tech: repeater - shotgun gets another shot, and a longer fire delay
  shotgun cross hairs show when fire is on cooldown

keys 1,2,3,4,5,6,7,8,9,0,-,= switch to a gun in your inventory
Nerfed blinkBoss health and speed
sneaker mobs are immune to harm for one cycles after vanishing
experiment button new style
new images for energy, bots

bug fixes
This commit is contained in:
landgreen
2023-01-08 09:14:58 -08:00
parent 802cd90220
commit 9206d47f40
29 changed files with 577 additions and 380 deletions

View File

@@ -23,7 +23,7 @@ const b = {
},
fire() {},
fireNormal() {
if (b.inventory.length) {
if (b.inventory.length && b.activeGun !== null) {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire)) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
@@ -36,7 +36,7 @@ const b = {
}
},
fireNotMove() { //added && player.speed < 0.5 && m.onGround
if (b.inventory.length) {
if (b.inventory.length && b.activeGun !== null) {
if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 2.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
@@ -49,7 +49,7 @@ const b = {
}
},
fireAlwaysFire() { //added && player.speed < 0.5 && m.onGround //removed input.fire && (!input.field || m.fieldFire)
if (b.inventory.length) {
if (b.inventory.length && b.activeGun !== null) {
if (m.fireCDcycle < m.cycle && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
if (b.guns[b.activeGun].ammo > 0) {
b.fireWithAmmo()
@@ -60,7 +60,7 @@ const b = {
}
},
fireFloat() { //added && player.speed < 0.5 && m.onGround
if (b.inventory.length) {
if (b.inventory.length && b.activeGun !== null) {
if (input.fire && (!input.field || m.fieldFire)) {
if (m.fireCDcycle < m.cycle) {
if (b.guns[b.activeGun].ammo > 0) {
@@ -125,11 +125,11 @@ const b = {
simulation.updateGunHUD();
}
},
returnGunAmmo(name) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === name) return b.guns[i].ammo
}
},
// returnGunAmmo(name) {
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === name) return b.guns[i].ammo
// }
// },
giveGuns(gun = "random", ammoPacks = 10) {
if (tech.ammoCap) ammoPacks = 0.45 * tech.ammoCap
if (tech.isOneGun) b.removeAllGuns();
@@ -173,6 +173,7 @@ const b = {
// if (tech.infiniteWaveAmmo === 2) b.guns[3].ammo = Infinity
}
simulation.makeGunHUD();
simulation.switchGun();
b.setFireCD();
if (tech.isOneGun && b.inventory > 0) {
//count how many gun tech you have and remove them
@@ -323,11 +324,19 @@ const b = {
};
}
},
muzzleFlash(radius = 10) {
ctx.fillStyle = "#fb0";
ctx.beginPath();
ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), radius, 0, 2 * Math.PI);
ctx.fill();
muzzleFlash(radius = 30) {
// ctx.fillStyle = "#fb0";
// ctx.beginPath();
// ctx.arc(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), radius, 0, 2 * Math.PI);
// ctx.fill();
simulation.drawList.push({ //add dmg to draw queue
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle),
radius: radius,
color: "#fb0",
time: 1
});
},
removeConsBB(me) {
for (let i = 0, len = consBB.length; i < len; ++i) {
@@ -1618,13 +1627,16 @@ const b = {
player.force.x += momentum.x
player.force.y += momentum.y
// refund ammo
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
b.guns[i].ammo++;
simulation.updateGunHUD();
break;
}
}
b.guns[9].ammo++;
simulation.updateGunHUD();
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === "harpoon") {
// b.guns[i].ammo++;
// simulation.updateGunHUD();
// break;
// }
// }
} else {
if (m.energy > this.drain) m.energy -= this.drain
const sub = Vector.sub(this.position, m.pos)
@@ -1743,13 +1755,13 @@ const b = {
this.endCycle = 0;
if (m.cycle + 50 < m.fireCDcycle) m.fireCDcycle = m.cycle + 50
// refund ammo
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
b.guns[i].ammo++;
simulation.updateGunHUD();
break;
}
}
b.guns[9].ammo++;
simulation.updateGunHUD();
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === "harpoon") {
// break;
// }
// }
}
}
}
@@ -1941,13 +1953,13 @@ const b = {
player.force.y += momentum.y
// refund ammo
if (isReturnAmmo) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
b.guns[i].ammo++;
simulation.updateGunHUD();
break;
}
}
b.guns[9].ammo++;
simulation.updateGunHUD();
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === "harpoon") {
// break;
// }
// }
}
} else {
const sub = Vector.sub(this.position, m.pos)
@@ -2818,7 +2830,7 @@ const b = {
) {
if (tech.isStun) b.AoEStunEffect(this.position, this.range + mob[i].radius + random); //AoEStunEffect(where, range, cycles = 90 + 60 * Math.random()) {
if (tech.isMineSentry) {
this.lookFrequency = 15 + 10 * (tech.oneSuperBall && tech.isSuperMine) + Math.floor(3 * Math.random())
this.lookFrequency = Math.floor(7 + 7 * b.fireCDscale + 10 * (tech.oneSuperBall && tech.isSuperMine) + Math.floor(3 * Math.random()))
// this.endCycle = Infinity
this.shots = tech.sentryAmmo
this.do = function() { //overwrite the do method for this bullet
@@ -3376,17 +3388,14 @@ const b = {
}
},
onEnd() {
if (tech.isDroneRespawn && b.inventory.length) {
const who = b.guns[b.activeGun]
if (who.name === "drones" && who.ammo > 0 && mob.length) {
b.drone({
x: this.position.x,
y: this.position.y
}, 0)
if (Math.random() < 0.2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
