tech: rebound - super balls speed up and reset duration after they hit a mob
Zectron does 100->66% damage and it drains 25% of current energy instead of health
mantisBoss is back
level element: mover - rectangular map element that pushes horizontally
  it's in a possible room for labs

new community level - staircase by ryanbear
This commit is contained in:
landgreen
2023-02-19 15:25:21 -08:00
parent f8b4b6fde5
commit 82c0ea832b
8 changed files with 523 additions and 202 deletions

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@@ -99,6 +99,7 @@
<option value="islands">
<option value="tunnel">
<option value="coliseum">
<option value="staircase">
<option value="perplex">
<option value="n-gon">
<option value="vats">

View File

@@ -82,7 +82,7 @@ const b = {
},
fireWithAmmo() { //triggers after firing when you have ammo
b.guns[b.activeGun].fire();
if (tech.crouchAmmoCount && input.down) {
if (tech.crouchAmmoCount && m.crouch) {
if (tech.crouchAmmoCount % 2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
@@ -114,7 +114,7 @@ const b = {
}
},
refundAmmo() { //triggers after firing when you removed ammo for a gun, but didn't need to
if (tech.crouchAmmoCount && input.down && b.activeGun !== null) {
if (tech.crouchAmmoCount && m.crouch && b.activeGun !== null) {
tech.crouchAmmoCount--
if ((tech.crouchAmmoCount) % 2) {
b.guns[b.activeGun].ammo++;
@@ -608,7 +608,7 @@ const b = {
v1: null,
v2: null
};
// if (tech.isPulseAim && !input.down) { //find mobs in line of sight
// if (tech.isPulseAim && !m.crouch) { //find mobs in line of sight
// let dist = 2200
// for (let i = 0, len = mob.length; i < len; i++) {
// const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
@@ -908,12 +908,12 @@ const b = {
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
speed = input.down ? 43 : 32
speed = m.crouch ? 43 : 32
Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
});
bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80) * tech.isBulletsLastLonger;
bullet[me].endCycle = simulation.cycle + Math.floor(m.crouch ? 120 : 80) * tech.isBulletsLastLonger;
bullet[me].restitution = 0.4;
bullet[me].do = function() {
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
@@ -933,7 +933,7 @@ const b = {
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
speed = input.down ? 46 : 32
speed = m.crouch ? 46 : 32
Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
@@ -968,7 +968,7 @@ const b = {
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
};
speed = input.down ? 46 : 32
speed = m.crouch ? 46 : 32
Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
@@ -1095,10 +1095,10 @@ const b = {
}
};
speed = 35
// speed = input.down ? 43 : 32
// speed = m.crouch ? 43 : 32
bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
if (input.down) {
if (m.crouch) {
speed += 9
bullet[me].endCycle += 20;
}
@@ -1115,7 +1115,7 @@ const b = {
}, angle = m.angle, size = 1) {
const me = bullet.length;
bullet[me] = Bodies.polygon(where.x, where.y, 10, 4, b.fireAttributes(angle, false));
b.fireProps((input.down ? 45 : 25) / Math.pow(0.92, tech.missileCount), input.down ? 35 : 20, angle, me); //cd , speed
b.fireProps((m.crouch ? 45 : 25) / Math.pow(0.92, tech.missileCount), m.crouch ? 35 : 20, angle, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = 500 + simulation.cycle;
bullet[me].frictionAir = 0;
@@ -1131,8 +1131,8 @@ const b = {
if (tech.isRPG) {
const SCALE = 2
Matter.Body.scale(bullet[me], SCALE, SCALE);
speed = input.down ? 25 : 15
// speed = input.down ? 43 : 32
speed = m.crouch ? 25 : 15
// speed = m.crouch ? 43 : 32
Matter.Body.setVelocity(bullet[me], {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
@@ -1282,10 +1282,10 @@ const b = {
b.guns[5].do = function() {}
} else {
b.guns[5].do = function() {
if (!input.field && input.down) {
if (!input.field && m.crouch) {
const cycles = 80
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
const g = input.down ? 0.137 : 0.135
const speed = m.crouch ? 35 : 20 //m.crouch ? 43 : 32
const g = m.crouch ? 0.137 : 0.135
const v = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
@@ -1311,9 +1311,9 @@ const b = {
} else if (tech.isVacuumBomb) {
b.grenade = grenadeVacuum
b.guns[5].do = function() {
if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 50 : 30) //30
const speed = input.down ? 44 : 35
if (!input.field && m.crouch) {
const cycles = Math.floor(m.crouch ? 50 : 30) //30
const speed = m.crouch ? 44 : 35
const v = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
@@ -1331,9 +1331,9 @@ const b = {
} else {
b.grenade = grenadeDefault
b.guns[5].do = function() {
if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 120 : 80) //30
const speed = input.down ? 43 : 32
if (!input.field && m.crouch) {
const cycles = Math.floor(m.crouch ? 120 : 80) //30
const speed = m.crouch ? 43 : 32
const v = {
x: speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
@@ -1626,7 +1626,7 @@ const b = {
if (m.energy < 0.05) this.dropCaughtPowerUp()
//recoil on catching
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.0001 : 0.0002))
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
// refund ammo
@@ -1709,7 +1709,7 @@ const b = {
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
//recoil on catching
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.0001 : 0.0002))
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
// }
@@ -1739,7 +1739,7 @@ const b = {
// m.fireCDcycle = m.cycle + 30; // cool down if out of energy
m.fireCDcycle = m.cycle + 5 + 40 * b.fireCDscale + 60 * (m.energy < 0.05)
this.endCycle = simulation.cycle + 10
if (input.down) { //down
if (m.crouch) { //down
dist = 0
player.force.y += 5 * player.mass * simulation.g;
}
@@ -1780,7 +1780,7 @@ const b = {
this.endCycle = simulation.cycle + 60
m.fireCDcycle = m.cycle + 120; //fire cooldown
//recoil on catching
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.0001 : 0.0002))
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
}
@@ -1792,7 +1792,7 @@ const b = {
this.do = this.returnToPlayer
this.endCycle = simulation.cycle + 60
//recoil on catching
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.0001 : 0.0002))
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
}
@@ -1951,7 +1951,7 @@ const b = {
// if (m.energy > 0.05) m.fireCDcycle = m.cycle + 20 * b.fireCDscale //lower cd to 25 if it is above 25
// }
//recoil on catching
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.0001 : 0.0002))
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.0001 : 0.0002))
player.force.x += momentum.x
player.force.y += momentum.y
// refund ammo
@@ -2018,7 +2018,7 @@ const b = {
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
Matter.Sleeping.set(this, false)
this.endCycle = simulation.cycle + 240
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (input.down ? 0.00015 : 0.0003)) //recoil on jerking line
const momentum = Vector.mult(Vector.sub(this.velocity, player.velocity), (m.crouch ? 0.00015 : 0.0003)) //recoil on jerking line
player.force.x += momentum.x
player.force.y += momentum.y
requestAnimationFrame(() => { //delay this for 1 cycle to get the proper hit graphics
@@ -2246,7 +2246,7 @@ const b = {
}
}
this.cycle++
const wiggleMag = (input.down ? 6 : 12) * Math.cos(simulation.cycle * 0.09)
const wiggleMag = (m.crouch ? 6 : 12) * Math.cos(simulation.cycle * 0.09)
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(simulation.cycle * 0.3))
const velocity = Vector.mult(player.velocity, 0.4) //move with player
Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
@@ -2280,7 +2280,7 @@ const b = {
//calculate laser collision
let best;
let range = tech.isPlasmaRange * (120 + (input.down ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(m.cycle * 0.3);
let range = tech.isPlasmaRange * (120 + (m.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(m.cycle * 0.3);
// const dir = m.angle // + 0.04 * (Math.random() - 0.5)
const path = [{
x: m.pos.x + 20 * Math.cos(m.angle),
@@ -3751,24 +3751,36 @@ const b = {
bullet[me] = Bodies.polygon(where.x, where.y, 12, radius, b.fireAttributes(dir, false));
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity);
Matter.Body.setDensity(bullet[me], 0.0008 + 0.0009 * tech.superHarm);
Matter.Body.setDensity(bullet[me], 0.0008 + 0.0005 * tech.isSuperHarm);
bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 1;
bullet[me].frictionAir = 0;
bullet[me].friction = 0;
if (tech.superHarm) {
bullet[me].frictionStatic = 0;
if (tech.isSuperHarm) {
bullet[me].collidePlayerDo = function() {
this.force.y += this.mass * 0.0012;
this.force.y += this.mass * 0.001;
if (Matter.Query.collides(this, [player]).length) {
this.endCycle = 0
let dmg = 0.015 * this.mass * tech.superHarm
m.damage(dmg);
// let dmg = 0.015 * this.mass * tech.isSuperHarm
// m.damage(dmg);
const drain = m.energy * 0.25
m.energy -= drain
// simulation.drawList.push({ //add dmg to draw queue
// x: this.position.x,
// y: this.position.y,
// radius: radius * 3,
// color: "hsla(194, 100%, 43%,0.2)",
// time: 7
// });
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime * 2
radius: radius,
color: "#0ad",
time: 15
});
}
}
@@ -3776,11 +3788,11 @@ const b = {
bullet[me].do = function() {
this.cycle++
if (this.cycle > 2) this.do = this.collidePlayerDo
this.force.y += this.mass * 0.0012;
this.force.y += this.mass * 0.001;
};
} else {
bullet[me].do = function() {
this.force.y += this.mass * 0.0012;
this.force.y += this.mass * 0.001;
};
}
bullet[me].beforeDmg = function(who) {
@@ -3796,6 +3808,35 @@ const b = {
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
} else if (tech.isSuperBounce) {
const cycle = () => {
Matter.Body.setDensity(this, (0.0008 + 0.0009 * tech.isSuperHarm) * 1.33); //50% more density and damage
this.endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random()); //reset to full duration of time
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), 60)); //reset to high velocity
let count = 5
const wait = () => {
count--
if (count > 0) requestAnimationFrame(wait);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: radius,
color: 'rgba(255, 0, 0, 0.33)',
time: 8
});
}
requestAnimationFrame(wait);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: radius,
color: 'rgba(255, 0, 0, 0.33)',
time: 8
});
}
requestAnimationFrame(cycle);
}
};
},
@@ -4971,7 +5012,7 @@ const b = {
this.cd = simulation.cycle + this.delay;
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist2) / 60))
const radius = 6 + 7 * Math.random()
const SPEED = 29 - radius * 0.4; //(input.down ? 32 : 20) - radius * 0.7;
const SPEED = 29 - radius * 0.4; //(m.crouch ? 32 : 20) - radius * 0.7;
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
b.foam(this.position, velocity, radius + 7.5 * this.isUpgraded)
break;
@@ -5684,10 +5725,10 @@ const b = {
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
this.baseFire(m.angle + (Math.random() - 0.5) * (input.down ? 0.04 : 0.13) / CD, 45 + 6 * Math.random())
this.baseFire(m.angle + (Math.random() - 0.5) * (m.crouch ? 0.04 : 0.13) / CD, 45 + 6 * Math.random())
//very complex recoil system
if (m.onGround) {
if (input.down) {
if (m.crouch) {
const KNOCK = 0.006
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
@@ -5715,10 +5756,10 @@ const b = {
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
this.baseFire(m.angle + (Math.random() - 0.5) * (input.down ? 0.05 : 0.3) / CD)
this.baseFire(m.angle + (Math.random() - 0.5) * (m.crouch ? 0.05 : 0.3) / CD)
},
fireNeedles() {
if (input.down) {
if (m.crouch) {
m.fireCDcycle = m.cycle + 30 * b.fireCDscale; // cool down
b.needle()
@@ -5751,14 +5792,14 @@ const b = {
}
},
fireRivets() {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 22 : 14) * b.fireCDscale); // cool down
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 22 : 14) * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.bulletSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = input.down ? 60 : 44
const SPEED = m.crouch ? 60 : 44
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
@@ -5817,7 +5858,7 @@ const b = {
b.muzzleFlash();
//very complex recoil system
if (m.onGround) {
if (input.down) {
if (m.crouch) {
const KNOCK = 0.01
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
@@ -5833,7 +5874,7 @@ const b = {
}
},
fireRecoilRivets() {
// m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
// m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 25 : 17) * b.fireCDscale); // cool down
if (this.nextFireCycle + 1 < m.cycle) this.startingHoldCycle = m.cycle //reset if not constantly firing
const CD = Math.max(25 - 0.14 * (m.cycle - this.startingHoldCycle), 5) //CD scales with cycles fire is held down
this.nextFireCycle = m.cycle + CD * b.fireCDscale //predict next fire cycle if the fire button is held down
@@ -5845,7 +5886,7 @@ const b = {
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = input.down ? 62 : 52
const SPEED = m.crouch ? 62 : 52
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
@@ -5904,7 +5945,7 @@ const b = {
b.muzzleFlash();
//very complex recoil system
if (m.onGround) {
if (input.down) {
if (m.crouch) {
const KNOCK = 0.03
player.force.x -= KNOCK * Math.cos(m.angle)
player.force.y -= KNOCK * Math.sin(m.angle) //reduce knock back in vertical direction to stop super jumps
@@ -5930,7 +5971,7 @@ const b = {
},
fireInstantFireRate() {
m.fireCDcycle = m.cycle + Math.floor(1 * b.fireCDscale); // cool down
this.baseFire(m.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (input.down ? 1.15 : 2) / 2)
this.baseFire(m.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (m.crouch ? 1.15 : 2) / 2)
},
baseFire(angle, speed = 30 + 6 * Math.random()) {
b.nail({
@@ -5994,7 +6035,7 @@ const b = {
fire() {
let knock, spread
const coolDown = function() {
if (input.down) {
if (m.crouch) {
spread = 0.65
m.fireCDcycle = m.cycle + Math.floor((73 + 36 * tech.shotgunExtraShots) * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
@@ -6049,7 +6090,7 @@ const b = {
Matter.Body.setDensity(bullet[me], 0.005 * (tech.isShotgunReversed ? 1.5 : 1));
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = (input.down ? 50 : 43)
const SPEED = (m.crouch ? 50 : 43)
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
@@ -6099,9 +6140,9 @@ const b = {
spray(12); //fires normal shotgun bullets
} else if (tech.isIncendiary) {
spread *= 0.15
const END = Math.floor(input.down ? 8 : 5);
const END = Math.floor(m.crouch ? 8 : 5);
const totalBullets = 9
const angleStep = (input.down ? 0.3 : 0.8) / totalBullets
const angleStep = (m.crouch ? 0.3 : 0.8) / totalBullets
let dir = m.angle - angleStep * totalBullets / 2;
for (let i = 0; i < totalBullets; i++) { //5 -> 7
dir += angleStep
@@ -6129,7 +6170,7 @@ const b = {
} else if (tech.isNailShot) {
spread *= 0.65
const dmg = 2 * (tech.isShotgunReversed ? 1.5 : 1)
if (input.down) {
if (m.crouch) {
for (let i = 0; i < 17; i++) {
speed = 38 + 15 * Math.random()
const dir = m.angle + (Math.random() - 0.5) * spread
@@ -6164,7 +6205,7 @@ const b = {
const number = 2 * (tech.isShotgunReversed ? 1.5 : 1)
for (let i = 0; i < number; i++) {
const angle = m.angle + 0.2 * (Math.random() - 0.5)
const speed = (input.down ? 35 * (1 + 0.05 * Math.random()) : 30 * (1 + 0.15 * Math.random()))
const speed = (m.crouch ? 35 * (1 + 0.05 * Math.random()) : 30 * (1 + 0.15 * Math.random()))
b.flea(where, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
@@ -6177,12 +6218,12 @@ const b = {
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}
const spread = (input.down ? 0.02 : 0.07)
const spread = (m.crouch ? 0.02 : 0.07)
