time dilation mods
new mod - heal: gives heals
new mod - ammo: gives ammo
mod mass-energy equivalence no longer benefits from harm reduction effects,
but it also takes 25% less damage than before
mod - timelike world line gives 2x faster speed and harm immunity when time dilation is active
mod - Lorentz transformation improves move jump and fire speed even when time dilation isn't active
(the same as 1 rank of squirrel cage rotor and auto-loading heuristics)
This commit is contained in:
57
js/bullet.js
57
js/bullet.js
@@ -85,7 +85,7 @@ const b = {
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},
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fireCD: 1,
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setFireCD() {
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b.fireCD = mod.fireRate * mod.slowFire * (mod.isTimeSkip ? 0.66 : 1)
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b.fireCD = mod.fireRate * mod.slowFire / mod.fastTime
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},
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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@@ -1278,7 +1278,7 @@ const b = {
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name: "super balls",
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description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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ammo: 0,
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ammoPack: 14,
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ammoPack: 15,
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have: false,
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num: 5,
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isStarterGun: true,
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@@ -1335,8 +1335,8 @@ const b = {
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name: "flechettes",
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description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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ammo: 0,
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ammoPack: 30,
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defaultAmmoPack: 30,
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ammoPack: 36,
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defaultAmmoPack: 36,
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have: false,
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isStarterGun: true,
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isEasyToAim: false,
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@@ -1355,24 +1355,7 @@ const b = {
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const whom = Matter.Query.collides(this, mob)
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if (whom.length && this.speed > 20) { //if touching a mob
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who = whom[0].bodyA
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if (who) {
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function hit(that) {
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who.foundPlayer();
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if (mod.isDotFlechette) {
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mobs.statusDoT(who, 0.5, 360)
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} else {
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mobs.statusDoT(who, 0.5, 180)
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}
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game.drawList.push({ //add dmg to draw queue
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x: that.position.x,
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y: that.position.y,
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radius: 40,
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color: "rgba(0,80,80,0.3)",
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time: game.drawTime
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});
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}
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if (who && who.mob) {
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if (mod.pierce) {
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let immune = false
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for (let i = 0; i < this.immuneList.length; i++) {
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@@ -1380,11 +1363,35 @@ const b = {
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}
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if (!immune) {
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this.immuneList.push(who.id)
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hit(this)
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who.foundPlayer();
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if (mod.isDotFlechette) {
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mobs.statusDoT(who, 0.5, 360)
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} else {
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mobs.statusDoT(who, 0.5, 180)
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}
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: 40,
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color: "rgba(0,80,80,0.3)",
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time: game.drawTime
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});
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}
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} else {
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this.endCycle = 0;
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hit(this)
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who.foundPlayer();
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if (mod.isDotFlechette) {
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mobs.statusDoT(who, 0.5, 360)
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} else {
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mobs.statusDoT(who, 0.5, 180)
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}
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: 40,
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color: "rgba(0,80,80,0.3)",
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time: game.drawTime
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});
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}
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}
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} else if (Matter.Query.collides(this, map).length) { //stick in walls
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@@ -2184,7 +2191,7 @@ const b = {
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name: "ice IX",
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description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
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ammo: 0,
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ammoPack: 75,
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ammoPack: 73,
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have: false,
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isStarterGun: true,
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isEasyToAim: true,
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@@ -768,10 +768,7 @@ const game = {
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// }
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if (mech.lastKillCycle + 300 > mech.cycle) { //effects active for 5 seconds after killing a mob
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if (mod.isEnergyRecovery) {
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mech.energy += mech.maxEnergy * 0.06
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if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
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}
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if (mod.isEnergyRecovery && mech.energy < mech.maxEnergy) mech.energy += mech.maxEnergy * 0.06
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if (mod.isHealthRecovery) mech.addHealth(0.01)
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}
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@@ -284,7 +284,7 @@ const build = {
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}
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url += `&field=${encodeURIComponent(mech.fieldUpgrades[mech.fieldMode].name.trim())}`
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url += `&difficulty=${game.difficultyMode}`
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url += `&level=${Number(document.getElementById("starting-level").value)}`
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url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}`
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console.log(url)
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game.copyToClipBoard(url)
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alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
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@@ -303,7 +303,7 @@ const build = {
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for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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bullet = []; //remove any bullets that might have spawned from mods
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const levelsCleared = Number(document.getElementById("starting-level").value)
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const levelsCleared = Math.abs(Number(document.getElementById("starting-level").value))
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level.difficultyIncrease(Math.min(99, levelsCleared * game.difficultyMode)) //increase difficulty based on modes
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level.levelsCleared += levelsCleared;
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@@ -17,7 +17,10 @@ const level = {
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// game.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(9)
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// mech.setField("time dilation field")
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// mod.giveMod("mutualism");
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// mod.giveMod("timelike world line");
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// mod.giveMod("Lorentz transformation");
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// b.giveGuns("drones")
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// b.giveGuns("spores")
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// mech.setField("pilot wave")
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86
js/mods.js
86
js/mods.js
@@ -111,6 +111,42 @@ const mod = {
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},
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mods: [{
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name: "heal",
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description: "spawn <strong>6</strong> <strong class='color-h'>heal</strong> power ups",
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maxCount: 9,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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for (let i = 0; i < 6; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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}
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},
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remove() {}
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},
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{
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name: "ammo",
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description: "spawn <strong>6 ammo</strong> power ups",
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maxCount: 9,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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for (let i = 0; i < 6; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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}
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},
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remove() {}
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},
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{
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name: "capacitor",
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// nameInfo: "<span id='mod-capacitor'></span>",
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description: "increase <strong class='color-d'>damage</strong> based on stored <strong class='color-f'>energy</strong><br><strong>+1%</strong> <strong class='color-d'>damage</strong> for every <strong>5.5%</strong> <strong class='color-f'>energy</strong>",
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@@ -217,7 +253,7 @@ const mod = {
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allowed() {
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return !mod.isEnergyHealth
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},
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requires: "mass-energy equivalence",
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requires: "not mass-energy equivalence",
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effect() {
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mod.isEnergyLoss = true;
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},
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@@ -536,7 +572,7 @@ const mod = {
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},
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{
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name: "squirrel-cage rotor",
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description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
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description: "<strong>jump</strong> higher and <strong>move</strong> faster",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -545,13 +581,13 @@ const mod = {
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requires: "",
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effect() { // good with melee builds, content skipping builds
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mod.squirrelFx += 0.2;
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mech.Fx = 0.016 * mod.squirrelFx;
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mech.jumpForce += 0.038;
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mod.squirrelJump += 0.09;
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mech.setMovement()
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},
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remove() {
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mod.squirrelFx = 1;
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mech.Fx = 0.016; //if this changes update the values in definePlayerMass
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mech.jumpForce = 0.42; //was 0.38 at 0.0019 gravity
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mod.squirrelJump = 1;
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mech.setMovement()
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}
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},
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{
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@@ -594,9 +630,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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return !mod.isEnergyHealth
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},
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requires: "",
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requires: "not mass-energy equivalence",
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effect() {
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mod.isEntanglement = true
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setTimeout(function () {
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@@ -610,7 +646,8 @@ const mod = {
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},
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{
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name: "mass-energy equivalence",
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description: "you can't <strong>die</strong> if your <strong class='color-f'>energy</strong> is above <strong>zero</strong><br>your <strong>health</strong> is permanently set to <strong>zero</strong>",
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description: "<strong class='color-f'>energy</strong> protects you instead of <strong>health</strong><br><strong>harm reduction</strong> effects provide <strong>no</strong> benefit",
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// description: "you can't <strong>die</strong> if your <strong class='color-f'>energy</strong> is above <strong>zero</strong><br>your <strong>health</strong> is permanently set to <strong>zero</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -770,7 +807,7 @@ const mod = {
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},
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{
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name: "Bayesian inference",
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description: "<strong>37%</strong> chance for double <strong>power ups</strong> to drop<br><strong>ammo</strong> will no longer <strong>spawn</strong>",
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description: "<strong>37%</strong> chance for double <strong>power ups</strong> to drop<br><strong>ammo</strong> will no longer <strong>spawn</strong> from mobs",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1611,7 +1648,7 @@ const mod = {
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},
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{
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name: "timelike world line",
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description: "<strong>time dilation</strong> increases your time <strong>rate</strong> by <strong>2x</strong><br><strong>33%</strong> decreased <strong>delay</strong> after firing",
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description: "<strong>time dilation</strong> increases your time <strong>rate</strong> by <strong>2x</strong><br> and makes you <strong>immune</strong> to <strong>harm</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1627,6 +1664,28 @@ const mod = {
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b.setFireCD();
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}
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},
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{
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name: "Lorentz transformation",
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description: "<strong>time dilation field</strong> has an effect while inactive<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
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},
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requires: "time dilation field",
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effect() {
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mod.fastTime = 1.33;
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mod.fastTimeJump = 1.09;
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mech.setMovement();
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b.setFireCD();
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},
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remove() {
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mod.fastTime = 1;
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mod.fastTimeJump = 1;
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mech.setMovement();
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b.setFireCD();
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}
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},
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{
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name: "plasma jet",
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description: "increase <strong>plasma torch's</strong> range by <strong>33%</strong>",
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@@ -1911,5 +1970,8 @@ const mod = {
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isDamageFromBulletCount: null,
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isLaserDiode: null,
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isNailShot: null,
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slowFire: null
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slowFire: null,
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fastTime: null,
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squirrelJump: null,
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fastTimeJump: null,
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}
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16
js/player.js
16
js/player.js
@@ -68,7 +68,12 @@ const mech = {
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defaultMass: 5,
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mass: 5,
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FxNotHolding: 0.015,
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Fx: 0.015, //run Force on ground //
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Fx: 0.016, //run Force on ground //
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jumpForce: 0.42,
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setMovement() {
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mech.Fx = 0.016 * mod.squirrelFx * mod.fastTime;
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mech.jumpForce = 0.42 * mod.squirrelJump * mod.fastTimeJump;
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},
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FxAir: 0.016, // 0.4/5/5 run Force in Air
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yOff: 70,
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yOffGoal: 70,
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@@ -106,7 +111,6 @@ const mech = {
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Sy: 0, //adds a smoothing effect to vertical only
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Vx: 0,
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Vy: 0,
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jumpForce: 0.38, //0.38 //this is reset in mod.setupAllMods()
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gravity: 0.0024, //0.0019 //game.g is 0.001
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friction: {
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ground: 0.01,
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@@ -487,10 +491,10 @@ const mech = {
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// y: 0
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// })
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// }
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dmg *= mech.harmReduction()
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if (mod.isEnergyHealth) {
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mech.energy -= dmg * 1.25; //energy takes an extra 25% damage for balancing purposes
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mech.energy -= dmg;
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if (mech.energy < 0 || isNaN(mech.energy)) {
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if (mod.isDeathAvoid && powerUps.reroll.rerolls) { //&& Math.random() < 0.5
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powerUps.reroll.changeRerolls(-1)
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@@ -519,6 +523,7 @@ const mech = {
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}
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}
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} else {
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dmg *= mech.harmReduction()
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mech.health -= dmg;
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if (mech.health < 0 || isNaN(mech.health)) {
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if (mod.isDeathAvoid && powerUps.reroll.rerolls > 0) { //&& Math.random() < 0.5
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@@ -1735,6 +1740,7 @@ const mech = {
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game.cycle--; //pause all functions that depend on game cycle increasing
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if (mod.isTimeSkip) {
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mech.immuneCycle = mech.cycle + 10;
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game.isTimeSkipping = true;
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mech.cycle++;
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game.gravity();
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@@ -1747,7 +1753,7 @@ const mech = {
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// mech.draw();
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mech.walk_cycle += mech.flipLegs * mech.Vx;
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// mech.hold();
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mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
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// mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
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b.fire();
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// b.bulletRemove();
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b.bulletDo();
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11
todo.txt
11
todo.txt
@@ -1,7 +1,12 @@
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mod - electrostatic shots: 33 increased damage and 33% increased delay after firing
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mod - time-like world line now also gives 33% reduced delay after firing (even when the field isn't active)
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mod auto-loading heuristics now gives 20% reduced delay after firing (up from 15%)
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new mod - heal: gives heals
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new mod - ammo: gives ammo
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mod mass-energy equivalence no longer benefits from harm reduction effects,
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but it also takes 25% less damage than before
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mod - timelike world line gives 2x faster speed and harm immunity when time dilation is active
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mod - Lorentz transformation improves move jump and fire speed even when time dilation isn't active
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(the same as 1 rank of squirrel cage rotor and auto-loading heuristics)
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************** TODO - n-gon **************
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Reference in New Issue
Block a user