tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
  railgun has auto-targeting, like harpoon
    the aiming graphic is gone
  disables filament, reticulum, toggling
  unlocks capacitor bank

mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo

harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks

bugfixes
This commit is contained in:
landgreen
2022-02-19 13:21:33 -08:00
parent e913fb3548
commit 33fe8faff9
8 changed files with 907 additions and 720 deletions

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.DS_Store vendored

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@@ -1241,7 +1241,7 @@ const b = {
}, },
minDmgSpeed: 0, minDmgSpeed: 0,
lookFrequency: Math.floor(7 + Math.random() * 3), lookFrequency: Math.floor(7 + Math.random() * 3),
density: 0.001, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
beforeDmg(who) { beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false who.isShielded = false
@@ -1343,7 +1343,7 @@ const b = {
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
}, },
harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 15) { harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35) {
const me = bullet.length; const me = bullet.length;
const returnRadius = 100 * Math.sqrt(harpoonSize) const returnRadius = 100 * Math.sqrt(harpoonSize)
bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], { bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], {
@@ -1355,16 +1355,16 @@ const b = {
turnRate: isReturn ? 0.1 : 0.03, //0.015 turnRate: isReturn ? 0.1 : 0.03, //0.015
drawStringControlMagnitude: 3000 + 5000 * Math.random(), drawStringControlMagnitude: 3000 + 5000 * Math.random(),
drawStringFlip: (Math.round(Math.random()) ? 1 : -1), drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
dmg: 7, //damage done in addition to the damage from momentum dmg: 6, //damage done in addition to the damage from momentum
classType: "bullet", classType: "bullet",
endCycle: simulation.cycle + totalCycles * 2.5 + 15, endCycle: simulation.cycle + totalCycles * 2.5 + 15,
collisionFilter: { collisionFilter: {
category: cat.bullet, category: cat.bullet,
mask: tech.isShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield, mask: tech.isShieldPierce ? cat.map | cat.body | cat.mob | cat.mobBullet : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield,
}, },
minDmgSpeed: 0, minDmgSpeed: 4,
lookFrequency: Math.floor(7 + Math.random() * 3), lookFrequency: Math.floor(7 + Math.random() * 3),
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.035 when buffed density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
beforeDmg(who) { beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false who.isShielded = false
@@ -1406,7 +1406,7 @@ const b = {
this.caughtPowerUp.effect(); this.caughtPowerUp.effect();
Matter.Composite.remove(engine.world, this.caughtPowerUp); Matter.Composite.remove(engine.world, this.caughtPowerUp);
powerUp.splice(index, 1); powerUp.splice(index, 1);
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 6 //0.006 is normal if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
} else { } else {
this.dropCaughtPowerUp() this.dropCaughtPowerUp()
} }
@@ -1509,7 +1509,7 @@ const b = {
this.force.x -= returnForce.x this.force.x -= returnForce.x
this.force.y -= returnForce.y this.force.y -= returnForce.y
this.frictionAir = 0.002 this.frictionAir = 0.002
this.do = () => { this.force.y += this.mass * 0.001; } this.do = () => { if (this.speed < 20) this.force.y += 0.0005 * this.mass; }
this.dropCaughtPowerUp() this.dropCaughtPowerUp()
} else { //return to player } else { //return to player
this.do = this.returnToPlayer this.do = this.returnToPlayer
@@ -1522,7 +1522,7 @@ const b = {
} }
} else if (this.cycle > 30) { } else if (this.cycle > 30) {
this.frictionAir = 0.003 this.frictionAir = 0.003
this.do = () => { this.force.y += this.mass * 0.003; } this.do = () => { if (this.speed < 20) this.force.y += 0.0005 * this.mass; }
} }
if (target) { //rotate towards the target if (target) { //rotate towards the target
@@ -1583,7 +1583,7 @@ const b = {
}); });
bullet[me].frictionAir = 0.002 bullet[me].frictionAir = 0.002
bullet[me].do = function() { bullet[me].do = function() {
this.force.y += this.mass * 0.001; //gravity if (this.speed < 20) this.force.y += 0.0005 * this.mass;
this.draw(); this.draw();
} }
} }
@@ -3492,6 +3492,7 @@ const b = {
} }
}, },
randomBot(where = player.position, isKeep = true, isLaser = true) { randomBot(where = player.position, isKeep = true, isLaser = true) {
if (Math.random() < 0.5) { //chance to match scrap bot to your upgrade
if (tech.isNailBotUpgrade) { //check for upgrades first if (tech.isNailBotUpgrade) { //check for upgrades first
b.nailBot(where, isKeep) b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++; if (isKeep) tech.nailBotCount++;
@@ -3529,6 +3530,28 @@ const b = {
b.boomBot(where, isKeep) b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++; if (isKeep) tech.boomBotCount++;
} }
} else { //else don't match scrap bot to upgrade
if (Math.random() < 0.166 && isLaser) { //random
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.2) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (Math.random() < 0.33) {
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (Math.random() < 0.5) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
}
}
}, },
setDynamoBotDelay() { setDynamoBotDelay() {
//reorder orbital bot positions around a circle //reorder orbital bot positions around a circle
@@ -5481,8 +5504,8 @@ const b = {
name: "drones", name: "drones",
description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second", description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second",
ammo: 0, ammo: 0,
ammoPack: 14.5, ammoPack: 16,
defaultAmmoPack: 14.5, defaultAmmoPack: 16,
have: false, have: false,
do() {}, do() {},
fire() { fire() {
@@ -5581,10 +5604,33 @@ const b = {
name: "harpoon", name: "harpoon",
description: "fire a <strong>self-steering</strong> harpoon that uses <strong class='color-f'>energy</strong><br>to <strong>retract</strong> and refund its <strong class='color-ammo'>ammo</strong> cost", description: "fire a <strong>self-steering</strong> harpoon that uses <strong class='color-f'>energy</strong><br>to <strong>retract</strong> and refund its <strong class='color-ammo'>ammo</strong> cost",
ammo: 0, ammo: 0,
ammoPack: 0.3, ammoPack: 0.6, //update this in railgun tech
have: false, have: false,
fire() {},
do() {}, do() {},
fire() { chooseFireMethod() {
if (tech.isRailGun) {
this.do = this.railDo
this.fire = this.railFire
} else {
this.do = () => {}
this.fire = this.harpoonFire
}
},
charge: 0,
railDo() {
if (this.charge > 0) {
//exit railgun charging without firing
if (m.energy < 0.005 && !tech.isRailEnergyGain) {
m.energy += 0.025 + this.charge * 0.11
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
this.endCycle = 0;
this.charge = 0
b.refundAmmo()
return
}
//fire
if ((!input.fire && this.charge > 0.6)) {
const where = { const where = {
x: m.pos.x + 30 * Math.cos(m.angle), x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle) y: m.pos.y + 30 * Math.sin(m.angle)
@@ -5596,107 +5642,59 @@ const b = {
//look for closest mob in player's LoS //look for closest mob in player's LoS
const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1 const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
if (input.down) { //railgun
// if (true) {
function pushAway(range) { //push away blocks when firing
for (let i = 0, len = mob.length; i < len; ++i) { for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
if (dist < closest.distance && dot > 0.88) { //target closest mob that player is looking at and isn't too close to target
