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

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