double jump

tech: working mass - in midair molecular assembler or pilot wave prints a block to jump off

buckling: 100%->50% chance to spawn a power up from any block that kills a mob
  no longer requires the block to be thrown
mobs: powerUpBoss, snakeBoss tails, cellBoss, ghoster, sucker -  all collide with blocks now
added a few more blocks to towers level
deprecated: 1.05->1.07 damage per removed tech
laserLayerBoss has 33% less health and has fewer lasers at higher difficulties

bugfix
  disabled spawnDelay stopping on damage because it had too many negative tech interactions
  metastability + paradigm shift no longer makes all ejected tech explode
This commit is contained in:
landgreen
2024-06-13 12:05:40 -07:00
parent 438c16699e
commit 1903b9e938
11 changed files with 268 additions and 154 deletions

View File

@@ -3312,8 +3312,8 @@ const b = {
const distB = Vector.magnitude(Vector.sub(this.position, b.position))
return distA < distB ? a : b
})
if (found && m.energy > 0.05) {
m.energy -= 0.05
if (found && m.energy > 0.041) {
m.energy -= 0.04
//remove the body and spawn a new drone
Composite.remove(engine.world, found)
body.splice(body.indexOf(found), 1)
@@ -3552,8 +3552,8 @@ const b = {
const distB = Vector.magnitude(Vector.sub(this.position, b.position))
return distA < distB ? a : b
})
if (found && m.energy > 0.05) {
m.energy -= 0.1
if (found && m.energy > 0.091) {
m.energy -= 0.09
//remove the body and spawn a new drone
Composite.remove(engine.world, found)
body.splice(body.indexOf(found), 1)

View File

@@ -174,15 +174,8 @@ function collisionChecks(event) {
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
//extra kick between player and mob //this section would be better with forces but they don't work...
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
Matter.Body.setVelocity(player, {
x: player.velocity.x + 8 * Math.cos(angle),
y: player.velocity.y + 8 * Math.sin(angle)
});
Matter.Body.setVelocity(mob[k], {
x: mob[k].velocity.x - 8 * Math.cos(angle),
y: mob[k].velocity.y - 8 * Math.sin(angle)
});
Matter.Body.setVelocity(player, { x: player.velocity.x + 8 * Math.cos(angle), y: player.velocity.y + 8 * Math.sin(angle) });
Matter.Body.setVelocity(mob[k], { x: mob[k].velocity.x - 8 * Math.cos(angle), y: mob[k].velocity.y - 8 * Math.sin(angle) });
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.1 && mob[k].damageReduction > 0) {
m.energy -= 0.1 //* Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
@@ -250,7 +243,7 @@ function collisionChecks(event) {
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && Math.random() < 0.5) {
options = ["coupling", "boost", "heal", "research"]
if (!tech.isEnergyNoAmmo) options.push("ammo")
powerUps.spawn(mob[k].position.x, mob[k].position.y, options[Math.floor(Math.random() * options.length)]);

