3174 lines
133 KiB
JavaScript
3174 lines
133 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 (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 (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);
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < mod.bayesian) 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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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.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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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: 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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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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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) {
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radius *= mod.explosionRadius
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// typically explode is used for some bullets with .onEnd
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//add dmg to draw queue
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game.drawList.push({
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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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let dist, sub, knock;
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let 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: 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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mech.energy += Math.max(radius * 0.0003, 0.15)
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} else {
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mech.damage(radius * 0.0002); //normal player damage from explosions
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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 / 30);
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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 / 55);
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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) / 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 = Vector.mult(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 = 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) / 30);
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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) / 45);
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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 *= 3 //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);
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
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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 *= 0.85 //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) / 80);
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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, dir, 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, b.fireAttributes(dir));
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const thrust = 0.00417 * bullet[me].mass;
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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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bullet[me].frictionAir = 0.023
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bullet[me].endCycle = game.cycle + Math.floor((280 + 40 * Math.random()) * mod.isBulletsLastLonger);
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bullet[me].explodeRad = 170 + 60 * Math.random();
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bullet[me].lookFrequency = Math.floor(21 + Math.random() * 7);
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bullet[me].onEnd = function () {
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b.explosion(this.position, this.explodeRad * size); //makes bullet do explosive damage at end
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for (let i = 0; i < spawn; i++) {
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b.missile(this.position, 2 * Math.PI * Math.random(), 0, 0.7 * size)
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}
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}
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bullet[me].onDmg = function () {
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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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};
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bullet[me].lockedOn = null;
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bullet[me].tryToLockOn = function () {
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this.lockedOn = null;
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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, 30))
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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 = 0.05; //extra friction once a target it locked
