elevators
jump now applies the velocity of the block you jumped off of it might feel slightly different if you play n-gon often it could add some bugs so let me know elevators have more realistic physics you can jump off them when they get to the top (fun!) blocks interact with them in a more healthy way (no bleed through) they can have a wider range of healthy speeds it can hurt mobs
This commit is contained in:
221
js/level.js
221
js/level.js
@@ -379,6 +379,71 @@ const level = {
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World.add(engine.world, constraint);
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return constraint
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},
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elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
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x += width / 2
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y += height / 2
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maxHeight += height / 2
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const yTravel = maxHeight - y
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force += simulation.g
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const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
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collisionFilter: {
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category: cat.body,
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mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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},
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inertia: Infinity, //prevents rotation
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isNotHoldable: true,
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friction: 1,
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frictionStatic: 1,
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restitution: 0,
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frictionAir: 0.001,
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move() {
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if (!m.isBodiesAsleep) {
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if (this.isUp) { //moving up still with high air friction
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this.force.y -= force * this.mass //hard force propels up, even with high friction
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if (this.position.y < maxHeight) { //switch to down mode
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this.isUp = false
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this.frictionAir = friction.down
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//adds a hard jerk at the top of vertical motion because it's fun
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Matter.Body.setPosition(this, {
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x: x,
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y: maxHeight
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});
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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}
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} else if (this.position.y + 10 * this.velocity.y > y) { //free falling down, with only air friction
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Matter.Body.setVelocity(this, { //slow down early to avoid a jerky stop that can pass through blocks
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x: 0,
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y: this.velocity.y * 0.7
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});
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if (this.position.y + this.velocity.y > y) { //switch to up mode
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this.isUp = true
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this.frictionAir = friction.up
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}
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}
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}
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// hold horizontal position
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Matter.Body.setPosition(this, {
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x: x,
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y: this.position.y
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});
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Matter.Body.setVelocity(this, {
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x: 0,
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y: this.velocity.y
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});
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},
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drawTrack() {
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ctx.fillStyle = "#ccc"
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ctx.fillRect(x, y, 5, yTravel)
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}
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});
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Matter.Body.setDensity(who, 0.01) //10x density for added stability
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return who
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},
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platform(x, y, width, height, speed = 0, density = 0.001) {
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x = x + width / 2
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y = y + height / 2
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@@ -410,6 +475,7 @@ const level = {
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speed: speed,
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}
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constraint.pauseUntilCycle = 0 //to to pause platform at top and bottom
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return constraint
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},
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rotor(x, y, rotate = 0, radius = 800, width = 40, density = 0.0005) {
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@@ -1866,7 +1932,7 @@ const level = {
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if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(7725, 2275);
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},
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satellite() {
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const elevator = level.platform(4210, -1325, 380, 30, -10)
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const elevator = level.elevator(4210, -1297, 380, 85, -3450) //, 0.003, { up: 0.01, down: 0.2 }
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level.custom = () => {
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ctx.fillStyle = "#d4f4f4"
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ctx.fillRect(-250, -750, 420, 450)
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@@ -1894,19 +1960,21 @@ const level = {
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ctx.fillStyle = "rgba(0,20,40,0.1)"
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ctx.fillRect(4000, -1200, 1050, 1500)
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ctx.fillRect(4100, -3450, 600, 2250)
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if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
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if (elevator.pointA.y > -1275) { //bottom
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elevator.plat.speed = -10
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elevator.pauseUntilCycle = simulation.cycle + 90
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} else if (elevator.pointA.y < -3455) { //top
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elevator.plat.speed = 30
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elevator.pauseUntilCycle = simulation.cycle + 90
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}
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elevator.pointA = {
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x: elevator.pointA.x,
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y: elevator.pointA.y + elevator.plat.speed
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}
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}
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elevator.move()
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// elevator.drawTrack() //looks ugly
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// if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
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// if (elevator.pointA.y > -1275) { //bottom
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// elevator.plat.speed = -10
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// elevator.pauseUntilCycle = simulation.cycle + 90
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// } else if (elevator.pointA.y < -3455) { //top
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// elevator.plat.speed = 30
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// elevator.pauseUntilCycle = simulation.cycle + 90
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// }
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// elevator.pointA = {
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// x: elevator.pointA.x,
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// y: elevator.pointA.y + elevator.plat.speed
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// }
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// }
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};
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level.setPosToSpawn(-100, 210); //normal spawn
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@@ -2025,10 +2093,11 @@ const level = {
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if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(3950, -850);
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},
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rooftops() {
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const elevator = level.platform(1450, -1000, 235, 30, -2)
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const elevator = level.elevator(1450, -1000, 235, 50, -2000)
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level.custom = () => {
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ctx.fillStyle = "#ccc"
