diff --git a/js/bullet.js b/js/bullet.js
index 5e3643f..13af721 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -1731,8 +1731,8 @@ const b = {
name: "flechettes",
description: "fire a volley of uranium-235 needles
does damage over 3 seconds",
ammo: 0,
- ammoPack: 40,
- defaultAmmoPack: 40,
+ ammoPack: 45,
+ defaultAmmoPack: 45,
have: false,
count: 0, //used to track how many shots are in a volley before a big CD
lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
@@ -2412,7 +2412,7 @@ const b = {
name: "spores",
description: "fire a sporangium that discharges spores
spores seek out nearby mobs",
ammo: 0,
- ammoPack: 3.5,
+ ammoPack: 3,
have: false,
fire() {
const me = bullet.length;
@@ -2427,6 +2427,7 @@ const b = {
bullet[me].maxRadius = 30;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
+ bullet[me].totalSpores = 9 + 2 * mod.isFastSpores + 2 * mod.isSporeFreeze
bullet[me].stuck = function () {};
bullet[me].onDmg = function () {};
bullet[me].do = function () {
@@ -2504,10 +2505,19 @@ const b = {
this.stuck(); //runs different code based on what the bullet is stuck to
if (!mech.isBodiesAsleep) {
let scale = 1.01
- if (this.stuckTo && this.stuckTo.alive) scale = 1.03
- Matter.Body.scale(this, scale, scale);
- this.radius *= scale
- if (this.radius > this.maxRadius) this.endCycle = 0;
+ if (mod.isSporeGrowth && !(game.cycle % 60)) { //release a spore
+ b.spore(this.position)
+ // this.totalSpores--
+ scale = 0.94
+ if (this.stuckTo && this.stuckTo.alive) scale = 0.88
+ Matter.Body.scale(this, scale, scale);
+ this.radius *= scale
+ } else {
+ if (this.stuckTo && this.stuckTo.alive) scale = 1.03
+ Matter.Body.scale(this, scale, scale);
+ this.radius *= scale
+ if (this.radius > this.maxRadius) this.endCycle = 0;
+ }
}
// this.force.y += this.mass * 0.00045;
@@ -2521,7 +2531,7 @@ const b = {
//spawn bullets on end
bullet[me].onEnd = function () {
- const NUM = 10
+ const NUM = this.totalSpores
for (let i = 0; i < NUM; i++) {
b.spore(this.position)
}
diff --git a/js/game.js b/js/game.js
index 4811b8d..a579edd 100644
--- a/js/game.js
+++ b/js/game.js
@@ -458,8 +458,8 @@ const game = {
}
}
},
- noCameraScroll() {
- // makes the camera not scroll after changing locations
+ noCameraScroll() { //makes the camera not scroll after changing locations
+ //only works if velocity is zero
mech.pos.x = player.position.x;
mech.pos.y = playerBody.position.y - mech.yOff;
const scale = 0.8;
@@ -540,7 +540,7 @@ const game = {
game.difficultyMode = 1
level.difficultyDecrease(6); //if this stops being -6 change in build.calculateCustomDifficulty()
}
- if (game.difficultyMode === 4) level.difficultyIncrease(2)
+ if (game.difficultyMode === 4) level.difficultyIncrease(3)
game.clearNow = true;
document.getElementById("text-log").style.opacity = 0;
@@ -602,6 +602,7 @@ const game = {
if (game.isCommunityMaps) {
level.levels.push("stronghold");
level.levels.push("basement");
+ level.levels.push("newLevel");
}
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.unshift("bosses"); //add bosses level to the end of the randomized levels list
@@ -726,6 +727,21 @@ const game = {
if (game.difficultyMode > 2) {
mech.death();
} else {
+
+ // Matter.Body.setPosition(player, {
+ // x: player.position.x,
+ // y: level.enter.y - 5000
+ // });
+
+ // mech.pos.x = player.position.x;
+ // mech.pos.y = playerBody.position.y - mech.yOff;
+ // const scale = 0.8;
+ // const velocityScale = 12
+ // mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale + player.velocity.x * velocityScale;
+ // mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale + player.velocity.y * velocityScale;
+ // mech.transX += (mech.transSmoothX - mech.transX) * 1;
+ // mech.transY += (mech.transSmoothY - mech.transY) * 1;
+
Matter.Body.setVelocity(player, {
x: 0,
y: 0
diff --git a/js/index.js b/js/index.js
index be0bcb3..d563b9c 100644
--- a/js/index.js
+++ b/js/index.js
@@ -249,29 +249,30 @@ const build = {
//update mod text //disable not allowed mods
for (let i = 0, len = mod.mods.length; i < len; i++) {
const modID = document.getElementById("mod-" + i)
+ if (!mod.mods[i].isCustomHide) {
+ if (mod.mods[i].allowed() || isAllowed) {
+ if (mod.mods[i].count > 1) {
+ modID.innerHTML = `
${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}`
+ } else {
+ modID.innerHTML = `${mod.mods[i].description}`
+ }
- if (mod.mods[i].allowed() || isAllowed) {
- if (mod.mods[i].count > 1) {
- modID.innerHTML = ` ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}`
+ if (modID.classList.contains("build-grid-disabled")) {
+ modID.classList.remove("build-grid-disabled");
+ modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
+ }
} else {
- modID.innerHTML = `${mod.mods[i].description}`
- }
-
- if (modID.classList.contains("build-grid-disabled")) {
- modID.classList.remove("build-grid-disabled");
- modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
- }
- } else {
- modID.innerHTML = `requires: ${mod.mods[i].requires}`
