Files
n-gon-improved/js/bullets.js
landgreen f6238ff882 perfect diamagnetism balance
perfect diamagnetism balance and graphics
unique energy colors for fields
game info on pause screen
falling off the map, on easy and normal difficulty
  sets the player to the entrance
  sets power ups to the exit
2020-03-15 19:31:47 -07:00

3486 lines
130 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
//variables use for gun mod upgrades
modCount: null,
modFireRate: null,
modExplosionRadius: null,
modBulletSize: null,
modEnergySiphon: null,
modHealthDrain: null,
modNoAmmo: null,
isModBulletsLastLonger: null,
isModImmortal: null,
modSporesOnDeath: null,
isModImmuneExplosion: null,
isModExplodeMob: null,
isModDroneOnDamage: null,
modAcidDmg: null,
isModAcidDmg: null,
annihilation: null,
modRecursiveHealing: null,
modSquirrelFx: null,
isModCrit: null,
isModBayesian: null,
isModLowHealthDmg: null,
isModFarAwayDmg: null,
isModEntanglement: null,
isModMassEnergy: null,
isModFourOptions: null,
modLaserBotCount: null,
modNailBotCount: null,
modCollisionImmuneCycles: null,
modBlockDmg: null,
isModPiezo: null,
isModDroneCollide: null,
isModFastSpores: null,
isModStomp: null,
modSuperBallNumber: null,
modOneSuperBall: null,
modLaserReflections: null,
modLaserDamage: null,
modLaserFieldDrain: null,
isModNoAmmo: null,
isModAmmoFromHealth: null,
modMobDieAtHealth: null,
isModEnergyRecovery: null,
isModHealthRecovery: null,
isModEnergyLoss: null,
isModFoamShieldHit: null,
isModDeathAvoid: null,
isModDeathAvoidOnCD: null,
modWaveSpeedMap: null,
modWaveSpeedBody: null,
modFieldEfficiency: null,
isModSporeField: null,
isModMissileField: null,
isModFlechetteMultiShot: null,
isModMineAmmoBack: null,
isModPlasmaRange: null,
isModRailNails: null,
isModHawking: null,
modBabyMissiles: null,
isModIceCrystals: null,
modThrowChargeRate: null,
isModBlockStun: null,
isModStunField: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
b.modAcidDmg = 0.7
} else {
game.playerDmgColor = "rgba(0,0,0,0.7)"
b.modAcidDmg = 0
}
},
mods: [{
name: "depleted uranium rounds",
description: `your <strong>bullets</strong> are <strong>+13%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
count: 0,
maxCount: 9,
allowed() {
return b.haveGunCheck("minigun") || b.haveGunCheck("shotgun") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
},
requires: "minigun, shotgun, super balls, foam",
effect() {
b.modBulletSize += 0.13
},
remove() {
b.modBulletSize = 1;
}
},
{
name: "fluoroantimonic acid",
description: "each <strong>bullet</strong> does instant <strong class='color-p'>acid</strong> <strong class='color-d'>damage</strong><br><strong>active</strong> when you are above <strong>80%</strong> base health",
maxCount: 1,
count: 0,
allowed() {
return mech.health > 0.8 || build.isCustomSelection
},
requires: "health above 80%",
effect() {
b.isModAcidDmg = true;
b.modOnHealthChange();
},
remove() {
b.modAcidDmg = 0;
b.isModAcidDmg = false;
game.playerDmgColor = "rgba(0,0,0,0.7)"
}
},
{
name: "kinetic bombardment",
description: "do up to <strong>33%</strong> more <strong class='color-d'>damage</strong> at a distance<br><em>increase maxes out at about 40 steps away</em>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModFarAwayDmg = true; //used in mob.damage()
},
remove() {
b.isModFarAwayDmg = false;
}
},
{
name: "fracture analysis",
description: "<strong>5x</strong> physical <strong class='color-d'>damage</strong> to unaware mobs<br><em>unaware mobs don't have a health bar</em>",
maxCount: 1,
count: 0,
allowed() {
return b.isModFarAwayDmg
},
requires: "kinetic bombardment",
effect() {
b.isModCrit = true;
},
remove() {
b.isModCrit = false;
}
},
{
name: "quasistatic equilibrium",
description: "do extra <strong class='color-d'>damage</strong> at low health<br><em>up to <strong>50%</strong> increase when near death</em>",
maxCount: 1,
count: 0,
allowed() {
return mech.health < 0.8 || build.isCustomSelection
},
requires: "health below 80%",
effect() {
b.isModLowHealthDmg = true; //used in mob.damage()
},
remove() {
b.isModLowHealthDmg = false;
}
},
{
name: "high explosives",
description: "<strong class='color-e'>explosions</strong> do <strong>+20%</strong> more <strong class='color-d'>damage</strong><br><strong class='color-e'>explosive</strong> area is <strong>+44% larger</strong>",
maxCount: 3,
count: 0,
allowed() {
return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse") || b.isModMissileField;
},
requires: "an explosive gun",
effect: () => {
b.modExplosionRadius += 0.2;
},
remove() {
b.modExplosionRadius = 1;
}
},
{
name: "electric reactive armour",
description: "<strong class='color-e'>explosions</strong> drain your <strong class='color-f'>energy</strong><br>instead of <strong>harming</strong> you",
maxCount: 1,
count: 0,
allowed() {
return b.modExplosionRadius > 1
},
requires: "high explosives",
effect: () => {
b.isModImmuneExplosion = true;
},
remove() {
b.isModImmuneExplosion = false;
}
},
{
name: "thermal runaway",
description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong><br><em>be careful</em>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
b.isModExplodeMob = true;
},
remove() {
b.isModExplodeMob = false;
}
},
{
name: "auto-loading heuristics",
description: "your <strong>delay</strong> after firing is <strong>+14% shorter</strong>",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modFireRate *= 0.86
},
remove() {
b.modFireRate = 1;
}
},
{
name: "desublimated ammunition",
description: "use <strong>50%</strong> less <strong>ammo</strong> when <strong>crouching</strong>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modNoAmmo = 1
},
remove() {
b.modNoAmmo = 0;
}
},
{
name: "mass driver",
description: "<strong>objects</strong> do <strong>3x</strong> more <strong class='color-d'>damage</strong> to mobs<br>charge <strong>throws</strong> in <strong>3x</strong> less time",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modThrowChargeRate = 3
},
remove() {
b.modThrowChargeRate = 1
}
},
{
name: "laser-bot",
description: "a bot <strong>defends</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modLaserBotCount++;
b.laserBot();
},
remove() {
b.modLaserBotCount = 0;
}
},
{
name: "nail-bot",
description: "a bot fires <strong>nails</strong> at targets in line of sight",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modNailBotCount++;
b.nailBot();
},
remove() {
b.modNailBotCount = 0;
}
},
{
name: "ablative synthesis",
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModDroneOnDamage = true;
for (let i = 0; i < 4; i++) {
b.drone() //spawn drone
}
},
remove() {
b.isModDroneOnDamage = false;
}
},
{
name: "Lorentzian topology",
description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
maxCount: 3,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam") || b.haveGunCheck("wave beam")
},
requires: "drones, spores, super balls,<br> foam, or wave beam",
effect() {
b.isModBulletsLastLonger += 0.33
},
remove() {
b.isModBulletsLastLonger = 1;
}
},
{
name: "zoospore vector",
description: "mobs discharge <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> on <strong>death</strong><br><strong>+11%</strong> chance",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modSporesOnDeath += 0.11;
for (let i = 0; i < 10; i++) {
b.spore(player)
}
},
remove() {
b.modSporesOnDeath = 0;
}
},
{
name: "reaction inhibitor",
description: "mobs <strong>die</strong> if their life goes below <strong>12%</strong>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
b.modMobDieAtHealth = 0.15
},
remove() {
b.modMobDieAtHealth = 0.05;
}
},
{
name: "waste energy recovery",
description: "regen <strong>7%</strong> of max <strong class='color-f'>energy</strong> every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModEnergyRecovery = true;
},
remove() {
b.isModEnergyRecovery = false;
}
},
{
name: "scrap recycling",
description: "<strong class='color-h'>heal</strong> up to <strong>1%</strong> of max health every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.isModEnergyRecovery
},
requires: "waste energy recovery",
effect() {
b.isModHealthRecovery = true;
},
remove() {
b.isModHealthRecovery = false;
}
},
{
name: "acute stress response",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>no <strong class='color-f'>energy</strong> for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.isModEnergyRecovery
},
requires: "waste energy recovery",
effect() {
b.isModEnergyLoss = true;
},
remove() {
b.isModEnergyLoss = false;
}
},
{
name: "squirrel-cage rotor",
description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() { // good with melee builds, content skipping builds
b.modSquirrelFx += 0.2;
mech.Fx = 0.016 * b.modSquirrelFx;
mech.jumpForce += 0.038;
},
remove() {
b.modSquirrelFx = 1;
mech.Fx = 0.016; //if this changes update the values in definePlayerMass
mech.jumpForce = 0.42; //was 0.38 at 0.0019 gravity
}
},
{
name: "basidio-stomp",
description: "hard <strong>landings</strong> disrupt <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> in the ground<br>immune to <strong>harm</strong> from <strong>falling</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.modSquirrelFx > 1
},
requires: "squirrel-cage rotor",
effect() {
b.isModStomp = true
},
remove() {
b.isModStomp = false;
}
},
{
name: "Pauli exclusion",
description: `unable to <strong>collide</strong> with mobs for <strong>+1</strong> second<br>activates after being <strong>harmed</strong> from a collision`,
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modCollisionImmuneCycles += 60;
mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
