many worlds mod
This commit is contained in:
@@ -87,6 +87,7 @@ const b = {
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modNailsDeathMob: null,
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isModSlowFPS: null,
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isModNeutronStun: null,
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manyWorlds: null,
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modOnHealthChange() { //used with acid mod
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if (b.isModAcidDmg && mech.health > 0.8) {
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b.modAcidDmg = 0.5
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@@ -762,7 +763,7 @@ const b = {
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},
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{
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name: "pair production",
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description: "<strong>power ups</strong> overfill your <strong class='color-f'>energy</strong><br>temporarily gain <strong>twice</strong> your maximum",
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description: "<strong>power ups</strong> overfill your <strong class='color-f'>energy</strong><br>temporarily gain <strong>twice</strong> your max <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -850,31 +851,23 @@ const b = {
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}
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},
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{
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name: "reallocation",
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description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong>guns</strong><br><em>recursive mods lose all stacks</em>",
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name: "many worlds",
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description: "spawn a <strong class='color-r'>reroll</strong> after choosing a power up",
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maxCount: 1,
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count: 0,
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allowed() {
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return (b.modCount > 0) && !build.isCustomSelection
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return true
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},
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requires: "at least 1 mod",
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requires: "",
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effect: () => {
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const have = [] //find which mods you have
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for (let i = 0; i < b.mods.length; i++) {
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if (b.mods[i].count > 0) have.push(i)
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}
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const choose = have[Math.floor(Math.random() * have.length)]
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b.mods[choose].remove(); // remove a random mod form the list of mods you have
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b.mods[choose].count = 0;
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game.updateModHUD();
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for (let i = 0; i < 2; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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}
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b.manyWorlds = true;
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// for (let i = 0; i < 9; i++) {
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// powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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// if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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// }
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},
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remove() {
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//nothing to remove
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b.manyWorlds = false;
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}
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},
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{
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@@ -903,6 +896,34 @@ const b = {
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//nothing to undo
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}
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},
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{
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name: "reallocation",
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description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong>guns</strong><br><em>recursive mods lose all stacks</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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return (b.modCount > 0) && !build.isCustomSelection
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},
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requires: "at least 1 mod",
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effect: () => {
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const have = [] //find which mods you have
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for (let i = 0; i < b.mods.length; i++) {
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if (b.mods[i].count > 0) have.push(i)
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}
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const choose = have[Math.floor(Math.random() * have.length)]
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b.mods[choose].remove(); // remove a random mod form the list of mods you have
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b.mods[choose].count = 0;
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game.updateModHUD();
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for (let i = 0; i < 2; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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}
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},
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remove() {
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//nothing to remove
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}
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},
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{
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name: "Lorentzian topology",
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description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
