undefined experiment

tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense
  this probably needs to be balanced in the next patch
tech: regularization - use 6 research to increase renormalization by 10%
  (renormalization is 40% chance to get research when you use research)
tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots)
tech: uncertainty principle now applies to wave beam in addition to foam
tech: integrated armament gives 19.95% damage (was 23%)

level: labs - platforming rooms have been simplified
start with 7/7 undefined tech if you choose an -experiment- and no other tech
This commit is contained in:
landgreen
2021-09-19 07:00:47 -07:00
parent 4eed719d10
commit 0d9cb3bb4c
8 changed files with 285 additions and 123 deletions

View File

@@ -1109,9 +1109,9 @@ const b = {
b.grenade = grenadeDefault
}
},
harpoon(where, target, angle = m.angle, scale = 1, isReturn = false, ropeLength = 15) {
harpoon(where, target, angle = m.angle, harpoonLength = 1, isReturn = false, totalCycles = 15) {
const me = bullet.length;
bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * scale, y: 2, index: 0, isInternal: false }, { x: -40 * scale, y: -2, index: 1, isInternal: false }, { x: 50 * scale, y: -3, index: 3, isInternal: false }, { x: 30 * scale, y: 2, index: 4, isInternal: false }], {
bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonLength, y: 2, index: 0, isInternal: false }, { x: -40 * harpoonLength, y: -2, index: 1, isInternal: false }, { x: 50 * harpoonLength, y: -3, index: 3, isInternal: false }, { x: 30 * harpoonLength, y: 2, index: 4, isInternal: false }], {
cycle: 0,
angle: angle,
friction: 1,
@@ -1122,14 +1122,14 @@ const b = {
drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
endCycle: simulation.cycle + ropeLength * 2.5 + 15,
endCycle: simulation.cycle + totalCycles * 2.5 + 15,
collisionFilter: {
category: cat.bullet,
mask: tech.isNeedleShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield,
},
minDmgSpeed: 0,
lookFrequency: Math.floor(7 + Math.random() * 3),
density: 0.005, //0.001 is normal
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed
beforeDmg(who) {
if (tech.isNeedleShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
@@ -1168,6 +1168,7 @@ const b = {
this.caughtPowerUp.effect();
Matter.Composite.remove(engine.world, this.caughtPowerUp);
powerUp.splice(index, 1);
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.035 //0.005 is normal
} else {
this.dropCaughtPowerUp()
}
@@ -1246,7 +1247,7 @@ const b = {
if (!m.isBodiesAsleep) {
this.cycle++
if (isReturn) {
if (this.cycle > ropeLength) {
if (this.cycle > totalCycles) {
if (m.energy < 0.05) { //snap rope if not enough energy
const returnForce = Vector.mult(Vector.normalise(Vector.sub(this.position, m.pos)), 3 * this.thrustMag * this.mass)
this.force.x -= returnForce.x
@@ -1317,6 +1318,40 @@ const b = {
// }
}
this.drawString()
if (tech.isHarpoonPowerUp && this.density > 0.01) {
this.drawString = () => {
ctx.beginPath();
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
for (let j = 1, len = this.vertices.length; j < len; j += 1) {
ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
}
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineWidth = 10;
ctx.strokeStyle = "#000";
ctx.lineJoin = "miter"
ctx.miterLimit = 100;
ctx.stroke();
ctx.lineJoin = "round"
ctx.miterLimit = 10
if (isReturn) {
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const sub = Vector.sub(where, this.vertices[0])
const perpendicular = Vector.mult(Vector.normalise(Vector.perp(sub)), this.drawStringFlip * Math.min(80, 10 + this.drawStringControlMagnitude / (10 + Vector.magnitude(sub))))
const controlPoint = Vector.add(Vector.add(where, Vector.mult(sub, -0.5)), perpendicular)
ctx.strokeStyle = "#000" // "#0ce"
ctx.lineWidth = 0.5
ctx.beginPath();
ctx.moveTo(where.x, where.y);
ctx.quadraticCurveTo(controlPoint.x, controlPoint.y, this.vertices[0].x, this.vertices[0].y)
// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
ctx.stroke();
}
}
}
},
});
if (!isReturn && !target) {
@@ -2759,7 +2794,7 @@ const b = {
inertia: Infinity,
frictionAir: 0.003,
dmg: 0, //damage on impact
damage: (tech.isFastFoam ? 0.039 : 0.011) * (tech.isFoamTeleport ? 1.5 : 1), //damage done over time
damage: (tech.isFastFoam ? 0.039 : 0.011) * (tech.isBulletTeleport ? 1.5 : 1), //damage done over time
scale: 1 - 0.006 / tech.isBulletsLastLonger * (tech.isFastFoam ? 1.65 : 1),
classType: "bullet",
collisionFilter: {
@@ -2898,7 +2933,7 @@ const b = {
}
}
}
if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isFoamTeleport
if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
this.nextPortCycle = simulation.cycle + this.portFrequency
const range = 15 * Math.sqrt(this.radius) * Math.random()
Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
@@ -2906,7 +2941,7 @@ const b = {
}
}
});
if (tech.isFoamTeleport) bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency
if (tech.isBulletTeleport) bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity);
},
@@ -4236,7 +4271,7 @@ const b = {
name: "super balls",
description: "fire <strong>3</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
ammo: 0,
ammoPack: 11,
ammoPack: 10,
have: false,
// num: 5,
do() {},
@@ -4382,7 +4417,7 @@ const b = {
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 700 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.5 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
//draw wave
@@ -4390,6 +4425,14 @@ const b = {
ctx.arc(this.waves[i].position.x, this.waves[i].position.y, this.waves[i].radius, 0, 2 * Math.PI);
// collisions
if (!m.isBodiesAsleep) {
if (tech.isBulletTeleport && Math.random() < 0.04) {
const scale = 400 * Math.random()
this.waves[i].position = Vector.add(this.waves[i].position, { x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) })
}
for (let j = 0, len = mob.length; j < len; j++) {
const dist = Vector.magnitude(Vector.sub(this.waves[i].position, mob[j].position))
const r = mob[j].radius + 30
@@ -4464,7 +4507,7 @@ const b = {
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage //damage is lower for large radius mobs, since they feel the waves longer
const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.5 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
@@ -4475,6 +4518,19 @@ const b = {
// collisions
//using small angle linear approximation of circle arc, this will not work if the arc gets large // https://stackoverflow.com/questions/13652518/efficiently-find-points-inside-a-circle-sector
if (!m.isBodiesAsleep) {
if (tech.isBulletTeleport && Math.random() < 0.05) {
if (Math.random() < 0.5) {
// const scale = 500 * Math.random()
// this.waves[i].position = Vector.add(this.waves[i].position, { x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) })
} else {
this.waves[i].arc *= 1 + 1 * (Math.random() - 0.5)
const halfArc = this.waves[i].arc / 2
const angle = m.angle + 0.5 * (Math.random() - 0.5)
this.waves[i].angle = angle - halfArc
this.waves[i].unit1 = { x: Math.cos(angle - halfArc), y: Math.sin(angle - halfArc) }
this.waves[i].unit2 = { x: Math.cos(angle + halfArc), y: Math.sin(angle + halfArc) }
}
}
let hits = Matter.Query.ray(mob, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
for (let j = 0; j < hits.length; j++) {
const who = hits[j].body
@@ -4566,7 +4622,7 @@ const b = {
slow: 0,
amplitude: (input.down ? 5 : 10) * ((this.wavePacketCycle % 2) ? -1 : 1) * Math.sin((this.wavePacketCycle + 1) * 0.088), //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
minDmgSpeed: 0,
dmg: b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage, //also control damage when you divide by mob.mass
dmg: b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage * (tech.isBulletTeleport ? 1.5 : 1), //also control damage when you divide by mob.mass
classType: "bullet",
