constraints and gel hair
difficulty
difficulty level 6 adds flat damage and damage taken
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
at the end of subway you get 1 tech, but not on difficulty level 6
difficulty level 3 and 5 add a random constraint that changes each level
constraints are effects that only last until the level ends
50% JUNK chance
4x shielded mob chance
power ups are sent to next level
+33% chance for mobs to respawn
-1 choice
2x ammo costs
duplication is set to zero
50% max energy
50% max health
bots follow slow
full damage taken after boss dies
0.1x damage after a power up
mob death heals mobs
mobs heal for your lost health
periodically spawn WIMPs
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
damage boost has a unique gel/hair aura for each skin
damage boost timer no longer ticks with time dilation field
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
added a classic n-gon link for the previous patch in settings
but images are disabled to save space
on levels where you can fall endlessly, power ups will also fall endlessly
they no longer teleport to the exit, sorry
Newton's 1st and 2nd laws are field tech, and they give twice the effect
abelian group 4->3x damage while invulnerable
bot fabrication price increases after 5->4 bots
wikipedia 4->3 research per correct quiz
upgraded sound bots fire fewer waves but do more damage per wave
not much changed except improved performance, I think
incendiary ammunition drones explode when they run out of durability not on the first hit
this allows better synergy with other drone tech
grappling hook retract momentum no longer scales with distance
this should give you more control
pressing the 3rd button in factory will remove blocks resting on the second block
preventing an endless toggle
bug fixes
fleas no longer die early after hitting a high health target only once
something with super ball density calculations for tech rebound
grabbing a big block can make grappling hook go flying
added 3 potential fixes, but the bug is too rare know if it's fixed
This commit is contained in:
@@ -20,7 +20,8 @@
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||||
<body>
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<div id='guns'></div>
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<div id='field'></div>
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<div id='tech'></div>
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<div id='right-HUD-constraint'></div>
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<div id='right-HUD'></div>
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<div id="text-log"></div>
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<div id="fade-out"></div>
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<div id="health-bg"></div>
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@@ -89,6 +90,7 @@
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<option value="classic/7-15-2020/">n-gon: summer-2020</option>
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<option value="classic/6-1-2021/">n-gon: spring-2021</option>
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<option value="classic/11-1-2022/">n-gon: fall-2022</option>
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<option value="classic/7-29-2024/">n-gon: summer-2024</option>
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<option value="" selected>current version</option>
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</select>
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<br>
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231
js/bullet.js
231
js/bullet.js
@@ -85,11 +85,13 @@ const b = {
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if (tech.crouchAmmoCount && m.crouch) {
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if (tech.crouchAmmoCount % 2) {
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b.guns[b.activeGun].ammo--;
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if (level.is2xAmmo && b.guns[b.activeGun].ammo > 0) b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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tech.crouchAmmoCount++ //makes the no ammo toggle off and on
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} else {
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b.guns[b.activeGun].ammo--;
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if (level.is2xAmmo && b.guns[b.activeGun].ammo > 0) b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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},
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@@ -1360,29 +1362,6 @@ const b = {
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ctx.lineWidth = 0.5
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ctx.stroke();
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// ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
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// if (tech.isHookWire) {
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// //draw wire
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// const hitMob = Matter.Query.ray(mob, this.position, m.pos, 10)
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// if (hitMob.length && m.immuneCycle < m.cycle) {
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// for (let i = 0; i < hitMob.length; i++) {
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// console.log(hitMob[i].bodyA)
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// // simulation.drawList.push({ //add dmg to draw queue
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// // x: path[path.length - 1].x,
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// // y: path[path.length - 1].y,
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// // radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
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// // color: tech.laserColorAlpha,
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// // time: simulation.drawTime
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// // });
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// hitMob[i].bodyA.damage(0.001)
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// }
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// }
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// //draw glow around wire
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// ctx.strokeStyle = "rgba(0,255,255,0.2)" // "#0ce"
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// ctx.lineWidth = 20
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// ctx.stroke();
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// }
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if (this.powerUpDamage) {
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ctx.beginPath();
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ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
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@@ -1416,9 +1395,7 @@ const b = {
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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requestAnimationFrame(() => {
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who.isShielded = true
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});
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requestAnimationFrame(() => { who.isShielded = true });
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}
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if (m.fieldCDcycle < m.cycle + 40) m.fieldCDcycle = m.cycle + 40 //extra long cooldown on hitting mobs
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if (tech.hookNails) {
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@@ -1501,8 +1478,10 @@ const b = {
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if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
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this.collisionFilter.mask = 0//cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
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//recoil on pulling grapple back
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const mag = this.pickUpTarget ? Math.max(this.pickUpTarget.mass, 0.5) : 0.5
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const momentum = Vector.mult(Vector.sub(this.position, m.pos), mag * (m.crouch ? 0.0001 : 0.0002))
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// if (this.pickUpTarget.mass) console.log(this.pickUpTarget.mass)
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const mag = this.pickUpTarget ? Math.min(5, Math.max(this.pickUpTarget.mass, 0.5)) : 0.5
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const unit = Vector.normalise(Vector.sub(this.position, m.pos))
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const momentum = Vector.mult(unit, mag * (m.crouch ? 0.1 : 0.2))
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player.force.x += momentum.x
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player.force.y += momentum.y
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},
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@@ -1511,7 +1490,9 @@ const b = {
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if (Vector.magnitude(Vector.sub(this.position, m.pos)) < returnRadius) { //near player
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this.endCycle = 0;
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//recoil on catching grapple
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const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
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// const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
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const unit = Vector.normalise(Vector.sub(this.velocity, player.velocity))
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const momentum = Vector.mult(unit, (m.crouch ? 0.0001 : 0.0002))
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player.force.x += momentum.x
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player.force.y += momentum.y
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if (this.pickUpTarget) {
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@@ -1530,8 +1511,11 @@ const b = {
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// give block to player after it returns
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m.isHolding = true;
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//conserve momentum when player mass changes
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totalMomentum = Vector.add(Vector.mult(player.velocity, player.mass), Vector.mult(Vector.normalise(this.velocity), 15 * Math.min(20, this.pickUpTarget.mass)))
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Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + this.pickUpTarget.mass)));
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const blockMass = Math.min(5, this.pickUpTarget.mass)
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const grappleMomentum = Vector.mult(Vector.normalise(this.velocity), 15 * blockMass)
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const playerMomentum = Vector.mult(player.velocity, player.mass)
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totalMomentum = Vector.add(playerMomentum, grappleMomentum)
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Matter.Body.setVelocity(player, Vector.mult(totalMomentum, 1 / (m.defaultMass + blockMass)));
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m.definePlayerMass(m.defaultMass + this.pickUpTarget.mass * m.holdingMassScale)
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//make block collide with nothing
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@@ -1542,7 +1526,7 @@ const b = {
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} else {
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if (m.energy > this.drain) m.energy -= this.drain
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const sub = Vector.sub(this.position, m.pos)
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const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
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const rangeScale = 1 + 0.000003 * Vector.magnitude(sub) //return faster when far from player
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const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
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this.force.x -= returnForce.x
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this.force.y -= returnForce.y
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@@ -1582,16 +1566,13 @@ const b = {
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//position block on hook
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Matter.Body.setPosition(this.pickUpTarget, Vector.add(this.vertices[2], this.velocity))
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Matter.Body.setVelocity(this.pickUpTarget, { x: 0, y: 0 })
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} else { // if (!input.down)
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} else {
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const blocks = Matter.Query.collides(this, body)
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if (blocks.length) {
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// console.log(blocks)
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for (let i = 0; i < blocks.length; i++) {
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if (blocks[i].bodyA.classType === "body" && !blocks[i].bodyA.isNotHoldable && blocks[0].bodyA.mass < 60) {
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if (blocks[i].bodyA.classType === "body" && !blocks[i].bodyA.isNotHoldable && blocks[0].bodyA.mass < 40) {
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this.retract()
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if (tech.hookNails) {
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// if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
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// b.explosion(this.position, 300 + 150 * Math.random()); //makes bullet do explosive damage at end
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b.targetedNail(this.position, 3 * tech.hookNails)
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const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
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for (let i = 0; i < 13; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
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@@ -1620,22 +1601,7 @@ const b = {
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this.blockDist = Vector.magnitude(Vector.sub(this.pickUpTarget.position, m.pos))
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}
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}
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// else if (blocks[i].bodyB.classType === "body" && !blocks[i].bodyB.isNotHoldable && blocks[0].bodyB.mass < 60) {
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// this.retract()
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// this.pickUpTarget = blocks[i].bodyB
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// this.blockDist = Vector.magnitude(Vector.sub(this.pickUpTarget.position, m.pos))
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// if (tech.hookNails) {
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// // if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
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// // b.explosion(this.position, 300 + 150 * Math.random()); //makes bullet do explosive damage at end
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// b.targetedNail(this.position, tech.hookNails)
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// const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
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// for (let i = 0; i < 4; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
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// }
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// }
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}
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// if (blocks[0].bodyA.mass > 2.5 && blocks[0].bodyA.mass > 15) {
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}
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}
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},
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@@ -1665,41 +1631,17 @@ const b = {
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},
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do() {
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if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
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if (input.field) { //&& !Matter.Query.collides(this, body).length
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// this.destroyBlocks()
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if (input.field) {
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this.grabBlocks()
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this.grabPowerUp()
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// if (this.endCycle < simulation.cycle + 1) { //if at end of lifespan, but player is holding down field, force retraction
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// this.endCycle = simulation.cycle + 30
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// // m.fireCDcycle = m.cycle + 120 // cool down
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// this.do = this.returnToPlayer
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// Matter.Body.setDensity(this, 0.0005); //reduce density on return
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// if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
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// this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
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// }
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} else {
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//if not enough energy
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// if (m.energy < 0.01) this.dropCaughtPowerUp()
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// const returnForce = Vector.mult(Vector.normalise(Vector.sub(this.position, m.pos)), 3 * this.thrustMag * this.mass)
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// this.force.x -= returnForce.x
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// this.force.y -= returnForce.y
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// this.frictionAir = 0.002
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// this.do = () => {
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// if (this.speed < 20) this.force.y += 0.0005 * this.mass;
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// }
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// } else {
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//return to player
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this.retract()
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// }
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}
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//grappling hook
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if (input.field && Matter.Query.collides(this, map).length) {
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Matter.Body.setPosition(this, Vector.add(this.position, { x: -20 * Math.cos(this.angle), y: -20 * Math.sin(this.angle) }))
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if (Matter.Query.collides(this, map).length) {
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if (tech.hookNails) {
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// if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 5; //player is immune to damage for 5 cycles
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// b.explosion(this.position, 200 + 150 * Math.random()); //makes bullet do explosive damage at end
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b.targetedNail(this.position, tech.hookNails)
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const ANGLE = 2 * Math.PI * Math.random() //make a few random ones
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for (let i = 0; i < 4; i++) b.nail(this.position, { x: 10.5 * Math.cos(ANGLE), y: 10.5 * Math.sin(ANGLE) }, 1.2)
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@@ -1709,22 +1651,14 @@ const b = {
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||||
Matter.Body.setVelocity(this, { x: 0, y: 0 });
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Matter.Sleeping.set(this, true)
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this.endCycle = simulation.cycle + 5
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// this.dropCaughtPowerUp()
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this.do = () => {
|
||||
if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
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||||
// if (this.caughtPowerUp) {
|
||||
// Matter.Body.setPosition(this.caughtPowerUp, Vector.add(this.vertices[2], this.velocity))
|
||||
// Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
|
||||
// }
|
||||
this.grabPowerUp()
|
||||
|
||||
//between player nose and the grapple
|
||||
const sub = Vector.sub(this.vertices[0], { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) })
|
||||
let dist = Vector.magnitude(sub)
|
||||
if (input.field) {
|
||||
// m.fireCDcycle = m.cycle + 30; // cool down if out of energy
|
||||
// m.fireCDcycle = m.cycle + 5 + 40 * b.fireCDscale + 60 * (m.energy < 0.05)
|
||||
// if (m.fieldCDcycle < m.cycle + 5) m.fieldCDcycle = m.cycle + 5
|
||||
this.endCycle = simulation.cycle + 10
|
||||
if (input.down) { //down
