new favicon
heal power up overheals don't consume the entire heal power up

accretion works with all fields except wormhole
  (only because wormhole eat up heals so it's bad)
  spawns 6 -> 3 heals

pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity  0.1% -> 0.15% energy per energy  (10->15% damage at 100 energy)

a few more images
bug fixes
This commit is contained in:
landgreen
2023-03-31 07:32:38 -07:00
parent c6144515cd
commit 1752453c1d
18 changed files with 207 additions and 188 deletions

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@@ -3439,7 +3439,7 @@ const b = {
for (let i = 0, len = powerUp.length; i < len; ++i) { //grab, but don't lock onto nearby power up
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
@@ -3470,7 +3470,7 @@ const b = {
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
@@ -3647,7 +3647,7 @@ const b = {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
@@ -3679,7 +3679,7 @@ const b = {
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
@@ -4988,7 +4988,7 @@ const b = {
cd: 0,
fireCount: 0,
fireLimit: 5 + 2 * tech.isFoamBotUpgrade,
delay: Math.floor((200 + (tech.isFoamBotUpgrade ? 0 : 300)) * b.fireCDscale),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
delay: Math.floor((175 + (tech.isFoamBotUpgrade ? 0 : 250)) * b.fireCDscale),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(), //how far from the player the bot will move
endCycle: Infinity,
@@ -7161,7 +7161,7 @@ const b = {
}
}, {
name: "drones", //7
description: "deploy drones that <strong>crash</strong> into mobs<br>or <strong>collect</strong> nearby power ups", //crashes reduce their <strong>lifespan</strong> by 1 second
description: "deploy <strong>autonomous</strong> drones that <strong>smash</strong> into mobs<br>and <strong>collect</strong> nearby power ups", //crashes reduce their <strong>lifespan</strong> by 1 second
ammo: 0,
ammoPack: 16,
defaultAmmoPack: 16,

