diff --git a/.DS_Store b/.DS_Store
index fabd69a..461e335 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/bullet.js b/js/bullet.js
index 4af4d32..0e117bd 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -271,7 +271,7 @@ const b = {
},
fireCDscale: 1,
setFireCD() {
- b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
+ b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage * m.fieldFireRate
if (tech.isFastTime) b.fireCDscale *= 0.5
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.8, b.inventory.length)
if (tech.isFireMoveLock) b.fireCDscale *= 0.5
diff --git a/js/index.js b/js/index.js
index 55c5bc6..89aa3e2 100644
--- a/js/index.js
+++ b/js/index.js
@@ -275,9 +275,11 @@ ${simulation.isCheating ? "
lore disabled": ""}
const style = (tech.isPauseEjectTech && !simulation.isChoosing) ? 'style="animation: techColorCycle 1s linear infinite alternate;"' : ''
for (let i = 0, len = tech.tech.length; i < len; i++) {
- if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
+ if (tech.tech[i].count > 0) {
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
- if (tech.tech[i].isFieldTech) {
+ if (tech.tech[i].isNonRefundable) {
+ text += `
${tech.tech[i].link} ${techCountText}
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}
`
+ } else if (tech.tech[i].isFieldTech) {
text += `
diff --git a/js/level.js b/js/level.js
index 954eef4..b859f56 100644
--- a/js/level.js
+++ b/js/level.js
@@ -16,12 +16,13 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// // simulation.isHorizontalFlipped = true
- // m.setField("wormhole")
- // b.giveGuns("matter wave")
- // tech.giveTech("chain reaction")
- // tech.giveTech("fireworks")
- // tech.giveTech("flame test")
- // tech.giveTech("pyrotechnics")
+ // m.addHealth(Infinity)
+ // m.setField("standing wave")
+ // b.giveGuns("nail gun")
+ // tech.giveTech("closed timelike curve")
+ // tech.giveTech("irradiated nails")
+ // tech.giveTech("pneumatic actuator")
+ // tech.giveTech("6s half-life")
// for (let i = 0; i < 10; i++) tech.giveTech("replication")
// tech.giveTech("eternalism")
// for (let i = 0; i < 10; i++) tech.giveTech("ammonium nitrate")
@@ -30,18 +31,13 @@ const level = {
// for (let i = 0; i < 15; i++) tech.giveTech()
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
// powerUps.research.changeRerolls(100000)
- // for (let i = 0; i < 5; i++) tech.giveTech("corona discharge")
// tech.tech[297].frequency = 100
- // m.setField("plasma torch")
- // tech.giveTech("plasma ball")
- // tech.giveTech("extruder")
-
// m.immuneCycle = Infinity //you can't take damage
- // level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
+ // level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
- // level.temple();
- // level.testing(); //not in rotation, used for testing
- // spawn.slashBoss(1900, -500)
+ // level.testing();
+ // level.reactor(); //not in rotation, used for testing
+ // spawn.timeBoss(1900, -500)
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
@@ -1054,6 +1050,9 @@ const level = {
}
}
},
+ isClosed() {
+ return this.position.y > y - 1
+ },
draw() {
ctx.fillStyle = "#555"
ctx.beginPath();
@@ -2596,7 +2595,11 @@ const level = {
testing() {
const button = level.button(1000, 0)
spawn.bodyRect(1000, -50, 50, 50);
+
level.custom = () => {
+ ctx.fillStyle = "#d4d4d4"
+ ctx.fillRect(2500, -475, 200, 300)
+
ctx.fillStyle = "rgba(0,255,255,0.1)";
ctx.fillRect(6400, -550, 300, 350);
level.exit.drawAndCheck();
@@ -2605,6 +2608,8 @@ const level = {
level.customTopLayer = () => {
button.query();
button.draw();
+ ctx.fillStyle = "rgba(0,0,0,0.1)"
+ ctx.fillRect(-150, -650, 900, 250)
};
level.setPosToSpawn(0, -450); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
@@ -2686,10 +2691,10 @@ const level = {
// spawn.randomMob(1600, -500)
},
reactor() {
- level.setPosToSpawn(-50, -800); //normal spawn
+ level.setPosToSpawn(-550, -800); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
- level.exit.x = 3000;
- level.exit.y = -35;
+ level.exit.x = 3500;
+ level.exit.y = -42;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 25);
level.defaultZoom = 2000
simulation.zoomTransition(level.defaultZoom)
@@ -2699,25 +2704,26 @@ const level = {
// spawn.debris(750, -2200, 3700, 16); //16 debris per level
const button = level.button(1400, 0)
button.isUp = true
- spawn.mapRect(-1525, -2825, 1250, 4925);
- spawn.mapRect(-400, -2025, 625, 925);
- spawn.mapRect(-400, -750, 625, 1200);
spawn.bodyRect(250, -70, 100, 70, 1);
- spawn.mapRect(-425, 0, 4200, 2100);
- spawn.mapRect(175, -1250, 50, 300);
- spawn.mapRect(-475, -2825, 4250, 1025);
+ spawn.mapRect(-425, 0, 4500, 2100);
+ spawn.mapRect(-475, -2825, 4500, 1025);
// spawn.mapRect(1200, -1300, 600, 800);
const a = 400 //side length
const c = 100 //corner offset
spawn.mapVertex(1487, -900, `${-a} ${-a+c} ${-a+c} ${-a} ${a-c} ${-a} ${a} ${-a+c} ${a} ${a-c} ${a-c} ${a} ${-a+c} ${a} ${-a} ${a-c}`); //square with edges cut off
-
+ //entrance
+ spawn.mapRect(-2025, -2825, 1250, 4925);
+ spawn.mapRect(-900, -2825, 1125, 1725);
+ spawn.mapRect(-900, -750, 1125, 2850);
+ spawn.mapRect(-325, -1250, 550, 300);
//exit
- spawn.mapRect(3300, -2825, 1125, 4925);
- spawn.mapRect(2750, -2150, 1025, 1775);
- spawn.mapRect(2750, -475, 50, 300);
+ spawn.mapRect(3800, -2825, 1225, 4925);
+ spawn.mapRect(2750, -2150, 1325, 1775);
+ spawn.mapRect(2750, -475, 550, 300);
+ spawn.mapRect(2750, -7, 1050, 150); //exit room floor
- const doorIn = level.door(187, -950, 25, 200, 190, 2) //x, y, width, height, distance, speed = 1
