1467 lines
58 KiB
JavaScript
1467 lines
58 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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//variables use for gun mod upgrades
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modCount: null,
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modFireRate: null,
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modExplosionRadius: null,
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modBulletSize: null,
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modEnergySiphon: null,
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modHealthDrain: null,
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modNoAmmo: null,
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modBulletsLastLonger: null,
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modIsImmortal: null,
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modSpores: null,
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AoEImmunity: null,
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makeDroneOnDamage: null,
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extraDmg: null,
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annihilation: null,
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fullHeal: null,
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setModDefaults() {
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b.modCount = 0;
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b.modFireRate = 1;
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b.modExplosionRadius = 1;
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b.AoEImmunity = false;
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b.modBulletSize = 1;
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b.makeDroneOnDamage = false;
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b.modEnergySiphon = 0;
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b.modHealthDrain = 0;
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b.modNoAmmo = 0;
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b.modBulletsLastLonger = 1;
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b.modIsImmortal = false;
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b.modSpores = 0;
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b.extraDmg = 0;
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b.annihilation = false;
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b.fullHeal = false;
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mech.throwChargeRate = 2;
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mech.throwChargeMax = 50;
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for (let i = 0; i < b.mods.length; i++) {
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b.mods[i].have = false;
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}
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},
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mods: [{
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name: "depleted uranium rounds",
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description: "your <strong class='color-b'>bullets</strong> are larger and do more physical <span class='color-d'>damage</span>",
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have: false, //0
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effect: () => {
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//good for guns that do mostly projectile damage:
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//testing at 1.08: spray(point blank)(+0.25), one shot(+0.16), wave beam(point blank)(+0.14)
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b.modBulletSize = 1.07;
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}
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},
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{
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name: "auto-loading heuristics",
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description: "your rate of fire is 15% higher",
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have: false, //1
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effect: () => { //good for guns with extra ammo: needles, M80, rapid fire, flak, super balls
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b.modFireRate = 0.85
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}
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},
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{
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name: "desublimated ammunition",
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description: "use 50% less <strong class='color-b'>ammo</strong> when <strong>crouching</strong>",
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have: false, //2
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effect: () => { //good with guns that have less ammo: one shot, grenades, missiles, super balls, spray
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b.modNoAmmo = 1
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}
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},
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{
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name: "Lorentzian topology",
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description: "your <strong class='color-b'>bullets</strong> last 40% longer",
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have: false, //3
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effect: () => { //good with: drones, super balls, spore, missiles, wave beam(range), rapid fire(range), flak(range)
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b.modBulletsLastLonger = 1.40
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}
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},
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{
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name: "anti-matter cores",
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description: "the radius of your <strong class='color-e'>explosions</strong> is doubled<br><span style='opacity:0.3;'>be careful</span>",
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have: false, //4
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effect: () => { //at 1.4 gives a flat 40% increase, and increased range, balanced by limited guns and self damage
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//testing at 1.3: grenade(+0.3), missiles, flak, M80
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b.modExplosionRadius = 1.8; //good for guns with explosions
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}
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},
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{
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name: "ceramic plating",
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description: "you take no damage from area effects<br>immune to <strong class='color-e'>explosions</strong> and enemy fields",
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have: false, //5
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effect: () => {
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b.AoEImmunity = true; //good for guns with explosions
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}
