patch notes in n-gon
you can view the patch notes for the last few commits from the game menu this uses the github API, so it might have some delay overfill mods add energy instead of setting energy to a value bug - blocks in vertical portals can get stuck inside the portals fixed, but only for one portal... oh well mobs that make a scrap bot, don't leave a block body anymore
This commit is contained in:
23
js/bullet.js
23
js/bullet.js
@@ -633,14 +633,15 @@ const b = {
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},
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sentry() {
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this.lookFrequency = game.cycle + 60
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this.endCycle = game.cycle + 720
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this.endCycle = game.cycle + 1080
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this.do = function() { //overwrite the do method for this bullet
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this.force.y += this.mass * 0.002; //extra gravity
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if (game.cycle > this.lookFrequency) {
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this.lookFrequency = 14 + Math.floor(5 * Math.random())
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this.lookFrequency = 10 + Math.floor(3 * Math.random())
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this.do = function() { //overwrite the do method for this bullet
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this.force.y += this.mass * 0.002; //extra gravity
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if (!(game.cycle % this.lookFrequency) && !mech.isBodiesAsleep) { //find mob targets
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this.endCycle -= 10
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b.targetedNail(this.position, 1, 45 + 5 * Math.random(), 1100, false)
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if (!(game.cycle % (this.lookFrequency * 6))) {
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game.drawList.push({
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@@ -1917,8 +1918,12 @@ const b = {
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if (mod.isNailPoison) mobs.statusDoT(who, dmg * 0.22, 120) // one tick every 30 cycles
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if (mod.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.99) this.dmg *= 5 //crit if hit near center
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};
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mech.energy -= mech.fieldRegen + 0.008
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if (mech.energy < 0.02) mech.fireCDcycle = mech.cycle + 60; // cool down
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if (mech.energy < 0.01) {
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mech.fireCDcycle = mech.cycle + 60; // cool down
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} else {
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mech.energy -= mech.fieldRegen + 0.009
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}
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}
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}
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},
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@@ -2508,7 +2513,7 @@ const b = {
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const me = bullet.length;
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const dir = mech.angle;
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, 4, b.fireAttributes(dir, false));
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b.fireProps(mech.crouch ? 30 : 15, mech.crouch ? 28 : 18, dir, me); //cd , speed
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b.fireProps(mech.crouch ? 45 : 25, mech.crouch ? 30 : 20, dir, me); //cd , speed
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Matter.Body.setDensity(bullet[me], 0.000001);
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bullet[me].endCycle = Infinity;
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bullet[me].frictionAir = 0;
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@@ -2630,7 +2635,7 @@ const b = {
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//aoe damage to mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
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let dmg = b.dmgScale * 0.035
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let dmg = b.dmgScale * 0.05
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if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.3 //reduce damage if a wall is in the way
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if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
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mob[i].damage(dmg);
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@@ -2864,7 +2869,7 @@ const b = {
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fire() {
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if (mod.isCapacitor) {
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if (mech.energy > 0.16 || mod.isRailEnergyGain) {
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mech.energy += 0.16 * (mod.isRailEnergyGain ? 1 : -1)
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mech.energy += 0.16 * (mod.isRailEnergyGain ? 6 : -1)
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mech.fireCDcycle = mech.cycle + Math.floor(30 * b.fireCD);
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 60, 14, {
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@@ -3250,7 +3255,7 @@ const b = {
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ctx.globalAlpha = 1;
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} else if (mod.beamSplitter) {
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const divergence = mech.crouch ? 0.15 : 0.2
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let dmg = mod.laserDamage * 0.9
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let dmg = 0.1 + mod.laserDamage * Math.pow(0.9, mod.laserDamage)
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const where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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@@ -3268,7 +3273,7 @@ const b = {
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x: where.x + 3000 * Math.cos(mech.angle - i * divergence),
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y: where.y + 3000 * Math.sin(mech.angle - i * divergence)
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}, dmg)
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dmg *= 0.9
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// dmg *= 0.9
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}
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} else {
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b.laser()
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@@ -133,7 +133,7 @@ function collisionChecks(event) {
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mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mob[k].foundPlayer();
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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if (mod.isPiezo && mech.energy < mech.maxEnergy * 3) mech.energy = mech.maxEnergy * 3
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if (mod.isPiezo) mech.energy += mech.maxEnergy * 2;
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mech.damage(dmg);
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if (mod.isBayesian) powerUps.ejectMod()
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if (mob[k].onHit) mob[k].onHit(k);
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42
js/index.js
42
js/index.js
@@ -959,6 +959,48 @@ document.getElementById("difficulty-select").addEventListener("input", () => {
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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document.getElementById("updates").addEventListener("toggle", function() {
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function loadJSON(path, success, error) { //generic function to get JSON
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var xhr = new XMLHttpRequest();
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xhr.onreadystatechange = function() {
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if (xhr.readyState === XMLHttpRequest.DONE) {
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if (xhr.status === 200) {
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if (success)
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success(JSON.parse(xhr.responseText));
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} else {
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if (error)
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error(xhr);
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}
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}
