card adjustments
card font is 10% smaller with a bit more padding on the edges
background is darker on power up selection
css border added to research and cancel buttons
JUNK images now timeout if you don't download the image in under 1 sec
and it will not even try to download an image above 500KB
and it will try a different random image if it's first attempt is too big
(gotta protect our friends with slow internet)
finalBoss
mine mode comes in waves
orbiters mode comes in waves, and they spawn at a radius that intersects the player
several on new level tech effects now also run on each new final Boss phase
gun stuff, many worlds, negative entropy heal spawns
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 38 KiB |
|
Before Width: | Height: | Size: 44 KiB After Width: | Height: | Size: 47 KiB |
BIN
img/junk.webp
Normal file
|
After Width: | Height: | Size: 340 KiB |
|
Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 42 KiB |
@@ -25,7 +25,6 @@
|
||||
<div id="health-bg"></div>
|
||||
<div id="health"></div>
|
||||
<div id="dmg"></div>
|
||||
<div id="choose-background"></div>
|
||||
<div id='construct'></div>
|
||||
<canvas id="canvas"></canvas>
|
||||
<div id="choose-grid"></div>
|
||||
|
||||
182
js/bullet.js
@@ -547,7 +547,7 @@ const b = {
|
||||
y: where.y + range * Math.sin(angle)
|
||||
}
|
||||
];
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -883,7 +883,7 @@ const b = {
|
||||
|
||||
},
|
||||
setGrenadeMode() {
|
||||
grenadeDefault = function (where = {
|
||||
grenadeDefault = 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) {
|
||||
@@ -893,7 +893,7 @@ const b = {
|
||||
bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
|
||||
bullet[me].onEnd = b.grenadeEnd
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
||||
};
|
||||
speed = input.down ? 43 : 32
|
||||
@@ -903,12 +903,12 @@ const b = {
|
||||
});
|
||||
bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80) * tech.isBulletsLastLonger;
|
||||
bullet[me].restitution = 0.4;
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
|
||||
};
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
}
|
||||
grenadeRPG = function (where = {
|
||||
grenadeRPG = 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) {
|
||||
@@ -918,7 +918,7 @@ const b = {
|
||||
bullet[me].explodeRad = 300 * size + 100 * tech.isBlockExplode;
|
||||
bullet[me].onEnd = b.grenadeEnd
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
||||
};
|
||||
speed = input.down ? 46 : 32
|
||||
@@ -935,7 +935,7 @@ const b = {
|
||||
x: bullet[me].mass * MAG * Math.cos(angle),
|
||||
y: bullet[me].mass * MAG * Math.sin(angle)
|
||||
}
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.x += this.thrust.x;
|
||||
this.force.y += this.thrust.y;
|
||||
if (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) {
|
||||
@@ -943,7 +943,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
}
|
||||
grenadeRPGVacuum = function (where = {
|
||||
grenadeRPGVacuum = 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) {
|
||||
@@ -953,7 +953,7 @@ const b = {
|
||||
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
|
||||
bullet[me].onEnd = b.grenadeEnd
|
||||
bullet[me].minDmgSpeed = 1;
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
||||
};
|
||||
speed = input.down ? 46 : 32
|
||||
@@ -970,7 +970,7 @@ const b = {
|
||||
x: bullet[me].mass * MAG * Math.cos(angle),
|
||||
y: bullet[me].mass * MAG * Math.sin(angle)
|
||||
}
|
||||
bullet[me].suck = function () {
|
||||
bullet[me].suck = function() {
|
||||
const suck = (who, radius = this.explodeRad * 3.2) => {
|
||||
for (i = 0, len = who.length; i < len; i++) {
|
||||
const sub = Vector.sub(this.position, who[i].position);
|
||||
@@ -1010,7 +1010,7 @@ const b = {
|
||||
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
}
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
if (simulation.cycle > this.endCycle - this.suckCycles) { //suck
|
||||
this.do = this.suck
|
||||
} else if (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length) {
|
||||
@@ -1022,7 +1022,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
}
|
||||
grenadeVacuum = function (where = {
|
||||
grenadeVacuum = 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) {
|
||||
@@ -1031,11 +1031,11 @@ const b = {
|
||||
Matter.Body.setDensity(bullet[me], 0.0002);
|
||||
bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
|
||||
bullet[me].onEnd = b.grenadeEnd
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
|
||||
};
|
||||
bullet[me].restitution = 0.4;
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
|
||||
|
||||
const suckCycles = 40
|
||||
@@ -1097,7 +1097,7 @@ const b = {
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
}
|
||||
|
||||
grenadeNeutron = function (where = {
|
||||
grenadeNeutron = 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) {
|
||||
@@ -1132,9 +1132,9 @@ const b = {
|
||||
}
|
||||
}
|
||||
|
||||
bullet[me].beforeDmg = function () {};
|
||||
bullet[me].stuck = function () {};
|
||||
bullet[me].do = function () {
|
||||
bullet[me].beforeDmg = function() {};
|
||||
bullet[me].stuck = function() {};
|
||||
bullet[me].do = function() {
|
||||
const onCollide = () => {
|
||||
this.collisionFilter.mask = 0; //non collide with everything
|
||||
Matter.Body.setVelocity(this, {
|
||||
@@ -1161,14 +1161,14 @@ const b = {
|
||||
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
|
||||
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
|
||||
}
|
||||
this.stuck = function () {
|
||||
this.stuck = function() {
|
||||
if (this.stuckTo && this.stuckTo.alive) {
|
||||
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
|
||||
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
|
||||
Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
|
||||
} else {
|
||||
this.collisionFilter.mask = cat.map | cat.body | cat.player | cat.mob; //non collide with everything but map
|
||||
this.stuck = function () {
|
||||
this.stuck = function() {
|
||||
this.force.y += this.mass * 0.001;
|
||||
}
|
||||
}
|
||||
@@ -1184,7 +1184,7 @@ const b = {
|
||||
} else {
|
||||
this.do = this.radiationMode;
|
||||
}
|
||||
this.stuck = function () {
|
||||
this.stuck = function() {
|
||||
if (this.stuckTo) {
|
||||
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
|
||||
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
|
||||
@@ -1205,7 +1205,7 @@ const b = {
|
||||
}
|
||||
}
|
||||
}
|
||||
bullet[me].radiationMode = function () { //the do code after the bullet is stuck on something, projects a damaging radiation field
|
||||
bullet[me].radiationMode = function() { //the do code after the bullet is stuck on something, projects a damaging radiation field
|
||||
this.stuck(); //runs different code based on what the bullet is stuck to
|
||||
this.damageRadius = this.damageRadius * 0.85 + 0.15 * this.maxDamageRadius //smooth radius towards max
|
||||
this.maxDamageRadius -= this.radiusDecay
|
||||
@@ -1267,9 +1267,9 @@ const b = {
|
||||
if (tech.isNeutronBomb) {
|
||||
b.grenade = grenadeNeutron
|
||||
if (tech.isRPG) {
|
||||
b.guns[5].do = function () {}
|
||||
b.guns[5].do = function() {}
|
||||
} else {
|
||||
b.guns[5].do = function () {
|
||||
b.guns[5].do = function() {
|
||||
if (!input.field && input.down) {
|
||||
const cycles = 80
|
||||
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
|
||||
@@ -1290,7 +1290,7 @@ const b = {
|
||||
}
|
||||
}
|
||||
} else if (tech.isRPG) {
|
||||
b.guns[5].do = function () {}
|
||||
b.guns[5].do = function() {}
|
||||
if (tech.isVacuumBomb) {
|
||||
b.grenade = grenadeRPGVacuum
|
||||
} else {
|
||||
@@ -1298,7 +1298,7 @@ const b = {
|
||||
}
|
||||
} else if (tech.isVacuumBomb) {
|
||||
b.grenade = grenadeVacuum
|
||||
b.guns[5].do = function () {
|
||||
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
|
||||
@@ -1318,7 +1318,7 @@ const b = {
|
||||
}
|
||||
} else {
|
||||
b.grenade = grenadeDefault
|
||||
b.guns[5].do = function () {
|
||||
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
|
||||
@@ -2043,24 +2043,24 @@ const b = {
|
||||
y: m.Vy / 2 + 600 * thrust * Math.sin(bullet[me].angle)
|
||||
});
|
||||
bullet[me].frictionAir = 0.002
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
if (this.speed < 20) this.force.y += 0.0005 * this.mass;
|
||||
this.draw();
|
||||
}
|
||||
}
|
||||
if (tech.isHarpoonPowerUp && bullet[me].density > 0.01) {
|
||||
if (isReturn) {
|
||||
bullet[me].draw = function () {
|
||||
bullet[me].draw = function() {
|
||||
this.drawToggleHarpoon()
|
||||
this.drawString()
|
||||
}
|
||||
} else {
|
||||
bullet[me].draw = function () {
|
||||
bullet[me].draw = function() {
|
||||
this.drawToggleHarpoon()
|
||||
}
|
||||
}
|
||||
} else if (isReturn) {
|
||||
bullet[me].draw = function () {
|
||||
bullet[me].draw = function() {
|
||||
this.drawString()
|
||||
}
|
||||
}
|
||||
@@ -2250,7 +2250,7 @@ const b = {
|
||||
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
|
||||
if (180 - Math.abs(Math.abs(b.lastAngle - m.angle) - 180) > 0.13 || !b.wasExtruderOn) {
|
||||
bullet[me].isBranch = true; //don't draw stroke for this bullet
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
if (this.endCycle < simulation.cycle + 1) this.isWave = false
|
||||
}
|
||||
}
|
||||
@@ -2281,7 +2281,7 @@ const b = {
|
||||
y: m.pos.y + range * Math.sin(m.angle)
|
||||
}
|
||||
];
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -2420,7 +2420,7 @@ const b = {
|
||||
x: whereEnd.x,
|
||||
y: whereEnd.y
|
||||
}];
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -2461,7 +2461,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
|
||||
const checkForCollisions = function () {
|
||||
const checkForCollisions = function() {
|
||||
best = {
|
||||
x: 1,
|
||||
y: 1,
|
||||
@@ -2474,7 +2474,7 @@ const b = {
|
||||
vertexCollision(path[path.length - 2], path[path.length - 1], map);
|
||||
vertexCollision(path[path.length - 2], path[path.length - 1], body);
|
||||
};
|
||||
const laserHitMob = function () {
|
||||
const laserHitMob = function() {
|
||||
if (best.who.alive) {
|
||||
best.who.locatePlayer();
|
||||
if (best.who.damageReduction) {
|
||||
@@ -2520,7 +2520,7 @@ const b = {
|
||||
Matter.Body.applyForce(best.who, path[index], force)
|
||||
}
|
||||
};
|
||||
const reflection = function () { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
|
||||
const reflection = function() { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
|
||||
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
|
||||
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
|
||||
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
|
||||
@@ -2828,7 +2828,7 @@ const b = {
|
||||
arm() {
|
||||
this.collisionFilter.mask = cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield | cat.bullet //can now collide with other bullets
|
||||
this.lookFrequency = simulation.cycle + 60
|
||||
this.do = function () { //overwrite the do method for this bullet
|
||||
this.do = function() { //overwrite the do method for this bullet
|
||||
this.force.y += this.mass * 0.002; //extra gravity
|
||||
if (simulation.cycle > this.lookFrequency) {
|
||||
this.isArmed = true
|
||||
@@ -2840,7 +2840,7 @@ const b = {
|
||||
color: "#f00",
|
||||
time: 4
|
||||
});
|
||||
this.do = function () { //overwrite the do method for this bullet
|
||||
this.do = function() { //overwrite the do method for this bullet
|
||||
this.force.y += this.mass * 0.002; //extra gravity
|
||||
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
|
||||
const random = 300 * Math.random()
|
||||
@@ -2855,7 +2855,7 @@ const b = {
|
||||
if (tech.isMineSentry) {
|
||||
this.lookFrequency = 6
|
||||
this.endCycle = simulation.cycle + 1020
|
||||
this.do = function () { //overwrite the do method for this bullet
|
||||
this.do = function() { //overwrite the do method for this bullet
|
||||
this.force.y += this.mass * 0.002; //extra gravity
|
||||
if (!(simulation.cycle % this.lookFrequency)) { //find mob targets
|
||||
this.endCycle -= 5
|
||||
@@ -3455,7 +3455,7 @@ const b = {
|
||||
ctx.stroke();
|
||||
}
|
||||
//power ups
|
||||
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxEnergy) {
|
||||
if (!this.isImproved && !simulation.isChoosing) {
|
||||
if (this.lockedOn) {
|
||||
for (let i = 0, len = powerUp.length; i < len; ++i) { //grab, but don't lock onto nearby power up
|
||||
if (
|
||||
@@ -3665,7 +3665,7 @@ const b = {
|
||||
}
|
||||
}
|
||||
//power ups
|
||||
if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxEnergy) {
|
||||
if (!this.isImproved && !simulation.isChoosing) {
|
||||
if (this.lockedOn) {
|
||||
//grab, but don't lock onto nearby power up
|
||||
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
||||
@@ -4200,7 +4200,7 @@ const b = {
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
|
||||
bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
|
||||
bullet[me].beforeDmg = function (who) { //beforeDmg is rewritten with ice crystal tech
|
||||
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
|
||||
if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
|
||||
if (tech.isNailCrit) {
|
||||
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
|
||||
@@ -4209,7 +4209,7 @@ const b = {
|
||||
}
|
||||
this.ricochet(who)
|
||||
};
|
||||
bullet[me].ricochet = function (who) { //use for normal nails, and ice crystal nails
|
||||
bullet[me].ricochet = function(who) { //use for normal nails, and ice crystal nails
|
||||
if (tech.isRicochet) {
|
||||
const targets = [] //target nearby mobs
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
@@ -4234,7 +4234,7 @@ const b = {
|
||||
this.dmg += 2
|
||||
}
|
||||
}
|
||||
bullet[me].do = function () {};
|
||||
bullet[me].do = function() {};
|
||||
},
|
||||
needle(angle = m.angle) {
|
||||
const me = bullet.length;
|
||||
@@ -4248,7 +4248,7 @@ const b = {
|
||||
bullet[me].collisionFilter.mask = tech.isShieldPierce ? 0 : cat.mobShield
|
||||
// bullet[me].turnRate = 0.005 * (Math.random() - 0.5)
|
||||
bullet[me].isInMap = false
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
const whom = Matter.Query.collides(this, mob)
|
||||
if (whom.length && this.speed > 20) { //if touching a mob
|
||||
for (let i = 0, len = whom.length; i < len; i++) {
|
||||
@@ -4306,7 +4306,7 @@ const b = {
|
||||
} else {
|
||||
bullet[me].endCycle = simulation.cycle + 100;
|
||||
bullet[me].collisionFilter.mask = tech.isShieldPierce ? cat.body : cat.body | cat.mobShield
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
const whom = Matter.Query.collides(this, mob)
|
||||
if (whom.length && this.speed > 20) { //if touching a mob
|
||||
for (let i = 0, len = whom.length; i < len; i++) {
|
||||
@@ -4354,7 +4354,7 @@ const b = {
|
||||
x: 0,
|
||||
y: 0
|
||||
});
|
||||
this.do = function () {
|
||||
this.do = function() {
|
||||
if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
|
||||
}
|
||||
if (tech.isNeedleIce) {
|
||||
@@ -4989,7 +4989,7 @@ const b = {
|
||||
y: this.lockedOn.position.y
|
||||
}];
|
||||
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -5030,7 +5030,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
|
||||
const checkForCollisions = function () {
|
||||
const checkForCollisions = function() {
|
||||
best = {
|
||||
x: 1,
|
||||
y: 1,
|
||||
@@ -5043,7 +5043,7 @@ const b = {
|
||||
vertexCollision(path[path.length - 2], path[path.length - 1], map);
|
||||
vertexCollision(path[path.length - 2], path[path.length - 1], body);
|
||||
};
|
||||
const laserHitMob = function () {
|
||||
const laserHitMob = function() {
|
||||
if (best.who.alive) {
|
||||
best.who.locatePlayer();
|
||||
if (best.who.damageReduction) {
|
||||
@@ -5089,7 +5089,7 @@ const b = {
|
||||
Matter.Body.applyForce(best.who, path[index], force)
|
||||
}
|
||||
};
|
||||
const reflection = function () { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
|
||||
const reflection = function() { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
|
||||
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
|
||||
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
|
||||
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
|
||||
@@ -5316,7 +5316,7 @@ const b = {
|
||||
y: this.position.y + range * unit.y
|
||||
}
|
||||
];
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -5665,7 +5665,7 @@ const b = {
|
||||
});
|
||||
bullet[me].endCycle = simulation.cycle + 180
|
||||
|
||||
bullet[me].beforeDmg = function (who) { //beforeDmg is rewritten with ice crystal tech
|
||||
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
|
||||
if (tech.isIncendiary) {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
|
||||
@@ -5684,7 +5684,7 @@ const b = {
|
||||
|
||||
bullet[me].minDmgSpeed = 10
|
||||
bullet[me].frictionAir = 0.006;
|
||||
bullet[me].rotateToVelocity = function () { //rotates bullet to face current velocity?
