From 2daeae1ff49b27b16ed09086bcc6d543eefe5947 Mon Sep 17 00:00:00 2001 From: landgreen Date: Tue, 24 Dec 2024 11:22:57 -0800 Subject: [PATCH] corridor new level corridor new level element fizzler - it removes blocks interferometer has wider platforms, a few helpful blocks, and fewer mobs level constraints are announced in console foam gun no longer pushes the player back when firing wave gun buffs 1.2x base damage 1.1x base ammo 0.1->0.13x speed in map 0.25->0.30x speed in blocks tech: phase velocity 1.4->1.5x damage pigeonhole principle gives 1.3->1.4 damage per gun you can no longer switch guns, your gun cycles each level quenching 0.4->0.5x overheal converts into max health tungsten carbide no longer has reduced coyote cycles control theory 1.5->2x damage at max health stability 0.3->0.2 damage taken at max health overcharge +88->100 max energy, 4->5% JUNK zoospore vector 10->13% chance for spores on mob death replication 15->10% JUNK interest 6->5% of your power ups spawn each level updated "about" details menu moved classic n-gon to here from settings added links to community content in "about" Are there more links I should add? added an n-gon SVG head image bugs fixed outline on splash screen doesn't sync right on safari browser fixed possible lock out on training levels: "hold", "throw", "throwAt" from losing block behind a door shortcut sort buttons in experiment mode properly order tech without clicking sort fixed/increased the horizontal velocity contribution for some guns this makes bullets shot on moving platforms more realistic nail gun, super balls, foam, harpoon --- index.html | 84 +++++--- js/bullet.js | 419 +++++----------------------------------- js/index.js | 22 ++- js/level.js | 490 +++++++++++++++++++++++++++++++++++++++-------- js/mob.js | 29 ++- js/player.js | 4 +- js/powerup.js | 2 +- js/simulation.js | 20 +- js/spawn.js | 9 +- js/tech.js | 57 +++--- style.css | 6 +- todo.txt | 104 +++++----- 12 files changed, 643 insertions(+), 603 deletions(-) diff --git a/index.html b/index.html index 8086413..099c076 100644 --- a/index.html +++ b/index.html @@ -77,25 +77,6 @@
- - -

@@ -179,16 +160,70 @@
about -
- n-gon is a solo project written in JavaScript, CSS, and HTML using the matter.js 2-D physics library. It's free and open source on Github. +
- + + + + + + + + + + + - + +

+ I wrote n-gon in JavaScript, CSS, and HTML using the matter.js 2-D physics library. + The code is free and open source on Github. + This is just my hobby project, but I try to fix bugs when reported. +

+ + + + +
+ +
@@ -230,8 +265,9 @@ - + + diff --git a/js/bullet.js b/js/bullet.js index 80c0d09..dcca903 100644 --- a/js/bullet.js +++ b/js/bullet.js @@ -280,8 +280,8 @@ const b = { fireProps(cd, speed, dir, me) { m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + speed * Math.cos(dir), - y: m.Vy / 2 + speed * Math.sin(dir) + x: 0.5 * player.velocity.x + speed * Math.cos(dir), + y: 0.5 * player.velocity.y + speed * Math.sin(dir) }); Composite.add(engine.world, bullet[me]); //add bullet to world }, @@ -734,8 +734,8 @@ const b = { }; speed = m.crouch ? 43 : 32 Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + speed * Math.cos(angle), - y: m.Vy / 2 + speed * Math.sin(angle) + x: 0.5 * player.velocity.x + speed * Math.cos(angle), + y: 0.5 * player.velocity.y + speed * Math.sin(angle) }); bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.bulletsLastLonger; bullet[me].restitution = 0.4; @@ -759,8 +759,8 @@ const b = { }; speed = m.crouch ? 46 : 32 Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + speed * Math.cos(angle), - y: m.Vy / 2 + speed * Math.sin(angle) + x: 0.8 * player.velocity.x + speed * Math.cos(angle), + y: 0.5 * player.velocity.y + speed * Math.sin(angle) }); Composite.add(engine.world, bullet[me]); //add bullet to world @@ -794,8 +794,8 @@ const b = { }; speed = m.crouch ? 46 : 32 Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + speed * Math.cos(angle), - y: m.Vy / 2 + speed * Math.sin(angle) + x: 0.8 * player.velocity.x + speed * Math.cos(angle), + y: 0.5 * player.velocity.y + speed * Math.sin(angle) }); Composite.add(engine.world, bullet[me]); //add bullet to world bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger; @@ -924,8 +924,8 @@ const b = { bullet[me].endCycle += 20; } Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + speed * Math.cos(angle), - y: m.Vy / 2 + speed * Math.sin(angle) + x: 0.5 * player.velocity.x + speed * Math.cos(angle), + y: 0.5 * player.velocity.y + speed * Math.sin(angle) }); Composite.add(engine.world, bullet[me]); //add bullet to world } @@ -951,7 +951,7 @@ const b = { Matter.Body.scale(bullet[me], SCALE, SCALE); speed = m.crouch ? 25 : 15 // speed = m.crouch ? 43 : 32 - Matter.Body.setVelocity(bullet[me], { x: m.Vx / 2 + speed * Math.cos(angle), y: m.Vy / 2 + speed * Math.sin(angle) }); + Matter.Body.setVelocity(bullet[me], { x: 0.5 * player.velocity.x + speed * Math.cos(angle), y: 0.5 * player.velocity.y + speed * Math.sin(angle) }); const MAG = 0.005 bullet[me].thrust = { x: bullet[me].mass * MAG * Math.cos(angle), y: bullet[me].mass * MAG * Math.sin(angle) } } @@ -1140,148 +1140,6 @@ const b = { } } }, - // dart(where, angle = m.angle, size = 0.8) { - // //find a target - // const closest = { - // score: 10000, - // position: null - // } - // for (let i = 0, len = mob.length; i < len; ++i) { - // if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) { - // const dot = Vector.dot({ x: Math.cos(angle), y: Math.sin(angle) }, Vector.normalise(Vector.sub(mob[i].position, where))) //the dot product of diff and dir will return how much over lap between the vectors - // const dist = Vector.magnitude(Vector.sub(where, mob[i].position)) - // // if (dist < closest.score && ((dist > 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target - // if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target - // closest.score = dist - // closest.position = mob[i].position - // } - // } - // } - // if (!closest.position) { - // // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000) - // closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000) - // } - // const me = bullet.length; - // bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], { - // cycle: 0, - // angle: angle, - // friction: 1, - // frictionAir: 0.15, - // thrustMag: 0.03, - // turnRate: 0.15, //0.015 - // drawStringControlMagnitude: 3000 + 5000 * Math.random(), - // drawStringFlip: (Math.round(Math.random()) ? 1 : -1), - // dmg: 7, //damage done in addition to the damage from momentum - // classType: "bullet", - // endCycle: simulation.cycle + 120, - // collisionFilter: { - // category: cat.bullet, - // mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield, - // }, - // minDmgSpeed: 0, - // lookFrequency: Math.floor(7 + Math.random() * 3), - // density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed - // beforeDmg(who) { - // if (tech.isShieldPierce && who.isShielded) { //disable shields - // who.isShielded = false - // requestAnimationFrame(() => { who.isShielded = true }); - // } - // if (tech.fragments) { - // b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random())) - // this.endCycle = 0; - // } - // if (!who.isBadTarget) { - // this.frictionAir = 0.01 - // this.do = this.doNoTargeting - // } - // }, - // onEnd() {}, - // doNoTargeting: function() { - // // this.force.y += this.mass * 0.001; - // if (Matter.Query.collides(this, map).length) { //stick in walls - // this.collisionFilter.mask = 0; - // Matter.Body.setAngularVelocity(this, 0) - // Matter.Body.setVelocity(this, { - // x: 0, - // y: 0 - // }); - // this.do = () => { - // // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001; - // } - // } - // }, - // do() { - // this.cycle++ - // // if (this.cycle > 40) { - // // this.frictionAir = 0.003 - // // this.do = this.doNoTargeting - // // } - // // if (closest.target) { //rotate towards the target - // const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) }; - // const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position)); - // const cross = Vector.cross(vectorGoal, face) - // if (cross > 0.01) { - // Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross)); - // } else if (cross < 0.01) { - // Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross))); - // } - // this.force.x += this.thrustMag * this.mass * Math.cos(this.angle); - // this.force.y += this.thrustMag * this.mass * Math.sin(this.angle); - // // } - // if (Matter.Query.collides(this, map).length) { //stick in walls - // this.collisionFilter.mask = 0; - // Matter.Body.setAngularVelocity(this, 0) - // Matter.Body.setVelocity(this, { - // x: 0, - // y: 0 - // }); - // this.do = this.doNoTargeting - // } - // // else if (!