new fan level
This commit is contained in:
26
js/bullet.js
26
js/bullet.js
@@ -1731,8 +1731,8 @@ const b = {
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name: "flechettes",
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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",
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ammo: 0,
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ammoPack: 40,
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defaultAmmoPack: 40,
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ammoPack: 45,
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defaultAmmoPack: 45,
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have: false,
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count: 0, //used to track how many shots are in a volley before a big CD
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -2412,7 +2412,7 @@ const b = {
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name: "spores",
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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",
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ammo: 0,
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ammoPack: 3.5,
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ammoPack: 3,
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have: false,
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fire() {
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const me = bullet.length;
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@@ -2427,6 +2427,7 @@ const b = {
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bullet[me].maxRadius = 30;
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bullet[me].restitution = 0.3;
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bullet[me].minDmgSpeed = 0;
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bullet[me].totalSpores = 9 + 2 * mod.isFastSpores + 2 * mod.isSporeFreeze
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bullet[me].stuck = function () {};
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bullet[me].onDmg = function () {};
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bullet[me].do = function () {
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@@ -2504,10 +2505,19 @@ const b = {
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this.stuck(); //runs different code based on what the bullet is stuck to
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if (!mech.isBodiesAsleep) {
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let scale = 1.01
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if (this.stuckTo && this.stuckTo.alive) scale = 1.03
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Matter.Body.scale(this, scale, scale);
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this.radius *= scale
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if (this.radius > this.maxRadius) this.endCycle = 0;
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if (mod.isSporeGrowth && !(game.cycle % 60)) { //release a spore
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b.spore(this.position)
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// this.totalSpores--
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scale = 0.94
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if (this.stuckTo && this.stuckTo.alive) scale = 0.88
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Matter.Body.scale(this, scale, scale);
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this.radius *= scale
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} else {
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if (this.stuckTo && this.stuckTo.alive) scale = 1.03
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Matter.Body.scale(this, scale, scale);
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this.radius *= scale
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if (this.radius > this.maxRadius) this.endCycle = 0;
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}
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}
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// this.force.y += this.mass * 0.00045;
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@@ -2521,7 +2531,7 @@ const b = {
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//spawn bullets on end
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bullet[me].onEnd = function () {
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const NUM = 10
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const NUM = this.totalSpores
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for (let i = 0; i < NUM; i++) {
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b.spore(this.position)
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}
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22
js/game.js
22
js/game.js
@@ -458,8 +458,8 @@ const game = {
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}
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}
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},
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noCameraScroll() {
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// makes the camera not scroll after changing locations
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noCameraScroll() { //makes the camera not scroll after changing locations
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//only works if velocity is zero
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mech.pos.x = player.position.x;
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mech.pos.y = playerBody.position.y - mech.yOff;
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const scale = 0.8;
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@@ -540,7 +540,7 @@ const game = {
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game.difficultyMode = 1
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level.difficultyDecrease(6); //if this stops being -6 change in build.calculateCustomDifficulty()
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}
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if (game.difficultyMode === 4) level.difficultyIncrease(2)
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if (game.difficultyMode === 4) level.difficultyIncrease(3)
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game.clearNow = true;
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document.getElementById("text-log").style.opacity = 0;
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@@ -602,6 +602,7 @@ const game = {
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if (game.isCommunityMaps) {
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level.levels.push("stronghold");
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level.levels.push("basement");
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level.levels.push("newLevel");
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}
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level.levels = shuffle(level.levels); //shuffles order of maps
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level.levels.unshift("bosses"); //add bosses level to the end of the randomized levels list
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@@ -726,6 +727,21 @@ const game = {
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if (game.difficultyMode > 2) {
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mech.death();
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} else {
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// Matter.Body.setPosition(player, {
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// x: player.position.x,
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// y: level.enter.y - 5000
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// });
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// mech.pos.x = player.position.x;
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// mech.pos.y = playerBody.position.y - mech.yOff;
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// const scale = 0.8;
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// const velocityScale = 12
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// mech.transSmoothX = canvas.width2 - mech.pos.x - (game.mouse.x - canvas.width2) * scale + player.velocity.x * velocityScale;
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// mech.transSmoothY = canvas.height2 - mech.pos.y - (game.mouse.y - canvas.height2) * scale + player.velocity.y * velocityScale;
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// mech.transX += (mech.transSmoothX - mech.transX) * 1;
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// mech.transY += (mech.transSmoothY - mech.transY) * 1;
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Matter.Body.setVelocity(player, {
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x: 0,
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y: 0
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57
js/index.js
57
js/index.js
@@ -249,29 +249,30 @@ const build = {
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//update mod text //disable not allowed mods
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for (let i = 0, len = mod.mods.length; i < len; i++) {
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const modID = document.getElementById("mod-" + i)
