diff --git a/.DS_Store b/.DS_Store
index 38c8f0f..b231e2c 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/bullet.js b/js/bullet.js
index 409e23b..f863958 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -1932,7 +1932,7 @@ const b = {
simulation.drawList.push({
x: path[1].x,
y: path[1].y,
- radius: Math.sqrt(dmg) * 50,
+ radius: 600 * dmg * best.who.damageReduction,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime * 4
});
@@ -2058,7 +2058,8 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
- radius: Math.sqrt(damage) * 100,
+ // radius: Math.sqrt(damage) * 100 * mob[k].damageReduction,
+ radius: 600 * damage * best.who.damageReduction,
color: tech.laserColorAlpha,
time: simulation.drawTime
});
@@ -2705,7 +2706,7 @@ const b = {
}
},
onEnd() {
- if (tech.isDroneRespawn) {
+ if (tech.isDroneRespawn && b.inventory.length) {
const who = b.guns[b.activeGun]
if (who.name === "drones" && who.ammo > 0 && mob.length) {
b.drone({ x: this.position.x, y: this.position.y }, 0)
@@ -3178,7 +3179,7 @@ const b = {
for (let i = 0; i < len; i++) {
if (targets.length - i > 0) {
const index = Math.floor(Math.random() * targets.length)
- const speed = 10 + 10 * Math.random()
+ const speed = 6 + 6 * Math.random()
const velocity = Vector.mult(Vector.normalise(Vector.sub(targets[index].position, this.position)), speed)
b.foam(this.position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
} else {
@@ -3342,7 +3343,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
- radius: Math.log(2 * dmg + 1.1) * 40,
+ radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
@@ -3395,7 +3396,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
- radius: Math.log(2 * dmg + 1.1) * 40,
+ radius: Math.log(2 * dmg + 1.1) * 40 * who.damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
@@ -3651,7 +3652,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
- radius: Math.log(2 * dmg + 1.1) * 40,
+ radius: 600 * dmg * q[i].damageReduction,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
@@ -4204,7 +4205,8 @@ const b = {
simulation.drawList.push({
x: path[1].x,
y: path[1].y,
- radius: Math.sqrt(dmg) * 50,
+ // radius: Math.sqrt(dmg) * 50 * mob[k].damageReduction,
+ radius: 600 * dmg * best.who.damageReduction,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime * 4
});
@@ -4297,7 +4299,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
- radius: Math.log(2 * dmg + 1.1) * 40,
+ radius: 600 * dmg * q[i].damageReduction,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
@@ -5211,7 +5213,7 @@ const b = {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
- radius: Math.log(2 * dmg + 1.1) * 40,
+ radius: Math.log(2 * dmg + 1.1) * 40 * q[i].damageReduction,
color: 'rgba(0,0,0,0.4)',
time: simulation.drawTime
});
diff --git a/js/engine.js b/js/engine.js
index 8d55fe2..e84772d 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -155,7 +155,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
- radius: dmg * 2000,
+ radius: Math.sqrt(dmg) * 500,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime
});
@@ -163,7 +163,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
- radius: dmg * 500,
+ radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
@@ -182,7 +182,7 @@ function collisionChecks(event) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
- radius: Math.log(2 * dmg + 1.1) * 40,
+ radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
@@ -217,7 +217,7 @@ function collisionChecks(event) {
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
- radius: Math.log(2 * dmg + 1.1) * 40,
+ radius: Math.log(2 * dmg + 1.1) * 40 * mob[k].damageReduction,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
diff --git a/js/index.js b/js/index.js
index bfe77c6..0e68cca 100644
--- a/js/index.js
+++ b/js/index.js
@@ -215,32 +215,30 @@ const build = {
if (tech.missileBotCount) botText += `
missile-bots: ${tech.missileBotCount}`
const harm = (1 - m.harmReduction()) * 100
- let text = ""
- if (!simulation.isChoosing) text += `
- ${simulation.isCheating? "
lore disabled": ""}
-
damage increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
-
harm reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
-
fire delay decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
-
duplication chance: ${(tech.duplicationChance()*100).toFixed(0)}%
- ${botText}
-
-
tech: ${tech.totalCount}
research: ${powerUps.research.count}
-
health: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)})
energy: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
-
position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
-
mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
-
-
level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${m.cycle} cycles
-
${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
+ let text = `
`
+ if (!simulation.isChoosing) text += `
PAUSED press P to resume
+
`
+ text += `damage increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
+
harm reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
+
fire delay decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
+