if (tech.isDroneRespawn && b.inventory.length && b.activeGun === 7 && b.guns[b.activeGun].ammo > 0 && mob.length) {
b.drone({
x: this.position.x,
y: this.position.y
}, 0)
if (Math.random() < 0.2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
}
},
@@ -3565,17 +3574,14 @@ const b = {
maxRadioRadius: 270 + Math.floor(90 * Math.random()),
beforeDmg() {},
onEnd() {
if (tech.isDroneRespawn && b.inventory.length) {
const who = b.guns[b.activeGun]
if (who.name === "drones" && who.ammo > 0 && mob.length) {
b.droneRadioactive({
x: this.position.x,
y: this.position.y
}, 0)
if (Math.random() < 0.2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
if (tech.isDroneRespawn && b.inventory.length && b.activeGun === 7 && b.guns[b.activeGun].ammo > 0 && mob.length) {
b.droneRadioactive({
x: this.position.x,
y: this.position.y
}, 0)
if (Math.random() < 0.2) {
b.guns[b.activeGun].ammo--;
simulation.updateGunHUD();
}
}
},
@@ -3756,15 +3762,7 @@ const b = {
bullet[me].minDmgSpeed = 0;
bullet[me].restitution = 1;
bullet[me].friction = 0;
if (tech.isIncendiary) {
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
this.endCycle = 0
}
};
} else if (tech.superHarm) {
if (tech.superHarm) {
bullet[me].collidePlayerDo = function() {
if (Matter.Query.collides(this, [player]).length) {
this.endCycle = 0
@@ -3781,13 +3779,11 @@ const b = {
}
bullet[me].cycle = 0
bullet[me].do = function() {
this.cycle++
if (this.cycle > 6) this.do = this.collidePlayerDo
this.force.y += this.mass * 0.0012;
};
} else {
bullet[me].do = function() {
this.cycle++
this.force.y += this.mass * 0.0012;
};
}
@@ -3801,6 +3797,10 @@ const b = {
}
this.endCycle = 0
}
if (tech.isIncendiary) {
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
this.endCycle = 0
}
};
},
targetedBall(position, num = 1, speed = 42 + 12 * Math.random(), range = 1200, isRandomAim = true) {
@@ -5818,7 +5818,7 @@ const b = {
this.rotateToVelocity()
};
}
b.muzzleFlash(30);
b.muzzleFlash();
//very complex recoil system
if (m.onGround) {
if (input.down) {
@@ -5905,7 +5905,7 @@ const b = {
};
}
b.muzzleFlash(30);
b.muzzleFlash();
//very complex recoil system
if (m.onGround) {
if (input.down) {
@@ -5970,33 +5970,58 @@ const b = {
ammoPack: 3.5,
defaultAmmoPack: 3.5,
have: false,
do() {},
do() {
//fade cross hairs
// draw loop around player head
// const left = m.fireCDcycle !== Infinity ? 0.05 * Math.max(m.fireCDcycle - m.cycle, 0) : 0
// if (left > 0) {
// ctx.beginPath();
// // ctx.arc(simulation.mouseInGame.x, simulation.mouseInGame.y, 30, 0, left);
// ctx.arc(m.pos.x, m.pos.y, 28, m.angle - left, m.angle);
// // ctx.fillStyle = "rgba(0,0,0,0.3)" //"#333"
// // ctx.fill();
// ctx.strokeStyle = "#333";
// ctx.lineWidth = 2;
// ctx.stroke();
// }
//draw hip circle
// ctx.beginPath();
// ctx.arc(m.pos.x + m.hip.x, m.pos.y + m.hip.y, 11, 0, 2 * Math.PI);
// ctx.fillStyle = "rgba(0,0,0,0.3)" //"#333"
// ctx.fill();
},
fire() {
let knock, spread
if (input.down) {
spread = 0.65
m.fireCDcycle = m.cycle + Math.floor(73 * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
knock = 0.01
} else {
m.fireCDcycle = m.cycle + Math.floor(56 * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
spread = 1.3
knock = 0.1
}
const coolDown = function() {
if (input.down) {
spread = 0.65
m.fireCDcycle = m.cycle + Math.floor((73 + 36 * tech.shotgunExtraShots) * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
knock = 0.01
} else {
m.fireCDcycle = m.cycle + Math.floor((56 + 28 * tech.shotgunExtraShots) * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
spread = 1.3
knock = 0.1
}
if (tech.isShotgunReversed) {
player.force.x += 1.6 * knock * Math.cos(m.angle)
player.force.y += 1.6 * knock * Math.sin(m.angle) - 3 * player.mass * simulation.g
} else if (tech.isShotgunRecoil) {
m.fireCDcycle -= 0.66 * (56 * b.fireCDscale)
player.force.x -= 2 * knock * Math.cos(m.angle)
player.force.y -= 2 * knock * Math.sin(m.angle)
} else {
player.force.x -= knock * Math.cos(m.angle)
player.force.y -= knock * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
if (tech.isShotgunReversed) {
player.force.x += 1.5 * knock * Math.cos(m.angle)
player.force.y += 1.5 * knock * Math.sin(m.angle) - 3 * player.mass * simulation.g
} else if (tech.isShotgunRecoil) {
m.fireCDcycle -= 0.66 * (56 * b.fireCDscale)
player.force.x -= 2 * knock * Math.cos(m.angle)
player.force.y -= 2 * knock * Math.sin(m.angle)
} else {
player.force.x -= knock * Math.cos(m.angle)
player.force.y -= knock * Math.sin(m.angle) * 0.5 //reduce knock back in vertical direction to stop super jumps
}
}
const spray = (num) => {
const side = 22
for (let i = 0; i < num; i++) {
@@ -6020,188 +6045,210 @@ const b = {
};
}
}
b.muzzleFlash(35);
if (tech.isRivets) {
const me = bullet.length;
// const dir = m.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 56 * tech.bulletSize, 25 * tech.bulletSize, b.fireAttributes(m.angle));
Matter.Body.setDensity(bullet[me], 0.005 * (tech.isShotgunReversed ? 1.5 : 1));
Composite.add(engine.world, bullet[me]); //add bullet to world
const SPEED = (input.down ? 50 : 43)
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