|
||||
this.isSlowPull = true
|
||||
@@ -1738,52 +1672,18 @@ const b = {
|
||||
|
||||
// pulling friction that allowed a slight swinging, but has high linear pull at short dist
|
||||
const drag = 1 - 30 / Math.min(Math.max(100, dist), 700) - 0.1 * (player.speed > 66)
|
||||
// console.log(player.speed)
|
||||
Matter.Body.setVelocity(player, { x: player.velocity.x * drag, y: player.velocity.y * drag });
|
||||
const pullScale = 0.0004
|
||||
const pull = Vector.mult(Vector.normalise(sub), pullScale * Math.min(Math.max(15, dist), this.isSlowPull ? 70 : 200))
|
||||
const pull = Vector.mult(Vector.normalise(sub), 0.0004 * Math.min(Math.max(15, dist), this.isSlowPull ? 70 : 200))
|
||||
//original pulling force with high friction and very linear pull
|
||||
// Matter.Body.setVelocity(player, { x: player.velocity.x * 0.85, y: player.velocity.y * 0.85 });
|
||||
// const pull = Vector.mult(Vector.normalise(sub), 0.0008 * Math.min(Math.max(15, dist), this.isSlowPull ? 100 : 200))
|
||||
|
||||
player.force.x += pull.x
|
||||
player.force.y += pull.y
|
||||
if (dist > 500) {
|
||||
m.energy -= this.drain
|
||||
// if (m.energy < 0) this.endCycle = 0;
|
||||
}
|
||||
|
||||
// if (tech.isImmuneGrapple && m.immuneCycle < m.cycle + 10) {
|
||||
// m.immuneCycle = m.cycle + 10;
|
||||
// if (m.energy > 0.001) {
|
||||
// m.energy -= 0.001
|
||||
// } else { //out of energy
|
||||
// Matter.Sleeping.set(this, false)
|
||||
// this.collisionFilter.category = 0
|
||||
// this.collisionFilter.mask = 0
|
||||
// this.do = this.returnToPlayer
|
||||
// this.endCycle = simulation.cycle + 60
|
||||
// // m.fireCDcycle = m.cycle + 120; //fire cooldown
|
||||
// if (m.fieldCDcycle < m.cycle + 120) m.fieldCDcycle = m.cycle + 120
|
||||
|
||||
// //recoil on catching
|
||||
// const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
|
||||
// player.force.x += momentum.x
|
||||
// player.force.y += momentum.y
|
||||
// }
|
||||
// }
|
||||
if (dist > 500) m.energy -= this.drain
|
||||
} else {
|
||||
Matter.Sleeping.set(this, false)
|
||||
this.retract()
|
||||
// Matter.Sleeping.set(this, false)
|
||||
// this.collisionFilter.category = 0
|
||||
// this.collisionFilter.mask = 0
|
||||
// this.do = this.returnToPlayer
|
||||
// this.endCycle = simulation.cycle + 60
|
||||
// //recoil on catching
|
||||
// const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
|
||||
// player.force.x += momentum.x
|
||||
// player.force.y += momentum.y
|
||||
}
|
||||
this.draw();
|
||||
}
|
||||
@@ -1976,6 +1876,7 @@ const b = {
|
||||
// refund ammo
|
||||
if (isReturnAmmo) {
|
||||
b.guns[9].ammo++;
|
||||
if (level.is2xAmmo) b.guns[9].ammo++;
|
||||
simulation.updateGunHUD();
|
||||
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
// if (b.guns[i].name === "harpoon") {
|
||||
@@ -3101,13 +3002,13 @@ const b = {
|
||||
cd: simulation.cycle + 10,
|
||||
dmg: 0,
|
||||
setDamage() { //dmg is set to zero after doing damage once, and set back to normal after jumping
|
||||
this.dmg = radius * (tech.isMutualism ? 2.9 : 1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
|
||||
this.dmg = radius * (tech.isMutualism ? 3.3 : 1.1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
|
||||
},
|
||||
beforeDmg(who) {
|
||||
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), 10 + 10 * Math.random())); //push away from target
|
||||
this.cd = simulation.cycle + this.delay;
|
||||
if (!who.isInvulnerable) {
|
||||
this.endCycle -= 130
|
||||
if (!who.isInvulnerable && this.dmg !== 0) {
|
||||
this.endCycle -= 110
|
||||
if (tech.isSporeFreeze) mobs.statusSlow(who, 90)
|
||||
if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
|
||||
setTimeout(() => {
|
||||
@@ -3164,10 +3065,7 @@ const b = {
|
||||
if (tech.isSporeFollow && !this.lockedOn && Matter.Query.ray(map, this.position, m.pos).length === 0) {
|
||||
this.lockedOn = { //make target player if there are no mobs to target
|
||||
position: m.pos,
|
||||
velocity: {
|
||||
x: 0,
|
||||
y: 0
|
||||
}
|
||||
velocity: { x: 0, y: 0 }
|
||||
}
|
||||
}
|
||||
if (this.lockedOn) { //hop towards mob target
|
||||
@@ -3189,10 +3087,7 @@ const b = {
|
||||
}
|
||||
this.force.y = -(0.03 + 0.08 * Math.random()) * this.mass
|
||||
}
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: 0,
|
||||
y: 0
|
||||
});
|
||||
Matter.Body.setVelocity(this, { x: 0, y: 0 });
|
||||
this.setDamage() //after jumping damage is no longer zero
|
||||
}
|
||||
}
|
||||
@@ -3262,26 +3157,26 @@ const b = {
|
||||
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
|
||||
this.lockedOn = null
|
||||
} else {
|
||||
if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle && !tech.isForeverDrones) {
|
||||
const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
||||
b.explosion(this.position, max * 0.14 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
if (tech.isForeverDrones) {
|
||||
this.endCycle = 0
|
||||
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
bullet[bullet.length - 1].endCycle = Infinity
|
||||
} else {
|
||||
this.endCycle -= max
|
||||
}
|
||||
} else {
|
||||
//move away from target after hitting
|
||||
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
|
||||
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
|
||||
this.lockedOn = null
|
||||
if (this.endCycle > simulation.cycle + this.deathCycles) {
|
||||
this.endCycle -= 60
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
|
||||
}
|
||||
// if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle && !tech.isForeverDrones) {
|
||||
// const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
||||
// b.explosion(this.position, max * 0.14 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
// if (tech.isForeverDrones) {
|
||||
// this.endCycle = 0
|
||||
// b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
|
||||
// bullet[bullet.length - 1].endCycle = Infinity
|
||||
// } else {
|
||||
// this.endCycle -= max
|
||||
// }
|
||||
// } else {
|
||||
//move away from target after hitting
|
||||
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
|
||||
Matter.Body.setVelocity(this, { x: unit.x, y: unit.y });
|
||||
this.lockedOn = null
|
||||
if (this.endCycle > simulation.cycle + this.deathCycles) {
|
||||
this.endCycle -= 60
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
|
||||
}
|
||||
// }
|
||||
}
|
||||
},
|
||||
onEnd() {
|
||||
@@ -3344,8 +3239,15 @@ const b = {
|
||||
const scale = 0.995;
|
||||
Matter.Body.scale(this, scale, scale);
|
||||
},
|
||||
hasExploded: false,
|
||||
do() {
|
||||
if (simulation.cycle + this.deathCycles > this.endCycle) {
|
||||
if (tech.isIncendiary && !this.hasExploded) {
|
||||
this.hasExploded = true
|
||||
// const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
||||
// this.endCycle -= max
|
||||
b.explosion(this.position, 200 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
}
|
||||
this.restitution = 0.2;
|
||||
if (tech.isDroneRespawn) {
|
||||
this.do = this.doRespawning
|
||||
@@ -3749,8 +3651,7 @@ const b = {
|
||||
bullet[me] = Bodies.polygon(where.x, where.y, 12, radius, b.fireAttributes(dir, false));
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
Matter.Body.setVelocity(bullet[me], velocity);
|
||||
bullet[me].calcDensity = function () { return 0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport }
|
||||
Matter.Body.setDensity(bullet[me], bullet[me].calcDensity());
|
||||
Matter.Body.setDensity(bullet[me], 0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport);
|
||||
bullet[me].endCycle = simulation.cycle + Math.floor(270 + 90 * Math.random());
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].restitution = 1;
|
||||
@@ -3812,7 +3713,7 @@ const b = {
|
||||
this.endCycle = 0
|
||||
} else if (tech.isSuperBounce) {
|
||||
const cycle = () => {
|
||||
Matter.Body.setDensity(bullet[me], bullet[me].calcDensity() * 1.33);//33% more density and damage
|
||||
Matter.Body.setDensity(this, (0.0007 + 0.0007 * tech.isSuperHarm + 0.0007 * tech.isBulletTeleport) * 1.33);//33% more density and damage
|
||||
this.endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random()); //reset to full duration of time
|
||||
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), 60)); //reset to high velocity
|
||||
let count = 5
|
||||
@@ -4614,31 +4515,31 @@ const b = {
|
||||
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.nailBotCount; i++) b.nailBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.foamBotCount; i++) b.foamBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.soundBotCount; i++) b.soundBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.boomBotCount; i++) b.boomBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
})
|
||||
}, !level.isSlowBots)
|
||||
for (let i = 0; i < tech.plasmaBotCount; i++) b.plasmaBot({
|
||||
x: player.position.x + 50 * (Math.random() - 0.5),
|
||||
y: player.position.y + 50 * (Math.random() - 0.5)
|
||||
@@ -5067,8 +4968,8 @@ const b = {
|
||||
lookFrequency: 17 + Math.floor(7 * Math.random()) - 3 * tech.isSoundBotUpgrade,
|
||||
cd: 0,
|
||||
fireCount: 0,
|
||||
fireLimit: 5 + 3 * tech.isSoundBotUpgrade,
|
||||
delay: Math.floor((140 + (tech.isSoundBotUpgrade ? 0 : 50))),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
|
||||
fireLimit: 5,
|
||||
delay: Math.floor(140),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
|
||||
acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
|
||||
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
|
||||
endCycle: Infinity,
|
||||
@@ -5092,11 +4993,11 @@ const b = {
|
||||
arc: halfArc * 2,
|
||||
radius: 25,
|
||||
resonanceCount: 0,
|
||||
dmg: (tech.isUpgraded ? 3.5 : 1.5) * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.5 : 1),
|
||||
dmg: (tech.isUpgraded ? 9 : 1.5) * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.5 : 1),
|
||||
})
|
||||
},
|
||||
fire() {
|
||||
if (!(simulation.cycle % (6 - 2 * tech.isSoundBotUpgrade))) {
|
||||
if (!(simulation.cycle % 6)) {
|
||||
this.fireCount++
|
||||
if (this.fireCount > this.fireLimit) {
|
||||
this.fireCount = 0
|
||||
|
||||
32
js/index.js
32
js/index.js
@@ -443,7 +443,7 @@ const build = {
|
||||
build.generatePauseLeft() //makes the left side of the pause menu with the tech
|
||||
build.generatePauseRight() //makes the right side of the pause menu with the tech
|
||||
// build.sortTech('') //sorts tech into the order the player got them using tech.tech[i].cycle = m.cycle
|
||||
document.getElementById("tech").style.display = "none"
|
||||
document.getElementById("right-HUD").style.display = "none"
|
||||
document.getElementById("guns").style.display = "none"
|
||||
document.getElementById("field").style.display = "none"
|
||||
document.getElementById("health").style.display = "none"
|
||||
@@ -496,7 +496,7 @@ const build = {
|
||||
<span style="float: right;">mass ${player.mass.toFixed(1)}</span>
|
||||
${m.coupling ? `<br><span style = 'font-size:90%;'>` + m.couplingDescription(m.coupling) + `</span> from ${(m.coupling).toFixed(0)} ${powerUps.orb.coupling(1)}` : ""}
|
||||
<br><strong class='color-dup'>duplication</strong> ${(tech.duplicationChance() * 100).toFixed(0)}%
|
||||
<span style="float: right;"><strong class='color-junk'>JUNK</strong> ${(100 * tech.junkChance).toFixed(0)}%</span>
|
||||
<span style="float: right;"><strong class='color-junk'>JUNK</strong> ${(100 * (tech.junkChance + level.junkAdded)).toFixed(0)}%</span>
|
||||
${botText}
|
||||
<br>
|
||||
<br> ${level.levelAnnounce()}
|
||||
@@ -518,15 +518,16 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
|
||||
<details id="difficulty-parameters-details" style="padding: 0 8px;">
|
||||
<summary>difficulty parameters</summary>
|
||||
<div class="pause-details">
|
||||
${simulation.difficultyMode > 0 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>` : " "}
|
||||
${simulation.difficultyMode > 1 ? `<div class="pause-difficulty-row"><strong>-5</strong> initial <strong>power ups</strong><br><strong>faster</strong> mobs and <strong>more</strong> mobs</div>` : " "}
|
||||
${simulation.difficultyMode > 2 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>` : " "}
|
||||
${simulation.difficultyMode > 3 ? `<div class="pause-difficulty-row"><strong>+1</strong> boss per level<br><strong>-1</strong> ${powerUps.orb.tech()} per boss</div>` : " "}
|
||||
${simulation.difficultyMode > 4 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>` : " "}
|
||||
${simulation.difficultyMode > 5 ? `<div class="pause-difficulty-row"><strong>3x</strong> chance for <strong>shielded</strong> mobs<br><strong>-3</strong> initial power ups</div>` : " "}
|
||||
${simulation.difficultyMode > 0 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.2x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> boss on each level</div>` : " "}
|
||||
${simulation.difficultyMode > 1 ? `<div class="pause-difficulty-row"><strong>more</strong> mob per level<br><strong>faster</strong> mobs per level</div>` : " "}
|
||||
${simulation.difficultyMode > 2 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.2x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>` : " "}
|
||||
${simulation.difficultyMode > 3 ? `<div class="pause-difficulty-row"><strong>+1</strong> boss on each level<br>bosses spawn <strong>1</strong> fewer ${powerUps.orb.tech()}</div>` : " "}
|
||||
${simulation.difficultyMode > 4 ? `<div class="pause-difficulty-row"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.2x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>` : " "}
|
||||
${simulation.difficultyMode > 5 ? `<div class="pause-difficulty-row"><strong>0.5x</strong> initial <strong class='color-d'>damage</strong><br><strong>2x</strong> initial <strong class='color-defense'>damage taken</strong></div>` : " "}
|
||||
</div>
|
||||
</details>
|
||||
</div>`
|
||||
${simulation.difficultyMode > 2 ? `<details id="constraints-details" style="padding: 0 8px;"><summary>active constraints</summary><div class="pause-details"><span class="constraint">${level.constraintDescription1}<br>${level.constraintDescription2}</span></div></details>` : ""}
|
||||
</div>`
|
||||
if (!localSettings.isHideHUD) text += `<div class="pause-grid-module card-background" style="height:auto;">
|
||||
<details id = "console-log-details" style="padding: 0 8px;">
|
||||
<summary>console log</summary>
|
||||
@@ -577,6 +578,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
|
||||
document.getElementById("simulation-variables-details").open = localSettings.pauseMenuDetailsOpen[0]
|
||||
document.getElementById("difficulty-parameters-details").open = localSettings.pauseMenuDetailsOpen[1]
|
||||
document.getElementById("console-log-details").open = localSettings.pauseMenuDetailsOpen[2]
|
||||
if (document.getElementById("constraints-details")) document.getElementById("constraints-details").open = localSettings.pauseMenuDetailsOpen[3]
|
||||
}
|
||||
});
|
||||
},
|
||||
@@ -742,6 +744,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
|
||||
if (document.getElementById("simulation-variables-details")) localSettings.pauseMenuDetailsOpen[0] = document.getElementById("simulation-variables-details").open
|
||||
if (document.getElementById("difficulty-parameters-details")) localSettings.pauseMenuDetailsOpen[1] = document.getElementById("difficulty-parameters-details").open
|
||||
if (document.getElementById("console-log-details")) localSettings.pauseMenuDetailsOpen[2] = document.getElementById("console-log-details").open
|
||||
if (document.getElementById("constraints-details")) localSettings.pauseMenuDetailsOpen[3] = document.getElementById("constraints-details").open
|
||||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
}
|
||||
|
||||
@@ -755,7 +758,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
|
||||
document.getElementById("health-bg").style.display = "inline"
|
||||
}
|
||||
if (!localSettings.isHideHUD) {
|
||||
document.getElementById("tech").style.display = "inline"
|
||||
document.getElementById("right-HUD").style.display = "inline"
|
||||
document.getElementById("defense-bar").style.display = "inline"
|
||||
document.getElementById("damage-bar").style.display = "inline"
|
||||
}
|
||||
@@ -1404,7 +1407,6 @@ window.addEventListener("keydown", function (event) {
|
||||
simulation.previousGun();
|
||||
break
|
||||
case input.key.pause:
|
||||
|
||||
if (input.isPauseKeyReady && m.alive && !build.isExperimentSelection) {
|
||||
input.isPauseKeyReady = false
|
||||
setTimeout(function () { input.isPauseKeyReady = true }, 300);
|
||||
@@ -1464,7 +1466,7 @@ window.addEventListener("keydown", function (event) {
|
||||
break
|
||||
case input.key.testing:
|
||||
if (m.alive && localSettings.loreCount > 0 && !simulation.paused && !build.isExperimentSelection) {
|
||||
if (simulation.difficultyMode > 4) {
|
||||
if (simulation.difficultyMode > 5) {
|
||||
simulation.inGameConsole("<em>testing mode disabled for this difficulty</em>");
|
||||
break
|
||||
}
|
||||
@@ -1686,7 +1688,7 @@ window.addEventListener("keydown", function (event) {
|
||||
case "l":
|
||||
document.getElementById("field").style.display = "none"
|
||||
document.getElementById("guns").style.display = "none"
|
||||
document.getElementById("tech").style.display = "none"
|
||||
document.getElementById("right-HUD").style.display = "none"
|
||||
break
|
||||
}
|
||||
}
|
||||
@@ -1841,7 +1843,7 @@ if (localSettings.isAllowed && !localSettings.isEmpty) {
|
||||
lore.setTechGoal()
|
||||
|
||||
if (localSettings.pauseMenuDetailsOpen === undefined) {
|
||||
localSettings.pauseMenuDetailsOpen = [true, false, false]
|
||||
localSettings.pauseMenuDetailsOpen = [true, false, false, true]
|
||||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
}
|
||||
} else {
|
||||
@@ -1865,7 +1867,7 @@ if (localSettings.isAllowed && !localSettings.isEmpty) {
|
||||
key: undefined,
|
||||
isHideImages: true, //default to hide images
|
||||
isHideHUD: false,
|
||||
pauseMenuDetailsOpen: [true, false, false]
|
||||
pauseMenuDetailsOpen: [true, false, false, true]
|
||||
};
|
||||
input.setDefault()
|
||||
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
|
||||
517
js/level.js
517
js/level.js
@@ -36,29 +36,29 @@ const level = {
|
||||
// simulation.molecularMode = 2
|
||||
// m.damage(0.1);
|
||||
// b.giveGuns("super balls") //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.giveGuns("shotgun") //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.giveGuns("spores") //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.giveGuns("laser") //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
|
||||
// tech.laserColor = "#fff"
|
||||
// tech.laserColorAlpha = "rgba(255, 255, 255, 0.5)"
|
||||
|
||||
// b.guns[8].ammo = 100000000
|
||||
// requestAnimationFrame(() => { tech.giveTech("stimulated emission") });
|
||||
// tech.giveTech("1st ionization energy")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("emergence")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("foam-bot")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("Bitter electromagnet")
|
||||
// tech.giveTech("Hilbert space")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("decoherence")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("mass-energy equivalence")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("depolarization")
|
||||
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("wikipedia") });
|
||||
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("field coupling") });
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("Verlet integration")
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("interest")
|
||||
// m.lastKillCycle = m.cycle
|
||||
// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "tech");
|
||||
// for (let i = 0; i < 1; i++) powerUps.directSpawn(m.pos.x, m.pos.y - 50, "difficulty", false);
|
||||
// spawn.mapRect(575, -700, 25, 425); //block mob line of site on testing
|
||||
// level.testing();
|
||||
// for (let i = 0; i < 3; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 50, "boost", false);
|
||||
// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
|
||||
// level.satellite();
|
||||
|
||||
level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
|
||||
|
||||
// for (let i = 0; i < 1; ++i) spawn.powerUpBoss(1900, -500)
|
||||
// for (let i = 0; i < 1; ++i) spawn.revolutionBoss(1900, -500)
|
||||
// for (let i = 0; i < 3; i++) spawn.starter(1900, -500) //ghosters need to spawn after the map loads
|
||||
|
||||
// for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement");
|
||||
@@ -96,10 +96,6 @@ const level = {
|
||||
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
}
|
||||
}
|
||||
if (!simulation.isTraining) {
|
||||
document.title = "n-gon: " + level.levelAnnounce();
|
||||
simulation.inGameConsole(`<span class='color-var'>level</span>.onLevel <span class='color-symbol'>=</span> "<span class='color-text'>${level.levels[level.onLevel]}</span>"`);
|
||||
}
|
||||
simulation.setupCamera(player.position);
|
||||
simulation.setZoom();
|
||||
level.addToWorld(); //add bodies to game engine
|
||||
@@ -133,6 +129,29 @@ const level = {
|
||||
powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
|
||||
}
|
||||
level.newLevelOrPhase()
|
||||
if (!simulation.isTraining) {
|
||||
simulation.inGameConsole(`<span class='color-var'>level</span>.onLevel <span class='color-symbol'>=</span> "<span class='color-text'>${level.levels[level.onLevel]}</span>"`);
|
||||
document.title = "n-gon: " + level.levelAnnounce();
|
||||
}
|
||||
|
||||
level.setConstraints()
|
||||
if (!localSettings.isHideHUD) {
|
||||
requestAnimationFrame(() => {
|
||||
//grow and get bright
|
||||
document.getElementById("right-HUD-constraint").style.opacity = 1
|
||||
document.getElementById("right-HUD-constraint").style.fontSize = "23px"
|
||||
document.getElementById("right-HUD-constraint").style.top = simulation.difficultyMode > 4 ? "6px" : "9px"
|
||||
setTimeout(() => {
|
||||
if (m.alive) {
|
||||
//fade to background
|
||||
document.getElementById("right-HUD-constraint").style.opacity = 0.35
