grapple stuff
grappling hook - small quality of life improvements about 30% larger, and a new shape (does more damage as a result) continues past mobs after hitting them instead of retracting pulls faster even at close range sticks into walls more reliably returns to you when you let go of fire, even when stuck loses ammo less often drains energy as it pulls JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote) JUNK tech: harvest - convert all the mobs on this level into ammo pause menu stats are a bit different
This commit is contained in:
132
js/bullet.js
132
js/bullet.js
@@ -1348,11 +1348,10 @@ const b = {
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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grapple(where, angle = m.angle, isReturn = false, harpoonSize = 1) {
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grapple(where, angle = m.angle, harpoonSize = 1) {
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const me = bullet.length;
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const returnRadius = 100 * Math.sqrt(harpoonSize)
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bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], {
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cycle: 0,
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bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -70 * harpoonSize, y: 3 * harpoonSize, index: 0, isInternal: false }, { x: -70 * harpoonSize, y: -3 * harpoonSize, index: 1, isInternal: false }, { x: 45 * harpoonSize, y: -2 * harpoonSize, index: 2, isInternal: false }, { x: 50 * harpoonSize, y: 0, index: 3, isInternal: false }, { x: 45 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], {
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angle: angle,
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friction: 1,
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frictionAir: 0.4,
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@@ -1362,12 +1361,13 @@ const b = {
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endCycle: simulation.cycle + 45,
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collisionFilter: {
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category: cat.bullet,
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mask: tech.isShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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},
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minDmgSpeed: 4,
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ropeExtension: 0,
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lookFrequency: Math.floor(7 + Math.random() * 3),
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density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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drain: 0.004,
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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@@ -1375,19 +1375,10 @@ const b = {
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}
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if (tech.fragments) {
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b.targetedNail(this.vertices[2], tech.fragments * 3)
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if (!isReturn) this.endCycle = 0;
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}
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if (!who.isBadTarget) {
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if (isReturn) {
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this.do = this.returnToPlayer
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} else {
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this.frictionAir = 0.01
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this.do = () => {
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this.force.y += this.mass * 0.003; //gravity
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this.draw();
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}
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}
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}
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// if (!who.isBadTarget) {
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// this.do = this.returnToPlayer
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// }
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},
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caughtPowerUp: null,
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dropCaughtPowerUp() {
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@@ -1416,7 +1407,7 @@ const b = {
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this.dropCaughtPowerUp()
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}
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},
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drawString() {
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draw() {
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const where = {
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x: m.pos.x + 30 * Math.cos(m.angle),
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y: m.pos.y + 30 * Math.sin(m.angle)
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@@ -1430,8 +1421,9 @@ const b = {
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ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
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// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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ctx.stroke();
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//draw hook
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// ctx.beginPath();
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},
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draw() {},
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returnToPlayer() {
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if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
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this.endCycle = 0;
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@@ -1482,9 +1474,7 @@ const b = {
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}
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},
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do() {
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this.cycle++
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if (isReturn) {
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if (input.fire) {
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if (input.fire) { //&& !Matter.Query.collides(this, body).length
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this.grabPowerUp()
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if (this.endCycle < simulation.cycle + 1) { //if at end of lifespan, but player is holding down fire, force retraction
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this.endCycle = simulation.cycle + 60
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@@ -1514,25 +1504,14 @@ const b = {
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this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
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}
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}
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//grappling hook
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if (input.fire && Matter.Query.collides(this, map).length) {
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const pull = Vector.mult(Vector.normalise(Vector.sub(this.position, m.pos)), 0.1)
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player.force.x += pull.x
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player.force.y += pull.y - player.mass * 0.02
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const move = { x: 50 * Math.cos(this.angle), y: 50 * Math.sin(this.angle), }
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Matter.Body.setPosition(this, Vector.add(this.position, move))
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Matter.Body.setPosition(this, Vector.add(this.position, { x: 20 * Math.cos(this.angle), y: 20 * Math.sin(this.angle) }))
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if (Matter.Query.collides(this, map).length) {
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Matter.Body.setStatic(this, true)
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Matter.Sleeping.set(this, true)
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this.endCycle = simulation.cycle + 5
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this.dropCaughtPowerUp()
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this.do = () => {
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// const grappleBack = {
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// x: this.position.x - 50 * Math.cos(this.angle),
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// y: this.position.y - 50 * Math.sin(this.angle)
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// }
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//between player nose and the grapple
