railgun is now a tech for harpoon railgun tech: dielectric polarization has been removed unaaq increases the size not length of harpoons capacitor bank applies charging effects: throwing blocks, foam, railgun, pulse, tokamak fire cooldown reduction no longer effects these charging abilities, but it does reduce cooldown between discharges foam now has a short delay between each discharge foam charges ~10% faster tokamak graphics indicate charging and max charge better pulse laser can now regen energy passively while charging tech: mass driver no longer gives improved block charge rate, but it gives 200% -> 300% damage for blocks tech: inflation no longer gives improved block charge rate it gives harm reduction when holding a block and makes block expand when you throw them tech: inelastic collision was removed it used to give harm reduction when holding a block pilot wave uses 66% less energy to fling blocks pilot wave can fling block effectively at much higher speeds now (which happens to use much more energy) tech potential well is removed, because it isn't really needed anymore inductive coupling: 500% -> 600% regen while crouched molecular assembler now works with inductive coupling regen properly bug fixes (superdeterminism, wormhole, applied science) I probably added several new bugs, let me know if you find any
6381 lines
348 KiB
JavaScript
6381 lines
348 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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setFireMethod() {
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if (tech.isFireMoveLock) {
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b.fire = b.fireFloat
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// } else if (tech.isFireNotMove) {
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// if (tech.isAlwaysFire) {
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// b.fire = b.fireAlwaysFire
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// } else {
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// b.fire = b.fireNotMove
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// }
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} else if (tech.isAlwaysFire) {
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b.fire = b.fireAlwaysFire
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} else {
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b.fire = b.fireNormal
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}
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},
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fire() {},
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fireNormal() {
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if (b.inventory.length) {
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if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire)) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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} else {
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b.outOfAmmo()
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}
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if (m.holdingTarget) m.drop();
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}
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b.guns[b.activeGun].do();
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}
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},
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fireNotMove() { //added && player.speed < 0.5 && m.onGround
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if (b.inventory.length) {
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if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 2.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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} else {
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b.outOfAmmo()
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}
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if (m.holdingTarget) m.drop();
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}
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b.guns[b.activeGun].do();
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}
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},
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fireAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
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if (b.inventory.length) {
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if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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}
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if (m.holdingTarget) m.drop();
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}
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b.guns[b.activeGun].do();
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}
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},
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fireFloat() { //added && player.speed < 0.5 && m.onGround
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if (b.inventory.length) {
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if (input.fire && (!input.field || m.fieldFire)) {
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if (m.fireCDcycle < m.cycle) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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} else {
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b.outOfAmmo()
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}
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if (m.holdingTarget) m.drop();
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}
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Matter.Body.setVelocity(player, {
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x: 0,
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y: -55 * player.mass * simulation.g //undo gravity before it is added
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});
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player.force.x = 0
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player.force.y = 0
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}
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b.guns[b.activeGun].do();
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}
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},
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fireWithAmmo() { //triggers after firing when you have ammo
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b.guns[b.activeGun].fire();
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if (tech.isCrouchAmmo && input.down) {
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if (tech.isCrouchAmmo % 2) {
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b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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tech.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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simulation.updateGunHUD();
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}
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},
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outOfAmmo() { //triggers after firing when you have NO ammo
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simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-g'>ammo</span><span class='color-symbol'>:</span> 0`);
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m.fireCDcycle = m.cycle + 30; //fire cooldown
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if (tech.isAmmoFromHealth && m.health > 0.01) {
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tech.extraMaxHealth -= 0.01 //decrease max health
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m.setMaxHealth();
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for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
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}
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},
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refundAmmo() { //triggers after firing when you removed ammo for a gun, but didn't need to
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if (tech.isCrouchAmmo && input.down) {
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tech.isCrouchAmmo--
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if ((tech.isCrouchAmmo) % 2) {
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b.guns[b.activeGun].ammo++;
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simulation.updateGunHUD();
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}
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} else {
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b.guns[b.activeGun].ammo++;
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simulation.updateGunHUD();
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}
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},
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giveGuns(gun = "random", ammoPacks = 10) {
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if (tech.ammoCap) ammoPacks = 0.45 * tech.ammoCap
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if (tech.isOneGun) b.removeAllGuns();
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if (gun === "random") {
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//find what guns player doesn't have
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options = []
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for (let i = 0, len = b.guns.length; i < len; i++) {
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if (!b.guns[i].have) options.push(i)
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}
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if (options.length === 0) return
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//randomly pick from list of possible guns
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gun = options[Math.floor(Math.random() * options.length)]
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}
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if (gun === "all") {
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b.inventoryGun = 0;
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for (let i = 0; i < b.guns.length; i++) {
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b.inventory[i] = i;
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b.guns[i].have = true;
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b.guns[i].ammo = Math.ceil(b.guns[i].ammoPack * ammoPacks);
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}
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b.activeGun = 0;
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} else {
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if (isNaN(gun)) { //find gun by name
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let found = false;
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for (let i = 0; i < b.guns.length; i++) {
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if (gun === b.guns[i].name) {
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gun = i
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found = true;
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break
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}
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}
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if (!found) return //if no gun found don't give a gun
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}
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if (!b.guns[gun].have) b.inventory.push(gun);
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b.guns[gun].have = true;
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b.guns[gun].ammo = Math.ceil(b.guns[gun].ammoPack * ammoPacks);
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if (b.activeGun === null) {
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b.activeGun = gun //if no active gun switch to new gun
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if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //set foam charge to zero if foam is a new gun
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}
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}
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simulation.makeGunHUD();
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b.setFireCD();
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},
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removeGun(gun, isRemoveSelection = false) {
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for (let i = 0; i < b.guns.length; i++) {
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if (b.guns[i].name === gun) {
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b.guns[i].have = false
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for (let j = 0; j < b.inventory.length; j++) {
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if (b.inventory[j] === i) {
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b.inventory.splice(j, 1)
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break
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}
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}
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if (b.inventory.length) {
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b.activeGun = b.inventory[0];
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} else {
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b.activeGun = null;
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}
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simulation.makeGunHUD();
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if (isRemoveSelection) b.guns.splice(i, 1) //also remove gun from gun pool array
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break
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}
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}
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b.setFireCD();
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},
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removeAllGuns() {
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b.inventory = []; //removes guns and ammo
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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b.guns[i].count = 0;
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b.guns[i].have = false;
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if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
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}
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b.activeGun = null;
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},
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bulletRemove() { //run in main loop
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//remove bullet if at end cycle for that bullet
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let i = bullet.length;
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while (i--) {
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if (bullet[i].endCycle < simulation.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.Composite.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 = color.bullet;
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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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m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(dir),
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y: m.Vy / 2 + speed * Math.sin(dir)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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fireCDscale: 1,
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setFireCD() {
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b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
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if (tech.isFastTime) b.fireCDscale *= 0.5
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if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.82, b.inventory.length)
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if (tech.isFireMoveLock) b.fireCDscale *= 0.5
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},
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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return {
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// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
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angle: dir,
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friction: 0.5,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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},
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minDmgSpeed: 10,
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beforeDmg() {}, //this.endCycle = 0 //triggers despawn
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onEnd() {}
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};
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} else {
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return {
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// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
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inertia: Infinity, //prevents rotation
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angle: dir,
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friction: 0.5,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
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},
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minDmgSpeed: 10,
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beforeDmg() {}, //this.endCycle = 0 //triggers despawn
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onEnd() {}
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};
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}
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},
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muzzleFlash(radius = 10) {
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ctx.fillStyle = "#fb0";
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ctx.beginPath();
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ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.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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explosionRange() {
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return tech.explosiveRadius * (tech.isExplosionHarm ? 1.8 : 1) * (tech.isSmallExplosion ? 0.66 : 1) * (tech.isExplodeRadio ? 1.25 : 1)
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},
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explosion(where, radius, color = "rgba(255,25,0,0.6)") { // typically explode is used for some bullets with .onEnd
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radius *= tech.explosiveRadius
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// radius = Math.max(0, Math.min(radius, (distanceToPlayer - 70) / b.explosionRange()))
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let dist, sub, knock;
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let dmg = radius * 0.017 * (tech.isExplosionStun ? 0.7 : 1); //* 0.013 * (tech.isExplosionStun ? 0.7 : 1);
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if (tech.isExplosionHarm) radius *= 1.8 // 1/sqrt(2) radius -> area
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if (tech.isSmallExplosion) {
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color = "rgba(255,0,30,0.7)"
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radius *= 0.66
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dmg *= 1.66
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}
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if (tech.isExplodeRadio) { //radiation explosion
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radius *= 1.25; //alert range
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if (tech.isSmartRadius) radius = Math.max(Math.min(radius, Vector.magnitude(Vector.sub(where, player.position)) - 25), 1)
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color = "rgba(25,139,170,0.25)"
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: radius,
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color: color,
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time: simulation.drawTime * 2
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});
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//player damage
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if (Vector.magnitude(Vector.sub(where, player.position)) < radius) {
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const DRAIN = (tech.isExplosionHarm ? 1.2 : 0.45) * (tech.isRadioactiveResistance ? 0.25 : 1)
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// * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
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if (m.immuneCycle < m.cycle) m.energy -= DRAIN
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if (m.energy < 0) {
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m.energy = 0
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m.damage(0.03 * (tech.isRadioactiveResistance ? 0.25 : 1));
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}
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}
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//mob damage and knock back with alert
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let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isShielded) {
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sub = Vector.sub(where, mob[i].position);
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dist = Vector.magnitude(sub) - mob[i].radius;
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if (dist < radius) {
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if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
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if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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mobs.statusDoT(mob[i], dmg * damageScale * 0.25, 240) //apply radiation damage status effect on direct hits
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if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
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mob[i].locatePlayer();
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damageScale *= 0.87 //reduced damage for each additional explosion target
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}
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}
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}
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} else { //normal explosions
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if (tech.isSmartRadius) radius = Math.max(Math.min(radius, Vector.magnitude(Vector.sub(where, player.position)) - 25), 1)
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: radius,
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color: color,
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time: simulation.drawTime
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});
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const alertRange = 100 + radius * 2; //alert range
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simulation.drawList.push({ //add alert to draw queue
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x: where.x,
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y: where.y,
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radius: alertRange,
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color: "rgba(100,20,0,0.03)",
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time: simulation.drawTime
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});
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//player damage and knock back
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if (m.immuneCycle < m.cycle) {
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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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const harm = radius * (tech.isExplosionHarm ? 0.00055 : 0.00018)
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if (tech.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - m.energy * 0.5, 0))
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m.damage(mitigate * harm);
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} else {
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m.damage(harm);
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}
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
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player.force.x += knock.x;
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player.force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
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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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}
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//body knock backs
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for (let i = body.length - 1; i > -1; i--) {
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if (!body[i].isNotHoldable) {
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sub = Vector.sub(where, body[i].position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.022);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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if (tech.isBlockExplode) {
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if (body[i] === m.holdingTarget) m.drop()
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const size = 20 + 350 * Math.pow(body[i].mass, 0.25)
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const where = body[i].position
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const onLevel = level.onLevel //prevent explosions in the next level
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Matter.Composite.remove(engine.world, body[i]);
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body.splice(i, 1);
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setTimeout(() => {
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if (onLevel === level.onLevel) b.explosion(where, size); //makes bullet do explosive damage at end
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}, 150 + 300 * Math.random());
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}
|
|
} else if (dist < alertRange) {
|
|
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.011);
|
|
body[i].force.x += knock.x;
|
|
body[i].force.y += knock.y;
|
|
}
|
|
}
|
|
}
|
|
|
|
//power up knock backs
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
sub = Vector.sub(where, powerUp[i].position);
|
|
dist = Vector.magnitude(sub);
|
|
if (dist < radius) {
|
|
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.013);
|
|
powerUp[i].force.x += knock.x;
|
|
powerUp[i].force.y += knock.y;
|
|
} else if (dist < alertRange) {
|
|
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.007);
|
|
powerUp[i].force.x += knock.x;
|
|
powerUp[i].force.y += knock.y;
|
|
}
|
|
}
|
|
|
|
//mob damage and knock back with alert
|
|
let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (mob[i].alive && !mob[i].isShielded) {
|
|
sub = Vector.sub(where, mob[i].position);
|
|
dist = Vector.magnitude(sub) - mob[i].radius;
|
|
if (dist < radius) {
|
|
if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
|
|
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
|
|
mob[i].damage(dmg * damageScale * b.dmgScale);
|
|
mob[i].locatePlayer();
|
|
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.01);
|
|
mob[i].force.x += knock.x;
|
|
mob[i].force.y += knock.y;
|
|
if (tech.isExplosionStun) mobs.statusStun(mob[i], 120)
|
|
radius *= 0.95 //reduced range for each additional explosion target
|
|
damageScale *= 0.87 //reduced damage for each additional explosion target
|
|
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
|
|
mob[i].locatePlayer();
|
|
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.006);
|
|
mob[i].force.x += knock.x;
|
|
mob[i].force.y += knock.y;
|
|
if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
pulse(charge, angle = m.angle, where = m.pos) {
|
|
let best;
|
|
let explosionRadius = 5.5 * charge
|
|
let range = 5000
|
|
const path = [{
|
|
x: where.x + 20 * Math.cos(angle),
|
|
y: where.y + 20 * Math.sin(angle)
|
|
},
|
|
{
|
|
x: where.x + range * Math.cos(angle),
|
|
y: where.y + range * Math.sin(angle)
|
|
}
|
|
];
|
|
const vertexCollision = function(v1, v1End, domain) {
|
|
for (let i = 0; i < domain.length; ++i) {
|
|
let vertices = domain[i].vertices;
|
|
const len = vertices.length - 1;
|
|
for (let j = 0; j < len; j++) {
|
|
results = simulation.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 = simulation.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 (tech.isPulseAim) { //find mobs in line of sight
|
|
let dist = 2200
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
|
|
if (
|
|
explosionRadius < newDist &&
|
|
newDist < dist &&
|
|
!mob[i].isBadTarget &&
|
|
Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, path[0], mob[i].position).length === 0
|
|
) {
|
|
dist = newDist
|
|
best.who = mob[i]
|
|
path[path.length - 1] = mob[i].position
|
|
}
|
|
}
|
|
}
|
|
if (!best.who) {
|
|
vertexCollision(path[0], path[1], mob);
|
|
vertexCollision(path[0], path[1], map);
|
|
vertexCollision(path[0], path[1], body);
|
|
if (best.dist2 != Infinity) { //if hitting something
|
|
path[path.length - 1] = {
|
|
x: best.x,
|
|
y: best.y
|
|
};
|
|
}
|
|
}
|
|
if (best.who) {
|
|
b.explosion(path[1], explosionRadius)
|
|
const off = explosionRadius * 1.2
|
|
b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
|
|
b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
|
|
}
|
|
//draw laser beam
|
|
ctx.beginPath();
|
|
ctx.moveTo(path[0].x, path[0].y);
|
|
ctx.lineTo(path[1].x, path[1].y);
|
|
if (charge > 50) {
|
|
ctx.strokeStyle = "rgba(255,0,0,0.10)"
|
|
ctx.lineWidth = 70
|
|
ctx.stroke();
|
|
}
|
|
ctx.strokeStyle = "rgba(255,0,0,0.25)"
|
|
ctx.lineWidth = 20
|
|
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 * 0.0005 * charge); i < len; i++) {
|
|
const dist = Math.random()
|
|
simulation.drawList.push({
|
|
x: path[0].x + sub.x * dist + 10 * (Math.random() - 0.5),
|
|
y: path[0].y + sub.y * dist + 10 * (Math.random() - 0.5),
|
|
radius: 1.5 + 5 * Math.random(),
|
|
color: "rgba(255,0,0,0.5)",
|
|
time: Math.floor(9 + 25 * Math.random() * Math.random())
|
|
});
|
|
}
|
|
},
|
|
// photon(where, angle = m.angle) {
|
|
// let best;
|
|
// const path = [{
|
|
// x: m.pos.x + 20 * Math.cos(angle),
|
|
// y: m.pos.y + 20 * Math.sin(angle)
|
|
// },
|
|
// {
|
|
// x: m.pos.x + range * Math.cos(angle),
|
|
// y: m.pos.y + range * Math.sin(angle)
|
|
// }
|
|
// ];
|
|
// const vertexCollision = function(v1, v1End, domain) {
|
|
// for (let i = 0; i < domain.length; ++i) {
|
|
// let vertices = domain[i].vertices;
|
|
// const len = vertices.length - 1;
|
|
// for (let j = 0; j < len; j++) {
|
|
// results = simulation.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 = simulation.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 (tech.isPulseAim) { //find mobs in line of sight
|
|
// let dist = 2200
|
|
// for (let i = 0, len = mob.length; i < len; i++) {
|
|
// const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
|
|
// if (explosionRadius < newDist &&
|
|
// newDist < dist &&
|
|
// Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
|
|
// Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
|
|
// dist = newDist
|
|
// best.who = mob[i]
|
|
// path[path.length - 1] = mob[i].position
|
|
// }
|
|
// }
|
|
// }
|
|
// if (!best.who) {
|
|
// vertexCollision(path[0], path[1], mob);
|
|
// vertexCollision(path[0], path[1], map);
|
|
// vertexCollision(path[0], path[1], body);
|
|
// if (best.dist2 != Infinity) { //if hitting something
|
|
// path[path.length - 1] = {
|
|
// x: best.x,
|
|
// y: best.y
|
|
// };
|
|
// }
|
|
// }
|
|
// if (best.who) b.explosion(path[1], explosionRadius)
|
|
|
|
// //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()
|
|
// simulation.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())
|
|
// });
|
|
// }
|
|
// },
|
|
grenade() {
|
|
|
|
},
|
|
setGrenadeMode() {
|
|
grenadeDefault = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
|
|
Matter.Body.setDensity(bullet[me], 0.0003);
|
|
bullet[me].explodeRad = 300 * size;
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 2 * Math.random()))
|
|
}
|
|
bullet[me].minDmgSpeed = 1;
|
|
bullet[me].beforeDmg = function() {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
|
};
|
|
speed = input.down ? 43 : 32
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + speed * Math.cos(angle),
|
|
y: m.Vy / 2 + speed * Math.sin(angle)
|
|
});
|
|
bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80);
|
|
bullet[me].restitution = 0.4;
|
|
bullet[me].do = function() {
|
|
// console.log(this.mass * 0.0025)
|
|
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
|
|
};
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
}
|
|
grenadeRPG = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
|
|
Matter.Body.setDensity(bullet[me], 0.0003);
