diff --git a/js/bullet.js b/js/bullet.js
index d3090bb..229d056 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -2924,9 +2924,46 @@ const b = {
name: "rail gun",
description: "use energy to launch a high-speed dense rod
hold left mouse to charge, release to fire",
ammo: 0,
- ammoPack: 3.5,
+ ammoPack: 3.25,
have: false,
fire() {
+ function pushAway(range) { //push away blocks when firing
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ const SUB = Vector.sub(mob[i].position, mech.pos)
+ const DISTANCE = Vector.magnitude(SUB)
+ if (DISTANCE < range) {
+ const DEPTH = Math.min(range - DISTANCE, 1500)
+ const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
+ mob[i].force.x += FORCE.x;
+ mob[i].force.y += FORCE.y;
+ if (mod.isRailAreaDamage) {
+ mob[i].force.x += 2 * FORCE.x;
+ mob[i].force.y += 2 * FORCE.y;
+ const damage = b.dmgScale * 0.1 * Math.sqrt(DEPTH)
+ mob[i].damage(damage);
+ mob[i].locatePlayer();
+ game.drawList.push({ //add dmg to draw queue
+ x: mob[i].position.x,
+ y: mob[i].position.y,
+ radius: Math.log(2 * damage + 1.1) * 40,
+ color: "rgba(100,0,200,0.25)",
+ time: game.drawTime
+ });
+ }
+ }
+ }
+ for (let i = 0, len = body.length; i < len; ++i) {
+ const SUB = Vector.sub(body[i].position, mech.pos)
+ const DISTANCE = Vector.magnitude(SUB)
+ if (DISTANCE < range) {
+ const DEPTH = Math.min(range - DISTANCE, 500)
+ const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
+ body[i].force.x += FORCE.x;
+ body[i].force.y += FORCE.y - body[i].mass * game.g * 1.5; //kick up a bit to give them some arc
+ }
+ }
+ }
+
if (mod.isCapacitor) {
if (mech.energy > 0.16 || mod.isRailEnergyGain) {
mech.energy += 0.16 * (mod.isRailEnergyGain ? 6 : -1)
@@ -3012,29 +3049,7 @@ const b = {
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
- //push away blocks when firing
- let range = 450
- for (let i = 0, len = body.length; i < len; ++i) {
- const SUB = Vector.sub(body[i].position, mech.pos)
- const DISTANCE = Vector.magnitude(SUB)
-
- if (DISTANCE < range) {
- const DEPTH = Math.min(range - DISTANCE, 300)
- const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
- body[i].force.x += FORCE.x;
- body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
- }
- }
- for (let i = 0, len = mob.length; i < len; ++i) {
- const SUB = Vector.sub(mob[i].position, mech.pos)
- const DISTANCE = Vector.magnitude(SUB)
- if (DISTANCE < range) {
- const DEPTH = Math.min(range - DISTANCE, 300)
- const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
- mob[i].force.x += 1.5 * FORCE.x;
- mob[i].force.y += 1.5 * FORCE.y;
- }
- }
+ pushAway(800)
} else {
mech.fireCDcycle = mech.cycle + Math.floor(120);
}
@@ -3112,31 +3127,7 @@ const b = {
const KNOCK = ((mech.crouch) ? 0.1 : 0.5) * this.charge * this.charge
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
-
- //push away blocks when firing
- let range = 900 * this.charge
- for (let i = 0, len = body.length; i < len; ++i) {
- const SUB = Vector.sub(body[i].position, mech.pos)
- const DISTANCE = Vector.magnitude(SUB)
-
- if (DISTANCE < range) {
- const DEPTH = Math.min(range - DISTANCE, 300)
- const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
- body[i].force.x += FORCE.x;
- body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
- }
- }
- for (let i = 0, len = mob.length; i < len; ++i) {
- const SUB = Vector.sub(mob[i].position, mech.pos)
- const DISTANCE = Vector.magnitude(SUB)
-
- if (DISTANCE < range) {
- const DEPTH = Math.min(range - DISTANCE, 300)
- const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
- mob[i].force.x += 1.5 * FORCE.x;
- mob[i].force.y += 1.5 * FORCE.y;
- }
- }
+ pushAway(1200 * this.charge)
} else { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
const previousCharge = this.charge