View File

@@ -44,10 +44,9 @@ const level = {
// requestAnimationFrame(() => { tech.giveTech("optical amplifier") });
// for (let i = 0; i < 1; ++i) tech.giveTech("combinatorial optimization")
// tech.giveTech("Newtons 2nd law")
// for (let i = 0; i < 1; ++i) tech.giveTech("lens")
// for (let i = 0; i < 1; ++i) tech.giveTech("tungsten carbide")
// for (let i = 0; i < 1; ++i) tech.giveTech("nitinol")
// for (let i = 0; i < 1; ++i) tech.giveTech("reaction mass")
// for (let i = 0; i < 1; ++i) tech.giveTech("working mass")
// for (let i = 0; i < 1; ++i) tech.giveTech("buckling")
// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) b.orbitBot(m.pos, false) });
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("ersatz bots") });
// for (let i = 0; i < 1; i++) tech.giveTech("tungsten carbide")
@@ -57,11 +56,11 @@ const level = {
// for (let i = 0; i < 1; i++) powerUps.directSpawn(-50, -70, "difficulty", false);
// for (let i = 0; i < 100; i++) powerUps.directSpawn(1750, -500, "coupling");
// spawn.mapRect(575, -700, 25, 425); //block mob line of site on testing
// level.yingYang();
// level.testing();
// for (let i = 0; i < 1; ++i) spawn.laserLayer(1400, -500)
// for (let i = 0; i < 1; ++i) spawn.snakeSpitBoss(1400, -500)
// Matter.Body.setPosition(player, { x: -200, y: -3330 });
// for (let i = 0; i < 4; ++i) spawn.ghoster(1300, -500 + 100 * Math.random())
// for (let i = 0; i < 4; ++i) spawn.sucker(1300, -500 + 100 * Math.random())
// spawn.hopper(1900, -500)
// spawn.zombie(-3000, -500 + 300 * Math.random(), 30, 5, "white") // zombie(x, y, radius, sides, color)
// for (let i = 0; i < 5; ++i) spawn.starter(1000 + 1000 * Math.random(), -500 + 300 * Math.random())
@@ -4235,7 +4234,6 @@ const level = {
powerUps.addResearchToLevel() //needs to run after mobs are spawned
},
towers() {
// simulation.enableConstructMode() //remove this!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// simulation.isHorizontalFlipped = true
level.announceMobTypes()
const isFlipped = (simulation.isHorizontalFlipped && Math.random() < 0.33) ? true : false
@@ -4448,6 +4446,12 @@ const level = {
spawn.bodyRect(8975, -1575, 50, 50, 0.2);
spawn.bodyRect(5725, -1700, 125, 175, 0.2);
spawn.bodyRect(6850, -1725, 150, 200, 0.2);
spawn.bodyRect(500, -400, 100, 50, 0.3);
spawn.bodyRect(6025, 1050, 100, 50, 0.2);
spawn.bodyRect(6000, -800, 75, 200, 0.2);
spawn.bodyRect(6775, -75, 125, 75, 0.5);
spawn.bodyRect(7200, 1300, 50, 200, 0.5);
//mobs
spawn.randomMob(5700, -75, 0);