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};
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xhr.open("GET", path, true);
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xhr.send();
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}
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let text = `<strong>n-gon</strong>: <a href="https://github.com/landgreen/n-gon/blob/master/todo.txt">todo list</a> and complete <a href="https://github.com/landgreen/n-gon/commits/master">change-log</a><hr>`
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document.getElementById("updates-div").innerHTML = text
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/// https://api.github.com/repos/landgreen/n-gon/stats/commit_activity
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loadJSON('https://api.github.com/repos/landgreen/n-gon/commits',
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function(data) {
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// console.log(data)
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for (let i = 0, len = 4; i < len; i++) {
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text += data[i].commit.author.date.substr(0, 10) + ": "; //+ "<br>"
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text += data[i].commit.message
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if (i < len - 1) text += "<hr>"
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}
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document.getElementById("updates-div").innerHTML = text.replace(/\n/g, "<br />")
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console.log(text)
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},
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function(xhr) {
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console.error(xhr);
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}
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);
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})
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//**********************************************************************
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// main loop
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//**********************************************************************
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@@ -1720,7 +1720,7 @@ const level = {
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spawn.randomMob(-100, -900, -0.2);
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spawn.randomBoss(3700, -1500, 0.4);
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spawn.randomBoss(1700, -900, 0.4);
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if (game.difficulty > 3) spawn.randomLevelBoss(2200, -1300);
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if (game.difficulty > 3) spawn.randomLevelBoss(2600, -2300);
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powerUps.addRerollToLevel() //needs to run after mobs are spawned
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},
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highrise() {
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@@ -4283,7 +4283,7 @@ const level = {
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// body[i].bounds.max.x - body[i].bounds.min.x < 100 && body[i].bounds.max.y - body[i].bounds.min.y < 100
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if (Matter.Query.collides(this, [body[i]]).length === 0) {
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if (body[i].isInPortal === this) body[i].isInPortal = null
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} else if (body[i].isInPortal !== this) {
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} else if (body[i].isInPortal !== this) { //touching this portal, but for the first time
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body[i].isInPortal = this.portalPair
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//teleport
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if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
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@@ -4300,6 +4300,10 @@ const level = {
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}
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let v = Vector.mult(this.portalPair.unit, mag)
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Matter.Body.setVelocity(body[i], v);
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} else if (body[i].speed < 0.1) { //touching this portal and very slow
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Matter.World.remove(engine.world, body[i]);
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body.splice(i, 1);
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break
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}
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}
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}
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@@ -140,8 +140,6 @@ const mobs = {
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ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
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ctx.stroke();
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ctx.fill();
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},
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endEffect() {
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who.isStunned = false
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@@ -1047,6 +1045,7 @@ const mobs = {
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if (Math.random() < mod.isBotSpawner) {
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b.randomBot(this.position, false)
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bullet[bullet.length - 1].endCycle = game.cycle + 1000 + Math.floor(400 * Math.random())
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this.leaveBody = false; // no body since it turned into the bot
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}
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if (mod.isExplodeMob) b.explosion(this.position, Math.min(550, Math.sqrt(this.mass + 2.5) * 50))
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if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob, 40 + 7 * Math.random())
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18
js/mods.js
18
js/mods.js
@@ -922,7 +922,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isStunField || mod.isPulseStun || mod.isNeutronStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.isPilotFreeze || mod.haveGunCheck("ice IX") || mod.isCloakStun || mod.orbitBotCount > 1
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return mod.isStunField || mod.isPulseStun || mod.isNeutronStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.isPilotFreeze || mod.haveGunCheck("ice IX") || mod.isCloakStun || mod.orbitBotCount > 1 || mod.isWormholeDamage
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},
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requires: "a freezing or stunning effect",
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effect() {
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@@ -934,7 +934,7 @@ const mod = {
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},
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{
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name: "piezoelectricity",
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description: "<strong>colliding</strong> with mobs overfills <strong class='color-f'>energy</strong> by <strong>300%</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>",
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description: "<strong>colliding</strong> with mobs overfills <strong class='color-f'>energy</strong> by <strong>200%</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -943,7 +943,7 @@ const mod = {
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requires: "not mass-energy equivalence",
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effect() {
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mod.isPiezo = true;
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if (mech.energy < mech.maxEnergy * 3) mech.energy = mech.maxEnergy * 3;
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mech.energy += mech.maxEnergy * 2;
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},
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remove() {
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mod.isPiezo = false;
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@@ -2001,7 +2001,7 @@ const mod = {
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},
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{
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name: "optimized shell packing",
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description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>3x</strong> more shells",