if (tech.isIncendiary) {
bullet[me].endCycle = simulation.cycle + 60
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() {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
} else {
bullet[me].endCycle = simulation.cycle + 180
}
bullet[me].minDmgSpeed = 7
// 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() {
this.force.y += this.mass * 0.002
if (this.speed > 6) { //rotates bullet to face current velocity?
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += this.turnMag
} else {
this.torque -= this.turnMag
}
}
if (tech.isIncendiary && Matter.Query.collides(this, map).length) {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
}
};
bullet[me].beforeDmg = function(who) {
if (this.speed > 4) {
if (tech.fragments) {
b.targetedNail(this.position, 6 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
if (tech.isIncendiary) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
if (tech.isCritKill) b.crit(who, this)
}
}
spray(12); //fires normal shotgun bullets
} else if (tech.isIncendiary) {
spread *= 0.15
const END = Math.floor(input.down ? 8 : 5);
const totalBullets = 9
const angleStep = (input.down ? 0.3 : 0.8) / totalBullets
let dir = m.angle - angleStep * totalBullets / 2;
for (let i = 0; i < totalBullets; i++) { //5 -> 7
dir += angleStep
const chooseBulletType = function() {
if (tech.isRivets) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 17, 4, b.fireAttributes(dir));
const end = END + Math.random() * 4
bullet[me].endCycle = 2 * end * tech.isBulletsLastLonger + simulation.cycle
const speed = 25 * end / END
const dirOff = dir + (Math.random() - 0.5) * spread
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dirOff),
y: speed * Math.sin(dirOff)
});
bullet[me].onEnd = function() {
b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.4 : 1) + (Math.random() - 0.5) * 30); //makes bullet do explosive damage at end
}
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
bullet[me].do = function() {
if (Matter.Query.collides(this, map).length) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
}
// const dir = m.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 56 * tech.bulletSize, 25 * tech.bulletSize, b.fireAttributes(m.angle));
Matter.Body.setDensity(bullet[me], 0.005 * (tech.isShotgunReversed ? 1.5 : 1));
Composite.add(engine.world, bullet[me]); //add bullet to world
}
} else if (tech.isNailShot) {
spread *= 0.65
const dmg = 2 * (tech.isShotgunReversed ? 1.5 : 1)
if (input.down) {
for (let i = 0; i < 17; i++) {
speed = 38 + 15 * Math.random()
const dir = m.angle + (Math.random() - 0.5) * spread
const pos = {
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
const SPEED = (input.down ? 50 : 43)
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(m.angle),
y: SPEED * Math.sin(m.angle)
});
if (tech.isIncendiary) {
bullet[me].endCycle = simulation.cycle + 60
bullet[me].onEnd = function() {
b.explosion(this.position, 360 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
}
b.nail(pos, {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, dmg)
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
} else {
bullet[me].endCycle = simulation.cycle + 180
}
bullet[me].minDmgSpeed = 7
// 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() {
this.force.y += this.mass * 0.002
if (this.speed > 6) { //rotates bullet to face current velocity?
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += this.turnMag
} else {
this.torque -= this.turnMag
}
}
if (tech.isIncendiary && Matter.Query.collides(this, map).length) {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
}
};
bullet[me].beforeDmg = function(who) {
if (this.speed > 4) {
if (tech.fragments) {
b.targetedNail(this.position, 6 * tech.fragments * tech.bulletSize)
this.endCycle = 0 //triggers despawn
}
if (tech.isIncendiary) this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
if (tech.isCritKill) b.crit(who, this)
}
}
spray(12); //fires normal shotgun bullets
} else if (tech.isIncendiary) {
spread *= 0.15
const END = Math.floor(input.down ? 8 : 5);
const totalBullets = 9
const angleStep = (input.down ? 0.3 : 0.8) / totalBullets
let dir = m.angle - angleStep * totalBullets / 2;
for (let i = 0; i < totalBullets; i++) { //5 -> 7
dir += angleStep
const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 17, 4, b.fireAttributes(dir));
const end = END + Math.random() * 4
bullet[me].endCycle = 2 * end * tech.isBulletsLastLonger + simulation.cycle
const speed = 25 * end / END
const dirOff = dir + (Math.random() - 0.5) * spread
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(dirOff),
y: speed * Math.sin(dirOff)
});
bullet[me].onEnd = function() {
b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.4 : 1) + (Math.random() - 0.5) * 30); //makes bullet do explosive damage at end
}
bullet[me].beforeDmg = function() {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
};
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
}
} else if (tech.isNailShot) {
spread *= 0.65
const dmg = 2 * (tech.isShotgunReversed ? 1.5 : 1)
if (input.down) {
for (let i = 0; i < 17; i++) {
speed = 38 + 15 * Math.random()
const dir = m.angle + (Math.random() - 0.5) * spread
