diff --git a/.DS_Store b/.DS_Store
index 714a293..3a8ed2b 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/bullet.js b/js/bullet.js
index 815b230..48f4efc 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -3269,6 +3269,7 @@ const b = {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
!mob[i].isShielded &&
+ (!mob[i].isBadTarget || mob[i].isMobBullet) &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
@@ -3429,7 +3430,7 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist &&
- !mob[i].isBadTarget &&
+ (!mob[i].isBadTarget || 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) {
closeDist = DIST;
diff --git a/js/level.js b/js/level.js
index 2400af7..d862f56 100644
--- a/js/level.js
+++ b/js/level.js
@@ -12,14 +12,12 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// localSettings.levelsClearedLastGame = 10
- // level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
+ // level.difficultyIncrease(10) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// tech.isFieldFree = true
// m.setField("perfect diamagnetism")
// b.giveGuns("drones")
- // tech.missileBotCount++;
- // b.missileBot();
- // tech.giveTech("half-wave rectifier")
+ // tech.giveTech("laser-bot")
// b.giveGuns("nail gun")
// tech.giveTech("Lenz's law")
// for (let i = 0; i < 9; i++) tech.giveTech("MIRV")
@@ -2269,9 +2267,9 @@ const level = {
spawn.mapRect(5050, -100, 50, 150);
spawn.mapRect(4850, -275, 50, 175);
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
- spawn.starter(1900, -500, 200) //big boy
+ // spawn.starter(1900, -500, 200) //big boy
// spawn.growBossCulture(1900, -500)
- // spawn.blinkBoss(1900, -500)
+ spawn.laserBombingBoss(1900, -500)
// spawn.snakeSpitBoss(1900, -500)
// spawn.growBossCulture(1900, -500)
// spawn.sneaker(1900, -500)
diff --git a/js/player.js b/js/player.js
index 345bf52..95797e1 100644
--- a/js/player.js
+++ b/js/player.js
@@ -670,7 +670,6 @@ const m = {
if (tech.isDeathAvoid && powerUps.research.count > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
tech.isDeathAvoidedThisLevel = true
m.health = 0.05
- m.displayHealth();
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`m.research--
${powerUps.research.count}`)
@@ -693,6 +692,7 @@ const m = {
return;
}
}
+ m.displayHealth();
document.getElementById("dmg").style.transition = "opacity 0s";
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
}
diff --git a/js/spawn.js b/js/spawn.js
index 271a814..e4fadf7 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -1,7 +1,7 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
- randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss", "snakeSpitBoss"]) {
+ randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss", "snakeSpitBoss", "laserBombingBoss"]) {
// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
@@ -1991,6 +1991,158 @@ const spawn = {
}
};
},
+ laserBombingBoss(x, y, radius = 80) {
+ mobs.spawn(x, y, 3, radius, "rgb(0,235,255)");
+ let me = mob[mob.length - 1];
+ me.isBoss = true;
+
+ me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
+ Matter.Body.rotate(me, Math.random() * Math.PI * 2);
+ me.accelMag = 0.0005 * Math.sqrt(simulation.accelScale);
+ me.seePlayerFreq = Math.floor(30 * simulation.lookFreqScale);
+ me.memory = 420;
+ me.restitution = 1;
+ me.frictionAir = 0.05;
+ me.frictionStatic = 0;
+ me.friction = 0;
+ me.lookTorque = 0.000005 * (Math.random() > 0.5 ? -1 : 1);
+ me.fireDir = {
+ x: 0,
+ y: 0
+ }
+ Matter.Body.setDensity(me, 0.008); //extra dense //normal is 0.001 //makes effective life much larger
+ spawn.shield(me, x, y, 1);
+ spawn.spawnOrbitals(me, radius + 200 + 300 * Math.random())
+ me.onHit = function() {};
+ me.onDeath = function() {
+ powerUps.spawnBossPowerUp(this.position.x, this.position.y)
+ };
+ me.damageReduction = 0.25
+ me.targetingCount = 0;
+ me.targetingTime = 60 - Math.min(55, 2 * simulation.difficulty)
+ me.do = function() {
+ // this.armor();
+ this.seePlayerByLookingAt();
+ this.checkStatus();
+ this.attraction();
+
+ if (this.seePlayer.recall) {
+ //set direction to turn to fire
+ if (!(simulation.cycle % this.seePlayerFreq)) this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
+
+ //rotate towards fireAngle
+ const angle = this.angle + Math.PI / 2;
+ c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
+ const threshold = 0.02;
+ if (c > threshold) {
+ this.torque += 0.000004 * this.inertia;
+ } else if (c < -threshold) {
+ this.torque -= 0.000004 * this.inertia;
+ }
+ const vertexCollision = function(v1, v1End, domain) {
+ for (let i = 0; i < domain.length; ++i) {
+ let vertices = domain[i].vertices;
+ const len = vertices.length - 1;
+ for (let j = 0; j < len; j++) {
+ results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[j],
+ v2: vertices[j + 1]
+ };
+ }
+ }
+ }
+ results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[0],
+ v2: vertices[len]
+ };
+ }
+ }
+ }
+ };
+
+ const seeRange = 8000;
+ best = {
+ x: null,
+ y: null,
+ dist2: Infinity,
+ who: null,
+ v1: null,
+ v2: null
+ };
+ const look = {
+ x: this.position.x + seeRange * Math.cos(this.angle),
+ y: this.position.y + seeRange * Math.sin(this.angle)