|
||||
document.getElementById("right-HUD-constraint").style.fontSize = "20px"
|
||||
document.getElementById("right-HUD-constraint").style.top = "12px"
|
||||
}
|
||||
}, 5000);
|
||||
});
|
||||
}
|
||||
|
||||
},
|
||||
newLevelOrPhase() { //runs on each new level but also on final boss phases
|
||||
//used for generalist and pigeonhole principle
|
||||
@@ -161,12 +180,23 @@ const level = {
|
||||
}
|
||||
if (tech.interestRate > 0) {
|
||||
const rate = ((level[level.levels[level.onLevel]].name === "final" || level[level.levels[level.onLevel]].name === "subway") ? 1 / 3 : 1) * tech.interestRate //this effect triggers extra times on these final levels
|
||||
if (b.activeGun !== null && b.activeGun !== undefined && b.guns[b.activeGun].ammo !== Infinity) {
|
||||
const ammoPerOrb = b.guns[b.activeGun].ammoPack
|
||||
const a = Math.ceil(rate * b.guns[b.activeGun].ammo / ammoPerOrb)
|
||||
powerUps.spawnDelay("ammo", a, 4);
|
||||
simulation.inGameConsole(`${(rate * 100).toFixed(0)}<span class='color-symbol'>%</span> <span class='color-m'>interest</span> on <span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${a > 20 ? a + powerUps.orb.ammo(1) : powerUps.orb.ammo(a)}`)
|
||||
|
||||
let ammoSum = 0
|
||||
for (let i = 0; i < b.inventory.length; i++) {
|
||||
if (b.guns[b.inventory[i]].ammo !== Infinity) ammoSum += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
|
||||
}
|
||||
if (ammoSum > 0 && b.inventory.length > 0) {
|
||||
const amount = Math.ceil(rate * ammoSum / b.inventory.length)
|
||||
powerUps.spawnDelay("ammo", amount, 4);
|
||||
simulation.inGameConsole(`${(rate * 100).toFixed(0)}<span class='color-symbol'>%</span> <span class='color-m'>interest</span> on <span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${amount > 20 ? amount + powerUps.orb.ammo(1) : powerUps.orb.ammo(amount)}`)
|
||||
}
|
||||
|
||||
// if (b.activeGun !== null && b.activeGun !== undefined && b.guns[b.activeGun].ammo !== Infinity) {
|
||||
// const ammoPerOrb = b.guns[b.activeGun].ammoPack
|
||||
// const a = Math.ceil(rate * b.guns[b.activeGun].ammo / ammoPerOrb)
|
||||
// powerUps.spawnDelay("ammo", a, 4);
|
||||
// simulation.inGameConsole(`${(rate * 100).toFixed(0)}<span class='color-symbol'>%</span> <span class='color-m'>interest</span> on <span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${a > 20 ? a + powerUps.orb.ammo(1) : powerUps.orb.ammo(a)}`)
|
||||
// }
|
||||
if (powerUps.research.count > 0) {
|
||||
const r = Math.ceil(rate * powerUps.research.count)
|
||||
simulation.inGameConsole(`${(rate * 100).toFixed(0)}<span class='color-symbol'>%</span> <span class='color-m'>interest</span> on <span class='color-r'>research</span> <span class='color-symbol'>=</span> ${r > 20 ? r + powerUps.orb.research(1) : powerUps.orb.research(r)}`)
|
||||
@@ -199,7 +229,6 @@ const level = {
|
||||
index = i
|
||||
}
|
||||
}
|
||||
console.log(index)
|
||||
if (index) { //eject it
|
||||
const effect = Math.pow(1.1, tech.tech[index].count)
|
||||
simulation.inGameConsole(`<strong>${(effect).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> <em>//from obsolescence</em>`, 360)
|
||||
@@ -221,23 +250,6 @@ const level = {
|
||||
simulation.difficulty = level.levelsCleared * simulation.difficultyMode
|
||||
if (simulation.isTraining) simulation.difficulty = 1
|
||||
|
||||
// old
|
||||
// normal mode m.dmgScale = 1, 0.81, 0.63, 0.5
|
||||
// why mode m.dmgScale = 1, 0.56, 0.3, 0.17
|
||||
// new
|
||||
//constraint 0,1 m.dmgScale = 1, 0.8, 0.6, 0.5
|
||||
//constraint 2,3 m.dmgScale = 1,
|
||||
//constraint 4,5 m.dmgScale = 1, 0.5, 0.3, 0.15
|
||||
|
||||
// old
|
||||
//normal: simulation.dmgScale = 0.1, 0.5 ,1 ,1.5 ,2 ,2.5
|
||||
//hard: simulation.dmgScale = 0.1, 1 ,2 ,3 ,4 ,5
|
||||
//why: simulation.dmgScale = 0.1, 1.25 ,2.5 ,3.75 ,5 ,6.25
|
||||
// new
|
||||
//0,1: simulation.dmgScale = 0.1, 0.5 ,1 ,1.5 ,2 ,2.5
|
||||
//2,3: simulation.dmgScale = 0.1, 1 ,2 ,3 ,4 ,5
|
||||
//3,4: simulation.dmgScale = 0.1, 1.25 ,2.5 ,3.75 ,5 ,6.25
|
||||
|
||||
let scale = 1
|
||||
if (simulation.difficultyMode > 3) {
|
||||
scale = 3
|
||||
@@ -245,9 +257,12 @@ const level = {
|
||||
scale = 2
|
||||
}
|
||||
m.dmgScale = Math.pow(0.87, level.levelsCleared * scale)
|
||||
simulation.dmgScale = Math.max(0.1, 0.22 * level.levelsCleared * scale) //damage done by mobs scales with total levels
|
||||
simulation.dmgScale = Math.max(0.1, 0.22 * level.levelsCleared * scale) //damage done by mobs scales with total levels //a bigger number means the player takes more damage
|
||||
if (simulation.difficultyMode === 6) {
|
||||
m.dmgScale *= 0.5
|
||||
simulation.dmgScale *= 2
|
||||
}
|
||||
|
||||
//
|
||||
simulation.healScale = 1 / (1 + simulation.difficulty * 0.043) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
|
||||
if (simulation.difficultyMode === 1) {
|
||||
simulation.accelScale = 1.1
|
||||
@@ -257,17 +272,283 @@ const level = {
|
||||
simulation.CDScale = Math.max(0.15, Math.pow(0.964, simulation.difficulty))
|
||||
}
|
||||
},
|
||||
// difficultyIncrease(num = 1) {
|
||||
// for (let i = 0; i < num; i++) {
|
||||
// simulation.difficulty++
|
||||
// m.dmgScale *= 0.89; //damage done by player decreases each level
|
||||
// if (simulation.accelScale < 6) simulation.accelScale *= 1.024 //mob acceleration increases each level
|
||||
// if (simulation.CDScale > 0.15) simulation.CDScale *= 0.964 //mob CD time decreases each level
|
||||
// }
|
||||
// simulation.dmgScale = Math.max(0.1, 0.25 * simulation.difficulty) //damage done by mobs scales with total levels
|
||||
// simulation.healScale = 1 / (1 + simulation.difficulty * 0.043) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
|
||||
// // console.log(`CD = ${simulation.CDScale}`)
|
||||
// },
|
||||
constraintIndex: 0,
|
||||
setConstraints() {
|
||||
//populate array with possible constraints and reset constraints
|
||||
level.constraintDescription1 = level.constraintDescription2 = ""
|
||||
const possible = []
|
||||
for (let i = 0; i < level.constraint.length; i++) {
|
||||
level.constraint[i].remove()
|
||||
possible.push(i)
|
||||
}
|
||||
if (level.levels[level.onLevel] !== "null" && level.levels[level.onLevel] !== "initial" && !simulation.isTraining && m.alive && level.levelsCleared) {
|
||||
if (simulation.difficultyMode > 2 && possible.length) {
|
||||
//choose a random constraint from possible array and remove it from that array
|
||||
// const index = possible[Math.floor(possible.length * Math.random())]
|
||||
// const index = level.constraintIndex
|
||||
// level.constraintIndex = 0 //REMOVE THIS FROM LIVE GAME, FOR TESTING ONLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
level.constraint[level.constraintIndex].effect()
|
||||
possible.splice(level.constraintIndex, 1)
|
||||
//generate text to describe the active constraints for the pause menu
|
||||
level.constraintDescription1 = level.constraint[level.constraintIndex].description
|
||||
// simulation.inGameConsole(`<span class='constraint'>${level.constraint[level.constraintIndex].description}</span>`, 900);
|
||||
|
||||
level.constraintIndex++
|
||||
if (level.constraintIndex > level.constraint.length - 1) level.constraintIndex = 0
|
||||
|
||||
if (simulation.difficultyMode > 4 && possible.length) {
|
||||
// const index = possible[Math.floor(possible.length * Math.random())]
|
||||
level.constraint[level.constraintIndex].effect()
|
||||
possible.splice(level.constraintIndex, 1)
|
||||
level.constraintDescription2 += level.constraint[level.constraintIndex].description
|
||||
// simulation.inGameConsole(`<span class='constraint'>${level.constraint[level.constraintIndex].description}</span>`, 900);
|
||||
|
||||
level.constraintIndex++
|
||||
if (level.constraintIndex > level.constraint.length - 1) level.constraintIndex = 0
|
||||
}
|
||||
document.getElementById("right-HUD-constraint").style.display = "block";
|
||||
} else {
|
||||
document.getElementById("right-HUD-constraint").style.display = "none";
|
||||
}
|
||||
} else {
|
||||
document.getElementById("right-HUD-constraint").style.display = "none";
|
||||
}
|
||||
//update HUD with constraints
|
||||
let text = `${level.constraintDescription1}`
|
||||
if (simulation.difficultyMode > 4 && level.constraintDescription2) {
|
||||
text += `<br>${level.constraintDescription2}`
|
||||
}
|
||||
document.getElementById("right-HUD-constraint").innerHTML = text
|
||||
if (level.constraintDescription1) {
|
||||
if (level.constraintDescription2) {
|
||||
document.getElementById("right-HUD").style.top = "80px";
|
||||
} else {
|
||||
document.getElementById("right-HUD").style.top = "57px"; //make room for tech list in "right-HUD"
|
||||
}
|
||||
} else {
|
||||
document.getElementById("right-HUD").style.top = "15px";
|
||||
}
|
||||
},
|
||||
constraintDescription1: "", //used in pause menu and console
|
||||
constraintDescription2: "",
|
||||
constraint: [
|
||||
{
|
||||
description: "0.5x max health",
|
||||
effect() {
|
||||
level.isReducedHealth = true
|
||||
m.setMaxHealth()
|
||||
},
|
||||
remove() {
|
||||
if (level.isReducedHealth) {
|
||||
level.isReducedHealth = false
|
||||
m.setMaxHealth()
|
||||
m.addHealth(level.reducedHealthLost);
|
||||
level.reducedHealthLost = 0
|
||||
} else {
|
||||
level.isReducedHealth = false
|
||||
}
|
||||
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "periodically spawn WIMPs",
|
||||
effect() {
|
||||
simulation.ephemera.push({
|
||||
name: "WIMPS",
|
||||
time: 0,
|
||||
levelName: level.levels[level.onLevel],
|
||||
do() {
|
||||
this.time++
|
||||
if (level.levels[level.onLevel] === this.levelName) {
|
||||
if (!(this.time % 900)) spawn.WIMP(level.enter.x, level.enter.y)
|
||||
} else {
|
||||
simulation.removeEphemera(this.name);
|
||||
}
|
||||
},
|
||||
})
|
||||
},
|
||||
remove() {
|
||||
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "0.1x damage after getting power ups",
|
||||
effect() {
|
||||
level.isNoDamage = true
|
||||
level.noDamageCycle = 0
|
||||
},
|
||||
remove() {
|
||||
level.isNoDamage = false
|
||||
level.noDamageCycle = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "mobs heal for your lost health",
|
||||
effect() {
|
||||
level.isMobHealPlayerDamage = true
|
||||
},
|
||||
remove() {
|
||||
level.isMobHealPlayerDamage = false
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "mob death heals nearby mobs",
|
||||
effect() {
|
||||
level.isMobDeathHeal = true
|
||||
},
|
||||
remove() {
|
||||
level.isMobDeathHeal = false
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "full damage taken after boss dies",
|
||||
// description: "after boss dies damage taken = 1",
|
||||
effect() {
|
||||
level.noDefenseSetting = 1 //defense goes to zero once equal to 2
|
||||
},
|
||||
remove() {
|
||||
level.noDefenseSetting = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "4x shielded mobs",
|
||||
effect() {
|
||||
level.isMobShields = true
|
||||
},
|
||||
remove() {
|
||||
level.isMobShields = false
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "50% JUNK chance",
|
||||
effect() {
|
||||
level.junkAdded = 0.5
|
||||
},
|
||||
remove() {
|
||||
level.junkAdded = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "-1 choice",
|
||||
effect() {
|
||||
level.fewerChoices = true
|
||||
},
|
||||
remove() {
|
||||
level.fewerChoices = false
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "power ups in stasis",
|
||||
effect() {
|
||||
level.isNextLevelPowerUps = true
|
||||
//remove all current power ups
|
||||
for (let i = powerUp.length - 1; i > -1; i--) {
|
||||
powerUps.powerUpStorage.push({ name: powerUp[i].name, size: powerUp[i].size })
|
||||
Matter.Composite.remove(engine.world, powerUp[i]);
|
||||
powerUp.splice(i, 1)
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
level.isNextLevelPowerUps = false
|
||||
if (powerUps.powerUpStorage.length) {
|
||||
const delay = 5
|
||||
let i = 0
|
||||
let cycle = () => {
|
||||
if (powerUps.powerUpStorage.length && m.alive && powerUp.length < 300) {
|
||||
requestAnimationFrame(cycle);
|
||||
if (!simulation.paused && !simulation.isChoosing) {
|
||||
if (!(simulation.cycle % delay)) {
|
||||
const where = { x: m.pos.x + 70 * (Math.random() - 0.5), y: m.pos.y + 70 * (Math.random() - 0.5) }
|
||||
powerUps.directSpawn(where.x, where.y, powerUps.powerUpStorage[i].name, true, powerUps.powerUpStorage[i].size);
|
||||
powerUps.powerUpStorage.splice(i, 1);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
powerUps.powerUpStorage = []
|
||||
}
|
||||
}
|
||||
requestAnimationFrame(cycle);
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "33% of mobs respawn",
|
||||
effect() {
|
||||
level.isMobRespawn = true
|
||||
},
|
||||
remove() {
|
||||
level.isMobRespawn = false
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "0 duplication",
|
||||
effect() {
|
||||
level.isNoDuplicate = true
|
||||
},
|
||||
remove() {
|
||||
level.isNoDuplicate = false
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "2x ammo cost",
|
||||
effect() {
|
||||
level.is2xAmmo = true
|
||||
},
|
||||
remove() {
|
||||
level.is2xAmmo = false
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "0.5x max energy",
|
||||
effect() {
|
||||
level.isReducedEnergy = true
|
||||
m.setMaxEnergy()
|
||||
},
|
||||
remove() {
|
||||
if (level.isReducedEnergy) {
|
||||
level.isReducedEnergy = false
|
||||
m.setMaxEnergy()
|
||||
} else {
|
||||
level.isReducedEnergy = false
|
||||
}
|
||||
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "slow bots",
|
||||
effect() {
|
||||
level.isSlowBots = true
|
||||
b.clearPermanentBots();
|
||||
b.respawnBots();
|
||||
},
|
||||
remove() {
|
||||
if (level.isSlowBots) {
|
||||
level.isSlowBots = false
|
||||
b.clearPermanentBots();
|
||||
b.respawnBots();
|
||||
} else {
|
||||
level.isSlowBots = false
|
||||
}
|
||||
|
||||
}
|
||||
},
|
||||
],
|
||||
isMobShields: false,
|
||||
junkAdded: 0,
|
||||
isNextLevelPowerUps: false,
|
||||
isMobRespawn: false,
|
||||
fewerChoices: false,
|
||||
isNoDuplicate: false,
|
||||
is2xAmmo: false,
|
||||
isReducedEnergy: false,
|
||||
isSlowBots: false,
|
||||
noDefenseSetting: 0,
|
||||
isMobDeathHeal: false,
|
||||
isMobHealPlayerDamage: false,
|
||||
isNoDamage: false,
|
||||
noDamageCycle: 0,
|
||||
reducedHealthLost: 0,
|
||||
isReducedHealth: false,
|
||||
levelAnnounce() {
|
||||
const cheating = simulation.isCheating ? "(testing)" : ""
|
||||
if (level.levelsCleared === 0) {
|
||||
@@ -310,8 +591,6 @@ const level = {
|
||||
} else {
|
||||
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
|
||||
}
|
||||
|
||||
|
||||
//reset lost tech display
|
||||
for (let i = 0; i < tech.tech.length; i++) {
|
||||
if (tech.tech[i].isLost) tech.tech[i].isLost = false;
|
||||
@@ -321,7 +600,8 @@ const level = {
|
||||
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 //|| level.levels[level.onLevel] === "subway"
|
||||
if (!localSettings.isHideHUD && !simulation.isCheating && m.alive && (level.levels[level.onLevel] === "final" || level.levels[level.onLevel] === "reactor")) {
|
||||
if (!localSettings.isHideHUD && m.alive && (level.levels[level.onLevel] === "final" || level.levels[level.onLevel] === "reactor")) {
|
||||
// if (!localSettings.isHideHUD && m.alive) {
|
||||
//pause
|
||||
if (!simulation.paused) {
|
||||
simulation.paused = true;
|
||||
@@ -330,7 +610,8 @@ const level = {
|
||||
//build level info
|
||||
document.getElementById("choose-grid").style.gridTemplateColumns = "250px"
|
||||
//onclick="level.unPause()"
|
||||
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">`
|
||||
// if (level.levels[level.onLevel] === "final") { //|| level.levels[level.onLevel] === "reactor"
|
||||
let text = `<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>`
|
||||
@@ -345,14 +626,14 @@ const level = {
|
||||
// text += `</div>`
|
||||
}
|
||||
}
|
||||
text += `</div> </div></div>`
|
||||
text += `</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();
|
||||
@@ -386,37 +667,6 @@ const level = {
|
||||
}
|
||||
requestAnimationFrame(newLevelDraw);
|
||||
}
|
||||
// else {
|
||||
// //pause
|
||||
// if (!simulation.paused) {
|
||||
// simulation.paused = true;
|
||||
// simulation.isChoosing = true; //stops p from un pausing on key down
|
||||
// }
|
||||
// let count = countMax = simulation.testing ? 0 : 60
|
||||
// let newLevelDraw = () => {
|
||||
// count--
|
||||
// if (count > 0) {
|
||||
// requestAnimationFrame(newLevelDraw);
|
||||
// } else { //unpause
|
||||
// // 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()
|
||||
// }
|
||||
// //draw
|
||||
// simulation.wipe();
|
||||
// m.look();
|
||||
// simulation.camera();
|
||||
// const scale = 30
|
||||
// ctx.setLineDash([scale * (countMax - count), scale * count]);
|
||||
// simulation.draw.wireFrame();
|
||||
// ctx.setLineDash([]);
|
||||
// ctx.restore();
|
||||
// simulation.drawCursor();
|
||||
// }
|
||||
// requestAnimationFrame(newLevelDraw);
|
||||
// }
|
||||
}
|
||||
},
|
||||
unPause() {
|
||||
@@ -515,21 +765,6 @@ const level = {
|
||||
level.exit.x = -level.exit.x - 100 //minus the 100 because of the width of the graphic
|
||||
},
|
||||
exitCount: 0,
|
||||
// playerExitCheck() {
|
||||
// if (
|
||||
// player.position.x > level.exit.x &&
|
||||
// player.position.x < level.exit.x + 100 &&
|
||||
// player.position.y > level.exit.y - 150 &&
|
||||
// player.position.y < level.exit.y - 40 &&
|
||||
// player.velocity.y < 0.1
|
||||
// ) {
|
||||
// level.exitCount++
|
||||
// if (level.exitCount > 120) {
|
||||
// level.exitCount = 0
|
||||
// level.nextLevel()
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
setPosToSpawn(xPos, yPos) {
|
||||
m.spawnPos.x = m.pos.x = xPos;
|
||||
m.spawnPos.y = m.pos.y = yPos;
|
||||
@@ -626,7 +861,7 @@ const level = {
|
||||
let text = `
|
||||
<div class="choose-grid-module" id = "choose-training" style = "font-size: 1em; padding:10px;color:#333;">
|
||||
<h2 style="text-align: center;letter-spacing: 5px;">training</h2>
|
||||
Begin the <strong>guided tutorial</strong> that shows you how to use your ${powerUps.field()} and ${powerUps.orb.gun()}.
|
||||
Begin the <strong>guided tutorial</strong> that shows you how to use your ${powerUps.orb.field()} and ${powerUps.orb.gun()}.
|
||||
</div>
|
||||
<div class="choose-grid-module" id = "choose-unPause" style = "font-size: 1em; padding:10px;color:#333;">
|
||||
<h2 style="text-align: center; letter-spacing: 7px;">play</h2>
|
||||
@@ -1296,10 +1531,7 @@ const level = {
|
||||
y: list[0].position.y
|
||||
})
|
||||
}
|
||||
Matter.Body.setVelocity(list[0], {
|
||||
x: 0,
|
||||
y: 0
|
||||
});
|
||||
Matter.Body.setVelocity(list[0], { x: 0, y: 0 });
|
||||
}
|
||||
}
|
||||
this.isUp = false;
|
||||
@@ -2714,8 +2946,13 @@ const level = {
|
||||
spawn.mapRect(3000, -2800, 2600, 4600); //right wall
|
||||
|
||||
// spawn.mapRect(-250, 0, 3600, 1800); //ground
|
||||
spawn.mapRect(-250, 0, 2300, 1800); //split roof
|
||||
spawn.mapRect(2150, 0, 1200, 1800); //split roof
|
||||
spawn.mapRect(-250, 0, 2300, 1800); //ground
|
||||
|
||||
Matter.Body.setVelocity(map[map.length - 1], {
|
||||
x: 10,
|
||||
y: -10
|
||||
});
|
||||
spawn.mapRect(2150, 0, 1200, 1800); //ground
|
||||
spawn.mapRect(2025, -3, 25, 15); //lip on power up chamber
|
||||
spawn.mapRect(2150, -3, 25, 15); //lip on power up chamber
|
||||
|
||||
@@ -2923,7 +3160,6 @@ const level = {
|
||||
level.exit.x = 0;
|
||||
level.exit.y = -9000;
|
||||
// spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump disabled for performance
|
||||
|
||||
const stationWidth = 9000
|
||||
let stationNumber = 0;
|
||||
let stationCustom = () => { }
|
||||
@@ -3004,6 +3240,7 @@ const level = {
|
||||
if (isExitOpen) {
|
||||
level.exit.x = x - 50;
|
||||
level.exit.y = -260;
|
||||
if (simulation.difficultyMode < 6) powerUps.spawn(level.exit.x, level.exit.y - 100, "tech");
|
||||
} else {
|
||||
var gateButton = level.button(x - 62, -237, 125, false) //x, y, width = 126, isSpawnBase = true
|
||||
gateButton.isUp = true
|
||||
@@ -4178,8 +4415,7 @@ const level = {
|
||||
// powerUps.spawnBossPowerUp(-3600, -100)
|
||||
powerUps.spawn(-3650, -50, "tech")
|
||||
powerUps.spawn(-3650, -150, "tech")
|
||||
powerUps.spawn(-3650, -300, "tech")
|
||||
// if (player.position.x < 2760 && player.position.x > 210) {}
|
||||
if (simulation.difficultyMode < 6) powerUps.spawn(-3650, -300, "tech")
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -4669,6 +4905,23 @@ const level = {
|
||||
if (!buttonLeft.isUp) {
|
||||
setMoverDirection(7)
|
||||
buttonRight.isUp = true //flip the other button up
|
||||
|
||||
//remove any blocks on top of right button
|
||||
const badBlocks = Matter.Query.region(body, buttonRight)
|
||||
//figure out block's index
|
||||
for (let j = 0; j < badBlocks.length; j++) {
|
||||
let index = null
|
||||
for (let i = 0; i < body.length; i++) {
|
||||
if (badBlocks[j] === body[i]) index = i
|
||||
}
|
||||
//remove block
|
||||
console.log(index, j)
|
||||
if (index) {
|
||||
Matter.Composite.remove(engine.world, badBlocks[j]);
|
||||
body.splice(index, 1);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
} else if (buttonRight.isUp) {
|
||||
buttonRight.query();
|
||||
@@ -4690,7 +4943,7 @@ const level = {
|
||||
}
|
||||
}
|
||||
|
||||
if (button1.isUp) {
|
||||
if (button1.isUp) { //opens up secondary zone
|
||||
button1.query();
|
||||
if (!button1.isUp) {
|
||||
isPowerLeft = false
|
||||
@@ -5375,7 +5628,7 @@ const level = {
|
||||
powerUps.directSpawn(x + 998, y - 333, "tech", false);
|
||||
}
|
||||
const powerUp1 = powerUp[powerUp.length - 1]
|
||||
powerUp1.holdPosition = { x: powerUp1.position.x, y: powerUp1.position.y }
|
||||
if (powerUp1) powerUp1.holdPosition = { x: powerUp1.position.x, y: powerUp1.position.y }
|
||||
let isSpawnedMobs = false
|
||||
doCustom.push(
|
||||
() => {
|
||||
@@ -5384,7 +5637,7 @@ const level = {
|
||||
// if (!isInRoom && m.pos.x > x - 100 && m.pos.x < x + 2000 && m.pos.y > y - 1300 && m.pos.y < y) { //is player inside this room?