- if (!modID.classList.contains("build-grid-disabled")) {
- modID.classList.add("build-grid-disabled");
- modID.onclick = null
- }
- if (mod.mods[i].count > 0) {
- mod.removeMod(i)
- }
- if (modID.classList.contains("build-mod-selected")) {
- modID.classList.remove("build-mod-selected");
+ modID.innerHTML = `requires: ${mod.mods[i].requires}`
+ if (!modID.classList.contains("build-grid-disabled")) {
+ modID.classList.add("build-grid-disabled");
+ modID.onclick = null
+ }
+ if (mod.mods[i].count > 0) {
+ mod.removeMod(i)
+ }
+ if (modID.classList.contains("build-mod-selected")) {
+ modID.classList.remove("build-mod-selected");
+ }
}
}
}
@@ -312,12 +313,14 @@ const build = {
text += ``
}
for (let i = 0, len = mod.mods.length; i < len; i++) {
- if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
- text += `requires: ${mod.mods[i].requires} `
- } else if (mod.mods[i].count > 1) {
- text += ` ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}
`
- } else {
- text += ` ${mod.mods[i].description}
`
+ if (!mod.mods[i].isCustomHide) {
+ if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
+ text += `requires: ${mod.mods[i].requires} `
+ } else if (mod.mods[i].count > 1) {
+ text += ` ${mod.mods[i].name} (${mod.mods[i].count}x)
${mod.mods[i].description}
`
+ } else {
+ text += ` ${mod.mods[i].description}
`
+ }
}
}
document.getElementById("build-grid").innerHTML = text
diff --git a/js/level.js b/js/level.js
index 80b2fe9..2dd6aee 100644
--- a/js/level.js
+++ b/js/level.js
@@ -33,6 +33,7 @@ const level = {
// level.highrise();
// level.office();
// level.bosses(); //only fighting, very simple map
+ // level.newLevel() //fan level
// level.basement(); //fan level
// level.stronghold() //fan level
} else {
@@ -58,6 +59,7 @@ const level = {
const len = Math.floor((mech.maxHealth - mech.health) / 0.5)
for (let i = 0; i < len; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
+ if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
}
}
if (mod.isGunCycle) {
@@ -129,19 +131,19 @@ const level = {
spawn.mapRect(6400, -200, 400, 300); //right wall
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
- spawn.boost(1500, 0, 900);
+ // spawn.boost(1500, 0, 900);
// spawn.bomberBoss(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.spawner(1600, -500)
// spawn.sniper(1700, -120, 50)
- // spawn.sniper(1400, -120)
+ spawn.springer(1400, -120)
// spawn.sniper(1800, -120)
// spawn.sniper(2200, -120)
// spawn.cellBossCulture(1600, -500)
// spawn.starter(1600, -500, 60)
- spawn.powerUpBoss(1600, -500)
+ // spawn.powerUpBoss(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "launcher")
@@ -847,7 +849,7 @@ const level = {
level.defaultZoom = 1700 // 4500 // 1400
game.zoomTransition(level.defaultZoom)
- powerUps.spawnStartingPowerUps(4450, -1400);
+ powerUps.spawnStartingPowerUps(4900, -500);
spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
spawn.debris(4830, -1330, 850, 3); //16 debris per level
spawn.debris(3035, -3900, 1500, 3); //16 debris per level
@@ -857,16 +859,18 @@ const level = {
//spawn start building
spawn.mapRect(-300, -800, 50, 800);
spawn.mapRect(-100, -20, 100, 30);
- spawn.mapRect(-300, -10, 500, 50);
+ // spawn.mapRect(-300, -10, 500, 50);
spawn.mapRect(150, -510, 50, 365);
spawn.bodyRect(170, -130, 14, 145, 1, spawn.propsFriction); //door to starting room
- spawn.mapRect(-300, 0, 1000, 300); //ground
+ // spawn.mapRect(-300, 0, 1000, 300); //ground
+ spawn.mapVertex(-18, 145, "625 0 0 0 0 -300 500 -300"); //entrance ramp
spawn.mapRect(-300, 250, 6300, 300); //deeper ground
spawn.bodyRect(2100, 50, 80, 80);
spawn.bodyRect(2000, 50, 60, 60);
// spawn.bodyRect(1650, 50, 300, 200);
- spawn.bodyRect(3175, -155, 325, 325);
- spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
+ // spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
+ spawn.mapVertex(2225, 250, "575 0 -575 0 -450 -100 450 -100"); //base
+
//exit building
// spawn.mapRect(-100, -410, 100, 30);
spawn.mapRect(-300, -800, 500, 50);
@@ -933,7 +937,8 @@ const level = {
color: "#d0d4d6"
});
//tall platform
- spawn.mapVertex(3350, 250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
+ spawn.mapVertex(3350, 200, "375 0 -375 0 -250 -250 250 -250"); //base
+ spawn.bodyRect(3400, -150, 150, 150);
spawn.mapRect(2850, -3150, 1000, 50); //super high shade
spawn.bodyRect(3675, -3470, 525, 20); //plank
spawn.bodyRect(3600, -3450, 200, 300); //plank support block
@@ -1197,7 +1202,7 @@ const level = {
spawn.bodyRect(-240, -2080, 30, 35); //door to starting room
spawn.bodyRect(-240, -2045, 30, 35); //door to starting room
spawn.mapRect(1850, -2000, 650, 50);
- spawn.bodyRect(200, -2150, 200, 220, 0.8);
+ spawn.bodyRect(200, -2150, 80, 220, 0.8);
spawn.mapRect(700, -2275, 600, 50);
spawn.mapRect(1000, -1350, 410, 50);
spawn.bodyRect(1050, -2350, 30, 30, 0.8);
@@ -1209,7 +1214,7 @@ const level = {
spawn.bodyRect(370, -1200, 100, 100, 0.8);
spawn.bodyRect(360, -1300, 100, 100, 0.8);