|
|
bullet[me].explodeRad = 305 * size;
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 2 * Math.random()))
|
|
}
|
|
bullet[me].minDmgSpeed = 1;
|
|
bullet[me].beforeDmg = function() {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
|
};
|
|
speed = input.down ? 46 : 32
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + speed * Math.cos(angle),
|
|
y: m.Vy / 2 + speed * Math.sin(angle)
|
|
});
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
|
|
bullet[me].endCycle = simulation.cycle + 70;
|
|
bullet[me].frictionAir = 0.07;
|
|
const MAG = 0.015
|
|
bullet[me].thrust = {
|
|
x: bullet[me].mass * MAG * Math.cos(angle),
|
|
y: bullet[me].mass * MAG * Math.sin(angle)
|
|
}
|
|
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
|
|
}
|
|
};
|
|
}
|
|
grenadeRPGVacuum = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
|
|
Matter.Body.setDensity(bullet[me], 0.0003);
|
|
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 110
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 2 * Math.random()))
|
|
}
|
|
bullet[me].minDmgSpeed = 1;
|
|
bullet[me].beforeDmg = function() {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
|
};
|
|
speed = input.down ? 46 : 32
|
|
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + speed * Math.cos(angle),
|
|
y: m.Vy / 2 + speed * Math.sin(angle)
|
|
});
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
|
|
bullet[me].endCycle = simulation.cycle + 70;
|
|
bullet[me].frictionAir = 0.07;
|
|
const MAG = 0.015
|
|
bullet[me].thrust = {
|
|
x: bullet[me].mass * MAG * Math.cos(angle),
|
|
y: bullet[me].mass * MAG * Math.sin(angle)
|
|
}
|
|
bullet[me].do = function() {
|
|
const suckCycles = 40
|
|
if (!m.isBodiesAsleep && simulation.cycle > this.endCycle - suckCycles || Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) { //suck
|
|
const that = this
|
|
|
|
function suck(who, radius = that.explodeRad * 3.2) {
|
|
for (i = 0, len = who.length; i < len; i++) {
|
|
const sub = Vector.sub(that.position, who[i].position);
|
|
const dist = Vector.magnitude(sub);
|
|
if (dist < radius && dist > 150) {
|
|
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
|
|
who[i].force.x += knock.x;
|
|
who[i].force.y += knock.y;
|
|
}
|
|
}
|
|
}
|
|
let mag = 0.1
|
|
if (simulation.cycle > this.endCycle - 5) {
|
|
mag = -0.22
|
|
suck(mob, this.explodeRad * 3)
|
|
suck(body, this.explodeRad * 2)
|
|
suck(powerUp, this.explodeRad * 1.5)
|
|
suck(bullet, this.explodeRad * 1.5)
|
|
suck([player], this.explodeRad * 1.3)
|
|
} else {
|
|
mag = 0.11
|
|
suck(mob, this.explodeRad * 3)
|
|
suck(body, this.explodeRad * 2)
|
|
suck(powerUp, this.explodeRad * 1.5)
|
|
suck(bullet, this.explodeRad * 1.5)
|
|
suck([player], this.explodeRad * 1.3)
|
|
}
|
|
//keep bomb in place
|
|
Matter.Body.setVelocity(this, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
//draw suck
|
|
const radius = 2.75 * this.explodeRad * (this.endCycle - simulation.cycle) / suckCycles
|
|
ctx.fillStyle = "rgba(0,0,0,0.1)";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
} else {
|
|
this.force.x += this.thrust.x;
|
|
this.force.y += this.thrust.y;
|
|
}
|
|
};
|
|
}
|
|
grenadeVacuum = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
|
|
Matter.Body.setDensity(bullet[me], 0.0002);
|
|
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
|
|
if (tech.fragments) b.targetedNail(this.position, tech.fragments * 5)
|
|
}
|
|
bullet[me].beforeDmg = function() {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
|
};
|
|
bullet[me].restitution = 0.4;
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
|
|
|
|
const suckCycles = 40
|
|
if (!m.isBodiesAsleep && simulation.cycle > this.endCycle - suckCycles) { //suck
|
|
const that = this
|
|
|
|
function suck(who, radius = that.explodeRad * 3.2) {
|
|
for (i = 0, len = who.length; i < len; i++) {
|
|
const sub = Vector.sub(that.position, who[i].position);
|
|
const dist = Vector.magnitude(sub);
|
|
if (dist < radius && dist > 150) {
|
|
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
|
|
who[i].force.x += knock.x;
|
|
who[i].force.y += knock.y;
|
|
}
|
|
}
|
|
}
|
|
let mag = 0.1
|
|
if (simulation.cycle > this.endCycle - 5) {
|
|
mag = -0.22
|
|
suck(mob, this.explodeRad * 3)
|
|
suck(body, this.explodeRad * 2)
|
|
suck(powerUp, this.explodeRad * 1.5)
|
|
suck(bullet, this.explodeRad * 1.5)
|
|
suck([player], this.explodeRad * 1.3)
|
|
} else {
|
|
mag = 0.11
|
|
suck(mob, this.explodeRad * 3)
|
|
suck(body, this.explodeRad * 2)
|
|
suck(powerUp, this.explodeRad * 1.5)
|
|
suck(bullet, this.explodeRad * 1.5)
|
|
suck([player], this.explodeRad * 1.3)
|
|
}
|
|
//keep bomb in place
|
|
Matter.Body.setVelocity(this, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
//draw suck
|
|
const radius = 2.75 * this.explodeRad * (this.endCycle - simulation.cycle) / suckCycles
|
|
ctx.fillStyle = "rgba(0,0,0,0.1)";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
}
|
|
};
|
|
speed = 35
|
|
// speed = input.down ? 43 : 32
|
|
|
|
bullet[me].endCycle = simulation.cycle + 70;
|
|
if (input.down) {
|
|
speed += 9
|
|
bullet[me].endCycle += 20;
|
|
}
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + speed * Math.cos(angle),
|
|
y: m.Vy / 2 + speed * Math.sin(angle)
|
|
});
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
}
|
|
|
|
grenadeNeutron = function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(where.x, where.y, 10, 4, b.fireAttributes(angle, false));
|
|
b.fireProps((input.down ? 45 : 25) / Math.pow(0.93, tech.missileCount), input.down ? 35 : 20, angle, 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 = 450 * size + 130 * tech.isNeutronSlow //+ 150 * Math.random()
|
|
bullet[me].radiusDecay = (0.81 + 0.15 * tech.isNeutronSlow) / tech.isBulletsLastLonger
|
|
bullet[me].stuckTo = null;
|
|
bullet[me].stuckToRelativePosition = null;
|
|
if (tech.isRPG) {
|
|
const SCALE = 2
|
|
Matter.Body.scale(bullet[me], SCALE, SCALE);
|
|
|
|
speed = input.down ? 25 : 15
|
|
// speed = input.down ? 43 : 32
|
|
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + speed * Math.cos(angle),
|
|
y: m.Vy / 2 + speed * Math.sin(angle)
|
|
});
|
|
|
|
const MAG = 0.005
|
|
bullet[me].thrust = {
|
|
x: bullet[me].mass * MAG * Math.cos(angle),
|
|
y: bullet[me].mass * MAG * Math.sin(angle)
|
|
}
|
|
}
|
|
|
|
bullet[me].beforeDmg = function() {};
|
|
bullet[me].stuck = function() {};
|
|
bullet[me].do = function() {
|
|
const onCollide = () => {
|
|
this.collisionFilter.mask = 0; //non collide with everything
|
|
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
|
if (tech.isRPG) this.thrust = { x: 0, y: 0 }
|
|
this.do = this.radiationMode;
|
|
}
|
|
|
|
const mobCollisions = Matter.Query.collides(this, mob)
|
|
if (mobCollisions.length) {
|
|
onCollide()
|
|
this.stuckTo = mobCollisions[0].bodyA
|
|
mobs.statusDoT(this.stuckTo, 0.5, 360) //apply radiation damage status effect on direct hits
|
|
|
|
if (this.stuckTo.isVerticesChange) {
|
|
this.stuckToRelativePosition = {
|
|
x: 0,
|
|
y: 0
|
|
}
|
|
} else {
|
|
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
|
|
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
|
|
}
|
|
this.stuck = function() {
|
|
if (this.stuckTo && this.stuckTo.alive) {
|
|
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
|
|
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
|
|
Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
|
|
} else {
|
|
this.collisionFilter.mask = cat.map | cat.body | cat.player | cat.mob; //non collide with everything but map
|
|
this.stuck = function() {
|
|
this.force.y += this.mass * 0.001;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
const bodyCollisions = Matter.Query.collides(this, body)
|
|
if (bodyCollisions.length) {
|
|
if (!bodyCollisions[0].bodyA.isNotHoldable) {
|
|
onCollide()
|
|
this.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()
|
|
} else if (tech.isRPG) { //if colliding with nothing
|
|
this.force.x += this.thrust.x;
|
|
this.force.y += this.thrust.y;
|
|
} else {
|
|
this.force.y += this.mass * 0.001;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bullet[me].radiationMode = function() { //the do code after the bullet is stuck on something, projects a damaging radiation field
|
|
this.stuck(); //runs different code based on what the bullet is stuck to
|
|
if (!m.isBodiesAsleep) {
|
|
this.damageRadius = this.damageRadius * 0.85 + 0.15 * this.maxDamageRadius //smooth radius towards max
|
|
this.maxDamageRadius -= this.radiusDecay
|
|
if (this.damageRadius < 15) {
|
|
this.endCycle = 0;
|
|
} else {
|
|
//aoe damage to player
|
|
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
|
|
const DRAIN = tech.isRadioactiveResistance ? 0.0025 * 0.25 : 0.0025
|
|
if (m.energy > DRAIN) {
|
|
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
|
|
} else {
|
|
m.energy = 0;
|
|
m.damage(tech.isRadioactiveResistance ? 0.00016 * 0.25 : 0.00016) //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 + mob[i].radius) {
|
|
let dmg = b.dmgScale * 0.11
|
|
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
|
|
if (mob[i].shield) dmg *= 3 //to make up for the /5 that shields normally take
|
|
mob[i].damage(dmg);
|
|
mob[i].locatePlayer();
|
|
if (tech.isNeutronSlow) {
|
|
Matter.Body.setVelocity(mob[i], {
|
|
x: mob[i].velocity.x * 0.97,
|
|
y: mob[i].velocity.y * 0.97
|
|
});
|
|
}
|
|
}
|
|
}
|
|
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"
|
|
if (tech.isNeutronSlow) {
|
|
|
|
let slow = (who, radius = this.explodeRad * 3.2) => {
|
|
for (i = 0, len = who.length; i < len; i++) {
|
|
const sub = Vector.sub(this.position, who[i].position);
|
|
const dist = Vector.magnitude(sub);
|
|
if (dist < radius) {
|
|
Matter.Body.setVelocity(who[i], {
|
|
x: who[i].velocity.x * 0.975,
|
|
y: who[i].velocity.y * 0.975
|
|
});
|
|
}
|
|
}
|
|
}
|
|
slow(body, this.damageRadius)
|
|
slow([player], this.damageRadius)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
let gunIndex = null
|
|
for (let i = 0, len = b.guns.length; i < len; i++) {
|
|
if (b.guns[i].name === "grenades") {
|
|
gunIndex = i
|
|
}
|
|
}
|
|
|
|
|
|
if (tech.isNeutronBomb) {
|
|
b.grenade = grenadeNeutron
|
|
if (tech.isRPG) {
|
|
b.guns[gunIndex].do = function() {}
|
|
} else {
|
|
if (gunIndex) b.guns[gunIndex].do = function() {
|
|
if (!input.field) {
|
|
const cycles = 80
|
|
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
|
|
const g = input.down ? 0.137 : 0.135
|
|
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
|
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
|
|
ctx.lineWidth = 2
|
|
ctx.beginPath()
|
|
for (let i = 1, len = 19; i < len + 1; i++) {
|
|
const time = cycles * i / len
|
|
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + g * time * time)
|
|
}
|
|
ctx.stroke()
|
|
}
|
|
}
|
|
}
|
|
} else if (tech.isRPG) {
|
|
b.guns[gunIndex].do = function() {}
|
|
if (tech.isVacuumBomb) {
|
|
b.grenade = grenadeRPGVacuum
|
|
} else {
|
|
b.grenade = grenadeRPG
|
|
}
|
|
} else if (tech.isVacuumBomb) {
|
|
b.grenade = grenadeVacuum
|
|
if (gunIndex) b.guns[gunIndex].do = function() {
|
|
if (!input.field) {
|
|
const cycles = Math.floor(input.down ? 50 : 30) //30
|
|
const speed = input.down ? 44 : 35
|
|
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
|
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
|
|
ctx.lineWidth = 2
|
|
ctx.beginPath()
|
|
for (let i = 1.6, len = 19; i < len + 1; i++) {
|
|
const time = cycles * i / len
|
|
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
|
|
}
|
|
ctx.stroke()
|
|
}
|
|
}
|
|
} else {
|
|
b.grenade = grenadeDefault
|
|
if (gunIndex) b.guns[gunIndex].do = function() {
|
|
if (!input.field) {
|
|
const cycles = Math.floor(input.down ? 120 : 80) //30
|
|
const speed = input.down ? 43 : 32
|
|
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
|
|
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
|
|
ctx.lineWidth = 2
|
|
ctx.beginPath()
|
|
for (let i = 0.5, len = 19; i < len + 1; i++) {
|
|
const time = cycles * i / len
|
|
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
|
|
}
|
|
ctx.stroke()
|
|
}
|
|
}
|
|
}
|
|
},
|
|
harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 15) {
|
|
const me = bullet.length;
|
|
const returnRadius = 100 * Math.sqrt(harpoonSize)
|
|
bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], {
|
|
cycle: 0,
|
|
angle: angle,
|
|
friction: 1,
|
|
frictionAir: 0.4,
|
|
thrustMag: 0.1,
|
|
turnRate: isReturn ? 0.1 : 0.03, //0.015
|
|
drawStringControlMagnitude: 3000 + 5000 * Math.random(),
|
|
drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
|
|
dmg: 7, //damage done in addition to the damage from momentum
|
|
classType: "bullet",
|
|
endCycle: simulation.cycle + totalCycles * 2.5 + 15,
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: tech.isNeedleShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield,
|
|
},
|
|
minDmgSpeed: 0,
|
|
lookFrequency: Math.floor(7 + Math.random() * 3),
|
|
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed
|
|
beforeDmg(who) {
|
|
if (tech.isNeedleShieldPierce && who.isShielded) { //disable shields
|
|
who.isShielded = false
|
|
requestAnimationFrame(() => { who.isShielded = true });
|
|
}
|
|
if (tech.fragments) {
|
|
b.targetedNail(this.vertices[2], tech.fragments * 4)
|
|
if (!isReturn) this.endCycle = 0;
|
|
}
|
|
if (!who.isBadTarget) {
|
|
if (isReturn) {
|
|
this.do = this.returnToPlayer
|
|
} else {
|
|
this.frictionAir = 0.01
|
|
this.do = () => {
|
|
this.force.y += this.mass * 0.003; //gravity
|
|
this.draw();
|
|
}
|
|
}
|
|
|
|
}
|
|
},
|
|
caughtPowerUp: null,
|
|
dropCaughtPowerUp() {
|
|
if (this.caughtPowerUp) {
|
|
this.caughtPowerUp.collisionFilter.category = cat.powerUp
|
|
this.caughtPowerUp.collisionFilter.mask = cat.map | cat.powerUp
|
|
this.caughtPowerUp = null
|
|
}
|
|
},
|
|
onEnd() {
|
|
if (this.caughtPowerUp && !simulation.isChoosing && (this.caughtPowerUp.name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)) {
|
|
let index = null //find index
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
if (powerUp[i] === this.caughtPowerUp) index = i
|
|
}
|
|
if (index !== null) {
|
|
powerUps.onPickUp(this.caughtPowerUp);
|
|
this.caughtPowerUp.effect();
|
|
Matter.Composite.remove(engine.world, this.caughtPowerUp);
|
|
powerUp.splice(index, 1);
|
|
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 8 //0.006 is normal
|
|
} else {
|
|
this.dropCaughtPowerUp()
|
|
}
|
|
} else {
|
|
this.dropCaughtPowerUp()
|
|
}
|
|
},
|
|
drawToggleHarpoon() {
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
|
|
for (let j = 1, len = this.vertices.length; j < len; j += 1) ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
|
|
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
|
|
ctx.lineJoin = "miter"
|
|
ctx.miterLimit = 100;
|
|
ctx.lineWidth = 60;
|
|
ctx.strokeStyle = "rgba(0,255,255,0.25)";
|
|
ctx.stroke();
|
|
ctx.lineWidth = 20;
|
|
ctx.strokeStyle = "rgb(0,255,255)";
|
|
ctx.stroke();
|
|
ctx.lineJoin = "round"
|
|
ctx.miterLimit = 10
|
|
ctx.sillStyle = "#000"
|
|
ctx.fill();
|
|
},
|
|
drawString() {
|
|
const where = {
|
|
x: m.pos.x + 30 * Math.cos(m.angle),
|
|
y: m.pos.y + 30 * Math.sin(m.angle)
|
|
}
|
|
const sub = Vector.sub(where, this.vertices[0])
|
|
const perpendicular = Vector.mult(Vector.normalise(Vector.perp(sub)), this.drawStringFlip * Math.min(80, 10 + this.drawStringControlMagnitude / (10 + Vector.magnitude(sub))))
|
|
const controlPoint = Vector.add(Vector.add(where, Vector.mult(sub, -0.5)), perpendicular)
|
|
ctx.strokeStyle = "#000" // "#0ce"
|
|
ctx.lineWidth = 0.5
|
|
ctx.beginPath();
|
|
ctx.moveTo(where.x, where.y);
|
|
ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
|
|
// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
|
|
ctx.stroke();
|
|
},
|
|
draw() {
|
|
|
|
},
|
|
returnToPlayer() {
|
|
if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
|
|
this.endCycle = 0;
|
|
if (m.cycle + 25 * b.fireCDscale < m.fireCDcycle) m.fireCDcycle = m.cycle + 35 * b.fireCDscale //lower cd to 25 if it is above 25
|
|
//recoil on catching
|
|
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.00015 : 0.0003))
|
|
player.force.x += momentum.x
|
|
player.force.y += momentum.y
|
|
// refund ammo
|
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
|
if (b.guns[i].name === "harpoon") {
|
|
b.guns[i].ammo++;
|
|
simulation.updateGunHUD();
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
if (m.energy > 0.005 && !m.isBodiesAsleep) m.energy -= 0.005
|
|
const sub = Vector.sub(this.position, m.pos)
|
|
const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
|
|
const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
|
|
this.force.x -= returnForce.x
|
|
this.force.y -= returnForce.y
|
|
this.grabPowerUp()
|
|
}
|
|
this.draw();
|
|
},
|
|
grabPowerUp() { //grab power ups near the tip of the harpoon
|
|
if (this.caughtPowerUp) {
|
|
Matter.Body.setPosition(this.caughtPowerUp, Vector.add(this.vertices[2], this.velocity))
|
|
Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
|
|
} else { //&& simulation.cycle % 2
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
const radius = powerUp[i].circleRadius + 50
|
|
if (Vector.magnitudeSquared(Vector.sub(this.vertices[2], powerUp[i].position)) < radius * radius) {
|
|
if (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) {
|
|
this.caughtPowerUp = powerUp[i]
|
|
Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 })
|
|
Matter.Body.setPosition(powerUp[i], this.vertices[2])
|
|
powerUp[i].collisionFilter.category = 0
|
|
powerUp[i].collisionFilter.mask = 0
|
|
this.thrustMag *= 0.6
|
|
this.endCycle += 0.5 //it pulls back slower, so this prevents it from ending early
|
|
break //just pull 1 power up if possible
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
do() {
|
|
if (!m.isBodiesAsleep) {
|
|
this.cycle++
|
|
if (isReturn) {
|
|
if (this.cycle > totalCycles) {
|
|
if (m.energy < 0.05) { //snap rope if not enough energy
|
|
const returnForce = Vector.mult(Vector.normalise(Vector.sub(this.position, m.pos)), 3 * this.thrustMag * this.mass)
|
|
this.force.x -= returnForce.x
|
|
this.force.y -= returnForce.y
|
|
this.frictionAir = 0.002
|
|
this.do = () => { this.force.y += this.mass * 0.001; }
|
|
this.dropCaughtPowerUp()
|
|
} else { //return to player
|
|
this.do = this.returnToPlayer
|
|
Matter.Body.setDensity(this, 0.0005); //reduce density on return
|
|
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
|
|
this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
|
|
}
|
|
} else {
|
|
this.grabPowerUp()
|
|
}
|
|
} else if (this.cycle > 30) {
|
|
this.frictionAir = 0.003
|
|
this.do = () => { this.force.y += this.mass * 0.003; }
|
|
}
|
|
|
|
if (target) { //rotate towards the target
|
|
const face = {
|
|
x: Math.cos(this.angle),
|
|
y: Math.sin(this.angle)
|
|
};
|
|
const vectorGoal = Vector.normalise(Vector.sub(this.position, target.position));
|
|
if (Vector.cross(vectorGoal, face) > 0) {
|
|
Matter.Body.rotate(this, this.turnRate);
|
|
} else {
|
|
Matter.Body.rotate(this, -this.turnRate);
|
|
}
|
|
}
|
|
if (isReturn || target) {
|
|
this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
|
|
this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
|
|
}
|
|
// else if (!(this.cycle % 2)) { //look for a target if you don't have one
|
|
// simulation.drawList.push({ //add dmg to draw queue
|
|
// x: this.position.x,
|
|
// y: this.position.y,
|
|
// radius: 10,
|
|
// color: simulation.mobDmgColor,
|
|
// time: simulation.drawTime
|
|
// });
|
|
// let closest = {
|
|
// distance: 2000,
|
|
// target: null
|
|
// }
|
|
// const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
|
|
// for (let i = 0, len = mob.length; i < len; ++i) {
|
|
// if (
|
|
// mob[i].alive && !mob[i].isBadTarget &&
|
|
// Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
|
|
// Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors
|
|
// ) {
|
|
// const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
|
|
// if (dist < closest.distance) {
|
|
// closest.distance = dist
|
|
// closest.target = mob[i]
|
|
// }
|
|
// }
|
|
// }
|
|
// if (closest.target) {
|
|
// target = closest.target
|
|
// this.turnRate = 0.05
|
|
// this.frictionAir = 0.8
|
|
// }
|
|
// }
|
|
}
|
|
this.draw()
|
|
},
|
|
});
|
|
if (!isReturn && !target) {
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + 60 * Math.cos(bullet[me].angle),
|
|
y: m.Vy / 2 + 60 * Math.sin(bullet[me].angle)
|
|
});
|
|
bullet[me].frictionAir = 0.002
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.001; //gravity
|
|
this.draw();
|
|
}
|
|
}
|
|
if (tech.isHarpoonPowerUp && bullet[me].density > 0.01) {
|
|
if (isReturn) {
|
|
bullet[me].draw = function() {
|
|
this.drawToggleHarpoon()
|
|
this.drawString()
|
|
}
|
|
} else {
|
|
bullet[me].draw = function() {
|
|
this.drawToggleHarpoon()
|
|
}
|
|
}
|
|
} else if (isReturn) {
|
|
bullet[me].draw = function() {
|
|
this.drawString()
|
|
}
|
|
}
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
|
|
/* todo
|
|
despawn
|
|
when player gets far away?
|
|
set time
|
|
release mouse?
|
|
|
|
*/
|
|
// if (true && input.down) {
|
|
// Matter.Body.setVelocity(bullet[me], {
|
|
// x: m.Vx / 2 + 70 * Math.cos(bullet[me].angle),
|
|
// y: m.Vy / 2 + 70 * Math.sin(bullet[me].angle)
|
|
// });
|
|
// bullet[me].frictionAir = 0.0011
|
|
// bullet[me].endCycle = simulation.cycle + Infinity
|
|
// bullet[me].do = function() {
|
|
// if (!m.isBodiesAsleep) {
|
|
// this.cycle++
|
|
// if (Matter.Query.collides(this, map).length) {
|
|
// // this.collisionFilter.mask = 0; //non collide with everything
|
|
// this.collisionFilter.category = cat.map
|
|
// this.collisionFilter.mask = cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
|
|
|
// Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(Vector.normalise(this.lastVelocity), 30))) //move a bit into the wall
|
|
// Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
|
// Matter.Body.setStatic(this, true) //don't set to static if not touching map
|
|
|
|
// Matter.Body.setAngularVelocity(this, 0)
|
|
// const unit = Vector.normalise(Vector.sub({ x: this.position.x, y: this.position.y - 150 }, player.position))
|
|
// const push = Vector.mult(unit, 1)
|
|
// player.force.x += push.x
|
|
// player.force.y += push.y
|
|
// //pull player back in
|
|
// this.do = () => {
|
|
|
|
// }
|
|
// }
|
|
// this.lastVelocity = { x: this.velocity.x, y: this.velocity.y }
|
|
// }
|
|
// this.drawString()
|
|
// }
|
|
// }
|
|
},
|
|
missile(where, angle, speed, size = 1) {
|
|
if (tech.missileSize) size *= 1.5
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(where.x, where.y, 30 * size, 4 * size, {
|
|
angle: angle,
|
|
friction: 0.5,
|
|
frictionAir: 0.045,
|
|
dmg: 0, //damage done in addition to the damage from momentum
|
|
classType: "bullet",
|
|
endCycle: simulation.cycle + Math.floor((230 + 40 * Math.random()) * tech.isBulletsLastLonger),
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
minDmgSpeed: 10,
|
|
lookFrequency: Math.floor(10 + Math.random() * 3),
|
|
explodeRad: 180 * (tech.missileSize ? 1.5 : 1) + 60 * Math.random(),
|
|
density: 0.02, //0.001 is normal
|
|
beforeDmg() {
|
|
Matter.Body.setDensity(this, 0.0001); //reduce density to normal
|
|
this.tryToLockOn();
|
|
this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
|
|
},
|
|
onEnd() {
|
|
b.explosion(this.position, this.explodeRad * size); //makes bullet do explosive damage at end
|
|
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 2 * Math.random()))
|
|
},
|
|
lockedOn: null,
|
|
tryToLockOn() {
|
|
let closeDist = Infinity;
|
|
const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 30)) //look for closest target to where the missile will be in 30 cycles
|
|
this.lockedOn = null;
|
|
// const futurePos = this.lockedOn ? :Vector.add(this.position, Vector.mult(this.velocity, 50))
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
mob[i].alive && !mob[i].isBadTarget &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0
|
|
// && Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
|
) {
|
|
const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
|
|
if (futureDist < closeDist) {
|
|
closeDist = futureDist;
|
|
this.lockedOn = mob[i];
|
|
// this.frictionAir = 0.04; //extra friction once a target it locked
|
|
}
|
|
if (Vector.magnitude(Vector.sub(this.position, mob[i].position) < this.explodeRad)) {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
|
|
mob[i].lockedOn.damage(b.dmgScale * 2 * size); //does extra damage to target
|
|
}
|
|
}
|
|
}
|
|
//explode when bullet is close enough to target
|
|
if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad) {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
|
|
this.lockedOn.damage(b.dmgScale * 4 * size); //does extra damage to target
|
|
}
|
|
},
|
|
do() {
|
|
if (!m.isBodiesAsleep) {
|
|
if (!(m.cycle % this.lookFrequency)) this.tryToLockOn();
|
|
if (this.lockedOn) { //rotate missile towards the target
|
|
const face = {
|
|
x: Math.cos(this.angle),
|
|
y: Math.sin(this.angle)
|
|
};
|
|
const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
|
|
const dot = Vector.dot(target, face)
|
|
const aim = Math.min(0.08, (1 + dot) * 1)
|
|
if (Vector.cross(target, face) > 0) {
|
|
Matter.Body.rotate(this, aim);
|
|
} else {
|
|
Matter.Body.rotate(this, -aim);
|
|
}
|
|
this.frictionAir = Math.min(0.1, Math.max(0.04, 1 + dot)) //0.08; //extra friction if turning
|
|
}
|
|
//accelerate in direction bullet is facing
|
|
const dir = this.angle;
|
|
this.force.x += thrust * Math.cos(dir);
|
|
this.force.y += thrust * Math.sin(dir);
|
|
|
|
ctx.beginPath(); //draw rocket
|
|
ctx.arc(this.position.x - Math.cos(this.angle) * (25 * size - 3) + (Math.random() - 0.5) * 4,
|
|
this.position.y - Math.sin(this.angle) * (25 * size - 3) + (Math.random() - 0.5) * 4,
|
|
11 * size, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "rgba(255,155,0,0.5)";
|
|
ctx.fill();
|
|
} else {
|
|
//draw rocket with time stop
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x - Math.cos(this.angle) * (30 * size - 3) + (Math.random() - 0.5) * 4,
|
|
this.position.y - Math.sin(this.angle) * (30 * size - 3) + (Math.random() - 0.5) * 4,
|
|
2 + 9 * size, 0, 2 * Math.PI);
|
|
ctx.fillStyle = "rgba(255,155,0,0.5)";
|
|
ctx.fill();
|
|
}
|
|
},
|
|
});
|
|
const thrust = 0.0066 * bullet[me].mass * (tech.missileSize ? 0.6 : 1);
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + speed * Math.cos(angle),
|
|
y: m.Vy / 2 + speed * Math.sin(angle)
|
|
});
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
lastAngle: 0,
|
|
wasExtruderOn: false,
|
|
isExtruderOn: false,
|
|
didExtruderDrain: false,
|
|
canExtruderFire: true,
|
|
extruder() {
|
|
const DRAIN = 0.0021
|
|
if (m.energy > DRAIN && b.canExtruderFire) {
|
|
m.energy -= DRAIN
|
|
if (m.energy < 0) {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.energy = 0;
|
|
}
|
|
b.isExtruderOn = true
|
|
const SPEED = 8 + 8 * tech.isPlasmaRange
|
|
const me = bullet.length;
|
|
const where = Vector.add(m.pos, player.velocity)
|
|
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
|
|
cycle: -0.5,
|
|
isWave: true,
|
|
endCycle: simulation.cycle + 40, // + 30 * tech.isPlasmaRange,
|
|
inertia: Infinity,
|
|
frictionAir: 0,
|
|
isInHole: true, //this keeps the bullet from entering wormholes
|
|
minDmgSpeed: 0,
|
|
dmg: b.dmgScale * 2.5, //damage also changes when you divide by mob.mass on in .do()
|
|
classType: "bullet",
|
|
isBranch: false,
|
|
restitution: 0,
|
|
collisionFilter: {
|
|
// category: 0,
|
|
// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
|
|
category: cat.bullet,
|
|
mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {},
|
|
do() {
|
|
if (!m.isBodiesAsleep) {
|
|
if (this.endCycle < simulation.cycle + 1) this.isWave = false
|
|
if (Matter.Query.point(map, this.position).length) { //check if inside map
|
|
this.isBranch = true;
|
|
this.do = () => { if (this.endCycle < simulation.cycle + 1) this.isWave = false }
|
|
} else { //check if inside a body
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position))
|
|
const radius = mob[i].radius + tech.extruderRange / 2
|
|
if (dist < radius * radius) {
|
|
Matter.Body.setVelocity(mob[i], { x: mob[i].velocity.x * 0.25, y: mob[i].velocity.y * 0.25 });
|
|
Matter.Body.setPosition(this, Vector.add(this.position, mob[i].velocity)) //move with the medium
|
|
let dmg = this.dmg / Math.min(10, mob[i].mass)
|
|
mob[i].damage(dmg);
|
|
if (mob[i].alive) mob[i].foundPlayer();
|
|
}
|
|
}
|
|
}
|
|
this.cycle++
|
|
const wiggleMag = (input.down ? 6 : 12) * Math.cos(simulation.cycle * 0.09)
|
|
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(simulation.cycle * 0.3))
|
|
const velocity = Vector.mult(player.velocity, 0.4) //move with player
|
|
Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
|
|
}
|
|
}
|
|
});
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(m.angle),
|
|
y: SPEED * Math.sin(m.angle)
|
|
});
|
|
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
|
|
if (180 - Math.abs(Math.abs(b.lastAngle - m.angle) - 180) > 0.13 || !b.wasExtruderOn) {
|
|
bullet[me].isBranch = true; //don't draw stroke for this bullet
|
|
bullet[me].do = function() { if (this.endCycle < simulation.cycle + 1) this.isWave = false }
|
|
}
|
|
b.lastAngle = m.angle //track last angle for the above angle difference calculation
|
|
} else {
|
|
b.canExtruderFire = false;
|
|
}
|
|
},
|
|
plasma() {
|
|
const DRAIN = 0.0011
|
|
if (m.energy > DRAIN) {
|
|
m.energy -= DRAIN;
|
|
if (m.energy < 0) {
|
|
m.fieldCDcycle = m.cycle + 120;
|
|
m.energy = 0;
|
|
}
|
|
|
|
//calculate laser collision
|
|
let best;
|
|
let range = tech.isPlasmaRange * (120 + (input.down ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(m.cycle * 0.3);
|
|
// const dir = m.angle // + 0.04 * (Math.random() - 0.5)
|
|
const path = [{
|
|
x: m.pos.x + 20 * Math.cos(m.angle),
|
|
y: m.pos.y + 20 * Math.sin(m.angle)
|
|
},
|
|
{
|
|
x: m.pos.x + range * Math.cos(m.angle),
|
|
y: m.pos.y + range * Math.sin(m.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 = simulation.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 = simulation.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(m.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
|
|
simulation.drawList.push({
|
|
x: path[1].x,
|
|
y: path[1].y,
|
|
radius: Math.sqrt(dmg) * 50,
|
|
color: "rgba(255,0,255,0.2)",
|
|
time: simulation.drawTime * 4
|
|
});
|
|
} else if (!best.who.isStatic) {
|
|
//push blocks away
|
|
const force = Vector.mult(Vector.normalise(Vector.sub(m.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
|
|
const Dx = Math.cos(m.angle);
|
|
const Dy = Math.sin(m.angle);
|
|
let x = m.pos.x + 20 * Dx;
|
|
let y = m.pos.y + 20 * Dy;
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y);
|
|
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
|
|
for (let i = 0; i < 8; i++) {
|
|
x += step * (Dx + 1.5 * (Math.random() - 0.5))
|
|
y += step * (Dy + 1.5 * (Math.random() - 0.5))
|
|
ctx.lineTo(x, y);
|
|
}
|
|
ctx.lineWidth = 2 * Math.random();
|
|
ctx.stroke();
|
|
}
|
|
},
|
|
laser(where = {
|
|
x: m.pos.x + 20 * Math.cos(m.angle),
|
|
y: m.pos.y + 20 * Math.sin(m.angle)
|
|
}, whereEnd = {
|
|
x: where.x + 3000 * Math.cos(m.angle),
|
|
y: where.y + 3000 * Math.sin(m.angle)
|
|
}, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
|
|
const reflectivity = 1 - 1 / (reflections * 1.5)
|
|
let damage = b.dmgScale * dmg
|
|
let best = {
|
|
x: 1,
|
|
y: 1,
|
|
dist2: Infinity,
|
|
who: null,
|
|
v1: 1,
|
|
v2: 1
|
|
};
|
|
const path = [{
|
|
x: where.x,
|
|
y: where.y
|
|
},
|
|
{
|
|
x: whereEnd.x,
|
|
y: whereEnd.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 = simulation.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 = simulation.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: 1,
|
|
y: 1,
|
|
dist2: Infinity,
|
|
who: null,
|
|
v1: 1,
|
|
v2: 1
|
|
};
|
|
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();
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: path[path.length - 1].x,
|
|
y: path[path.length - 1].y,
|
|
radius: Math.sqrt(damage) * 100,
|
|
color: tech.laserColorAlpha,
|
|
time: simulation.drawTime
|
|
});
|
|
if (tech.isLaserPush) { //push mobs away
|
|
const index = path.length - 1
|
|
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.94, y: best.who.velocity.y * 0.94 });
|
|
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.006 * push * Math.min(6, best.who.mass))
|
|
Matter.Body.applyForce(best.who, path[index], force)
|
|
}
|
|
}
|
|
};
|
|
const reflection = function() { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
|
|
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
|
|
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
|
|
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
|
|
const r = Vector.normalise(Vector.sub(d, nn));
|
|
path[path.length] = Vector.add(Vector.mult(r, 3000), path[path.length - 1]);
|
|
};
|
|
|
|
checkForCollisions();
|
|
let lastBestOdd
|
|
let lastBestEven = best.who //used in hack below
|
|
if (best.dist2 !== Infinity) { //if hitting something
|
|
path[path.length - 1] = {
|
|
x: best.x,
|
|
y: best.y
|
|
};
|
|
laserHitMob();
|
|
for (let i = 0; i < reflections; i++) {
|
|
reflection();
|
|
checkForCollisions();
|
|
if (best.dist2 !== Infinity) { //if hitting something
|
|
lastReflection = best
|
|
|
|
path[path.length - 1] = {
|
|
x: best.x,
|
|
y: best.y
|
|
};
|
|
damage *= reflectivity
|
|
laserHitMob();
|
|
//I'm not clear on how this works, but it gets ride of a bug where the laser reflects inside a block, often vertically.
