wording, and spore balance
This commit is contained in:
@@ -767,13 +767,13 @@ const b = {
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{
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name: "spores",
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ammo: 0,
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ammoPack: 7,
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ammoPack: 6,
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have: false,
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fire() {
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const me = bullet.length;
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const dir = mech.angle;
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir));
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b.fireProps(mech.crouch ? 60 : 35, mech.crouch ? 25 : 14, dir, me); //cd , speed
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b.fireProps(mech.crouch ? 70 : 50, mech.crouch ? 25 : 14, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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Matter.Body.setDensity(bullet[me], 0.000001);
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bullet[me].endCycle = game.cycle + 100;
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@@ -798,7 +798,7 @@ const b = {
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//spawn bullets on end
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bullet[me].onEnd = function () {
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const NUM = 12;
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const NUM = 9;
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for (let i = 0; i < NUM; i++) {
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const bIndex = bullet.length;
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const RADIUS = 4 + 2 * Math.random();
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@@ -808,7 +808,7 @@ const b = {
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angle: dir,
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friction: 0,
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frictionAir: 0.01,
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dmg: 1, //damage done in addition to the damage from momentum
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dmg: 1.65, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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@@ -820,7 +820,7 @@ const b = {
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this.endCycle = 0; //bullet ends cycle after doing damage
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},
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onEnd() {},
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lookFrequency: 57 + Math.floor(37 * Math.random()),
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lookFrequency: 67 + Math.floor(47 * Math.random()),
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do() {
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this.force.y += this.mass * 0.00025; // high gravity because of the high friction
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@@ -15,7 +15,7 @@ const level = {
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document.title = "n-gon";
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this.intro(); //starting level
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// b.giveGuns(0) // set a starting gun for testing
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mech.fieldUpgrades[4]() //give a field power up for testing
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mech.fieldUpgrades[6]() //give a field power up for testing
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// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
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// this.bosses();
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// this.testingMap();
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277
js/player.js
277
js/player.js
@@ -817,7 +817,7 @@ const mech = {
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},
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() => {
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mech.fieldMode = 1;
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game.makeTextLog("<strong style='font-size:30px;'>Time Dilation Field</strong><br> (left mouse or space bar)<p> field emitter slows objects in range</p>", 1000);
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game.makeTextLog("<strong style='font-size:30px;'>Time Dilation Field</strong><br> (right mouse or space bar)<p> field emitter slows objects in range</p>", 1000);
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mech.setHoldDefaults();
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mech.fieldArc = 1; //field covers full 360 degrees
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mech.calculateFieldThreshold();
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@@ -872,7 +872,7 @@ const mech = {
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},
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() => {
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mech.fieldMode = 2;
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game.makeTextLog("<strong style='font-size:30px;'>Kinetic Energy Field</strong><br> (left mouse or space bar)<p> field emitter does damage on contact<br> blocks are thrown at a higher velocity</p>", 1000);
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game.makeTextLog("<strong style='font-size:30px;'>Kinetic Energy Field</strong><br> (right mouse or space bar)<p> field emitter does damage on contact<br> blocks are thrown at a higher velocity</p>", 1000);
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mech.setHoldDefaults();
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//throw quicker and harder
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mech.throwChargeRate = 3; //0.5
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@@ -922,7 +922,7 @@ const mech = {
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},
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() => {
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mech.fieldMode = 3;
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game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (left mouse or space bar)<p> field emitter nullifies gravity around player<br> field emitter holds more massive objects</p>", 1000);
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game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (right mouse or space bar)<p> field emitter nullifies gravity around player<br> field emitter holds more massive objects</p>", 1000);
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mech.setHoldDefaults();
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mech.holdingMassScale = 0.05; //can hold heavier blocks
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mech.fieldArc = 1; //field covers full 360 degrees
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@@ -983,14 +983,14 @@ const mech = {
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},
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() => {
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mech.fieldMode = 4;
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game.makeTextLog("<strong style='font-size:30px;'>Zero-Point Energy Field</strong><br> (left mouse or space bar) <p>improved energy regeneration<br> field emitter surrounds player</p>", 1000);
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game.makeTextLog("<strong style='font-size:30px;'>Zero-Point Energy Field</strong><br> (right mouse or space bar) <p>improved energy regeneration<br> field emitter surrounds player</p>", 1000);
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mech.setHoldDefaults();
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mech.fieldRegen = 0.02; //0.0015
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mech.fieldRegen = 0.01; //0.0015
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mech.fieldArc = 1; //field covers full 360 degrees
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mech.calculateFieldThreshold();