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@@ -1973,6 +1994,7 @@ const b = {
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dist = Vector.magnitude(sub) - mob[i].radius;
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if (dist < radius) {
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if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
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if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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mob[i].damage(dmg * damageScale);
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
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@@ -2353,7 +2375,7 @@ const b = {
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friction: 0.05,
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frictionAir: 0.0005,
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restitution: 1,
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dmg: 0.17, //damage done in addition to the damage from momentum
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dmg: 0.23, //damage done in addition to the damage from momentum
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lookFrequency: 107 + Math.floor(47 * Math.random()),
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endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
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classType: "bullet",
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@@ -2365,7 +2387,14 @@ const b = {
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lockedOn: null,
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isFollowMouse: true,
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deathCycles: 110 + RADIUS * 5,
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onDmg() {
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onDmg(who) {
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//move away from target after hitting
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
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Matter.Body.setVelocity(this, {
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x: unit.x,
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y: unit.y
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});
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this.lockedOn = null
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if (this.endCycle > game.cycle + this.deathCycles && b.isModDroneCollide) {
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this.endCycle -= 60
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@@ -3119,7 +3148,7 @@ const b = {
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// check if inside a mob
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q = Matter.Query.point(mob, this.position)
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for (let i = 0; i < q.length; i++) {
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let dmg = b.dmgScale * 0.43 / Math.sqrt(q[i].mass) * (b.modWaveHelix === 1 ? 1 : 0.6) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
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let dmg = b.dmgScale * 0.40 / Math.sqrt(q[i].mass) * (b.modWaveHelix === 1 ? 1 : 0.6) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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@@ -3631,11 +3660,10 @@ const b = {
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//aoe damage to mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
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if (mob[i].shield) {
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mob[i].damage(5 * b.dmgScale * 0.023);
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} else {
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mob[i].damage(b.dmgScale * 0.023);
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}
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let dmg = b.dmgScale * 0.023
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if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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if (mob[i].shield) dmg *= 5 //x5 to make up for the /5 that shields normally take
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mob[i].damage(dmg);
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mob[i].locatePlayer();
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}
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}
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@@ -3859,6 +3887,7 @@ const b = {
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//frictionAir: 0.01, //restitution: 0,
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// angle: 0,
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// friction: 0.5,
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restitution: 0,
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frictionAir: 0,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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@@ -56,6 +56,7 @@ const game = {
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b.bulletDraw();
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b.bulletDo();
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game.drawCircle();
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game.clip();
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ctx.restore();
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game.drawCursor();
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},
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@@ -132,6 +133,9 @@ const game = {
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// };
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// requestAnimationFrame(normalFPS);
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// },
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clip() {
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},
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drawCursor() {
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const size = 10;
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ctx.beginPath();
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@@ -481,6 +485,7 @@ const game = {
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b.setupAllMods(); //sets mods to default values
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game.updateModHUD();
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powerUps.reroll.rerolls = 0;
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mech.maxHealth = 1
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mech.maxEnergy = 1
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game.paused = false;
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@@ -87,8 +87,6 @@ const build = {
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<br>global damage increase: ${((b.damageFromMods()-1)*100).toFixed(0)}%
