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
This commit is contained in:
419
js/bullet.js
419
js/bullet.js
@@ -280,8 +280,8 @@ const b = {
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fireProps(cd, speed, dir, me) {
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m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(dir),
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y: m.Vy / 2 + speed * Math.sin(dir)
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x: 0.5 * player.velocity.x + speed * Math.cos(dir),
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y: 0.5 * player.velocity.y + speed * Math.sin(dir)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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@@ -734,8 +734,8 @@ const b = {
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};
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speed = m.crouch ? 43 : 32
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(angle),
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y: m.Vy / 2 + speed * Math.sin(angle)
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x: 0.5 * player.velocity.x + speed * Math.cos(angle),
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y: 0.5 * player.velocity.y + speed * Math.sin(angle)
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});
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bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.bulletsLastLonger;
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bullet[me].restitution = 0.4;
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@@ -759,8 +759,8 @@ const b = {
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};
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speed = m.crouch ? 46 : 32
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(angle),
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y: m.Vy / 2 + speed * Math.sin(angle)
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x: 0.8 * player.velocity.x + speed * Math.cos(angle),
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y: 0.5 * player.velocity.y + speed * Math.sin(angle)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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@@ -794,8 +794,8 @@ const b = {
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};
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speed = m.crouch ? 46 : 32
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(angle),
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y: m.Vy / 2 + speed * Math.sin(angle)
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x: 0.8 * player.velocity.x + speed * Math.cos(angle),
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y: 0.5 * player.velocity.y + speed * Math.sin(angle)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger;
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@@ -924,8 +924,8 @@ const b = {
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bullet[me].endCycle += 20;
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}
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(angle),
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y: m.Vy / 2 + speed * Math.sin(angle)
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x: 0.5 * player.velocity.x + speed * Math.cos(angle),
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y: 0.5 * player.velocity.y + speed * Math.sin(angle)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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}
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@@ -951,7 +951,7 @@ const b = {
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Matter.Body.scale(bullet[me], SCALE, SCALE);
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speed = m.crouch ? 25 : 15
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// speed = m.crouch ? 43 : 32
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Matter.Body.setVelocity(bullet[me], { x: m.Vx / 2 + speed * Math.cos(angle), y: m.Vy / 2 + speed * Math.sin(angle) });
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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) });
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const MAG = 0.005
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bullet[me].thrust = { x: bullet[me].mass * MAG * Math.cos(angle), y: bullet[me].mass * MAG * Math.sin(angle) }
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}
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@@ -1140,148 +1140,6 @@ const b = {
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}
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}
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},
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// dart(where, angle = m.angle, size = 0.8) {
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// //find a target
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// const closest = {
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// score: 10000,
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// position: null
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// }
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
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// 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
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// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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// // 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
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// 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
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// closest.score = dist
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// closest.position = mob[i].position
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// }
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// }
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// }
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// if (!closest.position) {
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// // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
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// closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
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// }
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// const me = bullet.length;
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// 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 }], {
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// cycle: 0,
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// angle: angle,
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// friction: 1,
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// frictionAir: 0.15,
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// thrustMag: 0.03,
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// turnRate: 0.15, //0.015