const pos = {
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
}
b.nail(pos, {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, dmg)
}
} else {
for (let i = 0; i < 17; i++) {
speed = 38 + 15 * Math.random()
const dir = m.angle + (Math.random() - 0.5) * spread
const pos = {
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
}
b.nail(pos, {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, dmg)
}
}
} else if (tech.isSporeFlea) {
const where = {
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}
const number = 2 * (tech.isShotgunReversed ? 1.5 : 1)
for (let i = 0; i < number; i++) {
const angle = m.angle + 0.2 * (Math.random() - 0.5)
const speed = (input.down ? 35 * (1 + 0.05 * Math.random()) : 30 * (1 + 0.15 * Math.random()))
b.flea(where, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
})
bullet[bullet.length - 1].setDamage()
}
spray(10); //fires normal shotgun bullets
} else if (tech.isSporeWorm) {
const where = {
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}
const spread = (input.down ? 0.02 : 0.07)
const number = 3 * (tech.isShotgunReversed ? 1.5 : 1)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.worm(where)
const SPEED = (30 + 10 * input.down) * (1 + 0.2 * Math.random())
Matter.Body.setVelocity(bullet[bullet.length - 1], {
x: player.velocity.x * 0.5 + SPEED * Math.cos(angle),
y: player.velocity.y * 0.5 + SPEED * Math.sin(angle)
});
angle += spread
}
spray(7); //fires normal shotgun bullets
} else if (tech.isIceShot) {
const spread = (input.down ? 0.7 : 1.2)
for (let i = 0, len = 10 * (tech.isShotgunReversed ? 1.5 : 1); i < len; i++) {
b.iceIX(23 + 10 * Math.random(), m.angle + spread * (Math.random() - 0.5))
}
spray(10); //fires normal shotgun bullets
} else if (tech.isFoamShot) {
const spread = (input.down ? 0.15 : 0.4)
const where = {
x: m.pos.x + 25 * Math.cos(m.angle),
y: m.pos.y + 25 * Math.sin(m.angle)
}
const number = 16 * (tech.isShotgunReversed ? 1.5 : 1)
for (let i = 0; i < number; i++) {
const SPEED = 13 + 4 * Math.random();
const angle = m.angle + spread * (Math.random() - 0.5)
b.foam(where, {
x: SPEED * Math.cos(angle),
y: SPEED * Math.sin(angle)
}, 8 + 7 * Math.random())
}
} else if (tech.isNeedles) {
const number = 9 * (tech.isShotgunReversed ? 1.5 : 1)
const spread = (input.down ? 0.03 : 0.05)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.needle(angle)
angle += spread
}
} else {
for (let i = 0; i < 17; i++) {
speed = 38 + 15 * Math.random()
const dir = m.angle + (Math.random() - 0.5) * spread
const pos = {
x: m.pos.x + 35 * Math.cos(m.angle) + 15 * (Math.random() - 0.5),
y: m.pos.y + 35 * Math.sin(m.angle) + 15 * (Math.random() - 0.5)
}
b.nail(pos, {
x: speed * Math.cos(dir),
y: speed * Math.sin(dir)
}, dmg)
spray(16); //fires normal shotgun bullets
}
}
coolDown();
b.muzzleFlash(35);
chooseBulletType();
if (tech.shotgunExtraShots) {
const delay = 7
let count = tech.shotgunExtraShots * delay
function cycle() {
count--
if (!(count % delay)) {
coolDown();
b.muzzleFlash(35);
chooseBulletType();
}
if (count > 0) {
requestAnimationFrame(cycle);
}
}
} else if (tech.isSporeFlea) {
const where = {
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}
const number = 2 * (tech.isShotgunReversed ? 1.5 : 1)
for (let i = 0; i < number; i++) {
const angle = m.angle + 0.2 * (Math.random() - 0.5)
const speed = (input.down ? 35 * (1 + 0.05 * Math.random()) : 30 * (1 + 0.15 * Math.random()))
b.flea(where, {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
})
bullet[bullet.length - 1].setDamage()
}
spray(10); //fires normal shotgun bullets
} else if (tech.isSporeWorm) {
const where = {
x: m.pos.x + 35 * Math.cos(m.angle),
y: m.pos.y + 35 * Math.sin(m.angle)
}
const spread = (input.down ? 0.02 : 0.07)
const number = 3 * (tech.isShotgunReversed ? 1.5 : 1)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.worm(where)
const SPEED = (30 + 10 * input.down) * (1 + 0.2 * Math.random())
Matter.Body.setVelocity(bullet[bullet.length - 1], {
x: player.velocity.x * 0.5 + SPEED * Math.cos(angle),
y: player.velocity.y * 0.5 + SPEED * Math.sin(angle)
});
angle += spread
}
spray(7); //fires normal shotgun bullets
} else if (tech.isIceShot) {
const spread = (input.down ? 0.7 : 1.2)
for (let i = 0, len = 10 * (tech.isShotgunReversed ? 1.5 : 1); i < len; i++) {
b.iceIX(23 + 10 * Math.random(), m.angle + spread * (Math.random() - 0.5))
}
spray(10); //fires normal shotgun bullets
} else if (tech.isFoamShot) {
const spread = (input.down ? 0.15 : 0.4)
const where = {
x: m.pos.x + 25 * Math.cos(m.angle),
y: m.pos.y + 25 * Math.sin(m.angle)
}
const number = 16 * (tech.isShotgunReversed ? 1.5 : 1)
for (let i = 0; i < number; i++) {
const SPEED = 13 + 4 * Math.random();
const angle = m.angle + spread * (Math.random() - 0.5)
b.foam(where, {
x: SPEED * Math.cos(angle),
y: SPEED * Math.sin(angle)
}, 8 + 7 * Math.random())
}
} else if (tech.isNeedles) {
const number = 9 * (tech.isShotgunReversed ? 1.5 : 1)
const spread = (input.down ? 0.03 : 0.05)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.needle(angle)
angle += spread
}
} else {
spray(16); //fires normal shotgun bullets
requestAnimationFrame(cycle);
}
}
}, {

