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:
landgreen
2024-12-24 11:22:57 -08:00
parent 1966173f88
commit 2daeae1ff4
12 changed files with 643 additions and 603 deletions

View File

@@ -77,25 +77,6 @@
<label for="banned" title="type banned levels with a space between them. Example: run temple biohazard">banned levels:</label> <label for="banned" title="type banned levels with a space between them. Example: run temple biohazard">banned levels:</label>
<input id="banned" name="banned" placeholder="list levels by name" autocomplete="off" spellcheck="false" style="width: 182px;" /> <input id="banned" name="banned" placeholder="list levels by name" autocomplete="off" spellcheck="false" style="width: 182px;" />
<br> <br>
<label for="classic-select" title="play older versions of n-gon">classic n-gon:</label>
<select name="classic-select" id="classic-select" onChange="window.location.href=this.value">
<option value="https://scratch.mit.edu/projects/14005697/fullscreen/">mech: 2014</option>
<option value="https://scratch.mit.edu/projects/22573757/fullscreen/">spacetime: 2015</option>
<option value="https://scratch.mit.edu/projects/41429974/fullscreen/">ballistics: 2015</option>
<option value="https://scratch.mit.edu/projects/43690666/fullscreen/">portal: 2016</option>
<option value="https://codepen.io/lilgreenland/full/ozXNWZ">side scroller: 2016</option>
<option value="https://codepen.io/lilgreenland/full/wzARJY">side scroller: 2016</option>
<option value="classic/7-1-2017/">LandGame: 2017</option>
<option value="classic/4-15-2018/">n-gon: 2018</option>
<option value="classic/7-11-2019/">n-gon: summer-2019</option>
<option value="classic/9-8-2019/">n-gon: fall-2019</option>
<option value="classic/7-15-2020/">n-gon: summer-2020</option>
<option value="classic/6-1-2021/">n-gon: spring-2021</option>
<option value="classic/11-1-2022/">n-gon: fall-2022</option>
<option value="classic/7-29-2024/">n-gon: summer-2024</option>
<option value="" selected>current version</option>
</select>
<br>
<label for="seed" title="the randoms seed determines level order, tech choices, and mob types">randomization seed:</label> <label for="seed" title="the randoms seed determines level order, tech choices, and mob types">randomization seed:</label>
<input type="text" id="seed" name="seed" autocomplete="off" spellcheck="false" minlength="1" style="width: 120px;"> <input type="text" id="seed" name="seed" autocomplete="off" spellcheck="false" minlength="1" style="width: 120px;">
<br><span id="previous-seed" style="color:#bbb"></span> <br><span id="previous-seed" style="color:#bbb"></span>
@@ -179,16 +160,70 @@
<div> <div>
<details> <details>
<summary>about</summary> <summary>about</summary>
<div class="details-div" style="max-width: 24rem;"> <div class="details-div" style="max-width: 24rem;padding:0.6em;font-size: 1.3rem;">
n-gon is a solo project written in JavaScript, CSS, and HTML using the matter.js 2-D physics library. It's free and open source on <a href="https://github.com/landgreen/n-gon">Github</a>.
<a id="github" href="https://github.com/landgreen/n-gon" aria-label="github"> <a id="github" href="https://github.com/landgreen/n-gon" aria-label="github">
<svg viewBox="0 0 100 16" xmlns="http://www.w3.org/2000/svg" fill="#1B1F23"> <!-- <svg viewBox="0 0 100 16" xmlns="http://www.w3.org/2000/svg" fill="#1B1F23">
<path d="M8 0C3.58 0 0 3.58 0 8C0 11.54 2.29 14.53 5.47 15.59C5.87 15.66 6.02 15.42 6.02 15.21C6.02 15.02 6.01 14.39 6.01 13.72C4 14.09 3.48 13.23 3.32 12.78C3.23 12.55 2.84 11.84 2.5 11.65C2.22 11.5 1.82 11.13 2.49 11.12C3.12 11.11 3.57 11.7 3.72 11.94C4.44 13.15 5.59 12.81 6.05 12.6C6.12 12.08 6.33 11.73 6.56 11.53C4.78 11.33 2.92 10.64 2.92 7.58C2.92 6.71 3.23 5.99 3.74 5.43C3.66 5.23 3.38 4.41 3.82 3.31C3.82 3.31 4.49 3.1 6.02 4.13C6.66 3.95 7.34 3.86 8.02 3.86C8.7 3.86 9.38 3.95 10.02 4.13C11.55 3.09 12.22 3.31 12.22 3.31C12.66 4.41 12.38 5.23 12.3 5.43C12.81 5.99 13.12 6.7 13.12 7.58C13.12 10.65 11.25 11.33 9.47 11.53C9.76 11.78 10.01 12.26 10.01 13.01C10.01 14.08 10 14.94 10 15.21C10 15.42 10.15 15.67 10.55 15.59C13.71 14.53 16 11.53 16 8C16 3.58 12.42 0 8 0Z" /> <path d="M8 0C3.58 0 0 3.58 0 8C0 11.54 2.29 14.53 5.47 15.59C5.87 15.66 6.02 15.42 6.02 15.21C6.02 15.02 6.01 14.39 6.01 13.72C4 14.09 3.48 13.23 3.32 12.78C3.23 12.55 2.84 11.84 2.5 11.65C2.22 11.5 1.82 11.13 2.49 11.12C3.12 11.11 3.57 11.7 3.72 11.94C4.44 13.15 5.59 12.81 6.05 12.6C6.12 12.08 6.33 11.73 6.56 11.53C4.78 11.33 2.92 10.64 2.92 7.58C2.92 6.71 3.23 5.99 3.74 5.43C3.66 5.23 3.38 4.41 3.82 3.31C3.82 3.31 4.49 3.1 6.02 4.13C6.66 3.95 7.34 3.86 8.02 3.86C8.7 3.86 9.38 3.95 10.02 4.13C11.55 3.09 12.22 3.31 12.22 3.31C12.66 4.41 12.38 5.23 12.3 5.43C12.81 5.99 13.12 6.7 13.12 7.58C13.12 10.65 11.25 11.33 9.47 11.53C9.76 11.78 10.01 12.26 10.01 13.01C10.01 14.08 10 14.94 10 15.21C10 15.42 10.15 15.67 10.55 15.59C13.71 14.53 16 11.53 16 8C16 3.58 12.42 0 8 0Z" />
<g stroke='none' font-size="8px" font-family="Arial Black, sans-serif"> <g stroke='none' font-size="8px" font-family="Arial Black, sans-serif">
<text x="19" y="11">Github</text> <text x="19" y="11">Github</text>
</g> </g>
</svg> -->
<svg viewBox="-19 -8 40 16" xmlns="http://www.w3.org/2000/svg" stroke="#333" stroke-width="0.4" >
<defs>
<linearGradient id="horizontalGradient" x1="-8" y1="0" x2="8" y2="0" gradientUnits="userSpaceOnUse">
<stop offset="0%" stop-color="#e0e3e6" />
<stop offset="100%" stop-color="#fff" />
</linearGradient>
</defs>
<circle cx="0" cy="0" r="7" fill="url(#horizontalGradient)" />
<circle cx="4" cy="0" r="1.1" fill="none" />
<path d="M5.3 0 h1.7" stroke="#1B1F23" />
</svg> </svg>
</a> </a>
<p>
I wrote n-gon in JavaScript, CSS, and HTML using the matter.js 2-D physics library.
The code is free and open source on <a id="github" href="https://github.com/landgreen/n-gon" aria-label="github">Github</a>.
This is just my hobby project, but I try to fix bugs when <a id="github" href="https://github.com/landgreen/n-gon/issues" aria-label="github">reported</a>.
</p>
<span style="max-width: 25rem; line-height: 180%;">
<label for="classic-select" title="play older versions of n-gon">classic n-gon:</label>
<select name="classic-select" id="classic-select" onChange="window.location.href=this.value">
<option value="https://scratch.mit.edu/projects/14005697/fullscreen/">mech: 2014</option>
<option value="https://scratch.mit.edu/projects/22573757/fullscreen/">spacetime: 2015</option>
<option value="https://scratch.mit.edu/projects/41429974/fullscreen/">ballistics: 2015</option>
<option value="https://scratch.mit.edu/projects/43690666/fullscreen/">portal: 2016</option>
<option value="https://codepen.io/lilgreenland/full/ozXNWZ">side scroller: 2016</option>
<option value="https://codepen.io/lilgreenland/full/wzARJY">side scroller: 2016</option>
<option value="classic/7-1-2017/">LandGame: 2017</option>
<option value="classic/4-15-2018/">n-gon: 2018</option>
<option value="classic/7-11-2019/">n-gon: summer-2019</option>
<option value="classic/9-8-2019/">n-gon: fall-2019</option>
<option value="classic/7-15-2020/">n-gon: summer-2020</option>
<option value="classic/6-1-2021/">n-gon: spring-2021</option>
<option value="classic/11-1-2022/">n-gon: fall-2022</option>
<option value="classic/7-29-2024/">n-gon: summer-2024</option>
<option value="" selected>old versions</option>
</select>
<br><label for="classic-select" title="community links">community links:</label>
<select name="classic-select" id="classic-select" onChange="window.location.href=this.value">
<option value="https://www.cornbread2100.com/n-gon-loader">n-commit loader</option>
<option value="https://3xiondev.github.io/n-gon-upgraded">n-gon upgraded</option>
<option value="https://n-gon-enhanced.vercel.app">n-gon enhanced</option>
<option value="https://coaldeficit.github.io/c-gon">c-gon</option>
<option value="https://kgurchiek.github.io/n-gon-portal-gun">n-gon portal gun</option>
<option value="https://github.com/Whyisthisnotavalable/n-scythe">n-scythe</option>
<option value="https://github.com/kgurchiek/n-gon-mobile">n-mobile</option>
<option value="https://github.com/kgurchiek/n-gon-controller">n-controller</option>
<option value="https://github.com/kgurchiek/n-gon-stopwatch">n-stopwatch</option>
<option value="https://github.com/Ant-Throw-Pology/n-qol">n-qol</option>
<option value="https://github.com/c-rxxp-y/n-gon-treasury">n-treasury</option>
<option value="https://github.com/3xionDev/n-docs">n-docs</option>
<option value="https://ngon.fandom.com/wiki/N-gon">n-wiki fandom</option>
<option value="https://n-gon.wiki/">n-wiki n-gon</option>
<option value="" selected>mods, forks, info</option>
</select>
</span>
</div> </div>
</details> </details>
</div> </div>
@@ -230,8 +265,9 @@
<path d="M70 70 h60 v60 h-60 v-60" class="draw-lines-box-2" /> <path d="M70 70 h60 v60 h-60 v-60" class="draw-lines-box-2" />
<path d="M140 70 h60 v60 h-60 v-60" class="draw-lines-box-3" /> <path d="M140 70 h60 v60 h-60 v-60" class="draw-lines-box-3" />
</g> </g>
<g fill='none' stroke='#333' stroke-width="3.5" stroke-linejoin="round" stroke-linecap="round"> <g fill='none' stroke='#333' stroke-width="3" stroke-linejoin="round" stroke-linecap="round">
<path d="M0 60 h60 v-60 h-60 v60" class="draw-lines-box-1" /> <path d="M0 60 h60 v-60 h-60 v60" class="draw-lines-box-1" />
<!-- <rect x="0" y="0" width="60" height="60" rx="10" ry="10" class="draw-lines-box-1" /> -->
<path d="M70 60 h60 v-60 h-60 v60" class="draw-lines-box-2" /> <path d="M70 60 h60 v-60 h-60 v60" class="draw-lines-box-2" />
<path d="M140 60 h60 v-60 h-60 v60" class="draw-lines-box-3" /> <path d="M140 60 h60 v-60 h-60 v60" class="draw-lines-box-3" />
<path d="M0 70 h60 v60 h-60 v-60" class="draw-lines-box-1" /> <path d="M0 70 h60 v60 h-60 v-60" class="draw-lines-box-1" />

