frequency doubling

some tech is now only 50% likely to show up
  I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency

reset on experiment menu should now clear power ups and bullets

fixed bug with no heals
This commit is contained in:
landgreen
2021-03-20 16:42:36 -07:00
parent 69b416b203
commit 603d5c466c
8 changed files with 281 additions and 246 deletions

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.DS_Store vendored

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@@ -428,7 +428,10 @@ const build = {
} }
}, },
reset() { reset() {
simulation.startGame(true); //starts game, but pauses it
build.isExperimentSelection = true; build.isExperimentSelection = true;
simulation.paused = true;
m.setField(0) m.setField(0)
b.inventory = []; //removes guns and ammo b.inventory = []; //removes guns and ammo
@@ -522,9 +525,6 @@ function openExperimentMenu() {
document.body.style.overflowY = "scroll"; document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden"; document.body.style.overflowX = "hidden";
document.getElementById("info").style.display = 'none' document.getElementById("info").style.display = 'none'
simulation.startGame(true); //starts game, but pauses it
build.isExperimentSelection = true;
simulation.paused = true;
build.reset(); build.reset();
} }

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@@ -1102,8 +1102,8 @@ const level = {
// simulation.difficulty = 30 // simulation.difficulty = 30
// spawn.starter(1900, -500, 200) //big boy // spawn.starter(1900, -500, 200) //big boy
spawn.exploder(1900, -500) spawn.pulsar(1900, -500)
// spawn.pulsarBoss(1900, -500) spawn.pulsarBoss(1900, -500)
// spawn.historyBoss(1900, -500) // spawn.historyBoss(1900, -500)
// spawn.ghoster(2900, -500) // spawn.ghoster(2900, -500)
// spawn.launcherBoss(1200, -500) // spawn.launcherBoss(1200, -500)

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@@ -680,7 +680,6 @@ const powerUps = {
if ( if (
(!tech.isSuperDeterminism || (target === 'tech' || target === 'heal' || target === 'ammo')) && (!tech.isSuperDeterminism || (target === 'tech' || target === 'heal' || target === 'ammo')) &&
!(tech.isEnergyNoAmmo && target === 'ammo') && !(tech.isEnergyNoAmmo && target === 'ammo') &&
!(tech.isNoHeals || target === 'heal') &&
(!simulation.isNoPowerUps || (target === 'research' || target === 'heal' || target === 'ammo')) (!simulation.isNoPowerUps || (target === 'research' || target === 'heal' || target === 'ammo'))
) { ) {
powerUps.directSpawn(x, y, target, moving, mode, size) powerUps.directSpawn(x, y, target, moving, mode, size)

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@@ -496,6 +496,7 @@ const simulation = {
fpsInterval: 0, //set in startGame fpsInterval: 0, //set in startGame
then: null, then: null,
startGame(isBuildRun = false) { startGame(isBuildRun = false) {
simulation.clearMap()
if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
document.body.style.cursor = "none"; document.body.style.cursor = "none";
document.body.style.overflow = "hidden" document.body.style.overflow = "hidden"

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@@ -1486,6 +1486,7 @@ const spawn = {
me.radius *= 1.5 me.radius *= 1.5
me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius; me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
me.homePosition = { x: x, y: y };
me.fireCycle = 0 me.fireCycle = 0
me.fireTarget = { x: 0, y: 0 } me.fireTarget = { x: 0, y: 0 }
me.pulseRadius = Math.min(500, 230 + simulation.difficulty * 3) me.pulseRadius = Math.min(500, 230 + simulation.difficulty * 3)
@@ -1575,6 +1576,10 @@ const spawn = {
} }
} }
} }
//gently return to starting location
const sub = Vector.sub(this.homePosition, this.position)
const dist = Vector.magnitude(sub)
if (dist > 250) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
} }
}; };
}, },
@@ -1586,6 +1591,7 @@ const spawn = {
me.radius *= 2 me.radius *= 2
me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer me.vertices[1].x = me.position.x + Math.cos(me.angle) * me.radius; //make one end of the triangle longer
me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius; me.vertices[1].y = me.position.y + Math.sin(me.angle) * me.radius;
me.homePosition = { x: x, y: y };
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
me.fireCycle = Infinity me.fireCycle = Infinity
me.fireTarget = { x: 0, y: 0 } me.fireTarget = { x: 0, y: 0 }
@@ -1691,6 +1697,10 @@ const spawn = {
this.fireCycle = 0 this.fireCycle = 0
} }
} }
//gently return to starting location
const sub = Vector.sub(this.homePosition, this.position)
const dist = Vector.magnitude(sub)
if (dist > 350) this.force = Vector.mult(Vector.normalise(sub), this.mass * 0.0002)
} }
}; };
}, },

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@@ -1,9 +1,11 @@
******************************************************** NEXT PATCH ******************************************************** ******************************************************** NEXT PATCH ********************************************************
tech requirement info UI updated in experiment mode some tech is now only 50% likely to show up
I choose about 25 tech that don't effect game play as much, and dropped them down to 50% frequency
tech: ergodicity - remove heal power ups and heal tech, reduce difficulty by 2 levels reset on experiment menu should now clear power ups and bullets
fixed bug with no heals
******************************************************** BUGS ******************************************************** ******************************************************** BUGS ********************************************************
@@ -36,10 +38,9 @@ fix door.isOpen actually meaning isClosed?
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
reset on experiment menu should clear power ups and bullets tech - gain all the tech you didn't take on the last selection menu
normally 2, but synergy with cardinality - 4, and 0 with determinism
frequency to 1
give pulsars attraction if with in distance range
should blocks block mob vision? should blocks block mob vision?
mobs will attack player in the starting room though... mobs will attack player in the starting room though...