finalBoss boulders
finalBoss has a new phase: "boulders" each phase has been rebalanced boss health is a bit higher mob mines are white now pilot wave gets +1 choice for gun,field,tech bug fixes:
This commit is contained in:
@@ -97,10 +97,10 @@ const b = {
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simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-g'>ammo</span><span class='color-symbol'>:</span> 0`);
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m.fireCDcycle = m.cycle + 30; //fire cooldown
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if (tech.isAmmoFromHealth) {
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const amount = 0.01
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const amount = 0.02
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if (tech.isEnergyHealth) {
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if (m.maxEnergy > amount) {
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tech.healMaxEnergyBonus -= amount
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if (m.maxEnergy > amount * 2) {
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tech.healMaxEnergyBonus -= amount * 2
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m.setMaxEnergy();
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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");
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}
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31
js/level.js
31
js/level.js
@@ -18,18 +18,18 @@ const level = {
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// simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.isHorizontalFlipped = true
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// tech.giveTech("performance")
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// level.difficultyIncrease(6 * 4) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(13 * 4) //30 is near max on hard //60 is near max on why
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// m.maxHealth = m.health = 100
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// tech.isRerollDamage = true
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// powerUps.research.changeRerolls(50)
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// powerUps.research.changeRerolls(500)
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// m.immuneCycle = Infinity //you can't take damage
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// tech.tech[297].frequency = 100
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// m.couplingChange(5)
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// m.setField("pilot wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
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// m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
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// simulation.molecularMode = 2
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// m.damage(0.1);
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// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[0].ammo = 1000000
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// b.guns[0].ammo = 10000
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// for (let i = 0; i < 1; ++i) tech.giveTech("needle gun")
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// tech.giveTech("pressure vessel")
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@@ -47,7 +47,7 @@ const level = {
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// tech.addJunkTechToPool(0.5)
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// tech.tech[322].frequency = 100
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// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
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// for (let i = 0; i < 36; ++i) tech.giveTech()
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// for (let i = 0; i < 40; ++i) tech.giveTech()
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// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
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// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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@@ -58,13 +58,13 @@ const level = {
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// lore.techCount = 2
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// simulation.isCheating = false //true;
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// level.levelsCleared = 10
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// mobs.mobDeaths = 200
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// localSettings.loreCount = 7 //this sets what conversation is heard
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// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
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// level.null()
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// localSettings.isHuman = true
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// tech.isNoDraftPause = false //disable pause
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// mobs.mobDeaths = 200
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// for (let i = 0; i < 13; i++) level.nextLevel(); //jump to final boss
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// lore.unlockTesting();
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@@ -3139,7 +3139,7 @@ const level = {
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slime.levelRise(0.1)
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ctx.fillStyle = "rgba(0,255,255,0.1)"
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ctx.fillRect(5400, -550, 300, 350)
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ctx.fillRect(5385, -550, 300, 250)
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};
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level.setPosToSpawn(0, -250); //normal spawn