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<br>global harm reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%
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</div>`;
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let countGuns = 0
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let countMods = 0
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for (let i = 0, len = b.guns.length; i < len; i++) {
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@@ -269,10 +267,6 @@ const build = {
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document.getElementById("build-grid").style.display = "grid"
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},
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shareURL() {
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game.copyToClipBoard(build.generateURL())
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alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
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},
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generateURL() {
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let url = "https://landgreen.github.io/sidescroller/index.html?"
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let count = 0;
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for (let i = 0; i < b.guns.length; i++) {
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@@ -292,7 +286,8 @@ const build = {
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url += `&difficulty=${game.difficultyMode}`
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url += `&level=${Number(document.getElementById("starting-level").value)}`
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console.log(url)
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return url
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game.copyToClipBoard(url)
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alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
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},
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startBuildRun() {
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build.isCustomSelection = false;
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@@ -16,11 +16,8 @@ const level = {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// game.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(9)
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// b.giveGuns("foam")
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// mech.setField("time dilation field")
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// b.giveMod("necrophoresis");
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// b.giveMod("impact shear");
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// b.giveMod("foam-bot");
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// b.giveMod("many worlds");
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// b.giveGuns("neutron bomb")
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// b.giveGuns("foam")
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// mech.setField("pilot wave")
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@@ -162,10 +159,11 @@ const level = {
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// spawn.bomberBoss(2900, -500)
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// spawn.shooterBoss(1200, -500)
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spawn.spinner(1200, -500, 40)
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// spawn.starter(2500, -40, 40)
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// spawn.stabber(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shooter(1600, -500)
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spawn.focuser(1600, -500)
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// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
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// spawn.nodeBoss(1200, -500, "spiker")
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49
js/mobs.js
49
js/mobs.js
@@ -507,7 +507,7 @@ const mobs = {
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},
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springAttack() {
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// set new values of the ends of the spring constraints
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if (this.seePlayer.recall) {
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if (this.seePlayer.recall && Matter.Query.ray(map, this.position, player.position).length === 0) {
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if (!(game.cycle % (this.seePlayerFreq * 2))) {
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this.springTarget.x = this.seePlayer.position.x;
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this.springTarget.y = this.seePlayer.position.y;
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@@ -850,7 +850,6 @@ const mobs = {
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if (!(game.cycle % this.seePlayerFreq)) {
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this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
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this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
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this.fireAngle = Math.atan2(this.fireDir.y, this.fireDir.x);
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}
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//rotate towards fireAngle
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const angle = this.angle + Math.PI / 2;
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@@ -885,6 +884,52 @@ const mobs = {
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// }
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}
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},
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launch() {
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if (!mech.isBodiesAsleep) {
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const setNoseShape = () => {
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const mag = this.radius + this.radius * this.noseLength;
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this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
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this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
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};
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//throw a mob/bullet at player
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if (this.seePlayer.recall) {
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//set direction to turn to fire
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if (!(game.cycle % this.seePlayerFreq)) {