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if (!mod.mods[i].isCustomHide) {
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if (mod.mods[i].allowed() || isAllowed) {
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if (mod.mods[i].count > 1) {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
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} else {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
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}
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if (mod.mods[i].allowed() || isAllowed) {
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if (mod.mods[i].count > 1) {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name} (${mod.mods[i].count}x)</div>${mod.mods[i].description}</div>`
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if (modID.classList.contains("build-grid-disabled")) {
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modID.classList.remove("build-grid-disabled");
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modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
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}
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} else {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name}</div>${mod.mods[i].description}</div>`
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}
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if (modID.classList.contains("build-grid-disabled")) {
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modID.classList.remove("build-grid-disabled");
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modID.setAttribute("onClick", `javascript: build.choosePowerUp(this,${i},'mod')`);
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}
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} else {
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid grey"></div> ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
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if (!modID.classList.contains("build-grid-disabled")) {
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modID.classList.add("build-grid-disabled");
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modID.onclick = null
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}
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if (mod.mods[i].count > 0) {
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mod.removeMod(i)
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}
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if (modID.classList.contains("build-mod-selected")) {
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modID.classList.remove("build-mod-selected");
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modID.innerHTML = `<div class="grid-title"><div class="circle-grid grey"></div> ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
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if (!modID.classList.contains("build-grid-disabled")) {
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modID.classList.add("build-grid-disabled");
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modID.onclick = null
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}
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if (mod.mods[i].count > 0) {
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mod.removeMod(i)
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}
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if (modID.classList.contains("build-mod-selected")) {
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modID.classList.remove("build-mod-selected");
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}
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}
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}
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}
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@@ -312,12 +313,14 @@ const build = {
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text += `<div id = "gun-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
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}
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for (let i = 0, len = mod.mods.length; i < len; i++) {
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if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
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text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid grey"></div> ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
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} else if (mod.mods[i].count > 1) {
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text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
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} else {
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text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
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if (!mod.mods[i].isCustomHide) {
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if (!mod.mods[i].allowed()) { // || mod.mods[i].name === "+1 cardinality") { //|| mod.mods[i].name === "leveraged investment"
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text += `<div id="mod-${i}" class="build-grid-module build-grid-disabled"><div class="grid-title"><div class="circle-grid grey"></div> ${mod.mods[i].name}</div><span style="color:#666;"><strong>requires:</strong> ${mod.mods[i].requires}</span></div>`
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} else if (mod.mods[i].count > 1) {
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text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name} (${mod.mods[i].count}x)</div> ${mod.mods[i].description}</div>`
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} else {
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text += `<div id="mod-${i}" class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[i].name}</div> ${mod.mods[i].description}</div>`
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}
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}
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}
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document.getElementById("build-grid").innerHTML = text
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499
js/level.js
499
js/level.js
@@ -33,6 +33,7 @@ const level = {
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// level.highrise();
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// level.office();
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// level.bosses(); //only fighting, very simple map
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// level.newLevel() //fan level
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// level.basement(); //fan level
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// level.stronghold() //fan level
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} else {
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@@ -58,6 +59,7 @@ const level = {
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const len = Math.floor((mech.maxHealth - mech.health) / 0.5)
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for (let i = 0; i < len; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
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}
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}
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if (mod.isGunCycle) {
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@@ -129,19 +131,19 @@ const level = {
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spawn.mapRect(6400, -200, 400, 300); //right wall
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.boost(1500, 0, 900);
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// spawn.boost(1500, 0, 900);
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// spawn.bomberBoss(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.spawner(1600, -500)
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// spawn.sniper(1700, -120, 50)
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// spawn.sniper(1400, -120)
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spawn.springer(1400, -120)
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// spawn.sniper(1800, -120)
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// spawn.sniper(2200, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.starter(1600, -500, 60)
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spawn.powerUpBoss(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.nodeBoss(1200, -500, "launcher")
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@@ -847,7 +849,7 @@ const level = {
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level.defaultZoom = 1700 // 4500 // 1400
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game.zoomTransition(level.defaultZoom)
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powerUps.spawnStartingPowerUps(4450, -1400);
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powerUps.spawnStartingPowerUps(4900, -500);
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spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
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spawn.debris(4830, -1330, 850, 3); //16 debris per level
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spawn.debris(3035, -3900, 1500, 3); //16 debris per level
