Files
n-gon-improved/js/bullet.js
landgreen b5738e2480 grenade trajectory graphic
grenades display their trajectory, to help you aim
  I'm might get rid of it, but for now we'll try it out

several duplication tech give slightly lower duplication chance
strange attractor now properly includes all your tech in duplication chance (it wasn't updated for recent duplication tech)
2021-11-03 21:01:26 -07:00

6155 lines
332 KiB
JavaScript

let bullet = [];
const b = {
dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //set in levels.setDifficulty
gravity: 0.0006, //most other bodies have gravity = 0.001
activeGun: null, //current gun in use by player
inventoryGun: 0,
inventory: [], //list of what guns player has // 0 starts with basic gun
setFireMethod() {
if (tech.isFireMoveLock) {
b.fire = b.fireFloat
// } else if (tech.isFireNotMove) {
// if (tech.isAlwaysFire) {
// b.fire = b.fireAlwaysFire
// } else {
// b.fire = b.fireNotMove
// }
} else if (tech.isAlwaysFire) {
b.fire = b.fireAlwaysFire
} else {
b.fire = b.fireNormal
}
},
fire() {},
fireNormal() {
if (b.inventory.length) {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire)) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
} else {
b.outOfAmmo()
}
if (m.holdingTarget) m.drop();
}
b.guns[b.activeGun].do();
}
},
fireNotMove() { //added && player.speed < 0.5 && m.onGround
if (b.inventory.length) {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 2.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
} else {
b.outOfAmmo()
}
if (m.holdingTarget) m.drop();
}
b.guns[b.activeGun].do();
}
},
fireAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
if (b.inventory.length) {
if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
}
if (m.holdingTarget) m.drop();
}
b.guns[b.activeGun].do();
}
},
fireFloat() { //added && player.speed < 0.5 && m.onGround
if (b.inventory.length) {
if (input.fire && (!input.field || m.fieldFire)) {
if (m.fireCDcycle < m.cycle) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
} else {
b.outOfAmmo()
}
if (m.holdingTarget) m.drop();
}
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
}
b.guns[b.activeGun].do();
}
},
fireWithAmmo() { //triggers after firing when you have ammo
b.guns[b.activeGun].fire();
if (tech.isCrouchAmmo && input.down) {
if (tech.isCrouchAmmo % 2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
tech.isCrouchAmmo++ //makes the no ammo toggle off and on
} else {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
},
outOfAmmo() { //triggers after firing when you have NO ammo
simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-g'>ammo</span><span class='color-symbol'>:</span> 0`);
m.fireCDcycle = m.cycle + 30; //fire cooldown
if (tech.isAmmoFromHealth && m.health > 0.01) {
tech.extraMaxHealth -= 0.01 //decrease max health
m.setMaxHealth();
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");
}
},
refundAmmo() { //triggers after firing when you removed ammo for a gun, but didn't need to (like a railgun misfire)
if (tech.isCrouchAmmo && input.down) {
tech.isCrouchAmmo--
if ((tech.isCrouchAmmo) % 2) {
b.guns[b.activeGun].ammo++;
simulation.updateGunHUD();
}
} else {
b.guns[b.activeGun].ammo++;
simulation.updateGunHUD();
}
},
giveGuns(gun = "random", ammoPacks = 10) {
if (tech.ammoCap) ammoPacks = 0.45 * tech.ammoCap
if (tech.isOneGun) b.removeAllGuns();
if (gun === "random") {
//find what guns player doesn't have
options = []
for (let i = 0, len = b.guns.length; i < len; i++) {
if (!b.guns[i].have) options.push(i)
}
if (options.length === 0) return
//randomly pick from list of possible guns
gun = options[Math.floor(Math.random() * options.length)]
}
if (gun === "all") {
b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i;
b.guns[i].have = true;
b.guns[i].ammo = Math.ceil(b.guns[i].ammoPack * ammoPacks);
}
b.activeGun = 0;
} else {
if (isNaN(gun)) { //find gun by name
let found = false;
for (let i = 0; i < b.guns.length; i++) {
if (gun === b.guns[i].name) {
gun = i
found = true;
break
}
}
if (!found) return //if no gun found don't give a gun
}
if (!b.guns[gun].have) b.inventory.push(gun);
b.guns[gun].have = true;
b.guns[gun].ammo = Math.ceil(b.guns[gun].ammoPack * ammoPacks);
if (b.activeGun === null) {
b.activeGun = gun //if no active gun switch to new gun
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //set foam charge to zero if foam is a new gun
}
}
simulation.makeGunHUD();
b.setFireCD();
},
removeGun(gun, isRemoveSelection = false) {
for (let i = 0; i < b.guns.length; i++) {
if (b.guns[i].name === gun) {
b.guns[i].have = false
for (let j = 0; j < b.inventory.length; j++) {
if (b.inventory[j] === i) {
b.inventory.splice(j, 1)
break
}
}
if (b.inventory.length) {
b.activeGun = b.inventory[0];
} else {
b.activeGun = null;
}
simulation.makeGunHUD();
if (isRemoveSelection) b.guns.splice(i, 1) //also remove gun from gun pool array
break
}
}
b.setFireCD();
},
removeAllGuns() {
b.inventory = []; //removes guns and ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].count = 0;
b.guns[i].have = false;
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
b.activeGun = null;
},
bulletRemove() { //run in main loop
//remove bullet if at end cycle for that bullet
let i = bullet.length;
while (i--) {
if (bullet[i].endCycle < simulation.cycle) {
bullet[i].onEnd(i); //some bullets do stuff on end
if (bullet[i]) {
Matter.Composite.remove(engine.world, bullet[i]);
bullet.splice(i, 1);
