From 030824ed5d0c8b99e1038d3cb5da085bde99ba6d Mon Sep 17 00:00:00 2001 From: landgreen Date: Tue, 27 Jul 2021 19:52:01 -0700 Subject: [PATCH] seePlayerByHistory blinkBoss - teleports after you, drops grenades after each teleport sneaker (the stealthy black pentagons) - decloaks slower, moves slower, is smaller, has more health some mobs can now sense you by "smelling" where you were they check for a clear line of sight with your last 10 seconds of history snakeBoss, blinkBoss, sneaker extra bosses no longer spawn on final level beating the final boss clears mobs that spawn after a mob dies, like powerUpBoss phonon and isotropic radiator range reduced about 10% --- .DS_Store | Bin 6148 -> 6148 bytes js/bullet.js | 26 +++---- js/index.js | 10 +-- js/level.js | 25 ++++--- js/mob.js | 46 +++++++++--- js/player.js | 3 +- js/spawn.js | 206 ++++++++++++++++++++++++++++++++------------------- js/tech.js | 65 ++++++++++------ todo.txt | 24 ++---- 9 files changed, 249 insertions(+), 156 deletions(-) diff --git a/.DS_Store b/.DS_Store index 0b7e3cea10ec1fd461cff58d7475c3e3211adaed..2b50f2e4aac24c212bdd911458aa11932013fbaa 100644 GIT binary patch delta 21 ccmZoMXffEJ#mto5JXwd?k8#1~YUWN607~`-wEzGB delta 21 ccmZoMXffEJ#mp4EXR;2nAEU$OYUWN607@zbb^rhX diff --git a/js/bullet.js b/js/bullet.js index ca11b16..a1c34bb 100644 --- a/js/bullet.js +++ b/js/bullet.js @@ -3205,7 +3205,7 @@ const b = { range: (700 + 400 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()), drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4, drain: (0.56 - 0.42 * tech.isLaserBotUpgrade) * tech.laserFieldDrain * tech.isLaserDiode, - laserDamage: 0.6 + 0.43 * tech.isLaserBotUpgrade, + laserDamage: 0.7 + 0.5 * tech.isLaserBotUpgrade, endCycle: Infinity, classType: "bullet", collisionFilter: { @@ -3916,21 +3916,21 @@ const b = { } } } else if (tech.isWormShot) { - const unit = { - x: Math.cos(m.angle), - y: Math.sin(m.angle) - } const where = { - x: m.pos.x + 35 * unit.x, - y: m.pos.y + 35 * unit.y + x: m.pos.x + 35 * Math.cos(m.angle), + y: m.pos.y + 35 * Math.sin(m.angle) } - for (let i = 0, len = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random(); i < len; i++) { + const spread = (m.crouch ? 0.04 : 0.08) + const number = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random() + let angle = m.angle - (number - 1) * spread * 0.5 + for (let i = 0; i < number; i++) { b.worm(where) - const SPEED = 14 + 6 * Math.random() + 20 * m.crouch; + const SPEED = (16 + 20 * m.crouch) * (1 + 0.15 * Math.random()) Matter.Body.setVelocity(bullet[bullet.length - 1], { - x: SPEED * unit.x, - y: SPEED * unit.y + x: SPEED * Math.cos(angle), + y: SPEED * Math.sin(angle) }); + angle += spread } } else if (tech.isIceShot) { const spread = (m.crouch ? 0.7 : 1.2) @@ -4131,7 +4131,7 @@ const b = { ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000"; ctx.lineWidth = 2 * tech.wavePacketDamage ctx.beginPath(); - const end = 750 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060 + const end = 700 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060 const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer for (let i = this.waves.length - 1; i > -1; i--) { @@ -4213,7 +4213,7 @@ const b = { ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000"; ctx.lineWidth = 2 * tech.wavePacketDamage ctx.beginPath(); - const end = 1250 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767 + const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767 const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer for (let i = this.waves.length - 1; i > -1; i--) { diff --git a/js/index.js b/js/index.js index 91e59b5..0017e50 100644 --- a/js/index.js +++ b/js/index.js @@ -30,11 +30,11 @@ function shuffle(array) { return array; } -// shrink power up selection menu to find window height -if (screen.height < 800) { - document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal - if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal -} +// shrink power up selection menu +// if (screen.height < 800) { +// document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal +// if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal +// } //********************************************************************** diff --git a/js/level.js b/js/level.js index 44d0ebd..00616f2 100644 --- a/js/level.js +++ b/js/level.js @@ -16,7 +16,6 @@ const level = { // simulation.isHorizontalFlipped = true // m.setField("wormhole") // b.giveGuns("shotgun") - // b.giveGuns("foam") // tech.isNeedleShot = true // tech.isIceShot = true // tech.isFoamShot = true @@ -2264,15 +2263,21 @@ const level = { spawn.mapRect(6400, -200, 400, 300); //right wall spawn.mapRect(6700, -1800, 800, 2600); //right wall spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump - - spawn.starter(1900, -500, 200) //big boy + //place to hide + spawn.mapRect(4650, -300, 1150, 50); + spawn.mapRect(5750, -300, 50, 200); + spawn.mapRect(5575, -100, 50, 125); + spawn.mapRect(5300, -275, 50, 175); + spawn.mapRect(5050, -100, 50, 150); + spawn.mapRect(4850, -275, 50, 175); + // spawn.starter(1900, -500, 200) //big boy // spawn.growBossCulture(1900, -500) + // spawn.blinkBoss(1900, -500) // spawn.snakeBoss(1900, -500) - // spawn.shieldingBoss(1900, -500) // spawn.grenadierBoss(1900, -500) - // spawn.shieldingBoss(1900, -500) + spawn.sneaker(1900, -500) // spawn.historyBoss(1200, -500) // spawn.laserTargetingBoss(1600, -400) // spawn.focuser(1600, -500) @@ -2327,6 +2332,8 @@ const level = { ctx.fillRect(5400, -550, 300, 350) }; + spawn.powerUpBoss(0, 0) + spawn.powerUpBoss(0, 0) level.setPosToSpawn(0, -250); //normal spawn spawn.mapRect(5500, -330 + 20, 100, 20); //spawn this because the real exit is in the wrong spot spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20); @@ -2364,7 +2371,7 @@ const level = { spawn.mapRect(5700, -3300, 1800, 5100); //right wall spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump spawn.mapRect(5425, -650, 375, 450); //blocking exit - spawn.secondaryBossChance(4800, -500) + // spawn.secondaryBossChance(4800, -500) //no bonus bosses on final level if (simulation.isHorizontalFlipped) { //flip the map horizontally level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit @@ -3229,7 +3236,7 @@ const level = { spawn.randomGroup(1600, -100, 0); spawn.randomGroup(5000, -3900, -0.3); if (simulation.difficulty > 3) { - if (Math.random() < 0.2) { + if (Math.random() < 0.25) { spawn.randomLevelBoss(2800, -1400); } else if (Math.random() < 0.25) { spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random()); @@ -3606,7 +3613,7 @@ const level = { spawn.randomMob(3975, -3900, 0.5); spawn.randomMob(1725, 125, 0.5); if (simulation.difficulty > 3) { - if (Math.random() < 0.25) { + if (Math.random() < 0.33) { spawn.randomLevelBoss(4250, -250); spawn.debris(-250, 50, 1650, 2); //16 debris per level spawn.debris(2475, 0, 750, 2); //16 debris per level @@ -4349,7 +4356,7 @@ const level = { spawn.randomSmallMob(-900, 825); if (simulation.difficulty > 3) { - if (Math.random() < 0.25) { + if (Math.random() < 0.33) { spawn.randomLevelBoss(-800, -1300) } else { spawn.snakeBoss(-1000 + Math.random() * 2500, -1300); //boss snake with head diff --git a/js/mob.js b/js/mob.js index 9fd8d6c..ff26cb6 100644 --- a/js/mob.js +++ b/js/mob.js @@ -284,7 +284,7 @@ const mobs = { }, memory: 120, //default time to remember player's location locatePlayer() { // updates mob's memory of player location - this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep + this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep this.seePlayer.position.x = player.position.x; this.seePlayer.position.y = player.position.y; }, @@ -309,12 +309,38 @@ const mobs = { // this.seePlayer.position.y = player.position.y; // } // }, + seePlayerByHistory(depth = 30) { //depth max 60? limit of history + if (!(simulation.cycle % this.seePlayerFreq)) { + if (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && !m.isCloak) { + this.foundPlayer(); + } else if (this.seePlayer.recall) { + this.lostPlayer(); + for (let i = 0; i < depth; i++) { //if lost player lock onto a player location in history + let history = m.history[(m.cycle - 10 * i) % 600] + if (Matter.Query.ray(map, this.position, history.position).length === 0) { + this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep + this.seePlayer.position.x = history.position.x; + this.seePlayer.position.y = history.position.y; + this.seePlayer.yes = true; + //draw the history location found for testing purposes + // ctx.beginPath(); + // ctx.moveTo(this.position.x, this.position.y); + // ctx.lineTo(history.position.x, history.position.y); + // ctx.lineWidth = 5; + // ctx.strokeStyle = "#000"; + // ctx.stroke(); + break + } + } + } + } + }, seePlayerCheck() { if (!