|
|
//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
|
|
if (i % 2) {
|
|
if (lastBestOdd === best.who) break
|
|
} else {
|
|
lastBestOdd = best.who
|
|
if (lastBestEven === best.who) break
|
|
}
|
|
} else {
|
|
break
|
|
}
|
|
}
|
|
}
|
|
if (isThickBeam) {
|
|
for (let i = 1, len = path.length; i < len; ++i) {
|
|
ctx.moveTo(path[i - 1].x, path[i - 1].y);
|
|
ctx.lineTo(path[i].x, path[i].y);
|
|
}
|
|
} else {
|
|
ctx.strokeStyle = tech.laserColor;
|
|
ctx.lineWidth = 2
|
|
ctx.lineDashOffset = 900 * 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([]);
|
|
ctx.globalAlpha = 1;
|
|
}
|
|
},
|
|
AoEStunEffect(where, range, cycles = 150 + 120 * Math.random()) {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (mob[i].alive && !mob[i].isShielded && !mob[i].shield && !mob[i].isBadTarget) {
|
|
if (Vector.magnitude(Vector.sub(where, mob[i].position)) - mob[i].radius < range) mobs.statusStun(mob[i], cycles)
|
|
}
|
|
}
|
|
simulation.drawList.push({
|
|
x: where.x,
|
|
y: where.y,
|
|
radius: range,
|
|
color: "rgba(0,0,0,0.1)",
|
|
time: 15
|
|
});
|
|
},
|
|
laserMine(position, velocity = { x: 0, y: -8 }) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 3, 25, {
|
|
bulletType: "laser mine",
|
|
angle: m.angle,
|
|
friction: 0,
|
|
frictionAir: 0.025,
|
|
restitution: 0.5,
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
lookFrequency: 67 + Math.floor(7 * Math.random()),
|
|
drain: 0.62 * tech.isLaserDiode * tech.laserFieldDrain,
|
|
isDetonated: false,
|
|
torqueMagnitude: 0.000003 * (Math.round(Math.random()) ? 1 : -1),
|
|
range: 1500,
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {},
|
|
do() {
|
|
if (!(simulation.cycle % this.lookFrequency) && m.energy > this.drain) { //find mob targets
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 1300 &&
|
|
!mob[i].isBadTarget &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
|
) {
|
|
if (tech.isMineStun) b.AoEStunEffect(this.position, 1300);
|
|
this.do = this.laserSpin
|
|
if (this.angularSpeed < 0.5) this.torque += this.inertia * this.torqueMagnitude * 200 //spin
|
|
this.endCycle = simulation.cycle + 360 + 120
|
|
// if (this.angularSpeed < 0.01) this.torque += this.inertia * this.torqueMagnitude * 5 //spin
|
|
this.isDetonated = true
|
|
break
|
|
}
|
|
}
|
|
}
|
|
},
|
|
reflections: Math.max(0, tech.laserReflections - 2),
|
|
laserSpin() {
|
|
//drain energy
|
|
if (m.energy > this.drain) {
|
|
m.energy -= this.drain
|
|
if (this.angularSpeed < 0.05) this.torque += this.inertia * this.torqueMagnitude //spin
|
|
|
|
//fire lasers
|
|
ctx.strokeStyle = tech.laserColor;
|
|
ctx.lineWidth = 1.5
|
|
// ctx.globalAlpha = 1;
|
|
ctx.beginPath();
|
|
for (let i = 0; i < 3; i++) {
|
|
const where = this.vertices[i]
|
|
const endPoint = Vector.add(where, Vector.mult(Vector.normalise(Vector.sub(where, this.position)), 2500))
|
|
b.laser(where, endPoint, tech.laserDamage * 13, this.reflections, true)
|
|
}
|
|
ctx.stroke();
|
|
// ctx.globalAlpha = 1;
|
|
}
|
|
if (this.endCycle - 60 < simulation.cycle) {
|
|
this.do = () => {} //no nothing, no laser, no spin
|
|
}
|
|
},
|
|
})
|
|
Matter.Body.setVelocity(bullet[me], velocity);
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
mine(where, velocity, angle = 0) {
|
|
const bIndex = bullet.length;
|
|
bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45, 16, {
|
|
angle: angle,
|
|
friction: 1,
|
|
frictionStatic: 1,
|
|
frictionAir: 0,
|
|
restitution: 0,
|
|
dmg: 0, //damage done in addition to the damage from momentum
|
|
classType: "bullet",
|
|
bulletType: "mine",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield // | cat.bullet //doesn't collide with other bullets until it lands (was crashing into bots)
|
|
},
|
|
minDmgSpeed: 5,
|
|
stillCount: 0,
|
|
isArmed: false,
|
|
endCycle: Infinity,
|
|
lookFrequency: 0,
|
|
range: 700,
|
|
beforeDmg() {},
|
|
onEnd() {
|
|
if (this.isArmed) b.targetedNail(this.position, tech.isMineSentry ? 7 : 22, 40 + 10 * Math.random(), 1200, true, 2.2) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
|
|
},
|
|
do() {
|
|
this.force.y += this.mass * 0.002; //extra gravity
|
|
let collide = Matter.Query.collides(this, map) //check if collides with map
|
|
if (collide.length > 0) {
|
|
for (let i = 0; i < collide.length; i++) {
|
|
if (collide[i].bodyA.collisionFilter.category === cat.map) { // || collide[i].bodyB.collisionFilter.category === cat.map) {
|
|
const angle = Vector.angle(collide[i].normal, { x: 1, y: 0 })
|
|
Matter.Body.setAngle(this, Math.atan2(collide[i].tangent.y, collide[i].tangent.x))
|
|
//move until touching map again after rotation
|
|
for (let j = 0; j < 10; j++) {
|
|
if (Matter.Query.collides(this, map).length > 0) { //touching map
|
|
if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
|
|
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
|
Matter.Body.setStatic(this, true) //don't set to static if not touching map
|
|
this.collisionFilter.category = 0
|
|
this.collisionFilter.mask = 0 //cat.map | cat.bullet
|
|
} else {
|
|
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
|
Matter.Body.setAngularVelocity(this, 0)
|
|
}
|
|
this.arm();
|
|
|
|
//sometimes the mine can't attach to map and it just needs to be reset
|
|
const that = this
|
|
setTimeout(function() {
|
|
if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
|
|
that.endCycle = 0 // if not touching map explode
|
|
that.isArmed = false
|
|
b.mine(that.position, that.velocity, that.angle)
|
|
}
|
|
}, 100, that);
|
|
break
|
|
}
|
|
//move until you are touching the wall
|
|
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(collide[i].normal, 2)))
|
|
}
|
|
break
|
|
}
|
|
}
|
|
} else {
|
|
if (this.speed < 1 && this.angularSpeed < 0.01 && !m.isBodiesAsleep) this.stillCount++
|
|
}
|
|
if (this.stillCount > 25) this.arm();
|
|
},
|
|
arm() {
|
|
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
|
|
this.lookFrequency = simulation.cycle + 60
|
|
this.do = function() { //overwrite the do method for this bullet
|
|
this.force.y += this.mass * 0.002; //extra gravity
|
|
if (simulation.cycle > this.lookFrequency) {
|
|
this.isArmed = true
|
|
this.lookFrequency = 55 + Math.floor(22 * Math.random())
|
|
simulation.drawList.push({
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: 10,
|
|
color: "#f00",
|
|
time: 4
|
|
});
|
|
this.do = function() { //overwrite the do method for this bullet
|
|
this.force.y += this.mass * 0.002; //extra gravity
|
|
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
|
|
const random = 300 * Math.random()
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
!mob[i].isBadTarget &&
|
|
Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 700 + mob[i].radius + random &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
|
) {
|
|
if (tech.isMineStun) b.AoEStunEffect(this.position, 700 + mob[i].radius + random);
|
|
if (tech.isMineSentry) {
|
|
this.lookFrequency = 8 + Math.floor(3 * Math.random())
|
|
this.endCycle = simulation.cycle + 1020
|
|
this.do = function() { //overwrite the do method for this bullet
|
|
this.force.y += this.mass * 0.002; //extra gravity
|
|
if (!(simulation.cycle % this.lookFrequency) && !m.isBodiesAsleep) { //find mob targets
|
|
b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false, 2.3) //targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
|
|
if (!(simulation.cycle % (this.lookFrequency * 6))) {
|
|
simulation.drawList.push({
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: 8,
|
|
color: "#fe0",
|
|
time: 4
|
|
});
|
|
}
|
|
}
|
|
}
|
|
break
|
|
} else {
|
|
this.endCycle = 0 //end life if mob is near and visible
|
|
break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
});
|
|
bullet[bIndex].torque += bullet[bIndex].inertia * 0.0002 * (0.5 - Math.random())
|
|
Matter.Body.setVelocity(bullet[bIndex], velocity);
|
|
Composite.add(engine.world, bullet[bIndex]); //add bullet to world
|
|
},
|
|
worm(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
|
|
const bIndex = bullet.length;
|
|
const size = 3
|
|
if (bIndex < 500) { //can't make over 500 spores
|
|
bullet[bIndex] = Bodies.polygon(where.x, where.y, size, size, {
|
|
inertia: Infinity,
|
|
isFreeze: isFreeze,
|
|
restitution: 0.5,
|
|
// angle: Math.random() * 2 * Math.PI,
|
|
friction: 0,
|
|
frictionAir: 0.025,
|
|
thrust: (tech.isFastSpores ? 0.001 : 0.0005) * (1 + 0.5 * (Math.random() - 0.5)),
|
|
dmg: (tech.isMutualism ? 16.8 : 7) * 2.5, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
|
|
lookFrequency: 100 + Math.floor(37 * Math.random()),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
|
|
},
|
|
endCycle: simulation.cycle + Math.floor((600 + Math.floor(Math.random() * 420)) * tech.isBulletsLastLonger),
|
|
minDmgSpeed: 0,
|
|
playerOffPosition: { //used when moving towards player to keep spores separate
|
|
x: 100 * (Math.random() - 0.5),
|
|
y: 100 * (Math.random() - 0.5)
|
|
},
|
|
beforeDmg(who) {
|
|
if (tech.wormSurviveDmg && who.alive) {
|
|
setTimeout(() => {
|
|
if (!who.alive) {
|
|
this.endCycle = simulation.cycle + Math.floor((600 + Math.floor(Math.random() * 420)) * tech.isBulletsLastLonger); //bullet ends cycle resets
|
|
} else {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage
|
|
}
|
|
}, 1);
|
|
} else {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage
|
|
}
|
|
if (this.isFreeze) mobs.statusSlow(who, 90)
|
|
},
|
|
onEnd() {
|
|
if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
|
|
m.health += 0.01
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.displayHealth();
|
|
}
|
|
},
|
|
do() {
|
|
ctx.beginPath(); //draw nematode
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
const dir = Vector.mult(Vector.normalise(this.velocity), -Math.min(45, 7 * this.speed))
|
|
const tail = Vector.add(this.position, dir)
|
|
ctx.lineTo(tail.x, tail.y);
|
|
ctx.lineWidth = 6;
|
|
ctx.strokeStyle = "#000";
|
|
ctx.stroke();
|
|
|
|
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 (!(simulation.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].isBadTarget && 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 (tech.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 - m.pos.x;
|
|
const dy = this.position.y - m.pos.y;
|
|
if (dx * dx + dy * dy > 10000) {
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
|
|
}
|
|
} else {
|
|
const unit = Vector.normalise(this.velocity)
|
|
const force = Vector.mult(Vector.rotate(unit, 0.005 * this.playerOffPosition.x), 0.000003)
|
|
this.force.x += force.x
|
|
this.force.y += force.y
|
|
}
|
|
}
|
|
},
|
|
});
|
|
const SPEED = 2 + 1 * Math.random();
|
|
const ANGLE = 2 * Math.PI * Math.random()
|
|
Matter.Body.setVelocity(bullet[bIndex], {
|
|
x: SPEED * Math.cos(ANGLE),
|
|
y: SPEED * Math.sin(ANGLE)
|
|
});
|
|
Composite.add(engine.world, bullet[bIndex]); //add bullet to world
|
|
if (tech.isMutualism && m.health > 0.02) {
|
|
m.health -= 0.01
|
|
m.displayHealth();
|
|
bullet[bIndex].isMutualismActive = true
|
|
}
|
|
}
|
|
},
|
|
spore(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
|
|
const bIndex = bullet.length;
|
|
const size = 4
|
|
if (bIndex < 500) { //can't make over 500 spores
|
|
bullet[bIndex] = Bodies.polygon(where.x, where.y, size, size, {
|
|
// 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: (tech.isFastSpores ? 0.0009 : 0.00045) * (1 + 0.3 * (Math.random() - 0.5)),
|
|
dmg: tech.isMutualism ? 16.8 : 7, //bonus damage from tech.isMutualism
|
|
lookFrequency: 100 + 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: simulation.cycle + Math.floor((540 + Math.floor(Math.random() * 420)) * tech.isBulletsLastLonger),
|
|
minDmgSpeed: 0,
|
|
playerOffPosition: { //used when moving towards player to keep spores separate
|
|
x: 100 * (Math.random() - 0.5),
|
|
y: 100 * (Math.random() - 0.5)
|
|
},
|
|
beforeDmg(who) {
|
|
this.endCycle = 0; //bullet ends cycle after doing damage
|
|
if (this.isFreeze) mobs.statusSlow(who, 90)
|
|
},
|
|
onEnd() {
|
|
if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
|
|
m.health += 0.005
|
|
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
|
m.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 (!(simulation.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].isBadTarget && 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 (tech.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 - m.pos.x;
|
|
const dy = this.position.y - m.pos.y;
|
|
if (dx * dx + dy * dy > 10000) {
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
|
|
}
|
|
} else {
|
|
this.force.y += this.mass * 0.0001; //gravity
|
|
}
|
|
|
|
}
|
|
|
|
// if (!this.lockedOn && !(simulation.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].isDropPowerUp && 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 (tech.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 - m.pos.x;
|
|
// const dy = this.position.y - m.pos.y;
|
|
// if (dx * dx + dy * dy > 10000) {
|
|
// this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
|
|
// }
|
|
// // this.force = Vector.mult(Vector.normalise(Vector.sub(m.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)
|
|
});
|
|
Composite.add(engine.world, bullet[bIndex]); //add bullet to world
|
|
|
|
if (tech.isMutualism && m.health > 0.01) {
|
|
m.health -= 0.005
|
|
m.displayHealth();
|
|
bullet[bIndex].isMutualismActive = true
|
|
}
|
|
}
|
|
},
|
|
iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
|
|
const me = bullet.length;
|
|
const THRUST = 0.0009
|
|
const RADIUS = 18
|
|
const SCALE = 1 - 0.08 / tech.isBulletsLastLonger
|
|
bullet[me] = Bodies.polygon(where.x, where.y, 3, RADIUS, {
|
|
angle: dir - Math.PI,
|
|
inertia: Infinity,
|
|
friction: 0,
|
|
frictionAir: 0.023,
|
|
restitution: 0.9,
|
|
dmg: 1, //damage done in addition to the damage from momentum
|
|
lookFrequency: 14 + Math.floor(8 * Math.random()),
|
|
endCycle: simulation.cycle + 100 * tech.isBulletsLastLonger + Math.floor(25 * Math.random()),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //self collide
|
|
},
|
|
minDmgSpeed: 0,
|
|
lockedOn: null,
|
|
isFollowMouse: true,
|
|
beforeDmg(who) {
|
|
mobs.statusSlow(who, 180)
|
|
this.endCycle = simulation.cycle
|
|
// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
|
|
if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
|
|
setTimeout(() => { if (!who.alive) m.energy += tech.iceEnergy * 0.8 }, 10);
|
|
}
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
// this.force.y += this.mass * 0.0002;
|
|
//find mob targets
|
|
if (!(simulation.cycle % this.lookFrequency)) {
|
|
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].isBadTarget &&
|
|
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)
|
|
}
|
|
}
|
|
})
|
|
|
|
Composite.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: m.Vx / 2 + speed * Math.cos(dir),
|
|
// y: m.Vy / 2 + speed * Math.sin(dir)
|
|
// });
|
|
},
|
|
drone(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
|
|
const me = bullet.length;
|
|
const THRUST = 0.0015
|
|
// const FRICTION = tech.isFastDrones ? 0.008 : 0.0005
|
|
const dir = m.angle + 0.4 * (Math.random() - 0.5);
|
|
const RADIUS = (4.5 + 3 * Math.random())
|
|
bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
|
|
angle: dir,
|
|
inertia: Infinity,
|
|
friction: 0.05,
|
|
frictionAir: 0,
|
|
restitution: 1,
|
|
density: 0.0005, // 0.001 is normal density
|
|
//total 0.24 + 0.3 average
|
|
dmg: 0.34 + 0.12 * tech.isDroneTeleport + 0.15 * tech.isDroneFastLook, //damage done in addition to the damage from momentum
|
|
lookFrequency: (tech.isDroneFastLook ? 20 : 70) + Math.floor(17 * Math.random()),
|
|
endCycle: simulation.cycle + Math.floor((950 + 400 * Math.random()) * tech.isBulletsLastLonger * tech.droneCycleReduction) + 5 * RADIUS + Math.max(0, 150 - b.length),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
|
|
},
|
|
minDmgSpeed: 0,
|
|
lockedOn: null,
|
|
isFollowMouse: true,
|
|
deathCycles: 110 + RADIUS * 5,
|
|
isImproved: false,
|
|
beforeDmg(who) {
|
|
if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle) {
|
|
const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
|
b.explosion(this.position, max * 0.1 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
|
if (tech.isForeverDrones) {
|
|
this.endCycle = 0
|
|
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
|
bullet[bullet.length - 1].endCycle = Infinity
|
|
} else {
|
|
|
|
this.endCycle -= max
|
|
}
|
|
} else {
|
|
//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 > simulation.cycle + this.deathCycles) {
|
|
this.endCycle -= 60
|
|
if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
|
|
}
|
|
}
|
|
},
|
|
onEnd() {
|
|
if (tech.isDroneRespawn) {
|
|
const who = b.guns[b.activeGun]
|
|
if (who.name === "drones" && who.ammo > 0 && mob.length) {
|
|
b.drone({ x: this.position.x, y: this.position.y }, 0)
|
|
if (Math.random() < 0.25) {
|
|
b.guns[b.activeGun].ammo--;
|
|
simulation.updateGunHUD();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
do() {
|
|
if (simulation.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
|
|
this.force.y += this.mass * 0.0012;
|
|
this.restitution = 0.2;
|
|
const scale = 0.995;
|
|
Matter.Body.scale(this, scale, scale);
|
|
} else {
|
|
this.force.y += this.mass * 0.0002;
|
|
|
|
if (!(simulation.cycle % this.lookFrequency)) {
|
|
//find mob targets
|
|
this.lockedOn = null;
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
!mob[i].isBadTarget &&
|
|
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]
|
|
}
|
|
}
|
|
}
|
|
//blink towards mobs
|
|
if (tech.isDroneTeleport && this.lockedOn) {
|
|
const sub = Vector.sub(this.lockedOn.position, this.position);
|
|
const distMag = Vector.magnitude(sub);
|
|
const unit = Vector.normalise(sub)
|
|
Matter.Body.setVelocity(this, Vector.mult(unit, Math.max(20, this.speed * 1.5)));
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
Matter.Body.translate(this, Vector.mult(unit, Math.min(350, distMag - this.lockedOn.radius + 10)));
|
|
ctx.lineTo(this.position.x, this.position.y);
|
|
ctx.lineWidth = RADIUS * 2;
|
|
ctx.strokeStyle = "rgba(0,0,0,0.5)";
|
|
ctx.stroke();
|
|
}
|
|
//power ups
|
|
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxEnergy) {
|
|
if (this.lockedOn) {
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) { //grab, but don't lock onto nearby power up
|
|
if (
|
|
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
|
|
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
|
|
(powerUp[i].name !== "field" || !tech.isDeterminism)
|
|
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
|
|
) {
|
|
//draw pickup for a single cycle
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 4
|
|
ctx.stroke();
|
|
//pick up nearby power ups
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
if (tech.isDroneGrab) {
|
|
this.isImproved = true;
|
|
const SCALE = 2.25
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.lookFrequency = 30 + Math.floor(11 * Math.random());
|
|
this.endCycle += 3000 * tech.droneCycleReduction * tech.isBulletsLastLonger
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
//look for power ups to lock onto
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
if (
|
|
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
|
|
(powerUp[i].name !== "field" || !tech.isDeterminism)
|
|
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
|
|
) {
|
|
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
|
|
//draw pickup for a single cycle
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 4
|
|
ctx.stroke();
|
|
//pick up nearby power ups
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
if (tech.isDroneGrab) {
|
|
this.isImproved = true;
|
|
const SCALE = 2.25
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.lookFrequency = 30 + Math.floor(11 * Math.random());
|
|
this.endCycle += 3000 * tech.droneCycleReduction * tech.isBulletsLastLonger
|
|
// this.frictionAir = 0
|
|
}
|
|
break;
|
|
}
|
|
//look for power ups to lock onto
|
|
if (
|
|
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
|
|
) {
|
|
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
|
|
const DIST = Vector.magnitude(TARGET_VECTOR);
|
|
if (DIST < closeDist) {
|
|
closeDist = DIST;
|
|
this.lockedOn = powerUp[i]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (this.lockedOn) { //accelerate towards mobs
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
|
|
} else { //accelerate towards mouse
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, simulation.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
|
|
});
|
|
}
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: speed * Math.cos(dir),
|
|
y: speed * Math.sin(dir)
|
|
});
|
|
},
|
|
droneRadioactive(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
|
|
const me = bullet.length;
|
|
const THRUST = (tech.isFastDrones ? 0.003 : 0.0012) + 0.0005 * (Math.random() - 0.5)
|
|
const dir = m.angle + 0.4 * (Math.random() - 0.5);
|
|
const RADIUS = 3
|
|
bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
|
|
angle: dir,
|
|
inertia: Infinity,
|
|
friction: 0,
|
|
frictionAir: 0,
|
|
restitution: 0.4 + 0.199 * Math.random(),
|
|
dmg: 0, //0.24 damage done in addition to the damage from momentum and radiation
|
|
lookFrequency: 120 + Math.floor(23 * Math.random()),
|
|
endCycle: simulation.cycle + Math.floor((900 + 110 * Math.random()) * tech.isBulletsLastLonger / tech.droneRadioDamage) + 5 * RADIUS + Math.max(0, 150 - 2 * b.length),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
|
|
},
|
|
minDmgSpeed: 0,
|
|
speedCap: 5 + 2 * Math.random(), //6 is normal
|
|
lockedOn: null,
|
|
isFollowMouse: true,
|
|
deathCycles: 110 + RADIUS * 5,
|
|
isImproved: false,
|
|
radioRadius: 0,
|
|
maxRadioRadius: 300 + Math.floor(100 * Math.random()),
|
|
beforeDmg() {
|
|
// const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
|
|
// Matter.Body.setVelocity(this, {
|
|
// x: unit.x,
|
|
// y: unit.y
|
|
// });
|
|
// this.lockedOn = null
|
|
|
|
// if (this.endCycle > simulation.cycle + this.deathCycles) {
|
|
// this.endCycle -= 60
|
|
// if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
|
|
// }
|
|
},
|
|
onEnd() {
|
|
if (tech.isDroneRespawn) {
|
|
const who = b.guns[b.activeGun]
|
|
if (who.name === "drones" && who.ammo > 0 && mob.length) {
|
|
b.droneRadioactive({ x: this.position.x, y: this.position.y }, 0)
|
|
if (Math.random() < 0.25) {
|
|
b.guns[b.activeGun].ammo--;
|
|
simulation.updateGunHUD();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
do() {
|
|
//radioactive zone
|
|
this.radioRadius = this.radioRadius * 0.993 + 0.007 * this.maxRadioRadius //smooth radius towards max
|
|
//aoe damage to player
|
|
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
|
|
const DRAIN = tech.isRadioactiveResistance ? 0.002 * 0.25 : 0.002
|
|
if (m.energy > DRAIN) {
|
|
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
|
|
} else {
|
|
m.energy = 0;
|
|
m.damage(tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) //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.radioRadius + mob[i].radius) {