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},
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{
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name: "ablative synthesis",
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description: "after taking <span class='color-d'>damage</span>, there is a chance that your damaged parts will be rebuilt as <strong class='color-b'>drones</strong>",
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have: false, //6
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effect: () => { //makes dangerous situations more survivable
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b.makeDroneOnDamage = true;
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}
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},
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{
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name: "zoospore vector",
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description: "when an enemy <span style='color: #888;'>dies</span> it has a 20% chance to release <strong class='color-s'>spores</strong>",
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have: false, //7
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effect: () => { //good late game maybe?
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b.modSpores = 0.20;
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}
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},
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{
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name: "field siphon",
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description: "regenerate <span class='color-f'>field energy</span> proportional to your <span class='color-d'>damage</span> done",
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have: false, //8
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effect: () => { //good with laser, and all fields
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b.modEnergySiphon = 0.2;
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}
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},
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{
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name: "entropy transfer",
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description: "<span class='color-h'>heal</span> proportional to your <span class='color-d'>damage</span> done",
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have: false, //9
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effect: () => { //good with guns that overkill: one shot, grenade
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b.modHealthDrain = 0.01;
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}
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},
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{
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name: "quantum immortality",
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description: "after you <strong style='color: #606;'>die</strong> continue in an <em>alternate reality</em><br>guns, ammo, and field are randomized",
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have: false, //10
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effect: () => {
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b.modIsImmortal = true;
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}
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},
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{
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name: "fluoroantimonic acid",
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description: "your bullets do extra chemical <span class='color-d'>damage</span> each time they make contact",
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have: false, //11
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effect: () => { //good with guns that fire many bullets at low speeds, minigun, drones, junk-bots, shotgun, superballs, wavebeam
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b.extraDmg = 0.1
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}
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},
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{
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name: "annihilation",
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description: "after you touch any enemy, they are <strong class='color-l'>annihilated</strong><br><em>touching enemies damages you, but destroys them</em>",
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have: false, //12
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effect: () => { //good with mods that heal: superconductive healing, entropy transfer
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b.annihilation = true
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}
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},
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{
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name: "recursive healing",
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description: "<span class='color-h'>heals</span> bring you to full health",
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have: false, //13
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effect: () => { // good with ablative synthesis, electrostatic field
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b.fullHeal = true
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}
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},
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{
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name: "superconductive rail gun",
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description: "throw blocks at very high speeds<br><em>to charge a throw, hold right click while holding a block<br>release right click to fire</em>",
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have: false, //14
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effect: () => { // good with ablative synthesis, electrostatic field
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b.fullHeal = true
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mech.throwChargeRate = 4;
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mech.throwChargeMax = 150;
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}
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},
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],
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giveMod(i) {
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b.mods[i].effect(); //give specific mod
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b.modCount++
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b.mods[i].have = true
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game.updateModHUD();
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},
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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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giveGuns(gun = "all", ammoPacks = 2) {
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if (gun === "all") {
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b.activeGun = 0;
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b.inventoryGun = 0;
