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
This commit is contained in:
25
js/level.js
25
js/level.js
@@ -12,9 +12,9 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(30)
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// level.difficultyIncrease(60) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("perfect diamagnetism")
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// m.setField("wormhole")
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// b.giveGuns("spores")
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// tech.giveTech("CPT reversal")
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// tech.giveTech("causality bombs")
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@@ -640,10 +640,10 @@ const level = {
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this.isUp = true;
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} else {
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if (this.isUp === true) {
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const list = Matter.Query.region(body, this)
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const list = Matter.Query.region(body, this) //are any blocks colliding with this
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if (list.length > 0) {
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if (list[0].bounds.max.x - list[0].bounds.min.x < 150 && list[0].bounds.max.y - list[0].bounds.min.y < 150) {
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Matter.Body.setPosition(list[0], {
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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
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Matter.Body.setPosition(list[0], { //teleport block to the center of the button
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x: this.min.x + width / 2,
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y: list[0].position.y
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})
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@@ -2195,7 +2195,9 @@ const level = {
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spawn.mapRect(475, -25, 25, 50); //edge shelf
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},
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testing() {
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// const button = level.button(200, -700)
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const button = level.button(1000, 0)
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spawn.bodyRect(1000, -50, 50, 50);
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// const toggle = level.toggle(200, -700)
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level.custom = () => {
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// button.draw();
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@@ -2206,7 +2208,8 @@ const level = {
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level.enter.draw();
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};
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level.customTopLayer = () => {
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// toggle.query();
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button.query();
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button.draw();
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};
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level.setPosToSpawn(0, -450); //normal spawn
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@@ -2253,8 +2256,8 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500)
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// spawn.starter(1900, -500, 200) //big boy
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spawn.buffBossCulture(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shieldingBoss(1900, -500)
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@@ -2268,7 +2271,7 @@ const level = {
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// spawn.bomberBoss(1400, -500)
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// spawn.hopBoss(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.powerUpBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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// spawn.grenadier(1200, -500)
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@@ -7056,7 +7059,7 @@ const level = {
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spawn.randomGroup(2000, -5700, 0.6);
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powerUps.addResearchToLevel() //needs to run after mobs are spawned
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let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss"];
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let bosses = ["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "laserBoss", "buffBossCulture"];
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let abc = Math.random();
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if (simulation.difficulty > 3) {
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if (abc < 0.6) {
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@@ -351,7 +351,12 @@ const lore = {
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lore.miriam.text("The exact coordinates are blocked.")
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} else {
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console.log('Locating…')
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navigator.geolocation.getCurrentPosition(success, error);
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const options = {
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enableHighAccuracy: true,
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maximumAge: 30000,
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timeout: 27000
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};
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navigator.geolocation.getCurrentPosition(success, error, options);
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}
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},
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() => { lore.anand.text("This location is sending and receiving data from the satellite.") },
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@@ -401,7 +406,6 @@ const lore = {
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() => { lore.talkingColor = "#dff" },
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],
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// [ // 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.
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// /*
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// The part of the AI controlling the player is outsourcing the player control to real humans that think they are playing a video game.
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// this means the player can use console commands to change the way the game works
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@@ -1135,7 +1135,7 @@ const m = {
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b.pulse(50 * Math.pow(m.holdingTarget.mass, 0.25), m.angle)
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} else { //normal throw
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//bullet-like collisions
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m.holdingTarget.collisionFilter.category = tech.isBlockBullets ? cat.bullet : cat.body;
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m.holdingTarget.collisionFilter.category = cat.bullet
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m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
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//check every second to see if player is away from thrown body, and make solid
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const solid = function(that) {
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@@ -2322,7 +2322,7 @@ const m = {
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// },
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{
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name: "pilot wave",
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description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br><strong class='color-f'>energy</strong> drain scales with <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br><strong class='color-block'>blocks</strong> can <strong>collide</strong> with <strong>intangible</strong> mobs<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong>",
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effect: () => {
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m.fieldPhase = 0;
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m.fieldPosition = {
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@@ -2431,7 +2431,7 @@ const m = {
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for (let i = 0, len = body.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
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const DRAIN = speed * body[i].mass * 0.000013 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
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const DRAIN = speed * body[i].mass * 0.000015 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
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if (m.energy > DRAIN) {
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m.energy -= DRAIN;
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Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
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@@ -2442,7 +2442,7 @@ const m = {
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const unit = Vector.mult(Vector.normalise(sub), body[i].mass * tech.pilotForce * Vector.magnitude(sub))
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body[i].force.x += unit.x
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body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects
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if (tech.isBlockBullets && body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet;
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if (body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet;
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} else {
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m.fieldCDcycle = m.cycle + 120;
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m.fieldOn = false
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97
js/spawn.js
97
js/spawn.js
@@ -84,7 +84,8 @@ const spawn = {
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}
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}
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},
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randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss"]) {
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nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "buffBossCulture"],
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randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "buffBossCulture"]) {
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// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
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spawn[options[Math.floor(Math.random() * options.length)]](x, y)
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},
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@@ -706,7 +707,6 @@ const spawn = {
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me.memory = 60;
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me.seeAtDistance2 = 1400000 //1200 vision range
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Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
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me.do = function() {
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this.seePlayerByLookingAt();
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this.attraction();
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@@ -812,7 +812,6 @@ const spawn = {
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seeAtDistance2 = 200000 //1400000;
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me.cellMassMax = 70
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me.stroke = "transparent"
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
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// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
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@@ -828,11 +827,6 @@ const spawn = {
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this.checkStatus();
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this.attraction();
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// if (this.seePlayer.recall && this.mass < this.cellMassMax) { //grow cell radius
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// const scale = 1 + 0.0002 * this.cellMassMax / this.mass;
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// Matter.Body.scale(this, scale, scale);
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// this.radius = Math.sqrt(this.mass * k / Math.PI)
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// }
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if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
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const repelRange = 40
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const attractRange = 240
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@@ -887,6 +881,88 @@ const spawn = {
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}
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},
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buffBossCulture(x, y, radius = 17, nodes = 12 + Math.min(10, simulation.difficulty * 0.27)) {
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const buffID = Math.random()
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const sideLength = 200 + 50 * Math.sqrt(nodes) // distance between each node mob
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const targets = []
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for (let i = 0; i < nodes; ++i) {
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const angle = 2 * Math.PI * Math.random()
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spawn.buffBoss(x + sideLength * Math.cos(angle) * Math.random(), y + sideLength * Math.sin(angle) * Math.random(), radius, buffID);
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// spawn.buffBoss(x + sideLength * nodes * (Math.random() - 0.5), y + sideLength * nodes * (Math.random() - 0.5), radius, buffID);
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targets.push(mob[mob.length - 1].id) //track who is in the group, for shields
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}
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const attachmentStiffness = 0.0001
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spawn.constrain2AdjacentMobs(nodes, attachmentStiffness, false); //loop mobs together
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// if (simulation.difficulty > 15) this.groupShield(targets, x, y, sideLength + radius * 2);
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},
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buffBoss(x, y, radius, buffID) {
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mobs.spawn(x + Math.random(), y + Math.random(), 6, radius, "hsl(144, 15%, 50%)") //);
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.damageReduction = 0.25;
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me.isBuffBoss = true;
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me.buffID = buffID
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me.memory = Infinity;
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// me.showHealthBar = false;
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me.isVerticesChange = true
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seeAtDistance2 = 200000 //1400000;
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me.stroke = "transparent"
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
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me.buffCount = 0
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me.accelMag = 0.0001 //* simulation.accelScale;
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me.setBuffed = function() {
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this.buffCount++
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this.accelMag += 0.00005 //* Math.sqrt(simulation.accelScale)
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// Matter.Body.setDensity(this, 0.001 + 0.0003 * this.buffCount) // normal density is 0.001 //+ 0.0005 * Math.sqrt(simulation.difficulty)
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this.fill = `hsl(144, ${5+10*this.buffCount}%, 50%)`
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const scale = 1.14;
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Matter.Body.scale(this, scale, scale);
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this.radius *= scale;
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// this.health += 0.03
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// if (this.health > 1) this.health = 1
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}
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me.onDeath = function() {
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this.isBuffBoss = false;
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let count = 0 //count other cells by id
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isBuffBoss && mob[i].buffID === this.buffID) {
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count++
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mob[i].setBuffed()
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}
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}
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if (count < 1) { //only drop a power up if this is the last cell
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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} else {
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this.leaveBody = false;
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// this.isDropPowerUp = false; //these guys can still drop power ups since they are hard to kill
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}
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}
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me.do = function() {
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this.alwaysSeePlayer();
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this.checkStatus();
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this.attraction();
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// if (!(simulation.cycle % this.seePlayerFreq)) { //move away from other mobs
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// const repelRange = 100 + 4 * this.radius
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// const attractRange = 240
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// for (let i = 0, len = mob.length; i < len; i++) {
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// if (mob[i].isBuffBoss && mob[i].id !== this.id) {
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// const sub = Vector.sub(this.position, mob[i].position)
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// const dist = Vector.magnitude(sub)
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// if (dist < repelRange) {
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// this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.002)
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// } else if (dist > attractRange) {
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// this.force = Vector.mult(Vector.normalise(sub), -this.mass * 0.002)
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// }
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// }
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// }
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// }
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}
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},
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powerUpBoss(x, y, vertices = 9, radius = 130) {
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mobs.spawn(x, y, vertices, radius, "transparent");
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let me = mob[mob.length - 1];
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@@ -1585,7 +1661,7 @@ const spawn = {
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},
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historyBoss(x, y, radius = 30) {
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if (tech.dynamoBotCount > 0) {
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spawn.randomLevelBoss(x, y, ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"])
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spawn.randomLevelBoss(x, y, spawn.nonCollideBossList)
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return
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}
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mobs.spawn(x, y, 0, radius, "transparent");
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@@ -2929,7 +3005,7 @@ const spawn = {
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};
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Matter.Body.setDensity(me, 0.00005); //normal is 0.001
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me.timeLeft = 240;
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me.g = 0.001; //required if using 'gravity'
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me.g = 0.0005; //required if using 'gravity'
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me.frictionAir = 0;
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me.restitution = 0;
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me.leaveBody = false;
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@@ -2939,6 +3015,7 @@ const spawn = {
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me.collisionFilter.category = cat.mobBullet;
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me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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me.do = function() {
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this.gravity();
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this.timeLimit();
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if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) {
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this.isDropPowerUp = false;
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62
js/tech.js
62
js/tech.js
@@ -188,15 +188,14 @@
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if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
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tech.is100Duplicate = false
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const range = 700
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const bossOptions = ["historyBoss", "cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"]
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y, bossOptions);
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spawn.randomLevelBoss(m.pos.x, m.pos.y + range, bossOptions);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y, bossOptions);
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spawn.randomLevelBoss(m.pos.x, m.pos.y - range, bossOptions);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, bossOptions);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, bossOptions);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, bossOptions);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, bossOptions);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x, m.pos.y - range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList);
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}
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},
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tech: [{
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@@ -1524,24 +1523,24 @@
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tech.isMobBlockFling = false
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}
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},
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{
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name: "fermions",
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description: "<strong class='color-block'>blocks</strong> thrown by you or <strong>pilot wave</strong> will<br><strong>collide</strong> with <strong>intangible</strong> mobs, but not you",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
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},
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requires: "mass driver or pilot wave, not tokamak",
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effect() {
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tech.isBlockBullets = true
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},
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remove() {
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tech.isBlockBullets = false
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}
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},
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// {
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// name: "fermions",
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// description: "<strong class='color-block'>blocks</strong> thrown by you or <strong>pilot wave</strong> will<br><strong>collide</strong> with <strong>intangible</strong> mobs, but not you",
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// 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: "<strong>throwing</strong> a <strong class='color-block'>block</strong> expands it by <strong>300%</strong><br>increase <strong>throw</strong> charge rate by <strong>200%</strong>",
|
||||
@@ -1617,17 +1616,17 @@
|
||||
},
|
||||
{
|
||||
name: "complex spin-statistics",
|
||||
description: `become <strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1</strong> second<br>once every <strong>7</strong> seconds`,
|
||||
description: `become <strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1.5</strong> seconds<br>once every <strong>7</strong> 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,
|
||||
|
||||
Reference in New Issue
Block a user