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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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// console.log('hit')
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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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bullet[me].do = function () {
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if (!mech.isBodiesAsleep) {
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if (!(mech.cycle % this.lookFrequency)) {
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this.tryToLockOn();
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}
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//rotate missile towards the target
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if (this.lockedOn) {
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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, 0.08);
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} else {
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Matter.Body.rotate(this, -0.08);
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}
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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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//draw rocket
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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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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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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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}
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}
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},
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mine(where, velocity, angle = 0, isAmmoBack = false) {
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const bIndex = bullet.length;
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bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45, 16, {
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angle: angle,
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friction: 1,
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frictionStatic: 1,
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frictionAir: 0,
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restitution: 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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bulletType: "mine",
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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 | cat.bullet
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},
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minDmgSpeed: 5,
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stillCount: 0,
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isArmed: false,
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endCycle: Infinity,
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lookFrequency: 0,
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range: 700,
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onDmg() {},
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do() {
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this.force.y += this.mass * 0.002; //extra gravity
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let collide = Matter.Query.collides(this, map) //check if collides with map
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if (collide.length > 0) {
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for (let i = 0; i < collide.length; i++) {
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if (collide[i].bodyA.collisionFilter.category === cat.map) { // || collide[i].bodyB.collisionFilter.category === cat.map) {
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const angle = Vector.angle(collide[i].normal, {
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x: 1,
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y: 0
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})
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Matter.Body.setAngle(this, Math.atan2(collide[i].tangent.y, collide[i].tangent.x))
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//move until touching map again after rotation
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for (let j = 0; j < 10; j++) {
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if (Matter.Query.collides(this, map).length > 0) { //touching map
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if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
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Matter.Body.setStatic(this, true) //don't set to static if not touching map
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this.collisionFilter.mask = cat.map | cat.bullet
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} else {
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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Matter.Body.setAngularVelocity(this, 0)
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}
