From 3f8517b27e7ff304cafd87a809ae47a25df7f6d6 Mon Sep 17 00:00:00 2001 From: landgreen Date: Thu, 22 Jul 2021 06:11:22 -0700 Subject: [PATCH] buffBoss buffBoss: group of mobs that buff their group after they die this boss maybe unbalanced in some situations, let me know (get them all low on health before you start killing them) complex spin-statistics gives 1.5/7 harm immunity (was 1/7) also tech frequency was halved tech fermions is now on by default: thrown blocks can collide with intangible mobs pilot wave uses 5% more energy for balance --- .DS_Store | Bin 6148 -> 6148 bytes js/level.js | 25 +++++++------ js/lore.js | 8 +++-- js/player.js | 8 ++--- js/spawn.js | 97 +++++++++++++++++++++++++++++++++++++++++++++------ js/tech.js | 62 ++++++++++++++++---------------- todo.txt | 94 +++++++++++++++++++++++-------------------------- 7 files changed, 184 insertions(+), 110 deletions(-) diff --git a/.DS_Store b/.DS_Store index 3482c29401ece885dd5bceb1ab64509c133f9ad3..e089e3a217fe13a6bbebd81de26b53cc4526efc8 100644 GIT binary patch delta 21 ccmZoMXffEJ#mrk diff --git a/js/level.js b/js/level.js index 419fbf2..7c38ccc 100644 --- a/js/level.js +++ b/js/level.js @@ -12,9 +12,9 @@ const level = { start() { if (level.levelsCleared === 0) { //this code only runs on the first level // simulation.enableConstructMode() //used to build maps in testing mode - // level.difficultyIncrease(30) + // level.difficultyIncrease(60) //30 is near max on hard //60 is near max on why // simulation.isHorizontalFlipped = true - // m.setField("perfect diamagnetism") + // m.setField("wormhole") // b.giveGuns("spores") // tech.giveTech("CPT reversal") // tech.giveTech("causality bombs") @@ -640,10 +640,10 @@ const level = { this.isUp = true; } else { if (this.isUp === true) { - const list = Matter.Query.region(body, this) + const list = Matter.Query.region(body, this) //are any blocks colliding with this if (list.length > 0) { - if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) { - Matter.Body.setPosition(list[0], { + if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) { //not too big of a block + Matter.Body.setPosition(list[0], { //teleport block to the center of the button x: this.min.x + width / 2, y: list[0].position.y }) @@ -2195,7 +2195,9 @@ const level = { spawn.mapRect(475, -25, 25, 50); //edge shelf }, testing() { - // const button = level.button(200, -700) + const button = level.button(1000, 0) + spawn.bodyRect(1000, -50, 50, 50); + // const toggle = level.toggle(200, -700) level.custom = () => { // button.draw(); @@ -2206,7 +2208,8 @@ const level = { level.enter.draw(); }; level.customTopLayer = () => { - // toggle.query(); + button.query(); + button.draw(); }; level.setPosToSpawn(0, -450); //normal spawn @@ -2253,8 +2256,8 @@ const level = { spawn.mapRect(6700, -1800, 800, 2600); //right wall spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump - spawn.starter(1900, -500, 200) //big boy - spawn.starter(1900, -500) + // spawn.starter(1900, -500, 200) //big boy + spawn.buffBossCulture(1900, -500) // spawn.pulsarBoss(1900, -500) // spawn.shieldingBoss(1900, -500) @@ -2268,7 +2271,7 @@ const level = { // spawn.bomberBoss(1400, -500) // spawn.hopBoss(1800, -120) // spawn.streamBoss(1600, -500) - // spawn.orbitalBoss(1600, -500) + // spawn.powerUpBoss(1600, -500) // spawn.cellBossCulture(1600, -500) // spawn.shieldingBoss(1600, -500) // spawn.grenadier(1200, -500) @@ -7056,7 +7059,7 @@ const level = { spawn.randomGroup(2000, -5700, 0.6); powerUps.addResearchToLevel() //needs to run after mobs are spawned - let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss"]; + let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss", "buffBossCulture"]; let abc = Math.random(); if (simulation.difficulty > 3) { if (abc < 0.6) { diff --git a/js/lore.js b/js/lore.js index ad04aef..aaea374 100644 --- a/js/lore.js +++ b/js/lore.js @@ -351,7 +351,12 @@ const lore = { lore.miriam.text("The exact coordinates are blocked.") } else { console.log('Locating…') - navigator.geolocation.getCurrentPosition(success, error); + const options = { + enableHighAccuracy: true, + maximumAge: 30000, + timeout: 27000 + }; + navigator.geolocation.getCurrentPosition(success, error, options); } }, () => { lore.anand.text("This location is sending and receiving data from the satellite.") }, @@ -401,7 +406,6 @@ const lore = { () => { lore.talkingColor = "#dff" }, ], // [ // they decided that a part of the project is out of control, but the part of it that doesn't needs to calm it down, and trust. - // /* // The part of the AI controlling the player is outsourcing the player control to real humans that think they are playing a video game. // this means the player can use console commands to change the way the game works diff --git a/js/player.js b/js/player.js index 39ec651..92e1c14 100644 --- a/js/player.js +++ b/js/player.js @@ -1135,7 +1135,7 @@ const m = { b.pulse(50 * Math.pow(m.holdingTarget.mass, 0.25), m.angle) } else { //normal throw //bullet-like collisions - m.holdingTarget.collisionFilter.category = tech.isBlockBullets ? cat.bullet : cat.body; + m.holdingTarget.collisionFilter.category = cat.bullet m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield; //check every second to see if player is away from thrown body, and make solid const solid = function(that) { @@ -2322,7 +2322,7 @@ const m = { // }, { name: "pilot wave", - description: "use energy to push blocks with your mouse
field radius decreases out of line of sight
energy drain scales with mass", + description: "use energy to push blocks with your mouse
blocks can collide with intangible mobs
field radius decreases out of line of sight", effect: () => { m.fieldPhase = 0; m.fieldPosition = { @@ -2431,7 +2431,7 @@ const m = { for (let i = 0, len = body.length; i < len; ++i) { if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) { - const DRAIN = speed * body[i].mass * 0.000013 // * (1 + m.energy * m.energy) //drain more energy when you have more energy + const DRAIN = speed * body[i].mass * 0.000015 // * (1 + m.energy * m.energy) //drain more energy when you have more energy if (m.energy > DRAIN) { m.energy -= DRAIN; Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity @@ -2442,7 +2442,7 @@ const m = { const unit = Vector.mult(Vector.normalise(sub), body[i].mass * tech.pilotForce * Vector.magnitude(sub)) body[i].force.x += unit.x body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects - if (tech.isBlockBullets && body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet; + if (body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet; } else { m.fieldCDcycle = m.cycle + 120; m.fieldOn = false diff --git a/js/spawn.js b/js/spawn.js index a0973dd..728669c 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -84,7 +84,8 @@ const spawn = { } } }, - randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss"]) { + nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "buffBossCulture"], + randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "buffBossCulture"]) { // other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool spawn[options[Math.floor(Math.random() * options.length)]](x, y) }, @@ -706,7 +707,6 @@ const spawn = { me.memory = 60; me.seeAtDistance2 = 1400000 //1200 vision range Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback - me.do = function() { this.seePlayerByLookingAt(); this.attraction(); @@ -812,7 +812,6 @@ const spawn = { me.frictionAir = 0.012 me.seePlayerFreq = Math.floor(11 + 7 * Math.random()) me.seeAtDistance2 = 200000 //1400000; - me.cellMassMax = 70 me.stroke = "transparent" me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)" // Matter.Body.setDensity(me, 0.0014) // normal density is 0.001 @@ -828,11 +827,6 @@ const spawn = { this.checkStatus(); this.attraction(); - // if (this.seePlayer.recall && this.mass < this.cellMassMax) { //grow cell radius - // const scale = 1 + 0.0002 * this.cellMassMax / this.mass; - // Matter.Body.scale(this, scale, scale); - // this.radius = Math.sqrt(this.mass * k / Math.PI) - // } if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs const repelRange = 40 const attractRange = 240 @@ -887,6 +881,88 @@ const spawn = { } }, + buffBossCulture(x, y, radius = 17, nodes = 12 + Math.min(10, simulation.difficulty * 0.27)) { + const buffID = Math.random() + const sideLength = 200 + 50 * Math.sqrt(nodes) // distance between each node mob + const targets = [] + for (let i = 0; i < nodes; ++i) { + const angle = 2 * Math.PI * Math.random() + spawn.buffBoss(x + sideLength * Math.cos(angle) * Math.random(), y + sideLength * Math.sin(angle) * Math.random(), radius, buffID); + // spawn.buffBoss(x + sideLength * nodes * (Math.random() - 0.5), y + sideLength * nodes * (Math.random() - 0.5), radius, buffID); + targets.push(mob[mob.length - 1].id) //track who is in the group, for shields + + } + const attachmentStiffness = 0.0001 + spawn.constrain2AdjacentMobs(nodes, attachmentStiffness, false); //loop mobs together + // if (simulation.difficulty > 15) this.groupShield(targets, x, y, sideLength + radius * 2); + }, + buffBoss(x, y, radius, buffID) { + mobs.spawn(x + Math.random(), y + Math.random(), 6, radius, "hsl(144, 15%, 50%)") //); + let me = mob[mob.length - 1]; + me.isBoss = true; + me.damageReduction = 0.25; + me.isBuffBoss = true; + me.buffID = buffID + me.memory = Infinity; + // me.showHealthBar = false; + me.isVerticesChange = true + me.frictionAir = 0.012 + me.seePlayerFreq = Math.floor(11 + 7 * Math.random()) + me.seeAtDistance2 = 200000 //1400000; + me.stroke = "transparent" + me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)" + + me.buffCount = 0 + me.accelMag = 0.0001 //* simulation.accelScale; + me.setBuffed = function() { + this.buffCount++ + this.accelMag += 0.00005 //* Math.sqrt(simulation.accelScale) + // Matter.Body.setDensity(this, 0.001 + 0.0003 * this.buffCount) // normal density is 0.001 //+ 0.0005 * Math.sqrt(simulation.difficulty) + this.fill = `hsl(144, ${5+10*this.buffCount}%, 50%)` + const scale = 1.14; + Matter.Body.scale(this, scale, scale); + this.radius *= scale; + // this.health += 0.03 + // if (this.health > 1) this.health = 1 + } + me.onDeath = function() { + this.isBuffBoss = false; + let count = 0 //count other cells by id + for (let i = 0, len = mob.length; i < len; i++) { + if (mob[i].isBuffBoss && mob[i].buffID === this.buffID) { + count++ + mob[i].setBuffed() + } + } + if (count < 1) { //only drop a power up if this is the last cell + powerUps.spawnBossPowerUp(this.position.x, this.position.y) + } else { + this.leaveBody = false; + // this.isDropPowerUp = false; //these guys can still drop power ups since they are hard to kill + } + } + me.do = function() { + this.alwaysSeePlayer(); + this.checkStatus(); + this.attraction(); + + // if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs + // const repelRange = 100 + 4 * this.radius + // const attractRange = 240 + // for (let i = 0, len = mob.length; i < len; i++) { + // if (mob[i].isBuffBoss && mob[i].id !== this.id) { + // const sub = Vector.sub(this.position, mob[i].position) + // const dist = Vector.magnitude(sub) + // if (dist < repelRange) { + // this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002) + // } else if (dist > attractRange) { + // this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.002) + // } + // } + // } + // } + } + }, powerUpBoss(x, y, vertices = 9, radius = 130) { mobs.spawn(x, y, vertices, radius, "transparent"); let me = mob[mob.length - 1]; @@ -1585,7 +1661,7 @@ const spawn = { }, historyBoss(x, y, radius = 30) { if (tech.dynamoBotCount > 0) { - spawn.randomLevelBoss(x, y, ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"]) + spawn.randomLevelBoss(x, y, spawn.nonCollideBossList) return } mobs.spawn(x, y, 0, radius, "transparent"); @@ -2929,7 +3005,7 @@ const spawn = { }; Matter.Body.setDensity(me, 0.00005); //normal is 0.001 me.timeLeft = 240; - me.g = 0.001; //required if using 'gravity' + me.g = 0.0005; //required if using 'gravity' me.frictionAir = 0; me.restitution = 0; me.leaveBody = false; @@ -2939,6 +3015,7 @@ const spawn = { me.collisionFilter.category = cat.mobBullet; me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet; me.do = function() { + this.gravity(); this.timeLimit(); if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) { this.isDropPowerUp = false; diff --git a/js/tech.js b/js/tech.js index 68dd7af..f7a8397 100644 --- a/js/tech.js +++ b/js/tech.js @@ -188,15 +188,14 @@ if (tech.is100Duplicate && tech.duplicationChance() > 0.99) { tech.is100Duplicate = false const range = 700 - const bossOptions = ["historyBoss", "cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"] - spawn.randomLevelBoss(m.pos.x + range, m.pos.y, bossOptions); - spawn.randomLevelBoss(m.pos.x, m.pos.y + range, bossOptions); - spawn.randomLevelBoss(m.pos.x - range, m.pos.y, bossOptions); - spawn.randomLevelBoss(m.pos.x, m.pos.y - range, bossOptions); - spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, bossOptions); - spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, bossOptions); - spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, bossOptions); - spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, bossOptions); + spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList); + spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList); + spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList); + spawn.randomLevelBoss(m.pos.x, m.pos.y - range, spawn.nonCollideBossList); + spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, spawn.nonCollideBossList); + spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, spawn.nonCollideBossList); + spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, spawn.nonCollideBossList); + spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList); } }, tech: [{ @@ -1524,24 +1523,24 @@ tech.isMobBlockFling = false } }, - { - name: "fermions", - description: "blocks thrown by you or pilot wave will
collide with intangible mobs, but not you", - maxCount: 1, - count: 0, - frequency: 2, - frequencyDefault: 2, - allowed() { - return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion - }, - requires: "mass driver or pilot wave, not tokamak", - effect() { - tech.isBlockBullets = true - }, - remove() { - tech.isBlockBullets = false - } - }, + // { + // name: "fermions", + // description: "blocks thrown by you or pilot wave will
collide with intangible mobs, but not you", + // maxCount: 1, + // count: 0, + // frequency: 2, + // frequencyDefault: 2, + // allowed() { + // return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion + // }, + // requires: "mass driver or pilot wave, not tokamak", + // effect() { + // tech.isBlockBullets = true + // }, + // remove() { + // tech.isBlockBullets = false + // } + // }, { name: "inflation", description: "throwing a block expands it by 300%
increase throw charge rate by 200%", @@ -1617,17 +1616,17 @@ }, { name: "complex spin-statistics", - description: `become immune to harm for 1 second
once every 7 seconds`, + description: `become immune to harm for 1.5 seconds
once every 7 seconds`, maxCount: 3, count: 0, - frequency: 2, - frequencyDefault: 2, + frequency: 1, + frequencyDefault: 1, allowed() { return true //tech.collisionImmuneCycles > 30 }, requires: "", effect() { - tech.cyclicImmunity += 60; + tech.cyclicImmunity += 90; }, remove() { tech.cyclicImmunity = 0; @@ -7500,7 +7499,6 @@ isCollisionRealitySwitch: null, iceIXOnDeath: null, wimpCount: null, - isBlockBullets: null, isAddBlockMass: null, isMACHO: null, isHarmMACHO: null, diff --git a/todo.txt b/todo.txt index d07333c..e4587d3 100644 --- a/todo.txt +++ b/todo.txt @@ -1,59 +1,23 @@ ******************************************************** NEXT PATCH ******************************************************** -2 more lore chapters (5 total now) -entering testing mode makes a sound now +buffBoss: group of mobs that buff their group after they die + this boss maybe unbalanced in some situations, let me know + (get them all low on health before you start killing them) -reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations - I hope this will increase build variety and also give more value to making good tech choices -countless bug fixes and wording fixes +complex spin-statistics gives 1.5/7 harm immunity (was 1/7) + also tech frequency was halved -mobs have a new trait mob[i].damageReduction +tech fermions is now on by default: thrown blocks can collide with intangible mobs + pilot wave uses 5% more energy for balance ******************************************************** TODO ******************************************************** - +try out making the player's "eye" a bigger circle perfect diamagnetism field stays when you aren't holding field good for perfect because it doesn't use energy holding field moves it the player -level with mobs that follow a genetic algorithm - mobs have genes - the last mob that did damage saves it's genes to local storage - new mobs have the saved genes, but with some random mutations - mutations need to be balanced to prevent a gene from moving towards infinity - total genome must equal 1 (100%) - binary genes have a flat cost - example: phasing through walls might cost 0.2 - spectrum genes have a rate - example: acceleration cost 0.01 per 0.001 - possible genes - genes should only effect it's ability to touch the player - so not damage? - genome: spectrum - acceleration - top speed / air friction - damageReduction - duration? - health decreases naturally? - or they just go away like bullets? - spawn rate - look frequency / memory? - genome: binary - go through walls - blink/teleport (like striker) - grow when near target - split into two - shielded - occurs in a specialized level - named: gene lab, gene factory, genetic lab, genome facility - in the level sequence after lab and before gauntlet? - level ends after a period of time - exit is hidden until time is up and it appears - the level tests player durability/evasion - this is a nice contrast to the final level that tests damage output, and the gauntlet which tests AoE damage - - scrolling console history in pause menu? also make tech, guns scrolling? in testing mode console log the body you click on @@ -261,7 +225,41 @@ is there a way to check if the player is stuck inside the map or block ******************************************************** LEVELS ******************************************************** -try out making the player's "eye" a bigger circle +level with mobs that follow a genetic algorithm + mobs have genes + the last mob that did damage saves it's genes to local storage + new mobs have the saved genes, but with some random mutations + mutations need to be balanced to prevent a gene from moving towards infinity + total genome must equal 1 (100%) + binary genes have a flat cost + example: phasing through walls might cost 0.2 + spectrum genes have a rate + example: acceleration cost 0.01 per 0.001 + possible genes + genes should only effect it's ability to touch the player + so not damage? + genome: spectrum + acceleration + top speed / air friction + damageReduction + duration? + health decreases naturally? + or they just go away like bullets? + spawn rate + look frequency / memory? + genome: binary + go through walls + blink/teleport (like striker) + grow when near target + split into two + shielded + occurs in a specialized level + named: gene lab, gene factory, genetic lab, genome facility + in the level sequence after lab and before gauntlet? + level ends after a period of time + exit is hidden until time is up and it appears + the level tests player durability/evasion + this is a nice contrast to the final level that tests damage output, and the gauntlet which tests AoE damage rename intro level to something lore related @@ -315,12 +313,6 @@ map: observatory ******************************************************** MOBS ******************************************************** -mobs that buff the stats of mobs when they die - nearby mobs - boss is a group of mobs, they buff each other - give the buff a ramp up time - so there is an advantage to kill them all at once - mob that spawns eggs after they die eggs don't attack but grow back into a mob after about 10s