(simulation.cycle % this.seePlayerFreq)) { if ( this.distanceToPlayer2() < this.seeAtDistance2 && - Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && - // Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 && + Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && + // Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 && !m.isCloak ) { this.foundPlayer(); @@ -335,7 +361,7 @@ const mobs = { seePlayerByDistOrLOS() { if (!(simulation.cycle % this.seePlayerFreq)) { if ( - (this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mPosRange()).length === 0)) && + (this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0)) && !m.isCloak ) { this.foundPlayer(); @@ -366,8 +392,8 @@ const mobs = { if (!(simulation.cycle % this.seePlayerFreq) && (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange))) { if ( this.distanceToPlayer2() < this.seeAtDistance2 && - Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && - // Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 && + Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && + // Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 && !m.isCloak ) { this.foundPlayer(); @@ -387,7 +413,7 @@ const mobs = { ctx.fill(); } }, - mPosRange() { + playerPosRandomY() { return { x: player.position.x, // + (Math.random() - 0.5) * 50, y: player.position.y + (Math.random() - 0.5) * 110 @@ -412,7 +438,7 @@ const mobs = { // this.force = Vector.mult(Vector.normalise(Vector.sub(this.hackedTarget.position, this.position)), this.mass * 0.0015) // } // }, - laserBeam() { + harmZone() { if (this.seePlayer.yes) { ctx.setLineDash([125 * Math.random(), 125 * Math.random()]); // ctx.lineDashOffset = 6*(simulation.cycle % 215); @@ -879,8 +905,8 @@ const mobs = { if ( !(simulation.cycle % this.fireFreq) && Math.abs(this.position.x - this.seePlayer.position.x) < 400 && //above player - Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && //see player - Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 + Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && //see player + Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 ) { spawn.bomb(this.position.x, this.position.y + this.radius * 0.7, 9 + Math.ceil(this.radius / 15), 5); //add spin and speed diff --git a/js/player.js b/js/player.js index ac050cd..7f02a13 100644 --- a/js/player.js +++ b/js/player.js @@ -1462,7 +1462,8 @@ const m = { }, fieldUpgrades: [{ name: "field emitter", - description: "use energy to deflect mobs,
grab power ups, and throw blocks
regen 6 energy per second", + description: "regen 6 energy per second
use it to deflect mobs and throw blocks
energy regen disabled if immune to harm", + // description: "use energy to deflect mobs,
grab power ups, and throw blocks
regen 6 energy/s, when not immune to harm", effect: () => { m.hold = function() { if (m.isHolding) { diff --git a/js/spawn.js b/js/spawn.js index a984af9..9f56c62 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -1,7 +1,7 @@ //main object for spawning things in a level const spawn = { nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"], - randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture"]) { + randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss"]) { // other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool spawn[options[Math.floor(Math.random() * options.length)]](x, y) }, @@ -17,8 +17,8 @@ const spawn = { "launcher", "launcher", "springer", "springer", "pulsar", "pulsar", + "sneaker", "sneaker", "sucker", - "chaser", "sniper", "spinner", "grower", @@ -26,9 +26,8 @@ const spawn = { "focuser", "spawner", "ghoster", - "sneaker", ], - allowedGroupList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper", "pulsar", "grenadier"], + allowedGroupList: ["spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper", "pulsar", "grenadier"], setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level //each level has 2 mobs: one new mob and one from the last level spawn.pickList.splice(0, 1); @@ -366,8 +365,10 @@ const spawn = { Matter.Body.setVelocity(body[i], Vector.add(body[i].velocity, pushUp)); } //damage all mobs - for (let i = 0, len = mob.length; i < len; ++i) { - if (mob[i] !