snakeSpitBoss

new boss snakeSpitBoss - it's just snake boss but it shoots little pink seekers

tech: cross disciplinary - get an extra gun or field option in tech menu
  now that you can scroll the selection menu can be longer

unified field theory - now gives 6 research, in addition to letting you switch fields when paused
cardinality renamed emergence - and gives some JUNK

bug fix where game crashes if you beat the boss
This commit is contained in:
landgreen
2021-08-08 06:05:24 -07:00
parent c3b96f749e
commit 387d30eff5
10 changed files with 333 additions and 210 deletions

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.DS_Store vendored

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@@ -96,20 +96,11 @@ const b = {
outOfAmmo() { //triggers after firing when you have NO ammo
simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-gun'>ammo</span><span class='color-symbol'>:</span> 0`);
m.fireCDcycle = m.cycle + 30; //fire cooldown
if (tech.isAmmoFromHealth) {
if (tech.isEnergyHealth) {
tech.healMaxEnergyBonus -= 0.01
m.setMaxEnergy();
} else if (m.maxHealth > 0.01) {
tech.extraMaxHealth -= 0.01 //decrease max health
m.setMaxHealth();
}
if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
tech.extraMaxHealth -= 0.01 //decrease max health
m.setMaxHealth();
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
}
// if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
// tech.extraMaxHealth -= 0.01 //decrease max health
// m.setMaxHealth();
// }
},
refundAmmo() { //triggers after firing when you removed ammo for a gun, but didn't need to (like a rail gun misfire)
if (tech.isCrouchAmmo && m.crouch) {
@@ -342,7 +333,7 @@ const b = {
//player damage
if (Vector.magnitude(Vector.sub(where, player.position)) < radius) {
const DRAIN = (tech.isExplosionHarm ? 0.5 : 0.25) * (tech.isRadioactiveResistance ? 0.25 : 1)
const DRAIN = (tech.isExplosionHarm ? 0.7 : 0.25) * (tech.isRadioactiveResistance ? 0.25 : 1)
// * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
if (m.energy < 0) {
@@ -392,7 +383,7 @@ const b = {
if (dist < radius) {
if (tech.isImmuneExplosion) {
const mitigate = Math.min(1, Math.max(1 - m.energy * 0.7, 0))
m.damage(mitigate * radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
m.damage(mitigate * radius * (tech.isExplosionHarm ? 0.0003 : 0.0001));
} else {
m.damage(radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
}
@@ -1859,7 +1850,7 @@ const b = {
friction: 0,
frictionAir: 0.025,
thrust: (tech.isFastSpores ? 0.001 : 0.0005) * (1 + 0.5 * (Math.random() - 0.5)),
dmg: (tech.isMutualism ? 16.8 : 7) * 3, //bonus damage from tech.isMutualism //3 is extra damage as worm
dmg: (tech.isMutualism ? 16.8 : 7) * 2.5, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
lookFrequency: 100 + Math.floor(37 * Math.random()),
classType: "bullet",
collisionFilter: {

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@@ -18,6 +18,7 @@ const color = { //light
block: "rgba(140,140,140,0.85)",
blockS: "#222",
map: "#444",
bullet: "#000"
}
// const color = { //dark

