diff --git a/js/level.js b/js/level.js
index 3849830..e5e2c2d 100644
--- a/js/level.js
+++ b/js/level.js
@@ -11,7 +11,7 @@ const level = {
// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
//see level.populateLevels: (intro, ... , reservoir or factory, reactor, ... , subway, final) added later
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock"],
- communityLevels: ["gauntlet", "stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour", "superNgonBros", "underpass", "cantilever", "tlinat", "ruins", "ace", "crimsonTowers"],
+ communityLevels: ["gauntlet", "stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour", "superNgonBros", "underpass", "cantilever", "tlinat", "ruins", "ace", "crimsonTowers", "LaunchSite"],
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon", "diamagnetism"],
levels: [],
start() {
@@ -37,10 +37,9 @@ const level = {
// b.guns[8].ammo = 100000000
// requestAnimationFrame(() => { tech.giveTech("MACHO") });
// for (let i = 0; i < 1; ++i) tech.giveTech("electrostatic induction")
- // for (let i = 0; i < 1; ++i) tech.giveTech("flatland")
- // for (let i = 0; i < 1; ++i) tech.giveTech("foam-bot")
- // for (let i = 0; i < 1; ++i) tech.giveTech("nail-bot")
- // for (let i = 0; i < 1; ++i) tech.giveTech("sound-bot upgrade")
+ // for (let i = 0; i < 1; ++i) tech.giveTech("enthalpy")
+ // for (let i = 0; i < 10; ++i) tech.giveTech("quasiparticles")
+ // for (let i = 0; i < 1; ++i) tech.giveTech("fine-structure constant")
// for (let i = 0; i < 1; ++i) tech.giveTech("nail-bot upgrade")
// requestAnimationFrame(() => { for (let i = 0; i < 30; i++) tech.giveTech("laser-bot") });
// for (let i = 0; i < 1; i++) tech.giveTech("laser-bot upgrade")
@@ -50,7 +49,7 @@ const level = {
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
- // level.skyscrapers();
+ // level.biohazard();
// for (let i = 0; i < 4; ++i) spawn.hopMother(1900, -500)
// for (let i = 0; i < 0; ++i) spawn.hopper(1900, -500)
// for (let i = 0; i < 1; ++i) spawn.shooterBoss(1900, -2500)
@@ -70,7 +69,7 @@ const level = {
// simulation.setZoom();
// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "boost");
- // for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "heal");
+ // for (let i = 0; i < 20; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "ammo");
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "field", false);
//lore testing
// for (let i = 0; i < 5; i++) tech.giveTech("undefined")
@@ -185,8 +184,8 @@ const level = {
m.dmgScale = 1; //damage done by player decreases each level
simulation.accelScale = 1 //mob acceleration increases each level
simulation.CDScale = 1 //mob CD time decreases each level
- simulation.dmgScale = Math.max(0.1, 0.29 * simulation.difficulty) //damage done by mobs scales with total levels
- simulation.healScale = 1 / (1 + simulation.difficulty * 0.045) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
+ simulation.dmgScale = Math.max(0.1, 0.25 * simulation.difficulty) //damage done by mobs scales with total levels
+ simulation.healScale = 1 / (1 + simulation.difficulty * 0.043) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
},
difficultyIncrease(num = 1) {
for (let i = 0; i < num; i++) {
@@ -195,8 +194,8 @@ const level = {
if (simulation.accelScale < 6) simulation.accelScale *= 1.024 //mob acceleration increases each level
if (simulation.CDScale > 0.15) simulation.CDScale *= 0.964 //mob CD time decreases each level
}
- simulation.dmgScale = Math.max(0.1, 0.285 * simulation.difficulty) //damage done by mobs scales with total levels
- simulation.healScale = 1 / (1 + simulation.difficulty * 0.045) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
+ simulation.dmgScale = Math.max(0.1, 0.25 * simulation.difficulty) //damage done by mobs scales with total levels
+ simulation.healScale = 1 / (1 + simulation.difficulty * 0.043) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
// console.log(`CD = ${simulation.CDScale}`)
},
