triple point

perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields)
perfect diamagnetism can get bremsstrahlung now

standing wave harmonic field blocks now block large mobs more reliably

tech: triple point - blocking makes iceIX crystals
  unlocked with: standing wave harmonic field or perfect diamagnetism
This commit is contained in:
landgreen
2021-04-21 19:57:53 -07:00
parent b50e2ba9ce
commit 29dee3536f
9 changed files with 97 additions and 63 deletions

View File

@@ -1908,12 +1908,11 @@ const b = {
}
}
},
iceIX(speed = 0, spread = 2 * Math.PI) {
iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }) {
const me = bullet.length;
const THRUST = 0.004
const dir = m.angle + spread * (Math.random() - 0.5);
const RADIUS = 18
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 3, RADIUS, {
bullet[me] = Bodies.polygon(where.x, where.y, 3, RADIUS, {
angle: dir - Math.PI,
inertia: Infinity,
friction: 0,

View File

@@ -1106,8 +1106,8 @@ const level = {
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// simulation.difficulty = 30
// spawn.starter(1900, -500, 200) //big boy
// simulation.difficulty = 30
spawn.starter(1900, -500, 100) //big boy
// spawn.grower(1900, -500)
// spawn.pulsarBoss(1900, -500)
// spawn.shooterBoss(1900, -500)
@@ -1119,7 +1119,7 @@ const level = {
// spawn.sniper(1800, -120)
// spawn.streamBoss(1600, -500)
// spawn.orbitalBoss(1600, -500)
spawn.cellBossCulture(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shieldingBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);

View File

@@ -70,7 +70,7 @@ const mobs = {
who.isSlowed = true;
who.status.push({
effect() {
const speedCap = 3
const speedCap = 2
const drag = 0.95
Matter.Body.setVelocity(who, {
x: Math.min(speedCap, who.velocity.x) * drag,
@@ -1067,7 +1067,7 @@ const mobs = {
const len = Math.min(25, Math.floor(2 + this.mass * (0.5 + 0.5 * Math.random())))
for (let i = 0; i < len; i++) b.spore(this.position)
} else if (tech.isExplodeMob) {
b.explosion(this.position, Math.min(600, Math.sqrt(this.mass + 2.75) * 55))
b.explosion(this.position, Math.min(600, Math.sqrt(this.mass + 1.5) * (22 + 60 * Math.random())))
} else if (tech.nailsDeathMob) {
b.targetedNail(this.position, tech.nailsDeathMob, 39 + 6 * Math.random())
}

View File

@@ -1266,8 +1266,14 @@ const m = {
if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
m.energy -= fieldBlockCost
if (m.energy < 0) m.energy = 0;
// if (m.energy > m.maxEnergy) m.energy = m.maxEnergy;
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
if (tech.blockingIce) {
if (m.fieldShieldingScale) {
for (let i = 0; i < fieldBlockCost * 35 * tech.blockingIce; i++) b.iceIX(3, m.angle + Math.random() - 0.5, m.pos)
} else {
for (let i = 0; i < tech.blockingIce; i++) b.iceIX(10, m.angle + Math.random() - 0.5, m.pos)
}
}
if (tech.blockDmg) {
who.damage(tech.blockDmg * b.dmgScale)
//draw electricity
@@ -1299,7 +1305,6 @@ const m = {
x: player.velocity.x - (15 * unit.x) / massRoot,
y: player.velocity.y - (15 * unit.y) / massRoot
});
m.fieldCDcycle = m.cycle + m.fieldBlockCD;
if (m.crouch) {
Matter.Body.setVelocity(player, {
x: player.velocity.x + 0.4 * unit.x * massRoot,
@@ -1340,12 +1345,9 @@ const m = {
}
}
},
pushMobs360(range = m.fieldRange * 0.75) { // find mobs in range in any direction
pushMobs360(range) { // find mobs in range in any direction
for (let i = 0, len = mob.length; i < len; ++i) {
if (
Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < range &&
Matter.Query.ray(map, mob[i].position, m.pos).length === 0
) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < range && Matter.Query.ray(map, mob[i].position, m.pos).length === 0) {
mob[i].locatePlayer();
m.pushMass(mob[i]);
}
@@ -1483,11 +1485,11 @@ const m = {
},
{
name: "standing wave harmonics",
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</strong>",
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>25%</strong>",
effect: () => {
// m.fieldHarmReduction = 0.80;
m.fieldBlockCD = 0;
m.fieldHarmReduction = 0.8;
m.fieldHarmReduction = 0.75;
m.fieldRange = 175 + 175 * 0.25 * tech.frequencyResonance
m.fieldShieldingScale = Math.pow(0.5, tech.frequencyResonance)
m.hold = function() {
@@ -1508,7 +1510,7 @@ const m = {
const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange
const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange
const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
ctx.fillStyle = "rgba(110,170,200," + (0.04 + m.energy * (0.12 + 0.13 * Math.random())) + ")";
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.73, (0.04 + m.energy * (0.11 + 0.13 * Math.random()))) + ")";
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, fieldRange1, 0, 2 * Math.PI);
ctx.fill();
@@ -1528,9 +1530,10 @@ const m = {
{
name: "perfect diamagnetism",
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
description: "<strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has no <strong>cool down</strong> and less <strong>recoil</strong><br><strong>attract</strong> power ups from <strong>far away</strong>",
description: "<strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has less <strong>recoil</strong><br><strong>attract</strong> power ups from <strong>far away</strong>",
effect: () => {
m.fieldShieldingScale = 0;
m.fieldBlockCD = 4;
m.grabPowerUpRange2 = 10000000
m.hold = function() {
const wave = Math.sin(m.cycle * 0.022);
@@ -1676,7 +1679,6 @@ const m = {
m.isFieldActive = true; //used with tech.isHarmReduce
m.airSpeedLimit = 400 // 7* player.mass * player.mass
m.FxAir = 0.005
// m.pushMobs360();
//repulse mobs
// for (let i = 0, len = mob.length; i < len; ++i) {
@@ -1736,7 +1738,7 @@ const m = {
});
}
if (tech.isFreezeMobs) {
const ICE_DRAIN = 0.0005
const ICE_DRAIN = 0.0002
for (let i = 0, len = mob.length; i < len; i++) {
if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
if (m.energy > ICE_DRAIN * 2) {

