slashBoss

new boss: slashBoss - same as slash mob, but it's get invulnerability of course

if you have upgraded bots then random bot will that type
being inside slime reduces gravity by 50% through buoyancy
difficulty increase for mobs harm is 2% lower per level
boson composite no longer lets you pass through elevators and rotors

NAND gate damage 50 -> 55.5%
This commit is contained in:
landgreen
2022-01-16 08:22:31 -08:00
parent 752a0034ed
commit 694ff23f61
6 changed files with 327 additions and 126 deletions

View File

@@ -2906,7 +2906,7 @@ const b = {
// }
},
onEnd() {
if (tech.isDroneRespawn) {
if (tech.isDroneRespawn && b.inventory.length) {
const who = b.guns[b.activeGun]
if (who.name === "drones" && who.ammo > 0 && mob.length) {
b.droneRadioactive({ x: this.position.x, y: this.position.y }, 0)
@@ -3320,55 +3320,57 @@ const b = {
// bullet[me].turnRate = 0.005 * (Math.random() - 0.5)
bullet[me].isInMap = false
bullet[me].do = function() {
const whom = Matter.Query.collides(this, mob)
if (whom.length && this.speed > 20) { //if touching a mob
for (let i = 0, len = whom.length; i < len; i++) {
who = whom[i].bodyA
if (who && who.mob) {
let immune = false
for (let i = 0; i < this.immuneList.length; i++) { //check if this needle has hit this mob already
if (this.immuneList[i] === who.id) {
immune = true
break
if (!m.isBodiesAsleep) {
const whom = Matter.Query.collides(this, mob)
if (whom.length && this.speed > 20) { //if touching a mob
for (let i = 0, len = whom.length; i < len; i++) {
who = whom[i].bodyA
if (who && who.mob) {
let immune = false
for (let i = 0; i < this.immuneList.length; i++) { //check if this needle has hit this mob already
if (this.immuneList[i] === who.id) {
immune = true
break
}
}
}
if (!immune) {
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 * 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
let dmg = this.dmg * tech.nailSize * b.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
}
if (tech.isCrit && who.isStunned) dmg *= 4
who.damage(dmg, tech.isShieldPierce);
if (who.alive) who.foundPlayer();
if (who.damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(dmg + 1.1) * 40 * who.damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
if (!immune) {
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 * 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
let dmg = this.dmg * tech.nailSize * b.dmgScale
if (tech.isNailRadiation) {
mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
dmg *= 0.25
}
if (tech.isCrit && who.isStunned) dmg *= 4
who.damage(dmg, tech.isShieldPierce);
if (who.alive) who.foundPlayer();
if (who.damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(dmg + 1.1) * 40 * who.damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
}
}
}
} else if (Matter.Query.collides(this, map).length) { //penetrate walls
if (!this.isInMap) { //turn after entering the map, but only turn once
this.isInMap = true
Matter.Body.setVelocity(this, Vector.rotate(this.velocity, 0.25 * (Math.random() - 0.5)));
Matter.Body.setAngle(this, Math.atan2(this.velocity.y, this.velocity.x))
}
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(this.velocity, -0.98))) //move back 1/2 your velocity = moving at 1/2 speed
} else if (Matter.Query.collides(this, body).length) { //penetrate blocks
Matter.Body.setAngularVelocity(this, 0)
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(this.velocity, -0.94))) //move back 1/2 your velocity = moving at 1/2 speed
} else if (this.speed < 30) {
this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
}
} else if (Matter.Query.collides(this, map).length) { //penetrate walls
if (!this.isInMap) { //turn after entering the map, but only turn once
this.isInMap = true
Matter.Body.setVelocity(this, Vector.rotate(this.velocity, 0.25 * (Math.random() - 0.5)));
Matter.Body.setAngle(this, Math.atan2(this.velocity.y, this.velocity.x))
}
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(this.velocity, -0.98))) //move back 1/2 your velocity = moving at 1/2 speed
} else if (Matter.Query.collides(this, body).length) { //penetrate blocks
Matter.Body.setAngularVelocity(this, 0)
Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(this.velocity, -0.94))) //move back 1/2 your velocity = moving at 1/2 speed
} else if (this.speed < 30) {
this.force.y += this.mass * 0.001; //no gravity until it slows down to improve aiming
}
};
} else {
@@ -3541,7 +3543,25 @@ const b = {
}
},
randomBot(where = player.position, isKeep = true, isLaser = true) {
if (Math.random() < 0.166 && isLaser) {
if (tech.isNailBotUpgrade) { //check for upgrades first
b.nailBot(where, isKeep)
if (isKeep) tech.nailBotCount++;
} else if (tech.isFoamBotUpgrade) {
b.foamBot(where, isKeep)
if (isKeep) tech.foamBotCount++;
} else if (tech.isBoomBotUpgrade) {
b.boomBot(where, isKeep)
if (isKeep) tech.boomBotCount++;
} else if (tech.isLaserBotUpgrade) {
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (tech.isOrbitBotUpgrade) {
b.orbitBot(where, isKeep);
if (isKeep) tech.orbitBotCount++;
} else if (tech.isDynamoBotUpgrade) {
b.dynamoBot(where, isKeep)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.166 && isLaser) { //random
b.laserBot(where, isKeep)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.2) {