},
remove() {
b.modCollisionImmuneCycles = 30;
}
},
{
name: "annihilation",
description: "after <strong>touching</strong> mobs, they are <strong>annihilated</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.modCollisionImmuneCycles > 30
},
requires: "Pauli exclusion",
effect() {
b.isModAnnihilation = true
},
remove() {
b.isModAnnihilation = false;
}
},
{
name: "quantum immortality",
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModImmortal = true;
},
remove() {
b.isModImmortal = false;
}
},
{
name: "weak anthropic principle",
description: "<strong>fatal harm</strong> can't happen<br><strong>saves</strong> you up to once every <strong>3</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return b.isModImmortal
},
requires: "quantum immortality",
effect() {
b.isModDeathAvoid = true;
b.isModDeathAvoidOnCD = false;
},
remove() {
b.isModDeathAvoid = false;
b.isModDeathAvoidOnCD = false;
}
},
{
name: "entanglement",
description: "<strong>13%</strong> less <strong>harm</strong> for each gun in your <strong>inventory</strong><br> while your <strong>first gun</strong> is equipped",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModEntanglement = true
},
remove() {
b.isModEntanglement = false;
}
},
{
name: "piezoelectricity",
description: "<strong>colliding</strong> with mobs fills your <strong class='color-f'>energy</strong><br><strong>10%</strong> less <strong>harm</strong> from mob collisions",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModPiezo = true;
mech.energy = mech.fieldEnergyMax;
},
remove() {
b.isModPiezo = false;
}
},
{
name: "energy conservation",
description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modEnergySiphon += 0.15;
mech.energy = mech.fieldEnergyMax
},
remove() {
b.modEnergySiphon = 0;
}
},
{
name: "entropy exchange",
description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.modHealthDrain += 0.015;
},
remove() {
b.modHealthDrain = 0;
}
},
{
name: "overcharge",
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>+50%</strong>",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mech.fieldEnergyMax += 0.5
mech.energy += 0.5
},
remove() {
mech.fieldEnergyMax = 1;
}
},
{
name: "supersaturation",
description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>+50%</strong>",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mech.maxHealth += 0.50
mech.addHealth(0.50)
},
remove() {
mech.maxHealth = 1;
}
},
{
name: "recursive healing",
description: "<strong class='color-h'>healing</strong> power ups trigger one extra time",
maxCount: 9,
count: 0,
allowed() {
return mech.health < 0.7 || build.isCustomSelection
},
requires: "health below 70%",
effect() {
b.modRecursiveHealing += 1
},
remove() {
b.modRecursiveHealing = 1;
}
},
{
name: "mass-energy equivalence",
description: "<strong>power ups</strong> overfill your <strong class='color-f'>energy</strong><br>temporarily gain <strong>50%</strong> above your max",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
b.isModMassEnergy = true // used in mech.grabPowerUp
mech.energy = mech.fieldEnergyMax * 2
},
remove() {
b.isModMassEnergy = false;
}
},
{
name: "Bayesian inference",
description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
b.isModBayesian = 0.20;
},
remove() {
b.isModBayesian = 0;
}
},
{
name: "+1 cardinality",
description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
b.isModFourOptions = true;
},
remove() {
b.isModFourOptions = false;
}
},
{
name: "catabolism",
description: "gain <strong>ammo</strong> when you <strong>fire</strong> while <strong>out</strong> of <strong>ammo</strong><br>drains <strong>3%</strong> of current remaining <strong>health</strong>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
b.isModAmmoFromHealth = 0.03;
},
remove() {
b.isModAmmoFromHealth = 0;
}
},
{
name: "leveraged investment",
description: "<strong>remove</strong> all future <strong>ammo</strong> power ups<br>spawn 6 <strong class='color-m'>mods</strong> and 3 <strong class='color-h'>healing</strong> power ups",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
b.isModNoAmmo = true;
for (let i = 0; i < 6; i++) { //if you change the six also change it in Born rule
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
for (let i = 0; i < 3; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
}
},
remove() {
b.isModNoAmmo = false;
}
},
{
name: "reallocation",
description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong>guns</strong><br><em>recursive mods can lose all stacks</em>",
maxCount: 1,
count: 0,
allowed() {
return (b.modCount > 0) && !build.isCustomSelection
},
requires: "at least 1 mod",
effect: () => {
const have = [] //find which mods you have
for (let i = 0; i < b.mods.length; i++) {
if (b.mods[i].count > 0) have.push(i)
}
const choose = have[Math.floor(Math.random() * have.length)]
b.mods[choose].remove(); // remove a random mod form the list of mods you have
b.mods[choose].count = 0;
game.updateModHUD();
for (let i = 0; i < 2; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
}
},
remove() {
//nothing to remove
}
},
{
name: "Born rule",
description: "<strong>remove</strong> all current <strong class='color-m'>mods</strong><br>spawn new <strong class='color-m'>mods</strong> to replace them",
maxCount: 1,
count: 0,
allowed() {
return (b.modCount > 6) && !build.isCustomSelection
},
requires: "more than 6 mods",
effect: () => {
let count = b.modCount
if (b.isModNoAmmo) count - 6 //remove the 6 bonus mods when getting rid of leveraged investment
for (let i = 0; i < count; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
b.setupAllMods(); // remove all mods
//have state is checked in mech.death()
},
remove() {
//nothing to undo
}
},
{
name: "ice crystal nucleation",
description: "your <strong>minigun</strong> uses <strong class='color-f'>energy</strong> to condense<br><strong>bullets</strong> from water vapor that <strong>slow</strong> mobs",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("minigun")
},
requires: "minigun",
effect() {
b.isModIceCrystals = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "minigun") {
b.guns[i].ammoPack = Infinity
b.guns[i].recordedAmmo = b.guns[i].ammo
b.guns[i].ammo = Infinity
game.updateGunHUD();
break;
}
}
},
remove() {
b.isModIceCrystals = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "minigun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
b.guns[i].ammo = b.guns[i].recordedAmmo
game.updateGunHUD();
break;
}
}
}
},
{
name: "shotgun spin-statistics",
description: "firing the <strong>shotgun</strong> makes you <br><strong>immune</strong> to collisions for <strong>1/2</strong> a second",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("shotgun")
},
requires: "shotgun",
effect() {
b.isModShotgunImmune = true;
},
remove() {
b.isModShotgunImmune = false;
}
},
{
name: "super duper",
description: "fire <strong>+2</strong> additional <strong>super balls</strong>",
maxCount: 9,
count: 0,
allowed() {
return b.haveGunCheck("super balls") && !b.modOneSuperBall
},
requires: "super balls",
effect() {
b.modSuperBallNumber += 2
},
remove() {
b.modSuperBallNumber = 4;
}
},
{
name: "super ball",
description: "fire one <strong>large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>2</strong> second",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("super balls") && b.modSuperBallNumber === 4
},
requires: "super balls",
effect() {
b.modOneSuperBall = true;
},
remove() {
b.modOneSuperBall = false;
}
},
{
name: "fléchettes cartridges",
description: "<strong>fléchettes</strong> release <strong>three</strong> needles in each shot<br><strong>ammo</strong> cost are increases by <strong>3x</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("fléchettes")
},
requires: "fléchettes",
effect() {
b.isModFlechetteMultiShot = true;
//cut current ammo by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
}
//cut ammo packs by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
}
game.updateGunHUD();
},
remove() {
b.isModFlechetteMultiShot = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
game.updateGunHUD();
}
},
{
name: "irradiated needles",
description: "<strong>fléchette</strong> needles are exposed to <strong class='color-p'>radiation</strong><br>needles do <strong>2x</strong> <strong class='color-d'>damage</strong> spread over <strong>6</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("fléchettes")
},
requires: "fléchettes",
effect() {
b.isModDotFlechette = true;
},
remove() {
b.isModDotFlechette = false;
}
},
{
name: "wave phase velocity",
description: "the <strong>wave beam</strong> propagates faster in solids",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
b.modWaveSpeedMap = 3
b.modWaveSpeedBody = 1.9
},
remove() {
b.modWaveSpeedMap = 0.08
b.modWaveSpeedBody = 0.25
}
},
{
name: "pocket universe",
description: "<strong>wave beam</strong> bullets last <strong>4</strong> times longer<br>bullets are <strong>confined</strong> to a <strong>region</strong> around player",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
b.isModWaveReflect = true
},
remove() {
b.isModWaveReflect = false
}
},
{
name: "self-replication",
description: "when <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they fire <strong>+1</strong> smaller <strong>missiles</strong>",
maxCount: 9,
count: 0,
allowed() {
return b.haveGunCheck("missiles") || b.isModMissileField
},
requires: "missiles",
effect() {
b.modBabyMissiles++
},
remove() {
b.modBabyMissiles = 0;
}
},
{
name: "optimized shell packing",
description: "<strong>flak</strong> ammo drops contain <strong>2x</strong> more shells",
maxCount: 3,
count: 0,
allowed() {
return b.haveGunCheck("flak")
},
requires: "flak",
effect() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 + this.count);
}
},
remove() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
}
},
{
name: "mine reclamation",
description: "retrieve <strong>ammo</strong> from all undetonated <strong>mines</strong><br>and <strong>20%</strong> of <strong>mines</strong> after detonation",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("mine")
},
requires: "mine",
effect() {
b.isModMineAmmoBack = true;
},
remove() {
b.isModMineAmmoBack = false;
}
},
{
name: "tinsellated flagella",
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>33% faster</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("spores") || b.modSporesOnDeath > 0 || b.isModStomp || b.isModSporeField
},
requires: "spores",
effect() {
b.isModFastSpores = true
},
remove() {
b.isModFastSpores = false
}
},
{
name: "redundant systems",
description: "<strong>drone</strong> collisions no longer reduce their <strong>lifespan</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("drones") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModMissileField))
},
requires: "drones",
effect() {
b.isModDroneCollide = true
},
remove() {
b.isModDroneCollide = true;
}
},
{
name: "foam stabilization",
description: "<strong>foam</strong> can stick to shields",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("foam")
},
requires: "foam",
effect() {
b.isModFoamShieldHit = true;
},
remove() {
b.isModFoamShieldHit = false;
}
},
{
name: "fragmenting projectiles",
description: "<strong>rail gun</strong> fragments into nails after hitting mobs at high speeds",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("rail gun")
},
requires: "rail gun",
effect() {
b.isModRailNails = true;
},
remove() {
b.isModRailNails = false;
}
},
{
name: "specular reflection",
description: "the <strong>laser</strong> gains <strong>+1</strong> reflection<br><strong>+50%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
maxCount: 9,
count: 0,
allowed() {
return b.haveGunCheck("laser")
},
requires: "laser",
effect() {
b.modLaserReflections++;
b.modLaserDamage += 0.025; //base is 0.05
b.modLaserFieldDrain += 0.001 //base is 0.002
},
remove() {
b.modLaserReflections = 2;
b.modLaserDamage = 0.06;
b.modLaserFieldDrain = 0.002;
}
},
{
name: "daze",
description: "blocking <strong>stuns</strong> mobs for 1 second<br>with the <strong>perfect diamagnetism</strong> field",
maxCount: 9,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
},
requires: "perfect diamagnetism",
effect() {
b.isModStunField += 60;
},
remove() {
b.isModStunField = 0;
}
},
{
name: "plasma jet",
description: "increase <strong>plasma torch's</strong> range by <strong>33%</strong>",
maxCount: 9,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "plasma torch"
},
requires: "plasma torch",
effect() {
b.isModPlasmaRange += 0.33;
},
remove() {
b.isModPlasmaRange = 1;
}
},
{
name: "Hawking radiation",
description: "<strong>negative mass field</strong> leaks virtual particles<br>mobs inside the field take <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "negative mass field"
},
requires: "negative mass field",
effect() {
b.isModHawking = true;
},
remove() {
b.isModHawking = 0;
}
},
{
name: "bremsstrahlung radiation",
description: "<strong>blocking</strong> with your field does <strong class='color-d'>damage</strong>",
maxCount: 9,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics" || mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
},
requires: "standing wave harmonics<br>or perfect diamagnetism",
effect() {
b.modBlockDmg += 0.4 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
},
remove() {
b.modBlockDmg = 0;
}
},
{
name: "frequency resonance",
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>30%</strong>",
maxCount: 9,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics"
},
requires: "standing wave harmonics",
effect() {
mech.fieldRange += 175 * 0.2
mech.fieldShieldingScale *= 0.7
},
remove() {
mech.fieldRange = 175;
mech.fieldShieldingScale = 1;
}
},
{
name: "mycelium manufacturing",
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !b.isModMissileField
},
requires: "nano-scale manufacturing",
effect() {
b.isModSporeField = true;
},
remove() {
b.isModSporeField = false;
}
},
{
name: "missile manufacturing",
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to construct <strong>missiles</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !b.isModSporeField
},
requires: "nano-scale manufacturing",
effect() {
b.isModMissileField = true;
},
remove() {
b.isModMissileField = false;
}
},
{
name: "quantum dissipation",
description: "<strong>phase decoherence field</strong> uses <strong class='color-f'>energy</strong> to <br><strong class='color-d'>damage</strong> unshielded <strong>mobs</strong> that you <strong>overlap</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "phase decoherence field"
},
requires: "phase decoherence field",
effect() {
b.isModPhaseFieldDamage = true;
},
remove() {
b.isModPhaseFieldDamage = false;
}
},
],
removeMod(index) {
b.mods[index].remove();
b.mods[index].count = 0;
game.updateModHUD();
},
setupAllMods() {
for (let i = 0, len = b.mods.length; i < len; i++) {
b.mods[i].remove();
b.mods[i].count = 0
}
b.modCount = 0;
game.updateModHUD();
},
// setupAllMods() {
// for (let i = 0, len = b.mods.length; i < len; i++) {
// if (b.mods[i].count) b.mods[i].remove();
// b.mods[i].count = 0
// }
// b.modCount = 0;
// game.updateModHUD();
// },
giveMod(index = 'random') {
if (index === 'random') {
let options = [];
for (let i = 0; i < b.mods.length; i++) {
if (b.mods[i].count < b.mods[i].maxCount && b.mods[i].allowed())
options.push(i);
}
// give a random mod from the mods I don't have
if (options.length > 0) {
let newMod = options[Math.floor(Math.random() * options.length)]
b.giveMod(newMod)
}
} else {
if (isNaN(index)) { //find index by name
for (let i = 0; i < b.mods.length; i++) {
if (index === b.mods[i].name) index = i
}
}
b.mods[index].effect(); //give specific mod
b.mods[index].count++
b.modCount++ //used in power up randomization
game.updateModHUD();
}
},
haveGunCheck(name) {
for (i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].name === name) return true
}
return false
},
activeGun: null, //current gun in use by player
inventoryGun: 0,
inventory: [], //list of what guns player has // 0 starts with basic gun
fire() {
if (game.mouseDown && mech.fireCDcycle < mech.cycle && (!(keys[32] || game.mouseDownRight) || mech.fieldFire) && b.inventory.length) {
if (b.guns[b.activeGun].ammo > 0) {
b.guns[b.activeGun].fire();
if (b.modNoAmmo && mech.crouch) {
if (b.modNoAmmo % 2) {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
}
b.modNoAmmo++ //makes the no ammo toggle off and on
} else {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
}
} else {
if (b.isModAmmoFromHealth && mech.health > 0.05) {
mech.damage(Math.max(0.01, b.isModAmmoFromHealth * mech.health));
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
}
mech.fireCDcycle = mech.cycle + 30; //fire cooldown
game.replaceTextLog = true;
game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
}
if (mech.holdingTarget) {
mech.drop();
}
}
},
bulletActions() { //run in main loop
//remove bullet if at end cycle for that bullet
let i = bullet.length;
while (i--) {
if (bullet[i].endCycle < game.cycle) {
bullet[i].onEnd(i); //some bullets do stuff on end
if (bullet[i]) {
Matter.World.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
}
}
}
//draw
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 = "#000";
ctx.fill();
//do bullet things
for (let i = 0, len = bullet.length; i < len; i++) {
bullet[i].do();
}
},
fireProps(cd, speed, dir, me) {
mech.fireCDcycle = mech.cycle + Math.floor(cd * b.modFireRate); // cool down
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + speed * Math.cos(dir),
y: mech.Vy / 2 + speed * Math.sin(dir)
});
World.add(engine.world, bullet[me]); //add bullet to world
},
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,
onDmg() {}, //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,
onDmg() {}, //this.endCycle = 0 //triggers despawn
onEnd() {}
};
}
},
muzzleFlash(radius = 10) {
ctx.fillStyle = "#fb0";
ctx.beginPath();
ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.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);
// b.removeConsBB(me);
break;
} else if (consBB[i].bodyB === me) {
consBB[i].bodyB = consBB[i].bodyA;
consBB.splice(i, 1);
// b.removeConsBB(me);
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();
}
}
},
explosion(where, radius, isBurn = false) {
radius *= b.modExplosionRadius
// typically explode is used for some bullets with .onEnd
//add dmg to draw queue
game.drawList.push({
x: where.x,
y: where.y,
radius: radius,
color: "rgba(255,25,0,0.6)",
time: game.drawTime
});
let dist, sub, knock;
let dmg = b.dmgScale * radius * 0.009;
const alertRange = 100 + radius * 2; //alert range
//add alert to draw queue
game.drawList.push({
x: where.x,
y: where.y,
radius: alertRange,
color: "rgba(100,20,0,0.03)",
time: game.drawTime
});
//player damage and knock back
sub = Vector.sub(where, player.position);
dist = Vector.magnitude(sub);
if (dist < radius) {
if (b.isModImmuneExplosion) {
const drain = Math.max(radius * 0.0004, 0.2)
if (mech.energy > drain) {
mech.energy -= drain
} else {
mech.damage(radius * 0.0001); //do half damage if have the mod, but out of mana
}
} else {
mech.damage(radius * 0.0002); //normal player damage from explosions
}
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 55);