diff --git a/js/level.js b/js/level.js
index 9b14bc9..bc5abde 100644
--- a/js/level.js
+++ b/js/level.js
@@ -13,14 +13,14 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// game.enableConstructMode() //used to build maps in testing mode
- // level.difficultyIncrease(26)
+ // level.difficultyIncrease(8)
// game.zoomScale = 1000;
// game.setZoom();
// mech.setField("wormhole")
- // b.giveGuns("missiles")
+ // b.giveGuns("rail gun")
// mod.is3Missiles = true
- // mod.giveMod("neutron bomb")
- // mod.giveMod("super ball")
+ // mod.giveMod("dielectric polarization")
+ // mod.giveMod("capacitor bank")
level.intro(); //starting level
// level.testing(); //not in rotation
@@ -145,7 +145,7 @@ const level = {
// spawn.bomberBoss(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
- // spawn.spawner(1600, -500)
+ spawn.striker(1600, -500)
// spawn.shooter(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
@@ -156,7 +156,7 @@ const level = {
// spawn.nodeBoss(1200, -500, "launcher")
// spawn.snakeBoss(1200, -500)
- spawn.powerUpBoss(2900, -500)
+ // spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {
diff --git a/js/mods.js b/js/mods.js
index 8691cc2..384fee4 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -2448,6 +2448,22 @@ const mod = {
mod.isRailEnergyGain = false;
}
},
+ {
+ name: "dielectric polarization",
+ description: "firing the rail gun damages nearby mobs",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mod.haveGunCheck("rail gun")
+ },
+ requires: "rail gun",
+ effect() {
+ mod.isRailAreaDamage = true;
+ },
+ remove() {
+ mod.isRailAreaDamage = false;
+ }
+ },
{
name: "capacitor bank",
description: "the rail gun no longer takes time to charge
rail gun rods are 66% less massive",
@@ -3298,5 +3314,6 @@ const mod = {
isMineSentry: null,
isIncendiary: null,
overfillDrain: null,
- isNeutronSlow: null
+ isNeutronSlow: null,
+ isRailAreaDamage: null
}
\ No newline at end of file
diff --git a/js/spawn.js b/js/spawn.js
index 7abda2b..3e404d3 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -2,21 +2,21 @@
const spawn = {
pickList: ["starter", "starter"],
fullPickList: [
- "hopper", "hopper", "hopper", "hopper",
- "shooter", "shooter", "shooter",
- "chaser", "chaser",
+ "hopper", "hopper", "hopper",
+ "shooter", "shooter",
"striker", "striker",
"laser", "laser",
"exploder", "exploder",
"stabber", "stabber",
"launcher", "launcher",
+ "springer", "springer",
+ "sucker", "sucker",
+ "chaser",
"sniper",
"spinner",
"grower",
- "springer",
"beamer",
"focuser",
- "sucker",
"spawner",
"ghoster",
"sneaker",
@@ -173,7 +173,7 @@ const spawn = {
this.modeSuck()
this.modeLasers()
}
- me.spawnInterval = 302
+ me.spawnInterval = 362
me.modeSpawns = function() {
if (!(this.cycle % this.spawnInterval) && !mech.isBodiesAsleep && mob.length < 40) {
if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
@@ -265,7 +265,7 @@ const spawn = {
}
if (this.cycle < 240) { //damage scales up over 2 seconds to give player time to move
const scale = this.cycle / 240
- const dmg = 0.14 * game.dmgScale * scale
+ const dmg = (this.cycle < 120) ? 0 : 0.14 * game.dmgScale * scale
ctx.beginPath();
this.laser(this.vertices[0], this.angle + Math.PI / 6, dmg);
this.laser(this.vertices[1], this.angle + 3 * Math.PI / 6, dmg);
@@ -354,7 +354,7 @@ const spawn = {
vertexCollision(where, look, body);
if (!mech.isCloak) vertexCollision(where, look, [player]);
if (best.who && best.who === player && mech.immuneCycle < mech.cycle) {
- mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
+ mech.immuneCycle = mech.cycle + 60 + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
mech.damage(dmg);
game.drawList.push({ //add dmg to draw queue
x: best.x,
@@ -743,18 +743,18 @@ const spawn = {
