frictionAir = 0.05; //extra friction once a target it locked
}
}
}
//explode when bullet is close enough to target
if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad * 0.7) {
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
const dmg = b.dmgScale * 3;
this.lockedOn.damage(dmg); //does extra damage to target
}
}
//rotate missile towards the target
if (this.lockedOn) {
const face = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
};
const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
if (Vector.dot(target, face) > -0.98) {
if (Vector.cross(target, face) > 0) {
Matter.Body.rotate(this, 0.08);
} else {
Matter.Body.rotate(this, -0.08);
}
}
}
//accelerate in direction bullet is facing
const dir = this.angle; // + (Math.random() - 0.5);
this.force.x += Math.cos(dir) * thrust;
this.force.y += Math.sin(dir) * thrust;
//draw rocket
ctx.beginPath();
ctx.arc(this.position.x - Math.cos(this.angle) * 27 + (Math.random() - 0.5) * 4, this.position.y - Math.sin(this.angle) * 27 + (Math.random() - 0.5) * 4, 11, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,155,0,0.5)";
ctx.fill();
} else {
//draw rocket with time stop
ctx.beginPath();
ctx.arc(this.position.x - Math.cos(this.angle) * 27, this.position.y - Math.sin(this.angle) * 27, 11, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,155,0,0.5)";
ctx.fill();
}
}
}
}, {
name: "flak", //7
description: "fire a cluster of short range projectiles<br><strong class='color-e'>explodes</strong> on contact or after half a second",
ammo: 0,
ammoPack: 5,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.modFireRate); // cool down
b.muzzleFlash(30);
const SPEED = mech.crouch ? 29 : 25
const END = Math.floor(mech.crouch ? 30 : 18);
const side1 = 17 * b.modBulletSize
const side2 = 4 * b.modBulletSize
const totalBullets = 5
const angleStep = (mech.crouch ? 0.06 : 0.25) / totalBullets
let dir = mech.angle - angleStep * totalBullets / 2;
for (let i = 0; i < totalBullets; i++) { //5 -> 7
dir += angleStep
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), side1, side2, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: (SPEED + 15 * Math.random() - 2 * i) * Math.cos(dir),
y: (SPEED + 15 * Math.random() - 2 * i) * Math.sin(dir)
});
bullet[me].endCycle = 2 * i + game.cycle + END
bullet[me].restitution = 0;
bullet[me].friction = 1;
bullet[me].explodeRad = (mech.crouch ? 85 : 60) + (Math.random() - 0.5) * 50;
bullet[me].onEnd = b.explode;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
bullet[me].do = function () {
this.force.y += this.mass * 0.0004;
}
}
}
}, {
name: "grenades", //8
description: "lob a single bouncy projectile<br><strong class='color-e'>explodes</strong> on contact or after one second",
ammo: 0,
ammoPack: 4,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].totalCycles = 100;
bullet[me].endCycle = game.cycle + Math.floor(mech.crouch ? 120 : 80);
bullet[me].restitution = 0.5;
bullet[me].explodeRad = 290;
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
bullet[me].minDmgSpeed = 1;
Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0025;
};
}
}, {
name: "vacuum bomb", //9
description: "fire a bomb that <strong>sucks</strong> before <strong class='color-e'>exploding</strong><br>click left mouse again to <strong>detonate</strong>",
ammo: 0,
ammoPack: 2,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 35 * b.modBulletSize, b.fireAttributes(dir, false));
bullet[me].radius = 22; //used from drawing timer
b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
bullet[me].endCycle = Infinity
// bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
bullet[me].inertia = Infinity; //prevents rotation
bullet[me].restitution = 0;
bullet[me].friction = 1;
Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
bullet[me].onDmg = function () {
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
};
bullet[me].isArmed = false;
bullet[me].isSucking = false;
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0022;
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
//set armed and sucking status
if (!this.isArmed && !game.mouseDown) {
this.isArmed = true
} else if (this.isArmed && game.mouseDown && !this.isSucking) {
this.isSucking = true;
this.endCycle = game.cycle + 35;
}
if (this.isSucking) {
if (!mech.isBodiesAsleep) {
const that = this
let mag = 0.1
function suck(who, radius = that.explodeRad * 2) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(that.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius && dist > 150) {
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
}
}
}
if (game.cycle > this.endCycle - 5) {
mag = -0.22
suck(body)
suck(mob)
suck(powerUp)
suck(bullet)
suck([player])
} else {
mag = 0.1
suck(body)
suck(mob)
suck(powerUp)
suck(bullet)
suck([player])
}