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for (let i = 0; i < b.guns.length; i++) {
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b.guns[i].have = true;
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b.guns[i].ammo = b.guns[i].ammoPack * ammoPacks;
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b.inventory[i] = i;
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}
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} else {
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if (!b.guns[gun].have) b.inventory.push(gun);
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b.activeGun = gun;
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b.guns[gun].have = true;
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b.guns[gun].ammo = b.guns[gun].ammoPack * ammoPacks;
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}
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game.makeGunHUD();
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},
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fire() {
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if (game.mouseDown && mech.fireCDcycle < mech.cycle && (!(keys[32] || game.mouseDownRight) || 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 (b.modNoAmmo && mech.crouch) {
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if (b.modNoAmmo % 2) {
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b.guns[b.activeGun].ammo--;
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game.updateGunHUD();
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}
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b.modNoAmmo++ //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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mech.fireCDcycle = mech.cycle + 30; //cooldown
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// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><span class = 'box'>E</span> / <span class = 'box'>Q</span>", 200);
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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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if (mech.isHolding) {
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mech.drop();
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}
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}
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},
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draw() {
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ctx.beginPath();
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let i = bullet.length;
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while (i--) {
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//draw
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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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//remove bullet if at end cycle for that bullet
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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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ctx.fillStyle = "#000";
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ctx.fill();
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//do things
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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.modFireRate); // 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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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: b.extraDmg, //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: 0x000100,
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mask: 0x010011 //mask: 0x000101, //for self collision
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},
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minDmgSpeed: 10,
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onDmg() {}, //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: 0x000100,
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mask: 0x010011 //mask: 0x000101, //for self collision
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},
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minDmgSpeed: 10,
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onDmg() {}, //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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drawOneBullet(vertices) {
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ctx.beginPath();
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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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ctx.fillStyle = "#000";
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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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// b.removeConsBB(me);
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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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// b.removeConsBB(me);
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break;
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}
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}
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},
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explode(me) {
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// typically explode is used for some bullets with .onEnd
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const radius = bullet[me].explodeRad * b.modExplosionRadius
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//add dmg to draw queue
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game.drawList.push({
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x: bullet[me].position.x,
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y: bullet[me].position.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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let dist, sub, knock;
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const dmg = b.dmgScale * radius * 0.009;
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const alertRange = 100 + radius * 2; //alert range
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//add alert to draw queue
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game.drawList.push({
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x: bullet[me].position.x,
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y: bullet[me].position.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 = Matter.Vector.sub(bullet[me].position, player.position);
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dist = Matter.Vector.magnitude(sub);
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if (dist < radius) {
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if (!b.AoEImmunity) mech.damage(radius * 0.0002);
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
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player.force.x += knock.x;
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player.force.y += knock.y;
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mech.drop();
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} else if (dist < alertRange) {
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 55);
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player.force.x += knock.x;