spawn.bodyRect(950, -1050, 300, 50, 0.8);
- spawn.bodyRect(-600, -1250, 400, 250, 0.8);
+ spawn.bodyRect(-575, -1150, 125, 150, 0.8);
spawn.mapRect(1710, -1000, 1565, 100); //middle ledge
spawn.mapRect(3400, -1000, 75, 25);
spawn.bodyRect(2600, -1950, 100, 250, 0.8);
@@ -1258,7 +1263,7 @@ const level = {
},
aerie() {
// const elevator = level.platform(4112, -2300, 280, 50)
-
+ // game.g = 0.0012 //0.0024
level.custom = () => {
level.playerExitCheck();
};
@@ -1285,10 +1290,6 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 15, 100, 20);
powerUps.spawnStartingPowerUps(1075, -550);
- spawn.debris(-250, 50, 1650, 2); //16 debris per level
- spawn.debris(2475, 0, 750, 2); //16 debris per level
- spawn.debris(3450, 0, 2000, 16); //16 debris per level
- spawn.debris(3500, -2350, 1500, 2); //16 debris per level
document.body.style.backgroundColor = "#dcdcde";
//foreground
@@ -1437,7 +1438,13 @@ const level = {
if (game.difficulty > 4) spawn.nodeBoss(4250, 0, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
} else if (Math.random() < 0.15) {
spawn.randomLevelBoss(4250, -250);
+ spawn.debris(-250, 50, 1650, 2); //16 debris per level
+ spawn.debris(2475, 0, 750, 2); //16 debris per level
+ spawn.debris(3450, 0, 2000, 16); //16 debris per level
+ spawn.debris(3500, -2350, 1500, 2); //16 debris per level
} else {
+ powerUps.chooseRandomPowerUp(4000, 200);
+ powerUps.chooseRandomPowerUp(4000, 200);
//floor below right tall tower
spawn.bodyRect(3000, 50, 150, 250, 0.9);
spawn.bodyRect(4500, -500, 300, 250, 0.7);
@@ -1574,7 +1581,7 @@ const level = {
spawn.bodyRect(3200, -1375, 300, 25, 0.9);
spawn.bodyRect(1825, -1875, 400, 25, 0.9);
// spawn.bodyRect(1800, -575, 250, 150, 0.8);
- spawn.bodyRect(1800, -600, 250, 200, 0.8);
+ spawn.bodyRect(1800, -600, 110, 150, 0.8);
spawn.bodyRect(2557, -450, 35, 55, 0.7);
spawn.bodyRect(2957, -450, 30, 15, 0.7);
spawn.bodyRect(2900, -450, 60, 45, 0.7);
@@ -2708,6 +2715,452 @@ const level = {
powerUps.spawn(3010, 1630, "mod");
powerUps.spawn(3100, 1630, "heal");
},
+ newLevel() {
+ level.setPosToSpawn(0, 0); //lower start
+ level.exit.y = 150;
+ spawn.mapRect(level.enter.x, 45, 100, 20);
+ level.exit.x = 10625;
+ spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
+ level.defaultZoom = 1400;
+ game.zoomTransition(level.defaultZoom)
+ document.body.style.backgroundColor = "#d5d5d5";
+ const BGColor = "rgba(0,0,0,0.1)";
+ level.fill.push({
+ x: -150,
+ y: -250,
+ width: 625,
+ height: 325,
+ color: BGColor
+ });
+ level.fill.push({
+ x: 475,
+ y: -520,
+ width: 5375,
+ height: 875,
+ color: BGColor
+ });
+ level.fill.push({
+ x: 5850,
+ y: -1275,
+ width: 2800,
+ height: 2475,
+ color: BGColor
+ });
+ level.fill.push({
+ x: 8650,
+ y: -500,
+ width: 1600,
+ height: 750,
+ color: BGColor
+ });
+ level.fill.push({
+ x: 10250,
+ y: -700,
+ width: 900,
+ height: 950,
+ color: BGColor
+ });
+ const rotor = level.rotor(7000, 580, -0.001);
+ const buttonCouloirEnBas = level.button(5000, 255);
+ const door = level.door(5825, -430, 25, 690, 700);
+ const doorSortieSalle = level.door(8590, -520, 20, 800, 750)
+ let doorPortal1Center
+ let isAlreadySpawned = false;
+ let door12isOpen = true;
+ let door3isOpen = true;
+ let buttonPorteSalle
+ let buttonSortieSalle
+ let portalEnBas
+ let portalEnHaut
+
+ function drawOnTheMapMapRect(x, y, dx, dy) {
+ spawn.mapRect(x, y, dx, dy);
+ len = map.length - 1
+ map[len].collisionFilter.category = cat.map;
+ map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
+ Matter.Body.setStatic(map[len], true); //make static
+ World.add(engine.world, map[len]); //add to world
+ game.draw.setPaths() //update map graphics
+ }
+
+ function drawOnTheMapBodyRect(x, y, dx, dy) {
+ spawn.bodyRect(x, y, dx, dy);
+ len = body.length - 1
+ body[len].collisionFilter.category = cat.body;
+ body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
+ World.add(engine.world, body[len]); //add to world
+ body[len].classType = "body"
+ }
+
+ function spawnCouloirEnBas() {
+ isAlreadySpawned = true;
+ level.fill.push({
+ x: 1950,
+ y: 355,
+ width: 2025,
+ height: 2120,
+ color: BGColor
+ });
+ drawOnTheMapMapRect(1925, 255, 125, 2250)
+ drawOnTheMapMapRect(2575, 255, 1550, 100);
+ drawOnTheMapMapRect(2570, 255, 80, 400);
+ drawOnTheMapMapRect(1925, 1030, 1325, 75);
+ drawOnTheMapMapRect(3900, 255, 100, 2250);
+ drawOnTheMapMapRect(1925, 2380, 2075, 125);
+ drawOnTheMapMapRect(2600, 1680, 1400, 75);
+ drawOnTheMapMapRect(1925, 1880, 225, 625);
+ drawOnTheMapMapRect(2050, 1980, 200, 525);
+ drawOnTheMapMapRect(2150, 2080, 200, 425);
+ drawOnTheMapMapRect(2250, 2180, 200, 325);
+ drawOnTheMapMapRect(2350, 2280, 200, 225);
+ drawOnTheMapMapRect(3800, 1080, 200, 675);
+ drawOnTheMapMapRect(3700, 1180, 200, 575);
+ drawOnTheMapMapRect(3600, 1280, 200, 475);
+ drawOnTheMapMapRect(3500, 1380, 200, 375);
+ drawOnTheMapMapRect(3400, 1480, 200, 275);
+ drawOnTheMapMapRect(3300, 1580, 200, 175);
