retrocausality

time dilation tech: retrocausality - instead of pausing time your field rewinds time, including your health
  this tech replaces replaces CPT gun
  works well with tech: causality bots and grenades

wormhole
  activated on mouse up
  draw an outline of the wormhole to show if can work at your mouse location

adiabatic healing: adds 5% JUNK in addition to 100% better heals

several tech pool frequencies have been adjusted to roughly this rule:
  no requirements:  1x chance
  requirements: 2x chance
    (most gun and field tech)
  strict requirements: 3x chance or higher

bug fixes
This commit is contained in:
landgreen
2021-10-31 07:01:54 -07:00
parent 7af4ffdce8
commit 093e56dd12
9 changed files with 635 additions and 290 deletions

View File

@@ -133,6 +133,7 @@ const m = {
transX: 0,
transY: 0,
history: [], //tracks the last second of player position
rewindCount: 0, //used with CPT gun
resetHistory() {
for (let i = 0; i < 600; i++) { //reset history
m.history[i] = {
@@ -298,7 +299,7 @@ const m = {
},
alive: false,
switchWorlds() {
const totalGuns = b.inventory.length - tech.isRewindGun //count guns, but not CPT gun
const totalGuns = b.inventory.length //- tech.isRewindGun //count guns, but not CPT gun
simulation.isTextLogOpen = false; //prevent console spam
//remove all tech and count current tech total
let totalTech = 0;
@@ -932,7 +933,7 @@ const m = {
holdingMassScale: 0,
hole: {
isOn: false,
isReady: true,
isReady: false,
pos1: {
x: 0,
y: 0
@@ -983,7 +984,7 @@ const m = {
// m.setMaxEnergy();
m.hole = {
isOn: false,
isReady: true,
isReady: false,
pos1: {
x: 0,
y: 0
@@ -2126,82 +2127,256 @@ const m = {
name: "time dilation",
// description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br>while time is stopped you can <strong>move</strong> and <strong>fire</strong><br>and <strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong>",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>but, <strong>collisions</strong> still do <strong class='color-harm'>harm</strong>",
effect: () => {
// m.fieldMeterColor = "#000"
m.fieldFire = true;
m.isBodiesAsleep = false;
m.drain = 0.0005
m.hold = function() {
if (m.isHolding) {
m.wakeCheck();
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) {
m.grabPowerUp();
m.lookForPickUp(180);
set() {
if (tech.isRewindField) {
this.rewindCount = 0
m.grabPowerUpRange2 = 300000
m.hold = function() {
if (m.isHolding) {
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
m.grabPowerUp();
if (this.rewindCount === 0) m.lookForPickUp();
m.drain += 0.0000025
if (m.energy > m.drain) {
m.energy -= m.drain;
if (m.energy < m.drain) {
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
if (!m.holdingTarget) {
this.rewindCount += 6;
const DRAIN = 0.001
let history = m.history[(m.cycle - this.rewindCount) % 600]
if (this.rewindCount > 599 || m.energy < DRAIN) {
this.rewindCount = 0;
m.resetHistory();
if (m.fireCDcycle < m.cycle + 60) m.fieldCDcycle = m.cycle + 60
m.immuneCycle = m.cycle //if you reach the end of the history disable harm immunity
} else {
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
ctx.fillStyle = "#ccc";
ctx.fillRect(-100000, -100000, 200000, 200000)
ctx.globalCompositeOperation = "source-over"
// m.grabPowerUp(); //a second grab power up to make the power ups easier to grab, and they more fast which matches the time theme
m.energy -= DRAIN
if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + 60; //player is immune to damage for __ cycles
Matter.Body.setPosition(player, history.position);
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
if (m.health < history.health) {
m.health = history.health
if (m.health > m.maxHealth) m.health = m.maxHealth
m.displayHealth();
}
m.yOff = history.yOff
if (m.yOff < 48) {
m.doCrouch()
} else {
m.undoCrouch()
}
//grab power ups
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
Vector.magnitudeSquared(Vector.sub(m.pos, powerUp[i].position)) < 100000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
) {
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break; //because the array order is messed up after splice
}
}
if (!(this.rewindCount % 30)) {
if (tech.isRewindBot) {
for (let i = 0; i < tech.isRewindBot; i++) {
