fireworks

grenade now has 3 fireworks options, you can only have 1 at a time
  flame test, fireworks, pyrotechnics
implosion has been removed
controlled explosion 3->4 research

base matter wave moves 20% faster
gun science renamed ordnance

bug fixes
This commit is contained in:
landgreen
2022-05-20 05:57:57 -07:00
parent dd8fd925e0
commit 6e1e256a1f
6 changed files with 120 additions and 142 deletions

BIN
.DS_Store vendored

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@@ -183,7 +183,7 @@
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</svg> </svg>
</a> </a>
Chat about n-gon in the <a href="https://discord.gg/2eC9pgJ">discord</a>.<br> Let me know about ideas, or bugs. Chat about n-gon in the <a href="https://discord.gg/JyfrKbXTfw">discord</a>.<br> Let me know about ideas, or bugs.
<br><br><br> <br><br><br>
<a href="https://github.com/landgreen/n-gon"> <a href="https://github.com/landgreen/n-gon">
<svg viewBox="0 0 100 16" xmlns="http://www.w3.org/2000/svg" fill="#1B1F23"> <svg viewBox="0 0 100 16" xmlns="http://www.w3.org/2000/svg" fill="#1B1F23">

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@@ -430,18 +430,18 @@ const b = {
m.energy -= 0.15 m.energy -= 0.15
m.damage(0.01 * harm); //remove 99% of the damage 1-0.99 m.damage(0.01 * harm); //remove 99% of the damage 1-0.99
// console.log(Math.max(0, Math.min(0.15 - 0.01 * player.speed, 0.15))) // console.log(Math.max(0, Math.min(0.15 - 0.01 * player.speed, 0.15)))
knock = Vector.mult(Vector.normalise(sub), 0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)) * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)));
player.force.x = knock.x; // not += so crazy forces can't build up with MIRV player.force.x = knock.x; // not += so crazy forces can't build up with MIRV
player.force.y = knock.y - 0.3; //some extra vertical kick player.force.y = knock.y - 0.3; //some extra vertical kick
} else { } else {
if (simulation.dmgScale) m.damage(harm); if (simulation.dmgScale) m.damage(harm);
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * player.mass * 0.013 * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
player.force.x += knock.x; player.force.x += knock.x;
player.force.y += knock.y; player.force.y += knock.y;
} }
} }
} else if (dist < alertRange) { } else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * player.mass * 0.005 * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
player.force.x += knock.x; player.force.x += knock.x;
player.force.y += knock.y; player.force.y += knock.y;
} }
@@ -453,7 +453,7 @@ const b = {
sub = Vector.sub(where, body[i].position); sub = Vector.sub(where, body[i].position);
dist = Vector.magnitude(sub); dist = Vector.magnitude(sub);
if (dist < radius) { if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * body[i].mass * 0.022 * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * body[i].mass * 0.022);
body[i].force.x += knock.x; body[i].force.x += knock.x;
body[i].force.y += knock.y; body[i].force.y += knock.y;
if (tech.isBlockExplode) { if (tech.isBlockExplode) {
@@ -468,7 +468,7 @@ const b = {
}, 150 + 300 * Math.random()); }, 150 + 300 * Math.random());
} }
} else if (dist < alertRange) { } else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * body[i].mass * 0.011 * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * body[i].mass * 0.011);
body[i].force.x += knock.x; body[i].force.x += knock.x;
body[i].force.y += knock.y; body[i].force.y += knock.y;
} }
@@ -480,11 +480,11 @@ const b = {
sub = Vector.sub(where, powerUp[i].position); sub = Vector.sub(where, powerUp[i].position);
dist = Vector.magnitude(sub); dist = Vector.magnitude(sub);
if (dist < radius) { if (dist < radius) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * powerUp[i].mass * 0.013 * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * powerUp[i].mass * 0.013);
powerUp[i].force.x += knock.x; powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y; powerUp[i].force.y += knock.y;
} else if (dist < alertRange) { } else if (dist < alertRange) {
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * powerUp[i].mass * 0.007 * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * powerUp[i].mass * 0.007);
powerUp[i].force.x += knock.x; powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y; powerUp[i].force.y += knock.y;
} }
@@ -501,12 +501,10 @@ const b = {
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mob[i].damage(dmg * damageScale * m.dmgScale); mob[i].damage(dmg * damageScale * m.dmgScale);
mob[i].locatePlayer(); mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.003 : 0.01));