View File

@@ -415,7 +415,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
const style = (localSettings.isHideImages || tech.tech[i].isJunk) ? `style="height:auto;"` : `style = "background-image: url('img/${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>`
text += `<div class="pause-grid-module" id ="${i}-pause-tech" style = "border: 0px; opacity:0.5; font-size: 60%; line-height: 130%; margin: 1px; padding: 6px;"><div class="grid-title">${tech.tech[i].link} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
// } else if (tech.tech[i].isLore) {
// text += `<div class="pause-grid-module"><div class="grid-title lore-text"><div class="circle-grid lore"></div> &nbsp; ${tech.tech[i].name} ${techCountText}</div>${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div></div>`
} else if (tech.tech[i].isFieldTech) {
@@ -588,13 +588,19 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
},
populateGrid() { //background-color:var(--build-bg-color);
let text = `
<div class="experiment-grid-module" style="position: sticky; top:0; z-index: 10; align-self: start; width: 165px; font-size: 1.00em; line-height: 170%; background-color: #fafcfd;display: flex; flex-direction: column; justify-content: center; align-items: center;border: 1.5px #333 solid;border-radius:10px; padding:7px; height: 190px;">
<div class="experiment-start-box">
<div>
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
<select name="difficulty-select" id="difficulty-select-experiment">
<option value="1">easy</option>
<option value="2" selected>normal</option>
<option value="4">hard</option>
<option value="6">why?</option>
</select>
</div>
<div>
<svg class="SVG-button" onclick="build.startExperiment()" width="150" height="68" >
<g stroke='none' fill='#333' stroke-width="2" font-size="60px" font-family="Ariel, sans-serif">
<text x="14" y="54">start</text>
</g>
</svg>
<label for="hide-images-experiment" title="reload experiment with no images for fields, guns, and tech">hide images:</label>
<input onclick="build.showImages('experiment')" type="checkbox" id="hide-images-experiment" name="hide-images-experiment" style="width:17px; height:17px; margin-bottom: 15px;" ${localSettings.isHideImages? "checked": ""}>
</div>
<div>
<svg class="SVG-button" onclick="build.reset()" width="50" height="25">
@@ -610,17 +616,11 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
</svg>
</div>
<div>
<label for="difficulty-select" title="effects: number of mobs, damage done by mobs, damage done to mobs, mob speed, heal effects">difficulty:</label>
<select name="difficulty-select" id="difficulty-select-experiment">
<option value="1">easy</option>
<option value="2" selected>normal</option>
<option value="4">hard</option>
<option value="6">why?</option>
</select>
</div>
<div>
<label for="hide-images-experiment" title="reload experiment with no images for fields, guns, and tech">hide images:</label>
<input onclick="build.showImages('experiment')" type="checkbox" id="hide-images-experiment" name="hide-images-experiment" style="width:17px; height:17px;" ${localSettings.isHideImages? "checked": ""}>
<svg class="SVG-button" onclick="build.startExperiment()" width="165" height="70" >
<g stroke='none' fill='#333' stroke-width="2" font-size="65px" font-family="Ariel, sans-serif">
<text x="17" y="57">start</text>
</g>
</svg>
</div>
</div>`
const hideStyle = `style="height:auto; border: none; background-color: transparent;"`
@@ -905,6 +905,7 @@ const input = {
document.getElementById("key-previous-gun").style.background = backgroundColor
document.getElementById("key-testing").style.background = backgroundColor
if (input.focus) input.focus.style.background = 'rgb(0, 200, 255)';
document.getElementById("key-num").style.background = backgroundColor //always not highlighted
},
setKeys(event) {
//check for duplicate keys
@@ -923,7 +924,8 @@ const input = {
// event.code === "Escape" ||
event.code === input.key.nextGun ||
event.code === input.key.previousGun ||
event.code === input.key.testing
event.code === input.key.testing ||
event.code === "Digit1" || event.code === "Digit2" || event.code === "Digit3" || event.code === "Digit4" || event.code === "Digit5" || event.code === "Digit6" || event.code === "Digit7" || event.code === "Digit8" || event.code === "Digit9" || event.code === "Digit0" || event.code === "Minus" || event.code === "Equal"
)) {
switch (input.focus.id) {
case "key-fire":
@@ -1029,11 +1031,9 @@ window.addEventListener("keydown", function(event) {
input.down = true
break;
case input.key.fire:
// event.preventDefault();
input.fire = true
break
case input.key.field:
// event.preventDefault();
input.field = true
break
case input.key.nextGun:
@@ -1042,7 +1042,6 @@ window.addEventListener("keydown", function(event) {
case input.key.previousGun:
simulation.previousGun();
break
// case "Escape":
case input.key.pause:
if (!simulation.isChoosing && input.isPauseKeyReady && m.alive) {
input.isPauseKeyReady = false
@@ -1160,6 +1159,47 @@ window.addEventListener("keydown", function(event) {
}
break
}
if (b.inventory.length > 1 && !simulation.testing) {
switch (event.code) {
case "Digit1":
simulation.switchToGunInInventory(0);
break
case "Digit2":
simulation.switchToGunInInventory(1);
break
case "Digit3":
simulation.switchToGunInInventory(2);
break
case "Digit4":
simulation.switchToGunInInventory(3);
break
case "Digit5":
simulation.switchToGunInInventory(4);
break
case "Digit6":
simulation.switchToGunInInventory(5);
break
case "Digit7":
simulation.switchToGunInInventory(6);
break
case "Digit8":
simulation.switchToGunInInventory(7);
break
case "Digit9":
simulation.switchToGunInInventory(8);
break
case "Digit0":
simulation.switchToGunInInventory(9);
break
case "Minus":
simulation.switchToGunInInventory(10);
break
case "Equal":
simulation.switchToGunInInventory(11);
break
}
}
if (simulation.testing) {
if (event.key === "X") m.death(); //only uppercase
switch (event.key.toLowerCase()) {