const number = 3 * (tech.isShotgunReversed ? 1.5 : 1)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.worm(where)
const SPEED = (30 + 10 * input.down) * (1 + 0.2 * Math.random())
const SPEED = (30 + 10 * m.crouch) * (1 + 0.2 * Math.random())
Matter.Body.setVelocity(bullet[bullet.length - 1], {
x: player.velocity.x * 0.5 + SPEED * Math.cos(angle),
y: player.velocity.y * 0.5 + SPEED * Math.sin(angle)
@@ -6191,13 +6232,13 @@ const b = {
}
spray(7); //fires normal shotgun bullets
} else if (tech.isIceShot) {
const spread = (input.down ? 0.7 : 1.2)
const spread = (m.crouch ? 0.7 : 1.2)
for (let i = 0, len = 10 * (tech.isShotgunReversed ? 1.5 : 1); i < len; i++) {
b.iceIX(23 + 10 * Math.random(), m.angle + spread * (Math.random() - 0.5))
}
spray(10); //fires normal shotgun bullets
} else if (tech.isFoamShot) {
const spread = (input.down ? 0.15 : 0.4)
const spread = (m.crouch ? 0.15 : 0.4)
const where = {
x: m.pos.x + 25 * Math.cos(m.angle),
y: m.pos.y + 25 * Math.sin(m.angle)
@@ -6213,7 +6254,7 @@ const b = {
}
} else if (tech.isNeedles) {
const number = 9 * (tech.isShotgunReversed ? 1.5 : 1)
const spread = (input.down ? 0.03 : 0.05)
const spread = (m.crouch ? 0.03 : 0.05)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.needle(angle)
@@ -6260,8 +6301,8 @@ const b = {
},
fireOne() {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 27 : 19) * b.fireCDscale); // cool down
const speed = input.down ? 43 : 36
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 27 : 19) * b.fireCDscale); // cool down
const speed = m.crouch ? 43 : 36
b.superBall({
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
@@ -6271,10 +6312,10 @@ const b = {
}, 21 * tech.bulletSize)
},
fireMulti() {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down
const SPREAD = input.down ? 0.08 : 0.13
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCDscale); // cool down
const SPREAD = m.crouch ? 0.08 : 0.13
const num = 3 + Math.floor(tech.extraSuperBalls * Math.random())
const speed = input.down ? 43 : 36
const speed = m.crouch ? 43 : 36
let dir = m.angle - SPREAD * (num - 1) / 2;
for (let i = 0; i < num; i++) {
b.superBall({
@@ -6288,11 +6329,11 @@ const b = {
}
},
fireQueue() {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 23 : 15) * b.fireCDscale); // cool down
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCDscale); // cool down
const num = 1 + 3 + Math.floor(tech.extraSuperBalls * Math.random()) //1 extra
const speed = input.down ? 43 : 36
const speed = m.crouch ? 43 : 36
const delay = Math.floor((input.down ? 18 : 12) * b.fireCDscale)
const delay = Math.floor((m.crouch ? 18 : 12) * b.fireCDscale)
m.fireCDcycle = m.cycle + delay; // cool down
function cycle() {
count++
@@ -6448,7 +6489,7 @@ const b = {
}
},
fire360Longitudinal() {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 4 : 8) * b.fireCDscale * tech.infiniteWaveAmmo); // cool down
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 4 : 8) * b.fireCDscale * tech.infiniteWaveAmmo); // cool down
this.waves.push({
position: {
x: m.pos.x,
@@ -6574,8 +6615,8 @@ const b = {
}
},
fireLongitudinal() {
m.fireCDcycle = m.cycle + Math.floor((input.down ? 4 : 8) * b.fireCDscale * tech.infiniteWaveAmmo); // cool down
const halfArc = (input.down ? 0.0785 : 0.275) * (tech.isBulletTeleport ? 0.66 + (Math.random() - 0.5) : 1) //6.28 is a full circle, but these arcs needs to stay small because we are using small angle linear approximation, for collisions
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 4 : 8) * b.fireCDscale * tech.infiniteWaveAmmo); // cool down
const halfArc = (m.crouch ? 0.0785 : 0.275) * (tech.isBulletTeleport ? 0.66 + (Math.random() - 0.5) : 1) //6.28 is a full circle, but these arcs needs to stay small because we are using small angle linear approximation, for collisions
// if (tech.isBulletTeleport && Math.random() < 0.04) {
// const scale = 400 * Math.random()
// this.waves[i].position = Vector.add(this.waves[i].position, { x: scale * (Math.random() - 0.5), y: scale * (Math.random() - 0.5) })
@@ -6618,7 +6659,7 @@ const b = {
inertia: Infinity,
frictionAir: 0,
slow: 0,
amplitude: (input.down ? 5 : 10) * ((this.wavePacketCycle % 2) ? -1 : 1) * Math.sin((this.wavePacketCycle + 1) * 0.088), //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
amplitude: (m.crouch ? 5 : 10) * ((this.wavePacketCycle % 2) ? -1 : 1) * Math.sin((this.wavePacketCycle + 1) * 0.088), //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
minDmgSpeed: 0,
dmg: m.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage * (tech.isBulletTeleport ? 1.43 : 1), //also control damage when you divide by mob.mass
classType: "bullet",
@@ -6739,7 +6780,7 @@ const b = {
do() {},
fire() {
const countReduction = Math.pow(0.86, tech.missileCount)
// if (input.down) {
// if (m.crouch) {
// m.fireCDcycle = m.cycle + tech.missileFireCD * b.fireCDscale / countReduction; // cool down
// // for (let i = 0; i < tech.missileCount; i++) {
// // b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2, Math.sqrt(countReduction))
@@ -6776,7 +6817,7 @@ const b = {
const sqrtCountReduction = Math.sqrt(countReduction)
// for (let i = 0; i < tech.missileCount; i++) {
// setTimeout(() => {
// if (input.down) {
// if (m.crouch) {
// b.missile(where, m.angle, 20, sqrtCountReduction)
// // bullet[bullet.length - 1].force.x += 0.7 * push.x * (i - (tech.missileCount - 1) / 2);
// // bullet[bullet.length - 1].force.y += 0.7 * push.y * (i - (tech.missileCount - 1) / 2);
@@ -6791,7 +6832,7 @@ const b = {
const launchDelay = 4
let count = 0
const fireMissile = () => {
if (input.down) {
if (m.crouch) {
b.missile({
x: m.pos.x + 30 * direction.x,
y: m.pos.y + 30 * direction.y
@@ -6820,7 +6861,7 @@ const b = {
}
requestAnimationFrame(cycle);
} else {
if (input.down) {
if (m.crouch) {
b.missile({
x: m.pos.x + 40 * direction.x,
y: m.pos.y + 40 * direction.y
@@ -6843,12 +6884,12 @@ const b = {
do() {}, //do is set in b.setGrenadeMode()
fire() {
const countReduction = Math.pow(0.93, tech.missileCount)
m.fireCDcycle = m.cycle + Math.floor((input.down ? 35 : 27) * b.fireCDscale / countReduction); // cool down
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 35 : 27) * b.fireCDscale / countReduction); // cool down
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
}
const SPREAD = input.down ? 0.12 : 0.2
const SPREAD = m.crouch ? 0.12 : 0.2
let angle = m.angle - SPREAD * (tech.missileCount - 1) / 2;
for (let i = 0; i < tech.missileCount; i++) {
b.grenade(where, angle, countReduction) //function(where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }, angle = m.angle, size = 1)
@@ -6875,7 +6916,7 @@ const b = {
const me = bullet.length;
const dir = m.angle;
bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 20, 4.5, b.fireAttributes(dir, false));
b.fireProps(input.down ? 40 : 20, input.down ? 30 : 16, dir, me); //cd , speed
b.fireProps(m.crouch ? 40 : 20, m.crouch ? 30 : 16, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
bullet[me].endCycle = simulation.cycle + 480 + Math.max(0, 120 - 2 * bullet.length);
bullet[me].frictionAir = 0;
@@ -6944,6 +6985,7 @@ const b = {
onCollide(this)
} else { //if colliding with nothing just fall
this.force.y += this.mass * 0.0006;
simulation.mouseInGame.x
}
}
}
@@ -7061,7 +7103,7 @@ const b = {
do() {},
fire() {
if (tech.isDroneRadioactive) {
if (input.down) {
if (m.crouch) {
b.droneRadioactive({
x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5)
@@ -7075,7 +7117,7 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor(25 * b.fireCDscale); // cool down
}
} else {
if (input.down) {
if (m.crouch) {
b.drone({
x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5),
y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5)
@@ -7110,12 +7152,12 @@ const b = {
},
doStream() {},
fireStream() {
const spread = (input.down ?
const spread = (m.crouch ?
0.04 * (Math.random() - 0.5) + 0.09 * Math.sin(m.cycle * 0.12) :
0.23 * (Math.random() - 0.5) + 0.15 * Math.sin(m.cycle * 0.12)
)
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
const SPEED = (input.down ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = {
x: SPEED * Math.cos(dir),
@@ -7139,9 +7181,9 @@ const b = {
ctx.fill();
if (this.isDischarge && m.cycle % 2) {
const spread = (input.down ? 0.04 : 0.5) * (Math.random() - 0.5)
const spread = (m.crouch ? 0.04 : 0.5) * (Math.random() - 0.5)
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
const SPEED = (input.down ? 1.2 : 1) * 10 - radius * 0.4 + Math.min(5, Math.sqrt(this.charge));
const SPEED = (m.crouch ? 1.2 : 1) * 10 - radius * 0.4 + Math.min(5, Math.sqrt(this.charge));
const dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = {
x: SPEED * Math.cos(dir),
@@ -7165,12 +7207,12 @@ const b = {
}
},
fireCharges() {
const spread = (input.down ?
const spread = (m.crouch ?
0.04 * (Math.random() - 0.5) + 0.09 * Math.sin(m.cycle * 0.12) :
0.23 * (Math.random() - 0.5) + 0.15 * Math.sin(m.cycle * 0.12)
)
const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
const SPEED = (input.down ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const SPEED = (m.crouch ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
const dir = m.angle + 0.15 * (Math.random() - 0.5)
const velocity = {
x: SPEED * Math.cos(dir),
@@ -7308,7 +7350,7 @@ const b = {
});
}
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), m.crouch ? 0.03 : 0.06)
player.force.x -= recoil.x
player.force.y -= recoil.y
// tech.harpoonDensity = 0.0065 //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
@@ -7317,7 +7359,7 @@ const b = {
const thrust = 0.15 * (this.charge)
if (tech.extraHarpoons) {
let targetCount = 0
const SPREAD = 0.06 + 0.05 * (!input.down)
const SPREAD = 0.06 + 0.05 * (!m.crouch)
let angle = m.angle - SPREAD * tech.extraHarpoons / 2;
const dir = {
x: Math.cos(angle),
@@ -7331,7 +7373,7 @@ const b = {
if (dot > 0.95 - Math.min(dist * 0.00015, 0.3)) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target
// if (this.ammo > -1) {
// this.ammo--
b.harpoon(where, input.down ? null : mob[i], angle, harpoonSize, false, 35, false, thrust) //harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
b.harpoon(where, m.crouch ? null : mob[i], angle, harpoonSize, false, 35, false, thrust) //harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
angle += SPREAD
targetCount++
if (targetCount > tech.extraHarpoons) break
@@ -7382,7 +7424,7 @@ const b = {
//small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
// let smoothRate = tech.isCapacitor ? 0.85 : Math.min(0.998, 0.985 * (0.98 + 0.02 * b.fireCDscale))
const rate = Math.sqrt(b.fireCDscale) * tech.railChargeRate * (tech.isCapacitor ? 0.6 : 1) * (input.down ? 0.8 : 1)
const rate = Math.sqrt(b.fireCDscale) * tech.railChargeRate * (tech.isCapacitor ? 0.6 : 1) * (m.crouch ? 0.8 : 1)
let smoothRate = Math.min(0.998, 0.94 + 0.05 * rate)
@@ -7428,13 +7470,13 @@ const b = {
this.charge += 0.00001
},
grappleFire() {
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (input.down ? 0.7 : 1)
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (m.crouch ? 0.7 : 1)
const where = {
x: m.pos.x + harpoonSize * 40 * Math.cos(m.angle),
y: m.pos.y + harpoonSize * 40 * Math.sin(m.angle)
}
const num = Math.min(this.ammo, tech.extraHarpoons + 1)
if (!input.down && num > 1) { //multiple harpoons
if (!m.crouch && num > 1) { //multiple harpoons
const SPREAD = 0.06
let angle = m.angle - SPREAD * num / 2;
for (let i = 0; i < num; i++) {
@@ -7447,7 +7489,7 @@ const b = {
this.ammo++ //make up for the ammo used up in fire()
simulation.updateGunHUD();
m.fireCDcycle = m.cycle + Math.floor(75 * b.fireCDscale) // cool down
// } else if (input.down) {
// } else if (m.crouch) {
// b.harpoon(where, null, m.angle, harpoonSize, false, 70)
} else {
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1
@@ -7467,10 +7509,10 @@ const b = {
target: null
}
//look for closest mob in player's LoS
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (input.down ? 0.7 : 1)
const harpoonSize = (tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1) //* (m.crouch ? 0.7 : 1)
const totalCycles = 6.5 * (tech.isFilament ? 1 + 0.013 * Math.min(110, this.ammo) : 1) * Math.sqrt(harpoonSize)
if (tech.extraHarpoons && !input.down) { //multiple harpoons
if (tech.extraHarpoons && !m.crouch) { //multiple harpoons
const SPREAD = 0.2
let angle = m.angle - SPREAD * tech.extraHarpoons / 2;
const dir = {
@@ -7522,7 +7564,7 @@ const b = {
this.ammo++ //make up for the ammo used up in fire()
simulation.updateGunHUD();
} else { //input.down makes a single harpoon with longer range
} else { //m.crouch makes a single harpoon with longer range
const dir = {
x: Math.cos(m.angle),
y: Math.sin(m.angle)
@@ -7537,15 +7579,15 @@ const b = {
}
}
}
if (input.down && m.onGround) {
b.harpoon(where, null, m.angle, harpoonSize, true, 1.6 * totalCycles, (input.down && tech.crouchAmmoCount && (tech.crouchAmmoCount - 1) % 2) ? false : true) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true) {
if (m.crouch && m.onGround) {
b.harpoon(where, null, m.angle, harpoonSize, true, 1.6 * totalCycles, (m.crouch && tech.crouchAmmoCount && (tech.crouchAmmoCount - 1) % 2) ? false : true) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true) {
} else {
b.harpoon(where, closest.target, m.angle, harpoonSize, true, totalCycles)
}
tech.harpoonDensity = 0.004 //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
}
m.fireCDcycle = m.cycle + 5 + 35 * b.fireCDscale + 60 * (m.energy < 0.05) + tech.extraHarpoons // cool down is set when harpoon bullet returns to player
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), m.crouch ? 0.015 : 0.035)
player.force.x -= recoil.x
player.force.y -= recoil.y
},
@@ -7565,7 +7607,7 @@ const b = {
}
},
do() {
if (!input.field && input.down && !tech.isLaserMine) {
if (!input.field && m.crouch && !tech.isLaserMine) {
const cycles = 60 //30
const speed = 40
const v = {
@@ -7583,7 +7625,7 @@ const b = {
}
},
fire() {
if (input.down) {
if (m.crouch) {
if (tech.isLaserMine) {
const speed = 30
const velocity = {
@@ -7735,7 +7777,7 @@ const b = {
if (this.charge > 5) {
m.fireCDcycle = m.cycle + Math.floor(35 * b.fireCDscale); // cool down
if (tech.beamSplitter) {
const divergence = input.down ? 0.15 : 0.35
const divergence = m.crouch ? 0.15 : 0.35
const angle = m.angle - tech.beamSplitter * divergence / 2
for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
} else {
@@ -7784,7 +7826,7 @@ const b = {
} else {
m.fireCDcycle = m.cycle
m.energy -= drain
// const divergence = input.down ? 0.15 : 0.2
