added player history
balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%) some fixes on community level detour added a once every 7 second check to try to undo the crouch bug (I have no idea how to crouch bug is happening, so I can't even test this fix) mod: slow light propagation - laser is divided into your past, and increase total damage by 200% let me know about balance (is this too strong or too weak)
This commit is contained in:
163
js/bullet.js
163
js/bullet.js
@@ -1847,8 +1847,8 @@ const b = {
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name: "nail gun",
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description: "use compressed air to fire a stream of <strong>nails</strong><br><strong>delay</strong> after firing <strong>decreases</strong> as you shoot",
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ammo: 0,
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ammoPack: 60,
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defaultAmmoPack: 60,
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ammoPack: 55,
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defaultAmmoPack: 55,
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recordedAmmo: 0,
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have: false,
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nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -1918,7 +1918,7 @@ const b = {
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if (mech.energy < 0.01) {
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mech.fireCDcycle = mech.cycle + 60; // cool down
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} else {
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mech.energy -= mech.fieldRegen + 0.009
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mech.energy -= mech.fieldRegen + 0.01
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}
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}
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}
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@@ -1929,8 +1929,8 @@ const b = {
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name: "shotgun",
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description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
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ammo: 0,
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ammoPack: 6,
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defaultAmmoPack: 6,
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ammoPack: 5.5,
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defaultAmmoPack: 5.5,
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have: false,
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fire() {
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let knock, spread
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@@ -2924,7 +2924,7 @@ const b = {
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name: "rail gun",
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description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
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ammo: 0,
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ammoPack: 3.25,
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ammoPack: 3.15,
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have: false,
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fire() {
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function pushAway(range) { //push away blocks when firing
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@@ -3261,6 +3261,19 @@ const b = {
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nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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fire() {
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},
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chooseFireMethod() {
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if (mod.isPulseLaser) {
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this.fire = this.firePulse
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} else if (mod.beamSplitter) {
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this.fire = this.fireSplit
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} else if (mod.historyLaser) {
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this.fire = this.fireHistory
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} else if (mod.isWideLaser) {
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this.fire = this.fireWideBeam
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} else {
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this.fire = this.fireLaser
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}
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},
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fireLaser() {
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if (mech.energy < mod.laserFieldDrain) {
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@@ -3268,74 +3281,128 @@ const b = {
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} else {
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mech.fireCDcycle = mech.cycle
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mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
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if (mod.wideLaser) {
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b.laser();
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}
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},
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fireSplit() {
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if (mech.energy < mod.laserFieldDrain) {
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mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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} else {
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mech.fireCDcycle = mech.cycle
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mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