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this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
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}
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//rotate towards fireAngle
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const angle = this.angle + Math.PI / 2;
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c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
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const threshold = 0.1;
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if (c > threshold) {
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this.torque += 0.0000045 * this.inertia;
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} else if (c < -threshold) {
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this.torque -= 0.0000045 * this.inertia;
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} else if (this.noseLength > 1.5) {
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//fire
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spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
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const v = 15;
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x + this.fireDir.x * v + Math.random(),
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y: this.velocity.y + this.fireDir.y * v + Math.random()
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});
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this.noseLength = 0;
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// recoil
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this.force.x -= 0.005 * this.fireDir.x * this.mass;
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this.force.y -= 0.005 * this.fireDir.y * this.mass;
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}
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if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
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setNoseShape();
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} else if (this.noseLength > 0.1) {
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this.noseLength -= this.fireFreq / 2;
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setNoseShape();
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}
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// else if (this.noseLength < -0.1) {
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// this.noseLength += this.fireFreq / 4;
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// setNoseShape();
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// }
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}
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},
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turnToFacePlayer() {
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//turn to face player
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const dx = player.position.x - this.position.x;
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21
js/player.js
21
js/player.js
@@ -363,6 +363,7 @@ const mech = {
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if (b.isModImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
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spawn.setSpawnList(); //new mob types
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game.clearNow = true; //triggers a map reset
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powerUps.reroll.rerolls = Math.floor(Math.random() * Math.random() * 8)
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//count mods
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let totalMods = 0;
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@@ -380,6 +381,7 @@ const mech = {
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b.mods[i].name !== "Born rule" &&
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b.mods[i].name !== "determinism" &&
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b.mods[i].name !== "reallocation" &&
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b.mods[i].name !== "many worlds" &&
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b.mods[i].allowed()
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) options.push(i);
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}
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@@ -1045,7 +1047,7 @@ const mech = {
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}
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if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
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if (b.modBlockDmg) {
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if (b.modBlockDmg && mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics") {
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who.damage(b.modBlockDmg)
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//draw electricity
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const step = 40
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@@ -1087,7 +1089,7 @@ const mech = {
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});
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}
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} else {
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if (b.isModStunField) mobs.statusStun(who, b.isModStunField)
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if (b.isModStunField && mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism") mobs.statusStun(who, b.isModStunField)
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// mobs.statusSlow(who, b.isModStunField)
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const massRoot = Math.sqrt(Math.max(0.15, who.mass)); // masses above 12 can start to overcome the push back
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Matter.Body.setVelocity(who, {
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@@ -1434,7 +1436,7 @@ const mech = {
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},
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{
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name: "negative mass field",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong>harm</strong> by <strong>80%</strong> while field is active", //<br><strong>launch</strong> larger blocks at much higher speeds
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong>harm</strong> by <strong>80%</strong> while field is active",
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fieldDrawRadius: 0,
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isEasyToAim: true,
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effect: () => {
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@@ -1569,10 +1571,11 @@ const mech = {
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},
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{
