catabolism and inductive coupling update

catabolism - lowers your max health by 1 (was 3 harm) and gives 4 ammo
inductive coupling - gives max energy for leftover power ups (was max health)
  now requires mass-energy equivalence

switched to a newer copy, paste URL
  this seems to fix issues with failed text copy in the level builder if you hold mouse down for over 6 seconds
This commit is contained in:
landgreen
2021-06-19 07:23:26 -07:00
parent cb2a8e4243
commit 88f595642f
9 changed files with 415 additions and 205 deletions

View File

@@ -96,13 +96,16 @@ const b = {
outOfAmmo() { //triggers after firing when you have NO ammo
simulation.makeTextLog(`${b.guns[b.activeGun].name}.<span class='color-gun'>ammo</span><span class='color-symbol'>:</span> 0`);
m.fireCDcycle = m.cycle + 30; //fire cooldown
if (tech.isAmmoFromHealth) {
if (m.health > 0.03) {
m.damage(0.03 / m.harmReduction()); // /m.harmReduction() undoes damage increase from difficulty
if (!(tech.isRewindAvoidDeath && m.energy > 0.66)) { //don't give ammo if CPT triggered
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
}
}
if (tech.isAmmoFromHealth && m.maxHealth > 0.01) {
tech.extraMaxHealth -= 0.01 //decrease max health
m.setMaxHealth();
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 50 * (Math.random() - 0.5), m.pos.y + 50 * (Math.random() - 0.5), "ammo");
// if (m.health > 0.03) {
// m.damage(0.03 / m.harmReduction()); // /m.harmReduction() undoes damage increase from difficulty
// if (!(tech.isRewindAvoidDeath && m.energy > 0.66)) { //don't give ammo if CPT triggered
//
// }
// }
}
},
giveGuns(gun = "random", ammoPacks = 10) {
@@ -1206,7 +1209,7 @@ const b = {
didExtruderDrain: false,
canExtruderFire: true,
extruder() {
const DRAIN = 0.0006 + m.fieldRegen
const DRAIN = 0.0007 + m.fieldRegen
if (m.energy > DRAIN && b.canExtruderFire) {
m.energy -= DRAIN
if (m.energy < 0) {
@@ -1225,7 +1228,7 @@ const b = {
frictionAir: 0,
isInHole: true, //this keeps the bullet from entering wormholes
minDmgSpeed: 0,
dmg: b.dmgScale * 1.5, //damage also changes when you divide by mob.mass on in .do()
dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do()
classType: "bullet",
isBranch: false,
restitution: 0,
@@ -2107,7 +2110,7 @@ const b = {
}
}
//power ups
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxHealth) {
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxEnergy) {
if (this.lockedOn) {
//grab, but don't lock onto nearby power up
for (let i = 0, len = powerUp.length; i < len; ++i) {
@@ -3460,8 +3463,8 @@ const b = {
name: "shotgun",
description: "fire a wide <strong>burst</strong> of short range <strong> bullets</strong>",
ammo: 0,
ammoPack: 5.5,
defaultAmmoPack: 5.5,
ammoPack: 5,
defaultAmmoPack: 5,
have: false,
do() {},
fire() {

View File

@@ -504,13 +504,30 @@ const build = {
if (isCustom) {
url += `&level=${Math.abs(Number(document.getElementById("starting-level").value))}`
url += `&noPower=${Number(document.getElementById("no-power-ups").checked)}`
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
// alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
} else {
simulation.makeTextLog("n-gon build URL copied to clipboard.<br>Paste into browser address bar.")
}
console.log('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
console.log(url)
simulation.copyToClipBoard(url)
navigator.clipboard.writeText(url).then(function() {
/* clipboard successfully set */
if (isCustom) {
setTimeout(function() {
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
}, 300);
}
}, function() {
/* clipboard write failed */
if (isCustom) {
setTimeout(function() {
alert('copy failed')
}, 300);
}
console.log('copy failed')
});
},
startExperiment() {
build.isExperimentSelection = false;
@@ -1165,7 +1182,6 @@ function cycle() {
simulation.clearMap();
level.start();
}
simulation.loop();
// if (isNaN(m.health) || isNaN(m.energy)) {
// console.log(`m.health = ${m.health}`)