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const divergence = mech.crouch ? 0.15 : 0.2
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let dmg = 0.1 + mod.laserDamage * Math.pow(0.9, mod.laserDamage)
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const where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}
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b.laser(where, {
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x: where.x + 3000 * Math.cos(mech.angle),
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y: where.y + 3000 * Math.sin(mech.angle)
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}, dmg)
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for (let i = 1; i < 1 + mod.beamSplitter; i++) {
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b.laser(where, {
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x: where.x + 3000 * Math.cos(mech.angle + i * divergence),
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y: where.y + 3000 * Math.sin(mech.angle + i * divergence)
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}, dmg)
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b.laser(where, {
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x: where.x + 3000 * Math.cos(mech.angle - i * divergence),
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y: where.y + 3000 * Math.sin(mech.angle - i * divergence)
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}, dmg)
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}
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}
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},
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fireWideBeam() {
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if (mech.energy < mod.laserFieldDrain) {
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mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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} else {
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mech.fireCDcycle = mech.cycle
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mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
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const dmg = 0.55 * mod.laserDamage // 3.5 * 0.55 = 200% more damage
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const wideLaser = function(where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}, angle = mech.angle) {
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ctx.strokeStyle = "#f00";
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ctx.lineWidth = 8
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ctx.globalAlpha = 0.5;
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ctx.beginPath();
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const off = 7.5
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const dmg = 0.55 * mod.laserDamage // 3.5 * 0.55 = 200% more damage
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const where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}
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b.laser(where, {
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x: where.x + 3000 * Math.cos(mech.angle),
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y: where.y + 3000 * Math.sin(mech.angle)
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x: where.x + 3000 * Math.cos(angle),
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y: where.y + 3000 * Math.sin(angle)
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}, dmg, 0, true)
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for (let i = 1; i < mod.wideLaser; i++) {
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let whereOff = Vector.add(where, {
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x: i * off * Math.cos(mech.angle + Math.PI / 2),
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y: i * off * Math.sin(mech.angle + Math.PI / 2)
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x: i * off * Math.cos(angle + Math.PI / 2),
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y: i * off * Math.sin(angle + Math.PI / 2)
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})
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b.laser(whereOff, {
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x: whereOff.x + 3000 * Math.cos(mech.angle),
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y: whereOff.y + 3000 * Math.sin(mech.angle)
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x: whereOff.x + 3000 * Math.cos(angle),
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y: whereOff.y + 3000 * Math.sin(angle)
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}, dmg, 0, true)
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whereOff = Vector.add(where, {
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x: i * off * Math.cos(mech.angle - Math.PI / 2),
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y: i * off * Math.sin(mech.angle - Math.PI / 2)
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x: i * off * Math.cos(angle - Math.PI / 2),
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y: i * off * Math.sin(angle - Math.PI / 2)
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})
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b.laser(whereOff, {
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x: whereOff.x + 3000 * Math.cos(mech.angle),
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y: whereOff.y + 3000 * Math.sin(mech.angle)
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x: whereOff.x + 3000 * Math.cos(angle),
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y: whereOff.y + 3000 * Math.sin(angle)
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}, dmg, 0, true)
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}
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ctx.stroke();
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ctx.globalAlpha = 1;
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} else if (mod.beamSplitter) {