View File

@@ -240,11 +240,7 @@ const m = {
jump() {
m.buttonCD_jump = m.cycle; //can't jump again until 20 cycles pass
//apply a fraction of the jump force to the body the player is jumping off of
Matter.Body.applyForce(m.standingOn, m.pos, {
x: 0,
y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5)
});
Matter.Body.applyForce(m.standingOn, m.pos, { x: 0, y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5) });
player.force.y = -m.jumpForce; //player jump force
Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
x: player.velocity.x,
@@ -473,13 +469,10 @@ const m = {
m.displayHealth();
document.getElementById("text-log").style.display = "none"
document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas
// build.shareURL(false)
setTimeout(function () {
Composite.clear(engine.world);
Engine.clear(engine);
simulation.splashReturn();
//if you die after clearing fewer than 4 levels the difficulty settings automatically opens
if ((level.levelsCleared < 4 || level.levelsCleared > 12) && !simulation.isTraining && !simulation.isCheating) document.getElementById("constraint-details").open = true;
}, 5000);
}
},
@@ -3488,11 +3481,11 @@ const m = {
},
{
name: "molecular assembler",
description: `excess <strong class='color-f'>energy</strong> used to print ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br><strong>12</strong> <strong class='color-f'>energy</strong> per second`,
description: `excess <strong class='color-f'>energy</strong> used to <strong class='color-print'>print</strong> ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br><strong>12</strong> <strong class='color-f'>energy</strong> per second`,
setDescription() {
return `excess <strong class='color-f'>energy</strong> used to print ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br><strong>12</strong> <strong class='color-f'>energy</strong> per second`
return `excess <strong class='color-f'>energy</strong> used to <strong class='color-print'>print</strong> ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br><strong>12</strong> <strong class='color-f'>energy</strong> per second`
},
doubleJumpPhase: 0,
blockJumpPhase: 0,
effect: () => {
m.fieldMeterColor = "#ff0"
m.eyeFillColor = m.fieldMeterColor
@@ -3604,20 +3597,106 @@ const m = {
}
m.drawRegenEnergy()
if (tech.isDoubleJump) {
// if (input.up && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23 && m.lastOnGroundCycle + 5 > m.cycle) m.jump()
if (this.doubleJumpPhase === 0 && input.up) { //1st jump
} else if (this.doubleJumpPhase === 0 && input.up) {
} else { //reset
if (tech.isBlockJump) {
if (m.onGround && m.buttonCD_jump + 10 < m.cycle) this.blockJumpPhase = 0 //reset after touching ground or block
if (this.blockJumpPhase === 0 && !m.onGround) { //1st jump or fall
this.blockJumpPhase = 1
} else if (this.blockJumpPhase === 1 && !input.up && m.buttonCD_jump + 10 < m.cycle) { //not pressing jump
this.blockJumpPhase = 2
} else if (this.blockJumpPhase === 2 && input.up && m.buttonCD_jump + 10 < m.cycle) { //2nd jump
this.blockJumpPhase = 3
//make a block
const radius = 25 + Math.floor(15 * Math.random())
body[body.length] = Matter.Bodies.polygon(m.pos.x, m.pos.y + 65 + radius, 4, radius, {
friction: 0.05,
frictionAir: 0.001,
collisionFilter: {
category: cat.body,
mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
},
classType: "body",
});
const block = body[body.length - 1]
//mess with the block shape (this code is horrible)
Composite.add(engine.world, block); //add to world
const r1 = radius * (1 + 0.4 * Math.random())
const r2 = radius * (1 + 0.4 * Math.random())
let angle = 0
const vertices = []
for (let i = 0, len = block.vertices.length; i < len; i++) {
angle += 2 * Math.PI / len
vertices.push({ x: block.position.x + r1 * Math.cos(angle), y: block.position.y + r2 * Math.sin(angle) })
}
Matter.Body.setVertices(block, vertices)
Matter.Body.setAngle(block, Math.PI / 4)
Matter.Body.setVelocity(block, { x: 0.9 * player.velocity.x, y: 10 });
Matter.Body.applyForce(block, m.pos, { x: 0, y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5) });
if (tech.isBlockRestitution) {
block.restitution = 0.999 //extra bouncy
block.friction = block.frictionStatic = block.frictionAir = 0.001
}
if (tech.isAddBlockMass) {
const expand = function (that, massLimit) {
if (that.mass < massLimit) {
const scale = 1.04;
Matter.Body.scale(that, scale, scale);
setTimeout(expand, 20, that, massLimit);
}
};