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@@ -3152,18 +3152,7 @@ const level = {
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simulation.zoomTransition(level.defaultZoom)
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document.body.style.backgroundColor = "#ddd";
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powerUps.spawn(1675, -50, "ammo");
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powerUps.spawn(3350, -75, "ammo");
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powerUps.spawn(3925, -50, "ammo");
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powerUps.spawn(4250, -75, "ammo");
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powerUps.spawn(4550, -75, "ammo");
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powerUps.spawn(5025, -50, "ammo");
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powerUps.spawn(4725, -50, "ammo");
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powerUps.spawn(4975, -350, "ammo");
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powerUps.spawn(5125, -350, "ammo");
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powerUps.spawn(5075, -425, "ammo");
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powerUps.spawn(5050, -400, "ammo");
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powerUps.spawn(5075, -425, "ammo");
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for (let i = 0; i < 16; i++) powerUps.spawn(4600 + 40 * i, -30, "ammo");
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spawn.mapRect(-1950, 0, 8200, 1800); //ground
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spawn.mapRect(-1950, -1500, 1800, 1900); //left wall
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@@ -3181,7 +3170,7 @@ const level = {
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spawn.mapRect(5400, -300, 400, 400); //right wall
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spawn.mapRect(5700, -3300, 1800, 5100); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.mapRect(5425, -650, 375, 450); //blocking exit
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spawn.mapRect(5403, -650, 400, 450); //blocking exit
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// spawn.secondaryBossChance(4800, -500) //no bonus bosses on final level
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if (mobs.mobDeaths < level.levelsCleared && !simulation.isCheating) { //pacifist run
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@@ -3203,7 +3192,7 @@ const level = {
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slime.query();
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slime.levelRise(0.1)
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ctx.fillStyle = "rgba(0,255,255,0.1)"
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ctx.fillRect(-5400 - 300, -550, 300, 350)
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ctx.fillRect(-5385 - 300, -550, 300, 250)
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};
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}
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if (mobs.mobDeaths < level.levelsCleared && localSettings.loreCount > 5 && !simulation.isCheating) {
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@@ -1228,7 +1228,7 @@ const mobs = {
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// }); //wrapping in animation frame prevents errors, probably
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// }
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}
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if (tech.isEnergyLoss) m.energy *= 0.75;
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if (tech.isEnergyLoss) m.energy *= 0.8;
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powerUps.spawnRandomPowerUp(this.position.x, this.position.y);
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m.lastKillCycle = m.cycle; //tracks the last time a kill was made, mostly used in simulation.checks()
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mobs.mobDeaths++
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@@ -2715,7 +2715,7 @@ const m = {
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//draw field everywhere
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ctx.globalCompositeOperation = "saturation"
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ctx.fillStyle = "#ccc";
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ctx.fillRect(-100000, -100000, 200000, 200000)
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ctx.fillRect(-50000, -50000, 100000, 100000)
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ctx.globalCompositeOperation = "source-over"
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//stop time
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m.isBodiesAsleep = true;
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@@ -3173,7 +3173,8 @@ const m = {
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name: "pilot wave",
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//<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs
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//field <strong>radius</strong> decreases out of <strong>line of sight</strong>
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description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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//<strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong>
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description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> <strong>choice</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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effect: () => {
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m.fieldMeterColor = "#333"
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m.eyeFillColor = m.fieldMeterColor