View File

@@ -23,7 +23,7 @@ const level = {
// spawn.setSpawnList();
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
// powerUps.research.changeRerolls(500)
// powerUps.research.changeRerolls(11)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.couplingChange(5)
@@ -35,13 +35,13 @@ const level = {
// b.guns[3].ammo = 100000000
// tech.giveTech("recycling")
// tech.giveTech("pressure vessel")
// for (let i = 0; i < 1; ++i) tech.giveTech("cavitation")
// for (let i = 0; i < 1; ++i) tech.giveTech("bot fabrication")
// for (let i = 0; i < 1; ++i) tech.giveTech("accretion")
// for (let i = 0; i < 1; ++i) tech.giveTech("superdeterminism")
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("foam-bot") });
// for (let i = 0; i < 1; i++) tech.giveTech("foam-bot upgrade")
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.testing();
// spawn.nodeGroup(3200, -300, "sniper")
@@ -59,6 +59,7 @@ const level = {
// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
// for (let i = 0; i < 40; ++i) tech.giveTech()
level[simulation.isTraining ? "walk" : "intro"]() //normal starting level ************************************************
// simulation.isAutoZoom = false; //look in close
@@ -1314,7 +1315,7 @@ const level = {
Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
}
}
if (tech.isHealAttract && (m.fieldMode === 3 || m.fieldMode === 5)) {
if (tech.isHealAttract) { //send heals to next portal
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal" && Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 1000000) {
Matter.Body.setPosition(powerUp[i], Vector.add(this.portalPair.portal.position, { x: 500 * (Math.random() - 0.5), y: 500 * (Math.random() - 0.5) }));
@@ -15999,9 +16000,12 @@ const level = {
commandeer() {
simulation.makeTextLog(`<strong>commandeer</strong> by <span class='color-var'>Desboot</span>`);
let waterFallWidth = 400
let waterFallX = 15900
let waterFallSmoothX = 0
const elevator = level.elevator(-80.4, -931.6, 180, 50, -1550)
15900 && player.position.x < 16300 && player.position.y > -960.2
const slime = level.hazard(15900, -960, 400, 6000);
//const slime = level.hazard(15900, -960, 400, 6000);
const slime2 = level.hazard(15147.2, -1782.4, 2000, 822);
const boost1 = level.boost(5950, -20, 700)
const boost2 = level.boost(21088, -1672, 700)
@@ -16037,7 +16041,6 @@ const level = {
//spawn.mapRect(22330, -804.25, 400, 800);//-46.25*3
ctx.fillStyle = "rgba(250,250,250,0.8)"//lights
ctx.beginPath()
ctx.moveTo(1124, -628)
@@ -16073,7 +16076,6 @@ const level = {
ctx.fillRect(6237, -1830.7, 550, 700)
ctx.fillRect(6237, -840.4, 550, 700)
ctx.fillRect(15845.0, -1262.2, 550, 300)
ctx.fillStyle = "rgba(200,200,200,0.8)"
ctx.fillRect(-192, -1973, 6484, 2071)
ctx.fillStyle = "rgba(240,240,240,0.8)"
@@ -16099,12 +16101,10 @@ const level = {
buttonDoor3.draw();
slime.query();
//slime.query();
slime2.query();
ctx.fillStyle = `hsla(160, 100%, 43%,${0.3 + 0.07 * Math.random()})`
ctx.fillRect(15900 + 400 * Math.random(), -1360, 2, 6000)
ctx.fillRect(15900 + 400 * Math.random(), -1360, 2, 6000)
if (buttonDoor.isUp) {
door.isClosing = true
} else {
@@ -16172,6 +16172,17 @@ const level = {
ctx.fillRect(20820, -243, 410, 300)
ctx.fillRect(5772, -609, 469, 700)
ctx.fillRect(5772, -609, 469, 700)
ctx.fillStyle = "rgba(48,184,140,255)"
ctx.fillRect(waterFallX, -960, waterFallWidth, 6000)
ctx.fillStyle = `hsla(160, 100%, 43%,${0.3 + 0.07 * Math.random()})`
ctx.fillRect(waterFallX + waterFallWidth * Math.random(), -900 - Math.random() * 400, Math.random() * 5 + 8, 6000)
ctx.fillRect(waterFallX + waterFallWidth * Math.random(), -900 - Math.random() * 400, Math.random() * 5 + 5, 6000)
waterFallWidth = 0.995 * waterFallWidth + 4 * Math.random()//4.7
waterFalSmoothlX = 0.96 * waterFallSmoothX + 20 * Math.random()//3.5
waterFallX = waterFallSmoothX + 15900
ctx.fillStyle = "rgba(0,0,0,0.4)"//wires
ctx.fillRect(20990, -2672, 20, 112)
ctx.fillRect(21090, -2506, 72, 20)
@@ -16304,7 +16315,7 @@ const level = {
if (player.position.x > 15900 && player.position.x < 16300 && player.position.y > -1360.2) {
Matter.Body.setVelocity(player, {
x: player.velocity.x,
y: player.velocity.y + 10
y: player.velocity.y + 2
});
} else {
if (Math.abs(player.velocity.x) > 0.5) {
@@ -16576,9 +16587,7 @@ const level = {
let randomBoss = Math.floor(Math.random() * 5);//change the bosses
spawn[["blinkBoss", "shooterBoss", "launcherBoss", "pulsarBoss", "beetleBoss", "bladeBoss", "revolutionBoss", "dragonFlyBoss", "spiderBoss"][randomBoss]](17902, -1689, 100, false);
spawn.randomLevelBoss(17902, -1689, ["blinkBoss", "shooterBoss", "launcherBoss", "pulsarBoss", "blockBoss", "bladeBoss", "revolutionBoss", "spawnerBossCulture", "spiderBoss", "sneakBoss", "snakeSpitBoss"])
// powerUps.spawnStartingPowerUps(1475, -1175);
@@ -18373,19 +18382,6 @@ const level = {
ctx.fill()
ctx.fillRect(6100, -2000, 400, 50)
// -2000 -> 2500
// Math.random() * 5000 -2500
ctx.fillStyle = "rgba(0,0,0,0.6)"