expand(block, Math.min(20, block.mass * 3))
}
//jump
m.buttonCD_jump = m.cycle; //can't jump again until 20 cycles pass
let horizontalVelocity = 8 * (- input.left + input.right)
Matter.Body.setVelocity(player, { x: player.velocity.x + horizontalVelocity, y: -7.5 + 0.25 * player.velocity.y });
player.force.y = -m.jumpForce; //player jump force
} else if (this.blockJumpPhase === 3 && m.onGround && m.buttonCD_jump + 10 < m.cycle) {
//reset
this.blockJumpPhase = 0 //reset
}
}
// if (tech.isBlockJump) {
// //make sure only 1 ephemera is running
// simulation.ephemera.push({
// name: "2 jump",
// mode: 0,
// do() {
// // console.log('hi')
// if (m.buttonCD_jump + 20 < m.cycle && m.onGround) simulation.removeEphemera(this.name)
// if (this.mode === 0) {
// if (!input.up) this.mode = 1
// } else if (this.mode === 1) {
// if (input.up && m.buttonCD_jump + 20 < m.cycle) {
// simulation.removeEphemera(this.name)
// //make a block
// body[body.length] = Matter.Bodies.polygon(m.pos.x, m.pos.y + 80, 4, 30 + Math.floor(10 * Math.random()), {
// friction: 0.05,
// frictionAir: 0.001,
// collisionFilter: {
// category: cat.body,
// mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
// },
// classType: "body",
// // isPrinted: true,
// });
// const who = body[body.length - 1]
// Composite.add(engine.world, who); //add to world
// Matter.Body.setVelocity(who, { x: player.velocity.x * 0.5, y: +30 });
// Matter.Body.applyForce(who, m.pos, { x: 0, y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5) });
// //jump again
// m.buttonCD_jump = m.cycle; //can't jump again until 20 cycles pass
// player.force.y = -m.jumpForce; //player jump force
// Matter.Body.setVelocity(player, { x: player.velocity.x, y: -7.5 + 0.25 * player.velocity.y });
// }
// }
// },
// })
// }
}
}
},
@@ -4663,6 +4742,66 @@ const m = {
m.fieldRadius = 0
}
m.drawRegenEnergy("rgba(0,0,0,0.2)")
if (tech.isBlockJump) {
if (m.onGround && m.buttonCD_jump + 10 < m.cycle) this.blockJumpPhase = 0 //reset after touching ground or block
if (this.blockJumpPhase === 0 && !m.onGround) { //1st jump or fall
this.blockJumpPhase = 1
} else if (this.blockJumpPhase === 1 && !input.up && m.buttonCD_jump + 10 < m.cycle) { //not pressing jump
this.blockJumpPhase = 2
} else if (this.blockJumpPhase === 2 && input.up && m.buttonCD_jump + 10 < m.cycle) { //2nd jump
this.blockJumpPhase = 3
//make a block
const radius = 25 + Math.floor(15 * Math.random())
body[body.length] = Matter.Bodies.polygon(m.pos.x, m.pos.y + 60 + radius, 4, radius, {
friction: 0.05,
frictionAir: 0.001,
collisionFilter: {
category: cat.body,
mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
},
classType: "body",
});
const block = body[body.length - 1]
//mess with the block shape (this code is horrible)
Composite.add(engine.world, block); //add to world
const r1 = radius * (1 + 0.4 * Math.random())
const r2 = radius * (1 + 0.4 * Math.random())
let angle = 0
const vertices = []
for (let i = 0, len = block.vertices.length; i < len; i++) {
angle += 2 * Math.PI / len
vertices.push({ x: block.position.x + r1 * Math.cos(angle), y: block.position.y + r2 * Math.sin(angle) })
}
Matter.Body.setVertices(block, vertices)
Matter.Body.setAngle(block, Math.PI / 4)
Matter.Body.setVelocity(block, { x: 0.9 * player.velocity.x, y: 10 });
Matter.Body.applyForce(block, m.pos, { x: 0, y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5) });
if (tech.isBlockRestitution) {
block.restitution = 0.999 //extra bouncy
block.friction = block.frictionStatic = block.frictionAir = 0.001
}
if (tech.isAddBlockMass) {
const expand = function (that, massLimit) {
if (that.mass < massLimit) {
const scale = 1.04;
Matter.Body.scale(that, scale, scale);
setTimeout(expand, 20, that, massLimit);
}
};
expand(block, Math.min(20, block.mass * 3))
}
//jump
m.buttonCD_jump = m.cycle; //can't jump again until 20 cycles pass
let horizontalVelocity = 8 * (- input.left + input.right)
Matter.Body.setVelocity(player, { x: player.velocity.x + horizontalVelocity, y: -7.5 + 0.25 * player.velocity.y });
player.force.y = -m.jumpForce; //player jump force
} else if (this.blockJumpPhase === 3 && m.onGround && m.buttonCD_jump + 10 < m.cycle) {
//reset
this.blockJumpPhase = 0 //reset
}
}
}
}
},
@@ -5619,7 +5758,7 @@ const m = {
let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2 : 1);
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && Math.random() < 0.5) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"

