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:
14
index.html
14
index.html
@@ -96,7 +96,7 @@
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<div id="settings">
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<div id="settings">
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<details>
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<details>
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<summary>settings</summary>
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<summary>settings</summary>
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<div style="line-height: 150%;" id="details-div">
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<div style="line-height: 150%;" class="details-div">
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<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">combat difficulty:</label>
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<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">combat difficulty:</label>
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<select name="difficulty-select" id="difficulty-select">
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<select name="difficulty-select" id="difficulty-select">
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<option value="1">easy</option>
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<option value="1">easy</option>
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@@ -135,7 +135,7 @@
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<div>
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<div>
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<details id="control-details">
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<details id="control-details">
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<summary>controls</summary>
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<summary>controls</summary>
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<div id="details-div">
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<div class="details-div">
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To change controls click a box<br>
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To change controls click a box<br>
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and press an unused key.
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and press an unused key.
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<br><br>
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<br><br>
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@@ -196,10 +196,18 @@
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</div>
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</div>
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</details>
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</details>
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</div>
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</div>
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<div>
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<details id="updates">
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<summary>updates</summary>
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<div id="updates-div" class="details-div" style="font-size: 70%;">
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</div>
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</details>
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</div>
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<div>
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<div>
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<details>
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<details>
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<summary>about</summary>
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<summary>about</summary>
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<div id="details-div">
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<div class="details-div">
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<!-- <p>
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<!-- <p>
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n-gon is a 2-D physics platformer / shooter
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n-gon is a 2-D physics platformer / shooter
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<br>it has
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<br>it has
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23
js/bullet.js
23
js/bullet.js
@@ -633,14 +633,15 @@ const b = {
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},
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},
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sentry() {
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sentry() {
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this.lookFrequency = game.cycle + 60
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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.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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this.force.y += this.mass * 0.002; //extra gravity
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if (game.cycle > this.lookFrequency) {