|
||||
// isInRoom = true
|
||||
// } else
|
||||
if (powerUp1.velocity.y !== 0) { //don't run this code if power up is gone //hack: powerUp1.velocity.y !== 0 seems to only be true if the power up up doesn't exist and is no longer being affected by gravity
|
||||
if (powerUp1 && powerUp1.velocity.y !== 0) { //don't run this code if power up is gone //hack: powerUp1.velocity.y !== 0 seems to only be true if the power up doesn't exist and is no longer being affected by gravity
|
||||
ctx.strokeStyle = "#f0f"
|
||||
ctx.lineWidth = 2;
|
||||
if (Vector.magnitudeSquared(Vector.sub(m.pos, powerUp1.position)) < 90000) { //zone radius is 300
|
||||
@@ -5446,10 +5699,7 @@ const level = {
|
||||
x: powerUp1.holdPosition.x + 4 * Math.random(), //1300 -2
|
||||
y: powerUp1.holdPosition.y + 4 * Math.random() //335 -2
|
||||
});
|
||||
Matter.Body.setVelocity(powerUp1, {
|
||||
x: 0,
|
||||
y: 0
|
||||
});
|
||||
Matter.Body.setVelocity(powerUp1, { x: 0, y: 0 });
|
||||
} else if (!isSpawnedMobs) {
|
||||
isSpawnedMobs = true
|
||||
if (chamberY === -650) { //lower chamber
|
||||
@@ -7226,7 +7476,7 @@ const level = {
|
||||
},
|
||||
rooftops() {
|
||||
level.announceMobTypes()
|
||||
level.fallMode = "start";
|
||||
|
||||
// level.fallPosition = { x: 5000, y:-4000}
|
||||
const elevator = level.elevator(1450, -990, 235, 45, -2000)
|
||||
const boost1 = level.boost(4950, 0, 1100)
|
||||
@@ -7267,6 +7517,9 @@ const level = {
|
||||
simulation.zoomTransition(level.defaultZoom)
|
||||
document.body.style.backgroundColor = "#dcdcde";
|
||||
|
||||
|
||||
|
||||
// level.fallMode = "start";
|
||||
let isBackwards = false
|
||||
if (Math.random() < 0.75) {
|
||||
//normal direction start in top left
|
||||
@@ -7410,6 +7663,12 @@ const level = {
|
||||
}
|
||||
};
|
||||
}
|
||||
level.fallMode = "position"; //must set level.fallModeBounds in this mode to prevent player getting stuck left or right
|
||||
if (level.enter.x > level.exit.x) {
|
||||
level.fallModeBounds = { left: level.exit.x, right: level.enter.x } //used with level.fallMode = "position";
|
||||
} else {
|
||||
level.fallModeBounds = { left: level.enter.x, right: level.exit.x } //used with level.fallMode = "position";
|
||||
}
|
||||
},
|
||||
aerie() {
|
||||
level.announceMobTypes()
|
||||
@@ -10318,8 +10577,8 @@ const level = {
|
||||
},
|
||||
vats() { // Made by Dablux#6610 on Discord
|
||||
simulation.inGameConsole(`<strong>vats</strong> by <span class='color-var'>Dablux</span>`);
|
||||
|
||||
simulation.zoomScale = 1500;
|
||||
level.defaultZoom = 1500
|
||||
simulation.zoomTransition(level.defaultZoom)
|
||||
level.setPosToSpawn(4400, -1060)
|
||||
spawn.mapRect(level.enter.x, level.enter.y + 30, 100, 20)
|
||||
level.exit.x = 3900;
|
||||
@@ -11481,8 +11740,8 @@ const level = {
|
||||
let isButtonTapped = false;
|
||||
|
||||
// if (b.inventory.length < 5) powerUps.spawn(3800, -3200, "gun");
|
||||
powerUps.spawn(3900, -3100, "heal", true, null, 30);
|
||||
powerUps.spawn(3900, -3100, "heal", true, null, 30);
|
||||
powerUps.spawn(3900, -3100, "heal", true, 30);
|
||||
powerUps.spawn(3900, -3100, "heal", true, 30);
|
||||
|
||||
// path to the third room
|
||||
spawn.mapRect(2000, -1850, 50, 200);
|
||||
@@ -12445,7 +12704,7 @@ const level = {
|
||||
// applying forces to player doesn't seem to work inside this method, not sure why
|
||||
powerUps.spawn(this.position.x + 20, this.position.y, "ammo");
|
||||
if (Math.random() > 0.5) powerUps.spawn(this.position.x, this.position.y, "ammo");
|
||||
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, null, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
|
||||
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
|
||||
};
|
||||
me.damageReduction = 0.25
|
||||
me.do = function () {
|
||||
@@ -12548,7 +12807,7 @@ const level = {
|
||||
me.onDeath = function () {
|
||||
powerUps.spawn(this.position.x + 20, this.position.y, "ammo");
|
||||
if (Math.random() > 0.5) powerUps.spawn(this.position.x, this.position.y, "ammo");
|
||||
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, null, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
|
||||
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
|
||||
};
|
||||
me.damageReduction = 0.25
|
||||
me.do = function () {
|
||||
@@ -13380,8 +13639,8 @@ const level = {
|
||||
relocateWIMPs(level.exit.x, level.exit.y);
|
||||
relocateTo(50, -2050);
|
||||
simulation.fallHeight = -1000;
|
||||
// simulation.setZoom(1800);
|
||||
simulation.zoomTransition(1800)
|
||||
level.defaultZoom = 1800
|
||||
simulation.zoomTransition(level.defaultZoom)
|
||||
|
||||
templePlayer.startAnim = -1;
|
||||
templePlayer.drawExit = false;
|
||||
@@ -34012,7 +34271,7 @@ const level = {
|
||||
|
||||
powerUps.addResearchToLevel()
|
||||
powerUps.directSpawn(-775, 125, "tech");
|
||||
powerUp[powerUp.length - 1].collisionFilter.mask = cat.map | cat.body | cat.powerUp
|
||||
if (!level.isNextLevelPowerUps && powerUp[powerUp.length - 1]) powerUp[powerUp.length - 1].collisionFilter.mask = cat.map | cat.body | cat.powerUp
|
||||
spawn.bodyRect(-875, 75, 25, 100);
|
||||
let hardBody = body[body.length - 1];
|
||||
hardBody.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.powerUp
|
||||
|
||||
78
js/mob.js
78
js/mob.js
@@ -794,27 +794,6 @@ const mobs = {
|
||||
}
|
||||
}
|
||||
},
|
||||
// invulnerability() {
|
||||
// if (this.isInvulnerable) {
|
||||
// if (this.invulnerabilityCountDown > 0) {
|
||||
// this.invulnerabilityCountDown--
|
||||
// //graphics //draw a super shield?
|
||||
// ctx.beginPath();
|
||||
// let vertices = this.vertices;
|
||||
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
// for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
// ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
// ctx.lineWidth = 20;
|
||||
// // ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
|
||||
// // ctx.fill();
|
||||
// ctx.strokeStyle = "rgba(255,255,255,0.4)";
|
||||
// ctx.stroke();
|
||||
// } else {
|
||||
// this.isInvulnerable = false
|
||||
// this.damageReduction = this.startingDamageReduction
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
grow() {
|
||||
if (this.seePlayer.recall) {
|
||||
if (this.radius < 80) {
|
||||
@@ -926,10 +905,7 @@ const mobs = {
|
||||
spawn.bomb(this.position.x, this.position.y + this.radius * 0.7, 9 + Math.ceil(this.radius / 15), 5);
|
||||
//add spin and speed
|
||||
Matter.Body.setAngularVelocity(mob[mob.length - 1], (Math.random() - 0.5) * 0.5);
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: this.velocity.x,
|
||||
y: this.velocity.y
|
||||
});
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], { x: this.velocity.x, y: this.velocity.y });
|
||||
//spin for mob as well
|
||||
Matter.Body.setAngularVelocity(this, (Math.random() - 0.5) * 0.25);
|
||||
}
|
||||
@@ -1164,11 +1140,22 @@ const mobs = {
|
||||
// console.log(this.shieldCount)
|
||||
|
||||
if (this.isDropPowerUp) {
|
||||
// if (true) {
|
||||
// //killing a mob heals for the last damage you took
|
||||
|
||||
|
||||
// }
|
||||
if (level.isMobDeathHeal) {
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 1000000 && mob[i].alive) { //1000
|
||||
if (mob[i].health < 1) {
|
||||
mob[i].health = 1
|
||||
simulation.drawList.push({
|
||||
x: mob[i].position.x,
|
||||
y: mob[i].position.y,
|
||||
radius: mob[i].radius + 20,
|
||||
color: "rgba(0,255,100,0.5)",
|
||||
time: 10
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (this.isSoonZombie) { //spawn zombie on death
|
||||
this.leaveBody = false;
|
||||
let count = 5 //delay spawn cycles
|
||||
@@ -1198,6 +1185,34 @@ const mobs = {
|
||||
});
|
||||
}
|
||||
}
|
||||
if (level.isMobRespawn && !this.isBoss && 0.33 > Math.random()) {
|
||||
simulation.drawList.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: 30,
|
||||
color: `#fff`,
|
||||
time: 20
|
||||
});
|
||||
simulation.drawList.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: 20,
|
||||
color: `#fff`,
|
||||
time: 40
|
||||
});
|
||||
simulation.drawList.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: 10,
|
||||
color: `#fff`,
|
||||
time: 60
|
||||
});
|
||||
setTimeout(() => {
|
||||
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
|
||||
const size = 16 + Math.ceil(Math.random() * 15)
|
||||
spawn[pick](this.position.x, this.position.y, size);
|
||||
}, 1000);
|
||||
}
|
||||
if (tech.healSpawn && Math.random() < tech.healSpawn) {
|
||||
powerUps.spawn(this.position.x + 20 * (Math.random() - 0.5), this.position.y + 20 * (Math.random() - 0.5), "heal");
|
||||
simulation.drawList.push({
|
||||
@@ -1289,6 +1304,9 @@ const mobs = {
|
||||
tech.cloakDuplication -= 0.01
|
||||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||||
}
|
||||
if (level.noDefenseSetting && this.isBoss) {
|
||||
level.noDefenseSetting = 2
|
||||
}
|
||||
} else if (tech.isShieldAmmo && this.shield && this.shieldCount === 1) {
|
||||
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
|
||||
if (Math.random() < 0.4) {
|
||||
|
||||
722
js/player.js
722
js/player.js
@@ -97,6 +97,7 @@ const m = {
|
||||
hardLanding: 130,
|
||||
squirrelFx: 1,
|
||||
squirrelJump: 1,
|
||||
velocitySmooth: { x: 0, y: 0 },//use for drawing skin's velocity gel tail
|
||||
standingOn: undefined,
|
||||
numTouching: 0,
|
||||
crouch: false,
|
||||
@@ -536,6 +537,10 @@ const m = {
|
||||
baseHealth: 1,
|
||||
setMaxHealth(isMessage) {
|
||||
m.maxHealth = m.baseHealth + tech.extraMaxHealth + 4 * tech.isFallingDamage
|
||||
if (level.isReducedHealth) {
|
||||
level.reducedHealthLost = Math.max(0, m.health - m.maxHealth * 0.5)
|
||||
m.maxHealth *= 0.5
|
||||
}
|
||||
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
|
||||
if (isMessage) simulation.inGameConsole(`<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;
|
||||
@@ -546,6 +551,7 @@ const m = {
|
||||
lastCalculatedDamage: 0, //used to decided if damage bar needs to be redrawn (in simulation.checks)
|
||||
lastCalculatedDefense: 0, //used to decided if defense bar needs to be redrawn (in simulation.checks)
|
||||
defense() {
|
||||
if (level.noDefenseSetting === 2) return 1 //zero defense constraint
|
||||
let dmg = 1
|
||||
if (tech.isMaxHealthDefense && m.health === m.maxHealth) dmg *= 0.3
|
||||
if (tech.isDiaphragm) dmg *= 0.55 + 0.35 * Math.sin(m.cycle * 0.0075);
|
||||
@@ -556,7 +562,7 @@ const m = {
|
||||
if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.973 ** m.coupling
|
||||
if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.3
|
||||
if (tech.isAddBlockMass && m.isHolding) dmg *= 0.1
|
||||
if (tech.isSpeedHarm && (tech.speedAdded + player.speed) > 0.1) dmg *= 1 - Math.min((tech.speedAdded + player.speed) * 0.0193, 0.8) //capped at speed of 55
|
||||
if (tech.isSpeedHarm && (tech.speedAdded + player.speed) > 0.1) dmg *= 1 - Math.min((tech.speedAdded + player.speed) * 0.01583, 0.95) //capped at speed of 55
|
||||
if (tech.isHarmReduce && input.field) dmg *= 0.1
|
||||
if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.05
|
||||
if (tech.isBotArmor) dmg *= 0.96 ** b.totalBots()
|
||||
@@ -778,6 +784,21 @@ const m = {
|
||||
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
||||
}
|
||||
m.defaultFPSCycle = m.cycle
|
||||
if (level.isMobHealPlayerDamage) {
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].health < 1 && mob[i].isDropPowerUp && mob[i].alive) {
|
||||
simulation.drawList.push({
|
||||
x: mob[i].position.x,
|
||||
y: mob[i].position.y,
|
||||
radius: mob[i].radius + 20,
|
||||
color: "rgba(0,255,100,0.5)",
|
||||
time: 10
|
||||
});
|
||||
mob[i].health += dmg * 10
|
||||
if (mob[i].health > 1) mob[i].health = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
// if (tech.isSlowFPS) { // slow game
|
||||
// simulation.fpsCap = 30 //new fps
|
||||
// simulation.fpsInterval = 1000 / simulation.fpsCap;
|
||||
@@ -830,6 +851,9 @@ const m = {
|
||||
},
|
||||
draw() { },
|
||||
isAltSkin: false,
|
||||
drawBoost() {
|
||||
|
||||
},
|
||||
resetSkin() {
|
||||
simulation.isAutoZoom = true;
|
||||
m.hardLandCDScale = 1
|
||||
@@ -841,8 +865,8 @@ const m = {
|
||||
m.hardLanding = 130
|
||||
m.squirrelFx = 1;
|
||||
m.squirrelJump = 1;
|
||||
m.velocitySmooth = { x: 0, y: 0 }
|
||||
requestAnimationFrame(() => { m.setMovement() })
|
||||
|
||||
m.color = {
|
||||
hue: 0,
|
||||
sat: 0,
|
||||
@@ -973,6 +997,30 @@ const m = {
|
||||
m.setMovement()
|
||||
|
||||
m.draw = function () {
|
||||
if (powerUps.boost.endCycle > simulation.cycle) {
|
||||
//gel that acts as if the wind is blowing it when player moves
|
||||
ctx.save();
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
||||
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
||||
ctx.beginPath();
|
||||
const radius = 39
|
||||
const mag = 14 * Vector.magnitude(m.velocitySmooth) + radius
|
||||
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
||||
|
||||
// const time = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
||||
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
||||
|
||||
ctx.fillStyle = `rgba(0,0,0,${0.04 + 0.3 * time})`
|
||||
ctx.fill()
|
||||
// ctx.strokeStyle = "#333"
|
||||
// ctx.lineWidth = 1
|
||||
// ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
|
||||
@@ -992,7 +1040,6 @@ const m = {
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.75 + m.yOffGoal * 0.25; //smoothly move leg height towards height goal
|
||||
powerUps.boost.draw()
|
||||
}
|
||||
m.drawLeg = function (stroke) {
|
||||
if (m.angle > -Math.PI / 2 && m.angle < Math.PI / 2) {
|
||||
@@ -1150,8 +1197,38 @@ const m = {
|
||||
m.isAltSkin = true
|
||||
m.yOffWhen.stand = 52
|
||||
m.yOffWhen.jump = 72
|
||||
|
||||
// m.speedSmooth = 0
|
||||
// m.smoothAngle = 0
|
||||
m.draw = function () {
|
||||
if (powerUps.boost.endCycle > simulation.cycle) {
|
||||
//gel that acts as if the wind is blowing it when player moves
|
||||
ctx.save();
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
||||
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
||||
ctx.beginPath();
|
||||
const radius = 40
|
||||
const mag = 9 * Vector.magnitude(m.velocitySmooth) + radius
|
||||
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
||||
|
||||
// const time = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
||||
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
||||
|
||||
// ctx.fillStyle = `rgba(255,0,200,${0.4 * time})`
|
||||
// ctx.fill()
|
||||
// ctx.strokeStyle = "#f09"
|
||||
|
||||
ctx.fillStyle = `rgba(255,255,255,${0.3 + time})`;
|
||||
ctx.fill()
|
||||
ctx.strokeStyle = "#446"
|
||||
ctx.lineWidth = 0.2 + 4 * time
|
||||
// ctx.lineWidth = 1
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 //|| (m.cycle % 40 > 20)
|
||||
@@ -1161,7 +1238,6 @@ const m = {
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#446");
|
||||
|
||||
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
@@ -1175,6 +1251,15 @@ const m = {
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
|
||||
//fire outline directed opposite player look direction
|
||||
// ctx.beginPath();
|
||||
// const radius = 40
|
||||
// const extend = -50
|
||||
// ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
// ctx.bezierCurveTo(extend, radius, extend, 0, -100, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
// ctx.bezierCurveTo(extend, 0, extend, -radius, 0, -radius);
|
||||
// ctx.fillStyle = "rgba(255,0,255,0.3)";
|
||||
// ctx.fill()
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(13, 0)
|
||||
ctx.lineTo(20, 0)
|
||||
@@ -1183,7 +1268,6 @@ const m = {
|
||||
|
||||
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) {
|
||||
@@ -1242,6 +1326,30 @@ const m = {
|
||||
}
|
||||
m.setFillColors();
|
||||
m.draw = function () {
|
||||
if (powerUps.boost.endCycle > simulation.cycle) {
|
||||
//gel that acts as if the wind is blowing it when player moves
|
||||
ctx.save();
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
||||
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
||||
ctx.beginPath();
|
||||
const radius = 40
|
||||
const mag = 10 * Vector.magnitude(m.velocitySmooth) + radius
|
||||
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
||||
|
||||
// const time = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
||||
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
||||
|
||||
ctx.fillStyle = `hsla(184,100%,70%,${0.1 + 1.5 * time})`
|
||||
ctx.fill()
|
||||
ctx.strokeStyle = "#035"//"hsl(184,100%,70%)"
|
||||
ctx.lineWidth = 0.2 + 3 * time
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
@@ -1254,8 +1362,8 @@ const m = {
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.strokeStyle = "rgba(0,255,255,0.22)";
|
||||
ctx.lineWidth = 12;
|
||||
ctx.strokeStyle = "rgba(0,255,255,0.25)";
|
||||
ctx.lineWidth = 15;
|
||||
ctx.stroke();
|
||||
ctx.fillStyle = 'hsl(184,100%,85%)' //m.fillColor; //"#9ff" //m.bodyGradient
|
||||
ctx.fill();
|
||||
@@ -1264,10 +1372,9 @@ const m = {
|
||||
ctx.arc(17, 0, 5.5, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "#357"
|
||||
ctx.fill();
|
||||
|
||||
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) {
|
||||
@@ -1466,6 +1573,26 @@ const m = {
|
||||
m.bodyGradient = grd
|
||||
|
||||
m.draw = function () {
|
||||
if (powerUps.boost.endCycle > simulation.cycle) {
|
||||
//gel that acts as if the wind is blowing it when player moves
|
||||
ctx.save();
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
||||
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
||||
ctx.beginPath();
|
||||
const radius = 40
|
||||
const mag = 12 * Vector.magnitude(m.velocitySmooth) + radius
|
||||
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
||||
// const time = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
||||
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
||||
|
||||
ctx.fillStyle = `hsla(${simulation.cycle},100%,70%,${0.1 + 2 * time})`
|
||||
ctx.fill()
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
@@ -1486,7 +1613,6 @@ const m = {
|
||||
// ctx.stroke();
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
powerUps.boost.draw()
|
||||
}
|
||||
m.drawLeg = function (stroke) {
|
||||
// if (simulation.mouseInGame.x > m.pos.x) {
|
||||
@@ -1571,11 +1697,31 @@ const m = {
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
powerUps.boost.draw()
|
||||
|
||||
if (powerUps.boost.endCycle > simulation.cycle) {
|
||||
//gel that acts as if the wind is blowing it when player moves
|
||||
ctx.save();
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
||||
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
||||
ctx.beginPath();
|
||||
const radius = 39
|
||||
const mag = 6 * Vector.magnitude(m.velocitySmooth) + radius