player.force.x += knock.x;
player.force.y += knock.y;
mech.drop();
}
//body knock backs
for (let i = 0, len = body.length; i < len; ++i) {
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) / 18);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
} else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) / 40);
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) / 30);
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) / 45);
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 *= 3 //balancing explosion dmg to shields
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
// mobs.statusStun(mob[i])
// if (isBurn) mobs.statusBurn(mob[i], 0.4) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
mob[i].force.x += knock.x;
mob[i].force.y += knock.y;
}
}
}
},
missile(where, dir, speed, size = 1, spawn = 0) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(where.x, where.y, 30 * b.modBulletSize * size, 4 * b.modBulletSize * size, b.fireAttributes(dir));
const thrust = 0.00417 * bullet[me].mass;
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + speed * Math.cos(dir),
y: mech.Vy / 2 + speed * Math.sin(dir)
});
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].frictionAir = 0.023
bullet[me].endCycle = game.cycle + Math.floor((280 + 40 * Math.random()) * b.isModBulletsLastLonger);
bullet[me].explodeRad = 170 + 60 * Math.random();
bullet[me].lookFrequency = Math.floor(21 + Math.random() * 7);
bullet[me].onEnd = function () {
b.explosion(this.position, this.explodeRad * size); //makes bullet do explosive damage at end
for (let i = 0; i < spawn; i++) {
b.missile(this.position, 2 * Math.PI * Math.random(), 0, 0.75)
}
}
bullet[me].onDmg = function () {
this.tryToLockOn();
// this.endCycle = 0; //bullet ends cycle after doing damage // also triggers explosion
};
bullet[me].lockedOn = null;
bullet[me].tryToLockOn = function () {
this.lockedOn = null;
let closeDist = Infinity;
//look for closest target to where the missile will be in 30 cycles
const futurePos = Vector.add(this.position, Vector.mult(this.velocity, 30))
for (let i = 0, len = mob.length; i < len; ++i) {
if (
mob[i].alive && mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
if (futureDist < closeDist) {
closeDist = futureDist;
this.lockedOn = mob[i];
this.frictionAir = 0.05; //extra friction once a target it locked
}
}
}
//explode when bullet is close enough to target
if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad) {
// console.log('hit')
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
this.lockedOn.damage(b.dmgScale * 5 * size); //does extra damage to target
}
};
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
if (!(mech.cycle % this.lookFrequency)) {
this.tryToLockOn();
}
//rotate missile towards the target
if (this.lockedOn) {
const face = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
};
const target = Vector.normalise(Vector.sub(this.position, this.lockedOn.position));
if (Vector.dot(target, face) > -0.98) {
if (Vector.cross(target, face) > 0) {
Matter.Body.rotate(this, 0.08);
} else {
Matter.Body.rotate(this, -0.08);
}
}
}
//accelerate in direction bullet is facing
const dir = this.angle; // + (Math.random() - 0.5);
this.force.x += Math.cos(dir) * thrust;
this.force.y += Math.sin(dir) * thrust;
//draw rocket
ctx.beginPath();
ctx.arc(this.position.x - Math.cos(this.angle) * (30 * size - 3) + (Math.random() - 0.5) * 4,
this.position.y - Math.sin(this.angle) * (30 * 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,
11 * size, 0, 2 * Math.PI);
ctx.fillStyle = "rgba(255,155,0,0.5)";
ctx.fill();
}
}
},
mine(where, velocity, angle = 0, isAmmoBack = false) {
const bIndex = bullet.length;
bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45 * b.modBulletSize, 16 * b.modBulletSize, {
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
},
minDmgSpeed: 5,
stillCount: 0,
isArmed: false,
endCycle: Infinity,
lookFrequency: 41 + Math.floor(23 * Math.random()),
range: 700,
onDmg() {},
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 = Matter.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) {
if (angle > -0.2 || angle < -1.5) { //don't stick to level ground
Matter.Body.setStatic(this, true) //don't set to static if not touching map
} 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) {
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)))
}
}
}
} else {
if (this.speed < 1 && this.angularSpeed < 0.01 && !mech.isBodiesAsleep) {
this.stillCount++
}
}
if (this.stillCount > 25) this.arm();
},
arm() {
this.isArmed = true
game.drawList.push({
//add dmg to draw queue
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 (!(game.cycle % this.lookFrequency)) { //find mob targets
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 &&
mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
this.endCycle = 0 //end life if mob is near and visible
if (Math.random() < 0.8) isAmmoBack = false; //20% chance to get ammo back from undetonated mines
}
}
}
}
},
onEnd() {
if (this.isArmed) {
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].dropPowerUp) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 1440000 && //1200*1200
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))) //predict where the mob will be in a few cycles
}
}
}
for (let i = 0; i < 16; i++) {
const speed = 53 + 10 * Math.random()
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(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed), 1.1)
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
b.nail(this.position, {
x: speed * Math.cos(ANGLE),
y: speed * Math.sin(ANGLE)
})
}
}
}
if (isAmmoBack) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "mine") {
b.guns[i].ammo++
game.updateGunHUD();
break;
}
}
}
}
});
bullet[bIndex].torque += bullet[bIndex].inertia * 0.0002 * (0.5 - Math.random())
Matter.Body.setVelocity(bullet[bIndex], velocity);
World.add(engine.world, bullet[bIndex]); //add bullet to world
},
spore(who) { //used with the mod upgrade in mob.death()
const bIndex = bullet.length;
const side = 4 * b.modBulletSize;
bullet[bIndex] = Bodies.polygon(who.position.x, who.position.y, 5, side, {
// density: 0.0015, //frictionAir: 0.01,
inertia: Infinity,
restitution: 0.5,
angle: Math.random() * 2 * Math.PI,
friction: 0,
frictionAir: 0.025,
thrust: b.isModFastSpores ? 0.0008 : 0.0004,
dmg: 2.2, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
},
endCycle: game.cycle + Math.floor((660 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger),
minDmgSpeed: 0,
onDmg() {
// mobs.statusPoison(who, 0.5, 180) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
this.endCycle = 0; //bullet ends cycle after doing damage
},
onEnd() {},
lookFrequency: 97 + Math.floor(77 * Math.random()),
do() {
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
this.closestTarget = null;
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].dropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// Matter.Query.ray(body, this.position, mob[i].position).length === 0
const targetVector = Vector.sub(this.position, mob[i].position)
const dist = Vector.magnitude(targetVector);
if (dist < closeDist) {
this.closestTarget = mob[i].position;
closeDist = dist;
this.lockedOn = mob[i] //Vector.normalise(targetVector);
if (0.3 > Math.random()) break //doesn't always target the closest mob
}
}
}
}
//accelerate towards mobs
if (this.lockedOn && this.lockedOn.alive) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * this.thrust)
// this.force.x -= THRUST * this.lockedOn.x
// this.force.y -= THRUST * this.lockedOn.y
} else {
this.force.y += this.mass * 0.0001; //gravity
}
},
});
const SPEED = 4 + 8 * Math.random();
const ANGLE = 2 * Math.PI * Math.random()
Matter.Body.setVelocity(bullet[bIndex], {
x: SPEED * Math.cos(ANGLE),
y: SPEED * Math.sin(ANGLE)
});
World.add(engine.world, bullet[bIndex]); //add bullet to world
},
drone(speed = 1) {
const me = bullet.length;
const THRUST = 0.0015
const dir = mech.angle + 0.2 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
angle: dir,
inertia: Infinity,
friction: 0.05,
frictionAir: 0.0005,
restitution: 1,
dmg: 0.13, //damage done in addition to the damage from momentum
lookFrequency: 83 + Math.floor(41 * Math.random()),
endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
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,
onDmg() {
this.lockedOn = null
if (this.endCycle > game.cycle + 180 && b.isModDroneCollide) {
this.endCycle -= 60
if (game.cycle + 180 > this.endCycle) this.endCycle = game.cycle + 180
}
},
onEnd() {},
do() {
if (game.cycle + 180 > this.endCycle) { //fall and die
this.force.y += this.mass * 0.0012;
this.restitution = 0.2;
} else {
this.force.y += this.mass * 0.0002;
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = Infinity;
for (let i = 0, len = mob.length; i < len; ++i) {
if (
mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
const DIST = Vector.magnitude(TARGET_VECTOR);
if (DIST < closeDist) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
if (!this.lockedOn) {
//grab a power up if it is (ammo) or (a heal when player is low)
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
((powerUp[i].name !== "field" && powerUp[i].name !== "heal") || (powerUp[i].name === "heal" && mech.health < 0.8)) &&
Matter.Query.ray(map, this.position, powerUp[i].position).length === 0 &&
Matter.Query.ray(body, this.position, powerUp[i].position).length === 0
) {
const TARGET_VECTOR = Vector.sub(this.position, powerUp[i].position)
const DIST = Vector.magnitude(TARGET_VECTOR);
if (DIST < closeDist) {
if (DIST < 50) { //eat the power up if close enough