|
||||
bullet[me].rotateToVelocity = function() { //rotates bullet to face current velocity?
|
||||
if (this.speed > 7) {
|
||||
const facing = {
|
||||
x: Math.cos(this.angle),
|
||||
@@ -5699,7 +5699,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0008
|
||||
this.rotateToVelocity()
|
||||
//collide with map
|
||||
@@ -5709,7 +5709,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
} else {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0008
|
||||
this.rotateToVelocity()
|
||||
};
|
||||
@@ -5751,7 +5751,7 @@ const b = {
|
||||
y: SPEED * Math.sin(m.angle)
|
||||
});
|
||||
bullet[me].endCycle = simulation.cycle + 180
|
||||
bullet[me].beforeDmg = function (who) { //beforeDmg is rewritten with ice crystal tech
|
||||
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
|
||||
if (tech.isIncendiary) {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
|
||||
@@ -5770,7 +5770,7 @@ const b = {
|
||||
|
||||
bullet[me].minDmgSpeed = 10
|
||||
bullet[me].frictionAir = 0.006;
|
||||
bullet[me].rotateToVelocity = function () { //rotates bullet to face current velocity?
|
||||
bullet[me].rotateToVelocity = function() { //rotates bullet to face current velocity?
|
||||
if (this.speed > 7) {
|
||||
const facing = {
|
||||
x: Math.cos(this.angle),
|
||||
@@ -5785,7 +5785,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0008
|
||||
this.rotateToVelocity()
|
||||
//collide with map
|
||||
@@ -5795,7 +5795,7 @@ const b = {
|
||||
}
|
||||
};
|
||||
} else {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0008
|
||||
this.rotateToVelocity()
|
||||
};
|
||||
@@ -5841,7 +5841,7 @@ const b = {
|
||||
y: m.Vy / 2 + speed * Math.sin(angle)
|
||||
}) //position, velocity, damage
|
||||
if (tech.isIceCrystals) {
|
||||
bullet[bullet.length - 1].beforeDmg = function (who) {
|
||||
bullet[bullet.length - 1].beforeDmg = function(who) {
|
||||
mobs.statusSlow(who, 60)
|
||||
if (tech.isNailRadiation) mobs.statusDoT(who, 1 * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
|
||||
if (tech.isNailCrit) {
|
||||
@@ -5910,7 +5910,7 @@ const b = {
|
||||
if (tech.isShotgunReversed) Matter.Body.setDensity(bullet[me], 0.0015)
|
||||
// bullet[me].restitution = 0.4
|
||||
bullet[me].frictionAir = 0.034;
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
const scale = 1 - 0.034 / tech.isBulletsLastLonger
|
||||
Matter.Body.scale(this, scale, scale);
|
||||
};
|
||||
@@ -5933,10 +5933,10 @@ const b = {
|
||||
});
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].endCycle = simulation.cycle + 60
|
||||
bullet[me].onEnd = function () {
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(this.position, 360 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
};
|
||||
} else {
|
||||
@@ -5946,7 +5946,7 @@ const b = {
|
||||
// bullet[me].restitution = 0.4
|
||||
bullet[me].frictionAir = 0.004;
|
||||
bullet[me].turnMag = 0.04 * Math.pow(tech.bulletSize, 3.75)
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.002
|
||||
if (this.speed > 6) { //rotates bullet to face current velocity?
|
||||
const facing = {
|
||||
@@ -5963,7 +5963,7 @@ const b = {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
}
|
||||
};
|
||||
bullet[me].beforeDmg = function (who) {
|
||||
bullet[me].beforeDmg = function(who) {
|
||||
if (this.speed > 4) {
|
||||
if (tech.fragments) {
|
||||
b.targetedNail(this.position, 6 * tech.fragments * tech.bulletSize)
|
||||
@@ -5992,13 +5992,13 @@ const b = {
|
||||
x: speed * Math.cos(dirOff),
|
||||
y: speed * Math.sin(dirOff)
|
||||
});
|
||||
bullet[me].onEnd = function () {
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.4 : 1) + (Math.random() - 0.5) * 40); //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
};
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
if (Matter.Query.collides(this, map).length) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
}
|
||||
Composite.add(engine.world, bullet[me]); //add bullet to world
|
||||
@@ -6127,11 +6127,11 @@ const b = {
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].restitution = 1;
|
||||
bullet[me].friction = 0;
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0012;
|
||||
};
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0012;
|
||||
if (Matter.Query.collides(this, map).length) {
|
||||
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
|
||||
@@ -6139,11 +6139,11 @@ const b = {
|
||||
}
|
||||
};
|
||||
} else {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0012;
|
||||
};
|
||||
}
|
||||
bullet[me].beforeDmg = function (who) {
|
||||
bullet[me].beforeDmg = function(who) {
|
||||
mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
|
||||
if (tech.isIncendiary) {
|
||||
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
|
||||
@@ -6184,7 +6184,7 @@ const b = {
|
||||
bullet[me].restitution = 0.99;
|
||||
bullet[me].friction = 0;
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0012;
|
||||
if (Matter.Query.collides(this, map).length) {
|
||||
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
|
||||
@@ -6192,11 +6192,11 @@ const b = {
|
||||
}
|
||||
};
|
||||
} else {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0012;
|
||||
};
|
||||
}
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
if (tech.isIncendiary) {
|
||||
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
|
||||
this.endCycle = 0
|
||||
@@ -6239,7 +6239,7 @@ const b = {
|
||||
bullet[me].restitution = 0.99;
|
||||
bullet[me].friction = 0;
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0012;
|
||||
if (Matter.Query.collides(this, map).length) {
|
||||
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
|
||||
@@ -6247,11 +6247,11 @@ const b = {
|
||||
}
|
||||
};
|
||||
} else {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.force.y += this.mass * 0.0012;
|
||||
};
|
||||
}
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
if (tech.isIncendiary) {
|
||||
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
|
||||
this.endCycle = 0
|
||||
@@ -6645,7 +6645,7 @@ const b = {
|
||||
}
|
||||
});
|
||||
if (tech.isBulletTeleport) {
|
||||
bullet[me].wiggle = function () {
|
||||
bullet[me].wiggle = function() {
|
||||
this.cycle++
|
||||
const where = Vector.mult(transverse, this.amplitude * Math.cos(this.cycle * tech.waveFrequency))
|
||||
if (Math.random() < 0.005) {
|
||||
@@ -6674,7 +6674,7 @@ const b = {
|
||||
}
|
||||
if (tech.waveReflections) {
|
||||
bullet[me].reflectCycle = totalCycles / tech.waveReflections //tech.waveLengthRange
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.query()
|
||||
if (this.cycle > this.reflectCycle) {
|
||||
this.reflectCycle += totalCycles / tech.waveReflections
|
||||
@@ -6684,7 +6684,7 @@ const b = {
|
||||
this.wiggle()
|
||||
}
|
||||
} else {
|
||||
bullet[me].do = function () {
|
||||
bullet[me].do = function() {
|
||||
this.query()
|
||||
this.wiggle();
|
||||
}
|
||||
@@ -6860,9 +6860,9 @@ const b = {
|
||||
bullet[me].restitution = 0.3;
|
||||
bullet[me].minDmgSpeed = 0;
|
||||
bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze + 4 * tech.isSporeColony
|
||||
bullet[me].stuck = function () {};
|
||||
bullet[me].beforeDmg = function () {};
|
||||
bullet[me].do = function () {
|
||||
bullet[me].stuck = function() {};
|
||||
bullet[me].beforeDmg = function() {};
|
||||
bullet[me].do = function() {
|
||||
function onCollide(that) {
|
||||
that.collisionFilter.mask = 0; //non collide with everything
|
||||
Matter.Body.setVelocity(that, {
|
||||
@@ -6886,14 +6886,14 @@ const b = {
|
||||
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
|
||||
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
|
||||
}
|
||||
this.stuck = function () {
|
||||
this.stuck = function() {
|
||||
if (this.stuckTo && this.stuckTo.alive) {
|
||||
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
|
||||
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
|
||||
Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
|
||||
} else {
|
||||
this.collisionFilter.mask = cat.map; //non collide with everything but map
|
||||
this.stuck = function () {
|
||||
this.stuck = function() {
|
||||
this.force.y += this.mass * 0.0006;
|
||||
}
|
||||
}
|
||||
@@ -6909,7 +6909,7 @@ const b = {
|
||||
} else {
|
||||
this.do = this.grow;
|
||||
}
|
||||
this.stuck = function () {
|
||||
this.stuck = function() {
|
||||
if (this.stuckTo) {
|
||||
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
|
||||
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
|
||||
@@ -6932,7 +6932,7 @@ const b = {
|
||||
ctx.arc(this.position.x, this.position.y, this.maxRadius, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
}
|
||||
bullet[me].grow = function () {
|
||||
bullet[me].grow = function() {
|
||||
this.stuck(); //runs different code based on what the bullet is stuck to
|
||||
let scale = 1.01
|
||||
if (tech.isSporeGrowth && !(simulation.cycle % 40)) { //release a spore
|
||||
@@ -6967,7 +6967,7 @@ const b = {
|
||||
ctx.fill();
|
||||
};
|
||||
//spawn bullets on end
|
||||
bullet[me].onEnd = function () {
|
||||
bullet[me].onEnd = function() {
|
||||
|
||||
let count = 0 //used in for loop below
|
||||
const things = [
|
||||
|
||||
51
js/index.js
@@ -14,7 +14,7 @@ Math.hash = s => {
|
||||
|
||||
document.getElementById("seed").placeholder = Math.initialSeed = String(Math.floor(Date.now() % 100000))
|
||||
Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
|
||||
Math.seededRandom = function (min = 0, max = 1) { // in order to work 'Math.seed' must NOT be undefined
|
||||
Math.seededRandom = function(min = 0, max = 1) { // in order to work 'Math.seed' must NOT be undefined
|
||||
Math.seed = (Math.seed * 9301 + 49297) % 233280;
|
||||
return min + Math.seed / 233280 * (max - min);
|
||||
}
|
||||
@@ -100,7 +100,7 @@ const color = { //light
|
||||
//difficulty is 0 easy, 1 normal, 2 hard, 4 why
|
||||
function getUrlVars() {
|
||||
let vars = {};
|
||||
window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function (m, k, v) {
|
||||
window.location.href.replace(/[?&]+([^=&]+)=([^&]*)/gi, function(m, k, v) {
|
||||
vars[k] = v;
|
||||
});
|
||||
return vars;
|
||||
@@ -202,7 +202,7 @@ const ctx = canvas.getContext("2d");
|
||||
document.body.style.backgroundColor = "#fff";
|
||||
|
||||
//disable pop up menu on right click
|
||||
document.oncontextmenu = function () {
|
||||
document.oncontextmenu = function() {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -412,7 +412,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
// } else {
|
||||
// text += `<div class="pause-grid-module" id ="${i}-pause-tech" onclick="powerUps.pauseEjectTech(${i})" ${style}><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
|
||||
// }
|
||||
const style = localSettings.isHideImages ? `style="height:auto;"` : `style = "background-image: url('img/${tech.tech[i].name}.webp');"`
|
||||
const style = (localSettings.isHideImages || tech.tech[i].isJunk) ? `style="height:auto;"` : `style = "background-image: url('img/${tech.tech[i].name}.webp');"`
|
||||
const techCountText = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
|
||||
if (tech.tech[i].isNonRefundable) {
|
||||
text += `<div class="pause-grid-module" id ="${i}-pause-tech" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
|
||||
@@ -542,10 +542,10 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
}, 50);
|
||||
}
|
||||
}
|
||||
//update tech text //disable not allowed tech
|
||||
//update tech text
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
const techID = document.getElementById("tech-" + i)
|
||||
if ((!tech.tech[i].isJunk || localSettings.isJunkExperiment)) { //!tech.tech[i].isNonRefundable && //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! does removing this cause problems????