|
|
let dmg = (0.12 + 0.04 * tech.isFastDrones) * b.dmgScale * tech.droneRadioDamage //neutron bombs dmg = 0.09
|
|
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
|
|
if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
|
|
mob[i].damage(dmg);
|
|
mob[i].locatePlayer();
|
|
}
|
|
}
|
|
//draw
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, this.radioRadius, 0, 2 * Math.PI);
|
|
ctx.globalCompositeOperation = "lighter"
|
|
// ctx.fillStyle = `rgba(25,139,170,${0.15+0.05*Math.random()})`;
|
|
// ctx.fillStyle = `rgba(36, 207, 255,${0.1+0.05*Math.random()})`;
|
|
ctx.fillStyle = `rgba(28, 175, 217,${0.13+0.07*Math.random()})`;
|
|
ctx.fill();
|
|
ctx.globalCompositeOperation = "source-over"
|
|
|
|
//normal drone actions
|
|
if (simulation.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
|
|
this.force.y += this.mass * 0.0012;
|
|
this.restitution = 0.2;
|
|
const scale = 0.995;
|
|
Matter.Body.scale(this, scale, scale);
|
|
this.maxRadioRadius = 0
|
|
this.radioRadius = this.radioRadius * 0.98 //let radioactivity decrease
|
|
} else {
|
|
this.force.y += this.mass * 0.0002; //gravity
|
|
|
|
if (!(simulation.cycle % this.lookFrequency)) {
|
|
//find mob targets
|
|
this.lockedOn = null;
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (
|
|
!mob[i].isBadTarget &&
|
|
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]
|
|
}
|
|
}
|
|
}
|
|
//power ups
|
|
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxEnergy) {
|
|
if (this.lockedOn) {
|
|
//grab, but don't lock onto nearby power up
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
if (
|
|
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
|
|
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
|
|
(powerUp[i].name !== "field" || !tech.isDeterminism)
|
|
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
|
|
) {
|
|
//draw pickup for a single cycle
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 4
|
|
ctx.stroke();
|
|
//pick up nearby power ups
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
if (tech.isDroneGrab) {
|
|
this.isImproved = true;
|
|
const SCALE = 2.25
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.lookFrequency = 30 + Math.floor(11 * Math.random());
|
|
this.endCycle += 1000 * tech.isBulletsLastLonger
|
|
this.maxRadioRadius *= 1.25
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
//look for power ups to lock onto
|
|
let closeDist = Infinity;
|
|
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
|
if (
|
|
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
|
|
(powerUp[i].name !== "field" || !tech.isDeterminism)
|
|
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
|
|
) {
|
|
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
|
|
//draw pickup for a single cycle
|
|
ctx.beginPath();
|
|
ctx.moveTo(this.position.x, this.position.y);
|
|
ctx.lineTo(powerUp[i].position.x, powerUp[i].position.y);
|
|
ctx.strokeStyle = "#000"
|
|
ctx.lineWidth = 4
|
|
ctx.stroke();
|
|
//pick up nearby power ups
|
|
powerUps.onPickUp(powerUp[i]);
|
|
powerUp[i].effect();
|
|
Matter.Composite.remove(engine.world, powerUp[i]);
|
|
powerUp.splice(i, 1);
|
|
if (tech.isDroneGrab) {
|
|
this.isImproved = true;
|
|
const SCALE = 2.25
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.lookFrequency = 30 + Math.floor(11 * Math.random());
|
|
this.endCycle += 1000 * tech.isBulletsLastLonger
|
|
this.maxRadioRadius *= 1.25
|
|
}
|
|
break;
|
|
}
|
|
//look for power ups to lock onto
|
|
if (
|
|
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
|
|
) {
|
|
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
|
|
const DIST = Vector.magnitude(TARGET_VECTOR);
|
|
if (DIST < closeDist) {
|
|
closeDist = DIST;
|
|
this.lockedOn = powerUp[i]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (this.lockedOn) { //accelerate towards mobs
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
|
|
} else { //accelerate towards mouse
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, simulation.mouseInGame)), -this.mass * THRUST)
|
|
}
|
|
// speed cap instead of friction to give more agility
|
|
if (this.speed > this.speedCap) {
|
|
Matter.Body.setVelocity(this, {
|
|
x: this.velocity.x * 0.97,
|
|
y: this.velocity.y * 0.97
|
|
});
|
|
}
|
|
}
|
|
}
|
|
})
|
|
Composite.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(tech.bulletSize)
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
|
|
density: 0.000001, // 0.001 is normal density
|
|
inertia: Infinity,
|
|
frictionAir: 0.003,
|
|
dmg: 0, //damage on impact
|
|
damage: (tech.isFastFoam ? 0.0275 : 0.011) * (tech.isBulletTeleport ? 1.43 : 1), //damage done over time
|
|
scale: 1 - 0.006 / tech.isBulletsLastLonger * (tech.isFastFoam ? 1.65 : 1),
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: cat.mob | cat.mobBullet // cat.map | cat.body | cat.mob | cat.mobShield
|
|
},
|
|
minDmgSpeed: 0,
|
|
endCycle: Infinity,
|
|
count: 0,
|
|
radius: radius,
|
|
target: null,
|
|
targetVertex: null,
|
|
targetRelativePosition: null,
|
|
portFrequency: 5 + Math.floor(5 * Math.random()),
|
|
nextPortCycle: Infinity, //disabled unless you have the teleport tech
|
|
beforeDmg(who) {
|
|
if (!this.target && who.alive) {
|
|
this.target = who;
|
|
if (who.radius < 20) {
|
|
this.targetRelativePosition = {
|
|
x: 0,
|
|
y: 0
|
|
} //find relative position vector for zero mob rotation
|
|
} else if (Matter.Query.collides(this, [who]).length > 0) {
|
|
const normal = Matter.Query.collides(this, [who])[0].normal
|
|
this.targetRelativePosition = Vector.rotate(Vector.sub(Vector.sub(this.position, who.position), Vector.mult(normal, -this.radius)), -who.angle) //find relative position vector for zero mob rotation
|
|
} else {
|
|
this.targetRelativePosition = Vector.rotate(Vector.sub(this.position, who.position), -who.angle) //find relative position vector for zero mob rotation
|
|
}
|
|
this.collisionFilter.category = cat.body;
|
|
this.collisionFilter.mask = null;
|
|
|
|
let bestVertexDistance = Infinity
|
|
let bestVertex = null
|
|
for (let i = 0; i < this.target.vertices.length; i++) {
|
|
const dist = Vector.magnitude(Vector.sub(this.position, this.target.vertices[i]));
|
|
if (dist < bestVertexDistance) {
|
|
bestVertex = i
|
|
bestVertexDistance = dist
|
|
}
|
|
}
|
|
this.targetVertex = bestVertex
|
|
}
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
if (!m.isBodiesAsleep) { //if time dilation isn't active
|
|
if (this.count < 20) {
|
|
this.count++
|
|
//grow
|
|
const SCALE = 1.06
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= SCALE;
|
|
} else {
|
|
//shrink
|
|
Matter.Body.scale(this, this.scale, this.scale);
|
|
this.radius *= this.scale;
|
|
if (this.radius < 8) this.endCycle = 0;
|
|
}
|
|
if (this.target && this.target.alive) { //if stuck to a target
|
|
const rotate = Vector.rotate(this.targetRelativePosition, this.target.angle) //add in the mob's new angle to the relative position vector
|
|
if (this.target.isVerticesChange) {
|
|
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
|
|
} else {
|
|
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.target.velocity), this.target.position))
|
|
}
|
|
Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
|
|
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9);
|
|
// Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
|
|
if (this.target.isShielded) {
|
|
this.target.damage(b.dmgScale * this.damage, true); //shield damage bypass
|
|
const SCALE = 1 - 0.004 / tech.isBulletsLastLonger //shrink if mob is shielded
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= SCALE;
|
|
} else {
|
|
this.target.damage(b.dmgScale * this.damage);
|
|
}
|
|
} 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 (tech.isFoamGrowOnDeath && bullet.length < 180) {
|
|
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, 9)
|
|
const len = bullet.length < 80 ? 2 : 1
|
|
for (let i = 0; i < len; i++) {
|
|
if (targets.length - i > 0) {
|
|
const index = Math.floor(Math.random() * targets.length)
|
|
const speed = 10 + 10 * Math.random()
|
|
const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
|
|
b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
|
|
} else {
|
|
b.foam(this.position, Vector.rotate({
|
|
x: 15 + 10 * Math.random(),
|
|
y: 0
|
|
}, 2 * Math.PI * Math.random()), radius)
|
|
}
|
|
}
|
|
}
|
|
} else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map or blocks
|
|
const slow = 0.85
|
|
Matter.Body.setVelocity(this, {
|
|
x: this.velocity.x * slow,
|
|
y: this.velocity.y * slow
|
|
});
|
|
const SCALE = 0.96
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= SCALE;
|
|
// } else if (Matter.Query.collides(this, body).length > 0) {
|
|
} else if (Matter.Query.point(body, this.position).length > 0) {
|
|
const slow = 0.9
|
|
Matter.Body.setVelocity(this, {
|
|
x: this.velocity.x * slow,
|
|
y: this.velocity.y * slow
|
|
});
|
|
const SCALE = 0.96
|
|
Matter.Body.scale(this, SCALE, SCALE);
|
|
this.radius *= SCALE;
|
|
} else {
|
|
this.force.y += this.mass * tech.foamGravity; //gravity
|
|
if (tech.isFoamAttract) {
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (!mob[i].isBadTarget && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * 0.004)
|
|
const slow = 0.9
|
|
Matter.Body.setVelocity(this, {
|
|
x: this.velocity.x * slow,
|
|
y: this.velocity.y * slow
|
|
});
|
|
break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
|
|
this.nextPortCycle = simulation.cycle + this.portFrequency
|
|
const range = 15 * Math.sqrt(this.radius) * Math.random()
|
|
Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
|
|
}
|
|
}
|
|
}
|
|
});
|
|
if (tech.isBulletTeleport) bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
Matter.Body.setVelocity(bullet[me], velocity);
|
|
},
|
|
targetedBlock(who, isSpin = false, speed = 50 - Math.min(20, who.mass * 2), range = 1600) {
|
|
let closestMob, dist
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (who !== mob[i]) {
|
|
dist = Vector.magnitude(Vector.sub(who.position, mob[i].position));
|
|
if (dist < range && Matter.Query.ray(map, who.position, mob[i].position).length === 0) { //&& Matter.Query.ray(body, position, mob[i].position).length === 0
|
|
closestMob = mob[i]
|
|
range = dist
|
|
}
|
|
}
|
|
}
|
|
if (closestMob) {
|
|
const where = Vector.add(closestMob.position, Vector.mult(closestMob.velocity, dist / 60))
|
|
const velocity = Vector.mult(Vector.normalise(Vector.sub(where, who.position)), speed)
|
|
velocity.y -= Math.abs(who.position.x - closestMob.position.x) / 150; //gives an arc, but not a good one
|
|
Matter.Body.setVelocity(who, velocity);
|
|
}
|
|
},
|
|
targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range = 1200, isRandomAim = true, damage = 1.4) {
|
|
const targets = [] //target nearby mobs
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const dist = Vector.magnitude(Vector.sub(position, mob[i].position));
|
|
if (
|
|
dist < range + mob[i].radius &&
|
|
(!mob[i].isBadTarget) && //|| mob[i].isMobBullet
|
|
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), damage)
|
|
} else if (isRandomAim) { // aim in random direction
|
|
const ANGLE = 2 * Math.PI * Math.random()
|
|
b.nail(position, {
|
|
x: speed * Math.cos(ANGLE),
|
|
y: speed * Math.sin(ANGLE)
|
|
}, damage)
|
|
}
|
|
}
|
|
},
|
|
nail(pos, velocity, dmg = 1) {
|
|
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);
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
|
|
bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
|
|
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
|
|
if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
|
|
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
|
|
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
|
|
}
|
|
};
|
|
bullet[me].do = function() {};
|
|
},
|
|
needle(angle = m.angle) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75, 0.75, b.fireAttributes(angle));
|
|
bullet[me].collisionFilter.mask = tech.isNeedleShieldPierce ? cat.body : cat.body | cat.mobShield
|
|
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
|
|
bullet[me].endCycle = simulation.cycle + 100;
|
|
bullet[me].immuneList = []
|
|
bullet[me].do = function() {
|
|
const whom = Matter.Query.collides(this, mob)
|
|
if (whom.length && this.speed > 20) { //if touching a mob
|
|
for (let i = 0, len = whom.length; i < len; i++) {
|
|
who = whom[i].bodyA
|
|
if (who && who.mob) {
|
|
let immune = false
|
|
for (let i = 0; i < this.immuneList.length; i++) { //check if this needle has hit this mob already
|
|
if (this.immuneList[i] === who.id) {
|
|
immune = true
|
|
break
|
|
}
|
|
}
|
|
if (!immune) {
|
|
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
|
|
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
|
|
}
|
|
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
|
|
let dmg = b.dmgScale * 6
|
|
if (tech.isNailRadiation) {
|
|
mobs.statusDoT(who, tech.isFastRadiation ? 6 : 2, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
|
|
dmg *= 0.25
|
|
}
|
|
if (tech.isCrit && who.isStunned) dmg *= 4
|
|
who.damage(dmg, tech.isNeedleShieldPierce);
|
|
if (who.alive) who.foundPlayer();
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: Math.log(2 * dmg + 1.1) * 40,
|
|
color: simulation.playerDmgColor,
|
|
time: simulation.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() {
|
|
if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
|
|
}
|
|
if (tech.isNeedleIce) {
|
|
b.iceIX(5 + 5 * Math.random(), 2 * Math.PI * Math.random(), this.position) // iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
|
|
if (0.5 < Math.random()) b.iceIX(5 + 5 * Math.random(), 2 * Math.PI * Math.random(), this.position)
|
|
}
|
|
} else if (this.speed < 30) {
|
|
this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
|
|
}
|
|
};
|
|
const SPEED = 90
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: m.Vx / 2 + SPEED * Math.cos(angle),
|
|
y: m.Vy / 2 + SPEED * Math.sin(angle)
|
|
});
|
|
// Matter.Body.setDensity(bullet[me], 0.00001);
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
// **************************************************************************************************
|
|
// **************************************************************************************************
|
|
// ******************************** Bots *********************************************
|
|
// **************************************************************************************************
|
|
// **************************************************************************************************
|
|
totalBots() {
|
|
return tech.dynamoBotCount + tech.foamBotCount + tech.nailBotCount + tech.laserBotCount + tech.boomBotCount + tech.orbitBotCount + tech.plasmaBotCount + tech.missileBotCount
|
|
},
|
|
hasBotUpgrade() {
|
|
return tech.isNailBotUpgrade + tech.isFoamBotUpgrade + tech.isBoomBotUpgrade + tech.isLaserBotUpgrade + tech.isOrbitBotUpgrade + tech.isDynamoBotUpgrade
|
|
},
|
|
convertBotsTo(type) { //type can be a string like "dynamoBotCount"
|
|
const totalPermanentBots = b.totalBots()
|
|
//remove all bots techs and convert them to the new type so that tech refunds work correctly
|
|
let totalTechToConvert = 0 //count how many tech need to be converted
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].count && tech.tech[i].isBot) {
|
|
totalTechToConvert += tech.tech[i].count
|
|
tech.removeTech(i)
|
|
}
|
|
}
|
|
//remove all bots
|
|
b.zeroBotCount()
|
|
b.clearPermanentBots()
|
|
for (let i = 0; i < totalTechToConvert; i++) tech.giveTech(type) //spawn tech for the correct bot type
|
|
|
|
//find index of new bot type tech effect
|
|
let index = null
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].name === type) {
|
|
index = i
|
|
break
|
|
}
|
|
}
|
|
for (let i = 0, len = totalPermanentBots - totalTechToConvert; i < len; i++) tech.tech[index].effect(); //also convert any permanent bots that didn't come from a tech
|
|
//in experiment mode set the unselect color for bot tech that was converted
|
|
// if (build.isExperimentSelection) { }
|
|
},
|
|
clearPermanentBots() {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType && bullet[i].endCycle === Infinity) bullet[i].endCycle = 0 //remove active bots, but don't remove temp bots
|
|
}
|
|
},
|
|
removeBot() {
|
|
if (tech.nailBotCount > 1) {
|
|
tech.nailBotCount--
|
|
return
|
|
}
|
|
if (tech.laserBotCount > 1) {
|
|
tech.laserBotCount--
|
|
return
|
|
}
|
|
if (tech.foamBotCount > 1) {
|
|
tech.foamBotCount--
|
|
return
|
|
}
|
|
if (tech.boomBotCount > 1) {
|
|
tech.boomBotCount--
|
|
return
|
|
}
|
|
if (tech.orbitBotCount > 1) {
|
|
tech.orbitBotCount--
|
|
return
|
|
}
|
|
if (tech.dynamoBotCount > 1) {
|
|
tech.dynamoBotCount--
|
|
return
|
|
}
|
|
if (tech.missileBotCount > 1) {
|
|
tech.missileBotCount--
|
|
return
|
|
}
|
|
if (tech.plasmaBotCount > 1) {
|
|
tech.plasmaBotCount--
|
|
return
|
|
}
|
|
},
|
|
zeroBotCount() { //remove all bots
|
|
tech.dynamoBotCount = 0
|
|
tech.laserBotCount = 0
|
|
tech.nailBotCount = 0
|
|
tech.foamBotCount = 0
|
|
tech.boomBotCount = 0
|
|
tech.orbitBotCount = 0
|
|
tech.missileBotCount = 0
|
|
},
|
|
respawnBots() {
|
|
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
for (let i = 0; i < tech.nailBotCount; i++) b.nailBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
for (let i = 0; i < tech.foamBotCount; i++) b.foamBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
for (let i = 0; i < tech.boomBotCount; i++) b.boomBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
for (let i = 0; i < tech.plasmaBotCount; i++) b.plasmaBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
for (let i = 0; i < tech.missileBotCount; i++) b.missileBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
|
|
if (tech.isIntangible && m.isCloak) {
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType) bullet[i].collisionFilter.mask = cat.map | cat.bullet | cat.mobBullet | cat.mobShield
|
|
}
|
|
}
|
|
},
|
|
randomBot(where = player.position, isKeep = true, isLaser = true) {
|
|
if (Math.random() < 0.166 && isLaser) {
|
|
b.laserBot(where)
|
|
if (isKeep) tech.laserBotCount++;
|
|
} else if (Math.random() < 0.2) {
|
|
b.dynamoBot(where)
|
|
if (isKeep) tech.dynamoBotCount++;
|
|
} else if (Math.random() < 0.25) {
|
|
b.orbitBot(where);
|
|
if (isKeep) tech.orbitBotCount++;
|
|
} else if (Math.random() < 0.33) {
|
|
b.nailBot(where)
|
|
if (isKeep) tech.nailBotCount++;
|
|
} else if (Math.random() < 0.5) {
|
|
b.foamBot(where)
|
|
if (isKeep) tech.foamBotCount++;
|
|
} else {
|
|
b.boomBot(where)
|
|
if (isKeep) tech.boomBotCount++;
|
|
}
|
|
},
|
|
setDynamoBotDelay() {
|
|
//reorder orbital bot positions around a circle
|
|
let total = 0
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType === 'dynamo') total++
|
|
}
|
|
let count = 0
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType === 'dynamo') {
|
|
count++
|
|
const step = Math.max(60 - 3 * total, 20)
|
|
bullet[i].followDelay = (step * count) % 600
|
|
}
|
|
}
|
|
},
|
|
dynamoBot(position = player.position, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.dynamoBot()`);
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 5, 10, {
|
|
isUpgraded: tech.isDynamoBotUpgrade,
|
|
botType: "dynamo",
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.02,
|
|
spin: 0.07 * (Math.random() < 0.5 ? -1 : 1),
|
|
// isStatic: true,
|
|
isSensor: true,
|
|
restitution: 0,
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 0,
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: 0 //cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {
|
|
b.setDynamoBotDelay()
|
|
},
|
|
followDelay: 0,
|
|
phase: Math.floor(60 * Math.random()),
|
|
do() {
|
|
// if (Vector.magnitude(Vector.sub(this.position, player.position)) < 150) {
|
|
// ctx.fillStyle = "rgba(0,0,0,0.06)";
|
|
// ctx.beginPath();
|
|
// ctx.arc(this.position.x, this.position.y, 150, 0, 2 * Math.PI);
|
|
// ctx.fill();
|
|
// }
|
|
|
|
//check for damage
|
|
if (!m.isBodiesAsleep) {
|
|
if (m.immuneCycle < m.cycle && !((m.cycle + this.phase) % 30)) { //twice a second
|
|
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
|
|
Matter.Body.setAngularVelocity(this, this.spin)
|
|
if (this.isUpgraded) {
|
|
m.energy += 0.1
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: 10,
|
|
color: m.fieldMeterColor,
|
|
time: simulation.drawTime
|
|
});
|
|
} else {
|
|
m.energy += 0.03
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: this.position.x,
|
|
y: this.position.y,
|
|
radius: 5,
|
|
color: m.fieldMeterColor,
|
|
time: simulation.drawTime
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!m.isCloak) { //if time dilation isn't active
|
|
const size = 33
|
|
q = Matter.Query.region(mob, {
|
|
min: {
|
|
x: this.position.x - size,
|
|
y: this.position.y - size
|
|
},
|
|
max: {
|
|
x: this.position.x + size,
|
|
y: this.position.y + size
|
|
}
|
|
})
|
|
for (let i = 0; i < q.length; i++) {
|
|
if (!q[i].isShielded) {
|
|
Matter.Body.setAngularVelocity(this, this.spin)
|
|
// mobs.statusStun(q[i], 180)
|
|
// const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2.5 : 1)
|
|
const dmg = 0.5 * b.dmgScale
|
|
q[i].damage(dmg);
|
|
if (q[i].alive) q[i].foundPlayer();
|
|
simulation.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: simulation.drawTime
|
|
});
|
|
}
|
|
}
|
|
}
|
|
let history = m.history[(m.cycle - this.followDelay) % 600]
|
|
Matter.Body.setPosition(this, { x: history.position.x, y: history.position.y - history.yOff + 24.2859 }) //bullets move with player
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
b.setDynamoBotDelay()
|
|
},
|
|
nailBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.nailBot()`);
|
|
const me = bullet.length;
|
|
const dir = m.angle;
|
|
const RADIUS = (12 + 4 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
|
|
isUpgraded: tech.isNailBotUpgrade,
|
|
botType: "nail",
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.05,
|
|
restitution: 0.6 * (1 + 0.5 * Math.random()),
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
|
|
lastLookCycle: simulation.cycle + 60 * Math.random(),
|
|
delay: Math.floor((tech.isNailBotUpgrade ? 21 : 110) * b.fireCDscale),
|
|
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
|
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(),
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {},
|
|
do() {
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
|
|
if (distanceToPlayer > this.range) { //if far away move towards player
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(m.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
|
|
if (this.lastLookCycle < simulation.cycle && !m.isCloak) {
|
|
this.lastLookCycle = simulation.cycle + this.delay
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
|
if (
|
|
!mob[i].isBadTarget &&
|
|
dist < 3000000 &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
|
|
!mob[i].isShielded
|
|
) {
|
|
const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
|
|
if (this.isUpgraded) {
|
|