if (tech.isExplosionStun) { if (tech.isExplosionStun) {
mobs.statusStun(mob[i], 120) mobs.statusStun(mob[i], 120)
knock *= 0.1 } else if (!mob[i].isInvulnerable) {
}
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.005 : 0.01) * tech.implosion);
if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x; mob[i].force.x += knock.x;
mob[i].force.y += knock.y; mob[i].force.y += knock.y;
} }
@@ -514,12 +512,10 @@ const b = {
damageScale *= 0.87 //reduced damage for each additional explosion target damageScale *= 0.87 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) { } else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer(); mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.002 : 0.006) * tech.implosion); knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0 : 0.006));
if (tech.isExplosionStun) { if (tech.isExplosionStun) {
mobs.statusStun(mob[i], 60) mobs.statusStun(mob[i], 60)
knock *= 0.1 } else if (!mob[i].isInvulnerable) {
}
if (!mob[i].isInvulnerable) {
mob[i].force.x += knock.x; mob[i].force.x += knock.x;
mob[i].force.y += knock.y; mob[i].force.y += knock.y;
} }
@@ -773,10 +769,10 @@ const b = {
const cycle = () => { const cycle = () => {
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else { if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
count++ count++
if (count < 60 && m.alive) requestAnimationFrame(cycle); if (count < 110 && m.alive) requestAnimationFrame(cycle);
if (!(count % 8)) { if (!(count % 10)) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random()) const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.011 + 0.03 * Math.random()))), size * (0.5 + Math.random() * 0.35), `hsla(${360*Math.random()},100%,66%,0.6)`); //makes bullet do explosive damage at end b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.01 + 0.02 * Math.random()))), size * (0.4 + Math.random() * 0.35), `hsla(${360*Math.random()},100%,66%,0.6)`); //makes bullet do explosive damage at end
} }
} }
} }
@@ -791,7 +787,7 @@ const b = {
if (count < 21 && m.alive) requestAnimationFrame(cycle); if (count < 21 && m.alive) requestAnimationFrame(cycle);
if (count % 2) { if (count % 2) {
const unit = Vector.rotate({ x: 1, y: 0 }, curl * 6.28 * count / 18 + off) const unit = Vector.rotate({ x: 1, y: 0 }, curl * 6.28 * count / 18 + off)
b.explosion(Vector.add(where, Vector.mult(unit, size * 0.8)), size * 0.75, color); //makes bullet do explosive damage at end b.explosion(Vector.add(where, Vector.mult(unit, size * 0.75)), size * 0.7, color); //makes bullet do explosive damage at end
} }
} }
} }
@@ -800,6 +796,48 @@ const b = {
let count = 0 let count = 0
requestAnimationFrame(cycle); requestAnimationFrame(cycle);
}, },
fireFlower(where, size) { //can occur after grenades detonate
// size *= b.explosionRange()
const range = size * Math.sqrt(b.explosionRange())
const cycle = () => {
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
if (count < 30 && m.alive) requestAnimationFrame(cycle);
if (count === 0) {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
b.explosion(where, size * 0.8, color);
}
if (count === 8) {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
for (let i = 0, len = 6; i < len; i++) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.2 * range)), size * 0.6, color); //makes bullet do explosive damage at end
}
}
if (count === 16) {
const color = `hsla(${360*Math.random()},100%,66%,0.6)`
for (let i = 0, len = 10; i < len; i++) {
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.75 * range)), size * 0.45, color); //makes bullet do explosive damage at end
}
}
count++
}
}
let count = 0
requestAnimationFrame(cycle);
},
grenadeEnd() {
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isPetalsExplode) {
b.fireFlower(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
} else {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
},
grenade() { grenade() {
}, },
@@ -808,17 +846,8 @@ const b = {
const me = bullet.length; const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false)); bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003); Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = (tech.implosion ? 375 : 300) * size + 100 * tech.isBlockExplode; bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = function() { bullet[me].onEnd = b.grenadeEnd
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
} else {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].minDmgSpeed = 1; bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function() { bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
@@ -839,16 +868,8 @@ const b = {
