animated level load

animated new level load graphics for reactor and final level
autoZoom code rewritten to work with pause better using the ephemera system
  this might cause bugs, I already found a few
intro level renamed initial
extra ammo power ups on why difficulty for final and reactor levels
removed falling off the map damage on levels that still had falling off damage

mob: stinger - has speed that adjusts as it flaps it's wings and a short range laser
tech: strange loop - +9% damage, removing it gives null hypothesis and strange attractor
tech: martingale - +11% damage, removing this has a 50% chance to not remove and to double it's damage

paradigm shift removes 6 health when it ejects a tech, but now has a 85->97% chance to work
ammo, heal, research tech spawn extra power ups after each time you take them
tungsten carbide skin has a hexagon look and  +222->300 max health
Bayesian statistics spawn 3->6 research
ansatz spawns 2->3 research if you have no research
Ψ(t) collapse 16->21 research
futures exchange 4.3->4.7% duplication
replication 9->10 duplication
stimulated emission 17->19% duplication
anthropic principle spawn 5->16 heals when you die
supply chain: no long gives JUNK instead triples the frequency of finding applied science
electronegativity 0.22->0.26% damage per energy
non-renewables 88->97% damage
anticorrelation 100->111% damage
decorrelation 70->77% defense
parasitism 83->93% damage
torpor 66->74% defense

bug fix:
  recycling works with mass-energy (although it doesn't do much)
  ternary wasn't working in many situations, but it should now
  fixed bubble fusion exploit that triggers on mobs in factory endlessly
  bot fabrication was making 1 extra bot and giving negative research sometimes
This commit is contained in:
landgreen
2024-01-21 12:57:11 -08:00
parent c47d86064b
commit 4e6acdd5d0
14 changed files with 928 additions and 340 deletions

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@@ -242,91 +242,6 @@
</details>
</div>
</div>
<style>
.fade-in {
opacity: 0;
animation: 2s ease 1.5s normal forwards 1 fadein;
}
.fade-in-fast {
opacity: 0;
animation: 1.5s ease 1s normal forwards 1 fadein;
}
@keyframes fadein {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
@keyframes dash {
to {
stroke-dashoffset: 0;
}
}
.draw-lines {
stroke-dasharray: 20;
stroke-dashoffset: 20;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-dash {
stroke-dasharray: 4;
stroke-dashoffset: 4;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-o {
stroke-dasharray: 11;
stroke-dashoffset: 11;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-g {
stroke-dasharray: 17;
stroke-dashoffset: 17;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-box-1 {
stroke-dasharray: 1000;
stroke-dashoffset: 1000;
animation: dash 5s ease-in forwards;
animation-delay: 0s;
}
.draw-lines-box-2 {
stroke-dasharray: 1000;
stroke-dashoffset: 1000;
animation: dash 2.6s ease-in forwards;
animation-delay: 1s;
}
.draw-lines-box-3 {
stroke-dasharray: 1000;
stroke-dashoffset: 1000;
animation: dash 1.15s ease-in forwards;
animation-delay: 1.55s;
}
.draw-lines3 {
stroke-dasharray: 3000;
stroke-dashoffset: 3000;
animation: dash 3.1s ease-in forwards;
}
.draw-lines4 {
stroke-dasharray: 300;
stroke-dashoffset: 300;
animation: dash 2.5s ease-in forwards;
}
</style>
<svg id='splash' class="intro ui" viewBox="0 0 800 800" onclick="simulation.startGame()">
<g class="fade-in" transform="translate(100,210) scale(34)" fill='#afafaf' stroke='none'>
<path d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" />

View File

@@ -1409,14 +1409,16 @@ window.addEventListener("keydown", function (event) {
if (event.key === "X") m.death(); //only uppercase
switch (event.key.toLowerCase()) {
case "o":
simulation.isAutoZoom = false;
simulation.zoomScale /= 0.9;
simulation.setZoom();
// simulation.isAutoZoom = false;
// simulation.zoomScale /= 0.9;
// simulation.setZoom();
simulation.zoomTransition(simulation.zoomScale / 0.9)
break;
case "i":
simulation.isAutoZoom = false;
simulation.zoomScale *= 0.9;
simulation.setZoom();
// simulation.isAutoZoom = false;
// simulation.zoomScale *= 0.9;
// simulation.setZoom();
simulation.zoomTransition(simulation.zoomScale * 0.9)
break
case "`":
powerUps.directSpawn(simulation.mouseInGame.x, simulation.mouseInGame.y, "research");