closest.distance = dist
closest.target = mob[i]
}
}
}
tech.harpoonDensity = 0.01 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
b.harpoon(where, closest.target, m.angle, harpoonSize, false)
//push away blocks and mobs
const range = 1200 * this.charge
for (let i = 0, len = mob.length; i < len; ++i) { //push away mobs when firing
const SUB = Vector.sub(mob[i].position, m.pos) const SUB = Vector.sub(mob[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB) const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) { if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 1500) const DEPTH = Math.min(range - DISTANCE, 1500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass) const FORCE = Vector.mult(Vector.normalise(SUB), 0.0015 * Math.sqrt(DEPTH) * mob[i].mass)
mob[i].force.x += FORCE.x; mob[i].force.x += FORCE.x;
mob[i].force.y += FORCE.y; mob[i].force.y += FORCE.y;
} }
} }
for (let i = 0, len = body.length; i < len; ++i) { for (let i = 0, len = body.length; i < len; ++i) { //push away blocks when firing
const SUB = Vector.sub(body[i].position, m.pos) const SUB = Vector.sub(body[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB) const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) { if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 500) const DEPTH = Math.min(range - DISTANCE, 500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass) const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
body[i].force.x += FORCE.x; body[i].force.x += FORCE.x;
body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
} }
} }
for (let i = 0, len = powerUp.length; i < len; ++i) { //push away blocks when firing
const SUB = Vector.sub(powerUp[i].position, m.pos)
const DISTANCE = Vector.magnitude(SUB)
if (DISTANCE < range) {
const DEPTH = Math.min(range - DISTANCE, 500)
const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * powerUp[i].mass)
powerUp[i].force.x += FORCE.x;
powerUp[i].force.y += FORCE.y - powerUp[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
}
} }
const me = bullet.length; const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen player.force.x -= recoil.x
vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }], player.force.y -= recoil.y
density: 0.03, //0.001 is normal tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
restitution: 0,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
classType: "bullet",
collisionFilter: {
category: 0,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 5,
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
requestAnimationFrame(() => { who.isShielded = true });
}
if (who.shield && !tech.isShieldPierce) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
break
}
}
Matter.Body.setVelocity(this, { x: -0.4 * this.velocity.x, y: -0.4 * this.velocity.y });
} else {
if (tech.fragments && this.speed > 10) {
b.targetedNail(this.position, tech.fragments * 13)
this.endCycle = 0 //triggers despawn
}
}
},
onEnd() {}
});
m.fireCDcycle = Infinity; // cool down
Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = Infinity
bullet[me].charge = 0;
bullet[me].do = function() {
if (m.energy < 0.005 && !tech.isRailEnergyGain) {
m.energy += 0.05 + this.charge * 0.2
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
this.endCycle = 0;
b.refundAmmo()
return
}
if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy this.charge = 0;
// if (tech.isDarts) { } else { //charging
// for (let i = 0; i < 5; i++) {
// b.dart(where, m.angle + 0.1 * i)
// b.dart(where, m.angle - 0.1 * i)
// }
// }
Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
m.fireCDcycle = m.cycle + 2; // set fire cool down
//normal bullet behavior occurs after firing, overwrites this function
this.endCycle = simulation.cycle + 140
this.collisionFilter.category = cat.bullet
Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
Matter.Body.setAngle(this, m.angle)
const speed = 120
Matter.Body.setVelocity(this, {
x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
});
this.do = function() {
this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
}
const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
pushAway(1200 * this.charge)
} else { // charging on mouse down
if (tech.isFireMoveLock) { if (tech.isFireMoveLock) {
Matter.Body.setVelocity(player, { Matter.Body.setVelocity(player, {
x: 0, x: 0,
@@ -5705,83 +5703,15 @@ const b = {
player.force.x = 0 player.force.x = 0
player.force.y = 0 player.force.y = 0
} }
m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
m.fireCDcycle = Infinity //can't fire until mouse is released
const previousCharge = this.charge const previousCharge = this.charge
//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
let smoothRate = tech.isCapacitor ? 0.93 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale)) let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
if (input.down) smoothRate *= 0.995
this.charge = this.charge * smoothRate + 1 - smoothRate this.charge = this.charge * smoothRate + 1 - smoothRate
m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 10 : -0.5) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 0.8 : -0.3) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
//draw targeting
let best;
let range = 3000
const dir = m.angle
const path = [{
x: m.pos.x + 20 * Math.cos(dir),
y: m.pos.y + 20 * Math.sin(dir)
},
{
x: m.pos.x + range * Math.cos(dir),
y: m.pos.y + range * Math.sin(dir)
}
];
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
//check for collisions
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
vertexCollision(path[0], path[1], mob);
vertexCollision(path[0], path[1], map);
vertexCollision(path[0], path[1], body);
if (best.dist2 != Infinity) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
//draw beam
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.strokeStyle = `rgba(100,0,180,0.7)`;
ctx.lineWidth = this.charge * 1
ctx.setLineDash([10, 20]);
ctx.stroke();
ctx.setLineDash([]);
//draw magnetic field //draw magnetic field
const X = m.pos.x const X = m.pos.x
const Y = m.pos.y const Y = m.pos.y
@@ -5810,32 +5740,26 @@ const b = {
} }
} }
} }
// } else { },
railFire() {
m.fireCDcycle = m.cycle + 10 //can't fire until mouse is released
this.charge += 0.00001
},
harpoonFire() {
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const closest = {
distance: 10000,
target: null
}
//look for closest mob in player's LoS
const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (input.down ? 0.7 : 1)
const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
// // if (true) { //grappling hook, not working really if (tech.extraHarpoons && !input.down) {
// // if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
// // b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
// // m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
// // const speed = 50
// // const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
// // Matter.Body.setVelocity(player, velocity);
// // } else {
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
// const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
// if (dist < closest.distance && dot > 0.95 && dist * dot * dot * dot * dot > 880) { //target closest mob that player is looking at and isn't too close to target
// closest.distance = dist
// closest.target = mob[i]
// }
// }
// }
// b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
// }
} else if (tech.extraHarpoons) {
const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1) const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1)
let targetCount = 0 let targetCount = 0
for (let i = 0, len = mob.length; i < len; ++i) { for (let i = 0, len = mob.length; i < len; ++i) {
@@ -5879,14 +5803,234 @@ const b = {
} }
} }
} }