// const divergence = m.crouch ? 0.15 : 0.2
// const scale = Math.pow(0.9, tech.beamSplitter)
// const pushScale = scale * scale
let dmg = tech.laserDamage / b.fireCDscale * this.lensDamage // * scale //Math.pow(0.9, tech.laserDamage)
@@ -7792,7 +7834,7 @@ const b = {
x: m.pos.x + 20 * Math.cos(m.angle),
y: m.pos.y + 20 * Math.sin(m.angle)
}
const divergence = input.down ? 0.15 : 0.35
const divergence = m.crouch ? 0.15 : 0.35
const angle = m.angle - tech.beamSplitter * divergence / 2
for (let i = 0; i < 1 + tech.beamSplitter; i++) {
b.laser(where, {

View File

@@ -10,7 +10,7 @@ const level = {
// playableLevels: ["pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion", "pavilion"],
//see level.populateLevels: (intro, ... , reservoir, reactor, ... , gauntlet, final) added later
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber", "pavilion", "lock"],
communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang"],
communityLevels: ["stronghold", "basement", "crossfire", "vats", "run", "n-gon", "house", "perplex", "coliseum", "tunnel", "islands", "temple", "dripp", "biohazard", "stereoMadness", "yingYang", "staircase"],
trainingLevels: ["walk", "crouch", "jump", "hold", "throw", "throwAt", "deflect", "heal", "fire", "nailGun", "shotGun", "superBall", "matterWave", "missile", "stack", "mine", "grenades", "harpoon"],
levels: [],
start() {
@@ -30,21 +30,21 @@ const level = {
// m.setField("metamaterial cloaking") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave plasma torch
// simulation.molecularMode = 2
// m.damage(0.1);
// b.giveGuns("foam") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("super balls") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[8].ammo = 10000
// tech.giveTech("aperture")
// tech.giveTech("CPT symmetry")
// tech.giveTech("rebound")
// for (let i = 0; i < 1; ++i) tech.giveTech("mass-energy equivalence")
// for (let i = 0; i < 1; ++i) tech.giveTech("tungsten carbide")
// for (let i = 0; i < 1; ++i) tech.giveTech("Zectron")
// for (let i = 0; i < 1; i++) tech.giveTech("CPT symmetry")
// for (let i = 0; i < 1; i++) tech.giveTech("elasticity")
// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.yingYang();
// spawn.nodeGroup(1200, 0, "slasher")
// spawn.blinkBoss(1900, -500)
// level.labs();
// spawn.nodeGroup(1200, 0, "starter")
// spawn.mantisBoss(1900, -500)
// spawn.sneakBoss(1900, -500)
// spawn.starter(1900, -500, 200)
// spawn.sneaker(1900, -500, 25)
@@ -56,7 +56,6 @@ const level = {
// spawn.tetherBoss(1900, -500, { x: 1900, y: -500 })
// for (let i = 0; i < 40; ++i) tech.giveTech()
// for (let i = 0; i < 13; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
level[simulation.isTraining ? "walk" : "intro"]() //normal starting level ************************************************
// simulation.isAutoZoom = false; //look in close
@@ -1558,6 +1557,84 @@ const level = {
}
}
},
mover(x, y, width, height, VxGoal = -6, force = VxGoal > 0 ? 0.0005 : -0.0005) {
//VxGoal below 3 don't move well, maybe try adjusting the force
x = x + width / 2
y = y + height / 2
const rect = map[map.length] = Bodies.rectangle(x, y, width, height, {
collisionFilter: {
category: cat.map,
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
isNoSetCollision: true,
inertia: Infinity, //prevents rotation
isNotHoldable: true,
friction: 0,
frictionStatic: 0,
restitution: 0,
isClosing: false,
isMover: true,
VxGoal: VxGoal,
force: force,
push() {
if (!m.isBodiesAsleep) {
const touchingPlayer = Matter.Query.collides(this, [jumpSensor])
if (touchingPlayer.length) {
m.moverX = this.VxGoal
if ((this.VxGoal > 0 && player.velocity.x < this.VxGoal) || (this.VxGoal < 0 && player.velocity.x > this.VxGoal)) {
player.force.x += this.force * player.mass
}
m.Vx = player.velocity.x - this.VxGoal
}
let pushBlock = (who) => {
if (!who.isMover) {
if ((this.VxGoal > 0 && who.velocity.x < this.VxGoal) || (this.VxGoal < 0 && who.velocity.x > this.VxGoal)) {
who.force.x += this.force * who.mass
}
const stoppingFriction = 0.5
Matter.Body.setVelocity(who, { x: this.VxGoal * (1 - stoppingFriction) + who.velocity.x * stoppingFriction, y: who.velocity.y });
Matter.Body.setAngularVelocity(who, who.angularVelocity * 0.8)
}
}
const blocks = Matter.Query.collides(this, body)
for (let i = 0; i < blocks.length; i++) {
pushBlock(blocks[i].bodyA)
pushBlock(blocks[i].bodyB)
}
let pushPowerUp = (who) => {
if (!who.isMover) {
if ((this.VxGoal > 0 && who.velocity.x < this.VxGoal) || (this.VxGoal < 0 && who.velocity.x > this.VxGoal)) {
who.force.x += 2 * this.force * who.mass
}
const stoppingFriction = 0.5
Matter.Body.setVelocity(who, { x: this.VxGoal * (1 - stoppingFriction) + who.velocity.x * stoppingFriction, y: who.velocity.y });
}
}
const powers = Matter.Query.collides(this, powerUp)
for (let i = 0; i < powers.length; i++) {
pushPowerUp(powers[i].bodyA)
pushPowerUp(powers[i].bodyB)
}
}
},
draw() {
ctx.beginPath();
const v = this.vertices;
ctx.moveTo(v[0].x + 2, v[0].y);
// for (let i = 1; i < v.length; ++i) ctx.lineTo(v[i].x, v[i].y);
ctx.lineTo(v[1].x - 2, v[1].y);
ctx.strokeStyle = "#000"
ctx.lineWidth = 4;
ctx.setLineDash([40, 40]);
ctx.lineDashOffset = (-simulation.cycle * this.VxGoal) % 80;
ctx.stroke();
ctx.setLineDash([0, 0]);
}
});
Matter.Body.setStatic(rect, true); //make static
return rect
},
chain(x, y, angle = 0, isAttached = true, len = 15, radius = 20, stiffness = 1, damping = 1) {
const gap = 2 * radius
const unit = {
@@ -2255,6 +2332,98 @@ const level = {
}
]
upDownOptions = [ //extra tall vertical section 3000x3000 //this is where the level boss is
(x = offset.x, y = offset.y) => { //mover
const button = level.button(x + 935, y + 0)
button.isUp = true
doCustomTopLayer.push(
() => {
button.draw();
if (button.isUp) {
button.query();
if (!button.isUp) {
const mapStartingLength = map.length //track this so you know how many you added when running addMapToLevelInProgress
addMapToLevelInProgress = (who) => { //adds new map elements to the level while the level is already running //don't forget to run simulation.draw.setPaths() after you all the the elements so they show up visually
who.collisionFilter.category = cat.map;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(who, true); //make static
Composite.add(engine.world, who); //add to world
}
//map elements go here
//box around portals
spawn.mapRect(x + -75, y + -2700, 150, 100);
spawn.mapRect(x + -75, y + -2450, 150, 25);
spawn.mapRect(x + 1925, y + -2725, 125, 550);
spawn.mapRect(x + 1925, y + -2025, 125, 50);
spawn.mapRect(x + 1925, y + -1125, 150, 150);
spawn.mapRect(x + 1925, y + -825, 125, 50);
spawn.mapRect(x + -50, y + -350, 125, 50);
spawn.mapRect(x + -50, y + -650, 125, 150);
const rampSpeed = 4 + Math.floor(9 * Math.random())