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const divergence = mech.crouch ? 0.15 : 0.2
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let dmg = 0.1 + mod.laserDamage * Math.pow(0.9, mod.laserDamage)
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const where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}
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b.laser(where, {
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x: where.x + 3000 * Math.cos(mech.angle),
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y: where.y + 3000 * Math.sin(mech.angle)
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}, dmg)
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for (let i = 1; i < 1 + mod.beamSplitter; i++) {
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b.laser(where, {
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x: where.x + 3000 * Math.cos(mech.angle + i * divergence),
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y: where.y + 3000 * Math.sin(mech.angle + i * divergence)
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}, dmg)
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b.laser(where, {
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x: where.x + 3000 * Math.cos(mech.angle - i * divergence),
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y: where.y + 3000 * Math.sin(mech.angle - i * divergence)
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}, dmg)
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// dmg *= 0.9
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}
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} else {
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b.laser()
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}
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wideLaser();
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}
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},
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fireHistory() {
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if (mech.energy < mod.laserFieldDrain) {
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mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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} else {
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mech.fireCDcycle = mech.cycle
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mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
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const dmg = 0.25 * mod.laserDamage // 3.5 * 0.55 = 200% more damage
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ctx.strokeStyle = "#f00";
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let spacing, len
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if (mod.wideLaser === 3) {
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ctx.lineWidth = 2
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spacing = 1
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len = 19 + mod.historyLaser * 10
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} else if (mod.wideLaser === 4) {
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ctx.lineWidth = 3
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spacing = 1
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len = 29 + mod.historyLaser * 10
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} else {
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ctx.lineWidth = 1
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spacing = 3
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len = 9 + mod.historyLaser * 10
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}
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ctx.beginPath();
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b.laser({
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}, {
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x: mech.pos.x + 3000 * Math.cos(mech.angle),
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y: mech.pos.y + 3000 * Math.sin(mech.angle)
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}, dmg, 0, true);
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for (let i = 0; i < len; i++) {
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const history = mech.history[(mech.cycle - i * spacing) % 300]
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b.laser({
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x: history.position.x + 20 * Math.cos(history.angle),
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y: history.position.y + 20 * Math.sin(history.angle)
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}, {
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x: history.position.x + 3000 * Math.cos(history.angle),
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y: history.position.y + 3000 * Math.sin(history.angle)
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}, dmg, 0, true);
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}
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ctx.stroke();
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}
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},
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firePulse() {
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mech.fireCDcycle = mech.cycle + Math.floor((mod.isPulseAim ? 25 : 50) * b.fireCD); // cool down
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let energy = 0.27 * Math.min(mech.energy, 1.5)
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mech.energy -= energy * mod.isLaserDiode
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if (mod.beamSplitter) {
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energy *= 0.66
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b.pulse(energy, mech.angle)
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13
js/game.js
13
js/game.js
@@ -747,6 +747,19 @@ const game = {
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fallCheck(mob);
