diff --git a/js/bullet.js b/js/bullet.js
index d9a8ec3..7f2c513 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -678,6 +678,262 @@ const b = {
});
World.add(engine.world, bullet[me]); //add bullet to world
},
+ lastAngle: 0,
+ extruder() {
+ const color = "#f07"
+ const DRAIN = 0.00014 + mech.fieldRegen
+ if (mech.energy > DRAIN) {
+ mech.energy -= DRAIN
+ if (mech.energy < 0) {
+ mech.fieldCDcycle = mech.cycle + 120;
+ mech.energy = 0;
+ }
+ ctx.lineWidth = 5;
+ ctx.strokeStyle = color
+ ctx.beginPath(); //draw all the wave bullets
+ for (let i = 0, len = bullet.length; i < len; i++) {
+ if (bullet[i].isBranch) {
+ ctx.stroke();
+ ctx.beginPath(); //draw all the wave bullets
+ } else if (bullet[i].isWave) ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
+ }
+ ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
+ ctx.stroke();
+ } else {
+ mech.fireCDcycle = mech.cycle + 60; // cool down
+ for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
+ if (bullet[i].isWave) {
+ bullet[i].isWave = false
+ bullet[i].endCycle = 0
+ }
+ }
+ return
+ }
+
+ const SPEED = 13
+ const me = bullet.length;
+ const where = Vector.add(mech.pos, player.velocity)
+ bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
+ cycle: -0.5,
+ isWave: true,
+ endCycle: game.cycle + 50 * mod.isPlasmaRange,
+ inertia: Infinity,
+ frictionAir: 0,
+ isInHole: true, //this keeps the bullet from entering wormholes
+ minDmgSpeed: 0,
+ dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do()
+ isJustReflected: false,
+ classType: "bullet",
+ isBranch: false,
+ restitution: 0,
+ collisionFilter: {
+ // category: 0,
+ // mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
+ category: cat.bullet,
+ mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
+ },
+ beforeDmg() {},
+ onEnd() {},
+ do() {
+ mech.fireCDcycle = mech.cycle //this is here to trigger cloaking field
+ if (!input.field) {
+ this.endCycle = 0;
+ this.isWave = false
+ return
+ }
+ if (!mech.isBodiesAsleep) {
+ if (this.endCycle < game.cycle + 1) this.isWave = false
+ if (Matter.Query.point(map, this.position).length) { //check if inside map
+ this.isBranch = true;
+ // for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
+ // if (bullet[i].isWave && bullet[i].cycle > this.cycle) {
+ // bullet[i].isWave = false
+ // bullet[i].endCycle = 0
+ // }
+ // }
+ } else { //check if inside a body
+ const q = Matter.Query.point(mob, this.position)
+ for (let i = 0; i < q.length; i++) {
+ Matter.Body.setVelocity(q[i], {
+ x: q[i].velocity.x * 0.7,
+ y: q[i].velocity.y * 0.7
+ });
+ Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
+ let dmg = this.dmg / Math.min(10, q[i].mass)
+ q[i].damage(dmg);
+ q[i].foundPlayer();
+ game.drawList.push({ //add dmg to draw queue
+ x: this.position.x,
+ y: this.position.y,
+ radius: Math.log(2 * dmg + 1.4) * 40,
+ color: color,
+ time: game.drawTime
+ });
+ }
+ }
+ this.cycle++
+ const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
+ const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
+ const velocity = Vector.mult(player.velocity, 0.3) //move with player
+ Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
+ // Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
+ }
+ }
+ });
+ World.add(engine.world, bullet[me]); //add bullet to world
+ Matter.Body.setVelocity(bullet[me], {
+ x: SPEED * Math.cos(mech.angle),
+ y: SPEED * Math.sin(mech.angle)
+ });
+ const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
+ const angleDifference = 180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180); //find the difference between current and previous angle