View File

@@ -80,9 +80,9 @@ const level = {
simulation.draw.setPaths();
b.respawnBots();
m.resetHistory();
if (tech.isExtraMaxHealth) {
tech.extraMaxHealth += Math.min(0.03 * powerUps.totalPowerUps, 0.51)
m.setMaxHealth();
if (tech.isExtraMaxEnergy) {
tech.healMaxEnergyBonus += 0.03 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
m.setMaxEnergy();
}
if (tech.isGunCycle) {
b.inventoryGun++;
@@ -1099,9 +1099,7 @@ const level = {
doCustomTopLayer = []
offset = { x: 0, y: 0 }
enterOptions = [
() => { //lasers
const x = offset.x
const y = offset.y
(x = offset.x, y = offset.y) => { //lasers
level.setPosToSpawn(x + 2300, y - 800);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(x + 1850, y - 1350, 50, 450); //entrance left wall
@@ -1163,9 +1161,7 @@ const level = {
// }
]
exitOptions = [
() => { //8 spinners
const x = offset.x
const y = offset.y
(x = offset.x, y = offset.y) => { //8 spinners
level.exit.x = x + 1250;
level.exit.y = y - 980;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
@@ -1188,7 +1184,7 @@ const level = {
spawn.bodyRect(x + 1075, y - 1075, 100, 125, 0.25);
spawn.bodyRect(x + 1450, y - 1050, 100, 100, 0.25);
const density = 0.001
const density = 0.0015 + (simulation.difficultyMode < 3 ? 0.003 : 0)
const angle = 0
const variance = Math.PI
const frictionAir = 0
@@ -1240,9 +1236,7 @@ const level = {
}
)
},
() => { //7 spinners
const x = offset.x
const y = offset.y
(x = offset.x, y = offset.y) => { //7 spinners
level.exit.x = x + 2450;
level.exit.y = y - 980;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
@@ -1252,33 +1246,39 @@ const level = {
spawn.bodyRect(x + 1275, y - 475, 125, 125, 0.25);
spawn.bodyRect(x + 1825, y - 125, 125, 125, 0.25);
spawn.bodyRect(x + 500, y - 100, 125, 100, 0.25);
spawn.bodyRect(x + 0, y - 150, 100, 150, 0.25);
spawn.bodyRect(x + 800, y - 150, 100, 150, 0.25);
spawn.bodyRect(x + 2375, y - 150, 125, 150, 0.25);
if (Math.random() > 0.5) {
const density = 0.0013
const density = 0.0012 + (simulation.difficultyMode < 3 ? 0.002 : 0)
const angle = Math.PI / 2
const variance = 0.3 //Math.PI
const frictionAir = 0.01
balance1 = level.spinner(x + 1150, y - 500, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance3 = level.spinner(x + 600, y - 600, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance2 = level.spinner(x + 125, y - 850, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance4 = level.spinner(x + 650, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance5 = level.spinner(x + 1100, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance6 = level.spinner(x + 1550, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance7 = level.spinner(x + 2000, y - 1145, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
const variance = 0.2 //Math.PI
const frictionAir = 0.012
const height = 35
balance1 = level.spinner(x + 1150, y - 500, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance3 = level.spinner(x + 600, y - 600, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance2 = level.spinner(x + 125, y - 850, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance4 = level.spinner(x + 650, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance5 = level.spinner(x + 1100, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance6 = level.spinner(x + 1550, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance7 = level.spinner(x + 2000, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
} else {
const density = 0.0013
const density = 0.001 + (simulation.difficultyMode < 3 ? 0.002 : 0)
const angle = Math.PI / 2
const variance = 0 //Math.PI
const frictionAir = 0.01
balance1 = level.spinner(x + 150, y - 500, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance2 = level.spinner(x + 2300, y - 550, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance4 = level.spinner(x + 1850, y - 550, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance3 = level.spinner(x + 650, y - 700, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance5 = level.spinner(x + 1100, y - 900, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance6 = level.spinner(x + 1550, y - 900, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
balance7 = level.spinner(x + 1970, y - 1150, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
const variance = Math.PI
const frictionAir = 0
const width = 200
const height = 200
const angularVelocity = 0.01
