corridor
new level corridor
new level element fizzler - it removes blocks
interferometer has wider platforms, a few helpful blocks, and fewer mobs
level constraints are announced in console
foam gun no longer pushes the player back when firing
wave gun buffs
1.2x base damage
1.1x base ammo
0.1->0.13x speed in map
0.25->0.30x speed in blocks
tech: phase velocity 1.4->1.5x damage
pigeonhole principle gives 1.3->1.4 damage per gun
you can no longer switch guns, your gun cycles each level
quenching 0.4->0.5x overheal converts into max health
tungsten carbide no longer has reduced coyote cycles
control theory 1.5->2x damage at max health
stability 0.3->0.2 damage taken at max health
overcharge +88->100 max energy, 4->5% JUNK
zoospore vector 10->13% chance for spores on mob death
replication 15->10% JUNK
interest 6->5% of your power ups spawn each level
updated "about" details menu
moved classic n-gon to here from settings
added links to community content in "about"
Are there more links I should add?
added an n-gon SVG head image
bugs
fixed outline on splash screen doesn't sync right on safari browser
fixed possible lock out on training levels: "hold", "throw", "throwAt"
from losing block behind a door
shortcut sort buttons in experiment mode properly order tech without clicking sort
fixed/increased the horizontal velocity contribution for some guns
this makes bullets shot on moving platforms more realistic
nail gun, super balls, foam, harpoon
This commit is contained in:
82
index.html
82
index.html
@@ -77,25 +77,6 @@
|
||||
<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;" />
|
||||
<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>
|
||||
<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>
|
||||
@@ -179,16 +160,70 @@
|
||||
<div>
|
||||
<details>
|
||||
<summary>about</summary>
|
||||
<div class="details-div" style="max-width: 24rem;">
|
||||
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>.
|
||||
<div class="details-div" style="max-width: 24rem;padding:0.6em;font-size: 1.3rem;">
|
||||
<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" />
|
||||
<g stroke='none' font-size="8px" font-family="Arial Black, sans-serif">
|
||||
<text x="19" y="11">Github</text>
|
||||
</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>
|
||||
</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>
|
||||
</details>
|
||||
</div>
|
||||
@@ -230,8 +265,9 @@
|
||||
<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" />
|
||||
</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" />
|
||||
<!-- <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="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" />
|
||||
|
||||
419
js/bullet.js
419
js/bullet.js
@@ -280,8 +280,8 @@ const b = {
|
||||
fireProps(cd, speed, dir, me) {
|
||||
m.fireCDcycle = m.cycle + Math.floor(cd * b.fireCDscale); // cool down
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + speed * Math.cos(dir),
|
||||
y: m.Vy / 2 + speed * Math.sin(dir)
|
||||
x: 0.5 * player.velocity.x + speed * Math.cos(dir),
|
||||
y: 0.5 * player.velocity.y + speed * Math.sin(dir)
|
||||
});
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
},
|
||||
@@ -734,8 +734,8 @@ const b = {
|
||||
};
|
||||
speed = m.crouch ? 43 : 32
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + speed * Math.cos(angle),
|
||||
y: m.Vy / 2 + speed * Math.sin(angle)
|
||||
x: 0.5 * player.velocity.x + speed * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
|
||||
});
|
||||
bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.bulletsLastLonger;
|
||||
bullet[me].restitution = 0.4;
|
||||
@@ -759,8 +759,8 @@ const b = {
|
||||
};
|
||||
speed = m.crouch ? 46 : 32
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + speed * Math.cos(angle),
|
||||
y: m.Vy / 2 + speed * Math.sin(angle)
|
||||
x: 0.8 * player.velocity.x + speed * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
|
||||
});
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
|
||||
@@ -794,8 +794,8 @@ const b = {
|
||||
};
|
||||
speed = m.crouch ? 46 : 32
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + speed * Math.cos(angle),
|
||||
y: m.Vy / 2 + speed * Math.sin(angle)
|
||||
x: 0.8 * player.velocity.x + speed * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
|
||||
});
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
bullet[me].endCycle = simulation.cycle + 70 * tech.bulletsLastLonger;
|
||||
@@ -924,8 +924,8 @@ const b = {
|
||||
bullet[me].endCycle += 20;
|
||||
}
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + speed * Math.cos(angle),
|
||||
y: m.Vy / 2 + speed * Math.sin(angle)
|
||||
x: 0.5 * player.velocity.x + speed * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
|
||||
});
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
}
|
||||
@@ -951,7 +951,7 @@ const b = {
|
||||
Matter.Body.scale(bullet[me], SCALE, SCALE);
|
||||
speed = m.crouch ? 25 : 15
|
||||
// speed = m.crouch ? 43 : 32
|
||||
Matter.Body.setVelocity(bullet[me], { x: m.Vx / 2 + speed * Math.cos(angle), y: m.Vy / 2 + speed * Math.sin(angle) });
|
||||
Matter.Body.setVelocity(bullet[me], { x: 0.5 * player.velocity.x + speed * Math.cos(angle), y: 0.5 * player.velocity.y + speed * Math.sin(angle) });
|
||||
const MAG = 0.005
|
||||
bullet[me].thrust = { x: bullet[me].mass * MAG * Math.cos(angle), y: bullet[me].mass * MAG * Math.sin(angle) }
|
||||
}
|
||||
@@ -1140,148 +1140,6 @@ const b = {
|
||||
}
|
||||
}
|
||||
},
|
||||
// dart(where, angle = m.angle, size = 0.8) {
|
||||
// //find a target
|
||||
// const closest = {
|
||||
// score: 10000,
|
||||
// position: null
|
||||
// }
|
||||
// for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
|
||||
// const dot = Vector.dot({ x: Math.cos(angle), y: Math.sin(angle) }, Vector.normalise(Vector.sub(mob[i].position, where))) //the dot product of diff and dir will return how much over lap between the vectors
|
||||
// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
||||
// // if (dist < closest.score && ((dist > 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target
|
||||
// if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target
|
||||
// closest.score = dist
|
||||
// closest.position = mob[i].position
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// if (!closest.position) {
|
||||
// // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
|
||||
// closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
|
||||
// }
|
||||
// const me = bullet.length;
|
||||
// bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], {
|
||||
// cycle: 0,
|
||||
// angle: angle,
|
||||
// friction: 1,
|
||||
// frictionAir: 0.15,
|
||||
// thrustMag: 0.03,
|
||||
// turnRate: 0.15, //0.015
|
||||
// drawStringControlMagnitude: 3000 + 5000 * Math.random(),
|
||||
// drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
|
||||
// dmg: 7, //damage done in addition to the damage from momentum
|
||||
// classType: "bullet",
|
||||
// endCycle: simulation.cycle + 120,
|
||||
// collisionFilter: {
|
||||
// category: cat.bullet,
|
||||
// mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
|
||||
// },
|
||||
// minDmgSpeed: 0,
|
||||
// lookFrequency: Math.floor(7 + Math.random() * 3),
|
||||
// density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
|
||||
// beforeDmg(who) {
|
||||
// if (tech.isShieldPierce && who.isShielded) { //disable shields
|
||||
// who.isShielded = false
|
||||
// requestAnimationFrame(() => { who.isShielded = true });
|
||||
// }
|
||||
// if (tech.fragments) {
|
||||
// b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random()))
|
||||
// this.endCycle = 0;
|
||||
// }
|
||||
// if (!who.isBadTarget) {
|
||||
// this.frictionAir = 0.01
|
||||
// this.do = this.doNoTargeting
|
||||
// }
|
||||
// },
|
||||
// onEnd() {},
|
||||
// doNoTargeting: function() {
|
||||
// // this.force.y += this.mass * 0.001;
|
||||
// if (Matter.Query.collides(this, map).length) { //stick in walls
|
||||
// this.collisionFilter.mask = 0;
|
||||
// Matter.Body.setAngularVelocity(this, 0)
|
||||
// Matter.Body.setVelocity(this, {
|
||||
// x: 0,
|
||||
// y: 0
|
||||
// });
|
||||
// this.do = () => {
|
||||
// // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
// do() {
|
||||
// this.cycle++
|
||||
// // if (this.cycle > 40) {
|
||||
// // this.frictionAir = 0.003
|
||||
// // this.do = this.doNoTargeting
|
||||
// // }
|
||||
// // if (closest.target) { //rotate towards the target
|
||||
// const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
|
||||
// const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position));
|
||||
// const cross = Vector.cross(vectorGoal, face)
|
||||
// if (cross > 0.01) {
|
||||
// Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
|
||||
// } else if (cross < 0.01) {
|
||||
// Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
|
||||
// }
|
||||
// this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
|
||||
// this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
|
||||
// // }
|
||||
// if (Matter.Query.collides(this, map).length) { //stick in walls
|
||||
// this.collisionFilter.mask = 0;
|
||||
// Matter.Body.setAngularVelocity(this, 0)
|
||||
// Matter.Body.setVelocity(this, {
|
||||
// x: 0,
|
||||
// y: 0
|
||||
// });
|
||||
// this.do = this.doNoTargeting
|
||||
// }
|
||||
// // else if (!(this.cycle % 2)) { //look for a target if you don't have one
|
||||
// // simulation.drawList.push({ //add dmg to draw queue
|
||||
// // x: this.position.x,
|
||||
// // y: this.position.y,
|
||||
// // radius: 10,
|
||||
// // color: simulation.mobDmgColor,
|
||||
// // time: simulation.drawTime
|
||||
// // });
|
||||
// // let closest = {
|
||||
// // distance: 2000,
|
||||
// // target: null
|
||||
// // }
|
||||
// // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
|
||||
// // for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
// // if (
|
||||
// // mob[i].alive && !mob[i].isBadTarget &&
|
||||
// // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
|
||||
// // Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors
|
||||
// // ) {
|
||||
// // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
|
||||
// // if (dist < closest.distance) {
|
||||
// // closest.distance = dist
|
||||
// // closest.target = mob[i]
|
||||
// // }
|
||||
// // }
|
||||
// // }
|
||||
// // if (closest.target) {
|
||||
// // target = closest.target
|
||||
// // this.turnRate = 0.05
|
||||
// // this.frictionAir = 0.8
|
||||
// // }
|
||||
// // }
|
||||
// },
|
||||
// });
|
||||
// Matter.Body.setVelocity(bullet[me], {
|
||||
// x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
|
||||
// y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
|
||||
