dielectric polarization
mod rail gun: dielectric polarization - firing the rail gun damages nearby mobs block hole mobs are no longer visible before they activate striker mobs teleport more often final boss: laser does no damage for 2 seconds after it begins spawns 2 waves of mobs each spawn cycle (was 3)
This commit is contained in:
89
js/bullet.js
89
js/bullet.js
@@ -2924,9 +2924,46 @@ const b = {
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name: "rail gun",
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description: "use <strong class='color-f'>energy</strong> to launch a high-speed <strong>dense</strong> rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire",
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ammo: 0,
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ammoPack: 3.5,
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ammoPack: 3.25,
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have: false,
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fire() {
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function pushAway(range) { //push away blocks when firing
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for (let i = 0, len = mob.length; i < len; ++i) {
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const SUB = Vector.sub(mob[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 1500)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
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mob[i].force.x += FORCE.x;
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mob[i].force.y += FORCE.y;
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if (mod.isRailAreaDamage) {
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mob[i].force.x += 2 * FORCE.x;
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mob[i].force.y += 2 * FORCE.y;
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const damage = b.dmgScale * 0.1 * Math.sqrt(DEPTH)
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mob[i].damage(damage);
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mob[i].locatePlayer();
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game.drawList.push({ //add dmg to draw queue
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x: mob[i].position.x,
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y: mob[i].position.y,
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radius: Math.log(2 * damage + 1.1) * 40,
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color: "rgba(100,0,200,0.25)",
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time: game.drawTime
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});
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}
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}
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}
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for (let i = 0, len = body.length; i < len; ++i) {
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const SUB = Vector.sub(body[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 500)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
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body[i].force.x += FORCE.x;
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body[i].force.y += FORCE.y - body[i].mass * game.g * 1.5; //kick up a bit to give them some arc
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}
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}
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}
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if (mod.isCapacitor) {
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if (mech.energy > 0.16 || mod.isRailEnergyGain) {
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mech.energy += 0.16 * (mod.isRailEnergyGain ? 6 : -1)
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@@ -3012,29 +3049,7 @@ const b = {
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player.force.x -= KNOCK * Math.cos(mech.angle)
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player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
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//push away blocks when firing
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let range = 450
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for (let i = 0, len = body.length; i < len; ++i) {
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const SUB = Vector.sub(body[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 300)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
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body[i].force.x += FORCE.x;
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body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
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}
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}
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for (let i = 0, len = mob.length; i < len; ++i) {
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const SUB = Vector.sub(mob[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 300)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
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mob[i].force.x += 1.5 * FORCE.x;
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mob[i].force.y += 1.5 * FORCE.y;
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}
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}
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pushAway(800)
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} else {
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mech.fireCDcycle = mech.cycle + Math.floor(120);
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}
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@@ -3112,31 +3127,7 @@ const b = {
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const KNOCK = ((mech.crouch) ? 0.1 : 0.5) * this.charge * this.charge
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player.force.x -= KNOCK * Math.cos(mech.angle)
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player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
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//push away blocks when firing
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let range = 900 * this.charge
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for (let i = 0, len = body.length; i < len; ++i) {
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const SUB = Vector.sub(body[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 300)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * body[i].mass)
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body[i].force.x += FORCE.x;
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body[i].force.y += FORCE.y - body[i].mass * (game.g * 1.5); //kick up a bit to give them some arc
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}
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}
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for (let i = 0, len = mob.length; i < len; ++i) {
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const SUB = Vector.sub(mob[i].position, mech.pos)
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const DISTANCE = Vector.magnitude(SUB)
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if (DISTANCE < range) {
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const DEPTH = Math.min(range - DISTANCE, 300)
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const FORCE = Vector.mult(Vector.normalise(SUB), 0.003 * Math.sqrt(DEPTH) * mob[i].mass)
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mob[i].force.x += 1.5 * FORCE.x;
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mob[i].force.y += 1.5 * FORCE.y;
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}
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}
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pushAway(1200 * this.charge)
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} else { // charging on mouse down
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mech.fireCDcycle = Infinity //can't fire until mouse is released