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mech.hold = function () {
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mech.grabRange = 250 + 35 * Math.sin(game.cycle / 20)
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mech.grabRange = 190 + 35 * Math.sin(game.cycle / 30)
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if (mech.isHolding) {
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mech.drawHold(mech.holdingTarget);
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@@ -1011,12 +1011,14 @@ const mech = {
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},
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() => {
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mech.fieldMode = 5;
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game.makeTextLog("<strong style='font-size:30px;'>Nano-Scale Manufacturing</strong><br> (passive effect) <p>when energy is full, build a drone using 10 energy<br> reduced energy regeneration</p>", 1000);
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game.makeTextLog("<strong style='font-size:30px;'>Nano-Scale Manufacturing</strong><br> (passive effect) <p>when energy is full, build a drone using 20 energy</p>", 1000);
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mech.setHoldDefaults();
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mech.fieldRegen = 0.0005 //0.0015;
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mech.grabRange = 160;
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mech.fieldArc = 0.11;
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// mech.fieldRegen = 0.0008 //0.0015;
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mech.hold = function () {
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if (mech.fieldMeter === 1) {
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mech.fieldMeter -= 0.1;
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mech.fieldMeter -= 0.2;
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b.guns[12].fire() //spawn drone
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}
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@@ -1025,9 +1027,23 @@ const mech = {
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mech.holding();
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mech.throw();
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} else if ((keys[32] || game.mouseDownRight && mech.fieldMeter > 0.1)) { //not hold but field button is pressed
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mech.drawField();
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// mech.drawField();
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//draw field
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const range = this.grabRange - 20;
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ctx.beginPath();
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ctx.arc(this.pos.x, this.pos.y, range, this.angle - Math.PI * this.fieldArc, this.angle + Math.PI * this.fieldArc, false);
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let eye = 13;
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ctx.lineTo(mech.pos.x + eye * Math.cos(this.angle), mech.pos.y + eye * Math.sin(this.angle));
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if (this.holdingTarget) {
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ctx.fillStyle = "rgba(150,150,150," + (0.05 + 0.1 * Math.random()) + ")";
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} else {
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ctx.fillStyle = "rgba(150,150,150," + (0.15 + 0.15 * Math.random()) + ")";
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}
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ctx.fill();
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mech.grabPowerUp();
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mech.pushMobs();
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// mech.pushMobs();
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mech.lookForPickUp();
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} else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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mech.pickUp();
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@@ -1039,7 +1055,7 @@ const mech = {
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},
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() => {
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mech.fieldMode = 6;
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game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (left mouse or space bar) <p>localized invisibility field</p>", 1000);
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game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (right mouse or space bar) <p>localized invisibility field</p>", 1000);
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mech.setHoldDefaults();
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mech.fieldArc = 1; //field covers full 360 degrees
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mech.calculateFieldThreshold();
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@@ -1079,242 +1095,7 @@ const mech = {
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}
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mech.drawFieldMeter()
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}
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},
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// () => {
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// mech.fieldMode = 1;
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// game.makeTextLog("<h2>Time Dilation Field</h2><br><strong>active ability:</strong> hold left and right mouse to slow time<br><strong>passive bonus:</strong> +field regeneration", 1000); //<br><strong>passive bonus:</strong> can phase through blocks
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// mech.setHoldDefaults();
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// mech.fieldRegen = 0.01; //0.0015
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// mech.hold = function () {
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// if (mech.isHolding) {
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// mech.drawHold(mech.holdingTarget);
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// mech.holding();
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// mech.throw();
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// } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) {
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// if (mech.fieldMeter > mech.fieldRegen * 1.15) {
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// mech.fieldMeter -= mech.fieldRegen * 1.15;
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// const range = 900;
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// //draw slow field
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// ctx.beginPath();
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// ctx.arc(mech.pos.x, mech.pos.y, range, 0, 2 * Math.PI);
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// ctx.fillStyle = "#f5f5ff";
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// ctx.globalCompositeOperation = "difference";
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// ctx.fill();
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// ctx.globalCompositeOperation = "source-over";
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// function slow(who, friction = 0) {
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// for (let i = 0, len = who.length; i < len; ++i) {
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// dist = Matter.Vector.magnitude(Matter.Vector.sub(who[i].position, mech.pos))
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// if (dist < range) {
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// Matter.Body.setAngularVelocity(who[i], who[i].angularVelocity * friction)
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// Matter.Body.setVelocity(who[i], {
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// x: who[i].velocity.x * friction,
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// y: who[i].velocity.y * friction