+ buttonPorteSalle = level.button(3050, 2380);
+ spawn.mapVertex(3115, 2382, "100 10 -100 10 -70 -10 70 -10");
+ len = map.length - 1
+ map[len].collisionFilter.category = cat.map;
+ map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
+ Matter.Body.setStatic(map[len], true); //make static
+ World.add(engine.world, map[len]); //add to world
+ game.draw.setPaths() //update map graphics
+ drawOnTheMapMapRect(3775, 1680, 225, 825);
+ drawOnTheMapMapRect(2250, -370, 200, 350);
+ drawOnTheMapMapRect(2250, -370, 400, 50);
+ drawOnTheMapMapRect(2575, -845, 75, 425);
+ drawOnTheMapMapRect(1975, -520, 675, 100);
+ drawOnTheMapBodyRect(2950, 1530, 150, 175);
+ drawOnTheMapBodyRect(2925, 1665, 25, 25);
+ drawOnTheMapBodyRect(2775, 1605, 75, 75);
+ drawOnTheMapBodyRect(2050, 905, 125, 125);
+ drawOnTheMapBodyRect(2650, 980, 50, 50);
+ drawOnTheMapBodyRect(3375, 2280, 100, 100);
+ drawOnTheMapBodyRect(2550, 2355, 75, 25);
+ drawOnTheMapBodyRect(3575, 1255, 125, 25);
+ drawOnTheMapBodyRect(2450, 2255, 25, 25);
+ doorPortal1Center = level.door(2595, -345, 20, 280, 360)
+ len = body.length - 1
+ body[len].collisionFilter.category = cat.body;
+ body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
+ World.add(engine.world, body[len]); //add to world
+ body[len].classType = "body"
+ portalEnBas = level.portal({
+ x: 3750,
+ y: 2280
+ }, Math.PI, {
+ x: 2500,
+ y: -199
+ }, 0)
+ spawn.randomSmallMob(3000, 830, 1);
+ spawn.randomSmallMob(2800, 1930, 1);
+ spawn.randomMob(3400, 1980, 0.9);
+ spawn.randomMob(2750, 1330, 0.8);
+ spawn.randomMob(2800, 515, 0.6);
+ spawn.randomMob(2500, 1230, 0.5)
+ spawn.randomMob(2450, 2030, 0.3)
+ spawn.randomMob(3300, 1980, 0.3)
+ levelCustom2();
+ }
+
+ function spawnCouloirEnHaut() {
+ level.fill.push({
+ x: 2575,
+ y: -1150,
+ width: 2550,
+ height: 630,
+ color: BGColor
+ });
+ level.fill.push({
+ x: 1900,
+ y: -2300,
+ width: 1650,
+ height: 1150,
+ color: BGColor
+ });
+ level.fill.push({
+ x: 3550,
+ y: -1625,
+ width: 1650,
+ height: 475,
+ color: BGColor
+ });
+ drawOnTheMapMapRect(3800, -270, 75, 75);
+ drawOnTheMapMapRect(3900, -895, 500, 75);
+ drawOnTheMapMapRect(3900, -1195, 75, 375);
+ drawOnTheMapMapRect(3525, -1195, 450, 75);
+ drawOnTheMapMapRect(3525, -1995, 50, 1575);
+ drawOnTheMapMapRect(3325, -1995, 50, 1575);
+ drawOnTheMapMapRect(3525, -1670, 1675, 75);
+ drawOnTheMapMapRect(5100, -1670, 100, 1250);
+ drawOnTheMapMapRect(1800, -1195, 1575, 75);
+ drawOnTheMapMapRect(1800, -1520, 375, 400);
+ drawOnTheMapMapRect(1800, -2370, 100, 1250);
+ drawOnTheMapMapRect(2375, -1845, 375, 250);
+ drawOnTheMapMapRect(2700, -1745, 650, 75);
+ drawOnTheMapMapRect(1800, -2370, 1775, 100);
+ drawOnTheMapMapRect(3525, -2370, 50, 775);
+ drawOnTheMapMapRect(4650, -1220, 550, 75);
+ drawOnTheMapBodyRect(3225, -1845, 100, 100);
+ drawOnTheMapBodyRect(3575, 1255, 125, 25);
+ drawOnTheMapBodyRect(2450, 2255, 25, 25);
+ drawOnTheMapBodyRect(3975, -945, 175, 50);
+ drawOnTheMapBodyRect(4825, -1295, 50, 75);
+ drawOnTheMapBodyRect(4850, -720, 250, 200);
+ drawOnTheMapBodyRect(4050, -970, 25, 25);
+ drawOnTheMapBodyRect(3075, -1245, 50, 50);
+ buttonSortieSalle = level.button(3000, -1745)
+ spawn.mapVertex(3065, -1745, "100 10 -100 10 -70 -10 70 -10");
+ len = map.length - 1
+ map[len].collisionFilter.category = cat.map;
+ map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
+ Matter.Body.setStatic(map[len], true); //make static
+ World.add(engine.world, map[len]); //add to world
+ game.draw.setPaths() //update map graphics
+
+ portalEnHaut = level.portal({
+ x: 3650,
+ y: -1470
+ }, Math.PI / 2, {
+ x: 3250,
+ y: -1473
+ }, Math.PI / 2)
+
+ spawn.randomSmallMob(2500, -2070 + Math.random(), 1);
+ spawn.randomSmallMob(5000, -1370, 1);
+ spawn.randomMob(5000, -645, 0.9);
+ spawn.randomMob(4050, 970, 0.9);
+ spawn.randomSmallMob(2800, -1620, 0.7);
+ spawn.randomMob(2400, -1370, 0.5);
+ spawn.randomMob(3725, -1320, 0.3);
+ spawn.randomBoss(2115, -2020, 0.1)
+
+ powerUps.spawn(5000, -1275, "heal");
+ levelCustom3();
+ }
+
+ // ////////////////////////////////////////
+ level.custom = () => {
+ buttonCouloirEnBas.query();
+ buttonCouloirEnBas.draw();
+ if (buttonCouloirEnBas.isUp) {} else {
+ if (isAlreadySpawned == false) {
+ spawnCouloirEnBas()
+ }
+ }
+ level.playerExitCheck();
+ rotor.rotate();
+ };
+ level.customTopLayer = () => {
+ door.draw();
+ doorSortieSalle.draw();
+ };
+ // ////////////////////////////////////////
+
+ function levelCustom2() {
+ level.custom = () => {
+ portalEnBas[2].query()
+ portalEnBas[3].query()
+ rotor.rotate();
+ buttonPorteSalle.query();
+ buttonPorteSalle.draw();
+ buttonCouloirEnBas.query();
+ buttonCouloirEnBas.draw();
+ ////////
+ if (buttonCouloirEnBas.isUp) {} else {
+ if (isAlreadySpawned == false) {
+ spawnCouloirEnBas()
+ }
+ }
+ ////////////
+ if (buttonPorteSalle.isUp) {
+ door.isOpen = door12isOpen;
+ doorPortal1Center.isOpen = door12isOpen;
+ } else {
+ door.isOpen = false;
+ doorPortal1Center.isOpen = false;
