weak anthropic sets life to 5%

This commit is contained in:
landgreen
2020-03-13 06:44:43 -07:00
parent 9c7eed3b29
commit 70d2ad7864
4 changed files with 24 additions and 11 deletions

View File

@@ -14,8 +14,8 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(9)
// b.giveGuns("flak")
// mech.setField("phase decoherence field")
// b.giveGuns("mine")
// mech.setField("negative mass field")
// b.giveMod("irradiated needles");
// b.giveMod("reflective cavity");

View File

@@ -373,7 +373,7 @@ const mobs = {
ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
// ctx.lineDashOffset = 6*(game.cycle % 215);
if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
mech.damage(0.0003 * game.dmgScale);
if (mech.collisionImmuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
if (mech.energy > 0.1) mech.energy -= 0.003
ctx.beginPath();
ctx.moveTo(this.position.x, this.position.y);
@@ -461,7 +461,7 @@ const mobs = {
if (!mech.isStealth) vertexCollision(this.position, look, [player]);
// hitting player
if (best.who === player) {
dmg = 0.0012 * game.dmgScale;
if (mech.collisionImmuneCycle < mech.cycle) dmg = 0.0012 * game.dmgScale;
mech.damage(dmg);
//draw damage
ctx.fillStyle = "#f00";

View File

@@ -469,6 +469,7 @@ const mech = {
if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
b.isModDeathAvoidOnCD = true;
mech.health += dmg //undo the damage
if (mech.health < 0.05) mech.health = 0.05
mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
game.wipe = function () { //set wipe to have trails
@@ -1404,8 +1405,8 @@ const mech = {
// for (let i = 0, len = mob.length; i < len; ++i) {
// sub = Vector.sub(mob[i].position, mech.pos);
// dist2 = Vector.magnitudeSquared(sub);
// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius) {
// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.002)
// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius && mob[i].speed > 6) {
// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.00004 * mob[i].speed * mob[i].mass)
// mob[i].force.x = force.x
// mob[i].force.y = force.y
// }

View File

@@ -1,8 +1,25 @@
************** TODO - n-gon **************
mod - increase laser bot range, and reduce energy drain
scale block throwing by mech.holdingMassScale
(and simplify the code in throw)
mod - mines become a turret that fires nails
it could float to the mouse location on fire
dash - mod when pressing left or right on the ground, teleport to the right until you find an obstruction
do repeated horizontal zone queries until they hit map or block
up to a max range of like 10 player widths
weak anthropic principle - sets health to 3% if it's lower than 3% when triggered.
bug - mech.fieldShieldingScale doesn't reset when switching fields
negative mass field needs a buff
repel blocks away
scale repulsion force with speed of projectile
choose clockwise or counter clock wise base on which force direction makes the smallest angle with the velocity
no longer blocks, but the player takes 50% less damage from all sources while the field is active
allow player to hold larger block, but give throwing blocks at high speed for no energy to a mob
@@ -49,10 +66,6 @@ gun - buff vacuum bomb
mod - make bodies destroyable
they drop ammo and heals
mod - mines - fire something instead of needles on activation
foam?, flak?, vacuum bomb, super balls
make a different mod for each type of bullet mine can fire
mod - energy recharges faster when not moving
lore - a robot (the player) gains self awareness
@@ -91,7 +104,6 @@ mod - time dilation - Quantum Recovery
put the array in the time field object
cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
css transition for pause menu
field that pushes everything back, and can destroy smaller blocks