(this.cycle % 2)) { //look for a target if you don't have one - // // simulation.drawList.push({ //add dmg to draw queue - // // x: this.position.x, - // // y: this.position.y, - // // radius: 10, - // // color: simulation.mobDmgColor, - // // time: simulation.drawTime - // // }); - // // let closest = { - // // distance: 2000, - // // target: null - // // } - // // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1 - // // for (let i = 0, len = mob.length; i < len; ++i) { - // // if ( - // // mob[i].alive && !mob[i].isBadTarget && - // // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight - // // Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors - // // ) { - // // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - // // if (dist < closest.distance) { - // // closest.distance = dist - // // closest.target = mob[i] - // // } - // // } - // // } - // // if (closest.target) { - // // target = closest.target - // // this.turnRate = 0.05 - // // this.frictionAir = 0.8 - // // } - // // } - // }, - // }); - // Matter.Body.setVelocity(bullet[me], { - // x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle), - // y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle) - // }); - // // if (!closest.target) { - // // bullet[me].frictionAir = 0.002 - // // bullet[me].do = bullet[me].doNoTargeting - // // } - // Composite.add(engine.world, bullet[me]); //add bullet to world - - // }, grapple(where, angle = m.angle) { const me = bullet.length; const returnRadius = 100 @@ -1962,8 +1820,8 @@ const b = { }); if (!isReturn && !target) { Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + 600 * thrust * Math.cos(bullet[me].angle), - y: m.Vy / 2 + 600 * thrust * Math.sin(bullet[me].angle) + x: 0.7 * player.velocity.x + 600 * thrust * Math.cos(bullet[me].angle), + y: 0.5 * player.velocity.x + 600 * thrust * Math.sin(bullet[me].angle) }); bullet[me].frictionAir = 0.002 bullet[me].do = function () { @@ -2084,8 +1942,8 @@ const b = { }); const thrust = 0.0066 * bullet[me].mass * (tech.isMissileBig ? (tech.isMissileBiggest ? 0.3 : 0.7) : 1); Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + speed * Math.cos(angle), - y: m.Vy / 2 + speed * Math.sin(angle) + x: 0.5 * player.velocity.x + speed * Math.cos(angle), + y: 0.5 * player.velocity.y + speed * Math.sin(angle) }); Composite.add(engine.world, bullet[me]); //add bullet to world }, @@ -2972,11 +2830,6 @@ const b = { y: speed * Math.sin(dir) }); Matter.Body.setAngularVelocity(bullet[me], 3000 * bullet[me].spin); - - // Matter.Body.setVelocity(bullet[me], { - // x: m.Vx / 2 + speed * Math.cos(dir), - // y: m.Vy / 2 + speed * Math.sin(dir) - // }); }, flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) { const me = bullet.length; @@ -3810,165 +3663,6 @@ const b = { } return shotsFired }, - // plasmaBall(position, velocity, radius) { - // // radius *= Math.sqrt(tech.bulletSize) - // const me = bullet.length; - // bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, { - // density: 0.000001, // 0.001 is normal density - // inertia: Infinity, - // frictionAir: 0.003, - // dmg: 0, //damage on impact - // damage: 0, //damage done over time - // scale: 1 - 0.006 / tech.bulletsLastLonger, - // classType: "bullet", - // collisionFilter: { - // category: cat.bullet, - // mask: 0 //cat.mob | cat.mobBullet // cat.map | cat.body | cat.mob | cat.mobShield - // }, - // minDmgSpeed: 0, - // endCycle: Infinity, - // count: 0, - // radius: radius, - // portFrequency: 5 + Math.floor(5 * Math.random()), - // nextPortCycle: Infinity, //disabled unless you have the teleport tech - // beforeDmg(who) { - // if (!this.target && who.alive) { - // this.target = who; - // if (who.radius < 20) { - // this.targetRelativePosition = { - // x: 0, - // y: 0 - // } //find relative position vector for zero mob rotation - // } else if (Matter.Query.collides(this, [who]).length > 0) { - // const normal = Matter.Query.collides(this, [who])[0].normal - // this.targetRelativePosition = Vector.rotate(Vector.sub(Vector.sub(this.position, who.position), Vector.mult(normal, -this.radius)), -who.angle) //find relative position vector for zero mob rotation - // } else { - // this.targetRelativePosition = Vector.rotate(Vector.sub(this.position, who.position), -who.angle) //find relative position vector for zero mob rotation - // } - // this.collisionFilter.category = cat.body; - // this.collisionFilter.mask = null; - - // let bestVertexDistance = Infinity - // let bestVertex = null - // for (let i = 0; i < this.target.vertices.length; i++) { - // const dist = Vector.magnitude(Vector.sub(this.position, this.target.vertices[i])); - // if (dist < bestVertexDistance) { - // bestVertex = i - // bestVertexDistance = dist - // } - // } - // this.targetVertex = bestVertex - // } - // }, - // onEnd() {}, - // do() { - // if (this.count < 20) { - // this.count++ - // //grow - // const SCALE = 1.06 - // Matter.Body.scale(this, SCALE, SCALE); - // this.radius *= SCALE; - // } else { - // //shrink - // Matter.Body.scale(this, this.scale, this.scale); - // this.radius *= this.scale; - // if (this.radius < 8) this.endCycle = 0; - // } - // if (this.target && this.target.alive) { //if stuck to a target - // const rotate = Vector.rotate(this.targetRelativePosition, this.target.angle) //add in the mob's new angle to the relative position vector - // if (this.target.isVerticesChange) { - // Matter.Body.setPosition(this, this.target.vertices[this.targetVertex]) - // } else { - // Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.target.velocity), this.target.position)) - // } - // if (this.target.isBoss) { - // if (this.target.speed > 8) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.98)) - // } else { - // if (this.target.speed > 4) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.95)) - // } - - // Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9); - // // Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9) - // if (this.target.isShielded) { - // this.target.damage(m.dmgScale * this.damage, true); //shield damage bypass - // const SCALE = 1 - 0.004 / tech.bulletsLastLonger //shrink if mob is shielded - // Matter.Body.scale(this, SCALE, SCALE); - // this.radius *= SCALE; - // } else { - // this.target.damage(m.dmgScale * this.damage); - // } - // } else if (this.target !== null) { //look for a new target - // this.collisionFilter.category = cat.bullet; - // this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield - // if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) { - // let targets = [] - // for (let i = 0, len = mob.length; i < len; i++) { - // const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)); - // if (dist < 1000000) targets.push(mob[i]) - // } - // const radius = Math.min(this.radius * 0.5, 9) - // const len = bullet.length < 80 ? 2 : 1 - // for (let i = 0; i < len; i++) { - // if (targets.length - i > 0) { - // const index = Math.floor(Math.random() * targets.length) - // const speed = 6 + 6 * Math.random() - // const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed) - // b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius) - // } else { - // b.foam(this.position, Vector.rotate({ - // x: 15 + 10 * Math.random(), - // y: 0 - // }, 2 * Math.PI * Math.random()), radius) - // } - // } - // } - // this.target = null - // } else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map or blocks - // const slow = 0.85 - // Matter.Body.setVelocity(this, { - // x: this.velocity.x * slow, - // y: this.velocity.y * slow - // }); - // const SCALE = 0.96 - // Matter.Body.scale(this, SCALE, SCALE); - // this.radius *= SCALE; - // // } else if (Matter.Query.collides(this, body).length > 0) { - // } else if (Matter.Query.point(body, this.position).length > 0) { - // const slow = 0.9 - // Matter.Body.setVelocity(this, { - // x: this.velocity.x * slow, - // y: this.velocity.y * slow - // }); - // const SCALE = 0.96 - // Matter.Body.scale(this, SCALE, SCALE); - // this.radius *= SCALE; - // } else { - // this.force.y += this.mass * tech.foamGravity; //gravity - // if (tech.isFoamAttract) { - // for (let i = 0, len = mob.length; i < len; i++) { - // if (!mob[i].isBadTarget && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) { - // this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * 0.004) - // const slow = 0.9 - // Matter.Body.setVelocity(this, { - // x: this.velocity.x * slow, - // y: this.velocity.y * slow - // }); - // break - // } - // } - // } - // } - // if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport - // this.nextPortCycle = simulation.cycle + this.portFrequency - // const range = 15 * Math.sqrt(this.radius) * Math.random() - // Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random()))) - // } - // } - // }); - // if (tech.isBulletTeleport) bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency - // Composite.add(engine.world, bullet[me]); //add bullet to world - // Matter.Body.setVelocity(bullet[me], velocity); - // }, foam(position, velocity, radius) { if (tech.isFoamCavitation && Math.random() < 0.25) { velocity = Vector.mult(velocity, 1.35) @@ -4024,10 +3718,7 @@ const b = { } } this.targetVertex = bestVertex - Matter.Body.setVelocity(this, { - x: 0, - y: 0 - }); + Matter.Body.setVelocity(this, { x: 0, y: 0 }); } }, onEnd() { }, @@ -4070,10 +3761,7 @@ const b = { } else if (this.target !