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const sub = Vector.sub(this.vertices[0], {
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x: m.pos.x + 30 * Math.cos(m.angle),
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@@ -1540,14 +1519,6 @@ const b = {
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})
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let dist = Vector.magnitude(sub) - this.ropeExtension
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if (input.fire) {
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m.fireCDcycle = m.cycle + 30; // cool down if out of energy
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this.endCycle = simulation.cycle + 10
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Matter.Body.setVelocity(player, { x: player.velocity.x * 0.8, y: player.velocity.y * 0.8 });
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if (input.down) { //down
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dist *= 0.25
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player.force.y += 5 * player.mass * simulation.g;
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}
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//control position while hooked
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// if (input.down) { //down
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// player.force.y += 5 * player.mass * simulation.g;
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@@ -1567,17 +1538,23 @@ const b = {
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// dist *= 0.4
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// player.force.x -= 5 * player.mass * simulation.g;
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// }
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if (!tech.isRailEnergyGain && m.energy > 0.004 && dist > 400) m.energy -= 0.004
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const pull = Vector.mult(Vector.normalise(sub), 0.00035 * Math.min(Math.max(30, dist), 500))
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m.fireCDcycle = m.cycle + 30; // cool down if out of energy
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this.endCycle = simulation.cycle + 10
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if (input.down) { //down
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dist = 0
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player.force.y += 5 * player.mass * simulation.g;
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}
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if (m.energy > this.drain || tech.isRailEnergyGain) {
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Matter.Body.setVelocity(player, { x: player.velocity.x * 0.8, y: player.velocity.y * 0.8 });
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const pull = Vector.mult(Vector.normalise(sub), 0.0008 * Math.min(Math.max(15, dist), 200))
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player.force.x += pull.x
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player.force.y += pull.y
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} else { //if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius + 200)
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// if (input.up) { //up
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// player.force.y -= 20 * player.mass * simulation.g;
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// }
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//automatically get ammo back
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if (!tech.isRailEnergyGain && dist > 500) {
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m.energy -= this.drain
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if (m.energy < 0) {
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this.endCycle = 0;
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if (m.cycle + 15 * b.fireCDscale < m.fireCDcycle) m.fireCDcycle = m.cycle + 15 * b.fireCDscale //lower cd to 15 if it is above 15
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if (m.cycle + 50 < m.fireCDcycle) m.fireCDcycle = m.cycle + 50
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// refund ammo
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "harpoon") {
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@@ -1587,7 +1564,30 @@ const b = {
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}
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}
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}
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// if (dist > returnRadius)
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}
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}
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// if (tech.isIntangibleGrapple) {
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// player.collisionFilter.mask = cat.map
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// let inPlayer = Matter.Query.region(mob, player.bounds)
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// if (inPlayer.length > 0) {
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// for (let i = 0; i < inPlayer.length; i++) {
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// if (m.energy > 0 && inPlayer[i].shield) m.energy -= 0.014;
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// }
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// }
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// //check for disabling intangible in next cycle
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// requestAnimationFrame(() => {
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// if (!tech.isIntangibleGrapple || !input.fire || this.) {
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// player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
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// }
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// });
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// }
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} else {
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Matter.Sleeping.set(this, false)
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this.collisionFilter.category = 0
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this.collisionFilter.mask = 0
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this.do = this.returnToPlayer
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this.endCycle = simulation.cycle + 60
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}
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this.draw();
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}
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}
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@@ -1595,36 +1595,8 @@ const b = {
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this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
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this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
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this.draw()
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}
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},
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});
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if (!isReturn) {
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + 60 * Math.cos(bullet[me].angle),
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y: m.Vy / 2 + 60 * Math.sin(bullet[me].angle)
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});
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bullet[me].frictionAir = 0.002
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bullet[me].do = function() {
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if (this.speed < 20) this.force.y += 0.0005 * this.mass;
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this.draw();
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}
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}
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if (tech.isHarpoonPowerUp && bullet[me].density > 0.01) {
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if (isReturn) {
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bullet[me].draw = function() {
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this.drawToggleHarpoon()
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this.drawString()
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}
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} else {
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bullet[me].draw = function() {
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this.drawToggleHarpoon()
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}
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}
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} else if (isReturn) {
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bullet[me].draw = function() {
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this.drawString()
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}
