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:
169
js/bullet.js
169
js/bullet.js
@@ -157,6 +157,39 @@ const b = {
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}
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simulation.makeGunHUD();
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b.setFireCD();
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if (tech.isOneGun && b.inventory > 0) {
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//count how many gun tech you have and remove them
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let gunTechCount = 0 //2 bonus gun tech
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isGunTech && tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable && !tech.tech[i].isRemoveGun) {
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const remove = tech.removeTech(i)
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// console.log(remove, tech.tech[i].count, tech.tech[i].name)
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gunTechCount += remove
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}
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}
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// console.log(gunTechCount)
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//get a random gun tech for your gun
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for (let i = 0; i < gunTechCount; i++) {
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const gunTechPool = []
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for (let j = 0, len = tech.tech.length; j < len; j++) {
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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) {
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const regex = tech.tech[j].requires.search(b.guns[b.activeGun].name) //get string index of gun name
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const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
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//look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
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if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j)
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}
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}
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if (gunTechPool.length) {
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const index = Math.floor(Math.random() * gunTechPool.length)
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tech.giveTech(gunTechPool[index]) // choose from the gun pool
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`)
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} else {
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tech.giveTech() //get normal tech if you can't find any gun tech
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}
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}
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}
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},
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removeGun(gun, isRemoveSelection = false) {
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for (let i = 0; i < b.guns.length; i++) {
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@@ -1111,7 +1144,7 @@ const b = {
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b.guns[gunIndex].do = function() {}
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} else {
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if (gunIndex) b.guns[gunIndex].do = function() {
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if (!input.field) {
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if (!input.field && input.down) {
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const cycles = 80
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const speed = input.down ? 35 : 20 //input.down ? 43 : 32
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const g = input.down ? 0.137 : 0.135
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@@ -1137,7 +1170,7 @@ const b = {
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} else if (tech.isVacuumBomb) {
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b.grenade = grenadeVacuum
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if (gunIndex) b.guns[gunIndex].do = function() {
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if (!input.field) {
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if (!input.field && input.down) {
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const cycles = Math.floor(input.down ? 50 : 30) //30
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const speed = input.down ? 44 : 35
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
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@@ -1154,7 +1187,7 @@ const b = {
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} else {
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b.grenade = grenadeDefault
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if (gunIndex) b.guns[gunIndex].do = function() {
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if (!input.field) {
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if (!input.field && input.down) {
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const cycles = Math.floor(input.down ? 120 : 80) //30
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const speed = input.down ? 43 : 32
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
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@@ -1738,7 +1771,7 @@ const b = {
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m.energy = 0;
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}
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b.isExtruderOn = true
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const SPEED = 8 + 8 * tech.isPlasmaRange
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const SPEED = 8 + 12 * tech.isPlasmaRange
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const me = bullet.length;
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const where = Vector.add(m.pos, player.velocity)
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bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
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@@ -3253,8 +3286,9 @@ const b = {
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}
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},
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nail(pos, velocity, dmg = 1) {
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dmg *= tech.nailSize
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(pos.x, pos.y, 25, 2, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
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bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.nailSize, 2 * tech.nailSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
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Matter.Body.setVelocity(bullet[me], velocity);
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
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@@ -3269,7 +3303,7 @@ const b = {
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},
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needle(angle = m.angle) {
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const me = bullet.length;
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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));
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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));
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bullet[me].collisionFilter.mask = tech.isShieldPierce ? cat.body : cat.body | cat.mobShield
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Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
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bullet[me].endCycle = simulation.cycle + 100;
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@@ -3289,12 +3323,12 @@ const b = {
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
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b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id) //remember that this needle has hit this mob once already
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let dmg = b.dmgScale * 6
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let dmg = b.dmgScale * 6 * tech.nailSize
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 6 : 2, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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dmg *= 0.25
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}
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if (tech.isCrit && who.isStunned) dmg *= 4
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@@ -4364,7 +4398,7 @@ const b = {
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m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
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const me = bullet.length;
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const size = tech.rivetSize * 8
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const size = tech.nailSize * 8
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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));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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@@ -4427,7 +4461,7 @@ const b = {
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m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
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const me = bullet.length;
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const size = tech.rivetSize * 8
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const size = tech.nailSize * 8
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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));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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@@ -4557,15 +4591,15 @@ const b = {
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if (tech.isSlugShot) {
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const me = bullet.length;
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const dir = m.angle + 0.02 * (Math.random() - 0.5)
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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));
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// const dir = m.angle + 0.02 * (Math.random() - 0.5)
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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));
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Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1));
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Composite.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = (input.down ? 45 : 35) + Math.random() * 6
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const SPEED = (input.down ? 50 : 37)
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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x: SPEED * Math.cos(m.angle),
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y: SPEED * Math.sin(m.angle)
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});
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if (tech.isIncendiary) {
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bullet[me].endCycle = simulation.cycle + 60
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@@ -4581,27 +4615,22 @@ const b = {
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bullet[me].minDmgSpeed = 7
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// bullet[me].restitution = 0.4
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bullet[me].frictionAir = 0.006;
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bullet[me].turnMag = 0.04 * Math.pow(tech.nailSize, 3.75)
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0022
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//rotates bullet to face current velocity?