const me = bullet.length; const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false)); bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003); Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = (tech.implosion ? 375 : 300) * size + 100 * tech.isBlockExplode; bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = function() { bullet[me].onEnd = b.grenadeEnd
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
}
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].minDmgSpeed = 1; bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function() { bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
@@ -879,28 +900,18 @@ const b = {
const me = bullet.length; const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false)); bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003); Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = (tech.implosion ? 425 : 350) * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100 bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() { bullet[me].onEnd = b.grenadeEnd
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
}
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].minDmgSpeed = 1; bullet[me].minDmgSpeed = 1;
bullet[me].beforeDmg = function() { bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
}; };
speed = input.down ? 46 : 32 speed = input.down ? 46 : 32
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle), x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: m.Vy / 2 + speed * Math.sin(angle)
}); });
Composite.add(engine.world, bullet[me]); //add bullet to world Composite.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 70; bullet[me].endCycle = simulation.cycle + 70;
bullet[me].frictionAir = 0.07; bullet[me].frictionAir = 0.07;
const MAG = 0.015 const MAG = 0.015
@@ -961,16 +972,8 @@ const b = {
const me = bullet.length; const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false)); bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0002); Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].explodeRad = (tech.implosion ? 425 : 350) * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100 bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() { bullet[me].onEnd = b.grenadeEnd
if (tech.isCircleExplode) {
b.starburst(this.position, this.explodeRad)
} else if (tech.isClusterExplode) {
b.fireworks(this.position, this.explodeRad)
}
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].beforeDmg = function() { bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
}; };
@@ -1056,15 +1059,12 @@ const b = {
if (tech.isRPG) { if (tech.isRPG) {
const SCALE = 2 const SCALE = 2
Matter.Body.scale(bullet[me], SCALE, SCALE); Matter.Body.scale(bullet[me], SCALE, SCALE);
speed = input.down ? 25 : 15 speed = input.down ? 25 : 15
// speed = input.down ? 43 : 32 // speed = input.down ? 43 : 32
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle), x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle) y: m.Vy / 2 + speed * Math.sin(angle)
}); });
const MAG = 0.005 const MAG = 0.005
bullet[me].thrust = { bullet[me].thrust = {
x: bullet[me].mass * MAG * Math.cos(angle), x: bullet[me].mass * MAG * Math.cos(angle),
@@ -5643,7 +5643,7 @@ const b = {
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5)); ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
} }
} }
this.waves[i].radius += tech.waveBeamSpeed * this.waves[i].expanding //expand / move this.waves[i].radius += 0.9 * tech.waveBeamSpeed * this.waves[i].expanding //expand / move
// if (this.waves[i].radius > end) this.waves.splice(i, 1) //end // if (this.waves[i].radius > end) this.waves.splice(i, 1) //end
if (this.waves[i].radius > end) { if (this.waves[i].radius > end) {
this.waves[i].expanding = -1 this.waves[i].expanding = -1
@@ -5738,7 +5738,7 @@ const b = {
} }
// ctx.stroke(); //draw vibes // ctx.stroke(); //draw vibes
this.waves[i].radius += tech.waveBeamSpeed * 2 * this.waves[i].expanding //expand / move this.waves[i].radius += tech.waveBeamSpeed * 1.8 * this.waves[i].expanding //expand / move
if (this.waves[i].radius > end) { if (this.waves[i].radius > end) {
this.waves[i].expanding = -1 this.waves[i].expanding = -1
this.waves[i].reflection-- this.waves[i].reflection--
@@ -5857,9 +5857,9 @@ const b = {
let waveSpeedMap = 0.1 let waveSpeedMap = 0.1
let waveSpeedBody = 0.25 let waveSpeedBody = 0.25
if (tech.isPhaseVelocity) { if (tech.isPhaseVelocity) {
waveSpeedMap = 3 waveSpeedMap = 3.5
waveSpeedBody = 1.9 waveSpeedBody = 2
bullet[me].dmg *= 1.15 bullet[me].dmg *= 1.2
} }
if (tech.waveReflections) { if (tech.waveReflections) {
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange

View File

@@ -15,16 +15,16 @@ const level = {
levels: [], levels: [],
start() { start() {
if (level.levelsCleared === 0) { //this code only runs on the first level if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true // // simulation.isHorizontalFlipped = true
// m.setField("perfect diamagnetism") // m.setField("wormhole")
// b.giveGuns("grenades") // b.giveGuns("matter wave")
// tech.giveTech("rule 30") // tech.giveTech("chain reaction")
// tech.giveTech("cherenkov radiation") // tech.giveTech("fireworks")
// tech.giveTech("flame test") // tech.giveTech("flame test")
// tech.giveTech("pyrotechnics") // tech.giveTech("pyrotechnics")
// for (let i = 0; i < 10; i++) tech.giveTech("replication") // for (let i = 0; i < 10; i++) tech.giveTech("replication")
// tech.giveTech("decoherence") // tech.giveTech("acetone peroxide")
// tech.giveTech("pneumatic actuator") // for (let i = 0; i < 10; i++) tech.giveTech("ammonium nitrate")
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech"); // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research"); // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
// for (let i = 0; i < 15; i++) tech.giveTech() // for (let i = 0; i < 15; i++) tech.giveTech()
@@ -2652,7 +2652,7 @@ const level = {
// spawn.slashBoss(1900, -500) // spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500) // spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500) // spawn.laserTargetingBoss(1700, -500)
// spawn.powerUpBoss(1900, -500) spawn.powerUpBoss(1900, -500)
// spawn.powerUpBossBaby(3200, -500) // spawn.powerUpBossBaby(3200, -500)
// spawn.snakeBoss(1700, -500) // spawn.snakeBoss(1700, -500)
// spawn.streamBoss(3200, -500) // spawn.streamBoss(3200, -500)
@@ -2663,7 +2663,7 @@ const level = {
// spawn.blinkBoss(1700, -500) // spawn.blinkBoss(1700, -500)
// spawn.snakeSpitBoss(3200, -500) // spawn.snakeSpitBoss(3200, -500)
// spawn.laserBombingBoss(1700, -500) // spawn.laserBombingBoss(1700, -500)
spawn.launcherBoss(3200, -500) // spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500) // spawn.blockBoss(1700, -500)
// spawn.blinkBoss(3200, -500) // spawn.blinkBoss(3200, -500)
// spawn.spiderBoss(1700, -500) // spawn.spiderBoss(1700, -500)

View File

@@ -301,7 +301,7 @@ const tech = {
} }
}, },
tech: [{ tech: [{
name: "gun sciences", name: "ordnance",
description: "</strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>", description: "</strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -4396,7 +4396,7 @@ const tech = {
// //
{ {
name: "phase velocity", name: "phase velocity",
description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>increase matter wave <strong class='color-d'>damage</strong> by <strong>15%</strong>", description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>increase matter wave <strong class='color-d'>damage</strong> by <strong>20%</strong>",
// description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>", // description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
isGunTech: true, isGunTech: true,
maxCount: 1, maxCount: 1,
@@ -4471,7 +4471,7 @@ const tech = {
tech.waveBeamDamage += 1.5 * 0.37 //this sets base matter wave damage tech.waveBeamDamage += 1.5 * 0.37 //this sets base matter wave damage
}, },
remove() { remove() {
tech.waveBeamSpeed = 10; tech.waveBeamSpeed = 12;
tech.waveBeamDamage = 1.5 //this sets base matter wave damage tech.waveBeamDamage = 1.5 //this sets base matter wave damage
} }
}, },
@@ -4789,25 +4789,25 @@ const tech = {
// }, // },
{ {
name: "controlled explosion", name: "controlled explosion",
description: `use ${powerUps.orb.research(3)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`, description: `use ${powerUps.orb.research(4)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`,
isGunTech: true, isGunTech: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 2, frequency: 2,
frequencyDefault: 2, frequencyDefault: 2,
allowed() { allowed() {
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)) return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 3) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
}, },
requires: "an explosive damage source, not electric reactive armor", requires: "an explosive damage source, not electric reactive armor",
effect: () => { effect: () => {
tech.isSmartRadius = true; tech.isSmartRadius = true;
for (let i = 0; i < 3; i++) { for (let i = 0; i < 4; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
} }
}, },
remove() { remove() {
tech.isSmartRadius = false; tech.isSmartRadius = false;
if (this.count > 0) powerUps.research.changeRerolls(3) if (this.count > 0) powerUps.research.changeRerolls(4)
} }
}, },
{ {
@@ -4891,25 +4891,6 @@ const tech = {
b.setGrenadeMode() b.setGrenadeMode()
} }
}, },
{
name: "implosion",
description: "<strong class='color-e'>explosions</strong> pull objects towards them<br>increase <strong>grenade</strong> radius and <strong class='color-d'>damage</strong> <strong>25%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isExplodeRadio && !tech.isNeutronBomb
},
requires: "grenades, not iridium-192, neutron bomb",
effect: () => {
tech.implosion = 1;
},
remove() {
tech.implosion = -1;
}
},
{ {
name: "chain reaction", name: "chain reaction",
description: "increase <strong>grenade</strong> radius and <strong class='color-d'>damage</strong> <strong>33%</strong><br><strong class='color-block'>blocks</strong> caught in <strong class='color-e'>explosions</strong> also <strong class='color-e'>explode</strong>", description: "increase <strong>grenade</strong> radius and <strong class='color-d'>damage</strong> <strong>33%</strong><br><strong class='color-block'>blocks</strong> caught in <strong class='color-e'>explosions</strong> also <strong class='color-e'>explode</strong>",
@@ -4938,9 +4919,9 @@ const tech = {
frequency: 2, frequency: 2,
frequencyDefault: 2, frequencyDefault: 2,
allowed() { allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isCircleExplode && !tech.isPetalsExplode
}, },
requires: "grenades, not neutron bomb", requires: "grenades, not neutron bomb, pyrotechnics, fireworks",
effect() { effect() {
tech.isClusterExplode = true; tech.isClusterExplode = true;
}, },
@@ -4957,9 +4938,9 @@ const tech = {
frequency: 2, frequency: 2,
frequencyDefault: 2, frequencyDefault: 2,
allowed() { allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && tech.isClusterExplode return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isPetalsExplode
}, },
requires: "grenades, flame test, not neutron bomb", requires: "grenades, not neutron bomb, flame test, fireworks",
effect() { effect() {
tech.isCircleExplode = true; tech.isCircleExplode = true;
}, },
@@ -4967,6 +4948,25 @@ const tech = {
tech.isCircleExplode = false; tech.isCircleExplode = false;
} }
}, },
{
name: "fireworks",
description: "when <strong>grenades</strong> detonate they release<br>colorful rings <strong>petals</strong> of <strong class='color-e'>explosions</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isCircleExplode
},
requires: "grenades, not neutron bomb, pyrotechnics, flame test",
effect() {
tech.isPetalsExplode = true;
},
remove() {
tech.isPetalsExplode = false;
}
},
{ {
name: "neutron bomb", name: "neutron bomb",
description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>", description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
@@ -10185,7 +10185,7 @@ const tech = {
isNoDraftPause: null, isNoDraftPause: null,
isFoamPressure: null, isFoamPressure: null,
foamDamage: null, foamDamage: null,
implosion: null,
isClusterExplode: null, isClusterExplode: null,
isCircleExplode: null isCircleExplode: null,
isPetalsExplode: null
} }