- const doorOut = level.door(2762, -175, 25, 200, 190, 2) //x, y, width, height, distance, speed = 1
+ const doorIn = level.door(-313, -950, 525, 200, 190, 2) //x, y, width, height, distance, speed = 1
+ const doorOut = level.door(2762, -175, 525, 200, 190, 2) //x, y, width, height, distance, speed = 1
// doorOut.isClosing = true
let isDoorsLocked = false
let isFightOver = false
@@ -2725,7 +2731,7 @@ const level = {
level.custom = () => {
if (isDoorsLocked) {
- if (player.position.x < 0) { //if player gets trapped inside starting room open up again
+ if (player.position.x < -300) { //if player gets trapped inside starting room open up again
isDoorsLocked = false
doorIn.isClosing = false
}
@@ -2738,35 +2744,45 @@ const level = {
doorIn.openClose();
doorOut.openClose();
ctx.fillStyle = "#d5ebef"
- ctx.fillRect(2750, -375, 550, 375)
+ ctx.fillRect(2750, -375, 1050, 375)
level.enter.draw();
level.exit.drawAndCheck();
button.draw();
if (button.isUp) {
button.query();
} else if (!isSpawnedBoss) {
- isSpawnedBoss = true
- isDoorsLocked = true
- doorIn.isClosing = true
- doorOut.isClosing = true
- for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo")
- for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal");
- const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54
- if (Math.random() < 0.07 && simulation.difficulty > 22) {
- for (let i = 0, len = scale * 0.1 / 3; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
- for (let i = 0, len = scale * 0.17 / 3; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
- for (let i = 0, len = scale * 0.23 / 3; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
- } else {
- if (Math.random() < 0.33) {
- for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
- } else if (Math.random() < 0.5) {
- for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
+ if (player.position.x > 0) {
+ if (!doorOut.isClosed() || !doorIn.isClosed()) {
+ doorIn.isClosing = true
+ doorOut.isClosing = true
} else {
- for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
+ isSpawnedBoss = true
+ isDoorsLocked = true
+ for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo")
+ for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal");
+ const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54
+ if (Math.random() < 0.07 && simulation.difficulty > 24) {
+ for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15
+ for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false);
+ for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false)
+ for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false);
+ } else {
+ if (Math.random() < 0.25) {
+ for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
+ } else if (Math.random() < 0.33) {
+ for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15
+ } else if (Math.random() < 0.5) {
+ for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15
+ } else {
+ for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15
+ }
+ }
+ spawn.secondaryBossChance(2200, -800)
}
+ } else {
+ doorIn.isClosing = false
}
- spawn.secondaryBossChance(2200, -800)
- } else if (!isFightOver && !(simulation.cycle % 120)) { //once a second look for any bosses
+ } else if (!isFightOver && !(simulation.cycle % 180)) {
let isFoundBoss = false
for (let i = 0; i < mob.length; i++) {
if (mob[i].isBoss) {
@@ -2778,8 +2794,9 @@ const level = {
isFightOver = true
doorIn.isClosing = false
doorOut.isClosing = false
- powerUps.spawnBossPowerUp(2900, -100)
- powerUps.spawn(3050, -200, "tech")
+ powerUps.spawnBossPowerUp(3600, -100)
+ powerUps.spawn(3650, -200, "tech")
+ // if (player.position.x < 2760 && player.position.x > 210) {}
}
}
};
@@ -2790,8 +2807,8 @@ const level = {
// }
doorIn.draw();
doorOut.draw();
- ctx.fillStyle = "rgba(0,0,0,0.05)"
- ctx.fillRect(-275, -1100, 500, 350);
+ ctx.fillStyle = "rgba(0,0,0,0.1)"
+ ctx.fillRect(-775, -1100, 1000, 350);
// ctx.fillStyle = "rgba(0,255,255,0.1)"
// ctx.fillRect(2750, -375, 550, 375)
};
@@ -4082,7 +4099,7 @@ const level = {
spawn.randomMob(3600, 1725, 0.9);
spawn.randomMob(4100, 1225, 0.9);
spawn.randomMob(2825, 400, 0.9);
- if (simulation.difficulty > 1) spawn.randomLevelBoss(6000, 2300, ["spiderBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "historyBoss", "orbitalBoss", "grenadierBoss"]);
+ if (simulation.difficulty > 1) spawn.randomLevelBoss(6000, 2300, ["spiderBoss", "launcherBoss", "laserTargetingBoss", "blinkBoss", "streamBoss", "historyBoss", "orbitalBoss", "grenadierBoss", "blockBoss", "revolutionBoss", "slashBoss"]);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(7725, 2275)
diff --git a/js/player.js b/js/player.js
index b43c7e0..615ae94 100644
--- a/js/player.js
+++ b/js/player.js
@@ -77,8 +77,8 @@ const m = {
setMovement() {
// m.Fx = 0.08 / mass * tech.squirrelFx
// m.FxAir = 0.4 / mass / mass
- m.Fx = tech.baseFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1) / player.mass //base player mass is 5
- m.jumpForce = tech.baseJumpForce * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1) / player.mass / player.mass //base player mass is 5
+ m.Fx = tech.baseFx * m.fieldFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1) / player.mass //base player mass is 5
+ m.jumpForce = tech.baseJumpForce * m.fieldJump * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1) / player.mass / player.mass //base player mass is 5
},
FxAir: 0.016, // 0.4/5/5 run Force in Air
yOff: 70,
@@ -893,6 +893,9 @@ const m = {
holdingTarget: null,
timeSkipLastCycle: 0,
