diff --git a/js/bullet.js b/js/bullet.js
index 67ad315..7650726 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -97,10 +97,10 @@ const b = {
simulation.makeTextLog(`${b.guns[b.activeGun].name}.ammo: 0`);
m.fireCDcycle = m.cycle + 30; //fire cooldown
if (tech.isAmmoFromHealth) {
- const amount = 0.01
+ const amount = 0.02
if (tech.isEnergyHealth) {
- if (m.maxEnergy > amount) {
- tech.healMaxEnergyBonus -= amount
+ if (m.maxEnergy > amount * 2) {
+ tech.healMaxEnergyBonus -= amount * 2
m.setMaxEnergy();
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");
}
diff --git a/js/level.js b/js/level.js
index e142752..6c262f8 100644
--- a/js/level.js
+++ b/js/level.js
@@ -18,18 +18,18 @@ const level = {
// simulation.enableConstructMode() //used to build maps in testing mode
// simulation.isHorizontalFlipped = true
// tech.giveTech("performance")
- // level.difficultyIncrease(6 * 4) //30 is near max on hard //60 is near max on why
+ // level.difficultyIncrease(13 * 4) //30 is near max on hard //60 is near max on why
// m.maxHealth = m.health = 100
// tech.isRerollDamage = true
- // powerUps.research.changeRerolls(50)
+ // powerUps.research.changeRerolls(500)
// m.immuneCycle = Infinity //you can't take damage
// tech.tech[297].frequency = 100
// m.couplingChange(5)
- // m.setField("pilot wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
+ // m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
// simulation.molecularMode = 2
// m.damage(0.1);
// 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
- // b.guns[0].ammo = 1000000
+ // b.guns[0].ammo = 10000
// for (let i = 0; i < 1; ++i) tech.giveTech("needle gun")
// tech.giveTech("pressure vessel")
@@ -47,7 +47,7 @@ const level = {
// tech.addJunkTechToPool(0.5)
// tech.tech[322].frequency = 100
// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
- // for (let i = 0; i < 36; ++i) tech.giveTech()
+ // for (let i = 0; i < 40; ++i) tech.giveTech()
// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
@@ -58,13 +58,13 @@ const level = {
// lore.techCount = 2
// simulation.isCheating = false //true;
// level.levelsCleared = 10
- // mobs.mobDeaths = 200
// localSettings.loreCount = 7 //this sets what conversation is heard
// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
// level.null()
// localSettings.isHuman = true
// tech.isNoDraftPause = false //disable pause
+ // mobs.mobDeaths = 200
// for (let i = 0; i < 13; i++) level.nextLevel(); //jump to final boss
// lore.unlockTesting();
@@ -3139,7 +3139,7 @@ const level = {
slime.levelRise(0.1)
ctx.fillStyle = "rgba(0,255,255,0.1)"
- ctx.fillRect(5400, -550, 300, 350)
+ ctx.fillRect(5385, -550, 300, 250)
};
level.setPosToSpawn(0, -250); //normal spawn
@@ -3152,18 +3152,7 @@ const level = {
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ddd";
- powerUps.spawn(1675, -50, "ammo");
- powerUps.spawn(3350, -75, "ammo");
- powerUps.spawn(3925, -50, "ammo");
- powerUps.spawn(4250, -75, "ammo");
- powerUps.spawn(4550, -75, "ammo");
- powerUps.spawn(5025, -50, "ammo");
- powerUps.spawn(4725, -50, "ammo");
- powerUps.spawn(4975, -350, "ammo");
- powerUps.spawn(5125, -350, "ammo");
- powerUps.spawn(5075, -425, "ammo");
- powerUps.spawn(5050, -400, "ammo");
- powerUps.spawn(5075, -425, "ammo");
+ for (let i = 0; i < 16; i++) powerUps.spawn(4600 + 40 * i, -30, "ammo");
spawn.mapRect(-1950, 0, 8200, 1800); //ground
spawn.mapRect(-1950, -1500, 1800, 1900); //left wall
@@ -3181,7 +3170,7 @@ const level = {
spawn.mapRect(5400, -300, 400, 400); //right wall
spawn.mapRect(5700, -3300, 1800, 5100); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
- spawn.mapRect(5425, -650, 375, 450); //blocking exit