View File

@@ -9,7 +9,7 @@ const level = {
onLevel: -1,
levelsCleared: 0,
// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
//see level.populateLevels: (intro, ... , reservoir or factory, reactor, ... , subway, final) added later
//see level.populateLevels: (initial, ... , reservoir or factory, reactor, ... , subway, final) added later
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock"],
communityLevels: ["gauntlet", "stronghold", "basement", "crossfire", "vats", "run", "ngon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase", "fortress", "commandeer", "clock", "buttonbutton", "downpour", "superNgonBros", "underpass", "cantilever", "tlinat", "ruins", "ace", "crimsonTowers", "LaunchSite", "shipwreck", "unchartedCave", "dojo"],
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon", "diamagnetism"],
@@ -36,22 +36,24 @@ const level = {
// b.giveGuns("harpoon") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[8].ammo = 100000000
// requestAnimationFrame(() => { tech.giveTech("Higgs mechanism") });
// for (let i = 0; i < 1; ++i) tech.giveTech("Higgs mechanism")
// for (let i = 0; i < 1; ++i) tech.giveTech("topological defect")
// for (let i = 0; i < 1; ++i) tech.giveTech("Hilbert space")
// for (let i = 0; i < 1; ++i) tech.giveTech("martingale")
// for (let i = 0; i < 1; ++i) tech.giveTech("paradigm shift")
// for (let i = 0; i < 1; ++i) tech.giveTech("bubble fusion")
// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) tech.giveTech("orbital-bot") });
// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) b.orbitBot(m.pos, false) });
// m.skin.hexagon();
// for (let i = 0; i < 1; i++) tech.giveTech("cascading failure")
// for (let i = 0; i < 1; i++) tech.giveTech("tungsten carbide")
// for (let i = 0; i < 1; ++i) tech.giveTech("induction furnace")
// for (let i = 0; i < 1; ++i) tech.giveTech("autonomous defense")
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
// for (let i = 0; i < 100; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.skyscrapers();
// level.testing();
// for (let i = 0; i < 4; ++i) spawn.hopMother(1900, -500)
// for (let i = 0; i < 10; ++i) spawn.starter(1900, -500, 50)
// for (let i = 0; i < 4; ++i) spawn.stinger(1900, -500)
// for (let i = 0; i < 1; ++i) spawn.timeSkipBoss(1900, -2500)
// spawn.beetleBoss(1900, -500, 25)
// spawn.slasher2(2000, -1150)
@@ -62,7 +64,7 @@ const level = {
// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
// for (let i = 0; i < 40; ++i) tech.giveTech()
level[simulation.isTraining ? "walk" : "intro"]() //normal starting level **************************************************
level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
// spawn.bodyRect(2425, -120, 200, 200);
// console.log(body[body.length - 1].mass)
@@ -74,9 +76,9 @@ const level = {
// for (let i = 0; i < 20; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "ammo");
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "field", false);
//lore testing
// simulation.isCheating = false //true;
// for (let i = 0; i < 5; i++) tech.giveTech("undefined")
// lore.techCount = 2
// simulation.isCheating = false //true;
// level.levelsCleared = 10
// localSettings.loreCount = 5 //this sets what conversation is heard
// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
@@ -284,6 +286,150 @@ const level = {
tech.isDeathAvoidedThisLevel = false;
simulation.updateTechHUD();
simulation.clearNow = true; //triggers in simulation.clearMap to remove all physics bodies and setup for new map
//pop up new level info screen for a few seconds
if (!simulation.isChoosing && m.alive && (level.levels[level.onLevel] === "final" || level.levels[level.onLevel] === "reactor")) { //level.levels[level.onLevel] === "subway" ||
//pause
if (!simulation.paused) {
simulation.paused = true;
simulation.isChoosing = true; //stops p from un pausing on key down
// build.pauseGrid()
// document.body.style.cursor = "auto";
}
//build level info
document.getElementById("choose-grid").style.gridTemplateColumns = "250px"
let text = `<div><div class="card-background" style="height:auto; border: none; background-color: transparent; line-height: 160%; background-color: var(--card-color); font-size: 1.15em;"> <div class="card-text">`
for (let i = 0; i < level.levels.length; i++) {
if (i < level.levelsCleared) {
text += `<div style="user-select: none;">${level.levels[i]}</div>`
} else if (i === level.levelsCleared) {
// text += `<div><strong class="fade-in-faster">${level.levels[i]}</strong></div>`
text += `<div class="unblur" style="user-select: none;"><strong>${level.levels[i]}</strong></div>`
} else {
text += `<div class= "blurry-text" style="user-select: none;">${level.levels[i]}</div>` //blurry text
// ???????? text
// text += `<div style="user-select: none; color: #bbb;">`
// for (let j = 0; j < level.levels[i].length; j++) text += `?`
// text += `</div>`
}
}
text += `</div> </div></div>`
document.getElementById("choose-grid").innerHTML = text
//show level info
document.getElementById("choose-grid").style.opacity = "1"
document.getElementById("choose-grid").style.transitionDuration = "0.25s"; //how long is the fade in on
document.getElementById("choose-grid").style.visibility = "visible"
simulation.draw.cons();
simulation.draw.body();
level.customTopLayer();
let count = simulation.testing ? 0 : 240
let newLevelDraw = () => {
count--
if (count > 0) {
requestAnimationFrame(newLevelDraw);
} else { //unpause
// document.body.style.cursor = "none";
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 30; //player is immune to damage for 30 cycles
if (simulation.paused) requestAnimationFrame(cycle);
if (m.alive) simulation.paused = false;
simulation.isChoosing = false; //stops p from un pausing on key down
build.unPauseGrid()
document.getElementById("choose-grid").style.opacity = "0"
setTimeout(() => {
document.getElementById("choose-grid").style.visibility = "hidden"
}, 1000);
}
//draw
simulation.wipe();
m.look();
simulation.camera();
// if (count < 30) {
// }
// if (count < 60) {
// simulation.draw.cons();
// simulation.draw.body();
// level.customTopLayer();
// simulation.draw.body();
// simulation.draw.drawMapPath();
// mobs.draw();
// } else
// if (count < 240) {
simulation.draw.wireFrame();
// }
// else if (count === 91) { //hide text boss
// document.getElementById("choose-grid").style.opacity = "0"
// setTimeout(() => {
// document.getElementById("choose-grid").style.visibility = "hidden"
// }, 1000);
// }
ctx.restore();
simulation.drawCursor();
}
requestAnimationFrame(newLevelDraw);
// // clear
// requestAnimationFrame(() => {
// simulation.wipe();
// });
// //wireframe
// setTimeout(() => {
// requestAnimationFrame(() => {
// simulation.wipe();
// simulation.camera();
// simulation.draw.wireFrame();
// ctx.restore();
// });
// }, 500);
// //almost normal draw
// setTimeout(() => {
// requestAnimationFrame(() => {
// simulation.wipe();
// simulation.camera();
// // ctx.fillStyle = "rgba(0,0,0,0.66)"
// // ctx.fill(simulation.draw.mapPath);
// simulation.draw.drawMapPath();
// ctx.restore();
// });
// }, 1000);
// //normal draw
// setTimeout(() => {
// requestAnimationFrame(() => {
// simulation.wipe();
// simulation.camera();
// // level.custom();
// simulation.draw.cons();
// simulation.draw.body();
// // m.draw();
// // m.hold();
// level.customTopLayer();
// simulation.draw.drawMapPath();
// ctx.restore();
// });
// }, 1500);
// //unpause
// setTimeout(() => {
// document.body.style.cursor = "none";
// if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
// if (simulation.paused) requestAnimationFrame(cycle);
// if (m.alive) simulation.paused = false;
// simulation.isChoosing = false; //stops p from un pausing on key down
// build.unPauseGrid()
// document.getElementById("choose-grid").style.opacity = "0"
// // document.getElementById("choose-grid").style.visibility = "hidden"
// setTimeout(() => {
// document.getElementById("choose-grid").style.visibility = "hidden"
// }, 1000);
// }, 2000);
}
}
},
populateLevels() { //run a second time if URL is loaded
@@ -335,7 +481,7 @@ const level = {
level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.6, level.levels.length)), 0, Math.random() < 0.5 ? "factory" : "reservoir"); //add level to the back half of the randomized levels list
level.levels.splice(Math.floor(Math.seededRandom(level.levels.length * 0.6, level.levels.length)), 0, "reactor"); //add level to the back half of the randomized levels list
if (!build.isExperimentSelection || (build.hasExperimentalMode && !simulation.isCheating)) { //experimental mode is endless, unless you only have an experiment Tech
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.unshift("initial"); //add level to the start of the randomized levels list
level.levels.push("subway"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
}
@@ -1911,7 +2057,7 @@ const level = {
powerUps.addResearchToLevel() //needs to run after mobs are spawned
},
testing() {
simulation.enableConstructMode() //tech.giveTech('motion sickness') //used to build maps in testing mode
// simulation.enableConstructMode() //tech.giveTech('motion sickness') //used to build maps in testing mode
document.body.style.backgroundColor = "#fff";
// color.map = "#444" //custom map color
@@ -2158,7 +2304,7 @@ const level = {
spawn.mapRect(-500, -25, 25, 50); //edge shelf
spawn.mapRect(475, -25, 25, 50); //edge shelf
},
intro() {
initial() {
if (level.levelsCleared === 0) { //if this is the 1st level of the game
if (simulation.difficultyMode > 2) spawn.setSpawnList() // hard and why difficulty don't begin with starter mobs
@@ -2216,7 +2362,7 @@ const level = {
} else {
for (let i = 0; i < 60; i++) {
setTimeout(() => {
if (level.levels[level.onLevel] === "intro") spawn.sneaker(2100, -1500 - 50 * i);
if (level.levels[level.onLevel] === "initial") spawn.sneaker(2100, -1500 - 50 * i);
}, 2000 + 500 * i);
}
}
@@ -2457,6 +2603,7 @@ const level = {
document.body.style.backgroundColor = "#ddd";
for (let i = 0; i < 16; i++) powerUps.spawn(4600 + 40 * i, -30, "ammo");
if (simulation.difficultyMode > 4) for (let i = 0; i < 8; i++) powerUps.spawn(4600 + 40 * i, -30, "ammo"); //extra ammo on why difficulty
spawn.mapRect(-1950, 0, 8200, 1800); //ground
spawn.mapRect(-1950, -1500, 1800, 1900); //left wall
@@ -3832,19 +3979,19 @@ const level = {
for (let i = 0; i < 250; i++) spawn.starter(-2700 + 2400 * Math.random(), -1300 - 500 * Math.random())
} else {
if (Math.random() < 0.07 && simulation.difficulty > 35) {
for (let i = 0, len = scale * 0.25 / 6; i < len; ++i) spawn.timeBoss(-1327 - 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.22 / 6; i < len; ++i) spawn.timeBoss(-1327 - 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.1 / 6; i < len; ++i) spawn.bounceBoss(-1327 - 200 * i, -1525, 80, false);
for (let i = 0, len = scale * 0.15 / 6; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.26 / 6; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false);
for (let i = 0, len = scale * 0.13 / 6; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false)
for (let i = 0, len = scale * 0.25 / 6; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false);
} else {
if (Math.random() < 0.25) {
for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(-1327 - 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
for (let i = 0, len = scale * 0.22; i < len; ++i) spawn.timeBoss(-1327 - 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.33) {
for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(-1327 - 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
} else if (Math.random() < 0.5) {
for (let i = 0, len = scale * 0.15; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
for (let i = 0, len = scale * 0.13; i < len; ++i) spawn.sprayBoss(-1327 - 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
} else {
for (let i = 0, len = scale * 0.26; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.mineBoss(-1327 - 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
}
}
}
@@ -3919,6 +4066,7 @@ const level = {
isDoorsLocked = true
for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo")
for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal");
if (simulation.difficultyMode > 4) for (let i = 0; i < 8; i++) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo"); //extra ammo on why difficulty
const scale = Math.pow(simulation.difficulty, 0.7) //hard around 30, why around 54
if (mobs.mobDeaths < level.levelsCleared && !simulation.isCheating) {
for (let i = 0; i < 250; i++) spawn.starter(300 + 2400 * Math.random(), -1300 - 500 * Math.random())
@@ -12158,7 +12306,10 @@ const level = {
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(1500, -10, 100, 20);
level.defaultZoom = 1800
simulation.setZoom(1200);
// simulation.setZoom(1200);
simulation.zoomTransition(1200)
document.body.style.backgroundColor = "#daa69f";
color.map = "#600";
@@ -12567,7 +12718,9 @@ const level = {
level.exit.y = -2030;
relocateTo(50, -2050);
simulation.fallHeight = -1000;
simulation.setZoom(1800);
// simulation.setZoom(1800);
simulation.zoomTransition(1800)
templePlayer.startAnim = -1;
templePlayer.drawExit = false;
}

View File

@@ -1092,7 +1092,7 @@ const lore = {
() => {
setTimeout(() => {
lore.anand.text("How ever it thinks it can learn and, I think we showed it that nonviolence is an option,")
lore.anand.text("How ever it thinks it can learn, and I think we showed it that nonviolence is an option,")
}, 1000);
},
() => {
@@ -1116,7 +1116,7 @@ const lore = {
}, 1000);
},
() => {
lore.anand.text("me too")
lore.anand.text("Me too,")
},
() => {
lore.anand.text("but I'm also pretty hungry, wanna go get some food?")