b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles) b.harpoon(where, closest.target, m.angle, harpoonSize, !input.down, totalCycles)
m.fireCDcycle = m.cycle + 90 //Infinity; // cool down m.fireCDcycle = m.cycle + 90 //Infinity; // cool down
} }
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035) const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
player.force.x -= recoil.x player.force.x -= recoil.x
player.force.y -= recoil.y player.force.y -= recoil.y
tech.harpoonDensity = 0.008 tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
} },
// railGun2() {
// const where = {
// x: m.pos.x + 30 * Math.cos(m.angle),
// y: m.pos.y + 30 * Math.sin(m.angle)
// }
// const closest = {
// distance: 10000,
// target: null
// }
// //look for closest mob in player's LoS
// const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
// const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
// const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
// function pushAway(range) { //push away blocks when firing
// for (let i = 0, len = mob.length; i < len; ++i) {
// const SUB = Vector.sub(mob[i].position, m.pos)
// const DISTANCE = Vector.magnitude(SUB)
// if (DISTANCE < range) {
// const DEPTH = Math.min(range - DISTANCE, 1500)
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
// mob[i].force.x += FORCE.x;
// mob[i].force.y += FORCE.y;
// }
// }
// for (let i = 0, len = body.length; i < len; ++i) {
// const SUB = Vector.sub(body[i].position, m.pos)
// const DISTANCE = Vector.magnitude(SUB)
// if (DISTANCE < range) {
// const DEPTH = Math.min(range - DISTANCE, 500)
// const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
// body[i].force.x += FORCE.x;
// body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
// }
// }
// }
// const me = bullet.length;
// bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
// vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }],
// density: 0.03, //0.001 is normal
// restitution: 0,
// frictionAir: 0,
// dmg: 0, //damage done in addition to the damage from momentum
// classType: "bullet",
// collisionFilter: {
// category: 0,
// mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
// },
// minDmgSpeed: 5,
// beforeDmg(who) {
// if (tech.isShieldPierce && who.isShielded) { //disable shields
// who.isShielded = false
// requestAnimationFrame(() => { who.isShielded = true });
// }
// if (who.shield && !tech.isShieldPierce) {
// for (let i = 0, len = mob.length; i < len; i++) {
// if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
// Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
// break
// }
// }
// Matter.Body.setVelocity(this, { x: -0.4 * this.velocity.x, y: -0.4 * this.velocity.y });
// } else {
// if (tech.fragments && this.speed > 10) {
// b.targetedNail(this.position, tech.fragments * 13)
// this.endCycle = 0 //triggers despawn
// }
// }
// },
// onEnd() {}
// });
// m.fireCDcycle = Infinity; // cool down
// Composite.add(engine.world, bullet[me]); //add bullet to world
// bullet[me].endCycle = Infinity
// bullet[me].charge = 0;
// bullet[me].do = function() {
// if ((m.energy < 0.005 && !tech.isRailEnergyGain) || (!input.down && !tech.isRailGun)) {
// m.energy += 0.05 + this.charge * 0.2
// m.fireCDcycle = m.cycle + 120; // cool down if out of energy
// this.endCycle = 0;
// b.refundAmmo()
// return
// }
// if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
// Matter.Body.setVertices(this, this.vertexGoal) //take on harpoon shape
// m.fireCDcycle = m.cycle + 2; // set fire cool down
// //normal bullet behavior occurs after firing, overwrites this function
// this.endCycle = simulation.cycle + 140
// this.collisionFilter.category = cat.bullet
// Matter.Body.setPosition(this, { x: m.pos.x, y: m.pos.y })
// Matter.Body.setAngle(this, m.angle)
// const speed = 120
// Matter.Body.setVelocity(this, {
// x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
// y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
// });
// this.do = function() {
// this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
// }
// const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
// player.force.x -= KNOCK * Math.cos(m.angle)
// player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
// pushAway(1200 * this.charge)
// } else { // charging on mouse down
// if (tech.isFireMoveLock) {
// Matter.Body.setVelocity(player, {
// x: 0,
// y: -55 * player.mass * simulation.g //undo gravity before it is added
// });
// player.force.x = 0
// player.force.y = 0
// }
// m.fireCDcycle = Infinity //can't fire until mouse is released
// const previousCharge = this.charge
// //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
// let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
// this.charge = this.charge * smoothRate + 1 - smoothRate
// m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.25) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
// //draw targeting
// let best;
// let range = 3000
// const dir = m.angle
// const path = [{
// x: m.pos.x + 20 * Math.cos(dir),
// y: m.pos.y + 20 * Math.sin(dir)
// },
// {
// x: m.pos.x + range * Math.cos(dir),
// y: m.pos.y + range * Math.sin(dir)
// }
// ];
// const vertexCollision = function(v1, v1End, domain) {
// for (let i = 0; i < domain.length; ++i) {
// let vertices = domain[i].vertices;
// const len = vertices.length - 1;
// for (let j = 0; j < len; j++) {
// results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[j],
// v2: vertices[j + 1]
// };
// }
// }
// }
// results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
// if (results.onLine1 && results.onLine2) {
// const dx = v1.x - results.x;
// const dy = v1.y - results.y;
// const dist2 = dx * dx + dy * dy;
// if (dist2 < best.dist2) {
// best = {
// x: results.x,
// y: results.y,
// dist2: dist2,
// who: domain[i],
// v1: vertices[0],
// v2: vertices[len]
// };
// }
// }
// }
// };
// //check for collisions
// best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
// vertexCollision(path[0], path[1], mob);
// vertexCollision(path[0], path[1], map);
// vertexCollision(path[0], path[1], body);
// if (best.dist2 != Infinity) path[path.length - 1] = { x: best.x, y: best.y }; //if hitting something
// //draw beam
// ctx.beginPath();
// ctx.moveTo(path[0].x, path[0].y);
// ctx.lineTo(path[1].x, path[1].y);
// ctx.strokeStyle = `rgba(100,0,180,0.7)`;
// ctx.lineWidth = this.charge * 1
// ctx.setLineDash([10, 20]);
// ctx.stroke();
// ctx.setLineDash([]);
// //draw magnetic field
// const X = m.pos.x
// const Y = m.pos.y
// const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
// const unitVectorPerp = Vector.perp(unitVector)
// function magField(mag, arc) {
// ctx.moveTo(X, Y);
// ctx.bezierCurveTo(
// X + unitVector.x * mag, Y + unitVector.y * mag,
// X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
// X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
// ctx.bezierCurveTo(
// X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
// X - unitVector.x * mag, Y - unitVector.y * mag,
// X, Y)
// }
// ctx.fillStyle = `rgba(50,0,100,0.05)`;
// for (let i = 3; i < 7; i++) {
// const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
// const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
// ctx.beginPath();
// magField(MAG, ARC)
// magField(MAG, -ARC)
// ctx.fill();
// }
// }
// }
// },
}, { }, {
name: "mine", name: "mine",
description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level", //fires <strong>nails</strong> at mobs within range description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>refund <strong>undetonated</strong> mines on <strong>exiting</strong> a level", //fires <strong>nails</strong> at mobs within range