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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.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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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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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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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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if (!(game.cycle % (this.lookFrequency * 6))) {
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game.drawList.push({
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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.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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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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};
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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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}
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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 me = bullet.length;
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const dir = mech.angle;
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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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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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Matter.Body.setDensity(bullet[me], 0.000001);
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bullet[me].endCycle = Infinity;
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bullet[me].endCycle = Infinity;
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bullet[me].frictionAir = 0;
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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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//aoe damage to mobs
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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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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
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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 (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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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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mob[i].damage(dmg);
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@@ -2864,7 +2869,7 @@ const b = {
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fire() {
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fire() {
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if (mod.isCapacitor) {
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if (mod.isCapacitor) {
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if (mech.energy > 0.16 || mod.isRailEnergyGain) {
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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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mech.fireCDcycle = mech.cycle + Math.floor(30 * b.fireCD);
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const me = bullet.length;
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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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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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ctx.globalAlpha = 1;
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} else if (mod.beamSplitter) {
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} else if (mod.beamSplitter) {
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const divergence = mech.crouch ? 0.15 : 0.2
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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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const where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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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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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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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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y: where.y + 3000 * Math.sin(mech.angle - i * divergence)
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}, dmg)
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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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}
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} else {
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} else {
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b.laser()
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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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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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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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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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mech.damage(dmg);
