hammer + nail

pneumatic hammer (20 -> +18% size and damage effects)
  now applies to nails, slugs, needles, in addition to rivets
integrated armament 20->25% damage, also if you switch guns converts guntech to new gun
backward induction removed
symbiosis removes 1 -> 0.5 max health per mob kill
plasma jet - costs 1 -> 2 research, and goes a bit farther
Occam's razor gives 36 -> 40% damage per removed tech
This commit is contained in:
landgreen
2021-12-01 19:22:06 -08:00
parent f8b18c7772
commit 66025c14e2
9 changed files with 10187 additions and 10100 deletions

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.DS_Store vendored

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@@ -157,6 +157,39 @@ const b = {
} }
simulation.makeGunHUD(); simulation.makeGunHUD();
b.setFireCD(); b.setFireCD();
if (tech.isOneGun && b.inventory > 0) {
//count how many gun tech you have and remove them
let gunTechCount = 0 //2 bonus gun tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isGunTech && tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable && !tech.tech[i].isRemoveGun) {
const remove = tech.removeTech(i)
// console.log(remove, tech.tech[i].count, tech.tech[i].name)
gunTechCount += remove
}
}
// console.log(gunTechCount)
//get a random gun tech for your gun
for (let i = 0; i < gunTechCount; i++) {
const gunTechPool = []
for (let j = 0, len = tech.tech.length; j < len; j++) {
if (tech.tech[j].isGunTech && tech.tech[j].allowed() && !tech.tech[i].isRemoveGun && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
const regex = tech.tech[j].requires.search(b.guns[b.activeGun].name) //get string index of gun name
const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
//look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j)
}
}
if (gunTechPool.length) {
const index = Math.floor(Math.random() * gunTechPool.length)
tech.giveTech(gunTechPool[index]) // choose from the gun pool
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`)
} else {
tech.giveTech() //get normal tech if you can't find any gun tech
}
}
}
}, },
removeGun(gun, isRemoveSelection = false) { removeGun(gun, isRemoveSelection = false) {
for (let i = 0; i < b.guns.length; i++) { for (let i = 0; i < b.guns.length; i++) {
@@ -1111,7 +1144,7 @@ const b = {
b.guns[gunIndex].do = function() {} b.guns[gunIndex].do = function() {}
} else { } else {
if (gunIndex) b.guns[gunIndex].do = function() { if (gunIndex) b.guns[gunIndex].do = function() {
if (!input.field) { if (!input.field && input.down) {
const cycles = 80 const cycles = 80
const speed = input.down ? 35 : 20 //input.down ? 43 : 32 const speed = input.down ? 35 : 20 //input.down ? 43 : 32
const g = input.down ? 0.137 : 0.135 const g = input.down ? 0.137 : 0.135
@@ -1137,7 +1170,7 @@ const b = {
} else if (tech.isVacuumBomb) { } else if (tech.isVacuumBomb) {
b.grenade = grenadeVacuum b.grenade = grenadeVacuum
if (gunIndex) b.guns[gunIndex].do = function() { if (gunIndex) b.guns[gunIndex].do = function() {
if (!input.field) { if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 50 : 30) //30 const cycles = Math.floor(input.down ? 50 : 30) //30
const speed = input.down ? 44 : 35 const speed = input.down ? 44 : 35
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
@@ -1154,7 +1187,7 @@ const b = {
} else { } else {
b.grenade = grenadeDefault b.grenade = grenadeDefault
if (gunIndex) b.guns[gunIndex].do = function() { if (gunIndex) b.guns[gunIndex].do = function() {
if (!input.field) { if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 120 : 80) //30 const cycles = Math.floor(input.down ? 120 : 80) //30
const speed = input.down ? 43 : 32 const speed = input.down ? 43 : 32
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
@@ -1738,7 +1771,7 @@ const b = {
m.energy = 0; m.energy = 0;
} }
b.isExtruderOn = true b.isExtruderOn = true
const SPEED = 8 + 8 * tech.isPlasmaRange const SPEED = 8 + 12 * tech.isPlasmaRange
const me = bullet.length; const me = bullet.length;
const where = Vector.add(m.pos, player.velocity) const where = Vector.add(m.pos, player.velocity)
bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, { bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
@@ -3253,8 +3286,9 @@ const b = {
} }
}, },
nail(pos, velocity, dmg = 1) { nail(pos, velocity, dmg = 1) {
dmg *= tech.nailSize
const me = bullet.length; const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25, 2, b.fireAttributes(Math.atan2(velocity.y, velocity.x))); bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.nailSize, 2 * tech.nailSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity); Matter.Body.setVelocity(bullet[me], velocity);
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random(); bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
@@ -3269,7 +3303,7 @@ const b = {
}, },
needle(angle = m.angle) { needle(angle = m.angle) {
const me = bullet.length; const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75, 0.75, b.fireAttributes(angle)); bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75 * tech.nailSize, 0.75 * tech.nailSize, b.fireAttributes(angle));
bullet[me].collisionFilter.mask = tech.isShieldPierce ? cat.body : cat.body | cat.mobShield bullet[me].collisionFilter.mask = tech.isShieldPierce ? cat.body : cat.body | cat.mobShield
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
bullet[me].endCycle = simulation.cycle + 100; bullet[me].endCycle = simulation.cycle + 100;
@@ -3289,12 +3323,12 @@ const b = {
} }
if (!immune) { if (!immune) {
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) { if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
} }
this.immuneList.push(who.id) //remember that this needle has hit this mob once already this.immuneList.push(who.id) //remember that this needle has hit this mob once already
let dmg = b.dmgScale * 6 let dmg = b.dmgScale * 6 * tech.nailSize
if (tech.isNailRadiation) { if (tech.isNailRadiation) {
mobs.statusDoT(who, tech.isFastRadiation ? 6 : 2, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25 dmg *= 0.25
} }
if (tech.isCrit && who.isStunned) dmg *= 4 if (tech.isCrit && who.isStunned) dmg *= 4
@@ -4364,7 +4398,7 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
const me = bullet.length; const me = bullet.length;
const size = tech.rivetSize * 8 const size = tech.nailSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle)); bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75 bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002); Matter.Body.setDensity(bullet[me], 0.002);
@@ -4427,7 +4461,7 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
const me = bullet.length; const me = bullet.length;
const size = tech.rivetSize * 8 const size = tech.nailSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle)); bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75 bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002); Matter.Body.setDensity(bullet[me], 0.002);
@@ -4557,15 +4591,15 @@ const b = {
if (tech.isSlugShot) { if (tech.isSlugShot) {
const me = bullet.length; const me = bullet.length;
const dir = m.angle + 0.02 * (Math.random() - 0.5) // const dir = m.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60, 27, b.fireAttributes(dir)); bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60 * tech.nailSize, 27 * tech.nailSize, b.fireAttributes(m.angle));
Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1)); Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1));
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = (input.down ? 45 : 35) + Math.random() * 6 const SPEED = (input.down ? 50 : 37)
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir), x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(dir) y: SPEED * Math.sin(m.angle)
}); });
if (tech.isIncendiary) { if (tech.isIncendiary) {
bullet[me].endCycle = simulation.cycle + 60 bullet[me].endCycle = simulation.cycle + 60
@@ -4581,27 +4615,22 @@ const b = {
bullet[me].minDmgSpeed = 7 bullet[me].minDmgSpeed = 7
// bullet[me].restitution = 0.4 // bullet[me].restitution = 0.4
bullet[me].frictionAir = 0.006; bullet[me].frictionAir = 0.006;
bullet[me].turnMag = 0.04 * Math.pow(tech.nailSize, 3.75)
bullet[me].do = function() { bullet[me].do = function() {
this.force.y += this.mass * 0.0022 this.force.y += this.mass * 0.0022
if (this.speed > 6) { //rotates bullet to face current velocity?
//rotates bullet to face current velocity? const facing = { x: Math.cos(this.angle), y: Math.sin(this.angle) }
if (this.speed > 6) {
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
const mag = 0.04
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) { if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += mag this.torque += this.turnMag
} else { } else {
this.torque -= mag this.torque -= this.turnMag
} }
} }
}; };
if (tech.fragments) { if (tech.fragments) {
bullet[me].beforeDmg = function() { bullet[me].beforeDmg = function() {
if (this.speed > 4) { if (this.speed > 4) {
b.targetedNail(this.position, tech.fragments * 7) b.targetedNail(this.position, 7 * tech.fragments * tech.nailSize)
this.endCycle = 0 //triggers despawn this.endCycle = 0 //triggers despawn
} }
} }
@@ -6507,47 +6536,47 @@ const b = {
// }, // },
}, },
], ],
gunRewind: { //this gun is added with a tech // gunRewind: { //this gun is added with a tech
name: "CPT gun", // name: "CPT gun",
description: "use <strong class='color-f'>energy</strong> to <strong>rewind</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>,<br> and <strong>position</strong> up to <strong>10</strong> seconds", // description: "use <strong class='color-f'>energy</strong> to <strong>rewind</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>,<br> and <strong>position</strong> up to <strong>10</strong> seconds",
ammo: 0, // ammo: 0,
ammoPack: Infinity, // ammoPack: Infinity,
have: false, // have: false,
isRewinding: false, // isRewinding: false,
lastFireCycle: 0, // lastFireCycle: 0,
holdCount: 0, // holdCount: 0,
activeGunIndex: null, // activeGunIndex: null,
do() {}, // do() {},
fire() { // fire() {
if (this.lastFireCycle === m.cycle - 1) { //button has been held down // if (this.lastFireCycle === m.cycle - 1) { //button has been held down
this.rewindCount += 8; // this.rewindCount += 8;
const DRAIN = 0.01 // const DRAIN = 0.01
let history = m.history[(m.cycle - this.rewindCount) % 600] // let history = m.history[(m.cycle - this.rewindCount) % 600]
if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) { // if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
this.rewindCount = 0; // this.rewindCount = 0;
m.resetHistory(); // m.resetHistory();
m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down // m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
} else { // } else {
m.energy -= DRAIN // m.energy -= DRAIN
if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles // if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
Matter.Body.setPosition(player, history.position); // Matter.Body.setPosition(player, history.position);
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y }); // Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
if (m.health !== history.health) { // if (m.health !== history.health) {
m.health = history.health // m.health = history.health
m.displayHealth(); // m.displayHealth();
} // }
m.yOff = history.yOff // m.yOff = history.yOff
if (m.yOff < 48) { // if (m.yOff < 48) {
m.doCrouch() // m.doCrouch()
} else { // } else {
m.undoCrouch() // m.undoCrouch()
} // }
} // }
} else { //button is held the first time // } else { //button is held the first time
this.rewindCount = 0; // this.rewindCount = 0;
this.activeGunIndex = b.activeGun // this.activeGunIndex = b.activeGun
} // }
this.lastFireCycle = m.cycle; // this.lastFireCycle = m.cycle;
} // }
} // }
}; };

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@@ -232,15 +232,15 @@ function collisionChecks(event) {
} }
//determine if player is on the ground //determine if player is on the ground
Events.on(engine, "collisionStart", function (event) { Events.on(engine, "collisionStart", function(event) {
playerOnGroundCheck(event); playerOnGroundCheck(event);
// playerHeadCheck(event); // playerHeadCheck(event);
if (m.alive) collisionChecks(event); if (m.alive) collisionChecks(event);
}); });
Events.on(engine, "collisionActive", function (event) { Events.on(engine, "collisionActive", function(event) {
playerOnGroundCheck(event); playerOnGroundCheck(event);
// playerHeadCheck(event); // playerHeadCheck(event);
}); });
Events.on(engine, "collisionEnd", function (event) { Events.on(engine, "collisionEnd", function(event) {
playerOffGroundCheck(event); playerOffGroundCheck(event);
}); });

View File

@@ -17,10 +17,10 @@ const level = {
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why // level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true // simulation.isHorizontalFlipped = true
// m.setField("wormhole") // m.setField("wormhole")
// b.giveGuns("laser") // b.giveGuns("shotgun")
// b.giveGuns("nail gun") // b.giveGuns("nail gun")
// b.giveGuns("harpoon") // b.giveGuns("harpoon")
// tech.giveTech("affine connection") // tech.giveTech("slug")
// tech.giveTech("regression") // tech.giveTech("regression")
// tech.giveTech("relativistic momentum") // tech.giveTech("relativistic momentum")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal") // for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
@@ -58,7 +58,6 @@ const level = {
// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false); // for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
// for (let i = 0; i < 3; i++) tech.giveTech("undefined") // for (let i = 0; i < 3; i++) tech.giveTech("undefined")
// lore.techCount = 3 // lore.techCount = 3
// simulation.isCheating = false //true; // simulation.isCheating = false //true;
// localSettings.loreCount = 3; //this sets what conversation is heard // localSettings.loreCount = 3; //this sets what conversation is heard
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage // localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
@@ -131,8 +130,8 @@ const level = {
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start // for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
} }
}, },
custom() { }, custom() {},
customTopLayer() { }, customTopLayer() {},
setDifficulty() { setDifficulty() {
simulation.difficulty = 0 simulation.difficulty = 0
b.dmgScale = 1; //damage done by player decreases each level b.dmgScale = 1; //damage done by player decreases each level
@@ -574,7 +573,7 @@ const level = {
body[body.length] = rotor1 body[body.length] = rotor1
body[body.length] = rotor2 body[body.length] = rotor2
setTimeout(function () { setTimeout(function() {
rotor.collisionFilter.category = cat.body; rotor.collisionFilter.category = cat.body;
rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
}, 1000); }, 1000);
@@ -589,7 +588,7 @@ const level = {
Composite.add(engine.world, constraint); Composite.add(engine.world, constraint);
if (rotate) { if (rotate) {
rotor.rotate = function () { rotor.rotate = function() {
if (!m.isBodiesAsleep) { if (!m.isBodiesAsleep) {
Matter.Body.applyForce(rotor, { Matter.Body.applyForce(rotor, {
x: rotor.position.x + 100, x: rotor.position.x + 100,
@@ -792,7 +791,7 @@ const level = {
y: 0 y: 0
}, angleB) }, angleB)
draw = function () { draw = function() {
ctx.beginPath(); //portal ctx.beginPath(); //portal
let v = this.vertices; let v = this.vertices;
ctx.moveTo(v[0].x, v[0].y); ctx.moveTo(v[0].x, v[0].y);
@@ -802,7 +801,7 @@ const level = {
ctx.fillStyle = this.color ctx.fillStyle = this.color
ctx.fill(); ctx.fill();
} }
query = function (isRemoveBlocks = false) { query = function(isRemoveBlocks = false) {
if (Matter.Query.collides(this, [player]).length === 0) { //not touching player if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
if (player.isInPortal === this) player.isInPortal = null if (player.isInPortal === this) player.isInPortal = null
} else if (player.isInPortal !== this) { //touching player } else if (player.isInPortal !== this) { //touching player
@@ -1417,7 +1416,7 @@ const level = {
button.isReadyToFire = true button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) { } else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false button.isReadyToFire = false
fireBlock = function (xPos, yPos) { fireBlock = function(xPos, yPos) {
const index = body.length const index = body.length
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random()); spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
const bodyBullet = body[body.length - 1] const bodyBullet = body[body.length - 1]
@@ -1473,7 +1472,7 @@ const level = {
button.isReadyToFire = true button.isReadyToFire = true
} else if (button.isReadyToFire && !button.isUp) { } else if (button.isReadyToFire && !button.isUp) {
button.isReadyToFire = false button.isReadyToFire = false
fireBlock = function (xPos, yPos) { fireBlock = function(xPos, yPos) {
const index = body.length const index = body.length
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random()); spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
const bodyBullet = body[body.length - 1] const bodyBullet = body[body.length - 1]
@@ -2388,7 +2387,7 @@ const level = {
level.exit.draw(); level.exit.draw();
level.enter.draw(); level.enter.draw();
}; };
level.customTopLayer = () => { }; level.customTopLayer = () => {};
level.setPosToSpawn(0, -50); //normal spawn level.setPosToSpawn(0, -50); //normal spawn
level.exit.x = 1500; level.exit.x = 1500;
level.exit.y = -1875; level.exit.y = -1875;
@@ -5518,7 +5517,7 @@ const level = {
if (mob[i].isBoss) me = mob[i] if (mob[i].isBoss) me = mob[i]
} }
if (me) { if (me) {
me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
spawnCouloirEnHaut() spawnCouloirEnHaut()
doorSortieSalle.isOpen = false; doorSortieSalle.isOpen = false;
}; };
@@ -5534,7 +5533,7 @@ const level = {
if (mob[i].isBoss) me = mob[i] if (mob[i].isBoss) me = mob[i]
} }
if (me) { if (me) {