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break;
}
closeDist = DIST;
this.lockedOn = powerUp[i]
}
}
}
}
}
if (this.lockedOn) { //accelerate towards mobs
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
} else { //accelerate towards mouse
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, game.mouseInGame)), -this.mass * THRUST)
}
// speed cap instead of friction to give more agility
if (this.speed > 6) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
});
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
});
},
nail(pos, velocity, dmg = 0) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 60 + 18 * Math.random();
bullet[me].dmg = dmg
bullet[me].do = function () {};
},
nailBot(speed = 1) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (10 + 5 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 4, RADIUS, {
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 0.6 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 56 + Math.floor(17 * Math.random()),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 70 * (1 + 0.3 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 3000000 && //1400*1400
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))
const SPEED = 50
b.nail(this.position, Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED), 0.4)
break;
}
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
// this.frictionAir = 0.1
} else { //close to player
// this.frictionAir = 0
//add player's velocity
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17)));
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
});
},
laserBot(speed = 1) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (14 + 6 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.008 * (1 + 0.3 * Math.random()),
restitution: 0.5 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 27 + Math.floor(17 * Math.random()),
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
range: 600 * (1 + 0.2 * Math.random()),
followRange: 150 + Math.floor(30 * Math.random()),
offPlayer: {
x: 0,
y: 0,
},
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
//move in a circle
// const radius = 1.5
// this.offPlayer.x -= radius * Math.cos(game.cycle * 0.02)
// this.offPlayer.y -= radius * Math.sin(game.cycle * 0.02)
const playerPos = Vector.add(Vector.add(this.offPlayer, mech.pos), Vector.mult(player.velocity, 20)) //also include an offset unique to this bot to keep many bots spread out
const farAway = Math.max(0, (Vector.magnitude(Vector.sub(this.position, playerPos))) / this.followRange) //linear bounding well
const mag = Math.min(farAway, 4) * this.mass * this.acceleration
this.force = Vector.mult(Vector.normalise(Vector.sub(playerPos, this.position)), mag)
//manual friction to not lose rotational velocity
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.95,
y: this.velocity.y * 0.95
});
//find targets
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
!mob[i].isShielded &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
//randomize position relative to player
if (Math.random() < 0.15) {
this.offPlayer = {
x: 100 * (Math.random() - 0.5),
y: 90 * (Math.random() - 0.5),
}
}
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
//find the closest vertex
let bestVertexDistance = Infinity
let bestVertex = null
for (let i = 0; i < this.lockedOn.vertices.length; i++) {
const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
if (dist < bestVertexDistance) {
bestVertex = i
bestVertexDistance = dist
}
}
const dmg = b.dmgScale * 0.05;
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
ctx.beginPath(); //draw laser
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
ctx.strokeStyle = "#f00";
ctx.lineWidth = "2"
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
ctx.beginPath();
ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fillStyle = "#f00";
ctx.fill();
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
});
},
giveGuns(gun = "random", ammoPacks = 6) {
if (gun === "random") {
//find what guns player doesn't have
options = []
for (let i = 0, len = b.guns.length; i < len; i++) {
if (!b.guns[i].have) options.push(i)
}
if (options.length === 0) return
//randomly pick from list of possible guns
gun = options[Math.floor(Math.random() * options.length)]
}
if (gun === "all") {
b.activeGun = 0;
b.inventoryGun = 0;
for (let i = 0; i < b.guns.length; i++) {
b.inventory[i] = i;
b.guns[i].have = true;
b.guns[i].ammo = Math.floor(b.guns[i].ammoPack * ammoPacks);
}
} else {
if (isNaN(gun)) { //find gun by name
for (let i = 0; i < b.guns.length; i++) {
if (gun === b.guns[i].name) gun = i
}
}
if (!b.guns[gun].have) b.inventory.push(gun);
b.guns[gun].have = true;
b.guns[gun].ammo = Math.floor(b.guns[gun].ammoPack * ammoPacks);
if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
}
game.makeGunHUD();
},
guns: [{
name: "minigun", //0
description: "<strong>rapidly</strong> fire a stream of small <strong>bullets</strong>",
ammo: 0,
ammoPack: 55,
defaultAmmoPack: 55,
recordedAmmo: 0,
have: false,
isStarterGun: true,
isEasyToAim: false,
fire() {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.1);
bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, 6 * b.modBulletSize, b.fireAttributes(dir));
b.fireProps(mech.crouch ? 8 : 4, mech.crouch ? 52 : 38, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + 70;
bullet[me].dmg = 0.07;
bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
if (b.isModIceCrystals && mech.energy > 0.01) {
mech.energy -= mech.fieldRegen + 0.007
bullet[me].onDmg = function (who) {
mobs.statusSlow(who, 60)
};
//ice muzzleFlash
ctx.fillStyle = "rgb(0,100,255)";
ctx.beginPath();
ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 15, 0, 2 * Math.PI);
ctx.fill();
} else {
b.muzzleFlash(15);
}
bullet[me].do = function () {
this.force.y += this.mass * 0.0005;
};
}
},
{
name: "shotgun", //1
description: "fire a <strong>burst</strong> of short range bullets<br><em>crouch to reduce recoil</em>",
ammo: 0,
ammoPack: 8,
have: false,
isStarterGun: true,
isEasyToAim: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 55 : 30) * b.modFireRate); // cool down
if (b.isModShotgunImmune) mech.collisionImmuneCycle = mech.cycle + 30; //player is immune to collision damage for 30 cycles
b.muzzleFlash(35);
// mobs.alert(650);
const side = 13 * b.modBulletSize
for (let i = 0; i < 12; i++) {
const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.40 : 1.2)
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 50 + Math.random() * 10
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
bullet[me].endCycle = game.cycle + 55
bullet[me].frictionAir = 0.04;
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
}
//knock back
const KNOCK = ((mech.crouch) ? 0.01 : 0.07) * b.modBulletSize * b.modBulletSize
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
}
},
{
name: "super balls", //2
description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 13,
have: false,
num: 5,
isStarterGun: true,
isEasyToAim: true,
fire() {
const SPEED = mech.crouch ? 40 : 30
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 28 : 20) * b.modFireRate); // cool down
if (b.modOneSuperBall) {
let dir = mech.angle
const me = bullet.length;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 12, 20 * b.modBulletSize, b.fireAttributes(dir, false));
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = game.cycle + Math.floor((300 + 60 * Math.random()) * b.isModBulletsLastLonger);
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 0.999;
bullet[me].friction = 0;
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
bullet[me].onDmg = function (who) {
mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
};
} else {
b.muzzleFlash(20);
const SPREAD = mech.crouch ? 0.08 : 0.15
let dir = mech.angle - SPREAD * (b.modSuperBallNumber - 1) / 2;
for (let i = 0; i < b.modSuperBallNumber; i++) {
const me = bullet.length;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 12, 7 * b.modBulletSize, b.fireAttributes(dir, false));
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
// Matter.Body.setDensity(bullet[me], 0.0001);
bullet[me].endCycle = game.cycle + Math.floor((300 + 60 * Math.random()) * b.isModBulletsLastLonger);
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 0.99;
bullet[me].friction = 0;
bullet[me].do = function () {
this.force.y += this.mass * 0.001;
};
dir += SPREAD;
}
}
}
},
{
name: "fléchettes", //3
description: "fire a <strong>precise</strong> volley of <strong>high velocity</strong> needles<br>that apply <strong class='color-p'>chemical</strong> <strong class='color-d'>damage</strong> over 3 seconds",
ammo: 0,
ammoPack: 23,
defaultAmmoPack: 23,
have: false,
isStarterGun: true,
isEasyToAim: false,
count: 0, //used to track how many shots are in a volley before a big CD
lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
fire() {
const CD = (mech.crouch) ? 45 : 25
if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
this.lastFireCycle = mech.cycle
if (this.count > ((mech.crouch) ? 6 : 1)) {
this.count = 0
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.modFireRate); // cool down
} else {
this.count++
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.modFireRate); // cool down
}
function makeFlechette(angle = mech.angle) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(angle));
// Matter.Body.setDensity(bullet[me], 0.0001); //0.001 is normal
bullet[me].endCycle = game.cycle + 180;
bullet[me].dmg = 0;
bullet[me].onDmg = function (who) {
if (b.isModDotFlechette) {
mobs.statusPoison(who, 0.33, 360) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