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if (mod.isBayesian) powerUps.ejectMod()
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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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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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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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});
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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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|
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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',
|
||||||
|
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>"
|
||||||
|
text += data[i].commit.message
|
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|
if (i < len - 1) text += "<hr>"
|
||||||
|
}
|
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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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|
},
|
||||||
|
function(xhr) {
|
||||||
|
console.error(xhr);
|
||||||
|
}
|
||||||
|
);
|
||||||
|
})
|
||||||
|
|
||||||
//**********************************************************************
|
//**********************************************************************
|
||||||
// main loop
|
// main loop
|
||||||
//**********************************************************************
|
//**********************************************************************
|
||||||
|
|||||||
@@ -1720,7 +1720,7 @@ const level = {
|
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spawn.randomMob(-100, -900, -0.2);
|
spawn.randomMob(-100, -900, -0.2);
|
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spawn.randomBoss(3700, -1500, 0.4);
|
spawn.randomBoss(3700, -1500, 0.4);
|
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spawn.randomBoss(1700, -900, 0.4);
|
spawn.randomBoss(1700, -900, 0.4);
|
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if (game.difficulty > 3) spawn.randomLevelBoss(2200, -1300);
|
if (game.difficulty > 3) spawn.randomLevelBoss(2600, -2300);
|
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powerUps.addRerollToLevel() //needs to run after mobs are spawned
|
powerUps.addRerollToLevel() //needs to run after mobs are spawned
|
||||||
},
|
},
|
||||||
highrise() {
|
highrise() {
|
||||||
@@ -4283,7 +4283,7 @@ const level = {
|
|||||||
// body[i].bounds.max.x - body[i].bounds.min.x < 100 && body[i].bounds.max.y - body[i].bounds.min.y < 100
|
// body[i].bounds.max.x - body[i].bounds.min.x < 100 && body[i].bounds.max.y - body[i].bounds.min.y < 100
|
||||||
if (Matter.Query.collides(this, [body[i]]).length === 0) {
|
if (Matter.Query.collides(this, [body[i]]).length === 0) {
|
||||||
if (body[i].isInPortal === this) body[i].isInPortal = null
|
if (body[i].isInPortal === this) body[i].isInPortal = null
|
||||||
} else if (body[i].isInPortal !== this) {
|
} else if (body[i].isInPortal !== this) { //touching this portal, but for the first time
|
||||||
body[i].isInPortal = this.portalPair
|
body[i].isInPortal = this.portalPair
|
||||||
//teleport
|
//teleport
|
||||||
if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
|
if (this.portalPair.angle % (Math.PI / 2)) { //if left, right up or down
|
||||||
@@ -4300,6 +4300,10 @@ const level = {
|
|||||||
}
|
}
|
||||||
let v = Vector.mult(this.portalPair.unit, mag)
|
let v = Vector.mult(this.portalPair.unit, mag)
|
||||||
Matter.Body.setVelocity(body[i], v);
|
Matter.Body.setVelocity(body[i], v);
|
||||||
|
} else if (body[i].speed < 0.1) { //touching this portal and very slow
|
||||||
|
Matter.World.remove(engine.world, body[i]);
|
||||||
|
body.splice(i, 1);
|
||||||
|
break
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -140,8 +140,6 @@ const mobs = {
|
|||||||
ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
|
ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
|
||||||
ctx.stroke();
|
ctx.stroke();
|
||||||
ctx.fill();
|
ctx.fill();
|
||||||
|
|
||||||
|
|
||||||
},
|
},
|
||||||
endEffect() {
|
endEffect() {
|
||||||
who.isStunned = false
|
who.isStunned = false
|
||||||
@@ -1047,6 +1045,7 @@ const mobs = {
|
|||||||
if (Math.random() < mod.isBotSpawner) {
|
if (Math.random() < mod.isBotSpawner) {
|
||||||
b.randomBot(this.position, false)
|
b.randomBot(this.position, false)
|
||||||
bullet[bullet.length - 1].endCycle = game.cycle + 1000 + Math.floor(400 * Math.random())
|
bullet[bullet.length - 1].endCycle = game.cycle + 1000 + Math.floor(400 * Math.random())
|
||||||
|
this.leaveBody = false; // no body since it turned into the bot
|
||||||
}
|
}
|
||||||
if (mod.isExplodeMob) b.explosion(this.position, Math.min(550, Math.sqrt(this.mass + 2.5) * 50))
|
if (mod.isExplodeMob) b.explosion(this.position, Math.min(550, Math.sqrt(this.mass + 2.5) * 50))
|
||||||
if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob, 40 + 7 * Math.random())
|
if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob, 40 + 7 * Math.random())
|
||||||
|
|||||||
18
js/mods.js
18
js/mods.js
@@ -922,7 +922,7 @@ const mod = {
|