}
}
},
- sucker(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
+ sucker(x, y, radius = 30 + Math.ceil(Math.random() * 25)) {
radius = 9 + radius / 8; //extra small
- mobs.spawn(x, y, 6, radius, "#000");
+ mobs.spawn(x, y, 6, radius, "transparent");
let me = mob[mob.length - 1];
me.stroke = "transparent"; //used for drawSneaker
me.eventHorizon = radius * 23; //required for blackhole
me.seeAtDistance2 = (me.eventHorizon + 200) * (me.eventHorizon + 200); //vision limit is event horizon
- me.accelMag = 0.0001 * game.accelScale;
+ me.accelMag = 0.00009 * game.accelScale;
me.frictionAir = 0.025;
me.collisionFilter.mask = cat.player | cat.bullet
me.memory = Infinity;
- Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
+ Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
me.do = function() {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 5) {
@@ -1535,8 +1535,8 @@ const spawn = {
striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
let me = mob[mob.length - 1];
- me.accelMag = 0.0003 * game.accelScale;
- me.g = 0.0002; //required if using 'gravity'
+ me.accelMag = 0.00034 * game.accelScale;
+ me.g = 0.00015; //required if using 'gravity'
me.frictionStatic = 0;
me.friction = 0;
me.delay = 90 * game.CDScale;
@@ -1564,18 +1564,26 @@ const spawn = {
}
this.checkStatus();
this.attraction();
- if (this.seePlayer.recall && this.cd < game.cycle) {
- const dist = Vector.sub(this.seePlayer.position, this.position);
- const distMag = Vector.magnitude(dist);
- if (distMag < 400) {
+ if (this.cd < game.cycle) {
+ if (this.seePlayer.recall) {
+ const dist = Vector.sub(this.seePlayer.position, this.position);
+ const distMag = Vector.magnitude(dist);
this.cd = game.cycle + this.delay;
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
- Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius));
+ if (distMag < 400) {
+ Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius));
+ } else {
+ Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), 300));
+ }
ctx.lineTo(this.position.x, this.position.y);
- ctx.lineWidth = radius * 2;
+ ctx.lineWidth = radius * 2.1;
ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000'
ctx.stroke();
+ Matter.Body.setVelocity(this, {
+ x: this.velocity.x * 0.5,
+ y: this.velocity.y * 0.5
+ });
}
}
};
@@ -2200,7 +2208,7 @@ const spawn = {
mobs.spawn(x, y, 8, radius, "rgb(55,170,170)");
let me = mob[mob.length - 1];
me.isBoss = true;
- me.accelMag = 0.0008 * game.accelScale;
+ me.accelMag = 0.00075 * game.accelScale;
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.0015 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
diff --git a/todo.txt b/todo.txt
index d4efe00..68ec275 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,11 +1,5 @@
*********** NEXT PATCH ***********
-power up boss no longer slows down after each time you kill it
- - fear the power up boss
-
-holding down the field button will stop nano-scale field from converting energy into bullets
- energy costs have been increased a bit
- nano scale can now use mod - supercapacitor
************** BUGS **************
@@ -23,14 +17,11 @@ holding down the field button will stop nano-scale field from converting energy
after sticking to the top right corner of a wall
notes: had only gun mine, mod mine reclamation, field plasma,
-(repeatable almost everytime) bug - mines spawn extra mines when fired at thin map wall while jumping
+(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
************** TODO **************
-mod - railgun's push effect is increased, and it does some damage to nearby mobs
- maybe only triggers at max energy
-
Laser mod: For each reflection of laser, damage increases by 10%
new power up - increase damage and fire speed, for 15 seconds