duplication chance: ${(tech.duplicationChance()*100).toFixed(0)}%
+${botText}
+
+
tech: ${tech.totalCount} research: ${powerUps.research.count}
+
health: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)}) energy: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)})
+
gun: ${b.activeGun !== null ? b.guns[b.activeGun].name: "null"} ammo: ${b.activeGun !== null ? b.guns[b.activeGun].ammo: "0"}
+
position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
+
mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
+
+
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) }%
-
harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
-
heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
-
-
+
damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
+
harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
+
heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
+${simulation.isCheating ? "
lore disabled": ""}
`;
for (let i = 0, len = b.inventory.length; i < len; i++) {
text += `
${build.nameLink(b.guns[b.inventory[i]].name)} -
${b.guns[b.inventory[i]].ammo} ${b.guns[b.inventory[i]].description}
`
diff --git a/js/level.js b/js/level.js
index 9c3b8bc..1d8ccb7 100644
--- a/js/level.js
+++ b/js/level.js
@@ -16,8 +16,8 @@ const level = {
// localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
- // m.setField("wormhole")
- // b.giveGuns("shotgun")
+ // m.setField("plasma torch")
+ // b.giveGuns("drones")
// b.giveGuns("nail gun")
// b.giveGuns("harpoon")
// tech.giveTech("needle gun")
@@ -2337,13 +2337,15 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
- // level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
+ level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
+ m.addHealth(Infinity)
+
// spawn.starter(1900, -500, 200) //big boy
- // spawn.launcherOne(1700, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
// spawn.powerUpBoss(3200, -500)
+ // spawn.powerUpBossBaby(3200, -500)
// spawn.snakeBoss(1700, -500)
// spawn.streamBoss(3200, -500)
// spawn.pulsarBoss(1700, -500)
@@ -2355,28 +2357,19 @@ const level = {
// spawn.laserBombingBoss(1700, -500)
// spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500)
- // spawn.slashBoss(3200, -500)
- // spawn.spiderBoss(3200, -500)
+ // spawn.blinkBoss(3200, -500)
+ // spawn.mantisBoss(1700, -500)
// spawn.tetherBoss(1700, -500) //go to actual level?
+ spawn.revolutionBoss(1900, -500)
+ // spawn.bomberBoss(1400, -500)
+ // spawn.cellBossCulture(1600, -500)
+ // spawn.launcherOne(1700, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
- // spawn.slashBoss(1900, -500)
- spawn.pulsar(1900, -500)
+ // spawn.pulsar(1900, -500)
// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
// mob[mob.length - 1].isShielded = true
- // spawn.growBossCulture(1200, -500)
- // spawn.laserTargetingBoss(1600, -400)
- // spawn.blinkBoss(1600, -500)
- // spawn.laserTargetingBoss(1700, -120)
- // spawn.bomberBoss(1400, -500)
- // spawn.laser(1800, -320)
- // spawn.laserBombingBoss(1600, -500)
- // spawn.laserTargetingBoss(1600, -500)
- // spawn.laserBoss(1600, -500)
- // spawn.cellBossCulture(1600, -500)
- // spawn.nodeGroup(1200, -500, "grenadier")
- // spawn.nodeGroup(1800, -500, "grenadier")
// spawn.nodeGroup(1200, 0, "grenadier")
// spawn.blinkBoss(1200, -500)
// spawn.suckerBoss(2900, -500)
diff --git a/js/mob.js b/js/mob.js
index f0f9a6a..a17c0dc 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -59,7 +59,7 @@ const mobs = {
}
function applySlow(whom) {
- if (!whom.shield && !whom.isShielded && !m.isBodiesAsleep) {
+ if (!whom.shield && !whom.isShielded && !m.isBodiesAsleep && who.damageReduction > 0) {
if (whom.isBoss) cycles = Math.floor(cycles * 0.25)
let i = whom.status.length
while (i--) {
@@ -98,7 +98,7 @@ const mobs = {
}
},
statusStun(who, cycles = 180) {
- if (!who.shield && !who.isShielded && !m.isBodiesAsleep) {
+ if (!who.shield && !who.isShielded && !m.isBodiesAsleep && who.damageReduction > 0) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.8,
y: who.velocity.y * 0.8
@@ -150,7 +150,7 @@ const mobs = {
}
},
statusDoT(who, tickDamage, cycles = 180) {
- if (!who.isShielded && who.alive) {
+ if (!who.isShielded && who.alive && who.damageReduction > 0) {
who.status.push({
effect() {
if ((simulation.cycle - this.startCycle) % 30 === 0 && !m.isBodiesAsleep) {
@@ -579,7 +579,7 @@ const mobs = {
springAttack() {
// set new values of the ends of the spring constraints
const stepRange = 600
- if (this.seePlayer.recall && Matter.Query.ray(map, this.position, player.position).length === 0) {
+ if (this.seePlayer.recall && Matter.Query.ray(map, this.position, this.seePlayer.position).length === 0) {
if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
@@ -650,7 +650,7 @@ const mobs = {
}
};
//move to a random location
- if (!(simulation.cycle % (this.seePlayerFreq * 5))) {
+ if (!(simulation.cycle % (this.seePlayerFreq * 4))) {
best = {
x: null,
y: null,
@@ -797,6 +797,27 @@ const mobs = {
}
}
},
+ invulnerability() {
+ if (this.isInvulnerable) {
+ if (this.invulnerabilityCountDown > 0) {
+ this.invulnerabilityCountDown--
+ //graphics //draw a super shield?