//keep bomb in place
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
//draw suck
const radius = 2.5 * this.explodeRad * (this.endCycle - game.cycle) / 35
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
}
} else {
// flashing lights to show armed
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
this.isFlashOn = false;
} else {
this.isFlashOn = true;
}
}
if (this.isFlashOn) {
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
//draw clock on timer
ctx.fillStyle = "#f04";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 0.7, 0, 2 * Math.PI);
ctx.fill();
}
}
}
}
}, {
name: "ferro frag", //10
description: "fire a <strong>grenade</strong> that ejects nails<br>nails are magnetically <strong>attracted</strong> to enemies",
ammo: 0,
ammoPack: 3,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 34 : 22, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + 60
bullet[me].restitution = 0.3;
// bullet[me].frictionAir = 0.01;
// bullet[me].friction = 0.15;
// bullet[me].friction = 1;
bullet[me].onEnd = () => {}
bullet[me].do = function () {
this.force.y += this.mass * 0.0018; //extra gravity for grenades
if (game.cycle > this.endCycle - 1) {
if (!mech.isBodiesAsleep) {
//target nearby mobs
const targets = []
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].dropPowerUp) {
const sub = Vector.sub(this.position, mob[i].position);
const dist = Vector.magnitude(sub);
if (dist < 1400 &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
targets.push(
Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))
)
}
}
}
for (let i = 0; i < 14; i++) {
const speed = 55 + 10 * Math.random()
if (targets.length > 0) { // aim near a random target
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)
}
needle(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed))
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
needle(this.position, {
x: speed * Math.cos(ANGLE),
y: speed * Math.sin(ANGLE)
})
}
function needle(pos, velocity) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 60 + 15 * Math.random();
// bullet[me].dmg = 1.1
bullet[me].do = function () {};
}
}
}
}
}
}
}, {
name: "spores", //11
description: "fire orbs that discharge <strong style='letter-spacing: 2px;'>spores</strong><br><strong style='letter-spacing: 2px;'>spores</strong> seek out enemies",
ammo: 0,
ammoPack: 4,
have: false,
isStarterGun: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 28 : 14, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = game.cycle + 80;
bullet[me].frictionAir = 0;
bullet[me].friction = 0.5;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
bullet[me].onDmg = function () {};
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
const SCALE = 1.022
Matter.Body.scale(this, SCALE, SCALE);
this.frictionAir += 0.00023;
}
this.force.y += this.mass * 0.00045;
//draw green glow
ctx.fillStyle = "rgba(0,200,125,0.16)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, 26, 0, 2 * Math.PI);
ctx.fill();
};
//spawn bullets on end
bullet[me].onEnd = function () {
const NUM = 10;
for (let i = 0; i < NUM; i++) {
b.spore(this)
}
}
}
},
{
name: "drones", //12
description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
ammo: 0,
ammoPack: 6,
have: false,
isStarterGun: true,
fire() {
b.drone(mech.crouch ? 45 : 1)
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.modFireRate); // cool down
}
},
// {
// name: "guardian", //13
// description: "deploy a bot that <strong>protects</strong> you for <strong>one level</strong><br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
// ammo: 0,
// ammoPack: 1,
// have: false,
// isStarterGun: false,
// fire() {
// const dir = mech.angle;
// const me = bullet.length;
// const RADIUS = (13 + 10 * Math.random()) * b.modBulletSize //(22 + 10 * Math.random()) * b.modBulletSize
// bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
// angle: dir,
// friction: 0,
// frictionStatic: 0,
// restitution: 0.5 + 0.5 * Math.random(),
// dmg: 0, // 0.14 //damage done in addition to the damage from momentum
// minDmgSpeed: 2,
// lookFrequency: 37 + Math.floor(27 * Math.random()),
// acceleration: 0.0015 + 0.0013 * Math.random(),
// range: 500 + Math.floor(200 * Math.random()),
// endCycle: Infinity,
// classType: "bullet",
// collisionFilter: {
// category: cat.bullet,
// mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
// },
// lockedOn: null,
// onDmg() {
// this.lockedOn = null
// },
// onEnd() {},
// do() {
// if (!(game.cycle % this.lookFrequency)) {
// this.lockedOn = null;
// let closeDist = this.range;
// for (let i = 0, len = mob.length; i < len; ++i) {
// const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
// if (DIST - mob[i].radius < closeDist &&
// Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
// Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
// closeDist = DIST;
// this.lockedOn = mob[i]
// }
// }
// }
// if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) { //hit target with laser
// mech.fieldMeter -= 0.001
// //make sure you can still see target
// const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
// if (DIST - this.lockedOn.radius < this.range + 150 &&
// Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
// Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
// //find the closest vertex
// let bestVertexDistance = Infinity
// let bestVertex = null
// for (let i = 0; i < this.lockedOn.vertices.length; i++) {
// const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
// if (dist < bestVertexDistance) {
// bestVertex = i
// bestVertexDistance = dist
// }
// }
// const dmg = b.dmgScale * 0.03;
// this.lockedOn.damage(dmg);
// this.lockedOn.locatePlayer();
// //draw laser
// ctx.beginPath();
// ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
// ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
// ctx.strokeStyle = "#f00";
// ctx.lineWidth = "2"
// ctx.lineDashOffset = 300 * Math.random()
// ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
// ctx.stroke();
// ctx.setLineDash([0, 0]);
// ctx.beginPath();
// ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
// ctx.fillStyle = "#f00";
// ctx.fill();
// }
// }
// const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
// if (distanceToPlayer > this.range * 0.2) { //if far away move towards player
// this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
// this.frictionAir = 0.02
// } else { //close to player
// this.frictionAir = 0
// //add player's velocity
// Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 1), Vector.mult(player.velocity, 0.02)));
// }
// }
// })
// b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 50 : 15, dir, me); //cd , speed
// }
// },
// {
// name: "laser", //14
// description: "drain <strong class='color-f'>energy</strong> to emit a beam of coherent <strong>light</strong><br>when crouched, initiate a fusion <strong class='color-e'>explosion</strong>",
// ammo: 0,
// ammoPack: Infinity,
// have: false,
// isStarterGun: true,
// fire() {
// if (mech.crouch) { //crouch fire mode
// //calculate laser collision
// let best;
// let range = 3000
// const path = [{
// x: mech.pos.x + 20 * Math.cos(mech.angle),
// y: mech.pos.y + 20 * Math.sin(mech.angle)
// },
// {
// x: mech.pos.x + range * Math.cos(mech.angle),
// y: mech.pos.y + range * Math.sin(mech.angle)
// }
// ];
// const vertexCollision = function (v1, v1End, domain) {
// for (let i = 0; i < domain.length; ++i) {
// let vertices = domain[i].vertices;
// const len = vertices.length - 1;
// for (let j = 0; j < len; j++) {
// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// //check for collisions
// best = {
// x: null,
// y: null,
// dist2: Infinity,
// who: null,
// v1: null,
// v2: null
// };
// vertexCollision(path[0], path[1], mob);
// vertexCollision(path[0], path[1], map);
// vertexCollision(path[0], path[1], body);
// if (best.dist2 != Infinity) { //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// }
// //use energy to explode
// const energy = 0.25 * Math.min(mech.fieldMeter, 1.5)
// mech.fieldMeter -= energy
// if (best.who) b.explosion(path[1], 900 * energy)
// mech.fireCDcycle = mech.cycle + Math.floor(65 * b.modFireRate); // cool down
// //draw laser beam
// ctx.beginPath();
// ctx.moveTo(path[0].x, path[0].y);
// ctx.lineTo(path[1].x, path[1].y);
// ctx.strokeStyle = "rgba(255,0,0,0.13)"
// ctx.lineWidth = 60 * energy / 0.2
// ctx.stroke();
// ctx.strokeStyle = "rgba(255,0,0,0.2)"
// ctx.lineWidth = 18
// ctx.stroke();
// ctx.strokeStyle = "#f00";
// ctx.lineWidth = 4
// ctx.stroke();
// //draw little dots along the laser path
// const sub = Vector.sub(path[1], path[0])
// const mag = Vector.magnitude(sub)
// for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
// const dist = Math.random()
// game.drawList.push({
// x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
// y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
// radius: 1 + 4 * Math.random(),
// color: "rgba(255,0,0,0.5)",
// time: Math.floor(2 + 33 * Math.random() * Math.random())
// });
// }
// } else { //normal fire mode
// const FIELD_DRAIN = 0.0018 //laser drains energy as well as bullets
// const damage = 0.05
// if (mech.fieldMeter < FIELD_DRAIN) {
// mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
// } else {
// mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
// let best;
// const color = "#f00";
// const range = 3000;
// const path = [{
// x: mech.pos.x + 20 * Math.cos(mech.angle),
// y: mech.pos.y + 20 * Math.sin(mech.angle)
// },
// {
// x: mech.pos.x + range * Math.cos(mech.angle),