difficultyDecrease(num = 1) { //used in easy mode for simulation.reset()
@@ -207,8 +206,8 @@ const level = {
if (simulation.CDScale < 1) simulation.CDScale /= 0.964 //mob CD time decreases each level
}
if (simulation.difficulty < 1) simulation.difficulty = 0;
- simulation.dmgScale = Math.max(0.1, 0.285 * simulation.difficulty) //damage done by mobs scales with total levels
- simulation.healScale = 1 / (1 + simulation.difficulty * 0.045)
+ simulation.dmgScale = Math.max(0.1, 0.25 * simulation.difficulty) //damage done by mobs scales with total levels
+ simulation.healScale = 1 / (1 + simulation.difficulty * 0.043)
},
difficultyText() {
if (simulation.difficultyMode === 1) {
@@ -1362,17 +1361,15 @@ const level = {
}
let v = Vector.mult(this.portalPair.unit, mag)
Matter.Body.setVelocity(player, v);
- // move bots to player
- for (let i = 0; i < bullet.length; i++) {
- if (bullet[i].botType) {
- // Matter.Body.setPosition(bullet[i], this.portalPair.portal.position);
- Matter.Body.setPosition(bullet[i], Vector.add(this.portalPair.portal.position, {
- x: 250 * (Math.random() - 0.5),
- y: 250 * (Math.random() - 0.5)
- }));
- Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
- }
- }
+ // // move bots to player
+ // for (let i = 0; i < bullet.length; i++) {
+ // if (bullet[i].botType) {
+ // Matter.Body.setPosition(bullet[i], Vector.sub(bullet[i].position, change));
+ // // Matter.Body.setPosition(bullet[i], this.portalPair.portal.position);
+ // // Matter.Body.setPosition(bullet[i], Vector.add(this.portalPair.portal.position, { x: 250 * (Math.random() - 0.5), y: 250 * (Math.random() - 0.5) }));
+ // // Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
+ // }
+ // }
if (tech.isHealAttract) { //send heals to next portal
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal" && Vector.magnitudeSquared(Vector.sub(powerUp[i].position, m.pos)) < 1000000) {
@@ -13612,7 +13609,7 @@ const level = {
trappedMob.health = cage.health = Infinity
trappedMob.isBadTarget = cage.isBadTarget = true
trappedMob.showHealthBar = cage.showHealthBar = false
- trappedMob.leaveBody = trappedMob.isDropPowerUp = cage.leaveBody = trappedMob.isDropPowerUp = false
+ trappedMob.leaveBody = trappedMob.isDropPowerUp = cage.leaveBody = cage.isDropPowerUp = false
// cross all edges of the cage with the rope, and see where it collides. Attach the rope there
const verts = cage.vertices
// the crossing location, doesn't stay null
@@ -18288,7 +18285,8 @@ const level = {
spawn.randomMob(1000, -1100, 1);
spawn.randomMob(-160, -2050, 1);
spawn.randomMob(-1100, -2900, 0.5);
- spawn.randomLevelBoss(1900, -3800, spawn.randomBossList.splice(0, spawn.randomBossList.indexOf("shieldingBoss"), 1).concat(spawn.randomBossList.splice(spawn.randomBossList.indexOf("shieldingBoss") + 1))); // shieldingBoss lags out the lighting system for some reason
+ // spawn.randomLevelBoss(1900, -3800, spawn.randomBossList.splice(0, spawn.randomBossList.indexOf("shieldingBoss"), 1).concat(spawn.randomBossList.splice(spawn.randomBossList.indexOf("shieldingBoss") + 1))); // shieldingBoss lags out the lighting system for some reason
+ spawn.randomLevelBoss(1900, -3800, [...spawn.randomBossList].splice(0, spawn.randomBossList.indexOf("shieldingBoss"), 1).concat([...spawn.randomBossList].splice(spawn.randomBossList.indexOf("shieldingBoss") + 1))); // shieldingBoss lags out the lighting system for some reason
spawn.randomMob(2500, -3500, 0.3);
spawn.randomMob(1300, -4100, 0.5);
spawn.randomMob(3400, -2450, 1);
@@ -29337,6 +29335,422 @@ const level = {
level.exit.y = map[272].position.y;
level.exit.x = map[272].position.x;
},
+ LaunchSite() {
+ simulation.makeTextLog(`Launch Site by Des Boot`);
+ simulation.makeTextLog(`The rain stopped...`);
+ level.setPosToSpawn(0, -50); //normal spawn
+ const elevatortoggle = level.toggle(13650, 3000)
+ let newMobsSpawned = false;
+ level.exit.x = 11900;
+ level.exit.y = -800;
+ const boost1 = level.boost(12050, 200, 1000)
+ const boost2 = level.boost(13575, 780, 700)
+ spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20); //bump for level entrance
+ spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20); //bump for level exit
+ level.defaultZoom = 1800
+ simulation.zoomTransition(level.defaultZoom)
+ document.body.style.backgroundColor = "#d8dadf";
+ const mover = level.mover(5700, 2680, 3800, 25, 10); //x,y,width.height,VxGoal,force
+
+ //spawning debris
+ spawn.debris(2700, 2200, 3000, 10); //16 debris per level
+ spawn.debris(10055, 483, 1300, 10); //16 debris per level
+ spawn.debris(10500, -240, 1000, 10); //16 debris per level
+ spawn.debris(9500, 1773.3, 3700, 10); //16 debris per level
+
+ // color.map = "#444" //custom map color
+ powerUps.spawn(5400, 850, "heal")
+ powerUps.spawn(5400, 850, "heal")
+ powerUps.spawn(8650, 2000, "ammo")
+ powerUps.spawn(8650, 2000, "ammo")
+ powerUps.spawn(8650, 2000, "ammo")
+ powerUps.spawn(8650, 2000, "ammo")
+ level.custom = () => {
+
+ //light rain
+ ctx.beginPath()
+ ctx.fillStyle = "rgba(30,150,117,255)"
+ ctx.rect(Math.random() * 1600 - 1500, -5000, Math.random() * 3 + 1.5, 5000)
+ ctx.rect(Math.random() * 2400 - 1500, -5000, Math.random() * 3 + 1.5, 5000)
+ ctx.rect(Math.random() * 3200 - 1500, -5000, Math.random() * 3 + 1.5, 5000)
+ ctx.rect(Math.random() * 3000 - 4500, -5000, Math.random() * 3 + 1.5, 8000)
+ ctx.rect(Math.random() * 3000 - 4500, -5000, Math.random() * 3 + 1.5, 8000)
+ ctx.rect(Math.random() * 3000 - 4500, -5000, Math.random() * 3 + 1.5, 8000)
+
+ ctx.fill();
+ mover.push();
+ boost1.query();
+ boost2.query();
+
+ elevatortoggle.query();
+ if (elevatortoggle.isOn) {
+ elevator1.move();
+ if (newMobsSpawned == false) {
+ //last room mobs
+ spawn.randomSmallMob(11723.3, -127.5);
+ spawn.randomSmallMob(10525.2, 727.5);
+ spawn.randomSmallMob(11290.5, 556.0);
+ spawn.randomMob(11182.6, 1788.0, 0.8);
+ spawn.randomGroup(10606.7, -248, 0.4);
+ spawn.randomGroup(11066.3, 560.4, 0.4);
+ newMobsSpawned = true;
+ }
+
+ };
+
+ ctx.fillStyle = "rgba(0,0,0,0.3)"
+ ctx.beginPath()
+ ctx.moveTo(5150, 1050)
+ ctx.lineTo(5580, 1480)
+ ctx.lineTo(5818, 1203)
+ ctx.lineTo(5873.4, 1012.4)
+ ctx.fill()
+ ctx.beginPath()
+ ctx.moveTo(5150, 1050)
+ ctx.lineTo(5580, 1480)
+ ctx.lineTo(5818, 1203)
+ ctx.lineTo(5873.4, 1012.4)
+ ctx.fill()
+ ctx.beginPath()
+ ctx.moveTo(5700, 2300)
+ ctx.lineTo(6100, 2700)
+ ctx.lineTo(9600, 2700)
+ ctx.lineTo(10000, 2300)
+ ctx.fill()
+ ctx.fillRect(4400, 2050, 550, 800)
+ ctx.fillStyle = "rgba(0,0,0,0.2)"
+ ctx.fillRect(4730, 1347, 253, 700)
+ ctx.fillRect(4950, 2047, 33, 700)
+ ctx.fillRect(11500, 100, 550, 150)
+ ctx.moveTo(11800, -700)
+ ctx.lineTo(12050, -700)
+ ctx.lineTo(12050, -280)
+ ctx.lineTo(11950, -280)
+ ctx.fill()
+ //ladder
+ ctx.fillRect(12065, -770, 20, 870)
+ ctx.fillRect(12115, -770, 20, 870)
+ ctx.fillRect(12055, -770, 90, 15)
+ ctx.fillRect(12055, -710, 90, 15)
+ ctx.fillRect(12055, -660, 90, 15)
+ ctx.fillRect(12055, -600, 90, 15)
+ ctx.fillRect(12055, -540, 90, 15)
+ ctx.fillRect(12055, -480, 90, 15)
+ ctx.fillRect(12055, -420, 90, 15)
+ ctx.fillRect(12055, -360, 90, 15)
+ ctx.fillRect(12055, -300, 90, 15)
+ ctx.fillRect(12055, -240, 90, 15)
+ ctx.fillRect(12055, -180, 90, 15)
+ ctx.fillRect(12055, -120, 90, 15)
+ ctx.fillRect(12055, -60, 90, 15)
+ ctx.fillRect(12055, 0, 90, 15)
+ ctx.fillRect(12055, 60, 90, 15)
+
+ //elevator line
+ ctx.fillStyle = "rgba(0,0,0,0.8)"
+ ctx.fillRect(11724, 800, 1, 3500)
+
+
+ //post rocket shadows
+ ctx.fillStyle = "rgba(0,0,0,0.3)"
+ ctx.fillRect(10000, 510, 50, 700)
+
+ //general background shadows
+ ctx.fillStyle = "rgba(0,0,0,0.1)"
+ ctx.fillRect(9500, -800, 5000, 3100)
+ ctx.fillRect(10000, 2300, 5000, 700)
+ ctx.moveTo(10000, 2300)
+ ctx.lineTo(10000, 2700)
+ ctx.lineTo(9600, 2700)
+ ctx.fill()
+ ctx.moveTo(2500, 500)
+ ctx.lineTo(3660, 1660)
+ ctx.lineTo(4291.1, 2978.1)
+ ctx.lineTo(6100, 2700)
+ ctx.lineTo(5700, 2300)
+ ctx.lineTo(5884.8, 380.1)
+ ctx.fill()
+ //boss room shadow
+ ctx.fillRect(11950, 2000, 5000, 1100)
