new fan level

This commit is contained in:
landgreen
2020-08-25 06:49:38 -07:00
parent 3659fbe47d
commit 21b8c6fc2b
9 changed files with 680 additions and 126 deletions

View File

@@ -1731,8 +1731,8 @@ const b = {
name: "flechettes",
description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-d'>damage</strong> over <strong>3</strong> 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 <strong>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> 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)
}

View File

@@ -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

View File

@@ -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 = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
}
if (mod.mods[i].allowed() || isAllowed) {
if (mod.mods[i].count > 1) {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
if (modID.classList.contains("build-grid-disabled")) {
modID.classList.remove("build-grid-disabled");
modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
}
} else {
modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
}
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 = `<div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
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 = `<div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
if (!modID.classList.contains("build-grid-disabled")) {
modID.classList.add("build-grid-disabled");
modID.onclick = null
}
if (mod.mods[i].count > 0) {
mod.removeMod(i)
}
if (modID.classList.contains("build-mod-selected")) {
modID.classList.remove("build-mod-selected");
}
}
}
}
@@ -312,12 +313,14 @@ const build = {
text += `<div id = "gun-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
}
for (let i = 0, len = mod.mods.length; i < len; i++) {
if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
} else if (mod.mods[i].count > 1) {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
} else {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
if (!mod.mods[i].isCustomHide) {
if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid grey"></div> &nbsp; ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
} else if (mod.mods[i].count > 1) {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
} else {
text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
}
}
}
document.getElementById("build-grid").innerHTML = text

View File

@@ -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") {

View File

@@ -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
}
};

View File

@@ -384,7 +384,7 @@ const mod = {
},
{
name: "bot fabrication",
description: "anytime you collect <strong>4</strong> <strong class='color-r'>rerolls</strong><br>use them to build a random <strong>bot</strong>",
description: "anytime you collect <strong>4</strong> <strong class='color-r'>rerolls</strong><br>use them to build a <strong>random bot</strong>",
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 <strong>dying</strong> consume <strong>1</strong> <strong class='color-r'>reroll</strong><br><strong class='color-h'>heal</strong> a percent of <strong>max health</strong>",
description: "instead of <strong>dying</strong> consume a <strong class='color-r'>reroll</strong><br>and spawn <strong>4</strong> <strong class='color-h'>heal</strong> power ups",
maxCount: 1,
count: 0,
allowed() {
@@ -1010,7 +1011,7 @@ const mod = {
},
{
name: "Bayesian inference",
description: "<strong>33%</strong> chance for double <strong>power ups</strong> to drop<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong> from mobs",
description: "<strong>33%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong> from mobs",
maxCount: 1,
count: 0,
allowed() {
@@ -1229,7 +1230,7 @@ const mod = {
},
{
name: "many-worlds",
description: "after choosing a <strong class='color-m'>mod</strong>, <strong class='color-f'>field</strong>, or <strong class='color-g'>gun</strong><br>spawn a <strong class='color-r'>reroll</strong>, if you have none",
description: "if you have no <strong class='color-r'>rerolls</strong> spawn one<br>after choosing a <strong class='color-m'>mod</strong>, <strong class='color-f'>field</strong>, or <strong class='color-g'>gun</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1243,15 +1244,31 @@ const mod = {
mod.manyWorlds = false;
}
},
{
name: "renormalization",
description: "consuming a <strong class='color-r'>reroll</strong> for <strong>any</strong> purpose<br>has a <strong>37%</strong> chance to spawn a <strong class='color-r'>reroll</strong>",
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 <strong>dying</strong>, continue in an <strong>alternate reality</strong><br>spawn <strong>5</strong> <strong class='color-r'>rerolls</strong>",
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: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release an extra <strong class='color-p' style='letter-spacing: 2px;'>spore</strong><br> once a <strong>second</strong> during their <strong>growth</strong> phase",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("spores")
},
requires: "spores",
effect() {
mod.isSporeGrowth = true
},
remove() {
mod.isSporeGrowth = false
}
},
{
name: "tinsellated flagella",
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1854,6 +1889,23 @@ const mod = {
mod.isFastSpores = false
}
},
{
name: "cryodesiccation",
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1</strong> second",
// <br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> do <strong>1/3</strong> <strong class='color-d'>damage</strong>
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: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> use the player for <strong>dispersal</strong><br>until they <strong>locate</strong> a viable host",
@@ -1886,23 +1938,6 @@ const mod = {
mod.isMutualism = false
}
},
{
name: "cryodesiccation",
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1</strong> second",
// <br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> do <strong>1/3</strong> <strong class='color-d'>damage</strong>
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: "<strong>drones</strong> accelerate <strong>50%</strong> faster",
@@ -2359,22 +2394,6 @@ const mod = {
mod.isIceField = false;
}
},
{
name: "renormalization",
description: "using a <strong class='color-r'>reroll</strong> to change selection options<br>has a <strong>66%</strong> chance to spawn a <strong class='color-r'>reroll</strong>",
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 <strong>touch</strong> the <strong>phased</strong> player<br> are <strong>stunned</strong> for <strong>5</strong> 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
}

View File

@@ -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(`<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1/${powerUps.reroll.rerolls}</strong> <strong class='color-r'>rerolls</strong> consumed</span>`, 420)

View File

@@ -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()
}