diff --git a/.DS_Store b/.DS_Store
index c1b9aab..b66c12c 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/bullet.js b/js/bullet.js
index 1d9fd80..58a1d4e 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -1,7 +1,7 @@
let bullet = [];
const b = {
- dmgScale: null, //scales all gun damage from momentum, but not raw .dmg //set in levels.setDifficulty
+ // dmgScale: null, //scales all damage, but not raw .dmg //set in levels.setDifficulty
gravity: 0.0006, //most other bodies have gravity = 0.001
activeGun: null, //current gun in use by player
inventoryGun: 0,
@@ -371,7 +371,7 @@ const b = {
//player damage
if (Vector.magnitude(Vector.sub(where, player.position)) < radius) {
- const DRAIN = (tech.isExplosionHarm ? 1.2 : 0.45) * (tech.isRadioactiveResistance ? 0.25 : 1)
+ const DRAIN = (tech.isExplosionHarm ? 0.9 : 0.45) * (tech.isRadioactiveResistance ? 0.25 : 1)
// * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
if (m.energy < 0) {
@@ -420,7 +420,7 @@ const b = {
dist = Vector.magnitude(sub);
if (dist < radius) {
- const harm = radius * (tech.isExplosionHarm ? 0.00055 : 0.00018)
+ const harm = radius * (tech.isExplosionHarm ? 0.00036 : 0.00018)
if (tech.isImmuneExplosion) {
const mitigate = Math.min(1, Math.max(1 - m.energy * 0.5, 0))
if (simulation.dmgScale) m.damage(mitigate * harm);
@@ -489,7 +489,7 @@ const b = {
if (dist < radius) {
if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
- mob[i].damage(dmg * damageScale * b.dmgScale);
+ mob[i].damage(dmg * damageScale * m.dmgScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.01);
mob[i].force.x += knock.x;
@@ -1089,7 +1089,7 @@ const b = {
//aoe damage to mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius + mob[i].radius) {
- let dmg = b.dmgScale * 0.11
+ let dmg = m.dmgScale * 0.11
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
if (mob[i].shield) dmg *= 3 //to make up for the /5 that shields normally take
mob[i].damage(dmg);
@@ -1652,14 +1652,14 @@ const b = {
}
if (Vector.magnitude(Vector.sub(this.position, mob[i].position) < this.explodeRad)) {
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
- mob[i].lockedOn.damage(b.dmgScale * 2 * size); //does extra damage to target
+ mob[i].lockedOn.damage(m.dmgScale * 2 * size); //does extra damage to target
}
}
}
//explode when bullet is close enough to target
if (this.lockedOn && Vector.magnitude(Vector.sub(this.position, this.lockedOn.position)) < this.explodeRad) {
this.endCycle = 0; //bullet ends cycle after doing damage //also triggers explosion
- this.lockedOn.damage(b.dmgScale * 4 * size); //does extra damage to target
+ this.lockedOn.damage(m.dmgScale * 4 * size); //does extra damage to target
}
},
do() {
@@ -1724,7 +1724,7 @@ const b = {
frictionAir: 0,
isInHole: true, //this keeps the bullet from entering wormholes
minDmgSpeed: 0,
- dmg: b.dmgScale * 2.5, //damage also changes when you divide by mob.mass on in .do()
+ dmg: m.dmgScale * 2.5, //damage also changes when you divide by mob.mass on in .do()
classType: "bullet",
isBranch: false,
restitution: 0,
@@ -1863,7 +1863,7 @@ const b = {
y: best.y
};
if (best.who.alive) {
- const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
+ const dmg = 0.8 * m.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
@@ -1927,7 +1927,7 @@ const b = {
y: where.y + 3000 * Math.sin(m.angle)
}, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
const reflectivity = 1 - 1 / (reflections * 1.5)
- let damage = b.dmgScale * dmg
+ let damage = m.dmgScale * dmg
let best = {
x: 1,
y: 1,
@@ -2881,7 +2881,7 @@ const b = {
//aoe damage to mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
- let dmg = (0.12 + 0.04 * tech.isFastDrones) * b.dmgScale * tech.droneRadioDamage //neutron bombs dmg = 0.09
+ let dmg = (0.12 + 0.04 * tech.isFastDrones) * m.dmgScale * tech.droneRadioDamage //neutron bombs dmg = 0.09
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
mob[i].damage(dmg);
@@ -3114,12 +3114,12 @@ const b = {
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9);
// Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
if (this.target.isShielded) {
- this.target.damage(b.dmgScale * this.damage, true); //shield damage bypass
+ this.target.damage(m.dmgScale * this.damage, true); //shield damage bypass
const SCALE = 1 - 0.004 / tech.isBulletsLastLonger //shrink if mob is shielded
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
- this.target.damage(b.dmgScale * this.damage);
+ this.target.damage(m.dmgScale * this.damage);
}
} else if (this.target !== null) { //look for a new target
this.target = null
@@ -3288,7 +3288,7 @@ const b = {
b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
}
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
- let dmg = this.dmg * tech.nailSize * b.dmgScale
+ let dmg = this.dmg * tech.nailSize * m.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
@@ -3343,7 +3343,7 @@ const b = {
b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
}
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
- let dmg = this.dmg * tech.nailSize * b.dmgScale