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fallCheck(body);
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fallCheck(powerUp, true);
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//check for double crouch
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//crouch playerHead.position.y - player.position.y = 9.7 //positive
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//standing playerHead.position.y - player.position.y = -30 //negative
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if (!mech.crouch && ((playerHead.position.y - player.position.y) > 0)) {
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// mech.undoCrouch()
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Matter.Body.translate(playerHead, {
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x: 0,
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y: 40
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});
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}
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// else if (mech.crouch && ((playerHead.position.y - player.position.y) < 0)) {}
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}
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}
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},
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120
js/level.js
120
js/level.js
@@ -17,10 +17,10 @@ const level = {
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.setField("wormhole")
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// b.giveGuns("rail gun")
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// b.giveGuns("laser")
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// mod.is3Missiles = true
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// mod.giveMod("dielectric polarization")
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// mod.giveMod("capacitor bank")
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// mod.giveMod("history laser")
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// mod.giveMod("diffuse beam")
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -56,6 +56,21 @@ const level = {
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level.addToWorld(); //add bodies to game engine
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game.draw.setPaths();
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b.respawnBots();
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for (let i = 0; i < 300; i++) { //reset history
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mech.history[i] = {
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position: {
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x: mech.pos.x,
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y: mech.pos.y,
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},
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velocity: {
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x: player.velocity.x,
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y: player.velocity.y
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},
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angle: mech.angle,
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health: mech.health,
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energy: mech.energy,
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}
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}
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if (mod.isArmorFromPowerUps) {
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mod.armorFromPowerUps += 0.05 * powerUps.totalPowerUps
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mech.setMaxHealth();
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@@ -142,10 +157,10 @@ const level = {
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// spawn.boost(1500, 0, 900);
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// spawn.starter(1900, -500, 20)
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// spawn.bomberBoss(2900, -500)
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// spawn.sucker(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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spawn.striker(1600, -500)
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// spawn.striker(1600, -500)
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// spawn.shooter(1700, -120)
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// spawn.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
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@@ -156,7 +171,7 @@ const level = {
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.snakeBoss(1200, -500)
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// spawn.powerUpBoss(2900, -500)
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spawn.powerUpBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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},
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template() {
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@@ -2957,6 +2972,13 @@ const level = {
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height: 475,
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color: BGColor
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});
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level.fill.push({
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x: 1800,
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y: -1120,
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width: 775,
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height: 600,
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color: BGColor
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});
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drawOnTheMapMapRect(3800, -270, 75, 75);
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drawOnTheMapMapRect(3900, -895, 500, 75);
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drawOnTheMapMapRect(3900, -1195, 75, 375);