} else {
mobs.statusPoison(who, 0.33, 180) // (2.3) / 6 ticks (3 seconds)
}
};
bullet[me].do = function () {
if (this.speed < 10) this.force.y += this.mass * 0.0003; //no gravity until it slows don to improve aiming
};
const SPEED = 50
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(angle),
y: mech.Vy / 2 + SPEED * Math.sin(angle)
});
World.add(engine.world, bullet[me]); //add bullet to world
}
makeFlechette()
if (b.isModFlechetteMultiShot) {
makeFlechette(mech.angle + 0.01 + 0.01 * Math.random())
makeFlechette(mech.angle - 0.01 - 0.01 * Math.random())
}
}
},
{
name: "wave beam", //4
description: "emit a <strong>sine wave</strong> of oscillating particles<br>particles <strong>slowly</strong> propagate through <strong>solids</strong>",
ammo: 0,
ammoPack: 100,
have: false,
isStarterGun: true,
isEasyToAim: false,
fire() {
const me = bullet.length;
const dir = mech.angle
const SPEED = 10
const wiggleMag = mech.crouch ? 3 : 10
bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 7, 5 * b.modBulletSize, {
angle: dir,
cycle: 0,
endCycle: game.cycle + Math.floor((b.isModWaveReflect ? 480 : 120) * b.isModBulletsLastLonger),
inertia: Infinity,
frictionAir: 0,
slow: 0,
minDmgSpeed: 0,
dmg: 0,
isJustReflected: false,
classType: "bullet",
collisionFilter: {
category: 0,
mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
},
onDmg() {},
onEnd() {},
do() {
if (!mech.isBodiesAsleep) {
let slowCheck = 1;
if (Matter.Query.point(map, this.position).length) { //check if inside map
slowCheck = b.modWaveSpeedMap
} else { //check if inside a body
let q = Matter.Query.point(body, this.position)
if (q.length) {
slowCheck = b.modWaveSpeedBody
Matter.Body.setPosition(this, Vector.add(this.position, q[0].velocity)) //move with the medium
} else { // check if inside a mob
q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
slowCheck = 0.3;
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
let dmg = b.dmgScale * 0.6 / Math.sqrt(q[i].mass)
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: 'rgba(0,0,0,0.4)',
time: game.drawTime
});
}
}
}
if (slowCheck !== this.slow) { //toggle velocity based on inside and outside status change
this.slow = slowCheck
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), SPEED * slowCheck));
}
this.cycle++
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35))
Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
}
// if (b.isModWaveReflect) { //single reflection
// const sub = Vector.sub(this.position, mech.pos)
// if (Vector.magnitude(sub) > 630) {
// // Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(Vector.normalise(sub), -2 * POCKET_RANGE))) //teleport to opposite side
// if (!this.isJustReflected) {
// Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1)); //reflect
// this.isJustReflected = true;
// }
// }
// }
if (b.isModWaveReflect) {
Matter.Body.setPosition(this, Vector.add(this.position, player.velocity)) //bullets move with player
const sub = Vector.sub(this.position, mech.pos)
if (Vector.magnitude(sub) > 630) {
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(Vector.normalise(sub), -2 * 630))) //teleport to opposite side
}
}
// if (b.isModWaveReflect) {
// Matter.Body.setPosition(this, Vector.add(this.position, player.velocity)) //bullets move with player
// Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(Vector.normalise(sub), -2 * POCKET_RANGE))) //teleport to opposite side
// const sub = Vector.sub(this.position, mech.pos)
// if (Vector.magnitude(sub) > 630) {
// if (!this.isJustReflected) {
// Matter.Body.setVelocity(this, Vector.mult(this.velocity, -1)); //reflect
// this.isJustReflected = true;
// }
// } else {
// this.isJustReflected = false
// }
// }
}
});
World.add(engine.world, bullet[me]); //add bullet to world
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.modFireRate); // cool down
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
}
},
{
name: "missiles",
description: "fire missiles that <strong>accelerate</strong> towards <strong>mobs</strong><br><strong class='color-e'>explodes</strong> when near target",
ammo: 0,
ammoPack: 4,
have: false,
isStarterGun: false,
isEasyToAim: true,
fireCycle: 0,
ammoLoaded: 0,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 50 : 25); // cool down
b.missile({
x: mech.pos.x + 40 * Math.cos(mech.angle),
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
},
mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.modFireRate,
1, b.modBabyMissiles)
bullet[bullet.length - 1].force.y += 0.0006; //a small push down at first to make it seem like the missile is briefly falling
}
},
{
name: "flak",
description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
ammo: 0,
ammoPack: 6,
defaultAmmoPack: 6, //use to revert ammoPack after mod changes drop rate
have: false,
isStarterGun: true,
isEasyToAim: false,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.modFireRate); // cool down
b.muzzleFlash(30);
const SPEED = mech.crouch ? 29 : 25
const END = Math.floor(mech.crouch ? 30 : 18);
const side1 = 17 * b.modBulletSize
const side2 = 4 * b.modBulletSize
const totalBullets = 6
const angleStep = (mech.crouch ? 0.06 : 0.25) / totalBullets
let dir = mech.angle - angleStep * totalBullets / 2;
for (let i = 0; i < totalBullets; i++) { //5 -> 7
dir += angleStep
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), side1, side2, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], {
x: (SPEED + 15 * Math.random() - 2 * i) * Math.cos(dir),
y: (SPEED + 15 * Math.random() - 2 * i) * Math.sin(dir)
});
bullet[me].endCycle = 2 * i + game.cycle + END
bullet[me].restitution = 0;
bullet[me].friction = 1;
bullet[me].explodeRad = (mech.crouch ? 95 : 75) + (Math.random() - 0.5) * 50;
bullet[me].onEnd = function () {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
bullet[me].do = function () {
this.force.y += this.mass * 0.0004;
}
}
}
},
{
name: "grenades", //7
description: "lob a single <strong>bouncy</strong> projectile<br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after one second",
ammo: 0,
ammoPack: 7,
have: false,
isStarterGun: false,
isEasyToAim: false,
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, true));
b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].totalCycles = 100;
bullet[me].endCycle = game.cycle + Math.floor(mech.crouch ? 120 : 80);
bullet[me].restitution = 0.2;
bullet[me].explodeRad = 275;
bullet[me].onEnd = function () {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
bullet[me].minDmgSpeed = 1;
bullet[me].onDmg = function () {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0025;
};
}
},
{
name: "vacuum bomb", //8
description: "fire a bomb that <strong>sucks</strong> before <strong class='color-e'>exploding</strong><br><strong>click</strong> left mouse again to <strong>detonate</strong>",
ammo: 0,
ammoPack: 2,
have: false,
isStarterGun: false,
isEasyToAim: false,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 35 * b.modBulletSize, b.fireAttributes(dir, false));
b.fireProps(10, mech.crouch ? 42 : 28, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].restitution = 0.2;
bullet[me].friction = 0.3;
bullet[me].endCycle = Infinity
bullet[me].explodeRad = 440 + Math.floor(Math.random() * 30);
bullet[me].onEnd = function () {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
bullet[me].onDmg = function () {
// this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
};
bullet[me].radius = 22; //used from drawing timer
bullet[me].isArmed = false;
bullet[me].isSucking = false;
bullet[me].do = function () {
//extra gravity for harder arcs
this.force.y += this.mass * 0.0022;
mech.fireCDcycle = mech.cycle + 10 //can't fire until after the explosion
//set armed and sucking status
if (!this.isArmed && !game.mouseDown) {
this.isArmed = true
} else if (this.isArmed && game.mouseDown && !this.isSucking) {
this.isSucking = true;
this.endCycle = game.cycle + 35;
}
if (this.isSucking) {
if (!mech.isBodiesAsleep) {
const that = this
let mag = 0.1
function suck(who, radius = that.explodeRad * 3) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(that.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius && dist > 150) {
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
}
}
}
if (game.cycle > this.endCycle - 5) {
mag = -0.22
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.5)
} else {
mag = 0.1
suck(mob, this.explodeRad * 3)
suck(body, this.explodeRad * 2)
suck(powerUp, this.explodeRad * 1.5)
suck(bullet, this.explodeRad * 1.5)
suck([player], this.explodeRad * 1.5)
}
//keep bomb in place
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
//draw suck
const radius = 3 * this.explodeRad * (this.endCycle - game.cycle) / 35
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
ctx.fill();
}
} else {
// flashing lights to show armed
if (!(game.cycle % 10)) {
if (this.isFlashOn) {
this.isFlashOn = false;
} else {
this.isFlashOn = true;
}
}
if (this.isFlashOn) {
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
//draw clock on timer
ctx.fillStyle = "#f04";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius * 0.7, 0, 2 * Math.PI);
ctx.fill();
}
}
}
}
},
{
name: "mine", //9
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at mobs within range",
ammo: 0,
ammoPack: (game.difficultyMode > 3) ? 2 : 3,
have: false,
isStarterGun: false,
isEasyToAim: true,
fire() {
const speed = mech.crouch ? 36 : 22
b.mine({
x: mech.pos.x + 30 * Math.cos(mech.angle),
y: mech.pos.y + 30 * Math.sin(mech.angle)
}, {
x: speed * Math.cos(mech.angle),
y: speed * Math.sin(mech.angle)
}, 0, b.isModMineAmmoBack)