const SPEED = 50
|
|
b.nail(this.position, Vector.mult(unit, SPEED))
|
|
this.force = Vector.mult(unit, -0.018 * this.mass)
|
|
} else {
|
|
const SPEED = 35
|
|
b.nail(this.position, Vector.mult(unit, SPEED))
|
|
this.force = Vector.mult(unit, -0.01 * this.mass)
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
missileBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.missileBot()`);
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(position.x, position.y, 28, 11, {
|
|
botType: "missile",
|
|
angle: m.angle,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.04,
|
|
restitution: 0.7,
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
lookFrequency: 27 + Math.ceil(6 * Math.random()),
|
|
cd: 0,
|
|
delay: Math.floor(65 * b.fireCDscale),
|
|
range: 70 + 3 * b.totalBots(),
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: b.totalBots() < 50 ? (cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield) : (cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield) //if over 50 bots, they no longer collide with each other
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {},
|
|
do() {
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
|
|
if (distanceToPlayer > this.range) { //if far away move towards player
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * 0.006)
|
|
} 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
|
|
if (this.cd < simulation.cycle && !(simulation.cycle % this.lookFrequency) && !m.isCloak) {
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
|
if (
|
|
mob[i].alive &&
|
|
!mob[i].isBadTarget &&
|
|
dist2 > 40000 &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0
|
|
) {
|
|
this.cd = simulation.cycle + this.delay;
|
|
const angle = Vector.angle(this.position, mob[i].position)
|
|
Matter.Body.setAngle(this, angle)
|
|
// Matter.Body.setAngularVelocity(this, 0.025)
|
|
this.torque += this.inertia * 0.00004 * (Math.round(Math.random()) ? 1 : -1)
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, mob[i].position)), this.mass * 0.02)
|
|
|
|
if (tech.missileCount > 1) {
|
|
const countReduction = Math.pow(0.93, tech.missileCount)
|
|
const size = 0.9 * Math.sqrt(countReduction)
|
|
const direction = {
|
|
x: Math.cos(angle),
|
|
y: Math.sin(angle)
|
|
}
|
|
const push = Vector.mult(Vector.perp(direction), 0.015 * countReduction / Math.sqrt(tech.missileCount))
|
|
for (let i = 0; i < tech.missileCount; i++) {
|
|
setTimeout(() => {
|
|
b.missile(this.position, angle, -8, size)
|
|
bullet[bullet.length - 1].force.x += push.x * (i - (tech.missileCount - 1) / 2);
|
|
bullet[bullet.length - 1].force.y += push.y * (i - (tech.missileCount - 1) / 2);
|
|
}, 40 * tech.missileCount * Math.random());
|
|
}
|
|
} else {
|
|
b.missile(this.position, angle, -8, 0.9)
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
foamBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.foamBot()`);
|
|
const me = bullet.length;
|
|
const dir = m.angle;
|
|
const RADIUS = (10 + 5 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 6, RADIUS, {
|
|
isUpgraded: tech.isFoamBotUpgrade,
|
|
botType: "foam",
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.05,
|
|
restitution: 0.6 * (1 + 0.5 * Math.random()),
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
lookFrequency: 60 + Math.floor(17 * Math.random()) - 40 * tech.isFoamBotUpgrade,
|
|
cd: 0,
|
|
delay: Math.floor(105 * b.fireCDscale),
|
|
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
|
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(),
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {},
|
|
do() {
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
|
|
if (distanceToPlayer > this.range) { //if far away move towards player
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(m.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
|
|
|
|
if (this.cd < simulation.cycle && !(simulation.cycle % this.lookFrequency) && !m.isCloak) {
|
|
let target
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
const dist2 = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
|
if (dist2 < 1000000 && !mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
|
this.cd = simulation.cycle + this.delay;
|
|
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist2) / 60))
|
|
const radius = 6 + 7 * Math.random()
|
|
const SPEED = 29 - radius * 0.4; //(input.down ? 32 : 20) - radius * 0.7;
|
|
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
|
|
b.foam(this.position, velocity, radius + 7 * this.isUpgraded)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
laserBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.laserBot()`);
|
|
const me = bullet.length;
|
|
const dir = m.angle;
|
|
const RADIUS = (14 + 6 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, {
|
|
isUpgraded: tech.isLaserBotUpgrade,
|
|
botType: "laser",
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.008 * (1 + 0.3 * Math.random()),
|
|
restitution: 0.5 * (1 + 0.5 * Math.random()),
|
|
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
|
|
playerRange: 140 + Math.floor(30 * Math.random()) + 2 * b.totalBots(),
|
|
offPlayer: {
|
|
x: 0,
|
|
y: 0,
|
|
},
|
|
dmg: 0, //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
lookFrequency: 40 + Math.floor(7 * Math.random()) - 10 * tech.isLaserBotUpgrade,
|
|
range: (700 + 450 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
|
|
drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
|
|
drain: (0.5 - 0.43 * tech.isLaserBotUpgrade) * tech.laserFieldDrain * tech.isLaserDiode,
|
|
laserDamage: 0.85 + 0.7 * tech.isLaserBotUpgrade,
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
|
|
},
|
|
lockedOn: null,
|
|
beforeDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
const playerPos = Vector.add(Vector.add(this.offPlayer, m.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.playerRange) //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 (!(simulation.cycle % this.lookFrequency)) {
|
|
this.lockedOn = null;
|
|
if (!m.isCloak) {
|
|
let closeDist = this.range;
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
|
|
if (DIST - mob[i].radius < closeDist &&
|
|
!mob[i].isShielded &&
|
|
(!mob[i].isBadTarget || mob[i].isMobBullet) &&
|
|
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) {
|
|
const range = 110 + 4 * b.totalBots()
|
|
this.offPlayer = {
|
|
x: range * (Math.random() - 0.5),
|
|
y: range * (Math.random() - 0.5) - 20,
|
|
}
|
|
}
|
|
}
|
|
//hit target with laser
|
|
if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
|
|
m.energy -= this.drain
|
|
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
|
|
// laser(where = {
|
|
// x: m.pos.x + 20 * Math.cos(m.angle),
|
|
// y: m.pos.y + 20 * Math.sin(m.angle)
|
|
// }, whereEnd = {
|
|
// x: where.x + 3000 * Math.cos(m.angle),
|
|
// y: where.y + 3000 * Math.sin(m.angle)
|
|
// }, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
|
|
//laser mobs that fire with the player
|
|
// if (true) {
|
|
// bullet[me].do = function() {
|
|
// if (!(simulation.cycle % this.lookFrequency)) {
|
|
// if (Math.random() < 0.15) {
|
|
// const range = 170 + 3 * b.totalBots()
|
|
// this.offPlayer = {
|
|
// x: range * (Math.random() - 0.5),
|
|
// y: range * (Math.random() - 0.5) - 20,
|
|
// }
|
|
// }
|
|
// }
|
|
// const playerPos = Vector.add(Vector.add(this.offPlayer, m.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.playerRange) //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 });
|
|
// //hit target with laser
|
|
// if (input.fire && m.energy > this.drain) {
|
|
// m.energy -= this.drain
|
|
// const unit = Vector.sub(simulation.mouseInGame, this.vertices[0])
|
|
// b.laser(this.vertices[0], Vector.mult(unit, 1000), b.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
|
|
// }
|
|
// }
|
|
// }
|
|
},
|
|
boomBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.boomBot()`);
|
|
const me = bullet.length;
|
|
const dir = m.angle;
|
|
const RADIUS = (7 + 2 * Math.random())
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
|
|
isUpgraded: tech.isBoomBotUpgrade,
|
|
botType: "boom",
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.05,
|
|
restitution: 1,
|
|
dmg: 0,
|
|
minDmgSpeed: 0,
|
|
lookFrequency: 43 + Math.floor(7 * Math.random()) - 10 * tech.isBoomBotUpgrade,
|
|
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
|
attackAcceleration: 0.012 + 0.005 * tech.isBoomBotUpgrade,
|
|
range: 500 * (1 + 0.1 * Math.random()) + 320 * tech.isBoomBotUpgrade,
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
|
|
},
|
|
lockedOn: null,
|
|
explode: 0,
|
|
beforeDmg() {
|
|
if (this.lockedOn) {
|
|
const explosionRadius = Math.min(136 + 200 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, m.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, m.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() {
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, player.position))
|
|
if (distanceToPlayer > 100) { //if far away move towards player
|
|
if (this.explode) {
|
|
if (tech.isImmuneExplosion && m.energy > 1.43) {
|
|
b.explosion(this.position, this.explode);
|
|
} else {
|
|
b.explosion(this.position, Math.max(0, Math.min(this.explode, (distanceToPlayer - 70) / b.explosionRange())));
|
|
}
|
|
this.explode = 0;
|
|
}
|
|
this.force = Vector.mult(Vector.normalise(Vector.sub(player.position, 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 (!(simulation.cycle % this.lookFrequency) && !m.isCloak) {
|
|
this.lockedOn = null;
|
|
let closeDist = this.range;
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
|
|
if (DIST < closeDist &&
|
|
!mob[i].isBadTarget &&
|
|
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 && !m.isCloak) {
|
|
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
|
|
if (DIST - this.lockedOn.radius < this.range &&
|
|
Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
|
|
//move towards the target
|
|
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.attackAcceleration * this.mass))
|
|
}
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
plasmaBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.plasmaBot()`);
|
|
const me = bullet.length;
|
|
const dir = m.angle;
|
|
const RADIUS = 21
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 5, RADIUS, {
|
|
botType: "plasma",
|
|
angle: dir,
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 0.05,
|
|
restitution: 1,
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 2,
|
|
lookFrequency: 25,
|
|
cd: 0,
|
|
acceleration: 0.009,
|
|
endCycle: Infinity,
|
|
drainThreshold: tech.isEnergyHealth ? 0.5 : 0.05,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
|
|
},
|
|
lockedOn: null,
|
|
beforeDmg() {
|
|
this.lockedOn = null
|
|
},
|
|
onEnd() {},
|
|
do() {
|
|
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, m.pos))
|
|
if (distanceToPlayer > 150) this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.acceleration) //if far away move towards player
|
|
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
|
|
|
|
if (!(simulation.cycle % this.lookFrequency)) { //find closest
|
|
this.lockedOn = null;
|
|
if (!m.isCloak) {
|
|
let closeDist = tech.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 &&
|
|
(!mob[i].isBadTarget || mob[i].isMobBullet) &&
|
|
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
|
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
|
|
closeDist = DIST;
|
|
this.lockedOn = mob[i]
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//fire plasma at target
|
|
if (this.lockedOn && this.lockedOn.alive && m.fieldCDcycle < m.cycle) {
|
|
const sub = Vector.sub(this.lockedOn.position, this.position)
|
|
const DIST = Vector.magnitude(sub);
|
|
const unit = Vector.normalise(sub)
|
|
if (DIST < tech.isPlasmaRange * 450 && m.energy > this.drainThreshold) {
|
|
m.energy -= 0.00035 + m.fieldRegen //0.004; //normal plasma field is 0.00008 + m.fieldRegen = 0.00108
|
|
// if (m.energy < 0) {
|
|
// m.fieldCDcycle = m.cycle + 120;
|
|
// m.energy = 0;
|
|
// }
|
|
//calculate laser collision
|
|
let best;
|
|
let range = tech.isPlasmaRange * (120 + 300 * Math.sqrt(Math.random()))
|
|
const path = [{
|
|
x: this.position.x,
|
|
y: this.position.y
|
|
},
|
|
{
|
|
x: this.position.x + range * unit.x,
|
|
y: this.position.y + range * unit.y
|
|
}
|
|
];
|
|
const vertexCollision = function(v1, v1End, domain) {
|
|
for (let i = 0; i < domain.length; ++i) {
|
|
let vertices = domain[i].vertices;
|
|
const len = vertices.length - 1;
|
|
for (let j = 0; j < len; j++) {
|
|
results = simulation.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 = simulation.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 = 0.6 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
|
|
best.who.damage(dmg);
|
|
best.who.locatePlayer();
|
|
//push mobs away
|
|
const force = Vector.mult(Vector.normalise(Vector.sub(m.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
|
|
simulation.drawList.push({
|
|
x: path[1].x,
|
|
y: path[1].y,
|
|
radius: Math.sqrt(dmg) * 50,
|
|
color: "rgba(255,0,255,0.2)",
|
|
time: simulation.drawTime * 4
|
|
});
|
|
} else if (!best.who.isStatic) {
|
|
//push blocks away
|
|
const force = Vector.mult(Vector.normalise(Vector.sub(m.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.beginPath();
|
|
ctx.moveTo(path[0].x, path[0].y);
|
|
ctx.lineTo(path[1].x, path[1].y);
|
|
ctx.strokeStyle = "rgba(255,0,255,0.1)"
|
|
ctx.lineWidth = 14
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
})
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
},
|
|
orbitBot(position = player.position, isConsole = true) {
|
|
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.orbitBot()`);
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(position.x, position.y, 9, 12, {
|
|
isUpgraded: tech.isOrbitBotUpgrade,
|
|
botType: "orbit",
|
|
friction: 0,
|
|
frictionStatic: 0,
|
|
frictionAir: 1,
|
|
isStatic: true,
|
|
isSensor: true,
|
|
restitution: 0,
|
|
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
|
minDmgSpeed: 0,
|
|
endCycle: Infinity,
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: cat.bullet,
|
|
mask: 0 //cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {
|
|
//reorder orbital bot positions around a circle
|
|
let totalOrbitalBots = 0
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType === 'orbit' && bullet[i] !== this) totalOrbitalBots++
|
|
}
|
|
let index = 0
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType === 'orbit' && bullet[i] !== this) {
|
|
bullet[i].phase = (index / totalOrbitalBots) * 2 * Math.PI
|
|
index++
|
|
}
|
|
}
|
|
},
|
|
range: 190 + 120 * tech.isOrbitBotUpgrade, //range is set in bot upgrade too!
|
|
orbitalSpeed: 0,
|
|
phase: 2 * Math.PI * Math.random(),
|
|
do() {
|
|
if (!m.isCloak && !m.isBodiesAsleep) { //if time dilation isn't active
|
|
const size = 33
|
|
q = Matter.Query.region(mob, {
|
|
min: { x: this.position.x - size, y: this.position.y - size },
|
|
max: { x: this.position.x + size, y: this.position.y + size }
|
|
})
|
|
for (let i = 0; i < q.length; i++) {
|
|
if (!q[i].isShielded) {
|
|
mobs.statusStun(q[i], 180)
|
|
const dmg = 0.4 * b.dmgScale * (this.isUpgraded ? 4 : 1) * (tech.isCrit ? 4 : 1)
|
|
q[i].damage(dmg);
|
|
if (q[i].alive) q[i].foundPlayer();
|
|
simulation.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: simulation.drawTime
|
|
});
|
|
}
|
|
}
|
|
}
|
|
//orbit player
|
|
const time = simulation.cycle * this.orbitalSpeed + this.phase
|
|
const orbit = {
|
|
x: Math.cos(time),
|
|
y: Math.sin(time) //*1.1
|
|
}
|
|
Matter.Body.setPosition(this, Vector.add(m.pos, Vector.mult(orbit, this.range))) //bullets move with player
|
|
}
|
|
})
|
|
// bullet[me].orbitalSpeed = Math.sqrt(0.7 / bullet[me].range)
|
|
bullet[me].orbitalSpeed = Math.sqrt(0.25 / bullet[me].range) //also set in bot upgrade too!
|
|
// bullet[me].phase = (index / tech.orbitBotCount) * 2 * Math.PI
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
|
|
//reorder orbital bot positions around a circle
|
|
let totalOrbitalBots = 0
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType === 'orbit') totalOrbitalBots++
|
|
}
|
|
let index = 0
|
|
for (let i = 0; i < bullet.length; i++) {
|
|
if (bullet[i].botType === 'orbit') {
|
|
bullet[i].phase = (index / totalOrbitalBots) * 2 * Math.PI
|
|
index++
|
|
}
|
|
}
|
|
},
|
|
// **************************************************************************************************
|
|
// **************************************************************************************************
|
|
// ******************************** Guns *********************************************
|
|
// **************************************************************************************************
|
|
// **************************************************************************************************
|
|
guns: [{
|
|
name: "nail gun",
|
|
description: "use compressed air to fire a stream of <strong>nails</strong><br><strong><em>delay</em></strong> after firing <strong>decreases</strong> as you shoot",
|
|
ammo: 0,
|
|
ammoPack: 45,
|
|
defaultAmmoPack: 45,
|
|
recordedAmmo: 0,
|
|
have: false,
|
|
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
|
|
startingHoldCycle: 0,
|
|
chooseFireMethod() { //set in simulation.startGame
|
|
if (tech.nailRecoil) {
|
|
if (tech.isRivets) {
|
|
this.fire = this.fireRecoilRivets
|
|
} else {
|
|
this.fire = this.fireRecoilNails
|
|
}
|
|
} else if (tech.isRivets) {
|
|
this.fire = this.fireRivets
|
|
} else if (tech.isNeedles) {
|
|
this.fire = this.fireNeedles
|
|
} else if (tech.nailInstantFireRate) {
|
|
this.fire = this.fireInstantFireRate
|
|
// } else if (tech.nailFireRate) {
|
|
// this.fire = this.fireNailFireRate
|
|
} else {
|
|
this.fire = this.fireNormal
|
|
}
|
|
},
|
|
do() {},
|
|
fire() {},
|
|
fireRecoilNails() {
|
|
if (this.nextFireCycle + 1 < m.cycle) this.startingHoldCycle = m.cycle //reset if not constantly firing
|
|
const CD = Math.max(11 - 0.08 * (m.cycle - this.startingHoldCycle), 1) //CD scales with cycles fire is held down
|
|
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
|
|
|
|
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
|
|
this.baseFire(m.angle + (Math.random() - 0.5) * (input.down ? 0.1 : 0.13) / CD, 45 + 6 * Math.random())
|
|
//very complex recoil system
|
|
if (m.onGround) {
|
|
if (input.down) {
|
|
const KNOCK = 0.006
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.5,
|
|
y: player.velocity.y * 0.5
|
|
});
|
|
} else {
|
|
const KNOCK = 0.03
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.8,
|
|
y: player.velocity.y * 0.8
|
|
});
|
|
}
|
|
} else {
|
|
player.force.x -= 0.06 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
|
|
player.force.y -= 0.006 * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
}
|
|
},
|
|
fireNormal() {
|
|
if (this.nextFireCycle + 1 < m.cycle) this.startingHoldCycle = m.cycle //reset if not constantly firing
|
|
const CD = Math.max(11 - 0.06 * (m.cycle - this.startingHoldCycle), 2) //CD scales with cycles fire is held down
|
|
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
|
|
|
|
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
|
|
this.baseFire(m.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (input.down ? 1.35 : 3.2) / CD)
|
|
},
|
|
fireNeedles() {
|
|
if (input.down) {
|
|
m.fireCDcycle = m.cycle + 38 * b.fireCDscale; // cool down
|
|
b.needle()
|
|
|
|
function cycle() {
|
|
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
|
|
count++
|
|
if (count % 2) b.needle()
|
|
if (count < 5 && m.alive) requestAnimationFrame(cycle);
|
|
}
|
|
}
|
|
let count = -1
|
|
requestAnimationFrame(cycle);
|
|
} else {
|
|
m.fireCDcycle = m.cycle + 28 * b.fireCDscale; // cool down
|
|
b.needle()
|
|
|
|
function cycle() {
|
|
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
|
|
count++
|
|
if (count % 2) b.needle()
|
|
if (count < 3 && m.alive) requestAnimationFrame(cycle);
|
|
}
|
|
}
|
|
let count = -1
|
|
requestAnimationFrame(cycle);
|
|
}
|
|
},
|
|
fireRivets() {
|
|
m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
|
|
|
|
const me = bullet.length;
|
|
const size = tech.rivetSize * 8
|
|
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
|
|
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
|
|
Matter.Body.setDensity(bullet[me], 0.002);
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
const SPEED = input.down ? 55 : 44
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(m.angle),
|
|
y: SPEED * Math.sin(m.angle)
|
|
});
|
|
bullet[me].endCycle = simulation.cycle + 180
|
|
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
|
|
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
|
|
b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
|
|
}
|
|
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
|
|
};
|
|
|
|
bullet[me].minDmgSpeed = 10
|
|
bullet[me].frictionAir = 0.006;
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.0008
|
|
|
|
//rotates bullet to face current velocity?
|
|
if (this.speed > 7) {
|
|
const facing = {
|
|
x: Math.cos(this.angle),
|
|
y: Math.sin(this.angle)
|
|
}
|
|
const mag = 0.002 * this.mass
|
|
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
|
|
this.torque += mag
|
|
} else {
|
|
this.torque -= mag
|
|
}
|
|
}
|
|
};
|
|
b.muzzleFlash(30);
|
|
//very complex recoil system
|
|
if (m.onGround) {
|
|
if (input.down) {
|
|
const KNOCK = 0.01
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
} else {
|
|
const KNOCK = 0.02
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
}
|
|
} else {
|
|
const KNOCK = 0.01
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
|
|
}
|
|
},
|
|
fireRecoilRivets() {
|
|
// m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
|
|
if (this.nextFireCycle + 1 < m.cycle) this.startingHoldCycle = m.cycle //reset if not constantly firing
|
|
const CD = Math.max(25 - 0.14 * (m.cycle - this.startingHoldCycle), 6) //CD scales with cycles fire is held down
|
|
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
|
|
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
|
|
|
|
const me = bullet.length;
|
|
const size = tech.rivetSize * 8
|
|
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
|
|
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
|
|
Matter.Body.setDensity(bullet[me], 0.002);
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
const SPEED = input.down ? 60 : 50
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(m.angle),
|
|
y: SPEED * Math.sin(m.angle)
|
|
});
|
|
bullet[me].endCycle = simulation.cycle + 180
|
|
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
|
|
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
|
|
b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
|
|
}
|
|
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 0.7 : 0.24), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
|
|
};
|
|
|
|
bullet[me].minDmgSpeed = 10
|
|
bullet[me].frictionAir = 0.006;
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.0008
|
|
|
|
//rotates bullet to face current velocity?