// these values are set on reset by setHoldDefaults()
+ fieldFx: 1,
+ fieldJump: 1,
+ fieldFireRate: 1,
blockingRecoil: 4,
grabPowerUpRange2: 0,
isFieldActive: false,
@@ -951,6 +954,11 @@ const m = {
m.isCloak = false;
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
m.airSpeedLimit = 125
+ m.fieldFireRate = 1
+ b.setFireCD();
+ m.fieldFx = 1
+ m.fieldJump = 1
+ m.setMovement();
m.drop();
m.holdingMassScale = 0.5;
m.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
@@ -1045,10 +1053,6 @@ const m = {
m.holdingTarget = null;
}
},
- // setMovement() {
- // m.Fx = tech.baseFx * tech.squirrelFx * (tech.isFastTime ? 1.5 : 1);
- // m.jumpForce = tech.baseJumpForce * tech.squirrelJump * (tech.isFastTime ? 1.13 : 1)
- // },
definePlayerMass(mass = m.defaultMass) {
Matter.Body.setMass(player, mass);
//reduce air and ground move forces
@@ -2514,8 +2518,13 @@ const m = {
{
name: "time dilation",
// description: "use energy to stop time
while time is stopped you can move and fire
and collisions do 50% less harm",
- description: "use energy to stop time
for everything except you
generate 18 energy/second",
+ description: "use energy to stop time
move, jump, and fire 25% faster
generate 18 energy/second",
set() {
+ m.fieldFireRate = 0.75
+ b.setFireCD();
+ m.fieldFx = 1.2
+ m.fieldJump = 1.09
+ m.setMovement();
if (tech.isRewindField) {
this.rewindCount = 0
m.grabPowerUpRange2 = 300000
@@ -2643,26 +2652,6 @@ const m = {
sleep(bullet);
simulation.cycle--; //pause all functions that depend on game cycle increasing
- // if (tech.isTimeSkip) {
- // m.immuneCycle = 0;
- // m.drain += 0.0000025
- // m.regenEnergy(); //immunity disables normal regen, so turn off immunity for just this function
- // m.immuneCycle = m.cycle + 10;
- // simulation.isTimeSkipping = true;
- // m.cycle++;
- // simulation.gravity();
- // if (tech.isFireMoveLock && input.fire) {
- // player.force.x = 0
- // player.force.y = 0
- // }
- // Engine.update(engine, simulation.delta);
- // m.move();
- // simulation.checks();
- // m.walk_cycle += m.flipLegs * m.Vx;
- // b.fire();
- // b.bulletDo();
- // simulation.isTimeSkipping = false;
- // }
} else { //holding, but field button is released
m.wakeCheck();
}
@@ -2678,80 +2667,6 @@ const m = {
m.drawFieldMeter()
}
}
- // } else {
- // m.fieldFire = true;
- // m.isBodiesAsleep = false;
- // m.isTimeStopped = false;
- // m.drain = 0.005
- // let isFieldInputDown = false;
- // m.hold = function() {
- // if (m.isHolding) {
- // m.drawHold(m.holdingTarget);
- // m.holding();
- // m.throwBlock();
- // isFieldInputDown = false
- // } else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
- // if (!m.holdingTarget) isFieldInputDown = true;
- // m.grabPowerUp();
- // m.lookForPickUp();
- // // if (m.energy > 0.05) { //deflecting
- // // m.drawField();
- // // m.pushMobsFacing();
- // // }
- // } else if (m.holdingTarget && m.fieldCDcycle < m.cycle) { //holding, but field button is released
- // m.pickUp();
- // } else {
- // m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
- // }
-
- // if (isFieldInputDown && !input.field && !m.holdingTarget && !m.isHolding) {
- // isFieldInputDown = false;
- // m.isTimeStopped = true;
- // }
- // m.drawFieldMeter()
- // if (m.energy < m.maxEnergy) { //extra energy regen
- // m.regenEnergy();
- // m.regenEnergy();
- // }
- // if (m.isTimeStopped) {
- // if (m.energy > m.drain) {
- // // if (player.speed > 0.01 || input.fire)
- // m.energy -= m.drain;
- // m.immuneCycle = m.cycle + 10; //immune to harm while time is stopped, this also disables regen
- // simulation.cycle--; //pause all functions that depend on game cycle increasing
- // m.isBodiesAsleep = true;
- // ctx.globalCompositeOperation = "saturation" //draw field everywhere
- // ctx.fillStyle = "#ccc";
- // ctx.fillRect(-100000, -100000, 200000, 200000)
- // ctx.globalCompositeOperation = "source-over"
-
- // function sleep(who) {
- // for (let i = 0, len = who.length; i < len; ++i) {
- // if (!who[i].isSleeping) {
- // who[i].storeVelocity = who[i].velocity
- // who[i].storeAngularVelocity = who[i].angularVelocity
- // }
- // Matter.Sleeping.set(who[i], true)
- // }
- // }
- // sleep(mob);
- // sleep(body);
- // sleep(bullet);
- // } else { //restart time
- // m.fieldCDcycle = m.cycle + 60;
- // m.energy = 0;
- // m.isTimeStopped = false
- // m.wakeCheck();
- // }
- // if (simulation.isChoosing) {
- // // m.fieldCDcycle = m.cycle + 60;
- // m.isTimeStopped = false
- // m.wakeCheck();
- // }
- // }
-
- // }
- // }
},
effect() {
this.set();
diff --git a/js/powerup.js b/js/powerup.js
index b8b5de0..a726a19 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -280,13 +280,11 @@ const powerUps = {
if (!simulation.paused) {
if (tech.isNoDraftPause) {
- const cycle = () => {
- m.fireCDcycle = m.cycle + 5; //fire cooldown
- if (simulation.isChoosing && m.alive) requestAnimationFrame(cycle)
- }
-
- requestAnimationFrame(cycle);
-
+ // const cycle = () => {
+ // m.fireCDcycle = m.cycle + 1; //fire cooldown
+ // if (simulation.isChoosing && m.alive) requestAnimationFrame(cycle)
+ // }
+ // requestAnimationFrame(cycle);
document.getElementById("choose-grid").style.opacity = "0.8"
} else {
@@ -1081,7 +1079,7 @@ const powerUps = {
}
},
pauseEjectTech(index) {
- if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing) {
+ if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) {
if (Math.random() < 0.1 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
tech.removeTech(index)
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
diff --git a/js/simulation.js b/js/simulation.js
index 253b5d5..80ab6aa 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -89,18 +89,35 @@ const simulation = {
m.airControl()
}
m.move();
+ level.custom();
simulation.checks();
mobs.loop();
- // m.draw();
m.walk_cycle += m.flipLegs * m.Vx;
-
m.hold();
+ level.customTopLayer();
b.fire();
b.bulletRemove();
b.bulletDo();
}
simulation.isTimeSkipping = false;
},
+ timePlayerSkip(cycles = 60) {
+ simulation.isTimeSkipping = true;
+ for (let i = 0; i < cycles; i++) {
+ simulation.cycle++;
+ simulation.gravity();
+ Engine.update(engine, simulation.delta);
+ // level.custom();
+ // level.customTopLayer();
+ if (!m.isBodiesAsleep) {
+ simulation.checks();
+ mobs.loop();
+ }
+ b.bulletRemove();
+ if (!m.isBodiesAsleep) b.bulletDo();
+ }
+ simulation.isTimeSkipping = false;
+ },
mouse: {
x: canvas.width / 2,
y: canvas.height / 2
diff --git a/js/spawn.js b/js/spawn.js
index 7a22cc6..8f12bd5 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -1,6 +1,6 @@
//main object for spawning things in a level
const spawn = {
- nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture", "growBossCulture"],
+ nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, mantisBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool
randomBossList: ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
@@ -1031,7 +1031,7 @@ const spawn = {
me.isSpawnBoss = true;
me.spawnID = spawnID
- me.accelMag = 0.00018 * simulation.accelScale;
+ me.accelMag = 0.00022 * simulation.accelScale;
me.memory = Infinity;
me.showHealthBar = false;
me.isVerticesChange = true
@@ -1039,7 +1039,7 @@ const spawn = {
me.seePlayerFreq = Math.floor(14 + 7 * Math.random())
me.seeAtDistance2 = 200000 //1400000;
me.stroke = "transparent"
- me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
+ me.collisionFilter.mask = cat.player | cat.bullet | cat.body | cat.map //"rgba(255,60,0,0.3)"
// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
// spawn.shield(me, x, y, 1);
@@ -1047,7 +1047,7 @@ const spawn = {
me.onHit = function() { //run this function on hitting player
this.explode();
};
- me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
+ me.damageReduction = 0.14 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.doAwake = function() {
this.alwaysSeePlayer();
this.checkStatus();
@@ -1741,6 +1741,68 @@ const spawn = {
}
}
},
+ // timeBoss(x, y, radius = 25) {
+ // mobs.spawn(x, y, 12, radius, "#000");
+ // let me = mob[mob.length - 1];
+ // me.isBoss = true;
+ // me.stroke = "transparent"; //used for drawSneaker
+ // me.eventHorizon = 1100; //required for black hole
+ // me.eventHorizonGoal = 1100; //required for black hole
+ // me.seeAtDistance2 = (me.eventHorizon + 1200) * (me.eventHorizon + 1200); //vision limit is event horizon
+ // me.accelMag = 0.00006 * simulation.accelScale;
+ // // me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
+ // // me.frictionAir = 0.005;
+ // me.memory = Infinity;
+ // Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
+ // me.onDeath = function() {
+ // powerUps.spawnBossPowerUp(this.position.x, this.position.y)
+ // };
+ // me.damageReduction = 0.23 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
+ // me.do = function() {
+ // //keep it slow, to stop issues from explosion knock backs
+ // if (!(simulation.cycle % this.seePlayerFreq)) {
+ // if (this.distanceToPlayer2() < this.seeAtDistance2) { //&& !m.isCloak ignore cloak for black holes
+ // this.locatePlayer();
+ // if (!this.seePlayer.yes) this.seePlayer.yes = true;
+ // } else if (this.seePlayer.recall) {
+ // this.lostPlayer();
+ // }
+ // }
+ // this.checkStatus();
+ // if (this.seePlayer.recall) {
+ // //accelerate towards the player
+ // const forceMag = this.accelMag * this.mass;
+ // const dx = this.seePlayer.position.x - this.position.x
+ // const dy = this.seePlayer.position.y - this.position.y
+ // const mag = Math.sqrt(dx * dx + dy * dy)
+ // this.force.x += forceMag * dx / mag;
+ // this.force.y += forceMag * dy / mag;
+
+ // //eventHorizon waves in and out
+ // const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008))
+ // // zoom camera in and out with the event horizon
+
+ // //draw darkness
+ // if (!simulation.isTimeSkipping) {
+ // ctx.beginPath();
+ // ctx.arc(this.position.x, this.position.y, eventHorizon, 0, 2 * Math.PI);
+ // ctx.fillStyle = "rgba(0,0,0,0.05)";
+ // ctx.fill();
+ // //when player is inside event horizon
+ // if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon) {
+ // // if (!(simulation.cycle % 10)) simulation.timePlayerSkip(5)
+ // // if (!(simulation.cycle % 2)) simulation.timePlayerSkip(1)
+ // simulation.timePlayerSkip(2)
+
+ // // if (m.immuneCycle < m.cycle) {
+ // // if (m.energy > 0) m.energy -= 0.004
+ // // if (m.energy < 0.1) m.damage(0.00017 * simulation.dmgScale);
+ // // }
+ // }
+ // }
+ // }
+ // }
+ // },
suckerBoss(x, y, radius = 25) {
mobs.spawn(x, y, 12, radius, "#000");
let me = mob[mob.length - 1];
@@ -1808,7 +1870,6 @@ const spawn = {
y: this.velocity.y + velocity.y
});
}
-
//accelerate towards the player
const forceMag = this.accelMag * this.mass;
const dx = this.seePlayer.position.x - this.position.x
@@ -1816,11 +1877,8 @@ const spawn = {
const mag = Math.sqrt(dx * dx + dy * dy)
this.force.x += forceMag * dx / mag;
this.force.y += forceMag * dy / mag;
-
//eventHorizon waves in and out
- const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008))
- // zoom camera in and out with the event horizon