View File

@@ -280,8 +280,8 @@ const b = {
fireProps(cd, speed, dir, me) { fireProps(cd, speed, dir, me) {
m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(dir), x: 0.5 * player.velocity.x + speed * Math.cos(dir),
y: m.Vy / 2 + speed * Math.sin(dir) y: 0.5 * player.velocity.y + speed * Math.sin(dir)
}); });
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
}, },
@@ -734,8 +734,8 @@ const b = {
}; };
speed = m.crouch ? 43 : 32 speed = m.crouch ? 43 : 32
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle), x: 0.5 * player.velocity.x + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: 0.5 * player.velocity.y + speed * Math.sin(angle)
}); });
bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.bulletsLastLonger; bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.bulletsLastLonger;
bullet[me].restitution = 0.4; bullet[me].restitution = 0.4;
@@ -759,8 +759,8 @@ const b = {
}; };
speed = m.crouch ? 46 : 32 speed = m.crouch ? 46 : 32
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle), x: 0.8 * player.velocity.x + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: 0.5 * player.velocity.y + speed * Math.sin(angle)
}); });
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
@@ -794,8 +794,8 @@ const b = {
}; };
speed = m.crouch ? 46 : 32 speed = m.crouch ? 46 : 32
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle), x: 0.8 * player.velocity.x + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: 0.5 * player.velocity.y + speed * Math.sin(angle)
}); });
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger; bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger;
@@ -924,8 +924,8 @@ const b = {
bullet[me].endCycle += 20; bullet[me].endCycle += 20;
} }
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle), x: 0.5 * player.velocity.x + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: 0.5 * player.velocity.y + speed * Math.sin(angle)
}); });
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
} }
@@ -951,7 +951,7 @@ const b = {
Matter.Body.scale(bullet[me], SCALE, SCALE); Matter.Body.scale(bullet[me], SCALE, SCALE);
speed = m.crouch ? 25 : 15 speed = m.crouch ? 25 : 15
// speed = m.crouch ? 43 : 32 // speed = m.crouch ? 43 : 32
Matter.Body.setVelocity(bullet[me], { x: m.Vx / 2 + speed * Math.cos(angle), y: m.Vy / 2 + speed * Math.sin(angle) }); Matter.Body.setVelocity(bullet[me], { x: 0.5 * player.velocity.x + speed * Math.cos(angle), y: 0.5 * player.velocity.y + speed * Math.sin(angle) });
const MAG = 0.005 const MAG = 0.005
bullet[me].thrust = { x: bullet[me].mass * MAG * Math.cos(angle), y: bullet[me].mass * MAG * Math.sin(angle) } bullet[me].thrust = { x: bullet[me].mass * MAG * Math.cos(angle), y: bullet[me].mass * MAG * Math.sin(angle) }
} }
@@ -1140,148 +1140,6 @@ const b = {
} }
} }
}, },
// dart(where, angle = m.angle, size = 0.8) {
// //find a target
// const closest = {
// score: 10000,
// position: null
// }
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
// const dot = Vector.dot({ x: Math.cos(angle), y: Math.sin(angle) }, Vector.normalise(Vector.sub(mob[i].position, where))) //the dot product of diff and dir will return how much over lap between the vectors
// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
// // if (dist < closest.score && ((dist > 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target
// if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target
// closest.score = dist
// closest.position = mob[i].position
// }
// }
// }
// if (!closest.position) {
// // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
// closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
// }
// const me = bullet.length;
// bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], {
// cycle: 0,
// angle: angle,
// friction: 1,
// frictionAir: 0.15,
// thrustMag: 0.03,
// turnRate: 0.15, //0.015
// drawStringControlMagnitude: 3000 + 5000 * Math.random(),
// drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
// dmg: 7, //damage done in addition to the damage from momentum
// classType: "bullet",
// endCycle: simulation.cycle + 120,
// collisionFilter: {
// category: cat.bullet,
// mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
// },
// minDmgSpeed: 0,
// lookFrequency: Math.floor(7 + Math.random() * 3),
// density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
// beforeDmg(who) {
// if (tech.isShieldPierce && who.isShielded) { //disable shields
// who.isShielded = false
// requestAnimationFrame(() => { who.isShielded = true });
// }
// if (tech.fragments) {
// b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random()))
// this.endCycle = 0;
// }
// if (!who.isBadTarget) {
// this.frictionAir = 0.01
// this.do = this.doNoTargeting
// }
// },
// onEnd() {},
// doNoTargeting: function() {
// // this.force.y += this.mass * 0.001;
// if (Matter.Query.collides(this, map).length) { //stick in walls
// this.collisionFilter.mask = 0;
// Matter.Body.setAngularVelocity(this, 0)
// Matter.Body.setVelocity(this, {
// x: 0,
// y: 0
// });
// this.do = () => {
// // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
// }
// }
// },
// do() {
// this.cycle++
// // if (this.cycle > 40) {
// // this.frictionAir = 0.003
// // this.do = this.doNoTargeting
// // }
// // if (closest.target) { //rotate towards the target
// const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
// const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position));
// const cross = Vector.cross(vectorGoal, face)
// if (cross > 0.01) {
// Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
// } else if (cross < 0.01) {
// Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
// }
// this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
// this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
// // }
// if (Matter.Query.collides(this, map).length) { //stick in walls
// this.collisionFilter.mask = 0;
// Matter.Body.setAngularVelocity(this, 0)
// Matter.Body.setVelocity(this, {
// x: 0,
// y: 0
// });
// this.do = this.doNoTargeting
// }
// // else if (!(this.cycle % 2)) { //look for a target if you don't have one
// // simulation.drawList.push({ //add dmg to draw queue
// // x: this.position.x,
// // y: this.position.y,
// // radius: 10,
// // color: simulation.mobDmgColor,
// // time: simulation.drawTime
// // });
// // let closest = {
// // distance: 2000,
// // target: null
// // }
// // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
// // for (let i = 0, len = mob.length; i < len; ++i) {
// // if (
// // mob[i].alive && !mob[i].isBadTarget &&
// // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
// // Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors
// // ) {
// // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
// // if (dist < closest.distance) {
// // closest.distance = dist
// // closest.target = mob[i]
// // }
// // }
// // }
// // if (closest.target) {
// // target = closest.target
// // this.turnRate = 0.05
// // this.frictionAir = 0.8
// // }
// // }
// },
// });
// Matter.Body.setVelocity(bullet[me], {
// x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
// y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
// });
// // if (!closest.target) {
// // bullet[me].frictionAir = 0.002
// // bullet[me].do = bullet[me].doNoTargeting
// // }
// Composite.add(engine.world, bullet[me]); //add bullet to world
// },
grapple(where, angle = m.angle) { grapple(where, angle = m.angle) {
const me = bullet.length; const me = bullet.length;
const returnRadius = 100 const returnRadius = 100
@@ -1962,8 +1820,8 @@ const b = {
}); });
if (!isReturn && !target) { if (!isReturn && !target) {
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + 600 * thrust * Math.cos(bullet[me].angle), x: 0.7 * player.velocity.x + 600 * thrust * Math.cos(bullet[me].angle),
y: m.Vy / 2 + 600 * thrust * Math.sin(bullet[me].angle) y: 0.5 * player.velocity.x + 600 * thrust * Math.sin(bullet[me].angle)
}); });
bullet[me].frictionAir = 0.002 bullet[me].frictionAir = 0.002
bullet[me].do = function () { bullet[me].do = function () {
@@ -2084,8 +1942,8 @@ const b = {
}); });
const thrust = 0.0066 * bullet[me].mass * (tech.isMissileBig ? (tech.isMissileBiggest ? 0.3 : 0.7) : 1); const thrust = 0.0066 * bullet[me].mass * (tech.isMissileBig ? (tech.isMissileBiggest ? 0.3 : 0.7) : 1);
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle), x: 0.5 * player.velocity.x + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: 0.5 * player.velocity.y + speed * Math.sin(angle)
}); });
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
}, },
@@ -2972,11 +2830,6 @@ const b = {
y: speed * Math.sin(dir) y: speed * Math.sin(dir)
}); });
Matter.Body.setAngularVelocity(bullet[me], 3000 * bullet[me].spin); Matter.Body.setAngularVelocity(bullet[me], 3000 * bullet[me].spin);
// Matter.Body.setVelocity(bullet[me], {
// x: m.Vx / 2 + speed * Math.cos(dir),
// y: m.Vy / 2 + speed * Math.sin(dir)
// });
}, },
flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) { flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) {
const me = bullet.length; const me = bullet.length;
@@ -3810,165 +3663,6 @@ const b = {
} }
return shotsFired return shotsFired
}, },
// plasmaBall(position, velocity, radius) {
// // radius *= Math.sqrt(tech.bulletSize)
// const me = bullet.length;
// bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
// density: 0.000001, // 0.001 is normal density
// inertia: Infinity,
// frictionAir: 0.003,
// dmg: 0, //damage on impact
// damage: 0, //damage done over time
// scale: 1 - 0.006 / tech.bulletsLastLonger,
// classType: "bullet",
// collisionFilter: {
// category: cat.bullet,
// mask: 0 //cat.mob | cat.mobBullet // cat.map | cat.body | cat.mob | cat.mobShield
// },
// minDmgSpeed: 0,
// endCycle: Infinity,
// count: 0,
// radius: radius,
// portFrequency: 5 + Math.floor(5 * Math.random()),
// nextPortCycle: Infinity, //disabled unless you have the teleport tech
// beforeDmg(who) {
// if (!this.target && who.alive) {
// this.target = who;
// if (who.radius < 20) {
// this.targetRelativePosition = {
// x: 0,
// y: 0
// } //find relative position vector for zero mob rotation
// } else if (Matter.Query.collides(this, [who]).length > 0) {
// const normal = Matter.Query.collides(this, [who])[0].normal
// this.targetRelativePosition = Vector.rotate(Vector.sub(Vector.sub(this.position, who.position), Vector.mult(normal, -this.radius)), -who.angle) //find relative position vector for zero mob rotation
// } else {
// this.targetRelativePosition = Vector.rotate(Vector.sub(this.position, who.position), -who.angle) //find relative position vector for zero mob rotation
// }
// this.collisionFilter.category = cat.body;
// this.collisionFilter.mask = null;
// let bestVertexDistance = Infinity
// let bestVertex = null
// for (let i = 0; i < this.target.vertices.length; i++) {
// const dist = Vector.magnitude(Vector.sub(this.position, this.target.vertices[i]));
// if (dist < bestVertexDistance) {
// bestVertex = i
// bestVertexDistance = dist
// }
// }
// this.targetVertex = bestVertex
// }
// },
// onEnd() {},
// do() {
