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%
This commit is contained in:
26
js/bullet.js
26
js/bullet.js
@@ -3205,7 +3205,7 @@ const b = {
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range: (700 + 400 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
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drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
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drain: (0.56 - 0.42 * tech.isLaserBotUpgrade) * tech.laserFieldDrain * tech.isLaserDiode,
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laserDamage: 0.6 + 0.43 * tech.isLaserBotUpgrade,
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laserDamage: 0.7 + 0.5 * tech.isLaserBotUpgrade,
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endCycle: Infinity,
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classType: "bullet",
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collisionFilter: {
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@@ -3916,21 +3916,21 @@ const b = {
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}
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}
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} else if (tech.isWormShot) {
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const unit = {
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x: Math.cos(m.angle),
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y: Math.sin(m.angle)
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}
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const where = {
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x: m.pos.x + 35 * unit.x,
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y: m.pos.y + 35 * unit.y
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x: m.pos.x + 35 * Math.cos(m.angle),
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y: m.pos.y + 35 * Math.sin(m.angle)
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}
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for (let i = 0, len = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random(); i < len; i++) {
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const spread = (m.crouch ? 0.04 : 0.08)
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const number = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random()
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let angle = m.angle - (number - 1) * spread * 0.5
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for (let i = 0; i < number; i++) {
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b.worm(where)
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const SPEED = 14 + 6 * Math.random() + 20 * m.crouch;
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const SPEED = (16 + 20 * m.crouch) * (1 + 0.15 * Math.random())
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Matter.Body.setVelocity(bullet[bullet.length - 1], {
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x: SPEED * unit.x,
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y: SPEED * unit.y
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x: SPEED * Math.cos(angle),
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y: SPEED * Math.sin(angle)
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});
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angle += spread
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}
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} else if (tech.isIceShot) {
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const spread = (m.crouch ? 0.7 : 1.2)
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@@ -4131,7 +4131,7 @@ const b = {
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.beginPath();
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const end = 750 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
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const end = 700 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
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const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
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for (let i = this.waves.length - 1; i > -1; i--) {
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@@ -4213,7 +4213,7 @@ const b = {
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ctx.strokeStyle = "rgba(0,0,0,0.6)" //"000";
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ctx.lineWidth = 2 * tech.wavePacketDamage
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ctx.beginPath();
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const end = 1250 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
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const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
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const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
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for (let i = this.waves.length - 1; i > -1; i--) {
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10
js/index.js
10
js/index.js
@@ -30,11 +30,11 @@ function shuffle(array) {
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return array;
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}
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// shrink power up selection menu to find window height
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if (screen.height < 800) {
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document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal
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if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal
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}
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// shrink power up selection menu
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// if (screen.height < 800) {
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// document.getElementById("choose-grid").style.fontSize = "1em"; //1.3em is normal
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// if (screen.height < 600) document.getElementById("choose-grid").style.fontSize = "0.8em"; //1.3em is normal
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// }
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//**********************************************************************
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25
js/level.js
25
js/level.js
@@ -16,7 +16,6 @@ const level = {
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// simulation.isHorizontalFlipped = true
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// m.setField("wormhole")
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// b.giveGuns("shotgun")
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// b.giveGuns("foam")
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// tech.isNeedleShot = true
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// tech.isIceShot = true
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// tech.isFoamShot = true
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@@ -2264,15 +2263,21 @@ const level = {
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spawn.mapRect(6400, -200, 400, 300); //right wall
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.starter(1900, -500, 200) //big boy
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//place to hide
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spawn.mapRect(4650, -300, 1150, 50);
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spawn.mapRect(5750, -300, 50, 200);
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spawn.mapRect(5575, -100, 50, 125);
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spawn.mapRect(5300, -275, 50, 175);
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spawn.mapRect(5050, -100, 50, 150);
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spawn.mapRect(4850, -275, 50, 175);