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@@ -13,7 +13,7 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// localSettings.levelsClearedLastGame = 10
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(10) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// tech.isFieldFree = true
// m.setField("time dilation")
@@ -1298,7 +1298,6 @@ const level = {
spawn.randomMob(x + 2000 - 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 2000 - 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
spawn.secondaryBossChance(x + 2000 - 650, y + -875)
} else {
powerUps.spawnStartingPowerUps(x + 1650, y + -400);
spawn.mapRect(x + 1575, y + -625, 25, 375); //wall on top of wall
@@ -1330,7 +1329,6 @@ const level = {
spawn.randomMob(x + 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
spawn.secondaryBossChance(x + 650, y + -875)
}
},
(x = offset.x, y = offset.y) => { //spawn block and fire it
@@ -1390,7 +1388,6 @@ const level = {
spawn.randomMob(x + 2000 - 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 2000 - 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
spawn.secondaryBossChance(x + 650, y + -875)
} else {
powerUps.spawnStartingPowerUps(x + 1650, y + -400);
spawn.mapRect(x + 1575, y + -625, 25, 375); //wall on top of wall
@@ -1447,7 +1444,6 @@ const level = {
spawn.randomMob(x + 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
spawn.secondaryBossChance(x + 650, y - 875)
}
},
(x = offset.x, y = offset.y) => { //fire an "ammo clip" of blocks
@@ -1518,7 +1514,6 @@ const level = {
spawn.randomMob(x + 2000 - 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 2000 - 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
spawn.secondaryBossChance(x + 650, y - 875)
} else {
powerUps.spawnStartingPowerUps(x + 1650, y + -400);
spawn.mapRect(x + 1575, y + -625, 25, 375); //wall on top of wall
@@ -1586,7 +1581,6 @@ const level = {
spawn.randomMob(x + 800, y + -125, mobSpawnChance);
let pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + 1275, y + -150, 90 + Math.random() * 40); //one extra large mob
spawn.secondaryBossChance(x + 650, y - 875)
}
}
]
@@ -1884,7 +1878,8 @@ const level = {
simulation.draw.setPaths() //update map graphics
spawn.randomGroup(x + 300, y + -2200);
spawn.randomGroup(x + 1625, y + -2200);
spawn.randomLevelBoss(x + 950, y + -2200);
spawn.randomLevelBoss(x + 700, y + -2300);
spawn.secondaryBossChance(x + 1250, y + -2300)
}
}
)
@@ -1950,7 +1945,8 @@ const level = {
spawn.randomMob(x + 225, y + -2275, mobSpawnChance);
spawn.randomMob(x + 875, y + -2450, mobSpawnChance);
spawn.randomMob(x + 1550, y + -2525, mobSpawnChance);
if (simulation.difficulty > 3) spawn.randomLevelBoss(x + 1075, y + -1500);
spawn.randomLevelBoss(x + 1075, y + -1500);
spawn.secondaryBossChance(x + 1200, y + -1000)
simulation.draw.setPaths() //update map graphics
}
}
@@ -2276,7 +2272,7 @@ const level = {
// spawn.starter(1900, -500, 200) //big boy
// spawn.growBossCulture(1900, -500)
// spawn.blinkBoss(1900, -500)
// spawn.snakeBoss(1900, -500)
spawn.snakeSpitBoss(1900, -500)
// spawn.growBossCulture(1900, -500)
// spawn.sneaker(1900, -500)
// spawn.historyBoss(1200, -500)
@@ -2285,11 +2281,11 @@ const level = {
// spawn.laserTargetingBoss(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.hopBoss(1800, -120)
// spawn.streamBoss(1600, -500)
spawn.streamBoss(1600, -500)
// spawn.powerUpBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)
// spawn.laserTargetingBoss(1600, -500)
spawn.grenadierBoss(1200, -500)
// spawn.grenadierBoss(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
// spawn.nodeGroup(1200, -500, "grenadier")

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@@ -2607,9 +2607,9 @@ const m = {
},
{
name: "wormhole",
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>9%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
effect: function() {
m.duplicateChance = 0.09
m.duplicateChance = 0.08
powerUps.setDo(); //needed after adjusting duplication chance
m.hold = function() {