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// });
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// }
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// }
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// }
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// slow(mob);
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// slow(body);
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// slow(bullet);
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// } else {
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// mech.fieldCDcycle = game.cycle + 120;
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// }
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// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.1) { //field button is pressed
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// mech.drawField();
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// mech.grabPowerUp();
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// mech.pushMobs();
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// mech.lookForPickUp(130);
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// } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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// mech.pickUp();
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// } else {
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// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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// }
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// mech.drawFieldMeter()
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// }
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// },
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// () => {
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// mech.fieldMode = 2;
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// game.makeTextLog("<h2>Kinetic Energy Field</h2><br><strong>passive bonus:</strong> +field emitter damage<br><strong>passive bonus:</strong> +throw energy", 1000);
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// mech.setHoldDefaults();
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// // mech.fieldRegen = 0.0008; // 0.0015 is normal
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// //throw quicker and harder
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// mech.throwChargeRate = 4; //0.5
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// mech.throwChargeMax = 300; //50
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// //passive field does extra damage
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// mech.grabRange = 180;
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// mech.fieldArc = 0.08;
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// mech.fieldDamage = 2.5;
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// mech.hold = function () {
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// if (mech.isHolding) {
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// mech.drawHold(mech.holdingTarget);
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// mech.holding();
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// mech.throw();
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// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.15) { //not hold but field button is pressed
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// //draw field
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// const range = mech.grabRange - 20;
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// ctx.beginPath();
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// ctx.arc(mech.pos.x, mech.pos.y, range, mech.angle - Math.PI * mech.fieldArc, mech.angle + Math.PI * mech.fieldArc, false);
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// let eye = 13;
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// ctx.lineTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
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// if (mech.holdingTarget) {
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// ctx.fillStyle = "rgba(255,50,150," + (0.05 + 0.1 * Math.random()) + ")";
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// } else {
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// ctx.fillStyle = "rgba(255,50,150," + (0.15 + 0.15 * Math.random()) + ")";
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// }
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// ctx.fill();
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// //draw random lines in field for cool effect
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// let offAngle = mech.angle + 2 * Math.PI * mech.fieldArc * (Math.random() - 0.5);
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// ctx.beginPath();
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// eye = 15;
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// ctx.moveTo(mech.pos.x + eye * Math.cos(mech.angle), mech.pos.y + eye * Math.sin(mech.angle));
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// ctx.lineTo(mech.pos.x + range * Math.cos(offAngle), mech.pos.y + range * Math.sin(offAngle));
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// ctx.strokeStyle = "rgba(120,170,255,0.4)";
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// ctx.stroke();
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// mech.grabPowerUp();
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// mech.pushMobs();
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// mech.lookForPickUp();
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// } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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// mech.pickUp();
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// } else {
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// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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// }
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// mech.drawFieldMeter()
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// }
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// },
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// () => {
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// mech.fieldMode = 3;
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// game.makeTextLog("<h2>Mass Recycler</h2><br><strong>active ability:</strong> hold left and right mouse to convert blocks into health<br><strong>negative effect:</strong> -energy regen", 1000);
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// mech.setHoldDefaults();
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// mech.fieldRegen = 0.0005; //0.0015
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// mech.hold = function () {
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// // health drain
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// // if (game.cycle % 360 === 0 && mech.health > 0.2) {
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// // mech.health = mech.health * 0.97 - 0.01;
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// // if (mech.health < 0) {
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// // mech.health = 0;
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// // mech.death();
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// // return;
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// // }
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// // mech.displayHealth();
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// // }
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// if (mech.isHolding) {
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// mech.drawHold(mech.holdingTarget);
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// mech.holding();
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// mech.throw();
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// } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) {
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// if (mech.fieldMeter > mech.fieldRegen) {
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// // mech.fieldMeter -= mech.fieldRegen