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this.arm();
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//sometimes the mine can't attach to map and it just needs to be reset
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const that = this
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setTimeout(function () {
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if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
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// console.log(that)
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that.endCycle = 0 // if not touching map explode
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that.isArmed = false
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b.mine(that.position, that.velocity, that.angle)
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}
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}, 100, that);
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break
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}
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//move until you are touching the wall
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Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(collide[i].normal, 2)))
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}
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}
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}
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} else {
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if (this.speed < 1 && this.angularSpeed < 0.01 && !mech.isBodiesAsleep) {
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this.stillCount++
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}
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}
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if (this.stillCount > 25) this.arm();
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},
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arm() {
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this.lookFrequency = game.cycle + 60
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this.do = function () { //overwrite the do method for this bullet
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this.force.y += this.mass * 0.002; //extra gravity
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if (game.cycle > this.lookFrequency) {
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this.isArmed = true
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this.lookFrequency = 50 + Math.floor(27 * Math.random())
|
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game.drawList.push({
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//add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: 10,
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color: "#f00",
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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, 14)
|
|
}
|
|
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, 5, 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 ? 5.6 : 2.8, //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)
|
|
},
|
|
onDmg(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,
|
|
onDmg(who) {
|
|
mobs.statusSlow(who, 60)
|
|
this.endCycle = game.cycle
|
|
if (mod.isHeavyWater) mobs.statusDoT(who, 0.1, 180)
|
|
},
|
|
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 ? 0.0025 : 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), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
|
|
angle: dir,
|
|
inertia: Infinity,
|
|
friction: 0.05,
|
|
frictionAir: FRICTION,
|
|
restitution: 1,
|
|
dmg: 0.28, //damage done in addition to the damage from momentum
|
|
lookFrequency: 100 + 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,
|
|
onDmg(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.isAmmoFromHealth) {
|
|
//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 < 0.9 * mech.maxHealth)) &&
|
|
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
|
|
) {
|
|
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
|
|
const DIST = Vector.magnitude(TARGET_VECTOR);
|
|
if (DIST < closeDist) {
|
|
if (DIST < 60) { //eat the power up if close enough
|
|
powerUp[i].effect();
|
|
Matter.World.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
break;
|
|
}
|
|
closeDist = DIST;
|
|
this.lockedOn = powerUp[i]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (this.lockedOn) { //accelerate towards mobs
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
|
|
} else { //accelerate towards mouse
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, game.mouseInGame)), -this.mass * THRUST)
|
|
}
|
|
// speed cap instead of friction to give more agility
|
|
if (this.speed > 6) {
|
|
Matter.Body.setVelocity(this, {
|
|
x: this.velocity.x * 0.97,
|
|
y: this.velocity.y * 0.97
|
|
});
|
|
}
|
|
}
|
|
}
|
|
})
|
|
World.add(engine.world, bullet[me]); //add bullet to world
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: speed * Math.cos(dir),
|
|
y: speed * Math.sin(dir)
|
|
});
|
|
},
|
|