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player.force.y += knock.y;
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mech.drop();
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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 = Matter.Vector.sub(bullet[me].position, body[i].position);
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dist = Matter.Vector.magnitude(sub);
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if (dist < radius) {
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 18);
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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 = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 40);
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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 = Matter.Vector.sub(bullet[me].position, powerUp[i].position);
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dist = Matter.Vector.magnitude(sub);
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if (dist < radius) {
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 26);
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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 = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) / 40);
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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; // 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) {
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sub = Matter.Vector.sub(bullet[me].position, mob[i].position);
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dist = Matter.Vector.magnitude(sub) - mob[i].radius;
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if (dist < radius) {
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mob[i].damage(dmg * damageScale);
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mob[i].locatePlayer();
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knock = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 18);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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damageScale *= 0.8 //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 = Matter.Vector.mult(Matter.Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 35);
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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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// Matter.Vector.magnitudeSquared(Matter.Vector.sub(bullet[me].position, mob[i].position))
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},
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spore(who) { //used with the mod upgrade in mob.death()
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const bIndex = bullet.length;
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const RADIUS = 3 * b.modBulletSize;
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bullet[bIndex] = Bodies.circle(who.position.x, who.position.y, RADIUS, {
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// density: 0.0015, //frictionAir: 0.01,
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inertia: Infinity,
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restitution: 0.5,
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angle: Math.random() * 2 * Math.PI,
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friction: 0,
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frictionAir: 0.011,
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dmg: 1.8, //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: 0x000100,
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mask: 0x000011 //no collide with body
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},
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endCycle: game.cycle + Math.floor((360 + Math.floor(Math.random() * 240)) * b.modBulletsLastLonger),
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minDmgSpeed: 0,
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onDmg() {
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this.endCycle = 0; //bullet ends cycle after doing damage
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},
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onEnd() {},
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lookFrequency: 67 + Math.floor(47 * Math.random()),
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do() {
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//find mob targets
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if (!(game.cycle % this.lookFrequency)) {
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this.closestTarget = null;
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
|
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
|
const targetVector = Matter.Vector.sub(this.position, mob[i].position)
|
|
const dist = Matter.Vector.magnitude(targetVector);
|
|
if (dist < closeDist) {
|
|
this.closestTarget = mob[i].position;
|
|
closeDist = dist;
|
|
this.lockedOn = Matter.Vector.normalise(targetVector);
|
|
if (0.3 > Math.random()) break //doesn't always target the closest mob
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//accelerate towards mobs
|
|
const THRUST = this.mass * 0.0009
|
|
if (this.lockedOn) {
|
|
this.force.x -= THRUST * this.lockedOn.x
|
|
this.force.y -= THRUST * this.lockedOn.y
|
|
} else {
|
|
this.force.y += this.mass * 0.00027; //gravity
|
|
}
|
|
},
|
|
});
|
|
const SPEED = 9;
|
|
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
|
|
},
|
|
guns: [{
|
|
name: "laser", //0
|
|
description: "fire a <span style='color:#f00;'>beam</span> of coherent light<br>reflects off walls at 75% intensity<br>uses <span class='color-f'>energy</span> instead of ammunition",
|
|
ammo: 0,
|
|
// ammoPack: 350,
|
|
ammoPack: Infinity,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
// mech.fireCDcycle = mech.cycle + 1
|
|
//laser drains energy as well as bullets
|
|
const FIELD_DRAIN = 0.002
|
|
const damage = 0.05
|
|
if (mech.fieldMeter < FIELD_DRAIN) {
|
|
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
|
|
} else {
|
|
mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
|
|
let best;
|
|
const color = "#f00";
|
|
const range = 3000;
|
|
const path = [{
|
|
x: mech.pos.x + 20 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 20 * Math.sin(mech.angle)
|
|
},
|
|
{
|
|
x: mech.pos.x + range * Math.cos(mech.angle),
|
|
y: mech.pos.y + range * Math.sin(mech.angle)
|
|
}
|
|
];
|
|
const vertexCollision = function (v1, v1End, domain) {
|
|
for (let i = 0; i < domain.length; ++i) {
|
|
let vertices = domain[i].vertices;
|
|
const len = vertices.length - 1;
|
|
for (let j = 0; j < len; j++) {
|
|
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
|
if (results.onLine1 && results.onLine2) {
|
|
const dx = v1.x - results.x;
|
|
const dy = v1.y - results.y;
|
|
const dist2 = dx * dx + dy * dy;
|
|
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
|
best = {
|
|
x: results.x,
|
|
y: results.y,
|
|
dist2: dist2,
|
|
who: domain[i],
|
|
v1: vertices[j],
|
|
v2: vertices[j + 1]
|
|
};
|
|
}
|
|
}
|
|
}
|
|
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
|
if (results.onLine1 && results.onLine2) {
|
|
const dx = v1.x - results.x;
|
|
const dy = v1.y - results.y;
|
|
const dist2 = dx * dx + dy * dy;
|
|