// });
|
||||
// // if (!closest.target) {
|
||||
// // bullet[me].frictionAir = 0.002
|
||||
// // bullet[me].do = bullet[me].doNoTargeting
|
||||
// // }
|
||||
// Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
|
||||
// },
|
||||
grapple(where, angle = m.angle) {
|
||||
const me = bullet.length;
|
||||
const returnRadius = 100
|
||||
@@ -1962,8 +1820,8 @@ const b = {
|
||||
});
|
||||
if (!isReturn && !target) {
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + 600 * thrust * Math.cos(bullet[me].angle),
|
||||
y: m.Vy / 2 + 600 * thrust * Math.sin(bullet[me].angle)
|
||||
x: 0.7 * player.velocity.x + 600 * thrust * Math.cos(bullet[me].angle),
|
||||
y: 0.5 * player.velocity.x + 600 * thrust * Math.sin(bullet[me].angle)
|
||||
});
|
||||
bullet[me].frictionAir = 0.002
|
||||
bullet[me].do = function () {
|
||||
@@ -2084,8 +1942,8 @@ const b = {
|
||||
});
|
||||
const thrust = 0.0066 * bullet[me].mass * (tech.isMissileBig ? (tech.isMissileBiggest ? 0.3 : 0.7) : 1);
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + speed * Math.cos(angle),
|
||||
y: m.Vy / 2 + speed * Math.sin(angle)
|
||||
x: 0.5 * player.velocity.x + speed * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
|
||||
});
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
},
|
||||
@@ -2972,11 +2830,6 @@ const b = {
|
||||
y: speed * Math.sin(dir)
|
||||
});
|
||||
Matter.Body.setAngularVelocity(bullet[me], 3000 * bullet[me].spin);
|
||||
|
||||
// Matter.Body.setVelocity(bullet[me], {
|
||||
// x: m.Vx / 2 + speed * Math.cos(dir),
|
||||
// y: m.Vy / 2 + speed * Math.sin(dir)
|
||||
// });
|
||||
},
|
||||
flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) {
|
||||
const me = bullet.length;
|
||||
@@ -3810,165 +3663,6 @@ const b = {
|
||||
}
|
||||
return shotsFired
|
||||
},
|
||||
// plasmaBall(position, velocity, radius) {
|
||||
// // radius *= Math.sqrt(tech.bulletSize)
|
||||
// const me = bullet.length;
|
||||
// bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
|
||||
// density: 0.000001, // 0.001 is normal density
|
||||
// inertia: Infinity,
|
||||
// frictionAir: 0.003,
|
||||
// dmg: 0, //damage on impact
|
||||
// damage: 0, //damage done over time
|
||||
// scale: 1 - 0.006 / tech.bulletsLastLonger,
|
||||
// classType: "bullet",
|
||||
// collisionFilter: {
|
||||
// category: cat.bullet,
|
||||
// mask: 0 //cat.mob | cat.mobBullet // cat.map | cat.body | cat.mob | cat.mobShield
|
||||
// },
|
||||
// minDmgSpeed: 0,
|
||||
// endCycle: Infinity,
|
||||
// count: 0,
|
||||
// radius: radius,
|
||||
// portFrequency: 5 + Math.floor(5 * Math.random()),
|
||||
// nextPortCycle: Infinity, //disabled unless you have the teleport tech
|
||||
// beforeDmg(who) {
|
||||
// if (!this.target && who.alive) {
|
||||
// this.target = who;
|
||||
// if (who.radius < 20) {
|
||||
// this.targetRelativePosition = {
|
||||
// x: 0,
|
||||
// y: 0
|
||||
// } //find relative position vector for zero mob rotation
|
||||
// } else if (Matter.Query.collides(this, [who]).length > 0) {
|
||||
// const normal = Matter.Query.collides(this, [who])[0].normal
|
||||
// this.targetRelativePosition = Vector.rotate(Vector.sub(Vector.sub(this.position, who.position), Vector.mult(normal, -this.radius)), -who.angle) //find relative position vector for zero mob rotation
|
||||
// } else {
|
||||
// this.targetRelativePosition = Vector.rotate(Vector.sub(this.position, who.position), -who.angle) //find relative position vector for zero mob rotation
|
||||
// }
|
||||
// this.collisionFilter.category = cat.body;
|
||||
// this.collisionFilter.mask = null;
|
||||
|
||||
// let bestVertexDistance = Infinity
|
||||
// let bestVertex = null
|
||||
// for (let i = 0; i < this.target.vertices.length; i++) {
|
||||
// const dist = Vector.magnitude(Vector.sub(this.position, this.target.vertices[i]));
|
||||
// if (dist < bestVertexDistance) {
|
||||
// bestVertex = i
|
||||
// bestVertexDistance = dist
|
||||
// }
|
||||
// }
|
||||
// this.targetVertex = bestVertex
|
||||
// }
|
||||
// },
|
||||
// onEnd() {},
|
||||
// do() {
|
||||
// if (this.count < 20) {
|
||||
// this.count++
|
||||
// //grow
|
||||
// const SCALE = 1.06
|
||||
// Matter.Body.scale(this, SCALE, SCALE);
|
||||
// this.radius *= SCALE;
|
||||
// } else {
|
||||
// //shrink
|
||||
// Matter.Body.scale(this, this.scale, this.scale);
|
||||
// this.radius *= this.scale;
|
||||
// if (this.radius < 8) this.endCycle = 0;
|
||||
// }
|
||||
// if (this.target && this.target.alive) { //if stuck to a target
|
||||
// const rotate = Vector.rotate(this.targetRelativePosition, this.target.angle) //add in the mob's new angle to the relative position vector
|
||||
// if (this.target.isVerticesChange) {
|
||||
// Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
|
||||
// } else {
|
||||
// Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.target.velocity), this.target.position))
|
||||
// }
|
||||
// if (this.target.isBoss) {
|
||||
// if (this.target.speed > 8) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.98))
|
||||
// } else {
|
||||
// if (this.target.speed > 4) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.95))
|
||||
// }
|
||||
|
||||
// Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9);
|
||||
// // Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
|
||||
// if (this.target.isShielded) {
|
||||
// this.target.damage(m.dmgScale * this.damage, true); //shield damage bypass
|
||||
// const SCALE = 1 - 0.004 / tech.bulletsLastLonger //shrink if mob is shielded
|
||||
// Matter.Body.scale(this, SCALE, SCALE);
|
||||
// this.radius *= SCALE;
|
||||
// } else {
|
||||
// this.target.damage(m.dmgScale * this.damage);
|
||||
// }
|
||||
// } else if (this.target !== null) { //look for a new target
|
||||
// this.collisionFilter.category = cat.bullet;
|
||||
// this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
||||
// if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) {
|
||||
// let targets = []
|
||||
// for (let i = 0, len = mob.length; i < len; i++) {
|
||||
// const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
||||
// if (dist < 1000000) targets.push(mob[i])
|
||||
// }
|
||||
// const radius = Math.min(this.radius * 0.5, 9)
|
||||
// const len = bullet.length < 80 ? 2 : 1
|
||||
// for (let i = 0; i < len; i++) {
|
||||
// if (targets.length - i > 0) {
|
||||
// const index = Math.floor(Math.random() * targets.length)
|
||||
// const speed = 6 + 6 * Math.random()
|
||||
// const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
|
||||
// b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
|
||||
// } else {
|
||||
// b.foam(this.position, Vector.rotate({
|
||||
// x: 15 + 10 * Math.random(),
|
||||
// y: 0
|
||||
// }, 2 * Math.PI * Math.random()), radius)
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// this.target = null
|
||||
// } else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map or blocks
|
||||
// const slow = 0.85
|
||||
// Matter.Body.setVelocity(this, {
|
||||
// x: this.velocity.x * slow,
|
||||
// y: this.velocity.y * slow
|
||||
// });
|
||||
// const SCALE = 0.96
|
||||
// Matter.Body.scale(this, SCALE, SCALE);
|
||||
// this.radius *= SCALE;
|
||||
// // } else if (Matter.Query.collides(this, body).length > 0) {
|
||||
// } else if (Matter.Query.point(body, this.position).length > 0) {
|
||||
// const slow = 0.9
|
||||
// Matter.Body.setVelocity(this, {
|
||||
// x: this.velocity.x * slow,
|
||||
// y: this.velocity.y * slow
|
||||
// });
|
||||
// const SCALE = 0.96
|
||||
// Matter.Body.scale(this, SCALE, SCALE);
|
||||
// this.radius *= SCALE;
|
||||
// } else {
|
||||
// this.force.y += this.mass * tech.foamGravity; //gravity
|
||||
// if (tech.isFoamAttract) {
|
||||
// for (let i = 0, len = mob.length; i < len; i++) {
|
||||
// if (!mob[i].isBadTarget && Vector.magnitude(Vector.sub(mob[i].position, this.position)) < 375 && mob[i].alive && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
|
||||
// this.force = Vector.mult(Vector.normalise(Vector.sub(mob[i].position, this.position)), this.mass * 0.004)
|
||||
// const slow = 0.9
|
||||
// Matter.Body.setVelocity(this, {
|
||||
// x: this.velocity.x * slow,
|
||||
// y: this.velocity.y * slow
|
||||
// });
|
||||
// break
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
|
||||
// this.nextPortCycle = simulation.cycle + this.portFrequency
|
||||
// const range = 15 * Math.sqrt(this.radius) * Math.random()
|
||||
// Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
|
||||
// }
|
||||
// }
|
||||
// });
|
||||
// if (tech.isBulletTeleport) bullet[me].nextPortCycle = simulation.cycle + bullet[me].portFrequency
|
||||
// Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
// Matter.Body.setVelocity(bullet[me], velocity);
|
||||
// },
|
||||
foam(position, velocity, radius) {
|
||||
if (tech.isFoamCavitation && Math.random() < 0.25) {
|
||||
velocity = Vector.mult(velocity, 1.35)
|
||||
@@ -4024,10 +3718,7 @@ const b = {
|
||||
}
|
||||
}
|
||||
this.targetVertex = bestVertex
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: 0,
|
||||
y: 0
|
||||
});
|
||||
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
||||
}
|
||||
},
|
||||
onEnd() { },
|
||||
@@ -4070,10 +3761,7 @@ const b = {
|
||||
} else if (this.target !== null) { //look for a new target
|
||||
this.collisionFilter.category = cat.bullet;
|
||||
this.collisionFilter.mask = cat.mob //| cat.mobShield //cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.target.velocity.x,
|
||||
y: this.target.velocity.y
|
||||
});
|
||||
Matter.Body.setVelocity(this, { x: this.target.velocity.x, y: this.target.velocity.y });
|
||||
if (tech.isSpawnBulletsOnDeath && bullet.length < 180 && !this.target.isMobBullet) {
|
||||
let targets = []
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
@@ -4099,20 +3787,14 @@ const b = {
|
||||
this.target = null
|
||||
} else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map
|
||||
const slow = 0.87
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.velocity.x * slow,
|
||||
y: this.velocity.y * slow
|
||||
});
|
||||
Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow });
|
||||
const SCALE = 0.97
|
||||
Matter.Body.scale(this, SCALE, SCALE);
|
||||
this.radius *= SCALE;
|
||||
// } else if (Matter.Query.collides(this, body).length > 0) {
|
||||
} else if (Matter.Query.point(body, this.position).length > 0) { //slow when touching blocks
|
||||
const slow = 0.94
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.velocity.x * slow,
|
||||
y: this.velocity.y * slow
|
||||
});
|
||||
Matter.Body.setVelocity(this, { x: this.velocity.x * slow, y: this.velocity.y * slow });
|
||||
const SCALE = 0.99
|
||||
Matter.Body.scale(this, SCALE, SCALE);