== this) mob[i].damage(Infinity, true); + for (let j = 0; j < 8; j++) { //in case some mobs leave things after they die + for (let i = 0, len = mob.length; i < len; ++i) { + if (mob[i] !== this) mob[i].damage(Infinity, true); + } } //draw stuff @@ -1016,23 +1017,23 @@ const spawn = { this.checkStatus(); }; }, - chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) { - mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790" - let me = mob[mob.length - 1]; - // Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower - me.friction = 0.1; - me.frictionAir = 0; - me.accelMag = 0.001 * Math.sqrt(simulation.accelScale); - me.g = me.accelMag * 0.6; //required if using 'gravity' - me.memory = 50; - spawn.shield(me, x, y); - me.do = function() { - this.gravity(); - this.seePlayerCheck(); - this.checkStatus(); - this.attraction(); - }; - }, + // chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) { + // mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790" + // let me = mob[mob.length - 1]; + // // Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower + // me.friction = 0.1; + // me.frictionAir = 0; + // me.accelMag = 0.001 * Math.sqrt(simulation.accelScale); + // me.g = me.accelMag * 0.6; //required if using 'gravity' + // me.memory = 180; + // spawn.shield(me, x, y); + // me.do = function() { + // this.gravity(); + // this.seePlayerByHistory(15); + // this.checkStatus(); + // this.attraction(); + // }; + // }, grower(x, y, radius = 15) { mobs.spawn(x, y, 7, radius, "hsl(144, 15%, 50%)"); let me = mob[mob.length - 1]; @@ -1653,7 +1654,7 @@ const spawn = { this.checkStatus(); this.attraction(); this.repulsion(); - this.laserBeam(); + this.harmZone(); }; }, historyBoss(x, y, radius = 30) { @@ -1968,6 +1969,63 @@ const spawn = { } }; }, + blinkBoss(x, y) { + mobs.spawn(x, y, 5, 50, "rgb(215,80,190)"); //"rgb(221,102,119)" + let me = mob[mob.length - 1]; + Matter.Body.rotate(me, Math.PI * 0.1); + Matter.Body.setDensity(me, 0.01); //extra dense //normal is 0.001 //makes effective life much larger + me.isBoss = true; + me.damageReduction = 0.25; + me.frictionStatic = 0; + me.friction = 0; + me.memory = 240 + me.seePlayerFreq = 60 + me.delay = 20 + 20 * simulation.CDScale; + me.nextBlinkCycle = me.delay; + me.blinkRange = 235 + me.grenadeDelay = 30 + 50 * simulation.CDScale + me.pulseRadius = 2 * Math.min(550, 250 + simulation.difficulty * 3) + spawn.shield(me, x, y, 1); + me.onDamage = function() { + // this.cd = simulation.cycle + this.delay; + }; + me.onDeath = function() { + const offAngle = Math.PI * Math.random() + for (let i = 0, len = 3; i < len; i++) { + spawn.grenade(this.position.x, this.position.y, this.grenadeDelay); + const who = mob[mob.length - 1] + const speed = 5 * simulation.accelScale; + const angle = 2 * Math.PI * i / len + offAngle + Matter.Body.setVelocity(who, { + x: speed * Math.cos(angle), + y: speed * Math.sin(angle) + }); + } + } + me.do = function() { + this.seePlayerByHistory() + if (this.nextBlinkCycle < simulation.cycle && this.seePlayer.yes) { //teleport towards the player + this.nextBlinkCycle = simulation.cycle + this.delay; + const dist = Vector.sub(this.seePlayer.position, this.position); + const distMag = Vector.magnitude(dist); + ctx.beginPath(); + ctx.moveTo(this.position.x, this.position.y); + if (distMag < this.blinkRange) { //if player is inside teleport range + Matter.Body.setPosition(this, this.seePlayer.position); + } else { + Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), this.blinkRange)); + } + spawn.grenade(this.position.x, this.position.y, this.grenadeDelay, this.pulseRadius); //spawn at new location + ctx.lineTo(this.position.x, this.position.y); + ctx.lineWidth = this.radius * 2.1; + ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000' + ctx.stroke(); + Matter.Body.setVelocity(this, { x: 0, y: 0 }); + this.torque += (0.00004 + 0.00003 * Math.random()) * this.inertia * (Math.round(Math.random()) * 2 - 1) //randomly spin around after firing + } + this.checkStatus(); + }; + }, pulsarBoss(x, y, radius = 90) { mobs.spawn(x, y, 3, radius, "#a0f"); let me = mob[mob.length - 1]; @@ -2461,6 +2519,7 @@ const spawn = { } }; }, + striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) { mobs.spawn(x, y, 5, radius, "rgb(221,102,119)"); let me = mob[mob.length - 1]; @@ -2480,8 +2539,8 @@ const spawn = { if (!