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if (this.speed > 6) {
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const facing = {
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x: Math.cos(this.angle),
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y: Math.sin(this.angle)
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}
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const mag = 0.04
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if (this.speed > 6) { //rotates bullet to face current velocity?
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const facing = { x: Math.cos(this.angle), y: Math.sin(this.angle) }
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if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
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this.torque += mag
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this.torque += this.turnMag
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} else {
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this.torque -= mag
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this.torque -= this.turnMag
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}
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}
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};
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if (tech.fragments) {
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bullet[me].beforeDmg = function() {
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if (this.speed > 4) {
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b.targetedNail(this.position, tech.fragments * 7)
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b.targetedNail(this.position, 7 * tech.fragments * tech.nailSize)
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this.endCycle = 0 //triggers despawn
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}
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}
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@@ -6507,47 +6536,47 @@ const b = {
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// },
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},
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],
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gunRewind: { //this gun is added with a tech
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name: "CPT gun",
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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",
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ammo: 0,
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ammoPack: Infinity,
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have: false,
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isRewinding: false,
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lastFireCycle: 0,
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holdCount: 0,
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activeGunIndex: null,
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do() {},
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fire() {
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if (this.lastFireCycle === m.cycle - 1) { //button has been held down
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this.rewindCount += 8;
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const DRAIN = 0.01
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let history = m.history[(m.cycle - this.rewindCount) % 600]
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if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
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this.rewindCount = 0;
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m.resetHistory();
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m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
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} else {
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m.energy -= DRAIN
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if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
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Matter.Body.setPosition(player, history.position);
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Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
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if (m.health !== history.health) {
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m.health = history.health
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m.displayHealth();
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}
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m.yOff = history.yOff
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if (m.yOff < 48) {
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m.doCrouch()
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} else {
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m.undoCrouch()
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}
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}
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} else { //button is held the first time
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this.rewindCount = 0;
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this.activeGunIndex = b.activeGun
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}
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this.lastFireCycle = m.cycle;
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}
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}
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// gunRewind: { //this gun is added with a tech
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// name: "CPT gun",
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// 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",
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// ammo: 0,
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// ammoPack: Infinity,
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// have: false,
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// isRewinding: false,
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// lastFireCycle: 0,
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// holdCount: 0,
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// activeGunIndex: null,
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// do() {},
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// fire() {
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// if (this.lastFireCycle === m.cycle - 1) { //button has been held down
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// this.rewindCount += 8;
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// const DRAIN = 0.01
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// let history = m.history[(m.cycle - this.rewindCount) % 600]
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// if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
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// this.rewindCount = 0;
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// m.resetHistory();
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// m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
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// } else {
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// m.energy -= DRAIN