// y: mech.pos.y + range * Math.sin(mech.angle)
// }
// ];
// const vertexCollision = function (v1, v1End, domain) {
// for (let i = 0; i < domain.length; ++i) {
// let vertices = domain[i].vertices;
// const len = vertices.length - 1;
// for (let j = 0; j < len; j++) {
// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// const checkForCollisions = function () {
// best = {
// x: null,
// y: null,
// dist2: Infinity,
// who: null,
// v1: null,
// v2: null
// };
// vertexCollision(path[path.length - 2], path[path.length - 1], mob);
// vertexCollision(path[path.length - 2], path[path.length - 1], map);
// vertexCollision(path[path.length - 2], path[path.length - 1], body);
// };
// const laserHitMob = function (dmg) {
// if (best.who.alive) {
// dmg *= b.dmgScale * damage;
// best.who.damage(dmg);
// best.who.locatePlayer();
// //draw mob damage circle
// ctx.fillStyle = color;
// ctx.beginPath();
// ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
// ctx.fill();
// }
// };
// const reflection = function () {
// // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
// const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
// const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
// const nn = Vector.mult(n, 2 * Vector.dot(d, n));
// const r = Vector.normalise(Vector.sub(d, nn));
// path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
// };
// //beam before reflection
// checkForCollisions();
// if (best.dist2 != Infinity) {
// //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// laserHitMob(1);
// //1st reflection beam
// reflection();
// //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
// let who = best.who;
// checkForCollisions();
// if (best.dist2 != Infinity) {
// //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// laserHitMob(0.8);
// //2nd reflection beam
// //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
// if (who !== best.who) {
// reflection();
// checkForCollisions();
// if (best.dist2 != Infinity) {
// //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// laserHitMob(0.63);
// reflection();
// checkForCollisions();
// if (best.dist2 != Infinity) {
// //if hitting something
// path[path.length - 1] = {
// x: best.x,
// y: best.y
// };
// laserHitMob(0.5);
// }
// }
// }
// }
// }
// ctx.fillStyle = color;
// ctx.strokeStyle = color;
// ctx.lineWidth = 2;
// ctx.lineDashOffset = 300 * Math.random()
// // ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
// ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
// for (let i = 1, len = path.length; i < len; ++i) {
// ctx.beginPath();
// ctx.moveTo(path[i - 1].x, path[i - 1].y);
// ctx.lineTo(path[i].x, path[i].y);
// ctx.stroke();
// ctx.globalAlpha *= 0.65; //reflections are less intense
// // ctx.globalAlpha -= 0.1; //reflections are less intense
// }
// ctx.setLineDash([0, 0]);
// ctx.globalAlpha = 1;
// }
// }
// }
// },
{
name: "foam", //13
description: "spray bubbly foam that <strong>sticks</strong> to enemies<br>does <strong class='color-d'>damage</strong> over time and <strong>slows</strong> movement",
ammo: 0,
ammoPack: 35,
have: false,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 12 : 5) * b.modFireRate); // cool down
const me = bullet.length;
const dir = mech.angle + 0.2 * (Math.random() - 0.5)
const RADIUS = (8 + 16 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 25, RADIUS, {
angle: dir,
density: 0.00004, // 0.001 is normal density
inertia: Infinity,
frictionAir: 0.003,
friction: 0.2,
restitution: 0.2,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobShield
},
minDmgSpeed: 0,
endCycle: Infinity,
count: 0,
radius: RADIUS,
target: null,
targetVertex: null,
onDmg(who) {
if (!this.target && who.alive && who.dropPowerUp) {
this.target = who;
this.collisionFilter.category = cat.body;
this.collisionFilter.mask = null;
let bestVertexDistance = Infinity
let bestVertex = null
for (let i = 0; i < this.target.vertices.length; i++) {
const dist = Vector.magnitude(Vector.sub(this.position, this.target.vertices[i]));
if (dist < bestVertexDistance) {
bestVertex = i
bestVertexDistance = dist
}
}
this.targetVertex = bestVertex
}
},
onEnd() {},
do() {
ctx.beginPath() //draw white circle
ctx.arc(this.position.x, this.position.y, this.radius * 0.97 - 1.6, 0, 2 * Math.PI);
ctx.fillStyle = "#fff"
ctx.fill()
if (!mech.isBodiesAsleep) { //if time dilation isn't active
this.force.y += this.mass * 0.00006; //gravity
if (this.count < 17) {
this.count++
//grow
const SCALE = 1.08
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
//shrink
const SCALE = 1 - 0.0035 / b.isModBulletsLastLonger
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
if (this.radius < 14) this.endCycle = 0;
}
if (this.target && this.target.alive) { //if stuck to a target
