diff --git a/.DS_Store b/.DS_Store
index 8b11b13..4520c62 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/level.js b/js/level.js
index 21fd3e6..87651fc 100644
--- a/js/level.js
+++ b/js/level.js
@@ -7,7 +7,8 @@ const level = {
defaultZoom: 1400,
onLevel: -1,
levelsCleared: 0,
- playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "ruins"], //intro, gauntlet, final are added in at the start and end of level order
+ // playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "ruins"], //intro, gauntlet, final are added in at the start and end of level order
+ playableLevels: ["ruins", "ruins", "ruins", "ruins", "ruins", "ruins", "ruins", "ruins", "ruins", "ruins", "ruins"], //intro, gauntlet, final are added in at the start and end of level order
communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel"],
trainingLevels: [
"walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect",
@@ -753,7 +754,7 @@ const level = {
}
}
},
- vanish(x, y, width, height, hide = { x: 0, y: 150 }) {
+ vanish(x, y, width, height, isVertical = false, hide = { x: 0, y: 150 }) {
x = x + width / 2
y = y + height / 2
const vertices = [{ x: x, y: y, index: 0, isInternal: false }, { x: x + width, y: y, index: 1, isInternal: false }, { x: x + width, y: y + height, index: 4, isInternal: false }, { x: x, y: y + height, index: 3, isInternal: false }]
@@ -768,19 +769,24 @@ const level = {
isNotHoldable: true,
isNonStick: true, //this keep sporangium from sticking
isTouched: false,
- fadeTime: 60,
- fadeCount: 60,
+ fadeTime: 10 + Math.ceil(0.25 * width),
+ fadeCount: null,
isThere: true,
returnTime: 120,
returnCount: 0,
+ shrinkVertices(size) {
+ if (isVertical) {
+ return [{ x: x, y: y * size, index: 0, isInternal: false }, { x: x + width, y: y * size, index: 1, isInternal: false }, { x: x + width, y: (y + height) * size, index: 4, isInternal: false }, { x: x, y: (y + height) * size, index: 3, isInternal: false }]
+ } else {
+ return [{ x: x * size, y: y, index: 0, isInternal: false }, { x: (x + width) * size, y: y, index: 1, isInternal: false }, { x: (x + width) * size, y: y + height, index: 4, isInternal: false }, { x: x * size, y: y + height, index: 3, isInternal: false }]
+ }
+ },
query() {
if (this.isThere) {
if (this.isTouched) {
if (!m.isBodiesAsleep) {
this.fadeCount--
- const size = Math.max(this.fadeCount / this.fadeTime, 0.03)
- const vertices = [{ x: x * size, y: y, index: 0, isInternal: false }, { x: (x + width) * size, y: y, index: 1, isInternal: false }, { x: (x + width) * size, y: y + height, index: 4, isInternal: false }, { x: x * size, y: y + height, index: 3, isInternal: false }]
- Matter.Body.setVertices(this, vertices) //take on harpoon shape
+ Matter.Body.setVertices(this, this.shrinkVertices(Math.max(this.fadeCount / this.fadeTime, 0.03))) //take on harpoon shape
}
if (this.fadeCount < 1) {
Matter.Body.setPosition(this, hide)
@@ -789,7 +795,8 @@ const level = {
this.collisionFilter.mask = 0 //cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
this.returnCount = this.returnTime
const size = 1
- const vertices = [{ x: x * size, y: y, index: 0, isInternal: false }, { x: (x + width) * size, y: y, index: 1, isInternal: false }, { x: (x + width) * size, y: y + height, index: 4, isInternal: false }, { x: x * size, y: y + height, index: 3, isInternal: false }]