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}
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35) {
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@@ -6122,7 +6094,7 @@ const b = {
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simulation.updateGunHUD();
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m.fireCDcycle = m.cycle + 90 // cool down
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} else {
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b.grapple(where, m.angle, !input.down, harpoonSize)
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b.grapple(where, m.angle, harpoonSize)
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}
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m.fireCDcycle = m.cycle + 45 // cool down
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},
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28
js/index.js
28
js/index.js
@@ -257,31 +257,37 @@ const build = {
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if (tech.plasmaBotCount) botText += `<br>plasma-bots: ${tech.plasmaBotCount}`
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if (tech.missileBotCount) botText += `<br>missile-bots: ${tech.missileBotCount}`
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const harm = (1 - m.harmReduction()) * 100
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let text = `<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">`
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if (!simulation.isChoosing) text += `<br><span style="font-size:1.5em;font-weight: 600;">PAUSED</span> press P to resume
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<br><br><svg class="SVG-button" onclick="build.shareURL(false)" width="92" height="20" style="padding:0px; margin: 1px;">
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<g stroke='none' fill='#333' stroke-width="2" font-size="14px" font-family="Ariel, sans-serif"> <text x="5" y="15">copy build url</text></g>
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</svg><br>`
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text += `<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
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<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
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<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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<br><strong class='color-dup'>duplication</strong> chance: ${(tech.duplicationChance()*100).toFixed(0)}%
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${botText}
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//{ /* <strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}% */ }
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// <br>damage difficulty reduction: ${((1-m.dmgScale)*100).toFixed(2)}%
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// <br>effective damage: ${(((tech.damageFromTech()-1)*m.dmgScale)*100).toFixed(0)}%
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// <br>
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// <br><strong class='color-d'>damage</strong> = ${((tech.damageFromTech())*100).toFixed(0)}% × ${((m.dmgScale)*100).toFixed(2)}% = ${(((tech.damageFromTech())*m.dmgScale)*100).toFixed(0)}%
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/// <br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
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text +=
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`
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<br>effective <strong class='color-d'>damage</strong>: ${(tech.damageFromTech() * m.dmgScale).toPrecision(4)}
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<br>damage: ${((tech.damageFromTech())).toPrecision(4)}, difficulty: ${((m.dmgScale)).toPrecision(4)}
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<br>
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<br><strong class='color-m'>tech</strong>: ${tech.totalCount} <strong class='color-r'>research</strong>: ${powerUps.research.count}
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<br>effective <strong class='color-harm'>harm</strong>: ${(simulation.dmgScale*m.harmReduction()).toPrecision(4)}
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<br>reduction: ${(m.harmReduction()).toPrecision(4)}, difficulty: ${(simulation.dmgScale).toPrecision(4)}
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<br>
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${botText}
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<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) <strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
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<br><strong class='color-g'>gun</strong>: ${b.activeGun !== null ? b.guns[b.activeGun].name: "null"} <strong class='color-g'>ammo</strong>: ${b.activeGun !== null ? b.guns[b.activeGun].ammo: "0"}
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<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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<br><strong class='color-dup'>duplication</strong> chance: ${(tech.duplicationChance()*100).toFixed(0)}%
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<br><strong class='color-m'>tech</strong>: ${tech.totalCount} <strong class='color-r'>research</strong>: ${powerUps.research.count}
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<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
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<br>mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
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<br>
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<br>seed: ${Math.initialSeed}
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<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${m.cycle} cycles
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<br>${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
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<br>damage difficulty scale: ${(m.dmgScale*100).toFixed(2) }%
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<br>harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
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<br>heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
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${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
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</div>`;
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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@@ -18,7 +18,7 @@ const level = {
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// m.setField("time dilation")
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// b.giveGuns("harpoon")
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// for (let i = 0; i < 9; i++) tech.giveTech("smelting")
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// tech.giveTech("UHMWPE")
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// tech.giveTech("boson quasiparticles")
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// tech.giveTech("grappling hook")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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@@ -32,7 +32,7 @@ const level = {
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.reactor();
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// level.testing(); //not in rotation, used for testing
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// level.run()
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// level.pavilion()
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if (simulation.isTraining) { level.walk(); } else { level.intro(); }
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// powerUps.research.changeRerolls(3000)
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@@ -2547,7 +2547,7 @@ const level = {
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(1900, -500)
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// spawn.powerUpBossBaby(3200, -500)
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spawn.powerUpBossBaby(3200, -500)
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// spawn.snakeBoss(1700, -500)
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// spawn.streamBoss(3200, -500)
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// spawn.pulsarBoss(1700, -500)
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42
js/mob.js
42
js/mob.js
@@ -803,27 +803,27 @@ const mobs = {
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}
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}
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},
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invulnerability() {
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if (this.isInvulnerable) {
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if (this.invulnerabilityCountDown > 0) {
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this.invulnerabilityCountDown--
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//graphics //draw a super shield?