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description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>2x</strong> more shells",
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maxCount: 3,
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count: 0,
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allowed() {
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@@ -2010,7 +2010,7 @@ const mod = {
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requires: "flak",
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effect() {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (3 * (1 + this.count));
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if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 * (1 + this.count));
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}
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},
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remove() {
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@@ -2472,12 +2472,12 @@ const mod = {
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effect() {
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mod.laserReflections++;
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mod.laserDamage += 0.08; //base is 0.12
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mod.laserFieldDrain += 0.0006 //base is 0.002
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mod.laserFieldDrain += 0.0007 //base is 0.002
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},
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remove() {
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mod.laserReflections = 2;
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mod.laserDamage = 0.16;
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mod.laserFieldDrain = 0.0012;
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mod.laserFieldDrain = 0.0014;
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}
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},
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{
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@@ -2610,7 +2610,7 @@ const mod = {
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},
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{
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name: "eddy current brake",
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description: "you are <strong>surrounded</strong> by a field that<br>limits the <strong>top speed</strong> of mobs",
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description: "your stored <strong class='color-f'>energy</strong> projects a field that<br>limits the <strong>top speed</strong> of mobs",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2963,7 +2963,7 @@ const mod = {
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},
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{
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name: "Penrose process",
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description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills to <strong>200%</strong> of the maximum",
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description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills by <strong>50%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1350,7 +1350,7 @@ const mech = {
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mech.drawFieldMeter()
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if (mod.isPerfectBrake) { //cap mob speed around player
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const range = 350 + 140 * wave
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const range = 160 + 140 * wave + 150 * mech.energy
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for (let i = 0; i < mob.length; i++) {
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const distance = Vector.magnitude(Vector.sub(mech.pos, mob[i].position))
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if (distance < range) {
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@@ -2312,7 +2312,7 @@ const mech = {
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Matter.World.remove(engine.world, body[i]);
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body.splice(i, 1);
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mech.fieldRange *= 0.8
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if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
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if (mod.isWormholeEnergy) mech.energy += 0.5
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if (mod.isWormSpores) { //pandimensionalspermia
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b.spore(Vector.add(mech.hole.pos2, Vector.rotate({
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x: mech.fieldRange,
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@@ -2335,7 +2335,8 @@ const mech = {
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Matter.World.remove(engine.world, body[i]);
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body.splice(i, 1);
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mech.fieldRange *= 0.8
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if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
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// if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
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if (mod.isWormholeEnergy) mech.energy += 0.5
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if (mod.isWormSpores) { //pandimensionalspermia
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b.spore(Vector.add(mech.hole.pos1, Vector.rotate({
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x: mech.fieldRange,
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@@ -94,7 +94,7 @@ const spawn = {
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me.frictionAir = 0.01;
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me.memory = Infinity;
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me.locatePlayer();
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const density = 1.1
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const density = 1
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Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
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// spawn.shield(me, x, y, 1);
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me.onDeath = function() {
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@@ -107,8 +107,7 @@ const spawn = {
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me.endCycle = 720;
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me.mode = 0;
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me.do = function() {
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//hold position
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Matter.Body.setPosition(this, {
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Matter.Body.setPosition(this, { //hold position
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x: x,
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y: y
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});
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@@ -177,7 +176,7 @@ const spawn = {
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me.spawnInterval = 302
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me.modeSpawns = function() {
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if (!(this.cycle % this.spawnInterval) && !mech.isBodiesAsleep && mob.length < 40) {
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Matter.Body.setAngularVelocity(this, 0.1)
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if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
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//fire a bullet from each vertex
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let whoSpawn = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
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for (let i = 0, len = this.vertices.length; i < len; i++) {
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@@ -265,7 +264,7 @@ const spawn = {
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}
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}
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if (this.cycle < 240) { //damage scales up over 2 seconds to give player time to move
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const scale = this.cycle / 180
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const scale = this.cycle / 240
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const dmg = 0.14 * game.dmgScale * scale
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ctx.beginPath();
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this.laser(this.vertices[0], this.angle + Math.PI / 6, dmg);
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