weak anthropic sets life to 5%
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@@ -14,8 +14,8 @@ const level = {
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start() {
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start() {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(9)
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// level.difficultyIncrease(9)
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// b.giveGuns("flak")
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// b.giveGuns("mine")
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// mech.setField("phase decoherence field")
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// mech.setField("negative mass field")
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// b.giveMod("irradiated needles");
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// b.giveMod("irradiated needles");
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// b.giveMod("reflective cavity");
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// b.giveMod("reflective cavity");
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@@ -373,7 +373,7 @@ const mobs = {
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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ctx.setLineDash([125 * Math.random(), 125 * Math.random()]);
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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// ctx.lineDashOffset = 6*(game.cycle % 215);
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if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
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if (this.distanceToPlayer() < this.laserRange && !mech.isStealth) {
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mech.damage(0.0003 * game.dmgScale);
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if (mech.collisionImmuneCycle < mech.cycle) mech.damage(0.0003 * game.dmgScale);
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if (mech.energy > 0.1) mech.energy -= 0.003
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if (mech.energy > 0.1) mech.energy -= 0.003
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ctx.beginPath();
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ctx.beginPath();
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ctx.moveTo(this.position.x, this.position.y);
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ctx.moveTo(this.position.x, this.position.y);
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@@ -461,7 +461,7 @@ const mobs = {
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if (!mech.isStealth) vertexCollision(this.position, look, [player]);
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if (!mech.isStealth) vertexCollision(this.position, look, [player]);
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// hitting player
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// hitting player
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if (best.who === player) {
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if (best.who === player) {
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dmg = 0.0012 * game.dmgScale;
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if (mech.collisionImmuneCycle < mech.cycle) dmg = 0.0012 * game.dmgScale;
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mech.damage(dmg);
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mech.damage(dmg);
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//draw damage
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//draw damage
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ctx.fillStyle = "#f00";
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ctx.fillStyle = "#f00";
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@@ -469,6 +469,7 @@ const mech = {
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if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
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if (b.isModDeathAvoid && !b.isModDeathAvoidOnCD) { //&& Math.random() < 0.5
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b.isModDeathAvoidOnCD = true;
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b.isModDeathAvoidOnCD = true;
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mech.health += dmg //undo the damage
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mech.health += dmg //undo the damage
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if (mech.health < 0.05) mech.health = 0.05
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mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
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mech.collisionImmuneCycle = mech.cycle + 30 //disable this.collisionImmuneCycle bonus seconds
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game.wipe = function () { //set wipe to have trails
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game.wipe = function () { //set wipe to have trails
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@@ -1404,8 +1405,8 @@ const mech = {
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// sub = Vector.sub(mob[i].position, mech.pos);
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// sub = Vector.sub(mob[i].position, mech.pos);
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// dist2 = Vector.magnitudeSquared(sub);
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// dist2 = Vector.magnitudeSquared(sub);
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// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius) {
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// if (dist2 < this.fieldDrawRadius * this.fieldDrawRadius && mob[i].speed > 6) {
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// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.002)
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// const force = Vector.mult(Vector.perp(Vector.normalise(sub)), 0.00004 * mob[i].speed * mob[i].mass)
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// mob[i].force.x = force.x
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// mob[i].force.x = force.x
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// mob[i].force.y = force.y
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// mob[i].force.y = force.y
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// }
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// }
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22
todo.txt
22
todo.txt
@@ -1,8 +1,25 @@
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************** TODO - n-gon **************
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************** TODO - n-gon **************
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mod - increase laser bot range, and reduce energy drain
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scale block throwing by mech.holdingMassScale
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(and simplify the code in throw)
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mod - mines become a turret that fires nails
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it could float to the mouse location on fire
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dash - mod when pressing left or right on the ground, teleport to the right until you find an obstruction
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do repeated horizontal zone queries until they hit map or block
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up to a max range of like 10 player widths
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weak anthropic principle - sets health to 3% if it's lower than 3% when triggered.
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bug - mech.fieldShieldingScale doesn't reset when switching fields
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bug - mech.fieldShieldingScale doesn't reset when switching fields
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negative mass field needs a buff
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negative mass field needs a buff
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repel blocks away
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scale repulsion force with speed of projectile
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choose clockwise or counter clock wise base on which force direction makes the smallest angle with the velocity
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no longer blocks, but the player takes 50% less damage from all sources while the field is active
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no longer blocks, but the player takes 50% less damage from all sources while the field is active
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allow player to hold larger block, but give throwing blocks at high speed for no energy to a mob
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allow player to hold larger block, but give throwing blocks at high speed for no energy to a mob
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@@ -49,10 +66,6 @@ gun - buff vacuum bomb
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mod - make bodies destroyable
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mod - make bodies destroyable
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they drop ammo and heals
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they drop ammo and heals
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mod - mines - fire something instead of needles on activation
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foam?, flak?, vacuum bomb, super balls
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make a different mod for each type of bullet mine can fire
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mod - energy recharges faster when not moving
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mod - energy recharges faster when not moving
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lore - a robot (the player) gains self awareness
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lore - a robot (the player) gains self awareness
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@@ -91,7 +104,6 @@ mod - time dilation - Quantum Recovery
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put the array in the time field object
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put the array in the time field object
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cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
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cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
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css transition for pause menu
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css transition for pause menu
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field that pushes everything back, and can destroy smaller blocks
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field that pushes everything back, and can destroy smaller blocks
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