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.94))
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.94)
this.target.damage(b.dmgScale * 0.0045);
} else if (this.target !== null) { //look for a new target
this.target = null
this.collisionFilter.category = cat.bullet;
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
}
}
}
});
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = mech.crouch ? 22 : 12 - RADIUS * 0.25;
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
}
},
{
name: "laser", //14
description: "emit a beam of collimated coherent <strong>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
ammo: 0,
ammoPack: Infinity,
have: false,
isStarterGun: true,
fire() {
const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
const damage = 0.05
if (mech.fieldMeter < FIELD_DRAIN) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
let best;
const color = "#f00";
const range = 3000;
const path = [{
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function () {
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function (dmg) {
if (best.who.alive) {
dmg *= b.dmgScale * damage;
best.who.damage(dmg);
best.who.locatePlayer();
//draw mob damage circle
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fill();
}
};
const reflection = function () {
// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
};
//beam before reflection
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(1);
//1st reflection beam
reflection();
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
let who = best.who;
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.8);
//2nd reflection beam
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
if (who !== best.who) {
reflection();
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.63);
reflection();
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.5);
}
}
}
}
}
ctx.fillStyle = color;
ctx.strokeStyle = color;
ctx.lineWidth = 2;
ctx.lineDashOffset = 300 * Math.random()
// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
ctx.globalAlpha *= 0.65; //reflections are less intense
// ctx.globalAlpha -= 0.1; //reflections are less intense
}
ctx.setLineDash([0, 0]);
ctx.globalAlpha = 1;
}
}
},
{
name: "pulse", //15
description: "pump a <strong>laser</strong> that initiates a fusion <strong class='color-e'>explosion</strong><br>each pulse drains 25% of your current <strong class='color-f'>energy</strong>",
ammo: 0,
ammoPack: Infinity,
have: false,
isStarterGun: true,
fire() {
//calculate laser collision
let best;
let range = 3000
const path = [{
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
}
//use energy to explode
const energy = 0.25 * Math.min(mech.fieldMeter, 1.5)
mech.fieldMeter -= energy
if (best.who) b.explosion(path[1], 1200 * energy)
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
//draw laser beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = "rgba(255,0,0,0.13)"
ctx.lineWidth = 60 * energy / 0.2
ctx.stroke();
ctx.strokeStyle = "rgba(255,0,0,0.2)"
ctx.lineWidth = 18
ctx.stroke();
ctx.strokeStyle = "#f00";
ctx.lineWidth = 4
ctx.stroke();
//draw little dots along the laser path
const sub = Vector.sub(path[1], path[0])
const mag = Vector.magnitude(sub)
for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
const dist = Math.random()
game.drawList.push({
x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
radius: 1 + 4 * Math.random(),
color: "rgba(255,0,0,0.5)",
time: Math.floor(2 + 33 * Math.random() * Math.random())
});
}
}
},
// {
// name: "dwarf star", //14
// description: "drop a mine that gravitational pulls in matter",
// ammo: 0,
// ammoPack: 1000,
// have: false,
// isStarterGun: false,
// fire() {
// const me = bullet.length;
// const dir = mech.angle
// const TOTAL_CYCLES = 1020
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(dir), mech.pos.y + 30 * Math.sin(dir), 3 * b.modBulletSize, {
// density: 0.05,
// //frictionAir: 0.01,
// restitution: 0,
// angle: 0,
// friction: 1,
// // frictionAir: 1,
// endCycle: game.cycle + TOTAL_CYCLES,
// dmg: 0, //damage done in addition to the damage from momentum
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x010011 //mask: 0x000101, //for self collision
// },
// minDmgSpeed: 5,
// range: 0,
// onDmg() {
// this.endCycle = 0;
// }, //this.endCycle = 0 //triggers despawn
// onEnd() {},
// do() {
// this.force.y += this.mass * 0.005;
// this.range += 0.5
// //damage nearby mobs
// const dmg = b.dmgScale * 0.02
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive) {
// sub = Vector.sub(this.position, mob[i].position);
// dist = Vector.magnitude(sub) - mob[i].radius;
// if (dist < this.range) {
// mob[i].damage(dmg);
// mob[i].locatePlayer();
// }
// }
// }
// //pull in body, and power ups?, and bullets?