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@@ -2981,15 +3003,6 @@ const level = {
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drawOnTheMapBodyRect(4850, -720, 250, 200);
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drawOnTheMapBodyRect(4050, -970, 25, 25);
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drawOnTheMapBodyRect(3075, -1245, 50, 50);
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buttonSortieSalle = level.button(3000, -1745)
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spawn.mapVertex(3065, -1745, "100 10 -100 10 -70 -10 70 -10");
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len = map.length - 1
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map[len].collisionFilter.category = cat.map;
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map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
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Matter.Body.setStatic(map[len], true); //make static
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World.add(engine.world, map[len]); //add to world
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game.draw.setPaths() //update map graphics
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portalEnHaut = level.portal({
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x: 3650,
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y: -1470
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@@ -3001,13 +3014,14 @@ const level = {
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spawn.randomSmallMob(2500, -2070 + Math.random(), 1);
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spawn.randomSmallMob(5000, -1370, 1);
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spawn.randomMob(5000, -645, 0.9);
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spawn.randomMob(4050, 970, 0.9);
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spawn.randomMob(4050, -970, 0.9);
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spawn.randomSmallMob(2800, -1620, 0.7);
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spawn.randomMob(2400, -1370, 0.5);
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spawn.randomMob(3725, -1320, 0.3);
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spawn.randomBoss(2115, -2020, 0.1)
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powerUps.spawn(5000, -1275, "heal");
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levelCustom2();
|
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}
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//////////////////////////////////////////
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@@ -3029,16 +3043,6 @@ const level = {
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portalEnHaut[2].query();
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portalEnHaut[3].query();
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rotor.rotate();
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// rotor2.rotate
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buttonSortieSalle.query();
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buttonSortieSalle.draw();
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////////////
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if (buttonSortieSalle.isUp) {
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doorSortieSalle.isOpen = door3isOpen;
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} else {
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doorSortieSalle.isOpen = false;
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door3isOpen = false;
|
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}
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doorSortieSalle.openClose();
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level.playerExitCheck();
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};
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@@ -3053,6 +3057,7 @@ const level = {
|
||||
ctx.beginPath();
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ctx.arc(balance.pointA.x, balance.pointA.y, 9, 0, 2 * Math.PI);
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ctx.fill();
|
||||
|
||||
};
|
||||
}
|
||||
//spawn box
|
||||
@@ -3091,7 +3096,7 @@ const level = {
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||||
spawn.bodyRect(1700, -195, 50, 50);
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spawn.mapRect(450, -520, 1600, 100); //plafond 1
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spawn.mapRect(450, 255, 1600, 100); //sol 1
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spawn.mapRect(2250, -95, 1450, 75); //entresol
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spawn.mapRect(2250, -45, 1450, 75); //entresol
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spawn.mapRect(3900, -520, 2000, 100); //plafond 2
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spawn.mapRect(3900, 255, 2000, 100); //sol 2
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//grande salle
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@@ -3135,40 +3140,43 @@ const level = {
|
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spawn.randomMob(8800, -45, 0.2);
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spawn.randomBoss(8025, -845, 0.2);
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|
||||
// if (game.difficulty > 2) {
|
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if (Math.random() < 0.2) {
|
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// tether ball
|
||||
spawn.tetherBoss(8000, 630)
|
||||
if (game.difficulty > 2) {
|
||||
if (Math.random() < 0.2) {
|
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// tether ball
|
||||
spawn.tetherBoss(8000, 630)
|
||||
let me = mob[mob.length - 1];
|
||||
me.onDeath = function() {
|
||||
this.removeCons(); //remove constraint
|
||||
spawnCouloirEnHaut()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
cons[cons.length] = Constraint.create({
|
||||
pointA: {
|
||||
x: 8550,
|
||||
y: 680
|
||||
},
|
||||