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
|
best = {
|
|
x: results.x,
|
|
y: results.y,
|
|
dist2: dist2,
|
|
who: domain[i],
|
|
v1: vertices[0],
|
|
v2: vertices[len]
|
|
};
|
|
}
|
|
}
|
|
}
|
|
};
|
|
const checkforCollisions = function () {
|
|
best = {
|
|
x: null,
|
|
y: null,
|
|
dist2: Infinity,
|
|
who: null,
|
|
v1: null,
|
|
v2: null
|
|
};
|
|
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
|
|
vertexCollision(path[path.length - 2], path[path.length - 1], map);
|
|
vertexCollision(path[path.length - 2], path[path.length - 1], body);
|
|
};
|
|
const laserHitMob = function (dmg) {
|
|
if (best.who.alive) {
|
|
dmg *= b.dmgScale * damage;
|
|
best.who.damage(dmg);
|
|
best.who.locatePlayer();
|
|
//draw mob damage circle
|
|
ctx.fillStyle = color;
|
|
ctx.beginPath();
|
|
ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
}
|
|
};
|
|
|
|
const reflection = function () {
|
|
// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
|
|
const n = Matter.Vector.perp(Matter.Vector.normalise(Matter.Vector.sub(best.v1, best.v2)));
|
|
const d = Matter.Vector.sub(path[path.length - 1], path[path.length - 2]);
|
|
const nn = Matter.Vector.mult(n, 2 * Matter.Vector.dot(d, n));
|
|
const r = Matter.Vector.normalise(Matter.Vector.sub(d, nn));
|
|
path[path.length] = Matter.Vector.add(Matter.Vector.mult(r, range), path[path.length - 1]);
|
|
};
|
|
//beam before reflection
|
|
checkforCollisions();
|
|
if (best.dist2 != Infinity) {
|
|
//if hitting something
|
|
path[path.length - 1] = {
|
|
x: best.x,
|
|
y: best.y
|
|
};
|
|
laserHitMob(1);
|
|
|
|
//1st reflection beam
|
|
reflection();
|
|
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
|
|
let who = best.who;
|
|
checkforCollisions();
|
|
if (best.dist2 != Infinity) {
|
|
//if hitting something
|
|
path[path.length - 1] = {
|
|
x: best.x,
|
|
y: best.y
|
|
};
|
|
laserHitMob(0.75);
|
|
|
|
//2nd reflection beam
|
|
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
|
|
if (who !== best.who) {
|
|
reflection();
|
|
checkforCollisions();
|
|
if (best.dist2 != Infinity) {
|
|
//if hitting something
|
|
path[path.length - 1] = {
|
|
x: best.x,
|
|
y: best.y
|
|
};
|
|
laserHitMob(0.5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ctx.fillStyle = color;
|
|
ctx.strokeStyle = color;
|
|
ctx.lineWidth = 2;
|
|
ctx.lineDashOffset = 300 * Math.random()
|
|
// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
|
|
|
|
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
|
|
for (let i = 1, len = path.length; i < len; ++i) {
|
|
ctx.beginPath();
|
|
ctx.moveTo(path[i - 1].x, path[i - 1].y);
|
|
ctx.lineTo(path[i].x, path[i].y);
|
|
ctx.stroke();
|
|
ctx.globalAlpha *= 0.5; //reflections are less intense
|
|
// ctx.globalAlpha -= 0.1; //reflections are less intense
|
|
}
|
|
ctx.setLineDash([0, 0]);
|
|
ctx.globalAlpha = 1;
|
|
}
|
|
}
|
|
}, {
|
|
name: "kinetic slugs", //1
|
|
description: "fire a large <strong>rod</strong> that does excessive physical <span class='color-d'>damage</span><br><em>high recoil</em>",
|
|
ammo: 0,
|
|
ammoPack: 5,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
b.muzzleFlash(45);
|
|
// mobs.alert(800);
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 * b.modBulletSize, 30 * b.modBulletSize, b.fireAttributes(dir));
|
|
b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
|
|
bullet[me].endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger);
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.0005;
|
|
};
|
|
|
|
//knock back
|
|
const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
|
|
player.force.x -= KNOCK * Math.cos(dir)
|
|
player.force.y -= KNOCK * Math.sin(dir) * 0.4 //reduce knock back in vertical direction to stop super jumps
|
|
}
|
|
},
|
|
{
|
|
name: "minigun", //2
|
|
description: "rapidly fire a stream of small <strong>bullets</strong>",
|
|
ammo: 0,
|
|
ammoPack: 105,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
const me = bullet.length;
|
|
b.muzzleFlash(15);
|
|
// if (Math.random() > 0.2) mobs.alert(500);
|
|
const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.14);
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, 5 * b.modBulletSize, b.fireAttributes(dir));
|
|
b.fireProps(mech.crouch ? 11 : 5, mech.crouch ? 44 : 36, dir, me); //cd , speed
|
|
bullet[me].endCycle = game.cycle + Math.floor(65 * b.modBulletsLastLonger);
|
|
bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.0005;
|
|
};
|
|
}
|
|
},
|
|
{
|
|
name: "wave beam", //3
|
|
description: "fire a stream of oscillating particles<br><strong style='opacity: 0.4;'>propagates through solids</strong>",
|
|
ammo: 0,
|
|
ammoPack: 85,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const DIR = mech.angle
|
|
const SCALE = (mech.crouch ? 0.963 : 0.95)
|
|
const wiggleMag = ((mech.flipLegs === 1) ? 1 : -1) * ((mech.crouch) ? 0.004 : 0.005)
|
|
bullet[me] = Bodies.circle(mech.pos.x + 25 * Math.cos(DIR), mech.pos.y + 25 * Math.sin(DIR), 10 * b.modBulletSize, {
|
|
angle: DIR,
|
|
cycle: -0.43, //adjust this number until the bullets line up with the cross hairs
|
|
endCycle: game.cycle + Math.floor((mech.crouch ? 155 : 120) * b.modBulletsLastLonger),
|
|
inertia: Infinity,
|
|
frictionAir: 0,
|
|
minDmgSpeed: 0,
|
|
dmg: 0.13 + b.extraDmg, //damage done in addition to the damage from momentum
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: 0x000100,
|
|
mask: 0x000010
|
|
},
|
|
onDmg() {},
|
|
onEnd() {},
|
|
do() {
|
|
if (!mech.isBodiesAsleep) {
|
|
this.cycle++
|
|
const THRUST = wiggleMag * Math.cos(this.cycle * 0.3)
|
|
this.force = Matter.Vector.mult(Matter.Vector.normalise(this.direction), this.mass * THRUST) //wiggle
|
|
|
|
if (this.cycle > 0 && !(Math.floor(this.cycle) % 6)) Matter.Body.scale(this, SCALE, SCALE); //shrink
|
|
}
|
|
}
|
|
});
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 8 : 4) * b.modFireRate); // cool down
|
|
const SPEED = mech.crouch ? 5.2 : 4.5;
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(DIR),
|
|
y: SPEED * Math.sin(DIR)
|
|
});
|
|
bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
|
|
// if (mech.angle + Math.PI / 2 > 0) {
|
|
// bullet[me].direction = Matter.Vector.perp(bullet[me].velocity, true)
|
|
// } else {
|
|
// bullet[me].direction = Matter.Vector.perp(bullet[me].velocity)
|
|
// }
|
|
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
}
|
|
},
|
|
{
|
|
name: "super balls", //4
|
|
description: "fire 3 very <strong>bouncy</strong> balls",
|
|
ammo: 0,
|
|
ammoPack: 11,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
b.muzzleFlash(20);
|
|
// mobs.alert(450);
|
|
const SPREAD = mech.crouch ? 0.04 : 0.14
|
|
let dir = mech.angle - SPREAD;
|
|
for (let i = 0; i < 3; i++) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 7 * b.modBulletSize, b.fireAttributes(dir, false));
|
|
b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 34 : 26, dir, me); //cd , speed
|
|
Matter.Body.setDensity(bullet[me], 0.0001);
|
|
bullet[me].endCycle = game.cycle + Math.floor(360 * b.modBulletsLastLonger);
|
|
bullet[me].dmg = 0.5 + b.extraDmg;
|
|
bullet[me].minDmgSpeed = 0;
|
|
bullet[me].restitution = 0.96;
|
|
bullet[me].friction = 0;
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.001;
|
|
};
|
|
dir += SPREAD;
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "shotgun", //5
|
|
description: "fire a <strong>burst</strong> of bullets<br><em>high recoil</em>",
