225 lines
8.0 KiB
JavaScript
225 lines
8.0 KiB
JavaScript
let powerUp = [];
|
|
|
|
const powerUps = {
|
|
heal: {
|
|
name: "heal",
|
|
color: "#0fb",
|
|
size() {
|
|
return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
|
|
},
|
|
effect() {
|
|
let heal = (this.size / 40) ** 2
|
|
if (b.fullHeal) heal = Infinity
|
|
heal = Math.min(1 - mech.health, heal)
|
|
mech.addHealth(heal);
|
|
if (heal > 0) game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (heal * 100).toFixed(0) + "%</span>", 300)
|
|
}
|
|
},
|
|
ammo: {
|
|
name: "ammo",
|
|
color: "#467",
|
|
size() {
|
|
return 17;
|
|
},
|
|
effect() {
|
|
//only get ammo for guns player has
|
|
let target;
|
|
// console.log(b.inventory.length)
|
|
if (b.inventory.length > 0) {
|
|
//add ammo to a gun in inventory
|
|
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
|
|
//try 3 more times to give ammo to a gun with ammo, not Infinity
|
|
if (target.ammo === Infinity) {
|
|
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
|
if (target.ammo === Infinity) {
|
|
target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
|
if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
|
|
}
|
|
}
|
|
} else {
|
|
//if you don't have any guns just add ammo to a random gun you don't have yet
|
|
target = b.guns[Math.floor(Math.random() * b.guns.length)];
|
|
}
|
|
if (target.ammo === Infinity) {
|
|
mech.fieldMeter = 1;
|
|
if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
|
|
} else {
|
|
//ammo given scales as mobs take more hits to kill
|
|
const ammo = Math.ceil((target.ammoPack * (0.45 + 0.08 * Math.random())) / b.dmgScale);
|
|
target.ammo += ammo;
|
|
game.updateGunHUD();
|
|
game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
|
|
}
|
|
}
|
|
},
|
|
field: {
|
|
name: "field",
|
|
color: "#0cf",
|
|
size() {
|
|
return 45;
|
|
},
|
|
effect() {
|
|
const previousMode = mech.fieldMode
|
|
|
|
if (!this.mode) { //this.mode is set if the power up has been ejected from player
|
|
mode = mech.fieldMode
|
|
while (mode === mech.fieldMode) {
|
|
mode = Math.ceil(Math.random() * (mech.fieldUpgrades.length - 1))
|
|
}
|
|
mech.fieldUpgrades[mode].effect(); //choose random field upgrade that you don't already have
|
|
} else {
|
|
mech.fieldUpgrades[this.mode].effect(); //set a predetermined power up
|
|
}
|
|
//pop the old field out in case player wants to swap back
|
|
if (previousMode !== 0) {
|
|
mech.fieldCDcycle = mech.cycle + 40; //trigger fieldCD to stop power up grab automatic pick up of spawn
|
|
powerUps.spawn(mech.pos.x, mech.pos.y - 15, "field", false, previousMode);
|
|
}
|
|
}
|
|
},
|
|
mod: {
|
|
name: "mod",
|
|
color: "#a8f",
|
|
size() {
|
|
return 42;
|
|
},
|
|
effect() {
|
|
//find what mods I don't have
|
|
let options = [];
|
|
for (let i = 0; i < b.mods.length; i++) {
|
|
if (!b.mods[i].have) options.push(i);
|
|
}
|
|
//give a random mod from the mods I don't have
|
|
if (options.length > 0) {
|
|
let newMod = options[Math.floor(Math.random() * options.length)]
|
|
b.giveMod(newMod)
|
|
game.replaceTextLog = true;
|
|
game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${b.mods[newMod].name}</strong><br><br> ${b.mods[newMod].description}`, 1000);
|
|
game.replaceTextLog = false;
|
|
}
|
|
}
|
|
},
|
|
gun: {
|
|
name: "gun",
|
|
color: "#26a",
|
|
size() {
|
|
return 35;
|
|
},
|
|
effect() {
|
|
//find what guns I don't have
|
|
let options = [];
|
|
if (b.activeGun === null && game.difficulty < 3) {
|
|
//choose the first gun to be one that is good for the early game
|
|
for (let i = 0; i < b.guns.length; ++i) {
|
|
if (!b.guns[i].have && b.guns[i].isStarterGun) options.push(i);