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@@ -650,7 +650,7 @@ const powerUps = {
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for (let i = 0; i < b.guns.length; i++) {
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if (!b.guns[i].have) options.push(i);
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}
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let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 2 + tech.extraChoices)
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let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2) + tech.extraChoices + (m.fieldUpgrades[m.fieldMode].name === "pilot wave"))
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if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
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function removeOption(index) {
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for (let i = 0; i < options.length; i++) {
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@@ -787,7 +787,7 @@ const powerUps = {
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for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
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if (i !== m.fieldMode) options.push(i);
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}
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let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 2 + tech.extraChoices)
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let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2) + tech.extraChoices + (m.fieldUpgrades[m.fieldMode].name === "pilot wave"))
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if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
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function removeOption(index) {
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@@ -946,7 +946,7 @@ const powerUps = {
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}
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//set total choices
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let totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices
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let totalChoices = (tech.isDeterminism ? 1 : 3) + tech.extraChoices + (m.fieldUpgrades[m.fieldMode].name === "pilot wave")
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if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
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if (optionLengthNoDuplicates < totalChoices + 1) { //if not enough options for all the choices
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// console.log('if not enough options for all the choices')
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162
js/spawn.js
162
js/spawn.js
@@ -367,7 +367,7 @@ const spawn = {
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me.cycle = 1;
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Matter.Body.setDensity(me, 0.2); //extra dense //normal is 0.001 //makes effective life much larger
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me.damageReduction = 0.16
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me.damageReduction = 0.12
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me.startingDamageReduction = me.damageReduction
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me.nextHealthThreshold = 0.999
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me.invulnerableCount = 0
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@@ -380,7 +380,7 @@ const spawn = {
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if (this.health === 1) me.cycle = 1; //reset fight
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this.health = this.nextHealthThreshold - 0.01
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this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
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this.invulnerableCount = 200 + 10 * simulation.difficultyMode //how long does invulnerable time last
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this.invulnerableCount = 220 + 10 * simulation.difficultyMode //how long does invulnerable time last
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this.isInvulnerable = true
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this.damageReduction = 0
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}
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@@ -408,15 +408,23 @@ const spawn = {
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}
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}
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me.damageReductionDecay = function() { //slowly make the boss take more damage over time //damageReduction resets with each invulnerability phase
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//only decay once a second //only decay if the player has done damage in the last 4 seconds
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if (!(me.cycle % 60) && this.lastDamageCycle + 240 > this.cycle) this.damageReduction *= 1.02
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// console.log(this.damageReduction)
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if (!(me.cycle % 60) && this.lastDamageCycle + 240 > this.cycle) this.damageReduction *= 1.015 //only decay once a second //only decay if the player has done damage in the last 4 seconds
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}
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me.maxMobs = 400
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me.mode = [{
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name: "boulders",
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spawnRate: 120 - 6 * simulation.difficultyMode,
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do() {
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if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