+ ctx.fillRect(12150, -25, 3000, 250)
+ ctx.fillRect(12000, 225, 3000, 750)
+ ctx.fillRect(11700, -1200, 600, 400)
+ level.exit.drawAndCheck();
+
+ level.enter.draw();
+
+ }
+
+ level.customTopLayer = () => {
+ if (12150 < m.pos.x && m.pos.y < 1000) {
+ ctx.fillStyle = `rgba(68, 68, 68, ${Math.max(0.3, Math.min((12350 - m.pos.x) / 100, 0.99))})`
+ } else {
+ ctx.fillStyle = `rgba(68, 68, 68, 68)`
+ }
+ ctx.fillRect(12150, -30, 1600, 1000)
+ mover.draw();
+
+
+ //vanishing platform
+ vanisher.query();
+
+
+ //rocket
+
+ ctx.fillStyle = "rgba(202,88,0,1)"
+ ctx.fillRect(6800, -1000, 600, 2800)
+ //ctx.beginPath()
+ ctx.beginPath()
+ ctx.moveTo(7400, -998)//base right
+ ctx.lineTo(7350, -1400)//1/3rd up
+ ctx.lineTo(7250, -1700)//2/3rd up
+ ctx.lineTo(7100, -1900)//peak
+ ctx.lineTo(6950, -1700)//2/3rd down
+ ctx.lineTo(6850, -1400)//1/3rd down
+ ctx.lineTo(6800, -998)//baseleft
+ ctx.fill()
+
+
+ ctx.fillStyle = "rgba(255,255,255,1)"
+ ctx.fillRect(6900, 0, 400, 2000)
+ ctx.fillRect(6800, 1700, 600, 300)
+ ctx.fillRect(6450, -400, 250, 2100)
+ ctx.fillRect(7500, -400, 250, 2100)
+ //right engine
+ ctx.beginPath()
+ ctx.moveTo(6450, -398)//base right
+ ctx.lineTo(6575, -900)//peak
+ ctx.lineTo(6700, -398)//baseleft
+ ctx.fill()
+ //right engine
+ ctx.beginPath()
+ ctx.moveTo(7500, -398)//base right
+ ctx.lineTo(7625, -900)//peak
+ ctx.lineTo(7750, -398)//baseleft
+ ctx.fill()
+ //right wing
+ ctx.beginPath()
+ ctx.moveTo(6910, 450)
+ ctx.lineTo(6910, 1710)
+ ctx.lineTo(6250, 1700)
+ ctx.lineTo(6250, 1600)
+ ctx.lineTo(6780, 1030)
+ ctx.fill()
+ //left wing
+ ctx.beginPath()
+ ctx.moveTo((7100 - 6910) + 7100, 450)
+ ctx.lineTo((7100 - 6910) + 7100, 1710)
+ ctx.lineTo((7100 - 6250) + 7100, 1700)
+ ctx.lineTo((7100 - 6250) + 7100, 1600)
+ ctx.lineTo((7100 - 6780) + 7100, 1030)
+ ctx.fill()
+
+ //main rocket tip
+ ctx.beginPath()
+ ctx.moveTo(7300, 2)//base right
+ ctx.lineTo(7250, -300)//1/3rd up
+ ctx.lineTo(7175, -500)//2/3rd up
+ ctx.lineTo(7100, -600)//peak
+ ctx.lineTo(7025, -500)//2/3rd down
+ ctx.lineTo(6950, -300)//1/3rd down
+ ctx.lineTo(6900, 2)//baseleft
+ ctx.fill()
+
+ ctx.fillStyle = "rgba(0,0,0,1)"
+ //right wing outline
+ ctx.beginPath()
+ ctx.moveTo((7100 - 6250) + 7100, 1700)
+ ctx.lineTo((7100 - 6250) + 7100, 1600)
+ ctx.lineTo((7100 - 6780) + 7100, 1030)
+ ctx.lineTo((7100 - 6800) + 7100, 918)
+ ctx.lineTo((7100 - 6800) + 7100, 1030)
+ ctx.lineTo((7100 - 6290) + 7100, 1600)
+ ctx.fill()
+ //left wing outline
+ ctx.beginPath()
+ ctx.moveTo(6250, 1700)
+ ctx.lineTo(6250, 1600)
+ ctx.lineTo(6780, 1030)
+ ctx.lineTo(6800, 918)
+ ctx.lineTo(6800, 1030)
+ ctx.lineTo(6290, 1600)
+ ctx.fill()
+
+ ctx.fillRect(6800, 2000, 600, 50)
+ ctx.fillRect(6850, 2050, 500, 150)
+
+
+
+
+ //shadows
+ ctx.fillStyle = "rgba(0,0,0,0.3)"
+ //ctx.fillRect(-272, -580, 1700, 600)
+ ctx.beginPath()
+ ctx.moveTo(1800, -400)
+ ctx.lineTo(2500, 300)
+ ctx.lineTo(2854, 21)
+ ctx.lineTo(1974.5, -453.5)
+ ctx.fill()
+
+ ctx.beginPath()
+ ctx.moveTo(1800, 0)
+ ctx.lineTo(3460, 1660)
+ ctx.lineTo(1522.9, 2431.8)
+ ctx.lineTo(983.5, 887.3)
+ ctx.fill()
+ //ctx.rect(6800, 0, 600, 1800)
+
+ //move elevator
+ //elevator1.move();
+ //elevator2.move();
+
+
+
+ };
+
+ //vanishing platform
+ var vanisher = level.vanish(10250, 201, 500, 20);
+
+ //blocks
+ spawn.bodyRect(3700, 1210, 200, 300, 0.9);
+ spawn.bodyRect(3900, 1210, 220, 150, 0.9);
+
+ //main ground
+ spawn.mapRect(-1500, 0, 3300, 3700);
+ spawn.mapRect(-1500, 2700, 15000, 700);
+ spawn.mapRect(9500, -1500, 2000, 800);
+ spawn.mapRect(9500, -1500, 500, 2300);
+
+
+ //-9000, +2000
+ spawn.mapRect(2500, 0, 3200, 500);
+ spawn.mapRect(5700, 0, 500, 2300);
+
+ spawn.mapRect(1800, 1100, 800, 2600);
+ spawn.mapRect(2600, 1660, 1800, 2040);
+ spawn.mapRect(1800, -495, 200, 100);
+ spawn.mapVertex(2400, -230, "0 10 900 510 800 510 750 510 0 110");
+
+
+
+
+ //stairs
+
+ spawn.mapRect(2600, 1150, 50, 550);
+ spawn.mapRect(2650, 1200, 50, 500);
+ spawn.mapRect(2700, 1250, 50, 450);