View File

@@ -201,7 +201,7 @@ const mobs = {
}
}
},
endEffect() {},
endEffect() { },
dmg: tickDamage,
type: "dot",
endCycle: simulation.cycle + cycles,
@@ -506,7 +506,7 @@ const mobs = {
}
},
laser() {
const vertexCollision = function(v1, v1End, domain) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
@@ -658,7 +658,7 @@ const mobs = {
ctx.fillStyle = "rgba(0,0,0,0.07)";
ctx.fill();
//spring to random place on map
const vertexCollision = function(v1, v1End, domain) {
const vertexCollision = function (v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
@@ -756,7 +756,7 @@ const mobs = {
},
curl(range = 1000, mag = -10) {
//cause all mobs, and bodies to rotate in a circle
applyCurl = function(center, array, isAntiGravity = true) {
applyCurl = function (center, array, isAntiGravity = true) {
for (let i = 0; i < array.length; ++i) {
if (!array[i].isNotHoldable) {
const sub = Vector.sub(center, array[i].position)
@@ -924,7 +924,7 @@ const mobs = {
//be sure to declare searchTarget in mob spawn
//accelerate towards the searchTarget
if (!this.seePlayer.recall) {
const newTarget = function(that) {
const newTarget = function (that) {
if (Math.random() < 0.0007) {
that.searchTarget = player.position; //chance to target player
} else {
@@ -1297,7 +1297,7 @@ const mobs = {
}
if (tech.cloakDuplication && !this.isBoss) {
tech.cloakDuplication -= 0.02
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
@@ -1350,7 +1350,7 @@ const mobs = {
for (let i = 0, len = consBB.length; i < len; ++i) {
if (consBB[i].bodyA === this) {
if (consBB[i].bodyB.shield) { //&& !this.shield
consBB[i].bodyB.do = function() { this.death() }
consBB[i].bodyB.do = function () { this.death() }
}
consBB[i].bodyA = consBB[i].bodyB;
consBB.splice(i, 1);
@@ -1358,7 +1358,7 @@ const mobs = {
break;
} else if (consBB[i].bodyB === this) {
if (consBB[i].bodyA.shield) {
consBB[i].bodyA.do = function() { this.death() }
consBB[i].bodyA.do = function () { this.death() }
}
consBB[i].bodyB = consBB[i].bodyA;
consBB.splice(i, 1);
@@ -1415,7 +1415,7 @@ const mobs = {
//large mobs shrink so they don't block paths
if (body[len].mass + body[len2].mass > 16) {
const massLimit = 8 + 6 * Math.random()
const shrink = function(that1, that2) {
const shrink = function (that1, that2) {
if (that1.mass + that2.mass > massLimit) {
const scale = 0.95;
Matter.Body.scale(that1, scale, scale);
@@ -1438,7 +1438,7 @@ const mobs = {
//large mobs shrink so they don't block paths
if (body[len].mass > 9) {
const massLimit = 7 + 4 * Math.random()
const shrink = function(that) {
const shrink = function (that) {
if (that.mass > massLimit) {
const scale = 0.95;
Matter.Body.scale(that, scale, scale);