b.randomBot(m.pos, false, false)
bullet[bullet.length - 1].endCycle = simulation.cycle + 480 + Math.floor(120 * Math.random()) //8-9 seconds
}
}
if (tech.isRewindGrenade) {
b.grenade(m.pos, this.rewindCount) //Math.PI / 2
const who = bullet[bullet.length - 1]
// Matter.Body.setVelocity(who, {
// x: 0,
// y: 0
// });
who.endCycle = simulation.cycle + 60
// if (tech.isVacuumBomb) {
// Matter.Body.setVelocity(who, {
// x: who.velocity.x * 0.5,
// y: who.velocity.y * 0.5
// });
// } else if (tech.isRPG) {
// who.endCycle = simulation.cycle + 10
// } else if (tech.isNeutronBomb) {
// Matter.Body.setVelocity(who, {
// x: who.velocity.x * 0.3,
// y: who.velocity.y * 0.3
// });
// } else {
// Matter.Body.setVelocity(who, {
// x: who.velocity.x * 0.5,
// y: who.velocity.y * 0.5
// });
// who.endCycle = simulation.cycle + 30
// }
}
}
}
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.pickUp();
this.rewindCount = 0;
} else {
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
this.rewindCount = 0;
}
m.drawFieldMeter()
// // console.log(this.rewindCount)
// if (input.field && m.fieldCDcycle < m.cycle) { //button has been held down
// if (m.isHolding) {
// m.drawHold(m.holdingTarget);
// m.holding();
// m.throwBlock();
// } else {
// m.grabPowerUp();
// m.lookForPickUp();
// if (!m.holdingTarget) {
// this.rewindCount += 8;
// const DRAIN = 0.001
// let history = m.history[(m.cycle - this.rewindCount) % 600]
// if (this.rewindCount > 599 || m.energy < DRAIN) {
// this.rewindCount = 0;
// m.resetHistory();
// } else {
// // m.grabPowerUp(); //a second grab power up to make the power ups easier to grab, and they more fast which matches the time theme
// m.energy -= DRAIN
// if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 30 cycles
// Matter.Body.setPosition(player, history.position);
// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
// if (m.health < history.health) {
// m.health = history.health
// m.displayHealth();
// }
// m.yOff = history.yOff
// if (m.yOff < 48) {
// m.doCrouch()
// } else {
// m.undoCrouch()
// }
// //grab power ups
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// if (
// Vector.magnitudeSquared(Vector.sub(m.pos, powerUp[i].position)) < 100000 &&
// !simulation.isChoosing &&
// (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
// ) {
// powerUps.onPickUp(powerUp[i]);
// powerUp[i].effect();
// Matter.Composite.remove(engine.world, powerUp[i]);
// powerUp.splice(i, 1);
// break; //because the array order is messed up after splice
// }
// }
// }
// }
// }
// } else { //button is held the first time
// this.rewindCount = 0;
// if (m.holdingTarget && m.fieldCDcycle < m.cycle) {
// m.pickUp();
// } else {
// m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// }
// }
}
} else {
m.fieldFire = true;
m.isBodiesAsleep = false;
m.drain = 0.0005
m.hold = function() {
if (m.isHolding) {
m.wakeCheck();
m.drawHold(m.holdingTarget);
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) {
m.grabPowerUp();
m.lookForPickUp();
m.drain += 0.0000025
if (m.energy > m.drain) {
m.energy -= m.drain;
if (m.energy < m.drain) {
m.fieldCDcycle = m.cycle + 120;
m.energy = 0;
m.wakeCheck();
}
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
ctx.fillStyle = "#ccc";
ctx.fillRect(-100000, -100000, 200000, 200000)
ctx.globalCompositeOperation = "source-over"
//stop time
m.isBodiesAsleep = true;
function sleep(who) {
for (let i = 0, len = who.length; i < len; ++i) {
if (!who[i].isSleeping) {
who[i].storeVelocity = who[i].velocity
who[i].storeAngularVelocity = who[i].angularVelocity
}
Matter.Sleeping.set(who[i], true)
}
}
sleep(mob);
sleep(body);
sleep(bullet);
simulation.cycle--; //pause all functions that depend on game cycle increasing
if (tech.isTimeSkip) {
if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10;
simulation.isTimeSkipping = true;
m.cycle++;
simulation.gravity();
if (tech.isFireMoveLock && input.fire) {
player.force.x = 0
player.force.y = 0
}
Engine.update(engine, simulation.delta);
m.move();
simulation.checks();
m.walk_cycle += m.flipLegs * m.Vx;
b.fire();
b.bulletDo();
simulation.isTimeSkipping = false;
}
} else { //holding, but field button is released
m.wakeCheck();
}
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