|
||||
if ((!tech.tech[i].isJunk || localSettings.isJunkExperiment) && !tech.tech[i].isLore) {
|
||||
if (tech.tech[i].allowed() || isAllowed || tech.tech[i].count > 0) {
|
||||
if (tech.tech[i].isFieldTech) {
|
||||
techID.classList.remove('experiment-grid-hide');
|
||||
@@ -559,28 +559,20 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
} else {
|
||||
techID.innerHTML = build.techText(i)
|
||||
}
|
||||
|
||||
//deselect selected tech options if you don't have the tech any more // for example: when bot techs are converted after a bot upgrade tech is taken
|
||||
if (tech.tech[i].count === 0 && techID.classList.contains("build-tech-selected")) techID.classList.remove("build-tech-selected");
|
||||
|
||||
if (techID.classList.contains("experiment-grid-disabled")) {
|
||||
techID.classList.remove("experiment-grid-disabled");
|
||||
techID.setAttribute("onClick", `javascript: build.choosePowerUp(${i},'tech')`);
|
||||
}
|
||||
// } else if (tech.tech[i].isGunTech || tech.tech[i].isFieldTech) {
|
||||
// techID.classList.add('experiment-grid-hide');
|
||||
} else { //disabled color
|
||||
// techID.innerHTML = `<div class="grid-title"> ${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
|
||||
// techID.innerHTML = `<div class="grid-title"> ${tech.tech[i].name}</div><span style="color:#666;">requires: ${tech.tech[i].requires}</span></div>`
|
||||
} else { //disabled color for disabled tech
|
||||
techID.innerHTML = `<div class="grid-title">${tech.tech[i].name}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>`
|
||||
// console.log(techID)
|
||||
if (!techID.classList.contains("experiment-grid-disabled")) {
|
||||
techID.classList.add("experiment-grid-disabled");
|
||||
techID.onclick = null
|
||||
}
|
||||
if (tech.tech[i].count > 0) tech.removeTech(i)
|
||||
if (techID.classList.contains("build-tech-selected")) techID.classList.remove("build-tech-selected");
|
||||
|
||||
if (tech.tech[i].isFieldTech) {
|
||||
techID.innerHTML = build.fieldTechText(i)
|
||||
} else if (tech.tech[i].isGunTech) {
|
||||
@@ -652,9 +644,8 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
// text += `<div id = "gun-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${build.nameLink(b.guns[i].name)}</div> ${b.guns[i].description}</div>`
|
||||
}
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (!tech.tech[i].isJunk || localSettings.isJunkExperiment) {
|
||||
const style = localSettings.isHideImages ? hideStyle : `style="background-image: url('img/${tech.tech[i].name}.webp');"`
|
||||
|
||||
if ((!tech.tech[i].isJunk || localSettings.isJunkExperiment) && !tech.tech[i].isLore) {
|
||||
const style = (localSettings.isHideImages || tech.tech[i].isJunk) ? hideStyle : `style="background-image: url('img/${tech.tech[i].name}.webp');"`
|
||||
if (tech.tech[i].allowed() && (!tech.tech[i].isNonRefundable || localSettings.isJunkExperiment)) { // || tech.tech[i].name === "+1 cardinality") { //|| tech.tech[i].name === "leveraged investment"
|
||||
text += `<div id="tech-${i}" class="experiment-grid-module card-background" onclick="build.choosePowerUp(${i},'tech')" ${style}>`
|
||||
} else { //disabled
|
||||
@@ -749,17 +740,17 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
|
||||
}
|
||||
console.log('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
|
||||
console.log(url)
|
||||
navigator.clipboard.writeText(url).then(function () {
|
||||
navigator.clipboard.writeText(url).then(function() {
|
||||
/* clipboard successfully set */
|
||||
if (isCustom) {
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
|
||||
}, 300);
|
||||
}
|
||||
}, function () {
|
||||
}, function() {
|
||||
/* clipboard write failed */
|
||||
if (isCustom) {
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
alert('copy failed')
|
||||
}, 300);
|
||||
}
|
||||
@@ -984,14 +975,14 @@ document.getElementById("control-table").addEventListener('click', (event) => {
|
||||
window.addEventListener("keydown", input.setKeys);
|
||||
}
|
||||
});
|
||||
document.getElementById("control-details").addEventListener("toggle", function () {
|
||||
document.getElementById("control-details").addEventListener("toggle", function() {
|
||||
input.controlTextUpdate()
|
||||
input.endKeySensing();
|
||||
})
|
||||
|
||||
document.getElementById("control-reset").addEventListener('click', input.setDefault);
|
||||
|
||||
window.addEventListener("keyup", function (event) {
|
||||
window.addEventListener("keyup", function(event) {
|
||||
switch (event.code) {
|
||||
case input.key.right:
|
||||
case "ArrowRight":
|
||||
@@ -1018,7 +1009,7 @@ window.addEventListener("keyup", function (event) {
|
||||
}
|
||||
});
|
||||
|
||||
window.addEventListener("keydown", function (event) {
|
||||
window.addEventListener("keydown", function(event) {
|
||||
// console.log(event.code)
|
||||
switch (event.code) {
|
||||
case input.key.right:
|
||||
@@ -1055,7 +1046,7 @@ window.addEventListener("keydown", function (event) {
|
||||
case input.key.pause:
|
||||
if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
|
||||
input.isPauseKeyReady = false
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
input.isPauseKeyReady = true
|
||||
}, 300);
|
||||
if (simulation.paused) {
|
||||
@@ -1499,10 +1490,10 @@ document.getElementById("difficulty-select").addEventListener("input", () => {
|
||||
});
|
||||
|
||||
|
||||
document.getElementById("updates").addEventListener("toggle", function () {
|
||||
document.getElementById("updates").addEventListener("toggle", function() {
|
||||
function loadJSON(path, success, error) { //generic function to get JSON
|
||||
var xhr = new XMLHttpRequest();
|
||||
xhr.onreadystatechange = function () {
|
||||
xhr.onreadystatechange = function() {
|
||||
if (xhr.readyState === XMLHttpRequest.DONE) {
|
||||
if (xhr.status === 200) {
|
||||
if (success)
|
||||
@@ -1521,7 +1512,7 @@ document.getElementById("updates").addEventListener("toggle", function () {
|
||||
|
||||
/// https://api.github.com/repos/landgreen/n-gon/stats/commit_activity
|
||||
loadJSON('https://api.github.com/repos/landgreen/n-gon/commits',
|
||||
function (data) {
|
||||
function(data) {
|
||||
// console.log(data)
|
||||
for (let i = 0, len = 20; i < len; i++) {
|
||||
text += "<strong>" + data[i].commit.author.date.substr(0, 10) + "</strong> - "; //+ "<br>"
|
||||
@@ -1530,7 +1521,7 @@ document.getElementById("updates").addEventListener("toggle", function () {
|
||||
}
|
||||
document.getElementById("updates-div").innerHTML = text.replace(/\n/g, "<br />")
|
||||
},
|
||||
function (xhr) {
|
||||
function(xhr) {
|
||||
console.error(xhr);
|
||||
}
|
||||
);
|
||||
|
||||
200
js/level.js
@@ -21,15 +21,15 @@ const level = {
|
||||
// level.difficultyIncrease(30 * 4) //30 is near max on hard //60 is near max on why
|
||||
// m.maxHealth = m.health = 100
|
||||
// tech.isRerollDamage = true
|
||||
// powerUps.research.changeRerolls(5)
|
||||
// powerUps.research.changeRerolls(20)
|
||||
// m.immuneCycle = Infinity //you can't take damage
|
||||
// tech.tech[297].frequency = 100
|
||||
// m.couplingChange(5)
|
||||
// m.setField("time dilation") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave plasma torch
|
||||
// m.setField("perfect diamagnetism") //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("harpoon") //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.giveGuns("nail gun") //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("spores") //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[0].ammo = 10000
|
||||
// tech.giveTech("alternator")
|
||||
// tech.giveTech("posture")
|
||||
@@ -100,19 +100,6 @@ const level = {
|
||||
m.resetHistory();
|
||||
spawn.quantumEraserCheck(); //remove mobs from tech: quantum eraser
|
||||
|
||||
//used for generalist and pigeonhole principle
|
||||
tech.buffedGun++
|
||||
if (tech.buffedGun > b.inventory.length - 1) tech.buffedGun = 0;
|
||||
if (tech.isGunCycle) {
|
||||
b.inventoryGun = tech.buffedGun;
|
||||
simulation.switchGun();
|
||||
}
|
||||
if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
var gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
simulation.makeTextLog(`pigeonhole principle: <strong>+${(31 * Math.max(0, b.inventory.length)).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`, 600);
|
||||
}
|
||||
|
||||
|
||||
if (tech.isForeverDrones) {
|
||||
if (tech.isDroneRadioactive) {
|
||||
for (let i = 0; i < tech.isForeverDrones * 0.25; i++) {
|
||||
@@ -132,29 +119,7 @@ const level = {
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tech.isExtraMaxEnergy) {
|
||||
tech.healMaxEnergyBonus += 0.1 * powerUps.totalPowerUps //Math.min(0.02 * powerUps.totalPowerUps, 0.51)
|
||||
m.setMaxEnergy();
|
||||
}
|
||||
if (tech.isSwitchReality) {
|
||||
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
|
||||
m.switchWorlds()
|
||||
simulation.trails()
|
||||
powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
|
||||
}
|
||||
if (tech.isHealLowHealth) {
|
||||
// if (tech.isEnergyHealth) {
|
||||
// var len = Math.ceil((m.maxEnergy - m.energy) / 0.33)
|
||||
// } else {
|
||||
// var len = Math.ceil((m.maxHealth - m.health) / 0.33)
|
||||
// }
|
||||
if (tech.isEnergyHealth) {
|
||||
var len = 3 * (1 - m.energy / m.maxEnergy) //as a percent
|
||||
} else {
|
||||
var len = 3 * (1 - m.health / m.maxHealth) //as a percent
|
||||
}
|
||||
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false);
|
||||
}
|
||||
|
||||
if (tech.isMACHO) spawn.MACHO()
|
||||
for (let i = 0; i < tech.wimpCount; i++) {
|
||||
spawn.WIMP()
|
||||
@@ -175,15 +140,40 @@ const level = {
|
||||
m.eyeFillColor = m.fieldMeterColor
|
||||
simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
|
||||
}
|
||||
if (tech.isSpawnExitTech) {
|
||||
for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
|
||||
}
|
||||
// if (m.plasmaBall) m.plasmaBall.reset()
|
||||
if (m.plasmaBall) m.plasmaBall.fire()
|
||||
if (localSettings.entanglement && localSettings.entanglement.levelName === level.levels[level.onLevel]) {
|
||||
const flip = localSettings.entanglement.isHorizontalFlipped === simulation.isHorizontalFlipped ? 1 : -1
|
||||
powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
|
||||
}
|
||||
level.newLevelOrPhase()
|
||||
},
|
||||
newLevelOrPhase() { //runs on each new level but also on final boss phases
|
||||
//used for generalist and pigeonhole principle
|
||||
tech.buffedGun++
|
||||
if (tech.buffedGun > b.inventory.length - 1) tech.buffedGun = 0;
|
||||
if (tech.isGunCycle) {
|
||||
b.inventoryGun = tech.buffedGun;
|
||||
simulation.switchGun();
|
||||
}
|
||||
if (tech.isGunChoice && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||||
var gun = b.guns[b.inventory[tech.buffedGun]].name
|
||||
simulation.makeTextLog(`pigeonhole principle: <strong>+${(31 * Math.max(0, b.inventory.length)).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`, 600);
|
||||
}
|
||||
if (tech.isSwitchReality) {
|
||||
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
|
||||
m.switchWorlds()
|
||||
simulation.trails()
|
||||
powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
|
||||
}
|
||||
if (tech.isHealLowHealth) {
|
||||
if (tech.isEnergyHealth) {
|
||||
var len = 3 * (1 - m.energy / m.maxEnergy) //as a percent
|
||||
} else {
|
||||
var len = 3 * (1 - m.health / m.maxHealth) //as a percent
|
||||
}
|
||||
for (let i = 0; i < len; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "heal", false);
|
||||
}
|
||||
},
|
||||
trainingText(say) {
|
||||
simulation.lastLogTime = 0; //clear previous messages
|
||||
@@ -267,7 +257,7 @@ const level = {
|
||||
document.getElementById("health-bg").style.display = "none"
|
||||
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
|
||||
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
simulation.paused = true;
|
||||
level.disableExit = false;
|
||||
engine.world.bodies.forEach((body) => {
|
||||
@@ -557,7 +547,7 @@ const level = {
|
||||
x: who.position.x,
|
||||
y: who.position.y
|
||||
}
|
||||
who.rotate = function () {
|
||||
who.rotate = function() {
|
||||
if (!m.isBodiesAsleep) {
|
||||
Matter.Body.applyForce(this, {
|
||||
x: this.position.x + 100,
|
||||
@@ -1279,7 +1269,7 @@ const level = {
|
||||
y: 0
|
||||
}, angleB)
|
||||
|
||||
draw = function () {
|
||||
draw = function() {
|
||||
ctx.beginPath(); //portal
|
||||
let v = this.vertices;
|
||||
ctx.moveTo(v[0].x, v[0].y);
|
||||
@@ -1289,7 +1279,7 @@ const level = {
|
||||
ctx.fillStyle = this.color
|
||||
ctx.fill();
|
||||
}
|
||||
query = function (isRemoveBlocks = false) {
|
||||
query = function(isRemoveBlocks = false) {
|
||||
if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
|
||||
if (player.isInPortal === this) player.isInPortal = null
|
||||
} else if (player.isInPortal !== this) { //touching player
|
||||
@@ -1943,7 +1933,7 @@ const level = {
|
||||
button.isReadyToFire = true
|
||||
} else if (button.isReadyToFire && !button.isUp) {
|
||||
button.isReadyToFire = false
|
||||
fireBlock = function (xPos, yPos) {
|
||||
fireBlock = function(xPos, yPos) {
|
||||
const index = body.length
|
||||
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
|
||||
const bodyBullet = body[body.length - 1]
|
||||
@@ -2000,7 +1990,7 @@ const level = {
|
||||
button.isReadyToFire = true
|
||||
} else if (button.isReadyToFire && !button.isUp) {
|
||||
button.isReadyToFire = false
|
||||
fireBlock = function (xPos, yPos) {
|
||||
fireBlock = function(xPos, yPos) {
|
||||
const index = body.length
|
||||
spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
|
||||
const bodyBullet = body[body.length - 1]
|
||||
@@ -3009,7 +2999,7 @@ const level = {
|
||||
|
||||
// spawn.starter(1900, -500, 200) //big boy
|
||||
// for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
|
||||
spawn.suckerBoss(1900, -500)
|
||||
// spawn.suckerBoss(1900, -500)
|
||||
// spawn.launcherBoss(3200, -500)
|
||||
// spawn.laserTargetingBoss(1700, -500)
|
||||
// spawn.powerUpBoss(1900, -500)
|
||||
@@ -7436,11 +7426,11 @@ const level = {
|
||||
body[body.length] = part4;
|
||||
body[body.length] = part5;
|
||||
body[body.length] = part6;
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
chair.collisionFilter.category = cat.body;
|
||||
chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
chair2.collisionFilter.category = cat.body;
|
||||
chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -7495,7 +7485,7 @@ const level = {
|
||||
body[body.length] = rightUpperLeg
|
||||
body[body.length] = rightLowerArm
|
||||
body[body.length] = rightUpperArm
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
person.collisionFilter.category = cat.body;
|
||||
person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -8960,7 +8950,7 @@ const level = {
|
||||
body[body.length] = part1;
|
||||
body[body.length] = part2;
|
||||
body[body.length] = part3;
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
compoundParts.collisionFilter.category = cat.body;
|
||||
compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -10225,19 +10215,19 @@ const level = {
|
||||
simulation.makeTextLog(`<strong>temple</strong> by <span class='color-var'>Scar1337</span>`);
|
||||
|
||||
const V = Vector;