|
|
if (this.speed > 7) {
|
|
const facing = {
|
|
x: Math.cos(this.angle),
|
|
y: Math.sin(this.angle)
|
|
}
|
|
const mag = 0.002 * this.mass
|
|
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
|
|
this.torque += mag
|
|
} else {
|
|
this.torque -= mag
|
|
}
|
|
}
|
|
};
|
|
b.muzzleFlash(30);
|
|
//very complex recoil system
|
|
if (m.onGround) {
|
|
if (input.down) {
|
|
const KNOCK = 0.03
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.4,
|
|
y: player.velocity.y * 0.4
|
|
});
|
|
} else {
|
|
const KNOCK = 0.1
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
Matter.Body.setVelocity(player, {
|
|
x: player.velocity.x * 0.7,
|
|
y: player.velocity.y * 0.7
|
|
});
|
|
}
|
|
} else {
|
|
player.force.x -= 0.2 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
|
|
// player.force.x -= 0.06 * Math.cos(m.angle) * Math.min(1, 3 / (0.1 + Math.abs(player.velocity.x)))
|
|
|
|
player.force.y -= 0.02 * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
|
|
}
|
|
},
|
|
fireInstantFireRate() {
|
|
m.fireCDcycle = m.cycle + Math.floor(2 * b.fireCDscale); // cool down
|
|
this.baseFire(m.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (input.down ? 1.35 : 3.2) / 2)
|
|
},
|
|
baseFire(angle, speed = 30 + 6 * Math.random()) {
|
|
b.nail({
|
|
x: m.pos.x + 30 * Math.cos(m.angle),
|
|
y: m.pos.y + 30 * Math.sin(m.angle)
|
|
}, {
|
|
x: m.Vx / 2 + speed * Math.cos(angle),
|
|
y: m.Vy / 2 + speed * Math.sin(angle)
|
|
}) //position, velocity, damage
|
|
if (tech.isIceCrystals) {
|
|
bullet[bullet.length - 1].beforeDmg = function(who) {
|
|
mobs.statusSlow(who, 60)
|
|
if (tech.isNailRadiation) mobs.statusDoT(who, 1 * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
|
|
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
|
|
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
|
|
}
|
|
};
|
|
if (m.energy < 0.01) {
|
|
m.fireCDcycle = m.cycle + 60; // cool down
|
|
} else {
|
|
m.energy -= m.fieldRegen + 0.008
|
|
}
|
|
}
|
|
},
|
|
},
|
|
{
|
|
name: "shotgun",
|
|
description: "fire a wide <strong>burst</strong> of short range <strong> bullets</strong>",
|
|
ammo: 0,
|
|
ammoPack: 4,
|
|
defaultAmmoPack: 4,
|
|
have: false,
|
|
do() {},
|
|
fire() {
|
|
let knock, spread
|
|
if (input.down) {
|
|
spread = 0.65
|
|
m.fireCDcycle = m.cycle + Math.floor(60 * b.fireCDscale) // cool down
|
|
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
|
|
knock = 0.01
|
|
} else {
|
|
m.fireCDcycle = m.cycle + Math.floor(47 * b.fireCDscale) // cool down
|
|
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
|
|
spread = 1.3
|
|
knock = 0.1
|
|
}
|
|
|
|
if (tech.isShotgunReversed) {
|
|
player.force.x += 4 * knock * Math.cos(m.angle)
|
|
player.force.y += 4 * knock * Math.sin(m.angle) - 6 * player.mass * simulation.g
|
|
} else if (tech.isShotgunRecoil) {
|
|
m.fireCDcycle -= 0.66 * (45 * b.fireCDscale)
|
|
player.force.x -= 2 * knock * Math.cos(m.angle)
|
|
player.force.y -= 2 * knock * Math.sin(m.angle)
|
|
} else {
|
|
player.force.x -= knock * Math.cos(m.angle)
|
|
player.force.y -= knock * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
|
|
}
|
|
|
|
b.muzzleFlash(35);
|
|
|
|
if (tech.isSlugShot) {
|
|
const me = bullet.length;
|
|
const dir = m.angle + 0.02 * (Math.random() - 0.5)
|
|
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60, 27, b.fireAttributes(dir));
|
|
|
|
Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1));
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
const SPEED = (input.down ? 45 : 35) + Math.random() * 6
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(dir),
|
|
y: SPEED * Math.sin(dir)
|
|
});
|
|
if (tech.isIncendiary) {
|
|
bullet[me].endCycle = simulation.cycle + 60
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, 300 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
|
|
}
|
|
bullet[me].beforeDmg = function() {
|
|
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
|
};
|
|
} else {
|
|
bullet[me].endCycle = simulation.cycle + 180
|
|
}
|
|
bullet[me].minDmgSpeed = 7
|
|
// bullet[me].restitution = 0.4
|
|
bullet[me].frictionAir = 0.006;
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.0022
|
|
|
|
//rotates bullet to face current velocity?
|
|
if (this.speed > 6) {
|
|
const facing = {
|
|
x: Math.cos(this.angle),
|
|
y: Math.sin(this.angle)
|
|
}
|
|
const mag = 0.04
|
|
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
|
|
this.torque += mag
|
|
} else {
|
|
this.torque -= mag
|
|
}
|
|
}
|
|
};
|
|
if (tech.fragments) {
|
|
bullet[me].beforeDmg = function() {
|
|
if (this.speed > 4) {
|
|
b.targetedNail(this.position, tech.fragments * 7)
|
|
this.endCycle = 0 //triggers despawn
|
|
}
|
|
}
|
|
}
|
|
} else if (tech.isIncendiary) {
|
|
spread *= 0.15
|
|
const END = Math.floor(input.down ? 10 : 7);
|
|
const totalBullets = 10
|
|
const angleStep = (input.down ? 0.4 : 1.3) / totalBullets
|
|
let dir = m.angle - angleStep * totalBullets / 2;
|
|
for (let i = 0; i < totalBullets; i++) { //5 -> 7
|
|
dir += angleStep
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 17, 4, b.fireAttributes(dir));
|
|
const end = END + Math.random() * 4
|
|
bullet[me].endCycle = 2 * end + simulation.cycle
|
|
const speed = 25 * end / END
|
|
const dirOff = dir + (Math.random() - 0.5) * spread
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: speed * Math.cos(dirOff),
|
|
y: speed * Math.sin(dirOff)
|
|
});
|
|
bullet[me].onEnd = function() {
|
|
b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.5 : 1) + (Math.random() - 0.5) * 40); //makes bullet do explosive damage at end
|
|
}
|
|
bullet[me].beforeDmg = function() {
|
|
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
|
};
|
|
bullet[me].do = function() {}
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
}
|
|
} else if (tech.isNailShot) {
|
|
spread *= 0.65
|
|
const dmg = 2 * (tech.isShotgunReversed ? 1.6 : 1)
|
|
if (input.down) {
|
|
for (let i = 0; i < 17; i++) {
|
|
speed = 38 + 15 * Math.random()
|
|
const dir = m.angle + (Math.random() - 0.5) * spread
|
|
const pos = {
|
|
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
|
|
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
|
|
}
|
|
b.nail(pos, {
|
|
x: speed * Math.cos(dir),
|
|
y: speed * Math.sin(dir)
|
|
}, dmg)
|
|
}
|
|
} else {
|
|
for (let i = 0; i < 17; i++) {
|
|
speed = 38 + 15 * Math.random()
|
|
const dir = m.angle + (Math.random() - 0.5) * spread
|
|
const pos = {
|
|
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
|
|
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
|
|
}
|
|
b.nail(pos, {
|
|
x: speed * Math.cos(dir),
|
|
y: speed * Math.sin(dir)
|
|
}, dmg)
|
|
}
|
|
}
|
|
} else if (tech.isWormShot) {
|
|
const where = {
|
|
x: m.pos.x + 35 * Math.cos(m.angle),
|
|
y: m.pos.y + 35 * Math.sin(m.angle)
|
|
}
|
|
const spread = (input.down ? 0.04 : 0.08)
|
|
const number = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random()
|
|
let angle = m.angle - (number - 1) * spread * 0.5
|
|
for (let i = 0; i < number; i++) {
|
|
b.worm(where)
|
|
const SPEED = (16 + 20 * input.down) * (1 + 0.15 * Math.random())
|
|
Matter.Body.setVelocity(bullet[bullet.length - 1], {
|
|
x: SPEED * Math.cos(angle),
|
|
y: SPEED * Math.sin(angle)
|
|
});
|
|
angle += spread
|
|
}
|
|
} else if (tech.isIceShot) {
|
|
const spread = (input.down ? 0.7 : 1.2)
|
|
for (let i = 0, len = 16 * (tech.isShotgunReversed ? 1.6 : 1); i < len; i++) {
|
|
// iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
|
|
b.iceIX(25 + 20 * Math.random(), m.angle + spread * (Math.random() - 0.5))
|
|
}
|
|
} else if (tech.isFoamShot) {
|
|
const spread = (input.down ? 0.35 : 0.7)
|
|
const where = {
|
|
x: m.pos.x + 25 * Math.cos(m.angle),
|
|
y: m.pos.y + 25 * Math.sin(m.angle)
|
|
}
|
|
const number = 13 * (tech.isShotgunReversed ? 1.6 : 1)
|
|
for (let i = 0; i < number; i++) {
|
|
const SPEED = 25 + 12 * Math.random();
|
|
const angle = m.angle + spread * (Math.random() - 0.5)
|
|
b.foam(where, { x: SPEED * Math.cos(angle), y: SPEED * Math.sin(angle) }, 5 + 8 * Math.random())
|
|
}
|
|
} else if (tech.isNeedleShot) {
|
|
const number = 9 * (tech.isShotgunReversed ? 1.6 : 1)
|
|
const spread = (input.down ? 0.03 : 0.05)
|
|
let angle = m.angle - (number - 1) * spread * 0.5
|
|
for (let i = 0; i < number; i++) {
|
|
b.needle(angle)
|
|
angle += spread
|
|
}
|
|
} else {
|
|
const side = 22
|
|
for (let i = 0; i < 17; i++) {
|
|
const me = bullet.length;
|
|
const dir = m.angle + (Math.random() - 0.5) * spread
|
|
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5), m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
const SPEED = 52 + Math.random() * 8
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(dir),
|
|
y: SPEED * Math.sin(dir)
|
|
});
|
|
bullet[me].endCycle = simulation.cycle + 40
|
|
bullet[me].minDmgSpeed = 15
|
|
if (tech.isShotgunReversed) Matter.Body.setDensity(bullet[me], 0.0016)
|
|
// bullet[me].restitution = 0.4
|
|
bullet[me].frictionAir = 0.034;
|
|
bullet[me].do = function() {
|
|
if (!m.isBodiesAsleep) {
|
|
const scale = 1 - 0.034 / tech.isBulletsLastLonger
|
|
Matter.Body.scale(this, scale, scale);
|
|
}
|
|
};
|
|
}
|
|
}
|
|
}
|
|
}, {
|
|
name: "super balls",
|
|
description: "fire <strong>3</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
|
|
ammo: 0,
|
|
ammoPack: 10,
|
|
have: false,
|
|
// num: 5,
|
|
do() {},
|
|
fireOne() {
|
|
const SPEED = input.down ? 43 : 36
|
|
m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down
|
|
let dir = m.angle
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 21 * tech.bulletSize, b.fireAttributes(dir, false));
|
|
Composite.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 = simulation.cycle + Math.floor(300 + 90 * Math.random());
|
|
bullet[me].minDmgSpeed = 0;
|
|
bullet[me].restitution = 1;
|
|
bullet[me].friction = 0;
|
|
bullet[me].do = function() {
|
|
this.force.y += this.mass * 0.0012;
|
|
};
|
|
bullet[me].beforeDmg = function(who) {
|
|
mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
|
|
if (tech.isIncendiary) {
|
|
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
|
|
this.endCycle = 0
|
|
}
|
|
};
|
|
},
|
|
fireMulti() {
|
|
const SPEED = input.down ? 43 : 36
|
|
m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down
|
|
const SPREAD = input.down ? 0.08 : 0.13
|
|
const num = tech.missileCount + 2
|
|
const radius = 11 * tech.bulletSize
|
|
let dir = m.angle - SPREAD * (num - 1) / 2;
|
|
for (let i = 0; i < num; i++) {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, radius, b.fireAttributes(dir, false));
|
|
Composite.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 = simulation.cycle + Math.floor((300 + 90 * Math.random()) * tech.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;
|
|
};
|
|
bullet[me].beforeDmg = function() {
|
|
if (tech.isIncendiary) {
|
|
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
|
|
this.endCycle = 0
|
|
}
|
|
};
|
|
dir += SPREAD;
|
|
}
|
|
},
|
|
fireQueue() {
|
|
const SPEED = input.down ? 43 : 36
|
|
const dir = m.angle
|
|
const x = m.pos.x
|
|
const y = m.pos.y
|
|
const num = tech.missileCount + 2
|
|
const delay = Math.floor((input.down ? 18 : 12) * b.fireCDscale)
|
|
m.fireCDcycle = m.cycle + delay; // cool down
|
|
|
|
const fireBall = () => {
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(x, y, 12, 11 * tech.bulletSize, b.fireAttributes(dir, false));
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: SPEED * Math.cos(dir),
|
|
y: SPEED * Math.sin(dir)
|
|
});
|
|
bullet[me].endCycle = simulation.cycle + Math.floor(330 * tech.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;
|
|
};
|
|
bullet[me].beforeDmg = function() {
|
|
if (tech.isIncendiary) {
|
|
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
|
|
this.endCycle = 0
|
|
}
|
|
};
|
|
m.fireCDcycle = m.cycle + delay; // cool down
|
|
}
|
|
|
|
function cycle() {
|
|
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
|
|
count++
|
|
if (count % 2) fireBall()
|
|
if (count < num * 2 && m.alive) requestAnimationFrame(cycle);
|
|
}
|
|
}
|
|
let count = 0
|
|
requestAnimationFrame(cycle);
|
|
// fireBall();
|
|
},
|
|
chooseFireMethod() { //set in simulation.startGame
|
|
if (tech.oneSuperBall) {
|
|
this.fire = this.fireOne
|
|
} else if (tech.superBallDelay) {
|
|
this.fire = this.fireQueue
|
|
} else {
|
|
this.fire = this.fireMulti
|
|
}
|
|
},
|
|
fire() {}
|
|
},
|
|
{
|
|
name: "matter wave",
|
|
description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
|
|
ammo: 0,
|
|
ammoPack: 120,
|
|
defaultAmmoPack: 120,
|
|
have: false,
|
|
wavePacketCycle: 0,
|
|
delay: 40,
|
|
propagationRate: 20,
|
|
waves: [], //used in longitudinal mode
|
|
chooseFireMethod() { //set in simulation.startGame
|
|
if (tech.is360Longitudinal) {
|
|
this.fire = this.fire360Longitudinal
|
|
this.do = this.do360Longitudinal
|
|
} else if (tech.isLongitudinal) {
|
|
this.fire = this.fireLongitudinal
|
|
this.do = this.doLongitudinal
|
|
} else {
|
|
this.fire = this.fireTransverse
|
|
this.do = this.doTransverse
|
|
}
|
|
},
|
|
do() {},
|
|
do360Longitudinal() {
|
|
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
|
|
ctx.lineWidth = 2 * tech.wavePacketDamage
|
|
ctx.beginPath();
|
|
const end = 700 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
|
|
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
|
|
|
|
for (let i = this.waves.length - 1; i > -1; i--) {
|
|
//draw wave
|
|
ctx.moveTo(this.waves[i].position.x + this.waves[i].radius, this.waves[i].position.y)
|
|
ctx.arc(this.waves[i].position.x, this.waves[i].position.y, this.waves[i].radius, 0, 2 * Math.PI);
|
|
// collisions
|
|
if (!m.isBodiesAsleep) {
|
|
|
|
|
|
if (tech.isBulletTeleport && Math.random() < 0.04) {
|
|
const scale = 400 * Math.random()
|
|
this.waves[i].position = Vector.add(this.waves[i].position, { x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) })
|
|
}
|
|
|
|
|
|
for (let j = 0, len = mob.length; j < len; j++) {
|
|
const dist = Vector.magnitude(Vector.sub(this.waves[i].position, mob[j].position))
|
|
const r = mob[j].radius + 30
|
|
if (dist + r > this.waves[i].radius && dist - r < this.waves[i].radius) {
|
|
//make them shake around
|
|
if (!mob[j].isBadTarget) {
|
|
mob[j].force.x += 0.01 * (Math.random() - 0.5) * mob[j].mass
|
|
mob[j].force.y += 0.01 * (Math.random() - 0.5) * mob[j].mass
|
|
}
|
|
if (!mob[j].isShielded) {
|
|
Matter.Body.setVelocity(mob[j], { //friction
|
|
x: mob[j].velocity.x * 0.95,
|
|
y: mob[j].velocity.y * 0.95
|
|
});
|
|
//draw vibes
|
|
let vertices = mob[j].vertices;
|
|
const vibe = 50 + mob[j].radius * 0.15
|
|
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
for (let k = 1; k < vertices.length; k++) {
|
|
ctx.lineTo(vertices[k].x + vibe * (Math.random() - 0.5), vertices[k].y + vibe * (Math.random() - 0.5));
|
|
}
|
|
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
//damage
|
|
mob[j].locatePlayer();
|
|
mob[j].damage(damage / Math.sqrt(mob[j].radius));
|
|
}
|
|
}
|
|
}
|
|
for (let j = 0, len = body.length; j < len; j++) {
|
|
const dist = Vector.magnitude(Vector.sub(this.waves[i].position, body[j].position))
|
|
const r = 20
|
|
if (dist + r > this.waves[i].radius && dist - r < this.waves[i].radius) {
|
|
//make them shake around
|
|
body[j].force.x += 0.01 * (Math.random() - 0.5) * body[j].mass
|
|
body[j].force.y += (0.01 * (Math.random() - 0.5) - simulation.g * 0.25) * body[j].mass //remove force of gravity
|
|
//draw vibes
|
|
let vertices = body[j].vertices;
|
|
const vibe = 25
|
|
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
for (let k = 1; k < vertices.length; k++) {
|
|
ctx.lineTo(vertices[k].x + vibe * (Math.random() - 0.5), vertices[k].y + vibe * (Math.random() - 0.5));
|
|
}
|
|
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
}
|
|
}
|
|
this.waves[i].radius += tech.waveBeamSpeed * this.waves[i].expanding //expand / move
|
|
}
|
|
// if (this.waves[i].radius > end) this.waves.splice(i, 1) //end
|
|
if (this.waves[i].radius > end) {
|
|
this.waves[i].expanding = -1
|
|
this.waves[i].reflection--
|
|
if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
|
|
} else if (this.waves[i].radius < 25) {
|
|
this.waves[i].expanding = 1
|
|
this.waves[i].reflection--
|
|
if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
|
|
}
|
|
}
|
|
ctx.stroke();
|
|
},
|
|
fire360Longitudinal() {
|
|
m.fireCDcycle = m.cycle + Math.floor((input.down ? 3 : 8) * b.fireCDscale); // cool down
|
|
this.waves.push({
|
|
position: { x: m.pos.x, y: m.pos.y, },
|
|
radius: 25,
|
|
reflection: tech.waveReflections,
|
|
expanding: true
|
|
})
|
|
},
|
|
doLongitudinal() {
|
|
ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
|
|
ctx.lineWidth = 2 * tech.wavePacketDamage
|
|
ctx.beginPath();
|
|
const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
|
|
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
|
|
|
|
for (let i = this.waves.length - 1; i > -1; i--) {
|
|
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
|
|
const v2 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit2, this.waves[i].radius))
|
|
//draw wave
|
|
ctx.moveTo(v1.x, v1.y)
|
|
ctx.arc(this.waves[i].position.x, this.waves[i].position.y, this.waves[i].radius, this.waves[i].angle, this.waves[i].angle + this.waves[i].arc);
|
|
// collisions
|
|
//using small angle linear approximation of circle arc, this will not work if the arc gets large // https://stackoverflow.com/questions/13652518/efficiently-find-points-inside-a-circle-sector
|
|
if (!m.isBodiesAsleep) {
|
|
if (tech.isBulletTeleport && Math.random() < 0.05) {
|
|
if (Math.random() < 0.5) {
|
|
// const scale = 500 * Math.random()
|
|
// this.waves[i].position = Vector.add(this.waves[i].position, { x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) })
|
|
} else {
|
|
this.waves[i].arc *= 1 + 1 * (Math.random() - 0.5)
|
|
const halfArc = this.waves[i].arc / 2
|
|
const angle = m.angle + 0.5 * (Math.random() - 0.5)
|
|
this.waves[i].angle = angle - halfArc
|
|
this.waves[i].unit1 = { x: Math.cos(angle - halfArc), y: Math.sin(angle - halfArc) }
|
|
this.waves[i].unit2 = { x: Math.cos(angle + halfArc), y: Math.sin(angle + halfArc) }
|
|
}
|
|
}
|
|
let hits = Matter.Query.ray(mob, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
|
|
for (let j = 0; j < hits.length; j++) {
|
|
const who = hits[j].body
|
|
//make them shake around
|
|
if (!who.isBadTarget) {
|
|
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
|
|
who.force.y += 0.01 * (Math.random() - 0.5) * who.mass
|
|
}
|
|
if (!who.isShielded) {
|
|
Matter.Body.setVelocity(who, { //friction
|
|
x: who.velocity.x * 0.95,
|
|
y: who.velocity.y * 0.95
|
|
});
|
|
let vertices = who.vertices;
|
|
const vibe = 50 + who.radius * 0.15
|
|
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
for (let j = 1; j < vertices.length; j++) {
|
|
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
|
|
}
|
|
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
who.locatePlayer();
|
|
who.damage(damage / Math.sqrt(who.radius));
|
|
}
|
|
}
|
|
|
|
hits = Matter.Query.ray(body, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
|
|
for (let j = 0; j < hits.length; j++) {
|
|
const who = hits[j].body
|
|
//make them shake around
|
|
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
|
|
who.force.y += (0.01 * (Math.random() - 0.5) - simulation.g * 0.25) * who.mass //remove force of gravity
|
|
|
|
let vertices = who.vertices;
|
|
const vibe = 25
|
|
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
for (let j = 1; j < vertices.length; j++) {
|
|
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
|
|
}
|
|
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
|
|
}
|
|
// ctx.stroke(); //draw vibes
|
|
|
|
this.waves[i].radius += tech.waveBeamSpeed * 2 * this.waves[i].expanding //expand / move
|
|
}
|
|
if (this.waves[i].radius > end) {
|
|
this.waves[i].expanding = -1
|
|
this.waves[i].reflection--
|
|
if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
|
|
} else if (this.waves[i].radius < 25) {
|
|
this.waves[i].expanding = 1
|
|
this.waves[i].reflection--
|
|
if (this.waves[i].reflection < 1) this.waves.splice(i, 1) //end
|
|
}
|
|
}
|
|
ctx.stroke();
|
|
},
|
|
fireLongitudinal() {
|
|
m.fireCDcycle = m.cycle + Math.floor((input.down ? 3 : 8) * b.fireCDscale); // cool down
|
|
const halfArc = input.down ? 0.0785 : 0.275 //6.28 is a full circle, but these arcs needs to stay small because we are using small angle linear approximation, for collisions
|
|
this.waves.push({
|
|
position: {
|
|
x: m.pos.x + 25 * Math.cos(m.angle),
|
|
y: m.pos.y + 25 * Math.sin(m.angle),
|
|
},
|
|
angle: m.angle - halfArc, //used in drawing ctx.arc
|
|
unit1: { x: Math.cos(m.angle - halfArc), y: Math.sin(m.angle - halfArc) }, //used for collision
|
|
unit2: { x: Math.cos(m.angle + halfArc), y: Math.sin(m.angle + halfArc) }, //used for collision
|
|
arc: halfArc * 2,
|
|
radius: 25,
|
|
reflection: tech.waveReflections,
|
|
expanding: 1
|
|
})
|
|
},
|
|
doTransverse() {
|
|
if (this.wavePacketCycle && !input.fire) {
|
|
this.wavePacketCycle = 0;
|
|
m.fireCDcycle = m.cycle + Math.floor(this.delay * b.fireCDscale); // cool down
|
|
}
|
|
},
|
|
fireTransverse() {
|
|
totalCycles = Math.floor(4.3 * 35 * tech.waveReflections * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5))
|
|
const me = bullet.length;
|
|
bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 5, 4, {
|
|
angle: m.angle,
|
|
cycle: -0.5,
|
|
endCycle: simulation.cycle + totalCycles,
|
|
inertia: Infinity,
|
|
frictionAir: 0,
|
|
slow: 0,
|
|
amplitude: (input.down ? 5 : 10) * ((this.wavePacketCycle % 2) ? -1 : 1) * Math.sin((this.wavePacketCycle + 1) * 0.088), //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
|
|
minDmgSpeed: 0,
|
|
dmg: b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage * (tech.isBulletTeleport ? 1.43 : 1), //also control damage when you divide by mob.mass
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: 0,
|
|
mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
beforeDmg() {},
|
|
