you can view the patch notes for the last few commits from the game menu this uses the github API, so it might have some delay overfill mods add energy instead of setting energy to a value bug - blocks in vertical portals can get stuck inside the portals fixed, but only for one portal... oh well mobs that make a scrap bot, don't leave a block body anymore
3428 lines
181 KiB
JavaScript
3428 lines
181 KiB
JavaScript
let bullet = [];
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const b = {
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dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //set in levels.setDifficulty
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gravity: 0.0006, //most other bodies have gravity = 0.001
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activeGun: null, //current gun in use by player
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inventoryGun: 0,
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inventory: [], //list of what guns player has // 0 starts with basic gun
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fire() {
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if (input.fire && mech.fireCDcycle < mech.cycle && (!input.field || mech.fieldFire) && b.inventory.length) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.guns[b.activeGun].fire();
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if (mod.isCrouchAmmo && mech.crouch) {
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if (mod.isCrouchAmmo % 2) {
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b.guns[b.activeGun].ammo--;
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game.updateGunHUD();
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}
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mod.isCrouchAmmo++ //makes the no ammo toggle off and on
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} else {
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b.guns[b.activeGun].ammo--;
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game.updateGunHUD();
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}
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} else {
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if (mod.isAmmoFromHealth) {
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if (mech.health > 2 * mod.isAmmoFromHealth * mech.maxHealth) {
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mech.damage(mod.isAmmoFromHealth * mech.maxHealth / mech.harmReduction());
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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} else {
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game.replaceTextLog = true;
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game.makeTextLog("not enough health for catabolism to produce ammo", 120);
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}
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} else {
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game.replaceTextLog = true;
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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);
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}
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mech.fireCDcycle = mech.cycle + 30; //fire cooldown
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}
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if (mech.holdingTarget) {
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mech.drop();
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}
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}
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},
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removeAllGuns() {
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b.inventory = []; //removes guns and ammo
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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b.guns[i].count = 0;
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b.guns[i].have = false;
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if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
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}
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b.activeGun = null;
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},
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bulletRemove() { //run in main loop
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//remove bullet if at end cycle for that bullet
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let i = bullet.length;
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while (i--) {
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if (bullet[i].endCycle < game.cycle) {
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bullet[i].onEnd(i); //some bullets do stuff on end
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if (bullet[i]) {
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Matter.World.remove(engine.world, bullet[i]);
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bullet.splice(i, 1);
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} else {
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break; //if bullet[i] doesn't exist don't complete the for loop, because the game probably reset
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}
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}
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}
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},
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bulletDraw() {
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ctx.beginPath();
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for (let i = 0, len = bullet.length; i < len; i++) {
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let vertices = bullet[i].vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1; j < vertices.length; j += 1) {
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ctx.lineTo(vertices[j].x, vertices[j].y);
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}
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ctx.lineTo(vertices[0].x, vertices[0].y);
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}
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ctx.fillStyle = "#000";
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ctx.fill();
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},
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bulletDo() {
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for (let i = 0, len = bullet.length; i < len; i++) {
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bullet[i].do();
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}
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},
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fireProps(cd, speed, dir, me) {
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mech.fireCDcycle = mech.cycle + Math.floor(cd * b.fireCD); // cool down
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Matter.Body.setVelocity(bullet[me], {
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x: mech.Vx / 2 + speed * Math.cos(dir),
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y: mech.Vy / 2 + speed * Math.sin(dir)
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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fireCD: 1,
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setFireCD() {
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b.fireCD = mod.fireRate * mod.slowFire * mod.rerollHaste * mod.aimDamage / mod.fastTime
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},
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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return {
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// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
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angle: dir,
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friction: 0.5,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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},
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minDmgSpeed: 10,
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beforeDmg() {}, //this.endCycle = 0 //triggers despawn
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onEnd() {}
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};
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} else {
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return {
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// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
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inertia: Infinity, //prevents rotation
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angle: dir,
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friction: 0.5,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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},
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minDmgSpeed: 10,
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beforeDmg() {}, //this.endCycle = 0 //triggers despawn
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onEnd() {}
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};
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}
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},
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muzzleFlash(radius = 10) {
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ctx.fillStyle = "#fb0";
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ctx.beginPath();
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ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), radius, 0, 2 * Math.PI);
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ctx.fill();
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},
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removeConsBB(me) {
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for (let i = 0, len = consBB.length; i < len; ++i) {
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if (consBB[i].bodyA === me) {
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consBB[i].bodyA = consBB[i].bodyB;
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consBB.splice(i, 1);
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break;
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} else if (consBB[i].bodyB === me) {
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consBB[i].bodyB = consBB[i].bodyA;
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consBB.splice(i, 1);
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break;
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}
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}
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},
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onCollision(event) {
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const pairs = event.pairs;
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for (let i = 0, j = pairs.length; i != j; i++) {
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//map + bullet collisions