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 70 : 45) * b.modFireRate); // cool down
}
},
{
name: "spores", //10
description: "fire a <strong>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
ammo: 0,
ammoPack: (game.difficultyMode > 3) ? 3 : 4,
have: false,
isStarterGun: false,
isEasyToAim: true,
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 28 : 14, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = game.cycle + 80;
bullet[me].frictionAir = 0;
bullet[me].friction = 0.5;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
bullet[me].onDmg = function () {};
bullet[me].do = function () {
if (!mech.isBodiesAsleep) {
const SCALE = 1.022
Matter.Body.scale(this, SCALE, SCALE);
this.frictionAir += 0.00023;
}
this.force.y += this.mass * 0.00045;
//draw green glow
ctx.fillStyle = "rgba(0,200,125,0.16)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, 26, 0, 2 * Math.PI);
ctx.fill();
};
//spawn bullets on end
bullet[me].onEnd = function () {
const NUM = 10;
for (let i = 0; i < NUM; i++) {
b.spore(this)
}
}
}
},
{
name: "drones", //11
description: "deploy drones that <strong>crash</strong> into mobs<br>collisions reduce their <strong>lifespan</strong> by 1 second",
ammo: 0,
ammoPack: 10,
have: false,
isStarterGun: true,
isEasyToAim: true,
fire() {
b.drone(mech.crouch ? 45 : 1)
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 5) * b.modFireRate); // cool down
}
},
{
name: "foam", //12
description: "spray bubbly foam that <strong>sticks</strong> to mobs<br>does <strong class='color-d'>damage</strong> over time and <strong>slows</strong> movement",
ammo: 0,
ammoPack: 35,
have: false,
isStarterGun: true,
isEasyToAim: false,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 12 : 5) * b.modFireRate); // cool down
const me = bullet.length;
const dir = mech.angle + 0.2 * (Math.random() - 0.5)
const RADIUS = (8 + 16 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 25, RADIUS, {
angle: dir,
density: 0.00005, // 0.001 is normal density
inertia: Infinity,
frictionAir: 0.003,
friction: 0.2,
restitution: 0.2,
dmg: 0.1, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobShield
},
minDmgSpeed: 0,
endCycle: Infinity,
count: 0,
radius: RADIUS,
target: null,
targetVertex: null,
onDmg(who) {
if (!this.target && who.alive && (who.dropPowerUp || b.isModFoamShieldHit) && (!who.isShielded || b.isModFoamShieldHit)) {
this.target = who;
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() {
// ctx.beginPath() //draw white circle
// ctx.arc(this.position.x, this.position.y, this.radius * 0.97 - 1.6, 0, 2 * Math.PI);
// ctx.fillStyle = "#fff"
// ctx.fill()
if (!mech.isBodiesAsleep) { //if time dilation isn't active
this.force.y += this.mass * 0.00006; //gravity
if (this.count < 17) {
this.count++
//grow
const SCALE = 1.08
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
//shrink
const SCALE = 1 - 0.0035 / b.isModBulletsLastLonger
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
if (this.radius < 14) this.endCycle = 0;
}
if (this.target && this.target.alive) { //if stuck to a target
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
if (this.target.isShielded) {
this.target.damage(b.dmgScale * 0.001);
} else {
this.target.damage(b.dmgScale * 0.005);
}
} else if (this.target !== null) { //look for a new target
this.target = null
this.collisionFilter.category = cat.bullet;
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
}
}
}
});
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = mech.crouch ? 22 : 12 - RADIUS * 0.25;
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
}
},
{
name: "rail gun", //13
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: 2.84,
have: false,
isStarterGun: false,
isEasyToAim: false,
fire() {
const me = bullet.length;
bullet[me] = Bodies.rectangle(0, 0, 0.015 * b.modBulletSize, 0.0015 * b.modBulletSize, {
density: 0.01, //0.001 is normal
//frictionAir: 0.01, //restitution: 0,
// angle: 0,
// friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 5,
onDmg(who) {
if (who.shield) {
Matter.Body.setVelocity(this, {
x: -0.1 * this.velocity.x,
y: -0.1 * this.velocity.y
});
Matter.Body.setDensity(this, 0.001);
// this.endCycle = 0;
}
if (b.isModRailNails && this.speed > 10) {
const targets = [] //target nearby mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].dropPowerUp) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (dist < 1000000 && //1000*1000
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))) //predict where the mob will be in a few cycles
}
}
}
for (let i = 0; i < this.speed - 10; i++) {
const speed = 50 + 10 * Math.random()
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(this.position, Vector.mult(Vector.normalise(Vector.sub(WHERE, this.position)), speed), 1.1)
} else { // aim in random direction
const ANGLE = 2 * Math.PI * Math.random()
b.nail(this.position, {
x: speed * Math.cos(ANGLE),
y: speed * Math.sin(ANGLE)
})
}
}
}
}, //this.endCycle = 0 //triggers despawn
onEnd() {}
});
mech.fireCDcycle = Infinity; // cool down
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = Infinity
bullet[me].charge = 0;
bullet[me].do = function () {
if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release
//normal bullet behavior occurs after firing, overwrite this function
this.do = function () {
this.force.y += this.mass * 0.00015 / this.charge; // low gravity that scales with charge
}
mech.fireCDcycle = mech.cycle + 2; // set fire cool down
Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
this.endCycle = game.cycle + 140
this.collisionFilter.category = cat.bullet
Matter.Body.setPosition(this, {
x: mech.pos.x,
y: mech.pos.y
})
Matter.Body.setAngle(this, mech.angle)
const speed = 90
Matter.Body.setVelocity(this, {
x: mech.Vx / 2 + speed * this.charge * Math.cos(mech.angle),
y: mech.Vy / 2 + speed * this.charge * Math.sin(mech.angle)
});
//knock back
const KNOCK = ((mech.crouch) ? 0.1 : 0.5) * b.modBulletSize * b.modBulletSize * this.charge * this.charge
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
//push away blocks when firing
let range = 700 * this.charge
for (let i = 0, len = body.length; i < len; ++i) {
const SUB = Vector.sub(body[i].position, mech.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 300)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
body[i].force.x += FORCE.x;
body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
}
}
for (let i = 0, len = mob.length; i < len; ++i) {
const SUB = Vector.sub(mob[i].position, mech.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 300)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += 1.5 * FORCE.x;
mob[i].force.y += 1.5 * FORCE.y;
}
}
} else if (mech.energy > 0.005) { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
const lastCharge = this.charge
let chargeRate = (mech.crouch) ? 0.975 : 0.987
chargeRate *= Math.pow(b.modFireRate, 0.04)
this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
mech.energy -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
//draw targeting
let best;
let range = 3000
const dir = mech.angle
const path = [{
x: mech.pos.x + 20 * Math.cos(dir),
y: mech.pos.y + 20 * Math.sin(dir)
},
{
x: mech.pos.x + range * Math.cos(dir),
y: mech.pos.y + range * Math.sin(dir)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
}
//draw beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = `rgba(100,0,180,0.7)`;
ctx.lineWidth = this.charge * 1
ctx.setLineDash([10, 20]);
ctx.stroke();
ctx.setLineDash([0, 0]);
//draw magnetic field
const X = mech.pos.x
const Y = mech.pos.y
const unitVector = Vector.normalise(Vector.sub(game.mouseInGame, mech.pos))
const unitVectorPerp = Vector.perp(unitVector)
function magField(mag, arc) {
ctx.moveTo(X, Y);
ctx.bezierCurveTo(
X + unitVector.x * mag, Y + unitVector.y * mag,
X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
ctx.bezierCurveTo(
X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
X - unitVector.x * mag, Y - unitVector.y * mag,
X, Y)
}
ctx.fillStyle = `rgba(50,0,100,0.05)`;
for (let i = 3; i < 7; i++) {
const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
ctx.beginPath();
magField(MAG, ARC)
magField(MAG, -ARC)
ctx.fill();
}
}
}
}
},
{
name: "laser", //14
description: "emit a <strong>beam</strong> of collimated coherent <strong>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
ammo: 0,
ammoPack: Infinity,
have: false,
isStarterGun: true,
isEasyToAim: false,
fire() {
const reflectivity = 1 - 1 / (b.modLaserReflections * 1.5)
let damage = b.dmgScale * b.modLaserDamage
if (mech.energy < b.modLaserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.energy -= mech.fieldRegen + b.modLaserFieldDrain
let best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const color = "#f00";
const range = 3000;
const path = [{
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function () {
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function () {
if (best.who.alive) {
best.who.damage(damage);
best.who.locatePlayer();
ctx.fillStyle = color; //draw mob damage circle
ctx.beginPath();
ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(damage) * 100, 0, 2 * Math.PI);
ctx.fill();
}
};
const reflection = function () { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
};
checkForCollisions();
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob();
for (let i = 0; i < b.modLaserReflections; i++) {
reflection();
checkForCollisions();
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
path[path.length - 1] = {
x: best.x,
y: best.y
};
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets ride of a bug where the laser reflects inside a block, often vertically.