+ b.lastAngle = mech.angle
+ if (angleDifference > 0.5) { //don't draw stroke for this bullet
+ bullet[me].isBranch = true;
+ // for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
+ // if (bullet[i].isWave) {
+ // bullet[i].isWave = false
+ // bullet[i].endCycle = 0
+ // }
+ // }
+ // return
+ }
+ },
+ plasma() {
+ const DRAIN = 0.00008 + mech.fieldRegen
+ if (mech.energy > DRAIN) {
+ mech.energy -= DRAIN;
+ if (mech.energy < 0) {
+ mech.fieldCDcycle = mech.cycle + 120;
+ mech.energy = 0;
+ }
+
+ //calculate laser collision
+ let best;
+ let range = mod.isPlasmaRange * (120 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
+ // const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
+ const path = [{
+ x: mech.pos.x + 20 * Math.cos(mech.angle),
+ y: mech.pos.y + 20 * Math.sin(mech.angle)
+ },
+ {
+ x: mech.pos.x + range * Math.cos(mech.angle),
+ y: mech.pos.y + range * Math.sin(mech.angle)
+ }
+ ];
+ const vertexCollision = function(v1, v1End, domain) {
+ for (let i = 0; i < domain.length; ++i) {
+ let vertices = domain[i].vertices;
+ const len = vertices.length - 1;
+ for (let j = 0; j < len; j++) {
+ results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[j],
+ v2: vertices[j + 1]
+ };
+ }
+ }
+ }
+ results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
+ if (results.onLine1 && results.onLine2) {
+ const dx = v1.x - results.x;
+ const dy = v1.y - results.y;
+ const dist2 = dx * dx + dy * dy;
+ if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
+ best = {
+ x: results.x,
+ y: results.y,
+ dist2: dist2,
+ who: domain[i],
+ v1: vertices[0],
+ v2: vertices[len]
+ };
+ }
+ }
+ }
+ };
+
+ //check for collisions
+ best = {
+ x: null,
+ y: null,
+ dist2: Infinity,
+ who: null,
+ v1: null,
+ v2: null
+ };
+ vertexCollision(path[0], path[1], mob);
+ vertexCollision(path[0], path[1], map);
+ vertexCollision(path[0], path[1], body);
+ if (best.dist2 != Infinity) { //if hitting something
+ path[path.length - 1] = {
+ x: best.x,
+ y: best.y
+ };
+ if (best.who.alive) {
+ const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
+ best.who.damage(dmg);
+ best.who.locatePlayer();
+
+ //push mobs away
+ const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
+ Matter.Body.applyForce(best.who, path[1], force)
+ Matter.Body.setVelocity(best.who, { //friction
+ x: best.who.velocity.x * 0.7,
+ y: best.who.velocity.y * 0.7
+ });
+ //draw mob damage circle
+ game.drawList.push({
+ x: path[1].x,
+ y: path[1].y,
+ radius: Math.sqrt(dmg) * 50,
+ color: "rgba(255,0,255,0.2)",
+ time: game.drawTime * 4
+ });
+ } else if (!best.who.isStatic) {
+ //push blocks away
+ const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
+ Matter.Body.applyForce(best.who, path[1], force)
+ }
+ }
+
+ //draw blowtorch laser beam
+ ctx.strokeStyle = "rgba(255,0,255,0.1)"
+ ctx.lineWidth = 14
+ ctx.beginPath();
+ ctx.moveTo(path[0].x, path[0].y);
+ ctx.lineTo(path[1].x, path[1].y);
+ ctx.stroke();
+ ctx.strokeStyle = "#f0f";
+ ctx.lineWidth = 2
+ ctx.stroke();
+
+ //draw electricity
+ const Dx = Math.cos(mech.angle);
+ const Dy = Math.sin(mech.angle);
+ let x = mech.pos.x + 20 * Dx;
+ let y = mech.pos.y + 20 * Dy;
+ ctx.beginPath();
+ ctx.moveTo(x, y);
+ const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
+ for (let i = 0; i < 8; i++) {
+ x += step * (Dx + 1.5 * (Math.random() - 0.5))
+ y += step * (Dy + 1.5 * (Math.random() - 0.5))
+ ctx.lineTo(x, y);
+ }
+ ctx.lineWidth = 2 * Math.random();
+ ctx.stroke();
+ }
+ },
laser(where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
@@ -2565,7 +2821,7 @@ const b = {
frictionAir: 0,
slow: 0,
minDmgSpeed: 0,
- dmg: 0,
+ dmg: b.dmgScale * (mod.waveHelix === 1 ? 0.6 : 0.75), //control damage also when you divide by mob.mass
isJustReflected: false,
classType: "bullet",
collisionFilter: {
@@ -2580,7 +2836,7 @@ const b = {
// check if inside a mob
q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
- let dmg = b.dmgScale * 0.4 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.8) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
+ let dmg = this.dmg / Math.min(10, q[i].mass)
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue
@@ -2613,7 +2869,7 @@ const b = {
for (let i = 0; i < q.length; i++) {
slowCheck = 0.3;
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
- let dmg = b.dmgScale * 0.4 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.8) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
+ let dmg = this.dmg / Math.min(10, q[i].mass)
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue
@@ -2632,6 +2888,8 @@ const b = {
}
}
this.cycle++
+ //6 * Math.cos(this.cycle * 0.1) +
+ // Math.cos(game.cycle * 0.09) *
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35) * ((i % 2) ? -1 : 1))
Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
}
diff --git a/js/level.js b/js/level.js
index bab3a02..c7ff0a9 100644
--- a/js/level.js
+++ b/js/level.js
@@ -13,15 +13,15 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// game.enableConstructMode() //used to build maps in testing mode
- // level.difficultyIncrease(99)
+ // level.difficultyIncrease(19)
// game.zoomScale = 1000;
// game.setZoom();
- // mech.setField("wormhole")
- // b.giveGuns("grenades")
- // mod.isIncendiary = true
- // mod.is3Missiles = true
- // mod.giveMod("neutron bomb")
- // mod.giveMod("causality bombs")
+ // mech.setField("plasma torch")
+ // b.giveGuns("wave beam")
+ // mod.giveMod("micro-extruder")
+ // for (let i = 0; i < 15; i++) mod.giveMod("supply chain")
+
+
level.intro(); //starting level
// level.testing(); //not in rotation
@@ -155,8 +155,8 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
- // spawn.starter(1900, -500, 320)
- spawn.exploder(2900, -500)
+ spawn.starter(1900, -500, 200)
+ // spawn.exploder(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(1600, -500)
@@ -3805,11 +3805,12 @@ const level = {
},
nextLevel() {
if (level.bossKilled) level.levelsCleared++;
- level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
- if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
- if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
- if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
- if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
+ // level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
+
+ //difficulty is increased 5 times when finalBoss dies
+ const len = level.levelsCleared / level.levels.length //add 1 extra difficulty step for each time you have cleared all the levels
+ for (let i = 0; i < len; i++) level.difficultyIncrease(game.difficultyMode)
+
level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
//reset lost mod display
diff --git a/js/mods.js b/js/mods.js
index 4ab8ffd..0188f40 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -6,6 +6,12 @@ const mod = {
mod.mods[i].isLost = false
mod.mods[i].count = 0
}
+ // mod.nailBotCount = 0;
+ // mod.foamBotCount = 0;
+ // mod.boomBotCount = 0;
+ // mod.laserBotCount = 0;
+ // mod.orbitalBotCount = 0;
+ // mod.plasmaBotCount = 0;
mod.armorFromPowerUps = 0;
mod.totalCount = 0;
game.updateModHUD();
@@ -46,6 +52,14 @@ const mod = {
game.updateModHUD();
}
