tech: tokamak - instead of throwing a block convert it into energy and a pulse explosion
  requires plasma

standing wave field no longer gives 25% harm reduction
standing wave field can now block through walls

bug fixes
This commit is contained in:
landgreen
2021-06-09 05:59:38 -07:00
parent d9f17ec2db
commit 0ed604a74a
8 changed files with 285 additions and 275 deletions

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.DS_Store vendored

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@@ -1578,7 +1578,7 @@ const b = {
restitution: 0.5,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 60 + Math.floor(7 * Math.random()),
lookFrequency: 67 + Math.floor(7 * Math.random()),
drain: 0.7 * tech.isLaserDiode * tech.laserFieldDrain,
isArmed: false,
torqueMagnitude: 0.000003 * (Math.round(Math.random()) ? 1 : -1),
@@ -1611,7 +1611,7 @@ const b = {
Matter.Query.ray(body, this.position, mob[i].position).length === 0
) {
this.do = this.laserSpin
this.endCycle = simulation.cycle + 300
this.endCycle = simulation.cycle + 360
// if (this.angularSpeed < 0.01) this.torque += this.inertia * this.torqueMagnitude * 5 //spin
this.isArmed = true
}

View File

@@ -15,11 +15,11 @@ const level = {
// simulation.zoomScale = 1000;
// simulation.setZoom();
// simulation.enableConstructMode() //used to build maps in testing mode
// m.setField("standing wave harmonics")
// m.setField("plasma torch")
// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
// b.giveGuns("laser")
// tech.isExplodeRadio = true
// for (let i = 0; i < 5; i++) tech.giveTech("spherical harmonics")
// tech.giveTech("expansion")
// tech.giveTech("Z-pinch")
// tech.giveTech("MACHO")
// tech.giveTech("potential well")
// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
@@ -55,7 +55,7 @@ const level = {
// level.vats() //community level
// level["n-gon"]() //community level
// level.tunnel() //community level
// tech.giveTech("undefined")
// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
// lore.techCount = 6
// localSettings.loreCount = 1;
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
@@ -1152,7 +1152,7 @@ const level = {
spawn.bodyRect(x + 5, y - 260 + i * blockSize, 30, blockSize);
}
}
// blockDoor(710, -710);
blockDoor(710, -710);
// for (let i = 0; i < 30; i++) powerUps.directSpawn(710, -710, "tech");
spawn.mapRect(2500, -1200, 200, 750); //right wall

View File

@@ -1135,58 +1135,73 @@ const m = {
//throw the body
m.fieldCDcycle = m.cycle + 15;
m.isHolding = false;
//bullet-like collisions
m.holdingTarget.collisionFilter.category = tech.isBlockBullets ? cat.bullet : cat.body;
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
//check every second to see if player is away from thrown body, and make solid
const solid = function(that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
} else {
setTimeout(solid, 40, that);
if (tech.isBlockExplosion && m.throwCharge > 5) { //remove the block body and pulse in the direction you are facing
//m.throwCharge > 5 seems to be when the field full colors in a block you are holding
m.throwCharge = 0;
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
m.definePlayerMass() //return to normal player mass
m.energy += 3 * Math.sqrt(m.holdingTarget.mass)
//remove block before pulse, so it doesn't get in the way
for (let i = 0; i < body.length; i++) {
if (body[i] === m.holdingTarget) {
Matter.World.remove(engine.world, body[i]);
body.splice(i, 1);
}
}
};
setTimeout(solid, 200, m.holdingTarget);
const charge = Math.min(m.throwCharge / 5, 1)
//***** scale throw speed with the first number, 80 *****
let speed = 80 * charge * Math.min(1, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
if (Matter.Query.collides(m.holdingTarget, map).length !== 0) {
speed *= 0.7 //drop speed by 30% if touching map
if (Matter.Query.ray(map, m.holdingTarget.position, m.pos).length !== 0) speed = 0 //drop to zero if the center of the block can't see the center of the player through the map
//|| Matter.Query.ray(body, m.holdingTarget.position, m.pos).length > 1
}
m.throwCharge = 0;
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
Matter.Body.setVelocity(m.holdingTarget, {
x: player.velocity.x * 0.5 + Math.cos(m.angle) * speed,
y: player.velocity.y * 0.5 + Math.sin(m.angle) * speed
});
//player recoil //stronger in x-dir to prevent jump hacking
Matter.Body.setVelocity(player, {
x: player.velocity.x - Math.cos(m.angle) * speed / (m.crouch ? 30 : 10) * Math.sqrt(m.holdingTarget.mass),
y: player.velocity.y - Math.sin(m.angle) * speed / 30 * Math.sqrt(m.holdingTarget.mass)
});
m.definePlayerMass() //return to normal player mass
if (tech.isAddBlockMass) {
const expand = function(that, massLimit) {
if (that.mass < massLimit) {
const scale = 1.05;
Matter.Body.scale(that, scale, scale);
setTimeout(expand, 20, that, massLimit);
b.pulse(50 * Math.pow(m.holdingTarget.mass, 0.25), m.angle)
} else { //normal throw
//bullet-like collisions
m.holdingTarget.collisionFilter.category = tech.isBlockBullets ? cat.bullet : cat.body;
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
//check every second to see if player is away from thrown body, and make solid
const solid = function(that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
} else {
setTimeout(solid, 40, that);
}
};
expand(m.holdingTarget, Math.min(20, m.holdingTarget.mass * 3))
setTimeout(solid, 200, m.holdingTarget);
const charge = Math.min(m.throwCharge / 5, 1)
//***** scale throw speed with the first number, 80 *****
let speed = 80 * charge * Math.min(1, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
if (Matter.Query.collides(m.holdingTarget, map).length !== 0) {
speed *= 0.7 //drop speed by 30% if touching map
if (Matter.Query.ray(map, m.holdingTarget.position, m.pos).length !== 0) speed = 0 //drop to zero if the center of the block can't see the center of the player through the map
//|| Matter.Query.ray(body, m.holdingTarget.position, m.pos).length > 1
}
m.throwCharge = 0;
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
Matter.Body.setVelocity(m.holdingTarget, {
x: player.velocity.x * 0.5 + Math.cos(m.angle) * speed,
y: player.velocity.y * 0.5 + Math.sin(m.angle) * speed
});
//player recoil //stronger in x-dir to prevent jump hacking
Matter.Body.setVelocity(player, {
x: player.velocity.x - Math.cos(m.angle) * speed / (m.crouch ? 30 : 10) * Math.sqrt(m.holdingTarget.mass),
y: player.velocity.y - Math.sin(m.angle) * speed / 30 * Math.sqrt(m.holdingTarget.mass)
});
m.definePlayerMass() //return to normal player mass
if (tech.isAddBlockMass) {
const expand = function(that, massLimit) {
if (that.mass < massLimit) {
const scale = 1.05;
Matter.Body.scale(that, scale, scale);
setTimeout(expand, 20, that, massLimit);
}
};
expand(m.holdingTarget, Math.min(20, m.holdingTarget.mass * 3))
}
}
}
} else {
m.isHolding = false
@@ -1353,11 +1368,8 @@ const m = {
},
pushMobs360(range) { // find mobs in range in any direction
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < range &&
!mob[i].isShielded &&
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < range && !mob[i].isShielded) {
// && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
mob[i].locatePlayer();
m.pushMass(mob[i]);
}
@@ -1495,25 +1507,16 @@ const m = {
},
{
name: "standing wave harmonics",
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> and deflecting <strong>recoil</strong> by <strong>25%</strong>",
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br><strong>deflecting</strong> has <strong>75%</strong> less <strong>recoil</strong>", //<strong class='color-harm'>harm</strong> and
effect: () => {
// m.fieldHarmReduction = 0.80;
m.fieldBlockCD = 0;
m.fieldHarmReduction = 0.75;
// m.fieldHarmReduction = 0.75;
m.blockingRecoil = 1 //4 is normal
m.fieldRange = 175
m.fieldShieldingScale = Math.pow(0.5, (tech.harmonics - 3))
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
m.harmonic3Phase = () => { //normal standard 3 different 2-d circles
if (tech.isStandingWaveExpand) {
if (input.field) {
const oldHarmonicRadius = m.harmonicRadius
m.harmonicRadius = 0.985 * m.harmonicRadius + 0.015 * 2.5
m.energy -= 0.3 * (m.harmonicRadius - oldHarmonicRadius)
} else {
m.harmonicRadius = 0.998 * m.harmonicRadius + 0.002 * 1
}
}
const fieldRange1 = (0.7 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange * m.harmonicRadius
@@ -1533,15 +1536,6 @@ const m = {
m.harmonicAtomic = () => { //several ellipses spinning about different axises
const rotation = simulation.cycle * 0.002
const phase = simulation.cycle * 0.03
if (tech.isStandingWaveExpand) {
if (input.field) {
const oldHarmonicRadius = m.harmonicRadius
m.harmonicRadius = 0.985 * m.harmonicRadius + 0.015 * 2.5
m.energy -= 0.3 * (m.harmonicRadius - oldHarmonicRadius)
} else {
m.harmonicRadius = 0.998 * m.harmonicRadius + 0.002 * 1
}
}
const radius = m.fieldRange * m.harmonicRadius //+ 20 * Math.sin(m.cycle * 0.05)
ctx.lineWidth = 1;
ctx.strokeStyle = "rgba(110,170,200,0.9)"
@@ -1585,6 +1579,15 @@ const m = {
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)
}
if (m.energy > 0.1 && m.fieldCDcycle < m.cycle) {
if (tech.isStandingWaveExpand) {
if (input.field) {
const oldHarmonicRadius = m.harmonicRadius
m.harmonicRadius = 0.985 * m.harmonicRadius + 0.015 * 2.5
m.energy -= 0.45 * (m.harmonicRadius - oldHarmonicRadius)
} else {
m.harmonicRadius = 0.997 * m.harmonicRadius + 0.003 * 1
}
}
m.harmonicShield()
}

View File

@@ -1,7 +1,7 @@
// game Object ********************************************************
//*********************************************************************
const simulation = {
loop() {}, //main game loop, gets se tto normal or testing loop
loop() {}, //main game loop, gets set to normal or testing loop
normalLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
@@ -525,18 +525,9 @@ const simulation = {
level.levels.push("tunnel");
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
lore.techCount = 0; //remove undefined tech for community maps
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0;
tech.tech[i].count = 0;
}
}
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
@@ -657,6 +648,7 @@ const simulation = {
simulation.fpsInterval = 1000 / simulation.fpsCap;
simulation.then = Date.now();
requestAnimationFrame(cycle); //starts game loop
},
clearTimeouts() {
let id = window.setTimeout(function() {}, 0);

View File

@@ -242,120 +242,127 @@ const spawn = {
me.isBoss = true;
me.frictionAir = 0.01;
me.memory = Infinity;
me.hasRunDeathScript = false
me.locatePlayer();
const density = 0.25
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
me.onDeath = function() {
if (!this.hasRunDeathScript) {
this.hasRunDeathScript = true
//make a block body to replace this one
//this body is too big to leave behind in the normal way mobs.replace()
const len = body.length;
const v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
Matter.Body.setVelocity(body[len], { x: 0, y: -3 });
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len].classType = "body";
World.add(engine.world, body[len]); //add to world
const expand = function(that, massLimit) {
const scale = 1.05;
Matter.Body.scale(that, scale, scale);
if (that.mass < massLimit) setTimeout(expand, 20, that, massLimit);
};
expand(body[len], 200)
//make a block body to replace this one
//this body is too big to leave behind in the normal way mobs.replace()
const len = body.length;
const v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, v);
Matter.Body.setVelocity(body[len], { x: 0, y: -3 });
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len].classType = "body";
World.add(engine.world, body[len]); //add to world
const expand = function(that, massLimit) {
const scale = 1.05;
Matter.Body.scale(that, scale, scale);
if (that.mass < massLimit) setTimeout(expand, 20, that, massLimit);
};
expand(body[len], 200)
function unlockExit() {
if (simulation.isHorizontalFlipped) {
level.exit.x = -5500 - 100;
} else {
level.exit.x = 5500;
}
level.exit.y = -330;
Matter.World.remove(engine.world, map[map.length - 1]);
map.splice(map.length - 1, 1);
simulation.draw.setPaths(); //redraw map draw path
}
function unlockExit() {
level.exit.x = 5500;
level.exit.y = -330;
Matter.World.remove(engine.world, map[map.length - 1]);
map.splice(map.length - 1, 1);
simulation.draw.setPaths(); //redraw map draw path
}
//add lore level as next level if player took lore tech earlier in the game
if (lore.techCount > (lore.techGoal - 1) && !simulation.isCheating) {
simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}<br>level.levels.push("<span class='lore-text'>null</span>")`);
level.levels.push("null")
//remove block map element so exit is clear
unlockExit()
} else { //reset game
let count = 0
//add lore level as next level if player took lore tech earlier in the game
if (lore.techCount > (lore.techGoal - 1) && !simulation.isCheating) {
simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}<br>level.levels.push("<span class='lore-text'>null</span>")`);
level.levels.push("null")
//remove block map element so exit is clear
unlockExit()
} else { //reset game
let count = 0
function loop() {
if (!simulation.paused) {
count++
if (count < 600) {
if (count === 1) simulation.makeTextLog(`<em>//enter testing mode to set level.levels.length to <strong>Infinite</strong></em>`);
if (!(count % 60)) simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${(count/60- Math.random()).toFixed(3)}`);
} else if (count === 600) {
simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1 <em>//analysis complete</em>`);
} else if (count === 720) {
simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`)
} else if (count === 900) {
simulation.makeTextLog(`World.clear(engine.world) <em>//simulation successful</em>`);
} else if (count === 1140) {
// tech.isImmortal = false;
// m.death()
// m.alive = false;
// simulation.paused = true;
// m.health = 0;
// m.displayHealth();
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
// build.shareURL(false)
function loop() {
if (!simulation.paused) {
count++
if (count < 600) {
if (count === 1) simulation.makeTextLog(`<em>//enter testing mode to set level.levels.length to <strong>Infinite</strong></em>`);
if (!(count % 60)) simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> ${(count/60- Math.random()).toFixed(3)}`);
} else if (count === 600) {
simulation.makeTextLog(`simulation.analysis <span class='color-symbol'>=</span> 1 <em>//analysis complete</em>`);
} else if (count === 720) {
simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`)
} else if (count === 900) {
simulation.makeTextLog(`World.clear(engine.world) <em>//simulation successful</em>`);
} else if (count === 1140) {
// tech.isImmortal = false;
// m.death()
// m.alive = false;
// simulation.paused = true;
// m.health = 0;
// m.displayHealth();
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
// build.shareURL(false)
setTimeout(function() {
simulation.paused = true;
World.clear(engine.world);
Engine.clear(engine);
simulation.splashReturn();
}, 6000);
return
}
}
if (simulation.testing) {
unlockExit()
setTimeout(function() {
simulation.paused = true;
World.clear(engine.world);
Engine.clear(engine);
simulation.splashReturn();
}, 6000);
return
simulation.makeTextLog(`level.levels.length <span class='color-symbol'>=</span> <strong>Infinite</strong>`);
}, 1500);
} else {
requestAnimationFrame(loop);
}
}
if (simulation.testing) {
unlockExit()
setTimeout(function() {
simulation.makeTextLog(`level.levels.length <span class='color-symbol'>=</span> <strong>Infinite</strong>`);
}, 1500);
} else {
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
}
// for (let i = 0; i < 3; i++)
level.difficultyIncrease(simulation.difficultyMode) //ramp up damage
//remove power Ups, to avoid spamming console
function removeAll(array) {
for (let i = 0; i < array.length; ++i) Matter.World.remove(engine.world, array[i]);
}
removeAll(powerUp);
powerUp = [];
// for (let i = 0; i < 3; i++)
level.difficultyIncrease(simulation.difficultyMode) //ramp up damage
//remove power Ups, to avoid spamming console
function removeAll(array) {
for (let i = 0; i < array.length; ++i) Matter.World.remove(engine.world, array[i]);
}
removeAll(powerUp);
powerUp = [];
//pull in particles
for (let i = 0, len = body.length; i < len; ++i) {
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, body[i].position)), 65)
const pushUp = Vector.add(velocity, { x: 0, y: -0.5 })
Matter.Body.setVelocity(body[i], Vector.add(body[i].velocity, pushUp));
}
//damage all mobs
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i] !== this) mob[i].damage(Infinity, true);
}
//pull in particles
for (let i = 0, len = body.length; i < len; ++i) {
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, body[i].position)), 65)
const pushUp = Vector.add(velocity, { x: 0, y: -0.5 })
Matter.Body.setVelocity(body[i], Vector.add(body[i].velocity, pushUp));
}
//damage all mobs
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i] !== this) mob[i].damage(Infinity, true);
}
//draw stuff
for (let i = 0, len = 22; i < len; i++) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: (i + 1) * 150,
color: `rgba(255,255,255,0.17)`,
time: 5 * (len - i + 1)
});
//draw stuff
for (let i = 0, len = 22; i < len; i++) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: (i + 1) * 150,
color: `rgba(255,255,255,0.17)`,
time: 5 * (len - i + 1)
});
}
}
};
me.onDamage = function() {};
@@ -448,7 +455,7 @@ const spawn = {
}
const len = (this.totalCycles / 400 + simulation.difficulty / 2 - 30) / 15
for (let i = 0; i < len; i++) {
spawn.randomLevelBoss(3000 + 2000 * (Math.random() - 0.5), -1100 + 200 * (Math.random() - 0.5))
spawn.randomLevelBoss(-3000 + 2000 * (Math.random() - 0.5), -1100 + 200 * (Math.random() - 0.5))
}
}
}
@@ -1760,8 +1767,8 @@ const spawn = {
y: me.position.y
},
bodyB: me,
stiffness: 0.001,
damping: 1
stiffness: 0.0001,
damping: 0.3
});
World.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
@@ -1876,18 +1883,18 @@ const spawn = {
mobs.spawn(x, y, 3, radius, "#f08");
let me = mob[mob.length - 1];
setTimeout(() => { //fix mob in place, but allow rotation
me.constraint = Constraint.create({
pointA: {
x: me.position.x,
y: me.position.y
},
bodyB: me,
stiffness: 0.0001,
damping: 1
});
World.add(engine.world, me.constraint);
}, 2000); //add in a delay in case the level gets flipped left right
// setTimeout(() => { //fix mob in place, but allow rotation
// me.constraint = Constraint.create({
// pointA: {
// x: me.position.x,
// y: me.position.y
// },
// bodyB: me,
// stiffness: 0.00001,
// damping: 0.1
// });
// World.add(engine.world, me.constraint);
// }, 2000); //add in a delay in case the level gets flipped left right
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);