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: 0.1, //damage done in addition to the damage from momentum
|
|
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,
|
|
onDmg(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
|
|
//check for touching map
|
|
|
|
// if (Matter.Query.collides(this, map).length > 0) {
|
|
if (Matter.Query.point(map, this.position).length > 0) {
|
|
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
|
|
}
|
|
if (this.count < 20) {
|
|
this.count++
|
|
//grow
|
|
const SCALE = 1.06
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= SCALE;
|
|
} else {
|
|
//shrink
|
|
const SCALE = 1 - 0.005 / mod.isBulletsLastLonger
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= 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 * 0.005, true); //shield damage bypass
|
|
//shrink if mob is shielded
|
|
const SCALE = 1 - 0.016 / mod.isBulletsLastLonger
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= SCALE;
|
|
} else {
|
|
this.target.damage(b.dmgScale * 0.005);
|
|
}
|
|
} 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) {
|
|
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)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
});
|
|
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) {
|
|
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 { // 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, 2, 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].onDmg = function (who) {
|
|
if (mod.isNailPoison) {
|
|
mobs.statusDoT(who, dmg * 0.055, 300) //66% / (360 / 30) one tick every 30 cycles in 360 cycles total
|
|
}
|
|
};
|
|
bullet[me].do = function () {};
|
|
},
|
|
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, {
|
|
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()),
|
|
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,
|
|
onDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
|
|
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)
|
|
// this.frictionAir = 0.1
|
|
} else { //close to player
|
|
// this.frictionAir = 0
|
|
//add player's velocity
|
|
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17)));
|
|
}
|
|
}
|
|
})
|
|
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, {
|
|
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: 47 + Math.floor(17 * Math.random()),
|
|
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,
|
|
onDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
if (this.cd < game.cycle && !(game.cycle % this.lookFrequency) && !mech.isStealth) {
|
|
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)
|
|
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
|
|
},
|
|
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, {
|
|
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,
|
|
onDmg() {
|
|
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;
|
|
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
|
|
|
|
const DRAIN = 0.002
|
|
if (this.lockedOn && this.lockedOn.alive && mech.energy > DRAIN && mech.fieldCDcycle < mech.cycle) {
|
|
mech.energy -= DRAIN;
|
|
if (mech.energy < 0) {
|
|
mech.fieldCDcycle = mech.cycle + 120;
|
|
mech.energy = 0;
|
|
}
|
|
|
|
const sub = Vector.sub(this.lockedOn.position, this.position)
|
|
const DIST = Vector.magnitude(sub);
|
|
const unit = Vector.normalise(sub)
|
|
if (DIST < mod.isPlasmaRange * 600) {
|
|
//calculate laser collision
|
|
let best;
|
|
let range = mod.isPlasmaRange * (140 + 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
|
|
},
|
|
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, {
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.05,
|
|
restitution: 1,
|
|
dmg: 0,
|
|
minDmgSpeed: 0,
|
|
lookFrequency: 35 + Math.floor(7 * Math.random()),
|
|
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
|
range: 500 * (1 + 0.1 * 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,
|
|
explode: 0,
|
|
onDmg() {
|
|
if (this.lockedOn) {
|
|
const explosionRadius = Math.min(170, 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.isStealth) {
|
|
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) {
|
|
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
|
|
},
|
|
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, {
|
|
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: 27 + Math.floor(17 * Math.random()),
|
|
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
|
|
range: 600 * (1 + 0.2 * Math.random()),
|
|
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,
|
|
onDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
//move in a circle
|
|
// const radius = 1.5
|
|
// this.offPlayer.x -= radius * Math.cos(game.cycle * 0.02)
|
|
// this.offPlayer.y -= radius * Math.sin(game.cycle * 0.02)
|
|
|
|
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) && !mech.isStealth) {
|
|
this.lockedOn = null;
|
|
let closeDist = this.range;
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
|
|
if (DIST - mob[i].radius < closeDist &&
|
|
!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 -= 0.0014 * mod.isLaserDiode
|
|
//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 * 0.05;
|
|
