sound-bot

new community level: dojo by weird_pusheen

sound-bot: makes phonon waves

  updated tech
drone repair -> von Neumann probe - if a drones ends near a block it will use that block to repair
quantum eraser -> metamaterial absorber: for each mob left alive after you exit a level there is a 17% chance to spawn a power up
uncertainty principle: extended to super balls
aperture: camera zooms in and out along with the skin animation

  balanced tech:
cordyceps: zombies are much smarter, faster, do more damage, and last longer
negative entropy -> self-assembly: 1 heal per 33->25% missing health on each new level
renormalization: 44 -> 46% and +3% JUNK tech to pool
parasitism: 60 -> 83% damage
non-renewables: 67 -> 78% damage
ground state: 200 -> 266 max energy
dark patterns: 17 -> 22% damage and JUNK
eternalism: 30 -> 24% damage
stimulated emission 15 -> 17% duplication
nitinol 30 -> 22% defense

bug fixes
This commit is contained in:
landgreen
2023-07-04 08:14:43 -07:00
parent 4415942b94
commit 6cd2502fb5
18 changed files with 1208 additions and 604 deletions

View File

@@ -17,7 +17,6 @@ const spawn = {
} else {
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
},
pickList: ["starter", "starter"],
fullPickList: [
@@ -49,93 +48,6 @@ const spawn = {
spawnChance(chance) {
return Math.random() < chance + 0.07 * simulation.difficulty && mob.length < -1 + 16 * Math.log10(simulation.difficulty + 1)
},
quantumEraserCheck() { //remove mobs from tech: quantum eraser
if (tech.isQuantumEraser && tech.quantumEraserCount > 0) {
//start at a random location in array
const randomMiddle = Math.floor(mob.length * Math.random())
let i = randomMiddle
for (let j = 0; j < mob.length; j++) {
i++
if (i > mob.length - 1) i = 0
if (mob[i].isDropPowerUp && mob[i].alive) { //&& !mob[i].isBoss
if (mob[i].isFinalBoss) {
tech.quantumEraserCount = 0;
return
} else {
tech.isQuantumEraserDuplication = true
mob[i].death()
tech.isQuantumEraserDuplication = false
}
//graphics
const color = 'rgba(255,255,255, 0.8)'
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
radius: mob[i].radius * 2,
color: color, //"rgba(0,0,0,0.6)",
time: 60
});
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
radius: mob[i].radius * 1,
color: color, //"rgba(0,0,0,0.85)",
time: 90
});
simulation.drawList.push({
x: mob[i].position.x,
y: mob[i].position.y,
radius: mob[i].radius * 0.5,
color: color, //"rgb(0,0,0)",
time: 120
});
tech.quantumEraserCount--
simulation.makeTextLog(`<span class='color-var'>tech</span>.quantumEraserCount <span class='color-symbol'>=</span> ${tech.quantumEraserCount}`)
if (tech.quantumEraserCount < 1) break
}
}
// for (let i = 0, len = mob.length; i < len; i++) {
// if (mob[i].isDropPowerUp && mob[i].alive) { //&& !mob[i].isBoss
// if (mob[i].isFinalBoss) {
// tech.quantumEraserCount = 0;
// return
// } else {
// tech.isQuantumEraserDuplication = true
// mob[i].death()
// tech.isQuantumEraserDuplication = false
// }
// //graphics
// const color = 'rgba(255,255,255, 0.8)'
// simulation.drawList.push({
// x: mob[i].position.x,
// y: mob[i].position.y,
// radius: mob[i].radius * 2,
// color: color, //"rgba(0,0,0,0.6)",
// time: 60
// });
// simulation.drawList.push({
// x: mob[i].position.x,
// y: mob[i].position.y,
// radius: mob[i].radius * 1,
// color: color, //"rgba(0,0,0,0.85)",
// time: 90
// });
// simulation.drawList.push({
// x: mob[i].position.x,
// y: mob[i].position.y,
// radius: mob[i].radius * 0.5,
// color: color, //"rgb(0,0,0)",
// time: 120
// });
// tech.quantumEraserCount--
// simulation.makeTextLog(`<span class='color-var'>tech</span>.quantumEraserCount <span class='color-symbol'>=</span> ${tech.quantumEraserCount}`)
// if (tech.quantumEraserCount < 1) break
// }
// }
}
},
randomMob(x, y, chance = 1) {
if (spawn.spawnChance(chance) || chance === Infinity) {
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
@@ -145,7 +57,6 @@ const spawn = {
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](x, y);
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
},
randomSmallMob(x, y,
num = Math.max(Math.min(Math.round(Math.random() * simulation.difficulty * 0.2), 4), 0),
@@ -163,7 +74,6 @@ const spawn = {
spawn[pick](x + Math.round((Math.random() - 0.5) * 20) + i * size * 2.5, y + Math.round((Math.random() - 0.5) * 20), size);
}
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
},
randomGroup(x, y, chance = 1) {
if (spawn.spawnChance(chance) && simulation.difficulty > 2 || chance === Infinity) {
@@ -198,7 +108,6 @@ const spawn = {
}
}
}
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
}
},
secondaryBossChance(x, y) {
@@ -588,7 +497,7 @@ const spawn = {
ctx.beginPath();
if (this.fadeCycle < 120) { //damage scales up over 2 seconds to give player time to move as it fades in
const scale = this.fadeCycle / 120
const dmg = this.fadeCycle < 60 ? 0 : 0.13 * simulation.dmgScale * scale
const dmg = this.fadeCycle < 60 ? 0 : 0.1 * simulation.dmgScale * scale
me.lasers(me.vertices[0], me.angle + Math.PI / 6, dmg);
me.lasers(me.vertices[1], me.angle + 3 * Math.PI / 6, dmg);
me.lasers(me.vertices[2], me.angle + 5 * Math.PI / 6, dmg);
@@ -1548,7 +1457,7 @@ const spawn = {
me.isDropPowerUp = false;
me.showHealthBar = false;
me.stroke = "#83a"
me.accelMag = 0.001
me.accelMag = 0.003
me.frictionAir = 0.005
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob
me.seeAtDistance2 = 1000000 //1000 vision range
@@ -1583,6 +1492,7 @@ const spawn = {
if (
!mob[i].isZombie &&
!mob[i].isUnblockable &&
!mob[i].isMobBullet &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0
// !mob[i].isBadTarget &&
@@ -1605,7 +1515,7 @@ const spawn = {
}
}
me.zombieHealthBar = function () {
this.health -= 0.0004 //decay
this.health -= 0.0003 //decay
if ((this.health < 0.01 || isNaN(this.health)) && this.alive) this.death();
const h = this.radius * 0.3;
const w = this.radius * 2;
@@ -1623,15 +1533,16 @@ const spawn = {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.target.position, this.position)), this.accelMag * this.mass)
} else { //wonder around
this.torque += 0.0000003 * this.inertia;
const mag = 0.00015 * this.mass
const mag = 0.0003 * this.mass
this.force.x += mag * Math.cos(this.angle)
this.force.y += mag * Math.sin(this.angle)
}
if (this.speed > 6) { // speed cap instead of friction to give more agility
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.93,
y: this.velocity.y * 0.93
});
if (this.speed > 15) { // speed cap instead of friction to give more agility
Matter.Body.setVelocity(this, { x: this.velocity.x * 0.96, y: this.velocity.y * 0.96 });
} else if (this.speed < 10) {
Matter.Body.setVelocity(this, { x: this.velocity.x * 0.98, y: this.velocity.y * 0.98 });
} else if (this.speed < 8) {
Matter.Body.setVelocity(this, { x: this.velocity.x * 0.99, y: this.velocity.y * 0.99 });
}
const hit = (who) => {
if (!who.isZombie && who.damageReduction) {
@@ -1642,9 +1553,14 @@ const spawn = {
this.force.y -= force.y;
this.target = null //look for a new target
const dmg = 1.3 * m.dmgScale
who.damage(dmg);
// who.damage(dmg);
//by pass normal damage method
const dmg = 1.5 * who.damageReduction / Math.sqrt(who.mass)
who.health -= dmg
who.onDamage(dmg); //custom damage effects
who.locatePlayer();
if ((who.health < 0.01 || isNaN(who.health)) && who.alive) who.death();
simulation.drawList.push({
x: this.position.x,
y: this.position.y,