diff --git a/js/bullets.js b/js/bullets.js
index fe03f00..87068b9 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -540,7 +540,7 @@ const b = {
b.isModSlowFPS = true;
},
remove() {
- b.isModSlowFPS = true;
+ b.isModSlowFPS = false;
}
},
{
@@ -1130,7 +1130,7 @@ const b = {
},
{
name: "MIRV",
- description: "launch 3 small missiles instead of 1
2x increase in delay after firing",
+ description: "launch 3 small missiles instead of 1
1.5x increase in delay after firing",
maxCount: 1,
count: 0,
allowed() {
@@ -2992,7 +2992,7 @@ const b = {
fire() {
if (b.isMod3Missiles) {
if (mech.crouch) {
- mech.fireCDcycle = mech.cycle + 80 * b.modFireRate; // cool down
+ mech.fireCDcycle = mech.cycle + 60 * b.modFireRate; // cool down
const direction = {
x: Math.cos(mech.angle),
y: Math.sin(mech.angle)
@@ -3008,7 +3008,7 @@ const b = {
bullet[bullet.length - 1].force.y += push.y * (i - 1);
}
} else {
- mech.fireCDcycle = mech.cycle + 60 * b.modFireRate; // cool down
+ mech.fireCDcycle = mech.cycle + 45 * b.modFireRate; // cool down
const direction = {
x: Math.cos(mech.angle),
y: Math.sin(mech.angle)
@@ -3025,7 +3025,7 @@ const b = {
}
}
} else {
- mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 50 : 30) * b.modFireRate; // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 45 : 30) * b.modFireRate; // cool down
b.missile({
x: mech.pos.x + 40 * Math.cos(mech.angle),
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
@@ -3094,7 +3094,7 @@ const b = {
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
- bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, b.fireAttributes(dir, true));
+ bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, b.fireAttributes(dir, false));
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].explodeRad = 275;
bullet[me].onEnd = function () {
@@ -3125,7 +3125,7 @@ const b = {
} else {
b.fireProps(mech.crouch ? 40 : 30, mech.crouch ? 43 : 32, dir, me); //cd , speed
bullet[me].endCycle = game.cycle + Math.floor(mech.crouch ? 120 : 80);
- bullet[me].restitution = 0.2;
+ bullet[me].restitution = 0.4;
bullet[me].explodeRad = 275;
bullet[me].do = function () {
//extra gravity for harder arcs
@@ -3258,6 +3258,117 @@ const b = {
}
}
},
+ {
+ name: "neutron bomb",
+ description: "fire a bomb that emits neutron radiation
detonation occurs after any collision",
+ ammo: 0,
+ ammoPack: 4,
+ have: false,
+ isStarterGun: false,
+ isEasyToAim: true,
+ fire() {
+ const me = bullet.length;
+ const dir = mech.angle;
+ bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, 6, b.fireAttributes(dir, false));
+ b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 28 : 14, dir, me); //cd , speed
+ Matter.Body.setDensity(bullet[me], 0.000001);
+ bullet[me].endCycle = Infinity;
+ bullet[me].frictionAir = 0;
+ bullet[me].friction = 0.5;
+ bullet[me].restitution = 0;
+ bullet[me].minDmgSpeed = 0;
+ bullet[me].damageRadius = 100;
+ bullet[me].maxDamageRadius = 600
+ bullet[me].onDmg = function () {};
+
+ bullet[me].do = function () {
+ this.force.y += this.mass * 0.001;
+ if (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length || Matter.Query.collides(this, mob).length) {
+ //have the bullet stick to mobs and blocks?
+ //stun mobs in range
+ // for (let i = 0, len = mob.length; i < len; i++) {
+ // const dx = this.position.x - mob[i].position.x;
+ // const dy = this.position.y - mob[i].position.y;
+ // if (dx * dx + dy * dy < this.maxDamageRadius * this.maxDamageRadius) {
+ // mobs.statusStun(mob[i], 60)
+ // }
+ // }
+
+ //push away blocks when firing
+ for (let i = 0, len = body.length; i < len; ++i) {
+ const SUB = Vector.sub(body[i].position, this.position)
+ const DISTANCE = Vector.magnitude(SUB)
+ if (DISTANCE < this.maxDamageRadius) {
+ const FORCE = Vector.mult(Vector.normalise(SUB), 0.01 * body[i].mass)
+ body[i].force.x += FORCE.x;
+ body[i].force.y += FORCE.y - body[i].mass * (game.g * 2); //kick up a bit to give them some arc
+ }
+ }
+ //stun mobs, but don't push away
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.maxDamageRadius) {
+ mobs.statusStun(mob[i], 60)
+ }
+ }
+
+ //use a constraint?
+ Matter.Sleeping.set(this, true) //freeze in place
+ this.collisionFilter.mask = 0;
+ Matter.Body.setVelocity(this, {
+ x: 0,
+ y: 0
+ });
+ const SCALE = 0.01
+ Matter.Body.scale(this, SCALE, SCALE);
+ this.do = this.radiationMode;
+ }
+ };
+ bullet[me].radiationMode = function () {
+ // if (this.endCycle - 360 < game.cycle) {
+ // this.damageRadius = this.damageRadius * 0.992
+ // } else {
+ // this.damageRadius = this.damageRadius * 0.98 + 0.02 * this.maxDamageRadius
+ // this.damageRadius = Math.max(0, this.damageRadius + 2 * (Math.random() - 0.5))
+ // }
+ if (!mech.isBodiesAsleep) {
+ this.damageRadius = this.damageRadius * 0.9 + 0.1 * this.maxDamageRadius //smooth radius towards max
+ this.maxDamageRadius = this.maxDamageRadius * 0.999 - 0.7 //slowly shrink max radius
+ }
+ if (this.damageRadius < 15) {
+ this.endCycle = 0;
+ } else {
+ //aoe damage to player
+ if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
+ const DRAIN = 0.003
+ if (mech.energy > DRAIN) {
+ mech.energy -= DRAIN
+ } else {
+ mech.energy = 0;
+ mech.damage(0.001)
+ }
+ }
+ //aoe damage to mobs
+ for (let i = 0, len = mob.length; i < len; i++) {
+ if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
+ if (mob[i].shield) {
+ mob[i].damage(5 * b.dmgScale * 0.02);
+ } else {
+ mob[i].damage(b.dmgScale * 0.02);
+ }
+
+ mob[i].locatePlayer();
+ }
+ }
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, this.damageRadius, 0, 2 * Math.PI);
+ ctx.globalCompositeOperation = "lighter"
+ ctx.fillStyle = `rgba(0,100,120,${0.3+0.05*Math.random()})`;
+ ctx.fill();
+ ctx.globalCompositeOperation = "source-over"
+ }
+ }
+ }
+ },
{
name: "mine",
description: "toss a proximity mine that sticks to walls
fires nails at mobs within range",
diff --git a/js/level.js b/js/level.js
index 8253a01..b3e1a4f 100644
--- a/js/level.js
+++ b/js/level.js
@@ -21,7 +21,7 @@ const level = {
// b.giveMod("renormalization");
// b.giveMod("impact shear");
// b.giveMod("clock gating");
- // b.giveGuns("mine")
+ b.giveGuns("neutron bomb")
// mech.setField("pilot wave")
// mech.setField("perfect diamagnetism")
@@ -102,7 +102,7 @@ const level = {
//******************************************************************************************************************
testing() {
- // level.difficultyIncrease(19);
+ level.difficultyIncrease(9);
spawn.setSpawnList();
spawn.setSpawnList();
level.defaultZoom = 1500
@@ -156,9 +156,9 @@ const level = {
spawn.boost(1500, 0, 900);
// spawn.bomberBoss(2900, -500)
- // spawn.suckerBoss(1200, -500)
- spawn.hopper(1200, -500)
- spawn.laser(1200, -500)
+ // spawn.shooterBoss(1200, -500)
+ // spawn.spawns(1200, -500)
+ spawn.hopper(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
// spawn.nodeBoss(1200, -500, "spiker")
diff --git a/js/mobs.js b/js/mobs.js
index 4054ff3..0d9aa61 100644
--- a/js/mobs.js
+++ b/js/mobs.js
@@ -699,16 +699,6 @@ const mobs = {
this.force.y -= 2 * forceMag * Math.sin(angle); // - 0.0007 * this.mass; //antigravity
}
},
- hop() {
- //accelerate towards the player after a delay
- if (this.cd < game.cycle && this.seePlayer.recall && this.speed < 1) {
- this.cd = game.cycle + this.delay;
- const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
- const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
- this.force.x += forceMag * Math.cos(angle);
- this.force.y += forceMag * Math.sin(angle) - 0.04 * this.mass; //antigravity
- }
- },
hoverOverPlayer() {
if (this.seePlayer.recall) {
// vertical positioning
diff --git a/js/player.js b/js/player.js
index 08c9df1..01cfdc6 100644
--- a/js/player.js
+++ b/js/player.js
@@ -624,8 +624,8 @@ const mech = {
if (b.isModSlowFPS) { // slow game
game.fpsCap = 30 //new fps
game.fpsInterval = 1000 / game.fpsCap;
- mech.defaultFPSCycle = mech.cycle + 30 //how long to wait to return to normal fps
- if (dmg > 0.1) mech.defaultFPSCycle += 30
+ //how long to wait to return to normal fps
+ mech.defaultFPSCycle = mech.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
} else {
if (dmg > 0.05) { // freeze game for high damage hits
game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
diff --git a/js/spawn.js b/js/spawn.js
index e54645a..4b661ac 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -307,7 +307,7 @@ const spawn = {
// };
// },
chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
- mobs.spawn(x, y, 8, radius, "#2c9790");
+ mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790"
let me = mob[mob.length - 1];
// Matter.Body.setDensity(me, 0.0007); //extra dense //normal is 0.001 //makes effective life much lower
me.friction = 0;
@@ -390,27 +390,36 @@ const spawn = {
mobs.spawn(x, y, 5, radius, "rgb(0,200,180)");
let me = mob[mob.length - 1];
me.accelMag = 0.04;
- me.g = 0.0015; //required if using 'gravity'
- me.frictionAir = 0.018;
+ me.g = 0.0017; //required if using 'gravity'
+ me.frictionAir = 0.01;
me.restitution = 0;
- me.delay = 110;
- me.randomHopFrequency = 50 + Math.floor(Math.random() * 1000);
+ me.delay = 120 * game.CDScale;
+ me.randomHopFrequency = 200 + Math.floor(Math.random() * 150);
me.randomHopCD = game.cycle + me.randomHopFrequency;
spawn.shield(me, x, y);
me.do = function () {
this.gravity();
this.seePlayerCheck();
this.checkStatus();
- this.hop();
- //randomly hob if not aware of player
- if (this.randomHopCD < game.cycle && this.speed < 1 && !this.seePlayer.recall) {
- this.randomHopCD = game.cycle + this.randomHopFrequency;
- //slowly change randomHopFrequency after each hop
- this.randomHopFrequency = Math.max(100, this.randomHopFrequency + (0.5 - Math.random()) * 200);
- const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass * (0.1 + Math.random() * 0.3);
- const angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI;
- this.force.x += forceMag * Math.cos(angle);
- this.force.y += forceMag * Math.sin(angle) - 0.04 * this.mass; //antigravity
+ if (this.seePlayer.recall) {
+ if (this.cd < game.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
+ this.cd = game.cycle + this.delay;
+ const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass;
+ const angle = Math.atan2(this.seePlayer.position.y - this.position.y, this.seePlayer.position.x - this.position.x);
+ this.force.x += forceMag * Math.cos(angle);
+ this.force.y += forceMag * Math.sin(angle) - (Math.random() * 0.07 + 0.02) * this.mass; //antigravity
+ }
+ } else {
+ //randomly hob if not aware of player
+ if (this.randomHopCD < game.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) {
+ this.randomHopCD = game.cycle + this.randomHopFrequency;
+ //slowly change randomHopFrequency after each hop
+ this.randomHopFrequency = Math.max(100, this.randomHopFrequency + (0.5 - Math.random()) * 200);
+ const forceMag = (this.accelMag + this.accelMag * Math.random()) * this.mass * (0.1 + Math.random() * 0.3);
+ const angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI;
+ this.force.x += forceMag * Math.cos(angle);
+ this.force.y += forceMag * Math.sin(angle) - 0.05 * this.mass; //antigravity
+ }
}
};
},
@@ -631,7 +640,7 @@ const spawn = {
}
}
},
- spiderBoss(x, y, radius = 50 + Math.ceil(Math.random() * 10)) {
+ spiderBoss(x, y, radius = 60 + Math.ceil(Math.random() * 10)) {
let targets = [] //track who is in the node boss, for shields
mobs.spawn(x, y, 6, radius, "#b386e8");
let me = mob[mob.length - 1];
@@ -640,8 +649,8 @@ const spawn = {
me.frictionAir = 0.0065;
me.lookTorque = 0.0000008; //controls spin while looking for player
me.g = 0.00025; //required if using 'gravity'
- me.seePlayerFreq = Math.round((40 + 25 * Math.random()) * game.lookFreqScale);
- const springStiffness = 0.00006;
+ me.seePlayerFreq = Math.round((30 + 20 * Math.random()) * game.lookFreqScale);
+ const springStiffness = 0.000065;
const springDampening = 0.0006;
me.springTarget = {
@@ -691,7 +700,11 @@ const spawn = {
spawn.allowShields = false; //don't want shields on individual boss mobs
for (let i = 0; i < nodes; ++i) {
- spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius);
+ spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius, 12);
+ // const who = mob[mob.length - 1]
+ // who.frictionAir = 0.06
+ // who.accelMag = 0.005 * game.accelScale
+
targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
}
//spawn shield for entire boss
@@ -1012,7 +1025,7 @@ const spawn = {
ctx.lineTo(best.x, best.y);
}
},
- stabber(x, y, radius = 25 + Math.ceil(Math.random() * 12)) {
+ stabber(x, y, radius = 25 + Math.ceil(Math.random() * 12), spikeMax = 9) {
if (radius > 80) radius = 65;
mobs.spawn(x, y, 6, radius, "rgb(220,50,205)"); //can't have sides above 6 or collision events don't work (probably because of a convex problem)
let me = mob[mob.length - 1];
@@ -1068,11 +1081,15 @@ const spawn = {
} else {
if (this.isSpikeGrowing) {
this.spikeLength += 1
- if (this.spikeLength > 9) {
+ if (this.spikeLength > spikeMax) {
this.isSpikeGrowing = false;
}
} else {
- this.spikeLength -= 0.1
+
+ //reduce rotation
+ Matter.Body.setAngularVelocity(this, this.angularVelocity * 0.8)
+
+ this.spikeLength -= 0.2
if (this.spikeLength < 1) {
this.spikeLength = 1
this.isSpikeReset = true
@@ -1441,7 +1458,7 @@ const spawn = {
this.attraction();
};
},
- exploder(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
+ exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,0)");
let me = mob[mob.length - 1];
me.onHit = function () {
diff --git a/todo.txt b/todo.txt
index bdc5fb4..99492e0 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,10 +1,5 @@
************** TODO - n-gon **************
-n-gon outreach ideas
- blips - errant signal on youtube
- reddit - r/IndieGaming
- hacker news - show hacker news post
-
frozen mobs take +33% damage
a lasting AoE damage gun
@@ -65,6 +60,10 @@ lore - a robot (the player) gains self awareness
the next level is the final level
when you die with Quantum Immortality there is a chance of lore text
+scrap drops that can be used to buy things in a shop
+ scrap could be yellow
+ shop could appear every 4 levels
+
boss mob - let it die multiple times and come back to life
on death event spawns a new version of self, but with a decrementing counter
@@ -155,4 +154,9 @@ game mechanics
map zones
water
low friction ground
- bouncy ground
\ No newline at end of file
+ bouncy ground
+
+n-gon outreach ideas
+ blips - errant signal on youtube
+ reddit - r/IndieGaming
+ hacker news - show hacker news post
\ No newline at end of file