View File

@@ -397,33 +397,32 @@ const powerUps = {
size() {
return 45;
},
choiceLog: [], //records all previous choice options
effect() {
function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
let options = [];
for (let i = 1; i < who.length; i++) {
if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
}
//remove repeats from last selection
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
let options = [];
for (let i = 1; i < who.length; i++) {
if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
}
//remove repeats from last selection
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
}
}
}
if (options.length > 0) {
return options[Math.floor(Math.random() * options.length)]
}
}
let choice1 = pick(m.fieldUpgrades)
if (options.length > 0) {
return options[Math.floor(Math.random() * options.length)]
}
},
choiceLog: [], //records all previous choice options
effect() {
let choice1 = powerUps.field.pick(m.fieldUpgrades)
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
@@ -432,15 +431,15 @@ const powerUps = {
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice1].name}</div> ${m.fieldUpgrades[choice1].description}</div>`
if (!tech.isDeterminism) {
choice2 = pick(m.fieldUpgrades, choice1)
choice2 = powerUps.field.pick(m.fieldUpgrades, choice1)
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice2].name}</div> ${m.fieldUpgrades[choice2].description}</div>`
choice3 = pick(m.fieldUpgrades, choice1, choice2)
choice3 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2)
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice3].name}</div> ${m.fieldUpgrades[choice3].description}</div>`
}
if (tech.isExtraChoice) {
let choice4 = pick(m.fieldUpgrades, choice1, choice2, choice3)
let choice4 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3)
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice4].name}</div> ${m.fieldUpgrades[choice4].description}</div>`
let choice5 = pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
let choice5 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice5].name}</div> ${m.fieldUpgrades[choice5].description}</div>`
powerUps.field.choiceLog.push(choice4)
powerUps.field.choiceLog.push(choice5)
@@ -540,6 +539,7 @@ const powerUps = {
return choose
}
}
let text = ""
if (!tech.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>✕</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
@@ -566,6 +566,21 @@ const powerUps = {
powerUps.tech.choiceLog.push(choice3)
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${powerUps.research.count}</span></div></div>`
if (tech.isExtraGunField) {
if (Math.random() > 0.5) {
//bonus gun in tech menu
let choiceGun = powerUps.gun.pick(b.guns)
powerUps.gun.choiceLog.push(choiceGun)
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choiceGun})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choiceGun].name}</div> ${b.guns[choiceGun].description}</div>`
} else {
//bonus field in tech menu
let choiceField = powerUps.field.pick(m.fieldUpgrades)
powerUps.field.choiceLog.push(choiceField)
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choiceField})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>`
}
}
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
@@ -598,36 +613,35 @@ const powerUps = {
size() {
return 35;
},
choiceLog: [], //records all previous choice options
effect() {
function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
let options = [];
for (let i = 0; i < who.length; i++) {
if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) {
options.push(i);
}
pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
let options = [];
for (let i = 0; i < who.length; i++) {
if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) {
options.push(i);
}
}
//remove repeats from last selection
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
//remove repeats from last selection
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
}
}
}
if (options.length > 0) {
return options[Math.floor(Math.random() * options.length)]
}
}
let choice1 = pick(b.guns)
if (options.length > 0) {
return options[Math.floor(Math.random() * options.length)]
}
},
choiceLog: [], //records all previous choice options
effect() {
let choice1 = powerUps.gun.pick(b.guns)
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
@@ -636,15 +650,15 @@ const powerUps = {
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
if (!tech.isDeterminism) {
choice2 = pick(b.guns, choice1)
choice2 = powerUps.gun.pick(b.guns, choice1)
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
choice3 = pick(b.guns, choice1, choice2)
choice3 = powerUps.gun.pick(b.guns, choice1, choice2)
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
}
if (tech.isExtraChoice) {
let choice4 = pick(b.guns, choice1, choice2, choice3)
let choice4 = powerUps.gun.pick(b.guns, choice1, choice2, choice3)
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
let choice5 = pick(b.guns, choice1, choice2, choice3, choice4)
let choice5 = powerUps.gun.pick(b.guns, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
<div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
powerUps.gun.choiceLog.push(choice4)
@@ -714,7 +728,7 @@ const powerUps = {
powerUps.spawn(x, y, "ammo");
return;
}
if (Math.random() < 0.001 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
if (Math.random() < 0.0007 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
powerUps.spawn(x, y, "gun");
return;
}
@@ -723,7 +737,7 @@ const powerUps = {
powerUps.spawn(x, y, "tech");
return;
}
if (Math.random() < 0.003) {
if (Math.random() < 0.0015) {
powerUps.spawn(x, y, "field");
return;
}