View File

@@ -1437,11 +1437,10 @@ const powerUps = {
},
},
spawnDelay(type, count, delay = 2) {
const lastHarmCycle = m.lastHarmCycle //stop releasing power ups if you take damage
count *= delay
let cycle = () => {
if (count > 0) {
if (m.alive && lastHarmCycle === m.lastHarmCycle) requestAnimationFrame(cycle);
if (m.alive) requestAnimationFrame(cycle);
if (!simulation.paused && !simulation.isChoosing && powerUp.length < 300) { //&& !(simulation.cycle % 2)
count--
if (!(count % delay)) {
@@ -1622,7 +1621,7 @@ const powerUps = {
for (let i = 0; i < tech.tech[choose].count; i++) {
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
powerUp[powerUp.length - 1].isDuplicated = true
// powerUp[powerUp.length - 1].isDuplicated = true
}
// remove a random tech from the list of tech you have
tech.tech[choose].remove();

View File

@@ -814,7 +814,6 @@ const simulation = {
simulation.isChoosing = false;
b.setFireMethod()
b.setFireCD();
// simulation.updateTechHUD();
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
@@ -827,17 +826,12 @@ const simulation = {
powerUps.boost.endCycle = 0
powerUps.isFieldSpawned = false
m.setFillColors();
// m.maxHealth = 1
// m.maxEnergy = 1
// m.energy = 1
input.isPauseKeyReady = true
simulation.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
m.hole.isOn = false
simulation.paused = false;
// simulation.cycle = 0
// m.cycle = 0
engine.timing.timeScale = 1;
simulation.fpsCap = simulation.fpsCapDefault;
simulation.isAutoZoom = true;
@@ -853,18 +847,11 @@ const simulation = {
document.getElementById("text-log").style.display = "none"
document.getElementById("fade-out").style.opacity = 0;
document.title = "n-gon";
// simulation.makeTextLog(`input.key.up<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]`);
// simulation.makeTextLog(`input.key.left<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]`);
// simulation.makeTextLog(`input.key.down<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]`);
// simulation.makeTextLog(`input.key.right<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]`);
simulation.makeTextLog(`Math.seed <span class='color-symbol'>=</span> ${Math.initialSeed}`);
simulation.makeTextLog(`<span class='color-var'>const</span> engine <span class='color-symbol'>=</span> Engine.create(); <em>//simulation begin</em>`);
simulation.makeTextLog(`engine.timing.timeScale <span class='color-symbol'>=</span> 1`);
// simulation.makeTextLog(`input.key.field<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>MouseRight</span>"]`);
// document.getElementById("health").style.display = "inline"
// document.getElementById("health-bg").style.display = "inline"
m.alive = true;
m.definePlayerMass();
m.onGround = false
m.lastOnGroundCycle = 0
m.health = 0;
@@ -874,23 +861,10 @@ const simulation = {
//set to default field
tech.healMaxEnergyBonus = 0
// m.setMaxEnergy();
m.energy = 0
m.immuneCycle = 0;
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
// simulation.makeTextLog(`
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
// <br>input.key.left <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.left}</span>", "<span class='color-text'>ArrowLeft</span>"]
// <br>input.key.down <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.down}</span>", "<span class='color-text'>ArrowDown</span>"]
// <br>input.key.right <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.right}</span>", "<span class='color-text'>ArrowRight</span>"]
// <br>
// <br><span class='color-var'>m</span>.fieldMode <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>"
