pilot wave field

mod - mass -energy
player dies if health goes to NaN
This commit is contained in:
landgreen
2020-04-12 09:20:15 -07:00
parent c57ae9d7fd
commit 42b1c2e07a
8 changed files with 293 additions and 141 deletions

View File

@@ -78,6 +78,7 @@ const b = {
modWaveHelix: null,
isModSporeFollow: null,
isModNailPoison: null,
isModEnergyHealth: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
b.modAcidDmg = 0.5
@@ -557,15 +558,35 @@ const b = {
b.isModEntanglement = false;
}
},
{
name: "mass-energy equivalence",
description: "your <strong class='color-f'>energy</strong> replaces your <strong>health</strong><br>you can't <strong>die</strong> if your <strong class='color-f'>energy</strong> is above <strong>zero</strong>",
maxCount: 1,
count: 0,
allowed() {
return !b.isModPiezo
},
requires: "not piezoelectricity",
effect: () => {
mech.health = 0
b.modOnHealthChange();
mech.displayHealth();
b.isModEnergyHealth = true;
},
remove() {
b.isModEnergyHealth = false;
mech.health = mech.energy;
}
},
{
name: "piezoelectricity",
description: "<strong>colliding</strong> with mobs fills your <strong class='color-f'>energy</strong><br><strong>15%</strong> less <strong>harm</strong> from mob collisions",
maxCount: 1,
count: 0,
allowed() {
return true
return !b.isModEnergyHealth
},
requires: "",
requires: "not mass-energy equivalence",
effect() {
b.isModPiezo = true;
mech.energy = mech.fieldEnergyMax;
@@ -678,7 +699,7 @@ const b = {
}
},
{
name: "mass-energy equivalence",
name: "pair production",
description: "<strong>power ups</strong> overfill your <strong class='color-f'>energy</strong><br>temporarily gain <strong>twice</strong> your maximum",
maxCount: 1,
count: 0,
@@ -822,7 +843,7 @@ const b = {
},
{
name: "depleted uranium rounds",
description: `your <strong>bullets</strong> are <strong>+13%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
description: `your <strong>bullets</strong> are <strong>+16%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
count: 0,
maxCount: 9,
allowed() {
@@ -830,7 +851,7 @@ const b = {
},
requires: "minigun, shotgun, super balls",
effect() {
b.modBulletSize += 0.13
b.modBulletSize += 0.16
},
remove() {
b.modBulletSize = 1;
@@ -2042,8 +2063,7 @@ const b = {
},
onEnd() {},
do() {
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
if (!(game.cycle % this.lookFrequency)) { //find mob targets
this.closestTarget = null;
this.lockedOn = null;
let closeDist = Infinity;
@@ -2061,8 +2081,8 @@ const b = {
}
}
}
//accelerate towards mobs
if (this.lockedOn && this.lockedOn.alive) {
if (this.lockedOn && this.lockedOn.alive) { //accelerate towards mobs
this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust)
} else if (b.isModSporeFollow && this.lockedOn !== undefined) { //move towards player
//checking for undefined means that the spores don't go after the player until it has looked and not found a target
@@ -2097,7 +2117,7 @@ const b = {
friction: 0,
frictionAir: 0.10,
restitution: 0.3,
dmg: 0.2, //damage done in addition to the damage from momentum
dmg: 0.18, //damage done in addition to the damage from momentum
lookFrequency: 10 + Math.floor(7 * Math.random()),
endCycle: game.cycle + 120 * b.isModBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet",

View File

@@ -686,31 +686,30 @@ const game = {
}
},
checks() {
if (mech.pos.y > game.fallHeight) { // if 4000px deep
if (game.difficultyMode > 2) {
mech.death();
} else {
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
Matter.Body.setPosition(player, {
x: level.enter.x + 50,
y: level.enter.y - 20
});
// Matter.Body.setPosition(player, {
// x: player.position.x,
// y: -7000
// });
// game.noCameraScroll()
mech.energy = 0;
if (game.difficultyMode === 2) mech.damage(0.3);
if (game.difficultyMode === 1) mech.damage(0.1);
}
}
if (!(mech.cycle % 60)) { //once a second
if (mech.pos.y > game.fallHeight) { // if 4000px deep
if (game.difficultyMode > 2) {
mech.death();
} else {
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
Matter.Body.setPosition(player, {
x: level.enter.x + 50,
y: level.enter.y - 20
});
// Matter.Body.setPosition(player, {
// x: player.position.x,
// y: -7000
// });
// game.noCameraScroll()
if (game.difficultyMode === 2) mech.damage(0.3);
if (game.difficultyMode === 1) mech.damage(0.1);
mech.energy = 0;
}
}
if (b.isModEnergyDamage) {
document.getElementById("mod-capacitor").innerHTML = `(+${(mech.energy/0.05).toFixed(0)}%)`

View File

@@ -458,6 +458,35 @@ document.body.addEventListener("mousedown", (e) => {
}
});
document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting stuck when leaving the window
// console.log(e)
if (e.which === 1) {
game.mouseDown = true;
} else {
game.mouseDown = false;
}
if (e.which === 3) {
game.mouseDownRight = true;
} else {
game.mouseDownRight = false;
}
});
document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window
// console.log(e)
if (e.which === 1) {
game.mouseDown = true;
} else {
game.mouseDown = false;
}
if (e.which === 3) {
game.mouseDownRight = true;
} else {
game.mouseDownRight = false;
}
});
//keyboard input
const keys = [];
document.body.addEventListener("keydown", (e) => {
@@ -537,14 +566,14 @@ function cycle() {
}
game.loop();
if (isNaN(mech.health)) {
console.log(`mech.health = ${mech.health}`)
game.paused = true;
game.replaceTextLog = true;
build.pauseGrid()
document.body.style.cursor = "auto";
alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
}
// if (isNaN(mech.health) || isNaN(mech.energy)) {
// console.log(`mech.health = ${mech.health}`)
// game.paused = true;
// game.replaceTextLog = true;
// build.pauseGrid()
// document.body.style.cursor = "auto";
// alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
// }
// for (let i = 0, len = loop.length; i < len; i++) {
// loop[i]()
// }

View File

@@ -16,10 +16,9 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// level.difficultyIncrease(9)
// b.giveGuns("vacuum bomb")
// mech.setField("pilot wave")
// mech.energy = 0.1;
// b.giveMod("negative feedback");
// b.giveMod("photovoltaics");
mech.setField("pilot wave")
// b.giveMod("energy");
// b.giveMod("Born rule");
level.intro(); //starting level
// level.testing();

View File

@@ -494,10 +494,12 @@ const mech = {
}
},
addHealth(heal) {
mech.health += heal * game.healScale;
if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
b.modOnHealthChange();
mech.displayHealth();
if (!b.isModEnergyHealth) {
mech.health += heal * game.healScale;
if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
b.modOnHealthChange();
mech.displayHealth();
}
},
defaultFPSCycle: 0, //tracks when to return to normal fps
collisionImmuneCycle: 0, //used in engine
@@ -522,41 +524,73 @@ const mech = {
}
dmg *= mech.fieldDamageResistance
if (!b.modEnergyRegen) dmg *= 0.5 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
if (b.modEnergyRegen === 0) dmg *= 0.5 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) {
dmg *= 0.84 // 1 - 0.16
}
}
if (b.isModEnergyHealth) {
mech.energy -= dmg;
if (mech.energy < 0 || isNaN(mech.energy)) {
if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
b.isModDeathAvoidOnCD = true;
mech.energy += dmg //undo the damage
if (mech.energy < 0.05) mech.energy = 0.05
mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
mech.health -= dmg;
if (mech.health < 0) {
if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
b.isModDeathAvoidOnCD = true;
mech.health += dmg //undo the damage
if (mech.health < 0.05) mech.health = 0.05
mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.02)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function () {
game.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.02)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
// game.replaceTextLog = true;
// game.makeTextLog("death avoided", 360);
b.isModDeathAvoidOnCD = false;
}, 3000);
setTimeout(function () {
game.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
// game.replaceTextLog = true;
// game.makeTextLog("death avoided", 360);
b.isModDeathAvoidOnCD = false;
}, 3000);
return;
} else {
mech.health = 0;
mech.death();
return;
return;
} else {
mech.health = 0;
mech.energy = 0;
mech.death();
return;
}
}
} else {
mech.health -= dmg;
if (mech.health < 0 || isNaN(mech.health)) {
if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
b.isModDeathAvoidOnCD = true;
mech.health += dmg //undo the damage
if (mech.health < 0.05) mech.health = 0.05
mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.02)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function () {
game.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
// game.replaceTextLog = true;
// game.makeTextLog("death avoided", 360);
b.isModDeathAvoidOnCD = false;
}, 3000);
return;
} else {
mech.health = 0;
mech.death();
return;
}
}
}
b.modOnHealthChange();
mech.displayHealth();
document.getElementById("dmg").style.transition = "opacity 0s";
@@ -1891,63 +1925,130 @@ const mech = {
}
}
},
// {
// name: "pilot wave",
// description: "push stuff",
// isEasyToAim: false,
// effect: () => {
// game.replaceTextLog = true; //allow text over write
// mech.lastMouseInGame = {
// x: game.mouseInGame.x,
// y: game.mouseInGame.y
// }
// mech.drop();
// mech.fieldPhase = 0;
// mech.hold = function () {
// if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
// mech.grabPowerUp();
// //disable if player is inside field
{
name: "pilot wave",
description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>energy <strong>drain</strong> is lower in your <strong>line of sight</strong>",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write
mech.fieldPhase = 0;
mech.fieldPosition = {
x: game.mouseInGame.x,
y: game.mouseInGame.y
}
mech.lastFieldPosition = {
x: game.mouseInGame.x,
y: game.mouseInGame.y
}
mech.fieldOn = false;
mech.fieldRadius = 0;
mech.drop();
mech.hold = function () {
if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
// const radius = 100
// if (mech.energy > 0.05) {
// // && Vector.magnitude(Vector.sub(game.mouseInGame, player.position)) > radius * 1.5
// //find mouse velocity
// const diff = Vector.sub(game.mouseInGame, mech.lastMouseInGame)
// const velocity = Vector.mult(Vector.normalise(diff), Math.min(Vector.magnitude(diff), 60)) //limit velocity
// //find nearby blocks
// for (let i = 0, len = body.length; i < len; ++i) {
// if (Vector.magnitude(Vector.sub(body[i].position, game.mouseInGame)) < radius) {
// // Matter.Query.collides(body, bodies)
// Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
// body[i].force.y -= body[i].mass * game.g; //antigravity
// //maybe give blocks some weak attraction to mouse
// }
// }
// ctx.beginPath();
// const rotate = mech.cycle * 0.008;
// mech.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(mech.energy, 1));
// const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
// const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
// ctx.beginPath();
// ctx.ellipse(game.mouseInGame.x, game.mouseInGame.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
// // ctx.arc(game.mouseInGame.x, game.mouseInGame.y, this.fieldRange, 0, 2 * Math.PI);
// ctx.fillStyle = "#eef";
// ctx.globalCompositeOperation = "difference";
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.lineWidth = 1;
// ctx.stroke();
// ctx.globalCompositeOperation = "source-over";
// }
// }
// mech.lastMouseInGame = { //constantly log last mouse position so you can calc mouse velocity
// x: game.mouseInGame.x,
// y: game.mouseInGame.y
// }
// mech.drawFieldMeter()
// }
// }
// },
// if (Matter.Query.ray(map, game.mouseInGame, player.position).length === 0){
// } else {
// mech.fieldOn = false;
// }
if (!mech.fieldOn) {
mech.fieldOn = true;
mech.fieldPosition = { //smooth the mouse position
x: game.mouseInGame.x,
y: game.mouseInGame.y
}
mech.lastFieldPosition = { //used to find velocity of field changes
x: mech.fieldPosition.x,
y: mech.fieldPosition.y
}
} else {
mech.lastFieldPosition = { //used to find velocity of field changes
x: mech.fieldPosition.x,
y: mech.fieldPosition.y
}
const smooth = 0.97
mech.fieldPosition = { //smooth the mouse position
x: mech.fieldPosition.x * smooth + game.mouseInGame.x * (1 - smooth),
y: mech.fieldPosition.y * smooth + game.mouseInGame.y * (1 - smooth),
}
}
// Matter.Query.ray(map, game.mouseInGame, player.position).length === 0
//make it so the field only works in line of sight
// make the field not get stuck on map when there in no line of site
// maybe track the last mouse position, and revert to smooting towards it when mouse leaves line of site
// if (Matter.Query.ray(map, mech.fieldPosition, player.position).length === 0)
mech.grabPowerUp();
//disable if player is inside field
if (mech.energy > 0.01) {
// && Vector.magnitude(Vector.sub(game.mouseInGame, player.position)) > radius * 1.5 //disable effect when near player
//find mouse velocity
const diff = Vector.sub(mech.fieldPosition, mech.lastFieldPosition)
const speed = Vector.magnitude(diff)
const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 60)) //limit velocity
let radius = Math.max(50, 250 - 1.5 * speed) //change radius proportional to mouse speed //run a smoothing function?
let isVisible = true
if (Matter.Query.ray(map, mech.fieldPosition, player.position).length !== 0) {
isVisible = false
radius *= 0.2
}
smooth = 0.9
mech.fieldRadius = mech.fieldRadius * smooth + radius * (1 - smooth)
//find nearby blocks
for (let i = 0, len = body.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(body[i].position, mech.fieldPosition)) < mech.fieldRadius) {
// Matter.Query.collides(player, [body[i]]).length === 0) { //block is not touching player, for no flying
// (Matter.Query.ray(map, game.mouseInGame, player.position).length === 0 ? 1 : 4)
const DRAIN = speed * body[i].mass * 0.00002 * (isVisible ? 1 : 4)
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
body[i].force.y -= body[i].mass * game.g; //remove gravity effects
} else {
mech.fieldOn = false
mech.fieldCDcycle = mech.cycle + 120;
mech.fieldRadius = 0
break
}
}
}
ctx.beginPath();
const rotate = mech.cycle * 0.008;
mech.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(mech.energy, 1));
const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
ctx.beginPath();
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, 2 * Math.PI);
// ctx.ellipse(game.mouseInGame.x, game.mouseInGame.y, radius * off1, radius * off2, -rotate, 0, 2 * Math.PI);
// ctx.arc(game.mouseInGame.x, game.mouseInGame.y, this.fieldRange, 0, 2 * Math.PI);
ctx.fillStyle = "#fff"; //"#eef";
ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, mech.energy * 2 * Math.PI);
ctx.strokeStyle = "#000";
ctx.lineWidth = 4;
ctx.stroke();
} else {
mech.fieldOn = false
mech.fieldCDcycle = mech.cycle + 120;
mech.fieldRadius = 0
}
} else {
mech.fieldOn = false
mech.fieldRadius = 0
}
mech.drawFieldMeter()
}
}
},
],
};

View File

@@ -47,10 +47,14 @@ const powerUps = {
return 40 * Math.sqrt(0.1 + Math.random() * 0.5);
},
effect() {
let heal = 0
for (let i = 0; i < b.modRecursiveHealing; i++) heal += ((this.size / 40) ** 2)
if (heal > 0) game.makeTextLog("<div class='circle heal'></div> &nbsp; <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%</span>", 300)
mech.addHealth(heal);
if (!b.isModEnergyHealth) {
let heal = 0
for (let i = 0; i < b.modRecursiveHealing; i++) heal += ((this.size / 40) ** 2)
if (heal > 0) {
game.makeTextLog("<div class='circle heal'></div> &nbsp; <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%</span>", 300)
mech.addHealth(heal);
}
}
}
},
ammo: {

View File

@@ -566,7 +566,7 @@ const spawn = {
}
toMe(body, this.position, this.eventHorizon)
toMe(mob, this.position, this.eventHorizon)
toMe(bullet, this.position, this.eventHorizon)
// toMe(bullet, this.position, this.eventHorizon)
}
};
me.do = function () {
@@ -826,7 +826,6 @@ const spawn = {
x: x,
y: y
}
me.dmg = 0.14 * game.dmgScale;
me.frictionAir = 0.03;
// me.torque -= me.inertia * 0.002
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
@@ -920,11 +919,12 @@ const spawn = {
if (!mech.isStealth) vertexCollision(where, look, [player]);
if (best.who && best.who === player && mech.collisionImmuneCycle < mech.cycle) {
mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
mech.damage(this.dmg);
const dmg = 0.14 * game.dmgScale;
mech.damage(dmg);
game.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: this.dmg * 1500,
radius: dmg * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});

View File

@@ -1,10 +1,10 @@
mod - spores follow player
mod - nails do 66% extra damage over 6 seconds
************** TODO - n-gon **************
mod - energy replaces your health,
field - pilot wave
while mouse is down blocks (and mobs?) are move with the mouse
players can do serious damage by flicking the mouse and firing blocks