+ spawn.mapRect(2750, 1300, 50, 400);
+ spawn.mapRect(2800, 1350, 50, 350);
+ spawn.mapRect(2850, 1400, 50, 300);
+ spawn.mapRect(2900, 1450, 50, 250);
+ spawn.mapRect(2950, 1500, 50, 200);
+ spawn.mapRect(3000, 1550, 50, 150);
+ spawn.mapRect(3050, 1600, 50, 100);
+ spawn.mapRect(12100, 1650, 50, 50);
+
+ //platforms in first room
+ spawn.mapRect(4435, 1300, 550, 50);
+ spawn.mapRect(4685, 1300, 50, 550);
+ spawn.mapRect(4400, 2000, 550, 50);
+ spawn.mapRect(5150, 1000, 550, 50);
+
+ spawn.mapVertex(5500, 1550, "0 0 -500 600 100 0 -400 600");
+
+
+ //second room
+ spawn.mapRect(8000, 0, 1500, 2300);
+ spawn.mapRect(6200, 2200, 1800, 100);
+
+ //stairs after rocket
+ spawn.mapRect(10300, 2650, 1000, 50);
+ spawn.mapRect(10350, 2600, 950, 50);
+ spawn.mapRect(10400, 2550, 900, 50);
+ spawn.mapRect(10450, 2500, 850, 50);
+ spawn.mapRect(10500, 2450, 800, 50);
+ spawn.mapRect(10550, 2400, 750, 50);
+ spawn.mapRect(10600, 2350, 700, 50);
+ spawn.mapRect(10650, 2300, 650, 50);
+ spawn.mapRect(10700, 2250, 600, 50);
+ spawn.mapRect(10750, 2200, 550, 50);
+ spawn.mapRect(10800, 2150, 500, 50);
+ spawn.mapRect(10850, 2100, 450, 50);
+ spawn.mapRect(10900, 2050, 400, 50);
+ spawn.mapRect(10950, 2000, 550, 700);
+
+ //roof over stairs
+ spawn.mapRect(9500, 1200, 1000, 500);
+ spawn.mapRect(9500, 2200, 500, 100);
+ spawn.mapRect(9500, 800, 2000, 400);
+ spawn.mapRect(11950, 800, 2000, 1200);
+ spawn.mapRect(13900, 800, 2000, 2600);
+ spawn.mapRect(11950, 2000, 150, 400);
+
+ //last room
+ spawn.mapRect(10500, 200, 3000, 80);
+ spawn.mapRect(11950, 200, 100, 1000);
+ spawn.mapRect(10000, 435, 50, 75);
+ spawn.mapRect(11000, -50, 60, 250);
+ spawn.mapRect(11500, -1500, 60, 1100);
+ spawn.mapRect(11500, 50, 500, 50);
+ spawn.mapRect(12000, 260, 155, 1000);
+
+ //exit room
+ spawn.mapRect(11500, -1500, 300, 800);
+ spawn.mapRect(11950, -280, 100, 380);
+ spawn.mapRect(12150, -1500, 100, 1600);
+ spawn.mapRect(11800, -770, 250, 70);
+ spawn.mapRect(11800, -1500, 350, 400);
+ spawn.mapRect(12150, -1500, 3000, 1500);
+ spawn.mapRect(13700, 0, 2000, 800);
+
+ spawn.mapRect(13200, 550, 50, 300);
+
+
+
+
+ //mobs in first room
+ spawn.randomSmallMob(4700, 2500);
+ spawn.randomMob(4100, 1000, 0.8);
+ spawn.randomGroup(5000, 700, 0.4);
+
+ //second room mobs
+ spawn.randomSmallMob(9800, 2000);
+ spawn.randomMob(10910.6, 1559.8, 0.8);
+ spawn.randomMob(12441.5, 2340.6, 0.8);
+ spawn.randomMob(11182.6, 1788.0, 0.8);
+ spawn.randomMob(13381.7, 2437.2, 0.8);
+ spawn.randomGroup(10472.4, 2079.0, 0.4);
+
+
+
+
+ //boss room
+ spawn.randomLevelBoss(12786, 2461, ["launcherBoss", "laserTargetingBoss", "blinkBoss", "streamBoss", "historyBoss", "grenadierBoss", "blockBoss", "revolutionBoss", "slashBoss"]);
+ spawn.mapRect(13500, 3000, 500, 400);
+ spawn.mapRect(13500, 2700, 325, 60);
+
+ //extra boss
+ spawn.randomLevelBoss(12808.8, 527.0, ["blinkBoss"]);
+
+ //elavators
+ const elevator1 = level.elevator(11500, 2680, 450, 20, 800, 0.0025, { up: 0.1, down: 0.2 }) //x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
+ //const elevator2 = level.elevator(11500, 1821, 20, 675, 1121, 0.0025, { up: 0.1, down: 0.2 }) //x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
+ //const elevator1 = level.elevator(-1625, -90, 310, 800, -2000, 0.0025, { up: 0.1, down: 0.2 }) //x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
+
+
+
+
+
+ // powerUps.spawnStartingPowerUps(1475, -1175);
+ // spawn.debris(750, -2200, 3700, 16); //16 debris per level
+ // spawn.bodyRect(1540, -1110, 300, 25, 0.9);
+ // spawn.randomSmallMob(1300, -70);
+ // spawn.randomMob(2650, -975, 0.8);
+ // spawn.randomGroup(1700, -900, 0.4);
+ // if (simulation.difficulty > 1) spawn.randomLevelBoss(2200, -1300);
+ // spawn.secondaryBossChance(100, -1500)
+ powerUps.addResearchToLevel() //needs to run after mobs are spawned
+ },
// ********************************************************************************************************