== null) { //look for a new target this.collisionFilter.category = cat.bullet; this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield - Matter.Body.setVelocity(this, { - x: this.target.velocity.x, - y: this.target.velocity.y - }); + Matter.Body.setVelocity(this, { x: this.target.velocity.x, y: this.target.velocity.y }); if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) { let targets = [] for (let i = 0, len = mob.length; i < len; i++) { @@ -4099,20 +3787,14 @@ const b = { this.target = null } else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map const slow = 0.87 - Matter.Body.setVelocity(this, { - x: this.velocity.x * slow, - y: this.velocity.y * slow - }); + Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow }); const SCALE = 0.97 Matter.Body.scale(this, SCALE, SCALE); this.radius *= SCALE; // } else if (Matter.Query.collides(this, body).length > 0) { } else if (Matter.Query.point(body, this.position).length > 0) { //slow when touching blocks const slow = 0.94 - Matter.Body.setVelocity(this, { - x: this.velocity.x * slow, - y: this.velocity.y * slow - }); + Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow }); const SCALE = 0.99 Matter.Body.scale(this, SCALE, SCALE); this.radius *= SCALE; @@ -4417,8 +4099,8 @@ const b = { } const SPEED = 90 Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + SPEED * Math.cos(angle), - y: m.Vy / 2 + SPEED * Math.sin(angle) + x: 0.5 * player.velocity.x + SPEED * Math.cos(angle), + y: 0.5 * player.velocity.y + SPEED * Math.sin(angle) }); // Matter.Body.setDensity(bullet[me], 0.00001); Composite.add(engine.world, bullet[me]); //add bullet to world @@ -5928,8 +5610,8 @@ const b = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, { - x: m.Vx / 2 + speed * Math.cos(angle), - y: m.Vy / 2 + speed * Math.sin(angle) + x: 0.8 * player.velocity.x + speed * Math.cos(angle), + y: 0.5 * player.velocity.y + speed * Math.sin(angle) }) //position, velocity, damage if (tech.isIceCrystals) { bullet[bullet.length - 1].beforeDmg = function (who) { @@ -6201,8 +5883,8 @@ const b = { const SPEED = 13 + 4 * Math.random(); const angle = m.angle + spread * (Math.random() - 0.5) b.foam(where, { - x: SPEED * Math.cos(angle), - y: SPEED * Math.sin(angle) + x: 0.6 * player.velocity.x + SPEED * Math.cos(angle), + y: 0.5 * player.velocity.y + SPEED * Math.sin(angle) }, 8 + 7 * Math.random()) } } else if (tech.isNeedles) { @@ -6333,8 +6015,8 @@ const b = { return `emit wave packets that propagate through solids
waves slow mobs
${this.ammoPack.toFixed(0)} wave packets per ${powerUps.orb.ammo()}` }, ammo: 0, - ammoPack: 52, - defaultAmmoPack: 52, + ammoPack: 60, + defaultAmmoPack: 60, have: false, wavePacketCycle: 0, delay: 40, @@ -6655,12 +6337,12 @@ const b = { } } } - let waveSpeedMap = 0.1 - let waveSpeedBody = 0.25 + let waveSpeedMap = 0.13 + let waveSpeedBody = 0.3 if (tech.isPhaseVelocity) { waveSpeedMap = 3.5 waveSpeedBody = 2 - bullet[me].dmg *= 1.4 + bullet[me].dmg *= 1.5 } if (tech.waveReflections) { bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange @@ -7083,10 +6765,13 @@ const b = { const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12 const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25) const dir = m.angle + 0.15 * (Math.random() - 0.5) - const velocity = { x: SPEED * Math.cos(dir), y: SPEED * Math.sin(dir) } + const velocity = { + x: 0.7 * player.velocity.x + SPEED * Math.cos(dir), + y: 0.5 * player.velocity.y + SPEED * Math.sin(dir) + } const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) } b.foam(position, Vector.rotate(velocity, spread), radius) - this.applyKnock(velocity) + // this.applyKnock(velocity) m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale); }, doCharges() { @@ -7105,15 +6790,15 @@ const b = { const SPEED = (m.crouch ? 1.2 : 1) * 10 - radius * 0.4 + Math.min(5, Math.sqrt(this.charge)); const dir = m.angle + 0.15 * (Math.random() - 0.5) const velocity = { - x: SPEED * Math.cos(dir), - y: SPEED * Math.sin(dir) + x: 0.7 * player.velocity.x + SPEED * Math.cos(dir), + y: 0.5 * player.velocity.y + SPEED * Math.sin(dir) } const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) } b.foam(position, Vector.rotate(velocity, spread), radius) - this.applyKnock(velocity) + // this.applyKnock(velocity) this.charge -= 0.75 m.fireCDcycle = m.cycle + 2; //disable firing and adding more charge until empty } else if (!input.fire) { @@ -7135,31 +6820,13 @@ const b = { const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25) const dir = m.angle + 0.15 * (Math.random() - 0.5) const velocity = { - x: SPEED * Math.cos(dir), - y: SPEED * Math.sin(dir) + x: 0.7 * player.velocity.x + SPEED * Math.cos(dir), + y: 0.5 * player.velocity.y + SPEED * Math.sin(dir) } - const position = { - x: m.pos.x + 30 * Math.cos(m.angle), - y: m.pos.y + 30 * Math.sin(m.angle) - } - // if (tech.foamFutureFire) { - // simulation.drawList.push({ //add dmg to draw queue - // x: position.x, - // y: position.y, - // radius: 5, - // color: "rgba(0,50,50,0.3)", - // time: 15 * tech.foamFutureFire - // }); - // setTimeout(() => { - // if (!simulation.paused) { - // b.foam(position, Vector.rotate(velocity, spread), radius) - // bullet[bullet.length - 1].damage *= (1 + 0.7 * tech.foamFutureFire) - // } - // }, 210 * tech.foamFutureFire); - // } else { - // } + const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) } + b.foam(position, Vector.rotate(velocity, spread), radius) - this.applyKnock(velocity) + // this.applyKnock(velocity) m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale); this.charge += 1 + tech.isCapacitor }, diff --git a/js/index.js b/js/index.js index 59f6379..ec4aaa9 100644 --- a/js/index.js +++ b/js/index.js @@ -643,7 +643,7 @@ ${simulation.difficultyMode > 4 ? `
{ document.getElementById("sort-input").focus(); }); + // requestAnimationFrame(() => { document.getElementById("sort-input").focus(); }); }, sortTech(find, isExperiment = false) { const sortKeyword = (a, b) => { @@ -730,6 +730,8 @@ ${simulation.difficultyMode > 4 ? `
${powerUps.orb.fieldTech()} - - + + @@ -1416,11 +1418,13 @@ window.addEventListener("keydown", function (event) { build.pauseGrid() } else if (simulation.paused) { - build.unPauseGrid() - simulation.paused = false; - // level.levelAnnounce(); - document.body.style.cursor = "none"; - requestAnimationFrame(cycle); + if (document.activeElement !== document.getElementById('sort-input')) { + build.unPauseGrid() + simulation.paused = false; + // level.levelAnnounce(); + document.body.style.cursor = "none"; + requestAnimationFrame(cycle); + } } else { //if (!tech.isNoDraftPause) simulation.paused = true; build.pauseGrid() @@ -1542,7 +1546,7 @@ window.addEventListener("keydown", function (event) { } break } - if (b.inventory.length > 1 && !simulation.testing && !tech.isGunCycle) { + if (b.inventory.length > 1 && !simulation.testing && !(tech.isGunChoice || tech.isGunCycle)) { switch (event.code) { case "Digit1": simulation.switchToGunInInventory(0); diff --git a/js/level.js b/js/level.js index 90a790f..1308368 100644 --- a/js/level.js +++ b/js/level.js @@ -10,7 +10,7 @@ const level = { levelsCleared: 0, isFlipped: false, uniqueLevels: ["initial", "reservoir", "factory", "interferometer", "reactor", "subway", "final"], //see level.populateLevels: (initial, ... , (reservoir, factory, or interferometer), reactor, ... , subway, final) added later - playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock", "towers", "flocculation", "gravitron", "substructure"], + playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock", "towers", "flocculation", "gravitron", "substructure", "corridor"], communityLevels: ["gauntlet", "stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour", "superNgonBros", "underpass", "cantilever", "tlinat", "ruins", "ace", "crimsonTowers", "LaunchSite", "shipwreck", "unchartedCave", "dojo", "arena", "soft", "flappyGon", "rings", "trial"], trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"], levels: [], @@ -23,7 +23,7 @@ const level = { // level.levelsCleared = 10 // level.updateDifficulty() // tech.giveTech("performance") - // m.maxHealth = m.health = 1//00000000 + // m.maxHealth = m.health = 100000000 // m.maxEnergy = m.energy = 10000000 // tech.isRerollDamage = true // powerUps.research.changeRerolls(99999) @@ -48,24 +48,24 @@ const level = { // requestAnimationFrame(() => { tech.giveTech("non-renewables") }); // tech.giveTech("dark matter") // tech.addJunkTechToPool(0.5) - // for (let i = 0; i < 1; ++i) tech.giveTech("nail-bot") - // for (let i = 0; i < 1; ++i) tech.giveTech("quantum immortality") + // for (let i = 0; i < 1; ++i) tech.giveTech("pigeonhole principle") + // for (let i = 0; i < 1; ++i) tech.giveTech("generalist") // m.skin.egg(); // for (let i = 0; i < 1; ++i) tech.giveTech("many-worlds") // requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("quasiparticles") }); - // requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("field coupling") }); + // requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("interest") }); // for (let i = 0; i < 1; i++) tech.giveTech("interest") // m.lastKillCycle = m.cycle // for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "warp"); // for (let i = 0; i < 7; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 250, "research", false); // spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing - // level.cocoon(); + // level.corridor(); level[simulation.isTraining ? "walk" : "initial"]() //normal starting level ************************************************** - // for (let i = 0; i < 1; ++i) spawn.shieldingBoss(1900, -500) + // for (let i = 0; i < 1; ++i) spawn.powerUpBossBaby(1900, -500) // for (let i = 0; i < 1; i++) spawn.mantisBoss(1900, -500) // for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement"); @@ -168,14 +168,14 @@ const level = { tech.tokamakHealCount = 0 tech.buffedGun++ if (tech.buffedGun > b.inventory.length - 1) tech.buffedGun = 0; - if (tech.isGunCycle && (b.activeGun !