View File

@@ -17,20 +17,20 @@ const level = {
// simulation.isHorizontalFlipped = true // simulation.isHorizontalFlipped = true
// m.setField("time dilation") // m.setField("time dilation")
// b.giveGuns("harpoon") // b.giveGuns("harpoon")
// for (let i = 0; i < 100; i++) tech.giveTech("slow light") // tech.giveTech("unaaq")
// tech.giveTech("tungsten carbide") // tech.giveTech("railgun")
// tech.giveTech("capacitor bank")
// tech.giveTech("half-wave rectifier")
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech"); // for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// tech.giveTech("tinsellated flagella")
// for (let i = 0; i < 3; i++) tech.giveTech("undefined") // for (let i = 0; i < 3; i++) tech.giveTech("undefined")
// tech.giveTech("decoherence")
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true } // for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
// powerUps.research.changeRerolls(100000) // powerUps.research.changeRerolls(100000)
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot") // for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
// tech.tech[297].frequency = 100 // tech.tech[297].frequency = 100
// m.immuneCycle = Infinity //you can't take damage // m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why // level.difficultyIncrease(8) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode // simulation.enableConstructMode() //used to build maps in testing mode
// level.reactor(); // level.reactor();
// level.testing(); //not in rotation, used for testing // level.testing(); //not in rotation, used for testing
@@ -128,30 +128,29 @@ const level = {
m.dmgScale = 1; //damage done by player decreases each level m.dmgScale = 1; //damage done by player decreases each level
simulation.accelScale = 1 //mob acceleration increases each level simulation.accelScale = 1 //mob acceleration increases each level
simulation.CDScale = 1 //mob CD time decreases each level simulation.CDScale = 1 //mob CD time decreases each level
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs increases each level simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale; simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
}, },
difficultyIncrease(num = 1) { difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
simulation.difficulty++ simulation.difficulty++
m.dmgScale *= 0.92; //damage done by player decreases each level m.dmgScale *= 0.925; //damage done by player decreases each level
if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each level if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each level
if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level
} }
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale; simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
// console.log(`CD = ${simulation.CDScale}`) // console.log(`CD = ${simulation.CDScale}`)
}, },
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset() difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
simulation.difficulty-- simulation.difficulty--
m.dmgScale /= 0.92; //damage done by player decreases each level m.dmgScale /= 0.925; //damage done by player decreases each level
if (simulation.accelScale > 1) simulation.accelScale /= 1.025 //mob acceleration increases each level if (simulation.accelScale > 1) simulation.accelScale /= 1.025 //mob acceleration increases each level
if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level
} }
if (simulation.difficulty < 1) simulation.difficulty = 0; if (simulation.difficulty < 1) simulation.difficulty = 0;
simulation.dmgScale = 0.375 * simulation.difficulty //damage done by mobs scales with total levels simulation.dmgScale = Math.max(0.1, 0.35 * simulation.difficulty) //damage done by mobs scales with total levels
if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
}, },
difficultyText() { difficultyText() {
@@ -2701,11 +2700,11 @@ const level = {
if (!isSpawnedBoss) { if (!isSpawnedBoss) {
isSpawnedBoss = true isSpawnedBoss = true
if (Math.random() < 0.33) { if (Math.random() < 0.33) {
for (let i = 0, len = Math.min(simulation.difficulty / 20, 5); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); for (let i = 0, len = Math.min(simulation.difficulty / 20, 6); i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
} else if (Math.random() < 0.5) { } else if (Math.random() < 0.5) {
for (let i = 0, len = Math.min(simulation.difficulty / 10, 10); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false) for (let i = 0, len = Math.min(simulation.difficulty / 9, 8); i < len; ++i) spawn.sprayBoss(2400 - 150 * i, -225, 30, false)
} else { } else {
for (let i = 0, len = Math.min(simulation.difficulty / 8, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false); for (let i = 0, len = Math.min(simulation.difficulty / 6, 10); i < len; ++i) spawn.mineBoss(1950, -250, 50, false);
} }
// for (let i = 0, len = 3 + simulation.difficulty / 20; i < len; ++i) spawn.mantisBoss(1487 + 300 * i, -1525, 35, false) // for (let i = 0, len = 3 + simulation.difficulty / 20; i < len; ++i) spawn.mantisBoss(1487 + 300 * i, -1525, 35, false)
} }

View File

@@ -2970,9 +2970,9 @@ const m = {
Matter.Composite.remove(engine.world, body[i]); Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1); body.splice(i, 1);
m.fieldRange *= 0.8 m.fieldRange *= 0.8
if (tech.isWormholeEnergy) m.energy += 0.63 if (tech.isWormholeEnergy) m.energy += 0.53
if (tech.isWormholeSpores) { //pandimensional spermia if (tech.isWormholeSpores) { //pandimensional spermia
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) { for (let i = 0, len = Math.ceil(2.5 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
if (tech.isSporeWorm) { if (tech.isSporeWorm) {
b.worm(Vector.add(m.hole.pos2, Vector.rotate({ b.worm(Vector.add(m.hole.pos2, Vector.rotate({
x: m.fieldRange * 0.4, x: m.fieldRange * 0.4,
@@ -3004,9 +3004,9 @@ const m = {
body.splice(i, 1); body.splice(i, 1);
m.fieldRange *= 0.8 m.fieldRange *= 0.8
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2 // if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.63 if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.53
if (tech.isWormholeSpores) { //pandimensional spermia if (tech.isWormholeSpores) { //pandimensional spermia
for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) { for (let i = 0, len = Math.ceil(2.5 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
if (tech.isSporeWorm) { if (tech.isSporeWorm) {
b.worm(Vector.add(m.hole.pos1, Vector.rotate({ b.worm(Vector.add(m.hole.pos1, Vector.rotate({
x: m.fieldRange * 0.4, x: m.fieldRange * 0.4,