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ctx.beginPath();
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let vertices = this.vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.lineWidth = 20;
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// ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
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// ctx.fill();
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ctx.strokeStyle = "rgba(255,255,255,0.4)";
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ctx.stroke();
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} else {
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this.isInvulnerable = false
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this.damageReduction = this.startingDamageReduction
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}
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}
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},
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// invulnerability() {
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// if (this.isInvulnerable) {
|
||||
// if (this.invulnerabilityCountDown > 0) {
|
||||
// this.invulnerabilityCountDown--
|
||||
// //graphics //draw a super shield?
|
||||
// ctx.beginPath();
|
||||
// let vertices = this.vertices;
|
||||
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
// for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
// ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
// ctx.lineWidth = 20;
|
||||
// // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
|
||||
// // ctx.fill();
|
||||
// ctx.strokeStyle = "rgba(255,255,255,0.4)";
|
||||
// ctx.stroke();
|
||||
// } else {
|
||||
// this.isInvulnerable = false
|
||||
// this.damageReduction = this.startingDamageReduction
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
grow() {
|
||||
if (this.seePlayer.recall) {
|
||||
if (this.radius < 80) {
|
||||
|
||||
@@ -872,7 +872,7 @@ const powerUps = {
|
||||
powerUps.research.currentRerollCount = 0
|
||||
if (tech.isTechDamage && who.name === "tech") m.damage(0.11)
|
||||
if (tech.isMassEnergy) m.energy += 2;
|
||||
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.66) {
|
||||
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.60) {
|
||||
if (tech.isLaserMine && input.down) {
|
||||
b.laserMine(who.position)
|
||||
} else {
|
||||
|
||||
@@ -121,7 +121,7 @@ const simulation = {
|
||||
fpsCapDefault: 72, //use to change fpsCap back to normal after a hit from a mob
|
||||
isCommunityMaps: false,
|
||||
cyclePaused: 0,
|
||||
fallHeight: 5000, //below this y position the player dies
|
||||
fallHeight: 6000, //below this y position the player dies
|
||||
lastTimeStamp: 0, //tracks time stamps for measuring delta
|
||||
delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
|
||||
buttonCD: 0,
|
||||
|
||||
30
js/spawn.js
30
js/spawn.js
@@ -1238,8 +1238,8 @@ const spawn = {
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
|
||||
ctx.stroke();
|
||||
} else {
|
||||
this.isInvulnerable = false
|
||||
@@ -2010,8 +2010,8 @@ const spawn = {
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
}
|
||||
}
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
|
||||
ctx.stroke();
|
||||
} else if (this.invulnerabilityCountDown > 0) {
|
||||
this.invulnerabilityCountDown--
|
||||
@@ -3420,10 +3420,8 @@ const spawn = {
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.lineWidth = 20;
|
||||
// ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
|
||||
// ctx.fill();
|
||||
ctx.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
|
||||
ctx.stroke();
|
||||
} else {
|
||||
this.isInvulnerable = false
|
||||
@@ -3702,8 +3700,8 @@ const spawn = {
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
|
||||
ctx.stroke();
|
||||
}
|
||||
this.checkStatus();
|
||||
@@ -3840,8 +3838,8 @@ const spawn = {
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
|
||||
ctx.stroke();
|
||||
} else if (this.mass < 100) {
|
||||
Matter.Body.scale(this, 1.01, 1.01); //grow back to normal size
|
||||
@@ -3970,8 +3968,8 @@ const spawn = {
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
|
||||
ctx.stroke();
|
||||
}
|
||||
me.swordSlash = function() {