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if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
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collideBulletStatic(pairs[i].bodyB)
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} else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
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collideBulletStatic(pairs[i].bodyA)
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}
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function collideBulletStatic(obj) {
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if (obj.onWallHit) obj.onWallHit();
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}
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}
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},
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explosion(where, radius) { // typically explode is used for some bullets with .onEnd
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radius *= mod.explosiveRadius
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let dist, sub, knock;
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let dmg = radius * 0.013;
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if (mod.isExplosionHarm) radius *= 1.8 // 1/sqrt(2) radius -> area
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if (mod.isSmallExplosion) {
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radius *= 0.8
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dmg *= 1.6
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}
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game.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: radius,
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color: "rgba(255,25,0,0.6)",
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time: game.drawTime
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});
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const alertRange = 100 + radius * 2; //alert range
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game.drawList.push({ //add alert to draw queue
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x: where.x,
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y: where.y,
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radius: alertRange,
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color: "rgba(100,20,0,0.03)",
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time: game.drawTime
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});
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//player damage and knock back
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sub = Vector.sub(where, player.position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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if (mod.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - mech.energy * 0.7, 0))
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mech.damage(mitigate * radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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} else {
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mech.damage(radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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}
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// if (!(mod.isImmuneExplosion && mech.energy > 0.97)) {
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// if (mod.isExplosionHarm) {
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// mech.damage(radius * 0.0004); //300% more player damage from explosions
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// } else {
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// mech.damage(radius * 0.0001); //normal player damage from explosions
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// }
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// mech.drop();
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// }
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.015);
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player.force.x += knock.x;
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player.force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.008);
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player.force.x += knock.x;
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player.force.y += knock.y;
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}
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//body knock backs
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for (let i = 0, len = body.length; i < len; ++i) {
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sub = Vector.sub(where, body[i].position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.022);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.013);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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}
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}
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//power up knock backs
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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sub = Vector.sub(where, powerUp[i].position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.015);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.01);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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}
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}
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//mob damage and knock back with alert
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let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isShielded) {
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sub = Vector.sub(where, mob[i].position);
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dist = Vector.magnitude(sub) - mob[i].radius;
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if (dist < radius) {
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if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
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if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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mob[i].damage(dmg * damageScale * b.dmgScale);
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.01);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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radius *= 0.95 //reduced range for each additional explosion target
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damageScale *= 0.87 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.006);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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}
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}
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}
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},
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missile(where, angle, speed, size = 1, spawn = 0) {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(where.x, where.y, 30 * size, 4 * size, {
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angle: angle,
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friction: 0.5,
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frictionAir: 0.045,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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endCycle: game.cycle + Math.floor((230 + 40 * Math.random()) * mod.isBulletsLastLonger),
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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},
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minDmgSpeed: 10,
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lookFrequency: Math.floor(15 + Math.random() * 3),
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explodeRad: 170 + 60 * Math.random(),
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beforeDmg() {
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this.tryToLockOn();
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this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
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}, //this.endCycle = 0 //triggers despawn
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onEnd() {
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b.explosion(this.position, this.explodeRad * size); //makes bullet do explosive damage at end
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if (spawn) {
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for (let i = 0; i < mod.recursiveMissiles; i++) {
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if (0.2 - 0.02 * i > Math.random()) {
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b.missile(this.position, this.angle + Math.PI + 0.5 * (Math.random() - 0.5), 0, 0.33 + size, mod.recursiveMissiles)
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break;
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}
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}
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}
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},
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lockedOn: null,
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tryToLockOn() {
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let closeDist = Infinity;
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//look for closest target to where the missile will be in 30 cycles
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const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 50))
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this.lockedOn = null;
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// const futurePos = this.lockedOn ? :Vector.add(this.position, Vector.mult(this.velocity, 50))
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (
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mob[i].alive && mob[i].dropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
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) {
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const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
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if (futureDist < closeDist) {
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closeDist = futureDist;
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this.lockedOn = mob[i];
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// this.frictionAir = 0.04; //extra friction once a target it locked
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}
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if (Vector.magnitude(Vector.sub(this.position, mob[i].position) < this.explodeRad)) {
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this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
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mob[i].lockedOn.damage(b.dmgScale * 2 * size); //does extra damage to target
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}
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}
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}