(simulation.cycle % this.seePlayerFreq)) { // this.seePlayerCheck(); from mobs if ( this.distanceToPlayer2() < this.seeAtDistance2 && - Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && - // Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 && + Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && + // Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 && !m.isCloak ) { this.foundPlayer(); @@ -2493,35 +2552,33 @@ const spawn = { } this.checkStatus(); this.attraction(); - if (this.cd < simulation.cycle) { - if (this.seePlayer.recall) { - const dist = Vector.sub(this.seePlayer.position, this.position); - const distMag = Vector.magnitude(dist); - this.cd = simulation.cycle + this.delay; - ctx.beginPath(); - ctx.moveTo(this.position.x, this.position.y); - if (distMag < 400) { - Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius)); - } else { - Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), 300)); - } - ctx.lineTo(this.position.x, this.position.y); - ctx.lineWidth = radius * 2.1; - ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000' - ctx.stroke(); - Matter.Body.setVelocity(this, { - x: this.velocity.x * 0.5, - y: this.velocity.y * 0.5 - }); + if (this.cd < simulation.cycle && this.seePlayer.recall) { + const dist = Vector.sub(this.seePlayer.position, this.position); + const distMag = Vector.magnitude(dist); + this.cd = simulation.cycle + this.delay; + ctx.beginPath(); + ctx.moveTo(this.position.x, this.position.y); + if (distMag < 400) { + Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius)); + } else { + Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), 300)); } + ctx.lineTo(this.position.x, this.position.y); + ctx.lineWidth = radius * 2.1; + ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000' + ctx.stroke(); + Matter.Body.setVelocity(this, { + x: this.velocity.x * 0.5, + y: this.velocity.y * 0.5 + }); } }; }, - sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 25)) { + sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 10)) { mobs.spawn(x, y, 5, radius, "transparent"); let me = mob[mob.length - 1]; - Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger - me.accelMag = 0.0012 * Math.sqrt(simulation.accelScale); + Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger + me.accelMag = 0.001 * Math.sqrt(simulation.accelScale); me.frictionAir = 0.01; me.g = 0.0002; //required if using 'gravity' me.stroke = "transparent"; //used for drawSneaker @@ -2530,16 +2587,16 @@ const spawn = { me.canTouchPlayer = false; //used in drawSneaker me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player me.showHealthBar = false; - // me.memory = 420; + me.memory = 240; me.do = function() { this.gravity(); - this.seePlayerCheck(); + this.seePlayerByHistory(15); this.checkStatus(); this.attraction(); //draw if (!m.isBodiesAsleep) { - if (this.seePlayer.yes) { - if (this.alpha < 1) this.alpha += 0.01 / simulation.CDScale; + if (this.seePlayer.recall) { + if (this.alpha < 1) this.alpha += 0.003 + 0.003 / simulation.CDScale; } else { if (this.alpha > 0) this.alpha -= 0.03; } @@ -2562,7 +2619,7 @@ const spawn = { ctx.lineTo(vertices[0].x, vertices[0].y); ctx.fillStyle = `rgba(0,0,0,${this.alpha * this.alpha})`; ctx.fill(); - } else if (this.canTouchPlayer) { + } else if (this.canTouchPlayer) { //stealth this.canTouchPlayer = false; this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player } @@ -3111,15 +3168,13 @@ const spawn = { Matter.Body.setDensity(me, 0.004 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger me.onDeath = function() { //helps collisions functions work better after vertex have been changed for (let i = 0; i < 6; i++) { - spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale); + spawn.grenade(this.position.x, this.position.y, 75 * simulation.CDScale); const who = mob[mob.length - 1] - // who.collisionFilter.category = 0 - who.collisionFilter.mask = cat.player | cat.map; const speed = 4 * simulation.accelScale; const angle = 2 * Math.PI * i / 6 Matter.Body.setVelocity(who, { - x: this.velocity.x + speed * Math.cos(angle), - y: this.velocity.y + speed * Math.sin(angle) + x: speed * Math.cos(angle), + y: speed * Math.sin(angle) }); } powerUps.spawnBossPowerUp(this.position.x, this.position.y) @@ -3128,10 +3183,8 @@ const spawn = { me.onDamage = function() { if (this.grenadeLimiter < 240) { this.grenadeLimiter += 60 - spawn.grenade(this.position.x, this.position.y, 2, 4, 80 + Math.floor(60 * Math.random())); + spawn.grenade(this.position.x, this.position.y, 80 + Math.floor(60 * Math.random())); const who = mob[mob.length - 1] - // who.collisionFilter.category = 0 - who.collisionFilter.mask = cat.player | cat.map; const velocity = Vector.mult(Vector.normalise(Vector.sub(player.position, who.position)), 3 * Math.sqrt(simulation.accelScale) + 4 * Math.random()) Matter.Body.setVelocity(who, { x: this.velocity.x + velocity.x, @@ -3167,7 +3220,7 @@ const spawn = { y: 0 }; me.onDeath = function() { //helps collisions functions work better after vertex have been changed - spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale); + spawn.grenade(this.position.x, this.position.y, 75 * simulation.CDScale); // mob[mob.length - 1].collisionFilter.category = 0 mob[mob.length - 1].collisionFilter.mask = cat.player | cat.map; } @@ -3224,8 +3277,8 @@ const spawn = { } }; }, - grenade(x, y, radius = 2, sides = 4, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale)) { - mobs.spawn(x, y, sides, radius, "rgb(215,0,190)"); //rgb(215,80,190) + grenade(x, y, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale), pulseRadius = Math.min(550, 250 + simulation.difficulty * 3)) { + mobs.spawn(x, y, 4, 2, "rgb(215,0,190)"); //rgb(215,80,190) let me = mob[mob.length - 1]; me.stroke = "transparent"; me.onHit = function() { @@ -3241,28 +3294,28 @@ const spawn = { me.leaveBody = false; me.isDropPowerUp = false; me.isBadTarget = true; - me.pulseRadius = Math.min(550, 250 + simulation.difficulty * 3) me.onDeath = function() { //damage player if in range - if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.pulseRadius && m.immuneCycle < m.cycle) { + if (Vector.magnitude(Vector.sub(player.position, this.position)) < pulseRadius && m.immuneCycle < m.cycle) { m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage m.damage(0.02 * simulation.dmgScale); } simulation.drawList.push({ //add dmg to draw queue x: this.position.x, y: this.position.y, - radius: this.pulseRadius, + radius: pulseRadius, color: "rgba(255,0,220,0.3)", time: simulation.drawTime }); }; me.showHealthBar = false; me.collisionFilter.category = cat.mobBullet; - me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet; + // me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet; + me.collisionFilter.mask = 0 me.do = function() { this.timeLimit(); ctx.beginPath(); //draw explosion outline - ctx.arc(this.position.x, this.position.y, this.pulseRadius * (1.01 - this.timeLeft / this.lifeSpan), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay + ctx.arc(this.position.x, this.position.y, pulseRadius * (1.01 - this.timeLeft / this.lifeSpan), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay ctx.fillStyle = "rgba(255,0,220,0.05)"; ctx.fill(); }; @@ -3507,8 +3560,8 @@ const spawn = { // if (!(simulation.cycle % this.seePlayerFreq)) { // if ( // this.distanceToPlayer2() < this.seeAtDistance2 && - // Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && - // Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 && + // Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && + // Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 && // !m.isCloak // ) { // this.foundPlayer(); @@ -3552,7 +3605,7 @@ const spawn = { this.attraction(); }; }, - snakeBoss(x, y, radius = 75) { //snake boss with a laser head + snakeBoss(x, y, radius = 60) { //snake boss with a laser head const color1 = "#f27" mobs.spawn(x, y, 8, radius, color1); //"rgb(55,170,170)" let me = mob[mob.length - 1]; @@ -3561,7 +3614,7 @@ const spawn = { me.accelMag = 0.00075 * simulation.accelScale; me.memory = 250; me.laserRange = 500; - Matter.Body.setDensity(me, 0.001 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger + Matter.Body.setDensity(me, 0.0016 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger me.onDeath = function() { powerUps.spawnBossPowerUp(this.position.x, this.position.y) for (let i = 0; i < mob.length; i++) { //wake up tail mobs @@ -3573,10 +3626,11 @@ const spawn = { } }; me.do = function() { - this.seePlayerCheck(); + // this.seePlayerCheck(); + this.seePlayerByHistory() this.checkStatus(); this.attraction(); - this.laserBeam(); + this.harmZone(); }; //snake tail diff --git a/js/tech.js b/js/tech.js index 80ed29d..b337e3e 100644 --- a/js/tech.js +++ b/js/tech.js @@ -1018,6 +1018,7 @@ maxCount: 3, count: 0, frequency: 1, + frequencyDefault: 1, isBotTech: true, allowed() { return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling && !tech.iceIXOnDeath @@ -1036,6 +1037,7 @@ maxCount: 1, count: 0, frequency: 1, + frequencyDefault: 1, isBotTech: true, allowed() { return tech.botSpawner @@ -1054,6 +1056,7 @@ maxCount: 9, count: 0, frequency: 1, + frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { @@ -1078,6 +1081,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return tech.nailBotCount > 1 && !b.hasBotUpgrade() @@ -1103,6 +1107,7 @@ maxCount: 9, count: 0, frequency: 1, + frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { @@ -1127,6 +1132,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return tech.foamBotCount > 1 && !b.hasBotUpgrade() @@ -1152,6 +1158,7 @@ maxCount: 9, count: 0, frequency: 1, + frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { @@ -1176,6 +1183,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return tech.boomBotCount > 1 && !b.hasBotUpgrade() @@ -1201,6 +1209,7 @@ maxCount: 9, count: 0, frequency: 1, + frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { @@ -1225,6 +1234,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return tech.laserBotCount > 1 && !b.hasBotUpgrade() @@ -1250,7 +1260,7 @@ maxCount: 9, count: 0, frequency: 1, - + frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { @@ -1275,6 +1285,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return tech.orbitBotCount > 1 && !b.hasBotUpgrade() @@ -1310,6 +1321,7 @@ maxCount: 9, count: 0, frequency: 1, + frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { @@ -1334,6 +1346,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return tech.dynamoBotCount > 1 && !b.hasBotUpgrade() @@ -1359,6 +1372,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return powerUps.research.count > 2 || build.isExperimentSelection @@ -1379,6 +1393,7 @@ maxCount: 1, count: 0, frequency: 1, + frequencyDefault: 1, isBotTech: true, allowed() { return (b.totalBots() > 1 && powerUps.research.count > 0) || build.isExperimentSelection @@ -1407,6 +1422,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return b.totalBots() > 3 && !tech.isEnergyHealth @@ -1425,6 +1441,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, allowed() { return b.totalBots() > 3 @@ -1443,6 +1460,7 @@ maxCount: 1, count: 0, frequency: 2, + frequencyDefault: 2, isBotTech: true, // isNonRefundable: true, isBadRandomOption: true, @@ -3454,7 +3472,7 @@ }, { name: "ceramic needles", - description: `your needles pierce shields
directly damaging shielded mobs`, + description: `needles pierce shields
directly damaging shielded mobs`, isGunTech: true, maxCount: 1, count: 0, @@ -3506,7 +3524,7 @@ }, { name: "rivet diameter", - description: `your rivets are 20% larger
increases mass and physical damage`, + description: `rivets are 20% larger
increases mass and physical damage`, isGunTech: true, maxCount: 9, count: 0, @@ -3769,7 +3787,7 @@ }, { name: "shotgun slug", - description: "the shotgun fires a huge dense bullet", + description: "shotgun lobs 1 huge bullet", isGunTech: true, maxCount: 1, count: 0, @@ -3788,7 +3806,7 @@ }, { name: "nail-shot", - description: "the shotgun fires a burst of nails", + description: "shotgun fires 17 nails", isGunTech: true, maxCount: 1, count: 0, @@ -3807,7 +3825,7 @@ }, { name: "worm-shot", - description: "the shotgun fires 3-4 worms", //
worms seek out nearby mobs + description: "shotgun hatches 3-4 mob seeking worms", //
worms seek out nearby mobs isGunTech: true, maxCount: 1, count: 0, @@ -3826,7 +3844,7 @@ }, { name: "foam-shot", - description: "the shotgun fires 13 foam bubbles", + description: "shotgun sprays 13 sticky foam bubbles", isGunTech: true, maxCount: 1, count: 0, @@ -3845,7 +3863,7 @@ }, { name: "ice-shot", - description: "the shotgun fires 18 ice IX crystals", + description: "shotgun grows 18 freezing ice IX crystals", isGunTech: true, maxCount: 1, count: 0, @@ -3864,7 +3882,7 @@ }, { name: "needle-shot", - description: "the shotgun fires 12 mob piercing needles", + description: "shotgun propels 12 mob piercing needles", isGunTech: true, maxCount: 1, count: 0, @@ -3956,7 +3974,7 @@ }, { name: "super sized", - description: `your super balls are 20% larger