|
|
ammo: 0,
|
|
ammoPack: 8,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
b.muzzleFlash(35);
|
|
// mobs.alert(650);
|
|
const side = 11 * b.modBulletSize
|
|
for (let i = 0; i < 9; i++) {
|
|
const me = bullet.length;
|
|
const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.22 : 0.7)
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
|
|
b.fireProps(mech.crouch ? 60 : 30, 40 + Math.random() * 11, dir, me); //cd , speed
|
|
bullet[me].endCycle = game.cycle + Math.floor(55 * b.modBulletsLastLonger);
|
|
bullet[me].frictionAir = 0.03;
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.001;
|
|
};
|
|
}
|
|
|
|
//knock back
|
|
const KNOCK = ((mech.crouch) ? 0.015 : 0.15) * b.modBulletSize * b.modBulletSize
|
|
player.force.x -= KNOCK * Math.cos(mech.angle)
|
|
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.4 //reduce knock back in vertical direction to stop super jumps
|
|
}
|
|
},
|
|
{
|
|
name: "fléchettes", //6
|
|
description: "fire accurate high speed needles",
|
|
ammo: 0,
|
|
ammoPack: 20,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
function spawnFlechette(dir = mech.angle, speed, size = 1) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(dir), mech.pos.y + 40 * Math.sin(dir), 65 * size * b.modBulletSize, 1.5 * size * b.modBulletSize, b.fireAttributes(dir));
|
|
bullet[me].endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger);
|
|
bullet[me].dmg = 0.25 * size + b.extraDmg;
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.0002; //low gravity
|
|
};
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: mech.Vx / 2 + speed * Math.cos(dir),
|
|
y: mech.Vy / 2 + speed * Math.sin(dir)
|
|
});
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
}
|
|
|
|
if (mech.crouch) {
|
|
spawnFlechette(mech.angle, 55, 1.2)
|
|
} else {
|
|
for (let i = 0; i < 7; i++) {
|
|
spawnFlechette(mech.angle + 0.14 * (Math.random() - 0.5), 30 + 8 * Math.random(), 0.5)
|
|
}
|
|
}
|
|
mech.fireCDcycle = mech.cycle + Math.floor(30 * b.modFireRate); // cool down
|
|
}
|
|
},
|
|
{
|
|
name: "missiles", //7
|
|
description: "fire a missile that accelerates towards nearby targets<br><span class='color-e'>explodes</span> when near target",
|
|
ammo: 0,
|
|
ammoPack: 8,
|
|
have: false,
|
|
isStarterGun: false,
|
|
fireCycle: 0,
|
|
ammoLoaded: 0,
|
|
fire() {
|
|
const thrust = 0.0003;
|
|
let dir = mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2);
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle) - 3, 30 * b.modBulletSize, 4 * b.modBulletSize, b.fireAttributes(dir));
|
|
b.fireProps(mech.crouch ? 70 : 30, -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8), dir, me); //cd , speed
|
|
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
// Matter.Body.setDensity(bullet[me], 0.01) //doesn't help with reducing explosion knock backs
|
|
bullet[me].force.y += 0.00045; //a small push down at first to make it seem like the missile is briefly falling
|
|
bullet[me].frictionAir = 0
|
|
bullet[me].endCycle = game.cycle + Math.floor((265 + Math.random() * 20) * b.modBulletsLastLonger);
|
|
bullet[me].explodeRad = 170 + 60 * Math.random();
|
|
bullet[me].lookFrequency = Math.floor(8 + Math.random() * 7);
|
|
bullet[me].onEnd = b.explode; //makes bullet do explosive damage at end
|
|
bullet[me].onDmg = function () {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
|
|
};
|
|
bullet[me].lockedOn = null;
|
|
bullet[me].do = function () {
|
|
if (!mech.isBodiesAsleep) {
|
|
if (!(mech.cycle % this.lookFrequency)) {
|
|
this.closestTarget = null;
|
|
this.lockedOn = null;
|
|
let closeDist = Infinity;
|
|
|
|
//look for targets
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
mob[i].alive &&
|
|
mob[i].dropPowerUp &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
|
) {
|
|
const dist = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mob[i].position));
|
|
if (dist < closeDist) {
|
|
this.closestTarget = mob[i].position;
|
|
closeDist = dist;
|
|
this.lockedOn = mob[i];
|
|
}
|
|
}
|
|
}
|
|
//explode when bullet is close enough to target
|
|
if (this.closestTarget && closeDist < this.explodeRad) {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
|
}
|
|
|
|
if (this.lockedOn) {
|
|
this.frictionAir = 0.04; //extra friction
|
|
|
|
//draw locked on targeting
|
|
ctx.beginPath();
|
|
const vertices = this.lockedOn.vertices;
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
const mod = Math.floor((game.cycle / 3) % vertices.length);
|
|
ctx.lineTo(vertices[mod].x, vertices[mod].y);
|
|
ctx.strokeStyle = "rgba(0,0,155,0.35)"; //"#2f6";
|
|
ctx.lineWidth = 1;
|
|
ctx.stroke();
|
|
}
|
|
}
|
|
|
|
//rotate missile towards the target
|
|
if (this.closestTarget) {
|
|
const face = {
|
|
x: Math.cos(this.angle),
|
|
y: Math.sin(this.angle)
|
|
};
|
|
const target = Matter.Vector.normalise(Matter.Vector.sub(this.position, this.closestTarget));
|
|
if (Matter.Vector.dot(target, face) > -0.98) {
|
|
if (Matter.Vector.cross(target, face) > 0) {
|
|
Matter.Body.rotate(this, 0.08);
|
|
} else {
|
|
Matter.Body.rotate(this, -0.08);
|
|
}
|
|
}
|
|
}
|
|
//accelerate in direction bullet is facing
|
|
const dir = this.angle; // + (Math.random() - 0.5);
|
|
this.force.x += Math.cos(dir) * thrust;
|
|
this.force.y += Math.sin(dir) * thrust;
|
|
|
|
//draw rocket
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x - Math.cos(this.angle) * 27 + (Math.random() - 0.5) * 4, this.position.y - Math.sin(this.angle) * 27 + (Math.random() - 0.5) * 4, 11, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "rgba(255,155,0,0.5)";
|
|
ctx.fill();
|
|
} else {
|
|
//draw rocket with time stop
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x - Math.cos(this.angle) * 27, this.position.y - Math.sin(this.angle) * 27, 11, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "rgba(255,155,0,0.5)";
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "flak", //8
|
|
description: "fire a cluster of short range projectiles<br><span class='color-e'>explode</span> on contact or after half a second",
|
|
ammo: 0,
|
|
ammoPack: 20,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
b.muzzleFlash(30);
|
|
const totalBullets = 5
|
|
const angleStep = (mech.crouch ? 0.06 : 0.15) / totalBullets
|
|
const SPEED = mech.crouch ? 30 : 25
|
|
const CD = mech.crouch ? 45 : 11
|
|
const END = Math.floor((mech.crouch ? 30 : 18) * b.modBulletsLastLonger);
|
|
let dir = mech.angle - angleStep * totalBullets / 2;
|
|
const side1 = 17 * b.modBulletSize
|
|
const side2 = 4 * b.modBulletSize
|
|
|
|
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));
|
|
b.fireProps(CD, SPEED + 15 * Math.random() - 2 * i, dir, me); //cd , speed
|
|
// Matter.Body.setDensity(bullet[me], 0.005);
|
|
bullet[me].endCycle = 2 * i + game.cycle + END
|
|
bullet[me].restitution = 0;
|
|
bullet[me].friction = 1;
|
|
// bullet[me].dmg = 0.15;
|
|
bullet[me].explodeRad = (mech.crouch ? 70 : 45) + (Math.random() - 0.5) * 50;
|
|
bullet[me].onEnd = b.explode;
|
|
bullet[me].onDmg = function () {
|
|
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
|
};
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.0004;
|
|
// if (this.speed < 10) { //if slow explode
|
|
// for (let i = 0, len = bullet.length; i < len; i++) {
|
|
// bullet[i].endCycle = 0 //all other bullets explode
|
|
// }
|
|
// }
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "grenades", //9
|
|
description: "fire a projectile that <span class='color-e'>explodes</span> on contact or after one second",
|
|
ammo: 0,
|
|
ammoPack: 9,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = mech.angle; // + Math.random() * 0.05;
|
|
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
|
|
b.fireProps(mech.crouch ? 40 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
// Matter.Body.setDensity(bullet[me], 0.000001);
|
|
bullet[me].totalCycles = 100;
|
|
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.modBulletsLastLonger);
|
|
bullet[me].restitution = 0.5;
|
|
bullet[me].explodeRad = 210;
|
|
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
|
|
bullet[me].minDmgSpeed = 1;
|
|
bullet[me].onDmg = function () {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
|
};
|
|
bullet[me].do = function () {
|
|
//extra gravity for harder arcs
|
|
this.force.y += this.mass * 0.002;
|
|
};
|
|
}
|
|
},
|
|
{
|
|
name: "vacuum bomb", //10
|
|
description: "fire a huge <strong>bomb</strong> that sucks before it <span class='color-e'>explodes</span><br>click left mouse <strong>again</strong> to detonate",
|
|
ammo: 0,
|
|
ammoPack: 4,
|
|
have: false,
|
|
isStarterGun: false,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 26 * b.modBulletSize, b.fireAttributes(dir, false));
|
|
bullet[me].radius = 22; //used from drawing timer
|
|
b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
|
|
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
bullet[me].endCycle = Infinity
|
|
bullet[me].endCycle = Infinity
|
|
// bullet[me].restitution = 0.3;
|
|
// bullet[me].frictionAir = 0.01;
|
|
// bullet[me].friction = 0.15;
|
|
bullet[me].inertia = Infinity; //prevents rotation
|
|
bullet[me].restitution = 0;
|
|
bullet[me].friction = 1;
|
|
|
|
bullet[me].explodeRad = 380 + Math.floor(Math.random() * 60);
|
|
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
|
|
bullet[me].onDmg = function () {
|
|
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
|
|
};
|
|
bullet[me].isArmed = false;
|
|
bullet[me].isSucking = false;
|
|
bullet[me].do = function () {
|
|
//extra gravity for harder arcs
|
|
this.force.y += this.mass * 0.0022;
|
|
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
|
|
|
|
//set armed and sucking status
|
|
if (!this.isArmed && !game.mouseDown) {
|
|
this.isArmed = true
|
|
} else if (this.isArmed && game.mouseDown && !this.isSucking) {
|
|
this.isSucking = true;
|
|
this.endCycle = game.cycle + 35;
|
|
}
|
|
|
|
if (this.isSucking) {
|
|
if (!mech.isBodiesAsleep) {
|
|
const that = this
|
|
let mag = 0.1
|
|
|
|
function suck(who, radius = that.explodeRad * 2) {
|
|
for (i = 0, len = who.length; i < len; i++) {
|
|
const sub = Matter.Vector.sub(that.position, who[i].position);
|
|
const dist = Matter.Vector.magnitude(sub);
|
|
if (dist < radius && dist > 150) {
|
|
knock = Matter.Vector.mult(Matter.Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
|
|
who[i].force.x += knock.x;
|
|
who[i].force.y += knock.y;
|
|
}
|
|
}
|
|
}
|
|
if (game.cycle > this.endCycle - 5) {
|
|
mag = -0.22
|
|
suck(body)
|
|
suck(mob)
|
|
suck(powerUp)
|
|
suck(bullet)
|
|
suck([player])
|
|
} else {
|
|
mag = 0.1
|
|
suck(body)
|
|
suck(mob)
|
|
suck(powerUp)
|
|
suck(bullet)
|
|
suck([player])
|
|
}
|
|
//keep bomb in place
|
|
Matter.Body.setVelocity(this, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
//draw suck
|
|
const radius = 2.5 * this.explodeRad * (this.endCycle - game.cycle) / 35
|
|
ctx.fillStyle = "rgba(0,0,0,0.1)";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
}
|
|
} else {
|
|
// flashing lights to show armed
|
|
if (!(game.cycle % 10)) {
|
|
if (this.isFlashOn) {
|
|
this.isFlashOn = false;
|
|
} else {
|
|
this.isFlashOn = true;
|
|
}
|
|
}
|
|
if (this.isFlashOn) {
|
|
ctx.fillStyle = "#000";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
//draw clock on timer
|
|
ctx.fillStyle = "#f04";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, this.radius * 0.5, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "ferro frag", //11
|
|
description: "fire a <strong>grenade</strong> that ejects <strong class='color-m'>magnetized</strong> nails<br>nails are <strong class='color-m'>attracted</strong> to enemy targets",
|
|
ammo: 0,
|
|
ammoPack: 8,
|
|
have: false,
|
|
isStarterGun: false,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
|
|
b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 34 : 22, dir, me); //cd , speed
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
bullet[me].endCycle = game.cycle + Math.floor(60 * b.modBulletsLastLonger);
|
|
bullet[me].restitution = 0.3;
|
|
// bullet[me].frictionAir = 0.01;
|
|
// bullet[me].friction = 0.15;
|
|
// bullet[me].friction = 1;
|
|
bullet[me].onEnd = () => {}
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.0018; //extra gravity for grenades
|
|
|
|
if (game.cycle > this.endCycle - 1) {
|
|
if (!mech.isBodiesAsleep) {
|
|
//target nearby mobs
|
|
const targets = []
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const sub = Matter.Vector.sub(this.position, mob[i].position);
|
|
const dist = Matter.Vector.magnitude(sub);
|
|
if (dist < 1400 &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
|
|
targets.push(mob[i].position)
|
|
}
|
|
}
|
|
for (let i = 0; i < 14; i++) {
|
|
const SPEED = 35 + 20 * Math.random()
|
|
if (targets.length > 0) { // aim near a random target
|
|
const SPREAD = 100
|
|
const INDEX = Math.floor(Math.random() * targets.length)
|
|
const WHERE = {
|
|
x: targets[INDEX].x + SPREAD * (Math.random() - 0.5),
|
|
y: targets[INDEX].y + SPREAD * (Math.random() - 0.5)
|
|
}
|
|
needle(this.position, Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(WHERE, this.position)), SPEED))
|
|
} else { // aim in random direction
|
|
const ANGLE = 2 * Math.PI * Math.random()
|
|
needle(this.position, {
|
|
x: SPEED * Math.cos(ANGLE),
|
|
y: SPEED * Math.sin(ANGLE)
|
|
})
|
|
}
|
|
|
|
function needle(pos, velocity) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(pos.x, pos.y, 23 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
|
|
Matter.Body.setVelocity(bullet[me], velocity);
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
bullet[me].endCycle = game.cycle + 60 + Math.floor(15 * Math.random());
|
|
// bullet[me].dmg = 1.1+b.extraDmg;
|
|
bullet[me].do = function () {};
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "spores", //12
|
|
description: "release an orb that discharges <span class='color-s'>spores</span> after 2 seconds<br>seeks out targets<br>passes through blocks",
|
|
ammo: 0,
|
|
ammoPack: 5,
|
|
have: false,
|
|
isStarterGun: false,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
|
|
b.fireProps(mech.crouch ? 75 : 55, mech.crouch ? 25 : 14, dir, me); //cd , speed
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
Matter.Body.setDensity(bullet[me], 0.000001);
|
|
bullet[me].endCycle = game.cycle + 100;
|
|
bullet[me].frictionAir = 0;
|
|
bullet[me].friction = 0.5;
|
|
bullet[me].restitution = 0.3;
|
|
bullet[me].minDmgSpeed = 0;
|
|
bullet[me].onDmg = function () {};
|
|
bullet[me].do = function () {
|
|
if (!mech.isBodiesAsleep) {
|
|
const SCALE = 1.017
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.frictionAir += 0.00023;
|
|
}
|
|
|
|
this.force.y += this.mass * 0.00045;
|
|
|
|