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// drawStringControlMagnitude: 3000 + 5000 * Math.random(),
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// drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
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// dmg: 7, //damage done in addition to the damage from momentum
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// classType: "bullet",
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// endCycle: simulation.cycle + 120,
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// collisionFilter: {
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// category: cat.bullet,
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// mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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// },
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// minDmgSpeed: 0,
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// lookFrequency: Math.floor(7 + Math.random() * 3),
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// density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
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// beforeDmg(who) {
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// if (tech.isShieldPierce && who.isShielded) { //disable shields
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// who.isShielded = false
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// requestAnimationFrame(() => { who.isShielded = true });
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// }
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// if (tech.fragments) {
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// b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random()))
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// this.endCycle = 0;
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// }
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// if (!who.isBadTarget) {
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// this.frictionAir = 0.01
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// this.do = this.doNoTargeting
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// }
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// },
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// onEnd() {},
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// doNoTargeting: function() {
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// // this.force.y += this.mass * 0.001;
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// if (Matter.Query.collides(this, map).length) { //stick in walls
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// this.collisionFilter.mask = 0;
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// Matter.Body.setAngularVelocity(this, 0)
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// Matter.Body.setVelocity(this, {
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// x: 0,
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// y: 0
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// });
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// this.do = () => {
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// // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
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// }
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// }
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// },
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// do() {
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// this.cycle++
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// // if (this.cycle > 40) {
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// // this.frictionAir = 0.003
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// // this.do = this.doNoTargeting
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// // }
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// // if (closest.target) { //rotate towards the target
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// const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
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// const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position));
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// const cross = Vector.cross(vectorGoal, face)
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// if (cross > 0.01) {
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// Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
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// } else if (cross < 0.01) {
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// Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
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// }
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// this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
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// this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
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// // }
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// if (Matter.Query.collides(this, map).length) { //stick in walls
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// this.collisionFilter.mask = 0;
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// Matter.Body.setAngularVelocity(this, 0)
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// Matter.Body.setVelocity(this, {
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// x: 0,
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// y: 0
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// });
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// this.do = this.doNoTargeting
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// }
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// // else if (!(this.cycle % 2)) { //look for a target if you don't have one
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// // simulation.drawList.push({ //add dmg to draw queue
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// // x: this.position.x,
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// // y: this.position.y,
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// // radius: 10,
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// // color: simulation.mobDmgColor,
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// // time: simulation.drawTime
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// // });
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// // let closest = {
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// // distance: 2000,
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// // target: null
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// // }
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// // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
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// // for (let i = 0, len = mob.length; i < len; ++i) {
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// // if (