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
|
|
},
|
|
giveGuns(gun = "random", ammoPacks = 6) {
|
|
if (gun === "random") {
|
|
//find what guns player doesn't have
|
|
options = []
|
|
for (let i = 0, len = b.guns.length; i < len; i++) {
|
|
if (!b.guns[i].have) options.push(i)
|
|
}
|
|
if (options.length === 0) return
|
|
//randomly pick from list of possible guns
|
|
gun = options[Math.floor(Math.random() * options.length)]
|
|
}
|
|
if (gun === "all") {
|
|
b.activeGun = 0;
|
|
b.inventoryGun = 0;
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
b.inventory[i] = i;
|
|
b.guns[i].have = true;
|
|
b.guns[i].ammo = 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: "minigun",
|
|
description: "<strong>rapidly</strong> fire a stream of small <strong>bullets</strong><br>fire <strong>delay</strong> decreases as you shoot",
|
|
ammo: 0,
|
|
ammoPack: 75,
|
|
defaultAmmoPack: 75,
|
|
recordedAmmo: 0,
|
|
have: false,
|
|
isEasyToAim: false,
|
|
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
|
|
startingHoldCycle: 0,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.01 : 0.1);
|
|
bullet[me] = Bodies.rectangle(mech.pos.x + 23 * Math.cos(mech.angle), mech.pos.y + 23 * Math.sin(mech.angle), 20 * mod.bulletSize, 6 * mod.bulletSize, b.fireAttributes(dir));
|
|
|
|
|
|
//fire delay decreases as you hold fire, down to 3 from 15
|
|
if (this.nextFireCycle + 1 < mech.cycle) this.startingHoldCycle = mech.cycle //reset if not constantly firing
|
|
const 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
|
|
b.fireProps(CD, mech.crouch ? 38 : 34, dir, me); //cd , speed
|
|
// b.fireProps(mech.crouch ? 7 : 4, mech.crouch ? 40 : 34, dir, me); //cd , speed
|
|
|
|
bullet[me].endCycle = game.cycle + 70;
|
|
bullet[me].dmg = 0.25;
|
|
bullet[me].frictionAir = mech.crouch ? 0.001 : 0.003;
|
|
if (mod.isIceCrystals) {
|
|
bullet[me].onDmg = function (who) {
|
|
mobs.statusSlow(who, 30)
|
|
};
|
|
mech.energy -= mech.fieldRegen + 0.0075
|
|
if (mech.energy < 0.02) {
|
|
mech.fireCDcycle = mech.cycle + 60; // cool down
|
|
}
|
|
}
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.0003;
|
|
};
|
|
}
|
|
},
|
|
{
|
|
name: "shotgun",
|
|
description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
|
|
ammo: 0,
|
|
ammoPack: 9,
|
|
have: false,
|
|
isEasyToAim: true,
|
|
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 = 0.08
|
|
}
|
|
|
|
if (mod.isShotgunRecoil) {
|
|
mech.fireCDcycle -= 15
|
|
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, 0.6)
|
|
}
|
|
} else {
|
|
const side = 19 * mod.bulletSize
|
|
for (let i = 0; i < 15; 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 = 50 + Math.random() * 10
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(dir),
|
|
y: SPEED * Math.sin(dir)
|
|
});
|
|
bullet[me].endCycle = game.cycle + 40
|
|
bullet[me].minDmgSpeed = 20
|
|
// bullet[me].dmg = 0.1
|
|
bullet[me].frictionAir = 0.034;
|
|
bullet[me].do = function () {
|
|
if (!mech.isBodiesAsleep) {
|
|
const scale = 1 - 0.035 / 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: 15,
|
|
have: false,
|
|
num: 5,
|
|
isEasyToAim: true,
|
|
fire() {
|
|
const SPEED = mech.crouch ? 40 : 30
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 28 : 20) * 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 = 0.999;
|
|
bullet[me].friction = 0;
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.001;
|
|
};
|
|
bullet[me].onDmg = 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 * 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-d'>damage</strong> over <strong>3</strong> seconds",
|
|
ammo: 0,
|
|
ammoPack: 42,
|
|
defaultAmmoPack: 42,
|
|
have: false,
|
|
isEasyToAim: 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, 3.6, 30)
|
|
} else {
|
|
mobs.statusDoT(who, 0.6, 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;
|
|
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) ? 68 : 35
|
|
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>particles <strong>slowly</strong> propagate through <strong>solids</strong>",
|
|
ammo: 0,
|
|
ammoPack: 110,
|
|
have: false,
|
|
isEasyToAim: 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
|
|
},
|
|
onDmg() {},
|
|
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 * 0.40 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.6) //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 * 0.37 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.6) //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: 4,
|
|
have: false,
|
|
isEasyToAim: true,
|
|
fireCycle: 0,
|
|
ammoLoaded: 0,
|
|
fire() {
|
|
if (mod.is3Missiles) {
|
|
if (mech.crouch) {
|
|
mech.fireCDcycle = mech.cycle + 60 * 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.babyMissiles)
|
|
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 + 45 * 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.babyMissiles)
|
|
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 ? 45 : 30) * 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.babyMissiles)
|
|
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: 9,
|
|
defaultAmmoPack: 9, //use to revert ammoPack after mod changes drop rate