collisionFilter: {
category: 0,
@@ -4613,7 +4669,24 @@ const b = {
Matter.Body.setPosition(this, Vector.add(this.position, where))
}
});
if (tech.isBulletTeleport) {
bullet[me].wiggle = function() {
this.cycle++
const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
if (Math.random() < 0.005) {
if (Math.random() < 0.33) { //randomize position
const scale = 500 * Math.random()
Matter.Body.setPosition(this, Vector.add({ x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) }, Vector.add(this.position, where)))
} else { //randomize position in velocity direction
const velocityScale = Vector.mult(this.velocity, 50 * (Math.random() - 0.5))
Matter.Body.setPosition(this, Vector.add(velocityScale, Vector.add(this.position, where)))
}
} else {
Matter.Body.setPosition(this, Vector.add(this.position, where))
}
}
}
let waveSpeedMap = 0.1
let waveSpeedBody = 0.25
if (tech.isPhaseVelocity) {
@@ -4977,7 +5050,7 @@ const b = {
setTimeout(() => {
if (!simulation.paused) {
b.foam(position, Vector.rotate(velocity, spread), radius)
// (tech.isFastFoam ? 0.044 : 0.011) * (tech.isFoamTeleport ? 1.60 : 1)
// (tech.isFastFoam ? 0.044 : 0.011) * (tech.isBulletTeleport ? 1.60 : 1)
bullet[bullet.length - 1].damage *= (1 + 0.7 * tech.foamFutureFire)
}
}, 250 * tech.foamFutureFire);
@@ -5028,7 +5101,7 @@ const b = {
}
}
}
b.harpoon(where, closest.target, m.angle, length, false)
b.harpoon(where, closest.target, m.angle, length, false, 15)
m.fireCDcycle = m.cycle + 40 * b.fireCDscale; // cool down
} else if (tech.extraHarpoons) {
const range = 560 * (tech.isFilament ? 1 + this.ammo / 33 : 1)
@@ -5071,6 +5144,7 @@ const b = {
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
player.force.x -= recoil.x
player.force.y -= recoil.y
tech.harpoonDensity = 0.005
}
},
{

View File

@@ -155,7 +155,7 @@ function setupCanvas() {
canvas.height = window.innerHeight;
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
canvas.height2 = canvas.height / 2;
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
// canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
// ctx.font = "18px Arial";
// ctx.textAlign = "center";
ctx.font = "25px Arial";
@@ -590,9 +590,25 @@ const build = {
}
removeOne();
}
simulation.isCheating = true;
// simulation.isCheating = true;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) tech.tech[i].frequency = 0;
// if ((tech.tech[i].isLore && tech.tech[i].count === 0) || (!tech.tech[i].isLore && tech.tech[i].count > 0)) { //don't remove lore frequency if you only have lore tech
// tech.tech[i].frequency = 0; //remove lore power up chance
// }
if (!simulation.isCheating && tech.tech[i].count > 0 && !tech.tech[i].isLore && !tech.tech[i].isExperimentalMode) {
simulation.isCheating = true;
}
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0; //remove lore power up chance
}
}
//if you have no tech (not cheating) remove all power ups that might have spawned from tech
if (!simulation.isCheating) {
function removeAll(array) {
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
}
removeAll(powerUp);
powerUp = [];
}
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"

View File

@@ -17,11 +17,9 @@ const level = {
// simulation.isHorizontalFlipped = true
// m.setField("time dilation")
// b.giveGuns("harpoon")
// tech.giveTech("filament")
// tech.giveTech("unaaq")
// tech.giveTech("reticulum")
// tech.giveTech("reticulum")
// tech.giveTech("reticulum")
// tech.giveTech("toggling harpoon")
// tech.giveTech("phonon")
// tech.giveTech("isotropic radiator")
// tech.giveTech("necrophage")
// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
@@ -31,7 +29,7 @@ const level = {
// level.template(); //not in rotation, blank start new map development
// level.final() //final boss level
// level.gauntlet(); //before final boss level
// level.labs(); //always before gauntlet level
// level.labs();
// level.testChamber()
// level.sewers();