|
||||
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
||||
// ctx.fillStyle = `hsla(${simulation.cycle * 0.5},100%,70%,0.4)`
|
||||
// ctx.fill()
|
||||
ctx.strokeStyle = "#345"
|
||||
// const time = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
||||
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
||||
|
||||
ctx.lineWidth = 0.2 + 4 * time
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
//zoom camera in and out
|
||||
|
||||
// console.log(simulation.zoomScale)
|
||||
simulation.setZoom(1800 + 400 * Math.sin(m.cycle * 0.01))
|
||||
}
|
||||
},
|
||||
@@ -1611,7 +1757,30 @@ const m = {
|
||||
// ctx.stroke();
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
powerUps.boost.draw()
|
||||
|
||||
if (powerUps.boost.endCycle > simulation.cycle) {
|
||||
//gel that acts as if the wind is blowing it when player moves
|
||||
ctx.save();
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
||||
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
||||
ctx.beginPath();
|
||||
const radius = 39
|
||||
const mag = 6 * Vector.magnitude(m.velocitySmooth) + radius
|
||||
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
||||
// ctx.fillStyle = `hsla(${simulation.cycle * 0.5},100%,70%,0.4)`
|
||||
// ctx.fill()
|
||||
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
||||
|
||||
ctx.strokeStyle = "#345"
|
||||
ctx.lineWidth = 0.2 + 7 * time
|
||||
// ctx.lineWidth = (4 + 3 * Math.sin(m.cycle * 0.01 + Math.PI)) * time;
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
simulation.setZoom(1800 + 400 * amplitude)
|
||||
}
|
||||
m.drawLeg = function (stroke) {
|
||||
@@ -1672,7 +1841,6 @@ const m = {
|
||||
grd.addColorStop(1, m.fillColor);
|
||||
// grd.addColorStop(1, m.fillColor);
|
||||
m.bodyGradient = grd
|
||||
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
@@ -1748,7 +1916,6 @@ const m = {
|
||||
},
|
||||
verlet() {
|
||||
m.isAltSkin = true
|
||||
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
@@ -1764,7 +1931,6 @@ const m = {
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient
|
||||
ctx.fill();
|
||||
|
||||
const rate = 0.09
|
||||
ctx.strokeStyle = "#000";
|
||||
ctx.lineWidth = 1;
|
||||
@@ -1832,6 +1998,264 @@ const m = {
|
||||
ctx.restore();
|
||||
}
|
||||
},
|
||||
stubs() {
|
||||
m.isAltSkin = true
|
||||
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("#555");
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#333");
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
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 + 5);
|
||||
ctx.strokeStyle = stroke;
|
||||
ctx.lineWidth = 6;
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
},
|
||||
Sleipnir() {
|
||||
m.isAltSkin = true
|
||||
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
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
for (let i = 0; i < 16; i++) {
|
||||
m.calcLeg(Math.PI * i / 8, -3 * i / 16)
|
||||
m.drawLeg("#444")
|
||||
}
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
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()
|
||||
}
|
||||
},
|
||||
diegesis() {
|
||||
m.isAltSkin = true
|
||||
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
|
||||
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 - (m.fireCDcycle !== Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
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()
|
||||
}
|
||||
},
|
||||
cat() {
|
||||
m.isAltSkin = true
|
||||
m.coyoteCycles = 10
|
||||
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
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.calcLeg(Math.PI, -3);
|
||||
m.drawLeg("#4a4a4a");
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
|
||||
ctx.scale(1, -1);
|
||||
ctx.rotate(Math.PI);
|
||||
}
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(-30, 0);
|
||||
ctx.bezierCurveTo(-65, -75,
|
||||
-5, 150 + (5 * Math.sin(simulation.cycle / 10)),
|
||||
-70 + (10 * Math.sin(simulation.cycle / 10)), 0 + (10 * Math.sin(simulation.cycle / 10)));
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 4;
|
||||
ctx.stroke();
|
||||
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
|
||||
ctx.scale(1, -1);
|
||||
ctx.rotate(0 - Math.PI);
|
||||
}
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#333");
|
||||
|
||||
ctx.rotate(m.angle);
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(5, -30);
|
||||
ctx.lineTo(20, -40);
|
||||
ctx.lineTo(20, -20);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.fillStyle = "#f3f";
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.moveTo(19, 0);
|
||||
ctx.arc(15, 0, 4, Math.PI, 2 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(24.3, 6, 5, Math.PI * 2, Math.PI);
|
||||
ctx.stroke();
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(30, 6);
|
||||
ctx.lineTo(32, 0);
|
||||
ctx.lineTo(26, 0);
|
||||
ctx.lineTo(30, 6);
|
||||
ctx.fillStyle = "#f3f";
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
powerUps.boost.draw()
|
||||
}
|
||||
},
|
||||
pareidolia() {
|
||||
m.isAltSkin = true
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.7
|
||||
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);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient
|
||||
ctx.fill();
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1); //here is the flip
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(2, -6, 7, 0, 2 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(25, -6, 7, 0.25 * Math.PI, 1.6 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(2, -10, 9, 1.25 * Math.PI, 1.75 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(25, -10, 9, 1.25 * Math.PI, 1.4 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(18, 13, 10, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(18, 13, 6, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "#555";
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(3, -6, 3, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(26, -6, 3, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15;
|
||||
powerUps.boost.draw()
|
||||
}
|
||||
},
|
||||
flipFlop() {
|
||||
m.isAltSkin = true
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
//draw body
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
||||
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);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient
|
||||
ctx.fill();
|
||||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
//draw eye
|
||||
ctx.beginPath();
|
||||
ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.eyeFillColor;
|
||||
ctx.fill()
|
||||
ctx.restore();
|
||||
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
powerUps.boost.draw()
|
||||
}
|
||||
},
|
||||
hexagon() {
|
||||
m.isAltSkin = true
|
||||
|
||||
@@ -1922,262 +2346,6 @@ const m = {
|
||||
ctx.restore();
|
||||
}
|
||||
},
|
||||
stubs() {
|
||||
m.isAltSkin = true
|
||||
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("#555");
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#333");
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
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 + 5);
|
||||
ctx.strokeStyle = stroke;
|
||||
ctx.lineWidth = 6;
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
},
|
||||
Sleipnir() {
|
||||
m.isAltSkin = true
|
||||
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
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
for (let i = 0; i < 16; i++) {
|
||||
m.calcLeg(Math.PI * i / 8, -3 * i / 16)
|
||||
m.drawLeg("#444")
|
||||
}
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
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
|
||||
}
|
||||
},
|
||||
diegesis() {
|
||||
m.isAltSkin = true
|
||||
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
|
||||
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 - (m.fireCDcycle !== Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
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
|
||||
}
|
||||
},
|
||||
cat() {
|
||||
m.isAltSkin = true
|
||||
m.coyoteCycles = 10
|
||||
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
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.calcLeg(Math.PI, -3);
|
||||
m.drawLeg("#4a4a4a");
|
||||
|
||||
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
|
||||
ctx.scale(1, -1);
|
||||
ctx.rotate(Math.PI);
|
||||
}
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(-30, 0);
|
||||
ctx.bezierCurveTo(-65, -75,
|
||||
-5, 150 + (5 * Math.sin(simulation.cycle / 10)),
|
||||
-70 + (10 * Math.sin(simulation.cycle / 10)), 0 + (10 * Math.sin(simulation.cycle / 10)));
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 4;
|
||||
ctx.stroke();
|
||||
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
|
||||
ctx.scale(1, -1);
|
||||
ctx.rotate(0 - Math.PI);
|
||||
}
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#333");
|
||||
|
||||
ctx.rotate(m.angle);
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(5, -30);
|
||||
ctx.lineTo(20, -40);
|
||||
ctx.lineTo(20, -20);
|
||||
ctx.lineWidth = 2;
|
||||
ctx.fillStyle = "#f3f";
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.moveTo(19, 0);
|
||||
ctx.arc(15, 0, 4, Math.PI, 2 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(24.3, 6, 5, Math.PI * 2, Math.PI);
|
||||
ctx.stroke();
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(30, 6);
|
||||
ctx.lineTo(32, 0);
|
||||
ctx.lineTo(26, 0);
|
||||
ctx.lineTo(30, 6);
|
||||
ctx.fillStyle = "#f3f";
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
}
|
||||
},
|
||||
pareidolia() {
|
||||
m.isAltSkin = true
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.7
|
||||
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);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient
|
||||
ctx.fill();
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1); //here is the flip
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(2, -6, 7, 0, 2 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(25, -6, 7, 0.25 * Math.PI, 1.6 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(2, -10, 9, 1.25 * Math.PI, 1.75 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(25, -10, 9, 1.25 * Math.PI, 1.4 * Math.PI);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(18, 13, 10, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient;
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(18, 13, 6, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = "#555";
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(3, -6, 3, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.arc(26, -6, 3, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15;
|
||||
}
|
||||
},
|
||||
flipFlop() {
|
||||
m.isAltSkin = true
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
//draw body
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
||||
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);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.bodyGradient
|
||||
ctx.fill();
|
||||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
//draw eye
|
||||
ctx.beginPath();
|
||||
ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = m.eyeFillColor;
|
||||
ctx.fill()
|
||||
ctx.restore();
|
||||
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
powerUps.boost.draw()
|
||||
}
|
||||
}
|
||||
},
|
||||
// *********************************************
|
||||
// **************** fields *********************
|
||||
@@ -2275,6 +2443,7 @@ const m = {
|
||||
},
|
||||
setMaxEnergy(isMessage = true) {
|
||||
m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 3 * tech.isGroundState + 1.5 * (m.fieldMode === 1) + (m.fieldMode === 0 || m.fieldMode === 1) * 0.05 * m.coupling + 0.77 * tech.isStandingWaveExpand
|
||||
if (level.isReducedEnergy) m.maxEnergy *= 0.5
|
||||
if (isMessage) simulation.inGameConsole(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
|
||||
},
|
||||
fieldMeterColor: "#0cf",
|
||||
@@ -2542,7 +2711,7 @@ const m = {
|
||||
tech.tokamakHealCount++
|
||||
let massScale = Math.min(65 * Math.sqrt(m.maxHealth), 14 * Math.pow(m.holdingTarget.mass, 0.4))
|
||||
if (powerUps.healGiveMaxEnergy) massScale = powerUps["heal"].size()
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "heal", true, null, massScale * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1))) // spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "heal", true, massScale * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1))) // spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
|
||||
}
|
||||
} else { //normal throw
|
||||
//bullet-like collisions
|
||||
@@ -2587,6 +2756,7 @@ const m = {
|
||||
});
|
||||
m.definePlayerMass() //return to normal player mass
|
||||
|
||||
if (tech.isStaticBlock) m.holdingTarget.isStatic = true
|
||||
if (tech.isAddBlockMass) {
|
||||
const expand = function (that, massLimit) {
|
||||
if (that.mass < massLimit) {
|
||||
@@ -3000,7 +3170,7 @@ const m = {
|
||||
case 9: //wormhole
|
||||
return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${(2 * couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong></span>`
|
||||
case 10: //grappling hook
|
||||
return `${powerUps.orb.ammo(1)} give ${(4 * couple).toFixed(0)}% more ammo`
|
||||
return `<span style="opacity: 1;">${powerUps.orb.ammo(1)}</span> give ${(4 * couple).toFixed(0)}% more ammo`
|
||||
}
|
||||
},
|
||||
couplingChange(change = 0) {
|
||||
|
||||
188
js/powerup.js
188
js/powerup.js
@@ -373,7 +373,7 @@ const powerUps = {
|
||||
//build level info
|
||||
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
|
||||
document.getElementById("choose-grid").classList.remove('choose-grid');
|
||||
document.getElementById("choose-grid").style.gridTemplateColumns = "405px" //adjust this to increase the width of the whole menu, but mostly the center column
|
||||
document.getElementById("choose-grid").style.gridTemplateColumns = "505px" //adjust this to increase the width of the whole menu, but mostly the center column
|
||||
|
||||
let text = `<div>
|
||||
<div class="grid-container">
|
||||
@@ -389,12 +389,12 @@ const powerUps = {
|
||||
</datalist>
|
||||
</div>
|
||||
<div class="right-column">
|
||||
<div class="row" id="constraint-1"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
|
||||
<div class="row" id="constraint-2"><strong>-5</strong> initial <strong>power ups</strong><br><strong>faster</strong> mobs and <strong>more</strong> mobs</div>
|
||||
<div class="row" id="constraint-3"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
|
||||
<div class="row" id="constraint-4"><strong>+1</strong> boss per level<br><strong>-1</strong> ${powerUps.orb.tech()} per boss</div>
|
||||
<div class="row" id="constraint-5"><strong>0.87x</strong> <strong class='color-d'>damage</strong> done per level<br><strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level</div>
|
||||
<div class="row" id="constraint-6"><strong>3x</strong> chance for <strong>shielded</strong> mobs<br><strong>-3</strong> initial power ups</div>
|
||||
<div class="row" id="constraint-1"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> boss on each level</div>
|
||||
<div class="row" id="constraint-2"><strong>more</strong> mob per level<br><strong>faster</strong> mobs per level</div>
|
||||
<div class="row" id="constraint-3"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>
|
||||
<div class="row" id="constraint-4"><strong>+1</strong> boss on each level<br>bosses spawn <strong>1</strong> fewer ${powerUps.orb.tech()}</div>
|
||||
<div class="row" id="constraint-5"><strong>0.87x</strong> <strong class='color-d'>damage</strong>, <strong>1.22x</strong> <strong class='color-defense'>damage taken</strong> per level<br><strong>+1</strong> random <strong class="constraint">constraint</strong> on each level</div>
|
||||
<div class="row" id="constraint-6"><strong>0.5x</strong> initial <strong class='color-d'>damage</strong><br><strong>2x</strong> initial <strong class='color-defense'>damage taken</strong></div>
|
||||
</div>
|
||||
<div class="far-right-column">
|
||||
<div id = "constraint-1-record">${localSettings.difficultyCompleted[1] ? "⚆" : " "}</div>
|
||||
@@ -434,7 +434,7 @@ const powerUps = {
|
||||
}
|
||||
});
|
||||
|
||||
let setConstraintText = function (isReset = true) {
|
||||
let setDifficultyText = function (isReset = true) {
|
||||
for (let i = 1; i < 7; i++) {
|
||||
const id = document.getElementById("constraint-" + i)
|
||||
if (simulation.difficultyMode < i) {
|
||||
@@ -451,17 +451,19 @@ const powerUps = {
|
||||
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
}
|
||||
}
|
||||
setConstraintText(false)
|
||||
setDifficultyText(false)
|
||||
document.getElementById("difficulty-slider").value = simulation.difficultyMode
|
||||
document.getElementById("difficulty-slider").addEventListener("input", () => {
|
||||
simulation.difficultyMode = document.getElementById("difficulty-slider").value
|
||||
setConstraintText()
|
||||
setDifficultyText()
|
||||
level.setConstraints()
|
||||
});
|
||||
for (let i = 1; i < 7; i++) {
|
||||
document.getElementById("constraint-" + i).addEventListener("click", () => {
|
||||
simulation.difficultyMode = i
|
||||
document.getElementById("difficulty-slider").value = simulation.difficultyMode
|
||||
setConstraintText()
|
||||
setDifficultyText()
|
||||
level.setConstraints()
|
||||
});
|
||||
}
|
||||
},
|
||||
@@ -503,17 +505,38 @@ const powerUps = {
|
||||
damage: null, //set by "tech: band gap"
|
||||
effect() {
|
||||
powerUps.animatePowerUpGrab('rgba(255, 0, 0, 0.5)')
|
||||
powerUps.boost.endCycle = m.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - m.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
|
||||
powerUps.boost.endCycle = simulation.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - simulation.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
|
||||
},
|
||||
draw() {
|
||||
// console.log(this.endCycle)
|
||||
if (powerUps.boost.endCycle > m.cycle) {
|
||||
ctx.strokeStyle = "rgba(255,0,0,0.8)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
|
||||
// if (powerUps.boost.endCycle > m.cycle) {
|
||||
// ctx.strokeStyle = "rgba(255,0,0,0.8)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
|
||||
// ctx.beginPath();
|
||||
// const arc = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
||||
// ctx.arc(m.pos.x, m.pos.y, 28, m.angle - Math.PI * arc, m.angle + Math.PI * arc); //- Math.PI / 2
|
||||
// ctx.lineWidth = 4
|
||||
// ctx.stroke();
|
||||
// }
|
||||
|
||||
if (powerUps.boost.endCycle > simulation.cycle) {
|
||||
//gel that acts as if the wind is blowing it when player moves
|
||||
ctx.save();
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