-
+ const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008)) // zoom camera in and out with the event horizon
//draw darkness
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, eventHorizon * 0.2, 0, 2 * Math.PI);
@@ -2229,88 +2287,88 @@ const spawn = {
}
spawn.allowShields = true;
},
- // timeSkipBoss(x, y, radius = 55) {
- // mobs.spawn(x, y, 6, radius, '#000');
- // let me = mob[mob.length - 1];
- // me.isBoss = true;
- // // me.stroke = "transparent"; //used for drawSneaker
- // me.timeSkipLastCycle = 0
- // me.eventHorizon = 1800; //required for black hole
- // me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
- // me.accelMag = 0.0004 * simulation.accelScale;
- // // me.frictionAir = 0.005;
- // // me.memory = 1600;
- // // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
- // Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
- // spawn.shield(me, x, y, 1);
+ timeSkipBoss(x, y, radius = 55) {
+ mobs.spawn(x, y, 6, radius, '#000');
+ let me = mob[mob.length - 1];
+ me.isBoss = true;
+ // me.stroke = "transparent"; //used for drawSneaker
+ me.timeSkipLastCycle = 0
+ me.eventHorizon = 1800; //required for black hole
+ me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
+ me.accelMag = 0.0004 * simulation.accelScale;
+ // me.frictionAir = 0.005;
+ // me.memory = 1600;
+ // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
+ Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
+ spawn.shield(me, x, y, 1);
- // me.onDeath = function() {
- // //applying forces to player doesn't seem to work inside this method, not sure why
- // powerUps.spawnBossPowerUp(this.position.x, this.position.y)
- // };
- // me.do = function() {
- // //keep it slow, to stop issues from explosion knock backs
- // if (this.speed > 8) {
- // Matter.Body.setVelocity(this, {
- // x: this.velocity.x * 0.99,
- // y: this.velocity.y * 0.99
- // });
- // }
- // this.seePlayerCheck();
- // this.checkStatus();
- // this.attraction()
- // if (!simulation.isTimeSkipping) {
- // const compress = 1
- // if (this.timeSkipLastCycle < simulation.cycle - compress &&
- // Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
- // this.timeSkipLastCycle = simulation.cycle
- // simulation.timeSkip(compress)
+ me.onDeath = function() {
+ //applying forces to player doesn't seem to work inside this method, not sure why
+ powerUps.spawnBossPowerUp(this.position.x, this.position.y)
+ };
+ me.do = function() {
+ //keep it slow, to stop issues from explosion knock backs
+ if (this.speed > 8) {
+ Matter.Body.setVelocity(this, {
+ x: this.velocity.x * 0.99,
+ y: this.velocity.y * 0.99
+ });
+ }
+ this.seePlayerCheck();
+ this.checkStatus();
+ this.attraction()
+ if (!simulation.isTimeSkipping) {
+ const compress = 1
+ if (this.timeSkipLastCycle < simulation.cycle - compress &&
+ Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
+ this.timeSkipLastCycle = simulation.cycle
+ simulation.timeSkip(compress)
- // this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
- // this.stroke = "#014"
- // this.isShielded = false;
- // this.isDropPowerUp = true;
- // this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
+ this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
+ this.stroke = "#014"
+ this.isShielded = false;
+ this.isDropPowerUp = true;
+ this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
- // ctx.beginPath();
- // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
- // ctx.fillStyle = "#fff";
- // ctx.globalCompositeOperation = "destination-in"; //in or atop
- // ctx.fill();
- // ctx.globalCompositeOperation = "source-over";
- // ctx.beginPath();
- // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
- // ctx.clip();
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
+ ctx.fillStyle = "#fff";
+ ctx.globalCompositeOperation = "destination-in"; //in or atop
+ ctx.fill();
+ ctx.globalCompositeOperation = "source-over";
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
+ ctx.clip();
- // // ctx.beginPath();
- // // ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
- // // ctx.fillStyle = "#000";
- // // ctx.fill();
- // // ctx.strokeStyle = "#000";
- // // ctx.stroke();
+ // ctx.beginPath();
+ // ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
+ // ctx.fillStyle = "#000";
+ // ctx.fill();
+ // ctx.strokeStyle = "#000";
+ // ctx.stroke();
- // // ctx.beginPath();
- // // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
- // // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
- // // ctx.fill();
- // // ctx.strokeStyle = "#000";
- // // ctx.stroke();
- // } else {
- // this.isShielded = true;
- // this.isDropPowerUp = false;
- // this.seePlayer.recall = false
- // this.fill = "transparent"
- // this.stroke = "transparent"
- // this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
- // ctx.beginPath();
- // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
- // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
- // ctx.fill();
- // }
- // }
- // }
- // },
+ // ctx.beginPath();
+ // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
+ // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
+ // ctx.fill();
+ // ctx.strokeStyle = "#000";
+ // ctx.stroke();
+ } else {
+ this.isShielded = true;
+ this.isDropPowerUp = false;
+ this.seePlayer.recall = false
+ this.fill = "transparent"
+ this.stroke = "transparent"
+ this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
+ ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
+ ctx.fill();
+ }
+ }
+ }
+ },