// level.satellite();
@@ -40,7 +38,7 @@ const level = {
// level.rooftops();
// level.warehouse();
// level.highrise();
// level.office();
// level.office();
// level.gauntlet(); //only fighting, very simple map, before final boss
// level.house() //community level
// level.detours() //community level
@@ -1119,8 +1117,13 @@ const level = {
const Xoffset2 = 1650 + Math.floor(300 * Math.random())
const hazard4 = level.hazard(x + Xoffset2, y - 240, 10, 250, 0.4) //laser
spawn.mapRect(x + Xoffset2 - 5, y - 250, 20, 20); //laser nose
let isSpawnedMobs = false
spawn.randomMob(x + 150, y + -1100, mobSpawnChance);
spawn.randomMob(x + 175, y + -775, mobSpawnChance);
spawn.randomMob(x + 150, y + -350, mobSpawnChance);
spawn.randomMob(x + 150, y + -75, mobSpawnChance);
spawn.randomMob(x + 650, y + -125, mobSpawnChance);
spawn.randomMob(x + 1200, y + -75, mobSpawnChance);
// let isSpawnedMobs = false
doCustomTopLayer.push(
() => {
toggle.query();
@@ -1132,15 +1135,15 @@ const level = {
hazard2.opticalQuery();
hazard3.opticalQuery();
hazard4.opticalQuery();
if (!isSpawnedMobs && !toggle.isOn) {
isSpawnedMobs = true
spawn.randomMob(x + 150, y + -1100, mobSpawnChance);
spawn.randomMob(x + 175, y + -775, mobSpawnChance);
spawn.randomMob(x + 150, y + -350, mobSpawnChance);
spawn.randomMob(x + 150, y + -75, mobSpawnChance);
spawn.randomMob(x + 650, y + -125, mobSpawnChance);
spawn.randomMob(x + 1200, y + -75, mobSpawnChance);
}
// if (!isSpawnedMobs && !toggle.isOn) {
// isSpawnedMobs = true
// spawn.randomMob(x + 150, y + -1100, mobSpawnChance);
// spawn.randomMob(x + 175, y + -775, mobSpawnChance);
// spawn.randomMob(x + 150, y + -350, mobSpawnChance);
// spawn.randomMob(x + 150, y + -75, mobSpawnChance);
// spawn.randomMob(x + 650, y + -125, mobSpawnChance);
// spawn.randomMob(x + 1200, y + -75, mobSpawnChance);
// }
}
)
},
@@ -1164,11 +1167,11 @@ const level = {
const frictionAir = 0.03
const angularVelocity = 0 //0.01
const spinVariance = 0 //0.02
balance1 = level.spinner(x + 200, y - 500, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance2 = level.spinner(x + 200, y - 950, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance3 = level.spinner(x + 650, y - 650, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance4 = level.spinner(x + 750, y - 1050, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance5 = level.spinner(x + 1250, y - 1100, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance1 = level.spinner(x + 200, y - 500, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance2 = level.spinner(x + 200, y - 950, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance3 = level.spinner(x + 650, y - 750, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
// balance4 = level.spinner(x + 750, y - 1050, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance4 = level.spinner(x + 1250, y - 1000, 30, 400, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
let isInRoom = false
doCustom.push(
@@ -1196,8 +1199,6 @@ const level = {
ctx.arc(balance3.pointA.x, balance3.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance4.pointA.x, balance4.pointA.y)
ctx.arc(balance4.pointA.x, balance4.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance5.pointA.x, balance5.pointA.y)
ctx.arc(balance5.pointA.x, balance5.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
}
)
@@ -1220,11 +1221,26 @@ const level = {
const variance = 0.2 //Math.PI
const frictionAir = 0.015
const height = 35
balance1 = level.spinner(x + 1300, y - 450, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance3 = level.spinner(x + 750, y - 600, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance2 = level.spinner(x + 300, y - 850, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance4 = level.spinner(x + 850, y - 1100, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance5 = level.spinner(x + 1300, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance1 = level.spinner(x + 1300, y - 425, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance3 = level.spinner(x + 750, y - 650, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance2 = level.spinner(x + 300, y - 425, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance4 = level.spinner(x + 1250, y - 950, 50, 550, density, angle, 0.1)