View File

@@ -916,6 +916,48 @@ const m = {
none() {
m.isAltSkin = true
},
favicon() { //used to render the favicon, not actually in game
m.yOffWhen.jump = 70
m.yOffWhen.stand = 49
m.yOffWhen.crouch = 22
m.isAltSkin = false
m.color = {
hue: 0,
sat: 0,
light: 100,
}
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 10}%)`
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, m.fillColorDark);
grd.addColorStop(1, m.fillColor);
m.bodyGradient = grd
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
// m.calcLeg(Math.PI, -3);
// m.drawLeg("#4a4a4a");
// m.calcLeg(0, 0);
// m.drawLeg("#333");
// ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(12, 0, 4.5, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 4.5;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
},
mech() {
m.isAltSkin = true
m.yOffWhen.stand = 52
@@ -1801,11 +1843,11 @@ const m = {
m.fieldThreshold = Math.cos((m.fieldArc) * Math.PI)
},
setHoldDefaults() {
if (tech.isFreeWormHole && m.fieldUpgrades[m.fieldMode].name !== "wormhole") {
if (tech.isFreeWormHole && m.fieldMode !== 9) { //not wormhole
const removed = tech.removeTech("charmed baryon") //neutronum can get player stuck so it has to be removed if player has wrong field
if (removed) powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
}
if (tech.isNeutronium && m.fieldUpgrades[m.fieldMode].name !== "negative mass") {
if (tech.isNeutronium && m.fieldMode !== 3) { //not negative mass field
const removed = tech.removeTech("neutronium") //neutronum can get player stuck so it has to be removed if player has wrong field
if (removed) powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
}
@@ -1854,7 +1896,7 @@ const m = {
},
setMaxEnergy() {
// (m.fieldMode === 0 || m.fieldMode === 1) * 0.4 * m.coupling +
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 0.66 * (m.fieldMode === 1)
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 1.5 * (m.fieldMode === 1)
// if (tech.isEnergyHealth) m.maxEnergy *= Math.sqrt(m.defense())
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
},
@@ -2211,7 +2253,7 @@ const m = {
if ( //use power up if it is close enough
dist2 < 5000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
(powerUp[i].name !== "heal" || m.maxHealth - m.health > 0.01 || tech.isOverHeal)
) {
powerUps.onPickUp(powerUp[i]);
Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
@@ -2471,7 +2513,7 @@ const m = {
// m.setMaxHealth();
m.setFieldRegen()
mobs.setMobSpawnHealth();
powerUps.setDupChance();
powerUps.setPowerUpMode();
if ((m.fieldMode === 0 || m.fieldMode === 9) && !build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
// m.collisionImmuneCycles = 30 + m.coupling * 120 //2 seconds
@@ -2551,7 +2593,7 @@ const m = {
name: "standing wave",
//<strong>deflecting</strong> protects you in every <strong>direction</strong>
description: `<strong>3</strong> oscillating <strong>shields</strong> are permanently active
<br><strong>+66</strong> max <strong class='color-f'>energy</strong>
<br><strong>+150</strong> max <strong class='color-f'>energy</strong>
<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`,
drainCD: 0,
effect: () => {
@@ -2565,7 +2607,7 @@ const m = {
const fieldRange1 = (0.75 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
const fieldRange2 = (0.68 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
const fieldRange3 = (0.7 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange * m.harmonicRadius
const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
const netFieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.6, (0.04 + m.energy * (0.1 + 0.11 * Math.random()))) + ")";
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, fieldRange1, 0, 2 * Math.PI);
@@ -2578,7 +2620,7 @@ const m = {
ctx.fill();
//360 block
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < netfieldRange && !mob[i].isUnblockable) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < netFieldRange && !mob[i].isUnblockable) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
mob[i].locatePlayer();
if (this.drainCD > m.cycle) {
m.pushMass(mob[i], 0);
@@ -3052,17 +3094,17 @@ const m = {
m.drawRegenEnergy("rgba(0,0,0,0.2)")
if (tech.isHealAttract) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
//&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.01 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
}
// if (tech.isHealAttract) {
// for (let i = 0; i < powerUp.length; i++) {
// if (powerUp[i].name === "heal") {
// //&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
// let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.01 * powerUp[i].mass)
// powerUp[i].force.x += attract.x;
// powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
// Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
// }
// }
// }
// powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
@@ -3562,17 +3604,6 @@ const m = {
}
m.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
m.plasmaBall.do()
if (tech.isHealAttract) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
//&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.01 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
}
}
} else if (tech.isExtruder) {
m.hold = function () {
@@ -3615,17 +3646,6 @@ const m = {
ctx.lineWidth = tech.extruderRange;
ctx.strokeStyle = "rgba(255,0,110,0.06)"
ctx.stroke();
if (tech.isHealAttract) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
//&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.01 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
}
}
} else {
m.hold = function () {
@@ -3644,17 +3664,6 @@ 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)
}
m.drawRegenEnergy("rgba(0, 0, 0, 0.2)")
if (tech.isHealAttract) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
//&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.01 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
}
}
}
},
@@ -4133,7 +4142,7 @@ const m = {
//<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs
//field <strong>radius</strong> decreases out of <strong>line of sight</strong>
//<strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong>
description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> <strong>choice</strong><br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+2</strong> <strong>choice</strong><br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
effect: () => {
m.fieldMeterColor = "#333"
m.eyeFillColor = m.fieldMeterColor
@@ -4213,7 +4222,7 @@ const m = {
if (
dist2 < 5000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
(powerUp[i].name !== "heal" || m.maxHealth - m.health > 0.01 || tech.isOverHeal)
// (powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth)
// (powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
) { //use power up if it is close enough
@@ -4340,7 +4349,7 @@ const m = {
m.duplicateChance = 0.03
m.fieldRange = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
m.hold = function () {
// m.hole = { //this is reset with each new field, but I'm leaving it here for reference