ctx.fillStyle = "#ccc";
ctx.fillRect(-100000, -100000, 200000, 200000)
ctx.globalCompositeOperation = "source-over"
//stop time
m.isBodiesAsleep = true;
function sleep(who) {
for (let i = 0, len = who.length; i < len; ++i) {
if (!who[i].isSleeping) {
who[i].storeVelocity = who[i].velocity
who[i].storeAngularVelocity = who[i].angularVelocity
}
Matter.Sleeping.set(who[i], true)
}
}
sleep(mob);
sleep(body);
sleep(bullet);
simulation.cycle--; //pause all functions that depend on game cycle increasing
if (tech.isTimeSkip) {
if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10;
simulation.isTimeSkipping = true;
m.cycle++;
simulation.gravity();
if (tech.isFireMoveLock && input.fire) {
player.force.x = 0
player.force.y = 0
}
Engine.update(engine, simulation.delta);
m.move();
simulation.checks();
m.walk_cycle += m.flipLegs * m.Vx;
b.fire();
b.bulletDo();
simulation.isTimeSkipping = false;
}
} else { //holding, but field button is released
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.wakeCheck();
m.pickUp();
} else {
if (m.drain > 0.0005) m.drain -= 0.000005 //return drain to base level
m.wakeCheck();
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
}
} else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
m.wakeCheck();
m.pickUp();
} else {
if (m.drain > 0.0005) m.drain -= 0.000005 //return drain to base level
m.wakeCheck();
m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// console.log(m.drain.toFixed(6))
m.drawFieldMeter()
}
// console.log(m.drain.toFixed(6))
m.drawFieldMeter()
}
},
effect() {
// m.fieldMeterColor = "#000"
this.set();
}
},
{
@@ -2678,6 +2853,7 @@ const m = {
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
effect: function() {
m.duplicateChance = 0.07
m.fieldRange = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
m.hold = function() {
@@ -2785,7 +2961,7 @@ const m = {
body.splice(i, 1);
m.fieldRange *= 0.8
if (tech.isWormholeEnergy) m.energy += 0.63
if (tech.isWormholeSpores) { //pandimensionalspermia
if (tech.isWormholeSpores) { //pandimensional spermia
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
if (tech.isSporeWorm) {
b.worm(Vector.add(m.hole.pos2, Vector.rotate({
@@ -2819,7 +2995,7 @@ const m = {
m.fieldRange *= 0.8
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.63
if (tech.isWormholeSpores) { //pandimensionalspermia
if (tech.isWormholeSpores) { //pandimensional spermia
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
if (tech.isSporeWorm) {
b.worm(Vector.add(m.hole.pos1, Vector.rotate({
@@ -2871,12 +3047,60 @@ const m = {
}
}
if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
if (m.fieldCDcycle < m.cycle) {
const scale = 60
// console.log(Matter.Query.region(map, bounds))
if (m.hole.isReady &&
(
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
const sub = Vector.sub(simulation.mouseInGame, m.pos)
const mag = Vector.magnitude(sub)
const drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
if (input.field) {
m.grabPowerUp();
//draw possible wormhole
if (mag > 250 && m.energy > drain) {
const unit = Vector.perp(Vector.normalise(sub))
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
const edge2a = Vector.add(Vector.mult(unit, 1.5 * m.fieldRange), simulation.mouseInGame)
const edge2b = Vector.add(Vector.mult(unit, -1.5 * m.fieldRange), simulation.mouseInGame)
ctx.beginPath();
ctx.moveTo(where.x, where.y)
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2a.x, edge2a.y);
ctx.moveTo(where.x, where.y)
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2b.x, edge2b.y);
if (
Matter.Query.region(map, {
min: {
x: simulation.mouseInGame.x - scale,
y: simulation.mouseInGame.y - scale
},
max: {
x: simulation.mouseInGame.x + scale,
y: simulation.mouseInGame.y + scale
}
}).length === 0 &&
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
) {
m.hole.isReady = true;
// ctx.fillStyle = "rgba(255,255,255,0.5)"
// ctx.fill();
ctx.lineWidth = 1
ctx.strokeStyle = "#000"
ctx.stroke();
} else {
m.hole.isReady = false;
ctx.lineWidth = 1
ctx.strokeStyle = "#000"
ctx.lineDashOffset = 30 * Math.random()
ctx.setLineDash([20, 40]);
ctx.stroke();
ctx.setLineDash([]);
}
}
} else {
//make new wormhole
if (
m.hole.isReady && mag > 250 && m.energy > drain &&
Matter.Query.region(map, {