//draw green glow
|
|
ctx.fillStyle = "rgba(0,200,125,0.16)";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, 26, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
};
|
|
|
|
//spawn bullets on end
|
|
bullet[me].onEnd = function () {
|
|
const NUM = 9;
|
|
for (let i = 0; i < NUM; i++) {
|
|
const bIndex = bullet.length;
|
|
const RADIUS = 3 * b.modBulletSize;
|
|
bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, RADIUS, {
|
|
// density: 0.0015, //frictionAir: 0.01,
|
|
inertia: Infinity,
|
|
restitution: 0.5,
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionAir: 0.011,
|
|
dmg: 1.8 + b.extraDmg, //damage done in addition to the damage from momentum
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: 0x000100,
|
|
mask: 0x000011 //no collide with body
|
|
},
|
|
endCycle: game.cycle + Math.floor((360 + Math.floor(Math.random() * 240)) * b.modBulletsLastLonger),
|
|
minDmgSpeed: 0,
|
|
onDmg() {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage
|
|
},
|
|
onEnd() {},
|
|
lookFrequency: 67 + Math.floor(47 * Math.random()),
|
|
do() {
|
|
//find mob targets
|
|
if (!(game.cycle % this.lookFrequency)) {
|
|
this.closestTarget = null;
|
|
this.lockedOn = null;
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
|
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
|
const targetVector = Matter.Vector.sub(this.position, mob[i].position)
|
|
const dist = Matter.Vector.magnitude(targetVector);
|
|
if (dist < closeDist) {
|
|
this.closestTarget = mob[i].position;
|
|
closeDist = dist;
|
|
this.lockedOn = Matter.Vector.normalise(targetVector);
|
|
if (0.3 > Math.random()) break //doesn't always target the closest mob
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//accelerate towards mobs
|
|
const THRUST = this.mass * 0.0009
|
|
if (this.lockedOn) {
|
|
this.force.x -= THRUST * this.lockedOn.x
|
|
this.force.y -= THRUST * this.lockedOn.y
|
|
} else {
|
|
this.force.y += this.mass * 0.00025; //gravity
|
|
}
|
|
},
|
|
});
|
|
const SPEED = 9;
|
|
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
|
|
}
|
|
}
|
|
|
|
}
|
|
},
|
|
{
|
|
name: "drones", //13
|
|
description: "release <strong>drones</strong> that seek out targets for 16 seconds<br>follows mouse if no targets are found",
|
|
ammo: 0,
|
|
ammoPack: 20,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
const THRUST = 0.0015
|
|
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
|
|
const me = bullet.length;
|
|
const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
|
|
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
|
|
angle: dir,
|
|
inertia: Infinity,
|
|
friction: 0,
|
|
frictionAir: 0.0005,
|
|
restitution: 1,
|
|
dmg: 0.14 + b.extraDmg, //damage done in addition to the damage from momentum
|
|
lookFrequency: 79 + Math.floor(37 * Math.random()),
|
|
endCycle: game.cycle + Math.floor((780 + 360 * Math.random()) * b.modBulletsLastLonger),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: 0x000100,
|
|
mask: 0x010111 //self collide
|
|
},
|
|
minDmgSpeed: 0,
|
|
lockedOn: null,
|
|
isFollowMouse: true,
|
|
onDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
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 (
|
|
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 = Matter.Vector.sub(this.position, mob[i].position)
|
|
const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
|
|
if (DIST < closeDist) {
|
|
closeDist = DIST;
|
|
this.lockedOn = mob[i]
|
|
}
|
|
}
|
|
}
|
|
if (!this.lockedOn) {
|
|
//grab a power up if it is (ammo) or (a heal when player is low)
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
if (
|
|
((powerUp[i].name !== "field" && powerUp[i].name !== "heal") || (powerUp[i].name === "heal" && mech.health < 0.8)) &&
|
|
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
|
|
) {
|
|
const TARGET_VECTOR = Matter.Vector.sub(this.position, powerUp[i].position)
|
|
const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
|
|
if (DIST < closeDist) {
|
|
if (DIST < 50) { //eat the power up if close enough
|
|
powerUp[i].effect();
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
break;
|
|
}
|
|
closeDist = DIST;
|
|
this.lockedOn = powerUp[i]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (this.lockedOn) { //accelerate towards mobs
|
|
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
|
|
} else { //accelerate towards mouse
|
|
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.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
|
|
});
|
|
}
|
|
}
|
|
})
|
|
b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 35 : 1, dir, me); //cd , speed
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
}
|
|
},
|
|
{
|
|
//draw a halo, since there will only be 1-3 balls
|
|
name: "junk-bots", //14
|
|
description: "release large <strong>drones</strong> that defend the space around the player<br>despawn after not doing <span class='color-d'>damage</span> for 3 seconds",
|
|
ammo: 0,
|
|
ammoPack: 20,
|
|
have: false,
|
|
isStarterGun: true,
|
|
fire() {
|
|
const THRUST = 0.004
|
|
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
|
|
const me = bullet.length;
|
|
const RADIUS = (18 + 5 * Math.random()) * b.modBulletSize
|
|
const LENGTH = 0.6 + 0.8 * Math.random()
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS * LENGTH, RADIUS / LENGTH, {
|
|
isOrb: true,
|
|
angle: dir,
|
|
// inertia: Infinity,
|
|
friction: 0,
|
|
frictionAir: 0.06,
|
|
restitution: 1,
|
|
dmg: b.extraDmg, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
lookFrequency: 37 + Math.floor(37 * Math.random()),
|
|
endCycle: game.cycle + Math.floor((170 + 120 * Math.random()) * b.modBulletsLastLonger),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: 0x000100,
|
|
mask: 0x010111 //self, mob,map,body collide
|
|
},
|
|
range: 500 + 150 * Math.random(),
|
|
lockedOn: null,
|
|
onDmg() {
|
|
// this.endCycle = 0;
|
|
this.lockedOn = null
|
|
this.endCycle = game.cycle + Math.floor(180 * b.modBulletsLastLonger)
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
if (!(game.cycle % this.lookFrequency)) {
|
|
this.lockedOn = null;
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const TARGET_VECTOR = Matter.Vector.sub(mech.pos, mob[i].position)
|
|
const DIST = Matter.Vector.magnitude(TARGET_VECTOR);
|
|
if (DIST < this.range && DIST < closeDist && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
|
closeDist = DIST;
|
|
this.lockedOn = mob[i]
|
|
}
|
|
}
|
|
}
|
|
|
|
const distanceToPlayer = Matter.Vector.magnitude(Matter.Vector.sub(this.position, mech.pos))
|
|
if (this.lockedOn) { //accelerate towards mobs
|
|
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
|
|
this.frictionAir = 0.06
|
|
} else if (distanceToPlayer > 0.2 * this.range) {
|
|
this.force = Matter.Vector.mult(Matter.Vector.normalise(Matter.Vector.sub(this.position, mech.pos)), -this.mass * THRUST * 0.3)
|
|
this.frictionAir = 0.02
|
|
// // speed cap instead of friction to give more agility
|
|
// if (this.speed > 14) {
|
|
// Matter.Body.setVelocity(this, {
|
|
// x: this.velocity.x * 0.97,
|
|
// y: this.velocity.y * 0.97
|
|
// });
|
|
// }
|
|
} else { //must be close to player //add some random motion
|
|
this.frictionAir = 0
|
|
}
|
|
}
|
|
})
|
|
b.fireProps(mech.crouch ? 40 : 10, mech.crouch ? 40 : 10, dir, me); //cd , speed
|
|
b.drawOneBullet(bullet[me].vertices);
|
|
}
|
|
},
|
|
]
|
|
}; |