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ctx.fillRect(1567, -1990, 5, 1020)
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elevator.move();
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elevator.drawTrack();
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ctx.fillStyle = "#d4f4f4"
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if (isBackwards) {
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ctx.fillRect(-650, -2300, 440, 300)
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@@ -2063,19 +2132,6 @@ const level = {
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} else {
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ctx.fillRect(-650, -2300, 440, 300)
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}
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if (elevator.pauseUntilCycle < simulation.cycle && !m.isBodiesAsleep) { //elevator move
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if (elevator.pointA.y > -980) { //bottom
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elevator.plat.speed = -2
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elevator.pauseUntilCycle = simulation.cycle + 60
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} else if (elevator.pointA.y < -1980) { //top
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elevator.plat.speed = 1
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elevator.pauseUntilCycle = simulation.cycle + 60
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}
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elevator.pointA = {
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x: elevator.pointA.x,
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y: elevator.pointA.y + elevator.plat.speed
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}
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}
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};
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level.defaultZoom = 1700
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@@ -2487,6 +2543,54 @@ const level = {
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if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(3075, -2050);
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},
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highrise() {
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const isBlockMode = false
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let slideBlock
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if (isBlockMode) {
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const x = -2750
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const yMax = -1500
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slideBlock = body[body.length] = Bodies.rectangle(x, -700, 200, 100, {
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collisionFilter: {
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category: cat.body,
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mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
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},
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inertia: Infinity, //prevents rotation
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isNotHoldable: true,
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friction: 1,
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frictionStatic: 1,
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frictionAir: 0.001,
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// restitution: 0,
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isUp: true,
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move() {
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if (this.isUp) {
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if (this.position.y > yMax) {
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this.force.y -= 0.01 * this.mass
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} else {
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this.isUp = false
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Matter.Body.setPosition(this, {
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x: x,
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y: yMax
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});
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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}
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} else if (this.position.y > -800) {
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this.isUp = true
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}
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},
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holdHorizontal() {
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Matter.Body.setPosition(this, {
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x: x,
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y: this.position.y
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});
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Matter.Body.setVelocity(this, {
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x: 0,
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y: this.velocity.y
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});
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}
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});
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}
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level.custom = () => {
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ctx.fillStyle = "#d0d0d2"
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ctx.fillRect(-2475, -2450, 25, 750)
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@@ -2498,24 +2602,43 @@ const level = {
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level.exit.draw();
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level.enter.draw();
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};
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level.customTopLayer = () => {
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ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
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ctx.fillRect(-4450, -750, 800, 200)
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ctx.fillStyle = "rgba(0,0,0,0.12)"
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ctx.fillRect(-1830, -1150, 2030, 1150)
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ctx.fillRect(-3410, -2150, 495, 1550)
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ctx.fillRect(-2585, -1675, 420, 1125)
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ctx.fillRect(-1640, -1575, 540, 425)
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ctx.fillStyle = "rgba(200,0,255,0.2)"; //boost
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ctx.fillRect(-750, -25, 100, 25);
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ctx.fillRect(-2800, -625, 100, 25);
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ctx.fillStyle = "rgba(200,0,255,0.1)"; //boost
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ctx.fillRect(-750, -55, 100, 55);
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ctx.fillRect(-2800, -655, 100, 55);
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ctx.fillStyle = "rgba(200,0,255,0.05)"; //boost
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ctx.fillRect(-750, -120, 100, 120);
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ctx.fillRect(-2800, -720, 100, 120);
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};
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if (isBlockMode) {
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level.customTopLayer = () => {
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ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
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ctx.fillRect(-4450, -750, 800, 200)
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ctx.fillStyle = "rgba(0,0,0,0.12)"
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ctx.fillRect(-1830, -1150, 2030, 1150)
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ctx.fillRect(-3410, -2150, 495, 1550)
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ctx.fillRect(-2585, -1675, 420, 1125)
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ctx.fillRect(-1640, -1575, 540, 425)
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//move sliding block
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slideBlock.move()
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slideBlock.holdHorizontal() //keep horizontal position constant
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};
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} else {
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level.customTopLayer = () => {
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ctx.fillStyle = "rgba(64,64,64,0.97)" //hidden section
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ctx.fillRect(-4450, -750, 800, 200)
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ctx.fillStyle = "rgba(0,0,0,0.12)"
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ctx.fillRect(-1830, -1150, 2030, 1150)
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ctx.fillRect(-3410, -2150, 495, 1550)
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ctx.fillRect(-2585, -1675, 420, 1125)
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ctx.fillRect(-1640, -1575, 540, 425)
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ctx.fillStyle = "rgba(200,0,255,0.2)"; //boost
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ctx.fillRect(-750, -25, 100, 25);
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ctx.fillRect(-2800, -625, 100, 25);
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ctx.fillStyle = "rgba(200,0,255,0.1)"; //boost
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ctx.fillRect(-750, -55, 100, 55);
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ctx.fillRect(-2800, -655, 100, 55);
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ctx.fillStyle = "rgba(200,0,255,0.05)"; //boost
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ctx.fillRect(-750, -120, 100, 120);
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ctx.fillRect(-2800, -720, 100, 120);
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};
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}
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level.setPosToSpawn(-300, -700); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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@@ -2575,7 +2698,7 @@ const level = {