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@@ -857,16 +859,18 @@ const level = {
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//spawn start building
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spawn.mapRect(-300, -800, 50, 800);
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spawn.mapRect(-100, -20, 100, 30);
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spawn.mapRect(-300, -10, 500, 50);
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// spawn.mapRect(-300, -10, 500, 50);
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spawn.mapRect(150, -510, 50, 365);
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spawn.bodyRect(170, -130, 14, 145, 1, spawn.propsFriction); //door to starting room
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spawn.mapRect(-300, 0, 1000, 300); //ground
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// spawn.mapRect(-300, 0, 1000, 300); //ground
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spawn.mapVertex(-18, 145, "625 0 0 0 0 -300 500 -300"); //entrance ramp
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spawn.mapRect(-300, 250, 6300, 300); //deeper ground
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spawn.bodyRect(2100, 50, 80, 80);
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spawn.bodyRect(2000, 50, 60, 60);
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// spawn.bodyRect(1650, 50, 300, 200);
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spawn.bodyRect(3175, -155, 325, 325);
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spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
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// spawn.mapRect(1800, Math.floor(Math.random() * 200), 850, 300); //stops above body from moving to right
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spawn.mapVertex(2225, 250, "575 0 -575 0 -450 -100 450 -100"); //base
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//exit building
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// spawn.mapRect(-100, -410, 100, 30);
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spawn.mapRect(-300, -800, 500, 50);
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@@ -933,7 +937,8 @@ const level = {
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color: "#d0d4d6"
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});
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//tall platform
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spawn.mapVertex(3350, 250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapVertex(3350, 200, "375 0 -375 0 -250 -250 250 -250"); //base
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spawn.bodyRect(3400, -150, 150, 150);
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spawn.mapRect(2850, -3150, 1000, 50); //super high shade
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spawn.bodyRect(3675, -3470, 525, 20); //plank
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spawn.bodyRect(3600, -3450, 200, 300); //plank support block
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@@ -1197,7 +1202,7 @@ const level = {
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spawn.bodyRect(-240, -2080, 30, 35); //door to starting room
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spawn.bodyRect(-240, -2045, 30, 35); //door to starting room
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spawn.mapRect(1850, -2000, 650, 50);
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spawn.bodyRect(200, -2150, 200, 220, 0.8);
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spawn.bodyRect(200, -2150, 80, 220, 0.8);
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spawn.mapRect(700, -2275, 600, 50);
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spawn.mapRect(1000, -1350, 410, 50);
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spawn.bodyRect(1050, -2350, 30, 30, 0.8);
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@@ -1209,7 +1214,7 @@ const level = {
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spawn.bodyRect(370, -1200, 100, 100, 0.8);
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spawn.bodyRect(360, -1300, 100, 100, 0.8);
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spawn.bodyRect(950, -1050, 300, 50, 0.8);
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spawn.bodyRect(-600, -1250, 400, 250, 0.8);
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spawn.bodyRect(-575, -1150, 125, 150, 0.8);
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spawn.mapRect(1710, -1000, 1565, 100); //middle ledge
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spawn.mapRect(3400, -1000, 75, 25);
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spawn.bodyRect(2600, -1950, 100, 250, 0.8);
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@@ -1258,7 +1263,7 @@ const level = {
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},
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aerie() {
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// const elevator = level.platform(4112, -2300, 280, 50)
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// game.g = 0.0012 //0.0024
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level.custom = () => {
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level.playerExitCheck();
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};
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@@ -1285,10 +1290,6 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 15, 100, 20);
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powerUps.spawnStartingPowerUps(1075, -550);
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spawn.debris(-250, 50, 1650, 2); //16 debris per level
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spawn.debris(2475, 0, 750, 2); //16 debris per level
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spawn.debris(3450, 0, 2000, 16); //16 debris per level
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spawn.debris(3500, -2350, 1500, 2); //16 debris per level
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document.body.style.backgroundColor = "#dcdcde";
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//foreground
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@@ -1437,7 +1438,13 @@ const level = {
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if (game.difficulty > 4) spawn.nodeBoss(4250, 0, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
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} else if (Math.random() < 0.15) {
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spawn.randomLevelBoss(4250, -250);
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spawn.debris(-250, 50, 1650, 2); //16 debris per level
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spawn.debris(2475, 0, 750, 2); //16 debris per level
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spawn.debris(3450, 0, 2000, 16); //16 debris per level
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spawn.debris(3500, -2350, 1500, 2); //16 debris per level
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} else {
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powerUps.chooseRandomPowerUp(4000, 200);
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powerUps.chooseRandomPowerUp(4000, 200);
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//floor below right tall tower
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spawn.bodyRect(3000, 50, 150, 250, 0.9);
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spawn.bodyRect(4500, -500, 300, 250, 0.7);
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@@ -1574,7 +1581,7 @@ const level = {
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spawn.bodyRect(3200, -1375, 300, 25, 0.9);
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spawn.bodyRect(1825, -1875, 400, 25, 0.9);
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// spawn.bodyRect(1800, -575, 250, 150, 0.8);
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spawn.bodyRect(1800, -600, 250, 200, 0.8);
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spawn.bodyRect(1800, -600, 110, 150, 0.8);
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spawn.bodyRect(2557, -450, 35, 55, 0.7);
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spawn.bodyRect(2957, -450, 30, 15, 0.7);
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spawn.bodyRect(2900, -450, 60, 45, 0.7);
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@@ -2708,6 +2715,452 @@ const level = {
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powerUps.spawn(3010, 1630, "mod");
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powerUps.spawn(3100, 1630, "heal");
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},
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newLevel() {
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||||
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") {
|
||||
|
||||
21
js/mob.js
21
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
|
||||
}
|
||||
};
|
||||
111
js/mods.js
111
js/mods.js
@@ -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
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -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()
|
||||
}
|
||||
|
||||
41
todo.txt
41
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
|
||||
|
||||
Reference in New Issue
Block a user