View File

@@ -14,6 +14,14 @@
}
}
lore.techCount = 0;
if (simulation.isCommunityMaps || simulation.isCheating) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0;
tech.tech[i].count = 0;
}
}
}
// tech.removeJunkTechFromPool();
// tech.removeLoreTechFromPool();
// tech.addLoreTechToPool();
@@ -742,7 +750,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1)
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
effect: () => {
@@ -759,7 +767,7 @@
count: 0,
frequency: 2,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1)
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
@@ -776,7 +784,7 @@
count: 0,
frequency: 2,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1)
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
@@ -794,7 +802,7 @@
frequency: 2,
isBadRandomOption: true,
allowed() {
return !tech.isRewindGrenade && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField)
return !tech.isRewindGrenade && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.isBlockExplosion)
},
requires: "an explosive damage source, not causality bombs",
effect: () => {
@@ -812,7 +820,7 @@
count: 0,
frequency: 2,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1)
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect() {
@@ -830,7 +838,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser || tech.isBlockExplosion
},
requires: "an explosive damage source",
effect: () => {
@@ -881,7 +889,7 @@
count: 0,
frequency: 2,
allowed() {
return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
},
requires: "an explosive damage source, no other mob death tech",
effect: () => {
@@ -3063,27 +3071,6 @@
},
remove() {}
},
{
name: "booby trap",
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br>add <strong>9</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() > 0
},
requires: "some power up duplication",
effect() {
tech.isMineDrop = true;
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
tech.addJunkTechToPool(13)
},
remove() {
tech.isMineDrop = false;
if (this.count > 0) tech.removeJunkTechFromPool(13)
}
},
{
name: "unified field theory",
description: `in the <strong>pause</strong> menu, change your <strong class='color-f'>field</strong><br>by <strong>clicking</strong> on your <strong class='color-f'>field's</strong> box`,
@@ -4079,6 +4066,27 @@
tech.isMineSentry = false;
}
},
{
name: "booby trap",
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br>add <strong>13</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isMineSentry === true || tech.isLaserMine === true || tech.isMineAmmoBack === true
},
requires: "some mine tech",
effect() {
tech.isMineDrop = true;
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
tech.addJunkTechToPool(13)
},
remove() {
tech.isMineDrop = false;
if (this.count > 0) tech.removeJunkTechFromPool(13)
}
},
{
name: "mycelial fragmentation",
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release an extra <strong class='color-p' style='letter-spacing: 2px;'>spore</strong><br> once a <strong>second</strong> during their <strong>growth</strong> phase",
@@ -4613,35 +4621,14 @@
//************************************************** field
//************************************************** tech
//**************************************************
// {
// name: "frequency resonance",
// description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>deflecting</strong> efficiency by <strong>50%</strong>",
// isFieldTech: true,
// maxCount: 9,
// count: 0,
// frequency: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
// },
// requires: "standing wave harmonics",
// effect() {
// tech.frequencyResonance = this.count + 1 // +1 because count updates later
// m.fieldRange = 175 + 175 * 0.25 * tech.frequencyResonance
// m.fieldShieldingScale = Math.pow(0.5, tech.frequencyResonance)
// },
// remove() {
// m.fieldRange = 175;
// m.fieldShieldingScale = 1;
// tech.frequencyResonance = 0
// }
// },
{
name: "spherical harmonics",
description: "<strong>standing wave</strong> oscillates in a 3rd dimension<br>increasing <strong>deflecting</strong> efficiency by <strong>40%</strong>",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 4,
frequency: 3,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
},
@@ -4659,7 +4646,7 @@
},
{
name: "expansion",
description: "using <strong>standing wave</strong> field drains <strong class='color-f'>energy</strong><br>to temporarily <strong>expand</strong> its <strong>radius</strong>",
description: "using <strong>standing wave</strong> field uses <strong class='color-f'>energy</strong><br>to temporarily <strong>expand</strong> its <strong>radius</strong>",
// description: "use <strong class='color-f'>energy</strong> to <strong>expand</strong> <strong>standing wave</strong><br>the field slowly <strong>contracts</strong> when not used",
isFieldTech: true,
maxCount: 1,
@@ -5053,6 +5040,24 @@
tech.isPlasmaRange = 1;
}
},
{
name: "tokamak",
description: "throwing a <strong class='color-block'>block</strong> convert it into <strong class='color-f'>energy</strong><br>and a <strong class='color-laser'>laser</strong> pulse <strong class='color-e'>explosion</strong> cluster",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch"
},
requires: "plasma torch",
effect() {
tech.isBlockExplosion = true;
},
remove() {
tech.isBlockExplosion = false;
}
},
{
name: "micro-extruder",
description: "<strong class='color-plasma'>plasma</strong> <strong>torch</strong> extrudes a thin <strong class='color-plasma'>hot</strong> wire<br>increases <strong class='color-d'>damage</strong>, <strong class='color-f'>energy</strong> drain, and <strong>lag</strong>",
@@ -6876,7 +6881,6 @@
droneCycleReduction: null,
droneEnergyReduction: null,
isNoHeals: null,
// frequencyResonance: null,
isAlwaysFire: null,
isDroneRespawn: null,
deathSpawns: null,
@@ -6897,5 +6901,6 @@
isSneakAttack: null,
isFallingDamage: null,
harmonics: null,
isStandingWaveExpand: null
isStandingWaveExpand: null,
isBlockExplosion: null
}