View File

@@ -17,10 +17,10 @@ const level = {
// localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("wormhole")
// b.giveGuns("laser")
// m.setField("metamaterial cloaking")
// b.giveGuns("harpoon")
// for (let i = 0; i < 9; i++) tech.giveTech("slow light")
// tech.giveTech("invariant")
// tech.giveTech("boson composite")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// tech.giveTech("charmed baryons")
// tech.giveTech("tinsellated flagella")
@@ -41,7 +41,7 @@ const level = {
// for (let i = 0; i < 3; i++) tech.giveTech("undefined")
// lore.techCount = 3
// simulation.isCheating = false //true;
// localSettings.loreCount = 1; //this sets what conversation is heard
// localSettings.loreCount = 0; //this sets what conversation is heard
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
// level.null()
@@ -137,7 +137,7 @@ const level = {
if (simulation.accelScale < 6) simulation.accelScale *= 1.025 //mob acceleration increases each level
if (simulation.CDScale > 0.15) simulation.CDScale *= 0.965 //mob CD time decreases each level
}
simulation.dmgScale = 0.41 * simulation.difficulty //damage done by mobs increases each level
simulation.dmgScale = 0.4 * simulation.difficulty //damage done by mobs increases each level
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055) //a higher denominator makes for lower heals // m.health += heal * simulation.healScale;
// console.log(`CD = ${simulation.CDScale}`)
},
@@ -149,7 +149,7 @@ const level = {
if (simulation.CDScale < 1) simulation.CDScale /= 0.965 //mob CD time decreases each level
}
if (simulation.difficulty < 1) simulation.difficulty = 0;
simulation.dmgScale = 0.41 * simulation.difficulty //damage done by mobs increases each level
simulation.dmgScale = 0.4 * simulation.difficulty //damage done by mobs increases each level
if (simulation.dmgScale < 0.1) simulation.dmgScale = 0.1;
simulation.healScale = 1 / (1 + simulation.difficulty * 0.055)
},
@@ -241,7 +241,6 @@ const level = {
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
}
console.log(level.levels)
}
},
flipHorizontal() {
@@ -341,9 +340,10 @@ const level = {
y += height / 2
const who = body[body.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
category: cat.map,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
isNotHoldable: true,
frictionAir: frictionAir,
friction: 1,
@@ -435,9 +435,10 @@ const level = {
force += simulation.g
const who = body[body.length] = Bodies.rectangle(x, isAtTop ? maxHeight : y, width, height, {
collisionFilter: {
category: cat.body,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
category: cat.map,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 1,
@@ -581,21 +582,32 @@ const level = {
const rotor1 = Matter.Bodies.rectangle(x, y, width, radius, {
density: density,
isNotHoldable: true,
isNonStick: true
isNonStick: true,
collisionFilter: {
category: cat.map,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
});
const rotor2 = Matter.Bodies.rectangle(x, y, width, radius, {
angle: Math.PI / 2,
density: density,
isNotHoldable: true,
isNonStick: true
isNonStick: true,
collisionFilter: {
category: cat.map,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
});
rotor = Body.create({ //combine rotor1 and rotor2
parts: [rotor1, rotor2],
restitution: 0,
collisionFilter: {
category: cat.body,
mask: cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.powerUp | cat.player | cat.bullet
category: cat.map,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
});
Matter.Body.setPosition(rotor, {
x: x,
@@ -605,10 +617,10 @@ const level = {
body[body.length] = rotor1
body[body.length] = rotor2
setTimeout(function() {
rotor.collisionFilter.category = cat.body;
rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
}, 1000);
// setTimeout(function() {
// rotor.collisionFilter.category = cat.body;
// rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
// }, 1000);
const constraint = Constraint.create({ //fix rotor in place, but allow rotation
pointA: {
@@ -794,8 +806,6 @@ const level = {
this.isTouched = false
this.collisionFilter.mask = 0 //cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
this.returnCount = this.returnTime
const size = 1
// const vertices = [{ x: x * size, y: y, index: 0, isInternal: false }, { x: (x + width) * size, y: y, index: 1, isInternal: false }, { x: (x + width) * size, y: y + height, index: 4, isInternal: false }, { x: x * size, y: y + height, index: 3, isInternal: false }]
Matter.Body.setVertices(this, this.shrinkVertices(1)) //take on harpoon shape
Matter.Body.setVertices(this, vertices) //take on harpoon shape
}
@@ -818,7 +828,7 @@ const level = {
//delete any overlapping blocks
const blocks = Matter.Query.collides(this, body)
for (let i = 0; i < blocks.length; i++) {
if (blocks[i].bodyB !== this) { //dont' delete yourself
if (blocks[i].bodyB !== this && blocks[i].bodyB !== m.holdingTarget) { //dont' delete yourself <----- bug here maybe...
Matter.Composite.remove(engine.world, blocks[i].bodyB);
blocks[i].bodyB.isRemoveMeNow = true
for (let i = 1; i < body.length; i++) { //find which index in body array it is and remove from array
@@ -1168,6 +1178,9 @@ const level = {
x: Math.max(0.95, 1 - 0.036 * Math.abs(player.velocity.x)) * player.velocity.x,
y: slowY * player.velocity.y
});
//undo 1/2 of gravity
player.force.y -= 0.5 * player.mass * simulation.g;
}
//float power ups
powerUpCollide = Matter.Query.region(powerUp, this)
@@ -2427,16 +2440,16 @@ const level = {
button.query();
button.draw();
vanish1.query();
vanish2.query();
vanish3.query();
vanish4.query();
vanish5.query();
// vanish2.query();
// vanish3.query();
// vanish4.query();
// vanish5.query();
};
const vanish1 = level.vanish(1400, -200, 200, 50) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
const vanish2 = level.vanish(1825, -150, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
const vanish3 = level.vanish(1975, -150, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
const vanish4 = level.vanish(1825, -300, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
const vanish5 = level.vanish(1975, -300, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
// const vanish2 = level.vanish(1825, -150, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
// const vanish3 = level.vanish(1975, -150, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
// const vanish4 = level.vanish(1825, -300, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
// const vanish5 = level.vanish(1975, -300, 150, 150) //x, y, width, height, hide = { x: 0, y: 0 } //hide should just be somewhere behind the map so the player can't see it
level.setPosToSpawn(0, -450); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
@@ -2489,11 +2502,11 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
level.difficultyIncrease(1) //30 is near max on hard //60 is near max on why
level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
// spawn.starter(1900, -500, 200) //big boy
spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
// spawn.powerUpBoss(3200, -500)
@@ -2519,7 +2532,7 @@ const level = {
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
spawn.pulsar(1900, -500)
// spawn.pulsar(1900, -500)
// spawn.shield(mob[mob.length - 1], 1900, -500, 1);
// mob[mob.length - 1].isShielded = true
// spawn.nodeGroup(1200, 0, "grenadier")
@@ -8598,7 +8611,7 @@ const level = {
//Boss Spawning
if (simulation.difficulty > 5) {
spawn.randomLevelBoss(-2200, -700, ["historyBoss", "powerUpBossBaby", "blockBoss", "revolutionBoss"]);
spawn.randomLevelBoss(-2200, -700, ["powerUpBossBaby", "blockBoss", "revolutionBoss"]);
setTimeout(() => {
simulation.makeTextLog("<strong>UNKNOWN</strong>: \"They are coming for you.\"", 600);