View File

@@ -165,17 +165,17 @@ const powerUps = {
},
totalPowerUps: 0, //used for tech that count power ups at the end of a level
do() { },
setDupChance() {
setPowerUpMode() {
if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
if (tech.isPowerUpsVanish) {
powerUps.do = powerUps.doDuplicatesVanish
} else if (tech.isPowerUpsAttract) {
} else if (tech.isHealAttract) {
powerUps.do = powerUps.doAttractDuplicates
} else {
powerUps.do = powerUps.doDuplicates
}
tech.maxDuplicationEvent() //check to see if hitting 100% duplication
} else if (tech.isPowerUpsAttract) {
} else if (tech.isHealAttract) {
powerUps.do = powerUps.doAttract
} else {
powerUps.do = powerUps.doDefault
@@ -194,16 +194,32 @@ const powerUps = {
},
doAttract() {
powerUps.doDefault();
//pull in
for (let i = 0, len = powerUp.length; i < len; ++i) {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.0015 * powerUp[i].mass)
powerUp[i].force.x += force.x
powerUp[i].force.y = force.y - simulation.g
for (let i = 0; i < powerUp.length; i++) { //attract heal power ups to player
if (powerUp[i].name === "heal") {
//&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.015 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
// for (let i = 0, len = powerUp.length; i < len; ++i) {
// const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.0015 * powerUp[i].mass)
// powerUp[i].force.x += force.x
// powerUp[i].force.y = force.y - simulation.g
// }
},
doAttractDuplicates() {
powerUps.doDuplicates();
//pull in
for (let i = 0; i < powerUp.length; i++) { //attract heal power ups to player
if (powerUp[i].name === "heal") {
//&& Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 500000
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.015 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
},
doDuplicates() { //draw power ups but give duplicates some electricity
ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
@@ -448,20 +464,18 @@ const powerUps = {
effect() {
powerUps.research.changeRerolls(1)
},
isMakingBots: false, //to prevent bot fabrication from running 2 sessions at once
changeRerolls(amount) {
if (amount !== 0) {
powerUps.research.count += amount
// if (powerUps.research.count < 0) powerUps.research.count = 0
// else {
// simulation.makeTextLog(`powerUps.research.count <span class='color-symbol'>+=</span> ${amount}`) // <br>${powerUps.research.count}
// }
}
if (tech.isRerollBots) {
if (amount !== 0) powerUps.research.count += amount
if (tech.isRerollBots && !this.isMakingBots) {
let cycle = () => {
const cost = 2 + Math.floor(0.2 * b.totalBots())
if (m.alive && powerUps.research.count >= cost) requestAnimationFrame(cycle);
if (m.alive && powerUps.research.count >= cost) {
requestAnimationFrame(cycle);
this.isMakingBots = true
} else {
this.isMakingBots = false
}
if (!simulation.paused && !simulation.isChoosing && !(simulation.cycle % 60)) {
powerUps.research.count -= cost
b.randomBot()
@@ -476,24 +490,6 @@ const powerUps = {
}
}
requestAnimationFrame(cycle);
// let delay = 0
// for (let cost = 2 + Math.floor(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) { // 1/5 = 0.2
// cost = 2 + Math.floor(0.2 * b.totalBots())
// delay += 500
// setTimeout(() => {
// b.randomBot()
// if (tech.renormalization) {
// for (let i = 0; i < cost; i++) {
// if (Math.random() < 0.44) {
// m.fieldCDcycle = m.cycle + 20;
// powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
// }
// }
// }
// }, delay);
// }
}
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
@@ -563,6 +559,11 @@ const powerUps = {
});
tech.extraMaxHealth += scaledOverHeal * simulation.healScale //increase max health
m.setMaxHealth();
} else if (overHeal > 0.1) {
requestAnimationFrame(() => {
powerUps.directSpawn(this.position.x, this.position.y, "heal", true, null, overHeal * 40 * (simulation.healScale ** 0.25))// directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
});
}
}
}
@@ -875,7 +876,7 @@ const powerUps = {
for (let i = 0; i < b.guns.length; i++) {
if (!b.guns[i].have) options.push(i);
}
let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2 + tech.extraChoices + (m.fieldMode === 8)))
let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2 + tech.extraChoices + 2 * (m.fieldMode === 8)))
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
function removeOption(index) {
for (let i = 0; i < options.length; i++) {
@@ -939,7 +940,7 @@ const powerUps = {
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
if (i !== m.fieldMode) options.push(i);
}
let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2 + tech.extraChoices + (m.fieldMode === 8)))
let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2 + tech.extraChoices + 2 * (m.fieldMode === 8)))
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
function removeOption(index) {
@@ -1022,7 +1023,7 @@ const powerUps = {
}
}
//set total choices
let totalChoices = (tech.isDeterminism ? 1 : 3 + tech.extraChoices + (m.fieldMode === 8))
let totalChoices = (tech.isDeterminism ? 1 : 3 + tech.extraChoices + 2 * (m.fieldMode === 8))
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
if (optionLengthNoDuplicates < totalChoices + 1) { //if not enough options for all the choices
totalChoices = optionLengthNoDuplicates