View File

@@ -1,44 +1,22 @@
******************************************************** NEXT PATCH ************************************************** ******************************************************** NEXT PATCH **************************************************
grenade tech: flame test - grenades release a cluster of smaller explosions grenade now has 3 fireworks options, you can only have 1 at a time
grenade tech: pyrotechnics - grenades release a circle of smaller explosions flame test, fireworks, pyrotechnics
grenade tech: implosion - explosions pull things in, not out, +25% to grenade explosion damage and radius implosion has been removed
chain reaction no longer requires vacuum bomb controlled explosion 3->4 research
bosses and mobs have much less knock back from explosions
invulnerable mobs have no knock back
alternator harpoon/grapple/railgun energy drain reduced by 100->60% base matter wave moves 20% faster
bots no longer unlock tech until you upgrade to a bot type gun science renamed ordnance
JUNK tech rule 30 is now sometimes rule 90 instead
disabled testing for why? mode
wave beam
amplitude 50->37% damage
propagation 50->37% damage
worms
annelids 10-120% -> about 37% damage
radiation
nuclear transmutation stacks 9x
gives 70->47% damage per stack
explosions
ammonium nitrate 27->24% damage and radius
bug fixes
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
buff early matter wave without phonon buff early matter wave without phonon
some grenade tech made all the bosses go away and not drop anything
check: fireworks, vacuum, stun, chain reaction, implosion
more fireworks themed grenade tech more fireworks themed grenade tech
shotting star - fire a series of explosions higher and higher up, also increase radius with height shooting star - fire a series of explosions higher and higher up, also increase radius with height
star burst - 5 explosions in star shape
delay - explosion in same place
pulse
30s of lasers
merge mines and grenades?
tech - neutron bombs deal 100% more damage, but finishes detonating much faster tech - neutron bombs deal 100% more damage, but finishes detonating much faster
tech - neutron bombs will explode into a small iridum explosion after it expires tech - neutron bombs will explode into a small iridum explosion after it expires