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// spawn.starter(1900, -500, 200) //big boy
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// spawn.growBossCulture(1900, -500)
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// spawn.blinkBoss(1900, -500)
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// spawn.snakeBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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// spawn.grenadierBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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spawn.sneaker(1900, -500)
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.focuser(1600, -500)
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@@ -2327,6 +2332,8 @@ const level = {
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ctx.fillRect(5400, -550, 300, 350)
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};
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spawn.powerUpBoss(0, 0)
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spawn.powerUpBoss(0, 0)
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level.setPosToSpawn(0, -250); //normal spawn
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spawn.mapRect(5500, -330 + 20, 100, 20); //spawn this because the real exit is in the wrong spot
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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@@ -2364,7 +2371,7 @@ const level = {
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spawn.mapRect(5700, -3300, 1800, 5100); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.mapRect(5425, -650, 375, 450); //blocking exit
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spawn.secondaryBossChance(4800, -500)
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// spawn.secondaryBossChance(4800, -500) //no bonus bosses on final level
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if (simulation.isHorizontalFlipped) { //flip the map horizontally
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level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
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@@ -3229,7 +3236,7 @@ const level = {
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spawn.randomGroup(1600, -100, 0);
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spawn.randomGroup(5000, -3900, -0.3);
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if (simulation.difficulty > 3) {
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if (Math.random() < 0.2) {
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if (Math.random() < 0.25) {
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spawn.randomLevelBoss(2800, -1400);
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} else if (Math.random() < 0.25) {
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spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random());
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@@ -3606,7 +3613,7 @@ const level = {
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spawn.randomMob(3975, -3900, 0.5);
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spawn.randomMob(1725, 125, 0.5);
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if (simulation.difficulty > 3) {
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if (Math.random() < 0.25) {
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if (Math.random() < 0.33) {
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spawn.randomLevelBoss(4250, -250);
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spawn.debris(-250, 50, 1650, 2); //16 debris per level
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spawn.debris(2475, 0, 750, 2); //16 debris per level
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@@ -4349,7 +4356,7 @@ const level = {
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spawn.randomSmallMob(-900, 825);
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if (simulation.difficulty > 3) {
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if (Math.random() < 0.25) {
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if (Math.random() < 0.33) {
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spawn.randomLevelBoss(-800, -1300)
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} else {
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spawn.snakeBoss(-1000 + Math.random() * 2500, -1300); //boss snake with head
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46
js/mob.js
46
js/mob.js
@@ -284,7 +284,7 @@ const mobs = {
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},
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memory: 120, //default time to remember player's location
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locatePlayer() { // updates mob's memory of player location
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //seconds before mob falls a sleep
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
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this.seePlayer.position.x = player.position.x;
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this.seePlayer.position.y = player.position.y;
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},
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@@ -309,12 +309,38 @@ const mobs = {
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// this.seePlayer.position.y = player.position.y;
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// }
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// },
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seePlayerByHistory(depth = 30) { //depth max 60? limit of history
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if (!(simulation.cycle % this.seePlayerFreq)) {
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if (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && !m.isCloak) {
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this.foundPlayer();
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} else if (this.seePlayer.recall) {
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this.lostPlayer();
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for (let i = 0; i < depth; i++) { //if lost player lock onto a player location in history
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let history = m.history[(m.cycle - 10 * i) % 600]
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if (Matter.Query.ray(map, this.position, history.position).length === 0) {
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this.seePlayer.recall = this.memory + Math.round(this.memory * Math.random()); //cycles before mob falls a sleep
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this.seePlayer.position.x = history.position.x;
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this.seePlayer.position.y = history.position.y;
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this.seePlayer.yes = true;
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//draw the history location found for testing purposes
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// ctx.beginPath();
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// ctx.moveTo(this.position.x, this.position.y);
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// ctx.lineTo(history.position.x, history.position.y);
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// ctx.lineWidth = 5;
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// ctx.strokeStyle = "#000";
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// ctx.stroke();
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break
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}
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}
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}
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}
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},
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seePlayerCheck() {
