extruder
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
This commit is contained in:
264
js/bullet.js
264
js/bullet.js
@@ -678,6 +678,262 @@ const b = {
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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lastAngle: 0,
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extruder() {
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const color = "#f07"
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const DRAIN = 0.00014 + mech.fieldRegen
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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ctx.lineWidth = 5;
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ctx.strokeStyle = color
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ctx.beginPath(); //draw all the wave bullets
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for (let i = 0, len = bullet.length; i < len; i++) {
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if (bullet[i].isBranch) {
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ctx.stroke();
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ctx.beginPath(); //draw all the wave bullets
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} else if (bullet[i].isWave) ctx.lineTo(bullet[i].position.x, bullet[i].position.y)
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}
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ctx.lineTo(mech.pos.x + 15 * Math.cos(mech.angle), mech.pos.y + 15 * Math.sin(mech.angle))
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ctx.stroke();
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} else {
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mech.fireCDcycle = mech.cycle + 60; // cool down
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for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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if (bullet[i].isWave) {
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bullet[i].isWave = false
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bullet[i].endCycle = 0
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}
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}
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return
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}
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const SPEED = 13
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const me = bullet.length;
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const where = Vector.add(mech.pos, player.velocity)
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bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(mech.angle), where.y + 20 * Math.sin(mech.angle), 3, 0.01, {
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cycle: -0.5,
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isWave: true,
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endCycle: game.cycle + 50 * mod.isPlasmaRange,
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inertia: Infinity,
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frictionAir: 0,
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isInHole: true, //this keeps the bullet from entering wormholes
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minDmgSpeed: 0,
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dmg: b.dmgScale * 1.4, //damage also changes when you divide by mob.mass on in .do()
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isJustReflected: false,
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classType: "bullet",
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isBranch: false,
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restitution: 0,
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collisionFilter: {
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// category: 0,
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// mask: 0, //cat.mob | cat.mobBullet | cat.mobShield
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category: cat.bullet,
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mask: cat.map, //cat.mob | cat.mobBullet | cat.mobShield
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},
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beforeDmg() {},
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onEnd() {},
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do() {
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mech.fireCDcycle = mech.cycle //this is here to trigger cloaking field
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if (!input.field) {
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this.endCycle = 0;
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this.isWave = false
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return
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}
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if (!mech.isBodiesAsleep) {
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if (this.endCycle < game.cycle + 1) this.isWave = false
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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this.isBranch = true;
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// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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// if (bullet[i].isWave && bullet[i].cycle > this.cycle) {
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// bullet[i].isWave = false
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// bullet[i].endCycle = 0
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// }
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// }
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} else { //check if inside a body
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const q = Matter.Query.point(mob, this.position)
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for (let i = 0; i < q.length; i++) {
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Matter.Body.setVelocity(q[i], {
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x: q[i].velocity.x * 0.7,
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y: q[i].velocity.y * 0.7
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});
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Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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radius: Math.log(2 * dmg + 1.4) * 40,
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color: color,
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time: game.drawTime
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});
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}
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}
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this.cycle++
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const wiggleMag = (mech.crouch ? 6 : 12) * Math.cos(game.cycle * 0.09)
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.36)) //+ wiggleMag * Math.cos(game.cycle * 0.3))
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const velocity = Vector.mult(player.velocity, 0.3) //move with player
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Matter.Body.setPosition(this, Vector.add(velocity, Vector.add(this.position, wiggle)))
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// Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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}
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}
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(mech.angle),
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y: SPEED * Math.sin(mech.angle)
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});
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const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
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const angleDifference = 180 - Math.abs(Math.abs(b.lastAngle - mech.angle) - 180); //find the difference between current and previous angle
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b.lastAngle = mech.angle
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if (angleDifference > 0.5) { //don't draw stroke for this bullet
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bullet[me].isBranch = true;
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// for (let i = 0, len = bullet.length; i < len; i++) { //remove all bullets
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// if (bullet[i].isWave) {
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// bullet[i].isWave = false
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// bullet[i].endCycle = 0
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// }
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// }
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// return
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}
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},
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plasma() {
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const DRAIN = 0.00008 + mech.fieldRegen
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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//calculate laser collision
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let best;
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let range = mod.isPlasmaRange * (120 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
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// const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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},
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{
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x: mech.pos.x + range * Math.cos(mech.angle),
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y: mech.pos.y + range * Math.sin(mech.angle)
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}
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];
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const vertexCollision = function(v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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//check for collisions
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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vertexCollision(path[0], path[1], mob);
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vertexCollision(path[0], path[1], map);
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vertexCollision(path[0], path[1], body);
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if (best.dist2 != Infinity) { //if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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if (best.who.alive) {
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const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
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best.who.damage(dmg);
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best.who.locatePlayer();
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//push mobs away
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
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Matter.Body.applyForce(best.who, path[1], force)
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Matter.Body.setVelocity(best.who, { //friction
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x: best.who.velocity.x * 0.7,
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y: best.who.velocity.y * 0.7
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});
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//draw mob damage circle
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game.drawList.push({
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x: path[1].x,
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y: path[1].y,
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radius: Math.sqrt(dmg) * 50,
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color: "rgba(255,0,255,0.2)",
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time: game.drawTime * 4
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});
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} else if (!best.who.isStatic) {