View File

@@ -5,7 +5,7 @@ const spawn = {
randomLevelBoss(x, y, options = [
"shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "mantisBoss"
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "mantisBoss", "slashBoss"
]) {
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
@@ -3514,6 +3514,170 @@ const spawn = {
ctx.setLineDash([]);
}
},
slashBoss(x, y, radius = 80) {
mobs.spawn(x, y, 5, radius, "rgb(201,202,225)");
let me = mob[mob.length - 1];
Matter.Body.rotate(me, 2 * Math.PI * Math.random());
me.isBoss = true;
me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
me.seeAtDistance2 = 1000000;
me.accelMag = 0.001 + 0.0003 * simulation.accelScale;
Matter.Body.setDensity(me, 0.0005); //normal is 0.001
me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.seePlayerFreq = 20
me.lockedOn = null;
me.torqueMagnitude = 0.00024 * me.inertia * (Math.random() > 0.5 ? -1 : 1);
me.delay = 120 * simulation.CDScale;
me.cd = 0;
me.swordRadius = 0;
me.swordVertex = 1
me.swordRadiusMax = 1100 + 20 * simulation.difficulty;
me.swordRadiusGrowRate = me.swordRadiusMax * (0.005 + 0.0003 * simulation.difficulty)
me.isSlashing = false;
me.swordDamage = 0.07 * simulation.dmgScale
me.laserAngle = 3 * Math.PI / 5
const seeDistance2 = 200000
spawn.shield(me, x, y);
me.onDamage = function() {};
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function() {
this.seePlayerByHistory();
this.attraction();
this.checkStatus();
if (!m.isBodiesAsleep) this.sword() //does various things depending on what stage of the sword swing
// ctx.beginPath(); //hide map
// ctx.arc(this.position.x, this.position.y, 3000, 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
// ctx.fillStyle = "#444";
// ctx.fill();
};
me.swordWaiting = function() {
if (
this.seePlayer.recall &&
this.cd < simulation.cycle &&
this.distanceToPlayer2() < seeDistance2 &&
Matter.Query.ray(map, this.position, this.playerPosRandomY()).length === 0 &&
Matter.Query.ray(body, this.position, this.playerPosRandomY()).length === 0
) {
//find vertex farthest away from player
let dist = 0
for (let i = 0, len = this.vertices.length; i < len; i++) {
const D = Vector.magnitudeSquared(Vector.sub({ x: this.vertices[i].x, y: this.vertices[i].y }, m.pos))
if (D > dist) {
dist = D
this.swordVertex = i
}
}
this.laserAngle = this.swordVertex / 5 * 2 * Math.PI + 0.6283
this.sword = this.swordGrow
Matter.Body.setVelocity(this, { x: 0, y: 0 });
Matter.Body.setAngularVelocity(this, 0)
this.accelMag = 0
this.damageReduction = 0
this.isInvulnerable = true
this.frictionAir = 1
}
}
me.sword = me.swordWaiting //base function that changes during different aspects of the sword swing
me.swordGrow = function() {
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
this.swordRadius += this.swordRadiusGrowRate
if (this.swordRadius > this.swordRadiusMax) {
this.sword = this.swordSlash
this.spinCount = 0
}
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
}
me.swordSlash = function() {
this.laserSword(this.vertices[this.swordVertex], this.angle + this.laserAngle);
this.torque += this.torqueMagnitude;
this.spinCount++
if (this.spinCount > 80) {
this.sword = this.swordWaiting
this.swordRadius = 0
this.accelMag = 0.001 * simulation.accelScale;
this.cd = simulation.cycle + this.delay;
this.damageReduction = this.startingDamageReduction
this.isInvulnerable = false
this.frictionAir = 0.01
}
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
}
me.laserSword = function(where, angle) {
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let v = domain[i].vertices;
const len = v.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, v[j], v[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: v[j], v2: v[j + 1] };
}
}
results = simulation.checkLineIntersection(v1, v1End, v[0], v[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2) best = { x: results.x, y: results.y, dist2: dist2, who: domain[i], v1: v[0], v2: v[len] };
}
}
};
best = { x: null, y: null, dist2: Infinity, who: null, v1: null, v2: null };
const look = { x: where.x + this.swordRadius * Math.cos(angle), y: where.y + this.swordRadius * Math.sin(angle) };
vertexCollision(where, look, body); // vertexCollision(where, look, mob);
vertexCollision(where, look, map);
if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
m.damage(this.swordDamage);
simulation.drawList.push({ //add dmg to draw queue
x: best.x,
y: best.y,
radius: this.swordDamage * 1500,
color: "rgba(80,0,255,0.5)",
time: 20
});
}
if (best.dist2 === Infinity) best = look;
ctx.beginPath(); //draw beam
ctx.moveTo(where.x, where.y);
ctx.lineTo(best.x, best.y);
ctx.strokeStyle = "rgba(100,100,255,0.1)"; // Purple path
ctx.lineWidth = 25;
ctx.stroke();
ctx.strokeStyle = "rgba(100,100,255,0.5)"; // Purple path
ctx.lineWidth = 5;
ctx.setLineDash([70 + 300 * Math.random(), 55 * Math.random()]);
ctx.stroke(); // Draw it
ctx.setLineDash([]);
}
},
slasher(x, y, radius = 36 + Math.ceil(Math.random() * 25)) {
mobs.spawn(x, y, 5, radius, "rgb(201,202,225)");
let me = mob[mob.length - 1];