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//explode when bullet is close enough to target
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if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad) {
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this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
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this.lockedOn.damage(b.dmgScale * 4 * size); //does extra damage to target
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}
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},
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do() {
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if (!mech.isBodiesAsleep) {
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if (!(mech.cycle % this.lookFrequency)) this.tryToLockOn();
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if (this.lockedOn) { //rotate missile towards the target
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const face = {
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x: Math.cos(this.angle),
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y: Math.sin(this.angle)
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};
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const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
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if (Vector.dot(target, face) > -0.98) {
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if (Vector.cross(target, face) > 0) {
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Matter.Body.rotate(this, 0.1);
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} else {
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Matter.Body.rotate(this, -0.1);
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}
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this.frictionAir = 0.06; //extra friction if turning
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} else {
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this.frictionAir = 0.025; //low friction if not turning
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}
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}
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//accelerate in direction bullet is facing
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const dir = this.angle; // + (Math.random() - 0.5);
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this.force.x += Math.cos(dir) * thrust;
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this.force.y += Math.sin(dir) * thrust;
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ctx.beginPath(); //draw rocket
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ctx.arc(this.position.x - Math.cos(this.angle) * (25 * size - 3) + (Math.random() - 0.5) * 4,
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this.position.y - Math.sin(this.angle) * (25 * size - 3) + (Math.random() - 0.5) * 4,
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11 * size, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(255,155,0,0.5)";
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ctx.fill();
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} else {
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//draw rocket with time stop
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ctx.beginPath();
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ctx.arc(this.position.x - Math.cos(this.angle) * (30 * size - 3) + (Math.random() - 0.5) * 4,
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this.position.y - Math.sin(this.angle) * (30 * size - 3) + (Math.random() - 0.5) * 4,
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2 + 9 * size, 0, 2 * Math.PI);
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ctx.fillStyle = "rgba(255,155,0,0.5)";
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ctx.fill();
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}
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},
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});
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const thrust = 0.0044 * bullet[me].mass;
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Matter.Body.setVelocity(bullet[me], {
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x: mech.Vx / 2 + speed * Math.cos(angle),
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y: mech.Vy / 2 + speed * Math.sin(angle)
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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laser(where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}, whereEnd = {
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x: where.x + 3000 * Math.cos(mech.angle),
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y: where.y + 3000 * Math.sin(mech.angle)
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}, dmg = mod.laserDamage, reflections = mod.laserReflections, isThickBeam = false) {
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const reflectivity = 1 - 1 / (reflections * 1.5)
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let damage = b.dmgScale * dmg
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let best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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const color = "#f00";
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const path = [{
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x: where.x,
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y: where.y
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},
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{
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x: whereEnd.x,
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y: whereEnd.y
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}
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];
|
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const vertexCollision = function(v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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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() {
|
|
if (best.who.alive) {
|
|
best.who.damage(damage);
|
|
best.who.locatePlayer();
|
|
game.drawList.push({ //add dmg to draw queue
|
|
x: path[path.length - 1].x,
|
|
y: path[path.length - 1].y,
|
|
radius: Math.sqrt(damage) * 100,
|
|
color: "rgba(255,0,0,0.5)",
|
|
time: game.drawTime
|
|
});
|
|
}
|
|
// ctx.fillStyle = color; //draw mob damage circle
|
|
// ctx.beginPath();
|
|
// ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(damage) * 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, 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 ride 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 {
|
|
ctx.strokeStyle = color;
|
|
ctx.lineWidth = 2
|
|
ctx.lineDashOffset = 300 * 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([0, 0]);
|
|
ctx.globalAlpha = 1;
|
|
}
|
|
},
|
|
mine(where, velocity, angle = 0, isAmmoBack = false) {
|
|
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
|
|
},
|
|
minDmgSpeed: 5,
|
|
stillCount: 0,
|
|
isArmed: false,
|
|
endCycle: Infinity,
|
|
lookFrequency: 0,
|
|
range: 700,
|
|
beforeDmg() {},
|
|
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))
|
|
//move until touching map again after rotation
|
|
for (let j = 0; j < 10; j++) {
|
|
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.setStatic(this, true) //don't set to static if not touching map
|
|
this.collisionFilter.mask = cat.map | cat.bullet
|
|
} else {
|
|
Matter.Body.setVelocity(this, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
Matter.Body.setAngularVelocity(this, 0)
|
|
}
|
|
if (mod.isMineSentry) {
|
|
this.sentry();
|
|
} else {
|
|
this.arm();
|
|
}
|
|
|
|
//sometimes the mine can't attach to map and it just needs to be reset
|
|
const that = this
|
|
setTimeout(function() {
|
|
if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
|
|
// console.log(that)
|
|
that.endCycle = 0 // if not touching map explode
|
|
that.isArmed = false
|
|
b.mine(that.position, that.velocity, that.angle)
|
|
}
|
|
}, 100, that);
|
|
break
|
|
}
|
|
//move until you are touching the wall
|
|
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(collide[i].normal, 2)))
|
|
}
|
|
break
|
|
}
|
|
}
|
|
} else {
|
|
if (this.speed < 1 && this.angularSpeed < 0.01 && !mech.isBodiesAsleep) {
|
|
this.stillCount++
|
|
}
|
|
}
|
|
if (this.stillCount > 25) {
|
|
if (mod.isMineSentry) {
|
|
this.sentry();
|
|
} else {
|
|
this.arm();
|
|
}
|
|
}
|
|
},
|
|
sentry() {
|
|
this.lookFrequency = game.cycle + 60
|
|
this.endCycle = game.cycle + 1080
|
|
this.do = function() { //overwrite the do method for this bullet
|
|
this.force.y += this.mass * 0.002; //extra gravity
|
|
if (game.cycle > this.lookFrequency) {
|
|
this.lookFrequency = 10 + Math.floor(3 * Math.random())
|
|
this.do = function() { //overwrite the do method for this bullet
|
|
this.force.y += this.mass * 0.002; //extra gravity
|
|
if (!(game.cycle % this.lookFrequency) && !mech.isBodiesAsleep) { //find mob targets
|
|
this.endCycle -= 10
|
|
b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false)
|
|
if (!(game.cycle % (this.lookFrequency * 6))) {
|
|
game.drawList.push({
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: 8,
|
|
color: "#fe0",
|
|
time: 4
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
arm() {
|
|
this.lookFrequency = game.cycle + 60
|
|
this.do = function() { //overwrite the do method for this bullet
|
|
this.force.y += this.mass * 0.002; //extra gravity
|
|
if (game.cycle > this.lookFrequency) {
|
|
this.isArmed = true
|
|
this.lookFrequency = 50 + Math.floor(27 * Math.random())
|
|
game.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 (!(game.cycle % this.lookFrequency)) { //find mob targets
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 &&
|
|
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) {
|
|
this.endCycle = 0 //end life if mob is near and visible
|
|
if (Math.random() < 0.8) isAmmoBack = false; //20% chance to get ammo back after detonation
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
onEnd() {
|
|
if (this.isArmed) {
|
|
b.targetedNail(this.position, 15)
|
|
}
|
|
if (isAmmoBack) { //get ammo back from mod.isMineAmmoBack
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "mine") {
|
|
b.guns[i].ammo++
|
|
game.updateGunHUD();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
});
|
|
bullet[bIndex].torque += bullet[bIndex].inertia * 0.0002 * (0.5 - Math.random())
|
|
Matter.Body.setVelocity(bullet[bIndex], velocity);
|
|
World.add(engine.world, bullet[bIndex]); //add bullet to world
|
|
},
|
|
spore(where, isFreeze = mod.isSporeFreeze) { //used with the mod upgrade in mob.death()
|
|
const bIndex = bullet.length;
|
|
const side = 4;
|
|
bullet[bIndex] = Bodies.polygon(where.x, where.y, 4, side, {
|
|
// 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: (mod.isFastSpores ? 0.001 : 0.0004) * (1 + 0.3 * (Math.random() - 0.5)),
|
|
dmg: mod.isMutualism ? 6 : 3, //2x bonus damage from mod.isMutualism
|
|
lookFrequency: 97 + Math.floor(117 * Math.random()),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