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spawn.mapRect(-4450, -600, 2300, 750);
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spawn.mapRect(-2225, -450, 175, 550);
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// spawn.mapRect(-2600, -975, 450, 50);
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spawn.boost(-2800, -600, 950);
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if (!isBlockMode) spawn.boost(-2800, -600, 950);
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spawn.mapRect(-3425, -1325, 525, 50);
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spawn.mapRect(-3425, -2200, 525, 50);
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spawn.mapRect(-2600, -1700, 450, 50);
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11
js/player.js
11
js/player.js
@@ -264,10 +264,11 @@ const m = {
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x: 0,
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y: m.jumpForce * 0.12 * Math.min(m.standingOn.mass, 5)
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});
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player.force.y = -m.jumpForce; //player jump force
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Matter.Body.setVelocity(player, { //zero player y-velocity for consistent jumps
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x: player.velocity.x,
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y: 0
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y: Math.max(-10, Math.min(m.standingOn.velocity.y, 10)) //cap velocity contribution from blocks you are standing on to 10 in the vertical
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});
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}
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@@ -1632,14 +1633,14 @@ const m = {
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// m.fieldMeterColor = "#0c5"
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// m.eyeFillColor = m.fieldMeterColor
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m.hold = function() {
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if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 200 && (m.cycle % 2)) {
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if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 150 && (m.cycle % 2)) {
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if (tech.isSporeField) {
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for (let i = 0; i < 30; i++) {
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m.energy -= 0.088
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for (let i = 0, len = Math.random() * 20; i < len; i++) {
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m.energy -= 0.085
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if (m.energy > 0) {
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b.spore(m.pos)
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} else {
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m.energy = 0.01
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m.energy = 0.001
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break;
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}
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}
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72
js/tech.js
72
js/tech.js
@@ -665,6 +665,23 @@
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// tech.isOneBullet = false
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// }
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// },
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{
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name: "fracture analysis",
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description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
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maxCount: 1,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun
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},
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requires: "a stun effect",
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effect() {
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tech.isCrit = true;
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},
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remove() {
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tech.isCrit = false;
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}
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},
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{
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name: "microstates",
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description: "increase <strong class='color-d'>damage</strong> by <strong>4%</strong><br>for every <strong>10</strong> active <strong>bullets</strong>",
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@@ -1856,20 +1873,25 @@
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}
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},
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{
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name: "fracture analysis",
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description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
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name: "MACHO",
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description: "a massive but compact object slowly <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun
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return true
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},
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requires: "a stun effect",
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effect() {
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tech.isCrit = true;
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requires: "",
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effect: () => {
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tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
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spawn.MACHO()
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},
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remove() {
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tech.isCrit = false;
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tech.isMACHO = false;
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isMACHO) mob[i].alive = false;
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}
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}
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},
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{
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@@ -2735,28 +2757,6 @@
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tech.wimpCount = 0
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}
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},
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{
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name: "MACHO",
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description: "a massive but compact object slowly <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</strong>",
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maxCount: 1,
|
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return true
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},
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requires: "",
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effect: () => {
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tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
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spawn.MACHO()
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},
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remove() {
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tech.isMACHO = false;
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isMACHO) mob[i].alive = false;
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}
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}
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},
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{
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name: "bubble fusion",
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description: "after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>research</strong>",
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@@ -2795,7 +2795,7 @@
|
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},
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{
|
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name: "replication",
|
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description: "<strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>14</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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description: "<strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>18</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2807,12 +2807,12 @@
|
||||
effect() {
|
||||
tech.duplicateChance += 0.08
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
tech.addJunkTechToPool(14)
|
||||
tech.addJunkTechToPool(18)
|
||||
},
|
||||
remove() {
|
||||
tech.duplicateChance = 0
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
if (this.count > 1) tech.removeJunkTechFromPool(14)
|
||||
if (this.count > 1) tech.removeJunkTechFromPool(18)
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -3230,7 +3230,7 @@
|
||||
},
|
||||
{
|
||||
name: "dark patterns",
|
||||
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br>add <strong>18</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
|
||||
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br>add <strong>21</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3243,12 +3243,12 @@
|
||||
level.difficultyDecrease(simulation.difficultyMode)
|
||||
// simulation.difficulty<span class='color-symbol'>-=</span>
|
||||
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
|
||||
tech.addJunkTechToPool(18)
|
||||
tech.addJunkTechToPool(21)
|
||||
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
|
||||
},
|
||||
remove() {
|
||||
if (this.count > 0) {
|
||||
tech.removeJunkTechFromPool(18)
|
||||
tech.removeJunkTechFromPool(21)
|
||||
level.difficultyIncrease(simulation.difficultyMode)
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user