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// if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
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// Matter.Body.setPosition(player, history.position);
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// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
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// if (m.health !== history.health) {
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// m.health = history.health
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// m.displayHealth();
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// }
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// m.yOff = history.yOff
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// if (m.yOff < 48) {
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// m.doCrouch()
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// } else {
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// m.undoCrouch()
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// }
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// }
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// } else { //button is held the first time
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// this.rewindCount = 0;
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// this.activeGunIndex = b.activeGun
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// }
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// this.lastFireCycle = m.cycle;
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// }
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// }
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};
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@@ -232,15 +232,15 @@ function collisionChecks(event) {
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function (event) {
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Events.on(engine, "collisionStart", function(event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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if (m.alive) collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function (event) {
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Events.on(engine, "collisionActive", function(event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function (event) {
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Events.on(engine, "collisionEnd", function(event) {
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playerOffGroundCheck(event);
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});
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41
js/level.js
41
js/level.js
@@ -17,10 +17,10 @@ const level = {
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("wormhole")
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// b.giveGuns("laser")
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// b.giveGuns("shotgun")
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// b.giveGuns("nail gun")
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// b.giveGuns("harpoon")
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// tech.giveTech("affine connection")
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// tech.giveTech("slug")
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// tech.giveTech("regression")
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// tech.giveTech("relativistic momentum")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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@@ -58,7 +58,6 @@ const level = {
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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// lore.techCount = 3
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// simulation.isCheating = false //true;
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// localSettings.loreCount = 3; //this sets what conversation is heard
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// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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@@ -131,8 +130,8 @@ const level = {
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// 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
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}
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},
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custom() { },
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customTopLayer() { },
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custom() {},
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customTopLayer() {},
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setDifficulty() {
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simulation.difficulty = 0
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b.dmgScale = 1; //damage done by player decreases each level
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@@ -574,7 +573,7 @@ const level = {
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body[body.length] = rotor1
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body[body.length] = rotor2
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setTimeout(function () {
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setTimeout(function() {
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rotor.collisionFilter.category = cat.body;
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rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
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}, 1000);
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@@ -589,7 +588,7 @@ const level = {
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Composite.add(engine.world, constraint);
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if (rotate) {
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rotor.rotate = function () {
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rotor.rotate = function() {
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if (!m.isBodiesAsleep) {
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Matter.Body.applyForce(rotor, {
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x: rotor.position.x + 100,
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@@ -792,7 +791,7 @@ const level = {
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y: 0
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}, angleB)
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draw = function () {
|
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draw = function() {
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ctx.beginPath(); //portal
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let v = this.vertices;
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ctx.moveTo(v[0].x, v[0].y);
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@@ -802,7 +801,7 @@ const level = {
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ctx.fillStyle = this.color
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ctx.fill();
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}
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query = function (isRemoveBlocks = false) {
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query = function(isRemoveBlocks = false) {
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if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