== null && b.activeGun !== undefined) && b.inventory.length) { + if ((tech.isGunCycle || tech.isGunChoice) && (b.activeGun !== null && b.activeGun !== undefined) && b.inventory.length) { b.inventoryGun = tech.buffedGun; simulation.switchGun(); } - if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) { - var gun = b.guns[b.inventory[tech.buffedGun]].name - simulation.inGameConsole(`pigeonhole principle: ${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x damage for ${gun}`, 600); - } + // if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) { + // var gun = b.guns[b.inventory[tech.buffedGun]].name + // simulation.inGameConsole(`pigeonhole principle: ${(1 + 0.4 * Math.max(0, b.inventory.length)).toFixed(2)}x damage for ${gun}`, 600); + // } if (tech.isSwitchReality && level.levelsCleared !== 0) { simulation.inGameConsole(`simulation.amplitude = ${Math.random()}`); m.switchWorlds("many-worlds") @@ -187,7 +187,12 @@ const level = { for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false); } if (tech.interestRate > 0) { - const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels + // const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels + let rate = tech.interestRate + if (level.onLevel < level.levels.length - 1) {//make sure it's not on the lore level which has an undefined name + const levelName = level.levels[level.onLevel] + if (levelName === "final" || levelName === "subway") rate *= 1 / 3 + } let ammoSum = 0 for (let i = 0; i < b.inventory.length; i++) { @@ -315,10 +320,13 @@ const level = { } //update HUD with constraints let text = `${level.constraintDescription1}` + if (level.constraintDescription1) simulation.inGameConsole(`constraint: ${level.constraintDescription1}`) if (simulation.difficultyMode > 6 && level.constraintDescription2) { text += `
${level.constraintDescription2}` + if (level.constraintDescription2) simulation.inGameConsole(`constraint: ${level.constraintDescription2}`) } document.getElementById("right-HUD-constraint").innerHTML = text + if (level.constraintDescription1) { if (level.constraintDescription2) { document.getElementById("right-HUD").style.top = "80px"; @@ -2290,6 +2298,55 @@ const level = { }, } }, + fizzler(p1, p2) { + return { + isOn: true, + position: p1, + look: p2, + color: color, + query() { + if (!m.isTimeDilated) { + // let best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null } + // best = vertexCollision(this.position, this.look, [body]); + + const hits = Matter.Query.ray(body, this.position, this.look, 25) + for (let i = hits.length - 1; i > -1; i--) { + // console.log(what) + const what = hits[i].bodyA + simulation.drawList.push({ x: what.position.x, y: what.position.y, radius: 11, color: "rgba(0,160,255,0.7)", time: 10 }); + if (what === m.holdingTarget) m.drop() + for (let i = 0; i < body.length; i++) { + if (body[i] === what) { + body.splice(i, 1); + break + } + } + Matter.Composite.remove(engine.world, what); + } + //draw + ctx.beginPath(); + ctx.moveTo(this.position.x, this.position.y); + ctx.lineTo(this.look.x, this.look.y); + // ctx.strokeStyle = "rgba(50,200,255,0.3)"; + // ctx.lineWidth = 2 + 5 * Math.random() + // ctx.stroke(); + ctx.strokeStyle = "rgba(50,160,255,0.17)"; + ctx.lineWidth = 35 + 25 * Math.random() * Math.random(); + ctx.stroke(); + + //draw random dots in the path + if (Math.random() < 0.05) { + const r = Math.random(); + const where = { + x: this.position.x + r * (this.look.x - this.position.x) + 60 * (Math.random() - 0.5), + y: this.position.y + r * (this.look.y - this.position.y) + 60 * (Math.random() - 0.5) + }; + simulation.drawList.push({ x: where.x, y: where.y, radius: 6, color: "rgba(0,160,255,0.7)", time: 5 }); + } + } + }, + } + }, isHazardRise: false, hazard(x, y, width, height, damage = 0.002) { return { @@ -2474,6 +2531,19 @@ const level = { ctx.lineDashOffset = (-simulation.cycle * this.VxGoal) % 80; ctx.stroke(); ctx.setLineDash([0, 0]); + }, + drawFast() { + ctx.beginPath(); + const v = this.vertices; + ctx.moveTo(v[0].x + 2, v[0].y); + // for (let i = 1; i < v.length; ++i) ctx.lineTo(v[i].x, v[i].y); + ctx.lineTo(v[1].x - 2, v[1].y); + ctx.strokeStyle = "#000" + ctx.lineWidth = 4; + ctx.setLineDash([60, 60]); + ctx.lineDashOffset = (-simulation.cycle * this.VxGoal) % 120; + ctx.stroke(); + ctx.setLineDash([0, 0]); } }); Matter.Body.setStatic(rect, true); //make static @@ -5410,7 +5480,7 @@ const level = { if (badBlocks[j] === body[i]) index = i } //remove block - console.log(index, j) + // console.log(index, j) if (index) { Matter.Composite.remove(engine.world, badBlocks[j]); body.splice(index, 1); @@ -7199,7 +7269,7 @@ const level = { let buildMapOutline = function () { //boxes center on zero,zero with deep walls to hide background - spawn.mapRect(2000, -2000, 2000, 4000); //right map wall + spawn.mapRect(2025, -2000, 1975, 4000); //right map wall spawn.mapRect(-4000, -2000, 2000, 4000); //left map wall spawn.mapRect(-4000, -5000, 8000, 3000); //map ceiling spawn.mapRect(-4000, 2000, 8000, 3000); //floor @@ -7233,7 +7303,7 @@ const level = { balance.push(level.rotor(-750, 1755, 400, 25, 0.01, Math.PI / 2, 0.5)) balance.push(level.rotor(-275, 1675, 550, 32, 0.01, 0, 0.5)) - lasers.push(level.laser({ x: -1625, y: -850 }, { x: 1980, y: -850 })) ////x, y, width, height, damage = 0.002) + lasers.push(level.laser({ x: 1610, y: -850 }, { x: -1625, y: -850 })) ////x, y, width, height, damage = 0.002) // spawn.mapRect(1980, -862, 25, 25); //laser entrance // balance.push(level.rotor(1000, -910, 550, 32, 0.01, 0, 0.5)) @@ -7263,9 +7333,9 @@ const level = { spawn.mapRect(1925, 800, 200, 200); spawn.mapRect(1925, 1300, 200, 200); - spawn.mapRect(1400, 1650, 200, 25); - spawn.mapRect(1400, 1125, 200, 25); - spawn.mapRect(1400, 600, 200, 25); + spawn.mapRect(1250, 1650, 500, 25); + spawn.mapRect(1300, 1125, 400, 25); + spawn.mapRect(1350, 600, 300, 25); spawn.mapRect(1400, 75, 200, 25); spawn.mapRect(650, 1287, 475, 50); @@ -7273,9 +7343,9 @@ const level = { spawn.mapRect(650, 150, 500, 225); spawn.mapRect(350, 1300, 800, 375); spawn.mapRect(350, 950, 150, 400); - spawn.mapRect(175, 950, 325, 100); - spawn.mapRect(150, 525, 350, 200); - spawn.mapRect(150, 75, 350, 200); + spawn.mapRect(-25, 950, 525, 100); + spawn.mapRect(-75, 525, 575, 200); + spawn.mapRect(-75, 75, 575, 200); spawn.mapRect(475, 1987, 550, 50); //ceiling zone @@ -7315,7 +7385,7 @@ const level = { balance.push(level.rotor(-750, -1755 - 25, 400, 25, 0.01, Math.PI / 2, 0.5)) balance.push(level.rotor(-250, -1675 - 32, 500, 32, 0.01, 0, 0.5)) - lasers.push(level.laser({ x: -1625, y: 850 }, { x: 1980, y: 850 })) ////x, y, width, height, damage = 0.002) + lasers.push(level.laser({ x: 1610, y: 850 }, { x: -1625, y: 850 })) ////x, y, width, height, damage = 0.002) // spawn.mapRect(1980, 862 - 25, 25, 25); //laser entrance // balance.push(level.rotor(1000, 910 - 32, 550, 32, 0.01, 0, 0.5)) @@ -7340,9 +7410,9 @@ const level = { spawn.mapRect(1925, -800 - 200, 200, 200); spawn.mapRect(1925, -1300 - 200, 200, 200); - spawn.mapRect(1400, -1650 - 25, 200, 25); - spawn.mapRect(1400, -1125 - 25, 200, 25); - spawn.mapRect(1400, -600 - 25, 200, 25); + spawn.mapRect(1250, -1650 - 25, 500, 25); + spawn.mapRect(1300, -1125 - 25, 400, 25); + spawn.mapRect(1350, -600 - 25, 300, 25); spawn.mapRect(1400, -75 - 25, 200, 25); spawn.mapRect(650, -1287 - 50, 475, 50); @@ -7350,11 +7420,10 @@ const level = { spawn.mapRect(650, -150 - 225, 500, 225); spawn.mapRect(350, -1300 - 375, 800, 375); spawn.mapRect(350, -950 - 400, 150, 400); - spawn.mapRect(175, -950 - 100, 325, 100); - spawn.mapRect(150, -525 - 200, 350, 200); - spawn.mapRect(150, -75 - 200, 350, 200); + spawn.mapRect(-25, -950 - 100, 525, 100); + spawn.mapRect(-75, -525 - 200, 575, 200); + spawn.mapRect(-75, -75 - 200, 575, 200); spawn.mapRect(475, -1987 - 50, 550, 50); - //ceiling zone spawn.mapRect(1200, 1575, 400, 25); spawn.mapRect(-75, 1700, 1075, 25); @@ -7463,16 +7532,16 @@ const level = { //spawn second wave of flipped mobs only once spawn.randomMob(-1500, -1425, 0); spawn.randomMob(-950, -1425, 0); - spawn.randomMob(-800, -1475, 0.1); - spawn.randomMob(-425, -1425, 0.1); - spawn.randomMob(850, -1750, 0.2); - spawn.randomMob(325, -850, 0.2); - spawn.randomMob(400, -400, 0.3); - spawn.randomMob(825, -475, 0.3); - spawn.randomMob(875, -1050, 0.4); - spawn.randomMob(1425, 1425, 0.5); - spawn.randomMob(675, 1450, 0.7); - spawn.randomMob(225, 1475, 