+ ctx.beginPath();
+ let vertices = this.vertices;
+ ctx.moveTo(vertices[0].x, vertices[0].y);
+ for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
+ ctx.lineTo(vertices[0].x, vertices[0].y);
+ ctx.lineWidth = 20;
+ // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
+ // ctx.fill();
+ ctx.strokeStyle = "rgba(255,255,255,0.4)";
+ ctx.stroke();
+ } else {
+ this.isInvulnerable = false
+ this.damageReduction = this.startingDamageReduction
+ }
+ }
+ },
grow() {
if (!m.isBodiesAsleep) {
if (this.seePlayer.recall) {
diff --git a/js/player.js b/js/player.js
index 374ef67..d94ef01 100644
--- a/js/player.js
+++ b/js/player.js
@@ -327,7 +327,6 @@ const m = {
tech.tech[i].name !== "Ψ(t) collapse" &&
tech.tech[i].name !== "non-unitary operator" &&
tech.tech[i].name !== "-quantum leap-"
-
) {
totalTech += tech.tech[i].count
tech.tech[i].remove();
diff --git a/js/powerup.js b/js/powerup.js
index 55ce58f..a4113cf 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -1,6 +1,36 @@
let powerUp = [];
const powerUps = {
+ ejectGraphic(color = "68, 102, 119") {
+ simulation.drawList.push({
+ x: m.pos.x,
+ y: m.pos.y,
+ radius: 100,
+ color: `rgba(${color}, 0.8)`,
+ time: 4
+ });
+ simulation.drawList.push({
+ x: m.pos.x,
+ y: m.pos.y,
+ radius: 75,
+ color: `rgba(${color}, 0.6)`,
+ time: 8
+ });
+ simulation.drawList.push({
+ x: m.pos.x,
+ y: m.pos.y,
+ radius: 50,
+ color: `rgba(${color}, 0.3)`,
+ time: 12
+ });
+ simulation.drawList.push({
+ x: m.pos.x,
+ y: m.pos.y,
+ radius: 25,
+ color: `rgba(${color}, 0.15)`,
+ time: 16
+ });
+ },
orb: {
research(num = 1) {
switch (num) {
@@ -963,8 +993,11 @@ const powerUps = {
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
+ return true
+ } else {
+ return false
}
- } else {
+ } else if (tech.tech[choose].count) {
// simulation.makeTextLog(`
${tech.tech[choose].name} was ejected`, 600) //message about what tech was lost
simulation.makeTextLog(`
tech.remove("
${tech.tech[choose].name}")`)
@@ -978,6 +1011,9 @@ const powerUps = {
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
+ return true
+ } else {
+ return false
}
},
// removeRandomTech() {
diff --git a/js/simulation.js b/js/simulation.js
index 809c09f..9245e9c 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -397,6 +397,7 @@ const simulation = {
}
}
if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns
+
b.activeGun = b.inventory[b.inventoryGun];
if (b.guns[b.activeGun].charge) b.guns[b.activeGun].charge = 0; //if switching into foam set charge to 0
simulation.updateGunHUD();
diff --git a/js/spawn.js b/js/spawn.js
index b82c0f9..53a8564 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -1,9 +1,12 @@
//main object for spawning things in a level
const spawn = {
- nonCollideBossList: ["snakeBoss"], //"cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"
+ nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
- // "shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",, , "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss", "snakeSpitBoss", "laserBombingBoss", , "slashBoss"
- randomLevelBoss(x, y, options = ["snakeBoss", "powerUpBoss", "blockBoss"]) {
+ randomLevelBoss(x, y, options = [
+ "shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
+ "powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
+ "snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "mantisBoss"
+ ]) {
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
pickList: ["starter", "starter"],
@@ -1165,6 +1168,64 @@ const spawn = {
// }
}
},
+ powerUpBossBaby(x, y, vertices = 9, radius = 70) {
+ mobs.spawn(x, y, vertices, radius, "transparent");
+ let me = mob[mob.length - 1];