increases mass and physical damage`, + description: `super balls are 20% larger
increases mass and physical damage`, isGunTech: true, maxCount: 9, count: 0, @@ -4569,7 +4587,7 @@ }, { name: "irradiated drones", - description: "irradiate the space around your drones
reduce ammo/efficiency by 75%", + description: "the space around drones is irradiated
reduce ammo/efficiency by 75%", isGunTech: true, maxCount: 1, count: 0, @@ -4880,7 +4898,7 @@ }, { name: "diffraction grating", - description: `your laser gains a diverging beam`, + description: `laser gains a diverging beam`, isGunTech: true, maxCount: 9, count: 0, @@ -5048,8 +5066,8 @@ isFieldTech: true, maxCount: 1, count: 0, - frequency: 2, - frequencyDefault: 2, + frequency: 3, + frequencyDefault: 3, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 1) }, @@ -5193,8 +5211,8 @@ isFieldTech: true, maxCount: 1, count: 0, - frequency: 2, - frequencyDefault: 2, + frequency: 3, + frequencyDefault: 3, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass field") && (build.isExperimentSelection || powerUps.research.count > 3) }, @@ -5508,7 +5526,8 @@ isFieldTech: true, maxCount: 1, count: 0, - frequency: 2, + frequency: 3, + frequencyDefault: 3, isBot: true, isBotTech: true, allowed() { @@ -5613,8 +5632,8 @@ isFieldTech: true, maxCount: 1, count: 0, - frequency: 2, - frequencyDefault: 2, + frequency: 3, + frequencyDefault: 3, allowed() { return m.fieldUpgrades[m.fieldMode].name === "time dilation" && (build.isExperimentSelection || powerUps.research.count > 2) }, @@ -5699,8 +5718,8 @@ isFieldTech: true, maxCount: 1, count: 0, - frequency: 2, - frequencyDefault: 2, + frequency: 3, + frequencyDefault: 3, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 0) }, @@ -5802,8 +5821,8 @@ isFieldTech: true, maxCount: 1, count: 0, - frequency: 2, - frequencyDefault: 2, + frequency: 3, + frequencyDefault: 3, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" && (build.isExperimentSelection || powerUps.research.count > 2) && tech.duplicationChance() < 1 }, diff --git a/todo.txt b/todo.txt index 3ae1763..0aef0a1 100644 --- a/todo.txt +++ b/todo.txt @@ -1,16 +1,12 @@ ******************************************************** NEXT PATCH ******************************************************** -shotgun balance - ice-shot: less spread, higher damage, more crystals - needle-shot: more needles, higher damage, less spread - foam-shot: 1 more bubble - -power up selection and pause menu elements scroll individually now - it looks great on my computer, but different operating systems and browsers are unpredictable - let me know if text is hidden or if it doesn't scroll for you and what OS and browser you're on ******************************************************** TODO ******************************************************** +block shattering + get code from planetesimals + https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010 + mob that grows or gets a shield when player is near and charges when player is near charge triggers an escape mode @@ -174,10 +170,6 @@ movement fluidity wall grab? maybe remove falling damage and block damage? -redblobgames.com/articles/visibility - https://github.com/Silverwolf90/2d-visibility/tree/master/src - could apply to explosions, neutron bomb, player LOS - have a mob apply a positive status effect on other mobs, heal? make it yellow @@ -198,6 +190,7 @@ n-gon outreach ideas blocks on buttons teleport into the button endlessly if they are being slowly floated away maybe add a cooldown? + can't reproduce ants marching outline doesn't sync right on safari anymore. @@ -340,13 +333,6 @@ mob: molecule shapes - 2 separate mobs joined by a bond spin when attacking player? increase constraint length when attacking -mob vision: look at player history - build a new type of attraction for mobs - if mobs can't see player, they check to see if they can see where the player was in the history - if mobs can't see player, they could check to see if they can find player in the past - https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding - write find in spawn undo exploder, but commented out - Mob: "Tentacle": Sits on wall. Is a black blob. When you get near it, reaches out and grabs you, similar to wires. Does not deal damage. maybe it could be immune to damage? but it is spawned by an actual mob