+ spawn.mapRect(5403, -650, 400, 450); //blocking exit
// spawn.secondaryBossChance(4800, -500) //no bonus bosses on final level
if (mobs.mobDeaths < level.levelsCleared && !simulation.isCheating) { //pacifist run
@@ -3203,7 +3192,7 @@ const level = {
slime.query();
slime.levelRise(0.1)
ctx.fillStyle = "rgba(0,255,255,0.1)"
- ctx.fillRect(-5400 - 300, -550, 300, 350)
+ ctx.fillRect(-5385 - 300, -550, 300, 250)
};
}
if (mobs.mobDeaths < level.levelsCleared && localSettings.loreCount > 5 && !simulation.isCheating) {
diff --git a/js/mob.js b/js/mob.js
index a3590df..4759662 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -1228,7 +1228,7 @@ const mobs = {
// }); //wrapping in animation frame prevents errors, probably
// }
}
- if (tech.isEnergyLoss) m.energy *= 0.75;
+ if (tech.isEnergyLoss) m.energy *= 0.8;
powerUps.spawnRandomPowerUp(this.position.x, this.position.y);
m.lastKillCycle = m.cycle; //tracks the last time a kill was made, mostly used in simulation.checks()
mobs.mobDeaths++
diff --git a/js/player.js b/js/player.js
index e4e4829..4c8e58c 100644
--- a/js/player.js
+++ b/js/player.js
@@ -2715,7 +2715,7 @@ const m = {
//draw field everywhere
ctx.globalCompositeOperation = "saturation"
ctx.fillStyle = "#ccc";
- ctx.fillRect(-100000, -100000, 200000, 200000)
+ ctx.fillRect(-50000, -50000, 100000, 100000)
ctx.globalCompositeOperation = "source-over"
//stop time
m.isBodiesAsleep = true;
@@ -3173,7 +3173,8 @@ const m = {
name: "pilot wave",
//
blocks can't collide with intangible mobs
//field radius decreases out of line of sight
- description: "use energy to guide blocks
unlock tech from other fields
generate 6 energy per second",
+ //unlock tech from other fields
+ description: "use energy to guide blocks
tech, fields, and guns have +1 choice
generate 6 energy per second",
effect: () => {
m.fieldMeterColor = "#333"
m.eyeFillColor = m.fieldMeterColor
diff --git a/js/powerup.js b/js/powerup.js
index 013ea25..0a1b836 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -650,7 +650,7 @@ const powerUps = {
for (let i = 0; i < b.guns.length; i++) {
if (!b.guns[i].have) options.push(i);
}
- let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 2 + tech.extraChoices)
+ let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2) + tech.extraChoices + (m.fieldUpgrades[m.fieldMode].name === "pilot wave"))
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
function removeOption(index) {
for (let i = 0; i < options.length; i++) {
@@ -787,7 +787,7 @@ const powerUps = {
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
if (i !== m.fieldMode) options.push(i);
}
- let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 2 + tech.extraChoices)
+ let totalChoices = Math.min(options.length, (tech.isDeterminism ? 1 : 2) + tech.extraChoices + (m.fieldUpgrades[m.fieldMode].name === "pilot wave"))
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
function removeOption(index) {
@@ -946,7 +946,7 @@ const powerUps = {
}
//set total choices
- let totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices
+ let totalChoices = (tech.isDeterminism ? 1 : 3) + tech.extraChoices + (m.fieldUpgrades[m.fieldMode].name === "pilot wave")
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
if (optionLengthNoDuplicates < totalChoices + 1) { //if not enough options for all the choices
// console.log('if not enough options for all the choices')
diff --git a/js/spawn.js b/js/spawn.js
index e4100a6..3e1558d 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -367,7 +367,7 @@ const spawn = {
me.cycle = 1;
Matter.Body.setDensity(me, 0.2); //extra dense //normal is 0.001 //makes effective life much larger
- me.damageReduction = 0.16
+ me.damageReduction = 0.12