+ me.isBoss = true;
+ me.frictionAir = 0.006
+ me.seeAtDistance2 = 1000000;
+ me.accelMag = 0.0007 * simulation.accelScale;
+ Matter.Body.setDensity(me, 0.0008); //normal is 0.001
+ me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
+ me.memory = Infinity;
+ me.seePlayerFreq = 30
+ me.lockedOn = null;
+ if (vertices === 9) {
+ //on primary spawn
+ powerUps.spawnBossPowerUp(me.position.x, me.position.y)
+ powerUps.spawn(me.position.x, me.position.y, "heal");
+ powerUps.spawn(me.position.x, me.position.y, "ammo");
+ } else if (!m.isCloak) {
+ me.foundPlayer();
+ }
+ me.onHit = function() { //run this function on hitting player
+ if (powerUps.ejectTech()) {
+ powerUps.ejectGraphic("150, 138, 255");
+ powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo");
+ powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
+ }
+ };
+ me.onDeath = function() {
+ this.leaveBody = false;
+ if (vertices > 3) {
+ this.isDropPowerUp = false;
+ spawn.powerUpBossBaby(this.position.x, this.position.y, vertices - 1)
+ Matter.Body.setVelocity(mob[mob.length - 1], {
+ x: this.velocity.x,
+ y: this.velocity.y
+ })
+ }
+ for (let i = 0; i < powerUp.length; i++) powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
+ };
+ me.damageReduction = 0.15 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
+ me.do = function() {
+ // this.armor();
+ this.stroke = `hsl(0,0%,${80 + 25 * Math.sin(simulation.cycle * 0.01)}%)`
+
+ //steal all power ups
+ for (let i = 0; i < Math.min(powerUp.length, this.vertices.length); i++) {
+ powerUp[i].collisionFilter.mask = 0
+ Matter.Body.setPosition(powerUp[i], this.vertices[i])
+ Matter.Body.setVelocity(powerUp[i], {
+ x: 0,
+ y: 0
+ })
+ }
+ this.seePlayerByHistory();
+ this.attraction();
+ this.checkStatus();
+ };
+ },
powerUpBoss(x, y, vertices = 9, radius = 130) {
mobs.spawn(x, y, vertices, radius, "transparent");
let me = mob[mob.length - 1];
@@ -1186,9 +1247,11 @@ const spawn = {
me.foundPlayer();
}
me.onHit = function() { //run this function on hitting player
- powerUps.ejectTech()
- powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo");
- powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
+ if (powerUps.ejectTech()) {
+ powerUps.ejectGraphic("150, 138, 255");
+ powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo");
+ powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
+ }
};
me.onDeath = function() {
this.leaveBody = false;
@@ -1222,6 +1285,7 @@ const spawn = {
this.checkStatus();
};
},
+
// chaser(x, y, radius = 35 + Math.ceil(Math.random() * 40)) {
// mobs.spawn(x, y, 8, radius, "rgb(255,150,100)"); //"#2c9790"
// let me = mob[mob.length - 1];
@@ -1784,6 +1848,277 @@ const spawn = {
spawn.groupShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
spawn.allowShields = true;
},
+ mantisBoss(x, y, radius = 35) {
+ mobs.spawn(x, y, 5, radius, "#6ba");
+ let me = mob[mob.length - 1];
+ 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
+ me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
+ me.isBoss = true;
+ me.friction = 0;
+ me.frictionAir = 0.0067;
+ me.g = 0.0002; //required if using this.gravity
+ me.seePlayerFreq = 300;
+ const springStiffness = 0.0004; //simulation.difficulty
+ const springDampening = 0.005;
+
+ me.springTarget = {
+ x: me.position.x,
+ y: me.position.y
+ };
+ const len = cons.length;
+ cons[len] = Constraint.create({
+ pointA: me.springTarget,
+ bodyB: me,
+ stiffness: springStiffness,
+ damping: springDampening
+ });
+ Composite.add(engine.world, cons[cons.length - 1]);
+ cons[len].length = 100 + 1.5 * radius;
+ me.cons = cons[len];
+ me.springTarget2 = { x: me.position.x, y: me.position.y };