|
||||
const Equation = (function () {
|
||||
const Equation = (function() {
|
||||
function Equation(a, b, c) {
|
||||
this.a = a;
|
||||
this.b = b;
|
||||
this.c = c;
|
||||
}
|
||||
Equation.prototype.getXfromY = function (y) {
|
||||
Equation.prototype.getXfromY = function(y) {
|
||||
return (-this.b * y - this.c) / this.a;
|
||||
}
|
||||
Equation.prototype.getYfromX = function (x) {
|
||||
Equation.prototype.getYfromX = function(x) {
|
||||
return (-this.a * x - this.c) / this.b;
|
||||
}
|
||||
Equation.fromPoints = function (v1, v2) {
|
||||
Equation.fromPoints = function(v1, v2) {
|
||||
if (v1.x === v2.x) return new Equation(1, 0, -v1.x);
|
||||
if (v1.y === v2.y) return new Equation(0, 1, -v1.y);
|
||||
const d = (v2.y - v1.y) / (v2.x - v1.x);
|
||||
@@ -10245,7 +10235,7 @@ const level = {
|
||||
};
|
||||
return Equation;
|
||||
})();
|
||||
const Rect = (function () {
|
||||
const Rect = (function() {
|
||||
function Rect(x, y, w, h) {
|
||||
this.pos = {
|
||||
x,
|
||||
@@ -10254,14 +10244,14 @@ const level = {
|
||||
this.width = w;
|
||||
this.height = h;
|
||||
}
|
||||
Rect.prototype.has = function ({
|
||||
Rect.prototype.has = function({
|
||||
x,
|
||||
y
|
||||
}) {
|
||||
return x >= this.pos.x && x <= this.pos.x + this.width &&
|
||||
y >= this.pos.y && y <= this.pos.y + this.height;
|
||||
}
|
||||
Rect.prototype.hasLine = function (eq) {
|
||||
Rect.prototype.hasLine = function(eq) {
|
||||
const leftInter = eq.getYfromX(this.pos.x);
|
||||
const rightInter = eq.getYfromX(this.pos.x + this.width);
|
||||
const topInter = eq.getXfromY(this.pos.y);
|
||||
@@ -10269,7 +10259,7 @@ const level = {
|
||||
(rightInter >= this.pos.y && rightInter <= this.pos.y + this.height) ||
|
||||
(topInter >= this.pos.x && topInter <= this.pos.x + this.width);
|
||||
}
|
||||
Rect.prototype.addToMap = function () {
|
||||
Rect.prototype.addToMap = function() {
|
||||
spawn.mapRect(this.pos.x, this.pos.y, this.width, this.height);
|
||||
}
|
||||
Object.defineProperty(Rect.prototype, "midPos", {
|
||||
@@ -10280,10 +10270,10 @@ const level = {
|
||||
});
|
||||
}
|
||||
});
|
||||
Rect.fromBounds = function (min, max) {
|
||||
Rect.fromBounds = function(min, max) {
|
||||
return new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
|
||||
}
|
||||
Rect.prototype.isCollidingWith = function (other) {
|
||||
Rect.prototype.isCollidingWith = function(other) {
|
||||
const tc = {
|
||||
p1: [this.pos.x, this.pos.y],
|
||||
p2: [this.pos.x + this.width, this.pos.y + this.height]
|
||||
@@ -10344,14 +10334,14 @@ const level = {
|
||||
me.attackCycle = 0;
|
||||
me.lastAttackCycle = 0;
|
||||
Matter.Body.setDensity(me, 0.012); // extra dense, normal is 0.001 // makes effective life much larger
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
// applying forces to player doesn't seem to work inside this method, not sure why
|
||||
powerUps.spawn(this.position.x + 20, this.position.y, "ammo");
|
||||
if (Math.random() > 0.5) powerUps.spawn(this.position.x, this.position.y, "ammo");
|
||||
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, null, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
|
||||
};
|
||||
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
// keep it slow, to stop issues from explosion knock backs
|
||||
if (this.speed > 1) {
|
||||
Matter.Body.setVelocity(this, {
|
||||
@@ -10448,13 +10438,13 @@ const level = {
|
||||
me.attackCycle = 0;
|
||||
me.maxAttackCycle = isDark ? 90 : 240;
|
||||
Matter.Body.setDensity(me, 0.006); // extra dense, normal is 0.001 // makes effective life much larger
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
powerUps.spawn(this.position.x + 20, this.position.y, "ammo");
|
||||
if (Math.random() > 0.5) powerUps.spawn(this.position.x, this.position.y, "ammo");
|
||||
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, null, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
|
||||
};
|
||||
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
// keep it slow, to stop issues from explosion knock backs
|
||||
if (this.speed > 2) {
|
||||
Matter.Body.setVelocity(this, {
|
||||
@@ -10506,12 +10496,12 @@ const level = {
|
||||
me.maxAttackCycle = 10;
|
||||
me.inertia = Infinity;
|
||||
}
|
||||
me.do = isDark ? function () {
|
||||
me.do = isDark ? function() {
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.velocity.x * 0.95,
|
||||
y: this.velocity.y * 0.95
|
||||
});
|
||||
} : function () {
|
||||
} : function() {
|
||||
Matter.Body.setVelocity(this, {
|
||||
x: this.velocity.x * 0.95,
|
||||
y: this.velocity.y * 0.95
|
||||
@@ -10551,7 +10541,7 @@ const level = {
|
||||
let me = mob[mob.length - 1];
|
||||
me.fill = "#ace";
|
||||
me.damageReduction = 0;
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
//damage player if in range
|
||||
if (distance(player.position, this.position) < pulseRadius && m.immuneCycle < m.cycle) {
|
||||
m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
|
||||
@@ -10565,7 +10555,7 @@ const level = {
|
||||
time: simulation.drawTime
|
||||
});
|
||||
};
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
this.timeLimit();
|
||||
ctx.beginPath(); //draw explosion outline
|
||||
ctx.arc(this.position.x, this.position.y, pulseRadius * (1.01 - this.timeLeft / this.lifeSpan), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
@@ -10599,7 +10589,7 @@ const level = {
|
||||
me.lastAttackCycle = 0;
|
||||
me.spawnCycle = 0;
|
||||
Matter.Body.setDensity(me, 0.08); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
for (let j = 0; j < 8; j++) { //in case some mobs leave things after they die
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (mob[i] !== this) {
|
||||
@@ -10618,7 +10608,7 @@ const level = {
|
||||
};
|
||||
me.nextHealthThreshold = 0.75;
|
||||
me.trapCycle = 0;
|
||||
me.onDamage = function () {
|
||||
me.onDamage = function() {
|
||||
if (this.health < this.nextHealthThreshold) {
|
||||
this.health = this.nextHealthThreshold - 0.01
|
||||
this.nextHealthThreshold = Math.floor(this.health * 4) / 4 //0.75,0.5,0.25
|
||||
@@ -10641,7 +10631,7 @@ const level = {
|
||||
radius: 500,
|
||||
id: 2
|
||||
}];
|
||||
me.ring = function () {
|
||||
me.ring = function() {
|
||||
if (this.isInvulnerable) return;
|
||||
ctx.lineWidth = 10;
|
||||
for (const ring of this.rings) {
|
||||
@@ -10653,7 +10643,7 @@ const level = {
|
||||
DrawTools.arcOut(this.position.x, this.position.y, radius, 0, Math.PI * 2);
|
||||
}
|
||||
}
|
||||
me.horizon = function () {
|
||||
me.horizon = function() {
|
||||
if (this.isInvulnerable) return this.fill = "#f00";
|
||||
// eventHorizon waves in and out
|
||||
const eventHorizon = this.eventHorizon * (1 + 0.2 * Math.sin(simulation.cycle * 0.008));
|
||||
@@ -10708,7 +10698,7 @@ const level = {
|
||||
DrawTools.arc(m.pos.x, m.pos.y, 40, 0, 2 * Math.PI);
|
||||
}
|
||||
}
|
||||
me.periodicSpawns = function () {
|
||||
me.periodicSpawns = function() {
|
||||
if (this.isInvulnerable) return;
|
||||
this.spawnCycle++;
|
||||
// Spawn annoying purple thing(s) that chases the player
|
||||
@@ -10748,7 +10738,7 @@ const level = {
|
||||
spawn.allowShields = true;
|
||||
}
|
||||
}
|
||||
me.invulnerableTrap = function () {
|
||||
me.invulnerableTrap = function() {
|
||||
if (this.trapCycle < 1) return;
|
||||
this.trapCycle++;
|
||||
// 24 is just an arbitrarily large number
|
||||
@@ -10800,7 +10790,7 @@ const level = {
|
||||
ctx.fillText("!", 2700, -14350);
|
||||
ctx.shadowBlur = 0;
|
||||
}
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
this.checkStatus();
|
||||
this.horizon();
|
||||
this.ring();
|
||||
@@ -10821,7 +10811,7 @@ const level = {
|
||||
let bounds = [];
|
||||
let mobPositionsQueue = Array.from(Array(10), () => []);
|
||||
m.oldDeath = m.death;
|
||||
m.death = function () {
|
||||
m.death = function() {
|
||||
if (!tech.isImmortal) {
|
||||
requestAnimationFrame(() => color.map = "#444");
|
||||
m.death = m.oldDeath;
|
||||
@@ -10932,7 +10922,7 @@ const level = {
|
||||
spawn.mapRect(-500, -8250, 800, 20);
|
||||
for (let i = 0; i < 2; i++) spawn.mapRect(-250, -8400 + 150 * i, 500, 60);
|
||||
const room2SlimePit = level.hazard(-400, -8410, 800, 1090);
|
||||
room2SlimePit.logic = function () {
|
||||
room2SlimePit.logic = function() {
|
||||
if (this.height > 0 && Matter.Query.region([player], this).length) {
|
||||
if (m.immuneCycle < m.cycle) {
|
||||
// Trolled
|
||||
@@ -10972,7 +10962,7 @@ const level = {
|
||||
});
|
||||
}
|
||||
}
|
||||
room2SlimePit.draw = function () {
|
||||
room2SlimePit.draw = function() {
|
||||
if (this.isOn) {
|
||||
ctx.fillStyle = "hsla(160, 100%, 35%, 0.75)";
|
||||
ctx.fillRect(this.min.x, this.min.y, this.width, this.height);
|
||||
@@ -11174,7 +11164,7 @@ const level = {
|
||||
}
|
||||
},
|
||||
room2GeneratedPath: {
|
||||
rects: (function () {
|
||||
rects: (function() {
|
||||
const rects = [];
|
||||
for (let i = 0; i < 4; i++) {
|
||||
rects.push(new Rect(-1405 + (i & 1) * 200, -9700 + i * 300, 205, 30));
|
||||
@@ -11205,16 +11195,16 @@ const level = {
|
||||
}
|
||||
},
|
||||
room3Rotors: {
|
||||
rotor1: (function () {
|
||||
rotor1: (function() {
|
||||
const rotor = level.spinner(900, -13700, 200, 30);
|
||||
rotor.rotate = function () {
|
||||
rotor.rotate = function() {
|
||||
Matter.Body.setAngularVelocity(this.bodyB, (this.bodyB.angularVelocity + 0.01) * 0.9)
|
||||
}
|
||||
return rotor;
|
||||
})(),
|
||||
rotor2: (function () {
|
||||
rotor2: (function() {
|
||||
const rotor = level.spinner(2700, -13700, 200, 30);
|
||||
rotor.rotate = function () {
|
||||
rotor.rotate = function() {
|
||||
Matter.Body.setAngularVelocity(this.bodyB, (this.bodyB.angularVelocity - 0.01) * 0.9)
|
||||
}
|
||||
return rotor;
|
||||
@@ -12170,7 +12160,7 @@ const level = {
|
||||
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob | cat.bullet
|
||||
me.g = simulation.g
|
||||
me.leaveBody = me.isDropPowerUp = false
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
this.gravity()
|
||||
// apply shock damage when touching the map, if it's fast
|
||||
if (this.speed > 5) {
|
||||
@@ -12185,7 +12175,7 @@ const level = {
|
||||
this.fill = `rgb(${232 * this.health}, 191, 40)`
|
||||
}
|
||||
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
const END = Math.floor(input.down ? 10 : 7)
|
||||
const totalBullets = 10
|
||||
const angleStep = (input.down ? 0.4 : 1.3) / totalBullets
|
||||
@@ -12209,16 +12199,16 @@ const level = {
|
||||
x: speed * Math.cos(dirOff),
|
||||
y: speed * Math.sin(dirOff)
|
||||
})
|
||||
bullet[me].onEnd = function () {
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(
|
||||
this.position,
|
||||
150 + (Math.random() - 0.5) * 40
|
||||
) //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function () {
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0 //bullet ends cycle after hitting a mob and triggers explosion
|
||||
}
|
||||
bullet[me].do = function () {}
|
||||
bullet[me].do = function() {}
|
||||
Composite.add(engine.world, bullet[me]) //add bullet to world
|
||||
}
|
||||
// barrels drop a ton of ammo and some heals, scales up with difficulty because I have mercy
|
||||
@@ -12326,7 +12316,7 @@ const level = {
|
||||
mobs.spawn(x, y + chainLength + radius * 2, 4, trappedMob.radius + 50, 'rgba(150, 255, 150, 0.3)')
|
||||
const cage = mob[mob.length - 1]
|
||||
cage.g = simulation.g
|
||||
cage.do = function () {
|
||||
cage.do = function() {
|
||||
this.gravity()
|
||||
}
|
||||
// label it
|
||||
@@ -12624,7 +12614,7 @@ const level = {
|
||||
const color = `rgba(${150 + 105 * charge}, 81, 50, 0.6)`
|
||||
mobs.spawn(origin.x, origin.y, 12, 20 + 20 * charge, color)
|
||||
const me = mob[mob.length - 1]
|
||||
me.end = function () {
|
||||
me.end = function() {
|
||||
simulation.drawList.push({
|
||||
// some nice graphics
|
||||
x: this.position.x,
|
||||
@@ -12647,7 +12637,7 @@ const level = {
|
||||
me.life = 0
|
||||
me.isDropPowerUp = false
|
||||
me.leaveBody = false
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
// die on collision with the map
|
||||
if (Matter.Query.collides(this, map).length > 0) {
|
||||
this.end()
|
||||
@@ -12710,7 +12700,7 @@ const level = {
|
||||
me.bossPos = null // the position that the mob remembers when charging
|
||||
me.density = me.density * 2
|
||||
Matter.Body.setDensity(me, 0.0022 * 3 + 0.0002 * Math.sqrt(simulation.difficulty)) //extra dense
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
// if the boss is dead, die
|
||||
if (!parentBoss.alive) {
|
||||
this.death()
|
||||
@@ -12778,7 +12768,7 @@ const level = {
|
||||
// draw energy bar
|
||||
drawEnergyBar(this)
|
||||
}
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
// remove itself from the list
|
||||
const beacons = parentBoss.energyBeacons
|
||||
beacons.splice(beacons.indexOf(this), 1)
|
||||
@@ -12823,7 +12813,7 @@ const level = {
|
||||
me.showHealthBar = false
|
||||
me.collisionFilter.category = cat.mobBullet
|
||||
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
this.alwaysSeePlayer()
|
||||
this.attraction()
|
||||
this.timeLimit()
|
||||
@@ -12854,7 +12844,7 @@ const level = {
|
||||
// ctx.fillStyle = 'rgba(252, 0, 143, 1)'
|
||||
// ctx.fillText(~~this.score, this.position.x - this.radius, this.position.y - this.radius)
|
||||
}
|
||||
me.onHit = function () {
|
||||
me.onHit = function() {
|
||||
// hitting the player gives a 50 points score bonus
|
||||
this.score += 50
|
||||
this.score += this.mass * 2 // bigger mass = bigger damage, add that too
|
||||
@@ -12862,7 +12852,7 @@ const level = {
|
||||
this.hitPlayer = true
|
||||
this.explode(this.mass)
|
||||
}
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
if (!this.hitPlayer) {
|
||||
// if it didn't hit the player, give it a score based on its distance
|
||||
this.score += 10000 / this.distanceToPlayer()
|
||||
@@ -12916,7 +12906,7 @@ const level = {
|
||||
me.laserRange = radius * 4
|
||||
|
||||
Matter.Body.setDensity(me, 0.0022 * 4 + 0.0002 * Math.sqrt(simulation.difficulty)) //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.onDeath = function () {
|
||||
me.onDeath = function() {
|
||||
if (spawnBossPowerUp) {
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
const amount = ~~(5 * Math.random() * simulation.difficulty / 10) * 2
|
||||
@@ -12935,8 +12925,8 @@ const level = {
|
||||
// stop spawning barrels
|
||||
bossInit = false
|
||||
}
|
||||
me.onDamage = function () {}
|
||||
me.spawnBeacon = function () {
|
||||
me.onDamage = function() {}
|
||||
me.spawnBeacon = function() {
|
||||
// the vertex to spawn the beacon from
|
||||
const vert = this.vertices[~~(Math.random() * this.vertices.length)]
|
||||
// the position should be a little to the side to prevent crashing into the boss
|
||||
@@ -12952,7 +12942,7 @@ const level = {
|
||||
y: this.velocity.y + velocity.y
|
||||
})
|
||||
}
|
||||
me.spawnOrbs = function () {
|
||||
me.spawnOrbs = function() {
|
||||
Matter.Body.setAngularVelocity(this, 0.11)
|
||||
// sort the vertices by the distance to the player
|
||||
const sorted = [...this.vertices].sort(dist2)
|
||||
@@ -13009,7 +12999,7 @@ const level = {
|
||||
})
|
||||
}
|
||||
}
|
||||
me.do = function () {
|
||||
me.do = function() {
|
||||
this.seePlayerCheck()
|
||||
this.checkStatus()
|
||||
this.attraction()
|
||||
|
||||
76
js/player.js
@@ -423,7 +423,7 @@ const m = {
|
||||
m.health = 1;
|
||||
// m.addHealth(1)
|
||||
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
@@ -433,8 +433,8 @@ const m = {
|
||||
m.switchWorlds()
|
||||
const swapPeriod = 1000
|
||||
for (let i = 0, len = 5; i < len; i++) {
|
||||
setTimeout(function () {
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
setTimeout(function() {
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
@@ -444,14 +444,14 @@ const m = {
|
||||
simulation.isTextLogOpen = true;
|
||||
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len - i - 1}`, swapPeriod);
|
||||
simulation.isTextLogOpen = false;
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = `rgba(255,255,255,${(i + 1) * (i + 1) * 0.006})`;
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, (i + 1) * swapPeriod);
|
||||
}
|
||||
setTimeout(function () {
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
setTimeout(function() {
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
simulation.isTextLogOpen = true;
|
||||
@@ -467,7 +467,7 @@ const m = {
|
||||
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
|
||||
document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas
|
||||
// build.shareURL(false)
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
Composite.clear(engine.world);
|
||||
Engine.clear(engine);
|
||||
simulation.splashReturn();
|
||||
@@ -642,7 +642,7 @@ const m = {
|
||||
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||||
|
||||
let isDrawPlayer = true
|
||||
const shortPause = function () {
|
||||
const shortPause = function() {
|
||||
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
||||
simulation.fpsCap = simulation.fpsCapDefault
|
||||
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
||||
@@ -716,13 +716,13 @@ const m = {
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
m.energy = m.maxEnergy
|
||||
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
tech.maxDuplicationEvent()
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, 3000);
|
||||
@@ -745,13 +745,13 @@ const m = {
|
||||
<br>${powerUps.research.count}`)
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
tech.maxDuplicationEvent()
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, 3000);
|
||||
@@ -771,7 +771,7 @@ const m = {
|
||||
if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding // m.holdingMassScale = 0.5 for most fields
|
||||
if (m.isCloak) m.fireCDcycle = m.cycle //forced exit cloak
|
||||
}
|
||||
const normalFPS = function () {
|
||||
const normalFPS = function() {
|
||||
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
||||
simulation.fpsCap = simulation.fpsCapDefault
|
||||
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
||||
@@ -1058,7 +1058,7 @@ const m = {
|
||||
ctx.fillRect(xOff, yOff, range * m.energy, 10);
|
||||
}
|
||||
},
|
||||
drawRegenEnergyCloaking: function () {
|
||||
drawRegenEnergyCloaking: function() {
|
||||
if (m.energy < m.maxEnergy) { // replaces m.drawRegenEnergy() with custom code
|
||||
m.regenEnergy();
|
||||
const xOff = m.pos.x - m.radius * m.maxEnergy
|
||||
@@ -1090,11 +1090,11 @@ const m = {
|
||||
m.fieldRegen *= 0.6
|
||||
}
|
||||
},
|
||||
regenEnergy: function () { //used in drawRegenEnergy // rewritten by some tech
|
||||
regenEnergy: function() { //used in drawRegenEnergy // rewritten by some tech
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
regenEnergyDefault: function () {
|
||||
regenEnergyDefault: function() {
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
@@ -1279,7 +1279,7 @@ const m = {
|
||||
m.holdingTarget.friction = m.holdingTarget.frictionStatic = m.holdingTarget.frictionAir = 0.001
|
||||
}
|
||||
//check every second to see if player is away from thrown body, and make solid
|
||||
const solid = function (that) {
|
||||
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) {
|
||||
@@ -1311,7 +1311,7 @@ const m = {
|
||||
m.definePlayerMass() //return to normal player mass
|
||||
|
||||
if (tech.isAddBlockMass) {
|
||||
const expand = function (that, massLimit) {
|
||||
const expand = function(that, massLimit) {
|
||||
if (that.mass < massLimit) {
|
||||
const scale = 1.05;
|
||||
Matter.Body.scale(that, scale, scale);
|
||||
@@ -1698,7 +1698,7 @@ const m = {
|
||||
description: `use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs
|
||||
<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
|
||||
effect: () => {
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -1796,7 +1796,7 @@ const m = {
|
||||
} else {
|
||||
m.harmonicShield = m.harmonicAtomic
|
||||
}
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -1976,7 +1976,7 @@ const m = {
|
||||
}
|
||||
}
|
||||
}
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
const wave = Math.sin(m.cycle * 0.022);
|
||||
m.fieldRange = 180 + 12 * wave + 100 * tech.isBigField
|
||||
m.fieldArc = 0.35 + 0.045 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
||||
@@ -1987,8 +1987,12 @@ const m = {
|
||||
m.throwBlock();
|
||||
} else if (input.field) { //not hold but field button is pressed
|
||||
//float while field is on
|
||||
// console.log(m.angle, Math.abs(m.angle + Math.PI / 2))
|
||||
|
||||
//
|
||||
const angleReduction = 0.1 + (Math.PI / 2 - Math.min(Math.PI / 2, Math.abs(m.angle + Math.PI / 2)))
|
||||
if (player.velocity.y > 1) {
|
||||
player.force.y -= (tech.isBigField ? 0.87 : 0.7) * player.mass * simulation.g;
|
||||
player.force.y -= angleReduction * (tech.isBigField ? 0.87 : 0.7) * player.mass * simulation.g;
|
||||
Matter.Body.setVelocity(player, {
|
||||
x: player.velocity.x,
|
||||
y: 0.98 * player.velocity.y
|
||||
@@ -2084,7 +2088,7 @@ const m = {
|
||||
m.fieldHarmReduction = 0.45; //55% reduction
|
||||
m.fieldDrawRadius = 0;
|
||||
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
m.airSpeedLimit = 125 //5 * player.mass * player.mass
|
||||
m.FxAir = 0.016
|
||||
if (m.isHolding) {
|
||||
@@ -2234,7 +2238,7 @@ const m = {
|
||||
effect: () => {
|
||||
m.fieldMeterColor = "#ff0"
|
||||
m.eyeFillColor = m.fieldMeterColor
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 300 && (m.cycle % 2)) {
|
||||
if (simulation.molecularMode === 0) {
|
||||
if (tech.isSporeFlea) {
|
||||
@@ -2621,7 +2625,7 @@ const m = {
|
||||
|
||||
Composite.add(engine.world, m.plasmaBall);
|
||||
// m.plasmaBall.startingVertices = m.plasmaBall.vertices.slice();
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -2712,7 +2716,7 @@ const m = {
|
||||
m.plasmaBall.do()
|
||||
}
|
||||
} else if (tech.isExtruder) {
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
b.isExtruderOn = false
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
@@ -2754,7 +2758,7 @@ const m = {
|
||||
ctx.stroke();
|
||||
}
|
||||
} else {
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -2818,7 +2822,7 @@ const m = {
|
||||
if (tech.isRewindField) {
|
||||
this.rewindCount = 0
|
||||
m.grabPowerUpRange2 = 300000
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
// console.log(m.fieldCDcycle)
|
||||
m.grabPowerUp();
|
||||
// //grab power ups
|
||||
@@ -2914,7 +2918,7 @@ const m = {
|
||||
} else {
|
||||
m.fieldFire = true;
|
||||
m.isBodiesAsleep = false;
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (m.isHolding) {
|
||||
m.wakeCheck();
|
||||
m.drawHold(m.holdingTarget);
|
||||
@@ -2981,7 +2985,7 @@ const m = {
|
||||
m.isSneakAttack = true;
|
||||
m.sneakAttackCycle = 0;
|
||||
m.enterCloakCycle = 0;
|
||||
m.drawCloak = function () {
|
||||
m.drawCloak = function() {
|
||||
m.fieldPhase += 0.007
|
||||
const wiggle = 0.15 * Math.sin(m.fieldPhase * 0.5)
|
||||
ctx.beginPath();
|
||||
@@ -2995,7 +2999,7 @@ const m = {
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
ctx.clip();
|
||||
}
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -3275,7 +3279,7 @@ const m = {
|
||||
m.fieldOn = false;
|
||||
m.fieldRadius = 0;
|
||||
m.drop();
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
if (input.field) {
|
||||
if (m.fieldCDcycle < m.cycle) {
|
||||
const scale = 25
|
||||
@@ -3459,7 +3463,7 @@ const m = {
|
||||
//<strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br>
|
||||
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+3%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
|
||||
drain: 0,
|
||||
effect: function () {
|
||||
effect: function() {
|
||||
m.fieldMeterColor = "#bbf" //"#0c5"
|
||||
m.eyeFillColor = m.fieldMeterColor
|
||||
|
||||
@@ -3467,7 +3471,7 @@ const m = {
|
||||
m.fieldRange = 0
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
|
||||
m.hold = function () {
|
||||
m.hold = function() {
|
||||
// m.hole = { //this is reset with each new field, but I'm leaving it here for reference
|
||||
// isOn: false,
|
||||
// isReady: true,
|
||||
|
||||
@@ -322,7 +322,7 @@ const powerUps = {
|
||||
document.getElementById("choose-grid").style.visibility = "visible"
|
||||
|
||||
requestAnimationFrame(() => {
|
||||
ctx.fillStyle = `rgba(221,221,221,0.6)`;
|
||||
ctx.fillStyle = `rgba(150,150,150,0.6)`; //`rgba(221,221,221,0.6)`;
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
});
|
||||
// document.getElementById("pause-grid-right").style.opacity = "0.7"
|
||||
@@ -378,9 +378,6 @@ const powerUps = {
|
||||
// document.getElementById("choose-grid").style.display = "none"
|
||||
document.getElementById("choose-grid").style.visibility = "hidden"
|
||||
document.getElementById("choose-grid").style.opacity = "0"
|
||||
// document.getElementById("choose-background").style.display = "none"
|
||||
document.getElementById("choose-background").style.visibility = "hidden"
|
||||
document.getElementById("choose-background").style.opacity = "0"
|
||||
|
||||
document.body.style.cursor = "none";
|
||||
// document.body.style.overflow = "hidden"
|
||||
@@ -623,21 +620,21 @@ const powerUps = {
|
||||
if (tech.isSuperDeterminism) {
|
||||
return `<div></div>`
|
||||
} else if (tech.isCancelTech) {
|
||||
return `<div class='choose-grid-module' onclick='powerUps.endDraft("${type}",true)' style="width: 115px; text-align: center;font-size: 1.1em;font-weight: 100;justify-self: end;">randomize</div>`
|
||||
return `<div class='choose-grid-module' onclick='powerUps.endDraft("${type}",true)' style="width: 115px; text-align: center;font-size: 1.1em;font-weight: 100;justify-self: end;border: 1px solid #444;">randomize</div>`
|
||||
} else {
|
||||
return `<div class='choose-grid-module' onclick='powerUps.endDraft("${type}",true)' style="width: 82px; text-align: center;font-size: 1.1em;font-weight: 100;justify-self: end;">cancel</div>`
|
||||
return `<div class='choose-grid-module' onclick='powerUps.endDraft("${type}",true)' style="width: 82px; text-align: center;font-size: 1.1em;font-weight: 100;justify-self: end;border: 1px solid #444;">cancel</div>`
|
||||
}
|
||||
},
|
||||
researchText(type) {
|
||||
let text = ""
|
||||
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
||||
text += `<div onclick="powerUps.research.use('${type}')" class='choose-grid-module' style="font-size: 1.1em;font-weight: 100;">` // style = "margin-left: 192px; margin-right: -192px;"
|
||||
text += `<div onclick="powerUps.research.use('${type}')" class='choose-grid-module' style="font-size: 1.1em;font-weight: 100;border: 1px solid #444;">` // style = "margin-left: 192px; margin-right: -192px;"
|
||||
tech.junkResearchNumber = Math.ceil(4 * Math.random())
|
||||
text += `<div><div> <span style="position:relative;">`
|
||||
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
||||
text += `</span> <span class='research-select'>pseudoscience</span></div></div></div>`
|
||||
} else if (powerUps.research.count > 0) {
|
||||
text += `<div onclick="powerUps.research.use('${type}')" class='choose-grid-module' style="font-size: 1.1em;font-weight: 100;">` // style = "margin-left: 192px; margin-right: -192px;"
|
||||
text += `<div onclick="powerUps.research.use('${type}')" class='choose-grid-module' style="font-size: 1.1em;font-weight: 100;border: 1px solid #444;">` // style = "margin-left: 192px; margin-right: -192px;"
|
||||
text += `<div><div><span style="position:relative;">`
|
||||
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.21)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
||||
text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div></div>`
|
||||
@@ -649,7 +646,6 @@ const powerUps = {
|
||||
hideStyle: `style="height:auto; border: none; background-color: transparent;"`,
|
||||
gunText(choose, click) {
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/gun/${b.guns[choose].name}.webp');"`
|
||||
|
||||
return `<div class="choose-grid-module card-background" onclick="${click}" ${style}>
|
||||
<div class="card-text">
|
||||
<div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choose].name}</div>
|
||||
@@ -657,16 +653,14 @@ const powerUps = {
|
||||
},
|
||||
fieldText(choose, click) {
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/field/${m.fieldUpgrades[choose].name}${choose === 0 ? Math.floor(Math.random()*10) : ""}.webp');"`
|
||||
|
||||
return `<div class="choose-grid-module card-background" onclick="${click}" ${style}>
|
||||
<div class="card-text">
|
||||
<div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choose].name}</div>
|
||||
${m.fieldUpgrades[choose].description}</div></div>`
|
||||
},
|
||||
techText(choose, click) {
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
||||
|
||||
return `<div class="choose-grid-module card-background" onclick="${click}" ${style}>
|
||||
<div class="card-text">
|
||||
<div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choose].name} ${techCountText}</div>
|
||||
@@ -674,9 +668,8 @@ const powerUps = {
|
||||
},
|
||||
|
||||
fieldTechText(choose, click) {
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
||||
|
||||
return `<div class="choose-grid-module card-background" onclick="${click}" ${style}>
|
||||
<div class="card-text">
|
||||
<div class="grid-title">
|
||||
@@ -688,9 +681,8 @@ const powerUps = {
|
||||
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
||||
},
|
||||
gunTechText(choose, click) {
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
||||
|
||||
return `<div class="choose-grid-module card-background" onclick="${click}" ${style}>
|
||||
<div class="card-text">
|
||||
<div class="grid-title">
|
||||
@@ -702,28 +694,33 @@ const powerUps = {
|
||||
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div></div>`
|
||||
},
|
||||
junkTechText(choose, click) {
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-size: contain;background-repeat: no-repeat;"`
|
||||
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-size: contain;background-repeat: no-repeat;background-image: url('img/junk.webp');"`
|
||||
if (!localSettings.isHideImages) {
|
||||
setTimeout(() => { //pull image from web search if no url
|
||||
if (tech.tech[choose].url === undefined) {
|
||||
setTimeout(() => { //delay so that the html element exists
|
||||
if (tech.tech[choose].url === undefined) { //if on url has been set yet
|
||||