const rotatingBlock = body[body.length - 1]
doCustom.push(
() => {
if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2700 && m.pos.y > y - 1300 && m.pos.y < y) { //check if player is in this room and run code once
isInRoom = true
spawn.randomMob(x + 1175, y - 725, mobSpawnChance);
spawn.randomMob(x + 1450, y - 725, mobSpawnChance);
spawn.randomMob(x + 425, y - 100, mobSpawnChance);
spawn.randomMob(x + 1200, y - 125, mobSpawnChance);
spawn.randomMob(x + 1300, y - 375, mobSpawnChance);
}
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(x + 1600, y - 1300, 400, 350)
rotatingBlock.torque += rotatingBlock.inertia * 0.000005
}
)
} else {
const density = 0.001 //+ (simulation.difficultyMode < 5 ? 0.003 : 0)
const angle = Math.PI / 2
@@ -1233,27 +1249,26 @@ const level = {
const width = 200
const height = 200
const spinVariance = 0.05
balance1 = level.spinner(x + 150, y - 300, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance4 = level.spinner(x + 435, y - 525, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance3 = level.spinner(x + 735, y - 700, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance5 = level.spinner(x + 1040, y - 850, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance2 = level.spinner(x + 1380, y - 750, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance1 = level.spinner(x + 175, y - 300, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance2 = level.spinner(x + 500, y - 525, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance3 = level.spinner(x + 850, y - 700, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
balance4 = level.spinner(x + 1250, y - 850, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, spinVariance * (Math.random() - 0.5))
doCustom.push(
() => {
if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2700 && m.pos.y > y - 1300 && m.pos.y < y) { //check if player is in this room and run code once
isInRoom = true
spawn.randomMob(x + 1175, y - 725, mobSpawnChance);
spawn.randomMob(x + 1450, y - 725, mobSpawnChance);
spawn.randomMob(x + 425, y - 100, mobSpawnChance);
spawn.randomMob(x + 1200, y - 125, mobSpawnChance);
spawn.randomMob(x + 1300, y - 375, mobSpawnChance);
}
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(x + 1600, y - 1300, 400, 350)
}
)
}
let isInRoom = false
doCustom.push(
() => {
if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2700 && m.pos.y > y - 1300 && m.pos.y < y) { //check if player is in this room and run code once
isInRoom = true
spawn.randomMob(x + 1175, y - 725, mobSpawnChance);
spawn.randomMob(x + 1450, y - 725, mobSpawnChance);
spawn.randomMob(x + 425, y - 100, mobSpawnChance);
spawn.randomMob(x + 1200, y - 125, mobSpawnChance);
spawn.randomMob(x + 1300, y - 375, mobSpawnChance);
}
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(x + 1600, y - 1300, 400, 350)
}
)
doCustomTopLayer.push(
() => {
ctx.fillStyle = "#233"
@@ -1265,8 +1280,6 @@ const level = {
ctx.arc(balance3.pointA.x, balance3.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance4.pointA.x, balance4.pointA.y)
ctx.arc(balance4.pointA.x, balance4.pointA.y, 9, 0, 2 * Math.PI);
ctx.moveTo(balance5.pointA.x, balance5.pointA.y)
ctx.arc(balance5.pointA.x, balance5.pointA.y, 9, 0, 2 * Math.PI);
ctx.fill();
}
)
@@ -1293,7 +1306,7 @@ const level = {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
b.pulse(100, Math.PI, { x: x + 2000 - 560, y: y - 150 })
b.pulse(90, Math.PI, { x: x + 2000 - 560, y: y - 150 })
}
}
)
@@ -1324,7 +1337,7 @@ const level = {
button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false
