many worlds mod

This commit is contained in:
landgreen
2020-05-14 09:01:24 -07:00
parent f89bb09b37
commit 30518de6cb
10 changed files with 216 additions and 97 deletions

View File

@@ -87,6 +87,7 @@ const b = {
modNailsDeathMob: null,
isModSlowFPS: null,
isModNeutronStun: null,
manyWorlds: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
b.modAcidDmg = 0.5
@@ -762,7 +763,7 @@ const b = {
},
{
name: "pair production",
description: "<strong>power ups</strong> overfill your <strong class='color-f'>energy</strong><br>temporarily gain <strong>twice</strong> your maximum",
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>",
maxCount: 1,
count: 0,
allowed() {
@@ -850,31 +851,23 @@ const b = {
}
},
{
name: "reallocation",
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>",
name: "many worlds",
description: "spawn a <strong class='color-r'>reroll</strong> after choosing a power up",
maxCount: 1,
count: 0,
allowed() {
return (b.modCount > 0) && !build.isCustomSelection
return true
},
requires: "at least 1 mod",
requires: "",
effect: () => {
const have = [] //find which mods you have
for (let i = 0; i < b.mods.length; i++) {
if (b.mods[i].count > 0) have.push(i)
}
const choose = have[Math.floor(Math.random() * have.length)]
b.mods[choose].remove(); // remove a random mod form the list of mods you have
b.mods[choose].count = 0;
game.updateModHUD();
for (let i = 0; i < 2; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
}
b.manyWorlds = true;
// for (let i = 0; i < 9; i++) {
// powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
// if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
// }
},
remove() {
//nothing to remove
b.manyWorlds = false;
}
},
{
@@ -903,6 +896,34 @@ const b = {
//nothing to undo
}
},
{
name: "reallocation",
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>",
maxCount: 1,
count: 0,
allowed() {
return (b.modCount > 0) && !build.isCustomSelection
},
requires: "at least 1 mod",
effect: () => {
const have = [] //find which mods you have
for (let i = 0; i < b.mods.length; i++) {
if (b.mods[i].count > 0) have.push(i)
}
const choose = have[Math.floor(Math.random() * have.length)]
b.mods[choose].remove(); // remove a random mod form the list of mods you have
b.mods[choose].count = 0;
game.updateModHUD();
for (let i = 0; i < 2; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
}
},
remove() {
//nothing to remove
}
},
{
name: "Lorentzian topology",
description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
@@ -1973,6 +1994,7 @@ const b = {
dist = Vector.magnitude(sub) - mob[i].radius;
if (dist < radius) {
if (mob[i].shield) dmg *= 3 //balancing explosion dmg to shields
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mob[i].damage(dmg * damageScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
@@ -2353,7 +2375,7 @@ const b = {
friction: 0.05,
frictionAir: 0.0005,
restitution: 1,
dmg: 0.17, //damage done in addition to the damage from momentum
dmg: 0.23, //damage done in addition to the damage from momentum
lookFrequency: 107 + Math.floor(47 * Math.random()),
endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet",
@@ -2365,7 +2387,14 @@ const b = {
lockedOn: null,
isFollowMouse: true,
deathCycles: 110 + RADIUS * 5,
onDmg() {
onDmg(who) {
//move away from target after hitting
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
Matter.Body.setVelocity(this, {
x: unit.x,
y: unit.y
});
this.lockedOn = null
if (this.endCycle > game.cycle + this.deathCycles && b.isModDroneCollide) {
this.endCycle -= 60
@@ -3119,7 +3148,7 @@ const b = {
// check if inside a mob
q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
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
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
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue
@@ -3631,11 +3660,10 @@ const b = {
//aoe damage to mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
if (mob[i].shield) {
mob[i].damage(5 * b.dmgScale * 0.023);
} else {
mob[i].damage(b.dmgScale * 0.023);
}
let dmg = b.dmgScale * 0.023
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
if (mob[i].shield) dmg *= 5 //x5 to make up for the /5 that shields normally take
mob[i].damage(dmg);
mob[i].locatePlayer();
}
}
@@ -3859,6 +3887,7 @@ const b = {
//frictionAir: 0.01, //restitution: 0,
// angle: 0,
// friction: 0.5,
restitution: 0,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",

View File

@@ -56,6 +56,7 @@ const game = {
b.bulletDraw();
b.bulletDo();
game.drawCircle();
game.clip();
ctx.restore();
game.drawCursor();
},
@@ -132,6 +133,9 @@ const game = {
// };
// requestAnimationFrame(normalFPS);
// },
clip() {
},
drawCursor() {
const size = 10;
ctx.beginPath();
@@ -481,6 +485,7 @@ const game = {
b.setupAllMods(); //sets mods to default values
game.updateModHUD();
powerUps.reroll.rerolls = 0;
mech.maxHealth = 1
mech.maxEnergy = 1
game.paused = false;

View File

@@ -87,8 +87,6 @@ const build = {
<br>global damage increase: ${((b.damageFromMods()-1)*100).toFixed(0)}%
<br>global harm reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%
</div>`;
let countGuns = 0
let countMods = 0
for (let i = 0, len = b.guns.length; i < len; i++) {
@@ -269,10 +267,6 @@ const build = {
document.getElementById("build-grid").style.display = "grid"
},
shareURL() {
game.copyToClipBoard(build.generateURL())
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
},
generateURL() {
let url = "https://landgreen.github.io/sidescroller/index.html?"
let count = 0;
for (let i = 0; i < b.guns.length; i++) {
@@ -292,7 +286,8 @@ const build = {
url += `&difficulty=${game.difficultyMode}`
url += `&level=${Number(document.getElementById("starting-level").value)}`
console.log(url)
return url
game.copyToClipBoard(url)
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
},
startBuildRun() {
build.isCustomSelection = false;