const url = "https://images.search.yahoo.com/search/images?p=" + tech.tech[choose].name;
|
||||
fetch(url)
|
||||
fetch(url, { signal: AbortSignal.timeout(1000) }) //give up if it takes over 1 second
|
||||
.then((response) => response.text())
|
||||
.then((html) => {
|
||||
const parser = new DOMParser();
|
||||
const doc = parser.parseFromString(html, "text/html");
|
||||
const elements = doc.getElementsByClassName("ld");
|
||||
// console.log(JSON.parse(elements[i].getAttribute("data")).iurl)
|
||||
tech.tech[choose].url = JSON.parse(elements[i].getAttribute("data")).iurl
|
||||
// console.log(i, elements[i].getAttribute("data"), JSON.parse(elements[i].getAttribute("data")).iurl)
|
||||
const index = Math.floor(Math.random() * 4) //randomly choose from the first 4 images
|
||||
if (parseInt(JSON.parse(elements[index].getAttribute("data")).s.slice(0, -2)) < 500) { //make sure it isn't too big
|
||||
tech.tech[choose].url = JSON.parse(elements[index].getAttribute("data")).iurl //store the url
|
||||
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')` //make the url the background image
|
||||
} else if (parseInt(JSON.parse(elements[index + 1].getAttribute("data")).s.slice(0, -2)) < 500) { //try a different images and see if it is smaller
|
||||
tech.tech[choose].url = JSON.parse(elements[index + 1].getAttribute("data")).iurl
|
||||
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
|
||||
}
|
||||
});
|
||||
} else {
|
||||
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
|
||||
}
|
||||
}, 100);
|
||||
}, 1);
|
||||
}
|
||||
|
||||
return `<div id = "junk-${choose}" class="choose-grid-module card-background" onclick="${click}" ${style}>
|
||||
<div class="card-text">
|
||||
<div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[choose].name} ${techCountText}</div>
|
||||
@@ -731,7 +728,6 @@ const powerUps = {
|
||||
},
|
||||
incoherentTechText(choose, click) {
|
||||
// text += `<div class="choose-grid-module" style = "background-color: #efeff5; border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding-top: 6px; padding-bottom: 6px;"><div class="grid-title">${tech.tech[choose].name} <span style = "color: #aaa;font-weight: normal;font-size:80%;">- incoherent</span></div></div>`
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
||||
return `<div class="choose-grid-module card-background" ${style}>
|
||||
<div class="card-text" style = "background-color: #efeff5;">
|
||||
@@ -801,7 +797,7 @@ const powerUps = {
|
||||
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
||||
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
||||
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
|
||||
<div class="card-text">
|
||||
@@ -880,7 +876,7 @@ const powerUps = {
|
||||
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
||||
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
||||
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
|
||||
<div class="card-text">
|
||||
@@ -1001,7 +997,7 @@ const powerUps = {
|
||||
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${isCount}</div> ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
||||
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
||||
const techCountText = tech.tech[choose].count > 1 ? `(${tech.tech[choose].count}x)` : "";
|
||||
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
||||
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
|
||||
text += `<div class="choose-grid-module card-background" onclick="powerUps.choose('tech',${choose})" ${style}>
|
||||
<div class="card-text">
|
||||
|
||||
@@ -546,16 +546,16 @@ const simulation = {
|
||||
const swapPeriod = 150
|
||||
const len = 30
|
||||
for (let i = 0; i < len; i++) {
|
||||
setTimeout(function () {
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
setTimeout(function() {
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = `rgba(221,221,221,${i*i*0.0005 +0.0025})`;
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, (i) * swapPeriod);
|
||||
}
|
||||
|
||||
setTimeout(function () {
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
setTimeout(function() {
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, len * swapPeriod);
|
||||
@@ -616,14 +616,11 @@ const simulation = {
|
||||
|
||||
simulation.clearTimeouts();
|
||||
simulation.onTitlePage = true;
|
||||
document.getElementById("splash").onclick = function () {
|
||||
document.getElementById("splash").onclick = function() {
|
||||
simulation.startGame();
|
||||
};
|
||||
// document.getElementById("choose-grid").style.display = "none"
|
||||
document.getElementById("choose-grid").style.visibility = "hidden"
|
||||
document.getElementById("choose-grid").style.opacity = "0"
|
||||
document.getElementById("choose-background").style.visibility = "hidden"
|
||||
document.getElementById("choose-background").style.opacity = "0"
|
||||
document.getElementById("info").style.display = "inline";
|
||||
document.getElementById("info").style.opacity = "0";
|
||||
document.getElementById("experiment-button").style.display = "inline"
|
||||
@@ -782,7 +779,7 @@ const simulation = {
|
||||
// m.maxEnergy = 1
|
||||
// m.energy = 1
|
||||
input.isPauseKeyReady = true
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
m.hole.isOn = false
|
||||
@@ -863,7 +860,7 @@ const simulation = {
|
||||
requestAnimationFrame(cycle); //starts game loop
|
||||
},
|
||||
clearTimeouts() {
|
||||
let id = window.setTimeout(function () {}, 0);
|
||||
let id = window.setTimeout(function() {}, 0);
|
||||
while (id--) {
|
||||
window.clearTimeout(id); // will do nothing if no timeout with id is present
|
||||
}
|
||||
@@ -1200,7 +1197,7 @@ const simulation = {
|
||||
}
|
||||
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
|
||||
|
||||
fallCheck = function (who, save = false) {
|
||||
fallCheck = function(who, save = false) {
|
||||
let i = who.length;
|
||||
while (i--) {
|
||||
if (who[i].position.y > simulation.fallHeight) {
|
||||
@@ -1584,9 +1581,9 @@ const simulation = {
|
||||
outHTML += "<div>" + simulation.constructMapString[i] + "</div>"
|
||||
}
|
||||
console.log(out)
|
||||
navigator.clipboard.writeText(out).then(function () {
|
||||
navigator.clipboard.writeText(out).then(function() {
|
||||
/* clipboard successfully set */
|
||||
}, function () {
|
||||
}, function() {
|
||||
/* clipboard write failed */
|
||||
console.log('copy failed')
|
||||
});
|
||||
|
||||
54
js/spawn.js
@@ -397,6 +397,8 @@ const spawn = {
|
||||
//spawn 6 mobs
|
||||
me.mobType = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]; //fire a bullet from each vertex
|
||||
for (let i = 0; i < 6; i++) me.spawnMobs(i)
|
||||
|
||||
level.newLevelOrPhase() //run some new level tech effects
|
||||
}
|
||||
ctx.beginPath(); //draw invulnerable
|
||||
let vertices = this.vertices;
|
||||
@@ -499,13 +501,12 @@ const spawn = {
|
||||
{
|
||||
name: "mines",
|
||||
bombCycle: 0,
|
||||
bombInterval: 55 - 2 * simulation.difficultyMode,
|
||||
bombInterval: 10 - simulation.difficultyMode,
|
||||
do() {
|
||||
const yOff = 120
|
||||
this.bombCycle++
|
||||
if (!(this.bombCycle % this.bombInterval) && (this.bombCycle & 60) > 30) { //mines above player
|
||||
if (!(this.bombCycle % this.bombInterval) && (this.bombCycle % 660) > 330) { //mines above player
|
||||
if (simulation.isHorizontalFlipped) {
|
||||
if (this.bombCycle > 120) { //wait 2 seconds before targeted mines drop
|
||||
const x = m.pos.x + 200 * (Math.random() - 0.5)
|
||||
if (x > -750) { //mines above player IN tunnel
|
||||
spawn.mine(Math.min(Math.max(-730, x), 100), -450 - yOff * Math.random()) //player in main room
|
||||
@@ -514,13 +515,11 @@ const spawn = {
|
||||
spawn.mine(Math.min(Math.max(-5375, x), -765), -1500 - yOff * Math.random()) //player in tunnel
|
||||
mob[mob.length - 1].fallHeight = -9
|
||||
}
|
||||
}
|
||||
if (Math.random() < 0.5) {
|
||||
spawn.mine(-5350 + 4550 * Math.random(), -1500 - yOff * Math.random()) //random mines
|
||||
mob[mob.length - 1].fallHeight = -9
|
||||
}
|
||||
} else {
|
||||
if (this.bombCycle > 120) { //wait 2 seconds before targeted mines drop
|
||||
const x = m.pos.x + 200 * (Math.random() - 0.5)
|
||||
if (x < 750) { //mines above player IN tunnel
|
||||
spawn.mine(Math.min(Math.max(-100, x), 735), -450 - yOff * Math.random()) //player in main room
|
||||
@@ -529,7 +528,6 @@ const spawn = {
|
||||
spawn.mine(Math.min(Math.max(760, x), 5375), -1500 - yOff * Math.random()) //player in tunnel
|
||||
mob[mob.length - 1].fallHeight = -9
|
||||
}
|
||||
}
|
||||
if (Math.random() < 0.5) { //random mines, but not in tunnel
|
||||
spawn.mine(800 + 4550 * Math.random(), -1500 - yOff * Math.random()) //random mines
|
||||
mob[mob.length - 1].fallHeight = -9
|
||||
@@ -561,12 +559,17 @@ const spawn = {
|
||||
},
|
||||
{
|
||||
name: "orbiters",
|
||||
spawnRate: 42 - 2 * simulation.difficultyMode,
|
||||
spawnRate: Math.ceil(4 - 0.25 * simulation.difficultyMode),
|
||||
orbitersCycle: 0,
|
||||
do() {
|
||||
if (!(me.cycle % this.spawnRate) && mob.length < me.maxMobs) {
|
||||
this.orbitersCycle++
|
||||
if (!(this.orbitersCycle % this.spawnRate) && (this.orbitersCycle % 660) > 600 && mob.length < me.maxMobs) {
|
||||
const speed = (0.01 + 0.0005 * simulation.difficultyMode) * ((Math.random() < 0.5) ? 0.85 : -1.15)
|
||||
const phase = 0 //Math.floor(2 * Math.random()) * Math.PI
|
||||
me.orbitalNoVelocity(me, 360 + 2150 * Math.random(), 0.1 * Math.random() + phase, speed) // orbital(who, radius, phase, speed)
|
||||
//find distance to play and set orbs at that range
|
||||
const dist = me.distanceToPlayer()
|
||||
//360 + 2150 * Math.random()
|
||||
me.orbitalNoVelocity(me, dist + 900 * (Math.random() - 0.5), 0.1 * Math.random() + phase, speed) // orbital(who, radius, phase, speed)
|
||||
}
|
||||
},
|
||||
enter() {},
|
||||
@@ -706,6 +709,7 @@ const spawn = {
|
||||
this.damageReductionDecay();
|
||||
for (let i = 0; i < this.totalModes; i++) this.mode[i].do()
|
||||
}
|
||||
// this.mode[5].do() //deelete this
|
||||
// this.cycle++;
|
||||
// this.mode[4].do()
|
||||
// this.mode[7].do()
|
||||
@@ -1537,16 +1541,18 @@ const spawn = {
|
||||
zombie(x, y, radius, sides, color) { //mob that attacks other mobs
|
||||
mobs.spawn(x, y, sides, radius, color);
|
||||
let me = mob[mob.length - 1];
|
||||
me.damageReduction = 0.5 //take less damage
|
||||
// Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
|
||||
me.isZombie = true
|
||||
me.isBadTarget = true;
|
||||
me.isDropPowerUp = false;
|
||||
me.showHealthBar = false;
|
||||
me.stroke = "#83a"
|
||||
me.accelMag = 0.0015
|
||||
me.frictionAir = 0.01
|
||||
// me.repulsionRange = 400000 + radius * radius; //squared
|
||||
// me.collisionFilter.mask = cat.player | cat.map | cat.body
|
||||
// me.memory = 120;
|
||||
me.seeAtDistance2 = 1000000 //1000 vision range
|
||||
// Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
|
||||
me.do = function() {
|
||||
this.zombieHealthBar();
|
||||
this.lookForMobTargets();
|
||||
@@ -1556,15 +1562,31 @@ const spawn = {
|
||||
me.mobSearchIndex = 0;
|
||||
me.target = null
|
||||
me.lookForMobTargets = function() {
|
||||
if (this.target && !this.target.alive) this.target = null
|
||||
if (this.target === null && !(simulation.cycle % 10) && mob.length > 1) { //if you have no target
|
||||
if (!(simulation.cycle % 10)) {
|
||||
if (this.target === null) { //if you have no target
|
||||
this.mobSearchIndex++ //look for a different mob index every time
|
||||
if (this.mobSearchIndex > mob.length - 1) this.mobSearchIndex = 0
|
||||
if (
|
||||
mob.length > 1 &&
|
||||
!mob[this.mobSearchIndex].isZombie &&
|
||||
(Vector.magnitudeSquared(Vector.sub(this.position, mob[this.mobSearchIndex].position)) < this.seeAtDistance2 || Matter.Query.ray(map, this.position, mob[this.mobSearchIndex].position).length === 0)
|
||||
(Vector.magnitudeSquared(Vector.sub(this.position, mob[this.mobSearchIndex].position)) < this.seeAtDistance2 && Matter.Query.ray(map, this.position, mob[this.mobSearchIndex].position).length === 0)
|
||||
) {
|
||||
this.target = mob[this.mobSearchIndex]
|
||||
} else if (Math.random() < 0.05 && (Vector.magnitudeSquared(Vector.sub(this.position, player.position)) < this.seeAtDistance2 || Matter.Query.ray(map, this.position, player.position).length === 0)) {
|
||||
this.target = player
|
||||
this.isBadTarget = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
//chance to forget target
|
||||
if (!(simulation.cycle % this.memory) && this.target) {
|
||||
if (
|
||||
(this.target && this.target !== player && !this.target.alive) ||
|
||||
Vector.magnitudeSquared(Vector.sub(this.position, this.target.position)) > this.seeAtDistance2 ||
|
||||
Matter.Query.ray(map, this.position, this.target.position).length !== 0
|
||||
) {
|
||||
if (this.target === player) this.isBadTarget = true
|
||||
this.target = null
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1600,13 +1622,11 @@ const spawn = {
|
||||
const force = Vector.mult(Vector.normalise(Vector.sub(who.position, this.position)), 0.03 * this.mass)
|
||||
this.force.x -= force.x;
|
||||
this.force.y -= force.y;
|
||||
|
||||
this.target = null //look for a new target
|
||||
|
||||
|
||||
|
||||
const dmg = 0.3 * m.dmgScale
|
||||
who.damage(dmg);
|
||||
who.locatePlayer();
|
||||
simulation.drawList.push({
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
|
||||
163
js/tech.js
@@ -1854,7 +1854,7 @@ const tech = {
|
||||
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
|
||||
nameInfo: "<span id = 'tech-flip-flop'></span>",
|
||||
addNameInfo() {
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
if (document.getElementById("tech-flip-flop")) {
|
||||
if (tech.isFlipFlopOn) {
|
||||
document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
|
||||
@@ -2005,7 +2005,7 @@ const tech = {
|
||||
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
|
||||
nameInfo: "<span id = 'tech-switch'></span>",
|
||||
addNameInfo() {
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
if (document.getElementById("tech-switch")) {
|
||||
if (tech.isFlipFlopOn) {
|
||||
document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
|
||||
@@ -2408,42 +2408,6 @@ const tech = {
|
||||
}
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "weak interaction",
|
||||
// description: "for each unused <strong>power up</strong> at the end of a <strong>level</strong><br><strong>+10</strong> maximum <strong class='color-f'>energy</strong>", // <em>(up to 51 health per level)</em>",
|
||||
// maxCount: 1,
|
||||
// count: 0,
|
||||
// frequency: 1,
|
||||
// frequencyDefault: 1,
|
||||
// allowed() {
|
||||
// return !tech.isDroneGrab
|
||||
// },
|
||||
// requires: "not delivery drone",
|
||||
// effect() {
|
||||
// tech.isExtraMaxEnergy = true; //tracked by tech.extraMaxHealth
|
||||
// },
|
||||
// remove() {
|
||||
// tech.isExtraMaxEnergy = false;
|
||||
// }
|
||||
// },
|
||||
// {
|
||||
// name: "electroweak interaction",
|
||||
// description: "unused <strong>power ups</strong> at the end of a <strong>level</strong><br>are still activated <em>(selections are random)</em>",
|
||||
// maxCount: 1,
|
||||
// count: 0,
|
||||
// frequency: 2,
|
||||
// frequencyDefault: 2,