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// // mob[i].alive && !mob[i].isBadTarget &&
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// // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
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// // 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
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// // ) {
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// // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
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// // if (dist < closest.distance) {
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// // closest.distance = dist
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// // closest.target = mob[i]
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// // }
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// // }
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// // }
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// // if (closest.target) {
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// // target = closest.target
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// // this.turnRate = 0.05
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// // this.frictionAir = 0.8
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// // }
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// // }
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// },
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// });
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// Matter.Body.setVelocity(bullet[me], {
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// x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
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// y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
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// });
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// // if (!closest.target) {
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// // bullet[me].frictionAir = 0.002
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// // bullet[me].do = bullet[me].doNoTargeting
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// // }
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// Composite.add(engine.world, bullet[me]); //add bullet to world
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// },
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grapple(where, angle = m.angle) {
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const me = bullet.length;
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const returnRadius = 100
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@@ -1962,8 +1820,8 @@ const b = {
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});
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if (!isReturn && !target) {
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + 600 * thrust * Math.cos(bullet[me].angle),
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y: m.Vy / 2 + 600 * thrust * Math.sin(bullet[me].angle)
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x: 0.7 * player.velocity.x + 600 * thrust * Math.cos(bullet[me].angle),
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y: 0.5 * player.velocity.x + 600 * thrust * Math.sin(bullet[me].angle)
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});
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bullet[me].frictionAir = 0.002
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bullet[me].do = function () {
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@@ -2084,8 +1942,8 @@ const b = {
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});
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const thrust = 0.0066 * bullet[me].mass * (tech.isMissileBig ? (tech.isMissileBiggest ? 0.3 : 0.7) : 1);
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(angle),
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y: m.Vy / 2 + speed * Math.sin(angle)
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x: 0.5 * player.velocity.x + speed * Math.cos(angle),
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y: 0.5 * player.velocity.y + speed * Math.sin(angle)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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@@ -2972,11 +2830,6 @@ const b = {
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y: speed * Math.sin(dir)
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});
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Matter.Body.setAngularVelocity(bullet[me], 3000 * bullet[me].spin);
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// Matter.Body.setVelocity(bullet[me], {
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// x: m.Vx / 2 + speed * Math.cos(dir),
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// y: m.Vy / 2 + speed * Math.sin(dir)
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// });
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},
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flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) {
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const me = bullet.length;
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@@ -3810,165 +3663,6 @@ const b = {
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}
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return shotsFired
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},
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// plasmaBall(position, velocity, radius) {
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// // radius *= Math.sqrt(tech.bulletSize)
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// const me = bullet.length;
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// bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
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// density: 0.000001, // 0.001 is normal density
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// inertia: Infinity,
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// frictionAir: 0.003,
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// dmg: 0, //damage on impact
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// damage: 0, //damage done over time
|
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// scale: 1 - 0.006 / tech.bulletsLastLonger,
|
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// classType: "bullet",
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// collisionFilter: {
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// category: cat.bullet,
|
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// mask: 0 //cat.mob | cat.mobBullet // cat.map | cat.body | cat.mob | cat.mobShield
|
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// },
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// minDmgSpeed: 0,
|
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// endCycle: Infinity,
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// count: 0,
|
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// radius: radius,
|
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// portFrequency: 5 + Math.floor(5 * Math.random()),
|
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// nextPortCycle: Infinity, //disabled unless you have the teleport tech
|
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// beforeDmg(who) {
|
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// if (!this.target && who.alive) {
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// this.target = who;
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// if (who.radius < 20) {
|
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// this.targetRelativePosition = {
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// x: 0,
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// y: 0
|
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// } //find relative position vector for zero mob rotation
|
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// } else if (Matter.Query.collides(this, [who]).length > 0) {
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// const normal = Matter.Query.collides(this, [who])[0].normal
|
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// 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
|
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// } else {
|
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// this.targetRelativePosition = Vector.rotate(Vector.sub(this.position, who.position), -who.angle) //find relative position vector for zero mob rotation
|
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// }
|
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// this.collisionFilter.category = cat.body;
|
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// this.collisionFilter.mask = null;
|
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|
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// let bestVertexDistance = Infinity
|
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// let bestVertex = null
|
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// for (let i = 0; i < this.target.vertices.length; i++) {
|
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// const dist = Vector.magnitude(Vector.sub(this.position, this.target.vertices[i]));
|
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// if (dist < bestVertexDistance) {
|
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// bestVertex = i
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// bestVertexDistance = dist
|
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// }
|
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// }
|
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// this.targetVertex = bestVertex
|
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// }
|
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// },
|
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// onEnd() {},
|
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// do() {
|
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// if (this.count < 20) {
|
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// this.count++
|
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// //grow
|
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// const SCALE = 1.06
|
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// Matter.Body.scale(this, SCALE, SCALE);
|
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// this.radius *= SCALE;
|
||||
// } else {
|
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// //shrink
|
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// Matter.Body.scale(this, this.scale, this.scale);
|
||||
// this.radius *= this.scale;
|
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// if (this.radius < 8) this.endCycle = 0;
|
||||
// }
|
||||
// if (this.target && this.target.alive) { //if stuck to a target
|
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// 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 <strong>wave packets</strong> that propagate through <strong>solids</strong><br>waves <strong class='color-s'>slow</strong> mobs<br><strong>${this.ammoPack.toFixed(0)}</strong> 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
|
||||
},
|
||||
|
||||
22
js/index.js
22
js/index.js
@@ -643,7 +643,7 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
|
||||
}
|
||||
}
|
||||
document.getElementById("sort-input").addEventListener('keydown', pressEnterSort);
|
||||
requestAnimationFrame(() => { 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 ? `<details id="constraints-details" style="padd
|
||||
});
|
||||
} else if (find === 'damage') {
|
||||
tech.tech.sort(sortKeyword);
|
||||
} else if (find === 'damage taken') {
|
||||
tech.tech.sort(sortKeyword);
|
||||
} else if (find === 'defense') {
|
||||
tech.tech.sort(sortKeyword);
|
||||
} else if (find === 'energy') {
|
||||
@@ -954,8 +956,8 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
|
||||
<button onclick="build.sortTech('fieldtech', true)" class='sort-button'>${powerUps.orb.fieldTech()}</button>
|
||||
<button onclick="build.sortTech('damage', true)" class='sort-button'><strong class='color-d'>damage</strong></button>
|
||||
<button onclick="build.sortTech('damage taken', true)" class='sort-button'><strong style="letter-spacing: 1px;font-weight: 100;">dmg taken</strong></button>
|
||||
<button onclick="build.sortTech('heal')" class='sort-button'><strong class='color-h'>heal</strong></button>
|
||||
<button onclick="build.sortTech('energy')" class='sort-button'><strong class='color-f'>energy</strong></button>
|
||||
<button onclick="build.sortTech('heal', true)" class='sort-button'><strong class='color-h'>heal</strong></button>
|
||||
<button onclick="build.sortTech('energy', true)" class='sort-button'><strong class='color-f'>energy</strong></button>
|
||||
<input type="search" id="sort-input" style="width: 7.5em;font-size: 0.6em;color:#000;" placeholder="sort by" />
|
||||
<button onclick="build.sortTech('input', true)" class='sort-button' style="border-radius: 0em;border: 1.5px #000 solid;font-size: 0.6em;" value="damage">sort</button>
|
||||
</div>
|
||||
@@ -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);
|
||||
|
||||
490
js/level.js
490
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: <strong>${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`, 600);
|
||||
}
|
||||
// if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
// var gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
// simulation.inGameConsole(`pigeonhole principle: <strong>${(1 + 0.4 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`, 600);
|
||||
// }
|
||||
if (tech.isSwitchReality && level.levelsCleared !== 0) {
|
||||
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
|
||||
m.switchWorlds("many-worlds")
|
||||
@@ -187,7 +187,12 @@ const level = {
|
||||
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false);
|
||||
}
|
||||