// if (this.count < 20) {
// this.count++
// //grow
// const SCALE = 1.06
// Matter.Body.scale(this, SCALE, SCALE);
// this.radius *= SCALE;
// } else {
// //shrink
// Matter.Body.scale(this, this.scale, this.scale);
// this.radius *= this.scale;
// if (this.radius < 8) this.endCycle = 0;
// }
// if (this.target && this.target.alive) { //if stuck to a target
// const rotate = Vector.rotate(this.targetRelativePosition, this.target.angle) //add in the mob's new angle to the relative position vector
// if (this.target.isVerticesChange) {
// Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
// } else {
// Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.target.velocity), this.target.position))
// }
// if (this.target.isBoss) {
// if (this.target.speed > 8) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.98))
// } else {
// if (this.target.speed > 4) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.95))
// }
// Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9);
// // Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
// if (this.target.isShielded) {
// this.target.damage(m.dmgScale * this.damage, true); //shield damage bypass
// const SCALE = 1 - 0.004 / tech.bulletsLastLonger //shrink if mob is shielded
// Matter.Body.scale(this, SCALE, SCALE);
// this.radius *= SCALE;
// } else {
// this.target.damage(m.dmgScale * this.damage);
// }
// } else if (this.target !== null) { //look for a new target
// this.collisionFilter.category = cat.bullet;
// this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
// if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) {
// let targets = []
// for (let i = 0, len = mob.length; i < len; i++) {
// const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
// if (dist < 1000000) targets.push(mob[i])
// }
// const radius = Math.min(this.radius * 0.5, 9)
// const len = bullet.length < 80 ? 2 : 1
// for (let i = 0; i < len; i++) {
// if (targets.length - i > 0) {
// const index = Math.floor(Math.random() * targets.length)
// const speed = 6 + 6 * Math.random()
// const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
// b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
// } else {
// b.foam(this.position, Vector.rotate({
// x: 15 + 10 * Math.random(),
// y: 0
// }, 2 * Math.PI * Math.random()), radius)
// }
// }
// }
// this.target = null
// } else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map or blocks
// const slow = 0.85
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * slow,
// y: this.velocity.y * slow
// });
// const SCALE = 0.96
// Matter.Body.scale(this, SCALE, SCALE);
// this.radius *= SCALE;
// // } else if (Matter.Query.collides(this, body).length > 0) {
// } else if (Matter.Query.point(body, this.position).length > 0) {
// const slow = 0.9
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * slow,
// y: this.velocity.y * slow
// });
// const SCALE = 0.96
// Matter.Body.scale(this, SCALE, SCALE);
// this.radius *= SCALE;
// } else {
// this.force.y += this.mass * tech.foamGravity; //gravity
// if (tech.isFoamAttract) {
// for (let i = 0, len = mob.length; i < len; i++) {
// if (!mob[i].isBadTarget && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
// this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * 0.004)
// const slow = 0.9
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * slow,
// y: this.velocity.y * slow
// });
// break
// }
// }
// }
// }
// if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
// this.nextPortCycle = simulation.cycle + this.portFrequency
// const range = 15 * Math.sqrt(this.radius) * Math.random()
// Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
// }
// }
// });
// if (tech.isBulletTeleport) bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency
// Composite.add(engine.world, bullet[me]); //add bullet to world
// Matter.Body.setVelocity(bullet[me], velocity);
// },
foam(position, velocity, radius) { foam(position, velocity, radius) {
if (tech.isFoamCavitation && Math.random() < 0.25) { if (tech.isFoamCavitation && Math.random() < 0.25) {
velocity = Vector.mult(velocity, 1.35) velocity = Vector.mult(velocity, 1.35)
@@ -4024,10 +3718,7 @@ const b = {
} }
} }
this.targetVertex = bestVertex this.targetVertex = bestVertex
Matter.Body.setVelocity(this, { Matter.Body.setVelocity(this, { x: 0, y: 0 });
x: 0,
y: 0
});
} }
}, },
onEnd() { }, onEnd() { },
@@ -4070,10 +3761,7 @@ const b = {
} else if (this.target !== null) { //look for a new target } else if (this.target !== null) { //look for a new target
this.collisionFilter.category = cat.bullet; this.collisionFilter.category = cat.bullet;
this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
Matter.Body.setVelocity(this, { Matter.Body.setVelocity(this, { x: this.target.velocity.x, y: this.target.velocity.y });
x: this.target.velocity.x,
y: this.target.velocity.y
});
if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) { if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) {
let targets = [] let targets = []
for (let i = 0, len = mob.length; i < len; i++) { for (let i = 0, len = mob.length; i < len; i++) {
@@ -4099,20 +3787,14 @@ const b = {
this.target = null this.target = null
} else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map } else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map
const slow = 0.87 const slow = 0.87
Matter.Body.setVelocity(this, { Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow });
x: this.velocity.x * slow,
y: this.velocity.y * slow
});
const SCALE = 0.97 const SCALE = 0.97
Matter.Body.scale(this, SCALE, SCALE); Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE; this.radius *= SCALE;
// } else if (Matter.Query.collides(this, body).length > 0) { // } else if (Matter.Query.collides(this, body).length > 0) {
} else if (Matter.Query.point(body, this.position).length > 0) { //slow when touching blocks } else if (Matter.Query.point(body, this.position).length > 0) { //slow when touching blocks
const slow = 0.94 const slow = 0.94
Matter.Body.setVelocity(this, { Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow });
x: this.velocity.x * slow,
y: this.velocity.y * slow
});
const SCALE = 0.99 const SCALE = 0.99
Matter.Body.scale(this, SCALE, SCALE); Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE; this.radius *= SCALE;
@@ -4417,8 +4099,8 @@ const b = {
} }
const SPEED = 90 const SPEED = 90
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + SPEED * Math.cos(angle), x: 0.5 * player.velocity.x + SPEED * Math.cos(angle),
y: m.Vy / 2 + SPEED * Math.sin(angle) y: 0.5 * player.velocity.y + SPEED * Math.sin(angle)
}); });
// Matter.Body.setDensity(bullet[me], 0.00001); // Matter.Body.setDensity(bullet[me], 0.00001);
Composite.add(engine.world, bullet[me]); //add bullet to world 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), x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle) y: m.pos.y + 30 * Math.sin(m.angle)
}, { }, {
x: m.Vx / 2 + speed * Math.cos(angle), x: 0.8 * player.velocity.x + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: 0.5 * player.velocity.y + speed * Math.sin(angle)
}) //position, velocity, damage }) //position, velocity, damage
if (tech.isIceCrystals) { if (tech.isIceCrystals) {
bullet[bullet.length - 1].beforeDmg = function (who) { bullet[bullet.length - 1].beforeDmg = function (who) {
@@ -6201,8 +5883,8 @@ const b = {
const SPEED = 13 + 4 * Math.random(); const SPEED = 13 + 4 * Math.random();
const angle = m.angle + spread * (Math.random() - 0.5) const angle = m.angle + spread * (Math.random() - 0.5)
b.foam(where, { b.foam(where, {
x: SPEED * Math.cos(angle), x: 0.6 * player.velocity.x + SPEED * Math.cos(angle),
y: SPEED * Math.sin(angle) y: 0.5 * player.velocity.y + SPEED * Math.sin(angle)
}, 8 + 7 * Math.random()) }, 8 + 7 * Math.random())
} }
} else if (tech.isNeedles) { } 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 ${powerUps.orb.ammo()}` return `emit <strong>wave packets</strong> that propagate through <strong>solids</strong><br>waves <strong class='color-s'>slow</strong> mobs<br><strong>${this.ammoPack.toFixed(0)}</strong> wave packets per ${powerUps.orb.ammo()}`
}, },
ammo: 0, ammo: 0,
ammoPack: 52, ammoPack: 60,
defaultAmmoPack: 52, defaultAmmoPack: 60,
have: false, have: false,
wavePacketCycle: 0, wavePacketCycle: 0,
delay: 40, delay: 40,
@@ -6655,12 +6337,12 @@ const b = {
} }
} }
} }
let waveSpeedMap = 0.1 let waveSpeedMap = 0.13
let waveSpeedBody = 0.25 let waveSpeedBody = 0.3
if (tech.isPhaseVelocity) { if (tech.isPhaseVelocity) {
waveSpeedMap = 3.5 waveSpeedMap = 3.5
waveSpeedBody = 2 waveSpeedBody = 2
bullet[me].dmg *= 1.4 bullet[me].dmg *= 1.5
} }
if (tech.waveReflections) { if (tech.waveReflections) {
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange 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 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 SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const dir = m.angle + 0.15 * (Math.random() - 0.5) 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) } 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) b.foam(position, Vector.rotate(velocity, spread), radius)
this.applyKnock(velocity) // this.applyKnock(velocity)
m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale); m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale);
}, },
doCharges() { 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 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 dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = { const velocity = {
x: SPEED * Math.cos(dir), x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir) y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
} }
const position = { const position = {
x: m.pos.x + 30 * Math.cos(m.angle), x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle) y: m.pos.y + 30 * Math.sin(m.angle)
} }
b.foam(position, Vector.rotate(velocity, spread), radius) b.foam(position, Vector.rotate(velocity, spread), radius)
this.applyKnock(velocity) // this.applyKnock(velocity)
this.charge -= 0.75 this.charge -= 0.75
m.fireCDcycle = m.cycle + 2; //disable firing and adding more charge until empty m.fireCDcycle = m.cycle + 2; //disable firing and adding more charge until empty
} else if (!input.fire) { } 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 SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const dir = m.angle + 0.15 * (Math.random() - 0.5) const dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = { const velocity = {
x: SPEED * Math.cos(dir), x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir) y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
} }
const position = { const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
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 {
// }
b.foam(position, Vector.rotate(velocity, spread), radius) b.foam(position, Vector.rotate(velocity, spread), radius)
this.applyKnock(velocity) // this.applyKnock(velocity)
m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale); m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale);
this.charge += 1 + tech.isCapacitor this.charge += 1 + tech.isCapacitor
}, },