+ const len2 = cons.length;
+ cons[len2] = Constraint.create({
+ pointA: me.springTarget2,
+ bodyB: me,
+ stiffness: springStiffness,
+ damping: springDampening,
+ length: 0
+ });
+ Composite.add(engine.world, cons[cons.length - 1]);
+ cons[len2].length = 100 + 1.5 * radius;
+ me.cons2 = cons[len2];
+
+ me.startingDamageReduction = me.damageReduction
+ me.isInvulnerable = false
+ me.invulnerabilityCountDown = 0
+
+ me.do = function() {
+ this.checkStatus();
+ this.gravity();
+ //draw the two dots on the end of the springs
+ ctx.beginPath();
+ ctx.arc(this.cons.pointA.x, this.cons.pointA.y, 6, 0, 2 * Math.PI);
+ ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
+ ctx.fillStyle = "#222";
+ ctx.fill();
+
+ this.seePlayerCheck()
+ // this.seePlayerByHistory()
+ if (this.isInvulnerable) {
+ ctx.beginPath();
+ let vertices = this.vertices;
+ ctx.moveTo(vertices[0].x, vertices[0].y);
+ for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
+ ctx.lineTo(vertices[0].x, vertices[0].y);
+ for (let i = 0; i < this.babyList.length; i++) {
+ if (this.babyList[i].alive) {
+ let vertices = this.babyList[i].vertices;
+ ctx.moveTo(vertices[0].x, vertices[0].y);
+ for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
+ ctx.lineTo(vertices[0].x, vertices[0].y);
+ }
+ }
+ ctx.lineWidth = 20;
+ ctx.strokeStyle = "rgba(255,255,255,0.7)";
+ ctx.stroke();
+ } else if (this.invulnerabilityCountDown > 0) {
+ this.invulnerabilityCountDown--
+ } else {
+ this.isInvulnerable = true
+ this.startingDamageReduction = this.damageReduction
+ this.damageReduction = 0
+ for (let i = 0; i < this.babyList.length; i++) {
+ if (this.babyList[i].alive) {
+ this.babyList[i].isInvulnerable = true
+ this.babyList[i].damageReduction = 0
+ }
+ }
+ }
+ // set new values of the ends of the spring constraints
+ const stepRange = 1200
+ if (this.seePlayer.recall && Matter.Query.ray(map, this.position, this.seePlayer.position).length === 0) {
+ if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
+ const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
+ const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
+ this.springTarget.x = goal.x;
+ this.springTarget.y = goal.y;
+ this.cons.length = -200;
+ this.cons2.length = 100 + 1.5 * this.radius;
+
+ this.isInvulnerable = false
+ this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2)
+ this.damageReduction = this.startingDamageReduction
+ for (let i = 0; i < this.babyList.length; i++) {
+ if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
+ }
+ } else if (!(simulation.cycle % this.seePlayerFreq)) {
+ const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
+ const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
+ this.springTarget2.x = goal.x;
+ this.springTarget2.y = goal.y;
+ this.cons.length = 100 + 1.5 * this.radius;
+ this.cons2.length = -200;
+
+ this.isInvulnerable = false
+ this.invulnerabilityCountDown = 40 + Math.max(0, 70 - simulation.difficulty * 2)
+ this.damageReduction = this.startingDamageReduction
+ for (let i = 0; i < this.babyList.length; i++) {
+ if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
+ }
+ }
+ } else {
+ this.torque = this.lookTorque * this.inertia;
+ //spring to random place on map
+ const vertexCollision = function(v1, v1End, domain) {
+ for (let i = 0; i < domain.length; ++i) {
+ let vertices = domain[i].vertices;
+ const len = vertices.length - 1;
+ for (let j = 0; j < len; j++) {
+ results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[j],
+ v2: vertices[j + 1]
+ };
+ }
+ }
+ }
+ results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[0],
+ v2: vertices[len]
+ };
+ }
+ }
+ }
+ };