|
||||
// allowed() {
|
||||
// return tech.isExtraMaxEnergy
|
||||
// },
|
||||
// requires: "weak interaction",
|
||||
// effect() {
|
||||
// tech.isEndLevelPowerUp = true;
|
||||
// },
|
||||
// remove() {
|
||||
// tech.isEndLevelPowerUp = false;
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "electronegativity",
|
||||
descriptionFunction() {
|
||||
@@ -2609,7 +2573,7 @@ const tech = {
|
||||
requires: "not parasitism",
|
||||
effect() {
|
||||
tech.isCrouchRegen = true; //only used to check for requirements
|
||||
m.regenEnergy = function () {
|
||||
m.regenEnergy = function() {
|
||||
if (m.immuneCycle < m.cycle && m.crouch) m.energy += 7 * m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
@@ -2650,7 +2614,7 @@ const tech = {
|
||||
requires: "not inductive charging",
|
||||
effect() {
|
||||
tech.isDamageAfterKillNoRegen = true;
|
||||
m.regenEnergy = function () {
|
||||
m.regenEnergy = function() {
|
||||
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
@@ -3011,7 +2975,7 @@ const tech = {
|
||||
name: "anthropic principle",
|
||||
nameInfo: "<span id = 'tech-anthropic'></span>",
|
||||
addNameInfo() {
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
powerUps.research.changeRerolls(0)
|
||||
}, 1000);
|
||||
},
|
||||
@@ -3030,7 +2994,7 @@ const tech = {
|
||||
effect() {
|
||||
tech.isDeathAvoid = true;
|
||||
tech.isDeathAvoidedThisLevel = false;
|
||||
setTimeout(function () {
|
||||
setTimeout(function() {
|
||||
powerUps.research.changeRerolls(0)
|
||||
}, 1000);
|
||||
},
|
||||
@@ -8421,7 +8385,7 @@ const tech = {
|
||||
const loop = () => {
|
||||
if ((simulation.isChoosing) && m.alive && !build.isExperimentSelection) {
|
||||
const dmg = Math.floor(33 * Math.random()) * 0.01
|
||||
this.text = `<strong style = "font-family: 'Courier New', monospace;">+${(dmg*100).toFixed(0).padStart(2, '0')}%</strong> <strong class='color-d'>damage</strong>`
|
||||
this.text = `<strong style = "font-family: 'Courier New', monospace;">+${(dmg*100).toFixed(0).padStart(2, '0')}%</strong> <strong class='color-d'>damage</strong><br> `
|
||||
this.damage = 1 + dmg
|
||||
if (document.getElementById(`damage-JUNK-id${this.id}`)) document.getElementById(`damage-JUNK-id${this.id}`).innerHTML = this.text
|
||||
setTimeout(() => {
|
||||
@@ -8548,7 +8512,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "meteor shower",
|
||||
description: "take a shower, but meteors instead of water",
|
||||
description: "take a shower, but meteors instead of water<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -8559,7 +8523,7 @@ const tech = {
|
||||
effect() {
|
||||
setInterval(() => {
|
||||
|
||||
fireBlock = function (xPos, yPos) {
|
||||
fireBlock = function(xPos, yPos) {
|
||||
const index = body.length
|
||||
spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random());
|
||||
const bodyBullet = body[index]
|
||||
@@ -8694,7 +8658,7 @@ const tech = {
|
||||
// },
|
||||
{
|
||||
name: "discount",
|
||||
description: "get 3 random <strong class='color-j'>JUNK</strong><strong class='color-m'>tech</strong> for the price of 1!",
|
||||
description: "get 3 random <strong class='color-j'>JUNK</strong><strong class='color-m'>tech</strong> for the price of 1!<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -8763,7 +8727,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "harvest",
|
||||
description: "convert all the mobs on this level into <strong class='color-ammo'>ammo</strong>",
|
||||
description: "convert all the mobs on this level into <strong class='color-ammo'>ammo</strong><br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -8788,19 +8752,6 @@ const tech = {
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: " ",
|
||||
description: "",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
frequencyDefault: 0,
|
||||
isJunk: true,
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: "brainstorm",
|
||||
description: "the <strong class='color-m'>tech</strong> choice menu <strong>randomizes</strong><br>every <strong>0.5</strong> seconds for <strong>10</strong> seconds",
|
||||
@@ -8843,7 +8794,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "palantír",
|
||||
description: `see far away lands`,
|
||||
description: `see far away lands<br> `,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -8874,7 +8825,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "motion sickness",
|
||||
description: `disable camera smoothing`,
|
||||
description: `disable camera smoothing<br> `,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -8907,7 +8858,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "facsimile",
|
||||
description: `inserts a copy of your current level into the level list`,
|
||||
description: `inserts a copy of your current level into the level list<br> `,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -8943,7 +8894,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "bounce",
|
||||
description: "you bounce off things. It's annoying, but not that bad.",
|
||||
description: "you bounce off things. It's annoying, but not that bad.<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -8961,7 +8912,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "mouth",
|
||||
description: "mobs have a non functional mouth",
|
||||
description: "mobs have a non functional mouth<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9007,7 +8958,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "all-stars",
|
||||
description: "make all mobs look like stars",
|
||||
description: "make all mobs look like stars<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9068,7 +9019,7 @@ const tech = {
|
||||
// },
|
||||
{
|
||||
name: "true colors",
|
||||
description: `set all power ups to their real world colors`,
|
||||
description: `set all power ups to their real world colors<br> `,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9283,7 +9234,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "not a bug",
|
||||
description: "initiate a totally safe game crash for 10 seconds",
|
||||
description: "initiate a totally safe game crash for 10 seconds<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9310,7 +9261,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "spinor",
|
||||
description: "the direction you aim is determined by your position",
|
||||
description: "the direction you aim is determined by your position<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9321,7 +9272,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.look = function () {
|
||||
m.look = function() {
|
||||
//always on mouse look
|
||||
m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI
|
||||
//smoothed mouse look translations
|
||||
@@ -9339,7 +9290,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "decomposers",
|
||||
description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong>",
|
||||
description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong><br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9358,7 +9309,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "panopticon",
|
||||
description: "<strong>mobs</strong> can always see you",
|
||||
description: "<strong>mobs</strong> can always see you<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9482,7 +9433,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "encryption",
|
||||
description: "secure <strong class='color-m'>tech</strong> information",
|
||||
description: "secure <strong class='color-m'>tech</strong> information<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9493,7 +9444,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
String.prototype.shuffle = function () {
|
||||
String.prototype.shuffle = function() {
|
||||
var a = this.split(""),
|
||||
n = a.length;
|
||||
|
||||
@@ -9532,7 +9483,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "score",
|
||||
description: "Add a score to n-gon!",
|
||||
description: "Add a score to n-gon!<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9571,7 +9522,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "music",
|
||||
description: "add music to n-gon",
|
||||
description: "add music to n-gon<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9588,7 +9539,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "performance",
|
||||
description: "display performance stats to n-gon",
|
||||
description: "display performance stats to n-gon<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9599,9 +9550,9 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
(function () {
|
||||
(function() {
|
||||
var script = document.createElement('script');
|
||||
script.onload = function () {
|
||||
script.onload = function() {
|
||||
var stats = new Stats();
|
||||
document.body.appendChild(stats.dom);
|
||||
requestAnimationFrame(function loop() {
|
||||
@@ -9644,7 +9595,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "defragment",
|
||||
description: "set the <strong class='flicker'>frequency</strong> of finding <strong class='color-j'>JUNK</strong><strong class='color-m'>tech</strong> to zero",
|
||||
description: "set the <strong class='flicker'>frequency</strong> of finding <strong class='color-j'>JUNK</strong><strong class='color-m'>tech</strong> to zero<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9684,7 +9635,7 @@ const tech = {
|
||||
// },
|
||||
{
|
||||
name: "pitch",
|
||||
description: "oscillate the pitch of your world",
|
||||
description: "oscillate the pitch of your world<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9721,7 +9672,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "lighter",
|
||||
description: `ctx.globalCompositeOperation = "lighter"`,
|
||||
description: `ctx.globalCompositeOperation = "lighter"<br> `,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9738,7 +9689,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "rewind",
|
||||
description: "every 10 seconds <strong class='color-rewind'>rewind</strong> <strong>2</strong> seconds",
|
||||
description: "every 10 seconds <strong class='color-rewind'>rewind</strong> <strong>2</strong> seconds<br> ",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9761,7 +9712,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "undo",
|
||||
description: "every 4 seconds <strong class='color-rewind'>rewind</strong> <strong>1/2</strong> a second",
|
||||
description: "every 4 seconds <strong class='color-rewind'>rewind</strong> <strong>1/2</strong> a second<br> ",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9781,7 +9732,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "energy to mass conversion",
|
||||
description: "convert your <strong class='color-f'>energy</strong> into <strong class='color-block'>blocks</strong>",
|
||||
description: "convert your <strong class='color-f'>energy</strong> into <strong class='color-block'>blocks</strong><br> ",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9813,7 +9764,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "level.nextLevel()",
|
||||
description: "advance to the next level",
|
||||
description: "advance to the next level<br> ",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9899,7 +9850,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "missile launching system",
|
||||
description: "fire missiles for the next 120 seconds",
|
||||
description: "fire missiles for the next 120 seconds<br> ",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9924,7 +9875,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "grenade production",
|
||||
description: "drop a grenade every 2 seconds",
|
||||
description: "drop a grenade every 2 seconds<br> ",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9977,7 +9928,7 @@ const tech = {
|
||||
// },
|
||||
{
|
||||
name: "Sleipnir",
|
||||
description: "grow more legs",
|
||||
description: "grow more legs<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -9989,7 +9940,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = function () {
|
||||
m.draw = function() {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
@@ -10035,7 +9986,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = function () {
|
||||
m.draw = function() {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
@@ -10064,7 +10015,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "🐱",
|
||||
description: "🐈",
|
||||
description: "🐈<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10076,7 +10027,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = function () {
|
||||
m.draw = function() {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
@@ -10164,7 +10115,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "posture",
|
||||
description: "stand a bit taller",
|
||||
description: "stand a bit taller<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10183,7 +10134,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "rhythm",
|
||||
description: "you oscillate up and down",
|
||||
description: "you oscillate up and down<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10204,7 +10155,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "pareidolia",
|
||||
description: "don't",
|
||||
description: "don't<br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10216,7 +10167,7 @@ const tech = {
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = function () {
|
||||
m.draw = function() {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
@@ -10273,7 +10224,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "prism",
|
||||
description: "you cycle through different <strong>colors</strong>",
|
||||
description: "you cycle through different <strong>colors</strong><br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10290,7 +10241,7 @@ const tech = {
|
||||
sat: 100,
|
||||
light: 50
|
||||
}
|
||||
setInterval(function () {
|
||||
setInterval(function() {
|
||||
m.color.hue++
|
||||
m.setFillColors()
|
||||
}, 10);
|
||||
@@ -10427,7 +10378,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "growth hacking",
|
||||
description: "increase combat <strong>difficulty</strong> by <strong>1 level</strong>",
|
||||
description: "increase combat <strong>difficulty</strong> by <strong>1 level</strong><br> ",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10444,7 +10395,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "stun",
|
||||
description: "<strong>stun</strong> all mobs for up to <strong>8</strong> seconds",
|
||||
description: "<strong>stun</strong> all mobs for up to <strong>8</strong> seconds<br> ",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10489,7 +10440,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "re-research",
|
||||
description: `<strong>eject</strong> all your ${powerUps.orb.research(1)}`,
|
||||
description: `<strong>eject</strong> all your ${powerUps.orb.research(1)}<br> `,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10527,7 +10478,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "black hole cluster",
|
||||
description: `spawn <strong>30</strong> nearby <strong>black holes</strong>`,
|
||||
description: `spawn <strong>30</strong> nearby <strong>black holes</strong><br> `,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -10755,7 +10706,7 @@ const tech = {