View File

@@ -1350,16 +1350,7 @@ const mobs = {
this.leaveBody = false; // no body since it turned into the bot
}
if (tech.isAddRemoveMaxHealth) {
if (this.isBoss && this.isDropPowerUp) {
powerUps.spawn(this.position.x + 20, this.position.y, "tech", false)
powerUps.spawn(this.position.x - 20, this.position.y, "research", false)
powerUps.spawn(this.position.x - 40, this.position.y, "research", false)
powerUps.spawn(this.position.x + 40, this.position.y, "research", false)
powerUps.spawn(this.position.x, this.position.y + 20, "research", false)
powerUps.spawn(this.position.x, this.position.y - 20, "heal", false)
powerUps.spawn(this.position.x, this.position.y + 40, "heal", false)
powerUps.spawn(this.position.x, this.position.y - 40, "heal", false)
} else {
if (!this.isBoss) {
const amount = 0.005
if (tech.isEnergyHealth) {
if (m.maxEnergy > amount) {
@@ -1371,12 +1362,34 @@ const mobs = {
m.setMaxHealth();
}
}
// if (this.isBoss && this.isDropPowerUp) {
// powerUps.spawn(this.position.x + 20, this.position.y, "tech", false)
// powerUps.spawn(this.position.x - 20, this.position.y, "research", false)
// powerUps.spawn(this.position.x - 40, this.position.y, "research", false)
// powerUps.spawn(this.position.x + 40, this.position.y, "research", false)
// powerUps.spawn(this.position.x, this.position.y + 20, "research", false)
// powerUps.spawn(this.position.x, this.position.y - 20, "heal", false)
// powerUps.spawn(this.position.x, this.position.y + 40, "heal", false)
// powerUps.spawn(this.position.x, this.position.y - 40, "heal", false)
// } else {
// const amount = 0.005
// if (tech.isEnergyHealth) {
// if (m.maxEnergy > amount) {
// tech.healMaxEnergyBonus -= amount
// m.setMaxEnergy();
// }
// } else if (m.maxHealth > amount) {
// tech.extraMaxHealth -= amount //decrease max health
// m.setMaxHealth();
// }
// }
}
if (tech.cloakDuplication && !this.isBoss) {
tech.cloakDuplication -= 0.01
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield && this.isDropPowerUp) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"

View File

@@ -539,7 +539,7 @@ const m = {
},
baseHealth: 1,
setMaxHealth() {
m.maxHealth = m.baseHealth + tech.extraMaxHealth + 2.22 * tech.isFallingDamage + 4 * tech.isFlipFlop * tech.isFlipFlopOn * tech.isFlipFlopHealth
m.maxHealth = m.baseHealth + tech.extraMaxHealth + 3 * tech.isFallingDamage + 4 * tech.isFlipFlop * tech.isFlipFlopOn * tech.isFlipFlopHealth
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
if (m.health > m.maxHealth) m.health = m.maxHealth;
@@ -564,7 +564,7 @@ const m = {
// if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.973 ** m.coupling
if (tech.isLowHealthDefense) dmg *= 1 - Math.max(0, 1 - m.health) * 0.8
if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.33
if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.26
if (tech.squirrelFx !== 1) dmg *= 0.78//Math.pow(0.78, (tech.squirrelFx - 1) / 0.4)
if (tech.isAddBlockMass && m.isHolding) dmg *= 0.1
if (tech.isSpeedHarm && player.speed > 0.1) dmg *= 1 - Math.min(player.speed * 0.0193, 0.88) //capped at speed of 55
@@ -572,7 +572,7 @@ const m = {
if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.05
if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.3
if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.27
if (tech.isTurret && m.crouch) dmg *= 0.34;
if (tech.isFirstDer && b.inventory[0] === b.activeGun) dmg *= 0.85 ** b.inventory.length
if (tech.isEnergyHealth) {
@@ -725,7 +725,7 @@ const m = {
tech.isDeathAvoidedThisLevel = true
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
m.energy = m.maxEnergy + 0.1
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function () { //set wipe to have trails
@@ -755,7 +755,7 @@ const m = {
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
<br>${powerUps.research.count}`)
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
simulation.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.03)";
@@ -1274,23 +1274,29 @@ const m = {
m.drawLeg("#5f5f5f");
m.calcLeg(0, 1);
m.drawLeg("#555");
ctx.rotate(m.angle);
const size = 33
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.lineTo(size * 1, size * 0)
ctx.lineTo(size * 0.5, size * 0.866)
ctx.lineTo(size * -0.5, size * 0.866)
ctx.lineTo(size * -1, size * 0)
ctx.lineTo(size * -0.5, size * -0.866)
ctx.lineTo(size * 0.5, size * -0.866)
ctx.lineTo(size * 1, size * 0)
ctx.lineTo(size * 0.5, size * 0)
ctx.fillStyle = m.bodyGradient
ctx.fill();
// ctx.fillStyle = grdRad
// ctx.fill();
ctx.strokeStyle = "#000";
ctx.strokeStyle = "#333";
ctx.lineWidth = 1.5;
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.fillStyle = "#fff"
ctx.fill();
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(15, 0, 3, 0, 2 * Math.PI);
ctx.fillStyle = "#333"
ctx.fill();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
@@ -1482,8 +1488,6 @@ const m = {
// console.log(simulation.zoomScale)
simulation.setZoom(1800 + 400 * Math.sin(m.cycle * 0.0075))
}
},
dilate2() {
@@ -1645,6 +1649,95 @@ const m = {
ctx.restore();
}
},
hexagon() {
m.isAltSkin = true
m.color = {
hue: 0,
sat: 0,
light: 100,
}
// m.setFillColors();
m.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
m.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 35}%)`
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
grd.addColorStop(0, m.fillColorDark);
grd.addColorStop(0.7, m.fillColor);
// grd.addColorStop(1, m.fillColor);
m.bodyGradient = grd
m.draw = function () {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
const size = 32
ctx.beginPath();
ctx.lineTo(size * 1, size * 0)
ctx.lineTo(size * 0.5, size * 0.866)
ctx.lineTo(size * -0.5, size * 0.866)
ctx.lineTo(size * -1, size * 0)
ctx.lineTo(size * -0.5, size * -0.866)
ctx.lineTo(size * 0.5, size * -0.866)
ctx.lineTo(size * 1, size * 0)
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
powerUps.boost.draw()
}
m.drawLeg = function (stroke) {
// if (simulation.mouseInGame.x > m.pos.x) {
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
m.flipLegs = 1;
} else {
m.flipLegs = -1;
}
ctx.save();
ctx.scale(m.flipLegs, 1); //leg lines
ctx.beginPath();
ctx.moveTo(m.hip.x, m.hip.y);
ctx.lineTo(m.knee.x, m.knee.y);
ctx.lineTo(m.foot.x, m.foot.y);
ctx.strokeStyle = stroke;
ctx.lineWidth = 6;
ctx.stroke();
//toe lines
ctx.beginPath();
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x - 15, m.foot.y + 5);
ctx.moveTo(m.foot.x, m.foot.y);
ctx.lineTo(m.foot.x + 15, m.foot.y + 5);
ctx.lineWidth = 3;
ctx.stroke();
//hip joint
ctx.beginPath();
ctx.arc(m.hip.x, m.hip.y, 11, 0, 2 * Math.PI);
//knee joint
ctx.moveTo(m.knee.x + 5, m.knee.y);
ctx.arc(m.knee.x, m.knee.y, 5, 0, 2 * Math.PI);
//foot joint
ctx.moveTo(m.foot.x + 5, m.foot.y);
ctx.arc(m.foot.x, m.foot.y, 5, 0, 2 * Math.PI);
ctx.fillStyle = "#000";
ctx.fill();
// ctx.lineWidth = 2;
// ctx.stroke();
ctx.restore();
}
},
stubs() {
m.isAltSkin = true
m.draw = function () {