|
|
have: false,
|
|
isEasyToAim: 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].onDmg = function () {
|
|
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
|
};
|
|
bullet[me].do = function () {
|
|
this.force.y += this.mass * 0.0004;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "grenades",
|
|
description: "lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after one second",
|
|
ammo: 0,
|
|
ammoPack: 7,
|
|
have: false,
|
|
isEasyToAim: false,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = mech.angle; // + Math.random() * 0.05;
|
|
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, b.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].onDmg = 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].explodeRad = 275;
|
|
bullet[me].do = function () {
|
|
//extra gravity for harder arcs
|
|
this.force.y += this.mass * 0.0025;
|
|
};
|
|
}
|
|
|
|
|
|
}
|
|
},
|
|
{
|
|
name: "vacuum bomb",
|
|
description: "fire a bomb that <strong>sucks</strong> before <strong class='color-e'>exploding</strong><br><strong>click</strong> left mouse again to <strong>detonate</strong>",
|
|
ammo: 0,
|
|
ammoPack: 3,
|
|
have: false,
|
|
isEasyToAim: false,
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = mech.angle;
|
|
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 35, b.fireAttributes(dir, false));
|
|
b.fireProps(10, mech.crouch ? 42 : 28, dir, me); //cd , speed
|
|
|
|
Matter.Body.setDensity(bullet[me], 0.0002);
|
|
bullet[me].restitution = 0.2;
|
|
bullet[me].friction = 0.3;
|
|
bullet[me].endCycle = Infinity
|
|
bullet[me].explodeRad = 440 + Math.floor(Math.random() * 30);
|
|
bullet[me].onEnd = function () {
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
|
|
//also damage all mobs
|
|
if (mod.isVacuumShield) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (mob[i].shield) {
|
|
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
|
|
if (dist < this.explodeRad) mob[i].damage(Infinity);
|
|
} else if (mob[i].alive && !mob[i].isShielded) {
|
|
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
|
|
if (dist < this.explodeRad) mob[i].damage(0.8 * b.dmgScale);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bullet[me].onDmg = function () {
|
|
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
|
|
};
|
|
bullet[me].radius = 22; //used from drawing timer
|
|
bullet[me].isArmed = false;
|
|
bullet[me].isSucking = false;
|
|
bullet[me].do = function () {
|
|
//extra gravity for harder arcs
|
|
this.force.y += this.mass * 0.0022;
|
|
|
|
//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 + 50;
|
|
}
|
|
|
|
if (this.isSucking) {
|
|
if (!mech.isBodiesAsleep) {
|
|
const that = this
|
|
let mag = 0.1
|
|
|
|
function suck(who, radius = that.explodeRad * 3.5) {
|
|
for (i = 0, len = who.length; i < len; i++) {
|
|
const sub = Vector.sub(that.position, who[i].position);
|
|
const dist = Vector.magnitude(sub);
|
|
if (dist < radius && dist > 150) {
|
|
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
|
|
who[i].force.x += knock.x;
|
|
who[i].force.y += knock.y;
|
|
}
|
|
}
|
|
}
|
|
if (game.cycle > this.endCycle - 5) {
|
|
mag = -0.22
|
|
suck(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 * 1.5)
|
|
} else {
|
|
mag = 0.1
|
|
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 * 1.5)
|
|
}
|
|
//keep bomb in place
|
|
Matter.Body.setVelocity(this, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
//draw suck
|
|
const radius = 3 * this.explodeRad * (this.endCycle - game.cycle) / 50
|
|
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 {
|
|
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
|
|
|
|
// flashing lights to show armed
|
|
if (!(game.cycle % 10)) {
|
|
if (this.isFlashOn) {
|
|
this.isFlashOn = false;
|
|
} else {
|
|
this.isFlashOn = true;
|
|
}
|
|
}
|
|
if (this.isFlashOn) {
|
|
ctx.fillStyle = "#000";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
//draw clock on timer
|
|
ctx.fillStyle = "#f04";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, this.radius * 0.7, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "neutron bomb",
|
|
description: "toss a chunk of <strong class='color-p'>Cf-252</strong> that emits <strong class='color-p'>neutrons</strong><br><strong class='color-d'>damages</strong> and drains <strong class='color-f'>energy</strong> in area of effect",
|
|
ammo: 0,
|
|
ammoPack: 7,
|
|
have: false,
|
|
isEasyToAim: true,
|
|
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 ? 30 : 15, mech.crouch ? 28 : 18, 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 = (425 + 125 * Math.random()) * (mod.isNeutronImmune ? 1.2 : 1)
|
|
bullet[me].stuckTo = null;
|
|
bullet[me].stuckToRelativePosition = null;
|
|
bullet[me].onDmg = 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.isNotSticky) {
|
|
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)
|
|
|
|
// this.stuck = function () {
|
|
// Matter.Body.setVelocity(this, {
|
|
// x: 0,
|
|
// y: 0
|
|
// });
|
|
// }
|
|
} 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 * 0.023
|
|
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