const mover4 = level.mover(x, y + -2425, 1000, 50, rampSpeed)
const mover3 = level.mover(x + 1000, y + -2000, 1000, 50, rampSpeed)
const mover2 = level.mover(x + 1000, y + -800, 1000, 50, -rampSpeed)
const mover1 = level.mover(x, y + -325, 1000, 50, -rampSpeed)
const portal1 = level.portal({
x: x + 100,
y: y - 425
}, 2 * Math.PI, { //right
x: x + 100,
y: y - 2525
}, 2 * Math.PI) //right
const portal2 = level.portal({
x: x + 1900,
y: y - 900
}, Math.PI, { //left
x: x + 1900,
y: y - 2100
}, Math.PI) //left
doCustom.push(() => {
portal1[2].query()
portal1[3].query()
portal2[2].query()
portal2[3].query()
mover1.push();
mover2.push();
mover3.push();
mover4.push();
})
doCustomTopLayer.push(() => {
portal1[0].draw();
portal1[1].draw();
portal1[2].draw();
portal1[3].draw();
portal2[0].draw();
portal2[1].draw();
portal2[2].draw();
portal2[3].draw();
mover1.draw();
mover2.draw();
mover3.draw();
mover4.draw();
})
for (let i = 0, numberOfMapElementsAdded = map.length - mapStartingLength; i < numberOfMapElementsAdded; i++) addMapToLevelInProgress(map[map.length - 1 - i])
simulation.draw.setPaths() //update map graphics
//mobs go here
spawn.randomMob(x + 175, y + -125, 0);
spawn.randomMob(x + 1775, y + -125, 0);
spawn.randomMob(x + 1750, y + -525, 0);
spawn.randomMob(x + 225, y + -1000, 0);
spawn.randomMob(x + 1675, y + -1075, 0);
spawn.randomMob(x + 1575, y + -2450, 0);
spawn.randomMob(x + 425, y + -1850, 0);
spawn.randomMob(x + 1425, y + -1200, 0);
spawn.randomMob(x + 350, y + -1000, 0);
spawn.randomLevelBoss(x + 475, y + -1475);
spawn.secondaryBossChance(x + 1425, y + -1425);
}
}
}
)
},
// (x = offset.x, y = offset.y) => {
// // spawn.mapVertex(x + 5, y + -1318, "0 0 0 -250 125 -250"); //left ledges
// // spawn.mapVertex(x + 1995, y + -1318, "0 0 0 -250 -125 -250"); // right ledges
@@ -2677,8 +2846,8 @@ const level = {
exit = exitOptions[Math.floor(Math.random() * exitOptions.length)];
empty = emptyOptions[Math.floor(Math.random() * emptyOptions.length)];
loot = lootOptions[Math.floor(Math.random() * lootOptions.length)];
upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
// upDown = upDownOptions[0] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
// upDown = upDownOptions[Math.floor(Math.random() * upDownOptions.length)];
upDown = upDownOptions[0] //controls what level spawns for map designing building //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
//rooms
let rooms = ["exit", "loot", "enter", "empty"]
@@ -2781,8 +2950,6 @@ const level = {
for (let i = 0, len = doCustomTopLayer.length; i < len; i++) doCustomTopLayer[i]() //runs all the active code from each room
};
powerUps.addResearchToLevel() //needs to run after mobs are spawned
// level.setPosToSpawn(850, -40); //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
},
null() {
level.levels.pop(); //remove lore level from rotation
@@ -2901,11 +3068,20 @@ const level = {
spawn.mapRect(475, -25, 25, 50); //edge shelf
},
testing() {
const mover = level.mover(800, -300, 3000, 25); //x,y,width.height,goal,force
spawn.bodyRect(600, -475, 50, 50);
// const hazard = level.hazard(6000, -1000, 5, 1000, 0.4) //laser
const button = level.button(1000, 0)
spawn.bodyRect(1000, -50, 50, 50);
level.custom = () => {
mover.push();
ctx.fillStyle = "#d4d4d4"
ctx.fillRect(2500, -475, 200, 300)
@@ -2915,6 +3091,7 @@ const level = {
level.enter.draw();
};
level.customTopLayer = () => {
mover.draw();
// hazard.opticalQuery();
button.query();
button.draw();
@@ -15044,6 +15221,95 @@ const level = {
powerUps.spawnStartingPowerUps(0, 0)
powerUps.addResearchToLevel()
},
staircase() {
simulation.makeTextLog(`<strong>staircase</strong> by <span class='color-var'>ryanbear</span>`);
level.custom = () => {
level.exit.drawAndCheck();
level.enter.draw();
};
level.customTopLayer = () => {
aaa.query();
bbb.query();
ccc.query();
ddd.move();
eee.query();
fff.query();
ggg.query();
hhh.query();
iii.query();
jjj.query();
kk.query();
lll.query();
mmm.query();
nnn.query();
ooo.query();
ppp.query();
};
level.setPosToSpawn(0, -50); //normal spawn
level.exit.x = 7300;
level.exit.y = -5154;
// spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.defaultZoom = 1800
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d8dadf";
// powerUps.spawnStartingPowerUps(1475, -1175);
// spawn.debris(750, -2200, 3700, 16); //16 debris per level
spawn.mapRect(-100, 0, 2100, 100);
spawn.mapRect(1984, 17, 100, 500);
spawn.mapRect(2013, 522, 1618, 100);
spawn.bodyRect(2090, 328, 100, 100);
spawn.mapRect(3619, 14, 100, 500)
var aaa = level.hazard(1999, 10, 1618, 500);
var bbb = level.vanish(2320, -345, 234, 20);
var ccc = level.vanish(2862, -324, 234, 20);
var eee = level.vanish(3002, -1100, 234, 20);
var ddd = level.elevator(3399, -420, 200, 200, -950, 0.003, { up: 0.1, down: 0.2 }) //x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }) {
var fff = level.vanish(3359, -1300, 234, 20);
var ggg = level.boost(3020, -1600, 700);
var hhh = level.vanish(2700, -1940, 1147, 20);
var iii = level.boost(5038, -2000, 700);
var jjj = level.vanish(5092, -3498, 100, 100);
var kk = level.boost(5092, -3772, 700);
var lll = level.boost(5372, -2824, 700);
var mmm = level.vanish(5112, -3000, 100, 100);
var nnn = level.vanish(5367, -3000, 100, 100);
var ooo = level.boost(4810, -3161, 700);
var ppp = level.vanish(5383, -3485, 100, 100);
spawn.mapRect(5377, -4198, 1000, 100);
spawn.mapRect(6390, -4359, 200, 200);
spawn.mapRect(6605, -4563, 200, 200);
spawn.mapRect(6809, -4758, 200, 200);
spawn.mapRect(7014, -4962, 200, 200);
spawn.mapRect(7212, -5158, 200, 200);
spawn.mapRect(4156, -1898, 1000, 100);
// spawn.bodyRect(1540, -1110, 300, 25, 0.9);
// spawn.randomSmallMob(1300, -70);
spawn.randomMob(590, -315);
spawn.randomMob(1343, -757);
spawn.randomMob(4037, -926);
spawn.randomMob(3621, -2376);
spawn.randomMob(5026, -2441);
spawn.randomMob(4253, -2863);
spawn.randomMob(4355, -2430);
spawn.randomMob(5316, -3265);
spawn.randomMob(5885, -4427);
spawn.randomMob(6666, -4979);
spawn.laserBoss(6128, -4905);
// spawn.randomGroup(1700, -900, 0.4);
// if (simulation.difficulty > 1) spawn.randomLevelBoss(2200, -1300);
powerUps.addResearchToLevel() //needs to run after mobs are spawned
},
// ********************************************************************************************************
// ********************************************************************************************************

View File

@@ -256,6 +256,7 @@ const m = {
y: Math.max(-10, Math.min(m.standingOn.velocity.y, 10)) //cap velocity contribution from blocks you are standing on to 10 in the vertical
});
},
moverX: 0, //used to tell the player about moving platform x velocity
groundControl() {
//check for crouch or jump