+ let dmg = this.dmg * tech.nailSize * m.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
@@ -3622,8 +3622,8 @@ const b = {
if (!q[i].isShielded) {
Matter.Body.setAngularVelocity(this, this.spin)
// mobs.statusStun(q[i], 180)
- // const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2.5 : 1)
- const dmg = 0.5 * b.dmgScale
+ // const dmg = 0.5 * m.dmgScale * (this.isUpgraded ? 2.5 : 1)
+ const dmg = 0.5 * m.dmgScale
q[i].damage(dmg);
if (q[i].alive) q[i].foundPlayer();
if (q[i].damageReduction) {
@@ -3914,7 +3914,7 @@ const b = {
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
m.energy -= this.drain
- b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
+ b.laser(this.vertices[0], this.lockedOn.position, m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
// laser(where = {
// x: m.pos.x + 20 * Math.cos(m.angle),
// y: m.pos.y + 20 * Math.sin(m.angle)
@@ -3949,7 +3949,7 @@ const b = {
// if (input.fire && m.energy > this.drain) {
// m.energy -= this.drain
// const unit = Vector.sub(simulation.mouseInGame, this.vertices[0])
- // b.laser(this.vertices[0], Vector.mult(unit, 1000), b.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
+ // b.laser(this.vertices[0], Vector.mult(unit, 1000), m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
// }
// }
// }
@@ -4170,7 +4170,7 @@ const b = {
y: best.y
};
if (best.who.alive) {
- const dmg = 0.6 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
+ const dmg = 0.6 * m.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
@@ -4277,7 +4277,7 @@ const b = {
for (let i = 0; i < q.length; i++) {
if (!q[i].isShielded) {
mobs.statusStun(q[i], 180)
- const dmg = 0.4 * b.dmgScale * (this.isUpgraded ? 4 : 1) * (tech.isCrit ? 4 : 1)
+ const dmg = 0.4 * m.dmgScale * (this.isUpgraded ? 4 : 1) * (tech.isCrit ? 4 : 1)
q[i].damage(dmg);
if (q[i].alive) q[i].foundPlayer();
if (q[i].damageReduction) {
@@ -4958,7 +4958,7 @@ const b = {
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 700 * Math.sqrt(tech.isBulletsLastLonger) / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
- const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
+ const damage = 2 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
//draw wave
@@ -5042,7 +5042,7 @@ const b = {
ctx.lineWidth = 2 * tech.wavePacketDamage
ctx.beginPath();
const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
- const damage = 2 * b.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
+ const damage = 2 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) //damage is lower for large radius mobs, since they feel the waves longer
for (let i = this.waves.length - 1; i > -1; i--) {
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
@@ -5155,7 +5155,7 @@ const b = {
slow: 0,
amplitude: (input.down ? 5 : 10) * ((this.wavePacketCycle % 2) ? -1 : 1) * Math.sin((this.wavePacketCycle + 1) * 0.088), //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
minDmgSpeed: 0,
- dmg: b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage * (tech.isBulletTeleport ? 1.43 : 1), //also control damage when you divide by mob.mass
+ dmg: m.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage * (tech.isBulletTeleport ? 1.43 : 1), //also control damage when you divide by mob.mass
classType: "bullet",
collisionFilter: {
category: 0,
@@ -6161,7 +6161,7 @@ const b = {
// mob[i].force.x += mag * this.velocity.x;
// mob[i].force.y += mag * this.velocity.y;
// //damage mob
- // const damage = b.dmgScale * 0.002 * dist
+ // const damage = m.dmgScale * 0.002 * dist
// mob[i].damage(damage);
// mob[i].locatePlayer();
// simulation.drawList.push({ //add dmg to draw queue
diff --git a/js/engine.js b/js/engine.js
index 8bee772..2de2465 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -174,7 +174,7 @@ function collisionChecks(event) {
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
- let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
+ let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
// console.log(dmg)
mob[k].damage(dmg);
@@ -195,7 +195,7 @@ function collisionChecks(event) {
if (obj.classType === "body" && obj.speed > 6) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
- let dmg = tech.blockDamage * b.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
+ let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
if (mob[k].isShielded) dmg *= 0.7
// console.log(dmg)
mob[k].damage(dmg, true);
diff --git a/js/index.js b/js/index.js
index 715d31f..e526a34 100644
--- a/js/index.js
+++ b/js/index.js
@@ -254,7 +254,7 @@ ${botText}
level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${m.cycle} cycles
${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
-
damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
+
damage difficulty scale: ${(m.dmgScale*100).toFixed(2) }%
harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
${simulation.isCheating ? "
lore disabled": ""}
@@ -273,14 +273,14 @@ ${simulation.isCheating ? "
lore disabled": ""}
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
if (tech.tech[i].isFieldTech) {
- text += `