stress concentration

nail gun tech: stress concentration - if a mob has below 50% durability after taking damage
  from needles or rivets near the center of it's body it dies

caliber 16->25% nail, needle, rivet size/damage
combined tech: flagella - spores move +50% faster
  spores follow you if they can't find a target
shock wave stun also applies to sporangium
  no longer reduces explosion size

JUNK tech: reincarnation - kill all mobs and spawn new ones
  (also spawn a few extra mobs for fun)

updated pause menu and fields descriptions to new wording style

bug fixes
This commit is contained in:
landgreen
2022-06-19 08:32:45 -07:00
parent e68ed81ba1
commit 698c18482b
9 changed files with 412 additions and 222 deletions

View File

@@ -47,13 +47,13 @@ const spawn = {
},
randomMob(x, y, chance = 1) {
if (spawn.spawnChance(chance) || chance === Infinity) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x, y);
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x, y);
}
if (tech.isMoreMobs || (tech.isDuplicateBoss && Math.random() < tech.duplicationChance())) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x, y);
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x, y);
}
},
randomSmallMob(x, y,
@@ -62,14 +62,14 @@ const spawn = {
chance = 1) {
if (spawn.spawnChance(chance)) {
for (let i = 0; i < num; ++i) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
if (tech.isMoreMobs || (tech.isDuplicateBoss && Math.random() < tech.duplicationChance())) {
for (let i = 0; i < num; ++i) {
const pick = this.pickList[Math.floor(Math.random() * this.pickList.length)];
this[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
},
@@ -3576,7 +3576,7 @@ const spawn = {
ctx.setLineDash([]);
}
},
sprayBoss(x, y, radius = 30, isSpawnBossPowerUp = true) {
sprayBoss(x, y, radius = 35, isSpawnBossPowerUp = true) {
mobs.spawn(x, y, 16, radius, "rgb(255,255,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
@@ -3587,7 +3587,7 @@ const spawn = {
me.friction = 0;
me.frictionAir = 0;
me.restitution = 1
spawn.spawnOrbitals(me, radius + 50 + 150 * Math.random(), 1)
spawn.spawnOrbitals(me, radius + 50 + 125 * Math.random(), 1)
Matter.Body.setDensity(me, 0.0022 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.09 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
@@ -3630,8 +3630,8 @@ const spawn = {
if (this.speed < 0.01) {
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), 0.1));
} else {
if (Math.abs(this.velocity.y) < 12) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
if (Math.abs(this.velocity.x) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
if (Math.abs(this.velocity.y) < 11) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
if (Math.abs(this.velocity.x) < 8) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
}
}
me.burstFire = function() {
@@ -5188,12 +5188,12 @@ const spawn = {
me.eventHorizon = 0; //set in mob loop
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.004;
me.frictionAir = 0.005;
me.accelMag = 0.00008 + 0.00002 * simulation.accelScale
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random())
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0025); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.07 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
@@ -5217,10 +5217,14 @@ const spawn = {
this.attraction();
this.damageReduction = this.startingDamageReduction
this.isInvulnerable = false
if (!(simulation.cycle % 15)) requestAnimationFrame(() => {
simulation.timePlayerSkip(5)
simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
}); //wrapping in animation frame prevents errors, probably
// if (!(simulation.cycle % 15)) requestAnimationFrame(() => {
// simulation.timePlayerSkip(5)
// // simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
// }); //wrapping in animation frame prevents errors, probably
requestAnimationFrame(() => {
simulation.timePlayerSkip(1)
m.walk_cycle += m.flipLegs * m.Vx //makes the legs look like they are moving fast
}); //wrapping in animation frame prevents errors, probably
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);