View File

@@ -326,7 +326,7 @@ const powerUps = {
return
}
if (tech.isCancelDuplication) {
tech.duplication += 0.043
tech.duplication += 0.047
tech.maxDuplicationEvent()
simulation.makeTextLog(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${0.043}`)
simulation.circleFlare(0.043);
@@ -361,7 +361,7 @@ const powerUps = {
// }
}
if (tech.isAnsatz && powerUps.research.count < 1) {
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
for (let i = 0; i < 3; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
}
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
@@ -466,28 +466,30 @@ const powerUps = {
if (m.alive && powerUps.research.count >= cost) {
requestAnimationFrame(cycle);
this.isMakingBots = true
} else {
this.isMakingBots = false
}
if (!simulation.paused && !simulation.isChoosing && !(simulation.cycle % 60)) {
powerUps.research.count -= cost
b.randomBot()
if (tech.renormalization) {
for (let i = 0; i < cost; i++) {
if (Math.random() < 0.46) {
if (Math.random() < 0.47) {
m.fieldCDcycle = m.cycle + 20;
powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
}
}
}
}
} else {
this.isMakingBots = false
}
}
requestAnimationFrame(cycle);
}
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
}
if (tech.renormalization && Math.random() < 0.46 && amount < 0) {
if (tech.renormalization && Math.random() < 0.47 && amount < 0) {
for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
}
if (tech.isRerollHaste) {
@@ -1412,6 +1414,31 @@ const powerUps = {
}
}
}
if (tech.isAddRemoveMaxHealth) {
powerUps.spawn(x + 20, y, "tech", false)
powerUps.spawn(x - 20, y, "research", false)
powerUps.spawn(x - 40, y, "research", false)
powerUps.spawn(x + 40, y, "research", false)
powerUps.spawn(x, y + 20, "research", false)
powerUps.spawn(x, y - 20, "heal", false)
powerUps.spawn(x, y + 40, "heal", false)
powerUps.spawn(x, y - 40, "heal", false)
// if (this.isBoss && this.isDropPowerUp) {
// } else {
// const amount = 0.005
// if (tech.isEnergyHealth) {
// if (m.maxEnergy > amount) {
// tech.healMaxEnergyBonus -= amount
// m.setMaxEnergy();
// }
// } else if (m.maxHealth > amount) {
// tech.extraMaxHealth -= amount //decrease max health
// m.setMaxHealth();
// }
// }
}
}
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
@@ -1501,11 +1528,11 @@ const powerUps = {
},
pauseEjectTech(index) {
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) {
if (Math.random() < 0.2 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
if (Math.random() < 0.03 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
tech.removeTech(index)
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
} else {
powerUps.ejectTech(index)
m.damage(0.06)
}
document.getElementById(`${index}-pause-tech`).style.textDecoration = "line-through"
document.getElementById(`${index}-pause-tech`).style.animation = ""

View File

@@ -24,7 +24,6 @@ const simulation = {
mobs.healthBar();
m.draw();
m.hold();
// v.draw(); //working on visibility work in progress
level.customTopLayer();
simulation.draw.drawMapPath();
b.fire();
@@ -33,10 +32,8 @@ const simulation = {
if (!m.isBodiesAsleep) b.bulletDo();
simulation.drawCircle();
simulation.runEphemera();
// simulation.clip();
ctx.restore();
simulation.drawCursor();
// simulation.pixelGraphics();
},
testingLoop() {
simulation.gravity();
@@ -505,47 +502,52 @@ const simulation = {
simulation.zoom = canvas.height / zoomScale; //sets starting zoom scale
},
zoomTransition(newZoomScale, step = 2) {
//old version
// if (simulation.isAutoZoom) {
// const isBigger = (newZoomScale - simulation.zoomScale > 0) ? true : false;
// requestAnimationFrame(zLoop);
// const currentLevel = level.onLevel
// function zLoop() {
// if (currentLevel !== level.onLevel || simulation.isAutoZoom === false) return //stop the zoom if player goes to a new level
// if (isBigger) {
// simulation.zoomScale += step
// if (simulation.zoomScale >= newZoomScale) {
// simulation.setZoom(newZoomScale);
// return
// }
// } else {
// simulation.zoomScale -= step
// if (simulation.zoomScale <= newZoomScale) {
// simulation.setZoom(newZoomScale);
// return
// }
// }
// simulation.setZoom();
// requestAnimationFrame(zLoop);
// }
// }
//rewrite using the ephemera system
if (simulation.isAutoZoom) {
const isBigger = (newZoomScale - simulation.zoomScale > 0) ? true : false;
requestAnimationFrame(zLoop);
const currentLevel = level.onLevel
function zLoop() {
if (currentLevel !== level.onLevel || simulation.isAutoZoom === false) return //stop the zoom if player goes to a new level
if (isBigger) {
simulation.ephemera.push({
name: "zoom",
count: simulation.testing ? 0 : 120, //cycles before it self removes
currentLevel: level.onLevel,
do() {
this.count--
const step = (newZoomScale - simulation.zoomScale) / this.count
simulation.zoomScale += step
if (simulation.zoomScale >= newZoomScale) {
simulation.setZoom(newZoomScale);
return
}
} else {
simulation.zoomScale -= step
if (simulation.zoomScale <= newZoomScale) {
simulation.setZoom(newZoomScale);
return
}
}
simulation.setZoom();
requestAnimationFrame(zLoop);
}
if (this.count < 1 && this.currentLevel === level.onLevel && simulation.isAutoZoom) {
simulation.zoomScale = newZoomScale
simulation.removeEphemera(this.name)
}
simulation.setZoom(simulation.zoomScale);
},
zoomInFactor: 0,
startZoomIn(time = 180) {
simulation.zoom = 0;
let count = 0;
requestAnimationFrame(zLoop);
function zLoop() {
simulation.zoom += canvas.height / simulation.zoomScale / time;
count++;
if (count < time) {
requestAnimationFrame(zLoop);
} else {
simulation.setZoom();
}
})
}
},
translatePlayerAndCamera(where) {
@@ -974,8 +976,8 @@ const simulation = {
} else {
Matter.Body.setVelocity(player, { x: 0, y: 0 });
Matter.Body.setPosition(player, { x: level.enter.x + 50, y: level.enter.y - 20 });
m.damage(0.05 * simulation.difficultyMode);
m.energy -= 0.05 * simulation.difficultyMode
// m.damage(0.02 * simulation.difficultyMode);
// m.energy -= 0.02 * simulation.difficultyMode
// move bots
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {
@@ -1003,6 +1005,18 @@ const simulation = {
});
}
if (tech.isHealthRecovery) {
if (tech.isEnergyHealth) {
if (m.immuneCycle < m.cycle) {
m.energy += m.maxEnergy * 0.005
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x,
y: m.pos.y,
radius: Math.sqrt(m.maxEnergy * 0.02) * 60,
color: "rgba(0, 204, 255,0.4)", //#0cf
time: 4
});
}
} else {
const heal = 0.005 * m.maxHealth
m.addHealth(heal)
simulation.drawList.push({ //add dmg to draw queue
@@ -1014,6 +1028,7 @@ const simulation = {
});
}
}
}
if (!(m.cycle % 420)) { //once every 7 seconds
//check if player is inside the map
@@ -1355,7 +1370,7 @@ const simulation = {
ctx.textAlign = "center";
ctx.fillText(`(${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)})`, simulation.mouse.x, simulation.mouse.y - 20);
},
sight: { //credit to Cornbread for adding this algorithm to n-gon
sight: { //credit to Cornbread2100 for adding this algorithm to n-gon
// square: 0,
intersectMap: [], //this is precalculated in simulation.draw.lineOfSightPrecalculation()
getIntersection(v1, v1End, domain) {