View File

@@ -680,47 +680,49 @@ const simulation = {
},
clearNow: false,
clearMap() {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].waves = []; //empty array of wave bullets
break;
if (m.alive) {
if (tech.isLongitudinal) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}
}
}
}
if (tech.isMineAmmoBack) {
let count = 0;
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
if (bullet[i].bulletType === "mine") count++
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
if (b.guns[i].name === "mine") {
if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
b.guns[i].ammo += count
simulation.updateGunHUD();
break;
if (tech.isMineAmmoBack) {
let count = 0;
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
if (bullet[i].bulletType === "mine") count++
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
if (b.guns[i].name === "mine") {
if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
b.guns[i].ammo += count
simulation.updateGunHUD();
break;
}
}
}
}
if (tech.isMutualism && !tech.isEnergyHealth) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].isMutualismActive) {
m.health += 0.005 + 0.005 * tech.isSporeWorm
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
if (tech.isMutualism && !tech.isEnergyHealth) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].isMutualismActive) {
m.health += 0.005 + 0.005 * tech.isSporeWorm
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
}
}
}
if (tech.isEndLevelPowerUp) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "tech") {
tech.giveTech()
} else if (powerUp[i].name === "gun") {
if (!tech.isOneGun) b.giveGuns("random")
} else if (powerUp[i].name === "field") {
if (m.fieldMode === 0) m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //pick a random field, but not field 0
} else {
powerUp[i].effect();
if (tech.isEndLevelPowerUp) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "tech") {
tech.giveTech()
} else if (powerUp[i].name === "gun") {
if (!tech.isOneGun) b.giveGuns("random")
} else if (powerUp[i].name === "field") {
if (m.fieldMode === 0) m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1))) //pick a random field, but not field 0
} else {
powerUp[i].effect();
}
}
}
}
@@ -755,7 +757,7 @@ const simulation = {
removeAll(composite);
composite = [];
// if player was holding something this makes a new copy to hold
if (holdTarget) {
if (holdTarget && m.alive) {
len = body.length;
body[len] = Matter.Bodies.fromVertices(0, 0, holdTarget.vertices, {
friction: holdTarget.friction,