View File

@@ -943,8 +943,7 @@ const simulation = {
m.hole.isOn = false;
simulation.drawList = [];
//send health power ups to the next level
if (tech.isHealAttract && m.alive && (m.fieldMode === 3 || m.fieldMode === 5)) {
if (tech.isHealAttract && m.alive) { //send health power ups to the next level
let healCount = 0
for (let i = 0, len = powerUp.length; i < len; i++) {
if (powerUp[i].name === "heal" && Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 1000000) healCount++

View File

@@ -246,7 +246,7 @@ const tech = {
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
if (tech.energyDamage) dmg *= 1 + m.energy * 0.1 * tech.energyDamage;
if (tech.energyDamage) dmg *= 1 + m.energy * 0.15 * tech.energyDamage;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
@@ -1271,6 +1271,7 @@ const tech = {
count: 0,
frequency: 1,
frequencyDefault: 1,
isHealTech: true,
allowed() {
return true
},
@@ -2553,7 +2554,7 @@ const tech = {
{
name: "electronegativity",
descriptionFunction() {
return `<strong>+0.1%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(10 * m.energy).toFixed(0)}%)</em>`
return `<strong>+0.15%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(15 * m.energy).toFixed(0)}%)</em>`
},
// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 9,
@@ -3017,6 +3018,7 @@ const tech = {
count: 0,
frequency: 1,
frequencyDefault: 1,
isHealTech: true,
allowed() {
return !tech.isHealAttract
},
@@ -3028,6 +3030,29 @@ const tech = {
tech.isOverHeal = false;
}
},
{
name: "accretion",
description: `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(3)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isHealTech: true,
allowed() {
return m.fieldMode !== 9 && !tech.isOverHeal
},
requires: "not wormhole, quenching",
effect() {
tech.isHealAttract = true
powerUps.setPowerUpMode();
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
},
remove() {
tech.isHealAttract = false
powerUps.setPowerUpMode();
},
},
{
name: "negative entropy",
descriptionFunction() {
@@ -3137,11 +3162,11 @@ const tech = {
requires: "anthropic principle",
effect() {
tech.isAnthropicTech = true
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
},
remove() {
tech.isAnthropicTech = false
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
},
{
@@ -3889,11 +3914,11 @@ const tech = {
requires: "below 100% duplication chance, not superdeterminism",
effect() {
tech.isCancelDuplication = true //search for tech.cancelCount to balance
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
},
remove() {
tech.isCancelDuplication = false
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
},
{
@@ -3909,14 +3934,14 @@ const tech = {
requires: "below 100% duplication chance",
effect() {
tech.duplicateChance += 0.1
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.11);
this.refundAmount += tech.addJunkTechToPool(0.33)
},
refundAmount: 0,
remove() {
tech.duplicateChance = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
@@ -3936,12 +3961,12 @@ const tech = {
requires: "below 1% duplication chance",
effect() {
tech.isStimulatedEmission = true
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.15);
},
remove() {
tech.isStimulatedEmission = false
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
},
{
@@ -3957,12 +3982,12 @@ const tech = {
requires: "below 100% duplication chance",
effect() {
tech.isPowerUpsVanish = true
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.11);
},
remove() {
tech.isPowerUpsVanish = false
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
},
{
@@ -7465,26 +7490,6 @@ const tech = {
}
}
},
{
name: "accretion",
description: `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(6)}`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldMode === 3 || m.fieldMode === 5) && !tech.isOverHeal
},
requires: "negative mass, plasma torch, not quenching",
effect() {
tech.isHealAttract = true
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
},
remove() {
tech.isHealAttract = false
},
},
{
name: "aerostat",
description: `<strong>+88%</strong> <strong class='color-d'>damage</strong> while <strong>off</strong> the <strong>ground</strong><br><strong>-22%</strong> <strong class='color-d'>damage</strong> while <strong>on</strong> the <strong>ground</strong>`,
@@ -8042,9 +8047,9 @@ const tech = {
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldMode === 6) && (build.isExperimentSelection || powerUps.research.count > 2)
return (m.fieldMode === 6 || m.fieldMode === 8) && (build.isExperimentSelection || powerUps.research.count > 2)
},
requires: "time dilation",
requires: "time dilation or pilot wave",
effect() {
tech.isFastTime = true
m.setMovement();
@@ -8096,12 +8101,12 @@ const tech = {
requires: "cloaking, time dilation, not quantum eraser",
effect() {
tech.cloakDuplication = 0.45
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
},
remove() {
tech.cloakDuplication = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
},
{
@@ -8296,7 +8301,7 @@ const tech = {
requires: "wormhole, time dilation, negative mass, pilot wave",
effect() {
tech.fieldDuplicate = 0.11
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.11);
for (let i = 0; i < 4; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
@@ -8304,7 +8309,7 @@ const tech = {
},
remove() {
tech.fieldDuplicate = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (this.count > 0) powerUps.research.changeRerolls(4)
}
},