View File

@@ -16,11 +16,8 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// game.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(9)
// b.giveGuns("foam")
// mech.setField("time dilation field")
// b.giveMod("necrophoresis");
// b.giveMod("impact shear");
// b.giveMod("foam-bot");
// b.giveMod("many worlds");
// b.giveGuns("neutron bomb")
// b.giveGuns("foam")
// mech.setField("pilot wave")
@@ -162,10 +159,11 @@ const level = {
// spawn.bomberBoss(2900, -500)
// spawn.shooterBoss(1200, -500)
spawn.spinner(1200, -500, 40)
// spawn.starter(2500, -40, 40)
// spawn.stabber(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.shooter(1600, -500)
spawn.focuser(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "spiker")

View File

@@ -507,7 +507,7 @@ const mobs = {
},
springAttack() {
// set new values of the ends of the spring constraints
if (this.seePlayer.recall) {
if (this.seePlayer.recall && Matter.Query.ray(map, this.position, player.position).length === 0) {
if (!(game.cycle % (this.seePlayerFreq * 2))) {
this.springTarget.x = this.seePlayer.position.x;
this.springTarget.y = this.seePlayer.position.y;
@@ -850,7 +850,6 @@ const mobs = {
if (!(game.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
this.fireAngle = Math.atan2(this.fireDir.y, this.fireDir.x);
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
@@ -885,6 +884,52 @@ const mobs = {
// }
}
},
launch() {
if (!mech.isBodiesAsleep) {
const setNoseShape = () => {
const mag = this.radius + this.radius * this.noseLength;
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
};
//throw a mob/bullet at player
if (this.seePlayer.recall) {
//set direction to turn to fire
if (!(game.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.1;
if (c > threshold) {
this.torque += 0.0000045 * this.inertia;
} else if (c < -threshold) {
this.torque -= 0.0000045 * this.inertia;
} else if (this.noseLength > 1.5) {
//fire
spawn.seeker(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
const v = 15;
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + this.fireDir.x * v + Math.random(),
y: this.velocity.y + this.fireDir.y * v + Math.random()
});
this.noseLength = 0;
// recoil
this.force.x -= 0.005 * this.fireDir.x * this.mass;
this.force.y -= 0.005 * this.fireDir.y * this.mass;
}
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
setNoseShape();
} else if (this.noseLength > 0.1) {
this.noseLength -= this.fireFreq / 2;
setNoseShape();
}
// else if (this.noseLength < -0.1) {
// this.noseLength += this.fireFreq / 4;
// setNoseShape();
// }
}
},
turnToFacePlayer() {
//turn to face player
const dx = player.position.x - this.position.x;

View File

@@ -363,6 +363,7 @@ const mech = {
if (b.isModImmortal) { //if player has the immortality buff, spawn on the same level with randomized stats
spawn.setSpawnList(); //new mob types
game.clearNow = true; //triggers a map reset
powerUps.reroll.rerolls = Math.floor(Math.random() * Math.random() * 8)
//count mods
let totalMods = 0;
@@ -380,6 +381,7 @@ const mech = {
b.mods[i].name !== "Born rule" &&
b.mods[i].name !== "determinism" &&
b.mods[i].name !== "reallocation" &&
b.mods[i].name !== "many worlds" &&
b.mods[i].allowed()
) options.push(i);
}
@@ -1045,7 +1047,7 @@ const mech = {
}
if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
if (b.modBlockDmg) {
if (b.modBlockDmg && mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics") {
who.damage(b.modBlockDmg)
//draw electricity
const step = 40
@@ -1087,7 +1089,7 @@ const mech = {
});
}
} else {
if (b.isModStunField) mobs.statusStun(who, b.isModStunField)
if (b.isModStunField && mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism") mobs.statusStun(who, b.isModStunField)
// mobs.statusSlow(who, b.isModStunField)
const massRoot = Math.sqrt(Math.max(0.15, who.mass)); // masses above 12 can start to overcome the push back
Matter.Body.setVelocity(who, {
@@ -1434,7 +1436,7 @@ const mech = {
},
{
name: "negative mass field",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp; <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
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp; <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong>harm</strong> by <strong>80%</strong> while field is active",
fieldDrawRadius: 0,
isEasyToAim: true,
effect: () => {
@@ -1569,10 +1571,11 @@ const mech = {
},
{
name: "plasma torch",
description: "use <strong class='color-f'>energy</strong> to emit <strong class='color-d'>damaging</strong> plasma<br><em>effective at close range</em>",
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>",
isEasyToAim: false,
effect: () => {
mech.fieldMeterColor = "#f0f"
mech.fieldDamageResistance = 0.67; //reduce harm by 33%
mech.hold = function () {
if (mech.isHolding) {
@@ -1582,7 +1585,7 @@ const mech = {
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
const DRAIN = 0.00065
const DRAIN = 0.0006
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
@@ -1666,8 +1669,12 @@ const mech = {
best.who.locatePlayer();
//push mobs away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.02 * Math.sqrt(best.who.mass))
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { //friction
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)
}
}

View File

@@ -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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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);

View File

@@ -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];

View File

@@ -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;
}

View File

@@ -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