View File

@@ -22,9 +22,10 @@ const spawn = {
fullPickList: [
"slasher", "slasher", "slasher2", "slasher3",
"hopper", "hopper", "hopMother", "hopMother",
"flutter", "flutter", "flutter",
"stabber", "stabber", "stabber",
"springer", "springer", "springer",
"stinger", "stinger", "stinger",
"flutter", "flutter",
"shooter", "shooter",
"grenadier", "grenadier",
"striker", "striker",
@@ -34,7 +35,7 @@ const spawn = {
],
mobTypeSpawnOrder: [], //preset list of mob names calculated at the start of a run by the randomSeed
mobTypeSpawnIndex: 0, //increases as the mob type cycles
allowedGroupList: ["spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "launcherOne", "stabber", "sniper", "pulsar", "grenadier", "slasher", "flutter"],
allowedGroupList: ["spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "launcherOne", "stabber", "sniper", "pulsar", "grenadier", "slasher", "flutter", "stinger"],
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
spawn.pickList.splice(0, 1);
const push = spawn.mobTypeSpawnOrder[spawn.mobTypeSpawnIndex++ % spawn.mobTypeSpawnOrder.length]
@@ -3837,6 +3838,202 @@ const spawn = {
// }
};
},
stinger(x, y, radius = 18 + 4 * Math.random()) {
const color = '#5bc'
mobs.spawn(x, y, 7, radius, color);
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.0025); //extra dense //normal is 0.001 //makes effective life much larger
// me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
me.accelMag = 0.0015 + 0.0007 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.04;
// me.seePlayerFreq = 40 + Math.floor(13 * Math.random())
me.memory = 240;
me.restitution = 0.8;
me.frictionStatic = 0;
me.friction = 0;
me.lookTorque = 0.000001 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = { x: 0, y: 0 }
spawn.shield(me, x, y);
// me.onDeath = function() {};
me.flapRate = 0.06 + 0.03 * Math.random()
me.flapRadius = 40 + radius * 3
me.do = function () {
this.seePlayerByHistory()
this.checkStatus();
if (this.seePlayer.recall) {
this.force.x += Math.cos(this.angle) * this.accelMag * this.mass
this.force.y += Math.sin(this.angle) * this.accelMag * this.mass
//set direction to turn to fire
if (!(simulation.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
//dot product can't tell if mob is facing directly away or directly towards, so check if pointed directly away from player every few cycles
const mod = (a, n) => a - Math.floor(a / n) * n
const sub = Vector.sub(m.pos, this.position) //check by comparing different between angles. Give this a nudge if angles are 180 degree different
const diff = mod(Math.atan2(sub.y, sub.x) - this.angle + Math.PI, 2 * Math.PI) - Math.PI
if (Math.abs(diff) > 2.8) this.torque += 0.0002 * this.inertia * Math.random();
}
//rotate towards fireDir
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
const threshold = 0.4;
const turn = 0.00002 * this.inertia
if (c > threshold) {
this.torque += turn;
} else if (c < -threshold) {
this.torque -= turn;
}
// this.accelMag = 0.0006 + 0.0007 * Math.sqrt(simulation.accelScale);
this.frictionAir = 0.11 + 0.09 * Math.sin(simulation.cycle * this.flapRate - Math.PI / 2)
const flapArc = 0.8 //don't go past 1.57 for normal flaps
ctx.fillStyle = `hsla(${160 + 40 * Math.random()}, 100%, ${25 + 25 * Math.random() * Math.random()}%, 0.2)`; //"rgba(0,235,255,0.3)"; // ctx.fillStyle = `hsla(44, 79%, 31%,0.4)`; //"rgba(0,235,255,0.3)";
this.wing(this.angle + 2.1 + flapArc * Math.sin(simulation.cycle * this.flapRate), this.flapRadius)
this.wing(this.angle - 2.1 - flapArc * Math.sin(simulation.cycle * this.flapRate), this.flapRadius)
const seeRange = 550 + 35 * simulation.difficultyMode;
if (this.distanceToPlayer() < seeRange) {
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]
};
}
}
}
};
best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const seeRangeRandom = seeRange - 200 - 150 * Math.random()
const look = {
x: this.position.x + seeRangeRandom * Math.cos(this.angle),
y: this.position.y + seeRangeRandom * Math.sin(this.angle)
};
vertexCollision(this.position, look, map);
vertexCollision(this.position, look, body);
if (!m.isCloak) vertexCollision(this.position, look, [playerBody, playerHead]);
// hitting player
if ((best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
const dmg = 0.002 * simulation.dmgScale;
m.damage(dmg);
//draw damage
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(best.x, best.y, 5 + dmg * 1500, 0, 2 * Math.PI);
ctx.fill();
}
//draw beam
const vertex = 3
if (best.dist2 === Infinity) best = look;
ctx.beginPath();
ctx.moveTo(this.vertices[vertex].x, this.vertices[vertex].y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = color;
ctx.lineWidth = 2;
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
ctx.stroke();
ctx.setLineDash([]);
// ctx.beginPath();
// ctx.arc(this.vertices[vertex].x, this.vertices[vertex].y, 5, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
// ctx.fillStyle = color;
// ctx.fill();
}
// else {
// ctx.beginPath();
// ctx.arc(this.vertices[1].x, this.vertices[1].y, 1 + 0.3 * (simulation.cycle % this.laserInterval), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
// ctx.fillStyle = color;
// ctx.fill();
// }
}
// else { //flocking behavior (not working yet)
// this.force.x += Math.cos(this.angle) * this.accelMag * this.mass
// this.force.y += Math.sin(this.angle) * this.accelMag * this.mass
// //set direction to turn to fire
// if (!(simulation.cycle % this.seePlayerFreq)) {
// //find nearest mob and maintain a distance
// let nearestMob = null
// let nearestMobDistance = Infinity
// for (let i = 0; i < mob.length; i++) {
// const newMobDistance = Vector.magnitude(Vector.sub(this.position, mob[i].position))
// if (mob[i].isDropPowerUp && mob[i].alive && newMobDistance < nearestMobDistance) { //&& !mob[i].isBoss
// nearestMobDistance = newMobDistance
// nearestMob = mob[i]
// }
// }
// if (nearestMob) {
// // console.log(nearestMob)
// this.fireDir = Vector.normalise(Vector.sub(nearestMob.position, this.position));
// //dot product can't tell if mob is facing directly away or directly towards, so check if pointed directly away from player every few cycles
// const mod = (a, n) => {
// return a - Math.floor(a / n) * n
// }
// const sub = Vector.sub(nearestMob.position, this.position) //check by comparing different between angles. Give this a nudge if angles are 180 degree different
// const diff = mod(Math.atan2(sub.y, sub.x) - this.angle + Math.PI, 2 * Math.PI) - Math.PI
// if (Math.abs(diff) > 2.8) this.torque += 0.0002 * this.inertia * Math.random();
// }
// }
// //rotate towards fireDir
// const angle = this.angle + Math.PI / 2;
// c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
// const threshold = 0.4;
// const turn = 0.000025 * this.inertia
// if (c > threshold) {
// this.torque += turn;
// } else if (c < -threshold) {
// this.torque -= turn;
// }
// const flapArc = 0.7 //don't go past 1.57 for normal flaps
// ctx.fillStyle = `hsla(${160 + 40 * Math.random()}, 100%, ${25 + 25 * Math.random() * Math.random()}%, 0.2)`; //"rgba(0,235,255,0.3)"; // ctx.fillStyle = `hsla(44, 79%, 31%,0.4)`; //"rgba(0,235,255,0.3)";
// this.wing(this.angle + Math.PI / 2 + flapArc * Math.sin(simulation.cycle * this.flapRate), this.flapRadius)
// this.wing(this.angle - Math.PI / 2 - flapArc * Math.sin(simulation.cycle * this.flapRate), this.flapRadius)
// }
};
},
beetleBoss(x, y, radius = 50) {
mobs.spawn(x, y, 7, radius, '#16576b');
let me = mob[mob.length - 1];