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const previousCharge = this.charge
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12
js/level.js
12
js/level.js
@@ -13,14 +13,14 @@ 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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// game.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(26)
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// level.difficultyIncrease(8)
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.setField("wormhole")
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// b.giveGuns("missiles")
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// b.giveGuns("rail gun")
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// mod.is3Missiles = true
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// mod.giveMod("neutron bomb")
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// mod.giveMod("super ball")
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// mod.giveMod("dielectric polarization")
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// mod.giveMod("capacitor bank")
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -145,7 +145,7 @@ const level = {
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// spawn.bomberBoss(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.spawner(1600, -500)
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spawn.striker(1600, -500)
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// spawn.shooter(1700, -120)
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// spawn.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
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@@ -156,7 +156,7 @@ const level = {
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// spawn.nodeBoss(1200, -500, "launcher")
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// spawn.snakeBoss(1200, -500)
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spawn.powerUpBoss(2900, -500)
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// spawn.powerUpBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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},
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template() {
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19
js/mods.js
19
js/mods.js
@@ -2448,6 +2448,22 @@ const mod = {
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mod.isRailEnergyGain = false;
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}
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},
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{
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name: "dielectric polarization",
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description: "firing the <strong>rail gun</strong> <strong class='color-d'>damages</strong> nearby <strong>mobs</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("rail gun")
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},
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requires: "rail gun",
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effect() {
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mod.isRailAreaDamage = true;
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},
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remove() {
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mod.isRailAreaDamage = false;
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}
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},
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{
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name: "capacitor bank",
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description: "the <strong>rail gun</strong> no longer takes time to <strong>charge</strong><br><strong>rail gun</strong> rods are <strong>66%</strong> less massive",
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@@ -3298,5 +3314,6 @@ const mod = {
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isMineSentry: null,
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isIncendiary: null,
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overfillDrain: null,
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isNeutronSlow: null
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isNeutronSlow: null,
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isRailAreaDamage: null
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}
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44
js/spawn.js
44
js/spawn.js
@@ -2,21 +2,21 @@
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const spawn = {
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pickList: ["starter", "starter"],
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fullPickList: [
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"hopper", "hopper", "hopper", "hopper",
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"shooter", "shooter", "shooter",
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"chaser", "chaser",
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"hopper", "hopper", "hopper",
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"shooter", "shooter",
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"striker", "striker",
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"laser", "laser",
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"exploder", "exploder",
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"stabber", "stabber",
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"launcher", "launcher",
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"springer", "springer",
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"sucker", "sucker",
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"chaser",
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"sniper",
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"spinner",
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"grower",
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"springer",
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"beamer",
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"focuser",
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"sucker",
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"spawner",
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"ghoster",
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"sneaker",
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@@ -173,7 +173,7 @@ const spawn = {
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this.modeSuck()
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this.modeLasers()
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}
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me.spawnInterval = 302
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me.spawnInterval = 362
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me.modeSpawns = function() {
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if (!(this.cycle % this.spawnInterval) && !mech.isBodiesAsleep && mob.length < 40) {
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if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
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@@ -265,7 +265,7 @@ const spawn = {
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}
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if (this.cycle < 240) { //damage scales up over 2 seconds to give player time to move
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const scale = this.cycle / 240
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const dmg = 0.14 * game.dmgScale * scale
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const dmg = (this.cycle < 120) ? 0 : 0.14 * game.dmgScale * scale
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ctx.beginPath();
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this.laser(this.vertices[0], this.angle + Math.PI / 6, dmg);
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this.laser(this.vertices[1], this.angle + 3 * Math.PI / 6, dmg);
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@@ -354,7 +354,7 @@ const spawn = {
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vertexCollision(where, look, body);
