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:
landgreen
2021-07-22 06:11:22 -07:00
parent 34d295cf48
commit 3f8517b27e
7 changed files with 184 additions and 110 deletions

View File

@@ -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) {

View File

@@ -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

View File

@@ -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 <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>",
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>",
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

View File

@@ -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;

View File

@@ -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: "<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",
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: "<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",
// 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: "<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,