m.velocitySmooth = Vector.add(Vector.mult(m.velocitySmooth, 0.8), Vector.mult(player.velocity, 0.2))
|
||||
ctx.rotate(Math.atan2(m.velocitySmooth.y, m.velocitySmooth.x))
|
||||
ctx.beginPath();
|
||||
const arc = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
||||
ctx.arc(m.pos.x, m.pos.y, 28, m.angle - Math.PI * arc, m.angle + Math.PI * arc); //- Math.PI / 2
|
||||
ctx.lineWidth = 4
|
||||
const radius = 40
|
||||
const mag = 8 * Vector.magnitude(m.velocitySmooth) + radius
|
||||
ctx.arc(0, 0, radius, -Math.PI / 2, Math.PI / 2);
|
||||
ctx.bezierCurveTo(-radius, radius, -radius, 0, -mag, 0); // bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
|
||||
ctx.bezierCurveTo(-radius, 0, -radius, -radius, 0, -radius);
|
||||
const time = Math.min(0.5, (powerUps.boost.endCycle - simulation.cycle) / powerUps.boost.duration)
|
||||
ctx.fillStyle = `rgba(255,0,200,${time})`
|
||||
ctx.fill()
|
||||
ctx.strokeStyle = "#f09"
|
||||
ctx.lineWidth = 0.3 + 4 * time
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
},
|
||||
},
|
||||
@@ -533,7 +556,7 @@ const powerUps = {
|
||||
if (amount !== 0) powerUps.research.count += amount
|
||||
if (tech.isRerollBots && !this.isMakingBots) {
|
||||
let cycle = () => {
|
||||
const cost = 2 + Math.floor(0.2 * b.totalBots())
|
||||
const cost = 2 + Math.floor(0.25 * b.totalBots())
|
||||
if (m.alive && powerUps.research.count >= cost) {
|
||||
requestAnimationFrame(cycle);
|
||||
this.isMakingBots = true
|
||||
@@ -647,7 +670,7 @@ const powerUps = {
|
||||
// });
|
||||
} else if (overHeal > 0.13) { //if leftover heals spawn a new spammer heal power up
|
||||
requestAnimationFrame(() => {
|
||||
powerUps.directSpawn(this.position.x, this.position.y, "heal", true, null, Math.min(1, overHeal) * 40 * (simulation.healScale ** 0.25))// directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
|
||||
powerUps.directSpawn(this.position.x, this.position.y, "heal", true, Math.min(1, overHeal) * 40 * (simulation.healScale ** 0.25))// directSpawn(x, y, name, moving = true, mode = null, size = powerUps[name].size()) {
|
||||
});
|
||||
}
|
||||
if (tech.isHealBrake) {
|
||||
@@ -699,9 +722,9 @@ const powerUps = {
|
||||
}
|
||||
},
|
||||
spawn(x, y, size) { //used to spawn a heal with a specific size / heal amount, not normally used
|
||||
powerUps.directSpawn(x, y, "heal", false, null, size)
|
||||
if (Math.random() < tech.duplicationChance()) {
|
||||
powerUps.directSpawn(x, y, "heal", false, null, size)
|
||||
powerUps.directSpawn(x, y, "heal", false, size)
|
||||
if (!level.isNextLevelPowerUps && Math.random() < tech.duplicationChance()) {
|
||||
powerUps.directSpawn(x, y, "heal", false, size)
|
||||
powerUp[powerUp.length - 1].isDuplicated = true
|
||||
}
|
||||
}
|
||||
@@ -717,22 +740,22 @@ const powerUps = {
|
||||
if (b.inventory.length > 0) {
|
||||
powerUps.animatePowerUpGrab('rgba(68, 102, 119,0.25)')
|
||||
if (tech.isAmmoForGun && b.activeGun !== null) { //give extra ammo to one gun only with tech logistics
|
||||
const target = b.guns[b.activeGun]
|
||||
if (target.ammo !== Infinity) {
|
||||
const name = b.guns[b.activeGun]
|
||||
if (name.ammo !== Infinity) {
|
||||
if (tech.ammoCap) {
|
||||
target.ammo = Math.ceil(2 * target.ammoPack * tech.ammoCap * couplingExtraAmmo)
|
||||
name.ammo = Math.ceil(2 * name.ammoPack * tech.ammoCap * couplingExtraAmmo)
|
||||
} else {
|
||||
target.ammo += Math.ceil(2 * (Math.random() + Math.random()) * target.ammoPack * couplingExtraAmmo)
|
||||
name.ammo += Math.ceil(2 * (Math.random() + Math.random()) * name.ammoPack * couplingExtraAmmo)
|
||||
}
|
||||
}
|
||||
} else { //give ammo to all guns in inventory
|
||||
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
||||
const target = b.guns[b.inventory[i]]
|
||||
if (target.ammo !== Infinity) {
|
||||
const name = b.guns[b.inventory[i]]
|
||||
if (name.ammo !== Infinity) {
|
||||
if (tech.ammoCap) {
|
||||
target.ammo = Math.ceil(target.ammoPack * tech.ammoCap * couplingExtraAmmo)
|
||||
name.ammo = Math.ceil(name.ammoPack * tech.ammoCap * couplingExtraAmmo)
|
||||
} else { //default ammo behavior
|
||||
target.ammo += Math.ceil((Math.random() + Math.random()) * target.ammoPack * couplingExtraAmmo)
|
||||
name.ammo += Math.ceil((Math.random() + Math.random()) * name.ammoPack * couplingExtraAmmo)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -844,9 +867,9 @@ const powerUps = {
|
||||
gunText(choose, click) {
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/gun/${b.guns[choose].name}.webp');"`
|
||||
return `<div class="choose-grid-module card-background" onclick="${click}" onauxclick="${click}" ${style}>
|
||||
<div class="card-text">
|
||||
<div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choose].name}</div>
|
||||
${b.guns[choose].descriptionFunction()}</div></div>`
|
||||
<div class="card-text">
|
||||
<div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choose].name}</div>
|
||||
${b.guns[choose].descriptionFunction()}</div></div>`
|
||||
},
|
||||
fieldText(choose, click) {
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/field/${m.fieldUpgrades[choose].name}${choose === 0 ? Math.floor(Math.random() * 10) : ""}.webp');"`
|
||||
@@ -1034,13 +1057,13 @@ const powerUps = {
|
||||
}
|
||||
// console.log(options.length)
|
||||
if (options.length > 0 || !tech.isSuperDeterminism) {
|
||||
let totalChoices = 2 + tech.extraChoices + 3 * (m.fieldMode === 8)
|
||||
let totalChoices = 2 + tech.extraChoices + 3 * (m.fieldMode === 8) - level.fewerChoices
|
||||
if (tech.isCancelTech && tech.cancelTechCount === 1) {
|
||||
totalChoices *= 3
|
||||
tech.cancelTechCount++
|
||||
}
|
||||
if (tech.isDeterminism) totalChoices = 1
|
||||
totalChoices = Math.min(options.length, totalChoices)
|
||||
totalChoices = Math.min(totalChoices, options.length)
|
||||
function removeOption(index) {
|
||||
for (let i = 0; i < options.length; i++) {
|
||||
if (options[i] === index) {
|
||||
@@ -1101,13 +1124,13 @@ const powerUps = {
|
||||
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
|
||||
if (i !== m.fieldMode) options.push(i);
|
||||
}
|
||||
let totalChoices = 2 + tech.extraChoices + 3 * (m.fieldMode === 8)
|
||||
let totalChoices = 2 + tech.extraChoices + 3 * (m.fieldMode === 8) - level.fewerChoices
|
||||
if (tech.isCancelTech && tech.cancelTechCount === 1) {
|
||||
totalChoices *= 3
|
||||
tech.cancelTechCount++
|
||||
}
|
||||
if (tech.isDeterminism) totalChoices = 1
|
||||
totalChoices = Math.min(options.length, totalChoices)
|
||||
totalChoices = Math.max(1, Math.min(totalChoices, options.length))
|
||||
function removeOption(index) {
|
||||
for (let i = 0; i < options.length; i++) {
|
||||
if (options[i] === index) {
|
||||
@@ -1181,13 +1204,13 @@ const powerUps = {
|
||||
}
|
||||
}
|
||||
//set total choices
|
||||
let totalChoices = 3 + tech.extraChoices + 3 * (m.fieldMode === 8)
|
||||
let totalChoices = 3 + tech.extraChoices + 3 * (m.fieldMode === 8) - level.fewerChoices
|
||||
if (tech.isCancelTech && tech.cancelTechCount === 1) {
|
||||
totalChoices *= 3
|
||||
tech.cancelTechCount++
|
||||
}
|
||||
if (tech.isDeterminism) totalChoices = 1
|
||||
totalChoices = Math.min(options.length, totalChoices)
|
||||
totalChoices = Math.max(1, Math.min(totalChoices, options.length))
|
||||
|
||||
if (optionLengthNoDuplicates < totalChoices + 1) { //if not enough options for all the choices
|
||||
totalChoices = optionLengthNoDuplicates
|
||||
@@ -1220,11 +1243,11 @@ const powerUps = {
|
||||
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
|
||||
if (tech.isBanish) {
|
||||
tech.tech[choose].isBanished = true
|
||||
if (i === 0) simulation.inGameConsole(`options.length = ${optionLengthNoDuplicates} <em class='color-text'>//tech removed from pool by decoherence</em>`)
|
||||
if (i === 0) simulation.inGameConsole(`options.length = ${optionLengthNoDuplicates} <em class='color-text'>//removed from pool by decoherence</em>`)
|
||||
}
|
||||
removeOption(choose) //move from future options pool to avoid repeats on this selection
|
||||
tech.tech[choose].isRecentlyShown = true //this flag prevents this option from being shown the next time you pick up a tech power up
|
||||
if (Math.random() < tech.junkChance) { // choose is set to a random JUNK tech
|
||||
if (Math.random() < tech.junkChance + level.junkAdded) { // choose is set to a random JUNK tech
|
||||
const list = []
|
||||
for (let i = 0; i < tech.tech.length; i++) {
|
||||
if (tech.tech[i].isJunk) list.push(i)
|
||||
@@ -1433,6 +1456,7 @@ const powerUps = {
|
||||
b.mine(who.position, { x: 0, y: 0 }, 0)
|
||||
}
|
||||
}
|
||||
if (level.isNoDamage) level.noDamageCycle = m.cycle
|
||||
},
|
||||
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
|
||||
if (!tech.isEnergyHealth && (Math.random() * Math.random() - 0.3 > Math.sqrt(m.health)) || Math.random() < 0.04) { //spawn heal chance is higher at low health
|
||||
@@ -1447,10 +1471,6 @@ const powerUps = {
|
||||
powerUps.spawn(x, y, "gun");
|
||||
return;
|
||||
}
|
||||
// if (Math.random() < 0.005 * (10 - level.levelsCleared)) { //a new tech has a low chance that decreases in later levels
|
||||
// powerUps.spawn(x, y, "tech");
|
||||
// return;
|
||||
// }
|
||||
if (Math.random() < 0.0016) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
return;
|
||||
@@ -1459,35 +1479,28 @@ const powerUps = {
|
||||
powerUps.spawn(x, y, "coupling");
|
||||
return;
|
||||
}
|
||||
if (tech.isBoostPowerUps && Math.random() < 0.14) {
|
||||
if (Math.random() < 0.02 || (tech.isBoostPowerUps && Math.random() < 0.14)) {
|
||||
powerUps.spawn(x, y, "boost");
|
||||
return;
|
||||
}
|
||||
// if (Math.random() < 0.01) {
|
||||
// powerUps.spawn(x, y, "research");
|
||||
// return;
|
||||
// }
|
||||
},
|
||||
randomPowerUpCounter: 0,
|
||||
isFieldSpawned: false, //makes it so a field spawns once but not more times
|
||||
spawnBossPowerUp(x, y) { //boss spawns field and gun tech upgrades
|
||||
if (level.levels[level.onLevel] !== "final") {
|
||||
// if (level.levelsCleared === 1) powerUps.spawn(x, y, "field")
|
||||
// if (m.fieldMode === 0 && !m.coupling) {
|
||||
if (!powerUps.isFieldSpawned) {
|
||||
powerUps.isFieldSpawned = true
|
||||
powerUps.spawn(x, y, "field")
|
||||
} else {
|
||||
powerUps.randomPowerUpCounter++;
|
||||
powerUpChance(Math.max(level.levelsCleared, 10) * 0.1)
|
||||
powerUpChance()
|
||||
}
|
||||
if (!(simulation.difficultyMode > 2 && level.levelsCleared > 1)) {
|
||||
powerUps.randomPowerUpCounter += 0.6;
|
||||
powerUpChance(Math.max(level.levelsCleared, 6) * 0.1)
|
||||
if (simulation.difficultyMode < 4) {//don't spawn second power up on difficulties with a second boss
|
||||
powerUpChance()
|
||||
}
|
||||
function powerUpChance(chanceToFail) {
|
||||
if (Math.random() * chanceToFail < powerUps.randomPowerUpCounter) {
|
||||
powerUps.randomPowerUpCounter = 0;
|
||||
function powerUpChance() {
|
||||
powerUps.randomPowerUpCounter++
|
||||
if (powerUps.randomPowerUpCounter > Math.max(level.levelsCleared, 9) * 0.1 * Math.random()) {
|
||||
powerUps.randomPowerUpCounter = 0; //reset odds
|
||||
if (Math.random() < 0.97) {
|
||||
powerUps.spawn(x, y, "tech")
|
||||
} else {
|
||||
@@ -1528,14 +1541,14 @@ const powerUps = {
|
||||
},
|
||||
addResearchToLevel() { //add a random power up to a location that has a mob, mostly used to give each level a research
|
||||
// if (simulation.difficultyMode < 4 && mob.length) { //don't spawn on higher difficulty settings
|
||||
if (level.levelsCleared < 13 - simulation.difficultyMode * 2 && mob.length) { //don't spawn late game
|
||||
if ((level.levelsCleared < 17 - simulation.difficultyMode * 3) && mob.length) { //don't spawn late game
|
||||
const index = Math.floor(Math.random() * mob.length)
|
||||
powerUps.spawn(mob[index].position.x, mob[index].position.y, "research");
|
||||
}
|
||||
},
|
||||
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
||||
if (level.levelsCleared < 4) { //runs on first 4 levels on all difficulties
|
||||
if (level.levelsCleared > 1) powerUps.spawn(x, y, "tech")
|
||||
if (level.levelsCleared > 1 && simulation.difficultyMode < 6) powerUps.spawn(x, y, "tech")
|
||||
if (b.inventory.length === 0) {
|
||||
powerUps.spawn(x, y, "gun", false); //first gun
|
||||
} else if (tech.totalCount === 0) { //first tech
|
||||
@@ -1574,7 +1587,6 @@ const powerUps = {
|
||||
|
||||
for (let i = 0; i < tech.tech[choose].count; i++) {
|
||||
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||||
// powerUp[powerUp.length - 1].isDuplicated = true
|
||||
}
|
||||
// remove a random tech from the list of tech you have
|
||||
tech.removeCount += tech.tech[choose].count
|
||||
@@ -1593,7 +1605,6 @@ const powerUps = {
|
||||
|
||||
for (let i = 0; i < tech.tech[choose].count; i++) {
|
||||
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||||
// powerUp[powerUp.length - 1].isDuplicated = true
|
||||
}
|
||||
// remove a random tech from the list of tech you have
|
||||
tech.tech[choose].remove();
|
||||
@@ -1675,7 +1686,28 @@ const powerUps = {
|
||||
powerUp.splice(index, 1);
|
||||
}
|
||||
},
|
||||
directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size(), isDuplicated = false) {
|
||||
spawn(x, y, name, moving = true, size = powerUps[name].size()) {
|
||||
if (
|
||||
(!tech.isSuperDeterminism || (name !== 'research')) &&
|
||||
!(tech.isEnergyNoAmmo && name === 'ammo')
|
||||
) {
|
||||
if (tech.isBoostReplaceAmmo && name === 'ammo') {
|
||||
name = 'boost'
|
||||
size = powerUps[name].size()
|
||||
}
|
||||
powerUps.directSpawn(x, y, name, moving, size)
|
||||
if (!level.isNextLevelPowerUps && Math.random() < tech.duplicationChance()) {
|
||||
powerUps.directSpawn(x, y, name, moving, size, true)
|
||||
powerUp[powerUp.length - 1].isDuplicated = true
|
||||
if (tech.isDupEnergy) m.energy *= 2
|
||||
}
|
||||
}
|
||||
},
|
||||
directSpawn(x, y, name, moving = true, size = powerUps[name].size(), isDuplicated = false) {
|
||||
if (level.isNextLevelPowerUps) {
|
||||
powerUps.powerUpStorage.push({ name: name, size: size })
|
||||
return
|
||||
}
|
||||
let index = powerUp.length;
|
||||
let properties = {
|
||||
density: 0.001,
|
||||
@@ -1686,9 +1718,9 @@ const powerUps = {
|
||||
category: cat.powerUp,
|
||||
mask: cat.map | cat.powerUp
|
||||
},
|
||||
color: powerUps[target].color,
|
||||
effect: powerUps[target].effect,
|
||||
name: powerUps[target].name,
|
||||
color: powerUps[name].color,
|
||||
effect: powerUps[name].effect,
|
||||
name: powerUps[name].name,
|
||||
size: size
|
||||
}
|
||||
let polygonSides
|
||||
@@ -1700,26 +1732,8 @@ const powerUps = {
|
||||
polygonSides = 12
|
||||
}
|
||||
powerUp[index] = Matter.Bodies.polygon(x, y, polygonSides, size, properties);
|
||||
if (mode) powerUp[index].mode = mode
|
||||
if (moving) Matter.Body.setVelocity(powerUp[index], { x: (Math.random() - 0.5) * 15, y: Math.random() * -9 - 3 });
|
||||
Composite.add(engine.world, powerUp[index]);
|
||||
},
|
||||
spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
|
||||
if (
|
||||
(!tech.isSuperDeterminism || (target !== 'research')) &&
|
||||
!(tech.isEnergyNoAmmo && target === 'ammo')
|
||||
) {
|
||||
if (tech.isBoostReplaceAmmo && target === 'ammo') {
|
||||
target = 'boost'
|
||||
size = powerUps[target].size()
|
||||
}
|
||||
powerUps.directSpawn(x, y, target, moving, mode, size)
|
||||
if (Math.random() < tech.duplicationChance()) {
|
||||
powerUps.directSpawn(x, y, target, moving, mode, size, true)
|
||||
powerUp[powerUp.length - 1].isDuplicated = true
|
||||
// if (tech.isPowerUpsVanish) powerUp[powerUp.length - 1].endCycle = simulation.cycle + 300
|
||||
if (tech.isDupEnergy) m.energy *= 2
|
||||
}
|
||||
}
|
||||
},
|
||||
powerUpStorage: [],//used when power ups are sent to the next level (for the constraint, level.isNextLevelPowerUps)
|
||||
};
|
||||
123
js/simulation.js
123
js/simulation.js
@@ -419,15 +419,6 @@ const simulation = {
|
||||
simulation.boldActiveGunHUD();
|
||||
},
|
||||
updateTechHUD() {
|
||||
|
||||
// tech.tech.sort((a, b) => {
|
||||
// console.log(a.cycle, b.cycle)
|
||||
// if (a.cycle === undefined && b.cycle !== undefined) return -1;
|
||||
// if (a.cycle !== undefined && b.cycle === undefined) return 1;
|
||||
// if (a.cycle === undefined && b.cycle === undefined) return 0;
|
||||
// if (a.cycle !== b.cycle) return a.cycle - b.cycle;
|
||||
// });
|
||||
|
||||
let text = ""
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
|
||||
if (tech.tech[i].isLost) {
|
||||
@@ -436,21 +427,55 @@ const simulation = {
|
||||
} else if (tech.tech[i].count > 0 && !tech.tech[i].isInstant) {
|
||||
if (text) text += "<br>" //add a new line, but not on the first line
|
||||
text += tech.tech[i].name
|
||||
// if (tech.tech[i].nameInfo) {
|
||||
// text += tech.tech[i].nameInfo
|
||||
// tech.tech[i].addNameInfo();
|
||||
// }
|
||||
if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
|
||||
}
|
||||
}
|
||||
document.getElementById("tech").innerHTML = text
|
||||
document.getElementById("right-HUD").innerHTML = text
|
||||
|
||||
|
||||
// let text = ""
|
||||
// if (simulation.difficultyMode > 2 && level.constraintDescription1) {
|
||||
// text += `<span class='constraint'>${level.constraintDescription1}</span>`
|
||||
// // text += `${level.constraintDescription1}`
|
||||
// }
|
||||
// if (simulation.difficultyMode > 4 && level.constraintDescription2) {
|
||||
// text += `<br><span class='constraint'>${level.constraintDescription2}</span>`
|
||||
// }
|
||||
// for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
|
||||
// if (tech.tech[i].isLost) {
|
||||
// if (text) text += "<br>" //add a new line, but not on the first line
|
||||
// text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
|
||||
// } else if (tech.tech[i].count > 0 && !tech.tech[i].isInstant) {
|
||||
// if (text) text += "<br>" //add a new line, but not on the first line
|
||||
// text += tech.tech[i].name
|
||||
// if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
|
||||
// }
|
||||
// }
|
||||
// document.getElementById("right-HUD").innerHTML = text
|
||||
|
||||
// let constraints = ""
|
||||
// if (simulation.difficultyMode > 2 && level.constraintDescription1) {
|
||||
// constraints += `<span class='constraint' style="opacity: 0.35;">${level.constraintDescription1}</span>`
|
||||
// // text += `${level.constraintDescription1}`
|
||||
// }
|
||||
// if (simulation.difficultyMode > 4 && level.constraintDescription2) {
|
||||
// constraints += `<br><span class='constraint' style="opacity: 0.35;">${level.constraintDescription2}</span>`
|
||||
// }
|
||||
// let text = ""
|
||||
// for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