+ door12isOpen = false;
+ }
+ door.openClose();
+ doorPortal1Center.openClose();
+ level.playerExitCheck();
+ };
+ // //////////////////////////////////////
+ level.customTopLayer = () => {
+ door.draw();
+ doorSortieSalle.draw();
+ doorPortal1Center.draw();
+ portalEnBas[0].draw();
+ portalEnBas[1].draw();
+ portalEnBas[2].draw();
+ portalEnBas[3].draw();
+ };
+ }
+ // //////////////////////////////////////
+ function levelCustom3() {
+ level.custom = () => {
+ portalEnBas[2].query()
+ portalEnBas[3].query()
+ portalEnHaut[2].query();
+ portalEnHaut[3].query();
+ rotor.rotate();
+ buttonPorteSalle.query();
+ buttonPorteSalle.draw();
+ buttonSortieSalle.query();
+ buttonSortieSalle.draw();
+ buttonCouloirEnBas.query();
+ buttonCouloirEnBas.draw();
+ ////////////
+ if (buttonPorteSalle.isUp) {
+ door.isOpen = door12isOpen;
+ doorPortal1Center.isOpen = door12isOpen;
+ } else {
+ door.isOpen = false;
+ doorPortal1Center.isOpen = false;
+ door12isOpen = false;
+ }
+ door.openClose();
+ doorPortal1Center.openClose();
+ if (buttonSortieSalle.isUp) {
+ doorSortieSalle.isOpen = door3isOpen;
+ } else {
+ doorSortieSalle.isOpen = false;
+ door3isOpen = false;
+ }
+ doorSortieSalle.openClose();
+ level.playerExitCheck();
+ };
+ // //////////////////////////////////////
+ level.customTopLayer = () => {
+ door.draw();
+ doorPortal1Center.draw();
+ doorSortieSalle.draw();
+ portalEnBas[0].draw();
+ portalEnBas[1].draw();
+ portalEnBas[2].draw();
+ portalEnBas[3].draw();
+ portalEnHaut[0].draw();
+ portalEnHaut[1].draw();
+ portalEnHaut[2].draw();
+ portalEnHaut[3].draw();
+ };
+ }
+ //spawn box
+ spawn.mapRect(-200, -295, 75, 425);
+ spawn.mapRect(-200, 55, 700, 75);
+ spawn.mapRect(-200, -295, 700, 75);
+ spawn.bodyRect(470, -220, 25, 275); //porte spawn box
+ //couloir
+ spawn.mapRect(450, -520, 50, 300); //muret gauche haut
+ spawn.mapRect(450, 55, 50, 300); //muret gauche bas
+ spawn.mapRect(1700, -520, 50, 325); //muret 2 haut
+ spawn.mapRect(1700, 55, 50, 300); //muret 2 bas
+ spawn.mapRect(4375, 55, 50, 300);
+ spawn.mapRect(4575, 55, 50, 300);
+ spawn.bodyRect(4625, 155, 75, 100);
+ spawn.bodyRect(4725, 230, 50, 25);
+ if (Math.random() > 0.5) {
+ powerUps.chooseRandomPowerUp(4500, 200);
+ } else {
+ powerUps.chooseRandomPowerUp(8350, -630);
+ }
+ //blocs
+ spawn.bodyRect(7475, 1055, 50, 75);
+ spawn.bodyRect(7775, 1105, 25, 25);
+ spawn.bodyRect(6925, 1105, 125, 25);
+ spawn.bodyRect(6375, 380, 50, 50);
+ spawn.bodyRect(6425, -220, 125, 150);
+ spawn.bodyRect(6475, -245, 125, 25);
+ spawn.bodyRect(7675, -245, 100, 50);
+ spawn.bodyRect(7075, -520, 50, 100);
+ spawn.bodyRect(8400, -595, 100, 75);
+ spawn.bodyRect(1700, 5, 50, 50);
+ spawn.bodyRect(1700, -45, 50, 50);
+ spawn.bodyRect(1700, -95, 50, 50);
+ spawn.bodyRect(1700, -145, 50, 50);
+ spawn.bodyRect(1700, -195, 50, 50);
+ spawn.mapRect(450, -520, 1600, 100); //plafond 1
+ spawn.mapRect(450, 255, 1600, 100); //sol 1
+ spawn.mapRect(2250, -95, 1450, 75); //entresol
+ spawn.mapRect(3900, -520, 2000, 100); //plafond 2
+ spawn.mapRect(3900, 255, 2000, 100); //sol 2
+ //grande salle
+ spawn.bodyRect(5900, 830, 325, 300); //bloc en bas à gauche
+ spawn.mapRect(5775, -1295, 2900, 100);
+ spawn.mapRect(5775, 1130, 2900, 100); //plancher + sol grande salle
+ spawn.mapRect(5925, -70, 650, 50); //plateforme middle entrée
+ spawn.mapRect(7575, -520, 1100, 100); //sol salle en haut à droite
+ spawn.mapRect(6800, -420, 450, 50); //petite plateforme transition vers salle en haut
+ spawn.mapRect(7750, -1295, 75, 575); //mur gauche salle en haut à droite
+ spawn.mapRect(6100, 430, 375, 50); //plateforme en bas, gauche rotor
+ spawn.mapRect(7450, -195, 1225, 75); //longue plateforme
+ //murs grande salle
+ spawn.mapRect(5775, -1295, 125, 875);
+ spawn.mapRect(5775, 255, 125, 975);
+ spawn.mapRect(8550, -1295, 125, 875);
+ spawn.mapRect(8550, 180, 125, 1050);
+ //couloir 2
+ spawn.mapRect(8875, -520, 1425, 325);
+ spawn.mapRect(8550, -520, 1750, 100);
+ spawn.mapRect(8550, 180, 2625, 100);
+ spawn.mapRect(10175, -745, 125, 325);
+ spawn.mapRect(10175, -745, 1000, 125);
+ spawn.mapRect(11050, -745, 125, 1025);
+ spawn.mapRect(8875, 80, 1425, 200);
+ //MOBS
+ spawn.randomSmallMob(900, -70, 1);
+ spawn.randomMob(4300, 95, 1);
+ spawn.randomSmallMob(6250, 630, 1);
+ spawn.randomMob(6255, -835, 0.9);
+ spawn.randomMob(8200, -900, 0.7);
+ spawn.randomMob(5700, -270, 0.7);
+ spawn.randomMob(8275, -320, 0.7);
+ spawn.randomMob(2700, -270, 0.7);
+ spawn.randomMob(7575, 950, 0.5);
+ spawn.randomMob(7000, -695, 0.4);
+ spawn.randomMob(1850, -345, 0.3);
+ spawn.randomMob(3600, -270, 0.3);
+ spawn.randomMob(1500, -270, 0.2);
+ spawn.randomMob(1250, 55, 0.2);
+ spawn.randomMob(8800, -45, 0.2);
+ spawn.randomBoss(8025, -845, 0.2);
+
+ if (game.difficulty > 2) {
+ if (Math.random() < 0.2) {
+ // tether ball
+ spawn.tetherBoss(8000, 630)
+ let me = mob[mob.length - 1];
+ me.onDeath = function () {
+ this.removeCons(); //remove constraint