|
|
if (mob[i].shield) dmg *= 5 //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: 3,
|
|
have: false,
|
|
isEasyToAim: true,
|
|
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 ? 70 : 45) * b.fireCD); // cool down
|
|
}
|
|
},
|
|
{
|
|
name: "spores",
|
|
description: "fire a <strong>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: 5,
|
|
have: false,
|
|
isEasyToAim: true,
|
|
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].stuck = function () {};
|
|
bullet[me].onDmg = 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.isNotSticky) {
|
|
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) {
|
|
const SCALE = 1.013
|
|
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 = 10
|
|
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,
|
|
isEasyToAim: true,
|
|
fire() {
|
|
b.drone(mech.crouch ? 45 : 1)
|
|
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 13 : 5) * 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: 73,
|
|
have: false,
|
|
isEasyToAim: true,
|
|
fire() {
|
|
if (mech.crouch) {
|
|
b.iceIX(10, 0.3)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(10 * 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: 50,
|
|
have: false,
|
|
isEasyToAim: 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() //(4 + (mech.crouch ? 15 : 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: 4,
|
|
have: false,
|
|
isEasyToAim: false,
|
|
fire() {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, {
|
|
density: 0.01, //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,
|
|
onDmg(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: -0.1 * this.velocity.x,
|
|
y: -0.1 * 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 ((!game.mouseDown && this.charge > 0.6) || mech.energy < 0.005) { //fire on mouse release
|
|
if (mech.energy < 0.005) {
|
|
this.charge = 0.1;
|
|
mech.fireCDcycle = mech.cycle + 120; // cool down if out of energy
|
|
//normal bullet behavior occurs after firing, overwrite this function
|
|
this.do = function () {
|
|
this.force.y += this.mass * 0.001; //normal gravity
|
|
}
|
|
} else {
|
|
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
|
|
//normal bullet behavior occurs after firing, overwrite 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 = 700 * this.charge
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
const SUB = Vector.sub(body[i].position, mech.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 300)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
|
|
body[i].force.x += FORCE.x;
|
|
body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
|
|
}
|
|
}
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const SUB = Vector.sub(mob[i].position, mech.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 300)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
|
|
mob[i].force.x += 1.5 * FORCE.x;
|
|
mob[i].force.y += 1.5 * FORCE.y;
|
|
}
|
|
}
|
|
} else if (mech.energy > 0.005) { // charging on mouse down
|
|
mech.fireCDcycle = Infinity //can't fire until mouse is released
|
|
const lastCharge = this.charge
|
|
let chargeRate = (mech.crouch) ? 0.975 : 0.987
|
|
chargeRate *= Math.pow(b.fireCD, 0.03)
|
|
this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
|
|
mech.energy -= (this.charge - lastCharge) * 0.28 //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,
|
|
isEasyToAim: false,
|
|
fire() {
|
|
const reflectivity = 1 - 1 / (mod.laserReflections * 1.5)
|
|
let damage = b.dmgScale * mod.laserDamage
|
|
if (mech.energy < mod.laserFieldDrain) {
|
|
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
|
|
} else {
|
|
mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
|
|
let best = {
|
|
x: null,
|
|
y: null,
|
|
dist2: Infinity,
|
|
who: null,
|
|
v1: null,
|
|
v2: null
|
|
};
|
|
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 () {
|
|
if (best.who.alive) {
|
|
best.who.damage(damage);
|
|
best.who.locatePlayer();
|
|
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, range), 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 < mod.laserReflections; i++) {
|
|
reflection();
|
|
checkForCollisions();
|
|
if (best.dist2 !== Infinity) { //if hitting something
|
|
lastReflection = best
|
|
|
|
path[path.length - 1] = {
|
|
x: best.x,
|
|
y: best.y
|
|
};
|
|
damage *= reflectivity
|
|
laserHitMob();
|
|
//I'm not clear on how this works, but it gets 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
|
|
}
|
|
}
|
|
}
|
|
|
|
ctx.fillStyle = color;
|
|
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;
|
|
}
|
|
}
|
|
},
|
|
{
|
|
name: "pulse",
|
|
description: "convert <strong>25%</strong> of your <strong class='color-f'>energy</strong> into a pulsed laser<br>instantly initiates a fusion <strong class='color-e'>explosion</strong>",
|
|
ammo: 0,
|
|
ammoPack: Infinity,
|
|
have: false,
|
|
isEasyToAim: false,
|
|
fire() {
|
|
//calculate laser collision
|
|
let best, energy, explosionRange;
|
|
let range = 3000
|
|
const path = [{
|
|
x: mech.pos.x + 20 * Math.cos(mech.angle),
|
|
y: mech.pos.y + 20 * Math.sin(mech.angle)
|
|
},
|
|
{
|
|
x: mech.pos.x + range * Math.cos(mech.angle),