View File

@@ -1,9 +1,17 @@
******************************************************** NEXT PATCH ********************************************************
tech: tokamak - instead of throwing a block convert it into energy and a pulse explosion
requires plasma
standing wave field no longer gives 25% harm reduction
standing wave field can now block through walls
bug fixes
******************************************************** BUGS ********************************************************
a couple times people have reported the final boss dropping extra bodies on death
figure out how to undo ship mode
if you die in ship mode it spawns with m.look set to non ship methods
look is set in many tech and in startGame
@@ -26,23 +34,24 @@ is there a way to check if the player is stuck inside the map or block
******************************************************** TODO ********************************************************
spherical harmonics improve blocking efficiency
9x stacks
gain cool multi ellipse atomic graphic
1st stack gives 3x atomic graphic
more stacks give more ellipse for atomic graphic
spherical harmonics unlocks tech that increases shield radius when you hold field input
throwing a block removes the block and fires a pulse with a size that scales with the size of the block
must have a charge above some threshold
plasma field tech
gain 100 energy?
tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
extra energy is drained when field is longer
what about the single axis graphic?
tech: at the start of a new level remove 5 research and spawn a second boss
what about the single axis graphic? (find the code in standing wave harmonic)
maybe just save it for a mob
maybe use it on lore
tech: picking up heal power ups when at full health does harm equal to the heal values
benefit on pick up: get 1% damage
draw a rotating ring, like a 3-D spinning ring effect
an ellipse the has sine function on one of it's parameters
buttons can now on/off boosts
energy conservation 6% damage recovered as energy
@@ -50,8 +59,6 @@ energy conservation 6% damage recovered as energy
junk tech
Weak Anthropic Principle: you get a second chance at life, but ....
negative effect: remove air control
mob: molecule shapes - 2 separate mobs joined by a bond
use constraints: just spawn 2x or 3x groupings
@@ -193,10 +200,6 @@ flavor - your bullets destroy blocks
power ups
spores
tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
extra energy is drained when field is longer
using a reroll gives 3 options for tech, and 3 options for guns/fields/tech
or 6 options for tech (rewrite tech selection to work with 1-6 options)
the second stack of 3 tech could have repeats, so you don't have to write new tech code