+ spawnCouloirEnHaut()
+ };
+ cons[cons.length] = Constraint.create({
+ pointA: {
+ x: 8550,
+ y: 680
+ },
+ bodyB: mob[mob.length - 1],
+ stiffness: 0.00015
+ });
+ if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
+ } else if (game.difficulty > 3) {
+ spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
+ let me = mob[mob.length - 1];
+ me.onDeath = function () {
+ this.removeCons(); //remove constraint
+ spawnCouloirEnHaut()
+ };
+ }
+ } else {
+ spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
+ let me = mob[mob.length - 1];
+ me.onDeath = function () {
+ spawnCouloirEnHaut()
+ };
+ }
+ },
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
@@ -2717,26 +3170,26 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
- game.dmgScale += 0.25; //damage done by mobs increases each level
- b.dmgScale *= 0.92; //damage done by player decreases each level
+ game.dmgScale += 0.3; //damage done by mobs increases each level
+ b.dmgScale *= 0.93; //damage done by player decreases each level
game.accelScale *= 1.027 //mob acceleration increases each level
game.lookFreqScale *= 0.975 //mob cycles between looks decreases each level
game.CDScale *= 0.966 //mob CD time decreases each level
}
- game.healScale = 1 / (1 + game.difficulty * 0.08) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
+ game.healScale = 1 / (1 + game.difficulty * 0.07) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
- game.dmgScale -= 0.25; //damage done by mobs increases each level
+ game.dmgScale -= 0.3; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
- b.dmgScale /= 0.92; //damage done by player decreases each level
+ b.dmgScale /= 0.93; //damage done by player decreases each level
game.accelScale /= 1.027 //mob acceleration increases each level
game.lookFreqScale /= 0.975 //mob cycles between looks decreases each level
game.CDScale /= 0.966 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 0;
- game.healScale = 1 / (1 + game.difficulty * 0.08)
+ game.healScale = 1 / (1 + game.difficulty * 0.07)
},
difficultyText(mode = document.getElementById("difficulty-select").value) {
if (mode === "0") {
diff --git a/js/mob.js b/js/mob.js
index 49123a5..dd94136 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -515,15 +515,24 @@ const mobs = {
},
springAttack() {
// set new values of the ends of the spring constraints
+ const stepRange = 600
if (this.seePlayer.recall && Matter.Query.ray(map, this.position, player.position).length === 0) {
if (!(game.cycle % (this.seePlayerFreq * 2))) {
- this.springTarget.x = this.seePlayer.position.x;
- this.springTarget.y = this.seePlayer.position.y;
+ const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
+ const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
+ this.springTarget.x = goal.x;
+ this.springTarget.y = goal.y;
+ // this.springTarget.x = this.seePlayer.position.x;
+ // this.springTarget.y = this.seePlayer.position.y;
this.cons.length = -200;
this.cons2.length = 100 + 1.5 * this.radius;
- } else {
- this.springTarget2.x = this.seePlayer.position.x;
- this.springTarget2.y = this.seePlayer.position.y;
+ } else if (!(game.cycle % this.seePlayerFreq)) {
+ const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
+ const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
+ this.springTarget2.x = goal.x;
+ this.springTarget2.y = goal.y;
+ // this.springTarget2.x = this.seePlayer.position.x;
+ // this.springTarget2.y = this.seePlayer.position.y;
this.cons.length = 100 + 1.5 * this.radius;
this.cons2.length = -200;
}
@@ -1095,7 +1104,7 @@ const mobs = {
mob.splice(i, 1);
}
});
- mob[i].alertRange2 = Math.pow(mob[i].radius * 3.5 + 550, 2);
+ mob[i].alertRange2 = Math.pow(mob[i].radius * 3 + 550, 2);
World.add(engine.world, mob[i]); //add to world
}
};
\ No newline at end of file
diff --git a/js/mods.js b/js/mods.js
index d366785..3c2d790 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -384,7 +384,7 @@ const mod = {
},
{
name: "bot fabrication",
- description: "anytime you collect 4 rerolls
use them to build a random bot",
+ description: "anytime you collect 4 rerolls
use them to build a random bot",
maxCount: 1,
count: 0,
allowed() {
@@ -593,6 +593,7 @@ const mod = {
maxCount: 1,
count: 0,
// isNonRefundable: true,
+ isCustomHide: true,
allowed() {
return mod.totalBots() > 2
},
@@ -975,7 +976,7 @@ const mod = {
powerUps.reroll.changeRerolls(0)
}, 1000);
},
- description: "instead of dying consume 1 reroll
heal a percent of max health",
+ description: "instead of dying consume a reroll
and spawn 4 heal power ups",
maxCount: 1,
count: 0,
allowed() {
@@ -1010,7 +1011,7 @@ const mod = {
},
{
name: "Bayesian inference",
- description: "33% chance for double power ups to drop
ammo will no longer spawn from mobs",
+ description: "33% chance to duplicate spawned power ups
ammo will no longer spawn from mobs",
maxCount: 1,
count: 0,
allowed() {
@@ -1229,7 +1230,7 @@ const mod = {
},
{
name: "many-worlds",
- description: "after choosing a mod, field, or gun
spawn a reroll, if you have none",
+ description: "if you have no rerolls spawn one
after choosing a mod, field, or gun",
maxCount: 1,
count: 0,
allowed() {
@@ -1243,15 +1244,31 @@ const mod = {
mod.manyWorlds = false;
}
},
+ {
+ name: "renormalization",
+ description: "consuming a reroll for any purpose
has a 37% chance to spawn a reroll",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return !mod.isSuperDeterminism && !mod.isRerollHaste
+ },
+ requires: "not superdeterminism or Ψ(t) collapse",
+ effect() {
+ mod.renormalization = true;
+ },
+ remove() {
+ mod.renormalization = false;
+ }
+ },
{
name: "quantum immortality",
description: "after dying, continue in an alternate reality
spawn 5 rerolls",
maxCount: 1,
count: 0,
allowed() {
- return true
+ return powerUps.reroll.rerolls > 1 || build.isCustomSelection
},
- requires: "",
+ requires: "at least 2 rerolls",
effect() {
mod.isImmortal = true;
for (let i = 0; i < 5; i++) {
@@ -1268,8 +1285,9 @@ const mod = {
maxCount: 1,
count: 0,
// isNonRefundable: true,
+ isCustomHide: true,
allowed() {
- return (mod.totalCount > 6) && !build.isCustomSelection
+ return (mod.totalCount > 6)
},
requires: "more than 6 mods",
effect: () => {
@@ -1298,8 +1316,9 @@ const mod = {
maxCount: 1,
count: 0,
isNonRefundable: true,
+ isCustomHide: true,
allowed() {
- return (mod.totalCount > 0) && !build.isCustomSelection && !mod.isSuperDeterminism
+ return (mod.totalCount > 0) && !mod.isSuperDeterminism
},
requires: "at least 1 mod",
effect: () => {
@@ -1838,9 +1857,25 @@ const mod = {
mod.isNailPoison = false;
}
},
+ {
+ name: "mycelial fragmentation",
+ description: "sporangium release an extra spore
once a second during their growth phase",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mod.haveGunCheck("spores")
+ },
+ requires: "spores",
+ effect() {
+ mod.isSporeGrowth = true
+ },
+ remove() {
+ mod.isSporeGrowth = false
+ }
+ },
{
name: "tinsellated flagella",
- description: "spores accelerate 50% faster",
+ description: "sporangium release 2 more spores
spores accelerate 50% faster",
maxCount: 1,
count: 0,
allowed() {
@@ -1854,6 +1889,23 @@ const mod = {
mod.isFastSpores = false
}
},
+ {
+ name: "cryodesiccation",
+ description: "sporangium release 2 more spores
spores freeze mobs for 1 second",
+ //
spores do 1/3 damage
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mod.haveGunCheck("spores") || mod.sporesOnDeath > 0 || mod.isSporeField
+ },
+ requires: "spores",
+ effect() {
+ mod.isSporeFreeze = true
+ },
+ remove() {
+ mod.isSporeFreeze = false
+ }
+ },
{
name: "diplochory",
description: "spores use the player for dispersal
until they locate a viable host",
@@ -1886,23 +1938,6 @@ const mod = {
mod.isMutualism = false
}
},
- {
- name: "cryodesiccation",
- description: "spores freeze mobs for 1 second",
- //
spores do 1/3 damage
- maxCount: 1,
- count: 0,
- allowed() {
- return mod.haveGunCheck("spores") || mod.sporesOnDeath > 0 || mod.isSporeField
- },
- requires: "spores",
- effect() {
- mod.isSporeFreeze = true
- },
- remove() {
- mod.isSporeFreeze = false
- }
- },
{
name: "brushless motor",
description: "drones accelerate 50% faster",
@@ -2359,22 +2394,6 @@ const mod = {
mod.isIceField = false;
}
},
- {
- name: "renormalization",
- description: "using a reroll to change selection options
has a 66% chance to spawn a reroll",
- maxCount: 1,
- count: 0,
- allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "phase decoherence field"
- },
- requires: "phase decoherence field",
- effect() {
- mod.renormalization = true;
- },
- remove() {
- mod.renormalization = false;
- }
- },
{
name: "superposition",
description: "mobs that touch the phased player
are stunned for 5 seconds",
@@ -2429,6 +2448,7 @@ const mod = {
maxCount: 9,
count: 0,
isNonRefundable: true,
+ isCustomHide: true,
allowed() {
return true
},
@@ -2448,6 +2468,7 @@ const mod = {
maxCount: 9,
count: 0,
isNonRefundable: true,
+ isCustomHide: true,
allowed() {
return true
},
@@ -2468,6 +2489,7 @@ const mod = {
maxCount: 9,
count: 0,
isNonRefundable: true,
+ isCustomHide: true,
allowed() {
return !mod.isSuperDeterminism
},
@@ -2487,6 +2509,7 @@ const mod = {
maxCount: 9,
count: 0,
isNonRefundable: true,
+ isCustomHide: true,
allowed() {
return !mod.isSuperDeterminism
},
@@ -2504,6 +2527,7 @@ const mod = {
maxCount: 9,
count: 0,
isNonRefundable: true,
+ isCustomHide: true,
allowed() {
return !mod.isSuperDeterminism
},
@@ -2634,5 +2658,6 @@ const mod = {
isOneGun: null,
isDamageForGuns: null,
isGunCycle: null,
- isFastFoam: null
+ isFastFoam: null,
+ isSporeGrowth: null
}
\ No newline at end of file
diff --git a/js/player.js b/js/player.js
index 3093b3b..4f57608 100644
--- a/js/player.js
+++ b/js/player.js
@@ -501,7 +501,10 @@ const mech = {
if (mech.health < 0 || isNaN(mech.health)) {
if (mod.isDeathAvoid && powerUps.reroll.rerolls > 0) { //&& Math.random() < 0.5
powerUps.reroll.changeRerolls(-1)