|
|
}
|
|
} else {
|
|
//choose a gun you don't have
|
|
for (let i = 0; i < b.guns.length; ++i) {
|
|
if (!b.guns[i].have) options.push(i);
|
|
}
|
|
}
|
|
//give player a gun they don't already have if possible
|
|
game.replaceTextLog = true;
|
|
if (options.length > 0) {
|
|
let newGun = options[Math.floor(Math.random() * options.length)];
|
|
if (b.activeGun === null) b.activeGun = newGun //if no active gun switch to new gun
|
|
game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[newGun].name}</strong><br><br>${b.guns[newGun].description}`, 900);
|
|
b.guns[newGun].have = true;
|
|
b.inventory.push(newGun);
|
|
b.guns[newGun].ammo += b.guns[newGun].ammoPack * 2;
|
|
game.makeGunHUD();
|
|
} else {
|
|
//if you have all guns then get ammo
|
|
const ammoTarget = Math.floor(Math.random() * (b.guns.length));
|
|
const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 2);
|
|
b.guns[ammoTarget].ammo += ammo;
|
|
game.updateGunHUD();
|
|
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
|
|
}
|
|
game.replaceTextLog = false
|
|
}
|
|
},
|
|
spawnRandomPowerUp(x, y) { //mostly used after mob dies
|
|
if (Math.random() * Math.random() - 0.25 > Math.sqrt(mech.health) || Math.random() < 0.04) { //spawn heal chance is higher at low health
|
|
powerUps.spawn(x, y, "heal");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.2) {
|
|
if (b.inventory.length > 0) powerUps.spawn(x, y, "ammo");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.004 * (5 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
|
powerUps.spawn(x, y, "gun");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.004 * (8 - b.modCount)) {
|
|
powerUps.spawn(x, y, "mod");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.005) {
|
|
powerUps.spawn(x, y, "field");
|
|
return;
|
|
}
|
|
},
|
|
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
|
|
if (mech.fieldMode === 0) {
|
|
powerUps.spawn(x, y, "field")
|
|
} else if (Math.random() < 0.042 * (b.mods.length - b.modCount)) {
|
|
powerUps.spawn(x, y, "mod")
|
|
} else if (Math.random() < 0.3) {
|
|
powerUps.spawn(x, y, "field");
|
|
} else if (Math.random() < 0.05 * (7 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun to drop
|
|
powerUps.spawn(x, y, "gun")
|
|
} else if (mech.health < 0.6) {
|
|
powerUps.spawn(x, y, "heal");
|
|
} else {
|
|
powerUps.spawn(x, y, "ammo");
|
|
}
|
|
},
|
|
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
|
|
if (Math.random() < 0.5) {
|
|
powerUps.spawn(x, y, "heal", false);
|
|
} else {
|
|
powerUps.spawn(x, y, "ammo", false);
|
|
}
|
|
},
|
|
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
|
if (b.inventory.length < 2 || game.isEasyMode) {
|
|
powerUps.spawn(x, y, "gun", false); //starting gun
|
|
} else {
|
|
powerUps.spawnRandomPowerUp(x, y);
|
|
powerUps.spawnRandomPowerUp(x, y);
|
|
powerUps.spawnRandomPowerUp(x, y);
|
|
powerUps.spawnRandomPowerUp(x, y);
|
|
}
|
|
},
|
|
spawn(x, y, target, moving = true, mode = null) {
|
|
let i = powerUp.length;
|
|
target = powerUps[target];
|
|
size = target.size();
|
|
powerUp[i] = Matter.Bodies.polygon(x, y, 0, size, {
|
|
density: 0.001,
|
|
frictionAir: 0.01,
|
|
restitution: 0.8,
|
|
inertia: Infinity, //prevents rotation
|
|
collisionFilter: {
|
|
group: 0,
|
|
category: 0x100000,
|
|
mask: 0x100001
|
|
},
|
|
color: target.color,
|
|
effect: target.effect,
|
|
mode: mode,
|
|
name: target.name,
|
|
size: size
|
|
});
|
|
if (moving) {
|
|
Matter.Body.setVelocity(powerUp[i], {
|
|
x: (Math.random() - 0.5) * 15,
|
|
y: Math.random() * -9 - 3
|
|
});
|
|
}
|
|
World.add(engine.world, powerUp[i]); //add to world
|
|
},
|
|
}; |