me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
spawnCouloirEnHaut() spawnCouloirEnHaut()
doorSortieSalle.isOpen = false; doorSortieSalle.isOpen = false;
}; };
@@ -5759,11 +5758,11 @@ const level = {
body[body.length] = part4; body[body.length] = part4;
body[body.length] = part5; body[body.length] = part5;
body[body.length] = part6; body[body.length] = part6;
setTimeout(function () { setTimeout(function() {
chair.collisionFilter.category = cat.body; chair.collisionFilter.category = cat.body;
chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000); }, 1000);
setTimeout(function () { setTimeout(function() {
chair2.collisionFilter.category = cat.body; chair2.collisionFilter.category = cat.body;
chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000); }, 1000);
@@ -5818,7 +5817,7 @@ const level = {
body[body.length] = rightUpperLeg body[body.length] = rightUpperLeg
body[body.length] = rightLowerArm body[body.length] = rightLowerArm
body[body.length] = rightUpperArm body[body.length] = rightUpperArm
setTimeout(function () { setTimeout(function() {
person.collisionFilter.category = cat.body; person.collisionFilter.category = cat.body;
person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000); }, 1000);
@@ -6210,7 +6209,7 @@ const level = {
level.exit.draw(); level.exit.draw();
level.enter.draw(); level.enter.draw();
}; };
level.customTopLayer = () => { }; level.customTopLayer = () => {};
level.defaultZoom = 1800 level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom) simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde"; document.body.style.backgroundColor = "#dcdcde";
@@ -7269,7 +7268,7 @@ const level = {
body[body.length] = part1; body[body.length] = part1;
body[body.length] = part2; body[body.length] = part2;
body[body.length] = part3; body[body.length] = part3;
setTimeout(function () { setTimeout(function() {
compoundParts.collisionFilter.category = cat.body; compoundParts.collisionFilter.category = cat.body;
compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
}, 1000); }, 1000);
@@ -7388,8 +7387,8 @@ const level = {
// prevent the user from getting into the secreter room without defeating all mobs // prevent the user from getting into the secreter room without defeating all mobs
if (m.pos.x > 1500 && m.pos.x < 2500 && m.pos.y > -4000 && m.pos.y < -3500 && mob.reduce((a, i) => { if (m.pos.x > 1500 && m.pos.x < 2500 && m.pos.y > -4000 && m.pos.y < -3500 && mob.reduce((a, i) => {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp); return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated) { }, false) && !emergencyActivated) {
Matter.Body.setPosition(player, { Matter.Body.setPosition(player, {
x: 2800, x: 2800,
y: m.pos.y y: m.pos.y

View File

@@ -165,7 +165,7 @@ const mobs = {
}); });
} }
}, },
endEffect() { }, endEffect() {},
dmg: tickDamage, dmg: tickDamage,
type: "dot", type: "dot",
endCycle: simulation.cycle + cycles, endCycle: simulation.cycle + cycles,
@@ -472,7 +472,7 @@ const mobs = {
} }
}, },
laser() { laser() {
const vertexCollision = function (v1, v1End, domain) { const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) { for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices; let vertices = domain[i].vertices;
const len = vertices.length - 1; const len = vertices.length - 1;
@@ -609,7 +609,7 @@ const mobs = {
ctx.fillStyle = "rgba(0,0,0,0.07)"; ctx.fillStyle = "rgba(0,0,0,0.07)";
ctx.fill(); ctx.fill();
//spring to random place on map //spring to random place on map
const vertexCollision = function (v1, v1End, domain) { const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) { for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices; let vertices = domain[i].vertices;
const len = vertices.length - 1; const len = vertices.length - 1;
@@ -676,7 +676,7 @@ const mobs = {
}, },
curl(range = 1000, mag = -10) { curl(range = 1000, mag = -10) {
//cause all mobs, and bodies to rotate in a circle //cause all mobs, and bodies to rotate in a circle
applyCurl = function (center, array, isAntiGravity = true) { applyCurl = function(center, array, isAntiGravity = true) {
for (let i = 0; i < array.length; ++i) { for (let i = 0; i < array.length; ++i) {
if (!array[i].isNotHoldable) { if (!array[i].isNotHoldable) {
const sub = Vector.sub(center, array[i].position) const sub = Vector.sub(center, array[i].position)
@@ -825,7 +825,7 @@ const mobs = {
//be sure to declare searchTarget in mob spawn //be sure to declare searchTarget in mob spawn
//accelerate towards the searchTarget //accelerate towards the searchTarget
if (!this.seePlayer.recall) { if (!this.seePlayer.recall) {
const newTarget = function (that) { const newTarget = function(that) {
if (Math.random() < 0.0005) { if (Math.random() < 0.0005) {
that.searchTarget = player.position; //chance to target player that.searchTarget = player.position; //chance to target player