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];
@@ -3456,33 +3514,6 @@ const spawn = {
}
}
}
-
- //invulnerable every other revolution
- // me.isInvulnerable = false
- // me.invulnerable = function() {
- // //draw trigger angle
- // if (this.laserAngle % (4 * Math.PI) > 2 * Math.PI) {
- // if (!this.isInvulnerable) {
- // this.isInvulnerable = true
- // if (this.damageReduction) this.startingDamageReduction = this.damageReduction
- // this.damageReduction = 0
- // }
- // } else if (this.isInvulnerable) {
- // this.isInvulnerable = false
- // this.damageReduction = this.startingDamageReduction
- // }
- // if (this.isInvulnerable) {
- // ctx.beginPath();
- // let vertices = this.vertices;
- // ctx.moveTo(vertices[0].x, vertices[0].y);
- // for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
- // ctx.lineTo(vertices[0].x, vertices[0].y);
- // ctx.lineWidth = 20;
- // ctx.strokeStyle = "rgba(255,255,255,0.7)";
- // ctx.stroke();
- // }
- // }
-
me.do = function() {
this.invulnerable();
this.checkStatus();
@@ -3893,6 +3924,93 @@ const spawn = {
// }
};
},
+ timeBoss(x, y, radius = 50, isSpawnBossPowerUp = true) {
+ mobs.spawn(x, y, 0, radius, `hsl(0, 100%, 50%)`) // "rgb(201,202,225)");
+ let me = mob[mob.length - 1];
+ Matter.Body.rotate(me, 2 * Math.PI * Math.random());
+ me.isBoss = true;
+ Matter.Body.setDensity(me, 0.001); //normal is 0.001
+ me.inertia = Infinity;
+ me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
+ me.startingDamageReduction = me.damageReduction
+ me.isInvulnerable = false
+ me.frictionAir = 0.01
+ me.restitution = 1
+ me.friction = 0
+ me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map | cat.mob
+ Matter.Body.setVelocity(me, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
+ me.seePlayer.recall = 1;
+ spawn.spawnOrbitals(me, radius + 15, 1)
+
+ // me.skipRate = 1 + Math.floor(simulation.difficulty*0.02)
+ // spawn.shield(me, x, y, 1);
+
+ me.onDamage = function() {
+ if (this.health < this.nextHealthThreshold) {
+ this.health = this.nextHealthThreshold - 0.01
+ this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
+ this.invulnerableCount = 360 + simulation.difficulty * 4 //how long does invulnerable time last
+ this.isInvulnerable = true
+ this.damageReduction = 0
+ // requestAnimationFrame(() => { simulation.timePlayerSkip(300) }); //wrapping in animation frame prevents errors, probably
+ }
+ };
+ me.onDeath = function() {
+ if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
+ requestAnimationFrame(() => { simulation.timePlayerSkip(30) }); //wrapping in animation frame prevents errors, probably
+ };
+
+ me.cycle = Math.floor(360 * Math.random())
+ me.nextHealthThreshold = 0.75
+ me.invulnerableCount = 0
+ // console.log(me.mass) //100
+ me.do = function() {
+ this.cycle++
+ this.fill = `hsl(${this.cycle*0.5}, 100%, 80%)`;
+ // this.fill = `hsl(${270 + 50*Math.sin(this.cycle*0.02)}, 100%, 60%)`;
+ this.seePlayer.recall = 1
+ //maintain speed //faster in the vertical to help avoid repeating patterns
+ if (this.speed < 0.01) {
+ const unit = Vector.sub(player.position, this.position)
+ Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(unit), 0.1));
+ } else {
+ if (Math.abs(this.velocity.y) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.02 });
+ if (Math.abs(this.velocity.x) < 6.5) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.02, y: this.velocity.y });
+ }
+
+ if (this.isInvulnerable) {
+ this.invulnerableCount--
+ if (this.invulnerableCount < 0) {
+ this.isInvulnerable = false
+ this.damageReduction = this.startingDamageReduction
+ }
+ //time dilation
+ if (!simulation.isTimeSkipping) {
+ requestAnimationFrame(() => { simulation.timePlayerSkip(1) }); //wrapping in animation frame prevents errors, probably
+ // if (!(simulation.cycle % 10))
+
+ //draw invulnerable
+ ctx.beginPath();
+ let vertices = this.vertices;
+ ctx.moveTo(vertices[0].x, vertices[0].y);
+ for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
+ ctx.lineTo(vertices[0].x, vertices[0].y);
+ ctx.lineWidth = 15 + 6 * Math.random();
+ ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
+ ctx.stroke();
+ }
+ }
+
+ this.checkStatus();
+ //horizontal attraction
+ // const xMag = 0.0005
+ // if (player.position.x > this.position.x + 200) {
+ // this.force.x += xMag * this.mass;
+ // } else if (player.position.x < this.position.x - 200) {
+ // this.force.x -= xMag * this.mass;
+ // }
+ };
+ },
bounceBullet(x, y, velocity = { x: 0, y: 0 }, radius = 11, sides = 6) {
//bullets
mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
@@ -5668,7 +5786,7 @@ const spawn = {
x: Math.cos(time),
y: Math.sin(time)
}
- Matter.Body.setPosition(this, Vector.add(who.position, Vector.mult(orbit, radius))) //bullets move with player
+ Matter.Body.setPosition(this, Vector.add(Vector.add(who.position, who.velocity), Vector.mult(orbit, radius))) //bullets move with player
//damage player
if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
@@ -5685,26 +5803,24 @@ const spawn = {
}
};
},
- orbitalBoss(x, y, radius = 88) {
+ orbitalBoss(x, y, radius = 70) {
const nodeBalance = Math.random()
const nodes = Math.min(15, Math.floor(2 + 4 * nodeBalance + 0.75 * Math.sqrt(simulation.difficulty)))
mobs.spawn(x, y, nodes, radius, "rgb(255,0,150)");
let me = mob[mob.length - 1];
me.isBoss = true;
-
Matter.Body.setDensity(me, 0.0017 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
-
me.stroke = "transparent"; //used for drawGhost
me.seeAtDistance2 = 2000000;