onEnd() {},
|
|
do() {},
|
|
query() {
|
|
let slowCheck = 1
|
|
if (Matter.Query.point(map, this.position).length) { //check if inside map
|
|
slowCheck = waveSpeedMap
|
|
} else { //check if inside a body
|
|
let q = Matter.Query.point(body, this.position)
|
|
if (q.length) {
|
|
slowCheck = waveSpeedBody
|
|
Matter.Body.setPosition(this, Vector.add(this.position, q[0].velocity)) //move with the medium
|
|
}
|
|
}
|
|
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), tech.waveBeamSpeed * slowCheck));
|
|
}
|
|
q = Matter.Query.point(mob, this.position) // check if inside a mob
|
|
for (let i = 0; i < q.length; i++) {
|
|
let dmg = this.dmg // / Math.min(10, q[i].mass)
|
|
q[i].damage(dmg);
|
|
if (q[i].alive) q[i].foundPlayer();
|
|
Matter.Body.setVelocity(q[i], Vector.mult(q[i].velocity, 0.9))
|
|
|
|
this.endCycle = 0; //bullet ends cycle after doing damage
|
|
simulation.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: simulation.drawTime
|
|
});
|
|
}
|
|
},
|
|
wiggle() {
|
|
this.cycle++
|
|
const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
|
|
Matter.Body.setPosition(this, Vector.add(this.position, where))
|
|
}
|
|
});
|
|
if (tech.isBulletTeleport) {
|
|
bullet[me].wiggle = function() {
|
|
this.cycle++
|
|
const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
|
|
if (Math.random() < 0.005) {
|
|
if (Math.random() < 0.33) { //randomize position
|
|
const scale = 500 * Math.random()
|
|
Matter.Body.setPosition(this, Vector.add({ x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) }, Vector.add(this.position, where)))
|
|
} else { //randomize position in velocity direction
|
|
const velocityScale = Vector.mult(this.velocity, 50 * (Math.random() - 0.5))
|
|
Matter.Body.setPosition(this, Vector.add(velocityScale, Vector.add(this.position, where)))
|
|
}
|
|
|
|
} else {
|
|
Matter.Body.setPosition(this, Vector.add(this.position, where))
|
|
}
|
|
}
|
|
}
|
|
let waveSpeedMap = 0.1
|
|
let waveSpeedBody = 0.25
|
|
if (tech.isPhaseVelocity) {
|
|
waveSpeedMap = 3
|
|
waveSpeedBody = 1.9
|
|
bullet[me].dmg *= 1.15
|
|
}
|
|
if (tech.waveReflections) {
|
|
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange
|
|
bullet[me].do = function() {
|
|
if (!m.isBodiesAsleep) {
|
|
this.query()
|
|
if (this.cycle > this.reflectCycle) {
|
|
this.reflectCycle += totalCycles / tech.waveReflections
|
|
Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1));
|
|
// if (this.reflectCycle > tech.waveLengthRange * (1 + tech.waveReflections)) this.endCycle = 0;
|
|
}
|
|
this.wiggle()
|
|
}
|
|
}
|
|
} else {
|
|
bullet[me].do = function() {
|
|
if (!m.isBodiesAsleep) {
|
|
this.query()
|
|
this.wiggle();
|
|
}
|
|
}
|
|
}
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
Matter.Body.setVelocity(bullet[me], {
|
|
x: tech.waveBeamSpeed * Math.cos(m.angle),
|
|
y: tech.waveBeamSpeed * Math.sin(m.angle)
|
|
});
|
|
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
|
|
//fire a packet of bullets then delay for a while
|
|
this.wavePacketCycle++
|
|
if (this.wavePacketCycle > 35) {
|
|
m.fireCDcycle = m.cycle + Math.floor(this.delay * b.fireCDscale); // cool down
|
|
this.wavePacketCycle = 0;
|
|
}
|
|
},
|
|
|
|
},
|
|
{
|
|
name: "missiles",
|
|
description: "launch <strong>homing</strong> missiles that <strong class='color-e'>explode</strong><br>crouch to <strong>rapidly</strong> launch smaller missiles",
|
|
ammo: 0,
|
|
ammoPack: 4,
|
|
have: false,
|
|
fireCycle: 0,
|
|
do() {},
|
|
fire() {
|
|
const countReduction = Math.pow(0.9, tech.missileCount)
|
|
if (input.down) {
|
|
m.fireCDcycle = m.cycle + 10 * b.fireCDscale / countReduction; // cool down
|
|
// for (let i = 0; i < tech.missileCount; i++) {
|
|
// b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2, Math.sqrt(countReduction))
|
|
// bullet[bullet.length - 1].force.x += 0.004 * countReduction * (i - (tech.missileCount - 1) / 2);
|
|
// }
|
|
|
|
if (tech.missileCount > 1) {
|
|
for (let i = 0; i < tech.missileCount; i++) {
|
|
setTimeout(() => {
|
|
const where = { x: m.pos.x, y: m.pos.y - 40 }
|
|
b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2, Math.sqrt(countReduction))
|
|
bullet[bullet.length - 1].force.x += 0.025 * countReduction * (i - (tech.missileCount - 1) / 2);
|
|
}, 20 * tech.missileCount * Math.random());
|
|
}
|
|
} else {
|
|
const where = {
|
|
x: m.pos.x,
|
|
y: m.pos.y - 40
|
|
}
|
|
b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5), -2)
|
|
}
|
|
} else {
|
|
m.fireCDcycle = m.cycle + 50 * b.fireCDscale / countReduction; // cool down
|
|
const direction = {
|
|
x: Math.cos(m.angle),
|
|
y: Math.sin(m.angle)
|
|
}
|
|
const push = Vector.mult(Vector.perp(direction), 0.08 * countReduction / Math.sqrt(tech.missileCount))
|
|
if (tech.missileCount > 1) {
|
|
for (let i = 0; i < tech.missileCount; i++) {
|
|
setTimeout(() => {
|
|
const where = {
|
|
x: m.pos.x + 40 * direction.x,
|
|
y: m.pos.y + 40 * direction.y
|
|
}
|
|
b.missile(where, m.angle, 0, Math.sqrt(countReduction))
|
|
bullet[bullet.length - 1].force.x += push.x * (i - (tech.missileCount - 1) / 2);
|
|
bullet[bullet.length - 1].force.y += push.y * (i - (tech.missileCount - 1) / 2);
|
|
}, 40 * tech.missileCount * Math.random());
|
|
}
|
|
} else {
|
|
const where = {
|
|
x: m.pos.x + 40 * direction.x,
|
|
y: m.pos.y + 40 * direction.y
|
|
}
|
|
b.missile(where, m.angle, 0)
|
|
}
|
|
// for (let i = 0; i < tech.missileCount; i++) {
|
|
// setTimeout(() => {
|
|
// b.missile(where, m.angle, 0, size)
|
|
// bullet[bullet.length - 1].force.x += push.x * (i - (tech.missileCount - 1) / 2);
|
|
// bullet[bullet.length - 1].force.y += push.y * (i - (tech.missileCount - 1) / 2);
|
|
// }, i * 50);
|
|
// }
|
|
}
|
|
}
|
|
}, {
|
|
name: "grenades",
|
|
description: "lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after one second",
|
|
ammo: 0,
|
|
ammoPack: 5,
|
|
have: false,
|
|
do() {}, //do is set in b.setGrenadeMode()
|
|
fire() {
|
|
const countReduction = Math.pow(0.93, tech.missileCount)
|
|
m.fireCDcycle = m.cycle + Math.floor((input.down ? 40 : 30) * b.fireCDscale / countReduction); // cool down
|
|
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
|
const SPREAD = input.down ? 0.12 : 0.2
|
|
let angle = m.angle - SPREAD * (tech.missileCount - 1) / 2;
|
|
for (let i = 0; i < tech.missileCount; i++) {
|
|
b.grenade(where, angle, countReduction) //function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1)
|
|
angle += SPREAD
|
|
}
|
|
},
|
|
}, {
|
|
name: "mine",
|
|
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level", //fires <strong>nails</strong> at mobs within range
|
|
ammo: 0,
|
|
ammoPack: 1.25,
|
|
have: false,
|
|
do() {
|
|
if (!input.field && input.down && !tech.isLaserMine) {
|
|
const cycles = 60 //30
|
|
const speed = 40
|
|
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
|
|
ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
|
|
ctx.lineWidth = 2
|
|
ctx.beginPath()
|
|
for (let i = 1.5, len = 19; i < len + 1; i++) {
|
|
const time = cycles * i / len
|
|
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
|
|
}
|
|
ctx.stroke()
|
|
}
|
|
},
|
|
fire() {
|
|
if (input.down) {
|
|
if (tech.isLaserMine) {
|
|
const speed = 30
|
|
const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
|
b.laserMine(m.pos, velocity)
|
|
m.fireCDcycle = m.cycle + Math.floor(65 * b.fireCDscale); // cool down
|
|
} else {
|
|
const pos = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
|
let speed = 36
|
|
if (Matter.Query.point(map, pos).length > 0) speed = -2 //don't launch if mine will spawn inside map
|
|
b.mine(pos, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }, 0)
|
|
m.fireCDcycle = m.cycle + Math.floor(55 * b.fireCDscale); // cool down
|
|
}
|
|
} else {
|
|
const pos = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
|
let speed = 23
|
|
if (Matter.Query.point(map, pos).length > 0) speed = -2 //don't launch if mine will spawn inside map
|
|
b.mine(pos, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }, 0)
|
|
m.fireCDcycle = m.cycle + Math.floor(35 * b.fireCDscale); // cool down
|
|
}
|
|
}
|
|
}, {
|
|
name: "spores",
|
|
description: "fire a <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> seek out nearby mobs",
|
|
ammo: 0,
|
|
ammoPack: 2.3,
|
|
have: false,
|
|
do() {},
|
|
fire() {
|
|
const me = bullet.length;
|
|
const dir = m.angle;
|
|
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 20, 4.5, b.fireAttributes(dir, false));
|
|
b.fireProps(input.down ? 45 : 25, input.down ? 30 : 16, dir, me); //cd , speed
|
|
Matter.Body.setDensity(bullet[me], 0.000001);
|
|
bullet[me].endCycle = simulation.cycle + 480 + Math.max(0, 120 - 2 * b.length);
|
|
bullet[me].frictionAir = 0;
|
|
bullet[me].friction = 0.5;
|
|
bullet[me].radius = 4.5;
|
|
bullet[me].maxRadius = 30;
|
|
bullet[me].restitution = 0.3;
|
|
bullet[me].minDmgSpeed = 0;
|
|
bullet[me].totalSpores = 8 + 2 * tech.isFastSpores + 2 * tech.isSporeFreeze * (tech.isSporeWorm ? 0.5 : 1)
|
|
bullet[me].stuck = function() {};
|
|
bullet[me].beforeDmg = function() {};
|
|
bullet[me].do = function() {
|
|
function onCollide(that) {
|
|
that.collisionFilter.mask = 0; //non collide with everything
|
|
Matter.Body.setVelocity(that, {
|
|
x: 0,
|
|
y: 0
|
|
});
|
|
that.do = that.grow;
|
|
}
|
|
|
|
const mobCollisions = Matter.Query.collides(this, mob)
|
|
if (mobCollisions.length) {
|
|
onCollide(this)
|
|
this.stuckTo = mobCollisions[0].bodyA
|
|
|
|
if (this.stuckTo.isVerticesChange) {
|
|
this.stuckToRelativePosition = {
|
|
x: 0,
|
|
y: 0
|
|
}
|
|
} else {
|
|
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
|
|
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
|
|
}
|
|
this.stuck = function() {
|
|
if (this.stuckTo && this.stuckTo.alive) {
|
|
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
|
|
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
|
|
Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
|
|
} else {
|
|
this.collisionFilter.mask = cat.map; //non collide with everything but map
|
|
this.stuck = function() {
|
|
this.force.y += this.mass * 0.0006;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
const bodyCollisions = Matter.Query.collides(this, body)
|
|
if (bodyCollisions.length) {
|
|
if (!bodyCollisions[0].bodyA.isComposite) {
|
|
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 (!m.isBodiesAsleep) {
|
|
let scale = 1.01
|
|
if (tech.isSporeGrowth && !(simulation.cycle % 40)) { //release a spore
|
|
if (tech.isSporeWorm) {
|
|
if (!(simulation.cycle % 80)) b.worm(this.position)
|
|
} else {
|
|
b.spore(this.position)
|
|
}
|
|
// this.totalSpores--
|
|
scale = 0.96
|
|
if (this.stuckTo && this.stuckTo.alive) scale = 0.9
|
|
Matter.Body.scale(this, scale, scale);
|
|
this.radius *= scale
|
|
} else {
|
|
if (this.stuckTo && this.stuckTo.alive) scale = 1.03
|
|
Matter.Body.scale(this, scale, scale);
|
|
this.radius *= scale
|
|
if (this.radius > this.maxRadius) this.endCycle = 0;
|
|
}
|
|
}
|
|
|
|
// this.force.y += this.mass * 0.00045;
|
|
|
|
//draw green glow
|
|
ctx.fillStyle = "rgba(0,200,125,0.16)";
|
|
ctx.beginPath();
|
|
ctx.arc(this.position.x, this.position.y, this.maxRadius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
};
|
|
|
|
//spawn bullets on end
|
|
bullet[me].onEnd = function() {
|
|
if (tech.isSporeWorm) {
|
|
for (let i = 0, len = this.totalSpores * 0.5; i < len; i++) b.worm(this.position)
|
|
} else {
|
|
for (let i = 0; i < this.totalSpores; 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: 14.5,
|
|
defaultAmmoPack: 14.5,
|
|
have: false,
|
|
do() {},
|
|
fire() {
|
|
if (tech.isDroneRadioactive) {
|
|
if (input.down) {
|
|
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 45)
|
|
m.fireCDcycle = m.cycle + Math.floor(50 * b.fireCDscale); // cool down
|
|
} else {
|
|
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 10)
|
|
m.fireCDcycle = m.cycle + Math.floor(25 * b.fireCDscale); // cool down
|
|
}
|
|
} else {
|
|
if (input.down) {
|
|
b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 55)
|
|
m.fireCDcycle = m.cycle + Math.floor(10 * b.fireCDscale); // cool down
|
|
} else {
|
|
b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 20)
|
|
m.fireCDcycle = m.cycle + Math.floor(5 * b.fireCDscale); // 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: 22,
|
|
have: false,
|
|
charge: 0,
|
|
isDischarge: false,
|
|
do() {
|
|
if (this.charge > 0) {
|
|
//draw charge level
|
|
ctx.fillStyle = "rgba(0,50,50,0.3)";
|
|
ctx.beginPath();
|
|
const radius = 10 * Math.sqrt(this.charge)
|
|
const mag = 11 + radius
|
|
ctx.arc(m.pos.x + mag * Math.cos(m.angle), m.pos.y + mag * Math.sin(m.angle), radius, 0, 2 * Math.PI);
|
|
ctx.fill();
|
|
|
|
if (this.isDischarge) {
|
|
this.charge--
|
|
const spread = (input.down ? 0.05 : 0.6) * (Math.random() - 0.5)
|
|
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
|
|
const SPEED = 18 - radius * 0.4;
|
|
const dir = m.angle + 0.15 * (Math.random() - 0.5)
|
|
const velocity = {
|
|
x: SPEED * Math.cos(dir),
|
|
y: SPEED * Math.sin(dir)
|
|
}
|
|
const position = {
|
|
x: m.pos.x + 30 * Math.cos(m.angle),
|
|
y: m.pos.y + 30 * Math.sin(m.angle)
|
|
}
|
|
if (tech.foamFutureFire) {
|
|
simulation.drawList.push({ //add dmg to draw queue
|
|
x: position.x,
|
|
y: position.y,
|
|
radius: 5,
|
|
color: "rgba(0,50,50,0.3)",
|
|
time: 15 * tech.foamFutureFire
|
|
});
|
|
setTimeout(() => {
|
|
if (!simulation.paused) {
|
|
b.foam(position, Vector.rotate(velocity, spread), radius)
|
|
// (tech.isFastFoam ? 0.044 : 0.011) * (tech.isBulletTeleport ? 1.60 : 1)
|
|
bullet[bullet.length - 1].damage *= (1 + 0.7 * tech.foamFutureFire)
|
|
}
|
|
}, 250 * tech.foamFutureFire);
|
|
} else {
|
|
b.foam(position, Vector.rotate(velocity, spread), radius)
|
|
}
|
|
m.fireCDcycle = m.cycle + 1; //disable firing and adding more charge
|
|
} else if (!input.fire) {
|
|
this.isDischarge = true;
|
|
}
|
|
} else {
|
|
if (this.isDischarge) {
|
|
m.fireCDcycle = m.cycle + Math.floor(25 * b.fireCDscale);
|
|
}
|
|
this.isDischarge = false
|
|
}
|
|
},
|
|
fire() {
|
|
const capacity = 20
|
|
if (tech.isCapacitor && this.charge === 0 && b.guns[b.activeGun].ammo > capacity) {
|
|
this.charge = capacity
|
|
b.guns[b.activeGun].ammo -= capacity
|
|
simulation.updateGunHUD();
|
|
}
|
|
this.charge++
|
|
m.fireCDcycle = m.cycle + Math.floor(1 + 0.3 * this.charge);
|
|
},
|
|
},
|
|
{
|
|
name: "harpoon",
|
|
description: "fire a <strong>self-steering</strong> harpoon that uses <strong class='color-f'>energy</strong><br>to <strong>retract</strong> and refund its <strong class='color-ammo'>ammo</strong> cost",
|
|
ammo: 0,
|
|
ammoPack: 1,
|
|
have: false,
|
|
do() {},
|
|
fire() {
|
|
const where = {
|
|
x: m.pos.x + 30 * Math.cos(m.angle),
|
|
y: m.pos.y + 30 * Math.sin(m.angle)
|
|
}
|
|
const closest = {
|
|
distance: 10000,
|
|
target: null
|
|
}
|
|
//look for closest mob in player's LoS
|
|
const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
|
|
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
|
|
const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
|
|
if (input.down) {
|
|
if (tech.isRailGun) {
|
|
function pushAway(range) { //push away blocks when firing
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
const SUB = Vector.sub(mob[i].position, m.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 1500)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
|
|
mob[i].force.x += FORCE.x;
|
|
mob[i].force.y += FORCE.y;
|
|
}
|
|
}
|
|
for (let i = 0, len = body.length; i < len; ++i) {
|
|
const SUB = Vector.sub(body[i].position, m.pos)
|
|
const DISTANCE = Vector.magnitude(SUB)
|
|
if (DISTANCE < range) {
|
|
const DEPTH = Math.min(range - DISTANCE, 500)
|
|
const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
|
|
body[i].force.x += FORCE.x;
|
|
body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
|
|
}
|
|
}
|
|
}
|
|
|
|
const me = bullet.length;
|
|
const size = 3 + tech.isLargeHarpoon * 0.1 * Math.sqrt(this.ammo)
|
|
bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
|
|
vertexGoal: [{ x: -40 * size, y: 2 * size, index: 0, isInternal: false }, { x: -40 * size, y: -2 * size, index: 1, isInternal: false }, { x: 50 * size, y: -3 * size, index: 3, isInternal: false }, { x: 30 * size, y: 2 * size, index: 4, isInternal: false }],
|
|
density: 0.008, //0.001 is normal
|
|
restitution: 0,
|
|
frictionAir: 0,
|
|
dmg: 0, //damage done in addition to the damage from momentum
|
|
classType: "bullet",
|
|
collisionFilter: {
|
|
category: 0,
|
|
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
|
},
|
|
minDmgSpeed: 5,
|
|
beforeDmg(who) {
|
|
if (who.shield) {
|
|
for (let i = 0, len = mob.length; i < len; i++) {
|
|
if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
|
|
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
|
|
break
|
|
}
|
|
}
|
|
Matter.Body.setVelocity(this, {
|
|
x: -0.4 * this.velocity.x,
|
|
y: -0.4 * this.velocity.y
|
|
});
|
|
} else {
|
|
if (tech.fragments && this.speed > 10) {
|
|
b.targetedNail(this.position, tech.fragments * 17)
|
|
this.endCycle = 0 //triggers despawn
|
|
}
|
|
}
|
|
},
|
|
onEnd() {}
|
|
});
|
|
m.fireCDcycle = Infinity; // cool down
|
|
Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
bullet[me].endCycle = Infinity
|
|
bullet[me].charge = 0;
|
|
bullet[me].do = function() {
|
|
if (m.energy < 0.005 && !tech.isRailEnergyGain) {
|
|
m.energy += 0.05 + this.charge * 0.2
|
|
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
|
|
this.endCycle = 0;
|
|
b.refundAmmo()
|
|
return
|
|
}
|
|
|
|
if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
|
|
Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
|
|
m.fireCDcycle = m.cycle + 2; // set fire cool down
|
|
//normal bullet behavior occurs after firing, overwrites this function
|
|
this.endCycle = simulation.cycle + 140
|
|
this.collisionFilter.category = cat.bullet
|
|
Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
|
|
Matter.Body.setAngle(this, m.angle)
|
|
const speed = 120
|
|
Matter.Body.setVelocity(this, {
|
|
x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
|
|
y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
|
|
});
|
|
this.do = function() {
|
|
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
|
|
}
|
|
const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
|
|
player.force.x -= KNOCK * Math.cos(m.angle)
|
|
player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
|
|
pushAway(1200 * this.charge)
|
|
} else { // charging on mouse down
|
|
if (tech.isFireMoveLock) {
|
|
Matter.Body.setVelocity(player, {
|
|
x: 0,
|
|
y: -55 * player.mass * simulation.g //undo gravity before it is added
|
|
});
|
|
player.force.x = 0
|
|
player.force.y = 0
|
|
}
|
|
|
|
m.fireCDcycle = Infinity //can't fire until mouse is released
|
|
const previousCharge = this.charge
|
|
//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
|
|
let smoothRate = tech.isCapacitor ? 0.93 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
|
|
|
|
this.charge = this.charge * smoothRate + 1 - smoothRate
|
|
m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 10 : -0.5) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
|
//draw targeting
|
|
let best;
|
|
let range = 3000
|
|
const dir = m.angle
|
|
const path = [{
|
|
x: m.pos.x + 20 * Math.cos(dir),
|
|
y: m.pos.y + 20 * Math.sin(dir)
|
|
},
|
|
{
|
|
x: m.pos.x + range * Math.cos(dir),
|
|
y: m.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 = simulation.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 = simulation.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) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
|
|
//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([]);
|
|
//draw magnetic field
|
|
const X = m.pos.x
|
|
const Y = m.pos.y
|
|
const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
|
|
const unitVectorPerp = Vector.perp(unitVector)
|
|
|
|
function magField(mag, arc) {
|
|
ctx.moveTo(X, Y);
|
|
ctx.bezierCurveTo(
|
|
X + unitVector.x * mag, Y + unitVector.y * mag,
|
|
X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
|
|
X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
|
|
ctx.bezierCurveTo(
|
|
X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
|
|
X - unitVector.x * mag, Y - unitVector.y * mag,
|
|
X, Y)
|
|
}
|
|
ctx.fillStyle = `rgba(50,0,100,0.05)`;
|
|
for (let i = 3; i < 7; i++) {
|
|
const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
|
|
const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
|
|
ctx.beginPath();
|
|
magField(MAG, ARC)
|
|
magField(MAG, -ARC)
|
|
ctx.fill();
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
|
|
// if (true) {
|
|
// if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
|
// b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
|
|
// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
|
|
// const speed = 50
|
|
// const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
|
|
// Matter.Body.setVelocity(player, velocity);
|
|
|
|
// } else {
|
|
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
|
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
|
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
|
if (dist < closest.distance && dot > 0.95 && dist * dot * dot * dot * dot > 880) { //target closest mob that player is looking at and isn't too close to target
|
|
closest.distance = dist
|
|
closest.target = mob[i]
|
|
}
|
|
}
|
|
}
|
|
b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
|
|
m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
|
|
// }
|
|
}
|
|
} else if (tech.extraHarpoons) {
|
|
const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1)
|
|
let targetCount = 0
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
|
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
|
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
|
if (dist < range && dot > 0.7) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target
|
|
if (this.ammo > 0) {
|
|
this.ammo--
|
|
