railgun default harpoon
harpoon's crouch is now a harpoon sized railgun tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts toggling harpoon does 800 -> 600% more damage perfect diamagnetism default field is a bit larger bug fix with several periodic checks running off simulation time they now run on player time and will be active during time dilation fixed a bug where lore wasn't working
This commit is contained in:
58
js/bullet.js
58
js/bullet.js
@@ -1406,7 +1406,7 @@ const b = {
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this.caughtPowerUp.effect();
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Matter.Composite.remove(engine.world, this.caughtPowerUp);
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powerUp.splice(index, 1);
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 8 //0.006 is normal
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.008 * 6 //0.006 is normal
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} else {
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this.dropCaughtPowerUp()
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}
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@@ -1468,7 +1468,7 @@ const b = {
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}
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}
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} else {
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if (m.energy > 0.005) m.energy -= 0.005
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if (!tech.isRailEnergyGain && m.energy > 0.005) m.energy -= 0.005
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const sub = Vector.sub(this.position, m.pos)
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const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
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const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
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@@ -5597,9 +5597,8 @@ const b = {
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const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
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const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
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const totalCycles = 7 * (tech.isFilament ? 1 + 0.01 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
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if (input.down) {
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if (tech.isRailGun) {
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if (input.down) { //railgun
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// if (true) {
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function pushAway(range) { //push away blocks when firing
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for (let i = 0, len = mob.length; i < len; ++i) {
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const SUB = Vector.sub(mob[i].position, m.pos)
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@@ -5624,9 +5623,8 @@ const b = {
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}
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const me = bullet.length;
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const size = 3 + tech.isLargeHarpoon * 0.1 * Math.sqrt(this.ammo)
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bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, { //start as a small shape that can't even be seen
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vertexGoal: [{ x: -40 * size, y: 2 * size, index: 0, isInternal: false }, { x: -40 * size, y: -2 * size, index: 1, isInternal: false }, { x: 50 * size, y: -3 * size, index: 3, isInternal: false }, { x: 30 * size, y: 2 * size, index: 4, isInternal: false }],
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vertexGoal: [{ x: -40 * harpoonSize, y: 2 * harpoonSize, index: 0, isInternal: false }, { x: -40 * harpoonSize, y: -2 * harpoonSize, index: 1, isInternal: false }, { x: 50 * harpoonSize, y: -3 * harpoonSize, index: 3, isInternal: false }, { x: 30 * harpoonSize, y: 2 * harpoonSize, index: 4, isInternal: false }],
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density: 0.03, //0.001 is normal
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restitution: 0,
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frictionAir: 0,
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@@ -5812,31 +5810,31 @@ const b = {
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}
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}
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}
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} else {
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// if (true) { //grappling hook, not working really
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// if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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// b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
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// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
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// const speed = 50
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// const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
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// Matter.Body.setVelocity(player, velocity);
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// } else {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
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const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
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const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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if (dist < closest.distance && dot > 0.95 && dist * dot * dot * dot * dot > 880) { //target closest mob that player is looking at and isn't too close to target
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closest.distance = dist
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closest.target = mob[i]
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}
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}
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}
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b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
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m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
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}
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// // if (true) { //grappling hook, not working really
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// // if (m.immuneCycle < m.cycle + 60) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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// // b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
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// // m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
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// // const speed = 50
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// // const velocity = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
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// // Matter.Body.setVelocity(player, velocity);
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// // } else {
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
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// const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
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// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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// if (dist < closest.distance && dot > 0.95 && dist * dot * dot * dot * dot > 880) { //target closest mob that player is looking at and isn't too close to target
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// closest.distance = dist
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// closest.target = mob[i]
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// }
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// }
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// }
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// b.harpoon(where, closest.target, m.angle, harpoonSize, false, 15)
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// m.fireCDcycle = m.cycle + 50 * b.fireCDscale; // cool down
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// }
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} else if (tech.extraHarpoons) {
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const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1)
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let targetCount = 0
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@@ -19,9 +19,9 @@ 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("standing wave")
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// b.giveGuns("laser")
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// b.giveGuns("harpoon")
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// for (let i = 0; i < 100; i++) tech.giveTech("slow light")
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// tech.giveTech("eject")
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// tech.giveTech("recycling")
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// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
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// tech.giveTech("tinsellated flagella")
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// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
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@@ -2374,8 +2374,8 @@ const level = {
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},
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null() {
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level.levels.pop(); //remove lore level from rotation
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level.onLevel--
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console.log(level.onLevel, level.levels)
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// level.onLevel--
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// console.log(level.onLevel, level.levels)
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//start a conversation based on the number of conversations seen
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if (localSettings.loreCount < lore.conversation.length && !simulation.isCheating) {
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lore.testSpeechAPI() //see if speech is working