|
|
},
|
|
endCycle: game.cycle + Math.floor((540 + Math.floor(Math.random() * 360)) * mod.isBulletsLastLonger),
|
|
minDmgSpeed: 0,
|
|
playerOffPosition: { //used when following 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, 60)
|
|
},
|
|
onEnd() {
|
|
if (mod.isMutualism && this.isMutualismActive && !mod.isEnergyHealth) {
|
|
mech.health += 0.01
|
|
if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
|
|
mech.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 (!(game.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].dropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
|
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 (mod.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 - mech.pos.x;
|
|
const dy = this.position.y - mech.pos.y;
|
|
if (dx * dx + dy * dy > 10000) {
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
|
|
}
|
|
} else {
|
|
this.force.y += this.mass * 0.0001; //gravity
|
|
}
|
|
|
|
}
|
|
|
|
// if (!this.lockedOn && !(game.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].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
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// 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 (mod.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 - mech.pos.x;
|
|
// const dy = this.position.y - mech.pos.y;
|
|
// if (dx * dx + dy * dy > 10000) {
|
|
// this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
|
|
// }
|
|
// // this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.thrust)
|
|
// } else {
|
|
// this.force.y += this.mass * 0.0001; //gravity
|
|
// }
|
|
},
|
|
});
|
|
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)
|
|
});
|
|
World.add(engine.world, bullet[bIndex]); //add bullet to world
|
|
|
|
if (mod.isMutualism && mech.health > 0.02) {
|
|
mech.health -= 0.01
|
|
mech.displayHealth();
|
|
bullet[bIndex].isMutualismActive = true
|
|
}
|
|
},
|
|
iceIX(speed = 0, spread = 2 * Math.PI) {
|
|
const me = bullet.length;
|
|
const THRUST = 0.004
|
|
const dir = mech.angle + spread * (Math.random() - 0.5);
|
|
const RADIUS = 18
|
|
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
|
|
angle: dir - Math.PI,
|
|
inertia: Infinity,
|
|
friction: 0,
|
|
frictionAir: 0.10,
|
|
restitution: 0.3,
|
|
dmg: 0.15, //damage done in addition to the damage from momentum
|
|
lookFrequency: 10 + Math.floor(7 * Math.random()),
|
|
endCycle: game.cycle + 120 * mod.isBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * mod.isBulletsLastLonger),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //self collide
|
|
},
|
|
minDmgSpeed: 0,
|
|
lockedOn: null,
|
|
isFollowMouse: true,
|
|
beforeDmg(who) {
|
|
mobs.statusSlow(who, 60)
|
|
this.endCycle = game.cycle
|
|
if (mod.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
|
|
if (mod.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
|
|
setTimeout(function() {
|
|
if (!who.alive) {
|
|
mech.energy += mod.iceEnergy * 0.66 * mech.maxEnergy
|
|
mech.addHealth(mod.iceEnergy * 0.04)
|
|
}
|
|
}, 10);
|
|
}
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
// this.force.y += this.mass * 0.0002;
|
|
//find mob targets
|
|
if (!(game.cycle % this.lookFrequency)) {
|
|
const scale = 1 - 0.09 / mod.isBulletsLastLonger //0.9 * mod.isBulletsLastLonger;
|
|
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].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) { //accelerate towards mobs
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
|
|
} else {
|
|
this.force = Vector.mult(Vector.normalise(this.velocity), this.mass * THRUST)
|
|
}
|
|
}
|
|
})
|
|
|
|
World.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.setVelocity(bullet[me], {
|
|
// x: mech.Vx / 2 + speed * Math.cos(dir),
|
|
// y: mech.Vy / 2 + speed * Math.sin(dir)
|
|
// });
|
|
},
|
|
drone(speed = 1) {
|
|
const me = bullet.length;
|
|
const THRUST = mod.isFastDrones ? 0.0023 : 0.0015
|
|
// const FRICTION = mod.isFastDrones ? 0.008 : 0.0005
|
|
const dir = mech.angle + 0.4 * (Math.random() - 0.5);
|
|
const RADIUS = (4.5 + 3 * Math.random())
|
|
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle) + Math.random(), mech.pos.y + 30 * Math.sin(mech.angle) + Math.random(), 8, RADIUS, {
|
|
angle: dir,
|
|
inertia: Infinity,
|
|
friction: 0.05,
|
|
frictionAir: 0,
|
|
restitution: 1,
|
|
dmg: 0.24, //damage done in addition to the damage from momentum
|
|
lookFrequency: 80 + Math.floor(23 * Math.random()),
|
|
endCycle: game.cycle + Math.floor((1100 + 420 * Math.random()) * mod.isBulletsLastLonger),
|
|
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,
|
|
deathCycles: 110 + RADIUS * 5,
|
|
isImproved: false,
|
|
beforeDmg(who) {
|
|
//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 > game.cycle + this.deathCycles) {
|
|
this.endCycle -= 60
|
|
if (game.cycle + this.deathCycles > this.endCycle) this.endCycle = game.cycle + this.deathCycles
|
|
}
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
if (game.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
|
|
this.force.y += this.mass * 0.0012;
|
|
this.restitution = 0.2;
|
|
const scale = 0.99;
|
|
Matter.Body.scale(this, scale, scale);
|
|
} 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 && !mod.isArmorFromPowerUps && !this.isImproved) { //grab a power up
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
if (
|
|
(powerUp[i].name !== "heal" || mech.health < 0.9 * mech.maxHealth || mod.isDroneGrab) &&
|
|
(powerUp[i].name !== "field" || !mod.isDeterminism)
|
|
) {
|
|
//pick up nearby power ups
|
|
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000 && !game.isChoosing) {
|
|
powerUps.onPickUp(this.position);
|
|
powerUp[i].effect();
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
if (mod.isDroneGrab) {
|
|
this.isImproved = true;
|
|
const SCALE = 3
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.lookFrequency = 30;
|
|
this.endCycle += 2500
|
|
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, 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)
|
|
});
|
|
},
|
|
foam(position, velocity, radius) {
|
|
// radius *= Math.sqrt(mod.bulletSize)
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
|
|
// angle: 0,
|
|
density: 0.00005, // 0.001 is normal density
|
|
inertia: Infinity,
|
|
frictionAir: 0.003,
|
|
// friction: 0.2,
|
|
// restitution: 0.2,
|
|
dmg: mod.isFastFoam ? 0.02 : 0.0055, //damage done in addition to the damage from momentum
|
|
scale: 1 - 0.005 / mod.isBulletsLastLonger * (mod.isFastFoam ? 1.6 : 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,
|
|
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 (!mech.isBodiesAsleep) { //if time dilation isn't active
|
|
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))
|
|
}
|
|
Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
|
|
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(b.dmgScale * this.dmg, true); //shield damage bypass
|
|
//shrink if mob is shielded
|
|
const SCALE = 1 - 0.018 / mod.isBulletsLastLonger
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= SCALE;
|
|
} else {
|
|
this.target.damage(b.dmgScale * this.dmg);
|
|
}
|
|
} else if (this.target !== null) { //look for a new target
|
|
this.target = null
|
|
this.collisionFilter.category = cat.bullet;
|
|
this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
|
if (mod.isFoamGrowOnDeath && bullet.length < 300) {
|
|
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, 10)
|
|
for (let i = 0; i < 2; i++) {
|
|
if (targets.length - i > 0) {
|
|
const index = Math.floor(Math.random() * targets.length)
|
|
const speed = 10 + 10 * 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)
|
|
}
|
|
}
|
|
}
|
|
} 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 * 0.00008; //gravity
|
|
}
|
|
}
|
|
}
|
|
});
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
Matter.Body.setVelocity(bullet[me], velocity);
|
|
},
|
|
targetedNail(position, num = 1, speed = 50 + 10 * Math.random(), range = 1200, isRandomAim = true) {
|
|
const targets = [] //target nearby mobs
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (mob[i].dropPowerUp) {
|
|
const dist = Vector.magnitude(Vector.sub(position, mob[i].position));
|
|
if (dist < range &&
|
|
Matter.Query.ray(map, position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, 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
|
|
}
|
|
}
|
|
}
|
|
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), 1.1)
|
|
} 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)
|
|
})
|
|
}
|
|
}
|
|
},
|
|
nail(pos, velocity, dmg = 0) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * mod.biggerNails, 2 * mod.biggerNails, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
|
|
Matter.Body.setVelocity(bullet[me], velocity);
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
bullet[me].endCycle = game.cycle + 60 + 18 * Math.random();
|
|
bullet[me].dmg = dmg
|
|
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal mod
|
|
if (mod.isNailPoison) mobs.statusDoT(who, dmg * 0.22, 120) // one tick every 30 cycles
|
|
if (mod.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.99) this.dmg *= 5 //crit if hit near center
|
|
};
|
|
bullet[me].do = function() {};
|
|
},
|
|
// **************************************************************************************************
|
|
// **************************************************************************************************
|
|
// ******************************** Bots *********************************************
|
|
// **************************************************************************************************
|
|
// **************************************************************************************************
|
|
respawnBots() {
|
|
for (let i = 0; i < mod.laserBotCount; i++) b.laserBot()
|
|
for (let i = 0; i < mod.nailBotCount; i++) b.nailBot()
|
|
for (let i = 0; i < mod.foamBotCount; i++) b.foamBot()
|
|
for (let i = 0; i < mod.boomBotCount; i++) b.boomBot()
|
|
for (let i = 0; i < mod.plasmaBotCount; i++) b.plasmaBot()
|
|
for (let i = 0; i < mod.orbitBotCount; i++) b.orbitBot()
|
|
if (mod.isIntangible && mech.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 = mech.pos, isKeep = true) {
|
|
if (Math.random() < 0.2) {
|
|
b.orbitBot();
|
|
if (isKeep) mod.orbitBotCount++;
|
|
} else if (Math.random() < 0.25) {
|
|
b.nailBot(where)
|
|
if (isKeep) mod.nailBotCount++;
|
|
} else if (Math.random() < 0.33) {
|
|
b.laserBot(where)
|
|
if (isKeep) mod.laserBotCount++;
|
|
} else if (Math.random() < 0.5) {
|
|
b.foamBot(where)
|
|
if (isKeep) mod.foamBotCount++;
|
|
} else {
|
|
b.boomBot(where)
|
|
if (isKeep) mod.boomBotCount++;
|
|
}
|
|
},
|
|
nailBot(position = mech.pos) {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
const RADIUS = (12 + 4 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
|
|
isUpgraded: mod.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: game.cycle + 60 * Math.random(),
|
|
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
|
range: 70 * (1 + 0.3 * 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,
|
|
beforeDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