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name: "plasma torch",
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description: "use <strong class='color-f'>energy</strong> to emit <strong class='color-d'>damaging</strong> plasma<br><em>effective at close range</em>",
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description: "use <strong class='color-f'>energy</strong> to emit <strong class='color-d'>damaging</strong> plasma<br>reduce <strong>harm</strong> by <strong>33%</strong>",
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isEasyToAim: false,
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effect: () => {
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mech.fieldMeterColor = "#f0f"
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mech.fieldDamageResistance = 0.67; //reduce harm by 33%
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mech.hold = function () {
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if (mech.isHolding) {
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@@ -1582,7 +1585,7 @@ const mech = {
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
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mech.grabPowerUp();
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mech.lookForPickUp();
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const DRAIN = 0.00065
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const DRAIN = 0.0006
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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@@ -1666,8 +1669,12 @@ const mech = {
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best.who.locatePlayer();
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//push mobs away
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.02 * Math.sqrt(best.who.mass))
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
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Matter.Body.applyForce(best.who, path[1], force)
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Matter.Body.setVelocity(best.who, { //friction
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x: best.who.velocity.x * 0.6,
|
||||
y: best.who.velocity.y * 0.6
|
||||
});
|
||||
// const angle = Math.atan2(player.position.y - best.who.position.y, player.position.x - best.who.position.x);
|
||||
// const mass = Math.min(Math.sqrt(best.who.mass), 6);
|
||||
// Matter.Body.setVelocity(best.who, {
|
||||
@@ -1685,7 +1692,7 @@ const mech = {
|
||||
});
|
||||
} else if (!best.who.isStatic) {
|
||||
//push blocks away
|
||||
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.006 * Math.sqrt(Math.sqrt(best.who.mass)))
|
||||
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
|
||||
Matter.Body.applyForce(best.who, path[1], force)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,6 +21,10 @@ const powerUps = {
|
||||
powerUps.endDraft();
|
||||
},
|
||||
endDraft() {
|
||||
if (b.manyWorlds) {
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
|
||||
}
|
||||
document.body.style.cursor = "none";
|
||||
document.getElementById("choose-grid").style.display = "none"
|
||||
document.getElementById("choose-background").style.display = "none"
|
||||
@@ -162,7 +166,7 @@ const powerUps = {
|
||||
let choice2 = -1
|
||||
let choice3 = -1
|
||||
if (choice1 > -1) {
|
||||
let text = `<div class='cancel' onclick='powerUps.endDraft("field")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a field</h3>`
|
||||
let text = `<div class='cancel' onclick='powerUps.endDraft()'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a field</h3>`
|
||||
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice1].name}</div> ${mech.fieldUpgrades[choice1].description}</div>`
|
||||
if (!b.isModDeterminism) {
|
||||
choice2 = pick(mech.fieldUpgrades, choice1)
|
||||
@@ -207,7 +211,7 @@ const powerUps = {
|
||||
let choice2 = -1
|
||||
let choice3 = -1
|
||||
if (choice1 > -1) {
|
||||
let text = `<div class='cancel' onclick='powerUps.endDraft("mod")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a mod</h3>`
|
||||
let text = `<div class='cancel' onclick='powerUps.endDraft()'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a mod</h3>`
|
||||
text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice1})"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[choice1].name}</div> ${b.mods[choice1].description}</div>`
|
||||
if (!b.isModDeterminism) {
|
||||
choice2 = pick(choice1)
|
||||
@@ -249,7 +253,7 @@ const powerUps = {
|
||||
let choice2 = -1
|
||||
let choice3 = -1
|
||||
if (choice1 > -1) {
|
||||
let text = `<div class='cancel' onclick='powerUps.endDraft("gun")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a gun</h3>`
|
||||
let text = `<div class='cancel' onclick='powerUps.endDraft()'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a gun</h3>`
|
||||
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
|
||||
if (!b.isModDeterminism) {
|
||||
choice2 = pick(b.guns, choice1)
|
||||
@@ -312,7 +316,7 @@ const powerUps = {
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "field");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.01) {
|
||||
if (Math.random() < 0.005) {
|
||||
powerUps.spawn(x, y, "reroll");
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "reroll");
|
||||
return;
|
||||
@@ -352,7 +356,7 @@ const powerUps = {
|
||||
}
|
||||
},
|
||||
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
|
||||
if (Math.random() < 0.02) {
|
||||
if (Math.random() < 0.05) {
|
||||
powerUps.spawn(x, y, "reroll");
|
||||
} else if (Math.random() < 0.5) {
|
||||
powerUps.spawn(x, y, "heal", false);
|
||||
|
||||
75
js/spawn.js
75
js/spawn.js
@@ -2,13 +2,14 @@
|
||||
const spawn = {
|
||||
pickList: ["starter", "starter"],
|
||||
fullPickList: [
|
||||
"shooter", "shooter", "shooter", "shooter", "shooter",
|
||||
"shooter", "shooter", "shooter", "shooter",
|
||||
"hopper", "hopper", "hopper", "hopper",
|
||||
"chaser", "chaser", "chaser",
|
||||
"striker", "striker",
|
||||
"laser", "laser",
|
||||
"exploder", "exploder",
|
||||
"stabber", "stabber",
|
||||
"launcher", "launcher",
|
||||
"spinner",
|
||||
"grower",
|
||||
"springer",
|
||||
@@ -19,7 +20,7 @@ const spawn = {
|
||||
"ghoster",
|
||||
"sneaker",
|
||||
],
|
||||
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "stabber"],
|
||||
allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber"],
|
||||
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
|
||||
//each level has 2 mobs: one new mob and one from the last level
|
||||
spawn.pickList.splice(0, 1);
|
||||
@@ -845,30 +846,30 @@ const spawn = {
|
||||
if (!mech.isBodiesAsleep) {
|
||||
this.seePlayerByLookingAt();
|
||||
this.checkStatus();
|
||||
this.attraction();
|
||||
const dist2 = this.distanceToPlayer2();
|
||||
//laser Tracking
|
||||
if (this.seePlayer.yes && dist2 < 4000000 && !mech.isStealth) {
|
||||
this.attraction();
|
||||