me.startingDamageReduction = me.damageReduction
me.nextHealthThreshold = 0.999
me.invulnerableCount = 0
@@ -380,7 +380,7 @@ const spawn = {
if (this.health === 1) me.cycle = 1; //reset fight
this.health = this.nextHealthThreshold - 0.01
this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
- this.invulnerableCount = 200 + 10 * simulation.difficultyMode //how long does invulnerable time last
+ this.invulnerableCount = 220 + 10 * simulation.difficultyMode //how long does invulnerable time last
this.isInvulnerable = true
this.damageReduction = 0
}
@@ -408,15 +408,23 @@ const spawn = {
}
}
me.damageReductionDecay = function() { //slowly make the boss take more damage over time //damageReduction resets with each invulnerability phase
- //only decay once a second //only decay if the player has done damage in the last 4 seconds
- if (!(me.cycle % 60) && this.lastDamageCycle + 240 > this.cycle) this.damageReduction *= 1.02
- // console.log(this.damageReduction)
+ 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
}
me.maxMobs = 400
me.mode = [{
+ name: "boulders",
+ spawnRate: 120 - 6 * simulation.difficultyMode,
+ do() {
+ if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
+ me.boulder(me.position.x, me.position.y + 250)
+ }
+ },
+ enter() {},
+ exit() {},
+ }, {
name: "mobs",
whoSpawn: spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)],
- spawnRate: 300 - 12 * simulation.difficultyMode,
+ spawnRate: 240 - 20 * simulation.difficultyMode,
do() {
if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
me.torque += 0.000015 * me.inertia; //spin
@@ -435,13 +443,14 @@ const spawn = {
},
{
name: "hoppers",
- spawnRate: 400 - 14 * simulation.difficultyMode,
+ spawnRate: 420 - 16 * simulation.difficultyMode,
do() {
if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
me.torque += 0.00002 * me.inertia; //spin
for (let i = 0; i < 6; i++) {
const vertex = me.vertices[i]
- spawn.hopBullet(vertex.x + 50 * (Math.random() - 0.5), vertex.y + 50 * (Math.random() - 0.5));
+ 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))
+ Matter.Body.setDensity(mob[mob.length - 1], 0.002); //normal is 0.001
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
Matter.Body.setVelocity(mob[mob.length - 1], {
x: me.velocity.x + velocity.x,
@@ -455,14 +464,14 @@ const spawn = {
},
{
name: "seekers",
- spawnRate: 60 - 2 * simulation.difficultyMode,
+ spawnRate: 60 - 3 * simulation.difficultyMode,
do() {
if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) { //spawn seeker
const index = Math.floor((me.cycle % 360) / 60)
- 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
+ spawn.seeker(me.vertices[index].x, me.vertices[index].y, 18 * (0.5 + Math.random())); //seeker(x, y, radius = 8, sides = 6)
const who = mob[mob.length - 1]
Matter.Body.setDensity(who, 0.00003); //normal is 0.001
- who.timeLeft = 720 + 15 * simulation.difficulty //* (0.8 + 0.4 * Math.random());
+ who.timeLeft = 720 + 30 * simulation.difficulty //* (0.8 + 0.4 * Math.random());
who.accelMag = 0.0004 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
who.frictionAir = 0.01 //* (0.8 + 0.4 * Math.random());
}
@@ -473,7 +482,7 @@ const spawn = {
{
name: "mines",
bombCycle: 0,
- bombInterval: 36 - 2 * simulation.difficultyMode,
+ bombInterval: 34 - 2 * simulation.difficultyMode,
do() {
const yOff = 120
this.bombCycle++
@@ -535,7 +544,7 @@ const spawn = {
},
{
name: "orbiters",
- spawnRate: 26 - 2 * simulation.difficultyMode,
+ spawnRate: 30 - 2 * simulation.difficultyMode,
do() {
if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
const speed = (0.01 + 0.0005 * simulation.difficultyMode) * ((Math.random() < 0.5) ? 0.85 : -1.15)
@@ -548,20 +557,20 @@ const spawn = {
},
{
name: "laser",
- spinForce: 0.00000015,
+ spinForce: 0.00000012, // * (Math.random() < 0.5 ? -1 : 1),
fadeCycle: 0, //fades in over 4 seconds
do() {
this.fadeCycle++
if (this.fadeCycle > 0) {
me.torque += this.spinForce * me.inertia; //spin //0.00000015
- if (this.fadeCycle > 360) this.fadeCycle = -120 + 2 * simulation.difficultyMode * simulation.difficultyMode //turn laser off and reset
+ if (this.fadeCycle > 360) this.fadeCycle = -150 + 2 * simulation.difficultyMode * simulation.difficultyMode //turn laser off and reset
ctx.strokeStyle = "#50f";
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.lineWidth = 1.5;
ctx.beginPath();
if (this.fadeCycle < 120) { //damage scales up over 2 seconds to give player time to move as it fades in
const scale = this.fadeCycle / 120
- const dmg = (this.fadeCycle < 60) ? 0 : 0.15 * simulation.dmgScale * scale
+ const dmg = this.fadeCycle < 60 ? 0 : 0.13 * simulation.dmgScale * scale
me.lasers(me.vertices[0], me.angle + Math.PI / 6, dmg);
me.lasers(me.vertices[1], me.angle + 3 * Math.PI / 6, dmg);
me.lasers(me.vertices[2], me.angle + 5 * Math.PI / 6, dmg);
@@ -622,8 +631,8 @@ const spawn = {
//when player is inside event horizon
if (Vector.magnitude(Vector.sub(me.position, player.position)) < this.eventHorizon) {
if (m.immuneCycle < m.cycle) {
- if (m.energy > 0) m.energy -= 0.02
- if (m.energy < 0.05 && m.immuneCycle < m.cycle) m.damage(0.0004 * simulation.dmgScale);
+ if (m.energy > 0) m.energy -= 0.018
+ if (m.energy < 0.05 && m.immuneCycle < m.cycle) m.damage(0.0003 * simulation.dmgScale);
}
const angle = Math.atan2(player.position.y - me.position.y, player.position.x - me.position.x);
player.force.x -= 0.0017 * Math.cos(angle) * player.mass * (m.onGround ? 1.7 : 1);
@@ -669,9 +678,9 @@ const spawn = {
// exit() {},
// },
]
- shuffle(me.mode);
+ shuffle(me.mode); //THIS SHOULDN'T BE COMMENTED OUT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
me.do = function() {
- this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
+ 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)}%)`
if (this.health < 1) {
this.cycle++;
this.checkStatus();
@@ -679,12 +688,12 @@ const spawn = {
this.spawnBoss();
this.damageReductionDecay();
for (let i = 0; i < this.totalModes; i++) this.mode[i].do()
- // this.mode[3].do()
- // this.mode[4].do()
- // this.mode[7].do()
}
+ // 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
});
diff --git a/js/tech.js b/js/tech.js
index e8da8a8..e01119f 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -554,7 +554,7 @@ const tech = {
},
{
name: "catabolism",
- descriptionFunction() { return `if you fire while out of ammo
spawn ${powerUps.orb.ammo(4)} and –1 maximum ${tech.isEnergyHealth ? "energy" : "health"}` },
+ descriptionFunction() { return `if you fire while out of ammo
spawn ${powerUps.orb.ammo(4)} and ${tech.isEnergyHealth ? "–4 maximum energy" : "–2 maximum health"}` },
maxCount: 1,
count: 0,
frequency: 1,
@@ -2412,7 +2412,7 @@ const tech = {
},
{
name: "exothermic process",
- description: "+50% damage
after mobs die –25% energy",
+ description: "+50% damage
after mobs die –20% energy",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3437,7 +3437,7 @@ const tech = {
},
{
name: "unified field theory",
- description: `clicking the field box when paused cycles your field
triple the frequency of finding fieldtech`,
+ description: `clicking the field box when paused cycles your field
double the frequency of finding fieldtech`,
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() {}
},
diff --git a/todo.txt b/todo.txt
index 2e066a1..12bf373 100644
--- a/todo.txt
+++ b/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