View File

@@ -652,6 +652,7 @@ const simulation = {
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod() if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod() if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
} }
tech.dynamoBotCount = 0; tech.dynamoBotCount = 0;
tech.nailBotCount = 0; tech.nailBotCount = 0;
@@ -949,7 +950,7 @@ const simulation = {
if (!(m.cycle % 420)) { //once every 7 seconds if (!(m.cycle % 420)) { //once every 7 seconds
if (tech.isZeno) { if (tech.isZeno) {
m.health *= 0.9167 //remove 1/12 m.health *= 0.93 //remove 7%
m.displayHealth(); m.displayHealth();
} }
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles

View File

@@ -3532,7 +3532,7 @@ const spawn = {
me.isBoss = true; me.isBoss = true;
me.inertia = Infinity; //no rotation me.inertia = Infinity; //no rotation
// me.accelMag = 0.00008 + 0.00007 * simulation.accelScale; // me.accelMag = 0.00008 + 0.00007 * simulation.accelScale;
me.burstFireFreq = 20 + Math.floor(20 * simulation.CDScale) me.burstFireFreq = 22 + Math.floor(22 * simulation.CDScale)
me.burstTotalPhases = 4 + Math.floor(2 / simulation.CDScale) me.burstTotalPhases = 4 + Math.floor(2 / simulation.CDScale)
me.noFireTotalCycles = 390 me.noFireTotalCycles = 390
me.frictionStatic = 0; me.frictionStatic = 0;
@@ -3602,10 +3602,10 @@ const spawn = {
} }
} }
if (this.phaseCycle > -1) { if (this.phaseCycle > -1) {
Matter.Body.rotate(this, 0.08) Matter.Body.rotate(this, 0.02)
for (let i = 0, len = this.vertices.length; i < len; i++) { //fire a bullet from each vertex for (let i = 0, len = this.vertices.length; i < len; i++) { //fire a bullet from each vertex
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 8, 4); spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 8, 4);
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -26) const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -20)
Matter.Body.setVelocity(mob[mob.length - 1], { Matter.Body.setVelocity(mob[mob.length - 1], {
x: velocity.x, x: velocity.x,
y: velocity.y y: velocity.y
@@ -3683,10 +3683,10 @@ const spawn = {
// this.isInvulnerable = true // this.isInvulnerable = true
// this.damageReduction = 0 // this.damageReduction = 0
} else { } else {
if (Math.abs(this.velocity.y) < 10) { if (Math.abs(this.velocity.y) < 11) {
Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 }); Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 });
} }
if (Math.abs(this.velocity.x) < 7) { if (Math.abs(this.velocity.x) < 8) {
Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y }); Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y });
} }
} }
@@ -3729,6 +3729,7 @@ const spawn = {
me.explodeRange = 200 + 150 * Math.random() me.explodeRange = 200 + 150 * Math.random()
me.isExploding = false me.isExploding = false
me.countDown = Math.ceil(4 * Math.random()) me.countDown = Math.ceil(4 * Math.random())
me.isInvulnerable = true //not actually invulnerable, just prevents block + ice-9 interaction
// me.onHit = function() { // me.onHit = function() {
// this.isExploding = true // this.isExploding = true
@@ -3749,9 +3750,9 @@ const spawn = {
this.death(); this.death();
//hit player //hit player
if (Vector.magnitude(Vector.sub(this.position, player.position)) < this.explodeRange) { if (Vector.magnitude(Vector.sub(this.position, player.position)) < this.explodeRange) {
m.damage(0.008 * simulation.dmgScale); m.damage(0.01 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
const DRAIN = 0.08 * (tech.isRadioactiveResistance ? 0.25 : 1) m.energy -= 0.1 * (tech.isRadioactiveResistance ? 0.25 : 1)
if (m.energy > DRAIN) m.energy -= DRAIN if (m.energy < 0) m.energy = 0
} }
// mob[i].isInvulnerable = false //make mineBoss not invulnerable ? // mob[i].isInvulnerable = false //make mineBoss not invulnerable ?
const range = this.explodeRange + 50 //mines get a slightly larger range to explode const range = this.explodeRange + 50 //mines get a slightly larger range to explode