b.pulse(100, 0, { x: x + 560, y: y - 150 })
b.pulse(90, 0, { x: x + 560, y: y - 150 })
}
}
)
@@ -1995,7 +2008,7 @@ const level = {
// upDown = upDownOptions[1] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
//rooms
let rooms = ["loot", "enter", "empty", "exit"]
let rooms = ["exit", "loot", "enter", "empty"]
rooms = shuffle(rooms); //shuffles array order
//look... you and I both know there is a better way to do this, but it works so I'm gonna focus on other things
while ( //makes sure that the exit and entrance aren't both on the same floor
@@ -2276,7 +2289,7 @@ const level = {
spawn.mapRect(5050, -100, 50, 150);
spawn.mapRect(4850, -275, 50, 175);
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500, 200) //big boy
// spawn.blockGroup(1900, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
// spawn.laserBombingBoss(1900, -500)
@@ -2297,9 +2310,9 @@ const level = {
// spawn.laserTargetingBoss(1600, -500)
// spawn.laserBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)
spawn.nodeGroup(1200, -500, "grenadier")
spawn.nodeGroup(1800, -500, "grenadier")
spawn.nodeGroup(1200, 0, "grenadier")
// spawn.nodeGroup(1200, -500, "grenadier")
// spawn.nodeGroup(1800, -500, "grenadier")
// spawn.nodeGroup(1200, 0, "grenadier")
// spawn.snakeBoss(1200, -500)
// spawn.suckerBoss(2900, -500)
// spawn.randomMob(1600, -500)
@@ -4583,8 +4596,8 @@ const level = {
spawn.mapRect(600, -1000, 500, 50); //2nd floor
spawn.spawnStairs(-600, -1000, 4, 250, 350); //stairs 2nd
spawn.mapRect(375, -600, 350, 150); //center table
spawn.mapRect(-600 + 300, -2000 * 0.25, 2000 - 300, 50); //1st floor
spawn.spawnStairs(-600 + 2000 - 50, -500, 4, 250, 350, true); //stairs 1st
spawn.mapRect(-300, -2000 * 0.25, 1690, 50); //1st floor
spawn.spawnStairs(-610 + 2000 - 50, -500, 4, 250, 350, true); //stairs
spawn.spawnStairs(-600, 0, 4, 250, 350); //stairs ground
spawn.bodyRect(700, -200, 100, 100); //center block under wall
spawn.bodyRect(700, -300, 100, 100); //center block under wall
@@ -4604,7 +4617,7 @@ const level = {
// spawn.mapVertex(3160, -525, "625 0 300 0 300 -140 500 -140"); //entrance/exit ramp
spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof
spawn.mapRect(3000, -2000 * 0.25, 2000 - 300, 50); //1st floor
spawn.mapRect(3010, -2000 * 0.25, 1690, 50); //1st floor
spawn.spawnStairs(3000 + 2000 - 50, 0, 4, 250, 350, true); //stairs ground
spawn.randomSmallMob(4575, -560, 1);
spawn.randomSmallMob(1315, -880, 1);

View File

@@ -319,22 +319,25 @@ const powerUps = {
}
}
if (tech.isRerollBots) {
for (const cost = 4; powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
for (const cost = 2 + Math.floor(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
b.randomBot()
if (tech.renormalization) {
for (let i = 0; i < cost; i++) {
if (Math.random() < 0.4) {
if (Math.random() < tech.regularization) {
m.fieldCDcycle = m.cycle + 20;
powerUps.spawn(m.pos.x, m.pos.y, "research");
}
}
}
}
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
}
}
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
}
if (tech.renormalization && Math.random() < 0.4 && amount < 0) {
if (tech.renormalization && Math.random() < tech.regularization && amount < 0) {
for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
}
if (tech.isRerollHaste) {

View File

@@ -135,6 +135,7 @@
tech.tech[i].count = 0;
}
}
console.log('cheating')
sound.tone(250)
sound.tone(300)
sound.tone(375)
@@ -186,7 +187,7 @@
if (tech.isEnergyDamage) dmg *= 1 + m.energy / 11;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.005
if (tech.isRerollDamage) dmg *= 1 + 0.037 * powerUps.research.count
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.23
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.1995
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
@@ -248,7 +249,7 @@
},
tech: [{
name: "integrated armament",
description: `increase <strong class='color-d'>damage</strong> by <strong>23%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