+ // const vertices = [{ x: x * size, y: y, index: 0, isInternal: false }, { x: (x + width) * size, y: y, index: 1, isInternal: false }, { x: (x + width) * size, y: y + height, index: 4, isInternal: false }, { x: x * size, y: y + height, index: 3, isInternal: false }]
+ Matter.Body.setVertices(this, this.shrinkVertices(1)) //take on harpoon shape
Matter.Body.setVertices(this, vertices) //take on harpoon shape
}
} else if (Matter.Query.collides(this, [player]).length) { // || (Matter.Query.collides(this, body).length)) {
@@ -808,6 +815,20 @@ const level = {
this.isThere = true
this.collisionFilter.mask = cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
this.fadeCount = this.fadeTime
+ //delete any overlapping blocks
+ const blocks = Matter.Query.collides(this, body)
+ for (let i = 0; i < blocks.length; i++) {
+ if (blocks[i].bodyB !== this) { //dont' delete yourself
+ Matter.Composite.remove(engine.world, blocks[i].bodyB);
+ blocks[i].bodyB.isRemoveMeNow = true
+ for (let i = 1; i < body.length; i++) { //find which index in body array it is and remove from array
+ if (body[i].isRemoveMeNow) {
+ body.splice(i, 1);
+ break
+ }
+ }
+ }
+ }
}
}
}
@@ -817,11 +838,11 @@ const level = {
ctx.moveTo(v[0].x, v[0].y);
for (let i = 1; i < v.length; ++i) ctx.lineTo(v[i].x, v[i].y);
ctx.lineTo(v[0].x, v[0].y);
- const color = 220 * (1 - this.fadeCount / this.fadeTime)
- // ctx.fillStyle = `rgb(${color},220, 200)`
- // ctx.fillStyle = `rgba(0,220,200,${this.fadeCount/this.fadeTime+0.05})`
ctx.fillStyle = "#586370"
ctx.fill();
+ // const color = 220 * (1 - this.fadeCount / this.fadeTime)
+ // ctx.fillStyle = `rgb(${color},220, 200)`
+ // ctx.fillStyle = `rgba(0,220,200,${this.fadeCount/this.fadeTime+0.05})`
// ctx.strokeStyle = `#bff`
// ctx.stroke();
},
@@ -2909,12 +2930,12 @@ const level = {
},
ruins() {
const vanish = []
- level.exit.x = -390;
- level.exit.y = -1835;
+ level.exit.x = -850;
+ level.exit.y = -1485;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 25);
- level.setPosToSpawn(-25, -50); //normal spawn
+ level.setPosToSpawn(-900, 225); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
- level.defaultZoom = 1800
+ level.defaultZoom = 1500
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
spawn.debris(-150, -775, 1425, 3); //16 debris per level
@@ -2922,39 +2943,51 @@ const level = {
spawn.debris(-650, -2100, 575, 2); //16 debris per level
//bottom floor
- powerUps.spawnStartingPowerUps(1175, -50);
- spawn.mapRect(2475, -1800, 275, 2300);
- spawn.mapRect(-200, -750, 1500, 450);
- spawn.mapRect(150, -425, 1150, 325);
- vanish.push(level.vanish(1300, -225, 200, 225))
- vanish.push(level.vanish(1300, -450, 200, 223))
- spawn.mapRect(-700, 0, 3400, 500);
- vanish.push(level.vanish(-300, -500, 100, 25))
- vanish.push(level.vanish(-450, -200, 100, 25))
- spawn.bodyRect(-450, -175, 100, 175, 0.7);
- spawn.bodyRect(-250, -550, 50, 50, 0.7);
+ //entrance
+ spawn.mapRect(-200, -750, 1500, 100);
+ spawn.mapRect(-575, 0, 3275, 500);
+ spawn.mapRect(-1275, 275, 875, 225);
+ spawn.mapRect(-1050, 0, 325, 50);
+ spawn.mapRect(-775, 0, 50, 140);
+ vanish.push(level.vanish(-725, 13, 150, 25))
+
+ spawn.mapRect(-200, -750, 100, 648);
+ spawn.mapRect(1200, -750, 100, 648);
+ vanish.push(level.vanish(-350, -225, 150, 225))
+ vanish.push(level.vanish(-350, -450, 150, 223))
+ spawn.mapRect(2475, -1800, 250, 2300);
+ vanish.push(level.vanish(1300, -225, 150, 225))
+ vanish.push(level.vanish(1300, -450, 150, 223))
+ powerUps.spawnStartingPowerUps(550, -100);
+
+ spawn.mapRect(125, -12, 850, 50);
+ spawn.mapRect(175, -25, 750, 50);
+
+
+ //entrance
+ // vanish.push(level.vanish(-300, -500, 100, 25))
+ // vanish.push(level.vanish(-450, -200, 100, 25))
+ // spawn.bodyRect(-450, -175, 100, 175, 0.7);
+ // spawn.bodyRect(-250, -550, 50, 50, 0.7);
//middle floor
spawn.bodyRect(215, -1175, 100, 100, 0.3);
- spawn.mapRect(-700, -2075, 250, 2575);
+ spawn.mapRect(-1300, -1800, 250, 2300);
+ // spawn.mapRect(-1300, -2075, 250, 2575);
if (Math.random() < 0.5) {
- spawn.mapRect(550, -1350, 425, 425);
- spawn.mapRect(25, -1075, 300, 222);
+ spawn.mapRect(500, -1350, 525, 425);
+ spawn.mapRect(25, -1050, 300, 198);
} else {
- spawn.mapRect(25, -1075, 300, 150);
- spawn.mapRect(550, -1350, 425, 497);
+ spawn.mapRect(500, -1350, 525, 497);
+ spawn.mapRect(25, -1050, 300, 150);
}
+ vanish.push(level.vanish(550, -1575, 50, 225))
+ vanish.push(level.vanish(925, -1575, 50, 225))
+ // vanish.push(level.vanish(575, -1575, 375, 225))
+
spawn.bodyRect(225, -850, 50, 100, 0.4);
spawn.mapRect(600, -1800, 325, 225);
spawn.mapRect(1900, -1500, 325, 25);
- vanish.push(level.vanish(1100, -1800, 225, 25))
- vanish.push(level.vanish(1500, -1800, 225, 25))
- if (simulation.difficulty > 20) vanish.push(level.vanish(975, -2275, 150, 25))
- if (Math.random() < 0.5) {
- vanish.push(level.vanish(750, -1575, 25, 225))
- } else {
- vanish.push(level.vanish(848, -1575, 75, 225))
- }
spawn.bodyRect(1000, -1825, 250, 20, 0.2);
if (Math.random() < 0.5) {
vanish.push(level.vanish(1400, -1000, 200, 25))
@@ -2963,69 +2996,60 @@ const level = {
vanish.push(level.vanish(1400, -1075, 175, 175))
vanish.push(level.vanish(1575, -1250, 175, 175))
}
- if (Math.random() < 0.5) {
- vanish.push(level.vanish(750, -2075, 200, 25))
- vanish.push(level.vanish(450, -2425, 200, 25))
- } else {
- vanish.push(level.vanish(400, -2150, 150, 25))
- }
- spawn.bodyRect(2100, -1625, 75, 125, 0.3);
- vanish.push(level.vanish(100, -2250, 225, 25))
- if (simulation.difficulty > 20) {
- vanish.push(level.vanish(-225, -1800, 200, 25))
- spawn.mapRect(-475, -1800, 250, 25);
- } else {
- spawn.mapRect(-475, -1800, 450, 25);
- }
+ vanish.push(level.vanish(1100, -1800, 225, 25))
+ vanish.push(level.vanish(1500, -1800, 225, 25))
+ vanish.push(level.vanish(-50, -1800, 400, 25))
- spawn.bodyRect(-150, -1825, 200, 20, 0.2);
- spawn.bodyRect(175, -2325, 75, 75, 0.3);
- spawn.mapRect(-475, -2075, 250, 25);
- spawn.mapRect(-250, -2075, 25, 75);
+ //exit
+ spawn.mapRect(-1050, -1450, 700, 25);
+ spawn.mapRect(-1050, -1800, 525, 25);
+ spawn.mapRect(-550, -1800, 25, 200);
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// m.immuneCycle = Infinity //you can't take damage
- spawn.randomMob(725, -850, -0.3);
- spawn.randomMob(275, -1125, 0.2);
- spawn.randomMob(700, -1875, 0);
- spawn.randomMob(-150, -1975, 0.5);
- spawn.randomMob(2025, -1600, 0.3);
- spawn.randomMob(1650, -100, 0.2);
+ // spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
+ // spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
+
+ spawn.randomMob(-1175, -1975, -0.4);
+ spawn.randomMob(275, -1500, -0.3);
+ spawn.randomMob(700, -1875, -0.2);
+ spawn.randomMob(2000, -800, -0.2);
+ spawn.randomMob(2600, -1850, 0);
spawn.randomMob(1425, -525, 0.1);
+ spawn.randomMob(2025, -1600, 0.3);
spawn.randomMob(1625, -1875, 0.3);
- spawn.randomMob(1125, -850, 0.3)
- spawn.randomLevelBoss(2050, -2025)
- spawn.randomGroup(1750, -650, 0.4)
- if (simulation.difficulty > 15) {
- spawn.randomMob(2600, -1850, 0.2);
- spawn.randomMob(850, -1400, 0.2);
- spawn.randomMob(2000, -800, -0.1);
- spawn.randomMob(175, -1125, -0.2);
- spawn.randomGroup(1225, -1475, 0.3);
- spawn.randomGroup(-375, -2400, 0.3);
+ spawn.randomMob(-150, -1975, 0.4);
+ spawn.randomSmallMob(900, -825);
+ spawn.randomSmallMob(1050, -50);
+
+ if (simulation.difficulty > 1) {
+ spawn.randomGroup(750, -2150, -0.8)
+ spawn.randomLevelBoss(2050, -2025)
+ spawn.secondaryBossChance(100, -1500)
}
- spawn.secondaryBossChance(100, -1500)
powerUps.addResearchToLevel() //needs to run after mobs are spawned
+
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
+ level.setPosToSpawn(900, 225); //normal spawn
level.custom = () => {
level.playerExitCheck();
ctx.fillStyle = "#d0d3d9"
- ctx.fillRect(-2500, -1800, 2975, 1825);
+ ctx.fillRect(-2500, -1800, 3575, 2100);
ctx.fillStyle = "#c0c3c9"
ctx.fillRect(-2075, -1475, 25, 1500);
ctx.fillStyle = "#cff" //exit
- ctx.fillRect(225, -2050, 225, 250)
+ ctx.fillRect(550, -1800, 525, 350)
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
//shadow
ctx.fillStyle = "rgba(0,10,30,0.1)"
- ctx.fillRect(-1300, -125, 1150, 150)
- ctx.fillRect(-1300, -325, 1500, 350)
+ ctx.fillRect(-1300, -650, 1500, 650)
+ ctx.fillRect(725, 50, 325, 225)
ctx.fillRect(-325, -950, 300, 225)
- ctx.fillRect(-975, -950, 425, 225);
+ ctx.fillRect(-1025, -1000, 525, 275);
ctx.fillRect(-925, -1600, 325, 275);
for (let i = 0, len = vanish.length; i < len; i++) vanish[i].query()
};
@@ -3034,23 +3058,21 @@ const level = {
level.custom = () => {
level.playerExitCheck();
ctx.fillStyle = "#d0d3d9"
- ctx.fillRect(-475, -1800, 2975, 1825);
+ ctx.fillRect(-1075, -1800, 3575, 2100);
ctx.fillStyle = "#c0c3c9"
ctx.fillRect(2050, -1475, 25, 1500);
ctx.fillStyle = "#cff" //exit
- ctx.fillRect(-450, -2050, 225, 250)
-
+ ctx.fillRect(-1050, -1800, 525, 350)
level.exit.draw();
level.enter.draw();
};
level.customTopLayer = () => {
//shadow
- // ctx.fillStyle = "rgba(0,10,30,0.2)"
ctx.fillStyle = "rgba(0,10,30,0.1)"
- ctx.fillRect(150, -125, 1150, 150)
- ctx.fillRect(550, -950, 425, 225);
+ ctx.fillRect(-200, -675, 1500, 700)
+ ctx.fillRect(500, -950, 525, 225);
ctx.fillRect(600, -1600, 325, 275);
- ctx.fillRect(-200, -325, 1500, 350)
+ ctx.fillRect(-1050, 50, 325, 225)
ctx.fillRect(25, -950, 300, 225)
for (let i = 0, len = vanish.length; i < len; i++) vanish[i].query()
};
diff --git a/js/powerup.js b/js/powerup.js
index 22ac76d..0a69cae 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -286,8 +286,8 @@ const powerUps = {
if (tech.isCancelDuplication) {
tech.cancelCount++
tech.maxDuplicationEvent()
- simulation.makeTextLog(`tech.duplicationChance() += ${0.042}`)
- simulation.circleFlare(0.042);
+ simulation.makeTextLog(`tech.duplicationChance() += ${0.043}`)
+ simulation.circleFlare(0.043);
}
if (tech.isCancelRerolls) {
for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) {
diff --git a/js/spawn.js b/js/spawn.js
index 4f819b9..39f6c77 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -1918,8 +1918,8 @@ const spawn = {
me.frictionAir = 0.0067;
me.g = 0.0002; //required if using this.gravity
me.seePlayerFreq = 300;
- const springStiffness = 0.0001; //simulation.difficulty
- const springDampening = 0.005;
+ const springStiffness = 0.00008; //simulation.difficulty
+ const springDampening = 0.01;
me.springTarget = {
x: me.position.x,
@@ -2006,7 +2006,7 @@ const spawn = {
this.cons2.length = 100 + 1.5 * this.radius;
this.isInvulnerable = false
- this.invulnerabilityCountDown = 45 + Math.max(0, 70 - simulation.difficulty)
+ this.invulnerabilityCountDown = 60 + Math.max(0, 70 - simulation.difficulty * 0.5)
this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
diff --git a/js/tech.js b/js/tech.js
index 3f2fc7b..e1b8472 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -239,7 +239,7 @@ const tech = {
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
- return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.042 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0))
+ return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.043 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0))
},
isScaleMobsWithDuplication: false,
maxDuplicationEvent() {
@@ -3194,7 +3194,7 @@ const tech = {
},
{
name: "futures exchange",
- description: "clicking × to cancel a field, tech, or gun
adds 4.2% power up duplication chance",
+ description: "clicking × to cancel a field, tech, or gun
adds 4.3% power up duplication chance",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3214,7 +3214,7 @@ const tech = {
},
{
name: "replication",
- description: "10% chance to duplicate spawned power ups
+40% JUNK to the potential tech pool",
+ description: "10% chance to duplicate spawned power ups
+30% JUNK to the potential tech pool",
maxCount: 9,
count: 0,
frequency: 1,
@@ -3227,7 +3227,7 @@ const tech = {
tech.duplicateChance += 0.1
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.1);
- this.refundAmount += tech.addJunkTechToPool(0.4)
+ this.refundAmount += tech.addJunkTechToPool(0.3)
},
refundAmount: 0,
remove() {
diff --git a/todo.txt b/todo.txt
index 322c0f7..0743507 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,14 +1,30 @@
******************************************************** NEXT PATCH **************************************************
-new level: ruins, let me know about combat and platforming difficulty balance
+ruins level is larger, more balanced for combat, with easier platforming
-vanish elements now shrink horizontally
- now colored dark blue to not look like mobs
+vanish element
+ vanish slower if they are wider
+ delete blocks caught inside it as it returns
******************************************************** TODO ********************************************************
-vanish element
+set damage reduction equal to how much mana you have below 95
+ override all other harm reduction effects?
+
+make shields not able to get radioactive
+
+wormhole tech - pause while placing the wormhole
+tech requires cache - ammo automatically regenerates every second, ammo is capped even lower
+
+new level climb
+ 3 vertical climb sections
+ use vanish elements
+
+ruins: mobs can see you too easily at the start
+
+vanish element:
grow as it returns?
+ option to shrink in vertical
pull bullets back to player with crouch/field
bullets type?: drones, spores, missiles,