},
+ setModToNonRefundable(name) {
+ for (let i = 0; i < mod.mods.length; i++) {
+ if (mod.mods.name === name) {
+ mod.mods[i].isNonRefundable = true;
+ return
+ }
+ }
+ },
// giveBasicMod(index = 'random') {
// // if (isNaN(index)) { //find index by name
// // let found = false;
@@ -92,7 +106,7 @@ const mod = {
if (mod.isEnergyLoss) dmg *= 1.5;
if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
if (mod.restDamage > 1 && player.speed < 1) dmg *= mod.restDamage
- if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 7;
+ if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 8;
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
if (mod.isRerollDamage) dmg *= 1 + 0.04 * powerUps.reroll.rerolls
if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
@@ -109,7 +123,7 @@ const mod = {
},
mods: [{
name: "capacitor",
- description: "increase damage by 1%
for every 7 stored energy",
+ description: "increase damage by 1%
for every 8 stored energy",
maxCount: 1,
count: 0,
allowed() {
@@ -1028,7 +1042,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.isStunField || mod.isPulseStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.isPilotFreeze || mod.haveGunCheck("ice IX") || mod.isCloakStun || mod.orbitBotCount > 1 || mod.isWormholeDamage
+ return mod.isStunField || mod.isPulseStun || mod.oneSuperBall || mod.isHarmFreeze || mod.isIceField || mod.isIceCrystals || mod.isSporeFreeze || mod.isAoESlow || mod.isFreezeMobs || mod.haveGunCheck("ice IX") || mod.isCloakStun || mod.orbitBotCount > 1 || mod.isWormholeDamage
},
requires: "a freezing or stunning effect",
effect() {
@@ -1145,7 +1159,7 @@ const mod = {
allowed() {
return !mod.isEnergyLoss && !mod.isPiezo && !mod.isRewindAvoidDeath && !mod.isSpeedHarm && mech.fieldUpgrades[mech.fieldMode].name !== "negative mass field"
},
- requires: "not piezoelectricity, acute stress response, 1st law, negative mass field",
+ requires: "not exothermic process, piezoelectricity, CPT, 1st law, negative mass field",
effect: () => {
mech.health = 0
// mech.displayHealth();
@@ -1428,9 +1442,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.duplicationChance() > 0 && !mod.isDeterminism
+ return !mod.isDeterminism
},
- requires: "a chance to duplicate power ups, not determinism",
+ requires: "not determinism",
effect() {
mod.isCancelDuplication = true
mod.cancelCount = 0
@@ -1823,7 +1837,6 @@ const mod = {
//remove active bullets //to get rid of bots
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = [];
-
let count = 0 //count mods
for (let i = 0, len = mod.mods.length; i < len; i++) { // spawn new mods power ups
if (!mod.mods[i].isNonRefundable) count += mod.mods[i].count
@@ -2304,7 +2317,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.haveGunCheck("wave beam")
+ return mod.haveGunCheck("wave beam") && !mod.isExtruder
},
requires: "wave beam",
effect() {
@@ -2320,7 +2333,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.haveGunCheck("wave beam") && !mod.isWaveReflect
+ return mod.haveGunCheck("wave beam") && !mod.isWaveReflect && !mod.isExtruder
},
requires: "wave beam",
effect() {
@@ -2338,7 +2351,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.haveGunCheck("wave beam") && mod.waveSpeedMap !== 3
+ return mod.haveGunCheck("wave beam") && mod.waveSpeedMap !== 3 && !mod.isExtruder
},
requires: "wave beam",
effect() {
@@ -3128,36 +3141,46 @@ const mod = {
mech.energy = 0.01;
//fill array of available bots
const notUpgradedBots = []
- if (!mod.isNailBotUpgrade) {
- notUpgradedBots.push(() => {
- mod.giveMod("nail-bot upgrade")
- for (let i = 0; i < 2; i++) mod.giveMod("nail-bot")
- })
- }
- if (!mod.isFoamBotUpgrade) {
- notUpgradedBots.push(() => {
- mod.giveMod("foam-bot upgrade")
- for (let i = 0; i < 2; i++) mod.giveMod("foam-bot")
- })
- }
- if (!mod.isBoomBotUpgrade) {
- notUpgradedBots.push(() => {
- mod.giveMod("boom-bot upgrade")
- for (let i = 0; i < 2; i++) mod.giveMod("boom-bot")
- })
- }
- if (!mod.isLaserBotUpgrade) {
- notUpgradedBots.push(() => {
- mod.giveMod("laser-bot upgrade")
- for (let i = 0; i < 2; i++) mod.giveMod("laser-bot")
- })
- }
- if (!mod.isOrbitBotUpgrade) {
- notUpgradedBots.push(() => {
- mod.giveMod("orbital-bot upgrade")
- for (let i = 0; i < 2; i++) mod.giveMod("orbital-bot")
- })
- }
+ if (!mod.isNailBotUpgrade) notUpgradedBots.push(() => {
+ mod.giveMod("nail-bot upgrade")
+ mod.setModToNonRefundable("nail-bot upgrade")
+ for (let i = 0; i < 2; i++) {
+ b.nailBot()
+ mod.nailBotCount++;
+ }
+ })
+ if (!mod.isFoamBotUpgrade) notUpgradedBots.push(() => {
+ mod.giveMod("foam-bot upgrade")
+ mod.setModToNonRefundable("foam-bot upgrade")
+ for (let i = 0; i < 2; i++) {
+ b.foamBot()
+ mod.foamBotCount++;
+ }
+ })
+ if (!mod.isBoomBotUpgrade) notUpgradedBots.push(() => {
+ mod.giveMod("boom-bot upgrade")
+ mod.setModToNonRefundable("boom-bot upgrade")
+ for (let i = 0; i < 2; i++) {
+ b.boomBot()
+ mod.boomBotCount++;
+ }
+ })
+ if (!mod.isLaserBotUpgrade) notUpgradedBots.push(() => {
+ mod.giveMod("laser-bot upgrade")
+ mod.setModToNonRefundable("laser-bot upgrade")
+ for (let i = 0; i < 2; i++) {
+ b.laserBot()
+ mod.laserBotCount++;
+ }
+ })
+ if (!mod.isOrbitBotUpgrade) notUpgradedBots.push(() => {
+ mod.giveMod("orbital-bot upgrade")
+ mod.setModToNonRefundable("orbital-bot upgrade")
+ for (let i = 0; i < 2; i++) {
+ b.orbitalBot()
+ mod.orbitalBotCount++;
+ }
+ })
//choose random function from the array and run it
notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]()
},
@@ -3225,7 +3248,6 @@ const mod = {
},
remove() {
mod.isHarmReduce = false;
- // if (mech.fieldUpgrades[mech.fieldMode].name === "negative mass field") mech.setField("negative mass field") //reset harm reduction
}
},
{
@@ -3245,19 +3267,19 @@ const mod = {
}
},
{
- name: "negative temperature",
- description: "negative mass field uses energy
to freeze each mob caught in it's effect",
+ name: "Bose Einstein condensate",
+ description: "mobs inside your field are frozen
pilot wave, negative mass, time dilation",
maxCount: 1,
count: 0,
allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "negative mass field"
+ return mech.fieldUpgrades[mech.fieldMode].name === "pilot wave" || mech.fieldUpgrades[mech.fieldMode].name === "negative mass field" || mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
},
- requires: "negative mass field",
+ requires: "pilot wave, negative mass field, time dilation field",
effect() {
- mod.isFreezeMobs = true;
+ mod.isFreezeMobs = true
},
remove() {
- mod.isFreezeMobs = false;
+ mod.isFreezeMobs = false
}
},
{
@@ -3293,6 +3315,22 @@ const mod = {
mod.plasmaBotCount = 0;
}
},
+ {
+ name: "micro-extruder",
+ description: "plasma torch ejects a thin hot wire
increases damage, and energy drain",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mech.fieldUpgrades[mech.fieldMode].name === "plasma torch"
+ },
+ requires: "plasma torch",
+ effect() {
+ mod.isExtruder = true;
+ },
+ remove() {
+ mod.isExtruder = false;
+ }
+ },
{
name: "timelike world line",
description: "time dilation doubles your relative time rate
and makes you immune to harm",
@@ -3401,22 +3439,6 @@ const mod = {
b.setFireCD();
}
},
- {
- name: "Bose Einstein condensate",
- description: "mobs in superposition with the pilot wave
are frozen for 2 seconds",
- maxCount: 1,
- count: 0,
- allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "pilot wave"
- },
- requires: "pilot wave",
- effect() {
- mod.isPilotFreeze = true
- },
- remove() {
- mod.isPilotFreeze = false
- }
- },
{
name: "cosmic string",
description: "stun and do radioactive damage to mobs
if you tunnel through them with a wormhole",
@@ -3647,7 +3669,6 @@ const mod = {
isNailPoison: null,
isEnergyHealth: null,
isPulseStun: null,
- isPilotFreeze: null,
restDamage: null,
isRPG: null,
is3Missiles: null,
@@ -3750,5 +3771,6 @@ const mod = {
isMaxEnergyMod: null,
isLowEnergyDamage: null,
isRewindBot: null,
- isRewindGrenade: null
+ isRewindGrenade: null,
+ isExtruder: null
}
\ No newline at end of file
diff --git a/js/player.js b/js/player.js
index 909c28f..4cbad6a 100644
--- a/js/player.js
+++ b/js/player.js
@@ -491,7 +491,7 @@ const mech = {
},
rewind(steps) {
if (mod.isRewindGrenade) {
- for (let i = 1, len = Math.floor(1.5 + steps / 40); i < len; i++) {
+ for (let i = 1, len = Math.floor(2 + steps / 40); i < len; i++) {
b.grenade(Vector.add(mech.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -i * Math.PI / len) //fire different angles for each grenade
const who = bullet[bullet.length - 1]
if (mod.isVacuumBomb) {
@@ -1163,6 +1163,8 @@ const mech = {
} else {
mech.drawHold(who);
}
+ // if (mod.isFreezeMobs) mobs.statusSlow(who, 60) //this works but doesn't have a fun effect
+
// mech.holdingTarget = null
//knock backs
if (mech.fieldShieldingScale > 0) {
@@ -1293,7 +1295,14 @@ const mech = {
}
}
}
- wake(mob);
+ if (mod.isFreezeMobs) {
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ Matter.Sleeping.set(mob[i], false)
+ mobs.statusSlow(mob[i], 60)
+ }
+ } else {
+ wake(mob);
+ }
wake(body);
wake(bullet);
for (let i = 0, len = cons.length; i < len; i++) {
@@ -1396,10 +1405,6 @@ const mech = {
effect: () => {
mech.fieldShieldingScale = 0;
mech.grabPowerUpRange2 = 10000000
- // mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
- // mech.fieldMeterColor = "#0af"
- // mech.fieldArc = 0.3; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
- // mech.calculateFieldThreshold();
mech.hold = function() {
const wave = Math.sin(mech.cycle * 0.022);
mech.fieldRange = 170 + 12 * wave
@@ -1643,137 +1648,10 @@ const mech = {
} else if (input.field && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
- const DRAIN = 0.0012
- if (mech.energy > DRAIN) {
- mech.energy -= DRAIN;
- if (mech.energy < 0) {
- mech.fieldCDcycle = mech.cycle + 120;
- mech.energy = 0;
- }
- //calculate laser collision
- let best;
- let range = mod.isPlasmaRange * (120 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
- // const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
- const path = [{
- x: mech.pos.x + 20 * Math.cos(mech.angle),
- y: mech.pos.y + 20 * Math.sin(mech.angle)
- },
- {
- x: mech.pos.x + range * Math.cos(mech.angle),
- y: mech.pos.y + range * Math.sin(mech.angle)
- }
- ];
- const vertexCollision = function(v1, v1End, domain) {
- for (let i = 0; i < domain.length; ++i) {
- let vertices = domain[i].vertices;
- const len = vertices.length - 1;
- for (let j = 0; j < len; j++) {
- results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
- if (results.onLine1 && results.onLine2) {
- const dx = v1.x - results.x;
- const dy = v1.y - results.y;
- const dist2 = dx * dx + dy * dy;
- if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
- best = {
- x: results.x,
- y: results.y,
- dist2: dist2,
- who: domain[i],