View File

@@ -1,23 +1,32 @@
******************************************************** NEXT PATCH **************************************************
field tech: accretion - health power ups follow you around and they travel with you to the to next level
spawn 6 heal power ups
negative mass, plasma torch
new favicon
heal power up overheals don't consume the entire heal power up
foam gun tech cavitation - more knock back, and 25% to make a foam bullet extra large and fast
accretion works with all fields except wormhole
(only because wormhole eat up heals so it's bad)
spawns 6 -> 3 heals
foam-bots now discharge a few bullets in a stream with a long reload time
laser-bot +5% energy drain, -5% damage
nail-bot +10% fire rate
pilot wave 1 -> 2 extra power up choices
standing wave 66 -> 150 max energy
electronegativity 0.1% -> 0.15% energy per energy (10->15% damage at 100 energy)
a few more images
bug fixes
*********************************************************** TODO *****************************************************
tech: thorns?
extend accretion to all fields
run the code in power ups
tech: using research spawns a heal and ammo
Tech: relativity
Simulation speed scales with movement speed. When still, time moves at 0.4 speed, at full walking speed its 1. (So if youre falling or something and you move faster the simulation will be faster than usual)
Also a damage and/or defense boost to make it worth using
Tech: Turbine - Energy generation is proportional to your speed up to +X% energy generation at 40 speed
Tech: "Electric Reactive Armor": Defense increases by 2% for each 1 energy generation you have
@@ -1214,7 +1223,7 @@ if pause is pressed while selecting power ups, display pause menu on top of sele
nail gun - Screenprint
shotgun - blueprint by Dan McPharlin
grenades, missiles, explosions - by Victo Ngai
grenades, missiles, explosions - vibrant fireball explosion sonic shockwave ring art by Victo Ngai --ar 3:2 --v 5 --s 750
spores - turquoise black spores on a white background full color scientific anatomy by Ernst Haeckel
drones - tilt-shift photography
super balls - By Akari Toriyama