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if (player.isInPortal === this) player.isInPortal = null
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} else if (player.isInPortal !== this) { //touching player
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@@ -1417,7 +1416,7 @@ const level = {
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button.isReadyToFire = true
|
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} else if (button.isReadyToFire && !button.isUp) {
|
||||
button.isReadyToFire = false
|
||||
fireBlock = function (xPos, yPos) {
|
||||
fireBlock = function(xPos, yPos) {
|
||||
const index = body.length
|
||||
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
|
||||
const bodyBullet = body[body.length - 1]
|
||||
@@ -1473,7 +1472,7 @@ const level = {
|
||||
button.isReadyToFire = true
|
||||
} else if (button.isReadyToFire && !button.isUp) {
|
||||
button.isReadyToFire = false
|
||||
fireBlock = function (xPos, yPos) {
|
||||
fireBlock = function(xPos, yPos) {
|
||||
const index = body.length
|
||||
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
|
||||
const bodyBullet = body[body.length - 1]
|
||||
@@ -2388,7 +2387,7 @@ const level = {
|
||||
level.exit.draw();
|
||||
level.enter.draw();
|
||||
};
|
||||
level.customTopLayer = () => { };
|
||||
level.customTopLayer = () => {};
|
||||
level.setPosToSpawn(0, -50); //normal spawn
|
||||
level.exit.x = 1500;
|
||||
level.exit.y = -1875;
|
||||
@@ -5518,7 +5517,7 @@ const level = {
|
||||
if (mob[i].isBoss) me = mob[i]
|
||||
}
|
||||
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()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
@@ -5534,7 +5533,7 @@ const level = {
|
||||
if (mob[i].isBoss) me = mob[i]
|
||||
}
|
||||
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()
|
||||
doorSortieSalle.isOpen = false;
|
||||
};
|
||||
@@ -5759,11 +5758,11 @@ const level = {
|
||||
body[body.length] = part4;
|
||||
body[body.length] = part5;
|
||||
body[body.length] = part6;
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
chair.collisionFilter.category = cat.body;
|
||||
chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
chair2.collisionFilter.category = cat.body;
|
||||
chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -5818,7 +5817,7 @@ const level = {
|
||||
body[body.length] = rightUpperLeg
|
||||
body[body.length] = rightLowerArm
|
||||
body[body.length] = rightUpperArm
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
person.collisionFilter.category = cat.body;
|
||||
person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -6210,7 +6209,7 @@ const level = {
|
||||
level.exit.draw();
|
||||
level.enter.draw();
|
||||
};
|
||||
level.customTopLayer = () => { };
|
||||
level.customTopLayer = () => {};
|
||||
level.defaultZoom = 1800
|
||||
simulation.zoomTransition(level.defaultZoom)
|
||||
document.body.style.backgroundColor = "#dcdcde";
|
||||
@@ -7269,7 +7268,7 @@ const level = {
|
||||
body[body.length] = part1;
|
||||
body[body.length] = part2;
|
||||
body[body.length] = part3;
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
compoundParts.collisionFilter.category = cat.body;
|
||||
compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -7388,8 +7387,8 @@ const level = {
|
||||
|
||||
// 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) => {
|
||||
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) {
|
||||
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) {
|
||||
Matter.Body.setPosition(player, {
|
||||
x: 2800,
|
||||
y: m.pos.y
|
||||
|
||||
20
js/mob.js
20
js/mob.js
@@ -165,7 +165,7 @@ const mobs = {
|
||||
});
|
||||
}
|
||||
},
|
||||
endEffect() { },
|
||||
endEffect() {},
|
||||
dmg: tickDamage,
|
||||
type: "dot",
|
||||
endCycle: simulation.cycle + cycles,
|
||||
@@ -472,7 +472,7 @@ const mobs = {
|
||||
}
|
||||
},
|
||||
laser() {
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -609,7 +609,7 @@ const mobs = {
|
||||
ctx.fillStyle = "rgba(0,0,0,0.07)";
|
||||
ctx.fill();
|
||||
//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) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -676,7 +676,7 @@ const mobs = {
|
||||
},
|
||||
curl(range = 1000, mag = -10) {
|
||||
//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) {
|
||||
if (!array[i].isNotHoldable) {
|
||||
const sub = Vector.sub(center, array[i].position)
|
||||
@@ -825,7 +825,7 @@ const mobs = {
|
||||
//be sure to declare searchTarget in mob spawn
|
||||
//accelerate towards the searchTarget
|
||||
if (!this.seePlayer.recall) {
|
||||
const newTarget = function (that) {
|
||||
const newTarget = function(that) {
|
||||
if (Math.random() < 0.0005) {
|
||||
that.searchTarget = player.position; //chance to target player
|
||||
} else {
|
||||
@@ -1149,7 +1149,7 @@ const mobs = {
|
||||
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 {
|
||||
const amount = 0.01
|
||||
const amount = 0.005
|
||||
if (tech.isEnergyHealth) {
|
||||
if (m.maxEnergy > amount) {
|
||||
tech.healMaxEnergyBonus -= amount
|
||||
@@ -1228,7 +1228,7 @@ const mobs = {
|
||||
for (let i = 0, len = consBB.length; i < len; ++i) {
|
||||
if (consBB[i].bodyA === this) {
|
||||
if (consBB[i].bodyB.shield) {
|
||||
consBB[i].bodyB.do = function () {
|
||||
consBB[i].bodyB.do = function() {
|
||||
this.death();
|
||||
};
|
||||
}
|
||||
@@ -1238,7 +1238,7 @@ const mobs = {
|
||||
break;
|
||||
} else if (consBB[i].bodyB === this) {
|
||||
if (consBB[i].bodyA.shield) {
|
||||
consBB[i].bodyA.do = function () {
|
||||
consBB[i].bodyA.do = function() {
|
||||
this.death();
|
||||
};
|
||||
}
|
||||
@@ -1297,7 +1297,7 @@ const mobs = {
|
||||
//large mobs shrink so they don't block paths
|
||||
if (body[len].mass + body[len2].mass > 16) {
|
||||
const massLimit = 8 + 6 * Math.random()
|
||||
const shrink = function (that1, that2) {
|
||||
const shrink = function(that1, that2) {
|
||||
if (that1.mass + that2.mass > massLimit) {
|
||||
const scale = 0.95;
|
||||
Matter.Body.scale(that1, scale, scale);
|
||||
@@ -1320,7 +1320,7 @@ const mobs = {
|
||||
//large mobs shrink so they don't block paths
|
||||
if (body[len].mass > 9) {
|
||||
const massLimit = 7 + 4 * Math.random()
|
||||
const shrink = function (that) {
|
||||
const shrink = function(that) {
|
||||
if (that.mass > massLimit) {
|
||||
const scale = 0.95;
|
||||
Matter.Body.scale(that, scale, scale);
|
||||
|
||||
3494
js/player.js
3494
js/player.js
File diff suppressed because it is too large
Load Diff
336
js/spawn.js
336
js/spawn.js
File diff suppressed because it is too large
Load Diff
16178
js/tech.js
16178
js/tech.js
File diff suppressed because it is too large
Load Diff
39
todo.txt
39
todo.txt
@@ -1,24 +1,35 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost
|
||||
tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses)
|
||||
tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage
|
||||
|
||||
mob: launcherOne - launches 1 big seeker bullet that chases you
|
||||
black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase
|
||||
|
||||
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)
|
||||
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
|
||||
|
||||
******************************************************** 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
|
||||
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
|
||||
and maybe slows mobs it damages
|
||||
|
||||
Reference in New Issue
Block a user