View File

@@ -1,7 +1,7 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss"]) {
randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss", "snakeSpitBoss"]) {
// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
@@ -316,7 +316,7 @@ const spawn = {
} else if (count === 780) {
simulation.makeTextLog(`<span class="lore-text">undefined</span> <span class='color-symbol'>=</span> ${lore.techCount}/${lore.techGoal}`)
} else if (count === 1020) {
simulation.makeTextLog(`Composite.clear(engine.composite) <em>//simulation successful</em>`);
simulation.makeTextLog(`Engine.clear(engine) <em>//simulation successful</em>`);
} else if (count === 1260) {
// tech.isImmortal = false;
// m.death()
@@ -331,7 +331,10 @@ const spawn = {
// build.shareURL(false)
setTimeout(function() {
simulation.paused = true;
Composite.clear(engine.composite);
// simulation.clearMap();
// Matter.Composite.clear(composite, keepStatic, [deep = false])
// Composite.clear(engine.composite);
engine.world.bodies.forEach((body) => { Matter.Composite.remove(engine.world, body) })
Engine.clear(engine);
simulation.splashReturn();
}, 6000);
@@ -3640,6 +3643,124 @@ const spawn = {
this.attraction();
};
},
snakeSpitBoss(x, y, radius = 50) { //snake boss with a laser head
const nodes = Math.min(8 + Math.ceil(0.5 * simulation.difficulty), 40)
let angle = Math.PI
let mag = 300
const color1 = "rgb(245,180,255)"
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0001 + 0.0002 * Math.sqrt(simulation.accelScale)
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.0022 + 0.00022 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
mob[i].removeConsBB();
}
}
};
me.canFire = false;
me.closestVertex1 = 0;
// me.closestVertex2 = 1;
me.cycle = 0
me.damageReduction = 0.25
me.do = function() {
// this.armor();
this.seePlayerByHistory()
this.checkStatus();
this.attraction();
this.cycle++
if (this.seePlayer.recall && ((this.cycle % 15) === 0) && !m.isBodiesAsleep) {
if (this.canFire) {
if (this.cycle > 120) {
this.cycle = 0
this.canFire = false
// Matter.Body.setAngularVelocity(this, 0.1)
// const forceMag = 0.01 * this.mass;
// const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
// this.force.x -= 2 * forceMag * Math.cos(angle);
// this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
}
spawn.seeker(this.vertices[this.closestVertex1].x, this.vertices[this.closestVertex1].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -10)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
});
// spawn.seeker(this.vertices[this.closestVertex2].x, this.vertices[this.closestVertex2].y, 6)
// Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
// const velocity2 = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex2])), -10)
// Matter.Body.setVelocity(mob[mob.length - 1], {
// x: this.velocity.x + velocity2.x,
// y: this.velocity.y + velocity2.y
// });
} else if (this.cycle > 210) {
this.cycle = 0
this.canFire = true
//find closest 2 vertexes
let distance2 = Infinity
for (let i = 0; i < this.vertices.length; i++) {
const d = Vector.magnitudeSquared(Vector.sub(this.vertices[i], player.position))
if (d < distance2) {
distance2 = d
// this.closestVertex2 = this.closestVertex1
this.closestVertex1 = i
}
}
// if (this.closestVertex2 === this.closestVertex1) {
// this.closestVertex2++
// if (this.closestVertex2 === this.vertices.length) this.closestVertex2 = 0
// }
}
}
};
//extra space to give head room
angle -= 0.1
mag -= 10
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
}
this.constrain2AdjacentMobs(nodes, Math.random() * 0.06 + 0.01);
for (let i = mob.length - 1, len = i - nodes; i > len; i--) { //set alternating colors
if (i % 2) {
mob[i].fill = "#778"
} else {
mob[i].fill = color1
}
}
//constraint with first 3 mobs in line
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 1],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
consBB[consBB.length] = Constraint.create({
bodyA: mob[mob.length - nodes + 2],
bodyB: mob[mob.length - 1 - nodes],
stiffness: 0.05
});
Composite.add(engine.world, consBB[consBB.length - 1]);
// spawn.shield(me, x, y, 1);
},
snakeBoss(x, y, radius = 50) { //snake boss with a laser head
const nodes = Math.min(8 + Math.ceil(0.5 * simulation.difficulty), 40)
let angle = Math.PI