} else { } else {
@@ -1149,7 +1149,7 @@ const mobs = {
powerUps.spawn(this.position.x, this.position.y, "tech", false) powerUps.spawn(this.position.x, this.position.y, "tech", false)
// if (0.5 < Math.random()) powerUps.spawn(this.position.x, this.position.y, "tech", false) // if (0.5 < Math.random()) powerUps.spawn(this.position.x, this.position.y, "tech", false)
} else { } else {
const amount = 0.01 const amount = 0.005
if (tech.isEnergyHealth) { if (tech.isEnergyHealth) {
if (m.maxEnergy > amount) { if (m.maxEnergy > amount) {
tech.healMaxEnergyBonus -= amount tech.healMaxEnergyBonus -= amount
@@ -1228,7 +1228,7 @@ const mobs = {
for (let i = 0, len = consBB.length; i < len; ++i) { for (let i = 0, len = consBB.length; i < len; ++i) {
if (consBB[i].bodyA === this) { if (consBB[i].bodyA === this) {
if (consBB[i].bodyB.shield) { if (consBB[i].bodyB.shield) {
consBB[i].bodyB.do = function () { consBB[i].bodyB.do = function() {
this.death(); this.death();
}; };
} }
@@ -1238,7 +1238,7 @@ const mobs = {
break; break;
} else if (consBB[i].bodyB === this) { } else if (consBB[i].bodyB === this) {
if (consBB[i].bodyA.shield) { if (consBB[i].bodyA.shield) {
consBB[i].bodyA.do = function () { consBB[i].bodyA.do = function() {
this.death(); this.death();
}; };
} }
@@ -1297,7 +1297,7 @@ const mobs = {
//large mobs shrink so they don't block paths //large mobs shrink so they don't block paths
if (body[len].mass + body[len2].mass > 16) { if (body[len].mass + body[len2].mass > 16) {
const massLimit = 8 + 6 * Math.random() const massLimit = 8 + 6 * Math.random()
const shrink = function (that1, that2) { const shrink = function(that1, that2) {
if (that1.mass + that2.mass > massLimit) { if (that1.mass + that2.mass > massLimit) {
const scale = 0.95; const scale = 0.95;
Matter.Body.scale(that1, scale, scale); Matter.Body.scale(that1, scale, scale);
@@ -1320,7 +1320,7 @@ const mobs = {
//large mobs shrink so they don't block paths //large mobs shrink so they don't block paths
if (body[len].mass > 9) { if (body[len].mass > 9) {
const massLimit = 7 + 4 * Math.random() const massLimit = 7 + 4 * Math.random()
const shrink = function (that) { const shrink = function(that) {
if (that.mass > massLimit) { if (that.mass > massLimit) {
const scale = 0.95; const scale = 0.95;
Matter.Body.scale(that, scale, scale); Matter.Body.scale(that, scale, scale);

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16178
js/tech.js

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@@ -1,24 +1,35 @@
******************************************************** NEXT PATCH ************************************************** ******************************************************** NEXT PATCH **************************************************
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost pneumatic hammer (20 -> +18% size and damage effects)
tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses) now applies to nails, slugs, needles, in addition to rivets
tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage integrated armament 20->25% damage, also if you switch guns converts guntech to new gun
backward induction removed
mob: launcherOne - launches 1 big seeker bullet that chases you symbiosis removes 1 -> 0.5 max health per mob kill
black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase plasma jet - costs 1 -> 2 research, and goes a bit farther
Occam's razor gives 36 -> 40% damage per removed tech
applied science no longer gives research (just a random tech for every gun you have)
bot fabrication increase cost every 5 -> x6 bots
average console time to disappear is 3 -> 4 seconds
ammo power ups no longer log ammo to in game console for performance reasons
JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
needle benefit from pneumatic hammer?
all nails?
total guntech:
nail gun needle @ 4
base nail gun @ 5
new late game level that is easier if you can: platform well, jump high, immune to slime, wormhole through walls, fly fast new late game level that is easier if you can: platform well, jump high, immune to slime, wormhole through walls, fly fast
climb vertically to avoid rising slime climb vertically to avoid rising slime
populate with multiple boss mobs that can't drop tech
bosses spawn in pairs
antimatter (assuming something else isn't already named this); requires negative mass, causes damage to self and enemies within range while active
increase mass and movement speed at the same time
increase jump differently because it scales extra with mass
m.defaultMass = 4.5
m.definePlayerMass()
give history boss legs?
field tech - disable blocking, but does high damage to mobs inside field field tech - disable blocking, but does high damage to mobs inside field
and maybe slows mobs it damages and maybe slows mobs it damages