- v1: vertices[j],
- v2: vertices[j + 1]
- };
- }
- }
- }
- results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
- if (results.onLine1 && results.onLine2) {
- const dx = v1.x - results.x;
- const dy = v1.y - results.y;
- const dist2 = dx * dx + dy * dy;
- if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
- best = {
- x: results.x,
- y: results.y,
- dist2: dist2,
- who: domain[i],
- v1: vertices[0],
- v2: vertices[len]
- };
- }
- }
- }
- };
-
- //check for collisions
- best = {
- x: null,
- y: null,
- dist2: Infinity,
- who: null,
- v1: null,
- v2: null
- };
- vertexCollision(path[0], path[1], mob);
- vertexCollision(path[0], path[1], map);
- vertexCollision(path[0], path[1], body);
- if (best.dist2 != Infinity) { //if hitting something
- path[path.length - 1] = {
- x: best.x,
- y: best.y
- };
- if (best.who.alive) {
- const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
- best.who.damage(dmg);
- best.who.locatePlayer();
-
- //push mobs away
- const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
- Matter.Body.applyForce(best.who, path[1], force)
- Matter.Body.setVelocity(best.who, { //friction
- x: best.who.velocity.x * 0.7,
- y: best.who.velocity.y * 0.7
- });
- //draw mob damage circle
- game.drawList.push({
- x: path[1].x,
- y: path[1].y,
- radius: Math.sqrt(dmg) * 50,
- color: "rgba(255,0,255,0.2)",
- time: game.drawTime * 4
- });
- } else if (!best.who.isStatic) {
- //push blocks away
- const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
- Matter.Body.applyForce(best.who, path[1], force)
- }
- }
-
- //draw blowtorch laser beam
- ctx.strokeStyle = "rgba(255,0,255,0.1)"
- ctx.lineWidth = 14
- ctx.beginPath();
- ctx.moveTo(path[0].x, path[0].y);
- ctx.lineTo(path[1].x, path[1].y);
- ctx.stroke();
- ctx.strokeStyle = "#f0f";
- ctx.lineWidth = 2
- ctx.stroke();
-
- //draw electricity
- const Dx = Math.cos(mech.angle);
- const Dy = Math.sin(mech.angle);
- let x = mech.pos.x + 20 * Dx;
- let y = mech.pos.y + 20 * Dy;
- ctx.beginPath();
- ctx.moveTo(x, y);
- const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
- for (let i = 0; i < 8; i++) {
- x += step * (Dx + 1.5 * (Math.random() - 0.5))
- y += step * (Dy + 1.5 * (Math.random() - 0.5))
- ctx.lineTo(x, y);
- }
- ctx.lineWidth = 2 * Math.random();
- ctx.stroke();
+ if (mod.isExtruder) {
+ b.extruder();
+ } else {
+ b.plasma();
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
@@ -2270,7 +2148,7 @@ const mech = {
}
}
- if (mod.isPilotFreeze) {
+ if (mod.isFreezeMobs) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, mech.fieldPosition)) < mech.fieldRadius) {
mobs.statusSlow(mob[i], 120)
diff --git a/js/spawn.js b/js/spawn.js
index b3b0faa..bba1cb6 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -101,6 +101,16 @@ const spawn = {
level.bossKilled = true;
level.exit.x = 5500;
level.exit.y = -330;
+
+ //pull in particles
+ for (let i = 0, len = body.length; i < len; ++i) { //push blocks away horizontally
+ const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, body[i].position)), 65)
+ const pushUp = Vector.add(velocity, { x: 0, y: -0.3 })
+ Matter.Body.setVelocity(body[i], Vector.add(body[i].velocity, pushUp));
+ }
+ //ramp up damage
+ for (let i = 0; i < 5; i++) level.difficultyIncrease(game.difficultyMode)
+
};
me.onDamage = function() {};
me.cycle = 420;
@@ -132,7 +142,7 @@ const spawn = {
Matter.Body.scale(this, 10, 10);
Matter.Body.setDensity(me, density); //extra dense //normal is 0.001 //makes effective life much larger
if (!this.isShielded) spawn.shield(this, x, y, 1); // regen shield to also prevent stun