|
||||
// if (tech.tech[i].isLost) {
|
||||
// if (text) text += "<br>" //add a new line, but not on the first line
|
||||
// text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
|
||||
// } else if (tech.tech[i].count > 0 && !tech.tech[i].isInstant) {
|
||||
// if (text) text += "<br>" //add a new line, but not on the first line
|
||||
// text += tech.tech[i].name
|
||||
// if (tech.tech[i].count > 1) text += ` (${tech.tech[i].count}x)`
|
||||
// }
|
||||
// }
|
||||
// document.getElementById("right-HUD").innerHTML = constraints + `<div class="right-HUD-tech">` + text + `</div>`
|
||||
},
|
||||
lastLogTime: 0,
|
||||
isTextLogOpen: true,
|
||||
// <!-- <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#789" stroke="none" />
|
||||
// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
|
||||
// SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#149" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
|
||||
// SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0cf" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
|
||||
inGameConsole(text, time = 240) {
|
||||
if (!localSettings.isHideHUD && simulation.isTextLogOpen && !build.isExperimentSelection) {
|
||||
if (simulation.lastLogTime > m.cycle) { //if there is an older message
|
||||
@@ -757,11 +782,11 @@ const simulation = {
|
||||
document.getElementById("health").style.display = "inline"
|
||||
document.getElementById("health-bg").style.display = "inline";
|
||||
if (!localSettings.isHideHUD) {
|
||||
document.getElementById("tech").style.display = "inline"
|
||||
document.getElementById("right-HUD").style.display = "inline"
|
||||
document.getElementById("defense-bar").style.display = "inline"
|
||||
document.getElementById("damage-bar").style.display = "inline"
|
||||
} else {
|
||||
document.getElementById("tech").style.display = "none"
|
||||
document.getElementById("right-HUD").style.display = "none"
|
||||
document.getElementById("defense-bar").style.display = "none"
|
||||
document.getElementById("damage-bar").style.display = "none"
|
||||
}
|
||||
@@ -787,10 +812,11 @@ const simulation = {
|
||||
} else {
|
||||
Composite.add(engine.world, [player])
|
||||
}
|
||||
shuffle(level.constraint)
|
||||
level.populateLevels()
|
||||
|
||||
input.endKeySensing();
|
||||
simulation.ephemera = []
|
||||
powerUps.powerUpStorage = []
|
||||
tech.setupAllTech(); //sets tech to default values
|
||||
b.resetAllGuns();
|
||||
tech.duplication = 0;
|
||||
@@ -843,6 +869,7 @@ const simulation = {
|
||||
level.onLevel = 0;
|
||||
level.levelsCleared = 0;
|
||||
level.updateDifficulty()
|
||||
// level.setConstraints()
|
||||
|
||||
simulation.clearNow = true;
|
||||
document.getElementById("text-log").style.display = "none"
|
||||
@@ -948,7 +975,7 @@ const simulation = {
|
||||
},
|
||||
})
|
||||
const before = { x: player.position.x, y: player.position.y, }
|
||||
let posXClamped = Math.min(Math.max(level.fallModeBounds.left, player.position.x), level.fallModeBounds.right)
|
||||
const posXClamped = Math.min(Math.max(level.fallModeBounds.left, player.position.x), level.fallModeBounds.right)
|
||||
Matter.Body.setPosition(player, { x: posXClamped, y: level.enter.y - 4000 });
|
||||
|
||||
// translate camera smoothly to preserve illusion to endless fall
|
||||
@@ -1042,7 +1069,6 @@ const simulation = {
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
if (tech.isZeno) {
|
||||
if (tech.isEnergyHealth) {
|
||||
m.energy *= 0.95
|
||||
@@ -1054,28 +1080,41 @@ const simulation = {
|
||||
}
|
||||
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
|
||||
|
||||
fallCheck = function (who, save = false) {
|
||||
let i = who.length;
|
||||
while (i--) {
|
||||
if (who[i].position.y > simulation.fallHeight) {
|
||||
if (save) {
|
||||
Matter.Body.setVelocity(who[i], { x: 0, y: 0 });
|
||||
Matter.Body.setPosition(who[i], {
|
||||
x: level.exit.x + 30 * (Math.random() - 0.5),
|
||||
y: level.exit.y + 30 * (Math.random() - 0.5)
|
||||
});
|
||||
} else {
|
||||
Matter.Composite.remove(engine.world, who[i]);
|
||||
who.splice(i, 1);
|
||||
}
|
||||
|
||||
|
||||
let i = body.length;
|
||||
while (i--) {
|
||||
if (body[i].position.y > simulation.fallHeight) {
|
||||
Matter.Composite.remove(engine.world, body[i]);
|
||||
body.splice(i, 1);
|
||||
}
|
||||
}
|
||||
i = powerUp.length
|
||||
while (i--) {
|
||||
if (powerUp[i].position.y > simulation.fallHeight) {
|
||||
Matter.Body.setVelocity(powerUp[i], { x: 0, y: 0 });
|
||||
if (level.fallMode === "position") {
|
||||
const posXClamped = Math.min(Math.max(level.fallModeBounds.left, powerUp[i].position.x), level.fallModeBounds.right)
|
||||
Matter.Body.setPosition(powerUp[i], { x: posXClamped, y: level.enter.y - 3000 });
|
||||
} else {
|
||||
Matter.Body.setPosition(powerUp[i], {
|
||||
x: level.exit.x + 30 * (Math.random() - 0.5),
|
||||
y: level.exit.y + 30 * (Math.random() - 0.5)
|
||||
});
|
||||
}
|
||||
}
|
||||
};
|
||||
fallCheck(body);
|
||||
fallCheck(powerUp, true);
|
||||
let i = mob.length;
|
||||
}
|
||||
i = mob.length;
|
||||
while (i--) {
|
||||
if (mob[i].position.y > simulation.fallHeight) mob[i].death();
|
||||
if (mob[i].position.y > simulation.fallHeight) {
|
||||
if (mob[i].isBoss && level.fallMode === "position") {
|
||||
Matter.Body.setVelocity(mob[i], { x: 0, y: 0 });
|
||||
const posXClamped = Math.min(Math.max(level.fallModeBounds.left, mob[i].position.x), level.fallModeBounds.right)
|
||||
Matter.Body.setPosition(mob[i], { x: posXClamped, y: level.enter.y - 3000 });
|
||||
} else {
|
||||
mob[i].death();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
18
js/spawn.js
18
js/spawn.js
@@ -114,7 +114,7 @@ const spawn = {
|
||||
}
|
||||
},
|
||||
secondaryBossChance(x, y) {
|
||||
if (simulation.difficultyMode > 2 && level.levelsCleared > 2) {
|
||||
if (simulation.difficultyMode > 3 && level.levelsCleared > 1) {
|
||||
spawn.randomLevelBoss(x, y);
|
||||
powerUps.directSpawn(x - 30, y, "ammo");
|
||||
powerUps.directSpawn(x + 30, y, "ammo");
|
||||
@@ -1014,7 +1014,7 @@ const spawn = {
|
||||
return
|
||||
}
|
||||
}
|
||||
if (simulation.testing || simulation.difficultyMode > 4) {
|
||||
if (simulation.testing || simulation.difficultyMode > 5) {
|
||||
unlockExit()
|
||||
setTimeout(function () {
|
||||
simulation.inGameConsole(`level.levels.length <span class='color-symbol'>=</span> <strong>Infinite</strong>`);
|
||||
@@ -2347,7 +2347,7 @@ const spawn = {
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
if (simulation.difficultyMode === 6) spawn.shield(me, x, y);
|
||||
if (level.isMobShields) spawn.shield(me, x, y);
|
||||
},
|
||||
// timeBoss(x, y, radius = 25) {
|
||||
// mobs.spawn(x, y, 12, radius, "#000");
|
||||
@@ -7726,7 +7726,7 @@ const spawn = {
|
||||
};
|
||||
},
|
||||
//chance = Math.min(0.02 + simulation.difficulty * 0.005, 0.2) + tech.duplicationChance()
|
||||
shield(target, x, y, chance = (simulation.difficultyMode === 6 ? 3 : 1) * Math.min(0.02 + simulation.difficulty * 0.005, 0.2)) {
|
||||
shield(target, x, y, chance = (level.isMobShields ? 3.25 : 1) * Math.min(0.02 + simulation.difficulty * 0.005, 0.2)) {
|
||||
if (this.allowShields && Math.random() < chance) {
|
||||
mobs.spawn(x, y, 9, target.radius + 30, "rgba(220,220,255,0.9)");
|
||||
let me = mob[mob.length - 1];
|
||||
@@ -8086,7 +8086,7 @@ const spawn = {
|
||||
if (this.freeOfWires) {
|
||||
this.gravity();
|
||||
} else {
|
||||
if (m.pos.x > breakingPoint) {
|
||||
if (m.pos.x > breakingPoint || simulation.isCheating) {
|
||||
this.freeOfWires = true;
|
||||
this.fill = "#000"
|
||||
this.force.x += -0.003;
|
||||
@@ -8158,7 +8158,7 @@ const spawn = {
|
||||
if (this.freeOfWires) {
|
||||
this.gravity();
|
||||
} else {
|
||||
if (m.pos.x > breakingPoint) {
|
||||
if (m.pos.x > breakingPoint || simulation.isCheating) {
|
||||
this.freeOfWires = true;
|
||||
this.force.x -= 0.0004;
|
||||
this.fill = "#222";
|
||||
@@ -8210,7 +8210,7 @@ const spawn = {
|
||||
if (this.freeOfWires) {
|
||||
this.gravity();
|
||||
} else {
|
||||
if (m.pos.x > breakingPoint) {
|
||||
if (m.pos.x > breakingPoint || simulation.isCheating) {
|
||||
this.freeOfWires = true;
|
||||
this.force.x += -0.0003;
|
||||
this.fill = "#333";
|
||||
@@ -8261,7 +8261,7 @@ const spawn = {
|
||||
if (this.freeOfWires) {
|
||||
this.gravity();
|
||||
} else {
|
||||
if (m.pos.x > breakingPoint) {
|
||||
if (m.pos.x > breakingPoint || simulation.isCheating) {
|
||||
this.freeOfWires = true;
|
||||
this.force.x += -0.0006;
|
||||
this.fill = "#111";
|
||||
@@ -8312,7 +8312,7 @@ const spawn = {
|
||||
if (this.freeOfWires) {
|
||||
this.gravity();
|
||||
} else {
|
||||
if (m.pos.x > breakingPoint) {
|
||||
if (m.pos.x > breakingPoint || simulation.isCheating) {
|
||||
this.freeOfWires = true;
|
||||
this.force.x += -0.0005;
|
||||
this.fill = "#222";
|
||||
|
||||
203
js/tech.js
203
js/tech.js
@@ -188,13 +188,13 @@ const tech = {
|
||||
console.log(introArray[wordNumber])
|
||||
if (introArray[wordNumber]) {
|
||||
if (answer && answer.toLowerCase() === introArray[wordNumber].toLowerCase().replace(/[^a-zA-Z]/g, '')) {
|
||||
powerUps.spawnDelay("research", 5)
|
||||
powerUps.spawnDelay("research", 4)
|
||||
simulation.inGameConsole(`correct!`, 360)
|
||||
} else {
|
||||
simulation.inGameConsole(`<strong>${answer}</strong> is wrong, it was <strong>${introArray[wordNumber]}</strong>`, 360)
|
||||
}
|
||||
let text = `"`
|
||||
for (let i = 0; i < wordLimit; i++) {
|
||||
for (let i = 0; i < wordLimit + 3; i++) {
|
||||
if (i === wordNumber) {
|
||||
text += `<strong>${introArray[i]}</strong> `
|
||||
} else {
|
||||
@@ -204,7 +204,7 @@ const tech = {
|
||||
simulation.inGameConsole(text + `..."`, 360)
|
||||
} else {
|
||||
simulation.inGameConsole(`hmmm I'm not sure the answer, so I'll say it's correct!`, 360)
|
||||
powerUps.spawnDelay("research", 5)
|
||||
powerUps.spawnDelay("research", 3)
|
||||
}
|
||||
}
|
||||
}, 1000); // Check every 1 second
|
||||
@@ -271,9 +271,10 @@ const tech = {
|
||||
damage: 1, //used for tech changes to player damage that don't have complex conditions
|
||||
damageFromTech() {
|
||||
let dmg = tech.damage * m.fieldDamage
|
||||
if (level.isNoDamage && (m.cycle - 180 < level.noDamageCycle)) dmg *= 0.1
|
||||
if (tech.isMaxHealthDamage && m.health === m.maxHealth) dmg *= 1.5
|
||||
if (tech.isNoDefenseDamage && m.defense() === 1) dmg *= 2
|
||||
if (tech.isImmunityDamage && m.immuneCycle > m.cycle) dmg *= 4
|
||||
if (tech.noDefenseSettingDamage && m.defense() === 1) dmg *= 2
|
||||
if (tech.isImmunityDamage && m.immuneCycle > m.cycle) dmg *= 3
|
||||
if (tech.isPowerUpDamage) dmg *= 1 + 0.07 * powerUp.length
|
||||
if (tech.isDamageCooldown) dmg *= m.lastKillCycle + tech.isDamageCooldownTime > m.cycle ? 0.4 : 4
|
||||
if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 2
|
||||
@@ -281,7 +282,7 @@ const tech = {
|
||||
if (tech.isNoGroundDamage) dmg *= m.onGround ? 0.9 : 2
|
||||
if (tech.isDilate) dmg *= 1.9 + 1.1 * Math.sin(m.cycle * 0.01)
|
||||
if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.3 * b.inventory.length
|
||||
if (powerUps.boost.endCycle > m.cycle) dmg *= 1 + powerUps.boost.damage
|
||||
if (powerUps.boost.endCycle > simulation.cycle) dmg *= 1 + powerUps.boost.damage
|
||||
if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.015 * m.coupling
|
||||
if (tech.isVerlet) dmg *= 3
|
||||
if (tech.isTechDebt) dmg *= tech.totalCount > 20 ? Math.pow(0.85, tech.totalCount - 20) : 4 - 0.15 * tech.totalCount
|
||||
@@ -297,16 +298,17 @@ const tech = {
|
||||
if (tech.energyDamage) dmg *= 1 + m.energy * 0.23 * tech.energyDamage;
|
||||
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.01
|
||||
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
|
||||
if (tech.isSpeedDamage) dmg *= 1 + Math.min(1, (tech.speedAdded + player.speed) * 0.0193)
|
||||
if (tech.isSpeedDamage) dmg *= 1 + Math.min(2, ((tech.speedAdded + player.speed) * 0.033))//1 + Math.min(1, (tech.speedAdded + player.speed) * 0.0193)
|
||||
if (tech.isAxion && tech.isHarmDarkMatter) dmg *= ((tech.isMoveDarkMatter || tech.isNotDarkMatter) ? 3.2 : 2)
|
||||
if (tech.isHarmDamage && m.lastHarmCycle + 480 > m.cycle) dmg *= 3;
|
||||
if (tech.lastHitDamage && m.lastHit) dmg *= 1 + tech.lastHitDamage * m.lastHit
|
||||
// if (tech.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, 1 - (tech.isEnergyHealth ? m.energy : m.health))
|
||||
if (tech.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, (tech.isEnergyHealth ? m.maxEnergy - m.energy : m.maxHealth - m.health))
|
||||
if (tech.isJunkDNA) dmg *= 1 + 2 * tech.junkChance
|
||||
if (tech.isJunkDNA) dmg *= 1 + 2 * (tech.junkChance + level.junkAdded)
|
||||
return dmg
|
||||
},
|
||||
duplicationChance() {
|
||||
if (level.isNoDuplicate) return 0
|
||||
return Math.min(1, Math.max(0, (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.2 : 0) + tech.duplication + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + 0.08 * tech.isDuplicateMobs + 0.03 * tech.isMassProduction + 0.04 * tech.isHealAttract + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.6 : 0) + 0.06 * tech.isDupEnergy))
|
||||
},
|
||||
setTechFrequency(name, frequency) {
|
||||
@@ -1162,67 +1164,6 @@ const tech = {
|
||||
tech.restDamage = 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "Newtons 1st law",
|
||||
descriptionFunction() {
|
||||
return `<strong class='color-defense'>damage taken</strong> is proportional to your <strong class="color-speed">speed</strong><br>up to <strong>0.2x</strong> <strong class='color-defense'>damage taken</strong> at <strong>55</strong> <strong class="color-speed">speed</strong> <em style ="float: right;">(${(1 - Math.min((tech.speedAdded + player.speed) * 0.0193, 0.8)).toFixed(2)}x)</em>`
|
||||
},
|
||||
description: "",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isSpeedHarm = true //max at speed = 40
|
||||
},
|
||||
remove() {
|
||||
tech.isSpeedHarm = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "Newtons 2nd law",
|
||||
descriptionFunction() {
|
||||
return `<strong class='color-d'>damage</strong> is proportional to your <strong class="color-speed">speed</strong><br>up to <strong>2x</strong> <strong class='color-d'>damage</strong> at <strong>55</strong> <strong class="color-speed">speed</strong> <em style ="float: right;">(${(1 + Math.min(1, ((tech.speedAdded + player.speed) * 0.0193))).toFixed(2)}x)</em>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isSpeedDamage = true //max at speed = 40
|
||||
},
|
||||
remove() {
|
||||
tech.isSpeedDamage = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "modified Newtonian dynamics",
|
||||
descriptionFunction() {
|
||||
return `your <strong class="color-speed">speed</strong> counts as <strong>+20</strong> higher<br><em>(for Newton's 1st and 2nd laws)</em>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isSpeedDamage || tech.isSpeedHarm
|
||||
},
|
||||
requires: "Newtons 1st or 2nd law",
|
||||
effect() {
|
||||
tech.speedAdded = 20
|
||||
},
|
||||
remove() {
|
||||
tech.speedAdded = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "kinetic bombardment",
|
||||
description: "far away mobs take more <strong class='color-d'>damage</strong><br>up to <strong>1.3x</strong> <strong class='color-d'>damage</strong> at <strong>3000</strong> displacement",
|
||||
@@ -1501,7 +1442,7 @@ const tech = {
|
||||
{
|
||||
name: "exciton",
|
||||
descriptionFunction() {
|
||||
return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>14%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>${(1 + powerUps.boost.damage).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
|
||||
return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>+14%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>${(1 + powerUps.boost.damage).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -1823,7 +1764,7 @@ const tech = {
|
||||
{
|
||||
name: "sound-bot upgrade",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">sound-bot upgrade</a>`,
|
||||
description: "<strong>convert</strong> your <strong class='color-bot'>bots</strong> to <strong class='color-bot'>sound-bots</strong><br><strong>2x</strong> wave <em>fire rate</em>, <strong class='color-d'>damage</strong>, and duration",
|
||||
description: "<strong>convert</strong> your <strong class='color-bot'>bots</strong> to <strong class='color-bot'>sound-bots</strong><br><strong>6x</strong> wave <strong class='color-d'>damage</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 3,
|
||||
@@ -2139,7 +2080,7 @@ const tech = {
|
||||
name: "bot fabrication",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">bot fabrication</a>`,
|
||||
descriptionFunction() {
|
||||
return `after you collect ${powerUps.orb.research(2 + Math.floor(0.1666 * b.totalBots()))}use them<br>to construct a random <strong class='color-bot'>bot</strong> <em style ="float: right;">(+1 cost every 5 bots)</em>`
|
||||
return `after you collect ${powerUps.orb.research(2 + Math.floor(0.25 * b.totalBots()))}use them<br>to construct a random <strong class='color-bot'>bot</strong> <em style ="float: right;">(+1 cost every 4 bots)</em>`
|
||||
},
|
||||
// description: `if you collect ${powerUps.orb.research(2)}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`,
|
||||
maxCount: 1,
|
||||
@@ -2657,7 +2598,9 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "ablative drones",
|
||||
description: "after losing <strong class='color-h'>health</strong> there is a chance<br>to rebuild your broken parts as <strong>drones</strong>",
|
||||
descriptionFunction() {
|
||||
return `after losing ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} there is a chance<br>to rebuild your broken parts as <strong>drones</strong>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2715,7 +2658,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "Pauli exclusion",
|
||||
description: `for <strong>8</strong> seconds after mob <strong>collisions</strong><br>become <strong class="color-invulnerable">invulnerable</strong> and <em style="opacity: 0.3;">inhibit <strong class='color-f'>energy</strong> regen</em>`,
|
||||
description: `for <strong>7</strong> seconds after mob <strong>collisions</strong><br>become <strong class="color-invulnerable">invulnerable</strong> and <em style="opacity: 0.3;">inhibit <strong class='color-f'>energy</strong> regen</em>`,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2770,7 +2713,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "abelian group",
|
||||
description: `<strong>4x</strong> <strong class='color-d'>damage</strong> while <strong class="color-invulnerable">invulnerable</strong>`,