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if (!(simulation.cycle % this.seePlayerFreq)) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 &&
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// Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 &&
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Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
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// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
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!m.isCloak
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) {
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this.foundPlayer();
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@@ -335,7 +361,7 @@ const mobs = {
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seePlayerByDistOrLOS() {
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if (!(simulation.cycle % this.seePlayerFreq)) {
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if (
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(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && Matter.Query.ray(body, this.position, this.mPosRange()).length === 0)) &&
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(this.distanceToPlayer2() < this.seeAtDistance2 || (Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0)) &&
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!m.isCloak
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) {
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this.foundPlayer();
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@@ -366,8 +392,8 @@ const mobs = {
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if (!(simulation.cycle % this.seePlayerFreq) && (this.seePlayer.recall || this.isLookingAtPlayer(this.lookRange))) {
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if (
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this.distanceToPlayer2() < this.seeAtDistance2 &&
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Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 &&
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// Matter.Query.ray(body, this.position, this.mPosRange()).length === 0 &&
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Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
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// Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0 &&
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!m.isCloak
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) {
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this.foundPlayer();
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@@ -387,7 +413,7 @@ const mobs = {
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ctx.fill();
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}
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},
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mPosRange() {
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playerPosRandomY() {
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return {
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x: player.position.x, // + (Math.random() - 0.5) * 50,
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y: player.position.y + (Math.random() - 0.5) * 110
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@@ -412,7 +438,7 @@ const mobs = {
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// this.force = Vector.mult(Vector.normalise(Vector.sub(this.hackedTarget.position, this.position)), this.mass * 0.0015)
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// }
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// },
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laserBeam() {
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harmZone() {
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if (this.seePlayer.yes) {
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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// ctx.lineDashOffset = 6*(simulation.cycle % 215);
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@@ -879,8 +905,8 @@ const mobs = {
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if (
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!(simulation.cycle % this.fireFreq) &&
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Math.abs(this.position.x - this.seePlayer.position.x) < 400 && //above player
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Matter.Query.ray(map, this.position, this.mPosRange()).length === 0 && //see player
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Matter.Query.ray(body, this.position, this.mPosRange()).length === 0
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Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 && //see player
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Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
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) {
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spawn.bomb(this.position.x, this.position.y + this.radius * 0.7, 9 + Math.ceil(this.radius / 15), 5);
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//add spin and speed
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@@ -1462,7 +1462,8 @@ const m = {
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},
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fieldUpgrades: [{
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name: "field emitter",
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description: "use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> <strong class='color-block'>blocks</strong><br>regen <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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description: "regen <strong>6</strong> <strong class='color-f'>energy</strong> per second<br>use it to <strong>deflect</strong> mobs and <strong>throw</strong> <strong class='color-block'>blocks</strong><br><strong class='color-f'>energy</strong> regen disabled if immune to <strong class='color-harm'>harm</strong>",
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// description: "use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> <strong class='color-block'>blocks</strong><br>regen <strong>6</strong> <strong class='color-f'>energy</strong>/s, when not immune to <strong class='color-harm'>harm</strong>",
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effect: () => {
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m.hold = function() {
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if (m.isHolding) {
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168
js/spawn.js
168
js/spawn.js
@@ -1,7 +1,7 @@
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//main object for spawning things in a level
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const spawn = {
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nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
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randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture"]) {
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randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss"]) {
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// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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@@ -17,8 +17,8 @@ const spawn = {
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"launcher", "launcher",
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"springer", "springer",
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"pulsar", "pulsar",
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"sneaker", "sneaker",
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"sucker",
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"chaser",
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"sniper",
|
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"spinner",
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"grower",