if (m.crouch) {
@@ -265,35 +266,30 @@ const m = {
} else if (input.up && m.buttonCD_jump + 20 < m.cycle && m.yOffWhen.stand > 23) {
m.jump()
}
const moveX = player.velocity.x - m.moverX //account for mover platforms
if (input.left) {
if (player.velocity.x > -2) {
if (moveX > -2) {
player.force.x -= m.Fx * 1.5
} else {
player.force.x -= m.Fx
}
// }
} else if (input.right) {
if (player.velocity.x < 2) {
if (moveX < 2) {
player.force.x += m.Fx * 1.5
} else {
player.force.x += m.Fx
}
} else {
const stoppingFriction = 0.92; //come to a stop if no move key is pressed
Matter.Body.setVelocity(player, {
x: player.velocity.x * stoppingFriction,
y: player.velocity.y * stoppingFriction
});
Matter.Body.setVelocity(player, { x: m.moverX * 0.08 + player.velocity.x * stoppingFriction, y: player.velocity.y * stoppingFriction });
}
//come to a stop if fast
if (player.speed > 4) {
if (Math.abs(moveX) > 4) { //come to a stop if fast // if (player.speed > 4) { //come to a stop if fast
const stoppingFriction = (m.crouch) ? 0.65 : 0.89; // this controls speed when crouched
Matter.Body.setVelocity(player, {
x: player.velocity.x * stoppingFriction,
y: player.velocity.y * stoppingFriction
});
Matter.Body.setVelocity(player, { x: m.moverX * (1 - stoppingFriction) + player.velocity.x * stoppingFriction, y: player.velocity.y * stoppingFriction });
}
m.moverX = 0 //reset the level mover offset
},
airControl() {
//check for coyote time jump
@@ -302,11 +298,7 @@ const m = {
//check for short jumps //moving up //recently pressed jump //but not pressing jump key now
if (m.buttonCD_jump + 60 > m.cycle && !(input.up) && m.Vy < 0) {
Matter.Body.setVelocity(player, {
//reduce player y-velocity every cycle
x: player.velocity.x,
y: player.velocity.y * 0.94
});
Matter.Body.setVelocity(player, { x: player.velocity.x, y: player.velocity.y * 0.94 }); //reduce player y-velocity every cycle
}
if (input.left) {
@@ -2106,7 +2098,8 @@ const m = {
const solid = function(that) {
const dx = that.position.x - player.position.x;
const dy = that.position.y - player.position.y;
if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
// if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
if (dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
that.collisionFilter.category = cat.body; //make solid
that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
} else {

View File

@@ -6,7 +6,7 @@ const spawn = {
"orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "slashBoss", "shieldingBoss",
"timeSkipBoss", "dragonFlyBoss", "beetleBoss", "sneakBoss"
"timeSkipBoss", "dragonFlyBoss", "beetleBoss", "sneakBoss", "mantisBoss"
],
bossTypeSpawnOrder: [], //preset list of boss names calculated at the start of a run by the randomSeed
bossTypeSpawnIndex: 0, //increases as the boss type cycles
@@ -3030,14 +3030,20 @@ const spawn = {
let me = mob[mob.length - 1];
me.babyList = [] //list of mobs that are apart of this boss
Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
me.damageReduction = 0.15 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
me.damageReduction = 0.13 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) //normal is 1, most bosses have 0.25
me.isBoss = true;
me.friction = 0;
me.frictionAir = 0.0067;
me.g = 0.0002; //required if using this.gravity
me.seePlayerFreq = 300;
const springStiffness = 0.00008; //simulation.difficulty
const springDampening = 0.01;
me.seePlayerFreq = 33;
const springStiffness = 0.00003; //simulation.difficulty
const springDampening = 0.0002;
// const springStiffness = 0.00014;
// const springDampening = 0.0005;
me.springTarget = {
x: me.position.x,
y: me.position.y
@@ -3076,8 +3082,9 @@ const spawn = {
ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#222";
ctx.fill();
this.seePlayerCheck()
// this.seePlayerByHistory()
// this.seePlayerCheck()
this.seePlayerByHistory()
this.invulnerabilityCountDown--
if (this.isInvulnerable) {
ctx.beginPath();
let vertices = this.vertices;
@@ -3095,9 +3102,16 @@ const spawn = {
ctx.lineWidth = 13 + 5 * Math.random();
ctx.strokeStyle = `rgba(255,255,255,${0.5+0.2*Math.random()})`;
ctx.stroke();
} else if (this.invulnerabilityCountDown > 0) {
this.invulnerabilityCountDown--
} else {
if (this.invulnerabilityCountDown < 0) {
this.invulnerabilityCountDown = 110
this.isInvulnerable = false
this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
}
}
} else if (this.invulnerabilityCountDown < 0) {
this.invulnerabilityCountDown = 120 + 9 * simulation.difficulty
this.isInvulnerable = true
if (this.damageReduction) this.startingDamageReduction = this.damageReduction
this.damageReduction = 0
@@ -3109,7 +3123,7 @@ const spawn = {
}
}
// set new values of the ends of the spring constraints
const stepRange = 1200
const stepRange = 700
if (this.seePlayer.recall && Matter.Query.ray(map, this.position, this.seePlayer.position).length === 0) {
if (!(simulation.cycle % (this.seePlayerFreq * 2))) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
@@ -3118,13 +3132,6 @@ const spawn = {
this.springTarget.y = goal.y;
this.cons.length = -200;
this.cons2.length = 100 + 1.5 * this.radius;
this.isInvulnerable = false
this.invulnerabilityCountDown = 80 + Math.max(0, 70 - simulation.difficulty * 0.5)
this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
}
} else if (!(simulation.cycle % this.seePlayerFreq)) {
const unit = Vector.normalise(Vector.sub(this.seePlayer.position, this.position))
const goal = Vector.add(this.position, Vector.mult(unit, stepRange))
@@ -3132,13 +3139,6 @@ const spawn = {
this.springTarget2.y = goal.y;
this.cons.length = 100 + 1.5 * this.radius;
this.cons2.length = -200;
this.isInvulnerable = false
this.invulnerabilityCountDown = 80 + Math.max(0, 70 - simulation.difficulty)
this.damageReduction = this.startingDamageReduction
for (let i = 0; i < this.babyList.length; i++) {
if (this.babyList[i].alive) this.babyList[i].damageReduction = this.startingDamageReduction
}
}
} else {
this.torque = this.lookTorque * this.inertia;
@@ -3231,7 +3231,7 @@ const spawn = {
babyMob.fill = "rgb(68, 102, 119)"
babyMob.isBoss = true;
// Matter.Body.setDensity(babyMob, 0.001); //extra dense //normal is 0.001 //makes effective life much larger and increases damage
babyMob.damageReduction = this.startingDamageReduction
babyMob.damageReduction = this.startingDamageReduction * 0.8
babyMob.collisionFilter.mask = cat.bullet | cat.player //can't touch other mobs //cat.map | cat.body |
babyMob.delay = 60 + 55 * simulation.CDScale + Math.floor(Math.random() * 20);
babyMob.strikeRange = 400
@@ -4131,13 +4131,13 @@ const spawn = {
Matter.Body.rotate(me, Math.PI * 0.1);
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