|
||||
const bc = new BroadcastChannel('planetesimals');
|
||||
bc.activated = false
|
||||
|
||||
bc.onmessage = function (ev) {
|
||||
bc.onmessage = function(ev) {
|
||||
if (ev.data === 'tech') powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||||
if (ev.data === 'death') {
|
||||
m.death()
|
||||
@@ -11056,7 +11007,6 @@ const tech = {
|
||||
fastTime: null,
|
||||
squirrelJump: null,
|
||||
isFastRadiation: null,
|
||||
isExtraMaxEnergy: null,
|
||||
isAmmoForGun: null,
|
||||
isRapidPulse: null,
|
||||
isSporeFreeze: null,
|
||||
@@ -11239,7 +11189,6 @@ const tech = {
|
||||
isHarpoonPowerUp: null,
|
||||
harpoonDensity: null,
|
||||
isAddRemoveMaxHealth: null,
|
||||
isSpawnExitTech: null,
|
||||
cloakDuplication: null,
|
||||
extruderRange: null,
|
||||
isForeverDrones: null,
|
||||
@@ -11250,11 +11199,9 @@ const tech = {
|
||||
isFreeWormHole: null,
|
||||
isRewindField: null,
|
||||
isCrouchRegen: null,
|
||||
// OccamDamage: null,
|
||||
isAxion: null,
|
||||
isWormholeMapIgnore: null,
|
||||
isLessDamageReduction: null,
|
||||
// bulletSize: null,
|
||||
needleTunnel: null,
|
||||
isBrainstorm: null,
|
||||
isBrainstormActive: null,
|
||||
|
||||
32
style.css
@@ -6,8 +6,6 @@ body {
|
||||
font-family: "Helvetica", "Arial", sans-serif;
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
/* background-color: #eee; */
|
||||
|
||||
cursor: auto;
|
||||
}
|
||||
|
||||
@@ -23,9 +21,6 @@ select {
|
||||
font-size: 0.8em;
|
||||
border: 1px #333 solid;
|
||||
border-radius: 6px;
|
||||
/* margin-bottom: -20px; */
|
||||
/* position: "relative";
|
||||
top: "-15px"; */
|
||||
}
|
||||
|
||||
select option {
|
||||
@@ -33,13 +28,10 @@ select option {
|
||||
}
|
||||
|
||||
input {
|
||||
/* font-family: Monaco, monospace; */
|
||||
padding: 0px 4px;
|
||||
font-size: 0.8em;
|
||||
border: 1px #333 solid;
|
||||
border-radius: 4px;
|
||||
/* margin: 0.2em; */
|
||||
/* width: 38px; */
|
||||
}
|
||||
|
||||
a {
|
||||
@@ -68,9 +60,7 @@ em {
|
||||
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
/* border: 1px solid #eee; */
|
||||
width: 360px;
|
||||
/* background-color: #ddd; */
|
||||
}
|
||||
|
||||
tr {
|
||||
@@ -142,16 +132,10 @@ summary {
|
||||
|
||||
#training-button {
|
||||
position: absolute;
|
||||
/* bottom: 4px; */
|
||||
/* right: 0px;
|
||||
left: 0px;
|
||||
margin: auto; */
|
||||
/* bottom: 58px; */
|
||||
top: 4px;
|
||||
right: 4px;
|
||||
z-index: 12;
|
||||
transition: opacity 5s ease-in;
|
||||
|
||||
}
|
||||
|
||||
#construct {
|
||||
@@ -170,19 +154,6 @@ summary {
|
||||
border: 1px #333 solid;
|
||||
}
|
||||
|
||||
#choose-background {
|
||||
position: absolute;
|
||||
z-index: 2;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background-color: #ccc;
|
||||
/* opacity: 0.6; */
|
||||
/* display: none; */
|
||||
visibility: hidden;
|
||||
opacity: 0;
|
||||
transition: opacity 0.25s linear;
|
||||
|
||||
}
|
||||
#flex-center{
|
||||
display: flex;
|
||||
align-items: center;
|
||||
@@ -384,11 +355,12 @@ summary {
|
||||
.card-text {
|
||||
background-color: rgba(255,255,255,1);
|
||||
/* border-radius: 8px; */
|
||||
padding: 8px;
|
||||
padding: 11px 13px;
|
||||
/* border-top: 1px solid var(--build-bg-color); */
|
||||
border: 1px solid #444;
|
||||
margin-top: -1px;
|
||||
margin-right: -1px;
|
||||
font-size: 0.92em;
|
||||
}
|
||||
|
||||
/* .no-image-cards{
|
||||
|
||||
185
todo.txt
@@ -1,29 +1,40 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
added images to tech, field, gun cards (enable this in settings)
|
||||
in progress - not all images are generated yet
|
||||
images are generated by me using midJourney plus significant post processing
|
||||
card font is 10% smaller with a bit more padding on the edges
|
||||
background is darker on power up selection
|
||||
css border added to research and cancel buttons
|
||||
JUNK images now timeout if you don't download the image in under 1 sec
|
||||
and it will not even try to download an image above 500KB
|
||||
and it will try a different random image if it's first attempt is too big
|
||||
(gotta protect our friends with slow internet)
|
||||
|
||||
random research power ups are 20% more common per level
|
||||
global difficulty balance: player takes a bit less damage
|
||||
mutualism: 0.5->1 borrowed health for 250->300% more spore damage
|
||||
finalBoss
|
||||
mine mode comes in waves
|
||||
orbiters mode comes in waves, and they spawn at a radius that intersects the player
|
||||
|
||||
harpoon can still fire when out of energy, but slower
|
||||
harpoon fire cooldown no longer triggers when the harpoon returns
|
||||
it's just a flat 2/3 of a second after you Fire
|
||||
improved fire rate now allows you to fire many harpoons at once until you run out of energy
|
||||
default harpoon rope is a bit longer
|
||||
several on new level tech effects now also run on each new final Boss phase
|
||||
gun stuff, many worlds, negative entropy heal spawns
|
||||
|
||||
several bug fixes and undocumented changes I forgot to list
|
||||
perfect diamagnetism slow fall is much strong, but works better when angled like a parachute
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
maybe harpoon should start with less ammo?
|
||||
|
||||
tech: p-zombie - sporangium infect mobs, making them fight for you
|
||||
zombies should attack player if there are no mob targets
|
||||
name: cordyceps, zombie, p-zombie?
|
||||
infected mobs get a status debuff. when they die they return as zombie mob type
|
||||
zombie mobs run code similar to drones
|
||||
they inherit color, sides, radius from host
|
||||
|
||||
tech super balls - super ball can damage you, but it does more damage to mobs
|
||||
|
||||
set media rules for smaller screens
|
||||
smaller card size
|
||||
|
||||
tech super balls - super ball can damage you
|
||||
|
||||
add to todo: make it so each phase of the final boss works like a new level (call new level code on each new phase)
|
||||
set font to 0.8em
|
||||
set card width to 384*0.8
|
||||
and set background images to fit
|
||||
|
||||
bug reactor boss + harpoon foam production seems to make too much foam
|
||||
|
||||
@@ -36,73 +47,6 @@ physics notes: add link to double slit content
|
||||
seekers after taking damage if seekers are below 1/2 life they teleport to a random point on the player history and sneak attack again
|
||||
make sure they don't teleport on top of the player
|
||||
|
||||
card images
|
||||
process: discord midjourney prompts -> "pixelmator pro" -> adjust color, repair, scale to 384x256, export PNG -> webP? -> place in /img folder
|
||||
make n-gon a progressive web app to manage image downloads, cache
|
||||
wave function collapse opens the pause menu after it triggers alternate reality
|
||||
this is actually good, maybe reuse this code to get pause menu to open at any time
|
||||
if pause is pressed while selecting power ups, display pause menu on top of selection menu
|
||||
***styles***
|
||||
try --- Pastel drawing, Psychedelic art, Arabesque (cool patterns), knolling (everything spread out and placed on a flat mat)
|
||||
try taking screen shots of fields graphics and feeding them into midJourney V4
|
||||
technology stuff --- Dan Matutina (cute complex technology),
|
||||
Katsuhiro Otomo (intricate space technology), Tsutomu Nihei (black and white detailed future tech)
|
||||
infographics of all know multiverses. 1980s Japanese graphic design, dimensional astrolabe,
|
||||
Japanese poster graphics, Ralph McQuarrie (looks like star wars), Simon Stålenhag (retro-futuristic), Yoshiyuki Tomino (detailed anime future technology)
|
||||
isometric: low-poly, box cutout, made in blender, Materials: matte clay
|
||||
subtractive sculpture
|
||||
kinetic sculpture
|
||||
quantum stuff -- Hypertorus, Glowing Opal Pearlescent, Physics, Hydro-Dipping Hydrodipped, Vija Celmins, Matt Molloy (photo of golden waves in the sky)
|
||||
***major themes missing***
|
||||
***maybe redo***
|
||||
dynamical systems
|
||||
harpoon gun
|
||||
nail-bot
|
||||
homeostasis
|
||||
***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
|
||||
standing wave - concentric transparent blue geometric circles science
|
||||
perfect diamagnetism - physics magnetic field chalk diagram
|
||||
time dilation - graphic of a hyperbolic equation Luminogram
|
||||
negative mass - Blacklight painting by Moebius
|
||||
plasma torch - by Dan Mumford
|
||||
metamaterial cloaking - Scientific photography by Miki Asai
|
||||
molecular assembler - by Laurie Greasley 16-bit Isometric
|
||||
wormhole - by Tim White
|
||||
|
||||
nail gun - Screenprint
|
||||
shotgun - blueprint by Dan McPharlin
|
||||
grenades, missiles, explosions - by Victo Ngai
|
||||
spores - by Ernst Haeckel
|
||||
drones - tilt-shift photography
|
||||
super balls - By Akari Toriyama
|
||||
wave - sound wave oscilloscope by Paul Catherall, concentric circles by Paul Catherall
|
||||
foam - black blobs Ink doodle
|
||||
harpoon - by Eiichiro Oda
|
||||
mine - by Dan McPharlin
|
||||
laser - complex optical scientific equipment
|
||||
|
||||
guns, ammo - isometric clean pixel art image cutaway of , style of tekkonkinkreet
|
||||
defensive - Paper cutout
|
||||
bots - hovering drone by Laurie Greasley 16-bit Isometric
|
||||
generic energy tech - by Laurie Greasley
|
||||
duplication, cancel - by Kazumasa Nagai
|
||||
anti-shear topology, fracture analysis, shear stress - Chemigram
|
||||
ON/OFF - ASCII art
|
||||
block throwing - Bauhaus style
|
||||
tech that adds JUNK - by Choi Jeong-hwa
|
||||
ice IX - microscope images of ice crystals
|
||||
tech that spawns health - glowing green balls by Enki Bilal
|
||||
invulnerable - by Nick Veasey (photos that look like x-rays)
|
||||
alternate reality - Fractal art
|
||||
tech choice - mandala tile Mosaic
|
||||
tech that spawns heal power ups - green Quilling
|
||||
time, CPT, pause - by Lee Bontecou
|
||||
boost, coupling power ups tech - cyan electron orbiting a black nucleus electric field as bas-relief //(by Kazumasa Nagai)
|
||||
radioactive - volumetric atomic nucleus diagram by Paul Catherall
|
||||
|
||||
|
||||
|
||||
tech: railgun area damage effect, but for all harpoon mode
|
||||
|
||||
laser momentum pushed back on player?
|
||||
@@ -111,14 +55,6 @@ laser momentum pushed back on player?
|
||||
JUNK - overwrite mob draw function so mobs only draw if they can connect a ray from player to mob
|
||||
gonna cause lag?
|
||||
|
||||
tech: p-zombie - sporangium infect mobs, making them fight for you
|
||||
zombies should attack player if there are no mob targets
|
||||
name: cordyceps, zombie, p-zombie?
|
||||
infected mobs get a status debuff. when they die they return as zombie mob type
|
||||
zombie mobs run code similar to drones
|
||||
they inherit color, sides, radius from host
|
||||
|
||||
|
||||
mob status effect - vulnerability
|
||||
mobs take 4x damage for __ time
|
||||
afterwards mobs go back to normal damage taken
|
||||
@@ -1214,6 +1150,73 @@ possible names for tech
|
||||
https://en.wikipedia.org/wiki/Cosmic_censorship_hypothesis - black holes can't leak
|
||||
Alcubierre warp drive (FTL with negative mass)
|
||||
|
||||
******************************************************** CARS IMAGES ********************************************************
|
||||
|
||||
process: discord midjourney prompts -> "pixelmator pro" -> adjust color, repair, scale to 384x256, export PNG -> webP? -> place in /img folder
|
||||
make n-gon a progressive web app to manage image downloads, cache
|
||||
wave function collapse opens the pause menu after it triggers alternate reality
|
||||
this is actually good, maybe reuse this code to get pause menu to open at any time
|
||||
if pause is pressed while selecting power ups, display pause menu on top of selection menu
|
||||
***styles***
|
||||
try --- Pastel drawing, Psychedelic art, Arabesque (cool patterns), knolling (everything spread out and placed on a flat mat)
|
||||
try taking screen shots of fields graphics and feeding them into midJourney V4
|
||||
technology stuff --- Dan Matutina (cute complex technology),
|
||||
Katsuhiro Otomo (intricate space technology), Tsutomu Nihei (black and white detailed future tech)
|
||||
infographics of all know multiverses. 1980s Japanese graphic design, dimensional astrolabe,
|
||||
Japanese poster graphics, Ralph McQuarrie (looks like star wars), Simon Stålenhag (retro-futuristic), Yoshiyuki Tomino (detailed anime future technology)
|
||||
isometric: low-poly, box cutout, made in blender, Materials: matte clay
|
||||
subtractive sculpture
|
||||
kinetic sculpture
|
||||
quantum stuff -- Hypertorus, Glowing Opal Pearlescent, Physics, Hydro-Dipping Hydrodipped, Vija Celmins, Matt Molloy (photo of golden waves in the sky)
|
||||
***major themes missing***
|
||||
***maybe redo***
|
||||
dynamical systems
|
||||
harpoon gun
|
||||
nail-bot
|
||||
homeostasis
|
||||
heuristics
|
||||
thermal runaway - infrared maybe?
|
||||
redo the energy tech images with by Laurie Greasley
|
||||
now that you can use --ar 3:2 --stylize 1000 and photo repair
|
||||
***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
|
||||
standing wave - concentric transparent blue geometric circles science
|
||||
perfect diamagnetism - physics magnetic field chalk diagram
|
||||
time dilation - graphic of a hyperbolic equation Luminogram
|
||||
negative mass - Blacklight painting by Moebius
|
||||
plasma torch - by Dan Mumford
|
||||
metamaterial cloaking - Scientific photography by Miki Asai
|
||||
molecular assembler - by Laurie Greasley 16-bit Isometric
|
||||
wormhole - by Tim White
|
||||
|
||||
nail gun - Screenprint
|
||||
shotgun - blueprint by Dan McPharlin
|
||||
grenades, missiles, explosions - by Victo Ngai
|
||||
spores - by Ernst Haeckel
|
||||
drones - tilt-shift photography
|
||||
super balls - By Akari Toriyama
|
||||
wave - sound wave oscilloscope by Paul Catherall, concentric circles by Paul Catherall
|
||||
foam - black blobs Ink doodle
|
||||
harpoon - by Eiichiro Oda
|
||||
mine - by Dan McPharlin
|
||||
laser - complex optical scientific equipment
|
||||
|
||||
guns, ammo - isometric clean pixel art image cutaway of , style of tekkonkinkreet
|
||||
defensive - Paper cutout
|
||||
bots - hovering drone by Laurie Greasley 16-bit Isometric
|
||||
generic energy tech - by Laurie Greasley
|
||||
duplication, cancel - by Kazumasa Nagai
|
||||
anti-shear topology, fracture analysis, shear stress - Chemigram
|
||||
ON/OFF - ASCII art
|
||||
block throwing - Bauhaus style
|
||||
tech that adds JUNK - by Choi Jeong-hwa
|
||||
ice IX - microscope images of ice crystals
|
||||
tech that spawns health - glowing green balls by Enki Bilal
|
||||
invulnerable - by Nick Veasey (photos that look like x-rays)
|
||||
alternate reality - Fractal art
|
||||
tech choice - mandala tile Mosaic
|
||||
tech that spawns heal power ups - green Quilling
|
||||
time, CPT, pause - by Lee Bontecou
|
||||
boost, coupling power ups tech - cyan electron orbiting a black nucleus electric field as bas-relief //(by Kazumasa Nagai)
|
||||
radioactive - volumetric atomic nucleus diagram by Paul Catherall
|
||||
|
||||
|
||||