added images

added images to tech, field, gun cards (enable this in settings)
  in progress - not all images are generated yet
  images are generated by me using midJourney plus significant post processing

random research power ups are 20% more common per level
global difficulty balance: player takes a bit less damage
mutualism: 0.5->1 borrowed health for 250->300% more spore damage

harpoon can still fire when out of energy, but slower
harpoon fire cooldown no longer triggers when the harpoon returns
  it's just a flat 2/3 of a second after you Fire
  improved fire rate now allows you to fire many harpoons at once until you run out of energy
default harpoon rope is a bit longer

several bug fixes and undocumented changes I forgot to list
This commit is contained in:
landgreen
2022-12-17 09:58:33 -08:00
parent 500bb3f73e
commit 16834e95be
376 changed files with 4150 additions and 2049 deletions

View File

@@ -411,7 +411,7 @@ const spawn = {
}
}
me.damageReductionDecay = function() { //slowly make the boss take more damage over time //damageReduction resets with each invulnerability phase
if (!(me.cycle % 60) && this.lastDamageCycle + 240 > this.cycle) this.damageReduction *= 1.017 //only decay once a second //only decay if the player has done damage in the last 4 seconds
if (!(me.cycle % 60) && this.lastDamageCycle + 240 > this.cycle) this.damageReduction *= 1.02 //only decay once a second //only decay if the player has done damage in the last 4 seconds
}
me.mobType = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]
me.spawnMobs = function(index = 0) {
@@ -976,6 +976,7 @@ const spawn = {
// build.shareURL(false)
setTimeout(function() {
if (!simulation.onTitlePage) {
m.alive = false
simulation.paused = true;
// simulation.clearMap();
// Matter.Composite.clear(composite, keepStatic, [deep = false])
@@ -1533,6 +1534,101 @@ const spawn = {
// }
// };
// },
zombie(x, y, radius, sides, color) { //mob that attacks other mobs
mobs.spawn(x, y, sides, radius, color);
let me = mob[mob.length - 1];
me.isZombie = true
me.isDropPowerUp = false;
me.showHealthBar = false;
me.stroke = "#83a"
me.accelMag = 0.0015
me.frictionAir = 0.01
// me.repulsionRange = 400000 + radius * radius; //squared
// me.memory = 120;
me.seeAtDistance2 = 1000000 //1000 vision range
// Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
me.do = function() {
this.zombieHealthBar();
this.lookForMobTargets();
this.attack();
this.checkStatus();
};
me.mobSearchIndex = 0;
me.target = null
me.lookForMobTargets = function() {
if (this.target && !this.target.alive) this.target = null
if (this.target === null && !(simulation.cycle % 10) && mob.length > 1) { //if you have no target
this.mobSearchIndex++ //look for a different mob index every time
if (this.mobSearchIndex > mob.length - 1) this.mobSearchIndex = 0
if (
!mob[this.mobSearchIndex].isZombie &&
(Vector.magnitudeSquared(Vector.sub(this.position, mob[this.mobSearchIndex].position)) < this.seeAtDistance2 || Matter.Query.ray(map, this.position, mob[this.mobSearchIndex].position).length === 0)
) {
this.target = mob[this.mobSearchIndex]
}
}
}
me.zombieHealthBar = function() {
this.damage(0.001); //decay
const h = this.radius * 0.3;
const w = this.radius * 2;
const x = this.position.x - w / 2;
const y = this.position.y - w * 0.7;
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
ctx.fillRect(x, y, w, h);
ctx.fillStyle = "rgba(136, 51, 170,0.7)";
ctx.fillRect(x, y, w * this.health, h);
}
me.hitCD = 0
me.attack = function() { //hit non zombie mobs
if (this.hitCD < simulation.cycle) {
if (this.target) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.target.position, this.position)), this.accelMag * this.mass)
if (this.speed > 6) { // speed cap instead of friction to give more agility
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
});
}
}
const hit = (who) => {
if (!who.isZombie && who.damageReduction) {
this.hitCD = simulation.cycle + 15
//knock back away from recently hit mob
const force = Vector.mult(Vector.normalise(Vector.sub(who.position, this.position)), 0.03 * this.mass)
this.force.x -= force.x;
this.force.y -= force.y;
this.target = null //look for a new target
const dmg = 0.3 * m.dmgScale
who.damage(dmg);
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
radius: Math.log(dmg + 1.1) * 40 * who.damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
}
const collide = Matter.Query.collides(this, mob) //damage mob targets if nearby
if (collide.length > 1) { //don't count self collide
for (let i = 0, len = collide.length; i < len; i++) {
hit(collide[i].bodyA)
hit(collide[i].bodyB)
}
}
}
}
// me.onDamage = function(dmg) {
// }
},
starter(x, y, radius = Math.floor(15 + 20 * Math.random())) { //easy mob for on level 1
mobs.spawn(x, y, 8, radius, "#9ccdc6");
let me = mob[mob.length - 1];
@@ -6674,7 +6770,7 @@ const spawn = {
this.seePlayerByHistory(60);
this.attraction();
this.checkStatus();
this.eventHorizon = 900 + 200 * Math.sin(simulation.cycle * 0.005)
this.eventHorizon = 950 + 250 * Math.sin(simulation.cycle * 0.005)
if (!simulation.isTimeSkipping) {
if (Vector.magnitude(Vector.sub(this.position, m.pos)) < this.eventHorizon) {
this.attraction();