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@@ -26,9 +26,8 @@ const spawn = {
|
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"focuser",
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"spawner",
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"ghoster",
|
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"sneaker",
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],
|
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allowedGroupList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper", "pulsar", "grenadier"],
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allowedGroupList: ["spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper", "pulsar", "grenadier"],
|
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setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
|
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//each level has 2 mobs: one new mob and one from the last level
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spawn.pickList.splice(0, 1);
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@@ -366,9 +365,11 @@ const spawn = {
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Matter.Body.setVelocity(body[i], Vector.add(body[i].velocity, pushUp));
|
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}
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//damage all mobs
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for (let j = 0; j < 8; j++) { //in case some mobs leave things after they die
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for (let i = 0, len = mob.length; i < len; ++i) {
|
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if (mob[i] !== this) mob[i].damage(Infinity, true);
|
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}
|
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}
|
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//draw stuff
|
||||
for (let i = 0, len = 22; i < len; i++) {
|
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@@ -1016,23 +1017,23 @@ const spawn = {
|
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this.checkStatus();
|
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};
|
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},
|
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chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
|
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mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790"
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let me = mob[mob.length - 1];
|
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// Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower
|
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me.friction = 0.1;
|
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me.frictionAir = 0;
|
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me.accelMag = 0.001 * Math.sqrt(simulation.accelScale);
|
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me.g = me.accelMag * 0.6; //required if using 'gravity'
|
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me.memory = 50;
|
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spawn.shield(me, x, y);
|
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me.do = function() {
|
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this.gravity();
|
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this.seePlayerCheck();
|
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this.checkStatus();
|
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this.attraction();
|
||||
};
|
||||
},
|
||||
// chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
|
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// 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();
|
||||
@@ -2493,8 +2552,7 @@ const spawn = {
|
||||
}
|
||||
this.checkStatus();
|
||||
this.attraction();
|
||||
if (this.cd < simulation.cycle) {
|
||||
if (this.seePlayer.recall) {
|
||||
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;
|
||||
@@ -2514,14 +2572,13 @@ const spawn = {
|
||||
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
|
||||
|
||||
65
js/tech.js
65
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 <strong>needles</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||||
description: `<strong>needles</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3506,7 +3524,7 @@
|
||||
},
|
||||
{
|
||||
name: "rivet diameter",
|
||||
description: `your <strong>rivets</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
||||
description: `<strong>rivets</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -3769,7 +3787,7 @@
|
||||
},
|
||||
{
|
||||
name: "shotgun slug",
|
||||
description: "the <strong>shotgun</strong> fires a huge dense <strong>bullet</strong>",
|
||||
description: "<strong>shotgun</strong> lobs <strong>1</strong> huge <strong>bullet</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3788,7 +3806,7 @@
|
||||
},
|
||||
{
|
||||
name: "nail-shot",
|
||||
description: "the <strong>shotgun</strong> fires a burst of <strong>nails</strong>",
|
||||
description: "<strong>shotgun</strong> fires <strong>17</strong> <strong>nails</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3807,7 +3825,7 @@
|
||||
},
|
||||
{
|
||||
name: "worm-shot",
|
||||
description: "the <strong>shotgun</strong> fires <strong>3-4</strong> <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>", //<br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> seek out nearby mobs
|
||||
description: "<strong>shotgun</strong> hatches <strong>3-4</strong> mob seeking <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>", //<br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> seek out nearby mobs
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3826,7 +3844,7 @@
|
||||
},
|
||||
{
|
||||
name: "foam-shot",
|
||||
description: "the <strong>shotgun</strong> fires <strong>13</strong> <strong>foam</strong> bubbles",
|
||||
description: "<strong>shotgun</strong> sprays <strong>13</strong> sticky <strong>foam</strong> bubbles",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3845,7 +3863,7 @@
|
||||
},
|
||||
{
|
||||
name: "ice-shot",
|
||||
description: "the <strong>shotgun</strong> fires <strong>18</strong> <strong class='color-s'>ice IX</strong> crystals",
|
||||
description: "<strong>shotgun</strong> grows <strong>18</strong> freezing <strong class='color-s'>ice IX</strong> crystals",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3864,7 +3882,7 @@
|
||||
},
|
||||
{
|
||||
name: "needle-shot",
|
||||
description: "the <strong>shotgun</strong> fires <strong>12</strong> mob piercing <strong>needles</strong>",
|
||||
description: "<strong>shotgun</strong> propels <strong>12</strong> mob piercing <strong>needles</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3956,7 +3974,7 @@
|
||||
},
|
||||
{
|
||||
name: "super sized",
|
||||
description: `your <strong>super balls</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
||||
description: `<strong>super balls</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -4569,7 +4587,7 @@
|
||||
},
|
||||
{
|
||||
name: "irradiated drones",
|
||||
description: "<strong class='color-p'>irradiate</strong> the space around your <strong>drones</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>75%</strong>",
|
||||
description: "the space around <strong>drones</strong> is <strong class='color-p'>irradiated</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>75%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4880,7 +4898,7 @@
|
||||
},
|
||||
{
|
||||
name: "diffraction grating",
|
||||
description: `your <strong class='color-laser'>laser</strong> gains a <strong>diverging</strong> beam`,
|
||||
description: `<strong class='color-laser'>laser</strong> gains a <strong>diverging</strong> 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
|
||||
},
|
||||
|
||||
24
todo.txt
24
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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user