+ };
+ vertexCollision(this.position, look, map);
+ // vertexCollision(this.position, look, body);
+ if (!m.isCloak) vertexCollision(this.position, look, [player]);
+ // hitting player
+ if (best.who === player) {
+ this.targetingCount++
+ if (this.targetingCount > this.targetingTime) {
+ this.targetingCount -= 10;
+ const sub = Vector.sub(player.position, this.position)
+ const dist = Vector.magnitude(sub)
+ const speed = 30
+ const velocity = Vector.mult(Vector.normalise(sub), speed)
+ spawn.grenade(this.vertices[1].x, this.vertices[1].y, dist / speed, Math.min(550, 250 + simulation.difficulty * 3), 6); // grenade(x, y, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale), pulseRadius = Math.min(550, 250 + simulation.difficulty * 3), size = 4) {
+ Matter.Body.setVelocity(mob[mob.length - 1], velocity);
+ }
+ } else if (this.targetingCount > 0) {
+ this.targetingCount--
+ }
+ //draw beam
+ if (best.dist2 === Infinity) best = look;
+ // ctx.beginPath();
+ // ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
+ // ctx.lineTo(best.x, best.y);
+ // ctx.strokeStyle = "rgba(0,235,255,0.5)";
+ // ctx.lineWidth = 3// + 0.1 * this.targetingCount;
+ // ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
+ // ctx.stroke();
+ // ctx.setLineDash([]);
+ ctx.beginPath();
+ ctx.moveTo(this.vertices[1].x, this.vertices[1].y);
+ ctx.lineTo(best.x, best.y);
+ ctx.strokeStyle = "rgba(0,235,255,1)";
+ ctx.lineWidth = 2
+ ctx.stroke();
+ if (this.targetingCount / this.targetingTime > 0.33) {
+ ctx.strokeStyle = "rgba(0,235,255,0.4)";
+ ctx.lineWidth = 8
+ ctx.stroke();
+ if (this.targetingCount / this.targetingTime > 0.66) {
+ ctx.strokeStyle = "rgba(0,235,255,0.2)";
+ ctx.lineWidth = 25
+ ctx.stroke();
+ }
+ }
+
+ // ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
+ // ctx.setLineDash([]);
+ }
+ };
+ },
blinkBoss(x, y) {
mobs.spawn(x, y, 5, 50, "rgb(215,80,190)"); //"rgb(221,102,119)"
let me = mob[mob.length - 1];
@@ -2909,7 +3061,7 @@ const spawn = {
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
-
+ me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
@@ -2961,6 +3113,7 @@ const spawn = {
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
+ me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
@@ -3100,6 +3253,7 @@ const spawn = {
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
+ me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
@@ -3314,8 +3468,8 @@ const spawn = {
}
};
},
- grenade(x, y, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale), pulseRadius = Math.min(550, 250 + simulation.difficulty * 3)) {
- mobs.spawn(x, y, 4, 2, "rgb(215,0,190)"); //rgb(215,80,190)
+ grenade(x, y, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale), pulseRadius = Math.min(550, 250 + simulation.difficulty * 3), size = 3) {
+ mobs.spawn(x, y, 4, size, "rgb(215,0,190)"); //rgb(215,80,190)
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function() {
@@ -3331,6 +3485,7 @@ const spawn = {
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
+ me.isMobBullet = true;
me.onDeath = function() {
//damage player if in range
if (Vector.magnitude(Vector.sub(player.position, this.position)) < pulseRadius && m.immuneCycle < m.cycle) {
@@ -3347,7 +3502,7 @@ const spawn = {
};
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
- me.collisionFilter.mask = cat.map | cat.body
+ me.collisionFilter.mask = cat.map | cat.body | cat.player
// me.collisionFilter.mask = 0
me.do = function() {
this.timeLimit();
@@ -3525,6 +3680,7 @@ const spawn = {
me.leaveBody = false;
me.isDropPowerUp = false;
me.isBadTarget = true;
+ me.isMobBullet = true;
me.showHealthBar = false;
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
diff --git a/js/tech.js b/js/tech.js
index 80df842..8d80184 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -4701,8 +4701,8 @@
isGunTech: true,
maxCount: 1,
count: 0,
- frequency: 2,
- frequencyDefault: 2,
+ frequency: 3,
+ frequencyDefault: 3,
allowed() {
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isIncendiary
},
diff --git a/todo.txt b/todo.txt
index 8bd0079..eafe9ad 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,17 +1,10 @@
******************************************************** NEXT PATCH ********************************************************
-tech: brushless motor - drones rush more often and do 44% more damage
- requires torque bursts
-tech: orthocyclic winding - irradiated drones are faster and do more damage
- requires irradiated drones
+new laserBombingBoss
+ I didn't do any difficulty testing, so maybe let me know if it's too easy
-automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets
-
-safari is super buggy, I'm guessing no one that reports bugs uses it.
- fixed scroll bar covering up pause right side text on safari and firefox
- fixed issue with ctx.setLineDash sometimes making the player dashed on safari
-
-various other bug fixes
+laser and plasma bots will target mobs bullets
+non updating health bar bug fix
******************************************************** TODO ********************************************************