} else {
break; //if bullet[i] doesn't exist don't complete the for loop, because the game probably reset
}
}
}
},
bulletDraw() {
ctx.beginPath();
for (let i = 0, len = bullet.length; i < len; i++) {
let vertices = bullet[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j += 1) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
}
ctx.fillStyle = color.bullet;
ctx.fill();
},
bulletDo() {
for (let i = 0, len = bullet.length; i < len; i++) {
bullet[i].do();
}
},
fireProps(cd, speed, dir, me) {
m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down
Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(dir),
y: m.Vy / 2 + speed * Math.sin(dir)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
},
fireCDscale: 1,
setFireCD() {
b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
if (tech.isFastTime) b.fireCDscale *= 0.5
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.82, b.inventory.length)
if (tech.isFireMoveLock) b.fireCDscale *= 0.5
},
fireAttributes(dir, rotate = true) {
if (rotate) {
return {
// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
angle: dir,
friction: 0.5,
frictionAir: 0,
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: 10,
beforeDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
};
} else {
return {
// density: 0.0015, //frictionAir: 0.01, //restitution: 0,
inertia: Infinity, //prevents rotation
angle: dir,
friction: 0.5,
frictionAir: 0,
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: 10,
beforeDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
};
}
},
muzzleFlash(radius = 10) {
ctx.fillStyle = "#fb0";
ctx.beginPath();
ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), radius, 0, 2 * Math.PI);
ctx.fill();
},
removeConsBB(me) {
for (let i = 0, len = consBB.length; i < len; ++i) {
if (consBB[i].bodyA === me) {
consBB[i].bodyA = consBB[i].bodyB;
consBB.splice(i, 1);
break;
} else if (consBB[i].bodyB === me) {
consBB[i].bodyB = consBB[i].bodyA;
consBB.splice(i, 1);
break;
}
}
},
onCollision(event) {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
//map + bullet collisions
if (pairs[i].bodyA.collisionFilter.category === cat.map && pairs[i].bodyB.collisionFilter.category === cat.bullet) {
collideBulletStatic(pairs[i].bodyB)
} else if (pairs[i].bodyB.collisionFilter.category === cat.map && pairs[i].bodyA.collisionFilter.category === cat.bullet) {
collideBulletStatic(pairs[i].bodyA)
}
function collideBulletStatic(obj) {
if (obj.onWallHit) obj.onWallHit();
}
}
},
explosionRange() {
return tech.explosiveRadius * (tech.isExplosionHarm ? 1.8 : 1) * (tech.isSmallExplosion ? 0.66 : 1) * (tech.isExplodeRadio ? 1.25 : 1)
},
explosion(where, radius, color = "rgba(255,25,0,0.6)") { // typically explode is used for some bullets with .onEnd
radius *= tech.explosiveRadius
// radius = Math.max(0, Math.min(radius, (distanceToPlayer - 70) / b.explosionRange()))
let dist, sub, knock;
let dmg = radius * 0.017 * (tech.isExplosionStun ? 0.7 : 1); //* 0.013 * (tech.isExplosionStun ? 0.7 : 1);
if (tech.isExplosionHarm) radius *= 1.8 // 1/sqrt(2) radius -> area
if (tech.isSmallExplosion) {
color = "rgba(255,0,30,0.7)"
radius *= 0.66
dmg *= 1.66
}
if (tech.isExplodeRadio) { //radiation explosion
radius *= 1.25; //alert range
if (tech.isSmartRadius) radius = Math.max(Math.min(radius, Vector.magnitude(Vector.sub(where, player.position)) - 25), 1)
color = "rgba(25,139,170,0.25)"
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: radius,
color: color,
time: simulation.drawTime * 2
});
//player damage
if (Vector.magnitude(Vector.sub(where, player.position)) < radius) {
const DRAIN = (tech.isExplosionHarm ? 1.2 : 0.45) * (tech.isRadioactiveResistance ? 0.25 : 1)
// * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
if (m.energy < 0) {
m.energy = 0
m.damage(0.03 * (tech.isRadioactiveResistance ? 0.25 : 1));
}
}
//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
mobs.statusDoT(mob[i], dmg * damageScale * 0.25, 240) //apply radiation damage status effect on direct hits
if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
mob[i].locatePlayer();
damageScale *= 0.87 //reduced damage for each additional explosion target
}
}
}
} else { //normal explosions
if (tech.isSmartRadius) radius = Math.max(Math.min(radius, Vector.magnitude(Vector.sub(where, player.position)) - 25), 1)
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: radius,
color: color,
time: simulation.drawTime
});
const alertRange = 100 + radius * 2; //alert range
simulation.drawList.push({ //add alert to draw queue
x: where.x,
y: where.y,
radius: alertRange,
color: "rgba(100,20,0,0.03)",
time: simulation.drawTime
});
//player damage and knock back
if (m.immuneCycle < m.cycle) {
sub = Vector.sub(where, player.position);
dist = Vector.magnitude(sub);
if (dist < radius) {
const harm = radius * (tech.isExplosionHarm ? 0.00055 : 0.00018)
if (tech.isImmuneExplosion) {
const mitigate = Math.min(1, Math.max(1 - m.energy * 0.5, 0))
m.damage(mitigate * harm);
} else {
m.damage(harm);
}
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
player.force.x += knock.x;
player.force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
player.force.x += knock.x;
player.force.y += knock.y;
}
}
//body knock backs
for (let i = body.length - 1; i > -1; i--) {
if (!body[i].isNotHoldable) {
sub = Vector.sub(where, body[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.022);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