0.9); + spawn.randomMob(-800, -1475, 0); + spawn.randomMob(-425, -1425, 0); + spawn.randomMob(850, -1750, 0.1); + spawn.randomMob(325, -850, 0.1); + spawn.randomMob(400, -400, 0.2); + spawn.randomMob(825, -475, 0.2); + spawn.randomMob(875, -1050, 0.3); + spawn.randomMob(1425, 1425, 0.4); + spawn.randomMob(675, 1450, 0.5); + spawn.randomMob(225, 1475, 0.6); spawn.randomMob(-275, 1425, 1); spawn.randomMob(-800, 1375, 1); @@ -7551,7 +7620,7 @@ const level = { ctx.fillRect(-1075, -2025, 450, 725); ctx.fillRect(-575, -2025, 450, 725); - ctx.fillRect(175, -250 - 725, 325, 725); + ctx.fillRect(-25, -250 - 725, 525, 725); ctx.fillRect(650, -350 - 975, 475, 975); ctx.fillRect(375, -1650 - 400, 750, 400); //ceiling @@ -7569,7 +7638,7 @@ const level = { ctx.fillRect(-1075, 1300, 450, 725); ctx.fillRect(-575, 1300, 450, 725); - ctx.fillRect(175, 250, 325, 725); + ctx.fillRect(-25, 250, 525, 725); ctx.fillRect(650, 350, 475, 975); ctx.fillRect(375, 1650, 750, 400); //ceiling @@ -7581,6 +7650,9 @@ const level = { ctx.fillRect(-1625, -2025, 475, 450); } }; + spawn.bodyRect(1325, -1775, 175, 175); + spawn.bodyRect(-375, -1725, 100, 75, 0.5); + spawn.bodyRect(-900, -1625, 125, 200, 0.5); spawn.bodyRect(-1662, 1325, 25, 175); spawn.bodyRect(-1662, 1825, 25, 175); @@ -7601,24 +7673,24 @@ const level = { spawn.randomMob(-1350, -1750, 0); spawn.randomMob(-875, -1575, 0); spawn.randomMob(500, -1875, 0); - spawn.randomMob(350, 825, 0.1); - spawn.randomMob(375, 400, 0.1); - spawn.randomMob(1500, -25, 0.2); - spawn.randomMob(650, -1950, 0.3); - spawn.randomMob(775, 700, 0.3); - spawn.randomMob(275, -50, 0.4); - spawn.randomMob(75, -1750, 0.5); - spawn.randomMob(1750, -1425, 0.5); - spawn.randomMob(950, 50, 0.6); - spawn.randomMob(-1375, 175, 0.6); - spawn.randomMob(-350, 175, 0.7); - spawn.randomMob(725, 1175, 0.7); - spawn.randomMob(-850, -1950, 0.8); - spawn.randomMob(-1400, -1725, 0.9); - spawn.randomMob(1400, -1700, 0.9); - spawn.randomMob(-800, 200, 0.9); - spawn.randomMob(1475, 1550, 1); - spawn.randomMob(1475, 500, 1); + spawn.randomMob(350, 825, 0); + spawn.randomMob(375, 400, 0); + spawn.randomMob(1500, -25, 0.1); + spawn.randomMob(650, -1950, 0.2); + spawn.randomMob(775, 700, 0.2); + spawn.randomMob(275, -50, 0.3); + spawn.randomMob(75, -1750, 0.3); + spawn.randomMob(1750, -1425, 0.4); + spawn.randomMob(950, 50, 0.4); + spawn.randomMob(-1375, 175, 0.4); + spawn.randomMob(-350, 175, 0.5); + spawn.randomMob(725, 1175, 0.5); + spawn.randomMob(-850, -1950, 0.6); + spawn.randomMob(-1400, -1725, 0.7); + spawn.randomMob(1400, -1700, 0.7); + spawn.randomMob(-800, 200, 0.7); + spawn.randomMob(1475, 1550, 0.8); + spawn.randomMob(1475, 500, 0.8); powerUps.spawnStartingPowerUps(-875, -1925); spawn.randomLevelBoss(-875, -200); @@ -8155,45 +8227,256 @@ const level = { powerUps.directSpawn(2100, 925, "heal"); powerUps.directSpawn(625, -100, "heal"); }, - cocoon() { + corridor() { // simulation.fallHeight = 4000 level.announceMobTypes() - level.setPosToSpawn(-3800, 950); - level.exit.x = 3750 - level.exit.y = -625 - level.defaultZoom = 2000 + level.defaultZoom = 2400 simulation.zoomTransition(level.defaultZoom) document.body.style.backgroundColor = "#d0d5d5"; color.map = "#444" + // level.isHorizontalFlipped = true + if (level.isHorizontalFlipped) { + level.setPosToSpawn(14075, -625); + level.exit.x = -350 + level.exit.y = 505 + spawn.bodyRect(13525, -675, 50, 100); + var color1 = "rgba(0,20,60,0.09)" + var color2 = "rgba(0,255,255,0.1)" + } else { + level.setPosToSpawn(-350, 475); + level.exit.x = 14025 + level.exit.y = -600 + spawn.bodyRect(-225, 475, 50, 50); + var color1 = "rgba(0,255,255,0.1)" + var color2 = "rgba(0,20,60,0.09)" + } + spawn.mapRect(14015, -585, 120, 75); //exit/entrance platform + const buttonLeft = level.button(-4100, 991) + const buttonRight = level.button(4050, 991) + buttonLeft.isUp = true + // const buttonCamera = level.button(940, -1545) + // buttonRight.isUp = false + const boosts = [] + boosts.push(level.boost(-3650, 990, 2700, 1.45)) + boosts.push(level.boost(3325, 990, 1600, 1.4)) + boosts.push(level.boost(7960, -1110, 1650, 2.3)) + boosts.push(level.boost(13345, -460, 2070, 2.35)) + const fizzlers = [] + fizzlers.push(level.fizzler({ x: -135, y: 265 }, { x: -135, y: 535 })) + fizzlers.push(level.fizzler({ x: -3850, y: 650 }, { x: -3850, y: 1025 })) + fizzlers.push(level.fizzler({ x: 3875, y: 675 }, { x: 3875, y: 1025 })) + fizzlers.push(level.fizzler({ x: 13425, y: -1275 }, { x: 13425, y: -550 })) + const movers = [] + const baseMoverSpeed = 15 + movers.push(level.mover(-3550, 995, 6875, 150, -baseMoverSpeed)) + movers.push(level.mover(225, -1190, 2450, 50, -baseMoverSpeed)) + movers.push(level.mover(-3000, -1190, 3000, 50, baseMoverSpeed)) + movers.push(level.mover(4000, -2025, 2000, 150, -23)) + movers.push(level.mover(8000, -1125, 2000, 150, -23)) + movers.push(level.mover(3775, -425, 1650, 150, 20)) + movers.push(level.mover(5425, -425, 1925, 150, 40)) + movers.push(level.mover(7350, -425, 6000, 150, 60)) + function setMoverDirection(index, VxGoal, force) { + movers[index].VxGoal = VxGoal + movers[index].force = force + } level.custom = () => { + // buttonCamera.query() + // if (!buttonCamera.isUp) { + // simulation.setCameraPosition(100, -1000, 0.29) + // //block spawner + // spawn.mapRect(0, -2375, 200, 100); + // if (!(simulation.cycle % 10) && !m.isTimeDilated && body.length < 200) { + // const where = { x: 112, y: -3800 } + // // simulation.drawList.push({ x: where.x + 100 * (Math.random() - 0.5), y: where.y + 100 * (Math.random() - 0.5), radius: 11, color: "rgba(0,160,255,0.5)", time: 10 }); + + // let makeBlock = function (where, size) { + // const sides = Math.floor(4 + 6 * Math.random() * Math.random()) + // body[body.length] = Matter.Bodies.polygon(where.x, where.y, sides, size, { + // friction: 0.05, + // frictionAir: 0.001, + // collisionFilter: { + // category: cat.body, + // mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet + // }, + // classType: "body", + // density: 0.001, + // }); + // const who = body[body.length - 1] + // Composite.add(engine.world, who); //add to world + // } + // makeBlock({ x: where.x, y: where.y }, Math.floor(20 + 35 * Math.random() * Math.random())) + // } + // } + ctx.fillStyle = "#c8cccc"//background color is "#d0d5d5" + ctx.fillRect(-2150, 675, 500, 400); + ctx.fillRect(-1050, 675, 500, 400); + ctx.fillRect(750, 675, 500, 400); + ctx.fillRect(1850, 675, 500, 400); + ctx.fillRect(-2250, -2425, 700, 1325); + ctx.fillRect(-1150, -2400, 700, 1300); + ctx.fillRect(650, -2375, 700, 1325); + ctx.fillRect(1750, -2375, 700, 1350); + ctx.fillRect(8000, -2425, 2000, 2225); + ctx.fillRect(4000, -2375, 2000, 2100); + ctx.fillRect(11125, -2425, 1000, 2150) level.exit.drawAndCheck(); level.enter.draw(); + if (buttonRight.isUp) { + buttonRight.query(); + if (!buttonRight.isUp) { + requestAnimationFrame(() => buttonLeft.isUp = true); + setMoverDirection(0, -baseMoverSpeed, -0.0005) + const list = Matter.Query.region(body, buttonLeft) //are any blocks colliding with this + if (list.length > 0) Matter.Body.setVelocity(list[0], { x: baseMoverSpeed, y: -20 }); + } + } else if (buttonLeft.isUp) { + buttonLeft.query(); + if (!buttonLeft.isUp) { + requestAnimationFrame(() => buttonRight.isUp = true); + setMoverDirection(0, 20, 0.0005) + const list = Matter.Query.region(body, buttonRight) //are any blocks colliding with this + if (list.length > 0) Matter.Body.setVelocity(list[0], { x: -15, y: -20 }); + } + } + buttonRight.draw(); + buttonLeft.draw(); + for (let i = 0; i < movers.length; i++) movers[i].push(); + for (let i = 0; i < boosts.length; i++) boosts[i].query(); }; level.customTopLayer = () => { - ctx.fillStyle = "rgba(0,255,255,0.1)" //"#d4f4f4" //exit - ctx.fillRect(3535, -1050, 500, 475); - + for (let i = 0; i < fizzlers.length; i++) fizzlers[i].query(); + ctx.fillStyle = color1 //exit + ctx.fillRect(13400, -1325, 1000, 825); //shadows - ctx.fillStyle = "rgba(0,20,60,0.09)" - // ctx.fillRect(-4025, -1050, 1750, 2275); + ctx.fillStyle = color2 + ctx.fillRect(-500, 225, 494, 350); + ctx.fillStyle = "rgba(0,5,10,0.06)" + ctx.beginPath(); + ctx.moveTo(0, -1180) + ctx.lineTo(225, -1180) + ctx.lineTo(3220, 669) + ctx.lineTo(3180, 1010) + ctx.lineTo(-2960, 1010) + ctx.lineTo(-2995, 674) + ctx.fill() + ctx.beginPath(); + //right button room + ctx.beginPath(); + ctx.moveTo(3780, 720) + ctx.lineTo(4325, 720) + ctx.lineTo(4325, 1010) + ctx.lineTo(3810, 1010) + ctx.fill() + //left button room + ctx.beginPath(); + ctx.moveTo(-3755, 675) + ctx.lineTo(-3785, 1010) + ctx.lineTo(-4250, 1010) + ctx.lineTo(-4250, 675) + ctx.fill() + ctx.fillStyle = "rgba(68, 68, 68,0.9)" + ctx.fillRect(-50, -4300, 325, 1950); + for (let i = 0; i < movers.length; i++) movers[i].draw(); }; - //boxes center on zero,zero with deep walls to hide background - spawn.mapRect(4000, -2000, 2000, 4000); //right map wall - spawn.mapRect(-6000, -2000, 2000, 4000); //left map wall - spawn.mapRect(-6000, -4000, 12000, 3000); //map ceiling spawn.mapRect(-6000, 1000, 12000, 3000); //floor + spawn.mapRect(-6000, -4300, 6020, 1950); + spawn.mapRect(205, -4300, 15120, 