View File

@@ -231,7 +231,7 @@ const tech = {
// }
// }
// }
if (tech.isDivisor && b.activeGun && b.guns[b.activeGun].ammo % 3 === 0) dmg *= 1.77
if (tech.isDivisor && b.activeGun !== undefined && b.activeGun !== null && b.guns[b.activeGun].ammo % 3 === 0) dmg *= 1.77
if (tech.isNoGroundDamage) dmg *= m.onGround ? 0.85 : 2
if (tech.isDilate) dmg *= 1.5 + 0.6 * Math.sin(m.cycle * 0.0075)
if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.31 * b.inventory.length
@@ -250,11 +250,11 @@ const tech = {
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
if (tech.energyDamage) dmg *= 1 + m.energy * 0.22 * tech.energyDamage;
if (tech.energyDamage) dmg *= 1 + m.energy * 0.26 * tech.energyDamage;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2.11
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.88, player.speed * 0.0193)
if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.83
if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.93
if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.defense()
if (tech.isHarmDamage && m.lastHarmCycle + 480 > m.cycle) dmg *= 3;
if (tech.lastHitDamage && m.lastHit) dmg *= 1 + tech.lastHitDamage * m.lastHit * (2 - m.defense()) // if (!simulation.paused) m.lastHit = 0
@@ -314,7 +314,7 @@ const tech = {
},
tech: [{
name: "tungsten carbide",
description: "<strong>+222</strong> maximum <strong class='color-h'>health</strong><br><strong>lose</strong> <strong class='color-h'>health</strong> after hard <strong>landings</strong>",
description: "<strong>+300</strong> maximum <strong class='color-h'>health</strong><br><strong>lose</strong> <strong class='color-h'>health</strong> after hard <strong>landings</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -328,7 +328,7 @@ const tech = {
tech.hardLanding = 70
tech.isFallingDamage = true;
m.setMaxHealth();
m.addHealth(2.22 / simulation.healScale)
m.addHealth(3 / simulation.healScale)
m.skin.tungsten()
},
remove() {
@@ -402,9 +402,9 @@ const tech = {
isAltRealityTech: true,
isSkin: true,
allowed() {
return !tech.isResearchReality && !tech.isSwitchReality
return !m.isAltSkin && !tech.isResearchReality && !tech.isSwitchReality
},
requires: "not Ψ(t) collapse, many-worlds",
requires: "not skinned, Ψ(t) collapse, many-worlds",
damage: 2.42,
effect() {
m.skin.anodize();
@@ -672,6 +672,43 @@ const tech = {
},
remove() { }
},
{
name: "supply chain",
descriptionFunction() {
return `<strong>double</strong> your current <strong class='color-ammo'>ammo</strong> for all your <strong class='color-g'>guns</strong><br><strong>triple</strong> the frequency of finding <strong>applied science</strong>`
},
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "",
effect() {
for (let i = 0; i < b.guns.length; i++) {
if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
}
simulation.makeGunHUD();
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === "applied science") tech.tech[i].frequency *= 3
}
},
remove() {
if (this.count) {
for (let j = 0; j < this.count; j++) {
for (let i = 0; i < b.guns.length; i++) {
if (b.guns[i].have) b.guns[i].ammo = Math.floor(0.5 * b.guns[i].ammo)
}
}
simulation.makeGunHUD();
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === "applied science") tech.tech[i].frequency = 2
}
}
}
},
{
name: "applied science",
description: `get a random <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>for each of your <strong class='color-g'>guns</strong>`, //spawn ${powerUps.orb.research(1)} and
@@ -812,40 +849,6 @@ const tech = {
// }
}
},
{
name: "supply chain",
descriptionFunction() {
return `double your current <strong class='color-ammo'>ammo</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`
},
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "",
effect() {
for (let i = 0; i < b.guns.length; i++) {
if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
}
simulation.makeGunHUD();
this.refundAmount += tech.addJunkTechToPool(0.04)
},
refundAmount: 0,
remove() {
for (let j = 0; j < this.count; j++) {
for (let i = 0; i < b.guns.length; i++) {
if (b.guns[i].have) b.guns[i].ammo = Math.floor(0.5 * b.guns[i].ammo)
}
}
simulation.makeGunHUD();
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "logistics",
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
@@ -909,7 +912,7 @@ const tech = {
},
{
name: "non-renewables",
description: `<strong>+88%</strong> <strong class='color-d'>damage</strong><br>${powerUps.orb.ammo()} can't <strong>spawn</strong>`,
description: `<strong>+97%</strong> <strong class='color-d'>damage</strong><br>${powerUps.orb.ammo()} can't <strong>spawn</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -918,7 +921,7 @@ const tech = {
return !tech.isAmmoFromHealth && !tech.isBoostReplaceAmmo
},
requires: "not catabolism, quasiparticles",
damage: 1.88,
damage: 1.97,
effect() {
tech.damage *= this.damage
tech.isEnergyNoAmmo = true;
@@ -2068,7 +2071,7 @@ const tech = {
},
{
name: "decorrelation",
description: "if your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> are unused for <strong>2</strong> seconds<br><strong>+70%</strong> <strong class='color-defense'>defense</strong>",
description: "if your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> are unused for <strong>2</strong> seconds<br><strong>+77%</strong> <strong class='color-defense'>defense</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2086,7 +2089,7 @@ const tech = {
},
{
name: "anticorrelation",
description: "if your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> are unused for <strong>2</strong> seconds<br><strong>+100%</strong> <strong class='color-d'>damage</strong>",
description: "if your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> are unused for <strong>2</strong> seconds<br><strong>+111%</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2785,7 +2788,7 @@ const tech = {
},
{
name: "overcharge",
description: "<strong>+66</strong> maximum <strong class='color-f'>energy</strong><br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
description: "<strong>+66</strong> maximum <strong class='color-f'>energy</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
@@ -2797,7 +2800,7 @@ const tech = {
effect() {
tech.bonusEnergy += 0.66
m.setMaxEnergy()
this.refundAmount += tech.addJunkTechToPool(0.06)
this.refundAmount += tech.addJunkTechToPool(0.05)
},
refundAmount: 0,
remove() {
@@ -2876,7 +2879,7 @@ const tech = {
},
{
name: "parasitism",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><strong>+83%</strong> <strong class='color-d'>damage</strong>, inhibit <strong class='color-f'>energy</strong> generation",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><strong>+93%</strong> <strong class='color-d'>damage</strong>, no passive <strong class='color-f'>energy</strong> generation",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2917,7 +2920,10 @@ const tech = {
},
{
name: "recycling",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>recover <strong>0.5%</strong> of max <strong class='color-h'>health</strong> per second",
descriptionFunction() {
return `if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>recover <strong>0.5%</strong> of max ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} per second`
},
description: "",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2936,7 +2942,7 @@ const tech = {
},
{
name: "torpor",
description: "if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong><br><strong>+66%</strong> <strong class='color-defense'>defense</strong>",
description: "if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong><br><strong>+74%</strong> <strong class='color-defense'>defense</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3280,7 +3286,7 @@ const tech = {
}, 1000);
},
descriptionFunction() {
return `once per level, instead of <strong>dying</strong><br>use ${powerUps.orb.research(1)} and spawn ${powerUps.orb.heal(5)}`
return `once per level, instead of <strong>dying</strong><br>use ${powerUps.orb.research(1)} and spawn ${powerUps.orb.heal(16)}`
},
maxCount: 1,
count: 0,
@@ -3381,7 +3387,7 @@ const tech = {
{
name: "Ψ(t) collapse",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Wave_function_collapse' class="link">Ψ(t) collapse</a>`,
description: `spawn ${powerUps.orb.research(16)}<br>after you <strong class='color-r'>research</strong> enter an <strong class='alt'>alternate reality</strong>`,
description: `spawn ${powerUps.orb.research(21)}<br>after you <strong class='color-r'>research</strong> enter an <strong class='alt'>alternate reality</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3391,7 +3397,7 @@ const tech = {
return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
},
requires: "not many-worlds, Hilbert space, pseudoscience",
bonusResearch: 16,
bonusResearch: 21,
effect() {
tech.isResearchReality = true;
for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
@@ -3431,7 +3437,7 @@ const tech = {
},
{
name: "renormalization",
description: `<strong>46%</strong> chance to spawn ${powerUps.orb.research(1)} after consuming ${powerUps.orb.research(1)}<br><strong>+3%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`,
description: `<strong>47%</strong> chance to spawn ${powerUps.orb.research(1)} after consuming ${powerUps.orb.research(1)}<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -3442,7 +3448,7 @@ const tech = {
requires: "at least 4 research, not superdeterminism",
effect() {
tech.renormalization = true;
this.refundAmount += tech.addJunkTechToPool(0.03)
this.refundAmount += tech.addJunkTechToPool(0.05)
},
refundAmount: 0,
@@ -3481,7 +3487,7 @@ const tech = {
},
{
name: "ansatz",
description: `after choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>if you have no ${powerUps.orb.research(1)} in your inventory spawn ${powerUps.orb.research(2)}`,
description: `after choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>if you have no ${powerUps.orb.research(1)} in your inventory spawn ${powerUps.orb.research(3)}`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3501,17 +3507,17 @@ const tech = {
name: "Bayesian statistics",
// description: `for each ${powerUps.orb.research(1)} in your inventory<br><strong>+3.8%</strong> <strong class='color-d'>damage</strong>`,
