extruder balance
extruder: leftovers still exist when field isn't active range and damage are all slightly decreased energy drain is greatly increased
This commit is contained in:
177
js/bullet.js
177
js/bullet.js
@@ -679,124 +679,85 @@ const b = {
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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lastAngle: 0,
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wasExtruderOn: false,
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isExtruderOn: false,
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extruder() {
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const color = "#f07"
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const DRAIN = 0.00014 + mech.fieldRegen
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const DRAIN = 0.0007 + mech.fieldRegen
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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ctx.lineWidth = 5;
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ctx.strokeStyle = color
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ctx.beginPath(); //draw all the wave bullets
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for (let i = 0, len = bullet.length; i < len; i++) {
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if (bullet[i].isBranch) {
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ctx.stroke();
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ctx.beginPath(); //draw all the wave bullets
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} else if (bullet[i].isWave) ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
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}
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ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
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ctx.stroke();
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} else {
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mech.fireCDcycle = mech.cycle + 60; // cool down
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for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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if (bullet[i].isWave) {
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bullet[i].isWave = false
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bullet[i].endCycle = 0
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}
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}
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return
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}
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const SPEED = 13
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const me = bullet.length;
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const where = Vector.add(mech.pos, player.velocity)
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bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
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cycle: -0.5,
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isWave: true,
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endCycle: game.cycle + 50 * mod.isPlasmaRange,
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inertia: Infinity,
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frictionAir: 0,
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isInHole: true, //this keeps the bullet from entering wormholes
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minDmgSpeed: 0,
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dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do()
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isJustReflected: false,
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classType: "bullet",
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isBranch: false,
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restitution: 0,
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collisionFilter: {
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// category: 0,
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// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
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category: cat.bullet,
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mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
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},
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beforeDmg() {},
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onEnd() {},
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do() {
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mech.fireCDcycle = mech.cycle //this is here to trigger cloaking field
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if (!input.field) {
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this.endCycle = 0;
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this.isWave = false
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return
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}
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if (!mech.isBodiesAsleep) {
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if (this.endCycle < game.cycle + 1) this.isWave = false
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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this.isBranch = true;
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// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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// if (bullet[i].isWave && bullet[i].cycle > this.cycle) {
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// bullet[i].isWave = false
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// bullet[i].endCycle = 0
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// }
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// }
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} else { //check if inside a body
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const q = Matter.Query.point(mob, this.position)
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for (let i = 0; i < q.length; i++) {
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Matter.Body.setVelocity(q[i], {
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x: q[i].velocity.x * 0.7,
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y: q[i].velocity.y * 0.7
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});
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Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.4) * 40,
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color: color,
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time: game.drawTime
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});
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const SPEED = 10
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const me = bullet.length;
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const where = Vector.add(mech.pos, player.velocity)
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bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
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cycle: -0.5,
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isWave: true,
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endCycle: game.cycle + 10 + 40 * mod.isPlasmaRange,
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inertia: Infinity,
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frictionAir: 0,
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isInHole: true, //this keeps the bullet from entering wormholes
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minDmgSpeed: 0,
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dmg: b.dmgScale * 1.25, //damage also changes when you divide by mob.mass on in .do()
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classType: "bullet",
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isBranch: false,
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restitution: 0,
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collisionFilter: {
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// category: 0,
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// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
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category: cat.bullet,
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mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
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},
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beforeDmg() {},
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onEnd() {},
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do() {
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if (!mech.isBodiesAsleep) {
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if (this.endCycle < game.cycle + 1) this.isWave = false
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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this.isBranch = true;
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} else { //check if inside a body
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const q = Matter.Query.point(mob, this.position)
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for (let i = 0; i < q.length; i++) {
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Matter.Body.setVelocity(q[i], {
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x: q[i].velocity.x * 0.7,
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y: q[i].velocity.y * 0.7
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});
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Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: "rgba(255, 0, 119, 0.5)",
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time: game.drawTime
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});
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}
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}
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this.cycle++
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const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
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const velocity = Vector.mult(player.velocity, 0.25) //move with player
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Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
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// Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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}
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this.cycle++
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const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
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const velocity = Vector.mult(player.velocity, 0.3) //move with player
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Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
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// Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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}
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}
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(mech.angle),
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y: SPEED * Math.sin(mech.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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const angleDifference = 180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180); //find the difference between current and previous angle
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b.lastAngle = mech.angle
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if (angleDifference > 0.5) { //don't draw stroke for this bullet
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bullet[me].isBranch = true;
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// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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// if (bullet[i].isWave) {
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// bullet[i].isWave = false
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// bullet[i].endCycle = 0
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// }
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// }
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// return
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(mech.angle),
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y: SPEED * Math.sin(mech.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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if (180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180) > 0.3) bullet[me].isBranch = true; //don't draw stroke for this bullet
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b.lastAngle = mech.angle //track last angle for the above angle difference calculation
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if (!mech.wasExtruderOn) bullet[me].isBranch = true;
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mech.isExtruderOn = true
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} else {
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mech.isExtruderOn = false
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}
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},
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plasma() {
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@@ -16,9 +16,9 @@ const level = {
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// level.difficultyIncrease(19)
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.setField("plasma torch")
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mech.setField("plasma torch")
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// b.giveGuns("wave beam")
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// mod.giveMod("micro-extruder")
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mod.giveMod("micro-extruder")
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// for (let i = 0; i < 15; i++) mod.giveMod("supply chain")
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22
js/player.js
22
js/player.js
@@ -1660,6 +1660,28 @@ const mech = {
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}
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mech.drawFieldMeter("rgba(0, 0, 0, 0.2)")
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if (mod.isExtruder) {
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if (input.field) {
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mech.wasExtruderOn = true
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} else {
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mech.wasExtruderOn = false
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}
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ctx.lineWidth = 5;
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ctx.strokeStyle = "#f07"
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ctx.beginPath(); //draw all the wave bullets
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for (let i = 0, len = bullet.length; i < len; i++) {
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if (bullet[i].isWave) {
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if (bullet[i].isBranch) {
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ctx.stroke();
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ctx.beginPath(); //draw all the wave bullets
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} else {
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ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
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}
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}
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}
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if (mech.wasExtruderOn && mech.isExtruderOn) ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
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ctx.stroke();
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}
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}
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}
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},
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37
todo.txt
37
todo.txt
@@ -1,37 +1,8 @@
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******************************************************** NEXT PATCH ********************************************************
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wave beam damage works better vs. high mass mobs
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also more damage and ammo
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mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
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mod: Bose Einstein condensate - freeze mobs inside your field
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pilot wave, negative mass field, time dilation field
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difficulty - after you clear the finalBoss, difficulty increase per level is now lower
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but, when the finalBoss dies difficulty immediately increases greatly
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difficulty used to work like this:
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(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
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(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
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(+4 per level) 44,48,52,56 ...
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difficulty works like this now:
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(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
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(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
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(+3 per level) 43,46,49,52 ...
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difficulty mode scales these numbers
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easy: x1, normal: x2, hard: x4, why: x6
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each time difficulty increases:
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game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
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b.dmgScale *= 0.93; // your damage goes down
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game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
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if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
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if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
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if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
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extruder: leftovers still exist when field isn't active
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range and damage are all slightly decreased
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energy drain is greatly increased
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******************************************************** BUGS ********************************************************
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@@ -69,8 +40,6 @@ mod and mob are too similar
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******************************************************** TODO ********************************************************
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mod plasma torch: extruder speed is improved
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color/highlight field or gun mods in selection menu (or custom)
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to show that they are special
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