+ //move to a random location
+ if (!(simulation.cycle % (this.seePlayerFreq))) {
+ best = {
+ x: null,
+ y: null,
+ dist2: Infinity,
+ who: null,
+ v1: null,
+ v2: null
+ };
+ const seeRange = 3000;
+ const look = {
+ x: this.position.x + seeRange * Math.cos(this.angle),
+ y: this.position.y + seeRange * Math.sin(this.angle)
+ };
+ vertexCollision(this.position, look, map);
+ if (best.dist2 != Infinity) {
+ this.springTarget.x = best.x;
+ this.springTarget.y = best.y;
+ this.cons.length = 100 + 1.5 * this.radius;
+ this.cons2.length = 100 + 1.5 * this.radius;
+ }
+ }
+ }
+ };
+
+ me.onDeath = function() {
+ this.removeCons();
+ powerUps.spawnBossPowerUp(this.position.x, this.position.y)
+ for (let i = 0; i < this.babyList.length; i++) {
+ if (this.babyList[i].alive) {
+ this.babyList[i].isInvulnerable = false
+ this.babyList[i].damageReduction = this.startingDamageReduction
+ this.babyList[i].collisionFilter.mask = cat.bullet | cat.player | cat.map | cat.body
+ }
+ }
+ };
+
+ const sideLength = 120 // distance between each node mob
+ const nodes = 3
+ const angle = 2 * Math.PI / nodes
+ spawn.allowShields = false; //don't want shields on individual mobs, it messes with the constraints
+ for (let i = 0; i < nodes; ++i) {
+ spawn.striker(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), 20, 12);
+ const babyMob = mob[mob.length - 1]
+ me.babyList.push(babyMob)
+ babyMob.fill = "rgb(68, 102, 119)"
+ babyMob.isBoss = true;
+ // 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.collisionFilter.mask = cat.bullet | cat.player //can't touch other mobs //cat.map | cat.body |
+ babyMob.delay = 60 + 50 * simulation.CDScale;
+ babyMob.strikeRange = 600
+ babyMob.onHit = function() {
+ this.cd = simulation.cycle + this.delay;
+ //dislodge ammo
+ if (b.inventory.length) {
+ let isRemovedAmmo = false
+ const numRemoved = 3
+ for (let j = 0; j < numRemoved; j++) {
+ for (let i = 0; i < b.inventory.length; i++) {
+ const gun = b.guns[b.inventory[i]]
+ if (gun.ammo > 0 && gun.ammo !== Infinity) {
+ gun.ammo -= Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * gun.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
+ if (gun.ammo < 0) gun.ammo = 0
+ isRemovedAmmo = true
+ }
+ }
+ }
+ if (isRemovedAmmo) {
+ simulation.updateGunHUD();
+ for (let j = 0; j < numRemoved; j++) powerUps.directSpawn(this.position.x + 10 * Math.random(), this.position.y + 10 * Math.random(), "ammo");
+ powerUps.ejectGraphic();
+ }
+ }
+ };
+ }
+
+ const stiffness = 0.01
+ const damping = 0.1
+ for (let i = 1; i < nodes; ++i) { //attach to center mob
+ consBB[consBB.length] = Constraint.create({
+ bodyA: mob[mob.length - i],
+ bodyB: mob[mob.length - i - 1],
+ stiffness: stiffness,
+ damping: damping
+ });
+ Composite.add(engine.world, consBB[consBB.length - 1]);
+ }
+ consBB[consBB.length] = Constraint.create({
+ bodyA: mob[mob.length - 1],
+ bodyB: mob[mob.length - nodes],
+ stiffness: stiffness,
+ damping: damping
+ });
+ Composite.add(engine.world, consBB[consBB.length - 1]);
+
+
+ for (let i = 0; i < nodes; ++i) { //attach to center mob
+ consBB[consBB.length] = Constraint.create({
+ bodyA: me,
+ bodyB: mob[mob.length - i - 1],
+ stiffness: stiffness,
+ damping: damping
+ });
+ Composite.add(engine.world, consBB[consBB.length - 1]);
+ }
+ spawn.allowShields = true;
+ },
// timeSkipBoss(x, y, radius = 55) {
// mobs.spawn(x, y, 6, radius, '#000');
// let me = mob[mob.length - 1];
@@ -2358,12 +2693,13 @@ const spawn = {
me.memory = 240
me.seePlayerFreq = 60
me.blinkRange = 235
- if (false && 0.5 < Math.random()) {
+ if (0.5 < Math.random()) {
me.grenadeDelay = 260
+ me.blinkRange *= 1.5
} else {
