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:
landgreen
2020-12-14 04:14:50 -08:00
parent 92c5670369
commit 4e74b8ac30
4 changed files with 96 additions and 144 deletions

View File

@@ -679,50 +679,28 @@ const b = {
World.add(engine.world, bullet[me]); //add bullet to world World.add(engine.world, bullet[me]); //add bullet to world
}, },
lastAngle: 0, lastAngle: 0,
wasExtruderOn: false,
isExtruderOn: false,
extruder() { extruder() {
const color = "#f07" const DRAIN = 0.0007 + mech.fieldRegen
const DRAIN = 0.00014 + mech.fieldRegen
if (mech.energy > DRAIN) { if (mech.energy > DRAIN) {
mech.energy -= DRAIN mech.energy -= DRAIN
if (mech.energy < 0) { if (mech.energy < 0) {
mech.fieldCDcycle = mech.cycle + 120; mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0; mech.energy = 0;
} }
ctx.lineWidth = 5; const SPEED = 10
ctx.strokeStyle = color
ctx.beginPath(); //draw all the wave bullets
for (let i = 0, len = bullet.length; i < len; i++) {
if (bullet[i].isBranch) {
ctx.stroke();
ctx.beginPath(); //draw all the wave bullets
} else if (bullet[i].isWave) ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
}
ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
ctx.stroke();
} else {
mech.fireCDcycle = mech.cycle + 60; // cool down
for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
if (bullet[i].isWave) {
bullet[i].isWave = false
bullet[i].endCycle = 0
}
}
return
}
const SPEED = 13
const me = bullet.length; const me = bullet.length;
const where = Vector.add(mech.pos, player.velocity) const where = Vector.add(mech.pos, player.velocity)
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, { bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
cycle: -0.5, cycle: -0.5,
isWave: true, isWave: true,
endCycle: game.cycle + 50 * mod.isPlasmaRange, endCycle: game.cycle + 10 + 40 * mod.isPlasmaRange,
inertia: Infinity, inertia: Infinity,
frictionAir: 0, frictionAir: 0,
isInHole: true, //this keeps the bullet from entering wormholes isInHole: true, //this keeps the bullet from entering wormholes
minDmgSpeed: 0, minDmgSpeed: 0,
dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do() dmg: b.dmgScale * 1.25, //damage also changes when you divide by mob.mass on in .do()
isJustReflected: false,
classType: "bullet", classType: "bullet",
isBranch: false, isBranch: false,
restitution: 0, restitution: 0,
@@ -735,22 +713,10 @@ const b = {
beforeDmg() {}, beforeDmg() {},
onEnd() {}, onEnd() {},
do() { do() {
mech.fireCDcycle = mech.cycle //this is here to trigger cloaking field
if (!input.field) {
this.endCycle = 0;
this.isWave = false
return
}
if (!mech.isBodiesAsleep) { if (!mech.isBodiesAsleep) {
if (this.endCycle < game.cycle + 1) this.isWave = false if (this.endCycle < game.cycle + 1) this.isWave = false
if (Matter.Query.point(map, this.position).length) { //check if inside map if (Matter.Query.point(map, this.position).length) { //check if inside map
this.isBranch = true; this.isBranch = true;
// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
// if (bullet[i].isWave && bullet[i].cycle > this.cycle) {
// bullet[i].isWave = false
// bullet[i].endCycle = 0
// }
// }
} else { //check if inside a body } else { //check if inside a body
const q = Matter.Query.point(mob, this.position) const q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) { for (let i = 0; i < q.length; i++) {
@@ -765,8 +731,8 @@ const b = {
game.drawList.push({ //add dmg to draw queue game.drawList.push({ //add dmg to draw queue
x: this.position.x, x: this.position.x,
y: this.position.y, y: this.position.y,
radius: Math.log(2 * dmg + 1.4) * 40, radius: Math.log(2 * dmg + 1.1) * 40,
color: color, color: "rgba(255, 0, 119, 0.5)",
time: game.drawTime time: game.drawTime
}); });
} }
@@ -774,7 +740,7 @@ const b = {
this.cycle++ this.cycle++
const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09) const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3)) const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
const velocity = Vector.mult(player.velocity, 0.3) //move with player const velocity = Vector.mult(player.velocity, 0.25) //move with player
Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle))) Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
// Matter.Body.setPosition(this, Vector.add(this.position, wiggle)) // Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
} }
@@ -786,17 +752,12 @@ const b = {
y: SPEED * Math.sin(mech.angle) y: SPEED * Math.sin(mech.angle)
}); });
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity)) const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
const angleDifference = 180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180); //find the difference between current and previous angle if (180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180) > 0.3) bullet[me].isBranch = true; //don't draw stroke for this bullet
b.lastAngle = mech.angle b.lastAngle = mech.angle //track last angle for the above angle difference calculation
if (angleDifference > 0.5) { //don't draw stroke for this bullet if (!mech.wasExtruderOn) bullet[me].isBranch = true;
bullet[me].isBranch = true; mech.isExtruderOn = true
// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets } else {
// if (bullet[i].isWave) { mech.isExtruderOn = false
// bullet[i].isWave = false
// bullet[i].endCycle = 0
// }
// }
// return
} }
}, },
plasma() { plasma() {