View File

@@ -643,7 +643,7 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
} }
} }
document.getElementById("sort-input").addEventListener('keydown', pressEnterSort); document.getElementById("sort-input").addEventListener('keydown', pressEnterSort);
requestAnimationFrame(() => { document.getElementById("sort-input").focus(); }); // requestAnimationFrame(() => { document.getElementById("sort-input").focus(); });
}, },
sortTech(find, isExperiment = false) { sortTech(find, isExperiment = false) {
const sortKeyword = (a, b) => { const sortKeyword = (a, b) => {
@@ -730,6 +730,8 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
}); });
} else if (find === 'damage') { } else if (find === 'damage') {
tech.tech.sort(sortKeyword); tech.tech.sort(sortKeyword);
} else if (find === 'damage taken') {
tech.tech.sort(sortKeyword);
} else if (find === 'defense') { } else if (find === 'defense') {
tech.tech.sort(sortKeyword); tech.tech.sort(sortKeyword);
} else if (find === 'energy') { } 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('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', 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('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('heal', true)" 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('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" /> <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> <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> </div>
@@ -1416,11 +1418,13 @@ window.addEventListener("keydown", function (event) {
build.pauseGrid() build.pauseGrid()
} else if (simulation.paused) { } else if (simulation.paused) {
build.unPauseGrid() if (document.activeElement !== document.getElementById('sort-input')) {
simulation.paused = false; build.unPauseGrid()
// level.levelAnnounce(); simulation.paused = false;
document.body.style.cursor = "none"; // level.levelAnnounce();
requestAnimationFrame(cycle); document.body.style.cursor = "none";
requestAnimationFrame(cycle);
}
} else { //if (!tech.isNoDraftPause) } else { //if (!tech.isNoDraftPause)
simulation.paused = true; simulation.paused = true;
build.pauseGrid() build.pauseGrid()
@@ -1542,7 +1546,7 @@ window.addEventListener("keydown", function (event) {
} }
break break
} }
if (b.inventory.length > 1 && !simulation.testing && !tech.isGunCycle) { if (b.inventory.length > 1 && !simulation.testing && !(tech.isGunChoice || tech.isGunCycle)) {
switch (event.code) { switch (event.code) {
case "Digit1": case "Digit1":
simulation.switchToGunInInventory(0); simulation.switchToGunInInventory(0);