// ********************************************************************************************************
// ***************************************** training levels **********************************************
diff --git a/js/player.js b/js/player.js
index 1643ce2..92d7dcd 100644
--- a/js/player.js
+++ b/js/player.js
@@ -921,13 +921,13 @@ const m = {
//hip joint
ctx.beginPath();
- ctx.arc(m.hip.x, m.hip.y, 10, 0, 2 * Math.PI);
+ ctx.arc(m.hip.x, m.hip.y, 9, 0, 2 * Math.PI);
//knee joint
- ctx.moveTo(m.knee.x + 6, m.knee.y);
- ctx.arc(m.knee.x, m.knee.y, 6, 0, 2 * Math.PI);
+ ctx.moveTo(m.knee.x + 5, m.knee.y);
+ ctx.arc(m.knee.x, m.knee.y, 5, 0, 2 * Math.PI);
//foot joint
- ctx.moveTo(m.foot.x + 5, m.foot.y + 1);
- ctx.arc(m.foot.x, m.foot.y + 1, 5, 0, 2 * Math.PI);
+ ctx.moveTo(m.foot.x + 4, m.foot.y + 1);
+ ctx.arc(m.foot.x, m.foot.y + 1, 4, 0, 2 * Math.PI);
ctx.fillStyle = m.fillColor;
ctx.fill();
ctx.lineWidth = 2;
diff --git a/js/powerup.js b/js/powerup.js
index 9f1e6dd..934a523 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -332,7 +332,7 @@ const powerUps = {
simulation.circleFlare(0.043);
}
if (tech.isCancelRerolls) {
- for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) {
+ for (let i = 0, len = 6 + 6 * Math.random(); i < len; i++) {
let spawnType
if (Math.random() < 0.4 && !tech.isEnergyNoAmmo) {
spawnType = "ammo"
@@ -344,7 +344,7 @@ const powerUps = {
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
}
}
- if (tech.isCancelCouple) powerUps.spawnDelay("coupling", 5)
+ if (tech.isCancelCouple) powerUps.spawnDelay("coupling", 6)
// if (tech.isCancelTech && Math.random() < 0.3) {
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "tech", false);
// simulation.makeTextLog(`options exchange: returns 1 tech`)
@@ -377,6 +377,24 @@ const powerUps = {
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
if (m.holdingTarget) m.drop();
},
+ animatePowerUpGrab(color) {
+ simulation.ephemera.push({
+ // name: "",
+ count: 25, //cycles before it self removes
+ do() {
+ this.count -= 2
+ if (this.count < 5) simulation.removeEphemera(this.name)
+
+ ctx.beginPath();
+ ctx.arc(m.pos.x, m.pos.y, this.count, 0, 2 * Math.PI);
+ ctx.fillStyle = color
+ ctx.fill();
+ // ctx.strokeStyle = "hsla(200,50%,61%,0.18)";
+ // ctx.stroke();
+ },
+ })
+
+ },
coupling: {
name: "coupling",
color: "#0ae", //"#0cf",
@@ -384,6 +402,8 @@ const powerUps = {
return 13;
},
effect() {
+ powerUps.animatePowerUpGrab('rgba(0, 170, 238,0.3)')
+
m.couplingChange(1)
},
// spawnDelay(num) {
@@ -411,6 +431,7 @@ const powerUps = {
duration: null, //set by "tech: band gap"
damage: null, //set by "tech: band gap"
effect() {
+ powerUps.animatePowerUpGrab('rgba(255, 0, 0, 0.5)')
powerUps.boost.endCycle = m.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - m.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
},
draw() {
@@ -433,6 +454,7 @@ const powerUps = {
return 20;
},
effect() {
+ powerUps.animatePowerUpGrab('rgba(255, 119, 187,0.3)')
powerUps.research.changeRerolls(1)
},
isMakingBots: false, //to prevent bot fabrication from running 2 sessions at once
@@ -510,6 +532,7 @@ const powerUps = {
},
effect() {
if (!tech.isEnergyHealth && m.alive) {
+ powerUps.animatePowerUpGrab('rgba(0, 238, 187,0.25)')
let heal = (this.size / 40 / (simulation.healScale ** 0.25)) ** 2 //simulation.healScale is undone here because heal scale is already properly affected on m.addHealth()
// console.log("size = " + this.size, "heal = " + heal)
if (heal > 0) {
@@ -599,6 +622,7 @@ const powerUps = {
},
effect() {
if (b.inventory.length > 0) {
+ powerUps.animatePowerUpGrab('rgba(68, 102, 119,0.25)')
if (tech.isAmmoForGun && b.activeGun !== null) { //give extra ammo to one gun only with tech logistics
const target = b.guns[b.activeGun]
if (target.ammo !== Infinity) {
@@ -1014,6 +1038,7 @@ const powerUps = {
},
effect() {
if (m.alive) {
+ // powerUps.animatePowerUpGrab('hsla(246, 100%, 77%,0.5)')
let junkCount = 0 //used for junk estimation
let totalCount = 0 //used for junk estimation