if (tech.isBlockExplode) {
if (body[i] === m.holdingTarget) m.drop()
const size = 20 + 350 * Math.pow(body[i].mass, 0.25)
const where = body[i].position
const onLevel = level.onLevel //prevent explosions in the next level
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
setTimeout(() => {
if (onLevel === level.onLevel) b.explosion(where, size); //makes bullet do explosive damage at end
}, 150 + 300 * Math.random());
}
} 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() {
const cycles = 80
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
const g = input.down ? 0.137 : 0.135
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + 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() {
const cycles = Math.floor(input.down ? 50 : 30) //30
const speed = input.down ? 44 : 35
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + 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() {
const cycles = Math.floor(input.down ? 120 : 80) //30
const speed = input.down ? 43 : 32
const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
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, harpoonLength = 1, isReturn = false, totalCycles = 15) {
const me = bullet.length;
const returnRadius = 100 * Math.sqrt(harpoonLength)
bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonLength, y: 2, index: 0, isInternal: false }, { x: -40 * harpoonLength, y: -2, index: 1, isInternal: false }, { x: 50 * harpoonLength, y: -3, index: 3, isInternal: false }, { x: 30 * harpoonLength, y: 2, 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 + 420 * Math.random()) * tech.isBulletsLastLonger * tech.droneCycleReduction) + 140 + RADIUS * 5,
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 + 120 * Math.random()) * tech.isBulletsLastLonger / tech.droneRadioDamage) + 140 + RADIUS * 5,
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(who) {
// 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 += 0.08
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 8,
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(),
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.isUpgraded ? 21 : 110)
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 3000000 && //1400*1400
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
!mob[i].isShielded) {
const SPEED = 35
const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
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: "foam",
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: 70,
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()) - 35 * tech.isFoamBotUpgrade,
cd: 0,
delay: 100,
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 * 0.5; //(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 + 400 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
drain: (0.5 - 0.42 * tech.isLaserBotUpgrade) * tech.laserFieldDrain * tech.isLaserDiode,
laserDamage: 0.85 + 0.65 * 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()) + 300 * 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 + 180 * 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 + 100 * tech.isOrbitBotUpgrade, //range is set in bot upgrade too! //150 + (80 + 100 * tech.isOrbitBotUpgrade) * Math.random(), // + 5 * tech.orbitBotCount,
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 ? 3.5 : 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() {},
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() {},
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 + 600;
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 {
this.isDischarge = false
}
},
fire() {
this.charge++
m.fireCDcycle = m.cycle + Math.floor((1 + 0.35 * this.charge) * b.fireCDscale);
},
},
{
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 length = 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(length)
if (input.down) {
// 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, length, 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, length, 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, length, 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, length, 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, length, 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;
if (tech.isRailAreaDamage) {
mob[i].force.x += 2 * FORCE.x;
mob[i].force.y += 2 * FORCE.y;
const damage = b.dmgScale * 0.16 * Math.sqrt(DEPTH)
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(100,0,200,0.25)",
time: simulation.drawTime * 2
});
}
}
}
if (tech.isRailAreaDamage) {
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
radius: range,
color: "rgba(100,0,200,0.04)",
time: simulation.drawTime
});
}
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) * (tech.isShotgunReversed ? -2 : 1)
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 * (tech.isShotgunReversed ? -2 : 1)
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 / b.fireCDscale
if (m.energy > drain) {
m.energy -= m.fieldRegen
if (this.charge < 50 * m.maxEnergy) {
m.energy -= drain
this.charge += 1 / b.fireCDscale
}
}
}
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 = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
ctx.fill();
//fire
if (!input.fire) {
if (this.charge > 5) {
m.fireCDcycle = m.cycle + 40; // 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.fill();
//fire
if (!input.fire) {
if (this.charge > 5) {
m.fireCDcycle = m.cycle + 35; // 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;
}
}
};