descriptionFunction() {
return `spawn ${powerUps.orb.research(this.bonusResearch)}<br><strong>+3%</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.research(1)} <em>(${(3 * powerUps.research.count).toFixed(0)}%)</em>`
return `spawn ${powerUps.orb.research(this.bonusResearch)}<br><strong>+3%</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.research(1)} in your inventory <em>(${(3 * powerUps.research.count).toFixed(0)}%)</em>`
},
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return powerUps.research.count > 2 || build.isExperimentSelection
return powerUps.research.count > 1 || build.isExperimentSelection
},
requires: "at least 3 research",
bonusResearch: 3,
requires: "at least 2 research",
bonusResearch: 6,
effect() {
powerUps.spawnDelay("research", this.bonusResearch)
tech.isRerollDamage = true;
@@ -3526,7 +3532,7 @@ const tech = {
{
name: "mass production",
descriptionFunction() {
return `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(10)} ${powerUps.orb.heal(10)} &nbsp;&nbsp; or ${powerUps.orb.research(7)}`
return `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>options for &nbsp; ${powerUps.orb.ammo(1)} &nbsp; or &nbsp; ${powerUps.orb.heal(1)} &nbsp; or &nbsp; ${powerUps.orb.research(1)}`
},
// description: `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(8)} ${powerUps.orb.heal(8)} &nbsp;&nbsp; or ${powerUps.orb.research(5)}`,
maxCount: 1,
@@ -3544,8 +3550,10 @@ const tech = {
},
{
name: "research",
description: `spawn ${powerUps.orb.research(7)}`,
maxCount: 1,
descriptionFunction() {
return `spawn ${this.value > 36 ? this.value + powerUps.orb.research(1) : powerUps.orb.research(this.value)}<br>next time this effect is improved by ${powerUps.orb.research(5)}`
},
maxCount: 9,
count: 0,
frequency: 0,
frequencyDefault: 0,
@@ -3553,15 +3561,19 @@ const tech = {
isMassProduction: true,
allowed() { return true },
requires: "",
value: 8,
effect() {
powerUps.spawnDelay("research", 7);
powerUps.spawnDelay("research", this.value);
this.value += 5
},
remove() { }
},
{
name: "ammo",
description: `spawn ${powerUps.orb.ammo(10)}`,
maxCount: 1,
descriptionFunction() {
return `spawn ${this.value > 33 ? this.value + powerUps.orb.ammo(1) : powerUps.orb.ammo(this.value)}<br>next time this effect is improved by ${powerUps.orb.ammo(7)}`
},
maxCount: 9,
count: 0,
frequency: 0,
frequencyDefault: 0,
@@ -3569,26 +3581,30 @@ const tech = {
isMassProduction: true,
allowed() { return true },
requires: "",
value: 10,
effect() {
powerUps.spawnDelay("ammo", 10);
powerUps.spawnDelay("ammo", this.value);
this.value += 7
},
remove() { }
},
{
name: "heals",
descriptionFunction() {
return `spawn ${powerUps.orb.heal(10)}`
return `spawn ${this.value > 30 ? this.value + powerUps.orb.heal(1) : powerUps.orb.heal(this.value)}<br>next time this effect is improved by ${powerUps.orb.heal(7)}`
},
maxCount: 1,
maxCount: 9,
count: 0,
frequency: 0,
frequencyDefault: 0,
isNonRefundable: true,
isMassProduction: true,
allowed() { return true },
requires: "mass production",
requires: "",
value: 10,
effect() {
powerUps.spawnDelay("heal", 10);
powerUps.spawnDelay("heal", this.value);
this.value += 7
},
remove() { }
},
@@ -3624,7 +3640,7 @@ const tech = {
effect() {
tech.isBrainstorm = true
tech.isBrainstormActive = false
tech.brainStormDelay = 1800 - simulation.difficultyMode * 100
tech.brainStormDelay = 2000 - simulation.difficultyMode * 100
},
remove() {
tech.isBrainstorm = false
@@ -3921,7 +3937,11 @@ const tech = {
},
{
name: "paradigm shift",
description: `when <strong>paused</strong> clicking a <strong class='color-m'>tech</strong> <strong>ejects</strong> it<br>with a <strong>20%</strong> chance to remove without <strong>ejecting</strong>`,
// description: `when <strong>paused</strong> clicking a <strong class='color-m'>tech</strong> <strong>ejects</strong> it<br>with a <strong>20%</strong> chance to remove without <strong>ejecting</strong>`,
// description: `when <strong>paused</strong> clicking a <strong class='color-m'>tech</strong> <strong>ejects</strong> it<br>and a <strong>20%</strong> chance to remove without <strong>ejecting</strong>`,
descriptionFunction() {
return `when <strong>paused</strong> clicking a <strong class='color-m'>tech</strong> <strong>ejects</strong> it<br><strong>6</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} each time and a <strong>3%</strong> chance to fail`
},
maxCount: 1,
count: 0,
frequency: 1,
@@ -4154,7 +4174,7 @@ const tech = {
},
{
name: "futures exchange",
description: "clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+4.3%</strong> power up <strong class='color-dup'>duplication</strong> chance",
description: "clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+4.7%</strong> power up <strong class='color-dup'>duplication</strong> chance",
// descriptionFunction() {
// return `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+${4.9 - 0.15*simulation.difficultyMode}%</strong> power up <strong class='color-dup'>duplication</strong> chance`
// },
@@ -4177,7 +4197,7 @@ const tech = {
},
{
name: "replication",
description: "<strong>+9%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+33%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+33%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
@@ -4187,7 +4207,7 @@ const tech = {
},
requires: "below 100% duplication chance",
effect() {
tech.duplicateChance += 0.09
tech.duplicateChance += 0.1
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.11);
this.refundAmount += tech.addJunkTechToPool(0.33)
@@ -4204,7 +4224,7 @@ const tech = {
},
{
name: "stimulated emission",
description: "<strong>+17%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>,<br>but after a <strong>collision</strong> eject <strong>1</strong> <strong class='color-m'>tech</strong>",
description: "<strong>+19%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>,<br>but after a <strong>collision</strong> eject <strong>1</strong> <strong class='color-m'>tech</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -4328,6 +4348,34 @@ const tech = {
}
}
},
{
name: "strange loop",
// description: `<strong>+11%</strong> <strong class='color-d'>damage</strong><br><strong>removing</strong> this doubles it's damage if you take it again`,
description: `<strong>+9%</strong> <strong class='color-d'>damage</strong><br><span style = 'font-size:87%;'><strong>removing</strong> this gives <strong>strange attractor</strong> and <strong>null hypothesis</strong></span>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBadRandomOption: true,
allowed() {
return true
},
requires: "",
damage: 1.09,
effect() {
tech.damage *= this.damage
},
remove() {
if (this.count > 0 && m.alive) {
tech.damage /= this.damage
this.frequency = 0
requestAnimationFrame(() => {
tech.giveTech("null hypothesis")
tech.giveTech("strange attractor")
});
}
}
},
{
name: "null hypothesis",
description: `<strong>+8%</strong> <strong class='color-d'>damage</strong><br><strong>removing</strong> this spawns ${powerUps.orb.research(15)}`,
@@ -4352,6 +4400,35 @@ const tech = {
}
}
},
{
name: "martingale",
descriptionFunction() {
return `<span style = 'font-size:95%;'><strong>+${(100 * this.damage).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>. After removing this there is a <strong>50%</strong><br>chance to get it back with <strong>double</strong> its <strong class='color-d'>damage</strong></span>`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBadRandomOption: true,
allowed() {
return true
},
requires: "",
damage: 0.11,
effect() {
tech.damage *= 1 + this.damage
},
remove() {
if (this.count > 0 && m.alive) {
tech.damage /= 1 + this.damage
if (Math.random() < 0.5) {
this.damage *= 2
requestAnimationFrame(() => { tech.giveTech("chaos theory") });
}
this.frequency = 0
}
}
},
{
name: "Born rule",
description: "<strong>remove</strong> all current <strong class='color-m'>tech</strong><br>spawn new <strong class='color-m'>tech</strong> to replace them",
@@ -4744,6 +4821,8 @@ const tech = {
b.guns[0].ammoPack = b.guns[0].defaultAmmoPack;
if (b.guns[0].recordedAmmo) b.guns[0].ammo = b.guns[0].recordedAmmo
simulation.updateGunHUD();
if (this.count) requestAnimationFrame(() => { simulation.updateGunHUD(); });
}
tech.isIceCrystals = false;
if (b.guns[0].ammo === Infinity) b.guns[0].ammo = 0
@@ -5377,6 +5456,7 @@ const tech = {
if (this.count > 0 && b.guns[3].savedAmmo !== undefined) {
b.guns[3].ammo = b.guns[3].savedAmmo
simulation.updateGunHUD();
requestAnimationFrame(() => { simulation.updateGunHUD(); });
} else if (b.guns[3].ammo === Infinity) {
b.guns[3].ammo = 0
}
@@ -7071,7 +7151,7 @@ const tech = {
},
{
name: "induction furnace",
description: "after using <strong>harpoon</strong> or <strong>grapple</strong> to collect <strong>power ups</strong><br><strong>+77%</strong> <strong>harpoon</strong> or <strong>grapple</strong> <strong class='color-d'>damage</strong> for 8 seconds",
description: "after using <strong>harpoon</strong>/<strong>grapple</strong> to collect <strong>power ups</strong><br><strong>+77%</strong> <strong>harpoon</strong> or <strong>grapple</strong> <strong class='color-d'>damage</strong> for 8 seconds",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -7091,7 +7171,7 @@ const tech = {
},
{
name: "brittle",
description: "<strong>+88%</strong> <strong>harpoon</strong> and <strong>grapple</strong> <strong class='color-d'>damage</strong><br>to <strong>mobs</strong> at maximum <strong>health</strong>",
description: "<strong>+88%</strong> <strong>harpoon</strong>/<strong>grapple</strong> <strong class='color-d'>damage</strong><br>to <strong>mobs</strong> at maximum <strong>health</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -7595,7 +7675,7 @@ const tech = {
{
name: "electronegativity",
descriptionFunction() {
return `<strong>+0.22%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(22 * m.maxEnergy).toFixed(0)}% damage at max energy)</em>`
return `<strong>+0.26%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(27 * m.maxEnergy).toFixed(0)}% damage at max energy)</em>`
},
// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
isFieldTech: true,