|
||||
this.radius *= SCALE;
|
||||
@@ -4417,8 +4099,8 @@ const b = {
|
||||
}
|
||||
const SPEED = 90
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: m.Vx / 2 + SPEED * Math.cos(angle),
|
||||
y: m.Vy / 2 + SPEED * Math.sin(angle)
|
||||
x: 0.5 * player.velocity.x + SPEED * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + SPEED * Math.sin(angle)
|
||||
});
|
||||
// Matter.Body.setDensity(bullet[me], 0.00001);
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
@@ -5928,8 +5610,8 @@ const b = {
|
||||
x: m.pos.x + 30 * Math.cos(m.angle),
|
||||
y: m.pos.y + 30 * Math.sin(m.angle)
|
||||
}, {
|
||||
x: m.Vx / 2 + speed * Math.cos(angle),
|
||||
y: m.Vy / 2 + speed * Math.sin(angle)
|
||||
x: 0.8 * player.velocity.x + speed * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + speed * Math.sin(angle)
|
||||
}) //position, velocity, damage
|
||||
if (tech.isIceCrystals) {
|
||||
bullet[bullet.length - 1].beforeDmg = function (who) {
|
||||
@@ -6201,8 +5883,8 @@ const b = {
|
||||
const SPEED = 13 + 4 * Math.random();
|
||||
const angle = m.angle + spread * (Math.random() - 0.5)
|
||||
b.foam(where, {
|
||||
x: SPEED * Math.cos(angle),
|
||||
y: SPEED * Math.sin(angle)
|
||||
x: 0.6 * player.velocity.x + SPEED * Math.cos(angle),
|
||||
y: 0.5 * player.velocity.y + SPEED * Math.sin(angle)
|
||||
}, 8 + 7 * Math.random())
|
||||
}
|
||||
} else if (tech.isNeedles) {
|
||||
@@ -6333,8 +6015,8 @@ const b = {
|
||||
return `emit <strong>wave packets</strong> that propagate through <strong>solids</strong><br>waves <strong class='color-s'>slow</strong> mobs<br><strong>${this.ammoPack.toFixed(0)}</strong> wave packets per ${powerUps.orb.ammo()}`
|
||||
},
|
||||
ammo: 0,
|
||||
ammoPack: 52,
|
||||
defaultAmmoPack: 52,
|
||||
ammoPack: 60,
|
||||
defaultAmmoPack: 60,
|
||||
have: false,
|
||||
wavePacketCycle: 0,
|
||||
delay: 40,
|
||||
@@ -6655,12 +6337,12 @@ const b = {
|
||||
}
|
||||
}
|
||||
}
|
||||
let waveSpeedMap = 0.1
|
||||
let waveSpeedBody = 0.25
|
||||
let waveSpeedMap = 0.13
|
||||
let waveSpeedBody = 0.3
|
||||
if (tech.isPhaseVelocity) {
|
||||
waveSpeedMap = 3.5
|
||||
waveSpeedBody = 2
|
||||
bullet[me].dmg *= 1.4
|
||||
bullet[me].dmg *= 1.5
|
||||
}
|
||||
if (tech.waveReflections) {
|
||||
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange
|
||||
@@ -7083,10 +6765,13 @@ const b = {
|
||||
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
|
||||
const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
|
||||
const dir = m.angle + 0.15 * (Math.random() - 0.5)
|
||||
const velocity = { x: SPEED * Math.cos(dir), y: SPEED * Math.sin(dir) }
|
||||
const velocity = {
|
||||
x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
|
||||
y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
|
||||
}
|
||||
const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
||||
b.foam(position, Vector.rotate(velocity, spread), radius)
|
||||
this.applyKnock(velocity)
|
||||
// this.applyKnock(velocity)
|
||||
m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale);
|
||||
},
|
||||
doCharges() {
|
||||
@@ -7105,15 +6790,15 @@ const b = {
|
||||
const SPEED = (m.crouch ? 1.2 : 1) * 10 - radius * 0.4 + Math.min(5, Math.sqrt(this.charge));
|
||||
const dir = m.angle + 0.15 * (Math.random() - 0.5)
|
||||
const velocity = {
|
||||
x: SPEED * Math.cos(dir),
|
||||
y: SPEED * Math.sin(dir)
|
||||
x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
|
||||
y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
|
||||
}
|
||||
const position = {
|
||||
x: m.pos.x + 30 * Math.cos(m.angle),
|
||||
y: m.pos.y + 30 * Math.sin(m.angle)
|
||||
}
|
||||
b.foam(position, Vector.rotate(velocity, spread), radius)
|
||||
this.applyKnock(velocity)
|
||||
// this.applyKnock(velocity)
|
||||
this.charge -= 0.75
|
||||
m.fireCDcycle = m.cycle + 2; //disable firing and adding more charge until empty
|
||||
} else if (!input.fire) {
|
||||
@@ -7135,31 +6820,13 @@ const b = {
|
||||
const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
|
||||
const dir = m.angle + 0.15 * (Math.random() - 0.5)
|
||||
const velocity = {
|
||||
x: SPEED * Math.cos(dir),
|
||||
y: SPEED * Math.sin(dir)
|
||||
x: 0.7 * player.velocity.x + SPEED * Math.cos(dir),
|
||||
y: 0.5 * player.velocity.y + SPEED * Math.sin(dir)
|
||||
}
|
||||
const position = {
|
||||
x: m.pos.x + 30 * Math.cos(m.angle),
|
||||
y: m.pos.y + 30 * Math.sin(m.angle)
|
||||
}
|
||||
// if (tech.foamFutureFire) {
|
||||
// simulation.drawList.push({ //add dmg to draw queue
|
||||
// x: position.x,
|
||||
// y: position.y,
|
||||
// radius: 5,
|
||||
// color: "rgba(0,50,50,0.3)",
|
||||
// time: 15 * tech.foamFutureFire
|
||||
// });
|
||||
// setTimeout(() => {
|
||||
// if (!simulation.paused) {
|
||||
// b.foam(position, Vector.rotate(velocity, spread), radius)
|
||||
// bullet[bullet.length - 1].damage *= (1 + 0.7 * tech.foamFutureFire)
|
||||
// }
|
||||
// }, 210 * tech.foamFutureFire);
|
||||
// } else {
|
||||
// }
|
||||
const position = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
||||
|
||||
b.foam(position, Vector.rotate(velocity, spread), radius)
|
||||
this.applyKnock(velocity)
|
||||
// this.applyKnock(velocity)
|
||||
m.fireCDcycle = m.cycle + Math.floor(1.5 * b.fireCDscale);
|
||||
this.charge += 1 + tech.isCapacitor
|
||||
},
|
||||
|
||||
22
js/index.js
22
js/index.js
@@ -643,7 +643,7 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
|
||||
}
|
||||
}
|
||||
document.getElementById("sort-input").addEventListener('keydown', pressEnterSort);
|
||||
requestAnimationFrame(() => { document.getElementById("sort-input").focus(); });
|
||||
// requestAnimationFrame(() => { document.getElementById("sort-input").focus(); });
|
||||
},
|
||||
sortTech(find, isExperiment = false) {
|
||||
const sortKeyword = (a, b) => {
|
||||
@@ -730,6 +730,8 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
|
||||
});
|
||||
} else if (find === 'damage') {
|
||||
tech.tech.sort(sortKeyword);
|
||||
} else if (find === 'damage taken') {
|
||||
tech.tech.sort(sortKeyword);
|
||||
} else if (find === 'defense') {
|
||||
tech.tech.sort(sortKeyword);
|
||||
} else if (find === 'energy') {
|
||||
@@ -954,8 +956,8 @@ ${simulation.difficultyMode > 4 ? `<details id="constraints-details" style="padd
|
||||
<button onclick="build.sortTech('fieldtech', true)" class='sort-button'>${powerUps.orb.fieldTech()}</button>
|
||||
<button onclick="build.sortTech('damage', true)" class='sort-button'><strong class='color-d'>damage</strong></button>
|
||||
<button onclick="build.sortTech('damage taken', true)" class='sort-button'><strong style="letter-spacing: 1px;font-weight: 100;">dmg taken</strong></button>
|
||||
<button onclick="build.sortTech('heal')" class='sort-button'><strong class='color-h'>heal</strong></button>
|
||||
<button onclick="build.sortTech('energy')" class='sort-button'><strong class='color-f'>energy</strong></button>
|
||||
<button onclick="build.sortTech('heal', true)" class='sort-button'><strong class='color-h'>heal</strong></button>
|
||||
<button onclick="build.sortTech('energy', true)" class='sort-button'><strong class='color-f'>energy</strong></button>
|
||||
<input type="search" id="sort-input" style="width: 7.5em;font-size: 0.6em;color:#000;" placeholder="sort by" />
|
||||
<button onclick="build.sortTech('input', true)" class='sort-button' style="border-radius: 0em;border: 1.5px #000 solid;font-size: 0.6em;" value="damage">sort</button>
|
||||
</div>
|
||||
@@ -1416,11 +1418,13 @@ window.addEventListener("keydown", function (event) {
|
||||
build.pauseGrid()
|
||||
|
||||
} else if (simulation.paused) {
|
||||
build.unPauseGrid()
|
||||
simulation.paused = false;
|
||||
// level.levelAnnounce();
|
||||
document.body.style.cursor = "none";
|
||||
requestAnimationFrame(cycle);
|
||||
if (document.activeElement !== document.getElementById('sort-input')) {
|
||||
build.unPauseGrid()
|
||||
simulation.paused = false;
|
||||
// level.levelAnnounce();
|
||||
document.body.style.cursor = "none";
|
||||
requestAnimationFrame(cycle);
|
||||
}
|
||||
} else { //if (!tech.isNoDraftPause)
|
||||
simulation.paused = true;
|
||||
build.pauseGrid()
|
||||
@@ -1542,7 +1546,7 @@ window.addEventListener("keydown", function (event) {
|
||||
}
|
||||
break
|
||||
}
|
||||
if (b.inventory.length > 1 && !simulation.testing && !tech.isGunCycle) {
|
||||
if (b.inventory.length > 1 && !simulation.testing && !(tech.isGunChoice || tech.isGunCycle)) {
|
||||
switch (event.code) {
|
||||
case "Digit1":
|
||||
simulation.switchToGunInInventory(0);
|
||||
|
||||
490
js/level.js
490
js/level.js
@@ -10,7 +10,7 @@ const level = {
|
||||
levelsCleared: 0,
|
||||
isFlipped: false,
|
||||
uniqueLevels: ["initial", "reservoir", "factory", "interferometer", "reactor", "subway", "final"], //see level.populateLevels: (initial, ... , (reservoir, factory, or interferometer), reactor, ... , subway, final) added later
|
||||
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock", "towers", "flocculation", "gravitron", "substructure"],
|
||||
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock", "towers", "flocculation", "gravitron", "substructure", "corridor"],
|
||||
communityLevels: ["gauntlet", "stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour", "superNgonBros", "underpass", "cantilever", "tlinat", "ruins", "ace", "crimsonTowers", "LaunchSite", "shipwreck", "unchartedCave", "dojo", "arena", "soft", "flappyGon", "rings", "trial"],
|
||||
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
|
||||
levels: [],
|
||||
@@ -23,7 +23,7 @@ const level = {
|
||||
// level.levelsCleared = 10
|
||||
// level.updateDifficulty()
|
||||
// tech.giveTech("performance")
|
||||
// m.maxHealth = m.health = 1//00000000
|
||||
// m.maxHealth = m.health = 100000000
|
||||
// m.maxEnergy = m.energy = 10000000
|
||||
// tech.isRerollDamage = true
|
||||
// powerUps.research.changeRerolls(99999)
|
||||
@@ -48,24 +48,24 @@ const level = {
|
||||
// requestAnimationFrame(() => { tech.giveTech("non-renewables") });
|
||||
// tech.giveTech("dark matter")
|
||||
// tech.addJunkTechToPool(0.5)
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("nail-bot")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("quantum immortality")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("pigeonhole principle")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("generalist")
|
||||
// m.skin.egg();
|
||||
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("many-worlds")
|
||||
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("quasiparticles") });
|
||||
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("field coupling") });
|
||||
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("interest") });