let options = []; //generate all options
diff --git a/js/simulation.js b/js/simulation.js
index 0a254ab..6ca36b5 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -563,6 +563,17 @@ const simulation = {
//is there a reason to update m.pos here?
// m.pos.x = player.position.x;
// m.pos.y = playerBody.position.y - m.yOff;
+
+ for (let i = 0; i < bullet.length; i++) {
+ if (bullet[i].botType) {
+ if (Vector.magnitudeSquared(Vector.sub(bullet[i].position, player.position)) > 1000000) { //far away bots teleport to player
+ Matter.Body.setPosition(bullet[i], Vector.add(player.position, { x: 250 * (Math.random() - 0.5), y: 250 * (Math.random() - 0.5) }));
+ Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
+ } else { //close bots maintain relative distance to player on teleport
+ Matter.Body.setPosition(bullet[i], Vector.sub(bullet[i].position, change));
+ }
+ }
+ }
},
setupCamera() { //makes the camera not scroll after changing locations
// //only works if velocity is zero
@@ -931,7 +942,7 @@ const simulation = {
simulation.ephemera.push({
name: "slow player",
- count: 130, //cycles before it self removes
+ count: 160, //cycles before it self removes
do() {
this.count--
if (this.count < 0 || m.onGround) simulation.removeEphemera(this.name)
@@ -952,7 +963,14 @@ const simulation = {
simulation.mouseInGame.x = (simulation.mouse.x - canvas.width2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.width2 - m.transX;
simulation.mouseInGame.y = (simulation.mouse.y - canvas.height2) / simulation.zoom * simulation.edgeZoomOutSmooth + canvas.height2 - m.transY;
m.angle = Math.atan2(simulation.mouseInGame.y - m.pos.y, simulation.mouseInGame.x - m.pos.x);
-
+ // move bots
+ for (let i = 0; i < bullet.length; i++) {
+ if (bullet[i].botType) {
+ Matter.Body.setPosition(bullet[i], Vector.sub(bullet[i].position, change));
+ // Matter.Body.setPosition(bullet[i], Vector.add(player.position, { x: 250 * (Math.random() - 0.5), y: 250 * (Math.random() - 0.5) }));
+ // Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
+ }
+ }
} else {
Matter.Body.setVelocity(player, { x: 0, y: 0 });
Matter.Body.setPosition(player, { x: level.enter.x + 50, y: level.enter.y - 20 });
@@ -1000,9 +1018,24 @@ const simulation = {
if (!(m.cycle % 420)) { //once every 7 seconds
//check if player is inside the map
if (Matter.Query.point(map, m.pos).length > 0 || Matter.Query.point(map, player.position).length > 0) {
- // console.log('halp', Matter.Query.point(map, m.pos))
- Matter.Body.setVelocity(player, { x: 0, y: 0 });
- Matter.Body.setPosition(player, { x: level.enter.x + 50, y: level.enter.y - 20 });
+ //check for the next few seconds to see if being stuck continues
+ simulation.ephemera.push({
+ name: "stuck",
+ count: 240, //cycles before it self removes
+ do() {
+ if (Matter.Query.point(map, m.pos).length > 0 || Matter.Query.point(map, player.position).length > 0) {
+ this.count--
+ // console.log('halp, stuck in map!', Matter.Query.point(map, m.pos))
+ if (this.count < 0) {
+ simulation.removeEphemera(this.name)
+ Matter.Body.setVelocity(player, { x: 0, y: 0 });
+ Matter.Body.setPosition(player, { x: level.enter.x + 50, y: level.enter.y - 20 });
+ }
+ } else {
+ simulation.removeEphemera(this.name)
+ }
+ },
+ })
}
if (tech.isZeno) {
@@ -1234,7 +1267,7 @@ const simulation = {
}
requestAnimationFrame(respawnFleas);
}
- if (tech.isQuantumEraser) {
+ if (tech.isQuantumEraser && m.alive) {
let count = 0
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isDropPowerUp && mob[i].alive) count++
diff --git a/js/tech.js b/js/tech.js
index 7e7cc17..50edafc 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -751,7 +751,8 @@ const tech = {
for (let i = 0; i < 7; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun");
},
remove() {
- if (!this.count) tech.isGunCycle = false; // only set to false if you don't have this tech
+ // if (!this.count)
+ tech.isGunCycle = false; // only set to false if you don't have this tech
// if (tech.isGunCycle) {