|||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
allowed() {
|
allowed() {
|
||||||
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
|
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
|
||||||
},
|
},
|
||||||
requires: "a freezing or stunning effect",
|
requires: "a freezing or stunning effect",
|
||||||
effect() {
|
effect() {
|
||||||
@@ -934,7 +934,7 @@ const mod = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "piezoelectricity",
|
name: "piezoelectricity",
|
||||||
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>",
|
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>",
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
allowed() {
|
allowed() {
|
||||||
@@ -943,7 +943,7 @@ const mod = {
|
|||||||
requires: "not mass-energy equivalence",
|
requires: "not mass-energy equivalence",
|
||||||
effect() {
|
effect() {
|
||||||
mod.isPiezo = true;
|
mod.isPiezo = true;
|
||||||
if (mech.energy < mech.maxEnergy * 3) mech.energy = mech.maxEnergy * 3;
|
mech.energy += mech.maxEnergy * 2;
|
||||||
},
|
},
|
||||||
remove() {
|
remove() {
|
||||||
mod.isPiezo = false;
|
mod.isPiezo = false;
|
||||||
@@ -2001,7 +2001,7 @@ const mod = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "optimized shell packing",
|
name: "optimized shell packing",
|
||||||
description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>3x</strong> more shells",
|
description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>2x</strong> more shells",
|
||||||
maxCount: 3,
|
maxCount: 3,
|
||||||
count: 0,
|
count: 0,
|
||||||
allowed() {
|
allowed() {
|
||||||
@@ -2010,7 +2010,7 @@ const mod = {
|
|||||||
requires: "flak",
|
requires: "flak",
|
||||||
effect() {
|
effect() {
|
||||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||||
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (3 * (1 + this.count));
|
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 * (1 + this.count));
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
remove() {
|
remove() {
|
||||||
@@ -2472,12 +2472,12 @@ const mod = {
|
|||||||
effect() {
|
effect() {
|
||||||
mod.laserReflections++;
|
mod.laserReflections++;
|
||||||
mod.laserDamage += 0.08; //base is 0.12
|
mod.laserDamage += 0.08; //base is 0.12
|
||||||
mod.laserFieldDrain += 0.0006 //base is 0.002
|
mod.laserFieldDrain += 0.0007 //base is 0.002
|
||||||
},
|
},
|
||||||
remove() {
|
remove() {
|
||||||
mod.laserReflections = 2;
|
mod.laserReflections = 2;
|
||||||
mod.laserDamage = 0.16;
|
mod.laserDamage = 0.16;
|
||||||
mod.laserFieldDrain = 0.0012;
|
mod.laserFieldDrain = 0.0014;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
@@ -2610,7 +2610,7 @@ const mod = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "eddy current brake",
|
name: "eddy current brake",
|
||||||
description: "you are <strong>surrounded</strong> by a field that<br>limits the <strong>top speed</strong> of mobs",
|
description: "your stored <strong class='color-f'>energy</strong> projects a field that<br>limits the <strong>top speed</strong> of mobs",
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
allowed() {
|
allowed() {
|
||||||
@@ -2963,7 +2963,7 @@ const mod = {
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "Penrose process",
|
name: "Penrose process",
|
||||||
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",
|
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>",
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
allowed() {
|
allowed() {
|
||||||
|
|||||||
@@ -1350,7 +1350,7 @@ const mech = {
|
|||||||
mech.drawFieldMeter()
|
mech.drawFieldMeter()
|
||||||
|
|
||||||
if (mod.isPerfectBrake) { //cap mob speed around player
|
if (mod.isPerfectBrake) { //cap mob speed around player
|
||||||
const range = 350 + 140 * wave
|
const range = 160 + 140 * wave + 150 * mech.energy
|
||||||
for (let i = 0; i < mob.length; i++) {
|
for (let i = 0; i < mob.length; i++) {
|
||||||
const distance = Vector.magnitude(Vector.sub(mech.pos, mob[i].position))
|
const distance = Vector.magnitude(Vector.sub(mech.pos, mob[i].position))
|
||||||
if (distance < range) {
|
if (distance < range) {
|
||||||
@@ -2312,7 +2312,7 @@ const mech = {
|
|||||||
Matter.World.remove(engine.world, body[i]);
|
Matter.World.remove(engine.world, body[i]);
|
||||||
body.splice(i, 1);
|
body.splice(i, 1);
|
||||||
mech.fieldRange *= 0.8
|
mech.fieldRange *= 0.8
|
||||||
if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
|
if (mod.isWormholeEnergy) mech.energy += 0.5
|
||||||
if (mod.isWormSpores) { //pandimensionalspermia
|
if (mod.isWormSpores) { //pandimensionalspermia
|
||||||
b.spore(Vector.add(mech.hole.pos2, Vector.rotate({
|
b.spore(Vector.add(mech.hole.pos2, Vector.rotate({
|
||||||
x: mech.fieldRange,
|
x: mech.fieldRange,
|
||||||
@@ -2335,7 +2335,8 @@ const mech = {
|
|||||||
Matter.World.remove(engine.world, body[i]);
|
Matter.World.remove(engine.world, body[i]);
|
||||||
body.splice(i, 1);
|
body.splice(i, 1);
|
||||||
mech.fieldRange *= 0.8
|
mech.fieldRange *= 0.8
|
||||||
if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
|
// if (mod.isWormholeEnergy && mech.energy < mech.maxEnergy * 2) mech.energy = mech.maxEnergy * 2
|
||||||
|
if (mod.isWormholeEnergy) mech.energy += 0.5
|
||||||
if (mod.isWormSpores) { //pandimensionalspermia
|
if (mod.isWormSpores) { //pandimensionalspermia
|
||||||