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("interest")
|
||||
// m.lastKillCycle = m.cycle
|
||||
// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "warp");
|
||||
// for (let i = 0; i < 7; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 250, "research", false);
|
||||
// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
|
||||
// level.cocoon();
|
||||
// level.corridor();
|
||||
|
||||
level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
|
||||
|
||||
|
||||
// for (let i = 0; i < 1; ++i) spawn.shieldingBoss(1900, -500)
|
||||
// for (let i = 0; i < 1; ++i) spawn.powerUpBossBaby(1900, -500)
|
||||
// for (let i = 0; i < 1; i++) spawn.mantisBoss(1900, -500)
|
||||
|
||||
// for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement");
|
||||
@@ -168,14 +168,14 @@ const level = {
|
||||
tech.tokamakHealCount = 0
|
||||
tech.buffedGun++
|
||||
if (tech.buffedGun > b.inventory.length - 1) tech.buffedGun = 0;
|
||||
if (tech.isGunCycle && (b.activeGun !== null && b.activeGun !== undefined) && b.inventory.length) {
|
||||
if ((tech.isGunCycle || tech.isGunChoice) && (b.activeGun !== null && b.activeGun !== undefined) && b.inventory.length) {
|
||||
b.inventoryGun = tech.buffedGun;
|
||||
simulation.switchGun();
|
||||
}
|
||||
if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
var gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
simulation.inGameConsole(`pigeonhole principle: <strong>${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`, 600);
|
||||
}
|
||||
// if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
// var gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
// simulation.inGameConsole(`pigeonhole principle: <strong>${(1 + 0.4 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`, 600);
|
||||
// }
|
||||
if (tech.isSwitchReality && level.levelsCleared !== 0) {
|
||||
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
|
||||
m.switchWorlds("many-worlds")
|
||||
@@ -187,7 +187,12 @@ const level = {
|
||||
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false);
|
||||
}
|
||||
if (tech.interestRate > 0) {
|
||||
const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels
|
||||
// const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels
|
||||
let rate = tech.interestRate
|
||||
if (level.onLevel < level.levels.length - 1) {//make sure it's not on the lore level which has an undefined name
|
||||
const levelName = level.levels[level.onLevel]
|
||||
if (levelName === "final" || levelName === "subway") rate *= 1 / 3
|
||||
}
|
||||
|
||||
let ammoSum = 0
|
||||
for (let i = 0; i < b.inventory.length; i++) {
|
||||
@@ -315,10 +320,13 @@ const level = {
|
||||
}
|
||||
//update HUD with constraints
|
||||
let text = `${level.constraintDescription1}`
|
||||
if (level.constraintDescription1) simulation.inGameConsole(`<span style="color:#624;background-color: rgba(255, 215, 241, 0.4);">constraint</span>: ${level.constraintDescription1}`)
|
||||
if (simulation.difficultyMode > 6 && level.constraintDescription2) {
|
||||
text += `<br>${level.constraintDescription2}`
|
||||
if (level.constraintDescription2) simulation.inGameConsole(`<span style="color:#624;background-color: rgba(255, 215, 241, 0.4);">constraint</span>: ${level.constraintDescription2}`)
|
||||
}
|
||||
document.getElementById("right-HUD-constraint").innerHTML = text
|
||||
|
||||
if (level.constraintDescription1) {
|
||||
if (level.constraintDescription2) {
|
||||
document.getElementById("right-HUD").style.top = "80px";
|
||||
@@ -2290,6 +2298,55 @@ const level = {
|
||||
},
|
||||
}
|
||||
},
|
||||
fizzler(p1, p2) {
|
||||
return {
|
||||
isOn: true,
|
||||
position: p1,
|
||||
look: p2,
|
||||
color: color,
|
||||
query() {
|
||||
if (!m.isTimeDilated) {
|
||||
// let best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null }
|
||||
// best = vertexCollision(this.position, this.look, [body]);
|
||||
|
||||
const hits = Matter.Query.ray(body, this.position, this.look, 25)
|
||||
for (let i = hits.length - 1; i > -1; i--) {
|
||||
// console.log(what)
|
||||
const what = hits[i].bodyA
|
||||
simulation.drawList.push({ x: what.position.x, y: what.position.y, radius: 11, color: "rgba(0,160,255,0.7)", time: 10 });
|
||||
if (what === m.holdingTarget) m.drop()
|
||||
for (let i = 0; i < body.length; i++) {
|
||||
if (body[i] === what) {
|
||||
body.splice(i, 1);
|
||||
break
|
||||
}
|
||||
}
|
||||
Matter.Composite.remove(engine.world, what);
|
||||
}
|
||||
//draw
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
ctx.lineTo(this.look.x, this.look.y);
|
||||
// ctx.strokeStyle = "rgba(50,200,255,0.3)";
|
||||
// ctx.lineWidth = 2 + 5 * Math.random()
|
||||
// ctx.stroke();
|
||||
ctx.strokeStyle = "rgba(50,160,255,0.17)";
|
||||
ctx.lineWidth = 35 + 25 * Math.random() * Math.random();
|
||||
ctx.stroke();
|
||||
|
||||
//draw random dots in the path
|
||||
if (Math.random() < 0.05) {
|
||||
const r = Math.random();
|
||||
const where = {
|
||||
x: this.position.x + r * (this.look.x - this.position.x) + 60 * (Math.random() - 0.5),
|
||||
y: this.position.y + r * (this.look.y - this.position.y) + 60 * (Math.random() - 0.5)
|
||||
};
|
||||
simulation.drawList.push({ x: where.x, y: where.y, radius: 6, color: "rgba(0,160,255,0.7)", time: 5 });
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
isHazardRise: false,
|
||||
hazard(x, y, width, height, damage = 0.002) {
|
||||
return {
|
||||
@@ -2474,6 +2531,19 @@ const level = {
|
||||
ctx.lineDashOffset = (-simulation.cycle * this.VxGoal) % 80;
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
},
|
||||
drawFast() {
|
||||
ctx.beginPath();
|
||||
const v = this.vertices;
|
||||
ctx.moveTo(v[0].x + 2, v[0].y);
|
||||
// for (let i = 1; i < v.length; ++i) ctx.lineTo(v[i].x, v[i].y);
|
||||
ctx.lineTo(v[1].x - 2, v[1].y);
|
||||
ctx.strokeStyle = "#000"
|
||||
ctx.lineWidth = 4;
|
||||
ctx.setLineDash([60, 60]);
|
||||
ctx.lineDashOffset = (-simulation.cycle * this.VxGoal) % 120;
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([0, 0]);
|
||||
}
|
||||
});
|
||||
Matter.Body.setStatic(rect, true); //make static
|
||||
@@ -5410,7 +5480,7 @@ const level = {
|
||||
if (badBlocks[j] === body[i]) index = i
|
||||
}
|
||||
//remove block
|
||||
console.log(index, j)
|
||||
// console.log(index, j)
|
||||
if (index) {
|
||||
Matter.Composite.remove(engine.world, badBlocks[j]);
|
||||
body.splice(index, 1);
|
||||
@@ -7199,7 +7269,7 @@ const level = {
|
||||
|
||||
let buildMapOutline = function () {
|
||||
//boxes center on zero,zero with deep walls to hide background
|
||||
spawn.mapRect(2000, -2000, 2000, 4000); //right map wall
|
||||
spawn.mapRect(2025, -2000, 1975, 4000); //right map wall
|
||||
spawn.mapRect(-4000, -2000, 2000, 4000); //left map wall
|
||||
spawn.mapRect(-4000, -5000, 8000, 3000); //map ceiling
|
||||
spawn.mapRect(-4000, 2000, 8000, 3000); //floor
|
||||
@@ -7233,7 +7303,7 @@ const level = {
|
||||
balance.push(level.rotor(-750, 1755, 400, 25, 0.01, Math.PI / 2, 0.5))
|
||||
balance.push(level.rotor(-275, 1675, 550, 32, 0.01, 0, 0.5))
|
||||
|
||||
lasers.push(level.laser({ x: -1625, y: -850 }, { x: 1980, y: -850 })) ////x, y, width, height, damage = 0.002)
|
||||
lasers.push(level.laser({ x: 1610, y: -850 }, { x: -1625, y: -850 })) ////x, y, width, height, damage = 0.002)
|
||||
// spawn.mapRect(1980, -862, 25, 25); //laser entrance
|
||||
// balance.push(level.rotor(1000, -910, 550, 32, 0.01, 0, 0.5))
|
||||
|
||||
@@ -7263,9 +7333,9 @@ const level = {
|
||||
spawn.mapRect(1925, 800, 200, 200);
|
||||
spawn.mapRect(1925, 1300, 200, 200);
|
||||
|
||||
spawn.mapRect(1400, 1650, 200, 25);
|
||||
spawn.mapRect(1400, 1125, 200, 25);
|
||||
spawn.mapRect(1400, 600, 200, 25);
|
||||
spawn.mapRect(1250, 1650, 500, 25);
|
||||
spawn.mapRect(1300, 1125, 400, 25);
|
||||
spawn.mapRect(1350, 600, 300, 25);
|
||||
spawn.mapRect(1400, 75, 200, 25);
|
||||
|
||||
spawn.mapRect(650, 1287, 475, 50);
|
||||
@@ -7273,9 +7343,9 @@ const level = {
|
||||
spawn.mapRect(650, 150, 500, 225);
|
||||
spawn.mapRect(350, 1300, 800, 375);
|
||||
spawn.mapRect(350, 950, 150, 400);
|
||||
spawn.mapRect(175, 950, 325, 100);
|
||||
spawn.mapRect(150, 525, 350, 200);
|
||||
spawn.mapRect(150, 75, 350, 200);
|
||||
spawn.mapRect(-25, 950, 525, 100);
|
||||
spawn.mapRect(-75, 525, 575, 200);
|
||||
spawn.mapRect(-75, 75, 575, 200);
|
||||
spawn.mapRect(475, 1987, 550, 50);
|
||||
|
||||
//ceiling zone
|
||||
@@ -7315,7 +7385,7 @@ const level = {
|
||||
balance.push(level.rotor(-750, -1755 - 25, 400, 25, 0.01, Math.PI / 2, 0.5))
|
||||
balance.push(level.rotor(-250, -1675 - 32, 500, 32, 0.01, 0, 0.5))
|
||||
|
||||
lasers.push(level.laser({ x: -1625, y: 850 }, { x: 1980, y: 850 })) ////x, y, width, height, damage = 0.002)
|
||||
lasers.push(level.laser({ x: 1610, y: 850 }, { x: -1625, y: 850 })) ////x, y, width, height, damage = 0.002)
|
||||
// spawn.mapRect(1980, 862 - 25, 25, 25); //laser entrance
|
||||
// balance.push(level.rotor(1000, 910 - 32, 550, 32, 0.01, 0, 0.5))
|
||||
|
||||
@@ -7340,9 +7410,9 @@ const level = {
|
||||
spawn.mapRect(1925, -800 - 200, 200, 200);
|
||||
spawn.mapRect(1925, -1300 - 200, 200, 200);
|
||||
|
||||
spawn.mapRect(1400, -1650 - 25, 200, 25);
|
||||
spawn.mapRect(1400, -1125 - 25, 200, 25);
|
||||
spawn.mapRect(1400, -600 - 25, 200, 25);
|
||||
spawn.mapRect(1250, -1650 - 25, 500, 25);
|
||||
spawn.mapRect(1300, -1125 - 25, 400, 25);
|
||||
spawn.mapRect(1350, -600 - 25, 300, 25);
|
||||
spawn.mapRect(1400, -75 - 25, 200, 25);
|
||||
|
||||
spawn.mapRect(650, -1287 - 50, 475, 50);
|
||||
@@ -7350,11 +7420,10 @@ const level = {
|
||||
spawn.mapRect(650, -150 - 225, 500, 225);
|
||||
spawn.mapRect(350, -1300 - 375, 800, 375);
|
||||
spawn.mapRect(350, -950 - 400, 150, 400);
|
||||
spawn.mapRect(175, -950 - 100, 325, 100);
|
||||
spawn.mapRect(150, -525 - 200, 350, 200);
|
||||
spawn.mapRect(150, -75 - 200, 350, 200);
|
||||
spawn.mapRect(-25, -950 - 100, 525, 100);
|
||||
spawn.mapRect(-75, -525 - 200, 575, 200);
|
||||
spawn.mapRect(-75, -75 - 200, 575, 200);
|
||||
spawn.mapRect(475, -1987 - 50, 550, 50);
|
||||
|
||||
//ceiling zone
|
||||
spawn.mapRect(1200, 1575, 400, 25);
|
||||
spawn.mapRect(-75, 1700, 1075, 25);
|
||||
@@ -7463,16 +7532,16 @@ const level = {
|
||||
//spawn second wave of flipped mobs only once
|
||||
spawn.randomMob(-1500, -1425, 0);
|
||||
spawn.randomMob(-950, -1425, 0);
|
||||
spawn.randomMob(-800, -1475, 0.1);
|
||||
spawn.randomMob(-425, -1425, 0.1);
|
||||
spawn.randomMob(850, -1750, 0.2);
|
||||
spawn.randomMob(325, -850, 0.2);
|
||||
spawn.randomMob(400, -400, 0.3);
|
||||
spawn.randomMob(825, -475, 0.3);
|
||||
spawn.randomMob(875, -1050, 0.4);
|
||||