// for (let i = 0, len = body.length; i < len; ++i) {
// sub = Vector.sub(this.position, body[i].position);
// dist = Vector.magnitude(sub)
// if (dist < this.range) {
// this.range += body[i].mass * 2
// Matter.World.remove(engine.world, body[i]);
// body.splice(i, 1);
// break;
// }
// }
// //draw
// const opacity = (this.endCycle - game.cycle) / TOTAL_CYCLES
// ctx.fillStyle = `rgba(170,220,255,${opacity})`;
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.range, 0, 2 * Math.PI);
// ctx.fill();
// }
// });
// b.fireProps(60, 0, dir, me); //cd , speed
// }
// },
// {
// name: "kinetic slugs", //1
// description: "fire a large <strong>rod</strong> that does excessive physical <strong class='color-d'>damage</strong><br><em>high recoil</em>",
// ammo: 0,
// ammoPack: 5,
// have: false,
// isStarterGun: true,
// fire() {
// b.muzzleFlash(45);
// // mobs.alert(800);
// const me = bullet.length;
// const dir = mech.angle;
// bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 * b.modBulletSize, 30 * b.modBulletSize, b.fireAttributes(dir));
// b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
// bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
// bullet[me].do = function () {
// this.force.y += this.mass * 0.0005;
// };
// //knock back
// const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
// player.force.x -= KNOCK * Math.cos(dir)
// player.force.y -= KNOCK * Math.sin(dir) * 0.3 //reduce knock back in vertical direction to stop super jumps
// },
// {
// name: "triboelectricty", //14
// description: "release <strong>particles</strong> that quickly seek out targets",
// ammo: 0,
// ammoPack: 40,
// have: false,
// isStarterGun: true,
// fire() {
// const dir = mech.angle + 0.2 * (Math.random() - 0.5);
// const me = bullet.length;
// const RADIUS = 6 * b.modBulletSize
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
// angle: dir,
// inertia: Infinity,
// // friction: 0.05,
// // frictionAir: 0.05,
// restitution: 0.8,
// dmg: 0.14, //damage done in addition to the damage from momentum
// lookFrequency: 3,
// endCycle: game.cycle + Math.floor(120 * b.isModBulletsLastLonger),
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x010111 //self collide
// },
// minDmgSpeed: 0,
// lockedOn: null,
// isFollowMouse: true,
// onDmg() {
// this.endCycle = 0;
// },
// onEnd() {},
// do() {
// if (this.lockedOn) { //accelerate towards mobs
// this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * 0.01)
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.93,
// y: this.velocity.y * 0.93
// });
// } else {
// this.force.y += this.mass * 0.0004;
// }
// }
// })
// b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 45 : 30, dir, me); //cd , speed
// //find mob targets
// let closeDist = Infinity;
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
// Matter.Query.ray(map, bullet[me].position, mob[i].position).length === 0 &&
// Matter.Query.ray(body, bullet[me].position, mob[i].position).length === 0
// ) {
// const TARGET_VECTOR = Vector.sub(bullet[me].position, mob[i].position)
// const DIST = Vector.magnitude(TARGET_VECTOR);
// if (DIST < closeDist) {
// closeDist = DIST;
// bullet[me].lockedOn = mob[i]
// }
// }
// }
// }
// },
// {
]
};