//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
if (i % 2) {
if (lastBestOdd === best.who) break
} else {
lastBestOdd = best.who
if (lastBestEven === best.who) break
}
} else {
break
}
}
}
ctx.fillStyle = color;
ctx.strokeStyle = color;
ctx.lineWidth = 2;
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
ctx.globalAlpha *= reflectivity; //reflections are less intense
}
ctx.setLineDash([0, 0]);
ctx.globalAlpha = 1;
}
}
},
{
name: "pulse", //15
description: "convert <strong>25%</strong> of your <strong class='color-f'>energy</strong> into a pulsed laser<br>instantly initiates a fusion <strong class='color-e'>explosion</strong>",
ammo: 0,
ammoPack: Infinity,
have: false,
isStarterGun: true,
isEasyToAim: false,
fire() {
//calculate laser collision
let best;
let range = 3000
const path = [{
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
x: mech.pos.x + range * Math.cos(mech.angle),
y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
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
};
}
//use energy to explode
const energy = 0.3 * Math.min(mech.energy, 1.75)
mech.energy -= energy
if (best.who) b.explosion(path[1], 1000 * energy, true)
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
//draw laser beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = "rgba(255,0,0,0.13)"
ctx.lineWidth = 60 * energy / 0.2
ctx.stroke();
ctx.strokeStyle = "rgba(255,0,0,0.2)"
ctx.lineWidth = 18
ctx.stroke();
ctx.strokeStyle = "#f00";
ctx.lineWidth = 4
ctx.stroke();
//draw little dots along the laser path
const sub = Vector.sub(path[1], path[0])
const mag = Vector.magnitude(sub)
for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
const dist = Math.random()
game.drawList.push({
x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
radius: 1 + 4 * Math.random(),
color: "rgba(255,0,0,0.5)",
time: Math.floor(2 + 33 * Math.random() * Math.random())
});
}
}
},
// {
// name: "dwarf star", //14
// description: "drop a mine that gravitational pulls in matter",
// ammo: 0,
// ammoPack: 1000,
// have: false,
// isStarterGun: false,
// fire() {
// const me = bullet.length;
// const dir = mech.angle
// const TOTAL_CYCLES = 1020
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(dir), mech.pos.y + 30 * Math.sin(dir), 3 * b.modBulletSize, {
// density: 0.05,
// //frictionAir: 0.01,
// restitution: 0,
// angle: 0,
// friction: 1,
// // frictionAir: 1,
// endCycle: game.cycle + TOTAL_CYCLES,
// dmg: 0, //damage done in addition to the damage from momentum
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x010011 //mask: 0x000101, //for self collision
// },
// minDmgSpeed: 5,
// range: 0,
// onDmg() {
// this.endCycle = 0;
// }, //this.endCycle = 0 //triggers despawn
// onEnd() {},
// do() {
// this.force.y += this.mass * 0.005;
// this.range += 0.5
// //damage nearby mobs
// const dmg = b.dmgScale * 0.02
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive) {
// sub = Vector.sub(this.position, mob[i].position);
// dist = Vector.magnitude(sub) - mob[i].radius;
// if (dist < this.range) {
// mob[i].damage(dmg);
// mob[i].locatePlayer();
// }
// }
// }
// //pull in body, and power ups?, and bullets?
// for (let i = 0, len = body.length; i < len; ++i) {
// sub = Vector.sub(this.position, body[i].position);
// dist = Vector.magnitude(sub)
// if (dist < this.range) {
// this.range += body[i].mass * 2
// Matter.World.remove(engine.world, body[i]);
// body.splice(i, 1);
// break;
// }
// }
// //draw
// const opacity = (this.endCycle - game.cycle) / TOTAL_CYCLES
// ctx.fillStyle = `rgba(170,220,255,${opacity})`;
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.range, 0, 2 * Math.PI);
// ctx.fill();
// }
// });
// b.fireProps(60, 0, dir, me); //cd , speed
// }
// },
// {
// name: "kinetic slugs", //1
// description: "fire a large <strong>rod</strong> that does excessive physical <strong class='color-d'>damage</strong><br><em>high recoil</em>",
// ammo: 0,
// ammoPack: 5,
// have: false,
// isStarterGun: true,
// fire() {
// b.muzzleFlash(45);
// // mobs.alert(800);
// const me = bullet.length;
// const dir = mech.angle;
// bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 * b.modBulletSize, 30 * b.modBulletSize, b.fireAttributes(dir));
// b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
// bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
// bullet[me].do = function () {
// this.force.y += this.mass * 0.0005;
// };
// //knock back
// const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
// player.force.x -= KNOCK * Math.cos(dir)
// player.force.y -= KNOCK * Math.sin(dir) * 0.3 //reduce knock back in vertical direction to stop super jumps
// },
// {
// name: "triboelectricty", //14
// description: "release <strong>particles</strong> that quickly seek out targets",
// ammo: 0,
// ammoPack: 40,
// have: false,
// isStarterGun: true,
// fire() {
// const dir = mech.angle + 0.2 * (Math.random() - 0.5);
// const me = bullet.length;
// const RADIUS = 6 * b.modBulletSize
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
// angle: dir,
// inertia: Infinity,
// // friction: 0.05,
// // frictionAir: 0.05,
// restitution: 0.8,
// dmg: 0.14, //damage done in addition to the damage from momentum
// lookFrequency: 3,
// endCycle: game.cycle + Math.floor(120 * b.isModBulletsLastLonger),
// classType: "bullet",
// collisionFilter: {
// category: 0x000100,
// mask: 0x010111 //self collide
// },
// minDmgSpeed: 0,
// lockedOn: null,
// isFollowMouse: true,
// onDmg() {
// this.endCycle = 0;
// },
// onEnd() {},
// do() {
// if (this.lockedOn) { //accelerate towards mobs
// this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * 0.01)
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.93,
// y: this.velocity.y * 0.93
// });
// } else {
// this.force.y += this.mass * 0.0004;
// }
// }
// })
// b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 45 : 30, dir, me); //cd , speed
// //find mob targets
// let closeDist = Infinity;
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (
// Matter.Query.ray(map, bullet[me].position, mob[i].position).length === 0 &&
// Matter.Query.ray(body, bullet[me].position, mob[i].position).length === 0
// ) {
// const TARGET_VECTOR = Vector.sub(bullet[me].position, mob[i].position)
// const DIST = Vector.magnitude(TARGET_VECTOR);
// if (DIST < closeDist) {
// closeDist = DIST;
// bullet[me].lockedOn = mob[i]
// }
// }
// }
// }
// },
// {
]
};