View File

@@ -2454,7 +2454,7 @@ const tech = {
}, },
{ {
name: "Zeno's paradox", name: "Zeno's paradox",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>85%</strong>, but every <strong>5</strong> seconds<br>remove <strong>1/12</strong> of your current <strong class='color-h'>health</strong>", description: "reduce <strong class='color-harm'>harm</strong> by <strong>85%</strong>, but every <strong>5</strong> seconds<br>remove <strong>7%</strong> of your current <strong class='color-h'>health</strong>",
// description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>90%</strong>", // description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>90%</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -3654,25 +3654,6 @@ const tech = {
tech.isNeedleIce = false tech.isNeedleIce = false
} }
}, },
{
name: "ceramics",
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") || (tech.isNeedles || tech.isNeedleShot)
},
requires: "nail gun, needle gun, needle-shot, harpoon",
effect() {
tech.isShieldPierce = true
},
remove() {
tech.isShieldPierce = false
}
},
{ {
name: "nanowires", name: "nanowires",
description: `<strong>needles</strong> tunnel through <strong class='color-block'>blocks</strong> and <strong>map</strong><br>increase needle <strong class='color-d'>damage</strong> by <strong>20%</strong>`, description: `<strong>needles</strong> tunnel through <strong class='color-block'>blocks</strong> and <strong>map</strong><br>increase needle <strong class='color-d'>damage</strong> by <strong>20%</strong>`,
@@ -4218,6 +4199,25 @@ const tech = {
tech.isIceShot = false; tech.isIceShot = false;
} }
}, },
{
name: "incendiary ammunition",
description: "<strong>shotgun</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return ((m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
},
requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
effect() {
tech.isIncendiary = true
},
remove() {
tech.isIncendiary = false;
}
},
{ {
name: "supertemporal", name: "supertemporal",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Temporal_paradox' class="link">supertemporal</a>`, link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Temporal_paradox' class="link">supertemporal</a>`,
@@ -4409,8 +4409,8 @@ const tech = {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "matter wave") { if (b.guns[i].name === "matter wave") {
b.guns[i].chooseFireMethod() b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 8 b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 9
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 8); b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 9);
simulation.updateGunHUD(); simulation.updateGunHUD();
break break
} }
@@ -4423,7 +4423,7 @@ const tech = {
tech.isLongitudinal = false; tech.isLongitudinal = false;
b.guns[i].chooseFireMethod() b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 8); b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 9);
simulation.updateGunHUD(); simulation.updateGunHUD();
break break
} }
@@ -4512,6 +4512,164 @@ const tech = {
} }
} }
}, },
{
name: "iridium-192",
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>100%</strong> more <strong class='color-d'>damage</strong>, but over 4 seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
},
requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
effect: () => {
tech.isExplodeRadio = true; //iridium-192
},
remove() {
tech.isExplodeRadio = false;
}
},
{
name: "fragmentation",
description: "some <strong class='color-e'>detonations</strong> and collisions eject <strong>nails</strong><br><em style = 'font-size: 90%'>blocks, grenades, missiles, slugs, harpoon</em>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("harpoon") || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || (tech.haveGunCheck("shotgun") && tech.isSlugShot) || tech.blockDamage > 0.075
},
requires: "grenades, missiles, shotgun slugs, harpoon, or mass driver",
effect() {
tech.fragments++
},
remove() {
tech.fragments = 0
}
},
{
name: "ammonium nitrate",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>27%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>27%</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
tech.explosiveRadius += 0.27;
},
remove() {
tech.explosiveRadius = 1;
}
},
{
name: "nitroglycerin",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>66%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>33%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
tech.isSmallExplosion = true;
},
remove() {
tech.isSmallExplosion = false;
}
},
{
name: "acetone peroxide",
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>200%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBadRandomOption: true,
allowed() {
return tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source",
effect: () => {
tech.isExplosionHarm = true;
},
remove() {
tech.isExplosionHarm = false;
}
},
{
name: "shock wave",
description: "<strong class='color-e'>explosions</strong> <strong>stun</strong> mobs for <strong>1-2</strong> seconds<br>decrease <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect() {
tech.isExplosionStun = true;
},
remove() {
tech.isExplosionStun = false;
}
},
{
name: "controlled explosion",
description: `use ${powerUps.orb.research(3)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
},
requires: "an explosive damage source, not electric reactive armor",
effect: () => {
tech.isSmartRadius = true;
for (let i = 0; i < 3; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isSmartRadius = false;
if (this.count > 0) powerUps.research.changeRerolls(3)
}
},
{
name: "electric reactive armor",
// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>5%</strong> for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
tech.isImmuneExplosion = true;
},
remove() {
tech.isImmuneExplosion = false;
}
},
{ {
name: "MIRV", name: "MIRV",
description: "fire <strong>+1</strong> <strong>missile</strong> and <strong>grenade</strong><br>decrease <strong class='color-e'>explosion</strong> <strong>radius</strong> up to <strong>10%</strong>", description: "fire <strong>+1</strong> <strong>missile</strong> and <strong>grenade</strong><br>decrease <strong class='color-e'>explosion</strong> <strong>radius</strong> up to <strong>10%</strong>",
@@ -4671,183 +4829,6 @@ const tech = {
tech.isRadioactiveResistance = false tech.isRadioactiveResistance = false
} }
}, },
{
name: "iridium-192",
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>100%</strong> more <strong class='color-d'>damage</strong>, but over 4 seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
},
requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
effect: () => {
tech.isExplodeRadio = true; //iridium-192
},
remove() {
tech.isExplodeRadio = false;
}
},
{
name: "ammonium nitrate",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>27%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>27%</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
tech.explosiveRadius += 0.27;
},
remove() {
tech.explosiveRadius = 1;
}
},
{
name: "nitroglycerin",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>66%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>33%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
tech.isSmallExplosion = true;
},
remove() {
tech.isSmallExplosion = false;
}
},
{
name: "acetone peroxide",
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>200%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBadRandomOption: true,
allowed() {
return tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source",
effect: () => {
tech.isExplosionHarm = true;
},
remove() {
tech.isExplosionHarm = false;
}
},
{
name: "shock wave",
description: "<strong class='color-e'>explosions</strong> <strong>stun</strong> mobs for <strong>1-2</strong> seconds<br>decrease <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect() {
tech.isExplosionStun = true;
},
remove() {
tech.isExplosionStun = false;
}
},
{
name: "controlled explosion",
description: `use ${powerUps.orb.research(3)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
},
requires: "an explosive damage source, not electric reactive armor",
effect: () => {
tech.isSmartRadius = true;
for (let i = 0; i < 3; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isSmartRadius = false;
if (this.count > 0) powerUps.research.changeRerolls(3)
}
},
{
name: "electric reactive armor",
// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>5%</strong> for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
tech.isImmuneExplosion = true;
},
remove() {
tech.isImmuneExplosion = false;
}
},
{
name: "incendiary ammunition",
description: "<strong>shotgun</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return ((m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
},
requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
effect() {
tech.isIncendiary = true
},
remove() {
tech.isIncendiary = false;
}
},
{
name: "fragmentation",
description: "some <strong class='color-e'>detonations</strong> and collisions eject <strong>nails</strong><br><em style = 'font-size: 90%'>blocks, grenades, missiles, slugs, harpoon</em>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("harpoon") || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || (tech.haveGunCheck("shotgun") && tech.isSlugShot) || tech.blockDamage > 0.075
},
requires: "grenades, missiles, shotgun slugs, harpoon, or mass driver",
effect() {
tech.fragments++
},
remove() {
tech.fragments = 0
}
},
{ {
name: "booby trap", name: "booby trap",
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+53%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool", description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+53%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
@@ -5108,41 +5089,6 @@ const tech = {
tech.isBulletsLastLonger = 1; tech.isBulletsLastLonger = 1;
} }
}, },
{
name: "fault tolerance",
description: "spawn <strong>8</strong> <strong>drones</strong> that last <strong>forever</strong><br>remove your <strong>drone gun</strong>",
isGunTech: true,
isRemoveGun: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.isBulletsLastLonger === 1
},
requires: "drones, not drone repair, anti-shear topology",
effect() {
const num = 8
tech.isForeverDrones += num
if (tech.haveGunCheck("drones", false)) b.removeGun("drones")
//spawn drones
if (tech.isDroneRadioactive) {
for (let i = 0; i < num * 0.25; i++) {
b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
} else {
for (let i = 0; i < num; i++) {
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
}
},
remove() {
tech.isForeverDrones = 0
if (this.count && !tech.haveGunCheck("drones", false)) b.giveGuns("drones")
}
},
{ {
name: "reduced tolerances", name: "reduced tolerances",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Engineering_tolerance' class="link">reduced tolerances</a>`, link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Engineering_tolerance' class="link">reduced tolerances</a>`,
@@ -5328,23 +5274,71 @@ const tech = {
} }
}, },