|
||||
description: `<strong>3x</strong> <strong class='color-d'>damage</strong> while <strong class="color-invulnerable">invulnerable</strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -3115,10 +3058,10 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
tech.isNoDefenseDamage = true;
|
||||
tech.noDefenseSettingDamage = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isNoDefenseDamage = false;
|
||||
tech.noDefenseSettingDamage = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -4009,7 +3952,7 @@ const tech = {
|
||||
{
|
||||
name: "junk DNA",
|
||||
descriptionFunction() {
|
||||
return `increase <strong class='color-d'>damage</strong> by twice the<br><strong class='color-junk'>JUNK</strong> chance <em style ="float: right;">(${(1 + 2 * tech.junkChance).toFixed(2)}x)</em>`
|
||||
return `increase <strong class='color-d'>damage</strong> by twice the<br><strong class='color-junk'>JUNK</strong> chance <em style ="float: right;">(${(1 + 2 * (tech.junkChance + level.junkAdded)).toFixed(2)}x)</em>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -7930,8 +7873,8 @@ const tech = {
|
||||
requires: "negative mass",
|
||||
effect() {
|
||||
tech.isNeutronium = true
|
||||
tech.baseFx *= 0.8
|
||||
tech.baseJumpForce *= 0.8
|
||||
tech.baseFx *= 0.86
|
||||
tech.baseJumpForce *= 0.87
|
||||
m.setMovement()
|
||||
},
|
||||
//also removed in m.setHoldDefaults() if player switches into a bad field
|
||||
@@ -8002,6 +7945,68 @@ const tech = {
|
||||
remove() {
|
||||
tech.isFlyFaster = false;
|
||||
}
|
||||
}, {
|
||||
name: "Newtons 1st law",
|
||||
descriptionFunction() {
|
||||
return `<strong class='color-defense'>damage taken</strong> reduces as your <strong class="color-speed">speed</strong> increases<br>up to <strong>0.05x</strong> <strong class='color-defense'>damage taken</strong> at <strong>60</strong> <strong class="color-speed">speed</strong> <em style ="float: right;">(${(1 - Math.min((tech.speedAdded + player.speed) * 0.01583, 0.95)).toFixed(2)}x)</em>`
|
||||
},
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return m.fieldMode === 3 || m.fieldMode === 10
|
||||
},
|
||||
requires: "negative mass, grappling hook",
|
||||
effect() {
|
||||
tech.isSpeedHarm = true //max at speed = 40
|
||||
},
|
||||
remove() {
|
||||
tech.isSpeedHarm = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "Newtons 2nd law",
|
||||
descriptionFunction() {
|
||||
return `<strong class='color-d'>damage</strong> increases proportional to your <strong class="color-speed">speed</strong><br>up to <strong>3x</strong> <strong class='color-d'>damage</strong> at <strong>60</strong> <strong class="color-speed">speed</strong> <em style ="float: right;">(${(1 + Math.min(2, ((tech.speedAdded + player.speed) * 0.033))).toFixed(2)}x)</em>`
|
||||
},
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return m.fieldMode === 3 || m.fieldMode === 10
|
||||
},
|
||||
requires: "negative mass, grappling hook",
|
||||
effect() {
|
||||
tech.isSpeedDamage = true //max at speed = 40
|
||||
},
|
||||
remove() {
|
||||
tech.isSpeedDamage = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "modified Newtonian dynamics",
|
||||
descriptionFunction() {
|
||||
return `your <strong class="color-speed">speed</strong> counts as <strong>+20</strong> higher<br><em>(for Newton's 1st and 2nd laws)</em>`
|
||||
},
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isSpeedDamage || tech.isSpeedHarm
|
||||
},
|
||||
requires: "Newtons 1st or 2nd law",
|
||||
effect() {
|
||||
tech.speedAdded = 20
|
||||
},
|
||||
remove() {
|
||||
tech.speedAdded = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "additive manufacturing",
|
||||
@@ -8235,7 +8240,7 @@ const tech = {
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return (m.fieldMode === 10 || m.fieldMode === 5 || m.fieldMode === 8) //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
|
||||
return (m.fieldMode === 10 || m.fieldMode === 5 || m.fieldMode === 8)
|
||||
},
|
||||
requires: "plasma torch, grappling hook, pilot wave",
|
||||
effect() {
|
||||
@@ -9413,7 +9418,7 @@ const tech = {
|
||||
effect() {
|
||||
// tech.damage *= 1.33
|
||||
setInterval(() => {
|
||||
if (powerUps.boost.endCycle < m.cycle && !simulation.paused && m.alive) {
|
||||
if (powerUps.boost.endCycle < simulation.cycle && !simulation.paused && m.alive) {
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (mob[i].distanceToPlayer2() < 400000) { //650
|
||||
canvas.requestPointerLock();
|
||||
@@ -9596,12 +9601,6 @@ const tech = {
|
||||
mob[i].death();
|
||||
}
|
||||
}
|
||||
// for (let i = powerUp.length - 1; i > -1; i--) {
|
||||
// if (powerUp[i].name !== "ammo") {
|
||||
// Matter.Composite.remove(engine.world, powerUp[i]);
|
||||
// powerUp.splice(i, 1);
|
||||
// }
|
||||
// }
|
||||
},
|
||||
remove() { }
|
||||
},
|
||||
@@ -10098,12 +10097,31 @@ const tech = {
|
||||
},
|
||||
requires: "not pilot wave, tokamak, wormhole",
|
||||
effect() {
|
||||
|
||||
m.throwBlock = m.throwSelf
|
||||
},
|
||||
remove() {
|
||||
m.throwBlock = m.throwBlockDefault
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "stationary",
|
||||
description: "thrown <strong class='color-block'>blocks</strong> can't move,<br>but somehow they still have momentum...",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
// isInstant: true,
|
||||
isJunk: true,
|
||||
allowed() {
|
||||
return m.fieldMode !== 8 && m.fieldMode !== 9 && !tech.isTokamak
|
||||
},
|
||||
requires: "not pilot wave, tokamak, wormhole",
|
||||
effect() {
|
||||
tech.isStaticBlock = true
|
||||
},
|
||||
remove() {
|
||||
tech.isStaticBlock = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "spinor",
|
||||
description: "the direction you aim is determined by your position",
|
||||
@@ -10724,7 +10742,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "expert system",
|
||||
description: "spawn <strong class='color-junk'>JUNK</strong><br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> chance",
|
||||
description: `spawn ${powerUps.orb.tech()}<br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> chance`,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -11430,7 +11448,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "wikipedia",
|
||||
description: `After you get ${powerUps.orb.tech()} you have 7 seconds to study for a quiz. If you ace the quiz you get ${powerUps.orb.research(5)}`,
|
||||
description: `After you get ${powerUps.orb.tech()} you have 7 seconds to study for a quiz. If you ace the quiz you get ${powerUps.orb.research(4)}`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -12053,8 +12071,9 @@ const tech = {
|
||||
isImmunityDamage: null,
|
||||
isMobDeathImmunity: null,
|
||||
isMaxHealthDefense: null,
|
||||
isNoDefenseDamage: null,
|
||||
noDefenseSettingDamage: null,
|
||||
isMaxHealthDamage: null,
|
||||
isEjectOld: null,
|
||||
isWiki: null,
|
||||
isStaticBlock: null,
|
||||
}
|
||||
38
style.css
38
style.css
@@ -694,22 +694,44 @@ summary {
|
||||
border-radius: 5px;
|
||||
}
|
||||
|
||||
#tech {
|
||||
#right-HUD {
|
||||
position: absolute;
|
||||
top: 15px;
|
||||
right: 15px;
|
||||
z-index: 2;
|
||||
font-size: 20px;
|
||||
color: #222;
|
||||
text-align: right;
|
||||
opacity: 0.35;
|
||||
line-height: 120%;
|
||||
background-color: rgba(255, 255, 255, 0.4);
|
||||
user-select: none;
|
||||
pointer-events: none;
|
||||
/*border: 2px solid rgba(0, 0, 0, 0.4);*/
|
||||
color: #222;
|
||||
padding: 0px 5px 0px 5px;
|
||||
border-radius: 5px;
|
||||
/*border: 2px solid rgba(0, 0, 0, 0.4);*/
|
||||
opacity: 0.35;
|
||||
background-color: rgba(255, 255, 255, 0.4);
|
||||
}
|
||||
|
||||
#right-HUD-constraint {
|
||||
position: absolute;
|
||||
top: 12px;
|
||||
right: 15px;
|
||||
z-index: 2;
|
||||
font-size: 20px;
|
||||
text-align: right;
|
||||
line-height: 120%;
|
||||
user-select: none;
|
||||
pointer-events: none;
|
||||
padding: 5px 10px 5px 10px;
|
||||
border-radius: 8px;
|
||||
color: #624;
|
||||
opacity: 0.35;
|
||||
background-color: rgba(255, 215, 241, 0.4);
|
||||
/* color: rgb(141, 23, 88);
|
||||
opacity: 0.35;
|
||||
background-color: rgba(141, 23, 88, 0.1); */
|
||||
/* font-weight: 400; */
|
||||
transition: all 0.5s linear;
|
||||
}
|
||||
|
||||
#text-log {
|
||||
@@ -727,6 +749,12 @@ summary {
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
.constraint {
|
||||
color: rgb(141, 23, 88);
|
||||
/* font-weight: 100; */
|
||||
/* text-decoration: underline; */
|
||||
}
|
||||
|
||||
.color-text {
|
||||
color: #000;
|
||||
}
|
||||
|
||||
162
todo.txt
162
todo.txt
@@ -1,55 +1,137 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
JUNK: wikipedia - After you get a new tech you have 7 seconds to study before a quiz, 4 research if you aces the quiz.
|
||||
this code for this works 80% of the time every time
|
||||
difficulty
|
||||
difficulty level 6 adds flat damage and damage taken
|
||||
bonus tech no longer spawns on level 2 and 3 on difficulty level 6
|
||||
at the end of subway you get 1 tech, but not on difficulty level 6
|
||||
difficulty level 3 and 5 add a random constraint that changes each level
|
||||
constraints are effects that only last until the level ends
|
||||
50% JUNK chance
|
||||
4x shielded mob chance
|
||||
power ups are sent to next level
|
||||
+33% chance for mobs to respawn
|
||||
-1 choice
|
||||
2x ammo costs
|
||||
duplication is set to zero
|
||||
50% max energy
|
||||
50% max health
|
||||
bots follow slow
|
||||
full damage taken after boss dies
|
||||
0.1x damage after a power up
|
||||
mob death heals mobs
|
||||
mobs heal for your lost health
|
||||
periodically spawn WIMPs
|
||||
|
||||
renamed propagator->Verlet integration it's now a skin tech
|
||||
1.6->3x damage
|
||||
slightly increased the time skip amount
|
||||
on some skins the feet will hang lower while player is in the air
|
||||
on some skins the upper legs are skinnier
|
||||
mouse over on orbs for tech, field, and gun has a tooltip with text
|
||||
added keyword CSS style for "bot"
|
||||
added an aura around powerUpBoss so you can kinda see it inside walls
|
||||
exciton damage boost power up has a chance to spawn without the tech (~3%/mob)
|
||||
damage boost has a unique gel/hair aura for each skin
|
||||
damage boost timer no longer ticks with time dilation field
|
||||
JUNK tech: stationary - thrown blocks can't move, but they still have momentum
|
||||
added a classic n-gon link for the previous patch in settings
|
||||
but images are disabled to save space
|
||||
on levels where you can fall endlessly, power ups will also fall endlessly
|
||||
they no longer teleport to the exit, sorry
|
||||
|
||||
quenching just gives max health from over healing instead of damaging you first
|
||||
depolarization does 0.5->0.4x damage when on cooldown
|
||||
many-worlds spawns a tech and also 3 coupling at the start of each new level
|
||||
dynamic equilibrium does 1.15x more damage and only stacks to 9->3
|
||||
orbital bots collide with a 1.2x larger range
|
||||
Zectron no longer drains energy when balls hit you, but the balls still stop
|
||||
supply chain just gives a gun and a flat 10 ammo
|
||||
|
||||
polyurethane foam will only trigger up to 55 total foam per harpoon
|
||||
to prevent a huge number of foam bubbles causing lag
|
||||
no cap for super balls for now
|
||||
fixed bug with planned obsolescence + instant tech
|
||||
fixed bug with ice crystal nucleation
|
||||
applied science gives each gunTech with a short delay
|
||||
this helps with sorting and maybe other rare bugs
|
||||
fixed bug with delivery drones and path integration
|
||||
you can no longer deflect snakeBoss, but it moves a bit slower
|
||||
Newton's 1st and 2nd laws are field tech, and they give twice the effect
|
||||
abelian group 4->3x damage while invulnerable
|
||||
bot fabrication price increases after 5->4 bots
|
||||
wikipedia 4->3 research per correct quiz
|
||||
upgraded sound bots fire fewer waves but do more damage per wave
|
||||
not much changed except improved performance, I think
|
||||
incendiary ammunition drones explode when they run out of durability not on the first hit
|
||||
this allows better synergy with other drone tech
|
||||
grappling hook retract momentum no longer scales with distance
|
||||
this should give you more control
|
||||
pressing the 3rd button in factory will remove blocks resting on the second block
|
||||
preventing an endless toggle
|
||||
|
||||
bug fixes
|
||||
fleas no longer die early after hitting a high health target only once
|
||||
something with super ball density calculations for tech rebound
|
||||
grabbing a big block can make grappling hook go flying
|
||||
added 3 potential fixes, but the bug is too rare know if it's fixed
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
figure out why seeded random isn't making runs the same:
|
||||
shuffle is being used for a wide variety of things that don't need a seeded random
|
||||
make two shuffle functions?
|
||||
check which of these is working
|
||||
level order
|
||||
is flipped
|
||||
constraint order
|
||||
mob type order
|
||||
boss order
|
||||
gun, field, tech options
|
||||
make field options offered precalculated so it doesn't depend on player choices?
|
||||
generate all constraints at the start of the game
|
||||
doesn't seem to be determined by the seed...
|
||||
display future constraints in pause menu?
|
||||
|
||||
at start of level game go stuck in pause state
|
||||
no crash or bug report
|
||||
occur level 8
|
||||
after 2 levels of sending power ups to next level
|
||||
auto drones grabbed a power up and game froze while in power up mode
|
||||
running code to exit pause kinda worked
|
||||
|
||||
ants marching outline on splash screen doesn't sync right on safari
|
||||
|
||||
player can become crouched while not touching the ground if they exit the ground while crouched
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
each difficulty setting adds a chance for a random effect
|
||||
make some effects only possible on certain levels, or with certain bosses?
|
||||
not implemented random constraint ideas________________________
|
||||
if player takes too long on a level
|
||||
spawn mobs at the end of player's history
|
||||
give a warning before they spawn
|
||||
black holes, sneakers, bullets
|
||||
mob death spawns something
|
||||
bullets
|
||||
bosses heals nearby mobs
|
||||
ammo power ups give 0.7x ammo
|
||||
2x energy costs
|
||||
0.5x energy regen from all sources
|
||||
2x research costs
|
||||
mobs slowly regen health
|
||||
exit door takes 10x time to open,
|
||||
and while door is opening (ghosters, suckers) attack?
|
||||
can't pause while choosing tech, gun, field similar to eternalism
|
||||
can't have more then 15 bullets
|
||||
bots do 0.5x damage
|
||||
remove 2 random tech and return them next level
|
||||
too niche
|
||||
player damage is 0.25x while player is invulnerable
|
||||
all hazards: lasers and slime do 3x damage
|
||||
player lasers and radiation do 0.5x damage
|
||||
explosions do 0.5x damage
|
||||
freeze effects last 0.25x time
|
||||
|
||||
tech: - randomize constraints somehow
|
||||
in pause interface or power up selection menu?
|
||||
each time you research the current constraints also randomize?
|
||||
only allowed if difficulty is high enough
|
||||
|
||||
tech: - when you get a bot, get a second bot
|
||||
|
||||
tech: - boost power ups also give 0.1x damage taken
|
||||
|
||||
tech: - tech have +3 choices to eject your tech
|
||||
<eject> tech name
|
||||
no description?
|
||||
|
||||
copy negative-player as a boss? or a JUNK tech?
|
||||
code is in community map (not sure which)
|
||||
|
||||
harpoon tech: - after firing 4 harpoons your next harpoon has 4x damage
|
||||
need to track number fired
|
||||
|
||||
JUNK tech - similar to cosmogonic myth, open and close tabs
|
||||
after you learn a new tech open it's wiki and spawn a few research?
|
||||
open the wiki for each tech you have,
|
||||
tabs close after 1 minute, and you have to learn something and answer a prompt to get a reward
|
||||
tech: - after killing a Boss
|
||||
heal to full
|
||||
gain 3x damage for the rest of the level
|
||||
|
||||
tech: clicking on this tech in the pause menu will teleport you to the next level
|
||||
|
||||
tech: - instead of reeling in grappling hook teleport to the hook after releasing field button
|
||||
this might need another buff?
|
||||
@@ -57,6 +139,11 @@ tech: - instead of reeling in grappling hook teleport to the hook after releas
|
||||
|
||||
new level - rework testChamber
|
||||
|
||||
skin with wheel instead of legs
|
||||
|
||||
Boss (or mob) that quickly moves towards player, but they moves perpendicularly to player, like dodging
|
||||
could respond to when player presses fire key or to when it takes damage
|
||||
|
||||
new snakeBoss type that eats mobs
|
||||
each time it eats:
|
||||
heal?
|
||||
@@ -80,13 +167,6 @@ Boss mob - records the position of mobs every few cycles
|
||||
gives mobs short snake tails, like snakeBoss
|
||||
brings 1 mob back to life every few seconds
|
||||
|
||||
|
||||
merge multiple power ups of the same type if nearby
|
||||
5-10 ammo, research, coupling can merge to form a slightly larger power up version
|
||||
check for merger possibility every 60 seconds?
|
||||
adjust mass spawns to just spawn larger power ups versions and change?
|
||||
spawnDelay
|
||||
|
||||
tech: atomic pile - lose 1 health if you are above the maximum energy
|
||||
generate energy for each nearby mob?
|
||||
do damage?
|
||||
@@ -160,9 +240,6 @@ after picking up research gain ____
|
||||
tech: Energy generation increases with you velocity
|
||||
Newtons' 3rd law?
|
||||
|
||||
after clicking on a new tech (or getting it in any way) animate adding the tech to your collection
|
||||
fade in on right side text list?
|
||||
|
||||
tech - getting caught in an explosion gives you _____
|
||||
damage for 10 seconds?
|
||||
heals
|
||||
@@ -1310,6 +1387,9 @@ possible names for tech
|
||||
Coalescence - things merging together like clouds. maybe mergin power ups?
|
||||
trihydrogen cation - common molecule in space, dark matter tech?
|
||||
superradiance - laser tech
|
||||
cryocoolers - freezing effects
|
||||
metaphysics - maybe this changes something deep and universal about physics? not sure
|
||||
cork - used as a heat shield for rockets
|
||||
|
||||
******************************************************* DESIGN ******************************************************
|
||||
|
||||
|
||||
Reference in New Issue
Block a user