// <br>input.key.field <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.field}</span>", "<span class='color-text'>right mouse</span>"]
// <br><span class='color-var'>m</span>.field.description <span class='color-symbol'>=</span> "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
// `, 800);
m.coupling = 0
m.setField(0) //this calls m.couplingChange(), which sets max health and max energy
// m.energy = 0;
//exit testing
if (simulation.testing) {
simulation.testing = false;

View File

@@ -1427,7 +1427,7 @@ const spawn = {
me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
me.seeAtDistance2 = 1400000;
me.cellMassMax = 70
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body | cat.map
me.collisionFilter.mask = cat.player | cat.bullet | cat.body// | cat.map
Matter.Body.setDensity(me, 0.0001 + 0.00002 * simulation.difficulty) // normal density is 0.001
me.damageReduction = 0.17
@@ -1755,7 +1755,7 @@ const spawn = {
me.seeAtDistance2 = 1000000;
me.accelMag = 0.0002 + 0.0004 * simulation.accelScale;
Matter.Body.setDensity(me, 0.0003); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player //| cat.body
me.collisionFilter.mask = cat.bullet | cat.player | cat.body
me.memory = Infinity;
me.seePlayerFreq = 30
me.lockedOn = null;
@@ -2314,7 +2314,7 @@ const spawn = {
me.seeAtDistance2 = (me.eventHorizon + 400) * (me.eventHorizon + 400); //vision limit is event horizon
me.accelMag = 0.00012 * simulation.accelScale;
me.frictionAir = 0.025;
me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
me.collisionFilter.mask = cat.player | cat.bullet | cat.body
me.memory = Infinity;
Matter.Body.setDensity(me, 0.015); //extra dense //normal is 0.001 //makes effective life much larger
me.do = function () {
@@ -4263,7 +4263,7 @@ const spawn = {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.25
me.damageReduction = 0.33
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.nextHealthThreshold = 0.75
@@ -4279,7 +4279,7 @@ const spawn = {
}
};
me.lasers = [] //keeps track of static laser beams
me.laserLimit = 2 + (simulation.difficultyMode < 3 ? 1 : 2)
me.laserLimit = 2 + (simulation.difficultyMode > 2) + (simulation.difficultyMode > 4)
me.fireDelay = Math.max(75, 140 - simulation.difficulty * 0.5)
me.cycle = 0
me.laserDelay = 210
@@ -5910,7 +5910,7 @@ const spawn = {
me.alpha = 1; //used in drawGhost
me.isNotCloaked = false; //used in drawGhost
me.isBadTarget = true;
me.collisionFilter.mask = cat.bullet //| cat.body
me.collisionFilter.mask = cat.bullet | cat.body
me.showHealthBar = false;
me.memory = 900;
me.delay = 60
@@ -5961,7 +5961,7 @@ const spawn = {
if (!this.isNotCloaked) {
this.isNotCloaked = true;
this.isBadTarget = false;
this.collisionFilter.mask = cat.player | cat.bullet
this.collisionFilter.mask = cat.player | cat.bullet | cat.body
}
}
//draw body
@@ -5976,7 +5976,7 @@ const spawn = {
} else if (this.isNotCloaked) {
this.isNotCloaked = false;
this.isBadTarget = true;
this.collisionFilter.mask = cat.bullet; //can't touch player or walls
this.collisionFilter.mask = cat.bullet | cat.body; //can't touch player or walls
}
};
},
@@ -7392,7 +7392,7 @@ const spawn = {
snakeBody(x, y, radius = 10) {
mobs.spawn(x, y, 8, radius, "rgba(0,180,180,0.4)");
let me = mob[mob.length - 1];
me.collisionFilter.mask = cat.bullet | cat.player //| cat.mob //| cat.body
me.collisionFilter.mask = cat.bullet | cat.player | cat.body //| cat.mob
me.damageReduction = 0.028
Matter.Body.setDensity(me, 0.0001); //normal is 0.001