View File

@@ -28,24 +28,24 @@ const level = {
// 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("mine") //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.giveGuns("shotgun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("wave") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.guns[0].ammo = 10000
// tech.giveTech("blast ball")
// tech.giveTech("elephants toothpaste")
// tech.giveTech("sentry gun")
// tech.giveTech("needle gun")
// tech.giveTech("repeater")
// tech.giveTech("ice-shot")
// for (let i = 0; i < 1; ++i) tech.giveTech("super ball")
// tech.isFoamBall = true
// for (let i = 0; i < 1; ++i) tech.giveTech("super ball")
// for (let i = 0; i < 3; ++i) tech.giveTech("repeater")
// for (let i = 0; i < 1; i++) tech.giveTech("irradiated nails")
// for (let i = 0; i < 1; i++) tech.giveTech("colony")
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
// level.testing();
// spawn.shooter(1900, -500, 200)
// spawn.blinkBoss(1900, -500)
// spawn.sneakBoss(1900, -500)
// spawn.starter(1900, -500, 25)
// spawn.starter(1900, -500, 200)
// spawn.sneaker(1900, -500, 25)
// spawn.hopper(2538, -950)
// spawn.zombie(1000 + 1000 * Math.random(), -500 + 300 * Math.random(), 30, 5, "white") // zombie(x, y, radius, sides, color)

View File

@@ -697,7 +697,7 @@ const m = {
}
m.lastHarmCycle = m.cycle
if (tech.isDroneOnDamage && bullet.length < 150) { //chance to build a drone on damage from tech
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction * (tech.isEnergyHealth ? 0.5 : 1)
for (let i = 0; i < len; i++) {
if (Math.random() < 0.5) b.drone({
x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5),

View File

@@ -769,6 +769,9 @@ const powerUps = {
} 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 if (parseInt(JSON.parse(elements[index + 2].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 + 2].getAttribute("data")).iurl
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
}
});
} else {

View File

@@ -297,6 +297,34 @@ const simulation = {
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
ctx.stroke(); // Draw it
},
drawCursorBasic() {
const size = 10;
ctx.beginPath();
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
ctx.lineWidth = 2;
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
ctx.stroke(); // Draw it
},
drawCursorCoolDown() {
const size = 10;
ctx.lineWidth = 2;
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
ctx.beginPath();
if (m.fireCDcycle > m.cycle) {
ctx.strokeStyle = "#777"; //'rgba(0,0,0,0.4)'
ctx.arc(simulation.mouse.x, simulation.mouse.y, size + 1, 0, 2 * Math.PI);
} else {
ctx.strokeStyle = "#000"; //'rgba(0,0,0,0.4)'
}
ctx.moveTo(simulation.mouse.x - size, simulation.mouse.y);
ctx.lineTo(simulation.mouse.x + size, simulation.mouse.y);
ctx.moveTo(simulation.mouse.x, simulation.mouse.y - size);
ctx.lineTo(simulation.mouse.x, simulation.mouse.y + size);
ctx.stroke(); // Draw it
},
drawList: [], //so you can draw a first frame of explosions.. I know this is bad
drawTime: 8, //how long circles are drawn. use to push into drawlist.time
mobDmgColor: "rgba(255,0,0,0.7)", //color when a mob damages the player // set by mass-energy tech
@@ -437,15 +465,14 @@ const simulation = {
simulation.switchGun();
}
},
switchGun() {
if (tech.isLongitudinal && b.guns[b.activeGun].name === "wave") {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave") {
b.guns[i].waves = []; //empty array of wave bullets
break;
}
}
switchToGunInInventory(num) {
if (b.inventory[num] !== undefined && b.inventoryGun !== num) {
b.inventoryGun = num
simulation.switchGun();
}
},
switchGun() {
if (tech.isLongitudinal && b.activeGun === 3) b.guns[3].waves = []; //empty array of wave bullets
if (tech.crouchAmmoCount) tech.crouchAmmoCount = 1 //this prevents hacking the tech by switching guns
if (b.inventory.length > 0) {
b.activeGun = b.inventory[b.inventoryGun];
@@ -453,6 +480,12 @@ const simulation = {
}
simulation.updateGunHUD();
simulation.boldActiveGunHUD();
//set crosshairs
if (b.activeGun === 1) {
simulation.drawCursor = simulation.drawCursorCoolDown
} else {
simulation.drawCursor = simulation.drawCursorBasic
}
},
zoom: null,
zoomScale: 1000,
@@ -741,6 +774,7 @@ const simulation = {
input.endKeySensing();
b.removeAllGuns();
simulation.switchGun();
tech.setupAllTech(); //sets tech to default values
tech.cancelCount = 0;
@@ -881,7 +915,7 @@ const simulation = {
let count = 0;
for (i = 0, len = bullet.length; i < len; i++) { //count mines left on map
if (bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") count++
if ((bullet[i].bulletType === "mine" || bullet[i].bulletType === "laser mine") && !bullet[i].isArmed) count++
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is mine
if (b.guns[i].name === "mine") {