b.harpoon(where, mob[i], m.angle, harpoonSize, true, totalCycles) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
|
|
targetCount++
|
|
if (targetCount > tech.extraHarpoons) break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//if more harpoons and no targets left
|
|
if (targetCount < tech.extraHarpoons + 1) {
|
|
const SPREAD = 0.1
|
|
const num = tech.extraHarpoons + 1 - targetCount
|
|
let dir = m.angle - SPREAD * (num - 1) / 2;
|
|
for (let i = 0; i < num; i++) {
|
|
if (this.ammo > 0) {
|
|
this.ammo--
|
|
b.harpoon(where, null, dir, harpoonSize, true, totalCycles) //Vector.angle(Vector.sub(where, mob[i].position), { x: 0, y: 0 })
|
|
dir += SPREAD
|
|
}
|
|
}
|
|
}
|
|
this.ammo++ //make up for the ammo used up in fire()
|
|
simulation.updateGunHUD();
|
|
m.fireCDcycle = m.cycle + 90 // cool down
|
|
} else {
|
|
for (let i = 0, len = mob.length; i < len; ++i) {
|
|
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
|
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
|
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
|
if (dist < closest.distance && dot > 0.88) { //target closest mob that player is looking at and isn't too close to target
|
|
closest.distance = dist
|
|
closest.target = mob[i]
|
|
}
|
|
}
|
|
}
|
|
b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles)
|
|
m.fireCDcycle = m.cycle + 90 //Infinity; // cool down
|
|
}
|
|
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
|
|
player.force.x -= recoil.x
|
|
player.force.y -= recoil.y
|
|
tech.harpoonDensity = 0.008
|
|
}
|
|
},
|
|
// {
|
|
// name: "railgun",
|
|
// description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
|
|
// ammo: 0,
|
|
// ammoPack: 3.8,
|
|
// have: false,
|
|
// do() {},
|
|
// fire() {
|
|
// function pushAway(range) { //push away blocks when firing
|
|
// for (let i = 0, len = mob.length; i < len; ++i) {
|
|
// const SUB = Vector.sub(mob[i].position, m.pos)
|
|
// const DISTANCE = Vector.magnitude(SUB)
|
|
// if (DISTANCE < range) {
|
|
// const DEPTH = Math.min(range - DISTANCE, 1500)
|
|
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
|
|
// mob[i].force.x += FORCE.x;
|
|
// mob[i].force.y += FORCE.y;
|
|
// }
|
|
// }
|
|
// for (let i = 0, len = body.length; i < len; ++i) {
|
|
// const SUB = Vector.sub(body[i].position, m.pos)
|
|
// const DISTANCE = Vector.magnitude(SUB)
|
|
// if (DISTANCE < range) {
|
|
// const DEPTH = Math.min(range - DISTANCE, 500)
|
|
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
|
|
// body[i].force.x += FORCE.x;
|
|
// body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// if (tech.isCapacitor) {
|
|
// if ((m.energy > 0.16 || tech.isRailEnergyGain)) { //&& m.immuneCycle < m.cycle
|
|
// m.energy += 0.16 * (tech.isRailEnergyGain ? 2.5 : -1)
|
|
// m.fireCDcycle = m.cycle + Math.floor(40 * b.fireCDscale);
|
|
// const me = bullet.length;
|
|
// bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 60, 14, {
|
|
// density: 0.005, //0.001 is normal
|
|
// restitution: 0,
|
|
// frictionAir: 0,
|
|
// angle: m.angle,
|
|
// dmg: 0, //damage done in addition to the damage from momentum
|
|
// classType: "bullet",
|
|
// collisionFilter: {
|
|
// category: cat.bullet,
|
|
// mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
|
// },
|
|
// minDmgSpeed: 5,
|
|
// endCycle: simulation.cycle + 140,
|
|
// beforeDmg(who) {
|
|
// if (who.shield) {
|
|
// for (let i = 0, len = mob.length; i < len; i++) {
|
|
// if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
|
|
// Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
|
|
// break
|
|
// }
|
|
// }
|
|
// Matter.Body.setVelocity(this, {
|
|
// x: -0.5 * this.velocity.x,
|
|
// y: -0.5 * this.velocity.y
|
|
// });
|
|
// // Matter.Body.setDensity(this, 0.001);
|
|
// }
|
|
// if (tech.fragments && this.speed > 10) {
|
|
// b.targetedNail(this.position, tech.fragments * 13)
|
|
// this.endCycle = 0 //triggers despawn
|
|
// }
|
|
// },
|
|
// onEnd() {},
|
|
// drawCycle: Math.floor(10 * b.fireCDscale),
|
|
// do() {
|
|
// this.force.y += this.mass * 0.0003; // low gravity that scales with charge
|
|
// if (this.drawCycle > 0) {
|
|
// this.drawCycle--
|
|
// //draw magnetic field
|
|
// const X = m.pos.x
|
|
// const Y = m.pos.y
|
|
// // const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
|
|
// const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
|
|
// const unitVectorPerp = Vector.perp(unitVector)
|
|
|
|
// function magField(mag, arc) {
|
|
// ctx.moveTo(X, Y);
|
|
// ctx.bezierCurveTo(
|
|
// X + unitVector.x * mag, Y + unitVector.y * mag,
|
|
// X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
|
|
// X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
|
|
// ctx.bezierCurveTo(
|
|
// X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
|
|
// X - unitVector.x * mag, Y - unitVector.y * mag,
|
|
// X, Y)
|
|
// }
|
|
// ctx.fillStyle = `rgba(50,0,100,0.05)`;
|
|
// for (let i = 3; i < 7; i++) {
|
|
// const MAG = 8 * i * i * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
|
|
// const ARC = 6 * i * i * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
|
|
// ctx.beginPath();
|
|
// magField(MAG, ARC)
|
|
// magField(MAG, -ARC)
|
|
// ctx.fill();
|
|
// }
|
|
// }
|
|
// }
|
|
// });
|
|
// Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
|
|
// const speed = 67
|
|
// Matter.Body.setVelocity(bullet[me], {
|
|
// x: m.Vx / 2 + speed * Math.cos(m.angle),
|
|
// y: m.Vy / 2 + speed * Math.sin(m.angle)
|
|
// });
|
|
|
|
// //knock back
|
|
// const KNOCK = (input.down ? 0.08 : 0.34)
|
|
// player.force.x -= KNOCK * Math.cos(m.angle)
|
|
// player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
|
|
// pushAway(800)
|
|
// } else {
|
|
// b.refundAmmo()
|
|
// m.fireCDcycle = m.cycle + Math.floor(120);
|
|
// }
|
|
// } else {
|
|
// const me = bullet.length;
|
|
// bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, {
|
|
// density: 0.008, //0.001 is normal
|
|
// restitution: 0,
|
|
// frictionAir: 0,
|
|
// dmg: 0, //damage done in addition to the damage from momentum
|
|
// classType: "bullet",
|
|
// collisionFilter: {
|
|
// category: 0,
|
|
// mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
|
// },
|
|
// minDmgSpeed: 5,
|
|
// beforeDmg(who) {
|
|
// if (who.shield) {
|
|
// for (let i = 0, len = mob.length; i < len; i++) {
|
|
// if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
|
|
// Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
|
|
// break
|
|
// }
|
|
// }
|
|
// Matter.Body.setVelocity(this, {
|
|
// x: -0.5 * this.velocity.x,
|
|
// y: -0.5 * this.velocity.y
|
|
// });
|
|
// }
|
|
// if (tech.fragments && this.speed > 10) {
|
|
// b.targetedNail(this.position, tech.fragments * 17)
|
|
// this.endCycle = 0 //triggers despawn
|
|
// }
|
|
// },
|
|
// onEnd() {}
|
|
// });
|
|
// m.fireCDcycle = Infinity; // cool down
|
|
// Composite.add(engine.world, bullet[me]); //add bullet to world
|
|
// bullet[me].endCycle = Infinity
|
|
// bullet[me].charge = 0;
|
|
// bullet[me].do = function() {
|
|
// if (m.energy < 0.005 && !tech.isRailEnergyGain) {
|
|
// m.energy += 0.05 + this.charge * 0.2
|
|
// m.fireCDcycle = m.cycle + 120; // cool down if out of energy
|
|
// this.endCycle = 0;
|
|
// b.refundAmmo()
|
|
// return
|
|
// }
|
|
|
|
// if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
|
|
// m.fireCDcycle = m.cycle + 2; // set fire cool down
|
|
// //normal bullet behavior occurs after firing, overwrites this function
|
|
// 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 = simulation.cycle + 140
|
|
// this.collisionFilter.category = cat.bullet
|
|
// Matter.Body.setPosition(this, {
|
|
// x: m.pos.x,
|
|
// y: m.pos.y
|
|
// })
|
|
// Matter.Body.setAngle(this, m.angle)
|
|
// const speed = 90
|
|
// Matter.Body.setVelocity(this, {
|
|
// x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
|
|
// y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
|
|
// });
|
|
|
|
// if (tech.isRodAreaDamage) {
|
|
// this.auraRadius = 800
|
|
// this.semiMinor = 0.5
|
|
// this.where = { x: m.pos.x, y: m.pos.y }
|
|
// this.velocityAura = { x: this.velocity.x, y: this.velocity.y }
|
|
// this.angleAura = this.angle
|
|
// this.do = function() {
|
|
// this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
|
|
// this.velocityAura.y += 0.085 / this.charge;
|
|
// this.where = Vector.add(this.where, this.velocityAura)
|
|
|
|
// //draw damage aura
|
|
// this.semiMinor = this.semiMinor * 0.99
|
|
// this.auraRadius = this.auraRadius * 0.99
|
|
// let where = Vector.add(Vector.mult(this.velocityAura, -0.5), this.where)
|
|
// ctx.beginPath();
|
|
// ctx.ellipse(where.x, where.y, this.auraRadius * 0.25, this.auraRadius * 0.15 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
|
|
// ctx.fillStyle = "rgba(255,100,0,0.75)";
|
|
// ctx.fill();
|
|
// where = Vector.add(Vector.mult(this.velocity, -1), where)
|
|
// ctx.beginPath();
|
|
// ctx.ellipse(where.x, where.y, this.auraRadius * 0.5, this.auraRadius * 0.5 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
|
|
// ctx.fillStyle = "rgba(255,50,0,0.35)";
|
|
// ctx.fill();
|
|
// where = Vector.add(Vector.mult(this.velocity, -1), where)
|
|
// ctx.beginPath();
|
|
// ctx.ellipse(where.x, where.y, this.auraRadius * 0.75, this.auraRadius * 0.7 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
|
|
// ctx.fillStyle = "rgba(255,0,0,0.15)";
|
|
// ctx.fill();
|
|
// where = Vector.add(Vector.mult(this.velocity, -1), where)
|
|
// ctx.beginPath();
|
|
// ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
|
|
// ctx.fillStyle = "rgba(255,0,0,0.03)";
|
|
// ctx.fill();
|
|
// //damage mobs in a circle based on this.semiMinor radius
|
|
// if (this.auraRadius > 200) {
|
|
// for (let i = 0, len = mob.length; i < len; ++i) {
|
|
// const dist = Vector.magnitude(Vector.sub(mob[i].position, where))
|
|
// if (dist < mob[i].radius + this.auraRadius) {
|
|
// //push mob in direction of bullet
|
|
// const mag = 0.0001
|
|
// mob[i].force.x += mag * this.velocity.x;
|
|
// mob[i].force.y += mag * this.velocity.y;
|
|
// //damage mob
|
|
// const damage = b.dmgScale * 0.002 * dist
|
|
// mob[i].damage(damage);
|
|
// mob[i].locatePlayer();
|
|
// simulation.drawList.push({ //add dmg to draw queue
|
|
// x: mob[i].position.x,
|
|
// y: mob[i].position.y,
|
|
// radius: Math.log(2 * damage + 1.1) * 40,
|
|
// color: "rgba(255,0,0,0.25)",
|
|
// time: simulation.drawTime
|
|
// });
|
|
// }
|
|
// }
|
|
// }
|
|
// //push blocks power ups and mobs to the direction the rod is moving
|
|
|
|
// }
|
|
// } else {
|
|
// this.do = function() {
|
|
// this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
|
|
// }
|
|
// }
|
|
|
|
// //knock back
|
|
// const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
|
|
// player.force.x -= KNOCK * Math.cos(m.angle)
|
|
// player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
|
|
// pushAway(1200 * this.charge)
|
|
// } else { // charging on mouse down
|
|
// if (tech.isFireMoveLock) {
|
|
// Matter.Body.setVelocity(player, {
|
|
// x: 0,
|
|
// y: -55 * player.mass * simulation.g //undo gravity before it is added
|
|
// });
|
|
// player.force.x = 0
|
|
// player.force.y = 0
|
|
// }
|
|
|
|
// m.fireCDcycle = Infinity //can't fire until mouse is released
|
|
// const previousCharge = this.charge
|
|
// let smoothRate = Math.min(0.998, (input.down ? 0.98 : 0.985) * (0.98 + 0.02 * b.fireCDscale)) //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
|
|
// this.charge = this.charge * smoothRate + 1 - smoothRate
|
|
// m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.33) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
|
// //draw targeting
|
|
// let best;
|
|
// let range = 3000
|
|
// const dir = m.angle
|
|
// const path = [{
|
|
// x: m.pos.x + 20 * Math.cos(dir),
|
|
// y: m.pos.y + 20 * Math.sin(dir)
|
|
// },
|
|
// {
|
|
// x: m.pos.x + range * Math.cos(dir),
|
|
// y: m.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 = simulation.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 = simulation.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([]);
|
|
|
|
// //draw magnetic field
|
|
// const X = m.pos.x
|
|
// const Y = m.pos.y
|
|
// const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
|
|
// //Vector.normalise(Vector.sub(simulation.mouseInGame, m.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 class='color-laser'>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
|
|
ammo: 0,
|
|
ammoPack: Infinity,
|
|
have: false,
|
|
charge: 0,
|
|
do() {},
|
|
fire() {},
|
|
chooseFireMethod() {
|
|
this.do = () => {};
|
|
if (tech.isPulseLaser) {
|
|
this.fire = () => {
|
|
const drain = 0.01 * tech.isLaserDiode * (tech.isCapacitor ? 10 : 1)
|
|
if (m.energy > drain) {
|
|
// m.energy -= m.fieldRegen
|
|
if (this.charge < 50 * m.maxEnergy) {
|
|
m.energy -= drain
|
|
this.charge += drain * 100
|
|
}
|
|
}
|
|
}
|
|
if (tech.historyLaser) {
|
|
const len = 1 + tech.historyLaser
|
|
const spacing = Math.ceil(30 - 2 * tech.historyLaser)
|
|
this.do = () => {
|
|
if (this.charge > 0) {
|
|
//draw charge level
|
|
const mag = 4.1 * Math.sqrt(this.charge)
|
|
ctx.beginPath();
|
|
for (let i = 0; i < len; i++) {
|
|
const history = m.history[(m.cycle - i * spacing) % 600]
|
|
const off = history.yOff - 24.2859
|
|
ctx.moveTo(history.position.x, history.position.y - off);
|
|
ctx.ellipse(history.position.x, history.position.y - off, mag, mag * 0.65, history.angle, 0, 2 * Math.PI)
|
|
}
|
|
ctx.fillStyle = tech.isLaserDiode === 1 ? `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})` : `rgba(0,0,255,${0.09 * Math.sqrt(this.charge)})`;
|
|
ctx.fill();
|
|
//fire
|
|
if (!input.fire) {
|
|
if (this.charge > 5) {
|
|
m.fireCDcycle = m.cycle + Math.floor(35 * b.fireCDscale); // cool down
|
|
for (let i = 0; i < len; i++) {
|
|
const history = m.history[(m.cycle - i * spacing) % 600]
|
|
const off = history.yOff - 24.2859
|
|
b.pulse(1.65 * this.charge, history.angle, { x: history.position.x, y: history.position.y - off })
|
|
}
|
|
}
|
|
this.charge = 0;
|
|
}
|
|
}
|
|
};
|
|
} else {
|
|
this.do = () => {
|
|
if (this.charge > 0) {
|
|
//draw charge level
|
|
ctx.beginPath();
|
|
ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
|
|
// ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
|
|
ctx.fillStyle = tech.isLaserDiode === 1 ? `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})` : `rgba(0,0,255,${0.09 * Math.sqrt(this.charge)})`;
|
|
ctx.fill();
|
|
//fire
|
|
if (!input.fire) {
|
|
if (this.charge > 5) {
|
|
m.fireCDcycle = m.cycle + Math.floor(35 * b.fireCDscale); // cool down
|
|
if (tech.beamSplitter) {
|
|
const divergence = input.down ? 0.15 : 0.35
|
|
const angle = m.angle - tech.beamSplitter * divergence / 2
|
|
for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
|
|
} else {
|
|
b.pulse(1.8 * this.charge, m.angle)
|
|
}
|
|
}
|
|
this.charge = 0;
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
} else if (tech.beamSplitter) {
|
|
this.fire = this.fireSplit
|
|
} else if (tech.historyLaser) {
|
|
this.fire = this.fireHistory
|
|
} else if (tech.isWideLaser) {
|
|
this.fire = this.fireWideBeam
|
|
} else {
|
|
this.fire = this.fireLaser
|
|
}
|
|
|
|
// this.fire = this.firePhoton
|
|
},
|
|
// firePhoton() {
|
|
// m.fireCDcycle = m.cycle + Math.floor((tech.isPulseAim ? 25 : 50) * b.fireCDscale); // cool down
|
|
// b.photon({ x: m.pos.x + 23 * Math.cos(m.angle), y: m.pos.y + 23 * Math.sin(m.angle) }, m.angle)
|
|
// },
|
|
fireLaser() {
|
|
if (m.energy < tech.laserFieldDrain) {
|
|
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
|
|
} else {
|
|
m.fireCDcycle = m.cycle
|
|
m.energy -= m.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
|
|
b.laser();
|
|
}
|
|
},
|
|
firePulse() {
|
|
|
|
},
|
|
fireSplit() {
|
|
if (m.energy < tech.laserFieldDrain) {
|
|
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
|
|
} else {
|
|
m.fireCDcycle = m.cycle
|
|
m.energy -= m.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
|
|
// const divergence = input.down ? 0.15 : 0.2
|
|
// const scale = Math.pow(0.9, tech.beamSplitter)
|
|
// const pushScale = scale * scale
|
|
let dmg = tech.laserDamage // * scale //Math.pow(0.9, tech.laserDamage)
|
|
const where = {
|
|
x: m.pos.x + 20 * Math.cos(m.angle),
|
|
y: m.pos.y + 20 * Math.sin(m.angle)
|
|
}
|
|
const divergence = input.down ? 0.15 : 0.35
|
|
const angle = m.angle - tech.beamSplitter * divergence / 2
|
|
for (let i = 0; i < 1 + tech.beamSplitter; i++) {
|
|
b.laser(where, {
|
|
x: where.x + 3000 * Math.cos(angle + i * divergence),
|
|
y: where.y + 3000 * Math.sin(angle + i * divergence)
|
|
}, dmg, tech.laserReflections, false)
|
|
}
|
|
}
|
|
},
|
|
fireWideBeam() {
|
|
if (m.energy < tech.laserFieldDrain) {
|
|
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
|
|
} else {
|
|
m.fireCDcycle = m.cycle
|
|
m.energy -= m.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
|
|
const range = {
|
|
x: 5000 * Math.cos(m.angle),
|
|
y: 5000 * Math.sin(m.angle)
|
|
}
|
|
const rangeOffPlus = {
|
|
x: 7.5 * Math.cos(m.angle + Math.PI / 2),
|
|
y: 7.5 * Math.sin(m.angle + Math.PI / 2)
|
|
}
|
|
const rangeOffMinus = {
|
|
x: 7.5 * Math.cos(m.angle - Math.PI / 2),
|
|
y: 7.5 * Math.sin(m.angle - Math.PI / 2)
|
|
}
|
|
const dmg = 0.7 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
|
|
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
|
const eye = {
|
|
x: m.pos.x + 15 * Math.cos(m.angle),
|
|
y: m.pos.y + 15 * Math.sin(m.angle)
|
|
}
|
|
ctx.strokeStyle = tech.laserColor;
|
|
ctx.lineWidth = 8
|
|
ctx.globalAlpha = 0.5;
|
|
ctx.beginPath();
|
|
if (Matter.Query.ray(map, eye, where).length === 0 && Matter.Query.ray(body, eye, where).length === 0) {
|
|
b.laser(eye, {
|
|
x: eye.x + range.x,
|
|
y: eye.y + range.y
|
|
}, dmg, 0, true, 0.3)
|
|
}
|
|
for (let i = 1; i < tech.wideLaser; i++) {
|
|
let whereOff = Vector.add(where, {
|
|
x: i * rangeOffPlus.x,
|
|
y: i * rangeOffPlus.y
|
|
})
|
|
if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
|
|
ctx.moveTo(eye.x, eye.y)
|
|
ctx.lineTo(whereOff.x, whereOff.y)
|
|
b.laser(whereOff, {
|
|
x: whereOff.x + range.x,
|
|
y: whereOff.y + range.y
|
|
}, dmg, 0, true, 0.3)
|
|
}
|
|
whereOff = Vector.add(where, {
|
|
x: i * rangeOffMinus.x,
|
|
y: i * rangeOffMinus.y
|
|
})
|
|
if (Matter.Query.ray(map, eye, whereOff).length === 0 && Matter.Query.ray(body, eye, whereOff).length === 0) {
|
|
ctx.moveTo(eye.x, eye.y)
|
|
ctx.lineTo(whereOff.x, whereOff.y)
|
|
b.laser(whereOff, {
|
|
x: whereOff.x + range.x,
|
|
y: whereOff.y + range.y
|
|
}, dmg, 0, true, 0.3)
|
|
}
|
|
}
|
|
ctx.stroke();
|
|
ctx.globalAlpha = 1;
|
|
}
|
|
},
|
|
fireHistory() {
|
|
if (m.energy < tech.laserFieldDrain) {
|
|
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
|
|
} else {
|
|
m.fireCDcycle = m.cycle
|
|
m.energy -= m.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode
|
|
const dmg = 0.4 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
|
|
const spacing = Math.ceil(5.2 - 0.2 * tech.historyLaser)
|
|
ctx.beginPath();
|
|
b.laser({
|
|
x: m.pos.x + 20 * Math.cos(m.angle),
|
|
y: m.pos.y + 20 * Math.sin(m.angle)
|
|
}, {
|
|
x: m.pos.x + 3000 * Math.cos(m.angle),
|
|
y: m.pos.y + 3000 * Math.sin(m.angle)
|
|
}, dmg, 0, true, 0.2);
|
|
for (let i = 1, len = 5 + tech.historyLaser * 5; i < len; i++) {
|
|
const history = m.history[(m.cycle - i * spacing) % 600]
|
|
const off = history.yOff - 24.2859
|
|
b.laser({
|
|
x: history.position.x + 20 * Math.cos(history.angle),
|
|
y: history.position.y + 20 * Math.sin(history.angle) - off
|
|
}, {
|
|
x: history.position.x + 3000 * Math.cos(history.angle),
|
|
y: history.position.y + 3000 * Math.sin(history.angle) - off
|
|
}, dmg, 0, true, 0.2);
|
|
}
|
|
ctx.strokeStyle = tech.laserColor;
|
|
ctx.lineWidth = 1
|
|
ctx.stroke();
|
|
}
|
|
},
|
|
// firePulse() {
|
|
// m.fireCDcycle = m.cycle + Math.floor((tech.isPulseAim ? 25 : 50) * b.fireCDscale); // cool down
|
|
// let energy = 0.3 * Math.min(m.energy, 1.5)
|
|
// m.energy -= energy * tech.isLaserDiode
|
|
// if (tech.beamSplitter) {
|
|
// // energy *= Math.pow(0.9, tech.beamSplitter)
|
|
// // b.pulse(energy, m.angle)
|
|
// // for (let i = 1; i < 1 + tech.beamSplitter; i++) {
|
|
// // b.pulse(energy, m.angle - i * 0.27)
|
|
// // b.pulse(energy, m.angle + i * 0.27)
|
|
// // }
|
|
// const divergence = input.down ? 0.2 : 0.5
|
|
// const angle = m.angle - tech.beamSplitter * divergence / 2
|
|
// for (let i = 0; i < 1 + tech.beamSplitter; i++) {
|
|
// b.pulse(energy, angle + i * divergence)
|
|
// }
|
|
|
|
// } else {
|
|
// b.pulse(energy, m.angle)
|
|
// }
|
|
// },
|
|
},
|
|
],
|
|
gunRewind: { //this gun is added with a tech
|
|
name: "CPT gun",
|
|
description: "use <strong class='color-f'>energy</strong> to <strong>rewind</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>,<br> and <strong>position</strong> up to <strong>10</strong> seconds",
|
|
ammo: 0,
|
|
ammoPack: Infinity,
|
|
have: false,
|
|
isRewinding: false,
|
|
lastFireCycle: 0,
|
|
holdCount: 0,
|
|
activeGunIndex: null,
|
|
do() {},
|
|
fire() {
|
|
if (this.lastFireCycle === m.cycle - 1) { //button has been held down
|
|
this.rewindCount += 8;
|
|
const DRAIN = 0.01
|
|
let history = m.history[(m.cycle - this.rewindCount) % 600]
|
|
if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
|
|
this.rewindCount = 0;
|
|
m.resetHistory();
|
|
m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
|
|
} else {
|
|
m.energy -= DRAIN
|
|
if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
|
|
Matter.Body.setPosition(player, history.position);
|
|
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
|
|
if (m.health !== history.health) {
|
|
m.health = history.health
|
|
m.displayHealth();
|
|
}
|
|
m.yOff = history.yOff
|
|
if (m.yOff < 48) {
|
|
m.doCrouch()
|
|
} else {
|
|
m.undoCrouch()
|
|
}
|
|
}
|
|
} else { //button is held the first time
|
|
this.rewindCount = 0;
|
|
this.activeGunIndex = b.activeGun
|
|
}
|
|
this.lastFireCycle = m.cycle;
|
|
}
|
|
}
|
|
}; |