View File

@@ -108,20 +108,8 @@ const tech = {
if (tech.junkChance < 0.001 || tech.junkChance === undefined) tech.junkChance = 0
}
},
giveRandomJUNK() {
const list = []
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isJunk) list.push(tech.tech[i].name)
}
let name = list[Math.floor(Math.random() * list.length)]
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${name}</span>")<em>`);
tech.giveTech(name)
},
giveTech(index = 'random') {
// if (Math.random() < tech.junkChance) {
// tech.giveRandomJUNK();
// return
// }
if (index === 'random') {
let options = [];
for (let i = 0; i < tech.tech.length; i++) {
@@ -2342,7 +2330,7 @@ const tech = {
{
name: "buckling",
descriptionFunction() {
return `if a <strong class='color-block'>block</strong> you threw kills a mob<br>spawn either ${powerUps.orb.coupling(1)}, ${powerUps.orb.boost(1)}, ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`
return `if a <strong class='color-block'>block</strong> kills a mob there's a <strong>50%</strong> chance<br>to spawn either ${powerUps.orb.coupling(1)}, ${powerUps.orb.boost(1)}, ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`
},
maxCount: 1,
count: 0,
@@ -4291,7 +4279,7 @@ const tech = {
remove() {
if (this.count > 0 && m.alive) {
tech.damage /= this.damage
powerUps.spawnDelay("research", 15)
requestAnimationFrame(() => { powerUps.spawnDelay("research", 15) });
this.frequency = 0
}
}
@@ -4349,16 +4337,16 @@ const tech = {
remove() {
if (this.count > 0 && m.alive) {
tech.damage /= this.damage
powerUps.spawnDelay("ammo", this.ammo)
this.frequency = 0
requestAnimationFrame(() => { powerUps.spawnDelay("ammo", this.ammo) });
}
}
},
{
name: "deprecated",
scale: 0.05,
scale: 0.07,
descriptionFunction() {
return `after <span class='color-remove'>removing</span> this gain<br><strong>1.05x</strong> <strong class='color-d'>damage</strong> per <span class='color-remove'>removed</span> <strong class='color-m'>tech</strong><em>(${(1 + this.scale * ((this.frequency === 0 ? 0 : 1) + tech.removeCount)).toFixed(2)}x)</em>`
return `after <span class='color-remove'>removing</span> this gain<br><strong>${1 + this.scale}x</strong> <strong class='color-d'>damage</strong> per <span class='color-remove'>removed</span> <strong class='color-m'>tech</strong><em>(${(1 + this.scale * ((this.frequency === 0 ? 0 : 1) + tech.removeCount)).toFixed(2)}x)</em>`
},
maxCount: 1,
count: 0,
@@ -6453,7 +6441,7 @@ const tech = {
},
{
name: "von Neumann probe", //"drone repair",
description: "after a <strong>drone</strong> expires it will use <strong>-5</strong> <strong class='color-f'>energy</strong><br>and a nearby <strong class='color-block'>block</strong> to <strong>replicate</strong> itself",
description: "after a <strong>drone</strong> expires it will use <strong>-4</strong> <strong class='color-f'>energy</strong><br>and a nearby <strong class='color-block'>block</strong> to <strong>replicate</strong> itself",
// description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>25%</strong> chance to use <strong>1</strong> <strong>drone</strong>",
isGunTech: true,
maxCount: 1,
@@ -6461,7 +6449,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("drones")
return tech.haveGunCheck("drones") || (m.fieldMode === 4 && simulation.molecularMode === 3)
},
requires: "drones",
effect() {
@@ -7862,8 +7850,7 @@ const tech = {
// },
{
name: "additive manufacturing",
description: "hold <strong>crouch</strong> and use your <strong class='color-f'>field</strong> to <strong>print</strong> a <strong class='color-block'>block</strong><br> with <strong>1.8x</strong> density, <strong class='color-d'>damage</strong>, and launch speed",
// description: "simultaneously <strong>fire</strong> and activate your <strong class='color-f'>field</strong> to make<br>molecular assembler <strong>print</strong> a throwable <strong class='color-block'>block</strong><br><strong>+80%</strong> <strong class='color-block'>block</strong> throwing speed",
description: "hold <strong>crouch</strong> and use your <strong class='color-f'>field</strong> to <strong class='color-print'>print</strong> a <strong class='color-block'>block</strong><br> with <strong>1.8x</strong> density, <strong class='color-d'>damage</strong>, and launch speed",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -7881,6 +7868,29 @@ const tech = {
tech.isPrinter = false;
}
},
{
name: "working mass",
// description: "molecular assembler <strong class='color-print'>prints</strong> one <strong class='color-block'>block</strong><br>to <strong>jump</strong> off while midair",
descriptionFunction() {
const fieldName = m.fieldMode === 8 ? "pilot wave" : "molecular assembler"
return `${fieldName} <strong class='color-print'>prints</strong> a <strong class='color-block'>block</strong><br>to <strong>jump</strong> off while midair a second time`
},
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldMode === 4 || m.fieldMode === 8)
},
requires: "molecular assembler, pilot wave",
effect() {
tech.isBlockJump = true
},
remove() {
tech.isBlockJump = false
}
},
{
name: "pair production",
description: "after picking up a <strong>power up</strong><br><strong>+200</strong> <strong class='color-f'>energy</strong>",
@@ -7901,26 +7911,6 @@ const tech = {
tech.isMassEnergy = false;
}
},
// {
// name: "working mass",
// // description: "after jumping jump again in <strong>midair</strong><br><strong>double jumping</strong> requires <strong>50%</strong> of current <strong class='color-f'>energy</strong><br><strong>double jumping</strong> boosts <strong class='color-speed'>speed</strong>",
// description: "",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldMode === 4
// },
// requires: "molecular assembler",
// effect() {
// tech.isDoubleJump = true
// },
// remove() {
// tech.isDoubleJump = false
// }
// },
{
name: "electric generator",
description: "after <strong>deflecting</strong> mobs<br><strong>molecular assembler</strong> generates <strong>+50</strong> <strong class='color-f'>energy</strong>",
@@ -8195,7 +8185,7 @@ const tech = {
},
{
name: "Lorentz transformation",
description: `use ${powerUps.orb.research(3)}<br><strong>1.5x</strong> <strong>movement</strong>, <strong>jumping</strong>, and <em>fire rate</em>`,
description: `use ${powerUps.orb.research(3)}<br><strong>1.5x</strong> movement, jumping, and <em>fire rate</em>`,
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -9271,9 +9261,15 @@ const tech = {
allowed: () => true,
requires: "",
effect() {
tech.giveRandomJUNK()
tech.giveRandomJUNK()
tech.giveRandomJUNK()
for (let i = 0; i < 3; i++) {
const list = []
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isJunk) list.push(tech.tech[i].name)
}
let name = list[Math.floor(Math.random() * list.length)]
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${name}</span>")<em>`);
tech.giveTech(name)
}
},
remove() { }
},
@@ -11848,5 +11844,5 @@ const tech = {
interestRate: null,
isImmunityDamage: null,
isMobDeathImmunity: null,
isDoubleJump: null,
isBlockJump: null,
}