const spinVariance = 0.02
balance1 = level.spinner(x + 50, y - 350, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
balance4 = level.spinner(x + 350, y - 550, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance3 = level.spinner(x + 650, y - 700, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance5 = level.spinner(x + 950, y - 850, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance2 = level.spinner(x + 1250, y - 650, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance6 = level.spinner(x + 1600, y - 850, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
balance7 = level.spinner(x + 2000, y - 800, height, width, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
}
spawn.randomMob(x + 1175, y - 725, 0.1);
spawn.randomMob(x + 1450, y - 725, 0.2);
@@ -1314,35 +1314,78 @@ const level = {
}
]
emptyOptions = [ //nothing good here
() => {
const x = offset.x
const y = offset.y
(x = offset.x, y = offset.y) => {
if (tech.isDuplicateBoss && Math.random() < 2 * tech.duplicationChance()) spawn.randomLevelBoss(x + 1250, y - 600);
}
]
lootOptions = [ //has some power up reward //field, ammo, research, gun
() => {
const x = offset.x
const y = offset.y
(x = offset.x, y = offset.y) => {
powerUps.spawnStartingPowerUps(x + 1250, y - 100);
}
]
upDownOptions = [ //extra tall vertical section 3000x3000 //this is where the level boss is
() => {
const x = offset.x
const y = offset.y
(x = offset.x, y = offset.y) => {
const elevator1 = level.elevator(x + 1100, y - 200, 250, 30, -2100, 0.0015) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }, isTeleport = false) {
const toggle = level.toggle(650, 0, false, true) // toggle(x, y, isOn = false, isLockOn = false) {
toggle.isAddedElements = false
const elevator = level.elevator(x + 1200, y - 100, 380, 50, -2000, 0.001) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }, isTeleport = false) {
// if (simulation.difficulty > 3)
spawn.randomLevelBoss(x + 1250, y - 1400);
doCustomTopLayer.push(
() => {
elevator.move()
elevator1.move()
toggle.query();
if (toggle.isOn && !toggle.isAddedElements) {
toggle.isAddedElements = true //only do this once
// if (simulation.difficulty > 3)
spawn.randomLevelBoss(x + 1250, y - 1400);
spawn.mapRect(1375, -1400, 1375, 1225);
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
// spawn.mapRect(1800, -1825, 725, 1550);
spawn.mapRect(-175, -1400, 1250, 1225);
len = map.length - 1
map[len].collisionFilter.category = cat.map;
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
//see map in world
simulation.draw.setPaths() //update map graphics
}
}
)
},
(x = offset.x, y = offset.y) => {
const elevator1 = level.elevator(x + 1100, y - 200, 250, 30, -2100, 0.0015) // elevator(x, y, width, height, maxHeight, force = 0.003, friction = { up: 0.01, down: 0.2 }, isTeleport = false) {
// const elevator1 = level.elevator(x + 175, y - 200, 250, 30, -1400, 0.001)
// const elevator2 = level.elevator(x + 2175, y - 200, 250, 30, -1400, 0.001)
spawn.mapRect(-200, -1400, 350, 50); //up left door ledge
spawn.mapRect(2450, -1400, 350, 50); //up right door ledge
spawn.mapRect(225, -450, 350, 350); //left crawl zone
// spawn.mapRect(725, -175, 275, 75);
spawn.mapRect(725, -225, 350, 100);
spawn.mapRect(275, -750, 200, 200);
spawn.mapRect(1375, -700, 500, 750); //right side big elevator wall
spawn.mapRect(2375, -325, 350, 50);
spawn.mapRect(1800, -500, 250, 50);
//up high elevator
spawn.mapRect(1375, -2100, 500, 175);
spawn.mapRect(600, -2100, 475, 175);
if (simulation.difficulty > 3) spawn.randomLevelBoss(x + 1250, y - 1400);
doCustomTopLayer.push(
() => {
elevator1.move()
}
)
}
]
//pick which type of room spawns
@@ -1350,8 +1393,8 @@ 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[Math.floor(Math.random() * upDownOptions.length)];
upDown = upDownOptions[0] //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
//3x2: 4 short rooms (3000x1500), 1 double tall room (3000x3000)
//rooms
let rooms = ["enter", "empty", "loot", "exit"]
@@ -1457,7 +1500,7 @@ const level = {
};
powerUps.addResearchToLevel() //needs to run after mobs are spawned
level.setPosToSpawn(0, 0); //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
level.setPosToSpawn(200, -100); //********************************* DO !NOT! RUN THIS LINE IN THE FINAL VERSION ***************************************
},
null() {
level.levels.pop(); //remove lore level from rotation