b.spore(Vector.add(mech.hole.pos1, Vector.rotate({
|
b.spore(Vector.add(mech.hole.pos1, Vector.rotate({
|
||||||
x: mech.fieldRange,
|
x: mech.fieldRange,
|
||||||
|
|||||||
@@ -94,7 +94,7 @@ const spawn = {
|
|||||||
me.frictionAir = 0.01;
|
me.frictionAir = 0.01;
|
||||||
me.memory = Infinity;
|
me.memory = Infinity;
|
||||||
me.locatePlayer();
|
me.locatePlayer();
|
||||||
const density = 1.1
|
const density = 1
|
||||||
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
|
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
|
||||||
// spawn.shield(me, x, y, 1);
|
// spawn.shield(me, x, y, 1);
|
||||||
me.onDeath = function() {
|
me.onDeath = function() {
|
||||||
@@ -107,8 +107,7 @@ const spawn = {
|
|||||||
me.endCycle = 720;
|
me.endCycle = 720;
|
||||||
me.mode = 0;
|
me.mode = 0;
|
||||||
me.do = function() {
|
me.do = function() {
|
||||||
//hold position
|
Matter.Body.setPosition(this, { //hold position
|
||||||
Matter.Body.setPosition(this, {
|
|
||||||
x: x,
|
x: x,
|
||||||
y: y
|
y: y
|
||||||
});
|
});
|
||||||
@@ -177,7 +176,7 @@ const spawn = {
|
|||||||
me.spawnInterval = 302
|
me.spawnInterval = 302
|
||||||
me.modeSpawns = function() {
|
me.modeSpawns = function() {
|
||||||
if (!(this.cycle % this.spawnInterval) && !mech.isBodiesAsleep && mob.length < 40) {
|
if (!(this.cycle % this.spawnInterval) && !mech.isBodiesAsleep && mob.length < 40) {
|
||||||
Matter.Body.setAngularVelocity(this, 0.1)
|
if (this.mode !== 3) Matter.Body.setAngularVelocity(this, 0.1)
|
||||||
//fire a bullet from each vertex
|
//fire a bullet from each vertex
|
||||||
let whoSpawn = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
|
let whoSpawn = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
|
||||||
for (let i = 0, len = this.vertices.length; i < len; i++) {
|
for (let i = 0, len = this.vertices.length; i < len; i++) {
|
||||||
@@ -265,7 +264,7 @@ const spawn = {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (this.cycle < 240) { //damage scales up over 2 seconds to give player time to move
|
if (this.cycle < 240) { //damage scales up over 2 seconds to give player time to move
|
||||||
const scale = this.cycle / 180
|
const scale = this.cycle / 240
|
||||||
const dmg = 0.14 * game.dmgScale * scale
|
const dmg = 0.14 * game.dmgScale * scale
|
||||||
ctx.beginPath();
|
ctx.beginPath();
|
||||||
this.laser(this.vertices[0], this.angle + Math.PI / 6, dmg);
|
this.laser(this.vertices[0], this.angle + Math.PI / 6, dmg);
|
||||||
|
|||||||
@@ -296,7 +296,7 @@ summary {
|
|||||||
font-size: 1.5em;
|
font-size: 1.5em;
|
||||||
}
|
}
|
||||||
|
|
||||||
#details-div {
|
.details-div {
|
||||||
padding: 10px;
|
padding: 10px;
|
||||||
border-radius: 8px;
|
border-radius: 8px;
|
||||||
border: 2px #333 solid;
|
border: 2px #333 solid;
|
||||||
|
|||||||
32
todo.txt
32
todo.txt
@@ -1,6 +1,13 @@
|
|||||||
*********** NEXT PATCH ***********
|
*********** NEXT PATCH ***********
|
||||||
|
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
|
||||||
|
|
||||||
************** BUGS **************
|
************** BUGS **************
|
||||||
|
|
||||||
@@ -16,6 +23,23 @@ bug - mines spawn extra mines when fired at thin map wall while jumping
|
|||||||
|
|
||||||
************** MODS **************
|
************** MODS **************
|
||||||
|
|
||||||
|
mod - neutron bomb needs a method to "catch" mobs in it's field
|
||||||
|
apply stun status effect
|
||||||
|
too similar to the stun effect?
|
||||||
|
|
||||||
|
mod - nano scale field could be a mod
|
||||||
|
excess energy is converted to bullets
|
||||||
|
run this code in the energy overfill code check
|
||||||
|
possible issues
|
||||||
|
worm hole, Penrose process - nerf a bit
|
||||||
|
pair production - nerf and give it to anyone
|
||||||
|
cloaking field - maybe just don't spawn bullets when cloaked
|
||||||
|
|
||||||
|
mod - sentry fires other bullet types
|
||||||
|
laser or missile
|
||||||
|
|
||||||
|
flak could be a mod for shotgun?
|
||||||
|
|
||||||
mod - self destruct - drones explode when they die
|
mod - self destruct - drones explode when they die
|
||||||
drones lose extra time on collisions, so they often explode after a collision
|
drones lose extra time on collisions, so they often explode after a collision
|
||||||
|
|
||||||
@@ -63,6 +87,14 @@ mod - foam is attracted to mobs
|
|||||||
|
|
||||||
************** TODO **************
|
************** TODO **************
|
||||||
|
|
||||||
|
wormholes need to give feedback on where a portal can go
|
||||||
|
or automatically put portals in safe places
|
||||||
|
|
||||||
|
field - You have a permanent neutron bomb oscillating on you. Energy regeneration and heal powerup effectiveness is halved.
|
||||||
|
neutron field could be a passive outwards push, replacing the defined, oscillating border of SWH with a less powerful, larger border
|
||||||
|
|
||||||
|
find a way to automatically show patch information from github on n-gon main page
|
||||||
|
|
||||||
repeat map in vertical and horizontal space
|
repeat map in vertical and horizontal space
|
||||||
or at least vertical space
|
or at least vertical space
|
||||||
camera looks strange when you teleport player with a high velocity
|
camera looks strange when you teleport player with a high velocity
|
||||||
|
|||||||
Reference in New Issue
Block a user