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@@ -1723,8 +1723,8 @@ const m = {
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}
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m.hold = function() {
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const wave = Math.sin(m.cycle * 0.022);
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m.fieldRange = 160 + 12 * wave + 100 * tech.isBigField
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m.fieldArc = 0.34 + 0.04 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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m.fieldRange = 180 + 12 * wave + 100 * tech.isBigField
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m.fieldArc = 0.35 + 0.045 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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m.calculateFieldThreshold();
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if (m.isHolding) {
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m.drawHold(m.holdingTarget);
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@@ -888,7 +888,7 @@ const simulation = {
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// }
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// },
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checks() {
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if (!(simulation.cycle % 60)) { //once a second
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if (!(m.cycle % 60)) { //once a second
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//energy overfill
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if (m.energy > m.maxEnergy) m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
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if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) {
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@@ -942,12 +942,13 @@ const simulation = {
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// }
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// }
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if (m.lastKillCycle + 300 > simulation.cycle) { //effects active for 5 seconds after killing a mob
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if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
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if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05
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console.log(`lastKill = ${m.lastKillCycle}, cycle = ${m.cycle}, health = ${m.health}, maxHealth = ${m.maxHealth}`)
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if (tech.isHealthRecovery) m.addHealth(0.01 * m.maxHealth)
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}
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if (!(simulation.cycle % 420)) { //once every 7 seconds
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if (!(m.cycle % 420)) { //once every 7 seconds
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if (tech.isZeno) {
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m.health *= 0.9167 //remove 1/12
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m.displayHealth();
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50
js/tech.js
50
js/tech.js
@@ -5330,16 +5330,16 @@ const tech = {
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{
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name: "capacitor bank",
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// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
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descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
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descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.haveGunCheck("harpoon", false) ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isRailGun || tech.isTokamak || tech.isPulseLaser
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return tech.blockDamage > 0.075 || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
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},
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requires: "throwing blocks, foam, railgun, pulse, tokamak",
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requires: "throwing blocks, foam, pulse, tokamak",
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effect() {
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tech.isCapacitor = true;
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},
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@@ -5537,7 +5537,7 @@ const tech = {
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},
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{
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name: "toggling harpoon",
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description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>800%</strong> after using it to collect a <strong>power up</strong>",
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description: "increase the <strong class='color-d'>damage</strong> of your next <strong>harpoon</strong><br>by <strong>600%</strong> after using it to collect a <strong>power up</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5574,9 +5574,28 @@ const tech = {
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tech.extraHarpoons = 0;
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}
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},
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// {
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// name: "railgun",
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// description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
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// isGunTech: true,
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// allowed() {
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// return tech.haveGunCheck("harpoon")
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// },
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// requires: "railgun",
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// effect() {
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// tech.isRailGun = true;
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// },
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// remove() {
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// tech.isRailGun = false;
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// }
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// },
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{
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name: "railgun",
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description: "firing the <strong>harpoon</strong> while crouched launches<br>a rod that is <strong>faster</strong>, <strong>larger</strong>, and more <strong>dense</strong>",
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name: "half-wave rectifier",
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description: "<strong>harpoons</strong> drain no <strong class='color-f'>energy</strong> as they <strong>retract</strong><br><strong>crouch</strong> firing <strong>harpoon</strong> generates <strong class='color-f'>energy</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5586,25 +5605,6 @@ const tech = {
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return tech.haveGunCheck("harpoon")
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},
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requires: "railgun",
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effect() {
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tech.isRailGun = true;
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},
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remove() {
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tech.isRailGun = false;
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}
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},
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{
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name: "half-wave rectifier",
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description: "charging the <strong>railgun</strong> gives you <strong class='color-f'>energy</strong><br><em>instead of draining it</em>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isRailGun
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},
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requires: "harpoon, railgun",
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effect() {
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tech.isRailEnergyGain = true;
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},
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16
todo.txt
16
todo.txt
@@ -1,15 +1,17 @@
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******************************************************** NEXT PATCH **************************************************
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seeds are displayed in pause menu and intro map
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seeds from your previous run is displayed in settings after you die
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fixed some minor seed inconsistency
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harpoon's crouch is now a harpoon sized railgun
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tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts
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toggling harpoon does 800 -> 600% more damage
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perfect diamagnetism default field is a bit larger
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bug fix with several periodic checks running off simulation time
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they now run on player time and will be active during time dilation
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fixed a bug where lore wasn't working
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******************************************************** TODO ********************************************************
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make railgun default fire mode for crouch harpoon?
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buff perfect diamagnetism
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make a seed/hash system that controls only the tech/guns/fields shown
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URL sharing could include a seed
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seed will control:
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