1950); + spawn.mapVertex(-250, 602.5, "-200 0 235 0 400 50 400 150 -200 150"); + spawn.mapVertex(-3675, -2275, "0 0 500 0 0 500"); + spawn.mapVertex(13275, -2275, "0 0 -500 0 0 500"); + spawn.mapRect(-525, -1175, 525, 1450); + spawn.mapRect(225, -1175, 3000, 1850); + spawn.mapRect(-3000, -1175, 2525, 1850); + spawn.mapRect(-4350, -2500, 600, 3175); + spawn.mapRect(-6000, -2350, 1775, 3350); + spawn.mapVertex(-1900, 675, "-350 0 -250 100 250 100 350 0"); + spawn.mapVertex(-800, 675, "-350 0 -250 100 250 100 350 0"); + spawn.mapVertex(1000, 675, "-350 0 -250 100 250 100 350 0"); + spawn.mapVertex(2100, 675, "-350 0 -250 100 250 100 350 0"); + + spawn.mapVertex(-1900, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40"); + spawn.mapVertex(-800, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40"); + spawn.mapVertex(1000, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40"); + spawn.mapVertex(2100, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40"); + + spawn.mapVertex(-1900, -2350, "-450 0 -350 100 350 100 450 0"); + spawn.mapVertex(-800, -2350, "-450 0 -350 100 350 100 450 0"); + spawn.mapVertex(1000, -2350, "-450 0 -350 100 350 100 450 0"); + spawn.mapVertex(2100, -2350, "-450 0 -350 100 350 100 450 0"); + spawn.mapRect(-1500, 840, 300, 20); + spawn.mapRect(1400, 840, 300, 20); + //ramp to catch blocks + spawn.mapVertex(3001, -1260, "0 0 400 -200 550 -200 550 75 0 75"); + spawn.mapVertex(4100, -1100, "-625 0 -600 -60 600 -60 625 0 600 60 -600 60"); + spawn.mapVertex(5550, -750, "-625 0 -600 -60 600 -60 625 0 600 60 -600 60"); + spawn.mapVertex(11625, -900, "-525 0 -500 -50 500 -50 525 0 500 50 -500 50"); + //base for mover + spawn.mapVertex(5000, -1935, "-1050 0 -1000 -90 1000 -90 1050 0 1000 90 -1000 90"); + spawn.mapVertex(9000, -1035, "-1050 0 -1000 -90 1000 -90 1050 0 1000 90 -1000 90"); + spawn.mapVertex(5000, -2370, "-1200 0 -1000 100 1000 100 1200 0"); + spawn.mapVertex(9000, -2310, "-1200 0 -1000 100 1000 100 1200 0"); + spawn.mapVertex(11625, -2310, "-600 0 -500 100 500 100 600 0"); + spawn.mapRect(3775, -400, 675, 1125); + spawn.mapRect(4300, -400, 11025, 4400); + //exit + spawn.mapRect(13400, -575, 1925, 300); + spawn.mapRect(14275, -2375, 1050, 2050); + spawn.mapRect(13400, -2375, 900, 1125); - // spawn.randomMob(2825, 75, 0.9); - // spawn.randomLevelBoss(2400, 600); - // spawn.secondaryBossChance(800, -300) - // powerUps.spawnStartingPowerUps(600, 375); - // powerUps.addResearchToLevel() //needs to run after mobs are spawned + //blocks on movers + spawn.bodyRect(-200, 950, 50, 50); + spawn.bodyRect(-1100, 925, 65, 75); + spawn.bodyRect(-2275, 975, 70, 25); + spawn.bodyRect(-3325, 925, 75, 75); + spawn.bodyRect(-2950, -1225, 90, 25); + spawn.bodyRect(-1425, -1275, 45, 75); + spawn.bodyRect(600, -1275, 70, 75); + spawn.bodyRect(1900, -1225, 90, 50); + spawn.bodyRect(4250, -2100, 115, 50); + spawn.bodyRect(2175, 900, 100, 65); + spawn.bodyRect(4075, -450, 75, 20); + spawn.bodyRect(8350, -1175, 90, 50); + spawn.bodyRect(6525, -525, 70, 100); + spawn.bodyRect(12025, -475, 130, 50); + spawn.bodyRect(625, 950, 55, 45); + spawn.bodyRect(6250, -450, 55, 25); + spawn.bodyRect(3950, -475, 46, 53); + //other blocks + spawn.bodyRect(3525, -1300, 100, 125, 0.6); + spawn.bodyRect(11550, -1150, 100, 200, 0.4); + + spawn.randomMob(-1775, -1650, 0); + spawn.randomMob(950, -1775, 0); + spawn.randomMob(1550, 775, 0); + spawn.randomMob(4500, -1250, 0); + spawn.randomMob(11400, -1300, 0); + spawn.randomMob(-800, -1675, 0); + spawn.randomMob(-1325, 775, 0.1); + spawn.randomMob(2050, -1625, 0.1); + spawn.randomMob(3100, -1475, 0.2); + spawn.randomMob(5400, -900, 0.2); + spawn.randomMob(11950, -1025, 0.3); + spawn.randomMob(-925, -1700, 0.3); + spawn.randomMob(2025, -1725, 0.4); + spawn.randomMob(1575, 775, 0.4); + spawn.randomMob(-1350, 775, 0.6); + spawn.randomMob(11925, -1275, 0.6); + spawn.randomMob(4325, -1425, 0.6); + spawn.randomMob(5425, -950, 0.6); + spawn.randomMob(3575, 375, 0.6); + spawn.randomGroup(5300, -1400, 1.3); + + spawn.randomLevelBoss(2025, -1825); + spawn.secondaryBossChance(-1900, -1800); + powerUps.spawnStartingPowerUps(11750, -1000); + powerUps.addResearchToLevel() //needs to run after mobs are spawned }, lock() { level.announceMobTypes() @@ -8930,9 +9213,9 @@ const level = { simulation.zoomTransition(level.defaultZoom) powerUps.spawnStartingPowerUps(4900, -500); //1 per level - 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 + spawn.debris(1000, 20, 1800, 6); //16 debris per level + // spawn.debris(4830, -1330, 850, 3); //16 debris per level + // spawn.debris(3035, -3900, 1500, 3); //16 debris per level document.body.style.backgroundColor = "#dbdcde"; @@ -8998,6 +9281,11 @@ const level = { spawn.mapRect(4100, -3450, 100, 850); //left top shelf spawn.mapRect(4600, -3450, 100, 1850); + //steps up and down + spawn.mapVertex(4525, 250, "-650 0 -625 -20 625 -20 650 0"); + spawn.mapVertex(4525, 237, "-550 0 -525 -20 525 -20 550 0"); + // spawn.mapVertex(4525, 225, "-400 0 -375 -20 375 -20 400 0"); + spawn.randomSmallMob(4400, -3500); spawn.randomSmallMob(4800, -800); spawn.randomMob(800, -2600); @@ -36987,6 +37275,19 @@ const level = { level.enter.draw(); level.exit.drawAndCheck(); + + //check if blocks are in the exit zone and destroy them + for (let i = 0; i < body.length; i++) { + if (body[i].position.x > 1675) { + Matter.Composite.remove(engine.world, body[i]); + body.splice(i, 1); + break + } + } + //if no blocks left make a new one + if (body.length < 2) { //< 2 because the door is a body + spawn.bodyRect(1025, -550, 50, 50); + } }; level.customTopLayer = () => { buttonDoor.query(); @@ -37076,6 +37377,18 @@ const level = { //exit room glow ctx.fillStyle = "rgba(0,255,255,0.05)" ctx.fillRect(1600, -400, 400, 400) + //check if blocks are in the exit zone and destroy them + for (let i = 0; i < body.length; i++) { + if (body[i].position.x > 1675 && body[i].position.y > -350) { + Matter.Composite.remove(engine.world, body[i]); + body.splice(i, 1); + break + } + } + //if no blocks left make a new one + if (body.length < 2) { //< 2 because the door is a body + spawn.bodyRect(1025, -550, 50, 50); + } }; spawn.mapRect(-2750, -2800, 2600, 4600); //left wall @@ -37136,6 +37449,19 @@ const level = { //exit room glow ctx.fillStyle = "rgba(0,255,255,0.05)" ctx.fillRect(1600, -400, 400, 400) + + //check if blocks are in the exit zone and destroy them + for (let i = 0; i < body.length; i++) { + if (body[i].position.x > 1675 && body[i].position.y > -350) { + Matter.Composite.remove(engine.world, body[i]); + body.splice(i, 1); + break + } + } + //if no blocks left make a new one + if (body.length < 2) { //< 2 because the door is a body + spawn.bodyRect(1025, -550, 50, 50); + } }; spawn.mapRect(-2750, -2800, 2600, 4600); //left wall diff --git a/js/mob.js b/js/mob.js index 1c3af8a..30197db 100644 --- a/js/mob.js +++ b/js/mob.js @@ -41,23 +41,15 @@ const mobs = { ctx.fillRect(x, y, w, h); ctx.fillStyle = "rgba(255,0,0,0.7)"; ctx.fillRect(x, y, w * mob[i].health, h); + // if (mob[i].isInvulnerable) { + // ctx.strokeStyle = "rgba(255,255,255,1)"; + // ctx.lineWidth = 5 + // ctx.strokeRect(x, y, w, h); + // } } } }, - healthBar() { - for (let i = 0, len = mob.length; i < len; i++) { - if (mob[i].seePlayer.recall && mob[i].showHealthBar) { - const h = mob[i].radius * 0.3; - const w = mob[i].radius * 2; - const x = mob[i].position.x - w / 2; - const y = mob[i].position.y - w * 0.7; - ctx.fillStyle = "rgba(100, 100, 100, 0.3)"; - ctx.fillRect(x, y, w, h); - ctx.fillStyle = "rgba(255,0,0,0.7)"; - ctx.fillRect(x, y, w * mob[i].health, h); - } - } - }, + healthBar() { }, statusSlow(who, cycles = 60) { applySlow(who) //look for mobs near the target @@ -1384,7 +1376,7 @@ const mobs = { //replace dead mob with a regular body replace(i) { //if there are too many bodies don't turn into blocks to help performance - if (this.leaveBody && body.length < mobs.maxMobBody && this.mass < 200 && this.radius > 18) { + if (this.leaveBody && body.length < mobs.maxMobBody && this.mass < 200 && this.mass > 2 && this.radius > 18) { let v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure if (v.length > 5 && body.length < 35 && Math.random() < 0.25) { const cutPoint = 3 + Math.floor((v.length - 6) * Math.random()) //Math.floor(v.length / 2) @@ -1397,6 +1389,8 @@ const mobs = { body[len].collisionFilter.category = cat.body; body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; body[len].classType = "body"; + body[len].frictionAir = 0.001 + body[len].friction = 0.05 Composite.add(engine.world, body[len]); //add to world const len2 = body.length; @@ -1406,6 +1400,8 @@ const mobs = { body[len2].collisionFilter.category = cat.body; body[len2].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; body[len2].classType = "body"; + body[len2].frictionAir = 0.001 + body[len2].friction = 0.05 Composite.add(engine.world, body[len2]); //add to world //large mobs shrink so they don't block paths @@ -1429,8 +1425,9 @@ const mobs = { body[len].collisionFilter.category = cat.body; body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; body[len].classType = "body"; + body[len].frictionAir = 0.001 + body[len].friction = 0.05 Composite.add(engine.world, body[len]); //add to world - //large mobs shrink so they don't block paths if (body[len].mass > 9) { const massLimit = 7 + 4 * Math.random() diff --git a/js/player.js b/js/player.js index d4502b1..83d4a47 100644 --- a/js/player.js +++ b/js/player.js @@ -782,7 +782,7 @@ const m = { defense() { let dmg = 1 if (powerUps.boost.isDefense && powerUps.boost.endCycle > simulation.cycle) dmg *= 0.3 - if (tech.isMaxHealthDefense && m.health === m.maxHealth) dmg *= 0.3 + if (tech.isMaxHealthDefense && m.health === m.maxHealth) dmg *= 0.2 if (tech.isDiaphragm) dmg *= 0.55 + 0.35 * Math.sin(m.cycle * 0.0075); if (tech.isZeno) dmg *= 0.15 if (tech.isFieldHarmReduction) dmg *= 0.6 @@ -1773,7 +1773,7 @@ const m = { tungsten() { m.hardLandCDScale = 2 m.hardLanding = 60 - m.coyoteCycles = 0 + // m.coyoteCycles = 0 m.isAltSkin = true m.color = { hue: 210, diff --git a/js/powerup.js b/js/powerup.js index 55f057e..213eb8d 100644 --- a/js/powerup.js +++ b/js/powerup.js @@ -785,7 +785,7 @@ const powerUps = { m.addHealth(heal); if (healOutput > 0) simulation.inGameConsole(`