View File

@@ -214,7 +214,7 @@ const tech = {
if (tech.isAxion && tech.isHarmMACHO) dmg *= 1 + 0.75 * (1 - m.harmReduction())
if (tech.OccamDamage) dmg *= tech.OccamDamage
if (tech.isCloakingDamage) dmg *= 1.35
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.5
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555
if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg
if (tech.isTechDamage) dmg *= 1.9
@@ -1016,7 +1016,7 @@ const tech = {
{
name: "nail-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">nail-bot upgrade</a>`,
description: "<strong>convert</strong> your current bots to <strong>nail-bots</strong><br><strong>+500%</strong> <strong>fire rate</strong> and <strong>+40%</strong> nail <strong>velocity</strong>",
description: "<strong>convert</strong> your bots to <strong>nail-bots</strong><br><strong>+500%</strong> <strong>fire rate</strong> and <strong>+40%</strong> nail <strong>velocity</strong>",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1072,7 +1072,7 @@ const tech = {
{
name: "foam-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">foam-bot upgrade</a>`,
description: "<strong>convert</strong> your current bots to <strong>foam-bots</strong><br><strong>300%</strong> increased foam <strong>size</strong> and <strong>fire rate</strong>",
description: "<strong>convert</strong> your bots to <strong>foam-bots</strong><br><strong>300%</strong> increased foam <strong>size</strong> and <strong>fire rate</strong>",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1128,7 +1128,7 @@ const tech = {
{
name: "boom-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">boom-bot upgrade</a>`,
description: "<strong>convert</strong> your current bots to <strong>boom-bots</strong><br><strong>300%</strong> increased <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and size",
description: "<strong>convert</strong> your bots to <strong>boom-bots</strong><br><strong>300%</strong> increased <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and size",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1186,7 +1186,7 @@ const tech = {
{
name: "laser-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">laser-bot upgrade</a>`,
description: "<strong>convert</strong> your current bots to <strong>laser-bots</strong><br><strong>100%</strong> improved <strong class='color-d'>damage</strong>, efficiency, and range", // <strong>400%</strong> increased <strong>laser-bot</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
description: "<strong>convert</strong> your bots to <strong>laser-bots</strong><br><strong>100%</strong> improved <strong class='color-d'>damage</strong>, efficiency, and range", // <strong>400%</strong> increased <strong>laser-bot</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1242,7 +1242,7 @@ const tech = {
{
name: "orbital-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">orbital-bot upgrade</a>`,
description: "<strong>convert</strong> your current bots to <strong>orbital-bots</strong><br>increase <strong class='color-d'>damage</strong> by <strong>300%</strong> and <strong>radius</strong> by <strong>50%</strong>",
description: "<strong>convert</strong> your bots to <strong>orbital-bots</strong><br>increase <strong class='color-d'>damage</strong> by <strong>300%</strong> and <strong>radius</strong> by <strong>50%</strong>",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1307,7 +1307,7 @@ const tech = {
{
name: "dynamo-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot upgrade</a>`,
description: "<strong>convert</strong> your current bots to <strong>dynamo-bots</strong><br>increase regen to <strong>23</strong> <strong class='color-f'>energy</strong> per second",
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>increase regen to <strong>23</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1748,7 +1748,7 @@ const tech = {
},
{
name: "NAND gate",
description: "if in the <strong class='color-flop'>ON</strong> state<br>do <strong>50%</strong> more <strong class='color-d'>damage</strong>",
description: "if in the <strong class='color-flop'>ON</strong> state<br>do <strong>55.5%</strong> more <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 4,
@@ -6116,6 +6116,25 @@ const tech = {
if (this.count > 0) powerUps.research.changeRerolls(2)
}
},
{
name: "radiative equilibrium",
description: "for <strong>10 seconds</strong> after receiving <strong class='color-harm'>harm</strong><br>increase <strong class='color-d'>damage</strong> by <strong>200%</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass") && (build.isExperimentSelection || powerUps.research.count > 3)
},
requires: "negative mass, pilot wave",
effect() {
tech.isHarmDamage = true;
},
remove() {
tech.isHarmDamage = false;
}
},
{
name: "neutronium",
description: `reduce <strong class='color-harm'>harm</strong> by <strong>90%</strong> when your <strong class='color-f'>field</strong> is active<br><strong>move</strong> and <strong>jump</strong> <strong>33%</strong> <strong>slower</strong>`,
@@ -6223,7 +6242,7 @@ const tech = {
},
{
name: "bot manufacturing",
description: `use <strong>molecular assembler</strong> and ${powerUps.orb.research(2)}<br>to build <strong>3</strong> random <strong class='color-bot'>bots</strong>`,
description: `use ${powerUps.orb.research(2)} to build<br><strong>3</strong> random <strong class='color-bot'>bots</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,