View File

@@ -623,7 +623,7 @@ const spawn = {
{
name: "black hole",
eventHorizon: 0,
eventHorizonRadius: 2100,
eventHorizonRadius: 1900,
eventHorizonCycle: 0,
do() {
this.eventHorizonCycle++
@@ -4146,7 +4146,7 @@ const spawn = {
Matter.Body.rotate(me, Math.PI * 0.1);
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
me.damageReduction = 0.03 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.035 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.frictionStatic = 0;
me.friction = 0;
@@ -4160,7 +4160,7 @@ const spawn = {
me.grenadeDelay = 100
}
me.pulseRadius = 1.5 * Math.min(550, 200 + simulation.difficulty * 2)
me.delay = 35 + 35 * simulation.CDScale;
me.delay = 55 + 35 * simulation.CDScale;
me.nextBlinkCycle = me.delay;
spawn.shield(me, x, y, 1);
me.onDamage = function() {
@@ -5058,7 +5058,7 @@ const spawn = {
if (this.phaseCycle > -1) {
Matter.Body.rotate(this, 0.02)
for (let i = 0, len = this.vertices.length; i < len; i++) { //fire a bullet from each vertex
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 5, 4);
spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 3, 4);
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -15)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: velocity.x,
@@ -5724,7 +5724,7 @@ const spawn = {
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
me.isBoss = true;
me.damageReduction = 0.4 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.accelMag = 0.0017 * Math.sqrt(simulation.accelScale);
me.frictionAir = 0.01;
@@ -5736,17 +5736,15 @@ const spawn = {
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
me.showHealthBar = false;
me.memory = 30;
me.vanishesLeft = 2 + simulation.difficultyMode
me.vanishesLeft = Math.ceil(1 + simulation.difficultyMode * 0.5)
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.onDamage = function() {
if (this.vanishesLeft > 0 && this.health < 0.1) { //if health is below 10% teleport to a random spot on player history, heal, and cloak
this.vanishesLeft--
// const scale = 0.95;
// Matter.Body.scale(this, scale, scale);
// this.radius *= scale;
//flash screen to hide vanish
for (let i = 0; i < 8; i++) {
for (let i = 0; i < 8; i++) { //flash screen to hide vanish
simulation.drawList.push({
x: this.position.x,
y: this.position.y,
@@ -5761,6 +5759,7 @@ const spawn = {
Matter.Body.setPosition(this, history.position)
Matter.Body.setVelocity(this, { x: 0, y: 0 });
this.damageReduction = 0 //immune to harm for the rest of this game cycle
this.seePlayer.recall = 0
this.cloak();
this.health = 1;
@@ -5784,6 +5783,14 @@ const spawn = {
}
}
me.do = function() {
if (this.damageReduction === 0) {
this.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
let i = this.status.length //clear bad status effects
while (i--) {
if (this.status[i].type === "stun" || this.status[i].type === "dot") this.status.splice(i, 1);
}
this.isStunned = false;
}
this.gravity();
this.seePlayerByHistory(55);
this.checkStatus();
@@ -5835,6 +5842,7 @@ const spawn = {
//teleport to near the end of player history
Matter.Body.setPosition(this, m.history[Math.floor((m.history.length - 1) * (0.66 + 0.33 * Math.random()))].position)
Matter.Body.setVelocity(this, { x: 0, y: 0 });
this.damageReduction = 0 //immune to harm for the rest of this game cycle
}
};
me.cloak = function() {
@@ -5846,6 +5854,14 @@ const spawn = {
}
}
me.do = function() {
if (this.damageReduction === 0) {
this.damageReduction = 1 //stop being immune to harm immediately
let i = this.status.length //clear bad status effects
while (i--) {
if (this.status[i].type === "stun" || this.status[i].type === "dot") this.status.splice(i, 1);
}
this.isStunned = false;
}
this.gravity();
this.seePlayerByHistory(25);
this.checkStatus();