spawn.randomMob(1425, 1425, 0.5);
|
||||
spawn.randomMob(675, 1450, 0.7);
|
||||
spawn.randomMob(225, 1475, 0.9);
|
||||
spawn.randomMob(-800, -1475, 0);
|
||||
spawn.randomMob(-425, -1425, 0);
|
||||
spawn.randomMob(850, -1750, 0.1);
|
||||
spawn.randomMob(325, -850, 0.1);
|
||||
spawn.randomMob(400, -400, 0.2);
|
||||
spawn.randomMob(825, -475, 0.2);
|
||||
spawn.randomMob(875, -1050, 0.3);
|
||||
spawn.randomMob(1425, 1425, 0.4);
|
||||
spawn.randomMob(675, 1450, 0.5);
|
||||
spawn.randomMob(225, 1475, 0.6);
|
||||
spawn.randomMob(-275, 1425, 1);
|
||||
spawn.randomMob(-800, 1375, 1);
|
||||
|
||||
@@ -7551,7 +7620,7 @@ const level = {
|
||||
ctx.fillRect(-1075, -2025, 450, 725);
|
||||
ctx.fillRect(-575, -2025, 450, 725);
|
||||
|
||||
ctx.fillRect(175, -250 - 725, 325, 725);
|
||||
ctx.fillRect(-25, -250 - 725, 525, 725);
|
||||
ctx.fillRect(650, -350 - 975, 475, 975);
|
||||
ctx.fillRect(375, -1650 - 400, 750, 400);
|
||||
//ceiling
|
||||
@@ -7569,7 +7638,7 @@ const level = {
|
||||
ctx.fillRect(-1075, 1300, 450, 725);
|
||||
ctx.fillRect(-575, 1300, 450, 725);
|
||||
|
||||
ctx.fillRect(175, 250, 325, 725);
|
||||
ctx.fillRect(-25, 250, 525, 725);
|
||||
ctx.fillRect(650, 350, 475, 975);
|
||||
ctx.fillRect(375, 1650, 750, 400);
|
||||
//ceiling
|
||||
@@ -7581,6 +7650,9 @@ const level = {
|
||||
ctx.fillRect(-1625, -2025, 475, 450);
|
||||
}
|
||||
};
|
||||
spawn.bodyRect(1325, -1775, 175, 175);
|
||||
spawn.bodyRect(-375, -1725, 100, 75, 0.5);
|
||||
spawn.bodyRect(-900, -1625, 125, 200, 0.5);
|
||||
|
||||
spawn.bodyRect(-1662, 1325, 25, 175);
|
||||
spawn.bodyRect(-1662, 1825, 25, 175);
|
||||
@@ -7601,24 +7673,24 @@ const level = {
|
||||
spawn.randomMob(-1350, -1750, 0);
|
||||
spawn.randomMob(-875, -1575, 0);
|
||||
spawn.randomMob(500, -1875, 0);
|
||||
spawn.randomMob(350, 825, 0.1);
|
||||
spawn.randomMob(375, 400, 0.1);
|
||||
spawn.randomMob(1500, -25, 0.2);
|
||||
spawn.randomMob(650, -1950, 0.3);
|
||||
spawn.randomMob(775, 700, 0.3);
|
||||
spawn.randomMob(275, -50, 0.4);
|
||||
spawn.randomMob(75, -1750, 0.5);
|
||||
spawn.randomMob(1750, -1425, 0.5);
|
||||
spawn.randomMob(950, 50, 0.6);
|
||||
spawn.randomMob(-1375, 175, 0.6);
|
||||
spawn.randomMob(-350, 175, 0.7);
|
||||
spawn.randomMob(725, 1175, 0.7);
|
||||
spawn.randomMob(-850, -1950, 0.8);
|
||||
spawn.randomMob(-1400, -1725, 0.9);
|
||||
spawn.randomMob(1400, -1700, 0.9);
|
||||
spawn.randomMob(-800, 200, 0.9);
|
||||
spawn.randomMob(1475, 1550, 1);
|
||||
spawn.randomMob(1475, 500, 1);
|
||||
spawn.randomMob(350, 825, 0);
|
||||
spawn.randomMob(375, 400, 0);
|
||||
spawn.randomMob(1500, -25, 0.1);
|
||||
spawn.randomMob(650, -1950, 0.2);
|
||||
spawn.randomMob(775, 700, 0.2);
|
||||
spawn.randomMob(275, -50, 0.3);
|
||||
spawn.randomMob(75, -1750, 0.3);
|
||||
spawn.randomMob(1750, -1425, 0.4);
|
||||
spawn.randomMob(950, 50, 0.4);
|
||||
spawn.randomMob(-1375, 175, 0.4);
|
||||
spawn.randomMob(-350, 175, 0.5);
|
||||
spawn.randomMob(725, 1175, 0.5);
|
||||
spawn.randomMob(-850, -1950, 0.6);
|
||||
spawn.randomMob(-1400, -1725, 0.7);
|
||||
spawn.randomMob(1400, -1700, 0.7);
|
||||
spawn.randomMob(-800, 200, 0.7);
|
||||
spawn.randomMob(1475, 1550, 0.8);
|
||||
spawn.randomMob(1475, 500, 0.8);
|
||||
|
||||
powerUps.spawnStartingPowerUps(-875, -1925);
|
||||
spawn.randomLevelBoss(-875, -200);
|
||||
@@ -8155,45 +8227,256 @@ const level = {
|
||||
powerUps.directSpawn(2100, 925, "heal");
|
||||
powerUps.directSpawn(625, -100, "heal");
|
||||
},
|
||||
cocoon() {
|
||||
corridor() {
|
||||
// simulation.fallHeight = 4000
|
||||
level.announceMobTypes()
|
||||
level.setPosToSpawn(-3800, 950);
|
||||
level.exit.x = 3750
|
||||
level.exit.y = -625
|
||||
level.defaultZoom = 2000
|
||||
level.defaultZoom = 2400
|
||||
simulation.zoomTransition(level.defaultZoom)
|
||||
document.body.style.backgroundColor = "#d0d5d5";
|
||||
color.map = "#444"
|
||||
|
||||
// level.isHorizontalFlipped = true
|
||||
if (level.isHorizontalFlipped) {
|
||||
level.setPosToSpawn(14075, -625);
|
||||
level.exit.x = -350
|
||||
level.exit.y = 505
|
||||
spawn.bodyRect(13525, -675, 50, 100);
|
||||
var color1 = "rgba(0,20,60,0.09)"
|
||||
var color2 = "rgba(0,255,255,0.1)"
|
||||
} else {
|
||||
level.setPosToSpawn(-350, 475);
|
||||
level.exit.x = 14025
|
||||
level.exit.y = -600
|
||||
spawn.bodyRect(-225, 475, 50, 50);
|
||||
var color1 = "rgba(0,255,255,0.1)"
|
||||
var color2 = "rgba(0,20,60,0.09)"
|
||||
}
|
||||
spawn.mapRect(14015, -585, 120, 75); //exit/entrance platform
|
||||
|
||||
const buttonLeft = level.button(-4100, 991)
|
||||
const buttonRight = level.button(4050, 991)
|
||||
buttonLeft.isUp = true
|
||||
// const buttonCamera = level.button(940, -1545)
|
||||
// buttonRight.isUp = false
|
||||
const boosts = []
|
||||
boosts.push(level.boost(-3650, 990, 2700, 1.45))
|
||||
boosts.push(level.boost(3325, 990, 1600, 1.4))
|
||||
boosts.push(level.boost(7960, -1110, 1650, 2.3))
|
||||
boosts.push(level.boost(13345, -460, 2070, 2.35))
|
||||
|
||||
const fizzlers = []
|
||||
fizzlers.push(level.fizzler({ x: -135, y: 265 }, { x: -135, y: 535 }))
|
||||
fizzlers.push(level.fizzler({ x: -3850, y: 650 }, { x: -3850, y: 1025 }))
|
||||
fizzlers.push(level.fizzler({ x: 3875, y: 675 }, { x: 3875, y: 1025 }))
|
||||
fizzlers.push(level.fizzler({ x: 13425, y: -1275 }, { x: 13425, y: -550 }))
|
||||
|
||||
const movers = []
|
||||
const baseMoverSpeed = 15
|
||||
movers.push(level.mover(-3550, 995, 6875, 150, -baseMoverSpeed))
|
||||
movers.push(level.mover(225, -1190, 2450, 50, -baseMoverSpeed))
|
||||
movers.push(level.mover(-3000, -1190, 3000, 50, baseMoverSpeed))
|
||||
movers.push(level.mover(4000, -2025, 2000, 150, -23))
|
||||
movers.push(level.mover(8000, -1125, 2000, 150, -23))
|
||||
movers.push(level.mover(3775, -425, 1650, 150, 20))
|
||||
movers.push(level.mover(5425, -425, 1925, 150, 40))
|
||||
movers.push(level.mover(7350, -425, 6000, 150, 60))
|
||||
|
||||
function setMoverDirection(index, VxGoal, force) {
|
||||
movers[index].VxGoal = VxGoal
|
||||
movers[index].force = force
|
||||
}
|
||||
level.custom = () => {
|
||||
// buttonCamera.query()
|
||||
// if (!buttonCamera.isUp) {
|
||||
// simulation.setCameraPosition(100, -1000, 0.29)
|
||||
// //block spawner
|
||||
// spawn.mapRect(0, -2375, 200, 100);
|
||||
// if (!(simulation.cycle % 10) && !m.isTimeDilated && body.length < 200) {
|
||||
// const where = { x: 112, y: -3800 }
|
||||
// // simulation.drawList.push({ x: where.x + 100 * (Math.random() - 0.5), y: where.y + 100 * (Math.random() - 0.5), radius: 11, color: "rgba(0,160,255,0.5)", time: 10 });
|
||||
|
||||
// let makeBlock = function (where, size) {
|
||||
// const sides = Math.floor(4 + 6 * Math.random() * Math.random())
|
||||
// body[body.length] = Matter.Bodies.polygon(where.x, where.y, sides, size, {
|
||||
// friction: 0.05,
|
||||
// frictionAir: 0.001,
|
||||
// collisionFilter: {
|
||||
// category: cat.body,
|
||||
// mask: cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
||||
// },
|
||||
// classType: "body",
|
||||
// density: 0.001,
|
||||
// });
|
||||
// const who = body[body.length - 1]
|
||||
// Composite.add(engine.world, who); //add to world
|
||||
// }
|
||||
// makeBlock({ x: where.x, y: where.y }, Math.floor(20 + 35 * Math.random() * Math.random()))
|
||||
// }
|
||||
// }
|
||||
ctx.fillStyle = "#c8cccc"//background color is "#d0d5d5"
|
||||
ctx.fillRect(-2150, 675, 500, 400);
|
||||
ctx.fillRect(-1050, 675, 500, 400);
|
||||
ctx.fillRect(750, 675, 500, 400);
|
||||
ctx.fillRect(1850, 675, 500, 400);
|
||||
ctx.fillRect(-2250, -2425, 700, 1325);
|
||||
ctx.fillRect(-1150, -2400, 700, 1300);
|
||||
ctx.fillRect(650, -2375, 700, 1325);
|
||||
ctx.fillRect(1750, -2375, 700, 1350);
|
||||
ctx.fillRect(8000, -2425, 2000, 2225);
|
||||
ctx.fillRect(4000, -2375, 2000, 2100);
|
||||
ctx.fillRect(11125, -2425, 1000, 2150)
|
||||
level.exit.drawAndCheck();
|
||||
level.enter.draw();
|
||||
if (buttonRight.isUp) {
|
||||
buttonRight.query();
|
||||
if (!buttonRight.isUp) {
|
||||
requestAnimationFrame(() => buttonLeft.isUp = true);
|
||||
setMoverDirection(0, -baseMoverSpeed, -0.0005)
|
||||
const list = Matter.Query.region(body, buttonLeft) //are any blocks colliding with this
|
||||
if (list.length > 0) Matter.Body.setVelocity(list[0], { x: baseMoverSpeed, y: -20 });
|
||||
}
|
||||
} else if (buttonLeft.isUp) {
|
||||
buttonLeft.query();
|
||||
if (!buttonLeft.isUp) {
|
||||
requestAnimationFrame(() => buttonRight.isUp = true);
|
||||
setMoverDirection(0, 20, 0.0005)
|
||||
const list = Matter.Query.region(body, buttonRight) //are any blocks colliding with this
|
||||
if (list.length > 0) Matter.Body.setVelocity(list[0], { x: -15, y: -20 });
|
||||
}
|
||||
}
|
||||
buttonRight.draw();
|
||||
buttonLeft.draw();
|
||||
for (let i = 0; i < movers.length; i++) movers[i].push();
|
||||
for (let i = 0; i < boosts.length; i++) boosts[i].query();
|
||||
};
|
||||
level.customTopLayer = () => {
|
||||
ctx.fillStyle = "rgba(0,255,255,0.1)" //"#d4f4f4" //exit
|
||||
ctx.fillRect(3535, -1050, 500, 475);
|
||||
|
||||
for (let i = 0; i < fizzlers.length; i++) fizzlers[i].query();
|
||||
ctx.fillStyle = color1 //exit
|
||||
ctx.fillRect(13400, -1325, 1000, 825);
|
||||
//shadows
|
||||
ctx.fillStyle = "rgba(0,20,60,0.09)"
|
||||
// ctx.fillRect(-4025, -1050, 1750, 2275);
|
||||
ctx.fillStyle = color2
|
||||
ctx.fillRect(-500, 225, 494, 350);
|
||||
ctx.fillStyle = "rgba(0,5,10,0.06)"
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, -1180)
|
||||
ctx.lineTo(225, -1180)
|
||||
ctx.lineTo(3220, 669)
|
||||
ctx.lineTo(3180, 1010)
|
||||
ctx.lineTo(-2960, 1010)
|
||||
ctx.lineTo(-2995, 674)
|
||||
ctx.fill()
|
||||
ctx.beginPath();
|
||||
//right button room
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(3780, 720)
|
||||
ctx.lineTo(4325, 720)
|
||||
ctx.lineTo(4325, 1010)
|
||||
ctx.lineTo(3810, 1010)
|
||||
ctx.fill()
|
||||
//left button room
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(-3755, 675)
|
||||
ctx.lineTo(-3785, 1010)
|
||||
ctx.lineTo(-4250, 1010)
|
||||
ctx.lineTo(-4250, 675)
|
||||
ctx.fill()
|
||||
ctx.fillStyle = "rgba(68, 68, 68,0.9)"
|
||||
ctx.fillRect(-50, -4300, 325, 1950);
|
||||
for (let i = 0; i < movers.length; i++) movers[i].draw();
|
||||
};
|
||||
//boxes center on zero,zero with deep walls to hide background
|
||||
spawn.mapRect(4000, -2000, 2000, 4000); //right map wall
|
||||
spawn.mapRect(-6000, -2000, 2000, 4000); //left map wall
|
||||
spawn.mapRect(-6000, -4000, 12000, 3000); //map ceiling
|
||||
spawn.mapRect(-6000, 1000, 12000, 3000); //floor
|
||||
spawn.mapRect(-6000, -4300, 6020, 1950);
|
||||
spawn.mapRect(205, -4300, 15120, 1950);
|
||||