+ me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
me.memory = Infinity;
me.frictionAir = 0.04;
- me.accelMag = 0.0003 * simulation.accelScale
- me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
+ me.accelMag = 0.0007 * simulation.accelScale
spawn.shield(me, x, y, 1);
const rangeInnerVsOuter = Math.random()
let speed = (0.009 + 0.0011 * Math.sqrt(simulation.difficulty)) * ((Math.random() < 0.5) ? 1 : -1)
- let range = radius + 400 + 200 * rangeInnerVsOuter + nodes * 7
+ let range = radius + 300 + 200 * rangeInnerVsOuter + nodes * 7
for (let i = 0; i < nodes; i++) spawn.orbital(me, range, i / nodes * 2 * Math.PI, speed)
const orbitalIndexes = [] //find indexes for all the current nodes
for (let i = 0; i < nodes; i++) orbitalIndexes.push(mob.length - 1 - i)
@@ -5718,10 +5834,9 @@ const spawn = {
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
- me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
+ me.damageReduction = 0.18 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
- // this.armor();
- this.seePlayerCheckByDistance();
+ this.seePlayerByHistory();
this.checkStatus();
this.attraction();
};
diff --git a/js/tech.js b/js/tech.js
index f570c90..da34755 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -602,9 +602,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
- return !tech.isAmmoFromHealth && !tech.isEnergyNoAmmo
+ return !tech.isAmmoFromHealth
},
- requires: "not catabolism, ideal gas law",
+ requires: "not catabolism",
effect() {
tech.isEnergyNoAmmo = true;
},
@@ -4661,9 +4661,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.implosion === -1 && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.isBoomBotUpgrade || tech.isTokamak)
+ return tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.isBoomBotUpgrade || tech.isTokamak)
},
- requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation, implosion",
+ requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation",
effect: () => {
tech.isExplodeRadio = true; //iridium-192
},
@@ -4976,9 +4976,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio && !tech.isBlockExplode && !tech.isClusterExplode && tech.implosion === -1
+ return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio && !tech.isBlockExplode && !tech.isClusterExplode
},
- requires: "grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, implosion",
+ requires: "grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics",
effect() {
tech.isNeutronBomb = true;
b.setGrenadeMode()
@@ -7106,7 +7106,7 @@ const tech = {
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "time dilation" && !m.isShipMode && !tech.isRewindAvoidDeath && !tech.isEnergyHealth && !tech.isTimeSkip
},
- requires: "time dilation, not CPT symmetry, mass-energy, timelike",
+ requires: "time dilation, not CPT symmetry, mass-energy",
effect() {
tech.isRewindField = true;
m.fieldUpgrades[m.fieldMode].set()
@@ -7117,25 +7117,6 @@ const tech = {
if (this.count) m.fieldUpgrades[m.fieldMode].set()
}
},
- // {
- // name: "timelike",
- // description: "time dilation doubles your relative time rate
and makes you immune to harm",
- // isFieldTech: true,
- // maxCount: 1,
- // count: 0,
- // frequency: 2,
- // frequencyDefault: 2,
- // allowed() {
- // return m.fieldUpgrades[m.fieldMode].name === "time dilation" && !m.isShipMode && !tech.isRewindField
- // },
- // requires: "time dilation, not retrocausality",
- // effect() {
- // tech.isTimeSkip = true;
- // },
- // remove() {
- // tech.isTimeSkip = false;
- // }
- // },
{
name: "Lorentz transformation",
description: `use ${powerUps.orb.research(3)}to increase your time rate
move, jump, and shoot 50% faster`,
@@ -7887,6 +7868,33 @@ const tech = {
},
remove() {}
},
+ {
+ name: "closed timelike curve",
+ description: "spawn 5 field power ups, but every 12 seconds
teleport a second into your future
",
+ maxCount: 1,
+ count: 0,
+ frequency: 0,
+ isJunk: true,
+ isNonRefundable: true,
+ allowed() {
+ return true
+ },
+ requires: "",
+ effect() {
+ for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
+
+ function loop() {
+ if (!simulation.paused && m.alive) {
+ if (!(simulation.cycle % 720)) {
+ requestAnimationFrame(() => { simulation.timePlayerSkip(60) }); //wrapping in animation frame prevents errors, probably
+ }
+ }
+ requestAnimationFrame(loop);
+ }
+ requestAnimationFrame(loop);
+ },
+ remove() {}
+ },
{
name: "discount",
description: "get 3 random JUNK tech for the price of 1!",
diff --git a/todo.txt b/todo.txt
index 71f4bab..8f983c2 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,16 +1,69 @@
******************************************************** NEXT PATCH **************************************************
-ideal gas law - lose all your current foam ammo; foam gun gets 1200% more ammo from ammo power ups
-pressure vessel - has 25% more charges produced as you hold
+new reactor boss: timeBoss - after taking some damage it speeds up the passage of time
+reactor level has big doors
-slashBoss is a bit slower and has a bit longer between slashes
-reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number
- just a tiny nerf though
-
-bug fixes
+nonrefundable tech show up in the pause menu
+time dilation field - move, jump, and fire 25% faster
+JUNK tech: closed timelike curve - spawn 5 field power ups, but every 12 seconds teleport a second into your future
******************************************************** TODO ********************************************************
+if a mob dies in skiptime it doesn't register?