View File

@@ -193,7 +193,7 @@
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
return (tech.isPowerUpsVanish ? 0.2 : 0) + (tech.isStimulatedEmission ? 0.22 : 0) + tech.cancelCount * 0.048 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
return (tech.isPowerUpsVanish ? 0.17 : 0) + (tech.isStimulatedEmission ? 0.2 : 0) + tech.cancelCount * 0.048 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
},
maxDuplicationEvent() {
if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
@@ -458,9 +458,9 @@
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyNoAmmo
return !tech.isEnergyNoAmmo && !tech.isEnergyHealth
},
requires: "exciton-lattice",
requires: "exciton-lattice, not mass-energy",
effect: () => {
tech.isAmmoFromHealth = true;
},
@@ -773,7 +773,7 @@
},
{
name: "ammonium nitrate",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>25%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>25%</strong>",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>30%</strong>",
maxCount: 9,
count: 0,
frequency: 2,
@@ -783,7 +783,7 @@
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
tech.explosiveRadius += 0.25;
tech.explosiveRadius += 0.3;
},
remove() {
tech.explosiveRadius = 1;
@@ -809,7 +809,7 @@
},
{
name: "acetone peroxide",
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>400%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>300%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
maxCount: 1,
count: 0,
frequency: 2,
@@ -2824,11 +2824,14 @@
requires: "not determinism, at least 3 research",
effect() {
tech.isBanish = true
for (let i = 0; i < 9; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research", false);
for (let i = 0; i < 9; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
tech.isBanish = false
powerUps.tech.banishLog = [] //reset banish log
if (tech.isBanish) {
tech.isBanish = false
powerUps.tech.banishLog = [] //reset banish log
powerUps.research.changeRerolls(-10)
}
}
},
{
@@ -3036,7 +3039,7 @@
},
{
name: "stimulated emission",
description: "<strong>22%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>but, after a <strong>collision</strong> eject <strong>1</strong> <strong class='color-m'>tech</strong>",
description: "<strong>20%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>but, after a <strong>collision</strong> eject <strong>1</strong> <strong class='color-m'>tech</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3056,7 +3059,7 @@
},
{
name: "metastability",
description: "<strong>20%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-dup'>duplicates</strong> <strong class='color-e'>explode</strong> with a <strong>3</strong> second <strong>half-life</strong> ",
description: "<strong>17%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-dup'>duplicates</strong> <strong class='color-e'>explode</strong> with a <strong>3</strong> second <strong>half-life</strong> ",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3243,24 +3246,6 @@
},
remove() {}
},
{
name: "unified field theory",
description: `in the <strong>pause</strong> menu, change your <strong class='color-f'>field</strong><br>by <strong>clicking</strong> on your <strong class='color-f'>field's</strong> box`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
tech.isGunSwitchField = true;
},
remove() {
tech.isGunSwitchField = false;
}
},
{
name: "vector fields",
description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-f'>field</strong> <strong class='color-m'>tech</strong><br>spawn a <strong class='color-f'>field</strong>",
@@ -3339,21 +3324,67 @@
remove() {}
},
{
name: "cardinality",
description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong>",
name: "unified field theory",
description: `spawn <strong>6</strong> <strong class='color-r'>research</strong>, and when <strong>paused</strong><br><strong>clicking</strong> the <strong class='color-f'>field</strong> box switches your <strong class='color-f'>field</strong>`,
// description: `in the <strong>pause</strong> menu, change your <strong class='color-f'>field</strong><br>by <strong>clicking</strong> on your <strong class='color-f'>field's</strong> box`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
tech.isGunSwitchField = true;
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
if (tech.isGunSwitchField) {
tech.isGunSwitchField = false;
powerUps.research.changeRerolls(-6)
}
}
},
{
name: "cross disciplinary",
description: "<strong class='color-m'>tech</strong> have an extra <strong class='color-f'>field</strong> or <strong class='color-g'>gun</strong> <strong>choice</strong>", //<br><strong>+7</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool //<br>spawn <strong>2</strong> <strong class='color-r'>research</strong>
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isDeterminism
},
requires: "not determinism",
effect: () => {
tech.isExtraGunField = true;
// for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
tech.isExtraGunField = false;
// if (this.count > 0) powerUps.research.changeRerolls(-2)
}
},
{
name: "emergence",
description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong><br><strong>+5</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isDeterminism
},
requires: "not determinism",
effect: () => {
tech.isExtraChoice = true;
tech.addJunkTechToPool(5)
},
remove() {
tech.isExtraChoice = false;
if (this.count > 0) tech.removeJunkTechFromPool(5)
}
},
{
@@ -3367,7 +3398,7 @@
allowed() {
return !tech.isExtraChoice && !tech.isCancelDuplication && !tech.isCancelRerolls
},
requires: "not cardinality, not futures or commodities exchanges",
requires: "not emergence, not futures or commodities exchanges",
effect: () => {
tech.isDeterminism = true;
//if you change the number spawned also change it in Born rule
@@ -4560,7 +4591,7 @@
},
{
name: "nematodes",
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> develop into <strong>1/2</strong> as many <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong><br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> do <strong>200%</strong> more <strong class='color-d'>damage</strong>",
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> develop into <strong>1/2</strong> as many <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong><br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> do <strong>250%</strong> more <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -7365,7 +7396,7 @@
},
{
name: "re-arm",
description: "<strong>eject</strong> all your <strong class='color-g'>guns</strong>",
description: "remove all your <strong class='color-g'>guns</strong>,<br>and <strong>spawn</strong> new ones",
maxCount: 9,
count: 0,
frequency: 0,
@@ -7405,7 +7436,7 @@
},
requires: "at least 4 research",
effect() {
for (let i = 0; i < powerUps.research.count; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "research");
for (let i = 0; i < powerUps.research.count; i++) powerUps.directSpawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "research");
powerUps.research.count = 0
},
remove() {}
@@ -7793,5 +7824,6 @@
isBlockRestitution: null,
isZeno: null,
isFieldFree: null,
wormSurviveDmg: null
wormSurviveDmg: null,
isExtraGunField: null
}