- for (let i = 0, len = body.length; i < len; ++i) {
+ for (let i = 0, len = body.length; i < len; ++i) { //push blocks away horizontally
if (body[i].position.x > this.position.x) {
body[i].force.x = 0.5
} else {
diff --git a/todo.txt b/todo.txt
index 2c84171..cedf11b 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,17 +1,43 @@
******************************************************** NEXT PATCH ********************************************************
-catabolism - 2% (was 2.3%) of max health removed
-many worlds - spawns 2 rerolls (was 1)
-pilot wave field- now has access to several mods that normally require other fields
- this plus the fragmenting block mod are a big buff for late game pilot wave
- let me know if it is too strong
+wave beam damage works better vs. high mass mobs
+ also more damage and ammo
+
+mod plasma torch: extruder - plasma torch ejects a thin hot wire, does more damage, but drains more energy
+
+mod: Bose Einstein condensate - freeze mobs inside your field
+ pilot wave, negative mass field, time dilation field
+
+difficulty - after you clear the finalBoss, difficulty increase per level is now lower
+ but, when the finalBoss dies difficulty immediately increases greatly
+
+ difficulty used to work like this:
+ (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies)
+ (+2,3,4 per level) 12,14,16,19,22,25,29,33,37,41, (final boss dies)
+ (+4 per level) 44,48,52,56 ...
+
+ difficulty works like this now:
+ (+1 per level) 0,1,2,3,4,5,6,7,8,9,10, (final boss dies +5)
+ (+2 per level) 17,19,21,23,25,27,29,31,33,35, (final boss dies +5)
+ (+3 per level) 43,46,49,52 ...
+
+ difficulty mode scales these numbers
+ easy: x1, normal: x2, hard: x4, why: x6
+
+ each time difficulty increases:
+ game.dmgScale = 0.38 * game.difficulty //damage done by mobs increases each level
+ b.dmgScale *= 0.93; // your damage goes down
+ game.healScale = 1 / (1 + game.difficulty * 0.06) //healing goes down
+ if (game.accelScale < 5) game.accelScale *= 1.02 //mob acceleration increases each level, but is capped
+ if (game.lookFreqScale > 0.2) game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level, but is capped
+ if (game.CDScale > 0.2) game.CDScale *= 0.97 //mob ability cooldown time decreases each level, but is capped
-mod nano-scale: bot prototypes - upgrade a bot type and build 2 of that bot
-mod nano-scale: bot manufacturing - build 3 random bots
- these mods don't show up in custom
******************************************************** BUGS ********************************************************
+entering custom, after dieing makes all mods look white (not disabled)
+ this goes away after clicking something so it seems to be only a graphical issue
+
(not able to reproduce, might be fixed) possible bug with neutron rewind
status doesn't apply correctly for spawned neutron bombs that are stuck to a shield
also saw neutron bombs bounce off shield, for normal bullets
@@ -42,6 +68,17 @@ mod and mob are too similar
******************************************************** TODO ********************************************************
+
+mod plasma torch: extruder speed is improved
+
+color/highlight field or gun mods in selection menu (or custom)
+ to show that they are special
+
+mechanic - Your energy regen is only active when field and gun have not been used for 5 seconds.
+
+divide supercapacitator into 2-3 stacks
+ smaller effect for stack 1, but overall bigger effect at 3
+
be able to open up custom mode in the normal game
might need to be rebuilt from scratch
while in through testing mode?