me.grenadeDelay = 100
}
- me.pulseRadius = 1.4 * Math.min(550, 220 + simulation.difficulty * 4)
+ me.pulseRadius = 1.5 * Math.min(550, 200 + simulation.difficulty * 2)
me.delay = 30 + 35 * simulation.CDScale;
me.nextBlinkCycle = me.delay;
spawn.shield(me, x, y, 1);
@@ -2919,8 +3255,9 @@ const spawn = {
me.g = 0.00015; //required if using this.gravity
me.frictionStatic = 0;
me.friction = 0;
- me.delay = 90 * simulation.CDScale;
+ me.delay = 30 + 60 * simulation.CDScale;
me.cd = Infinity;
+ me.strikeRange = 300
Matter.Body.rotate(me, Math.PI * 0.1);
spawn.shield(me, x, y);
me.onDamage = function() {
@@ -2953,7 +3290,7 @@ const spawn = {
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));
+ Matter.Body.translate(this, Vector.mult(Vector.normalise(dist), this.strikeRange));
}
ctx.lineTo(this.position.x, this.position.y);
ctx.lineWidth = radius * 2.1;
@@ -2966,7 +3303,7 @@ const spawn = {
}
};
},
- slashBoss(x, y, radius = 70) {
+ revolutionBoss(x, y, radius = 70) {
const sides = 9 + Math.floor(Math.min(12, 0.2 * simulation.difficulty))
const coolBends = [-1.8, 0, 0, 0.9, 1.2]
const bendFactor = coolBends[Math.floor(Math.random() * coolBends.length)];
@@ -2979,7 +3316,7 @@ const spawn = {
me.laserAngle = 0;
me.swordDamage = 0.0025 * simulation.dmgScale
- spawn.shield(me, x, y, 1);
+ // spawn.shield(me, x, y, 1);
Matter.Body.setDensity(me, 0.005); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.11 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.isBoss = true;
@@ -2989,42 +3326,62 @@ const spawn = {
};
+ //invulnerability every 1/4 fraction of life lost
+ //required setup for invulnerable
+ // me.isInvulnerable = false
+ // me.isNextInvulnerability = 0.75
+ // me.invulnerabilityCountDown = 0
+ // me.invulnerable = function() {
+ // if (this.health < this.isNextInvulnerability) {
+ // this.isNextInvulnerability = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
+ // this.isInvulnerable = true
+ // this.startingDamageReduction = this.damageReduction
+ // this.damageReduction = 0
+ // this.invulnerabilityCountDown = 240
+ // }
+ // if (this.isInvulnerable) {
+ // if (this.invulnerabilityCountDown > 0) {
+ // this.invulnerabilityCountDown--
+ // //graphics //draw a super shield?
+ // ctx.beginPath();
+ // let vertices = this.vertices;
+ // ctx.moveTo(vertices[0].x, vertices[0].y);
+ // for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
+ // ctx.lineTo(vertices[0].x, vertices[0].y);
+ // ctx.lineWidth = 20;
+ // // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
+ // // ctx.fill();
+ // ctx.strokeStyle = "rgba(255,255,255,0.7)";
+ // ctx.stroke();
+ // } else {
+ // this.isInvulnerable = false
+ // this.damageReduction = this.startingDamageReduction
+ // }
+ // }
+ // }
- me.startingDamageReduction = me.damageReduction
+ //invulnerable every other revolution
me.isInvulnerable = false
- me.isNextInvulnerability = 0.75
- me.invulnerabilityCountDown = 0
me.invulnerable = function() {
- if (this.health < this.isNextInvulnerability) {
- this.isNextInvulnerability = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
- this.isInvulnerable = true
- this.damageReduction = 0
- this.invulnerabilityCountDown = 180
+ if (this.laserAngle % (4 * Math.PI) > 2 * Math.PI) {
+ if (!this.isInvulnerable) {
+ this.isInvulnerable = true
+ this.startingDamageReduction = this.damageReduction
+ this.damageReduction = 0
+ }
+ } else if (this.isInvulnerable) {
+ this.isInvulnerable = false
+ this.damageReduction = this.startingDamageReduction
}
if (this.isInvulnerable) {
- if (this.invulnerabilityCountDown > 0) {
- this.invulnerabilityCountDown--
- //graphics //draw a super shield?