if (this.lastLookCycle < game.cycle && !mech.isCloak) {
|
|
this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 65
|
|
let target
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
|
if (dist < 3000000 && //1400*1400
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
|
|
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))
|
|
const SPEED = 50
|
|
b.nail(this.position, Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED), 0.4)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
|
|
if (distanceToPlayer > this.range) { //if far away move towards player
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.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
|
|
}
|
|
}
|
|
})
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
foamBot(position = mech.pos) {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
const RADIUS = (10 + 5 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 6, RADIUS, {
|
|
isUpgraded: mod.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()) - 10 * mod.isFoamBotUpgrade,
|
|
cd: 0,
|
|
delay: 100,
|
|
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
|
range: 70 * (1 + 0.3 * 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,
|
|
beforeDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
if (this.cd < game.cycle && !(game.cycle % this.lookFrequency) && !mech.isCloak) {
|
|
let target
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
|
if (dist < 1000000 && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
|
this.cd = game.cycle + this.delay;
|
|
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))
|
|
const radius = 6 + 7 * Math.random()
|
|
const SPEED = 29 - radius * 0.5; //(mech.crouch ? 32 : 20) - radius * 0.7;
|
|
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
|
|
b.foam(this.position, velocity, radius + 9 * this.isUpgraded)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
|
|
if (distanceToPlayer > this.range) { //if far away move towards player
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.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
|
|
}
|
|
}
|
|
})
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
laserBot(position = mech.pos) {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
const RADIUS = (14 + 6 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, {
|
|
isUpgraded: mod.isLaserBotUpgrade,
|
|
botType: "laser",
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.008 * (1 + 0.3 * Math.random()),
|
|
restitution: 0.5 * (1 + 0.5 * Math.random()),
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
lookFrequency: 40 + Math.floor(7 * Math.random()),
|
|
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
|
|
range: 700 * (1 + 0.1 * Math.random()) + 250 * mod.isLaserBotUpgrade,
|
|
followRange: 150 + Math.floor(30 * Math.random()),
|
|
offPlayer: {
|
|
x: 0,
|
|
y: 0,
|
|
},
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
lockedOn: null,
|
|
beforeDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
const playerPos = Vector.add(Vector.add(this.offPlayer, mech.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.followRange) //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 (!(game.cycle % this.lookFrequency)) {
|
|
this.lockedOn = null;
|
|
if (!mech.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 &&
|
|
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]
|
|
}
|
|
}
|
|
}
|
|
//randomize position relative to player
|
|
if (Math.random() < 0.15) {
|
|
this.offPlayer = {
|
|
x: 120 * (Math.random() - 0.5),
|
|
y: 120 * (Math.random() - 0.5) - 20,
|
|
}
|
|
}
|
|
}
|
|
//hit target with laser
|
|
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
|
|
mech.energy -= 0.0012 * mod.isLaserDiode
|
|
// const sub = Vector.sub(this.lockedOn.position, this.vertices[0])
|
|
// const angle = Math.atan2(sub.y, sub.x);
|
|
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * (0.06 + 0.1 * this.isUpgraded))
|
|
|
|
// //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) {
|
|
// //move towards the target
|
|
// this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
|
|
// //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 * (0.06 + 0.08 * this.isUpgraded);
|
|
// 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();
|
|
// }
|
|
}
|
|
}
|
|
})
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
boomBot(position = mech.pos) {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
const RADIUS = (7 + 2 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
|
|
isUpgraded: mod.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()),
|
|
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
|
range: 500 * (1 + 0.1 * Math.random()) + 250 * mod.isBoomBotUpgrade,
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
lockedOn: null,
|
|
explode: 0,
|
|
beforeDmg() {
|
|
if (this.lockedOn) {
|
|
const explosionRadius = Math.min(170 + 170 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.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, mech.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() {
|
|
if (this.explode) {
|
|
b.explosion(this.position, this.explode); //makes bullet do explosive damage at end
|
|
this.explode = 0;
|
|
}
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
|
|
if (distanceToPlayer > 100) { //if far away move towards player
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, 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 (!(game.cycle % this.lookFrequency) && !mech.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].dropPowerUp &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
|
|
closeDist = DIST;
|
|
this.lockedOn = mob[i]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//punch target
|
|
if (this.lockedOn && this.lockedOn.alive && !mech.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)), 0.012 * this.mass))
|
|
}
|
|
}
|
|
}
|
|
})
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
plasmaBot(position = mech.pos) {
|
|
const me = bullet.length;
|
|
const dir = mech.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,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
lockedOn: null,
|
|
beforeDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
|
|
if (distanceToPlayer > 150) { //if far away move towards player
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
|
|
}
|
|
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
|
|
//find closest
|
|
if (!(game.cycle % this.lookFrequency)) {
|
|
this.lockedOn = null;
|
|
if (!mech.isCloak) {
|
|
let closeDist = mod.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 &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
|
|
closeDist = DIST;
|
|
this.lockedOn = mob[i]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//fire plasma at target
|
|
if (this.lockedOn && this.lockedOn.alive && mech.fieldCDcycle < mech.cycle) {
|
|
const sub = Vector.sub(this.lockedOn.position, this.position)
|
|
const DIST = Vector.magnitude(sub);
|
|
const unit = Vector.normalise(sub)
|
|
const DRAIN = 0.0012
|
|
if (DIST < mod.isPlasmaRange * 450 && mech.energy > DRAIN) {
|
|
mech.energy -= DRAIN;
|
|
if (mech.energy < 0) {
|
|
mech.fieldCDcycle = mech.cycle + 120;
|
|
mech.energy = 0;
|
|
}
|
|
//calculate laser collision
|
|
let best;
|
|
let range = mod.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 = 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
|
|
};
|
|
if (best.who.alive) {
|
|
const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
|
|
best.who.damage(dmg);
|
|
best.who.locatePlayer();
|
|
//push mobs away
|
|
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
|
|
Matter.Body.applyForce(best.who, path[1], force)
|
|
Matter.Body.setVelocity(best.who, { //friction
|
|
x: best.who.velocity.x * 0.7,
|
|
y: best.who.velocity.y * 0.7
|
|
});
|
|
//draw mob damage circle
|
|
game.drawList.push({
|
|
x: path[1].x,
|
|
y: path[1].y,
|
|
radius: Math.sqrt(dmg) * 50,
|
|
color: "rgba(255,0,255,0.2)",
|
|
time: game.drawTime * 4
|
|
});
|
|
} else if (!best.who.isStatic) {
|
|
//push blocks away
|
|
const force = Vector.mult(Vector.normalise(Vector.sub(mech.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
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
})
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
orbitBot(position = mech.pos) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 9, 12, {
|
|
isUpgraded: mod.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 + 60 * mod.isOrbitBotUpgrade, //range is set in bot upgrade too! //150 + (80 + 100 * mod.isOrbitBotUpgrade) * Math.random(), // + 5 * mod.orbitBotCount,
|
|
orbitalSpeed: 0,
|
|
phase: 2 * Math.PI * Math.random(),
|
|
do() {
|
|
//check for damage
|
|
if (!mech.isCloak && !mech.isBodiesAsleep) { //if time dilation isn't active
|
|
// q = Matter.Query.point(mob, this.position)
|
|
// q = Matter.Query.collides(this, mob)
|
|
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++) {
|
|
mobs.statusStun(q[i], 180)
|
|
const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2 : 1) * (mod.isCrit ? 4 : 1)
|
|
q[i].damage(dmg);
|
|
q[i].foundPlayer();
|
|
game.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: 'rgba(0,0,0,0.4)',
|
|
time: game.drawTime
|
|
});
|
|
}
|
|
}
|
|
//orbit player
|
|
const time = game.cycle * this.orbitalSpeed + this.phase
|
|
const orbit = {
|
|
x: Math.cos(time),
|
|
y: Math.sin(time) //*1.1
|
|
}
|
|
Matter.Body.setPosition(this, Vector.add(mech.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 / mod.orbitBotCount) * 2 * Math.PI
|
|
World.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 *********************************************
|
|
// **************************************************************************************************
|
|
// **************************************************************************************************
|
|
giveGuns(gun = "random", ammoPacks = 10) {
|
|
if (mod.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") {
|
|
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 = Math.floor(b.guns[i].ammoPack * ammoPacks);
|
|
}
|
|
} 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;
|
|
b.guns[gun].ammo = Math.floor(b.guns[gun].ammoPack * ammoPacks);
|
|
if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
|
|
}
|
|
game.makeGunHUD();
|
|
},
|
|
guns: [{
|
|
name: "nail gun",
|
|
description: "use compressed air to fire a stream of <strong>nails</strong><br><strong>delay</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,
|
|
fire() {
|
|
let CD
|
|
if (mod.nailFireRate) { //fire delay decreases as you hold fire, down to 3 from 15
|
|
if (mod.nailInstantFireRate) {
|
|
CD = 2
|
|
} else {
|
|
if (this.nextFireCycle + 1 < mech.cycle) this.startingHoldCycle = mech.cycle //reset if not constantly firing
|
|
CD = Math.max(7.5 - 0.06 * (mech.cycle - this.startingHoldCycle), 2) //CD scales with cycles fire is held down
|
|
this.nextFireCycle = mech.cycle + CD * b.fireCD //predict next fire cycle if the fire button is held down
|
|
}
|
|
} else {
|
|
if (this.nextFireCycle + 1 < mech.cycle) this.startingHoldCycle = mech.cycle //reset if not constantly firing
|
|
CD = Math.max(11 - 0.06 * (mech.cycle - this.startingHoldCycle), 2) //CD scales with cycles fire is held down