126
style.css
View File

@@ -1377,3 +1377,129 @@ summary {
.link:hover {
text-decoration: underline;
}
/*
.fade-ins {
animation: 1.5s linear 1s fadeins;
}
@keyframes fadeins {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
} */
.blurry-text {
color: transparent;
text-shadow: 0 0 9px rgba(0, 0, 0, 0.5);
}
.unblur {
color: transparent;
text-shadow: 0 0 9px rgba(0, 0, 0, 0.5);
animation: 1.5s ease 1.2s normal forwards 1 unblur;
}
@keyframes unblur {
0% {
color: transparent;
text-shadow: 0 0 9px rgba(0, 0, 0, 0.5);
}
100% {
/* font-weight: 800; */
color: #000;
text-shadow: 0 0 0px rgba(0, 0, 0, 0.5);
}
}
.fade-in {
opacity: 0;
animation: 2s ease 1.5s normal forwards 1 fadein;
}
.fade-in-fast {
opacity: 0;
animation: 1.5s ease 1s normal forwards 1 fadein;
}
.fade-in-faster {
opacity: 0;
animation: 2s ease 0.5s normal forwards 1 fadein;
}
@keyframes fadein {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
@keyframes dash {
to {
stroke-dashoffset: 0;
}
}
.draw-lines {
stroke-dasharray: 20;
stroke-dashoffset: 20;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-dash {
stroke-dasharray: 4;
stroke-dashoffset: 4;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-o {
stroke-dasharray: 11;
stroke-dashoffset: 11;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-g {
stroke-dasharray: 17;
stroke-dashoffset: 17;
animation: dash 2.4s ease-in forwards;
}
.draw-lines-box-1 {
stroke-dasharray: 1000;
stroke-dashoffset: 1000;
animation: dash 5s ease-in forwards;
animation-delay: 0s;
}
.draw-lines-box-2 {
stroke-dasharray: 1000;
stroke-dashoffset: 1000;
animation: dash 2.6s ease-in forwards;
animation-delay: 1s;
}
.draw-lines-box-3 {
stroke-dasharray: 1000;
stroke-dashoffset: 1000;
animation: dash 1.15s ease-in forwards;
animation-delay: 1.55s;
}
.draw-lines3 {
stroke-dasharray: 3000;
stroke-dashoffset: 3000;
animation: dash 3.1s ease-in forwards;
}
.draw-lines4 {
stroke-dasharray: 300;
stroke-dashoffset: 300;
animation: dash 2.5s ease-in forwards;
}

View File

@@ -1,55 +1,21 @@
******************************************************** NEXT PATCH **************************************************
mob health tech
tech: cascading failure - +222% damage to mobs below 25% health
tech: yield stress - +55% damage to mobs at maximum health
cloaking tech: topological defect - +88% damage to mobs at maximum health
harpoon tech: brittle - +88% harpoon/grapple damage to mobs at maximum health
cloaking buffs
50->66% defense while cloaked
recloak 0.25s faster
simplified cloaking field graphics
boson composite drains much less energy while moving through mobs and shields
fixed bug where mines and egg mobs were colliding with player while intangible
patch no longer drains energy when you heal on cloaking
metamaterial absorber gets 17->22% chance to spawn a power up for each mob alive
no-cloning theorem changes to 45->40% duplication and 2->1% duplication loss on killing a mob
finalBoss phases:
new: slow zone, antigravity pulse
nerfed: laser, black hole, orbitals
buffed: oscillation, mobs
improved graphics: boulder
Hilbert space has a skin. 99->142% damage increase, but randomize tech after taking damage
Higgs mechanism has a skin. +45->77% fire rate, player can't move while firing
induction furnace gives +77% harpoon/grapple damage for 8 seconds after picking up a power up
collider 50->100% chance to combine and randomize power ups
quenching gives more bonus max health at high difficulty level (maybe around 30% more health)
accretion gives 5->7 heal power ups
dynamo bots follow player much closer when you have many of them
scrap-bots don't follow the player as accurately or as quickly
scrap bot duration 13->15 seconds
JUNK tech: planned obsolescence - make 100 scrap bots that last for about 30 seconds
community map dojo by werid_pusheen
fixed by Cornbread 2100
hard mode gets 1 less heal at the start
hard and why difficulty don't begin with starter mobs
hopBullet mobs last 2 seconds less time
adjusted button heights on train station level to be consistently the same height
*********************************************************** TODO *****************************************************
hexagon head skin
maybe give defense
foam tech: increase size of foam and increase duration, but drop speed down, so they come to a stop and just hang
allow them to harm player?
this is probably just too annoying
Foam slow down mobs twice as much and slowly pulls them towards the ground
+30% foam damage
Half foam velocity
Foam is now effected by gravity
Requires a source of foam and not aerogel
https://en.m.wikipedia.org/wiki/Tungsten_hexafluoride
make a flutter variant
just move the wings to the back?
@@ -1054,9 +1020,10 @@ add sounds
******************************************************** LORE ********************************************************
look up sci-fi science ideas here https://projectrho.com/public_html/rocket/
possible names for tech
sidereal - with respect to the stars (an extra rotation for time keeping)
strange loop
holonomy - parallel transport of a vector leads to movement (applies to curved space)
hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
swarm intelligence - for a drone tech
@@ -1103,8 +1070,8 @@ possible names for tech
magnetorquers - produce spin by pushing on earth's magnetic field
Josephson junction - superconducting junction
Pyroelectricity - voltage from temp changes - upgrade from piezoelectricity
perturbation
Unruh effect - accelerating makes heat/thermal particles
configuration space - holds the position of everything
******************************************************** CARS IMAGES ********************************************************