spawn.mapVertex(-250, 602.5, "-200 0 235 0 400 50 400 150 -200 150");
|
||||
spawn.mapVertex(-3675, -2275, "0 0 500 0 0 500");
|
||||
spawn.mapVertex(13275, -2275, "0 0 -500 0 0 500");
|
||||
spawn.mapRect(-525, -1175, 525, 1450);
|
||||
spawn.mapRect(225, -1175, 3000, 1850);
|
||||
spawn.mapRect(-3000, -1175, 2525, 1850);
|
||||
spawn.mapRect(-4350, -2500, 600, 3175);
|
||||
spawn.mapRect(-6000, -2350, 1775, 3350);
|
||||
spawn.mapVertex(-1900, 675, "-350 0 -250 100 250 100 350 0");
|
||||
spawn.mapVertex(-800, 675, "-350 0 -250 100 250 100 350 0");
|
||||
spawn.mapVertex(1000, 675, "-350 0 -250 100 250 100 350 0");
|
||||
spawn.mapVertex(2100, 675, "-350 0 -250 100 250 100 350 0");
|
||||
|
||||
spawn.mapVertex(-1900, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40");
|
||||
spawn.mapVertex(-800, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40");
|
||||
spawn.mapVertex(1000, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40");
|
||||
spawn.mapVertex(2100, -1450, "-400 -40 -350 -90 350 -90 400 -40 400 40 350 90 -350 90 -400 40");
|
||||
|
||||
spawn.mapVertex(-1900, -2350, "-450 0 -350 100 350 100 450 0");
|
||||
spawn.mapVertex(-800, -2350, "-450 0 -350 100 350 100 450 0");
|
||||
spawn.mapVertex(1000, -2350, "-450 0 -350 100 350 100 450 0");
|
||||
spawn.mapVertex(2100, -2350, "-450 0 -350 100 350 100 450 0");
|
||||
spawn.mapRect(-1500, 840, 300, 20);
|
||||
spawn.mapRect(1400, 840, 300, 20);
|
||||
//ramp to catch blocks
|
||||
spawn.mapVertex(3001, -1260, "0 0 400 -200 550 -200 550 75 0 75");
|
||||
spawn.mapVertex(4100, -1100, "-625 0 -600 -60 600 -60 625 0 600 60 -600 60");
|
||||
spawn.mapVertex(5550, -750, "-625 0 -600 -60 600 -60 625 0 600 60 -600 60");
|
||||
spawn.mapVertex(11625, -900, "-525 0 -500 -50 500 -50 525 0 500 50 -500 50");
|
||||
//base for mover
|
||||
spawn.mapVertex(5000, -1935, "-1050 0 -1000 -90 1000 -90 1050 0 1000 90 -1000 90");
|
||||
spawn.mapVertex(9000, -1035, "-1050 0 -1000 -90 1000 -90 1050 0 1000 90 -1000 90");
|
||||
spawn.mapVertex(5000, -2370, "-1200 0 -1000 100 1000 100 1200 0");
|
||||
spawn.mapVertex(9000, -2310, "-1200 0 -1000 100 1000 100 1200 0");
|
||||
spawn.mapVertex(11625, -2310, "-600 0 -500 100 500 100 600 0");
|
||||
spawn.mapRect(3775, -400, 675, 1125);
|
||||
spawn.mapRect(4300, -400, 11025, 4400);
|
||||
//exit
|
||||
spawn.mapRect(13400, -575, 1925, 300);
|
||||
spawn.mapRect(14275, -2375, 1050, 2050);
|
||||
spawn.mapRect(13400, -2375, 900, 1125);
|
||||
|
||||
|
||||
// spawn.randomMob(2825, 75, 0.9);
|
||||
// spawn.randomLevelBoss(2400, 600);
|
||||
// spawn.secondaryBossChance(800, -300)
|
||||
// powerUps.spawnStartingPowerUps(600, 375);
|
||||
// powerUps.addResearchToLevel() //needs to run after mobs are spawned
|
||||
//blocks on movers
|
||||
spawn.bodyRect(-200, 950, 50, 50);
|
||||
spawn.bodyRect(-1100, 925, 65, 75);
|
||||
spawn.bodyRect(-2275, 975, 70, 25);
|
||||
spawn.bodyRect(-3325, 925, 75, 75);
|
||||
spawn.bodyRect(-2950, -1225, 90, 25);
|
||||
spawn.bodyRect(-1425, -1275, 45, 75);
|
||||
spawn.bodyRect(600, -1275, 70, 75);
|
||||
spawn.bodyRect(1900, -1225, 90, 50);
|
||||
spawn.bodyRect(4250, -2100, 115, 50);
|
||||
spawn.bodyRect(2175, 900, 100, 65);
|
||||
spawn.bodyRect(4075, -450, 75, 20);
|
||||
spawn.bodyRect(8350, -1175, 90, 50);
|
||||
spawn.bodyRect(6525, -525, 70, 100);
|
||||
spawn.bodyRect(12025, -475, 130, 50);
|
||||
spawn.bodyRect(625, 950, 55, 45);
|
||||
spawn.bodyRect(6250, -450, 55, 25);
|
||||
spawn.bodyRect(3950, -475, 46, 53);
|
||||
//other blocks
|
||||
spawn.bodyRect(3525, -1300, 100, 125, 0.6);
|
||||
spawn.bodyRect(11550, -1150, 100, 200, 0.4);
|
||||
|
||||
spawn.randomMob(-1775, -1650, 0);
|
||||
spawn.randomMob(950, -1775, 0);
|
||||
spawn.randomMob(1550, 775, 0);
|
||||
spawn.randomMob(4500, -1250, 0);
|
||||
spawn.randomMob(11400, -1300, 0);
|
||||
spawn.randomMob(-800, -1675, 0);
|
||||
spawn.randomMob(-1325, 775, 0.1);
|
||||
spawn.randomMob(2050, -1625, 0.1);
|
||||
spawn.randomMob(3100, -1475, 0.2);
|
||||
spawn.randomMob(5400, -900, 0.2);
|
||||
spawn.randomMob(11950, -1025, 0.3);
|
||||
spawn.randomMob(-925, -1700, 0.3);
|
||||
spawn.randomMob(2025, -1725, 0.4);
|
||||
spawn.randomMob(1575, 775, 0.4);
|
||||
spawn.randomMob(-1350, 775, 0.6);
|
||||
spawn.randomMob(11925, -1275, 0.6);
|
||||
spawn.randomMob(4325, -1425, 0.6);
|
||||
spawn.randomMob(5425, -950, 0.6);
|
||||
spawn.randomMob(3575, 375, 0.6);
|
||||
spawn.randomGroup(5300, -1400, 1.3);
|
||||
|
||||
spawn.randomLevelBoss(2025, -1825);
|
||||
spawn.secondaryBossChance(-1900, -1800);
|
||||
powerUps.spawnStartingPowerUps(11750, -1000);
|
||||
powerUps.addResearchToLevel() //needs to run after mobs are spawned
|
||||
},
|
||||
lock() {
|
||||
level.announceMobTypes()
|
||||
@@ -8930,9 +9213,9 @@ const level = {
|
||||
simulation.zoomTransition(level.defaultZoom)
|
||||
|
||||
powerUps.spawnStartingPowerUps(4900, -500); //1 per level
|
||||
spawn.debris(1000, 20, 1800, 3); //16 debris per level //but less here because a few mobs die from laser
|
||||
spawn.debris(4830, -1330, 850, 3); //16 debris per level
|
||||
spawn.debris(3035, -3900, 1500, 3); //16 debris per level
|
||||
spawn.debris(1000, 20, 1800, 6); //16 debris per level
|
||||
// spawn.debris(4830, -1330, 850, 3); //16 debris per level
|
||||
// spawn.debris(3035, -3900, 1500, 3); //16 debris per level
|
||||
|
||||
document.body.style.backgroundColor = "#dbdcde";
|
||||
|
||||
@@ -8998,6 +9281,11 @@ const level = {
|
||||
spawn.mapRect(4100, -3450, 100, 850); //left top shelf
|
||||
spawn.mapRect(4600, -3450, 100, 1850);
|
||||
|
||||
//steps up and down
|
||||
spawn.mapVertex(4525, 250, "-650 0 -625 -20 625 -20 650 0");
|
||||
spawn.mapVertex(4525, 237, "-550 0 -525 -20 525 -20 550 0");
|
||||
// spawn.mapVertex(4525, 225, "-400 0 -375 -20 375 -20 400 0");
|
||||
|
||||
spawn.randomSmallMob(4400, -3500);
|
||||
spawn.randomSmallMob(4800, -800);
|
||||
spawn.randomMob(800, -2600);
|
||||
@@ -36987,6 +37275,19 @@ const level = {
|
||||
|
||||
level.enter.draw();
|
||||
level.exit.drawAndCheck();
|
||||
|
||||
//check if blocks are in the exit zone and destroy them
|
||||
for (let i = 0; i < body.length; i++) {
|
||||
if (body[i].position.x > 1675) {
|
||||
Matter.Composite.remove(engine.world, body[i]);
|
||||
body.splice(i, 1);
|
||||
break
|
||||
}
|
||||
}
|
||||
//if no blocks left make a new one
|
||||
if (body.length < 2) { //< 2 because the door is a body
|
||||
spawn.bodyRect(1025, -550, 50, 50);
|
||||
}
|
||||
};
|
||||
level.customTopLayer = () => {
|
||||
buttonDoor.query();
|
||||
@@ -37076,6 +37377,18 @@ const level = {
|
||||
//exit room glow
|
||||
ctx.fillStyle = "rgba(0,255,255,0.05)"
|
||||
ctx.fillRect(1600, -400, 400, 400)
|
||||
//check if blocks are in the exit zone and destroy them
|
||||
for (let i = 0; i < body.length; i++) {
|
||||
if (body[i].position.x > 1675 && body[i].position.y > -350) {
|
||||
Matter.Composite.remove(engine.world, body[i]);
|
||||
body.splice(i, 1);
|
||||
break
|
||||
}
|
||||
}
|
||||
//if no blocks left make a new one
|
||||
if (body.length < 2) { //< 2 because the door is a body
|
||||
spawn.bodyRect(1025, -550, 50, 50);
|
||||
}
|
||||
};
|
||||
|
||||
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
|
||||
@@ -37136,6 +37449,19 @@ const level = {
|
||||
//exit room glow
|
||||
ctx.fillStyle = "rgba(0,255,255,0.05)"
|
||||
ctx.fillRect(1600, -400, 400, 400)
|
||||
|
||||
//check if blocks are in the exit zone and destroy them
|
||||
for (let i = 0; i < body.length; i++) {
|
||||
if (body[i].position.x > 1675 && body[i].position.y > -350) {
|
||||
Matter.Composite.remove(engine.world, body[i]);
|
||||
body.splice(i, 1);
|
||||
break
|
||||
}
|
||||
}
|
||||
//if no blocks left make a new one
|
||||
if (body.length < 2) { //< 2 because the door is a body
|
||||
spawn.bodyRect(1025, -550, 50, 50);
|
||||
}
|
||||
};
|
||||
|
||||
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
|
||||
|
||||
29
js/mob.js
29
js/mob.js
@@ -41,23 +41,15 @@ const mobs = {
|
||||
ctx.fillRect(x, y, w, h);
|
||||
ctx.fillStyle = "rgba(255,0,0,0.7)";
|
||||
ctx.fillRect(x, y, w * mob[i].health, h);
|
||||
// if (mob[i].isInvulnerable) {
|
||||
// ctx.strokeStyle = "rgba(255,255,255,1)";
|
||||
// ctx.lineWidth = 5
|
||||
// ctx.strokeRect(x, y, w, h);
|
||||
// }
|
||||
}
|
||||
}
|
||||
},
|
||||
healthBar() {
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
if (mob[i].seePlayer.recall && mob[i].showHealthBar) {
|
||||
const h = mob[i].radius * 0.3;
|
||||
const w = mob[i].radius * 2;
|
||||
const x = mob[i].position.x - w / 2;
|
||||
const y = mob[i].position.y - w * 0.7;
|
||||
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
|
||||
ctx.fillRect(x, y, w, h);
|
||||
ctx.fillStyle = "rgba(255,0,0,0.7)";
|
||||
ctx.fillRect(x, y, w * mob[i].health, h);
|
||||
}
|
||||
}
|
||||
},
|
||||
healthBar() { },
|
||||
statusSlow(who, cycles = 60) {
|
||||
applySlow(who)
|
||||
//look for mobs near the target
|
||||
@@ -1384,7 +1376,7 @@ const mobs = {
|
||||
//replace dead mob with a regular body
|
||||
replace(i) {
|
||||
//if there are too many bodies don't turn into blocks to help performance
|
||||
if (this.leaveBody && body.length < mobs.maxMobBody && this.mass < 200 && this.radius > 18) {
|
||||
if (this.leaveBody && body.length < mobs.maxMobBody && this.mass < 200 && this.mass > 2 && this.radius > 18) {
|
||||
let v = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //might help with vertex collision issue, not sure
|
||||
if (v.length > 5 && body.length < 35 && Math.random() < 0.25) {
|
||||
const cutPoint = 3 + Math.floor((v.length - 6) * Math.random()) //Math.floor(v.length / 2)
|
||||
@@ -1397,6 +1389,8 @@ const mobs = {
|
||||
body[len].collisionFilter.category = cat.body;
|
||||
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
|
||||
body[len].classType = "body";
|
||||
body[len].frictionAir = 0.001
|
||||
body[len].friction = 0.05
|
||||
Composite.add(engine.world, body[len]); //add to world
|
||||
|
||||
const len2 = body.length;
|
||||
@@ -1406,6 +1400,8 @@ const mobs = {
|
||||
body[len2].collisionFilter.category = cat.body;
|
||||
body[len2].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
|
||||
body[len2].classType = "body";
|
||||
body[len2].frictionAir = 0.001
|
||||
body[len2].friction = 0.05
|
||||
Composite.add(engine.world, body[len2]); //add to world
|
||||
|
||||
//large mobs shrink so they don't block paths
|
||||
@@ -1429,8 +1425,9 @@ const mobs = {
|
||||
body[len].collisionFilter.category = cat.body;
|
||||
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
|
||||
body[len].classType = "body";
|
||||
body[len].frictionAir = 0.001
|
||||
body[len].friction = 0.05
|
||||
Composite.add(engine.world, body[len]); //add to world