me.damageReduction = 0.035 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.034 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.frictionStatic = 0;
me.friction = 0;
me.memory = 240
me.seePlayerFreq = 60
me.blinkRange = 235
me.seePlayerFreq = 55
me.blinkRange = 250
if (0.5 < Math.random()) {
me.grenadeDelay = 260
me.blinkRange *= 1.5
@@ -4166,7 +4166,6 @@ const spawn = {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
}
me.do = function() {
// this.armor();
this.seePlayerByHistory(40)
if (this.nextBlinkCycle < simulation.cycle && this.seePlayer.yes) { //teleport towards the player
this.nextBlinkCycle = simulation.cycle + this.delay;

View File

@@ -227,7 +227,7 @@ const tech = {
if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.15 * m.coupling
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= 4.33 * (1 + 0.33 * m.coupling)
if (tech.deathSkipTime) dmg *= 1 + 0.6 * tech.deathSkipTime
if (tech.isTechDebt) dmg *= Math.max(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount)
if (tech.isTechDebt) dmg *= Math.min(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount)
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555
if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
@@ -4800,7 +4800,7 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isFoamBall && !tech.superHarm) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isSuperBounce && !tech.isFoamBall && !tech.isSuperHarm) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
},
requires: "shotgun, super balls, rivets, drones, not irradiated drones, burst drones, polyurethane, Zectron",
effect() {
@@ -4811,10 +4811,29 @@ const tech = {
}
},
{
name: "Zectron",
description: `<strong>+100%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong>, but<br>after colliding with <strong>super balls</strong> <strong>lose</strong> <strong class='color-h'>health</strong>`,
name: "rebound",
description: `after they collide with a mob, <strong>super balls</strong><br>gain <strong>speed</strong>, <strong>duration</strong>, and <strong>+33%</strong> <strong class='color-d'>damage</strong>`,
isGunTech: true,
maxCount: 9,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isIncendiary && !tech.isFoamBall
},
requires: "super balls, not incendiary",
effect() {
tech.isSuperBounce = true
},
remove() {
tech.isSuperBounce = false
}
},
{
name: "Zectron",
description: `<strong>+66%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong>, but<br>after colliding with <strong>super balls</strong> <strong>-25%</strong> <strong class='color-f'>energy</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
@@ -4823,10 +4842,10 @@ const tech = {
},
requires: "super balls not incendiary ammunition",
effect() {
tech.superHarm++
tech.isSuperHarm = true
},
remove() {
tech.superHarm = 0
tech.isSuperHarm = false
}
},
{
@@ -4838,7 +4857,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("super balls") || tech.isSuperMine) || (tech.haveGunCheck("harpoon") && !tech.fragments)
return ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isSuperBounce) || (tech.haveGunCheck("harpoon") && !tech.fragments)
},
requires: "super balls, harpoon, not fragmentation",
effect() {
@@ -11336,7 +11355,7 @@ const tech = {
buffedGun: 0,
isGunChoice: null,
railChargeRate: null,
superHarm: null,
isSuperHarm: null,
isZombieMobs: null,
isSuperMine: null,
sentryAmmo: null,
@@ -11345,4 +11364,5 @@ const tech = {
isDiaphragm: null,
hardLanding: null,
isNoGroundDamage: null,
isSuperBounce: null,
}

View File

@@ -1,20 +1,25 @@
******************************************************** NEXT PATCH **************************************************
tech: aerostat - +88% damage off the ground, but -22% damage on the ground
negative mass field required
tech: rebound - super balls speed up and reset duration after they hit a mob
Zectron does 100->66% damage and it drains 25% of current energy instead of health
mantisBoss is back
level element: mover - rectangular map element that pushes horizontally
it's in a possible room for labs
tetherBoss now has beetle babies, and immunity
skins have a unique orb for their description card
and some new images
cloaking field has a new graphic for sneak attack on the cross hairs
new community level - staircase by ryanbear
new community map yingYang by Richard0820
bug fixes
*********************************************************** TODO *****************************************************
level element - mover
test effect of changing m.Vx on things like: shooting bullets?
ad mobs
extend uncertainty to superballs
maybe make aiming them more random?
live updating defense and damage HUD?
makes more sense for defense
for damage many effects only apply to one type of damage so it would show up
@@ -42,13 +47,16 @@ live updating defense and damage HUD?
color: red if not used for health
scales from 1-infinity maps to 0->1
1-1/(1+damage)
diagetic UI Elements
ammo number?
doesn't text look choppy when camera moves?
health bar could be rendered similarly to energy bar
what about 2 bezier curves on left and right of player head that looks like 1/3 circleRadiusScale
rotate the curves as the head rotates
what about 2 bezier both above player
as the total energy and health increases the curses could asymptotically approach a maximum length as max energy/health goes to infinity
map element - conveyor belt
for blocks, player, power ups touching map element apply vector force
perfect diamagnatism could bounce on mobs, or even map elements?
could work like a rocket jump?
@@ -82,14 +90,6 @@ tech - after standing wave runs out of energy from blocking, gain a buff
aoe damage like railgun
push mobs away
diagetic UI Elements
ammo number?
doesn't text look choppy when camera moves?
health bar could be rendered similarly to energy bar
what about 2 bezier curves on left and right of player head that looks like 1/3 circleRadiusScale
rotate the curves as the head rotates
what about 2 bezier both above player
as the total energy and health increases the curses could asymptotically approach a maximum length as max energy/health goes to infinity
level: lock
should there be something in the top part of the map?
@@ -1227,7 +1227,7 @@ if pause is pressed while selecting power ups, display pause menu on top of sele
laser
supercritical fission
***past style themes***
field emitter - isometric, clean white robot spherical gun turret on bird legs, blender 3d, style of artstation and behance, Disney Pixar, cute
field emitter - bipedal white robot spherical gun turret on bird legs
damaged dirty white robot spherical gun turret on bird legs in the style of Solarpunk
standing wave - concentric transparent blue geometric circles science
perfect diamagnetism - physics magnetic field chalk diagram