{ {
name: "capacitor bank", name: "fault tolerance",
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>", description: "spawn <strong>8</strong> <strong>drones</strong> that last <strong>forever</strong><br>remove your <strong>drone gun</strong>",
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.haveGunCheck("harpoon", false) ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
isGunTech: true, isGunTech: true,
isRemoveGun: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 2, frequency: 1,
frequencyDefault: 2, frequencyDefault: 1,
allowed() { allowed() {
return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.isBulletsLastLonger === 1
}, },
requires: "throwing blocks, foam, pulse, tokamak", requires: "drones, not drone repair, anti-shear topology",
effect() { effect() {
tech.isCapacitor = true; const num = 8
tech.isForeverDrones += num
if (tech.haveGunCheck("drones", false)) b.removeGun("drones")
//spawn drones
if (tech.isDroneRadioactive) {
for (let i = 0; i < num * 0.25; i++) {
b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
} else {
for (let i = 0; i < num; i++) {
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
}
}, },
remove() { remove() {
tech.isCapacitor = false; tech.isForeverDrones = 0
if (this.count && !tech.haveGunCheck("drones", false)) b.giveGuns("drones")
}
},
{
name: "surfactant",
description: "trade your <strong>foam gun</strong> for <strong>2</strong> <strong class='color-bot'>foam-bots</strong><br>and <strong>upgrade</strong> all bots to foam<br>",
isGunTech: true,
isRemoveGun: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
isNonRefundable: true,
requires: "foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, quantum foam",
allowed() {
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.foamFutureFire
},
effect() {
tech.giveTech("foam-bot upgrade")
for (let i = 0; i < 2; i++) {
b.foamBot()
tech.foamBotCount++;
}
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
if (tech.haveGunCheck("foam", false)) b.removeGun("foam")
},
remove() {
// if (this.count) {
// b.clearPermanentBots();
// b.respawnBots();
// if (!tech.haveGunCheck("foam")) b.giveGuns("foam")
// }
} }
}, },
{ {
@@ -5464,152 +5458,63 @@ const tech = {
} }
}, },
{ {
name: "surfactant", name: "capacitor bank",
description: "trade your <strong>foam gun</strong> for <strong>2</strong> <strong class='color-bot'>foam-bots</strong><br>and <strong>upgrade</strong> all bots to foam<br>", // description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
isGunTech: true, descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
isRemoveGun: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
isNonRefundable: true,
requires: "foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, quantum foam",
allowed() {
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.foamFutureFire
},
effect() {
tech.giveTech("foam-bot upgrade")
for (let i = 0; i < 2; i++) {
b.foamBot()
tech.foamBotCount++;
}
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
if (tech.haveGunCheck("foam", false)) b.removeGun("foam")
},
remove() {
// if (this.count) {
// b.clearPermanentBots();
// b.respawnBots();
// if (!tech.haveGunCheck("foam")) b.giveGuns("foam")
// }
}
},
{
name: "filament",
description: "increase the <strong>length</strong> of your <strong>harpoon</strong>'s <strong>rope</strong><br>by <strong>1%</strong> per harpoon <strong class='color-ammo'>ammo</strong>",
isGunTech: true, isGunTech: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 2, frequency: 2,
frequencyDefault: 2, frequencyDefault: 2,
allowed() { allowed() {
return tech.haveGunCheck("harpoon") return tech.blockDamage > 0.075 || tech.isRailGun || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
}, },
requires: "harpoon", requires: "throwing blocks, railgun, foam, pulse, tokamak",
effect() { effect() {
tech.isFilament = true; tech.isCapacitor = true;
}, },
remove() { remove() {
tech.isFilament = false; tech.isCapacitor = false;
} }
}, },
{ {
name: "unaaq", name: "railgun",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Harpoon#/media/File:Harpon_Unaaq_MHNT_ETH_AC_198.jpg' class="link">unaaq</a>`, //https://en.wikipedia.org/wiki/Weapon description: `harpoons are <strong>66% denser</strong>, but don't <strong>retract</strong><br>gain <strong>600%</strong> more harpoon <strong>ammo</strong> per ${powerUps.orb.ammo(1)}`,
description: "increase the <strong>size</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of the square root of harpoon <strong class='color-ammo'>ammo</strong>",
isGunTech: true, isGunTech: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 2, frequency: 2,
frequencyDefault: 2, frequencyDefault: 2,
allowed() { allowed() {
return tech.haveGunCheck("harpoon") return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.extraHarpoons && !tech.isHarpoonPowerUp
}, },
requires: "harpoon", requires: "harpoon, not filament, reticulum, toggling harpoon",
ammoBonus: 6,
effect() { effect() {
tech.isLargeHarpoon = true; tech.isRailGun = true;
}, for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
remove() { if (b.guns[i].name === "harpoon") {
tech.isLargeHarpoon = false; b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = this.ammoBonus;
b.guns[i].ammo = b.guns[i].ammo * this.ammoBonus;
simulation.updateGunHUD();
break
}
} }
}, },
{
name: "toggling harpoon",
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon")
},
requires: "harpoon",
effect() {
tech.isHarpoonPowerUp = true
},
remove() { remove() {
tech.isHarpoonPowerUp = false if (tech.isRailGun) {
tech.harpoonDensity = 0.008 tech.isRailGun = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = 0.6;
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoBonus);
simulation.updateGunHUD();
break
}
} }
},
{
name: "reticulum",
description: "fire <strong>+1</strong> <strong>harpoon</strong>, but <strong class='color-f'>energy</strong> cost<br>to <strong>retract</strong> also increases",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon")
},
requires: "harpoon",
effect() {
tech.extraHarpoons++;
},
remove() {
tech.extraHarpoons = 0;
} }
},
// {
// name: "railgun",
// description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
// isGunTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return tech.haveGunCheck("harpoon")
// },
// requires: "railgun",
// effect() {
// tech.isRailGun = true;
// },
// remove() {
// tech.isRailGun = false;
// }
// },
{
name: "half-wave rectifier",
description: "<strong>harpoons</strong> drain no <strong class='color-f'>energy</strong> as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon")
},
requires: "railgun",
effect() {
tech.isRailEnergyGain = true;
},
remove() {
tech.isRailEnergyGain = false;
} }
}, },
// { // {
@@ -5650,6 +5555,122 @@ const tech = {
// tech.isRodAreaDamage = false; // tech.isRodAreaDamage = false;
// } // }
// }, // },
{
name: "half-wave rectifier",
description: "<strong>harpoons</strong> drain no <strong class='color-f'>energy</strong> as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon")
},
requires: "railgun",
effect() {
tech.isRailEnergyGain = true;
},
remove() {
tech.isRailEnergyGain = false;
}
},
{
name: "ceramics",
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") || (tech.isNeedles || tech.isNeedleShot)
},
requires: "nail gun, needle gun, needle-shot, harpoon",
effect() {
tech.isShieldPierce = true
},
remove() {
tech.isShieldPierce = false
}
},
{
name: "unaaq",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Harpoon#/media/File:Harpon_Unaaq_MHNT_ETH_AC_198.jpg' class="link">unaaq</a>`, //https://en.wikipedia.org/wiki/Weapon
description: "increase the <strong>size</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of the square root of harpoon <strong class='color-ammo'>ammo</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon")
},
requires: "harpoon",
effect() {
tech.isLargeHarpoon = true;
},
remove() {
tech.isLargeHarpoon = false;
}
},
{
name: "filament",
description: "increase the <strong>length</strong> of your <strong>harpoon</strong>'s <strong>rope</strong><br>by <strong>1%</strong> per harpoon <strong class='color-ammo'>ammo</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isRailGun
},
requires: "harpoon",
effect() {
tech.isFilament = true;
},
remove() {
tech.isFilament = false;
}
},
{
name: "toggling harpoon",
description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isRailGun
},
requires: "harpoon",
effect() {
tech.isHarpoonPowerUp = true
},
remove() {
tech.isHarpoonPowerUp = false
tech.harpoonDensity = 0.006
}
},
{
name: "reticulum",
description: "fire <strong>+1</strong> <strong>harpoon</strong>, but <strong class='color-f'>energy</strong> cost<br>to <strong>retract</strong> also increases",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isRailGun
},
requires: "harpoon",
effect() {
tech.extraHarpoons++;
},
remove() {
tech.extraHarpoons = 0;
}
},
{ {
name: "optical amplifier", name: "optical amplifier",
description: "gain <strong>3</strong> random <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br><strong class='color-laser'>laser</strong> only turns <strong>off</strong> if you have no <strong class='color-f'>energy</strong>", description: "gain <strong>3</strong> random <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br><strong class='color-laser'>laser</strong> only turns <strong>off</strong> if you have no <strong class='color-f'>energy</strong>",
@@ -6954,7 +6975,7 @@ const tech = {
}, },
{ {
name: "virtual particles", name: "virtual particles",
description: `use ${powerUps.orb.research(4)}to exploit your <strong class='color-worm'>wormhole</strong> for a<br><strong>13%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`, description: `use ${powerUps.orb.research(4)}to exploit your <strong class='color-worm'>wormhole</strong> for a<br><strong>12%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
isFieldTech: true, isFieldTech: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -6965,7 +6986,7 @@ const tech = {
}, },
requires: "wormhole", requires: "wormhole",
effect() { effect() {
tech.wormDuplicate = 0.13 tech.wormDuplicate = 0.12
powerUps.setDupChance(); //needed after adjusting duplication chance powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.13); if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.13);
for (let i = 0; i < 4; i++) { for (let i = 0; i < 4; i++) {
@@ -6980,7 +7001,7 @@ const tech = {
}, },
{ {
name: "Penrose process", name: "Penrose process",
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>you gain <strong>63</strong> <strong class='color-f'>energy</strong>", description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>you gain <strong>53</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true, isFieldTech: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -9309,4 +9330,5 @@ const tech = {
extraSuperBalls: null, extraSuperBalls: null,
isTimeCrystals: null, isTimeCrystals: null,
isGroundState: null, isGroundState: null,
isRailGun: null
} }