View File

@@ -10,7 +10,7 @@ const level = {
levelsCleared: 0, levelsCleared: 0,
isFlipped: false, isFlipped: false,
uniqueLevels: ["initial", "reservoir", "factory", "interferometer", "reactor", "subway", "final"], //see level.populateLevels: (initial, ... , (reservoir, factory, or interferometer), reactor, ... , subway, final) added later 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"], 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"], trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
levels: [], levels: [],
@@ -23,7 +23,7 @@ const level = {
// level.levelsCleared = 10 // level.levelsCleared = 10
// level.updateDifficulty() // level.updateDifficulty()
// tech.giveTech("performance") // tech.giveTech("performance")
// m.maxHealth = m.health = 1//00000000 // m.maxHealth = m.health = 100000000
// m.maxEnergy = m.energy = 10000000 // m.maxEnergy = m.energy = 10000000
// tech.isRerollDamage = true // tech.isRerollDamage = true
// powerUps.research.changeRerolls(99999) // powerUps.research.changeRerolls(99999)
@@ -48,24 +48,24 @@ const level = {
// requestAnimationFrame(() => { tech.giveTech("non-renewables") }); // requestAnimationFrame(() => { tech.giveTech("non-renewables") });
// tech.giveTech("dark matter") // tech.giveTech("dark matter")
// tech.addJunkTechToPool(0.5) // tech.addJunkTechToPool(0.5)
// for (let i = 0; i < 1; ++i) tech.giveTech("nail-bot") // for (let i = 0; i < 1; ++i) tech.giveTech("pigeonhole principle")
// for (let i = 0; i < 1; ++i) tech.giveTech("quantum immortality") // for (let i = 0; i < 1; ++i) tech.giveTech("generalist")
// m.skin.egg(); // m.skin.egg();
// for (let i = 0; i < 1; ++i) tech.giveTech("many-worlds") // 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("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") // for (let i = 0; i < 1; i++) tech.giveTech("interest")
// m.lastKillCycle = m.cycle // m.lastKillCycle = m.cycle
// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "warp"); // 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); // 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 // 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 ************************************************** 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++) 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"); // 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.tokamakHealCount = 0
tech.buffedGun++ tech.buffedGun++
if (tech.buffedGun > b.inventory.length - 1) tech.buffedGun = 0; 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; b.inventoryGun = tech.buffedGun;
simulation.switchGun(); simulation.switchGun();
} }
if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) { // if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
var gun = b.guns[b.inventory[tech.buffedGun]].name // 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); // 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) { if (tech.isSwitchReality && level.levelsCleared !== 0) {
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`); simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
m.switchWorlds("many-worlds") m.switchWorlds("many-worlds")
@@ -187,7 +187,12 @@ const level = {
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false); for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false);
} }
if (tech.interestRate > 0) { if (tech.interestRate > 0) {
const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels // const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels
let rate = tech.interestRate
if (level.onLevel < level.levels.length - 1) {//make sure it's not on the lore level which has an undefined name
const levelName = level.levels[level.onLevel]
if (levelName === "final" || levelName === "subway") rate *= 1 / 3
}
let ammoSum = 0 let ammoSum = 0
for (let i = 0; i < b.inventory.length; i++) { for (let i = 0; i < b.inventory.length; i++) {
@@ -315,10 +320,13 @@ const level = {
} }
//update HUD with constraints //update HUD with constraints
let text = `${level.constraintDescription1}` let text = `${level.constraintDescription1}`
if (level.constraintDescription1) simulation.inGameConsole(`<span style="color:#624;background-color: rgba(255, 215, 241, 0.4);">constraint</span>: ${level.constraintDescription1}`)
if (simulation.difficultyMode > 6 && level.constraintDescription2) { if (simulation.difficultyMode > 6 && level.constraintDescription2) {
text += `<br>${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 document.getElementById("right-HUD-constraint").innerHTML = text
if (level.constraintDescription1) { if (level.constraintDescription1) {
if (level.constraintDescription2) { if (level.constraintDescription2) {
document.getElementById("right-HUD").style.top = "80px"; 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, isHazardRise: false,
hazard(x, y, width, height, damage = 0.002) { hazard(x, y, width, height, damage = 0.002) {
return { return {
@@ -2474,6 +2531,19 @@ const level = {
ctx.lineDashOffset = (-simulation.cycle * this.VxGoal) % 80; ctx.lineDashOffset = (-simulation.cycle * this.VxGoal) % 80;
ctx.stroke(); ctx.stroke();
ctx.setLineDash([0, 0]); 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 Matter.Body.setStatic(rect, true); //make static
@@ -5410,7 +5480,7 @@ const level = {
if (badBlocks[j] === body[i]) index = i if (badBlocks[j] === body[i]) index = i
} }
//remove block //remove block
console.log(index, j) // console.log(index, j)
if (index) { if (index) {
Matter.Composite.remove(engine.world, badBlocks[j]); Matter.Composite.remove(engine.world, badBlocks[j]);
body.splice(index, 1); body.splice(index, 1);
@@ -7199,7 +7269,7 @@ const level = {
let buildMapOutline = function () { let buildMapOutline = function () {
//boxes center on zero,zero with deep walls to hide background //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, -2000, 2000, 4000); //left map wall
spawn.mapRect(-4000, -5000, 8000, 3000); //map ceiling spawn.mapRect(-4000, -5000, 8000, 3000); //map ceiling
spawn.mapRect(-4000, 2000, 8000, 3000); //floor 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(-750, 1755, 400, 25, 0.01, Math.PI / 2, 0.5))
balance.push(level.rotor(-275, 1675, 550, 32, 0.01, 0, 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 // spawn.mapRect(1980, -862, 25, 25); //laser entrance
// balance.push(level.rotor(1000, -910, 550, 32, 0.01, 0, 0.5)) // 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, 800, 200, 200);
spawn.mapRect(1925, 1300, 200, 200); spawn.mapRect(1925, 1300, 200, 200);
spawn.mapRect(1400, 1650, 200, 25); spawn.mapRect(1250, 1650, 500, 25);
spawn.mapRect(1400, 1125, 200, 25); spawn.mapRect(1300, 1125, 400, 25);
spawn.mapRect(1400, 600, 200, 25); spawn.mapRect(1350, 600, 300, 25);
spawn.mapRect(1400, 75, 200, 25); spawn.mapRect(1400, 75, 200, 25);
spawn.mapRect(650, 1287, 475, 50); spawn.mapRect(650, 1287, 475, 50);
@@ -7273,9 +7343,9 @@ const level = {
spawn.mapRect(650, 150, 500, 225); spawn.mapRect(650, 150, 500, 225);
spawn.mapRect(350, 1300, 800, 375); spawn.mapRect(350, 1300, 800, 375);
spawn.mapRect(350, 950, 150, 400); spawn.mapRect(350, 950, 150, 400);
spawn.mapRect(175, 950, 325, 100); spawn.mapRect(-25, 950, 525, 100);
spawn.mapRect(150, 525, 350, 200); spawn.mapRect(-75, 525, 575, 200);
spawn.mapRect(150, 75, 350, 200); spawn.mapRect(-75, 75, 575, 200);
spawn.mapRect(475, 1987, 550, 50); spawn.mapRect(475, 1987, 550, 50);
//ceiling zone //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(-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)) 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 // spawn.mapRect(1980, 862 - 25, 25, 25); //laser entrance
// balance.push(level.rotor(1000, 910 - 32, 550, 32, 0.01, 0, 0.5)) // 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, -800 - 200, 200, 200);
spawn.mapRect(1925, -1300 - 200, 200, 200); spawn.mapRect(1925, -1300 - 200, 200, 200);
spawn.mapRect(1400, -1650 - 25, 200, 25); spawn.mapRect(1250, -1650 - 25, 500, 25);
spawn.mapRect(1400, -1125 - 25, 200, 25); spawn.mapRect(1300, -1125 - 25, 400, 25);
spawn.mapRect(1400, -600 - 25, 200, 25); spawn.mapRect(1350, -600 - 25, 300, 25);
spawn.mapRect(1400, -75 - 25, 200, 25); spawn.mapRect(1400, -75 - 25, 200, 25);
spawn.mapRect(650, -1287 - 50, 475, 50); spawn.mapRect(650, -1287 - 50, 475, 50);
@@ -7350,11 +7420,10 @@ const level = {
spawn.mapRect(650, -150 - 225, 500, 225); spawn.mapRect(650, -150 - 225, 500, 225);
spawn.mapRect(350, -1300 - 375, 800, 375); spawn.mapRect(350, -1300 - 375, 800, 375);
spawn.mapRect(350, -950 - 400, 150, 400); spawn.mapRect(350, -950 - 400, 150, 400);
spawn.mapRect(175, -950 - 100, 325, 100); spawn.mapRect(-25, -950 - 100, 525, 100);
spawn.mapRect(150, -525 - 200, 350, 200); spawn.mapRect(-75, -525 - 200, 575, 200);
spawn.mapRect(150, -75 - 200, 350, 200); spawn.mapRect(-75, -75 - 200, 575, 200);
spawn.mapRect(475, -1987 - 50, 550, 50); spawn.mapRect(475, -1987 - 50, 550, 50);
//ceiling zone //ceiling zone
spawn.mapRect(1200, 1575, 400, 25); spawn.mapRect(1200, 1575, 400, 25);
spawn.mapRect(-75, 1700, 1075, 25); spawn.mapRect(-75, 1700, 1075, 25);
@@ -7463,16 +7532,16 @@ const level = {
//spawn second wave of flipped mobs only once //spawn second wave of flipped mobs only once
spawn.randomMob(-1500, -1425, 0); spawn.randomMob(-1500, -1425, 0);
spawn.randomMob(-950, -1425, 0); spawn.randomMob(-950, -1425, 0);
spawn.randomMob(-800, -1475, 0.1); spawn.randomMob(-800, -1475, 0);
spawn.randomMob(-425, -1425, 0.1); spawn.randomMob(-425, -1425, 0);
spawn.randomMob(850, -1750, 0.2); spawn.randomMob(850, -1750, 0.1);
spawn.randomMob(325, -850, 0.2); spawn.randomMob(325, -850, 0.1);
spawn.randomMob(400, -400, 0.3); spawn.randomMob(400, -400, 0.2);
spawn.randomMob(825, -475, 0.3); spawn.randomMob(825, -475, 0.2);
spawn.randomMob(875, -1050, 0.4); spawn.randomMob(875, -1050, 0.3);
spawn.randomMob(1425, 1425, 0.5); spawn.randomMob(1425, 1425, 0.4);
spawn.randomMob(675, 1450, 0.7); spawn.randomMob(675, 1450, 0.5);
spawn.randomMob(225, 1475, 0.9); spawn.randomMob(225, 1475, 0.6);
spawn.randomMob(-275, 1425, 1); spawn.randomMob(-275, 1425, 1);
spawn.randomMob(-800, 1375, 1); spawn.randomMob(-800, 1375, 1);
@@ -7551,7 +7620,7 @@ const level = {
ctx.fillRect(-1075, -2025, 450, 725); ctx.fillRect(-1075, -2025, 450, 725);
ctx.fillRect(-575, -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(650, -350 - 975, 475, 975);
ctx.fillRect(375, -1650 - 400, 750, 400); ctx.fillRect(375, -1650 - 400, 750, 400);
//ceiling //ceiling
@@ -7569,7 +7638,7 @@ const level = {
ctx.fillRect(-1075, 1300, 450, 725); ctx.fillRect(-1075, 1300, 450, 725);
ctx.fillRect(-575, 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(650, 350, 475, 975);
ctx.fillRect(375, 1650, 750, 400); ctx.fillRect(375, 1650, 750, 400);
//ceiling //ceiling
@@ -7581,6 +7650,9 @@ const level = {
ctx.fillRect(-1625, -2025, 475, 450); 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, 1325, 25, 175);
spawn.bodyRect(-1662, 1825, 25, 175); spawn.bodyRect(-1662, 1825, 25, 175);
@@ -7601,24 +7673,24 @@ const level = {
spawn.randomMob(-1350, -1750, 0); spawn.randomMob(-1350, -1750, 0);
spawn.randomMob(-875, -1575, 0); spawn.randomMob(-875, -1575, 0);
spawn.randomMob(500, -1875, 0); spawn.randomMob(500, -1875, 0);
spawn.randomMob(350, 825, 0.1); spawn.randomMob(350, 825, 0);
spawn.randomMob(375, 400, 0.1); spawn.randomMob(375, 400, 0);
spawn.randomMob(1500, -25, 0.2); spawn.randomMob(1500, -25, 0.1);
spawn.randomMob(650, -1950, 0.3); spawn.randomMob(650, -1950, 0.2);
spawn.randomMob(775, 700, 0.3); spawn.randomMob(775, 700, 0.2);
spawn.randomMob(275, -50, 0.4); spawn.randomMob(275, -50, 0.3);
spawn.randomMob(75, -1750, 0.5); spawn.randomMob(75, -1750, 0.3);
spawn.randomMob(1750, -1425, 0.5); spawn.randomMob(1750, -1425, 0.4);
spawn.randomMob(950, 50, 0.6); spawn.randomMob(950, 50, 0.4);
spawn.randomMob(-1375, 175, 0.6); spawn.randomMob(-1375, 175, 0.4);
spawn.randomMob(-350, 175, 0.7); spawn.randomMob(-350, 175, 0.5);
spawn.randomMob(725, 1175, 0.7); spawn.randomMob(725, 1175, 0.5);
spawn.randomMob(-850, -1950, 0.8); spawn.randomMob(-850, -1950, 0.6);
spawn.randomMob(-1400, -1725, 0.9); spawn.randomMob(-1400, -1725, 0.7);
spawn.randomMob(1400, -1700, 0.9); spawn.randomMob(1400, -1700, 0.7);
spawn.randomMob(-800, 200, 0.9); spawn.randomMob(-800, 200, 0.7);
spawn.randomMob(1475, 1550, 1); spawn.randomMob(1475, 1550, 0.8);
spawn.randomMob(1475, 500, 1); spawn.randomMob(1475, 500, 0.8);
powerUps.spawnStartingPowerUps(-875, -1925); powerUps.spawnStartingPowerUps(-875, -1925);
spawn.randomLevelBoss(-875, -200); spawn.randomLevelBoss(-875, -200);
@@ -8155,45 +8227,256 @@ const level = {
powerUps.directSpawn(2100, 925, "heal"); powerUps.directSpawn(2100, 925, "heal");
powerUps.directSpawn(625, -100, "heal"); powerUps.directSpawn(625, -100, "heal");
}, },
cocoon() { corridor() {
// simulation.fallHeight = 4000 // simulation.fallHeight = 4000
level.announceMobTypes() level.announceMobTypes()
level.setPosToSpawn(-3800, 950); level.defaultZoom = 2400
level.exit.x = 3750
level.exit.y = -625
level.defaultZoom = 2000
simulation.zoomTransition(level.defaultZoom) simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d0d5d5"; document.body.style.backgroundColor = "#d0d5d5";
color.map = "#444" 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 = () => { 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.exit.drawAndCheck();
level.enter.draw(); 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 = () => { level.customTopLayer = () => {
ctx.fillStyle = "rgba(0,255,255,0.1)" //"#d4f4f4" //exit for (let i = 0; i < fizzlers.length; i++) fizzlers[i].query();
ctx.fillRect(3535, -1050, 500, 475); ctx.fillStyle = color1 //exit
ctx.fillRect(13400, -1325, 1000, 825);
//shadows //shadows
ctx.fillStyle = "rgba(0,20,60,0.09)" ctx.fillStyle = color2
// ctx.fillRect(-4025, -1050, 1750, 2275); 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, 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); //blocks on movers
// spawn.randomLevelBoss(2400, 600); spawn.bodyRect(-200, 950, 50, 50);
// spawn.secondaryBossChance(800, -300) spawn.bodyRect(-1100, 925, 65, 75);
// powerUps.spawnStartingPowerUps(600, 375); spawn.bodyRect(-2275, 975, 70, 25);
// powerUps.addResearchToLevel() //needs to run after mobs are spawned 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() { lock() {
level.announceMobTypes() level.announceMobTypes()
@@ -8930,9 +9213,9 @@ const level = {
simulation.zoomTransition(level.defaultZoom) simulation.zoomTransition(level.defaultZoom)
powerUps.spawnStartingPowerUps(4900, -500); //1 per level 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(1000, 20, 1800, 6); //16 debris per level
spawn.debris(4830, -1330, 850, 3); //16 debris per level // spawn.debris(4830, -1330, 850, 3); //16 debris per level
spawn.debris(3035, -3900, 1500, 3); //16 debris per level // spawn.debris(3035, -3900, 1500, 3); //16 debris per level
document.body.style.backgroundColor = "#dbdcde"; document.body.style.backgroundColor = "#dbdcde";
@@ -8998,6 +9281,11 @@ const level = {
spawn.mapRect(4100, -3450, 100, 850); //left top shelf spawn.mapRect(4100, -3450, 100, 850); //left top shelf
spawn.mapRect(4600, -3450, 100, 1850); 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(4400, -3500);
spawn.randomSmallMob(4800, -800); spawn.randomSmallMob(4800, -800);
spawn.randomMob(800, -2600); spawn.randomMob(800, -2600);
@@ -36987,6 +37275,19 @@ const level = {
level.enter.draw(); level.enter.draw();
level.exit.drawAndCheck(); 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 = () => { level.customTopLayer = () => {
buttonDoor.query(); buttonDoor.query();
@@ -37076,6 +37377,18 @@ const level = {
//exit room glow //exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)" ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400) 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 spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
@@ -37136,6 +37449,19 @@ const level = {
//exit room glow //exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)" ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400) 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 spawn.mapRect(-2750, -2800, 2600, 4600); //left wall

View File

@@ -41,23 +41,15 @@ const mobs = {
ctx.fillRect(x, y, w, h); ctx.fillRect(x, y, w, h);
ctx.fillStyle = "rgba(255,0,0,0.7)"; ctx.fillStyle = "rgba(255,0,0,0.7)";
ctx.fillRect(x, y, w * mob[i].health, h); 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() { 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);
}
}
},
statusSlow(who, cycles = 60) { statusSlow(who, cycles = 60) {
applySlow(who) applySlow(who)
//look for mobs near the target //look for mobs near the target
@@ -1384,7 +1376,7 @@ const mobs = {
//replace dead mob with a regular body //replace dead mob with a regular body
replace(i) { replace(i) {
//if there are too many bodies don't turn into blocks to help performance //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 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) { 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) 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.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len].classType = "body"; body[len].classType = "body";
body[len].frictionAir = 0.001
body[len].friction = 0.05
Composite.add(engine.world, body[len]); //add to world Composite.add(engine.world, body[len]); //add to world
const len2 = body.length; const len2 = body.length;
@@ -1406,6 +1400,8 @@ const mobs = {
body[len2].collisionFilter.category = cat.body; body[len2].collisionFilter.category = cat.body;
body[len2].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; body[len2].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len2].classType = "body"; body[len2].classType = "body";
body[len2].frictionAir = 0.001
body[len2].friction = 0.05
Composite.add(engine.world, body[len2]); //add to world Composite.add(engine.world, body[len2]); //add to world
//large mobs shrink so they don't block paths //large mobs shrink so they don't block paths
@@ -1429,8 +1425,9 @@ const mobs = {
body[len].collisionFilter.category = cat.body; body[len].collisionFilter.category = cat.body;
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
body[len].classType = "body"; body[len].classType = "body";
body[len].frictionAir = 0.001
body[len].friction = 0.05
Composite.add(engine.world, body[len]); //add to world Composite.add(engine.world, body[len]); //add to world
//large mobs shrink so they don't block paths //large mobs shrink so they don't block paths
if (body[len].mass > 9) { if (body[len].mass > 9) {
const massLimit = 7 + 4 * Math.random() const massLimit = 7 + 4 * Math.random()