min: {
x: simulation.mouseInGame.x - scale,
@@ -2888,15 +3112,7 @@ const m = {
}
}).length === 0 &&
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
// Matter.Query.ray(map, m.pos, simulation.mouseInGame).length === 0 &&
// Matter.Query.ray(map, player.position, simulation.mouseInGame).length === 0 &&
// Matter.Query.ray(map, player.position, justPastMouse).length === 0
)
) {
const sub = Vector.sub(simulation.mouseInGame, m.pos)
const mag = Vector.magnitude(sub)
const drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
if (m.energy > drain && mag > 300) {
) {
m.energy -= drain
m.hole.isReady = false;
m.fieldRange = 0
@@ -2940,21 +3156,111 @@ const m = {
}
}
}
} else {
m.grabPowerUp();
}
} else {
m.grabPowerUp();
}
// } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
// m.pickUp();
} else {
m.hole.isReady = true;
}
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
// const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
// const scale = 60
// // console.log(Matter.Query.region(map, bounds))
// const sub = Vector.sub(simulation.mouseInGame, m.pos)
// const mag = Vector.magnitude(sub)
// const drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
// if (m.hole.isReady && mag > 250 && m.energy > drain) {
// if (
// Matter.Query.region(map, {
// min: {
// x: simulation.mouseInGame.x - scale,
// y: simulation.mouseInGame.y - scale
// },
// max: {
// x: simulation.mouseInGame.x + scale,
// y: simulation.mouseInGame.y + scale
// }
// }).length === 0 &&
// Matter.Query.ray(map, m.pos, justPastMouse).length === 0
// // Matter.Query.ray(map, m.pos, simulation.mouseInGame).length === 0 &&
// // Matter.Query.ray(map, player.position, simulation.mouseInGame).length === 0 &&
// // Matter.Query.ray(map, player.position, justPastMouse).length === 0
// ) {
// m.energy -= drain
// m.hole.isReady = false;
// m.fieldRange = 0
// Matter.Body.setPosition(player, simulation.mouseInGame);
// m.buttonCD_jump = 0 //this might fix a bug with jumping
// const velocity = Vector.mult(Vector.normalise(sub), 20)
// Matter.Body.setVelocity(player, {
// x: velocity.x,
// y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer
// });
// if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 1/4 seconds
// // move bots to player
// for (let i = 0; i < bullet.length; i++) {
// if (bullet[i].botType) {
// Matter.Body.setPosition(bullet[i], Vector.add(player.position, {
// x: 250 * (Math.random() - 0.5),
// y: 250 * (Math.random() - 0.5)
// }));
// Matter.Body.setVelocity(bullet[i], {
// x: 0,
// y: 0
// });
// }
// }
// //set holes
// m.hole.isOn = true;
// m.hole.pos1.x = m.pos.x
// m.hole.pos1.y = m.pos.y
// m.hole.pos2.x = player.position.x
// m.hole.pos2.y = player.position.y
// m.hole.angle = Math.atan2(sub.y, sub.x)
// m.hole.unit = Vector.perp(Vector.normalise(sub))
// if (tech.isWormholeDamage) {
// who = Matter.Query.ray(mob, m.pos, simulation.mouseInGame, 100)
// for (let i = 0; i < who.length; i++) {
// if (who[i].body.alive) {
// mobs.statusDoT(who[i].body, 1, 420)
// mobs.statusStun(who[i].body, 360)
// }
// }
// }
// } else {
// //draw failed wormhole
// const unit = Vector.perp(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)))
// const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle), }
// m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
// const edge2a = Vector.add(Vector.mult(unit, 1.5 * m.fieldRange), simulation.mouseInGame)
// const edge2b = Vector.add(Vector.mult(unit, -1.5 * m.fieldRange), simulation.mouseInGame)
// ctx.beginPath();
// ctx.moveTo(where.x, where.y)
// ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2a.x, edge2a.y);
// ctx.lineTo(edge2b.x, edge2b.y)
// ctx.bezierCurveTo(simulation.mouseInGame.x, simulation.mouseInGame.y, where.x, where.y, where.x, where.y);
// // ctx.fillStyle = "rgba(255,255,255,0.5)"
// // ctx.fill();
// ctx.lineWidth = 1
// ctx.strokeStyle = "#000"
// ctx.lineDashOffset = 30 * Math.random()
// ctx.setLineDash([20, 40]);
// ctx.stroke();
// ctx.setLineDash([]);
// }
// }
// m.grabPowerUp();
// } else {
// m.hole.isReady = true;
// }
m.drawFieldMeter()
}
},
rewindCount: 0,
// rewind: function() {
// if (input.down) {
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed