super duper

tech: super duper - fire +0-2 extra super balls
  super balls no longer part of MIRV

bug fix for plasma extruder interaction with doors that collide with power ups
mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range
This commit is contained in:
landgreen
2021-12-26 05:53:59 -08:00
parent fca1d2371a
commit 44ecb2437a
6 changed files with 85 additions and 62 deletions

BIN
.DS_Store vendored

Binary file not shown.

View File

@@ -1789,8 +1789,8 @@ const b = {
collisionFilter: { collisionFilter: {
// category: 0, // category: 0,
// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield // mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
category: cat.bullet, category: 0, //cat.bullet,
mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield mask: 0, //cat.map, //cat.mob | cat.mobBullet | cat.mobShield
}, },
beforeDmg() {}, beforeDmg() {},
onEnd() {}, onEnd() {},
@@ -4879,7 +4879,7 @@ const b = {
const SPEED = input.down ? 43 : 36 const SPEED = input.down ? 43 : 36
m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down
const SPREAD = input.down ? 0.08 : 0.13 const SPREAD = input.down ? 0.08 : 0.13
const num = tech.missileCount + 2 const num = 3 + Math.floor(tech.extraSuperBalls * Math.random())
const radius = 11 * tech.bulletSize const radius = 11 * tech.bulletSize
let dir = m.angle - SPREAD * (num - 1) / 2; let dir = m.angle - SPREAD * (num - 1) / 2;
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
@@ -4912,7 +4912,7 @@ const b = {
const dir = m.angle const dir = m.angle
const x = m.pos.x const x = m.pos.x
const y = m.pos.y const y = m.pos.y
const num = tech.missileCount + 2 const num = 3 + Math.floor(tech.extraSuperBalls * Math.random())
const delay = Math.floor((input.down ? 18 : 12) * b.fireCDscale) const delay = Math.floor((input.down ? 18 : 12) * b.fireCDscale)
m.fireCDcycle = m.cycle + delay; // cool down m.fireCDcycle = m.cycle + delay; // cool down

View File

@@ -18,10 +18,10 @@ const level = {
// localSettings.levelsClearedLastGame = 10 // localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why // level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true // simulation.isHorizontalFlipped = true
// m.setField("pilot wave") // m.setField("plasma torch")
// b.giveGuns("harpoon") // b.giveGuns("harpoon")
tech.giveTech("relay switch") // tech.giveTech("extruder")
tech.giveTech("thermocouple") // tech.giveTech("thermocouple")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech"); // for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// for (let i = 0; i < 9; i++) tech.giveTech("annelids") // for (let i = 0; i < 9; i++) tech.giveTech("annelids")
// tech.giveTech("tinsellated flagella") // tech.giveTech("tinsellated flagella")
@@ -30,7 +30,7 @@ const level = {
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum") // for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot") // for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
// tech.tech[297].frequency = 100 // tech.tech[297].frequency = 100
// level.crouch(); // level.deflect();
if (simulation.isTraining) { level.walk(); } else { level.intro(); } if (simulation.isTraining) { level.walk(); } else { level.intro(); }
// level.testing(); //not in rotation, used for testing // level.testing(); //not in rotation, used for testing
@@ -671,6 +671,9 @@ const level = {
//exit room glow //exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)" ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400) ctx.fillRect(1600, -400, 400, 400)
//center falling bullets
ctx.fillStyle = "rgba(255,0,255,0.013)" //pink?
ctx.fillRect(650, -2800, 600, 2800)
}; };
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
@@ -3491,9 +3494,9 @@ const level = {
// spawn.launcherBoss(3200, -500) // spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500) // spawn.blockBoss(1700, -500)
// spawn.blinkBoss(3200, -500) // spawn.blinkBoss(3200, -500)
// spawn.mantisBoss(1700, -500) spawn.mantisBoss(1700, -500)
// spawn.tetherBoss(1700, -500) //go to actual level? // spawn.tetherBoss(1700, -500) //go to actual level?
spawn.revolutionBoss(1900, -500) // spawn.revolutionBoss(1900, -500)
// spawn.bomberBoss(1400, -500) // spawn.bomberBoss(1400, -500)
// spawn.cellBossCulture(1600, -500) // spawn.cellBossCulture(1600, -500)
// spawn.shieldingBoss(1700, -500) // spawn.shieldingBoss(1700, -500)

View File

@@ -1911,14 +1911,14 @@ const spawn = {
mobs.spawn(x, y, 5, radius, "#6ba"); mobs.spawn(x, y, 5, radius, "#6ba");
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
me.babyList = [] //list of mobs that are apart of this boss me.babyList = [] //list of mobs that are apart of this boss
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25 me.damageReduction = 0.15 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
me.isBoss = true; me.isBoss = true;
me.friction = 0; me.friction = 0;
me.frictionAir = 0.0067; me.frictionAir = 0.0067;
me.g = 0.0002; //required if using this.gravity me.g = 0.0002; //required if using this.gravity
me.seePlayerFreq = 300; me.seePlayerFreq = 300;
const springStiffness = 0.0004; //simulation.difficulty const springStiffness = 0.0001; //simulation.difficulty
const springDampening = 0.005; const springDampening = 0.005;
me.springTarget = { me.springTarget = {
@@ -2006,7 +2006,7 @@ const spawn = {
this.cons2.length = 100 + 1.5 * this.radius; this.cons2.length = 100 + 1.5 * this.radius;
this.isInvulnerable = false this.isInvulnerable = false
this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2) this.invulnerabilityCountDown = 45 + Math.max(0, 70 - simulation.difficulty)
this.damageReduction = this.startingDamageReduction this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) { for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
@@ -2020,7 +2020,7 @@ const spawn = {
this.cons2.length = -200; this.cons2.length = -200;
this.isInvulnerable = false this.isInvulnerable = false
this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2) this.invulnerabilityCountDown = 45 + Math.max(0, 70 - simulation.difficulty)
this.damageReduction = this.startingDamageReduction this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) { for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
@@ -2100,6 +2100,7 @@ const spawn = {
powerUps.spawnBossPowerUp(this.position.x, this.position.y) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < this.babyList.length; i++) { for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) { if (this.babyList[i].alive) {
this.babyList[i].collisionFilter.mask = cat.map | cat.bullet | cat.player
this.babyList[i].isInvulnerable = false this.babyList[i].isInvulnerable = false
this.babyList[i].damageReduction = this.startingDamageReduction this.babyList[i].damageReduction = this.startingDamageReduction
this.babyList[i].collisionFilter.mask = cat.bullet | cat.player | cat.map | cat.body this.babyList[i].collisionFilter.mask = cat.bullet | cat.player | cat.map | cat.body
@@ -2107,7 +2108,7 @@ const spawn = {
} }
}; };
const sideLength = 120 // distance between each node mob const sideLength = 80 // distance between each node mob
const nodes = 3 const nodes = 3
const angle = 2 * Math.PI / nodes const angle = 2 * Math.PI / nodes
spawn.allowShields = false; //don't want shields on individual mobs, it messes with the constraints spawn.allowShields = false; //don't want shields on individual mobs, it messes with the constraints
@@ -2118,10 +2119,10 @@ const spawn = {
babyMob.fill = "rgb(68, 102, 119)" babyMob.fill = "rgb(68, 102, 119)"
babyMob.isBoss = true; babyMob.isBoss = true;
// Matter.Body.setDensity(babyMob, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and increases damage // Matter.Body.setDensity(babyMob, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and increases damage
babyMob.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) babyMob.damageReduction = this.startingDamageReduction
babyMob.collisionFilter.mask = cat.bullet | cat.player //can't touch other mobs //cat.map | cat.body | babyMob.collisionFilter.mask = cat.bullet | cat.player //can't touch other mobs //cat.map | cat.body |
babyMob.delay = 60 + 50 * simulation.CDScale; babyMob.delay = 60 + 55 * simulation.CDScale + Math.floor(Math.random() * 20);
babyMob.strikeRange = 600 babyMob.strikeRange = 400
babyMob.onHit = function() { babyMob.onHit = function() {
this.cd = simulation.cycle + this.delay; this.cd = simulation.cycle + this.delay;
//dislodge ammo //dislodge ammo

View File

@@ -4230,33 +4230,6 @@ const tech = {
} }
} }
}, },
{
name: "super ball",
description: "fire just <strong>1 large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>3</strong> second",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls") && tech.missileCount === 1 && !tech.superBallDelay
},
requires: "super balls, but not MIRV or supertemporal",
effect() {
tech.oneSuperBall = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.oneSuperBall) {
tech.oneSuperBall = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
}
}
},
{ {
name: "super sized", name: "super sized",
description: `increase <strong>super ball</strong> radius by <strong>14%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>27%</strong>`, description: `increase <strong>super ball</strong> radius by <strong>14%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>27%</strong>`,
@@ -4276,6 +4249,52 @@ const tech = {
tech.bulletSize = 1; tech.bulletSize = 1;
} }
}, },
{
name: "super duper",
description: `randomly fire <strong>+0</strong>, <strong>+1</strong>, or <strong>+2</strong> extra <strong>super balls</strong>`,
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
},
requires: "super balls, not super ball",
effect() {
tech.extraSuperBalls += 3
},
remove() {
tech.extraSuperBalls = 0;
}
},
{
name: "super ball",
description: "fire just <strong>1 large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>3</strong> second",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls") && !tech.extraSuperBalls && !tech.superBallDelay
},
requires: "super balls, not super duper or supertemporal",
effect() {
tech.oneSuperBall = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.oneSuperBall) {
tech.oneSuperBall = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
}
}
},
{ {
name: "phase velocity", name: "phase velocity",
description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>increase matter wave <strong class='color-d'>damage</strong> by <strong>15%</strong>", description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>increase matter wave <strong class='color-d'>damage</strong> by <strong>15%</strong>",
@@ -4486,9 +4505,9 @@ const tech = {
frequency: 2, frequency: 2,
frequencyDefault: 2, frequencyDefault: 2,
allowed() { allowed() {
return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades") || (tech.haveGunCheck("super balls") && !tech.oneSuperBall) return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades")
}, },
requires: "missiles, grenades, super balls, not super ball", requires: "missiles, grenades",
effect() { effect() {
tech.missileCount++; tech.missileCount++;
}, },
@@ -8861,7 +8880,7 @@ const tech = {
this.frequency = 0; this.frequency = 0;
this.description = `<strong class="lore-text">null</strong> is open at level.final()` this.description = `<strong class="lore-text">null</strong> is open at level.final()`
} else { } else {
this.frequency += lore.techGoal this.frequency += lore.techGoal * 2
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech // for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>` // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`
// } // }
@@ -9203,5 +9222,6 @@ const tech = {
isBrainstorm: null, isBrainstorm: null,
isBrainstormActive: null, isBrainstormActive: null,
brainStormDelay: null, brainStormDelay: null,
wormSize: null wormSize: null,
extraSuperBalls: null
} }

View File

@@ -1,17 +1,13 @@
******************************************************** NEXT PATCH ************************************************** ******************************************************** NEXT PATCH **************************************************
revolutionBoss is immune to damage at 1/4,1/2,3/4 health until it's laser spins around one revolution tech: super duper - fire +0-2 extra super balls
super balls no longer part of MIRV
thermocouple produces 1-9 -> 4-13 ice nine bullet
thermocouple is on by default until next patch
decoherence rewrite with flags instead of a banish array, to fix bugs
bug fix for plasma extruder interaction with doors that collide with power ups
mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
merge various multi bullet tech under one name merge various multi bullet tech under one name
training training
@@ -42,13 +38,15 @@ training
done superball - use 1 ammo to take out several mobs done superball - use 1 ammo to take out several mobs
done matter wave - kill a mob inside a map element done matter wave - kill a mob inside a map element
done missiles - take out mobs that are around corner and have them drop on a button done missiles - take out mobs that are around corner and have them drop on a button
grenades - use 1 ammo to take out several mobs at once grenades - use 1 ammo to take out a ring of mob`s
spores - use 1 ammo to take out several mobs at once spores - use 1 ammo to take out several mobs at once, you have to block with your shield until the mobs die
drones - use mouse to bring drones around a corner drones - use mouse to bring drones around a couple corners
foam - slow boss mob, and run away foam - slow boss mob, and run away
harpoon - kill one close mob, pick up ammo that is out of reach, first at several far away mobs with crouch harpoon - kill one close mob, pick up ammo that is out of reach, first at several far away mobs with crouch
or just some hard melee combat
mine - built kill zone, get mobs to follow into mine kill zone mine - built kill zone, get mobs to follow into mine kill zone
laser - reflect off walls to hit mob maybe a boss mob?
laser - reflect off walls to hit mobs
field rooms: field rooms:
standing wave - bullets come from every direction standing wave - bullets come from every direction
perfect diamagnetism - drop field to rapid stream of bullets and fire gun at them perfect diamagnetism - drop field to rapid stream of bullets and fire gun at them
@@ -64,6 +62,7 @@ training
also make a harder version of stacking blocks also make a harder version of stacking blocks
portal rooms portal rooms
jump at the top of a elevator to jump high jump at the top of a elevator to jump high
use the double constrained platforms
combat rooms: combat rooms:
kill so many mobs that the mob bodies pile up and you can get over a wall by jumping on them kill so many mobs that the mob bodies pile up and you can get over a wall by jumping on them
boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses