JUNK % and pause sort

new tech are sorted to the top of the tech list
  pause menu tech list matches the tech list in game
JUNK tech icons are properly displayed in pause
Sort interface works with enter key
bug fix: you can no longer pause or enter testing in experiment selection on text input
pressing P in power up selection menu brings up the pause menu
  so you can see your tech and stats
blocks stuck in vertical portals have a bit of randomness added to their velocity to help them escape

JUNK tech chance is a raw percent chance to display a random JUNK
  it was previously a specific JUNK tech directly added to the pool
  this might cause bugs
JUNK tech: beforeunload - asks if you want to cancel if you exit game, if you cancel gain 25% damage, but there is a 25% chance to exit anyways
JUNK tech: what the block? - trying to throw a block, throws you instead
reinforcement learning converted into a JUNK tech
JUNK DNA - scale damage by 100->200% of JUNK pool tech percent
dark patterns 33->22% JUNK
replication 33->22% JUNK

overcharge 66->88 max energy
residual dipolar coupling 6->8 coupling per cancel
futures exchange 4.7->5% duplication per cancel
hyperpolarization reduces polarization time by 1->1.25 seconds
reel +75->100 energy

updated physics engine to matter.js 0.19 (from 0.18)
This commit is contained in:
landgreen
2024-03-11 20:19:37 -07:00
parent 64f2a9f081
commit 64c81cd802
8 changed files with 389 additions and 213 deletions

View File

@@ -33,26 +33,25 @@ const level = {
// m.energy = 0
// simulation.molecularMode = 2
// m.damage(0.1);
// b.giveGuns("drones") //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("mine") //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
// b.guns[8].ammo = 100000000
// requestAnimationFrame(() => { tech.giveTech("Higgs mechanism") });
// for (let i = 0; i < 1; ++i) tech.giveTech("flame test")
// for (let i = 0; i < 1; ++i) tech.giveTech("dazzler")
// for (let i = 0; i < 1; ++i) tech.giveTech("mass production")
// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) tech.giveTech("orbital-bot") });
// requestAnimationFrame(() => { tech.giveTech("eternalism") });
// for (let i = 0; i < 1; ++i) tech.giveTech("beforeunload")
// for (let i = 0; i < 1; ++i) tech.giveTech("Sleipnir")
// for (let i = 0; i < 1; ++i) tech.giveTech("dark patterns")
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("paradigm shift") });
// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) b.orbitBot(m.pos, false) });
// m.skin.hexagon();
// for (let i = 0; i < 1; i++) tech.giveTech("tungsten carbide")
// m.lastKillCycle = m.cycle
// for (let i = 0; i < 1; ++i) tech.giveTech("swarf")
// for (let i = 0; i < 1; ++i) tech.giveTech("what the block?")
// for (let i = 0; i < 1; ++i) tech.giveTech("unified field theory")
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
// for (let i = 0; i < 100; i++) powerUps.directSpawn(1750, -500, "coupling");
// spawn.mapRect(575, -700, 25, 425); //block mob line of site on testing
// level.testing();
// level.testChamber();
// for (let i = 0; i < 1; ++i) spawn.laserLayer(1400, -500)
// Matter.Body.setPosition(player, { x: -200, y: -3330 });
@@ -75,7 +74,7 @@ const level = {
// simulation.isAutoZoom = false; //look in close
// simulation.zoomScale *= 0.5;
// simulation.setZoom();
// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
// for (let i = 0; i < 10; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 450, m.pos.y + 50 * Math.random(), "boost");
// for (let i = 0; i < 20; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "heal");
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "field", false);
@@ -1570,7 +1569,6 @@ const level = {
}
}
}
// if (body.length) {
for (let i = 0, len = body.length; i < len; i++) {
if (body[i] !== m.holdingTarget) {
// body[i].bounds.max.x - body[i].bounds.min.x < 100 && body[i].bounds.max.y - body[i].bounds.min.y < 100
@@ -1591,17 +1589,20 @@ const level = {
}
//rotate velocity
let mag
if (this.portalPair.angle !== 0 && this.portalPair.angle !== Math.PI) { //portal that fires the player up
if (this.portalPair.angle !== 0 && this.portalPair.angle !== Math.PI) { //portal that fires up
mag = Math.max(10, Math.min(50, body[i].velocity.y * 0.8)) + 11
let v = Vector.mult(this.portalPair.unit, mag)
//rotate the velocity vector of blocks fired directly up to keep them from getting stuck endlessly in vertical portals
Matter.Body.setVelocity(body[i], Vector.rotate(v, 0.5 * (Math.random() - 0.5)));
} else {
mag = Math.max(6, Math.min(50, Vector.magnitude(body[i].velocity)))
let v = Vector.mult(this.portalPair.unit, mag)
Matter.Body.setVelocity(body[i], v);
}
let v = Vector.mult(this.portalPair.unit, mag)
Matter.Body.setVelocity(body[i], v);
}
}
}
// }
//remove block if touching
// if (body.length) {