-
- ctx.beginPath();
-
- let vertices = this.vertices;
- ctx.moveTo(vertices[0].x, vertices[0].y);
- for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
- ctx.lineTo(vertices[0].x, vertices[0].y);
- ctx.lineWidth = 20;
- // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
- // ctx.fill();
- ctx.strokeStyle = "rgba(255,255,255,0.4)";
- ctx.stroke();
-
-
-
-
- } else {
- this.isInvulnerable = false
- this.damageReduction = this.startingDamageReduction
- }
+ ctx.beginPath();
+ let vertices = this.vertices;
+ ctx.moveTo(vertices[0].x, vertices[0].y);
+ for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
+ ctx.lineTo(vertices[0].x, vertices[0].y);
+ ctx.lineWidth = 20;
+ ctx.strokeStyle = "rgba(255,255,255,0.7)";
+ ctx.stroke();
}
}
diff --git a/js/tech.js b/js/tech.js
index ec3a2e9..ff549b1 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -1980,9 +1980,7 @@ const tech = {
requires: "",
effect() {
tech.isDroneOnDamage = true;
- for (let i = 0; i < 4; i++) {
- b.drone() //spawn drone
- }
+ // for (let i = 0; i < 4; i++) b.drone()
},
remove() {
tech.isDroneOnDamage = false;
@@ -5028,9 +5026,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
- return tech.haveGunCheck("drones", false)
+ return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.isBulletsLastLonger === 1
},
- requires: "drones",
+ requires: "drones, not drone repair, anti-shear topology",
effect() {
const num = 8
tech.isForeverDrones += num
@@ -5385,9 +5383,9 @@ const tech = {
isBot: true,
isBotTech: true,
isNonRefundable: true,
- requires: "foam gun, not bot upgrades NOT EXPERIMENT MODE,",
+ requires: "foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, quantum foam",
allowed() {
- return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade()
+ return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.foamFutureFire
},
effect() {
tech.giveTech("foam-bot upgrade")
diff --git a/style.css b/style.css
index 68f48c7..301d9e9 100644
--- a/style.css
+++ b/style.css
@@ -435,7 +435,7 @@ summary {
z-index: 2;
width: 100%;
height: 100%;
- background-color: #ecf0f3;
+ background-color: #e8edf0;
opacity: 1;
transition: opacity 3s;
pointer-events: none;
diff --git a/todo.txt b/todo.txt
index f5a876e..3b14237 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,15 +1,43 @@
******************************************************** NEXT PATCH **************************************************
-several tech now have fewer requirements to unlock
-some normal tech is now considered gun tech (mostly explosion stuff)
-snakeBoss tails, stay attached to each other
-"snakeBoss", "blockBoss", "powerupBoss" are now the only bosses
+
+mantisBoss: 3 punching mobs, eject your ammo when you get punched
+ invulnerable except for 1 second after moving
+
+powerUpBossBaby: smaller, cuter, faster, can't move through walls
+
+slashBoss renamed revolutionBoss
+ invulnerable every other revolution of it's blades
+
+new mob state: invulnerable - immune to damage and status effects (stun, dots, freeze)
+damage and harm circle graphic size have been made more consistent
bug fixes
+
******************************************************** TODO ********************************************************
-suggestion: quasarBoss: inverted pulsar boss that hits everything except where its aiming
+history vision messes up when drones hit boss?
+ for babypowerupboss
+
+some boss mobs need invulnerability phases
+ powerUpBoss after death?
+ nerf powerup boss health or acceleration to balance
+ growboss
+ after one dies
+
+electric motors: increases movement speed and jump height, but jumping and moving costs energy
+ overwrite the key event listeners?
+ JUNK tech?
+
+make the shields that shieldBoss adds twice as damage resistant
+
+mob that fires bullets in 4,5,6,7 different directions at once, no aiming
+
+bug once: switching from shotgun to harpoon somehow set b.activeGun to not defined
+ https://discord.com/channels/645222059647172618/646505973610971165/919116288008290324
+
+quasarBoss: inverted pulsar boss that hits everything except where its aiming
pulsar mobs retarget too easily
also they drift around too much
@@ -18,9 +46,6 @@ intro map: diegeticly draw a mouse with field highlighted
also indicate space?
dynamically adjust drawing after picking up a gun
-some boss mobs need invulnerability phases
- maybe trigger immunity to damage for 5-10s after taking the first hit?
-
increase mass and movement speed at the same time
increase jump differently because it scales extra with mass