many worlds renamed to ansatz
new tech many-worlds: at the start of each new level switch realities

removed tech: electroactive polymers - convert bots to the same type on weapon swap
all bot upgrades convert current bots to the upgraded type
  only one bot upgrade allowed
This commit is contained in:
landgreen
2021-02-20 16:37:32 -08:00
parent c085b30af4
commit 10b5616460
9 changed files with 365 additions and 268 deletions

View File

@@ -1089,18 +1089,18 @@ const b = {
m.energy = 0;
}
b.isExtruderOn = true
const SPEED = 10
const SPEED = 8
const me = bullet.length;
const where = Vector.add(m.pos, player.velocity)
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
cycle: -0.5,
isWave: true,
endCycle: simulation.cycle + 10 + 40 * tech.isPlasmaRange,
endCycle: simulation.cycle + 35 + 45 * tech.isPlasmaRange,
inertia: Infinity,
frictionAir: 0,
isInHole: true, //this keeps the bullet from entering wormholes
minDmgSpeed: 0,
dmg: b.dmgScale * 1.35, //damage also changes when you divide by mob.mass on in .do()
dmg: b.dmgScale * 1.2, //damage also changes when you divide by mob.mass on in .do()
classType: "bullet",
isBranch: false,
restitution: 0,
@@ -1121,8 +1121,8 @@ const b = {
const q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
Matter.Body.setVelocity(q[i], {
x: q[i].velocity.x * 0.6,
y: q[i].velocity.y * 0.6
x: q[i].velocity.x * 0.2,
y: q[i].velocity.y * 0.2
});
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
let dmg = this.dmg / Math.min(10, q[i].mass)
@@ -2226,6 +2226,55 @@ const b = {
// ******************************** Bots *********************************************
// **************************************************************************************************
// **************************************************************************************************
totalBots() {
return tech.dynamoBotCount + tech.foamBotCount + tech.nailBotCount + tech.laserBotCount + tech.boomBotCount + tech.orbitBotCount + tech.plasmaBotCount + tech.missileBotCount
},
hasBotUpgrade() {
return tech.isNailBotUpgrade + tech.isFoamBotUpgrade + tech.isBoomBotUpgrade + tech.isLaserBotUpgrade + tech.isOrbitBotUpgrade + tech.isDynamoBotUpgrade
},
convertBotsTo(type) { //type can be a string like "dynamoBotCount"
//count all bots
const totalBots = b.totalBots()
//remove all bots techs and convert them to the new type so that tech refunds work correctly
let totalTechToConvert = 0 //count how many tech need to be converted
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count && tech.tech[i].isBotTech) {
totalTechToConvert += tech.tech[i].count
tech.removeTech(i)
}
}
console.log(totalTechToConvert)
let name = ""
if (type === "nailBotCount") name = "nail-bot"
if (type === "orbitBotCount") name = "orbital-bot"
if (type === "boomBotCount") name = "boom-bot"
if (type === "laserBotCount") name = "laser-bot"
if (type === "foamBotCount") name = "foam-bot"
if (type === "dynamoBotCount") name = "dynamo-bot"
if (type === "plasmaBotCount") name = "plasma-bot"
if (type === "missileBotCount") name = "missile-bot"
//spawn tech for the correct bot type
for (let i = 0; i < totalTechToConvert; i++) tech.giveTech(name)
//remove all bots
b.zeroBotCount()
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType && bullet[i].endCycle === Infinity) bullet[i].endCycle = 0 //don't remove temp bots
}
//set all bots to type
tech[type] = totalBots
//respawn all bots
b.respawnBots();
},
zeroBotCount() { //remove all bots
tech.dynamoBotCount = 0
tech.laserBotCount = 0
tech.nailBotCount = 0
tech.foamBotCount = 0
tech.boomBotCount = 0
tech.orbitBotCount = 0
},
respawnBots() {
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot({ x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, false)
@@ -2311,61 +2360,65 @@ const b = {
// ctx.arc(this.position.x, this.position.y, 150, 0, 2 * Math.PI);
// ctx.fill();
// }
if (!((m.cycle + this.phase) % 30)) { //twice a second
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250) { //give energy
Matter.Body.setAngularVelocity(this, this.spin)
if (this.isUpgraded) {
m.energy += 0.12
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 8,
color: m.fieldMeterColor,
time: simulation.drawTime
});
} else {
m.energy += 0.03
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 5,
color: m.fieldMeterColor,
time: simulation.drawTime
});
}
}
}
//check for damage
if (!m.isCloak && !m.isBodiesAsleep) { //if time dilation isn't active
const size = 33
q = Matter.Query.region(mob, {
min: {
x: this.position.x - size,
y: this.position.y - size
},
max: {
x: this.position.x + size,
y: this.position.y + size
if (!m.isBodiesAsleep) {
if (!((m.cycle + this.phase) % 30)) { //twice a second
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250) { //give energy
Matter.Body.setAngularVelocity(this, this.spin)
if (this.isUpgraded) {
m.energy += 0.12
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 8,
color: m.fieldMeterColor,
time: simulation.drawTime
});
} else {
m.energy += 0.03
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 5,
color: m.fieldMeterColor,
time: simulation.drawTime
});
}
}
})
for (let i = 0; i < q.length; i++) {
Matter.Body.setAngularVelocity(this, this.spin)
// mobs.statusStun(q[i], 180)
// const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2.5 : 1)
const dmg = 0.5 * b.dmgScale
q[i].damage(dmg);
q[i].foundPlayer();
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
}
if (!m.isCloak) { //if time dilation isn't active
const size = 33
q = Matter.Query.region(mob, {
min: {
x: this.position.x - size,
y: this.position.y - size
},
max: {
x: this.position.x + size,
y: this.position.y + size
}
})
for (let i = 0; i < q.length; i++) {
Matter.Body.setAngularVelocity(this, this.spin)
// mobs.statusStun(q[i], 180)
// const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2.5 : 1)
const dmg = 0.5 * b.dmgScale
q[i].damage(dmg);
q[i].foundPlayer();
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
}
}
let history = m.history[(m.cycle - this.followDelay) % 600]
Matter.Body.setPosition(this, { x: history.position.x, y: history.position.y - history.yOff + 24.2859 }) //bullets move with player
}
let history = m.history[(m.cycle - this.followDelay) % 600]
Matter.Body.setPosition(this, { x: history.position.x, y: history.position.y - history.yOff + 24.2859 }) //bullets move with player
}
})
World.add(engine.world, bullet[me]); //add bullet to world
@@ -2605,7 +2658,7 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
m.energy -= tech.laserFieldDrain * tech.isLaserDiode
m.energy -= tech.laserFieldDrain * tech.isLaserDiode * 0.7
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * (0.38 * tech.laserDamage + this.isUpgraded * 0.25), tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
// laser(where = {
// x: m.pos.x + 20 * Math.cos(m.angle),