if (this.seePlayer.yes && dist2 < 4000000) {
|
||||
const rangeWidth = 2000; //this is sqrt of 4000000 from above if()
|
||||
//targeting laser will slowly move from the mob to the player's position
|
||||
this.laserPos = Vector.add(this.laserPos, Vector.mult(Vector.sub(player.position, this.laserPos), 0.1));
|
||||
let targetDist = Vector.magnitude(Vector.sub(this.laserPos, mech.pos));
|
||||
const r = 10;
|
||||
const r = 12;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.position.x, this.position.y);
|
||||
if (targetDist < r + 15) {
|
||||
if (targetDist < r + 16) {
|
||||
targetDist = r + 10;
|
||||
//charge at player
|
||||
const forceMag = this.accelMag * 40 * this.mass;
|
||||
const forceMag = this.accelMag * 30 * this.mass;
|
||||
const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
|
||||
this.force.x += forceMag * Math.cos(angle);
|
||||
this.force.y += forceMag * Math.sin(angle);
|
||||
} else {
|
||||
//high friction if can't lock onto player
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.velocity.x * 0.96,
|
||||
y: this.velocity.y * 0.96
|
||||
});
|
||||
// Matter.Body.setVelocity(this, {
|
||||
// x: this.velocity.x * 0.98,
|
||||
// y: this.velocity.y * 0.98
|
||||
// });
|
||||
}
|
||||
if (dist2 > 80000) {
|
||||
const laserWidth = 0.002;
|
||||
@@ -1436,6 +1437,58 @@ const spawn = {
|
||||
this.timeLimit();
|
||||
};
|
||||
},
|
||||
launcher(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
|
||||
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
|
||||
me.isVerticesChange = true
|
||||
// Matter.Body.rotate(me, Math.PI)
|
||||
|
||||
me.memory = 120;
|
||||
me.fireFreq = 0.006 + Math.random() * 0.003;
|
||||
me.noseLength = 0;
|
||||
me.fireAngle = 0;
|
||||
me.accelMag = 0.0005 * game.accelScale;
|
||||
me.frictionAir = 0.05;
|
||||
me.lookTorque = 0.0000028 * (Math.random() > 0.5 ? -1 : 1);
|
||||
me.fireDir = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
|
||||
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
|
||||
}
|
||||
// spawn.shield(me, x, y);
|
||||
me.do = function () {
|
||||
this.seePlayerByLookingAt();
|
||||
this.checkStatus();
|
||||
this.launch();
|
||||
};
|
||||
},
|
||||
seeker(x, y, radius = 6, sides = 0) {
|
||||
//bullets
|
||||
mobs.spawn(x, y, sides, radius, "rgb(0,0,255)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.stroke = "transparent";
|
||||
me.onHit = function () {
|
||||
this.explode(this.mass * 10);
|
||||
};
|
||||
Matter.Body.setDensity(me, 0.00005); //normal is 0.001
|
||||
me.timeLeft = 420;
|
||||
me.accelMag = 0.0004 * game.accelScale;
|
||||
me.frictionAir = 0.035;
|
||||
me.restitution = 0.5;
|
||||
me.leaveBody = false;
|
||||
me.dropPowerUp = false;
|
||||
me.showHealthBar = false;
|
||||
me.collisionFilter.category = cat.mobBullet;
|
||||
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
|
||||
me.do = function () {
|
||||
this.seePlayerCheck();
|
||||
this.attraction();
|
||||
this.timeLimit();
|
||||
};
|
||||
},
|
||||
spawner(x, y, radius = 55 + Math.ceil(Math.random() * 50)) {
|
||||
mobs.spawn(x, y, 4, radius, "rgb(255,150,0)");
|
||||
let me = mob[mob.length - 1];
|
||||
|
||||
@@ -466,6 +466,11 @@ em {
|
||||
letter-spacing: 1px;
|
||||
}
|
||||
|
||||
.color-r {
|
||||
color: #f7b;
|
||||
letter-spacing: 1px;
|
||||
}
|
||||
|
||||
.faded {
|
||||
opacity: 0.7;
|
||||
font-size: 90%;
|
||||
@@ -511,7 +516,6 @@ em {
|
||||
}
|
||||
|
||||
.reroll {
|
||||
|
||||
/* #f84 #f99*/
|
||||
background: #f7b;
|
||||
}
|
||||
|
||||
43
todo.txt
43
todo.txt
@@ -1,20 +1,21 @@
|
||||
foam bullets are faster, smaller, shrink slower, stick to mobs better
|
||||
foam can now stick to shielded mobs, but shrinks faster
|
||||
mod: foam-bots
|
||||
mod - many worlds: spawn a reroll after choosing (or canceling) a power up
|
||||
new mob type - launcher: similar to the shooter, but fires bullets that chase you
|
||||
plasma torch - reduces harm to player by 1/3 and has more reliable stopping power against charging mobs
|
||||
explosions and neutron bomb do 50% less damage through walls
|
||||
drone bullets bounce off mobs more predictably
|
||||
|
||||
************** TODO - n-gon **************
|
||||
|
||||
power up reroll
|
||||
color yellow?
|
||||
what about a neutron bomb mod, that cause the bomb to activate right after you fire and slowly move forward with no gravity
|
||||
|
||||
Drop a reroll when the player exits the selection screen without picking one of the choices
|
||||
|
||||
redblobgames.com/articles/visibility
|
||||
https://github.com/Silverwolf90/2d-visibility/tree/master/src
|
||||
could apply to explosions, neutron bomb, player LOS
|
||||
|
||||
sticking bullets don't always gain the correct speed from mobs after they die
|
||||
|
||||
mod - frozen mobs take +33% damage
|
||||
|
||||
mod heal to full at the end of each level
|
||||
heal mods no longer drop?
|
||||
|
||||
possible names for mods
|
||||
Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
|
||||
|
||||
@@ -24,19 +25,6 @@ have a mob apply a positive status effect on other mobs,
|
||||
damage bonus, but how?
|
||||
possible balance issues
|
||||
|
||||
mobs that fire grenades
|
||||
mobs that fire bullets
|
||||
bullets that chase the player a bit (blue color)
|
||||
short lived bullets that fire in every direction
|
||||
or fire in a spiral over time
|
||||
|
||||
construct
|
||||
display outline of map to be draw while mouse is down
|
||||
toggle between maps and bodies
|
||||
?highlight map/body mouse is over and be able to remove it?
|
||||
display current output text in a box
|
||||
live update it
|
||||
|
||||
boss levels - small levels just a boss, and maybe a few mobs
|
||||
boss level for timeSkipBoss because of game instability for boss on normal levels
|
||||
this might not fix issues
|
||||
@@ -65,10 +53,6 @@ lore - a robot (the player) gains self awareness
|
||||
the next level is the final level
|
||||
when you die with Quantum Immortality there is a chance of lore text
|
||||
|
||||
scrap drops that can be used to buy things in a shop
|
||||
scrap could be yellow
|
||||
shop could appear every 4 levels
|
||||
|
||||
mob - stuns, or slows player
|
||||
|
||||
boss mob - let it die multiple times and come back to life
|
||||
@@ -90,16 +74,11 @@ uranium reactor core
|
||||
add player Scent Trails for mob navigation
|
||||
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
|
||||
|
||||
mod - killing a stunned mob gives something
|
||||
ammo or heal power up?
|
||||
|
||||
mod - scale squirrel cage rotor with current energy
|
||||
is variable speed going to be hard to deal with?
|
||||
|
||||
mod - you can no longer see your current health
|
||||
|
||||
mob sniper - targeting laser, then a high speed, no gravity bullet
|
||||
|
||||
mod - increase laser bot range, and reduce energy drain
|
||||
|
||||
mod - mines become a turret that fires nails
|
||||
|
||||
Reference in New Issue
Block a user