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me.boulder(me.position.x, me.position.y + 250)
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}
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},
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enter() {},
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exit() {},
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}, {
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name: "mobs",
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whoSpawn: spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)],
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spawnRate: 300 - 12 * simulation.difficultyMode,
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spawnRate: 240 - 20 * simulation.difficultyMode,
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do() {
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if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
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me.torque += 0.000015 * me.inertia; //spin
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@@ -435,13 +443,14 @@ const spawn = {
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},
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{
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name: "hoppers",
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spawnRate: 400 - 14 * simulation.difficultyMode,
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spawnRate: 420 - 16 * simulation.difficultyMode,
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do() {
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if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
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me.torque += 0.00002 * me.inertia; //spin
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for (let i = 0; i < 6; i++) {
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const vertex = me.vertices[i]
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spawn.hopBullet(vertex.x + 50 * (Math.random() - 0.5), vertex.y + 50 * (Math.random() - 0.5));
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spawn.hopBullet(vertex.x + 50 * (Math.random() - 0.5), vertex.y + 50 * (Math.random() - 0.5), 13 + Math.ceil(Math.random() * 8)); //hopBullet(x, y, radius = 10 + Math.ceil(Math.random() * 8))
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Matter.Body.setDensity(mob[mob.length - 1], 0.002); //normal is 0.001
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const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(me.position, vertex))), -18) //give the mob a rotational velocity as if they were attached to a vertex
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: me.velocity.x + velocity.x,
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@@ -455,14 +464,14 @@ const spawn = {
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},
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{
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name: "seekers",
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spawnRate: 60 - 2 * simulation.difficultyMode,
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spawnRate: 60 - 3 * simulation.difficultyMode,
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do() {
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if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) { //spawn seeker
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const index = Math.floor((me.cycle % 360) / 60)
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spawn.seeker(me.vertices[index].x, me.vertices[index].y, 20 * (0.5 + Math.random()), 9); //give the bullet a rotational velocity as if they were attached to a vertex
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spawn.seeker(me.vertices[index].x, me.vertices[index].y, 18 * (0.5 + Math.random())); //seeker(x, y, radius = 8, sides = 6)
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const who = mob[mob.length - 1]
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Matter.Body.setDensity(who, 0.00003); //normal is 0.001
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who.timeLeft = 720 + 15 * simulation.difficulty //* (0.8 + 0.4 * Math.random());
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who.timeLeft = 720 + 30 * simulation.difficulty //* (0.8 + 0.4 * Math.random());
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who.accelMag = 0.0004 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
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who.frictionAir = 0.01 //* (0.8 + 0.4 * Math.random());
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}
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@@ -473,7 +482,7 @@ const spawn = {
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{
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name: "mines",
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bombCycle: 0,
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bombInterval: 36 - 2 * simulation.difficultyMode,
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bombInterval: 34 - 2 * simulation.difficultyMode,
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do() {
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const yOff = 120
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this.bombCycle++
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@@ -535,7 +544,7 @@ const spawn = {
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},
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{
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name: "orbiters",
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spawnRate: 26 - 2 * simulation.difficultyMode,
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spawnRate: 30 - 2 * simulation.difficultyMode,
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do() {