View File

@@ -266,7 +266,7 @@ const powerUps = {
if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span><span class='research-select'>research</span></div></div>`
text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
}
//(${powerUps.research.count})
// text += `<div style = 'color:#fff'>${simulation.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
@@ -373,8 +373,24 @@ const powerUps = {
if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span><span class='research-select'>research</span></div></div>`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
// text += `
// <div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title">
// <span style="position:relative;">
// <div class="circle-grid research" style="position:absolute; top:0; left:5px;opacity:0.8; border: 1px #fff solid;"></div>
// <div class="circle-grid research" style="position:absolute; top:0; left:5px;opacity:0.8; border: 1px #fff solid;"></div>
// </span>
// &nbsp; <span class='research-select'>research</span></div></div>`
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
// <span style="position:relative;">
// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
// <div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
// </span>
// &nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].description}</div></div>`
}
document.getElementById("choose-grid").innerHTML = text
@@ -460,7 +476,7 @@ const powerUps = {
if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span><span class='research-select'>research</span></div></div>`
text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
}
// console.log(powerUps.gun.choiceLog)
// console.log(choice1, choice2, choice3)

View File

@@ -678,7 +678,7 @@
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.relayIce
return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.relayIce || tech.blockingIce > 1
},
requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
effect() {
@@ -1690,7 +1690,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage
return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1
},
requires: "a freezing or stunning effect",
effect() {
@@ -1707,7 +1707,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce
return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.blockingIce > 1
},
requires: "a localized freeze effect",
effect() {
@@ -2915,7 +2915,7 @@
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return powerUps.tech.choiceLog.length > 5 && !tech.isDeterminism
return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism
},
requires: "rejected an option in the last tech selection",
effect: () => {
@@ -4363,16 +4363,16 @@
//************************************************** tech
//**************************************************
{
name: "bremsstrahlung radiation",
name: "bremsstrahlung",
description: "<strong>blocking</strong> with <strong>standing wave harmonics</strong><br> does <strong class='color-d'>damage</strong> to mobs",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
},
requires: "standing wave harmonics",
requires: "standing wave harmonics, perfect diamagnetism",
effect() {
tech.blockDmg += 1.25 //if you change this value also update the for loop in the electricity graphics in m.pushMass
},
@@ -4380,6 +4380,24 @@
tech.blockDmg = 0;
}
},
{
name: "triple point",
description: "the pressure from <strong>blocking</strong> is used<br>to condense <strong class='color-s'>ice IX</strong> crystals",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
},
requires: "standing wave harmonics, perfect diamagnetism",
effect() {
tech.blockingIce++
},
remove() {
tech.blockingIce = 0;
}
},
{
name: "frequency resonance",
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>50%</strong>",
@@ -4648,7 +4666,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.isIceField || tech.relayIce
return tech.isIceField || tech.relayIce || tech.blockingIce
},
requires: "ice IX",
effect() {
@@ -6433,5 +6451,6 @@
isAlwaysFire: null,
isDroneRespawn: null,
deathSpawns: null,
isMobBlockFling: null
isMobBlockFling: null,
blockingIce: null
}