|
||||
@@ -3992,8 +3990,8 @@ const spawn = {
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.lineWidth = 20;
|
||||
ctx.strokeStyle = "rgba(255,255,255,0.7)";
|
||||
ctx.lineWidth = 13 + 5 * Math.random();
|
||||
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
|
||||
ctx.stroke();
|
||||
}
|
||||
me.laserSword = function(where, angle) {
|
||||
|
||||
85
js/tech.js
85
js/tech.js
@@ -4831,7 +4831,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "booby trap",
|
||||
description: "<strong>50%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+50%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||||
description: "<strong>60%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+46%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4844,7 +4844,7 @@ const tech = {
|
||||
effect() {
|
||||
tech.isMineDrop = true;
|
||||
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0)
|
||||
this.refundAmount += tech.addJunkTechToPool(0.5)
|
||||
this.refundAmount += tech.addJunkTechToPool(0.46)
|
||||
},
|
||||
refundAmount: 0,
|
||||
remove() {
|
||||
@@ -5557,7 +5557,7 @@ const tech = {
|
||||
// },
|
||||
{
|
||||
name: "grappling hook",
|
||||
description: `<strong>harpoons</strong> attach to the <strong>map</strong> and pull you in<br><strong>rope</strong> extends much <strong>farther</strong> while you hold fire`,
|
||||
description: `<strong>harpoons</strong> attach to the <strong>map</strong> and pull you in<br>your <strong>rope</strong> extends while holding <strong>fire</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5582,6 +5582,46 @@ const tech = {
|
||||
}
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "exchange interaction",
|
||||
// description: `<strong>immune</strong> to <strong class='color-harm'>harm</strong> while <strong>grappling</strong>`,
|
||||
// // link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Boson' class="link">boson</a>`,
|
||||
// isGunTech: true,
|
||||
// maxCount: 1,
|
||||
// count: 0,
|
||||
// frequency: 2,
|
||||
// frequencyDefault: 2,
|
||||
// allowed() {
|
||||
// return tech.isGrapple && !tech.isRailEnergyGain
|
||||
// },
|
||||
// requires: "grappling hook, not alternator",
|
||||
// effect() {
|
||||
// tech.isIntangibleGrapple = true;
|
||||
// },
|
||||
// remove() {
|
||||
// tech.isIntangibleGrapple = false
|
||||
// }
|
||||
// },
|
||||
// {
|
||||
// name: "boson quasiparticles",
|
||||
// description: `<strong>intangible</strong> to <strong class='color-block'>blocks</strong> and mobs while <strong>grappling</strong><br>passing through <strong>shields</strong> drains your <strong class='color-f'>energy</strong>`,
|
||||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Boson' class="link">boson</a>`,
|
||||
// isGunTech: true,
|
||||
// maxCount: 1,
|
||||
// count: 0,
|
||||
// frequency: 2,
|
||||
// frequencyDefault: 2,
|
||||
// allowed() {
|
||||
// return tech.isGrapple && !tech.isRailEnergyGain
|
||||
// },
|
||||
// requires: "grappling hook, not alternator",
|
||||
// effect() {
|
||||
// tech.isIntangibleGrapple = true;
|
||||
// },
|
||||
// remove() {
|
||||
// tech.isIntangibleGrapple = false
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "alternator",
|
||||
description: "<strong>harpoon</strong> and <strong>grappling hook</strong> drain no <strong class='color-f'>energy</strong><br><strong>railgun</strong> generates <strong class='color-f'>energy</strong>", //as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
|
||||
@@ -7476,6 +7516,27 @@ const tech = {
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: "harvest",
|
||||
description: "convert all the mobs on this level into <strong class='color-ammo'>ammo</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
frequencyDefault: 0,
|
||||
isJunk: true,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
powerUps.directSpawn(mob[i].position.x, mob[i].position.y, "ammo");
|
||||
mob[i].death();
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: "brainstorm",
|
||||
description: "the <strong class='color-m'>tech</strong> choice menu <strong>randomizes</strong><br>every <strong>0.5</strong> seconds for <strong>10</strong> seconds",
|
||||
@@ -7611,6 +7672,21 @@ const tech = {