View File

@@ -1,49 +1,26 @@
******************************************************** NEXT PATCH ********************************************************
missile-bot tech now removes your missile gun, but missile bot fires much faster
missile-bot now benefits from all missile tech
new boss snakeSpitBoss - it's just snake boss but it shoots little pink seekers
rail gun has a bit less ammo and fires a bit faster
in between how it is was in the last two patches
rail gun gets less energy from half-wave rectifier
tech: cross disciplinary - get an extra gun or field option in tech menu
now that you can scroll the selection menu can be longer
unified field theory - now gives 6 research, in addition to letting you switch fields when paused
cardinality renamed emergence - and gives some JUNK
bug fix where game crashes if you beat the boss
******************************************************** TODO ********************************************************
dark mode
build color pallets in a photo editor by redrawing in game screenshots
what about just starting with setting the background to be a dark grey?
const color = {
map:
blocks:
background:
shadows: (0,0,0,0.1)?
bullets:
mob:
heal powerUps:
tech powerUps:
field powerUps:
gun powerUps:
damage circle:
harm circle:
}
re-word the "reduce difficulty" text, so it's more clear what you get
tech: Standing Wave: Shockwave. Use FIELD button to shrink your shield and charge up, release to unleash a Shockwave.
make an area that prevents mob vision, like a bush you can hide in
a static block with non collide on most things?
drones can combine with other drones to get bigger?
drones that grab powers ups can grab more then one and get even bigger each time
it would be helpful if there was a mechanism to recover mobs that fly off the map
add a ceiling system and a left/right walls system similar to the floor checks but only for mobs
make non moving bosses not move after getting hit
shooter, shielding,
buff missiles?
do more with the missile bot
maybe they can release grenades after they explode, like CPT grenades?
make the crouch rapid fire a tech, and make the missiles fire faster, and use less ammo?
buff railgun
buff rail gun
buff mines
make the player get a buff after using wormhole
@@ -52,6 +29,7 @@ using wormhole makes you immune to harm and drains energy until you run out
disable incoming energy, by saving current energy and just setting energy in the next cycle to be lower then the saved value
pink seeker boss is cool as heck, make an alt version of it
snake tail is cool, make an alt version of it
block shattering
get code from planetesimals
@@ -62,6 +40,8 @@ pause should at least show the last in game console message
in testing mode console log the body you click on
tech: Standing Wave: Shockwave. Use FIELD button to shrink your shield and charge up, release to unleash a Shockwave.
tech: quantized shields - harmonic standing wave field can only lose 33 energy per hit
draw 1,2,3 levels of the field based on energy?
the blocked value only scales up to 2x or 4x (33 energy) blocked
@@ -80,9 +60,7 @@ tech plasma : plasma length increases then decreases as you hold down the field
extra energy is drained when field is longer
energy conservation 6% damage recovered as energy
there is space for a negative effect in the text
Weak Anthropic Principle: you get a second chance at life, but ....
there is space for a negative effect in the text...
tech: use the ability for power ups to have custom code
(note: this code is half way done, it just needs to be completed)
@@ -90,18 +68,6 @@ tech: use the ability for power ups to have custom code
attracted to other power ups
explode if they touch?
consider executables:
press F to do things
ideas:
nail-gun, or ....
1s after being fired your bullets turn:
towards the nearest mob
in your mouse direction
back towards the player
current location or location when fired?
explode when turning back
apply the new gun.do functions to other guns
rail gun
crouching missile?