  m.health += ${(healOutput).toFixed(3)}`) //
${m.health.toFixed(3)} if (tech.isOverHeal && overHeal > 0) { //tech quenching - tech.extraMaxHealth += 0.4 * overHeal //increase max health + tech.extraMaxHealth += 0.5 * overHeal //increase max health m.setMaxHealth(); simulation.inGameConsole(`
  m.maxHealth += ${(0.3 * overHeal).toFixed(3)}`) simulation.drawList.push({ //add dmg to draw queue diff --git a/js/simulation.js b/js/simulation.js index 55f696c..df22584 100644 --- a/js/simulation.js +++ b/js/simulation.js @@ -558,14 +558,14 @@ const simulation = { } }, nextGun() { - if (b.inventory.length > 1 && !tech.isGunCycle) { + if (b.inventory.length > 1 && !(tech.isGunCycle || tech.isGunChoice)) { b.inventoryGun++; if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0; simulation.switchGun(); } }, previousGun() { - if (b.inventory.length > 1 && !tech.isGunCycle) { + if (b.inventory.length > 1 && !(tech.isGunCycle || tech.isGunChoice)) { b.inventoryGun--; if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1; simulation.switchGun(); @@ -768,7 +768,7 @@ const simulation = { } }, setupCamera() { //makes the camera not scroll after changing locations - // //only works if velocity is zero + // only works if velocity is zero m.pos.x = player.position.x; m.pos.y = playerBody.position.y - m.yOff; const scale = 0.8; @@ -794,6 +794,20 @@ const simulation = { simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX; simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY; }, + //for moving camera away from player + setCameraPosition(x, y, zoom = 1) { + ctx.restore(); + ctx.save(); + ctx.translate(canvas.width2, canvas.height2); //center + ctx.scale(zoom, zoom); //zoom in once centered + ctx.translate(- x, - y); //center + + // ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered + // ctx.translate(-canvas.width2, -canvas.height2); //translate + //calculate in game mouse position by undoing the zoom and translations + simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX; + simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY; + }, cameraNoLook() { ctx.save(); ctx.translate(canvas.width2, canvas.height2); //center diff --git a/js/spawn.js b/js/spawn.js index b2eb361..9b9f2a8 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -1015,7 +1015,7 @@ const spawn = { return } } - if (simulation.testing || simulation.difficultyMode > 5) { + if (simulation.testing || simulation.difficultyMode > 6) { unlockExit() setTimeout(function () { simulation.inGameConsole(`level.levels.length = Infinite`); @@ -2704,7 +2704,10 @@ const spawn = { this.isInvulnerable = false this.damageReduction = this.startingDamageReduction for (let i = 0; i < this.babyList.length; i++) { - if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction + if (this.babyList[i].alive) { + this.babyList[i].isInvulnerable = false + this.babyList[i].damageReduction = this.startingDamageReduction + } } } } else if (this.invulnerabilityCountDown < 0) { @@ -6022,7 +6025,7 @@ const spawn = { simulation.drawList.push({ x: this.position.x, y: this.position.y, - radius: 3000, + radius: 5000, color: `rgba(0, 0, 0,${1 - 0.1 * i})`, time: (i + 2) * 4 }); diff --git a/js/tech.js b/js/tech.js index ce794fd..778fa1b 100644 --- a/js/tech.js +++ b/js/tech.js @@ -67,7 +67,7 @@ const tech = { tech.junkChance += percent if (tech.junkChance < 0.001 || tech.junkChance === undefined) tech.junkChance = 0 if (tech.junkChance > 1) tech.junkChance = 1 - simulation.inGameConsole(`+${(100 * percent).toFixed(0)}% JUNKtech chance (${(100 * tech.junkChance).toFixed(0)} total chance)`) + simulation.inGameConsole(`+${(100 * percent).toFixed(0)}% JUNKtech chance (${(100 * tech.junkChance).toFixed(0)}% total chance)`) // tech.junkChance += (1 - tech.junkChance) * percent return percent @@ -266,7 +266,7 @@ const tech = { damageFromTech() { let dmg = tech.damage * m.fieldDamage if (level.isNoDamage && (m.cycle - 180 < level.noDamageCycle)) dmg *= 0.3 - if (tech.isMaxHealthDamage && m.health === m.maxHealth) dmg *= 1.5 + if (tech.isMaxHealthDamage && m.health === m.maxHealth) dmg *= 2 if (tech.noDefenseSettingDamage && m.defense() === 1) dmg *= 2.5 if (tech.isImmunityDamage && m.immuneCycle > m.cycle) dmg *= 3 if (tech.isPowerUpDamage) dmg *= 1 + 0.07 * powerUp.length @@ -275,7 +275,7 @@ const tech = { if (tech.isDivisor && b.activeGun !== undefined && b.activeGun !== null && b.guns[b.activeGun].ammo % 3 === 0) dmg *= 1.9 if (tech.isNoGroundDamage) dmg *= m.onGround ? 0.9 : 2 if (tech.isDilate) dmg *= 1.9 + 1.1 * Math.sin(m.cycle * 0.01) - if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.3 * b.inventory.length + if (tech.isGunChoice) dmg *= 1 + 0.4 * b.inventory.length if (powerUps.boost.endCycle > simulation.cycle) dmg *= 1 + powerUps.boost.damage if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.025 * m.coupling if (tech.isVerlet) dmg *= 3 @@ -781,13 +781,16 @@ const tech = { { name: "pigeonhole principle", descriptionFunction() { - let info = "" - if (this.count > 0 && Number.isInteger(tech.buffedGun) && b.inventory.length) { - let gun = b.guns[b.inventory[tech.buffedGun]].name - info = `
this level: ${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x damage for ${gun}` - } - return `a new ${powerUps.orb.gun()} in your inventory is chosen each level
if it's equipped, 1.3x damage per ${powerUps.orb.gun()} in your inventory${info}
` + return `1.4x damage per ${powerUps.orb.gun()}, but your equipped ${powerUps.orb.gun()}
cycles each level and you can't switch` }, + // descriptionFunction() { + // let info = "" + // if (this.count > 0 && Number.isInteger(tech.buffedGun) && b.inventory.length) { + // let gun = b.guns[b.inventory[tech.buffedGun]].name + // info = `
this level: ${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x damage for ${gun}` + // } + // return `a new ${powerUps.orb.gun()} in your inventory is chosen each level
if it's equipped, 1.3x damage per ${powerUps.orb.gun()} in your inventory${info}
` + // }, maxCount: 1, count: 0, frequency: 1, @@ -807,7 +810,7 @@ const tech = { }, { name: "generalist", - description: `spawn 7 ${powerUps.orb.gun()}, but you can't switch ${powerUps.orb.gun()}
your equipped ${powerUps.orb.gun()} cycles after each level`, + description: `spawn 7 ${powerUps.orb.gun()}, but your equipped ${powerUps.orb.gun()}
cycles each level and you can't switch`, maxCount: 1, count: 0, frequency: 1, @@ -815,9 +818,9 @@ const tech = { isInstant: true, isBadRandomOption: true, allowed() { - return (b.inventory.length < b.guns.length - 5) && (b.inventory.length > 1) + return (b.inventory.length < b.guns.length - 5) && b.inventory.length > 1 }, - requires: "at least 2 guns, at least 5 unclaimed guns", + requires: "you have at least 2 guns and 5 unclaimed guns", effect() { tech.isGunCycle = true; for (let i = 0; i < 7; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun"); @@ -982,7 +985,7 @@ const tech = { if (this.count === 0) this.gun = Math.floor(Math.random() * (b.guns.length - 1)) //don't pick laser return `2x ammo per ${powerUps.orb.ammo(1)} for ${b.guns[this.gun].name}` }, - maxCount: 9, + maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, @@ -1432,7 +1435,7 @@ const tech = { name: "zoospore vector", link: `zoospore vector`, descriptionFunction() { - return `after mobs die there is a 10% chance
they grow ${b.guns[6].nameString('s')}` + return `after mobs die there is a 13% chance
they grow ${b.guns[6].nameString('s')}` }, // description: "after mobs die
they have a +10% chance to grow spores", maxCount: 9, @@ -1444,7 +1447,7 @@ const tech = { }, requires: "no other mob death tech", effect() { - tech.sporesOnDeath += 0.1; + tech.sporesOnDeath += 0.13; // if (tech.isSporeWorm) { // for (let i = 0; i < 4; i++) b.worm(m.pos) // } else { @@ -2890,7 +2893,7 @@ const tech = { }, { name: "overcharge", - description: "+88 maximum energy
+4% JUNK choices", + description: "+100 maximum energy