View File

@@ -782,7 +782,7 @@ const m = {
defense() { defense() {
let dmg = 1 let dmg = 1
if (powerUps.boost.isDefense && powerUps.boost.endCycle > simulation.cycle) dmg *= 0.3 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.isDiaphragm) dmg *= 0.55 + 0.35 * Math.sin(m.cycle * 0.0075);
if (tech.isZeno) dmg *= 0.15 if (tech.isZeno) dmg *= 0.15
if (tech.isFieldHarmReduction) dmg *= 0.6 if (tech.isFieldHarmReduction) dmg *= 0.6
@@ -1773,7 +1773,7 @@ const m = {
tungsten() { tungsten() {
m.hardLandCDScale = 2 m.hardLandCDScale = 2
m.hardLanding = 60 m.hardLanding = 60
m.coyoteCycles = 0 // m.coyoteCycles = 0
m.isAltSkin = true m.isAltSkin = true
m.color = { m.color = {
hue: 210, hue: 210,

View File

@@ -785,7 +785,7 @@ const powerUps = {
m.addHealth(heal); m.addHealth(heal);
if (healOutput > 0) simulation.inGameConsole(`<div class="circle-grid heal"></div> &nbsp; <span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)} if (healOutput > 0) simulation.inGameConsole(`<div class="circle-grid heal"></div> &nbsp; <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 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(); m.setMaxHealth();
simulation.inGameConsole(`<div class="circle-grid heal"></div> &nbsp; <span class='color-var'>m</span>.maxHealth <span class='color-symbol'>+=</span> ${(0.3 * overHeal).toFixed(3)}`) simulation.inGameConsole(`<div class="circle-grid heal"></div> &nbsp; <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 simulation.drawList.push({ //add dmg to draw queue

View File

@@ -558,14 +558,14 @@ const simulation = {
} }
}, },
nextGun() { nextGun() {
if (b.inventory.length > 1 && !tech.isGunCycle) { if (b.inventory.length > 1 && !(tech.isGunCycle || tech.isGunChoice)) {
b.inventoryGun++; b.inventoryGun++;
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0; if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
simulation.switchGun(); simulation.switchGun();
} }
}, },
previousGun() { previousGun() {
if (b.inventory.length > 1 && !tech.isGunCycle) { if (b.inventory.length > 1 && !(tech.isGunCycle || tech.isGunChoice)) {
b.inventoryGun--; b.inventoryGun--;
if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1; if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1;
simulation.switchGun(); simulation.switchGun();
@@ -768,7 +768,7 @@ const simulation = {
} }
}, },
setupCamera() { //makes the camera not scroll after changing locations 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.x = player.position.x;
m.pos.y = playerBody.position.y - m.yOff; m.pos.y = playerBody.position.y - m.yOff;
const scale = 0.8; 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.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; 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() { cameraNoLook() {
ctx.save(); ctx.save();
ctx.translate(canvas.width2, canvas.height2); //center ctx.translate(canvas.width2, canvas.height2); //center

View File

@@ -1015,7 +1015,7 @@ const spawn = {
return return
} }
} }
if (simulation.testing || simulation.difficultyMode > 5) { if (simulation.testing || simulation.difficultyMode > 6) {
unlockExit() unlockExit()
setTimeout(function () { setTimeout(function () {
simulation.inGameConsole(`level.levels.length <span class='color-symbol'>=</span> <strong>Infinite</strong>`); simulation.inGameConsole(`level.levels.length <span class='color-symbol'>=</span> <strong>Infinite</strong>`);
@@ -2704,7 +2704,10 @@ const spawn = {
this.isInvulnerable = false this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) { 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) { } else if (this.invulnerabilityCountDown < 0) {
@@ -6022,7 +6025,7 @@ const spawn = {
simulation.drawList.push({ simulation.drawList.push({
x: this.position.x, x: this.position.x,
y: this.position.y, y: this.position.y,
radius: 3000, radius: 5000,
color: `rgba(0, 0, 0,${1 - 0.1 * i})`, color: `rgba(0, 0, 0,${1 - 0.1 * i})`,
time: (i + 2) * 4 time: (i + 2) * 4
}); });

View File

@@ -67,7 +67,7 @@ const tech = {
tech.junkChance += percent tech.junkChance += percent
if (tech.junkChance < 0.001 || tech.junkChance === undefined) tech.junkChance = 0 if (tech.junkChance < 0.001 || tech.junkChance === undefined) tech.junkChance = 0
if (tech.junkChance > 1) tech.junkChance = 1 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 // tech.junkChance += (1 - tech.junkChance) * percent
return percent return percent
@@ -266,7 +266,7 @@ const tech = {
damageFromTech() { damageFromTech() {
let dmg = tech.damage * m.fieldDamage let dmg = tech.damage * m.fieldDamage
if (level.isNoDamage && (m.cycle - 180 < level.noDamageCycle)) dmg *= 0.3 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.noDefenseSettingDamage && m.defense() === 1) dmg *= 2.5
if (tech.isImmunityDamage && m.immuneCycle > m.cycle) dmg *= 3 if (tech.isImmunityDamage && m.immuneCycle > m.cycle) dmg *= 3
if (tech.isPowerUpDamage) dmg *= 1 + 0.07 * powerUp.length 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.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.isNoGroundDamage) dmg *= m.onGround ? 0.9 : 2
if (tech.isDilate) dmg *= 1.9 + 1.1 * Math.sin(m.cycle * 0.01) 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 (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 (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.025 * m.coupling
if (tech.isVerlet) dmg *= 3 if (tech.isVerlet) dmg *= 3
@@ -781,13 +781,16 @@ const tech = {
{ {
name: "pigeonhole principle", name: "pigeonhole principle",
descriptionFunction() { descriptionFunction() {
let info = "" return `<strong>1.4x</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.gun()}, but your equipped ${powerUps.orb.gun()}<br>cycles each level and you can't <strong>switch</strong>`
if (this.count > 0 && Number.isInteger(tech.buffedGun) && b.inventory.length) {
let gun = b.guns[b.inventory[tech.buffedGun]].name
info = `<br>this level: <strong>${(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>`
}, },
// 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, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -807,7 +810,7 @@ const tech = {
}, },
{ {
name: "generalist", 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, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -815,9 +818,9 @@ const tech = {
isInstant: true, isInstant: true,
isBadRandomOption: true, isBadRandomOption: true,
allowed() { 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() { effect() {
tech.isGunCycle = true; 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"); 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 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>` 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, count: 0,
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
@@ -1432,7 +1435,7 @@ const tech = {
name: "zoospore vector", name: "zoospore vector",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`, link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`,
descriptionFunction() { 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>", // 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, maxCount: 9,
@@ -1444,7 +1447,7 @@ const tech = {
}, },
requires: "no other mob death tech", requires: "no other mob death tech",
effect() { effect() {
tech.sporesOnDeath += 0.1; tech.sporesOnDeath += 0.13;
// if (tech.isSporeWorm) { // if (tech.isSporeWorm) {
// for (let i = 0; i < 4; i++) b.worm(m.pos) // for (let i = 0; i < 4; i++) b.worm(m.pos)
// } else { // } else {
@@ -2890,7 +2893,7 @@ const tech = {
}, },
{ {
name: "overcharge", 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, maxCount: 9,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -2900,9 +2903,9 @@ const tech = {
}, },
requires: "", requires: "",
effect() { effect() {
tech.bonusEnergy += 0.88 tech.bonusEnergy += 1
m.setMaxEnergy() m.setMaxEnergy()
this.refundAmount += tech.addJunkTechToPool(0.04) this.refundAmount += tech.addJunkTechToPool(0.05)
}, },
refundAmount: 0, refundAmount: 0,
remove() { remove() {
@@ -3063,7 +3066,7 @@ const tech = {
{ {
name: "stability", name: "stability",
descriptionFunction() { 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, maxCount: 1,
count: 0, count: 0,
@@ -3103,7 +3106,7 @@ const tech = {
{ {
name: "control theory", name: "control theory",
descriptionFunction() { 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, maxCount: 1,
count: 0, count: 0,
@@ -3329,7 +3332,7 @@ const tech = {
{ {
name: "quenching", name: "quenching",
descriptionFunction() { 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, maxCount: 1,
count: 0, count: 0,
@@ -3455,7 +3458,7 @@ const tech = {
return true return true
}, },
requires: "", requires: "",
rate: 0.06, rate: 0.05,
effect() { effect() {
tech.interestRate += this.rate; tech.interestRate += this.rate;
}, },
@@ -4318,7 +4321,7 @@ const tech = {
}, },
{ {
name: "replication", 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, maxCount: 9,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -4331,7 +4334,7 @@ const tech = {
tech.duplicateChance += 0.1 tech.duplicateChance += 0.1
powerUps.setPowerUpMode(); //needed after adjusting duplication chance powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.1); if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.1);
this.refundAmount += tech.addJunkTechToPool(0.15) this.refundAmount += tech.addJunkTechToPool(0.10)
}, },
refundAmount: 0, refundAmount: 0,
remove() { remove() {
@@ -5532,7 +5535,7 @@ const tech = {
}, },
{ {
name: "phase velocity", 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, isGunTech: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -5584,11 +5587,11 @@ const tech = {
requires: "wave", requires: "wave",
effect() { effect() {
tech.waveBeamSpeed *= 0.75; 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() { remove() {
tech.waveBeamSpeed = 11; tech.waveBeamSpeed = 11;
tech.waveBeamDamage = 0.3 //this sets base wave damage tech.waveBeamDamage = 0.4 //this sets base wave damage
} }
}, },
{ {