|
|
y: mech.pos.y + range * Math.sin(mech.angle)
|
|
}
|
|
];
|
|
const vertexCollision = function (v1, v1End, domain) {
|
|
for (let i = 0; i < domain.length; ++i) {
|
|
let vertices = domain[i].vertices;
|
|
const len = vertices.length - 1;
|
|
for (let j = 0; j < len; j++) {
|
|
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
|
if (results.onLine1 && results.onLine2) {
|
|
const dx = v1.x - results.x;
|
|
const dy = v1.y - results.y;
|
|
const dist2 = dx * dx + dy * dy;
|
|
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
|
best = {
|
|
x: results.x,
|
|
y: results.y,
|
|
dist2: dist2,
|
|
who: domain[i],
|
|
v1: vertices[j],
|
|
v2: vertices[j + 1]
|
|
};
|
|
}
|
|
}
|
|
}
|
|
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
|
if (results.onLine1 && results.onLine2) {
|
|
const dx = v1.x - results.x;
|
|
const dy = v1.y - results.y;
|
|
const dist2 = dx * dx + dy * dy;
|
|
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
|
best = {
|
|
x: results.x,
|
|
y: results.y,
|
|
dist2: dist2,
|
|
who: domain[i],
|
|
v1: vertices[0],
|
|
v2: vertices[len]
|
|
};
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
//check for collisions
|
|
best = {
|
|
x: null,
|
|
y: null,
|
|
dist2: Infinity,
|
|
who: null,
|
|
v1: null,
|
|
v2: null
|
|
};
|
|
if (mod.isPulseAim) { //find mobs in line of sight
|
|
let dist = 2200
|
|
energy = 0.25 * Math.min(mech.energy, 1.75)
|
|
explosionRange = 1000 * energy
|
|
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 (mod.isPulseAim) {
|
|
mech.energy -= energy * mod.isLaserDiode
|
|
if (best.who) b.explosion(path[1], explosionRange, true)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(25 * b.fireCD); // cool down
|
|
} else {
|
|
energy = 0.3 * Math.min(mech.energy, 1.75)
|
|
mech.energy -= energy * mod.isLaserDiode
|
|
explosionRange = 1000 * energy
|
|
if (best.who) b.explosion(path[1], explosionRange, true)
|
|
mech.fireCDcycle = mech.cycle + Math.floor(50 * b.fireCD); // cool down
|
|
}
|
|
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())
|
|
});
|
|
}
|
|
}
|
|
},
|
|
// {
|
|
// name: "dwarf star", //14
|
|
// description: "drop a mine that gravitational pulls in matter",
|
|
// ammo: 0,
|
|
// ammoPack: 1000,
|
|
// have: false,
|
|
// isStarterGun: false,
|
|
// fire() {
|
|
// const me = bullet.length;
|
|
// const dir = mech.angle
|
|
// const TOTAL_CYCLES = 1020
|
|
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(dir), mech.pos.y + 30 * Math.sin(dir), 3 , {
|
|
// density: 0.05,
|
|
// //frictionAir: 0.01,
|
|
// restitution: 0,
|
|
// angle: 0,
|
|
// friction: 1,
|
|
// // frictionAir: 1,
|
|
// endCycle: game.cycle + TOTAL_CYCLES,
|
|
// dmg: 0, //damage done in addition to the damage from momentum
|
|
// classType: "bullet",
|
|
// collisionFilter: {
|
|
// category: 0x000100,
|
|
// mask: 0x010011 //mask: 0x000101, //for self collision
|
|
// },
|
|
// minDmgSpeed: 5,
|
|
// range: 0,
|
|
// onDmg() {
|
|
// this.endCycle = 0;
|
|
// }, //this.endCycle = 0 //triggers despawn
|
|
// onEnd() {},
|
|
// do() {
|
|
// this.force.y += this.mass * 0.005;
|
|
// this.range += 0.5
|
|
|
|
// //damage nearby mobs
|
|
// const dmg = b.dmgScale * 0.02
|
|
// for (let i = 0, len = mob.length; i < len; ++i) {
|
|
// if (mob[i].alive) {
|
|
// sub = Vector.sub(this.position, mob[i].position);
|
|
// dist = Vector.magnitude(sub) - mob[i].radius;
|
|
// if (dist < this.range) {
|
|
// mob[i].damage(dmg);
|
|
// mob[i].locatePlayer();
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// //pull in body, and power ups?, and bullets?
|
|
// for (let i = 0, len = body.length; i < len; ++i) {
|
|
// sub = Vector.sub(this.position, body[i].position);
|
|
// dist = Vector.magnitude(sub)
|
|
// if (dist < this.range) {
|
|
// this.range += body[i].mass * 2
|
|
// Matter.World.remove(engine.world, body[i]);
|
|
// body.splice(i, 1);
|
|
// break;
|
|
// }
|
|
// }
|
|
|
|
// //draw
|
|
// const opacity = (this.endCycle - game.cycle) / TOTAL_CYCLES
|
|
// ctx.fillStyle = `rgba(170,220,255,${opacity})`;
|
|
// ctx.beginPath();
|
|
// ctx.arc(this.position.x, this.position.y, this.range, 0, 2 * Math.PI);
|
|
// ctx.fill();
|
|
// }
|
|
// });
|
|
// b.fireProps(60, 0, dir, me); //cd , speed
|
|
// }
|
|
// },
|
|
// {
|
|
// name: "kinetic slugs", //1
|
|
// description: "fire a large <strong>rod</strong> that does excessive physical <strong class='color-d'>damage</strong><br><em>high recoil</em>",
|
|
// ammo: 0,
|
|
// ammoPack: 5,
|
|
// have: false,
|
|
//
|
|
// 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 , 30 , b.fireAttributes(dir));
|
|
// b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
|
|
// bullet[me].endCycle = game.cycle + Math.floor(180 * mod.isBulletsLastLonger);
|
|
// bullet[me].do = function () {
|
|
// this.force.y += this.mass * 0.0005;
|
|
// };
|
|
|
|
// //knock back
|
|
// const KNOCK = ((mech.crouch) ? 0.025 : 0.25)
|
|
// player.force.x -= KNOCK * Math.cos(dir)
|
|
// player.force.y -= KNOCK * Math.sin(dir) * 0.3 //reduce knock back in vertical direction to stop super jumps
|
|
// },
|
|
]
|
|
}; |