new mod anthropic, small map changes

This commit is contained in:
landgreen
2020-02-21 06:02:52 -08:00
parent b9422c8c74
commit 60bbd64c80
6 changed files with 133 additions and 68 deletions

View File

@@ -47,6 +47,9 @@ const b = {
isModEnergyRecovery: null,
isModHealthRecovery: null,
isModEnergyLoss: null,
isModFoamShieldHit: null,
isModDeathAvoid: null,
isModDeathAvoidOnCD: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
@@ -357,22 +360,6 @@ const b = {
mech.fieldRange = 175;
}
},
{
name: "entanglement",
description: "only when your <strong>first gun</strong> is equipped<br>reduce <strong>harm</strong> by <strong>10%</strong> for each gun you have",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModEntanglement = true
},
remove() {
b.isModEntanglement = false;
}
},
{
name: "waste energy recovery",
description: "regen <strong>7%</strong> of max <strong class='color-f'>energy</strong> every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
@@ -457,6 +444,22 @@ const b = {
b.isModStomp = false;
}
},
{
name: "entanglement",
description: "only when your <strong>first gun</strong> is equipped<br>reduce <strong>harm</strong> by <strong>10%</strong> for each gun you have",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModEntanglement = true
},
remove() {
b.isModEntanglement = false;
}
},
{
name: "Pauli exclusion",
description: `unable to <strong>collide</strong> with enemies for <strong>+2</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
@@ -490,6 +493,40 @@ const b = {
b.isModAnnihilation = false;
}
},
{
name: "quantum immortality",
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModImmortal = true;
},
remove() {
b.isModImmortal = false;
}
},
{
name: "weak anthropic principle",
description: "<strong>avoid harm</strong> that should be <strong>fatal</strong><br>can occur once every <strong>3</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return b.isModImmortal
},
requires: "quantum immortality",
effect() {
b.isModDeathAvoid = true;
b.isModDeathAvoidOnCD = false;
},
remove() {
b.isModDeathAvoid = false;
b.isModDeathAvoidOnCD = false;
}
},
{
name: "piezoelectricity",
description: "<strong>colliding</strong> with enemies charges your <strong class='color-f'>energy</strong>",
@@ -576,7 +613,7 @@ const b = {
},
{
name: "recursive healing",
description: "<strong class='color-h'>healing</strong> power ups trigger one extra time.",
description: "<strong class='color-h'>healing</strong> power ups trigger one extra time",
maxCount: 9,
count: 0,
allowed() {
@@ -607,22 +644,6 @@ const b = {
b.isModMassEnergy = false;
}
},
{
name: "quantum immortality",
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModImmortal = true;
},
remove() {
b.isModImmortal = false;
}
},
{
name: "Bayesian inference",
description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
@@ -805,6 +826,22 @@ const b = {
}
}
},
{
name: "foam stabilization",
description: "<strong>foam</strong> can stick to shields",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("foam")
},
requires: "foam",
effect() {
b.isModFoamShieldHit = true;
},
remove() {
b.isModFoamShieldHit = false;
}
},
// {
// name: "super mines",
// description: "mines fire super balls when triggered",
@@ -1705,11 +1742,11 @@ const b = {
num: 5,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 30 : 20) * b.modFireRate); // cool down
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 20) * b.modFireRate); // cool down
b.muzzleFlash(20);
// mobs.alert(450);
const SPEED = mech.crouch ? 40 : 30
const SPREAD = mech.crouch ? 0.04 : 0.15
const SPREAD = mech.crouch ? 0.08 : 0.15
let dir = mech.angle - SPREAD * (b.modSuperBallNumber - 1) / 2;
for (let i = 0; i < b.modSuperBallNumber; i++) {
const me = bullet.length;
@@ -2215,7 +2252,7 @@ const b = {
target: null,
targetVertex: null,
onDmg(who) {
if (!this.target && who.alive && who.dropPowerUp && !who.isShielded) {
if (!this.target && who.alive && (who.dropPowerUp || b.isModFoamShieldHit) && (!who.isShielded || b.isModFoamShieldHit)) {
this.target = who;
this.collisionFilter.category = cat.body;
this.collisionFilter.mask = null;
@@ -2260,7 +2297,12 @@ const b = {
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
this.target.damage(b.dmgScale * 0.005);
if (this.target.isShielded) {
this.target.damage(b.dmgScale * 0.001);
} else {
this.target.damage(b.dmgScale * 0.005);
}
} else if (this.target !== null) { //look for a new target
this.target = null
this.collisionFilter.category = cat.bullet;

View File

@@ -640,7 +640,7 @@ const game = {
mech.death();
}
if (!(mech.cycle % 60)) { //once a second checks
if (!(mech.cycle % 60)) { //once a second
if (mech.lastKillCycle + 300 > mech.cycle) { //effects active for 5 seconds after killing a mob
if (b.isModEnergyRecovery) {
@@ -653,6 +653,9 @@ const game = {
if (b.isModEnergyLoss) {
mech.fieldMeter = 0.05;
}
} else { //haven't killed a mob in the last 5 seconds
}
if (!(game.cycle % 420)) { //once every 7 seconds

View File

@@ -13,12 +13,12 @@ const level = {
levelsCleared: 0,
start() {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(4)
// b.giveGuns("laser")
// level.difficultyIncrease(14)
// b.giveGuns("foam")
// mech.setField("negative mass field")
// for (let i = 0; i < 9; i++) {
// b.giveMod("waste energy recovery");
// b.giveMod("thermal runaway");
// b.giveMod("foam stabilization");
// b.giveMod("anthropic principle");
// b.giveMod("acute stress response");
// }
@@ -143,8 +143,8 @@ const level = {
// powerUps.spawn(450, -400, "mod", false, 6);
// powerUps.spawn(450, -400, "mod", false);
// spawn.bodyRect(-45, -100, 40, 50);
// spawn.bomberBoss(800, -450);
spawn.cellBoss(400, -750);
spawn.bomberBoss(800, -450);
// spawn.cellBoss(400, -750);
// spawn.randomLevelBoss(400, -750)
@@ -362,7 +362,9 @@ const level = {
powerUps.spawn(1900, -150, "heal", false); //starting gun
powerUps.spawn(2050, -150, "heal", false); //starting gun
// powerUps.spawn(2050, -150, "field", false); //starting gun
powerUps.spawn(2300, -150, "gun", false); //starting gun
powerUps.spawnStartingPowerUps(2300, -150);
// powerUps.spawn(2300, -150, "gun", false); //starting gun
// if (game.isEasyMode) {
// // powerUps.spawn(2050, -150, "mod", false); //starting gun
// // powerUps.spawn(2050, -150, "mod", false); //starting gun
@@ -785,6 +787,9 @@ const level = {
level.enter.x = mech.spawnPos.x - 50;
level.enter.y = mech.spawnPos.y + 20;
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(level.exit.x, level.exit.y + 15, 100, 20);
// spawn.mapRect(3950, -3260, 100, 30);
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
powerUps.spawnStartingPowerUps(1075, -550);
spawn.debris(-250, 50, 1650, 2); //16 debris per level
@@ -914,7 +919,6 @@ const level = {
spawn.mapRect(3700, -3700, 50, 500);
spawn.mapRect(4250, -3700, 50, 300);
spawn.mapRect(3700, -3250, 1100, 100);
spawn.mapRect(3950, -3260, 100, 30);
spawn.randomSmallMob(-225, 25);
spawn.randomSmallMob(1000, -1100);

View File

@@ -317,7 +317,7 @@ const mech = {
game.clearNow = true; //triggers a map reset
//count mods
let totalMods = -2; //lose 2 mods for balance reasons
let totalMods = 0;
for (let i = 0; i < b.mods.length; i++) {
totalMods += b.mods[i].count
}
@@ -352,13 +352,14 @@ const mech = {
}
function randomizeHealth() {
mech.health = 0.5 + Math.random()
mech.health = 0.55 + Math.random()
if (mech.health > 1) mech.health = 1;
mech.displayHealth();
}
function randomizeGuns() {
const length = Math.round(b.inventory.length * (1 + 0.4 * (Math.random() - 0.5)))
// const length = Math.round(b.inventory.length * (1 + 0.4 * (Math.random() - 0.5)))
const length = b.inventory.length
//removes guns and ammo
b.inventory = [];
b.activeGun = null;
@@ -367,16 +368,12 @@ const mech = {
b.guns[i].have = false;
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
}
//give random guns
for (let i = 0; i < length; i++) {
b.giveGuns()
}
for (let i = 0; i < length; i++) b.giveGuns()
//randomize ammo
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(6 * b.guns[b.inventory[i]].ammo * (Math.random() - 0.3)))
b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(6 * b.guns[b.inventory[i]].ammo * (Math.random() - 0.1)))
}
}
game.makeGunHUD(); //update gun HUD
@@ -466,9 +463,31 @@ const mech = {
}
mech.health -= dmg;
if (mech.health < 0) {
mech.health = 0;
mech.death();
return;
console.log(b.isModDeathAvoid, b.isModDeathAvoidOnCD)
if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
b.isModDeathAvoidOnCD = true;
mech.health += dmg //undo the damage
mech.collisionImmune = mech.cycle + 30 //disable this.collisionImmune bonus seconds
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = "rgba(255,255,255,0.02)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
setTimeout(function () {
game.wipe = function () { //set wipe to normal
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
// game.replaceTextLog = true;
// game.makeTextLog("death avoided", 360);
b.isModDeathAvoidOnCD = false;
}, 3000);
return;
} else {
mech.health = 0;
mech.death();
return;
}
}
b.modOnHealthChange();
mech.displayHealth();

View File

@@ -289,10 +289,12 @@ const powerUps = {
}
},
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
if (b.modCount < 1) {
if (b.inventory.length === 0) {
powerUps.spawn(x, y, "gun", false);
} else if (b.modCount === 0) {
powerUps.spawn(x, y, "mod", false); //starting gun
} else if (b.inventory.length < 2) {
powerUps.spawn(x, y, "gun", false); //starting gun
powerUps.spawn(x, y, "gun", false);
} else {
powerUps.spawnRandomPowerUp(x, y);
powerUps.spawnRandomPowerUp(x, y);

View File

@@ -1,5 +1,8 @@
************** TODO - n-gon **************
mod - Collision avoidance system
10% chance to dodge a collision
mod - mines - fire something instead of needles on activation
foam?, flak?, vacuum bomb, super balls
make a different mod for each type of bullet mine can fire
@@ -45,14 +48,6 @@ css transition for pause menu
field that pushes everything back, and can destroy smaller blocks
converts blocks into ammo power ups
mod: make player invisible when...
use the flag from phase field
when health is low?
field: a larger radius that attracted enemies
still deflected them near the robot
convert the health of mobs into energy when they are being attracted
mod: chance to not die from fatal damage
also push mobs and bodies away?
also heal?