|
||||
|
||||
//large mobs shrink so they don't block paths
|
||||
if (body[len].mass > 9) {
|
||||
const massLimit = 7 + 4 * Math.random()
|
||||
|
||||
@@ -782,7 +782,7 @@ const m = {
|
||||
defense() {
|
||||
let dmg = 1
|
||||
if (powerUps.boost.isDefense && powerUps.boost.endCycle > simulation.cycle) dmg *= 0.3
|
||||
if (tech.isMaxHealthDefense && m.health === m.maxHealth) dmg *= 0.3
|
||||
if (tech.isMaxHealthDefense && m.health === m.maxHealth) dmg *= 0.2
|
||||
if (tech.isDiaphragm) dmg *= 0.55 + 0.35 * Math.sin(m.cycle * 0.0075);
|
||||
if (tech.isZeno) dmg *= 0.15
|
||||
if (tech.isFieldHarmReduction) dmg *= 0.6
|
||||
@@ -1773,7 +1773,7 @@ const m = {
|
||||
tungsten() {
|
||||
m.hardLandCDScale = 2
|
||||
m.hardLanding = 60
|
||||
m.coyoteCycles = 0
|
||||
// m.coyoteCycles = 0
|
||||
m.isAltSkin = true
|
||||
m.color = {
|
||||
hue: 210,
|
||||
|
||||
@@ -785,7 +785,7 @@ const powerUps = {
|
||||
m.addHealth(heal);
|
||||
if (healOutput > 0) simulation.inGameConsole(`<div class="circle-grid heal"></div> <span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)}
|
||||
if (tech.isOverHeal && overHeal > 0) { //tech quenching
|
||||
tech.extraMaxHealth += 0.4 * overHeal //increase max health
|
||||
tech.extraMaxHealth += 0.5 * overHeal //increase max health
|
||||
m.setMaxHealth();
|
||||
simulation.inGameConsole(`<div class="circle-grid heal"></div> <span class='color-var'>m</span>.maxHealth <span class='color-symbol'>+=</span> ${(0.3 * overHeal).toFixed(3)}`)
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
|
||||
@@ -558,14 +558,14 @@ const simulation = {
|
||||
}
|
||||
},
|
||||
nextGun() {
|
||||
if (b.inventory.length > 1 && !tech.isGunCycle) {
|
||||
if (b.inventory.length > 1 && !(tech.isGunCycle || tech.isGunChoice)) {
|
||||
b.inventoryGun++;
|
||||
if (b.inventoryGun > b.inventory.length - 1) b.inventoryGun = 0;
|
||||
simulation.switchGun();
|
||||
}
|
||||
},
|
||||
previousGun() {
|
||||
if (b.inventory.length > 1 && !tech.isGunCycle) {
|
||||
if (b.inventory.length > 1 && !(tech.isGunCycle || tech.isGunChoice)) {
|
||||
b.inventoryGun--;
|
||||
if (b.inventoryGun < 0) b.inventoryGun = b.inventory.length - 1;
|
||||
simulation.switchGun();
|
||||
@@ -768,7 +768,7 @@ const simulation = {
|
||||
}
|
||||
},
|
||||
setupCamera() { //makes the camera not scroll after changing locations
|
||||
// //only works if velocity is zero
|
||||
// only works if velocity is zero
|
||||
m.pos.x = player.position.x;
|
||||
m.pos.y = playerBody.position.y - m.yOff;
|
||||
const scale = 0.8;
|
||||
@@ -794,6 +794,20 @@ const simulation = {
|
||||
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
||||
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
||||
},
|
||||
//for moving camera away from player
|
||||
setCameraPosition(x, y, zoom = 1) {
|
||||
ctx.restore();
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width2, canvas.height2); //center
|
||||
ctx.scale(zoom, zoom); //zoom in once centered
|
||||
ctx.translate(- x, - y); //center
|
||||
|
||||
// ctx.scale(simulation.zoom / simulation.edgeZoomOutSmooth, simulation.zoom / simulation.edgeZoomOutSmooth); //zoom in once centered
|
||||
// ctx.translate(-canvas.width2, -canvas.height2); //translate
|
||||
//calculate in game mouse position by undoing the zoom and translations
|
||||
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
|
||||
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
|
||||
},
|
||||
cameraNoLook() {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width2, canvas.height2); //center
|
||||
|
||||
@@ -1015,7 +1015,7 @@ const spawn = {
|
||||
return
|
||||
}
|
||||
}
|
||||
if (simulation.testing || simulation.difficultyMode > 5) {
|
||||
if (simulation.testing || simulation.difficultyMode > 6) {
|
||||
unlockExit()
|
||||
setTimeout(function () {
|
||||
simulation.inGameConsole(`level.levels.length <span class='color-symbol'>=</span> <strong>Infinite</strong>`);
|
||||
@@ -2704,7 +2704,10 @@ const spawn = {
|
||||
this.isInvulnerable = false
|
||||
this.damageReduction = this.startingDamageReduction
|
||||
for (let i = 0; i < this.babyList.length; i++) {
|
||||
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
|
||||
if (this.babyList[i].alive) {
|
||||
this.babyList[i].isInvulnerable = false
|
||||
this.babyList[i].damageReduction = this.startingDamageReduction
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (this.invulnerabilityCountDown < 0) {
|
||||
@@ -6022,7 +6025,7 @@ const spawn = {
|
||||
simulation.drawList.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: 3000,
|
||||
radius: 5000,
|
||||
color: `rgba(0, 0, 0,${1 - 0.1 * i})`,
|
||||
time: (i + 2) * 4
|
||||
});
|
||||
|
||||
57
js/tech.js
57
js/tech.js
@@ -67,7 +67,7 @@ const tech = {
|
||||
tech.junkChance += percent
|
||||
if (tech.junkChance < 0.001 || tech.junkChance === undefined) tech.junkChance = 0
|
||||
if (tech.junkChance > 1) tech.junkChance = 1
|
||||
simulation.inGameConsole(`<strong>+${(100 * percent).toFixed(0)}%</strong> <span class='color-text'>JUNK</span><span class='color-var'>tech</span> chance (${(100 * tech.junkChance).toFixed(0)} total chance)`)
|
||||
simulation.inGameConsole(`<strong>+${(100 * percent).toFixed(0)}%</strong> <span class='color-text'>JUNK</span><span class='color-var'>tech</span> chance (${(100 * tech.junkChance).toFixed(0)}% total chance)`)
|
||||
// tech.junkChance += (1 - tech.junkChance) * percent
|
||||
return percent
|
||||
|
||||
@@ -266,7 +266,7 @@ const tech = {
|
||||
damageFromTech() {
|
||||
let dmg = tech.damage * m.fieldDamage
|
||||
if (level.isNoDamage && (m.cycle - 180 < level.noDamageCycle)) dmg *= 0.3
|
||||
if (tech.isMaxHealthDamage && m.health === m.maxHealth) dmg *= 1.5
|
||||
if (tech.isMaxHealthDamage && m.health === m.maxHealth) dmg *= 2
|
||||
if (tech.noDefenseSettingDamage && m.defense() === 1) dmg *= 2.5
|
||||
if (tech.isImmunityDamage && m.immuneCycle > m.cycle) dmg *= 3
|
||||
if (tech.isPowerUpDamage) dmg *= 1 + 0.07 * powerUp.length
|
||||
@@ -275,7 +275,7 @@ const tech = {
|
||||
if (tech.isDivisor && b.activeGun !== undefined && b.activeGun !== null && b.guns[b.activeGun].ammo % 3 === 0) dmg *= 1.9
|
||||
if (tech.isNoGroundDamage) dmg *= m.onGround ? 0.9 : 2
|
||||
if (tech.isDilate) dmg *= 1.9 + 1.1 * Math.sin(m.cycle * 0.01)
|
||||
if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.3 * b.inventory.length
|
||||
if (tech.isGunChoice) dmg *= 1 + 0.4 * b.inventory.length
|
||||
if (powerUps.boost.endCycle > simulation.cycle) dmg *= 1 + powerUps.boost.damage
|
||||
if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.025 * m.coupling
|
||||
if (tech.isVerlet) dmg *= 3
|
||||
@@ -781,13 +781,16 @@ const tech = {
|
||||
{
|
||||
name: "pigeonhole principle",
|
||||
descriptionFunction() {
|
||||
let info = ""
|
||||
if (this.count > 0 && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
let gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
info = `<br>this level: <strong>${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`
|
||||
}
|
||||
return `<span style = 'font-size:95%;'>a new ${powerUps.orb.gun()} in your inventory is <strong>chosen</strong> each <strong>level</strong><br>if it's equipped, <strong>1.3x</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.gun()} in your inventory${info}</span>`
|
||||
return `<strong>1.4x</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.gun()}, but your equipped ${powerUps.orb.gun()}<br>cycles each level and you can't <strong>switch</strong>`
|
||||
},
|
||||
// descriptionFunction() {
|
||||
// let info = ""
|
||||
// if (this.count > 0 && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
// let gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
// info = `<br>this level: <strong>${(1.3 * Math.max(0, b.inventory.length)).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`
|
||||
// }
|
||||
// return `<span style = 'font-size:95%;'>a new ${powerUps.orb.gun()} in your inventory is <strong>chosen</strong> each <strong>level</strong><br>if it's equipped, <strong>1.3x</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.gun()} in your inventory${info}</span>`
|
||||
// },
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -807,7 +810,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "generalist",
|
||||
description: `spawn <strong>7</strong> ${powerUps.orb.gun()}, but you can't <strong>switch</strong> ${powerUps.orb.gun()}<br>your equipped ${powerUps.orb.gun()} cycles after each level`,
|
||||
description: `spawn <strong>7</strong> ${powerUps.orb.gun()}, but your equipped ${powerUps.orb.gun()}<br>cycles each level and you can't <strong>switch</strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -815,9 +818,9 @@ const tech = {
|
||||
isInstant: true,
|
||||
isBadRandomOption: true,
|
||||
allowed() {
|
||||
return (b.inventory.length < b.guns.length - 5) && (b.inventory.length > 1)
|
||||
return (b.inventory.length < b.guns.length - 5) && b.inventory.length > 1
|
||||
},
|
||||
requires: "at least 2 guns, at least 5 unclaimed guns",
|
||||
requires: "you have at least 2 guns and 5 unclaimed guns",
|
||||
effect() {
|
||||
tech.isGunCycle = true;
|
||||
for (let i = 0; i < 7; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun");
|
||||
@@ -982,7 +985,7 @@ const tech = {
|
||||
if (this.count === 0) this.gun = Math.floor(Math.random() * (b.guns.length - 1)) //don't pick laser
|
||||
return `<strong>2x</strong> <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)} for <strong class='color-g'>${b.guns[this.gun].name}</strong>`
|
||||
},
|
||||
maxCount: 9,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
@@ -1432,7 +1435,7 @@ const tech = {
|
||||
name: "zoospore vector",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`,
|
||||
descriptionFunction() {
|
||||
return `after mobs <strong>die</strong> there is a <strong>10%</strong> chance<br>they grow ${b.guns[6].nameString('s')}`
|
||||
return `after mobs <strong>die</strong> there is a <strong>13%</strong> chance<br>they grow ${b.guns[6].nameString('s')}`
|
||||
},
|
||||
// description: "after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
maxCount: 9,
|
||||
@@ -1444,7 +1447,7 @@ const tech = {
|
||||
},
|
||||
requires: "no other mob death tech",
|
||||
effect() {
|
||||
tech.sporesOnDeath += 0.1;
|
||||
tech.sporesOnDeath += 0.13;
|
||||
// if (tech.isSporeWorm) {
|
||||
// for (let i = 0; i < 4; i++) b.worm(m.pos)
|
||||
// } else {
|
||||
@@ -2890,7 +2893,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "overcharge",
|
||||
description: "<strong>+88</strong> maximum <strong class='color-f'>energy</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
