quantum eraser

tech: quantum eraser - for each mob left alive after you exit a level
  kill a spawning mob with 100% duplication
symbiosis: bosses spawn a tech and also an ammo, research, and heal
  when mobs dies lose 0.45 -> 0.5 max health
boson composite - when you move through mobs they drain a little bit of energy

incendiary ammunition makes bullets explode on impact with map
polyurethane foam now works for harpoons
reactor level: timeBoss is much faster, mineBoss does 50% mine more damage
  all bosses spawn fewer numbers
  spawning all 4 bosses spawns much fewer numbers

bug fixes
  loaded a patch to matter.js physics engine 0.18 to fix issues with time dilation
This commit is contained in:
landgreen
2022-06-28 07:43:02 -07:00
parent 3cb4a649c7
commit 5f098c3d1e
11 changed files with 1047 additions and 122 deletions

View File

@@ -16,6 +16,7 @@ const spawn = {
} else {
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
},
pickList: ["starter", "starter"],
fullPickList: [
@@ -45,16 +46,55 @@ const spawn = {
spawnChance(chance) {
return Math.random() < chance + 0.07 * simulation.difficulty && mob.length < -1 + 16 * Math.log10(simulation.difficulty + 1)
},
quantumEraserCheck() { //remove mobs from tech: quantum eraser
if (tech.isQuantumEraser && tech.quantumEraserCount > 0) {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isDropPowerUp && mob[i].alive) { //&& !mob[i].isBoss
tech.isQuantumEraserDuplication = true
mob[i].death()
tech.isQuantumEraserDuplication = false
//graphics
const color = 'rgba(255,255,255, 0.8)'
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
radius: mob[i].radius * 2,
color: color, //"rgba(0,0,0,0.6)",
time: 60
});
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
radius: mob[i].radius * 1,
color: color, //"rgba(0,0,0,0.85)",
time: 90
});
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
radius: mob[i].radius * 0.5,
color: color, //"rgb(0,0,0)",
time: 120
});
tech.quantumEraserCount--
simulation.makeTextLog(`<span class='color-var'>tech</span>.quantumEraserCount <span class='color-symbol'>=</span> ${tech.quantumEraserCount}`)
if (tech.quantumEraserCount < 1) break
}
}
}
},
randomMob(x, y, chance = 1) {
if (spawn.spawnChance(chance) || chance === Infinity) {
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x, y);
}
if (tech.isMoreMobs || (tech.isDuplicateBoss && Math.random() < tech.duplicationChance())) {
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x, y);
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
},
randomSmallMob(x, y,
num = Math.max(Math.min(Math.round(Math.random() * simulation.difficulty * 0.2), 4), 0),
@@ -72,6 +112,7 @@ const spawn = {
spawn[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
},
randomGroup(x, y, chance = 1) {
if (spawn.spawnChance(chance) && simulation.difficulty > 2 || chance === Infinity) {
@@ -106,6 +147,7 @@ const spawn = {
}
}
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
}
},
secondaryBossChance(x, y) {
@@ -2400,7 +2442,9 @@ const spawn = {
me.memory = Infinity
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
ctx.setLineDash([]);
requestAnimationFrame(() => {
requestAnimationFrame(() => { ctx.setLineDash([]) })
})
};
me.damageReduction = 0.35 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) // me.damageReductionGoal
me.awake = function() {
@@ -3812,8 +3856,8 @@ const spawn = {
this.death();
//hit player
if (Vector.magnitude(Vector.sub(this.position, player.position)) < this.explodeRange && m.immuneCycle < m.cycle) {
m.damage(0.01 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
m.energy -= 0.1 * (tech.isRadioactiveResistance ? 0.25 : 1)
m.damage(0.015 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
m.energy -= 0.15 * (tech.isRadioactiveResistance ? 0.25 : 1)
if (m.energy < 0) m.energy = 0
}
// mob[i].isInvulnerable = false //make mineBoss not invulnerable ?
@@ -3931,7 +3975,7 @@ const spawn = {
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map | cat.mob
Matter.Body.setVelocity(me, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
me.seePlayer.recall = 1;
spawn.spawnOrbitals(me, radius + 15, 1)
spawn.spawnOrbitals(me, radius + 25, 1)
// me.skipRate = 1 + Math.floor(simulation.difficulty*0.02)
// spawn.shield(me, x, y, 1);
@@ -3940,7 +3984,7 @@ const spawn = {
if (this.health < this.nextHealthThreshold) {
this.health = this.nextHealthThreshold - 0.01
this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
this.invulnerableCount = 360 + simulation.difficulty * 4 //how long does invulnerable time last
this.invulnerableCount = 300 + simulation.difficulty * 4 //how long does invulnerable time last
this.isInvulnerable = true
this.damageReduction = 0
// requestAnimationFrame(() => { simulation.timePlayerSkip(300) }); //wrapping in animation frame prevents errors, probably
@@ -3948,7 +3992,7 @@ const spawn = {
};
me.onDeath = function() {
if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
requestAnimationFrame(() => { simulation.timePlayerSkip(30) }); //wrapping in animation frame prevents errors, probably
requestAnimationFrame(() => { simulation.timePlayerSkip(60) }); //wrapping in animation frame prevents errors, probably
};
me.cycle = Math.floor(360 * Math.random())
@@ -3977,7 +4021,7 @@ const spawn = {
}
//time dilation
if (!simulation.isTimeSkipping) {
requestAnimationFrame(() => { simulation.timePlayerSkip(1) }); //wrapping in animation frame prevents errors, probably
requestAnimationFrame(() => { simulation.timePlayerSkip(3) }); //wrapping in animation frame prevents errors, probably
// if (!(simulation.cycle % 10))
//draw invulnerable