// for (let i = 0; i < 8; i++) {
// if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
@@ -1957,7 +1958,7 @@ const tech = {
frequencyDefault: 1,
isBotTech: true,
allowed() {
- return b.totalBots() > 1
+ return b.totalBots() > 1 && !tech.isDeterminism
},
requires: "at least 2 bots",
effect() {
@@ -3669,7 +3670,7 @@ const tech = {
isBadRandomOption: true,
isNonRefundable: true,
allowed() {
- return !tech.extraChoices && !tech.isExtraGunField && !tech.isFlipFlopChoices
+ return !tech.extraChoices && !tech.isExtraGunField && !tech.isFlipFlopChoices && !tech.isExtraBotOption
},
requires: "not emergence, cross-disciplinary, integrated circuit",
effect() {
@@ -4051,7 +4052,7 @@ const tech = {
name: "residual dipolar coupling",
descriptionFunction() {
// return `clicking cancel for a field, tech, or gun
spawns ${powerUps.orb.coupling(5)}that each give +0.1 coupling`//
${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per coupling"}
- return `clicking cancel spawns ${powerUps.orb.coupling(5)}
${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}`
+ return `clicking cancel spawns ${powerUps.orb.coupling(6)}
${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}`
},
maxCount: 1,
count: 0,
@@ -4071,7 +4072,7 @@ const tech = {
{
name: "commodities exchange",
descriptionFunction() {
- return `clicking cancel for a field, tech, or gun
spawns 5-10 ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`
+ return `clicking cancel for a field, tech, or gun
spawns 6-12 ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`
},
maxCount: 1,
count: 0,
@@ -4759,7 +4760,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (tech.isNailShot || tech.isNeedles || tech.isNailBotUpgrade || tech.haveGunCheck("nail gun") || tech.isRivets || (tech.haveGunCheck("mine") && !(tech.isFoamMine || tech.isSuperMine))) && !tech.isIncendiary && !tech.isCritKill
+ return (tech.isNailShot || tech.isNeedles || tech.isNailBotUpgrade || tech.haveGunCheck("nail gun") || tech.isRivets || ((tech.isMineDrop || tech.haveGunCheck("mine")) && !(tech.isFoamMine || tech.isSuperMine))) && !tech.isIncendiary && !tech.isCritKill
},
requires: "nail gun, mine, needles, nails, rivets, not incendiary, stress concentration",
effect() {
@@ -4779,7 +4780,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !(tech.isFoamMine || tech.isSuperMine)) || (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
+ return tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || ((tech.isMineDrop || tech.haveGunCheck("mine")) && !(tech.isFoamMine || tech.isSuperMine)) || (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
},
requires: "nail gun, nails, rivets, mine, not ceramic needles",
effect() {
diff --git a/todo.txt b/todo.txt
index 246090e..32e22e5 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,18 +1,17 @@
******************************************************** NEXT PATCH **************************************************
-after falling off most open maps you don't take damage
- you fall down into the level again above the entrance
+new community map - LaunchSite by Des Boot
-disabled smooth camera tracking for
- portals
- falling off map
+added a short color animation after grabbing basic power ups
-added a once every 7 seconds check to see if the player is suck inside the map
- if stuck you teleport to the level entrance
- catches about 90% of the ways to get stuck from falling too fast
- this might causing problems after more testing, not sure
+reduced overall damage done to player by ~6%
+commodities exchange spawns 5-10 -> 6-12 power ups on cancel
+residual dipolar coupling spawns 5 -> 6 coupling power ups
-bug fixes
+bots maintain relative position to player after the no camera tracking teleport
+ for portals and falling off level
+
+the once every 7 seconds stuck check now also check to see if you stay stuck for 3 seconds before resetting you.
*********************************************************** TODO *****************************************************