View File

@@ -16,9 +16,9 @@ const level = {
// level.difficultyIncrease(19) // level.difficultyIncrease(19)
// game.zoomScale = 1000; // game.zoomScale = 1000;
// game.setZoom(); // game.setZoom();
// mech.setField("plasma torch") mech.setField("plasma torch")
// b.giveGuns("wave beam") // b.giveGuns("wave beam")
// mod.giveMod("micro-extruder") mod.giveMod("micro-extruder")
// for (let i = 0; i < 15; i++) mod.giveMod("supply chain") // for (let i = 0; i < 15; i++) mod.giveMod("supply chain")

View File

@@ -1660,6 +1660,28 @@ const mech = {
} }
mech.drawFieldMeter("rgba(0, 0, 0, 0.2)") mech.drawFieldMeter("rgba(0, 0, 0, 0.2)")
if (mod.isExtruder) {
if (input.field) {
mech.wasExtruderOn = true
} else {
mech.wasExtruderOn = false
}
ctx.lineWidth = 5;
ctx.strokeStyle = "#f07"
ctx.beginPath(); //draw all the wave bullets
for (let i = 0, len = bullet.length; i < len; i++) {
if (bullet[i].isWave) {
if (bullet[i].isBranch) {
ctx.stroke();
ctx.beginPath(); //draw all the wave bullets
} else {
ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
}
}
}
if (mech.wasExtruderOn && mech.isExtruderOn) ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
ctx.stroke();
}
} }
} }
}, },

View File

@@ -1,37 +1,8 @@
******************************************************** NEXT PATCH ******************************************************** ******************************************************** NEXT PATCH ********************************************************
wave beam damage works better vs. high mass mobs extruder: leftovers still exist when field isn't active
also more damage and ammo range and damage are all slightly decreased
energy drain is greatly increased
mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
mod: Bose Einstein condensate - freeze mobs inside your field
pilot wave, negative mass field, time dilation field
difficulty - after you clear the finalBoss, difficulty increase per level is now lower
but, when the finalBoss dies difficulty immediately increases greatly
difficulty used to work like this:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
(+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
(+4 per level) 44,48,52,56 ...
difficulty works like this now:
(+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
(+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
(+3 per level) 43,46,49,52 ...
difficulty mode scales these numbers
easy: x1, normal: x2, hard: x4, why: x6
each time difficulty increases:
game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
b.dmgScale *= 0.93; // your damage goes down
game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
******************************************************** BUGS ******************************************************** ******************************************************** BUGS ********************************************************
@@ -69,8 +40,6 @@ mod and mob are too similar
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
mod plasma torch: extruder speed is improved
color/highlight field or gun mods in selection menu (or custom) color/highlight field or gun mods in selection menu (or custom)
to show that they are special to show that they are special