+ is this only for the ondeath event?
+ so far, but needs more tests
+ is this only for timeskip > 1
+ yes I think
+
+make MEE work with harm reduction
+ how to nerf MEE
+ maybe harm reduction could also reduce energy regen
+
+timeSkipBoss
+ sends out waves of 60s time skip every 5 seconds?
+ or 1 cycle skip every other cycle
+ only active when player is inside range
+ immune to harm outside range?
+
+simulation.timeSkip(60)
+ skip every other cycle inside black holes?
+ maybe run simulation.timeSkip(60) in a map
+ in labs?
+ reactor boss
+ mob fires laser/bullets that timeSkip player
+ maybe an effect when in range of the historyBoss
+ JUNK tech simulation.timeSkip(60)
+ add CPT graphics to simulation.timeSkip(60)
+ for player
+ tech requires eternalism - 2x time while choosing, gain more damage
+
+Currently, the mob just deals higher damage on impact, which is annoying although not hard to compete with nor unique
+By "redesign" I mean replacing instances of the regular mob, since the same code is used for the tiny red projectiles (I think) just add a new mob and remove the old one from the rotation
+The new mob should be as such, a "real" exploding mob:
+Deals regular damage on impact, but breaks apart on touch into several red dots (like the ones thrown out by the going through walls boss) and a chance for also throwing a bomb or two (increases with difficulty)
+If the mob is close to the player or heading into the player fast it will shatter as well (and the projectiles will inherit its speed)
+By a formula such as
+ShouldShatter(distToPlayer, speed) = distToPlayer * speed > threshold
+Optionally (and a part I can do as I'm good at it and it doesn't revolve around a lot of functional code which you don't like other people doing):
+Color changing based on the mob explosion status
+Regular state: red
+About to explode: animation to dark red
+Exploding: several shockwaves from the explosion points and tiny trails given to the shrapnel for a second or two until they deaccelerate
+
+
+
+make laser gain damage and energy drain from fire delay tech
+ wording? put it in the gun description
+
+reactor: add horizontal flip mode
+
+pause time like invariant for other things...
+ throwing blocks
+ charging railgun
+ charging anything?
+
+give retrocausality a short delay before it rewinds, so you can pick up powerups without going back
+
tech expansion: should also make other fields do things
how to make the description work
change description based on your current field?
@@ -24,9 +77,6 @@ tech expansion: should also make other fields do things
reduces the cloaking vision effect?
needs more benefit?
-nonrefundable tech don't display, this is confusing
- maybe they can show up but greyed out or something
-
guntech fire a bullet that fires nail fragments after 1s in the same direction as the original bullet
like overwatch roadhog
@@ -146,72 +196,14 @@ setting to remove UI, except health bar
except active gun? to see ammo
checkbox in pause and in settings
-pause time like invariant for other things...
- throwing blocks
- charging railgun
- charging anything?
-
bug - url sharing still broken sometimes
-
-maybe? timing QTE for charging effects, if you fire right before the charge gets full it's better
-
-+damage for each different bot type you have
- disables bot upgrades?
-
-tech: doing damage to mobs refunds up to 50% of damage taken in last 10 seconds
- use history[] to manage this?
-
-make a seed/hash system that controls only the tech/guns/fields shown
- URL sharing could include a seed
- seed controls:
- seeded random at start - random level boss, mob types list, level order, horizontal flip
- seeded random during run - tech, gun, field choices
- not seeded random - mob spawns, mob size, minor level differences, custom level boss choices, ammo rewards, tech effect randomness
- better to only seed things at the start of the run so it doesn't mess with power up choices
- make option for a daily seed: seed = day+year
- give 1 extra tech for doing the daily seeded run
- make the option for the daily run, a secret exit in the intro level?
tech upgrade to anthropic principle to make it trigger at 50% life and 0% once per map
-tech: spontaneous collapse - very low chance of something to occur
- JUNK tech
- https://bindingofisaacrebirth.fandom.com/wiki/Damocles
-
bug? cloaking field doesn't show energy over max
run more profiles of n-gon to fix performance issues
-reactor
- life-like cellular automata boss
- https://scratch.mit.edu/projects/77724260/
- night/day?
- boss on far right produces more "on" cells
- tailBoss
- story the last 5 seconds of position, draw damage circles over those positions, like a tail
- limit mantis boss to only reactor?
- laserBoss?
- swoopBoss: hides in top center
- take a lap around the map that you have to dodge
- spawn mobs
- fire sniper bullets?
- remove center map element?
- add some blocks to the reactor level
- add ammo?
- boss speeds up as time goes on?
- slow bullet speed?
- foam hits all the bullets and makes this fight easy
- give map some background graphics
- it's a little short
- add alternate boss
- add a boss that spawns after the first one dies
- balance
- boss damage reduction
- bullet size
- bullet spawn number
- bounce speed
- add horizontal flip mode
-
bug: possibly clearing away all bullets causes a problem
bullet.js 255 (.do() is missing)
I died and quantum immortality triggered (I had needles and ice-IX)