View File

@@ -628,7 +628,7 @@ const m = {
}
if (tech.isEnergyHealth) {
m.energy -= dmg * 1.1;
m.energy -= dmg * 1.15;
if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
tech.isDeathAvoidedThisLevel = true
@@ -1312,7 +1312,7 @@ const m = {
x: player.velocity.x - (15 * unit.x) / massRoot,
y: player.velocity.y - (15 * unit.y) / massRoot
});
if (mob[i].isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
if (who.isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
if (m.crouch) {
Matter.Body.setVelocity(player, {
@@ -1332,7 +1332,7 @@ const m = {
x: player.velocity.x - (20 * unit.x) / massRoot,
y: player.velocity.y - (20 * unit.y) / massRoot
});
if (mob[i].isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
if (who.isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 });
if (who.isDropPowerUp && player.speed < 12) {
const massRootCap = Math.sqrt(Math.min(10, Math.max(0.4, who.mass))); // masses above 12 can start to overcome the push back

View File

@@ -1104,42 +1104,6 @@ const simulation = {
// if line1 and line2 are segments, they intersect if both of the above are true
return result;
},
copyToClipBoard(value) {
// Create a fake textarea
const textAreaEle = document.createElement('textarea');
// Reset styles
textAreaEle.style.border = '0';
textAreaEle.style.padding = '0';
textAreaEle.style.margin = '0';
// Set the absolute position
// User won't see the element
textAreaEle.style.position = 'absolute';
textAreaEle.style.left = '-9999px';
textAreaEle.style.top = `0px`;
// Set the value
textAreaEle.value = value
// Append the textarea to body
document.body.appendChild(textAreaEle);
// Focus and select the text
textAreaEle.focus();
textAreaEle.select();
// Execute the "copy" command
try {
document.execCommand('copy');
} catch (err) {
// Unable to copy
console.log(err)
} finally {
// Remove the textarea
document.body.removeChild(textAreaEle);
}
},
constructMouseDownPosition: {
x: 0,
y: 0
@@ -1160,18 +1124,6 @@ const simulation = {
ctx.strokeRect(x, y, dx, dy);
}
},
outputMapString(string) {
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
let out = "" //combine set of map strings to one string
let outHTML = ""
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
out += simulation.constructMapString[i];
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
}
console.log(out)
simulation.copyToClipBoard(out)
document.getElementById("construct").innerHTML = outHTML
},
enableConstructMode() {
simulation.isConstructionMode = true;
simulation.isHorizontalFlipped = false;
@@ -1203,8 +1155,8 @@ const simulation = {
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(map[len], true); //make static
World.add(engine.world, map[len]); //add to world
simulation.draw.setPaths() //update map graphics
} else if (e.which === 3) { //add body
simulation.outputMapString(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`);
@@ -1246,5 +1198,53 @@ const simulation = {
simulation.outputMapString();
}
});
}
},
outputMapString(string) {
if (string) simulation.constructMapString.push(string) //store command as a string in the next element of an array
let out = "" //combine set of map strings to one string
let outHTML = ""
for (let i = 0, len = simulation.constructMapString.length; i < len; i++) {
out += simulation.constructMapString[i];
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
}
console.log(out)
navigator.clipboard.writeText(out).then(function() { /* clipboard successfully set */ }, function() { /* clipboard write failed */ console.log('copy failed') });
document.getElementById("construct").innerHTML = outHTML
},
// copyToClipBoard(value) {
// // Create a fake textarea
// const textAreaEle = document.createElement('textarea');
// // Reset styles
// textAreaEle.style.border = '0';
// textAreaEle.style.padding = '0';
// textAreaEle.style.margin = '0';
// // Set the absolute position
// // User won't see the element
// textAreaEle.style.position = 'absolute';
// textAreaEle.style.left = '-9999px';
// textAreaEle.style.top = `0px`;
// // Set the value
// textAreaEle.value = value
// // Append the textarea to body
// document.body.appendChild(textAreaEle);
// // Focus and select the text
// textAreaEle.focus();
// textAreaEle.select();
// // Execute the "copy" command
// try {
// document.execCommand('copy');
// } catch (err) {
// // Unable to copy
// console.log(err)
// } finally {
// // Remove the textarea
// document.body.removeChild(textAreaEle);
// }
// },
};

View File

@@ -1477,7 +1477,7 @@ const spawn = {
mobs.spawn(x, y, 0, radius, "transparent");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.25); //extra dense //normal is 0.001
me.laserRange = 350;
me.laserRange = 300;
me.seeAtDistance2 = 2000000;
me.isBoss = true;
me.showHealthBar = false; //drawn in this.awake
@@ -1534,9 +1534,9 @@ const spawn = {
const rotation = simulation.cycle * 0.015
const phase = simulation.cycle * 0.021
ctx.lineWidth = 1;
ctx.fillStyle = "rgba(150,0,255,0.1)"
ctx.fillStyle = "rgba(150,0,255,0.05)"
ctx.strokeStyle = "#70f"
for (let i = 0, len = 7; i < len; i++) {
for (let i = 0, len = 6; i < len; i++) {
ctx.beginPath();
ctx.ellipse(this.position.x, this.position.y, this.laserRange * Math.abs(Math.sin(phase + i / len * Math.PI)), this.laserRange, rotation, 0, 2 * Math.PI);
ctx.fill();

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