|
||||
if (this.count) m.look = m.lookDefault
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "Mech v4.48",
|
||||
description: `open a portal to a primordial version of reality`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isNonRefundable: true,
|
||||
isJunk: true,
|
||||
allowed() { return true },
|
||||
requires: "",
|
||||
effect() {
|
||||
window.open('https://scratch.mit.edu/projects/14005697/fullscreen/', '_blank')
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: "planetesimals",
|
||||
description: `play <strong>planetesimals</strong> <em style = 'font-size:80%;'>(an asteroids-like game)</em><br>clear <strong>levels</strong> in <strong>planetesimals</strong> to spawn <strong class='color-m'>tech</strong><br>if you <strong style="color:red;">die</strong> in <strong>planetesimals</strong> you <strong style="color:red;">die</strong> in <strong>n-gon</strong>`,
|
||||
@@ -9411,5 +9487,6 @@ const tech = {
|
||||
isTimeCrystals: null,
|
||||
isGroundState: null,
|
||||
isRailGun: null,
|
||||
isGrapple: null
|
||||
isGrapple: null,
|
||||
// isIntangibleGrapple: null
|
||||
}
|
||||
48
todo.txt
48
todo.txt
@@ -1,28 +1,44 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
tech grappling hook - can attack to walls and pull you towards the walls
|
||||
harpoon extends farther as you hold down fire, but no longer has auto-steering
|
||||
grappling hook - small quality of life improvements
|
||||
about 30% larger, and a new shape (does more damage as a result)
|
||||
continues past mobs after hitting them instead of retracting
|
||||
pulls faster even at close range
|
||||
sticks into walls more reliably
|
||||
returns to you when you let go of fire, even when stuck
|
||||
loses ammo less often
|
||||
drains energy as it pulls
|
||||
|
||||
mobs do 4% less harm per difficulty level
|
||||
railgun/harpoon auto-targeting is smarter at long distances with multiple small targets
|
||||
but it still has trouble with moving targets
|
||||
booby trap only has a 100 -> 50% chance to drop a mine when picking up power ups
|
||||
added fallback for browsers that don't allow local storage
|
||||
JUNK tech: Mech v4.48 - open a portal to a primordial version of reality (an old scratch game I wrote)
|
||||
JUNK tech: harvest - convert all the mobs on this level into ammo
|
||||
pause menu stats are a bit different
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
grappling hook
|
||||
new shape, different from harpoon
|
||||
how to draw convex?
|
||||
composite
|
||||
fire delay reduction doesn't have much effect
|
||||
tech: give harm immunity while being pulled?
|
||||
make not stack with alternator? so no energy regen
|
||||
tech: give no collisions, like boson composite while attached to harpoon
|
||||
make not stack with alternator? so no energy regen
|
||||
this was annoying to code, but probably doable
|
||||
draw the hook part directly
|
||||
two backwards angled spikes near the front
|
||||
give player more control over motion while hanging and retracting
|
||||
reduce friction effects so player swing around?
|
||||
up down left right push player around?
|
||||
lengthen and shrink the rope length?
|
||||
scale velocity dampening with distance to grapple
|
||||
get induction furnace working?
|
||||
I'm not a fan of this tech, I'd be happy if it was basic harpoon only
|
||||
scale velocity dampening with distance to grapple?
|
||||
|
||||
tech that does less damage the more tech you have?
|
||||
tech.totalCount
|
||||
|
||||
add coyote jump
|
||||
log game m.cycle when last on ground
|
||||
for jump check if game cycle is < last on ground cycle -2
|
||||
|
||||
setting to remove UI, except health bar
|
||||
except active gun? to see ammo
|
||||
checkbox in pause and in settings
|
||||
|
||||
tech - Plasma railgun
|
||||
like foam, or phonon?
|
||||
@@ -34,10 +50,6 @@ pause time like invariant for other things...
|
||||
|
||||
bug - url sharing still broken sometimes
|
||||
|
||||
setting to remove UI, except health bar
|
||||
except active gun? to see ammo
|
||||
checkbox in pause and in settings
|
||||
|
||||
+damage for each different bot type you have
|
||||
disables bot upgrades?
|
||||
|
||||
|
||||
Reference in New Issue
Block a user