View File

@@ -2382,7 +2382,7 @@ const tech = {
// description: `after you collect ${powerUps.orb.heal()}<br><strong>+${0.1 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
// descriptionFunction: `convert current and future ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${10 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
descriptionFunction() {
return `convert current and future <div class="heal-circle"></div> into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${8 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`
return `convert current and future <div class="heal-circle"></div> into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${8 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)}</strong> maximum <strong class='color-f'>energy</strong>`
},
maxCount: 1,
count: 0,
@@ -2585,7 +2585,7 @@ const tech = {
},
{
name: "energy conservation",
description: "<strong>5%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
description: "<strong>4%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
maxCount: 9,
count: 0,
frequency: 1,
@@ -2595,7 +2595,7 @@ const tech = {
},
requires: "",
effect() {
tech.energySiphon += 0.05;
tech.energySiphon += 0.04;
},
remove() {
tech.energySiphon = 0;
@@ -4151,6 +4151,25 @@ const tech = {
tech.needleTunnel = false
}
},
{
name: "ceramics",
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (!tech.isLargeHarpoon && tech.haveGunCheck("harpoon")) || tech.isNeedles
},
requires: "needle gun, harpoon, not Bessemer process",
effect() {
tech.isShieldPierce = true
},
remove() {
tech.isShieldPierce = false
}
},
{
name: "needle gun",
description: "<strong>nail gun</strong> and <strong>shotgun</strong> fire mob piercing <strong>needles</strong>",
@@ -4505,6 +4524,25 @@ const tech = {
tech.isShotgunReversed = false;
}
},
{
name: "repeater",
description: "<strong>shotgun</strong> immediately fires again for no <strong class='color-ammo'>ammo</strong><br><strong>-50%</strong> <strong>shotgun</strong> <strong><em>fire rate</em></strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("shotgun"))
},
requires: "shotgun, not Newtons 3rd law",
effect() {
tech.shotgunExtraShots++;
},
remove() {
tech.shotgunExtraShots = 0
}
},
{
name: "nail-shot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Nail_(fastener)' class="link">nail-shot</a>`,
@@ -5569,7 +5607,7 @@ const tech = {
{
name: "blast ball",
descriptionFunction() {
return `instead of nails <strong>mines</strong> fire bouncy ${b.guns[10].nameString('s')}`
return `instead of nails <strong>mines</strong> fire <strong>bouncy balls</strong>`
},
isGunTech: true,
maxCount: 1,
@@ -6386,7 +6424,7 @@ const tech = {
},
{
name: "railgun",
description: `<strong>harpoons</strong> can't <strong>retract</strong>, hold fire to charge<br><strong>+50%</strong> <strong>harpoon</strong> density and <strong class='color-d'>damage</strong>`,
description: `hold fire to charge <strong>harpoon</strong> and release to launch<br><strong>harpoons</strong> can't <strong>retract</strong>`,
// description: `<strong>+900%</strong> <strong>harpoon</strong> <strong class='color-ammo'>ammo</strong>, but it can't <strong>retract</strong><br><strong>+50%</strong> <strong>harpoon</strong> density and <strong class='color-d'>damage</strong>`,
isGunTech: true,
maxCount: 1,
@@ -6480,25 +6518,6 @@ const tech = {
tech.isRailEnergy = false;
}
},
{
name: "ceramics",
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (!tech.isLargeHarpoon && tech.haveGunCheck("harpoon")) || tech.isNeedles
},
requires: "needle gun, harpoon, not Bessemer process",
effect() {
tech.isShieldPierce = true
},
remove() {
tech.isShieldPierce = false
}
},
{
name: "Bessemer process",
descriptionFunction() {
@@ -6535,7 +6554,7 @@ const tech = {
return (tech.isRailGun ? 5 : 1) * (2 + 2 * this.count)
},
allowed() {
return tech.haveGunCheck("harpoon") && b.returnGunAmmo('harpoon') >= this.removeAmmo()
return tech.haveGunCheck("harpoon") && b.guns[9].ammo >= this.removeAmmo()
},
requires: "harpoon",
effect() {
@@ -10095,7 +10114,7 @@ const tech = {
m.drawLeg("#4a4a4a");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle - (m.fireCDcycle != Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
ctx.rotate(m.angle - (m.fireCDcycle !== Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
@@ -10510,7 +10529,7 @@ const tech = {
},
{
name: "translucent",
description: "remove your <strong class='color-g'>guns</strong> and <strong>spawn</strong> new ones<br>your <strong class='color-g'>bullets</strong> and bots are transparent",
description: "spawn <strong>3</strong> <strong class='color-g'>gun</strong> power ups<br>your <strong class='color-g'>bullets</strong> and bots are transparent",
maxCount: 1,
count: 0,
frequency: 0,
@@ -10521,18 +10540,18 @@ const tech = {
},
requires: "",
effect() {
for (let i = 0; i < b.inventory.length; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
for (let i = 0; i < 3; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
//removes guns and ammo
b.inventory = [];
b.activeGun = null;
b.inventoryGun = 0;
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].have = false;
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
}
simulation.makeGunHUD(); //update gun HUD
b.bulletDraw = () => {};
// //removes guns and ammo
// b.inventory = [];
// b.activeGun = null;
// b.inventoryGun = 0;
// for (let i = 0, len = b.guns.length; i < len; ++i) {
// b.guns[i].have = false;
// if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
// }
// simulation.makeGunHUD(); //update gun HUD
b.bulletDraw = () => {}; //make bullets invisible
},
remove() {}
},