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// const range = 165;
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// //draw range
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// ctx.globalCompositeOperation = "screen" //"lighter" // "destination-atop" //"difference" //"color-burn";
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// ctx.beginPath();
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// ctx.arc(mech.pos.x, mech.pos.y, range, 0, 2 * Math.PI);
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// ctx.lineWidth = 1;
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// ctx.fillStyle = "rgba(150,210,180," + (0.9 + Math.random() * 0.1) + ")";
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// ctx.fill();
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// ctx.globalCompositeOperation = "source-over";
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// ctx.strokeStyle = "#364";
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// ctx.stroke();
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// //find all blocks in range
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// for (let i = 0, len = body.length; i < len; i++) {
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// if (!body[i].isNotHoldable) {
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// dist = Matter.Vector.magnitude(Matter.Vector.sub(body[i].position, mech.pos))
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// const healCost = Math.sqrt(0.003 * body[i].mass) + 0.04
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// if (dist < range && mech.fieldMeter > healCost + 0.2) { // convert block to heal power up
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// // mech.fieldCDcycle = game.cycle + 4;
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// mech.fieldMeter -= healCost
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// powerUps.spawnHeal(body[i].position.x, body[i].position.y, 120 * healCost);
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// Matter.World.remove(engine.world, body[i]);
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// body.splice(i, 1);
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// break
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// }
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// }
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// }
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// } else {
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// mech.fieldCDcycle = game.cycle + 120;
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// }
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// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.2) { //field button is pressed
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// mech.drawField();
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// mech.grabPowerUp();
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// mech.pushMobs();
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// mech.lookForPickUp(130);
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// } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle) { //holding, but field button is released
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// mech.pickUp();
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// } else {
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// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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// }
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// mech.drawFieldMeter()
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// }
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// },
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// () => {
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// mech.fieldMode = 4;
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// game.makeTextLog("<h2>Negative Mass Field</h2><br><strong>active ability:</strong> hold left and right mouse to nullify gravity<br><strong>passive bonuses:</strong> +field size, +hold larger blocks", 1000);
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// mech.setHoldDefaults();
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.calculateFieldThreshold();
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// mech.holdingMassScale = 0.05; //can hold heavier blocks
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// // mech.gravity = 0.0015; //passive reduce gravity from default 0.0019
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// mech.hold = function () {
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// const range = 200 + 35 * Math.sin(game.cycle / 20)
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// if (mech.isHolding) {
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// mech.drawHold(mech.holdingTarget);
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// mech.holding();
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// mech.throw();
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// } else if (game.mouseDown && (keys[32] || game.mouseDownRight) && mech.fieldCDcycle < game.cycle) { //push away
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// if (mech.fieldMeter > 0.005) {
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// mech.fieldMeter -= 0.005;
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// //look for nearby objects to make zero-g
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// function zeroG(who) {
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// for (let i = 0, len = who.length; i < len; ++i) {
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// sub = Matter.Vector.sub(who[i].position, mech.pos);
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// dist = Matter.Vector.magnitude(sub);
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// if (dist < range) {
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// who[i].force.y -= who[i].mass * game.g;
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// }
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// }
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// }
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// zeroG(powerUp);
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// zeroG(body);
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// player.force.y -= player.mass * mech.gravity; // + 0.005 * Math.sin(game.cycle / 10); //wobble
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// //add player vertical friction to reduce map jump craziness
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// Matter.Body.setVelocity(player, {
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// x: player.velocity.x,
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// y: player.velocity.y * 0.99
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// });
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// //draw zero-G range
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// ctx.beginPath();
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// ctx.arc(mech.pos.x, mech.pos.y + 15, range, 0, 2 * Math.PI);
|
||||
// ctx.globalCompositeOperation = "color-burn";
|
||||
// ctx.fillStyle = "rgb(90,90,100)";
|
||||
// ctx.fill();
|
||||
// ctx.globalCompositeOperation = "source-over";
|
||||
|
||||
// } else {
|
||||
// //trigger cooldown
|
||||
// mech.fieldCDcycle = game.cycle + 120;
|
||||
// }
|
||||
// } else if ((keys[32] || game.mouseDownRight) && mech.fieldMeter > 0.2 && mech.fieldCDcycle < game.cycle) { //not hold but field button is pressed
|
||||
// mech.grabRange = range
|
||||
// mech.drawField();
|
||||
// mech.grabPowerUp();
|
||||
// mech.pushMobs();
|
||||
// mech.lookForPickUp();
|
||||
// } else if (mech.holdingTarget && mech.fireCDcycle < game.cycle && mech.fieldCDcycle < game.cycle) { //holding, but field button is released
|
||||
// mech.pickUp();
|
||||
// } else {
|
||||
// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
|
||||
// }
|
||||
// mech.drawFieldMeter()
|
||||
// }
|
||||
// },
|
||||
}
|
||||
],
|
||||
drawLeg(stroke) {
|
||||
// if (game.mouseInGame.x > this.pos.x) {
|
||||
|
||||
Reference in New Issue
Block a user