description: `increase <strong class='color-d'>damage</strong> by <strong>19.95%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -413,7 +414,7 @@
},
{
name: "logistics",
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong><br>but it's only added to your current <strong class='color-g'>gun</strong>`,
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -452,7 +453,7 @@
},
{
name: "cache",
description: `${powerUps.orb.ammo()} gives <strong>11x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
description: `${powerUps.orb.ammo()} give <strong>11x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -471,7 +472,7 @@
},
{
name: "catabolism",
description: `firing while <strong>out</strong> of <strong class='color-ammo'>ammo</strong> spawns ${powerUps.orb.ammo(4)}<br>and reduces your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>1</strong>`,
description: `firing while <strong>out</strong> of <strong class='color-ammo'>ammo</strong> spawns ${powerUps.orb.ammo(4)}<br>but it reduces your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>1</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -932,7 +933,7 @@
frequency: 1,
frequencyDefault: 1,
allowed() {
return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedles
return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
},
requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
effect() {
@@ -1464,16 +1465,17 @@
},
{
name: "bot fabrication",
description: `anytime you collect ${powerUps.orb.research(4)}<br>use them to build a random <strong class='color-bot'>bot</strong>`,
//-----------description is overwritten in powerUps.research.changeRerolls------------
description: `if you collect ${powerUps.orb.research(2)}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBotTech: true,
allowed() {
return powerUps.research.count > 3 || build.isExperimentSelection
return powerUps.research.count > 2 || build.isExperimentSelection
},
requires: "at least 4 research",
requires: "at least 3 research",
effect() {
tech.isRerollBots = true;
powerUps.research.changeRerolls(0)
@@ -2904,12 +2906,34 @@
},
requires: "at least 3 research and not superdeterminism",
effect() {
tech.renormalization = true;
tech.renormalization = true; //40% set in regularization tech
},
remove() {
tech.renormalization = false;
}
},
{
name: "regularization",
description: `increase <strong>renormalization</strong> chance by <strong>10%</strong><br>use ${powerUps.orb.research(6)}`,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.renormalization && (powerUps.research.count > 5 || build.isExperimentSelection)
},
requires: "renormalization",
effect() {
tech.regularization += 0.1
for (let i = 0; i < 6; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 120 * (Math.random() - 0.5), m.pos.y + 120 * (Math.random() - 0.5), "research", false);
},
remove() {
tech.regularization = 0.4
}
},
{
name: "perturbation theory",
description: `<strong>66%</strong> decreased <strong><em>delay</em></strong> after firing<br>when you have no ${powerUps.orb.research(1)} in your inventory`,
@@ -3021,7 +3045,7 @@
},
{
name: "abiogenesis",
description: `at the start of a level spawn a 2nd <strong>boss</strong><br>use ${powerUps.orb.research(4)} or add <strong>49</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool`,
description: `at the start of a level spawn a 2nd <strong>boss</strong><br>use ${powerUps.orb.research(4)}or add <strong>49</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -4256,9 +4280,9 @@
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isPhaseVelocity
return tech.haveGunCheck("wave beam") && !tech.isPhaseVelocity && !tech.isBulletTeleport
},
requires: "wave beam, not phase velocity ",
requires: "wave beam, not phase velocity, uncertainty principle",
effect() {