|
|
this.nextFireCycle = mech.cycle + CD * b.fireCD //predict next fire cycle if the fire button is held down
|
|
}
|
|
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
|
|
const speed = 30 + 6 * Math.random() + 9 * mod.nailInstantFireRate
|
|
const angle = mech.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (mech.crouch ? 1.35 : 3.2) / CD
|
|
const dmg = 0.9
|
|
b.nail({
|
|
x: mech.pos.x + 30 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 30 * Math.sin(mech.angle)
|
|
}, {
|
|
x: mech.Vx / 2 + speed * Math.cos(angle),
|
|
y: mech.Vy / 2 + speed * Math.sin(angle)
|
|
}, dmg) //position, velocity, damage
|
|
if (mod.isIceCrystals) {
|
|
bullet[bullet.length - 1].beforeDmg = function(who) {
|
|
mobs.statusSlow(who, 30)
|
|
if (mod.isNailPoison) mobs.statusDoT(who, dmg * 0.22, 120) // one tick every 30 cycles
|
|
if (mod.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.99) this.dmg *= 5 //crit if hit near center
|
|
};
|
|
|
|
if (mech.energy < 0.01) {
|
|
mech.fireCDcycle = mech.cycle + 60; // cool down
|
|
} else {
|
|
mech.energy -= mech.fieldRegen + 0.009
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "shotgun",
|
|
description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
|
|
ammo: 0,
|
|
ammoPack: 6,
|
|
defaultAmmoPack: 6,
|
|
have: false,
|
|
fire() {
|
|
let knock, spread
|
|
if (mech.crouch) {
|
|
spread = 0.75
|
|
mech.fireCDcycle = mech.cycle + Math.floor(55 * b.fireCD); // cool down
|
|
if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(58 * b.fireCD); //player is immune to collision damage for 30 cycles
|
|
knock = 0.01
|
|
} else {
|
|
mech.fireCDcycle = mech.cycle + Math.floor(45 * b.fireCD); // cool down
|
|
if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(47 * b.fireCD); //player is immune to collision damage for 30 cycles
|
|
spread = 1.3
|
|
knock = 0.1
|
|
}
|
|
|
|
if (mod.isShotgunRecoil) {
|
|
mech.fireCDcycle -= 0.66 * (45 * b.fireCD)
|
|
player.force.x -= 2 * knock * Math.cos(mech.angle)
|
|
player.force.y -= 2 * knock * Math.sin(mech.angle) //reduce knock back in vertical direction to stop super jumps
|
|
} else {
|
|
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
|
|
}
|
|
|
|
b.muzzleFlash(35);
|
|
if (mod.isNailShot) {
|
|
for (let i = 0; i < 14; i++) {
|
|
const dir = mech.angle + (Math.random() - 0.5) * spread * 0.2
|
|
const pos = {
|
|
x: mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5),
|
|
y: mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5)
|
|
}
|
|
speed = 35 + 15 * Math.random()
|
|
const velocity = {
|
|
x: speed * Math.cos(dir),
|
|
y: speed * Math.sin(dir)
|
|
}
|
|
b.nail(pos, velocity, 1.2)
|
|
}
|
|
} else {
|
|
const side = 22
|
|
for (let i = 0; i < 17; i++) {
|
|
const me = bullet.length;
|
|
const dir = mech.angle + (Math.random() - 0.5) * spread
|
|
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 = 52 + Math.random() * 8
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(dir),
|
|
y: SPEED * Math.sin(dir)
|
|
});
|
|
bullet[me].endCycle = game.cycle + 40
|
|
bullet[me].minDmgSpeed = 15
|
|
// bullet[me].restitution = 0.4
|
|
bullet[me].frictionAir = 0.034;
|
|
bullet[me].do = function() {
|
|
if (!mech.isBodiesAsleep) {
|
|
const scale = 1 - 0.034 / mod.isBulletsLastLonger
|
|
Matter.Body.scale(this, scale, scale);
|
|
}
|
|
};
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "super balls",
|
|
description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
|
|
ammo: 0,
|
|
ammoPack: 12,
|
|
have: false,
|
|
num: 5,
|
|
fire() {
|
|
const SPEED = mech.crouch ? 43 : 32
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 18) * b.fireCD); // cool down
|
|
if (mod.oneSuperBall) {
|
|
let dir = mech.angle
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 12, 20 * mod.bulletSize, 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((300 + 60 * Math.random()) * mod.isBulletsLastLonger);
|
|
bullet[me].minDmgSpeed = 0;
|
|
bullet[me].restitution = 1;
|
|
bullet[me].friction = 0;
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.001;
|
|
};
|
|
bullet[me].beforeDmg = function(who) {
|
|
mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
|
|
};
|
|
} else {
|
|
b.muzzleFlash(20);
|
|
const SPREAD = mech.crouch ? 0.08 : 0.15
|
|
let dir = mech.angle - SPREAD * (mod.superBallNumber - 1) / 2;
|
|
for (let i = 0; i < mod.superBallNumber; i++) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 12, 7.5 * mod.bulletSize, 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((300 + 60 * Math.random()) * mod.isBulletsLastLonger);
|
|
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: "flechettes",
|
|
description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
|
|
ammo: 0,
|
|
ammoPack: 55,
|
|
defaultAmmoPack: 55,
|
|
have: false,
|
|
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() {
|
|
function makeFlechette(angle = mech.angle + 0.02 * (Math.random() - 0.5)) {
|
|
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, 1.4, b.fireAttributes(angle));
|
|
bullet[me].collisionFilter.mask = mod.pierce ? 0 : cat.body; //cat.mobShield | //cat.map | cat.body |
|
|
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
|
|
bullet[me].endCycle = game.cycle + 180;
|
|
bullet[me].dmg = 0;
|
|
bullet[me].immuneList = []
|
|
bullet[me].do = function() {
|
|
const whom = Matter.Query.collides(this, mob)
|
|
if (whom.length && this.speed > 20) { //if touching a mob
|
|
who = whom[0].bodyA
|
|
if (who && who.mob) {
|
|
if (mod.pierce) {
|
|
let immune = false
|
|
for (let i = 0; i < this.immuneList.length; i++) {
|
|
if (this.immuneList[i] === who.id) immune = true
|
|
}
|
|
if (!immune) {
|
|
this.immuneList.push(who.id)
|
|
who.foundPlayer();
|
|
if (mod.isFastDot) {
|
|
mobs.statusDoT(who, 4, 30)
|
|
} else {
|
|
mobs.statusDoT(who, 0.66, mod.isSlowDot ? 360 : 180)
|
|
}
|
|
game.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: 40,
|
|
color: "rgba(0,80,80,0.3)",
|
|
time: game.drawTime
|
|
});
|
|
}
|
|
} else {
|
|
this.endCycle = 0;
|
|
if (mod.isFlechetteExplode && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
|
|
// mobs.statusStun(who, 120)
|
|
this.explodeRad = 300 + 60 * Math.random();
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
}
|
|
who.foundPlayer();
|
|
if (mod.isFastDot) {
|
|
mobs.statusDoT(who, 3.78, 30)
|
|
} else {
|
|
mobs.statusDoT(who, 0.63, mod.isSlowDot ? 360 : 180)
|
|
}
|
|
game.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: 40,
|
|
color: "rgba(0,80,80,0.3)",
|
|
time: game.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() {}
|
|
} else if (this.speed < 30) {
|
|
this.force.y += this.mass * 0.0007; //no gravity until it slows down to improve aiming
|
|
}
|
|
};
|
|
const SPEED = 50
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: mech.Vx / 2 + SPEED * Math.cos(angle),
|
|
y: mech.Vy / 2 + SPEED * Math.sin(angle)
|
|
});
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
}
|
|
makeFlechette()
|
|
if (mod.isFlechetteMultiShot) {
|
|
makeFlechette(mech.angle + 0.02 + 0.005 * Math.random())
|
|
makeFlechette(mech.angle - 0.02 - 0.005 * Math.random())
|
|
}
|
|
|
|
const CD = (mech.crouch) ? 60 : 30
|
|
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) ? 7 : 1)) {
|
|
this.count = 0
|
|
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
|
|
const who = bullet[bullet.length - 1]
|
|
Matter.Body.setDensity(who, 0.00001);
|
|
} else {
|
|
this.count++
|
|
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.fireCD); // cool down
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "wave beam",
|
|
description: "emit a <strong>sine wave</strong> of oscillating particles<br>that can propagate <strong>through solids</strong>",
|
|
ammo: 0,
|
|
ammoPack: 70,
|
|
have: false,
|
|
fire() {
|
|
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
|
|
const dir = mech.angle
|
|
const SPEED = 10
|
|
let wiggleMag
|
|
if (mod.waveHelix === 2) {
|
|
wiggleMag = (mech.crouch ? 6 : 12) * (1 + Math.sin(mech.cycle * 0.1))
|
|
} else {
|
|
wiggleMag = mech.crouch ? 6 : 12
|
|
}
|
|
// const wiggleMag = mod.waveHelix ? (mech.crouch ? 6 + 6 * Math.sin(mech.cycle * 0.1) : 13 + 13 * Math.sin(mech.cycle * 0.1)) : (mech.crouch ? 6 : 12)
|
|
const size = 5 * (mod.waveHelix === 1 ? 1 : 0.7)
|
|
for (let i = 0; i < mod.waveHelix; i++) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 7, size, {
|
|
angle: dir,
|
|
cycle: -0.5,
|
|
endCycle: game.cycle + Math.floor((mod.isWaveReflect ? 600 : 120) * mod.isBulletsLastLonger),
|
|
inertia: Infinity,
|
|
frictionAir: 0,
|
|
slow: 0,
|
|
minDmgSpeed: 0,
|
|
dmg: 0,
|
|
isJustReflected: false,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: 0,
|
|
mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {},
|
|
do() {
|
|
if (!mech.isBodiesAsleep) {
|
|
if (mod.isWaveReflect) {
|
|
// check if inside a mob
|
|
q = Matter.Query.point(mob, this.position)
|
|
for (let i = 0; i < q.length; i++) {
|
|
let dmg = b.dmgScale * 0.36 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.8) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
|
|
q[i].damage(dmg);
|
|
q[i].foundPlayer();
|
|
game.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: 'rgba(0,0,0,0.4)',
|
|
time: game.drawTime
|
|
});
|
|
}
|
|
Matter.Body.setPosition(this, Vector.add(this.position, player.velocity)) //bullets move with player
|
|
const sub = Vector.sub(this.position, mech.pos)
|
|
const range = 558 //93 * x
|
|
if (Vector.magnitude(sub) > range) {
|
|
// Matter.Body.setPosition(this, Vector.sub(this.position, Vector.mult(Vector.normalise(sub), 2 * range))) //teleport to opposite side
|
|
Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1));
|
|
Matter.Body.setPosition(this, Vector.add(mech.pos, Vector.mult(Vector.normalise(sub), range))) //reflect
|
|
}
|
|
} else {
|
|
let slowCheck = 1
|
|
if (Matter.Query.point(map, this.position).length) { //check if inside map
|
|
slowCheck = mod.waveSpeedMap
|
|
} else { //check if inside a body
|
|
let q = Matter.Query.point(body, this.position)
|
|
if (q.length) {
|
|
slowCheck = mod.waveSpeedBody
|
|
Matter.Body.setPosition(this, Vector.add(this.position, q[0].velocity)) //move with the medium
|
|
} else { // check if inside a mob
|
|
q = Matter.Query.point(mob, this.position)
|
|
for (let i = 0; i < q.length; i++) {
|
|
slowCheck = 0.3;
|
|
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
|
|
let dmg = b.dmgScale * 0.36 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.8) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
|
|
q[i].damage(dmg);
|
|
q[i].foundPlayer();
|
|
game.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: 'rgba(0,0,0,0.4)',
|
|
time: game.drawTime
|
|
});
|
|
}
|
|
}
|
|
}
|
|
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), SPEED * slowCheck));
|
|
}
|
|
}
|
|
this.cycle++
|
|
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35) * ((i % 2) ? -1 : 1))
|
|
Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
|
|
}
|
|
// if (mod.isWaveReflect) { //single reflection
|
|
// const sub = Vector.sub(this.position, mech.pos)
|
|
// if (Vector.magnitude(sub) > 630) {
|
|
// // Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(Vector.normalise(sub), -2 * POCKET_RANGE))) //teleport to opposite side
|
|
// if (!this.isJustReflected) {
|
|
// Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1)); //reflect
|
|
// this.isJustReflected = true;
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// if (mod.isWaveReflect) {
|
|
// Matter.Body.setPosition(this, Vector.add(this.position, player.velocity)) //bullets move with player
|
|
|
|
// Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(Vector.normalise(sub), -2 * POCKET_RANGE))) //teleport to opposite side
|
|
|
|
// const sub = Vector.sub(this.position, mech.pos)
|
|
// if (Vector.magnitude(sub) > 630) {
|
|
// if (!this.isJustReflected) {
|
|
// Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1)); //reflect
|
|
// this.isJustReflected = true;
|
|
// }
|
|
// } else {
|
|
// this.isJustReflected = 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)
|
|
});
|
|
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "missiles",
|
|
description: "launch missiles that <strong>accelerate</strong> towards <strong>mobs</strong><br><strong class='color-e'>explodes</strong> when near target",
|
|
ammo: 0,
|
|
ammoPack: 3,
|
|
have: false,
|
|
fireCycle: 0,
|
|
ammoLoaded: 0,
|
|
fire() {
|
|
if (mod.is3Missiles) {
|
|
if (mech.crouch) {
|
|
mech.fireCDcycle = mech.cycle + 50 * b.fireCD; // cool down
|
|
const direction = {
|
|
x: Math.cos(mech.angle),
|
|
y: Math.sin(mech.angle)
|
|
}
|
|
const push = Vector.mult(Vector.perp(direction), 0.0007)
|
|
for (let i = 0; i < 3; i++) {
|
|
//missile(where, dir, speed, size = 1, spawn = 0) {
|
|
b.missile({
|
|
x: mech.pos.x + 40 * direction.x,
|
|
y: mech.pos.y + 40 * direction.y
|
|
}, mech.angle + 0.06 * (1 - i), 0, 0.7, mod.recursiveMissiles)
|
|
bullet[bullet.length - 1].force.x += push.x * (i - 1);
|
|
bullet[bullet.length - 1].force.y += push.y * (i - 1);
|
|
}
|
|
} else {
|
|
mech.fireCDcycle = mech.cycle + 35 * b.fireCD; // cool down
|
|
const direction = {
|
|
x: Math.cos(mech.angle),
|
|
y: Math.sin(mech.angle)
|
|
}
|
|
const push = Vector.mult(Vector.perp(direction), 0.0008)
|
|
for (let i = 0; i < 3; i++) {
|
|
//missile(where, dir, speed, size = 1, spawn = 0) {
|
|
b.missile({
|
|
x: mech.pos.x + 40 * direction.x,
|
|
y: mech.pos.y + 40 * direction.y
|
|
}, mech.angle, 0, 0.7, mod.recursiveMissiles)
|
|
bullet[bullet.length - 1].force.x += push.x * (i - 1);
|
|
bullet[bullet.length - 1].force.y += push.y * (i - 1);
|
|
}
|
|
}
|
|
} else {
|
|
mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 40 : 25) * b.fireCD; // cool down
|
|
b.missile({
|
|
x: mech.pos.x + 40 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
|
|
},
|
|
mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
|
|
-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.fireCD,
|
|
1, mod.recursiveMissiles)
|
|
bullet[bullet.length - 1].force.y += 0.0006; //a small push down at first to make it seem like the missile is briefly falling
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "flak",
|
|
description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
|
|
ammo: 0,
|
|
ammoPack: 4,
|
|
defaultAmmoPack: 4, //use to revert ammoPack after mod changes drop rate
|
|
have: false,
|
|
fire() {
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.fireCD); // cool down
|
|
b.muzzleFlash(30);
|
|
const SPEED = mech.crouch ? 29 : 25
|
|
const END = Math.floor(mech.crouch ? 30 : 18);
|
|
const side1 = 17
|
|
const side2 = 4
|
|
const totalBullets = 6
|
|
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 ? 95 : 75) + (Math.random() - 0.5) * 50;
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, this.explodeRad); //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() {
|
|
// this.force.y += this.mass * 0.0004;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "grenades",
|
|
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: 5,
|
|
have: false,
|
|
fire() {
|
|
|
|
},
|
|
fireNormal() {
|
|
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.fireAttributes(dir, false));
|
|
Matter.Body.setDensity(bullet[me], 0.0005);
|
|
bullet[me].explodeRad = 275;
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
if (mod.grenadeFragments) b.targetedNail(this.position, mod.grenadeFragments)
|
|
}
|
|
bullet[me].minDmgSpeed = 1;
|
|
bullet[me].beforeDmg = function() {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
|
};
|
|
if (mod.isRPG) {
|
|
b.fireProps(35, mech.crouch ? 60 : -15, dir, me); //cd , speed
|
|
bullet[me].endCycle = game.cycle + 70;
|
|
bullet[me].frictionAir = 0.07;
|
|
const MAG = 0.015
|
|
bullet[me].thrust = {
|
|
x: bullet[me].mass * MAG * Math.cos(dir),
|
|
y: bullet[me].mass * MAG * Math.sin(dir)
|
|
}
|
|
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
|
|
}
|
|
};
|
|
} else {
|
|
b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 43 : 32, dir, me); //cd , speed
|
|
bullet[me].endCycle = game.cycle + Math.floor(mech.crouch ? 120 : 80);
|
|
bullet[me].restitution = 0.4;
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
|
|
};
|
|
}
|
|
},
|
|
fireVacuum() {
|
|
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.fireAttributes(dir, false));
|
|
Matter.Body.setDensity(bullet[me], 0.0003);
|
|
bullet[me].explodeRad = 350 + Math.floor(Math.random() * 50);;
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
if (mod.grenadeFragments) b.targetedNail(this.position, mod.grenadeFragments)
|
|
}
|
|
bullet[me].beforeDmg = function() {};
|
|
const cd = mech.crouch ? 90 : 75
|
|
b.fireProps(cd, mech.crouch ? 46 : 35, dir, me); //cd , speed
|
|
bullet[me].endCycle = game.cycle + cd;
|
|
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 (game.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) {
|
|
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 (game.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 - game.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();
|
|
}
|
|
};
|
|
}
|
|
},
|
|
{
|
|
name: "neutron bomb",
|
|
description: "toss a chunk of <strong class='color-p'>Cf-252</strong> which emits <strong class='color-p'>neutrons</strong><br>that do <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and <strong class='color-f'>energy</strong> drain",
|
|
ammo: 0,
|
|
ammoPack: 5,
|
|
have: 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), 10, 4, b.fireAttributes(dir, false));
|
|
b.fireProps(mech.crouch ? 45 : 25, mech.crouch ? 30 : 20, dir, me); //cd , speed
|
|
Matter.Body.setDensity(bullet[me], 0.000001);
|
|
bullet[me].endCycle = Infinity;
|
|
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 = (435 + 150 * Math.random()) * (mod.isNeutronImmune ? 1.2 : 1)
|
|
bullet[me].stuckTo = null;
|
|
bullet[me].stuckToRelativePosition = null;
|
|
bullet[me].beforeDmg = function() {};
|
|
bullet[me].stuck = 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.frictionAir = 1;
|
|
that.do = that.radiationMode;
|
|
|
|
if (mod.isNeutronStun) {
|
|
//push blocks
|
|
const dist = that.maxDamageRadius * 0.9
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
const SUB = Vector.sub(body[i].position, that.position)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
if (DISTANCE < dist) {
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.04 * body[i].mass)
|
|
body[i].force.x += FORCE.x;
|
|
body[i].force.y += FORCE.y - body[i].mass * game.g * 5; //kick up a bit to give them some arc
|
|
}
|
|
}
|
|
//stun mobs
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Vector.magnitude(Vector.sub(mob[i].position, that.position)) < dist) {
|
|
mobs.statusStun(mob[i], mod.isNeutronStun)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const mobCollisions = Matter.Query.collides(this, mob)
|
|
if (mobCollisions.length) {
|
|
onCollide(this)
|
|
this.stuckTo = mobCollisions[0].bodyA
|
|
|
|
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)
|
|
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(this)
|
|
} else { //if colliding with nothing just fall
|
|
this.force.y += this.mass * 0.001;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bullet[me].radiationMode = function() {
|
|
this.stuck(); //runs different code based on what the bullet is stuck to
|
|
if (!mech.isBodiesAsleep) {
|
|
this.damageRadius = this.damageRadius * 0.85 + 0.15 * this.maxDamageRadius //smooth radius towards max
|
|
this.maxDamageRadius -= 0.8 / mod.isBulletsLastLonger //+ 0.5 * Math.sin(game.cycle * 0.1) //slowly shrink max radius
|
|
|
|
if (this.damageRadius < 15) {
|
|
this.endCycle = 0;
|
|
} else {
|
|
//aoe damage to player
|
|
if (!mod.isNeutronImmune && Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
|
|
const DRAIN = 0.0015
|
|
if (mech.energy > DRAIN) {
|
|
mech.energy -= DRAIN
|
|
} else {
|
|
mech.energy = 0;
|
|
mech.damage(0.00015)
|
|
}
|
|
}
|
|
//aoe damage to mobs
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
|
|
let dmg = b.dmgScale * 0.05
|
|
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.3 //reduce damage if a wall is in the way
|
|
if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
|
|
mob[i].damage(dmg);
|
|
mob[i].locatePlayer();
|
|
}
|
|
}
|
|
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"
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "mine",
|
|
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at mobs within range",
|
|
ammo: 0,
|
|
ammoPack: 2.7,
|
|
have: false,
|
|
fire() {
|
|
const pos = {
|
|
x: mech.pos.x + 30 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 30 * Math.sin(mech.angle)
|
|
}
|
|
let speed = mech.crouch ? 36 : 22
|
|
if (Matter.Query.point(map, pos).length > 0) { //don't fire if mine will spawn inside map
|
|
speed = -2
|
|
}
|
|
b.mine(pos, {
|
|
x: speed * Math.cos(mech.angle),
|
|
y: speed * Math.sin(mech.angle)
|
|
}, 0, mod.isMineAmmoBack)
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 50 : 25) * b.fireCD); // cool down
|
|
}
|
|
},
|
|
{
|
|
name: "spores",
|
|
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: 3,
|
|
have: 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 ? 50 : 30, mech.crouch ? 30 : 16, dir, me); //cd , speed
|
|
Matter.Body.setDensity(bullet[me], 0.000001);
|
|
bullet[me].endCycle = Infinity;
|
|
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 * mod.isFastSpores + 2 * mod.isSporeFreeze
|
|
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 (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.isNotHoldable) {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
//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
|
|
if (!mech.isBodiesAsleep) {
|
|
let scale = 1.01
|
|
if (mod.isSporeGrowth && !(game.cycle % 60)) { //release a spore
|
|
b.spore(this.position)
|
|
// this.totalSpores--
|
|
scale = 0.94
|
|
if (this.stuckTo && this.stuckTo.alive) scale = 0.88
|
|
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;
|
|
}
|
|
}
|
|
|
|
// 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, this.maxRadius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
};
|
|
|
|
//spawn bullets on end
|
|
bullet[me].onEnd = function() {
|
|
const NUM = this.totalSpores
|
|
for (let i = 0; i < NUM; i++) {
|
|
b.spore(this.position)
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "drones",
|
|
description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second",
|
|
ammo: 0,
|
|
ammoPack: 14,
|
|
have: false,
|
|
fire() {
|
|
if (mech.crouch) {
|
|
b.drone(45)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(13 * b.fireCD); // cool down
|
|
} else {
|
|
b.drone(1)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(6 * b.fireCD); // cool down
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "ice IX",
|
|
description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
|
|
ammo: 0,
|
|
ammoPack: 64,
|
|
have: false,
|
|
fire() {
|
|
if (mech.crouch) {
|
|
b.iceIX(10, 0.3)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(8 * b.fireCD); // cool down
|
|
} else {
|
|
b.iceIX(2)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
|
|
}
|
|
|
|
}
|
|
},
|
|
{
|
|
name: "foam",
|
|
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: 40,
|
|
have: false,
|
|
fire() {
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * b.fireCD); // cool down
|
|
const radius = (mech.crouch ? 10 + 7 * Math.random() : 4 + 6 * Math.random())
|
|
const dir = mech.angle + 0.2 * (Math.random() - 0.5)
|
|
const position = {
|
|
x: mech.pos.x + 30 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 30 * Math.sin(mech.angle)
|
|
}
|
|
const SPEED = 21 - radius * 0.7; //(mech.crouch ? 32 : 20) - radius * 0.7;
|
|
const velocity = {
|
|
x: SPEED * Math.cos(dir),
|
|
y: SPEED * Math.sin(dir)
|
|
}
|
|
b.foam(position, velocity, radius)
|
|
}
|
|
},
|
|
{
|
|
name: "rail gun",
|
|
description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
|
|
ammo: 0,
|
|
ammoPack: 3.5,
|
|
have: false,
|
|
fire() {
|
|
if (mod.isCapacitor) {
|
|
if (mech.energy > 0.16 || mod.isRailEnergyGain) {
|
|
mech.energy += 0.16 * (mod.isRailEnergyGain ? 6 : -1)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(30 * b.fireCD);
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 14, {
|
|
density: 0.005, //0.001 is normal
|
|
restitution: 0,
|
|
frictionAir: 0,
|
|
angle: mech.angle,
|
|
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: 5,
|
|
endCycle: game.cycle + 140,
|
|
beforeDmg(who) {
|
|
if (who.shield) {
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
|
|
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
|
|
break
|
|
}
|
|
}
|
|
Matter.Body.setVelocity(this, {
|
|
x: -0.5 * this.velocity.x,
|
|
y: -0.5 * this.velocity.y
|
|
});
|
|
// Matter.Body.setDensity(this, 0.001);
|
|
}
|
|
if (mod.isRailNails && this.speed > 10) {
|
|
b.targetedNail(this.position, (Math.min(40, this.speed) - 10) * 0.6) // 0.6 as many nails as the normal rail gun
|
|
this.endCycle = 0 //triggers despawn
|
|
}
|
|
},
|
|
onEnd() {},
|
|
drawCycle: Math.floor(10 * b.fireCD),
|
|
do() {
|
|
this.force.y += this.mass * 0.0003; // low gravity that scales with charge
|
|
if (this.drawCycle > 0) {
|
|
this.drawCycle--
|
|
//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 * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
|
|
const ARC = 6 * i * i * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
|
|
ctx.beginPath();
|
|
magField(MAG, ARC)
|
|
magField(MAG, -ARC)
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
});
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
|
|
const speed = 67
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: mech.Vx / 2 + speed * Math.cos(mech.angle),
|
|
y: mech.Vy / 2 + speed * Math.sin(mech.angle)
|
|
});
|
|
|
|
//knock back
|
|
const KNOCK = mech.crouch ? 0.08 : 0.34
|
|
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 = 450
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
const SUB = Vector.sub(body[i].position, mech.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 300)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
|
|
body[i].force.x += FORCE.x;
|
|
body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
|
|
}
|
|
}
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const SUB = Vector.sub(mob[i].position, mech.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 300)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
|
|
mob[i].force.x += 1.5 * FORCE.x;
|
|
mob[i].force.y += 1.5 * FORCE.y;
|
|
}
|
|
}
|
|
} else {
|
|
mech.fireCDcycle = mech.cycle + Math.floor(120);
|
|
}
|
|
} else {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, {
|
|
density: 0.008, //0.001 is normal
|
|
//frictionAir: 0.01, //restitution: 0,
|
|
// angle: 0,
|
|
// friction: 0.5,
|
|
restitution: 0,
|
|
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,
|
|
beforeDmg(who) {
|
|
if (who.shield) {
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
|
|
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
|
|
break
|
|
}
|
|
}
|
|
Matter.Body.setVelocity(this, {
|
|
x: -0.5 * this.velocity.x,
|
|
y: -0.5 * this.velocity.y
|
|
});
|
|
// Matter.Body.setDensity(this, 0.001);
|
|
}
|
|
if (mod.isRailNails && this.speed > 10) {
|
|
b.targetedNail(this.position, Math.min(40, this.speed) - 10)
|
|
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].charge = 0;
|
|
bullet[me].do = function() {
|
|
if (mech.energy < 0.005 && !mod.isRailEnergyGain) {
|
|
mech.energy += 0.05 + this.charge * 0.3
|
|
mech.fireCDcycle = mech.cycle + 120; // cool down if out of energy
|
|
this.endCycle = 0;
|
|
return
|
|
}
|
|
|
|
if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
|
|
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
|
|
//normal bullet behavior occurs after firing, overwrites this function
|
|
this.do = function() {
|
|
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
|
|
}
|
|
|
|
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) * 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 = 900 * this.charge
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
const SUB = Vector.sub(body[i].position, mech.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 300)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
|
|
body[i].force.x += FORCE.x;
|
|
body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
|
|
}
|
|
}
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const SUB = Vector.sub(mob[i].position, mech.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 300)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
|
|
mob[i].force.x += 1.5 * FORCE.x;
|
|
mob[i].force.y += 1.5 * FORCE.y;
|
|
}
|
|
}
|
|
} else { // charging on mouse down
|
|
mech.fireCDcycle = Infinity //can't fire until mouse is released
|
|
const previousCharge = this.charge
|
|
let smoothRate = 0.98 * (mech.crouch ? 0.99 : 1) * (0.98 + 0.02 * b.fireCD) //small b.fireCD = faster shots, b.fireCD=1 = normal shot, big b.fireCD = slower chot
|
|
this.charge = this.charge * smoothRate + 1 * (1 - smoothRate)
|
|
if (mod.isRailEnergyGain) {
|
|
mech.energy += (this.charge - previousCharge) * 2 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
|
|
} else {
|
|
mech.energy -= (this.charge - previousCharge) * 0.33 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
|
|
}
|
|
//draw 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 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();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "laser",
|
|
description: "emit a <strong>beam</strong> of collimated coherent <strong>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
|
|
ammo: 0,
|
|
ammoPack: Infinity,
|
|
have: false,
|
|
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
|
|
fire() {
|
|
|
|
},
|
|
fireLaser() {
|
|
if (mech.energy < mod.laserFieldDrain) {
|
|
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
|
|
} else {
|
|
mech.fireCDcycle = mech.cycle
|
|
mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
|
|
if (mod.wideLaser) {
|
|
ctx.strokeStyle = "#f00";
|
|
ctx.lineWidth = 8
|
|
ctx.globalAlpha = 0.5;
|
|
ctx.beginPath();
|
|
|
|
const off = 7.5
|
|
const dmg = 0.55 * mod.laserDamage // 3.5 * 0.55 = 200% more damage
|
|
const where = {
|
|
x: mech.pos.x + 20 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 20 * Math.sin(mech.angle)
|
|
}
|
|
b.laser(where, {
|
|
x: where.x + 3000 * Math.cos(mech.angle),
|
|
y: where.y + 3000 * Math.sin(mech.angle)
|
|
}, dmg, 0, true)
|
|
for (let i = 1; i < mod.wideLaser; i++) {
|
|
let whereOff = Vector.add(where, {
|
|
x: i * off * Math.cos(mech.angle + Math.PI / 2),
|
|
y: i * off * Math.sin(mech.angle + Math.PI / 2)
|
|
})
|
|
b.laser(whereOff, {
|
|
x: whereOff.x + 3000 * Math.cos(mech.angle),
|
|
y: whereOff.y + 3000 * Math.sin(mech.angle)
|
|
}, dmg, 0, true)
|
|
whereOff = Vector.add(where, {
|
|
x: i * off * Math.cos(mech.angle - Math.PI / 2),
|
|
y: i * off * Math.sin(mech.angle - Math.PI / 2)
|
|
})
|
|
b.laser(whereOff, {
|
|
x: whereOff.x + 3000 * Math.cos(mech.angle),
|
|
y: whereOff.y + 3000 * Math.sin(mech.angle)
|
|
}, dmg, 0, true)
|
|
}
|
|
ctx.stroke();
|
|
ctx.globalAlpha = 1;
|
|
} else if (mod.beamSplitter) {
|
|
const divergence = mech.crouch ? 0.15 : 0.2
|
|
let dmg = 0.1 + mod.laserDamage * Math.pow(0.9, mod.laserDamage)
|
|
const where = {
|
|
x: mech.pos.x + 20 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 20 * Math.sin(mech.angle)
|
|
}
|
|
b.laser(where, {
|
|
x: where.x + 3000 * Math.cos(mech.angle),
|
|
y: where.y + 3000 * Math.sin(mech.angle)
|
|
}, dmg)
|
|
for (let i = 1; i < 1 + mod.beamSplitter; i++) {
|
|
b.laser(where, {
|
|
x: where.x + 3000 * Math.cos(mech.angle + i * divergence),
|
|
y: where.y + 3000 * Math.sin(mech.angle + i * divergence)
|
|
}, dmg)
|
|
b.laser(where, {
|
|
x: where.x + 3000 * Math.cos(mech.angle - i * divergence),
|
|
y: where.y + 3000 * Math.sin(mech.angle - i * divergence)
|
|
}, dmg)
|
|
// dmg *= 0.9
|
|
}
|
|
} else {
|
|
b.laser()
|
|
}
|
|
}
|
|
},
|
|
firePulse() {
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mod.isPulseAim ? 25 : 50) * b.fireCD); // cool down
|
|
let energy = 0.27 * Math.min(mech.energy, 1.5)
|
|
mech.energy -= energy * mod.isLaserDiode
|
|
|
|
if (mod.beamSplitter) {
|
|
energy *= 0.66
|
|
b.pulse(energy, mech.angle)
|
|
for (let i = 1; i < 1 + mod.beamSplitter; i++) {
|
|
energy *= 0.9
|
|
b.pulse(energy, mech.angle - i * 0.27)
|
|
b.pulse(energy, mech.angle + i * 0.27)
|
|
}
|
|
} else {
|
|
b.pulse(energy, mech.angle)
|
|
}
|
|
},
|
|
},
|
|
],
|
|
pulse(energy, angle = mech.angle) {
|
|
let best;
|
|
let explosionRange = 1560 * energy
|
|
let range = 3000
|
|
const path = [{
|
|
x: mech.pos.x + 20 * Math.cos(angle),
|
|
y: mech.pos.y + 20 * Math.sin(angle)
|
|
},
|
|
{
|
|
x: mech.pos.x + range * Math.cos(angle),
|
|
y: mech.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 = 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
|
|
};
|
|
if (mod.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 (explosionRange < 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], explosionRange, true)
|
|
|
|
if (mod.isPulseStun) {
|
|
const range = 100 + 2000 * energy
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (mob[i].alive && !mob[i].isShielded) {
|
|
dist = Vector.magnitude(Vector.sub(path[1], mob[i].position)) - mob[i].radius;
|
|
if (dist < range) mobs.statusStun(mob[i], 30 + Math.floor(energy * 60))
|
|
}
|
|
}
|
|
}
|
|
//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())
|
|
});
|
|
}
|
|
}
|
|
}; |