if (tech.interestRate > 0) {
|
||||
const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels
|
||||
// const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels
|
||||
let rate = tech.interestRate
|
||||
if (level.onLevel < level.levels.length - 1) {//make sure it's not on the lore level which has an undefined name
|
||||
const levelName = level.levels[level.onLevel]
|
||||
if (levelName === "final" || levelName === "subway") rate *= 1 / 3
|
||||
}
|
||||
|
||||
let ammoSum = 0
|
||||
for (let i = 0; i < b.inventory.length; i++) {
|
||||
@@ -315,10 +320,13 @@ const level = {
|
||||
}
|
||||
//update HUD with constraints
|
||||
let text = `${level.constraintDescription1}`
|
||||
if (level.constraintDescription1) simulation.inGameConsole(`<span style="color:#624;background-color: rgba(255, 215, 241, 0.4);">constraint</span>: ${level.constraintDescription1}`)
|
||||
if (simulation.difficultyMode > 6 && level.constraintDescription2) {
|
||||
text += `<br>${level.constraintDescription2}`
|
||||
if (level.constraintDescription2) simulation.inGameConsole(`<span style="color:#624;background-color: rgba(255, 215, 241, 0.4);">constraint</span>: ${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
|
||||
|
||||
29
js/mob.js
29
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()
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -785,7 +785,7 @@ const powerUps = {
|
||||
m.addHealth(heal);
|
||||
if (healOutput > 0) simulation.inGameConsole(`<div class="circle-grid heal"></div> <span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${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(`<div class="circle-grid heal"></div> <span class='color-var'>m</span>.maxHealth <span class='color-symbol'>+=</span> ${(0.3 * overHeal).toFixed(3)}`)
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 <span class='color-symbol'>=</span> <strong>Infinite</strong>`);
|
||||
@@ -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
|
||||
});
|
||||
|
||||
57
js/tech.js
57
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(`<strong>+${(100 * percent).toFixed(0)}%</strong> <span class='color-text'>JUNK</span><span class='color-var'>tech</span> chance (${(100 * tech.junkChance).toFixed(0)} total chance)`)
|
||||
simulation.inGameConsole(`<strong>+${(100 * percent).toFixed(0)}%</strong> <span class='color-text'>JUNK</span><span class='color-var'>tech</span> chance (${(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 = `<br>this level: <strong>${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`
|
||||
}
|
||||
return `<span style = 'font-size:95%;'>a new ${powerUps.orb.gun()} in your inventory is <strong>chosen</strong> each <strong>level</strong><br>if it's equipped, <strong>1.3x</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.gun()} in your inventory${info}</span>`
|
||||
return `<strong>1.4x</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.gun()}, but your equipped ${powerUps.orb.gun()}<br>cycles each level and you can't <strong>switch</strong>`
|
||||
},
|
||||
// descriptionFunction() {
|
||||
// let info = ""
|
||||
// if (this.count > 0 && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
// let gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
// info = `<br>this level: <strong>${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`
|
||||
// }
|
||||
// return `<span style = 'font-size:95%;'>a new ${powerUps.orb.gun()} in your inventory is <strong>chosen</strong> each <strong>level</strong><br>if it's equipped, <strong>1.3x</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.gun()} in your inventory${info}</span>`
|
||||
// },
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -807,7 +810,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "generalist",
|
||||
description: `spawn <strong>7</strong> ${powerUps.orb.gun()}, but you can't <strong>switch</strong> ${powerUps.orb.gun()}<br>your equipped ${powerUps.orb.gun()} cycles after each level`,
|
||||
description: `spawn <strong>7</strong> ${powerUps.orb.gun()}, but your equipped ${powerUps.orb.gun()}<br>cycles each level and you can't <strong>switch</strong>`,
|
||||
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 `<strong>2x</strong> <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)} for <strong class='color-g'>${b.guns[this.gun].name}</strong>`
|
||||
},
|
||||
maxCount: 9,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
@@ -1432,7 +1435,7 @@ const tech = {
|
||||
name: "zoospore vector",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`,
|
||||
descriptionFunction() {
|
||||
return `after mobs <strong>die</strong> there is a <strong>10%</strong> chance<br>they grow ${b.guns[6].nameString('s')}`
|
||||
return `after mobs <strong>die</strong> there is a <strong>13%</strong> chance<br>they grow ${b.guns[6].nameString('s')}`
|
||||
},
|
||||
// description: "after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
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: "<strong>+88</strong> maximum <strong class='color-f'>energy</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
description: "<strong>+100</strong> maximum <strong class='color-f'>energy</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
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 `<strong>0.3x</strong> <strong class='color-defense'>damage taken</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
return `<strong>0.2x</strong> <strong class='color-defense'>damage taken</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3103,7 +3106,7 @@ const tech = {
|
||||
{
|
||||
name: "control theory",
|
||||
descriptionFunction() {
|
||||
return `<strong>1.5x</strong> <strong class='color-d'>damage</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
return `<strong>2x</strong> <strong class='color-d'>damage</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3329,7 +3332,7 @@ const tech = {
|
||||
{
|
||||
name: "quenching",
|
||||
descriptionFunction() {
|
||||
return `<strong>0.4x</strong> of ${powerUps.orb.heal()} over<strong class='color-h'>healing</strong><br>is added to <strong>maximum</strong> <strong class='color-h'>health</strong>`
|
||||
return `<strong>0.5x</strong> of ${powerUps.orb.heal()} over<strong class='color-h'>healing</strong><br>is added to <strong>maximum</strong> <strong class='color-h'>health</strong>`
|
||||
},
|
||||
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: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+10%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
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 <strong>propagate</strong> faster as <strong>solids</strong><br><strong>1.4x</strong> wave <strong class='color-d'>damage</strong>",
|
||||
description: "wave particles <strong>propagate</strong> faster as <strong>solids</strong><br><strong>1.5x</strong> wave <strong class='color-d'>damage</strong>",
|
||||
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
|
||||
}
|
||||
},
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user