bodyB: mob[mob.length - 1],
|
||||
stiffness: 0.00015
|
||||
});
|
||||
World.add(engine.world, cons[cons.length - 1]);
|
||||
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
|
||||
} else {
|
||||
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
|
||||
let me = mob[mob.length - 1];
|
||||
me.onDeath = function() {
|
||||
this.removeCons(); //remove constraint
|
||||
spawnCouloirEnHaut()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
}
|
||||
} else {
|
||||
spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
|
||||
let me = mob[mob.length - 1];
|
||||
me.onDeath = function() {
|
||||
this.removeCons(); //remove constraint
|
||||
spawnCouloirEnHaut()
|
||||
};
|
||||
cons[cons.length] = Constraint.create({
|
||||
pointA: {
|
||||
x: 8550,
|
||||
y: 680
|
||||
},
|
||||
bodyB: mob[mob.length - 1],
|
||||
stiffness: 0.00015
|
||||
});
|
||||
World.add(engine.world, cons[cons.length - 1]);
|
||||
if (game.difficulty > 4) spawn.nodeBoss(8000, 630, "spawns", 8, 20, 105);
|
||||
} else if (game.difficulty > 3) {
|
||||
spawn.randomLevelBoss(8000, 630, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "bomberBoss"]);
|
||||
let me = mob[mob.length - 1];
|
||||
me.onDeath = function() {
|
||||
this.removeCons(); //remove constraint
|
||||
spawnCouloirEnHaut()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
}
|
||||
// } else {
|
||||
// spawn.randomLevelBoss(8000, 630, ["shooterBoss"]);
|
||||
// let me = mob[mob.length - 1];
|
||||
// me.onDeath = function () {
|
||||
// spawnCouloirEnHaut()
|
||||
// };
|
||||
// }
|
||||
},
|
||||
house() {
|
||||
const rotor = level.rotor(4315, -315, -0.0002, 120, 20, 200);
|
||||
|
||||
60
js/mods.js
60
js/mods.js
@@ -90,7 +90,7 @@ const mod = {
|
||||
if (mod.isEnergyLoss) dmg *= 1.5;
|
||||
if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
|
||||
if (mod.restDamage > 1 && player.speed < 1) dmg *= mod.restDamage
|
||||
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
|
||||
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 7;
|
||||
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
|
||||
if (mod.isRerollDamage) dmg *= 1 + 0.04 * powerUps.reroll.rerolls
|
||||
if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
|
||||
@@ -117,7 +117,7 @@ const mod = {
|
||||
}
|
||||
}, {
|
||||
name: "capacitor",
|
||||
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>5.5%</strong> stored <strong class='color-f'>energy</strong>",
|
||||
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>7%</strong> stored <strong class='color-f'>energy</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -2518,7 +2518,7 @@ const mod = {
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseLaser
|
||||
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseLaser && !mod.historyLaser
|
||||
},
|
||||
requires: "laser, not wide beam",
|
||||
effect() {
|
||||
@@ -2538,14 +2538,20 @@ const mod = {
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseAim
|
||||
return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseAim && !mod.historyLaser
|
||||
},
|
||||
requires: "laser, not specular reflection",
|
||||
effect() {
|
||||
mod.beamSplitter++
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
mod.beamSplitter = 0
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -2560,10 +2566,16 @@ const mod = {
|
||||
effect() {
|
||||
if (mod.wideLaser === 0) mod.wideLaser = 3
|
||||
mod.isWideLaser = true;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
mod.wideLaser = 0
|
||||
mod.isWideLaser = false;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -2577,6 +2589,9 @@ const mod = {
|
||||
requires: "laser, not specular reflection<br>not diffraction grating",
|
||||
effect() {
|
||||
mod.wideLaser = 4
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
if (mod.isWideLaser) {
|
||||
@@ -2584,6 +2599,34 @@ const mod = {
|
||||
} else {
|
||||
mod.wideLaser = 0
|
||||
}
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "slow light propagation",
|
||||
description: "",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.beamSplitter && !mod.isPulseLaser
|
||||
},
|
||||
requires: "laser, not specular reflection<br>not diffraction grating",
|
||||
effect() {
|
||||
this.description = `add 10 more <strong>laser</strong> beams into into your past`
|
||||
//`<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${mod.duplicateChance}</em>`
|
||||
mod.historyLaser++
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>200%</strong>"
|
||||
mod.historyLaser = 0
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -2592,19 +2635,19 @@ const mod = {
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.isWideLaser
|
||||
return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.isWideLaser && !mod.historyLaser
|
||||
},
|
||||
requires: "laser, not specular reflection, not diffuse",
|
||||
effect() {
|
||||
mod.isPulseLaser = true;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].fire = b.guns[i].firePulse
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
mod.isPulseLaser = false;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].fire = b.guns[i].fireLaser
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
}
|
||||
},
|
||||
@@ -3315,5 +3358,6 @@ const mod = {
|
||||
isIncendiary: null,
|
||||
overfillDrain: null,
|
||||
isNeutronSlow: null,
|
||||
isRailAreaDamage: null
|
||||
isRailAreaDamage: null,
|
||||
historyLaser: null
|
||||
}
|
||||
37
js/player.js
37
js/player.js
@@ -52,7 +52,7 @@ const mech = {
|
||||
});
|
||||
World.add(engine.world, mech.holdConstraint);
|
||||
},
|
||||
cycle: 0,
|
||||
cycle: 300, //starts at 300 cycles instead of 0 to prevent bugs with mech.history
|
||||
lastKillCycle: 0,
|
||||
lastHarmCycle: 0,
|
||||
width: 50,
|
||||
@@ -65,7 +65,6 @@ const mech = {
|
||||
light: 100,
|
||||
},
|
||||
setFillColors() {
|
||||
// console.log(mech.color)
|
||||
this.fillColor = `hsl(${mech.color.hue},${mech.color.sat}%,${mech.color.light}%)`
|
||||
this.fillColorDark = `hsl(${mech.color.hue},${mech.color.sat}%,${mech.color.light-20}%)`
|
||||
},
|
||||
@@ -134,7 +133,26 @@ const mech = {
|
||||
legLength2: 45,
|
||||
transX: 0,
|
||||
transY: 0,
|
||||
history: [], //tracks the last second of player position
|
||||
move() {
|
||||
//tracks the last second of player information
|
||||
// console.log(mech.history)
|
||||
mech.history.splice(mech.cycle % 300, 1, {
|
||||
position: {
|
||||
x: mech.pos.x,
|
||||
y: mech.pos.y,
|
||||
},
|
||||
velocity: {
|
||||
x: player.velocity.x,
|
||||
y: player.velocity.y
|
||||
},
|
||||
angle: mech.angle,
|
||||
health: mech.health,
|
||||
energy: mech.energy,
|
||||
});
|
||||
// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
|
||||
// historyIndex = (mech.cycle - back) % 60
|
||||
|
||||
mech.pos.x = player.position.x;
|
||||
mech.pos.y = playerBody.position.y - mech.yOff;
|
||||
mech.Vx = player.velocity.x;
|
||||
@@ -1344,26 +1362,23 @@ const mech = {
|
||||
mech.hold = function() {
|
||||
if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field) {
|
||||
if (mod.isSporeField) {
|
||||
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
|
||||
const len = Math.floor(5 + 5 * Math.random())
|
||||
mech.energy -= len * 0.1;
|
||||
const len = Math.floor(5 + 4 * Math.random())
|
||||
mech.energy -= len * 0.105;
|
||||
for (let i = 0; i < len; i++) {
|
||||
b.spore(mech.pos)
|
||||
}
|
||||
} else if (mod.isMissileField) {
|
||||
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
|
||||
mech.energy -= 0.5;
|
||||
mech.energy -= 0.55;
|
||||
b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1, mod.recursiveMissiles)
|
||||
} else if (mod.isIceField) {
|
||||
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
|
||||
mech.energy -= 0.05;
|
||||
mech.energy -= 0.057;
|
||||
b.iceIX(1)
|
||||
} else {
|
||||
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
|
||||
mech.energy -= 0.35;
|
||||
mech.energy -= 0.4;
|
||||
b.drone(1)
|
||||
}
|
||||
}
|
||||
|
||||
if (mech.isHolding) {
|
||||
mech.drawHold(mech.holdingTarget);
|
||||
mech.holding();
|
||||
|
||||
@@ -749,7 +749,7 @@ const spawn = {
|
||||
let me = mob[mob.length - 1];
|
||||
me.stroke = "transparent"; //used for drawSneaker
|
||||
me.eventHorizon = radius * 23; //required for blackhole
|
||||
me.seeAtDistance2 = (me.eventHorizon + 200) * (me.eventHorizon + 200); //vision limit is event horizon
|
||||
me.seeAtDistance2 = (me.eventHorizon + 300) * (me.eventHorizon + 300); //vision limit is event horizon
|
||||
me.accelMag = 0.00009 * game.accelScale;
|
||||
me.frictionAir = 0.025;
|
||||
me.collisionFilter.mask = cat.player | cat.bullet
|
||||
|
||||
52
todo.txt
52
todo.txt
@@ -1,15 +1,19 @@
|
||||
*********** NEXT PATCH ***********
|
||||
|
||||
balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%)
|
||||
some fixes on community level detour
|
||||
added a once every 7 second check to try to undo the crouch bug
|
||||
(I have no idea how to crouch bug is happening, so I can't even test this fix)
|
||||
|
||||
mod: slow light propagation - laser is divided into your past, and increase total damage by 200%
|
||||
let me know about balance (is this too strong or too weak)
|
||||
|
||||
************** BUGS **************
|
||||
|
||||
(4+ reports before potential fix) bug - crouch and worm hole? -> crouch locked in
|
||||
players have extra gravity
|
||||
might be from the short jump code
|
||||
added a line to wormhole to reset possible short jump
|
||||
|
||||
(3 reports) bug - getting locked into crouch on community levels, but showing the player as still standing
|
||||
maybe improper vertices for map bodies
|
||||
add in a check every 5 seconds to try and fix it
|
||||
|
||||
(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
|
||||
|
||||
@@ -21,6 +25,46 @@
|
||||
|
||||
|
||||
************** TODO **************
|
||||
mod - if you take damage and you have full energy remove your energy and go back in time 1 second
|
||||
for time dilation field?
|
||||
check to see if your previous location is clear or mobs, blocks
|
||||
go back proportional to your energy
|
||||
pause game, switch the game.loop to cycle backwards in player position until energy runs out
|
||||
|
||||
mod plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
|
||||
grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
|
||||
extra energy is drained when field is longer
|
||||
|
||||
write custom dialogue for field / guns / mods used in last game
|
||||
you'd have to store an array of guns/fields/mod used last game
|
||||
|
||||
mod laser history
|
||||
what about only works with diffuse
|
||||
no energy cost increase
|
||||
each stack makes each beam thicker?
|
||||
separate the beam into individual nonreflecting lines each 3 cycles farther into the past
|
||||
taking wider diffuse beam means more lines farther into the past?
|
||||
or double thickness beam
|
||||
|
||||
technology - player data logging
|
||||
|
||||
mod/field - pressing field while crouched sends the player back in time
|
||||
mod for time dilation?
|
||||
mod - When you fire your laser also fire from where you were 1/2 a second in the past
|
||||
stacking mod each stack produces another laser from farther in the past
|
||||
drains extra energy
|
||||
could be used in mob targeting
|
||||
build a new type of attraction for mobs
|
||||
if mobs can't see player, they check to see if they can see where the player was in the history
|
||||
if mobs can't see player, they could check to see if they can find player in the past
|
||||
mod bot - a bot follows where the player was 1 second ago
|
||||
gives player a harm reduction bonus when it is near the player
|
||||
|
||||
using a reroll gives 3 options for mods, and 3 options for guns/fields/mods
|
||||
or 6 options for mods (rewrite mod selection to work with 1-6 options)
|
||||
the second stack of 3 mods could have repeats, so you don't have to write new mod code
|
||||
adjust css to make 2 columns of 3
|
||||
can't use with cardinality
|
||||
|
||||
Laser mod: For each reflection of laser, damage increases by 10%
|
||||
|
||||
|
||||
Reference in New Issue
Block a user