+5% JUNK choices", maxCount: 9, count: 0, frequency: 1, @@ -2900,9 +2903,9 @@ const tech = { }, requires: "", effect() { - tech.bonusEnergy += 0.88 + tech.bonusEnergy += 1 m.setMaxEnergy() - this.refundAmount += tech.addJunkTechToPool(0.04) + this.refundAmount += tech.addJunkTechToPool(0.05) }, refundAmount: 0, remove() { @@ -3063,7 +3066,7 @@ const tech = { { name: "stability", descriptionFunction() { - return `0.3x damage taken
while your health is at maximum` + return `0.2x damage taken
while your health is at maximum` }, maxCount: 1, count: 0, @@ -3103,7 +3106,7 @@ const tech = { { name: "control theory", descriptionFunction() { - return `1.5x damage
while your health is at maximum` + return `2x damage
while your health is at maximum` }, maxCount: 1, count: 0, @@ -3329,7 +3332,7 @@ const tech = { { name: "quenching", descriptionFunction() { - return `0.4x of ${powerUps.orb.heal()} overhealing
is added to maximum health` + return `0.5x of ${powerUps.orb.heal()} overhealing
is added to maximum health` }, maxCount: 1, count: 0, @@ -3455,7 +3458,7 @@ const tech = { return true }, requires: "", - rate: 0.06, + rate: 0.05, effect() { tech.interestRate += this.rate; }, @@ -4318,7 +4321,7 @@ const tech = { }, { name: "replication", - description: "+10% chance to duplicate spawned power ups
+15% JUNK choices", + description: "+10% chance to duplicate spawned power ups
+10% JUNK choices", maxCount: 9, count: 0, frequency: 1, @@ -4331,7 +4334,7 @@ const tech = { tech.duplicateChance += 0.1 powerUps.setPowerUpMode(); //needed after adjusting duplication chance if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.1); - this.refundAmount += tech.addJunkTechToPool(0.15) + this.refundAmount += tech.addJunkTechToPool(0.10) }, refundAmount: 0, remove() { @@ -5532,7 +5535,7 @@ const tech = { }, { name: "phase velocity", - description: "wave particles propagate faster as solids
1.4x wave damage", + description: "wave particles propagate faster as solids
1.5x wave damage", isGunTech: true, maxCount: 1, count: 0, @@ -5584,11 +5587,11 @@ const tech = { requires: "wave", effect() { tech.waveBeamSpeed *= 0.75; - tech.waveBeamDamage += 0.3 * 0.4 //this sets base wave damage + tech.waveBeamDamage *= 1.4 //this sets base wave damage }, remove() { tech.waveBeamSpeed = 11; - tech.waveBeamDamage = 0.3 //this sets base wave damage + tech.waveBeamDamage = 0.4 //this sets base wave damage } }, { diff --git a/style.css b/style.css index 2feb1f4..9b15685 100644 --- a/style.css +++ b/style.css @@ -1568,9 +1568,9 @@ summary { } .draw-lines4 { - stroke-dasharray: 300; - stroke-dashoffset: 300; - animation: dash 2.5s ease-in forwards; + stroke-dasharray: 500; + stroke-dashoffset: 500; + animation: dash 3.5s ease-in forwards; } diff --git a/todo.txt b/todo.txt index 4f149f2..7d47bf9 100644 --- a/todo.txt +++ b/todo.txt @@ -1,17 +1,45 @@ ******************************************************** NEXT PATCH ************************************************** -reworked focuser mobs to fire blue energy draining laser instead of charging player +new level corridor + new level element fizzler - it removes blocks +interferometer has wider platforms, a few helpful blocks, and fewer mobs +level constraints are announced in console + +foam gun no longer pushes the player back when firing +wave gun buffs + 1.2x base damage + 1.1x base ammo + 0.1->0.13x speed in map + 0.25->0.30x speed in blocks + tech: phase velocity 1.4->1.5x damage +pigeonhole principle gives 1.3->1.4 damage per gun + you can no longer switch guns, your gun cycles each level +quenching 0.4->0.5x overheal converts into max health +tungsten carbide no longer has reduced coyote cycles +control theory 1.5->2x damage at max health +stability 0.3->0.2 damage taken at max health +overcharge +88->100 max energy, 4->5% JUNK +zoospore vector 10->13% chance for spores on mob death +replication 15->10% JUNK +interest 6->5% of your power ups spawn each level + +updated "about" details menu + moved classic n-gon to here from settings + added links to community content in "about" + Are there more links I should add? + added an n-gon SVG head image + +bugs + fixed outline on splash screen doesn't sync right on safari browser + fixed possible lock out on training levels: "hold", "throw", "throwAt" + from losing block behind a door + shortcut sort buttons in experiment mode properly order tech without clicking sort + fixed/increased the horizontal velocity contribution for some guns + this makes bullets shot on moving platforms more realistic + nail gun, super balls, foam, harpoon ******************************************************** BUGS ******************************************************** - couple reports of crashes from many-worlds - around level 5-7 - for me crash on factory level 7 - might be linked to having all the guns? - the crash was in matter.js something about collisions and undefined - maybe too many things were spawned in the same spot? - also occurs when you just gain many random tech in testing mode - figure out why seeded random isn't making runs the same: shuffle is being used for a wide variety of things that don't need a seeded random make two shuffle functions? @@ -27,32 +55,17 @@ figure out why seeded random isn't making runs the same: doesn't seem to be determined by the seed... display future constraints in pause menu? -at start of level game go stuck in pause state - no crash or bug report - occur level 8 - after 2 levels of sending power ups to next level - auto drones grabbed a power up and game froze while in power up mode - running code to exit pause kinda worked - -ants marching outline on splash screen doesn't sync right on safari - player can become crouched while not touching the ground if they exit the ground while crouched *********************************************************** TODO ***************************************************** -new level - something with movers, rubber band blocks -button/switch input ideas from Cocoon game - pick up blocks that have a rubber band attached to a sliding switch - as player moves the vector direction of the rubber band will move the slider left or right - use this to open doors, move larger blocks, ... - switches that toggle left, right when player presses input.field while standing nearby - replace laser off on switch? - platform that rises up when player presses input.field while standing - How to instruct player to use field on these? - color with field #0ff - draw field effect - make it still functional without the field button - +tech: demineralization - 0.2x damage taken, but it slowly reduces effect + increase to full: + at start of level? + when you get the tech + decrease: + over time + at start of new level !!conformal - similar rules for small and big scales linked to holographic principle !!holonomy - parallel transport of a vector leads to movement (applies to curved space) @@ -288,16 +301,6 @@ make a lemming that walks until it hits a wall and then turns around robotically body or mob? can't be killed? -use ephemera to replace some bad code - JUNK? - request animation stuff - simulation checks - damage and defense bars - disable and enable ephemera with settings - -perfect diamagnatism - invulnerable while field is active? - also drain energy while field is active? - mobs attack mines mines periodically set all mobs to have player location to be the mine is this going to work with all mob vision types? @@ -311,23 +314,8 @@ Tech: relativity wormhole tech - teleport away mobs with mass below 3 when they get too near the player short CD, small energy cost, only mobs below a mass -extend brainstorming animation timers to fps cap? - will it be smoother or choppier? - anything else needs to hit limited fps on a high fps monitor? - -perfect diamagnatism could bounce on mobs, or even map elements? - could work like a rocket jump? - tech: Bose Einstein condensate - freezes enemies in pilot wave, and drains some energy? - -make super balls with Zectron deflectable with field - but is there a simple way to do this? - -set mob health bar colors based on status effects? - make mob damage immunity a mob status effect? -tech: rail gun area damage effect, but for all harpoon mode - mob status effect - vulnerability mobs take 4x damage for __ time afterwards mobs go back to normal damage taken @@ -1242,6 +1230,7 @@ possible names for tech De Sitter space - simple model of universe related to general relativity (mass-energy?) active optics - something with lasers? maybe something with diffuse beam getting smaller Quintessence - related to dark energy + biofilm - something defensive? related to spores? ******************************************************* DESIGN ****************************************************** @@ -1277,12 +1266,13 @@ n-gon fork kgurchiek.github.io/n-gon-portal-gun 3xiondev.github.io/n-gon-upgraded coaldeficit.github.io/c-gon - c-rxxp-y.github.io/n-gon-enhanced + n-gon-enhanced.vercel.app bookmarlet github.com/Whyisthisnotavalable/n-scythe github.com/kgurchiek/n-gon-mobile github.com/kgurchiek/n-gon-controller + text ngon.fandom.com/wiki/N-gon github.com/3xionDev/n-docs \ No newline at end of file