description: "<strong>+100</strong> maximum <strong class='color-f'>energy</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2900,9 +2903,9 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.bonusEnergy += 0.88
|
||||
tech.bonusEnergy += 1
|
||||
m.setMaxEnergy()
|
||||
this.refundAmount += tech.addJunkTechToPool(0.04)
|
||||
this.refundAmount += tech.addJunkTechToPool(0.05)
|
||||
},
|
||||
refundAmount: 0,
|
||||
remove() {
|
||||
@@ -3063,7 +3066,7 @@ const tech = {
|
||||
{
|
||||
name: "stability",
|
||||
descriptionFunction() {
|
||||
return `<strong>0.3x</strong> <strong class='color-defense'>damage taken</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
return `<strong>0.2x</strong> <strong class='color-defense'>damage taken</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3103,7 +3106,7 @@ const tech = {
|
||||
{
|
||||
name: "control theory",
|
||||
descriptionFunction() {
|
||||
return `<strong>1.5x</strong> <strong class='color-d'>damage</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
return `<strong>2x</strong> <strong class='color-d'>damage</strong><br>while your <strong class='color-h'>health</strong> is at maximum`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3329,7 +3332,7 @@ const tech = {
|
||||
{
|
||||
name: "quenching",
|
||||
descriptionFunction() {
|
||||
return `<strong>0.4x</strong> of ${powerUps.orb.heal()} over<strong class='color-h'>healing</strong><br>is added to <strong>maximum</strong> <strong class='color-h'>health</strong>`
|
||||
return `<strong>0.5x</strong> of ${powerUps.orb.heal()} over<strong class='color-h'>healing</strong><br>is added to <strong>maximum</strong> <strong class='color-h'>health</strong>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3455,7 +3458,7 @@ const tech = {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
rate: 0.06,
|
||||
rate: 0.05,
|
||||
effect() {
|
||||
tech.interestRate += this.rate;
|
||||
},
|
||||
@@ -4318,7 +4321,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "replication",
|
||||
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+10%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -4331,7 +4334,7 @@ const tech = {
|
||||
tech.duplicateChance += 0.1
|
||||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.1);
|
||||
this.refundAmount += tech.addJunkTechToPool(0.15)
|
||||
this.refundAmount += tech.addJunkTechToPool(0.10)
|
||||
},
|
||||
refundAmount: 0,
|
||||
remove() {
|
||||
@@ -5532,7 +5535,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "phase velocity",
|
||||
description: "wave particles <strong>propagate</strong> faster as <strong>solids</strong><br><strong>1.4x</strong> wave <strong class='color-d'>damage</strong>",
|
||||
description: "wave particles <strong>propagate</strong> faster as <strong>solids</strong><br><strong>1.5x</strong> wave <strong class='color-d'>damage</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5584,11 +5587,11 @@ const tech = {
|
||||
requires: "wave",
|
||||
effect() {
|
||||
tech.waveBeamSpeed *= 0.75;
|
||||
tech.waveBeamDamage += 0.3 * 0.4 //this sets base wave damage
|
||||
tech.waveBeamDamage *= 1.4 //this sets base wave damage
|
||||
},
|
||||
remove() {
|
||||
tech.waveBeamSpeed = 11;
|
||||
tech.waveBeamDamage = 0.3 //this sets base wave damage
|
||||
tech.waveBeamDamage = 0.4 //this sets base wave damage
|
||||
}
|
||||
},
|
||||
{
|
||||
|
||||
@@ -1568,9 +1568,9 @@ summary {
|
||||
}
|
||||
|
||||
.draw-lines4 {
|
||||
stroke-dasharray: 300;
|
||||
stroke-dashoffset: 300;
|
||||
animation: dash 2.5s ease-in forwards;
|
||||
stroke-dasharray: 500;
|
||||
stroke-dashoffset: 500;
|
||||
animation: dash 3.5s ease-in forwards;
|
||||
}
|
||||
|
||||
|
||||
|
||||
104
todo.txt
104
todo.txt
@@ -1,17 +1,45 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
reworked focuser mobs to fire blue energy draining laser instead of charging player
|
||||
new level corridor
|
||||
new level element fizzler - it removes blocks
|
||||
interferometer has wider platforms, a few helpful blocks, and fewer mobs
|
||||
level constraints are announced in console
|
||||
|
||||
foam gun no longer pushes the player back when firing
|
||||
wave gun buffs
|
||||
1.2x base damage
|
||||
1.1x base ammo
|
||||
0.1->0.13x speed in map
|
||||
0.25->0.30x speed in blocks
|
||||
tech: phase velocity 1.4->1.5x damage
|
||||
pigeonhole principle gives 1.3->1.4 damage per gun
|
||||
you can no longer switch guns, your gun cycles each level
|
||||
quenching 0.4->0.5x overheal converts into max health
|
||||
tungsten carbide no longer has reduced coyote cycles
|
||||
control theory 1.5->2x damage at max health
|
||||
stability 0.3->0.2 damage taken at max health
|
||||
overcharge +88->100 max energy, 4->5% JUNK
|
||||
zoospore vector 10->13% chance for spores on mob death
|
||||
replication 15->10% JUNK
|
||||
interest 6->5% of your power ups spawn each level
|
||||
|
||||
updated "about" details menu
|
||||
moved classic n-gon to here from settings
|
||||
added links to community content in "about"
|
||||
Are there more links I should add?
|
||||
added an n-gon SVG head image
|
||||
|
||||
bugs
|
||||
fixed outline on splash screen doesn't sync right on safari browser
|
||||
fixed possible lock out on training levels: "hold", "throw", "throwAt"
|
||||
from losing block behind a door
|
||||
shortcut sort buttons in experiment mode properly order tech without clicking sort
|
||||
fixed/increased the horizontal velocity contribution for some guns
|
||||
this makes bullets shot on moving platforms more realistic
|
||||
nail gun, super balls, foam, harpoon
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
couple reports of crashes from many-worlds
|
||||
around level 5-7
|
||||
for me crash on factory level 7
|
||||
might be linked to having all the guns?
|
||||
the crash was in matter.js something about collisions and undefined
|
||||
maybe too many things were spawned in the same spot?
|
||||
also occurs when you just gain many random tech in testing mode
|
||||
|
||||
figure out why seeded random isn't making runs the same:
|
||||
shuffle is being used for a wide variety of things that don't need a seeded random
|
||||
make two shuffle functions?
|
||||
@@ -27,32 +55,17 @@ figure out why seeded random isn't making runs the same:
|
||||
doesn't seem to be determined by the seed...
|
||||
display future constraints in pause menu?
|
||||
|
||||
at start of level game go stuck in pause state
|
||||
no crash or bug report
|
||||
occur level 8
|
||||
after 2 levels of sending power ups to next level
|
||||
auto drones grabbed a power up and game froze while in power up mode
|
||||
running code to exit pause kinda worked
|
||||
|
||||
ants marching outline on splash screen doesn't sync right on safari
|
||||
|
||||
player can become crouched while not touching the ground if they exit the ground while crouched
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
new level - something with movers, rubber band blocks
|
||||
button/switch input ideas from Cocoon game
|
||||
pick up blocks that have a rubber band attached to a sliding switch
|
||||
as player moves the vector direction of the rubber band will move the slider left or right
|
||||
use this to open doors, move larger blocks, ...
|
||||
switches that toggle left, right when player presses input.field while standing nearby
|
||||
replace laser off on switch?
|
||||
platform that rises up when player presses input.field while standing
|
||||
How to instruct player to use field on these?
|
||||
color with field #0ff
|
||||
draw field effect
|
||||
make it still functional without the field button
|
||||
|
||||
tech: demineralization - 0.2x damage taken, but it slowly reduces effect
|
||||
increase to full:
|
||||
at start of level?
|
||||
when you get the tech
|
||||
decrease:
|
||||
over time
|
||||
at start of new level
|
||||
|
||||
!!conformal - similar rules for small and big scales linked to holographic principle
|
||||
!!holonomy - parallel transport of a vector leads to movement (applies to curved space)
|
||||
@@ -288,16 +301,6 @@ make a lemming that walks until it hits a wall and then turns around robotically
|
||||
body or mob?
|
||||
can't be killed?
|
||||
|
||||
use ephemera to replace some bad code
|
||||
JUNK?
|
||||
request animation stuff
|
||||
simulation checks
|
||||
damage and defense bars
|
||||
disable and enable ephemera with settings
|
||||
|
||||
perfect diamagnatism - invulnerable while field is active?
|
||||
also drain energy while field is active?
|
||||
|
||||
mobs attack mines
|
||||
mines periodically set all mobs to have player location to be the mine
|
||||
is this going to work with all mob vision types?
|
||||
@@ -311,23 +314,8 @@ Tech: relativity
|
||||
wormhole tech - teleport away mobs with mass below 3 when they get too near the player
|
||||
short CD, small energy cost, only mobs below a mass
|
||||
|
||||
extend brainstorming animation timers to fps cap?
|
||||
will it be smoother or choppier?
|
||||
anything else needs to hit limited fps on a high fps monitor?
|
||||
|
||||
perfect diamagnatism could bounce on mobs, or even map elements?
|
||||
could work like a rocket jump?
|
||||
|
||||
tech: Bose Einstein condensate - freezes enemies in pilot wave, and drains some energy?
|
||||
|
||||
make super balls with Zectron deflectable with field
|
||||
but is there a simple way to do this?
|
||||
|
||||
set mob health bar colors based on status effects?
|
||||
make mob damage immunity a mob status effect?
|
||||
|
||||
tech: rail gun area damage effect, but for all harpoon mode
|
||||
|
||||
mob status effect - vulnerability
|
||||
mobs take 4x damage for __ time
|
||||
afterwards mobs go back to normal damage taken
|
||||
@@ -1242,6 +1230,7 @@ possible names for tech
|
||||
De Sitter space - simple model of universe related to general relativity (mass-energy?)
|
||||
active optics - something with lasers? maybe something with diffuse beam getting smaller
|
||||
Quintessence - related to dark energy
|
||||
biofilm - something defensive? related to spores?
|
||||
|
||||
******************************************************* DESIGN ******************************************************
|
||||
|
||||
@@ -1277,12 +1266,13 @@ n-gon fork
|
||||
kgurchiek.github.io/n-gon-portal-gun
|
||||
3xiondev.github.io/n-gon-upgraded
|
||||
coaldeficit.github.io/c-gon
|
||||
c-rxxp-y.github.io/n-gon-enhanced
|
||||
n-gon-enhanced.vercel.app
|
||||
|
||||
bookmarlet
|
||||
github.com/Whyisthisnotavalable/n-scythe
|
||||
github.com/kgurchiek/n-gon-mobile
|
||||
github.com/kgurchiek/n-gon-controller
|
||||
|
||||
text
|
||||
ngon.fandom.com/wiki/N-gon
|
||||
github.com/3xionDev/n-docs
|
||||
Reference in New Issue
Block a user