View File

@@ -1,29 +1,47 @@
******************************************************** NEXT PATCH ************************************************** ******************************************************** NEXT PATCH **************************************************
new reactor boss - mineBoss tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
1/3 chance for 1 of 3 different bosses to spawn on the reactor level railgun has auto-targeting, like harpoon
the aiming graphic is gone
disables filament, reticulum, toggling
unlocks capacitor bank
harpoon starts with 10->3 ammo, and still gets 1 ammo per powerUpx mobs do 2% less harm to player
network effect damage per bot 7->6% player does 0.5% more damage per level
perimeter defense harm reduction 8->7% Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo
bug fix decoherence harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks
bugfixes
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
tech: when this tech is ejected spawn one of every power up type
JUNK tech?
railgun feels like a downgrade from harpoon
buff railgun
increase harpoon size
nerf harpoon
shrink crouch mode harpoon size
try to get grappling hook working again
bug - does any url sharing work?
setting to remove UI, except health bar
except active gun? to see ammo
checkbox in pause and in settings
+damage for each different bot type you have +damage for each different bot type you have
disables bot upgrades? disables bot upgrades?
improve rail gun / use ammo to crouch fire style for harpoon
spend ammo to get some tech
ammo cost on reticulum
spend ammo to make harpoon radioactive
tech disables filament and unaaq? probably don't need to
give rail gun the auto targeting
improve auto-target with a tech?
you already tried this and target probably can't get better
try to get grappling hook working again
tech doing damage refunds up to 50% of damage take in last 10 seconds tech doing damage refunds up to 50% of damage take in last 10 seconds
use history[] to manage this? use history[] to manage this?
@@ -42,7 +60,9 @@ make a seed/hash system that controls only the tech/guns/fields shown
tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map
JUNK tech: https://bindingofisaacrebirth.fandom.com/wiki/Damocles tech: spontaneous collapse - very low chance of something to occur
JUNK tech
https://bindingofisaacrebirth.fandom.com/wiki/Damocles
cloaking field doesn't show energy over max cloaking field doesn't show energy over max