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if (!mech.isCloak) vertexCollision(where, look, [player]);
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if (best.who && best.who === player && mech.immuneCycle < mech.cycle) {
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mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mech.immuneCycle = mech.cycle + 60 + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mech.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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x: best.x,
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@@ -743,18 +743,18 @@ const spawn = {
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}
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}
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},
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sucker(x, y, radius = 40 + Math.ceil(Math.random() * 50)) {
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sucker(x, y, radius = 30 + Math.ceil(Math.random() * 25)) {
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radius = 9 + radius / 8; //extra small
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mobs.spawn(x, y, 6, radius, "#000");
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mobs.spawn(x, y, 6, radius, "transparent");
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let me = mob[mob.length - 1];
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me.stroke = "transparent"; //used for drawSneaker
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me.eventHorizon = radius * 23; //required for blackhole
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me.seeAtDistance2 = (me.eventHorizon + 200) * (me.eventHorizon + 200); //vision limit is event horizon
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me.accelMag = 0.0001 * game.accelScale;
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me.accelMag = 0.00009 * game.accelScale;
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me.frictionAir = 0.025;
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me.collisionFilter.mask = cat.player | cat.bullet
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me.memory = Infinity;
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Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
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me.do = function() {
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//keep it slow, to stop issues from explosion knock backs
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if (this.speed > 5) {
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@@ -1535,8 +1535,8 @@ const spawn = {
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striker(x, y, radius = 14 + Math.ceil(Math.random() * 25)) {
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mobs.spawn(x, y, 5, radius, "rgb(221,102,119)");
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let me = mob[mob.length - 1];
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me.accelMag = 0.0003 * game.accelScale;
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me.g = 0.0002; //required if using 'gravity'
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me.accelMag = 0.00034 * game.accelScale;
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me.g = 0.00015; //required if using 'gravity'
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me.frictionStatic = 0;
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me.friction = 0;
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me.delay = 90 * game.CDScale;
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@@ -1564,18 +1564,26 @@ const spawn = {
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}
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this.checkStatus();
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this.attraction();
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if (this.seePlayer.recall && this.cd < game.cycle) {
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if (this.cd < game.cycle) {
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if (this.seePlayer.recall) {
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const dist = Vector.sub(this.seePlayer.position, this.position);
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const distMag = Vector.magnitude(dist);
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if (distMag < 400) {
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this.cd = game.cycle + this.delay;
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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if (distMag < 400) {
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Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), distMag - 20 - radius));
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} else {
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Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), 300));
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}
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ctx.lineTo(this.position.x, this.position.y);
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ctx.lineWidth = radius * 2;
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ctx.lineWidth = radius * 2.1;
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ctx.strokeStyle = this.fill; //"rgba(0,0,0,0.5)"; //'#000'
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ctx.stroke();
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Matter.Body.setVelocity(this, {
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x: this.velocity.x * 0.5,
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y: this.velocity.y * 0.5
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});
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}
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}
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};
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@@ -2200,7 +2208,7 @@ const spawn = {
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mobs.spawn(x, y, 8, radius, "rgb(55,170,170)");
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.accelMag = 0.0008 * game.accelScale;
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me.accelMag = 0.00075 * game.accelScale;
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me.memory = 250;
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me.laserRange = 500;
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Matter.Body.setDensity(me, 0.0015 + 0.0005 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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9
todo.txt
9
todo.txt
@@ -1,11 +1,5 @@
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*********** NEXT PATCH ***********
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power up boss no longer slows down after each time you kill it
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- fear the power up boss
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holding down the field button will stop nano-scale field from converting energy into bullets
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energy costs have been increased a bit
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nano scale can now use mod - supercapacitor
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************** BUGS **************
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@@ -28,9 +22,6 @@ holding down the field button will stop nano-scale field from converting energy
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************** TODO **************
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mod - railgun's push effect is increased, and it does some damage to nearby mobs
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maybe only triggers at max energy
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Laser mod: For each reflection of laser, damage increases by 10%
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new power up - increase damage and fire speed, for 15 seconds
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Reference in New Issue
Block a user