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if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
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const speed = (0.01 + 0.0005 * simulation.difficultyMode) * ((Math.random() < 0.5) ? 0.85 : -1.15)
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@@ -548,20 +557,20 @@ const spawn = {
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},
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{
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name: "laser",
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spinForce: 0.00000015,
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spinForce: 0.00000012, // * (Math.random() < 0.5 ? -1 : 1),
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fadeCycle: 0, //fades in over 4 seconds
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do() {
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this.fadeCycle++
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if (this.fadeCycle > 0) {
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me.torque += this.spinForce * me.inertia; //spin //0.00000015
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if (this.fadeCycle > 360) this.fadeCycle = -120 + 2 * simulation.difficultyMode * simulation.difficultyMode //turn laser off and reset
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if (this.fadeCycle > 360) this.fadeCycle = -150 + 2 * simulation.difficultyMode * simulation.difficultyMode //turn laser off and reset
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ctx.strokeStyle = "#50f";
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ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
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ctx.lineWidth = 1.5;
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ctx.beginPath();
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if (this.fadeCycle < 120) { //damage scales up over 2 seconds to give player time to move as it fades in
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const scale = this.fadeCycle / 120
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const dmg = (this.fadeCycle < 60) ? 0 : 0.15 * simulation.dmgScale * scale
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const dmg = this.fadeCycle < 60 ? 0 : 0.13 * simulation.dmgScale * scale
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me.lasers(me.vertices[0], me.angle + Math.PI / 6, dmg);
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me.lasers(me.vertices[1], me.angle + 3 * Math.PI / 6, dmg);
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me.lasers(me.vertices[2], me.angle + 5 * Math.PI / 6, dmg);
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@@ -622,8 +631,8 @@ const spawn = {
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//when player is inside event horizon
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if (Vector.magnitude(Vector.sub(me.position, player.position)) < this.eventHorizon) {
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if (m.immuneCycle < m.cycle) {
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if (m.energy > 0) m.energy -= 0.02
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if (m.energy < 0.05 && m.immuneCycle < m.cycle) m.damage(0.0004 * simulation.dmgScale);
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if (m.energy > 0) m.energy -= 0.018
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if (m.energy < 0.05 && m.immuneCycle < m.cycle) m.damage(0.0003 * simulation.dmgScale);
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}
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const angle = Math.atan2(player.position.y - me.position.y, player.position.x - me.position.x);
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player.force.x -= 0.0017 * Math.cos(angle) * player.mass * (m.onGround ? 1.7 : 1);
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@@ -669,9 +678,9 @@ const spawn = {
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// exit() {},
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// },
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]
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shuffle(me.mode);
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shuffle(me.mode); //THIS SHOULDN'T BE COMMENTED OUT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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me.do = function() {
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this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
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this.fill = `hsl(${360 * Math.sin(this.cycle * 0.011)},${80 + 20 * Math.sin(this.cycle * 0.004)}%,${60 + 20 * Math.sin(this.cycle * 0.009)}%)`
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if (this.health < 1) {
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this.cycle++;
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this.checkStatus();
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@@ -679,12 +688,12 @@ const spawn = {
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this.spawnBoss();
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this.damageReductionDecay();
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for (let i = 0; i < this.totalModes; i++) this.mode[i].do()
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// this.mode[3].do()
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// this.mode[4].do()
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// this.mode[7].do()
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||||
}
|
||||
// this.cycle++;
|
||||
// this.mode[0].do()
|
||||
// this.mode[7].do()
|
||||
};
|
||||
me.spawnRate = 4300 - 30 * simulation.difficultyMode * simulation.difficultyMode
|
||||
me.spawnRate = 4800 - 30 * simulation.difficultyMode * simulation.difficultyMode
|
||||
me.spawnBoss = function() { //if the fight lasts too long start spawning bosses
|
||||
if (!(me.cycle % this.spawnRate) && this.health < 1) {
|
||||
this.spawnRate = Math.max(300, this.spawnRate - 10 * simulation.difficultyMode * simulation.difficultyMode) //reduce the timer each time a boss spawns
|
||||
@@ -707,7 +716,74 @@ const spawn = {
|
||||
player.force.x += magX * player.mass * (player.position.x > this.position.x ? 1 : -1)
|
||||
player.force.y -= magY * player.mass
|
||||
}
|
||||
me.boulder = function(x, y) {
|
||||
mobs.spawn(x, y, 6, Math.floor(50 + 50 * Math.random()), this.fill);
|
||||
let boss = this
|
||||
let me = mob[mob.length - 1];
|
||||
me.stroke = "transparent";
|
||||
me.onHit = function() {
|
||||
this.timeLeft = 0
|
||||
};
|
||||
me.explodeRange = 500
|
||||
me.onDeath = function() { //explode
|
||||
simulation.drawList.push({ //draw explosion
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: this.explodeRange,
|
||||
color: this.fill,
|
||||
time: 8
|
||||
});
|
||||
let sub, knock
|
||||
sub = Vector.sub(player.position, this.position);
|
||||
if (Vector.magnitude(sub) < this.explodeRange) { //player knock back
|
||||
m.damage(0.05);
|
||||
knock = Vector.mult(Vector.normalise(sub), player.mass * 0.1);
|
||||
player.force.x += knock.x;
|
||||
player.force.y += knock.y;
|
||||
}
|
||||
for (let i = 0, len = powerUp.length; i < len; ++i) { //power up knock backs
|
||||
sub = Vector.sub(powerUp[i].position, this.position);
|
||||
if (Vector.magnitude(sub) < this.explodeRange) {
|
||||
knock = Vector.mult(Vector.normalise(sub), powerUp[i].mass * 0.1);
|
||||
powerUp[i].force.x += knock.x;
|
||||
powerUp[i].force.y += knock.y;
|
||||
}
|
||||
}
|
||||
for (let i = 0, len = body.length; i < len; ++i) { //block knock backs
|
||||
sub = Vector.sub(body[i].position, this.position);
|
||||
if (Vector.magnitude(sub) < this.explodeRange) {
|
||||
knock = Vector.mult(Vector.normalise(sub), body[i].mass * 0.1);
|
||||
body[i].force.x += knock.x;
|
||||
body[i].force.y += knock.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
Matter.Body.setDensity(me, 0.003); //normal is 0.001
|
||||
me.timeLeft = 360;
|
||||
me.g = 0.0005; //required if using this.gravity
|
||||
me.frictionAir = 0.005;
|
||||
me.friction = 1;
|
||||
me.frictionStatic = 1
|
||||
me.restitution = 0;
|
||||
me.leaveBody = false;
|
||||
me.isDropPowerUp = false;
|
||||
me.isBadTarget = true;
|
||||
me.isMobBullet = true;
|
||||
me.showHealthBar = false;
|
||||
me.collisionFilter.category = cat.mobBullet;
|
||||
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
|
||||
me.spin = me.inertia * 0.000005 * (1 + Math.random()) * (m.pos.x > me.position.x ? 1 : -1)
|
||||
Matter.Body.setAngularVelocity(me, 0.1 * (1 + 0.3 * Math.random()) * (m.pos.x > me.position.x ? 1 : -1));
|
||||
Matter.Body.setVelocity(me, { x: 0, y: 10 });
|
||||
me.do = function() {
|
||||
this.fill = boss.fill
|
||||
this.torque += this.spin;
|
||||
this.gravity();
|
||||
this.timeLimit();
|
||||
};
|
||||
}
|
||||
me.orbitalNoVelocity = function(who, radius, phase, speed) { //orbitals that don't include their host velocity //specifically for finalBoss
|
||||
let boss = this
|
||||
mobs.spawn(who.position.x, who.position.y, 6, 20, "rgb(255,0,150)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.stroke = "transparent";
|
||||
@@ -721,17 +797,18 @@ const spawn = {
|
||||
me.collisionFilter.category = cat.mobBullet;
|
||||
me.collisionFilter.mask = cat.bullet; //cat.player | cat.map | cat.body
|
||||
me.do = function() {
|
||||
this.fill = boss.fill
|
||||
const time = simulation.cycle * speed + phase
|
||||
const orbit = { x: Math.cos(time), y: Math.sin(time) }
|
||||
Matter.Body.setPosition(this, Vector.add(who.position, Vector.mult(orbit, radius)))
|
||||
if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
|
||||
m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||||
const dmg = 0.06 * simulation.dmgScale
|
||||
const dmg = 0.13 * simulation.dmgScale
|
||||
m.damage(dmg);
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: dmg * 500,
|
||||
radius: Math.sqrt(dmg) * 200,
|
||||
color: simulation.mobDmgColor,
|
||||
time: simulation.drawTime
|
||||
});
|
||||
@@ -739,7 +816,7 @@ const spawn = {
|
||||
}
|
||||
};
|
||||
}
|
||||
me.lasers = function(where, angle, dmg = 0.14 * simulation.dmgScale) {
|
||||
me.lasers = function(where, angle, dmg = 0.13 * simulation.dmgScale) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
@@ -1983,13 +2060,15 @@ const spawn = {
|
||||
// this.fill = `hsla(0,0%,${80 + 25 * Math.sin(simulation.cycle * 0.01)}%,0.3)`
|
||||
|
||||
//steal all power ups
|
||||
for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
|
||||
powerUp[i].collisionFilter.mask = 0
|
||||
Matter.Body.setPosition(powerUp[i], this.vertices[i])
|
||||
Matter.Body.setVelocity(powerUp[i], {
|
||||
x: 0,
|
||||
y: 0
|
||||
})
|
||||
if (this.alive) {
|
||||
for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
|
||||
powerUp[i].collisionFilter.mask = 0
|
||||
Matter.Body.setPosition(powerUp[i], this.vertices[i])
|
||||
Matter.Body.setVelocity(powerUp[i], {
|
||||
x: 0,
|
||||
y: 0
|
||||
})
|
||||
}
|
||||
}
|
||||
this.seePlayerByHistory(50);
|
||||
this.attraction();
|
||||
@@ -2108,11 +2187,12 @@ const spawn = {
|
||||
// Matter.Body.setPosition(powerUp[i], this.vertices[i])
|
||||
// Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 })
|
||||
// }
|
||||
|
||||
for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
|
||||
powerUp[i].collisionFilter.mask = 0
|
||||
Matter.Body.setPosition(powerUp[i], this.vertices[i])
|
||||
Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 })
|
||||
if (this.alive) {
|
||||
for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
|
||||
powerUp[i].collisionFilter.mask = 0
|
||||
Matter.Body.setPosition(powerUp[i], this.vertices[i])
|
||||
Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 })
|
||||
}
|
||||
}
|
||||
|
||||
this.seePlayerCheckByDistance();
|
||||
@@ -4937,7 +5017,7 @@ const spawn = {
|
||||
};
|
||||
},
|
||||
mine(x, y) {
|
||||
mobs.spawn(x, y, 8, 10, "rgb(61, 125, 121)"); //"rgb(100,170,150)"
|
||||
mobs.spawn(x, y, 8, 10, "rgb(255, 255, 255)"); //"rgb(100,170,150)" //"rgb(61, 125, 121)"
|
||||
let me = mob[mob.length - 1];
|
||||
me.stroke = "transparent";
|
||||
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
|
||||
@@ -7305,7 +7385,7 @@ const spawn = {
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: dmg * 500,
|
||||
radius: Math.sqrt(dmg) * 200,
|
||||
color: simulation.mobDmgColor,
|
||||
time: simulation.drawTime
|
||||
});
|
||||
|
||||
13
js/tech.js
13
js/tech.js
@@ -554,7 +554,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "catabolism",
|
||||
descriptionFunction() { return `if you fire while <strong>out</strong> of <strong class='color-ammo'>ammo</strong><br>spawn ${powerUps.orb.ammo(4)} and <strong>–1</strong> maximum ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}` },
|
||||
descriptionFunction() { return `if you fire while <strong>out</strong> of <strong class='color-ammo'>ammo</strong><br>spawn ${powerUps.orb.ammo(4)} and ${tech.isEnergyHealth ? "<strong>–4</strong> maximum <strong class='color-f'>energy</strong>" : "<strong>–2</strong> maximum <strong class='color-h'>health</strong>"}` },
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2412,7 +2412,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "exothermic process",
|
||||
description: "<strong>+50%</strong> <strong class='color-d'>damage</strong><br>after mobs <strong>die</strong> <strong>–25%</strong> <strong class='color-f'>energy</strong>",
|
||||
description: "<strong>+50%</strong> <strong class='color-d'>damage</strong><br>after mobs <strong>die</strong> <strong>–20%</strong> <strong class='color-f'>energy</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3437,7 +3437,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "unified field theory",
|
||||
description: `<span style = 'font-size:90%;'><strong>clicking</strong> the <strong class='color-f'>field</strong> box when <strong>paused</strong> cycles your <strong class='color-f'>field</strong><br><strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-f'>field</strong><strong class='color-m'>tech</strong></span>`,
|
||||
description: `<span style = 'font-size:90%;'><strong>clicking</strong> the <strong class='color-f'>field</strong> box when <strong>paused</strong> cycles your <strong class='color-f'>field</strong><br><strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-f'>field</strong><strong class='color-m'>tech</strong></span>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3449,14 +3449,14 @@ const tech = {
|
||||
effect() {
|
||||
tech.isPauseSwitchField = true;
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 3
|
||||
if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 2
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.isPauseSwitchField = false;
|
||||
if (this.count > 1) {
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isFieldTech) tech.tech[i].frequency /= 3
|
||||
if (tech.tech[i].isFieldTech) tech.tech[i].frequency /= 2
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8548,7 +8548,8 @@ const tech = {
|
||||
allowed() { return true },
|
||||
requires: "",
|
||||
effect() {
|
||||
level.levels.splice(level.onLevel, 0, level.levels[level.onLevel]);
|
||||
const index = Math.min(level.levels.length - 1, level.onLevel)
|
||||
level.levels.splice(index, 0, level.levels[index]);
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
|
||||
44
todo.txt
44
todo.txt
@@ -1,24 +1,42 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
finalBoss rework
|
||||
(this is pretty raw, so expect a bug and balance patch soon)
|
||||
finalBoss goes invulnerable a few times as it loses health
|
||||
finalBoss damage reduction is higher
|
||||
finalBoss damage reduction slowly decays as you do any damage to the boss
|
||||
damage reduction resets to normal with each new invulnerability phase
|
||||
after each invulnerability phase it randomly adds 1 more attack mode
|
||||
lasers, black hole, mines, hoppers, seekers, mobs, orbiters, oscillation
|
||||
|
||||
mobs die below 0.05 -> 0.01 health
|
||||
might cause bugs, but testing this out
|
||||
finalBoss has a new phase: "boulders"
|
||||
each phase has been rebalanced
|
||||
boss health is a bit higher
|
||||
mob mines are white now
|
||||
|
||||
guns and field power ups show 3 -> 2 options
|
||||
pilot wave gets +1 choice for gun,field,tech
|
||||
|
||||
bug fixes:
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
harpoon + another gun + bessemer + catabolysis + mass-energy exploit?
|
||||
finalBoss
|
||||
add synergies between modes:
|
||||
black hole can pull in bullets
|
||||
laser can hurt bullets? maybe bad idea
|
||||
old mode changes
|
||||
mine color needs to be move vibrant
|
||||
hoppers can hop out of the slime and the door on the sides
|
||||
new modes:
|
||||
rotating quadrant immunity shield, can't take damage from that quadrant
|
||||
maybe also attack player near that quadrant
|
||||
falling object warps to ceiling after hitting floor
|
||||
doesn't end, player needs to kill it
|
||||
slowly grows?
|
||||
slow effect zones
|
||||
random placement or place over player or both!
|
||||
draw white dot and an outline of area of effect
|
||||
expanding circle stroke, freeze effect triggers when stroke circle hits fill circle
|
||||
after 1-2 seconds freeze player if in the zone
|
||||
also freeze mobs
|
||||
effect that makes player have to be close to boss
|
||||
hook that tries to yank the player into hitting finalBoss
|
||||
does damage
|
||||
pulls player into center
|
||||
counter with wormhole, negative mass
|
||||
player targeted unless cloaking
|
||||
|
||||
|
||||
tech - leave one of your tech at random, find it next run
|
||||
store level name and position in local storage
|
||||
|
||||
Reference in New Issue
Block a user