tech.isLongitudinal = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -4887,7 +4911,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isFoamTeleport && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot)
return !tech.isBulletTeleport && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot)
},
requires: "foam, not uncertainty",
effect() {
@@ -4899,21 +4923,21 @@
},
{
name: "uncertainty principle",
description: "<strong>foam</strong> bubbles randomly change <strong>position</strong><br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>50%</strong>",
description: "<strong>foam</strong> and <strong>wave</strong> particle <strong>positions</strong> are random<br>increase their <strong class='color-d'>damage</strong> by <strong>50%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot)
return (!tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot)) || (tech.haveGunCheck("wave beam") && !tech.isLongitudinal)
},
requires: "foam, not electrostatic induction",
requires: "foam, not electrostatic induction, wave beam, not phonon",
effect() {
tech.isFoamTeleport = true
tech.isBulletTeleport = true
},
remove() {
tech.isFoamTeleport = false;
tech.isBulletTeleport = false;
}
},
{
@@ -5032,6 +5056,26 @@
tech.isLargeHarpoon = false;
}
},
{
name: "toggling harpoon",
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon")
},
requires: "harpoon",
effect() {
tech.isHarpoonPowerUp = true
},
remove() {
tech.isHarpoonPowerUp = false
tech.harpoonDensity = 0.005
}
},
{
name: "reticulum",
description: "fire <strong>+1</strong> harpoon<br>when there are multiple targets in range",
@@ -6302,6 +6346,7 @@
requires: "",
effect() {
m.shipMode()
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
},
remove() {}
},
@@ -6325,6 +6370,8 @@
simulation.trails()
}
}, 20000); //every 20 seconds
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
},
remove() {
if (this.count > 0) clearTimeout(this.interval);
@@ -6350,6 +6397,7 @@
}
}
}, 5000); //every 5 seconds
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
},
interval: undefined,
remove() {
@@ -6377,6 +6425,7 @@
m.transX += (m.transSmoothX - m.transX) * 0.07;
m.transY += (m.transSmoothY - m.transY) * 0.07;
}
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
},
remove() {
if (this.count > 0) m.look = m.lookDefault()
@@ -6405,6 +6454,7 @@
}
}
}, 1000); //every 1 seconds
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
},
interval: undefined,
remove() {
@@ -6425,6 +6475,7 @@
requires: "",
effect() {
tech.deathSpawns = 0.2
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
},
remove() {
tech.deathSpawns = 0
@@ -6443,7 +6494,8 @@
},
requires: "",
effect() {
tech.wimpExperiment = 3
tech.wimpExperiment = 5
for (let i = 0; i < 7; i++) tech.giveTech("undefined")
},
remove() {
tech.wimpExperiment = 0
@@ -7820,14 +7872,14 @@
if (lore.techCount === lore.techGoal) {
// tech.removeLoreTechFromPool();
this.frequency = 0;
this.description = `<strong class="lore-text">null</strong> is open`
this.description = `<strong class="lore-text">null</strong> is open at level.final()`
} else {
this.frequency += lore.techGoal
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`
// }
// for (let i = 0, len = 10; i < len; i++) tech.addLoreTechToPool()
this.description = `<em>uncaught error:</em><br><strong>${lore.techGoal-lore.techCount}</strong> more required for access to <strong class="lore-text">null</strong>`
this.description = `<em>uncaught error:</em><br><strong>${Math.max(0,lore.techGoal-lore.techCount)}</strong> more required for access to <strong class="lore-text">null</strong>`
}
}, 1);
},
@@ -8108,7 +8160,7 @@
droneRadioDamage: null,
isDroneTeleport: null,
isDroneFastLook: null,
isFoamTeleport: null,
isBulletTeleport: null,
isResearchBoss: null,
isJunkResearch: null,
junkResearchNumber: null,
@@ -8140,5 +8192,8 @@
// isSpear: null,
isLargeHarpoon: null,
extraHarpoons: null,
ammoCap: null
ammoCap: null,
regularization: null,
isHarpoonPowerUp: null,
harpoonDensity: null
}