- mech.health = mech.maxHealth * game.healScale
+ for (let i = 0; i < 4; i++) {
+ powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
+ if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
+ }
// if (mech.health < 0.05) mech.health = 0.05
mech.immuneCycle = mech.cycle + 120 //disable this.immuneCycle bonus seconds
game.makeTextLog(` death avoided
1/${powerUps.reroll.rerolls} rerolls consumed`, 420)
diff --git a/js/powerup.js b/js/powerup.js
index 73815d9..f84e247 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -59,11 +59,24 @@ const powerUps = {
const limit = 4
for (; powerUps.reroll.rerolls > limit - 1; powerUps.reroll.rerolls -= limit) {
b.randomBot()
+ if (mod.renormalization) {
+ for (let i = 0; i < limit; i++) {
+ if (Math.random() < 0.37) {
+ mech.fieldCDcycle = mech.cycle + 30;
+ powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
+ if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
+ }
+ }
+ }
}
}
if (mod.isDeathAvoid && document.getElementById("mod-anthropic")) {
document.getElementById("mod-anthropic").innerHTML = `(${powerUps.reroll.rerolls})`
}
+ if (mod.renormalization && Math.random() < 0.37 && amount < 0) {
+ powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
+ if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
+ }
if (mod.isRerollHaste) {
if (powerUps.reroll.rerolls === 0) {
mod.rerollHaste = 0.66;
@@ -100,10 +113,6 @@ const powerUps = {
use(type) { //runs when you actually reroll a list of selections, type can be field, gun, or mod
powerUps.reroll.changeRerolls(-1)
powerUps[type].effect();
- if (mod.renormalization && Math.random() < 0.66) {
- powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
- if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
- }
},
},
heal: {
@@ -430,7 +439,7 @@ const powerUps = {
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun");
return;
}
- if (Math.random() < 0.0027 * (20 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
+ if (Math.random() < 0.0027 * (26 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
powerUps.spawn(x, y, "mod");
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod");
return;
@@ -448,14 +457,13 @@ const powerUps = {
},
randomPowerUpCounter: 0,
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
-
if (game.difficultyMode < 2) { //easy and normal mode
- powerUps.randomPowerUpCounter += 0.5;
+ powerUps.randomPowerUpCounter += 0.65;
} else if (game.difficultyMode === 2) { //hard mode
powerUps.randomPowerUpCounter += 1;
} else { //why mode
powerUps.randomPowerUpCounter += 1.33;
- if (Math.random() < 0.6) { //why mode gets a free power up chance
+ if (Math.random() < 0.5) { //why mode gets a free power up chance
powerUps.randomPowerUpCounter *= 0.5
spawnPowerUps()
}
diff --git a/todo.txt b/todo.txt
index c0ee1ba..d1686aa 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,19 +1,47 @@
+mod: mycelial fragmentation - sporangium release spores as they grow
-base collisions immunity frames is now 25/60 of a second (up from 15/60)
+mod: renormalization 37% chance to spawn reroll when you use a reroll for any reason.
-mod: bremsstrahlung radiation - damage increased by 5x
- bug fix it is now properly affected by damage scaling (huge nerf late game)
+difficulty balancing
+ much more damage done by mobs
+ more effective heals
+ more damage done by player
+ more mod spawns
+spring attack mobs take smaller steps
+ this should stop them from "coming in like a wrecking ball"
+
+mob alert range is reduced for large mobs
+ this controls how mobs that see you tell other mobs about your location
************** TODO - n-gon **************
-look into why wave beam is so good vs. shields
+make bayesian inference a part of power up spawn code more directly
-group shields having way too much health at higher levels?
+removing supersaturation sets total health to 1
+ this cancels the health benefits from crystallized armor
+ produce a method that calculates max health based on mods
+
+fix door.isOpen actually meaning isClosed
+
+getting stuck above a mob can immobilize player
+ add a minimum knock from player mob collisions?
+ player goes intangible while immune after getting hit?
+
+the laser fire 3 beams
+
+after you die custom should be populated with your last build
+
+considering removing the perfect diamagnetism field from the game
+
+use canvas pixel array effects for full screen graphics
+ add some pixels after player gets hit?
+
+difficulty ramp late game?
give missiles a suck and delay explosion, like vacuum bomb
-bot, does AOE damage while it rotates around player
+bot that does AOE damage while it rotates around player
no physics / collisions
cap 3 ?
@@ -115,7 +143,6 @@ mod - do 50% more damage in close, but 50% less at a distance
have these mods disable each other
phase field still isn't fun
- rework renormalization mod as well
does phase field need the stealth flag?
mod: use the stealth flag from the phase decoherence field