View File

@@ -1568,9 +1568,9 @@ summary {
} }
.draw-lines4 { .draw-lines4 {
stroke-dasharray: 300; stroke-dasharray: 500;
stroke-dashoffset: 300; stroke-dashoffset: 500;
animation: dash 2.5s ease-in forwards; animation: dash 3.5s ease-in forwards;
} }

104
todo.txt
View File

@@ -1,17 +1,45 @@
******************************************************** NEXT PATCH ************************************************** ******************************************************** NEXT PATCH **************************************************
reworked focuser mobs to fire blue energy draining laser instead of charging player new level corridor
new level element fizzler - it removes blocks
interferometer has wider platforms, a few helpful blocks, and fewer mobs
level constraints are announced in console
foam gun no longer pushes the player back when firing
wave gun buffs
1.2x base damage
1.1x base ammo
0.1->0.13x speed in map
0.25->0.30x speed in blocks
tech: phase velocity 1.4->1.5x damage
pigeonhole principle gives 1.3->1.4 damage per gun
you can no longer switch guns, your gun cycles each level
quenching 0.4->0.5x overheal converts into max health
tungsten carbide no longer has reduced coyote cycles
control theory 1.5->2x damage at max health
stability 0.3->0.2 damage taken at max health
overcharge +88->100 max energy, 4->5% JUNK
zoospore vector 10->13% chance for spores on mob death
replication 15->10% JUNK
interest 6->5% of your power ups spawn each level
updated "about" details menu
moved classic n-gon to here from settings
added links to community content in "about"
Are there more links I should add?
added an n-gon SVG head image
bugs
fixed outline on splash screen doesn't sync right on safari browser
fixed possible lock out on training levels: "hold", "throw", "throwAt"
from losing block behind a door
shortcut sort buttons in experiment mode properly order tech without clicking sort
fixed/increased the horizontal velocity contribution for some guns
this makes bullets shot on moving platforms more realistic
nail gun, super balls, foam, harpoon
******************************************************** BUGS ******************************************************** ******************************************************** BUGS ********************************************************
couple reports of crashes from many-worlds
around level 5-7
for me crash on factory level 7
might be linked to having all the guns?
the crash was in matter.js something about collisions and undefined
maybe too many things were spawned in the same spot?
also occurs when you just gain many random tech in testing mode
figure out why seeded random isn't making runs the same: figure out why seeded random isn't making runs the same:
shuffle is being used for a wide variety of things that don't need a seeded random shuffle is being used for a wide variety of things that don't need a seeded random
make two shuffle functions? make two shuffle functions?
@@ -27,32 +55,17 @@ figure out why seeded random isn't making runs the same:
doesn't seem to be determined by the seed... doesn't seem to be determined by the seed...
display future constraints in pause menu? display future constraints in pause menu?
at start of level game go stuck in pause state
no crash or bug report
occur level 8
after 2 levels of sending power ups to next level
auto drones grabbed a power up and game froze while in power up mode
running code to exit pause kinda worked
ants marching outline on splash screen doesn't sync right on safari
player can become crouched while not touching the ground if they exit the ground while crouched player can become crouched while not touching the ground if they exit the ground while crouched
*********************************************************** TODO ***************************************************** *********************************************************** TODO *****************************************************
new level - something with movers, rubber band blocks tech: demineralization - 0.2x damage taken, but it slowly reduces effect
button/switch input ideas from Cocoon game increase to full:
pick up blocks that have a rubber band attached to a sliding switch at start of level?
as player moves the vector direction of the rubber band will move the slider left or right when you get the tech
use this to open doors, move larger blocks, ... decrease:
switches that toggle left, right when player presses input.field while standing nearby over time
replace laser off on switch? at start of new level
platform that rises up when player presses input.field while standing
How to instruct player to use field on these?
color with field #0ff
draw field effect
make it still functional without the field button
!!conformal - similar rules for small and big scales linked to holographic principle !!conformal - similar rules for small and big scales linked to holographic principle
!!holonomy - parallel transport of a vector leads to movement (applies to curved space) !!holonomy - parallel transport of a vector leads to movement (applies to curved space)
@@ -288,16 +301,6 @@ make a lemming that walks until it hits a wall and then turns around robotically
body or mob? body or mob?
can't be killed? can't be killed?
use ephemera to replace some bad code
JUNK?
request animation stuff
simulation checks
damage and defense bars
disable and enable ephemera with settings
perfect diamagnatism - invulnerable while field is active?
also drain energy while field is active?
mobs attack mines mobs attack mines
mines periodically set all mobs to have player location to be the mine mines periodically set all mobs to have player location to be the mine
is this going to work with all mob vision types? is this going to work with all mob vision types?
@@ -311,23 +314,8 @@ Tech: relativity
wormhole tech - teleport away mobs with mass below 3 when they get too near the player wormhole tech - teleport away mobs with mass below 3 when they get too near the player
short CD, small energy cost, only mobs below a mass short CD, small energy cost, only mobs below a mass
extend brainstorming animation timers to fps cap?
will it be smoother or choppier?
anything else needs to hit limited fps on a high fps monitor?
perfect diamagnatism could bounce on mobs, or even map elements?
could work like a rocket jump?
tech: Bose Einstein condensate - freezes enemies in pilot wave, and drains some energy? tech: Bose Einstein condensate - freezes enemies in pilot wave, and drains some energy?
make super balls with Zectron deflectable with field
but is there a simple way to do this?
set mob health bar colors based on status effects?
make mob damage immunity a mob status effect?
tech: rail gun area damage effect, but for all harpoon mode
mob status effect - vulnerability mob status effect - vulnerability
mobs take 4x damage for __ time mobs take 4x damage for __ time
afterwards mobs go back to normal damage taken afterwards mobs go back to normal damage taken
@@ -1242,6 +1230,7 @@ possible names for tech
De Sitter space - simple model of universe related to general relativity (mass-energy?) De Sitter space - simple model of universe related to general relativity (mass-energy?)
active optics - something with lasers? maybe something with diffuse beam getting smaller active optics - something with lasers? maybe something with diffuse beam getting smaller
Quintessence - related to dark energy Quintessence - related to dark energy
biofilm - something defensive? related to spores?
******************************************************* DESIGN ****************************************************** ******************************************************* DESIGN ******************************************************
@@ -1277,12 +1266,13 @@ n-gon fork
kgurchiek.github.io/n-gon-portal-gun kgurchiek.github.io/n-gon-portal-gun
3xiondev.github.io/n-gon-upgraded 3xiondev.github.io/n-gon-upgraded
coaldeficit.github.io/c-gon coaldeficit.github.io/c-gon
c-rxxp-y.github.io/n-gon-enhanced n-gon-enhanced.vercel.app
bookmarlet bookmarlet
github.com/Whyisthisnotavalable/n-scythe github.com/Whyisthisnotavalable/n-scythe
github.com/kgurchiek/n-gon-mobile github.com/kgurchiek/n-gon-mobile
github.com/kgurchiek/n-gon-controller github.com/kgurchiek/n-gon-controller
text text
ngon.fandom.com/wiki/N-gon ngon.fandom.com/wiki/N-gon
github.com/3xionDev/n-docs github.com/3xionDev/n-docs