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//push blocks away
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const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
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Matter.Body.applyForce(best.who, path[1], force)
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}
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}
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//draw blowtorch laser beam
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ctx.strokeStyle = "rgba(255,0,255,0.1)"
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ctx.lineWidth = 14
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ctx.beginPath();
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ctx.moveTo(path[0].x, path[0].y);
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ctx.lineTo(path[1].x, path[1].y);
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ctx.stroke();
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ctx.strokeStyle = "#f0f";
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ctx.lineWidth = 2
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ctx.stroke();
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//draw electricity
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const Dx = Math.cos(mech.angle);
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const Dy = Math.sin(mech.angle);
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let x = mech.pos.x + 20 * Dx;
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let y = mech.pos.y + 20 * Dy;
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ctx.beginPath();
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ctx.moveTo(x, y);
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const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
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for (let i = 0; i < 8; i++) {
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x += step * (Dx + 1.5 * (Math.random() - 0.5))
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y += step * (Dy + 1.5 * (Math.random() - 0.5))
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ctx.lineTo(x, y);
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}
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ctx.lineWidth = 2 * Math.random();
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ctx.stroke();
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}
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},
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laser(where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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@@ -2565,7 +2821,7 @@ const b = {
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frictionAir: 0,
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slow: 0,
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minDmgSpeed: 0,
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dmg: 0,
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dmg: b.dmgScale * (mod.waveHelix === 1 ? 0.6 : 0.75), //control damage also when you divide by mob.mass
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isJustReflected: false,
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classType: "bullet",
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collisionFilter: {
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@@ -2580,7 +2836,7 @@ const b = {
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// check if inside a mob
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q = Matter.Query.point(mob, this.position)
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for (let i = 0; i < q.length; i++) {
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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
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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@@ -2613,7 +2869,7 @@ const b = {
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for (let i = 0; i < q.length; i++) {
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slowCheck = 0.3;
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Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
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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
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let dmg = this.dmg / Math.min(10, q[i].mass)
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q[i].damage(dmg);
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q[i].foundPlayer();
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game.drawList.push({ //add dmg to draw queue
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@@ -2632,6 +2888,8 @@ const b = {
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}
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}
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this.cycle++
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//6 * Math.cos(this.cycle * 0.1) +
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// Math.cos(game.cycle * 0.09) *
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const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35) * ((i % 2) ? -1 : 1))
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Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
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}
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29
js/level.js
29
js/level.js
@@ -13,15 +13,15 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// game.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(99)
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// level.difficultyIncrease(19)
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// game.zoomScale = 1000;
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// game.setZoom();
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// mech.setField("wormhole")
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// b.giveGuns("grenades")
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// mod.isIncendiary = true
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// mod.is3Missiles = true
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// mod.giveMod("neutron bomb")
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// mod.giveMod("causality bombs")
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// mech.setField("plasma torch")
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// b.giveGuns("wave beam")
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// mod.giveMod("micro-extruder")
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// for (let i = 0; i < 15; i++) mod.giveMod("supply chain")
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -155,8 +155,8 @@ const level = {
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.boost(1500, 0, 900);
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// spawn.starter(1900, -500, 320)
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spawn.exploder(2900, -500)
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spawn.starter(1900, -500, 200)
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// spawn.exploder(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(1600, -500)
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@@ -3805,11 +3805,12 @@ const level = {
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},
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nextLevel() {
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if (level.bossKilled) level.levelsCleared++;
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level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
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if (level.levelsCleared > level.levels.length) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.25) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 1.5) level.difficultyIncrease(game.difficultyMode)
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if (level.levelsCleared > level.levels.length * 2) level.difficultyIncrease(game.difficultyMode)
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// level.difficultyIncrease(game.difficultyMode) //increase difficulty based on modes
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//difficulty is increased 5 times when finalBoss dies
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const len = level.levelsCleared / level.levels.length //add 1 extra difficulty step for each time you have cleared all the levels
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for (let i = 0; i < len; i++) level.difficultyIncrease(game.difficultyMode)
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level.onLevel++; //cycles map to next level
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if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
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//reset lost mod display
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132
js/mods.js
132
js/mods.js
@@ -6,6 +6,12 @@ const mod = {
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mod.mods[i].isLost = false
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mod.mods[i].count = 0
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}
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// mod.nailBotCount = 0;
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// mod.foamBotCount = 0;
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// mod.boomBotCount = 0;
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// mod.laserBotCount = 0;
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// mod.orbitalBotCount = 0;
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// mod.plasmaBotCount = 0;
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mod.armorFromPowerUps = 0;
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mod.totalCount = 0;
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game.updateModHUD();
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@@ -46,6 +52,14 @@ const mod = {
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game.updateModHUD();
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}
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},
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setModToNonRefundable(name) {
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for (let i = 0; i < mod.mods.length; i++) {
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if (mod.mods.name === name) {
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mod.mods[i].isNonRefundable = true;
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return
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}
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}
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},
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// giveBasicMod(index = 'random') {
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// // if (isNaN(index)) { //find index by name
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// // let found = false;
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@@ -92,7 +106,7 @@ const mod = {
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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 <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>7</strong> stored <strong class='color-f'>energy</strong>",
|
||||
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>8</strong> stored <strong class='color-f'>energy</strong>",
|
||||
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(() => {
|
||||
if (!mod.isNailBotUpgrade) notUpgradedBots.push(() => {
|
||||
mod.giveMod("nail-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) mod.giveMod("nail-bot")
|
||||
})
|
||||
mod.setModToNonRefundable("nail-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) {
|
||||
b.nailBot()
|
||||
mod.nailBotCount++;
|
||||
}
|
||||
if (!mod.isFoamBotUpgrade) {
|
||||
notUpgradedBots.push(() => {
|
||||
})
|
||||
if (!mod.isFoamBotUpgrade) notUpgradedBots.push(() => {
|
||||
mod.giveMod("foam-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) mod.giveMod("foam-bot")
|
||||
})
|
||||
mod.setModToNonRefundable("foam-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) {
|
||||
b.foamBot()
|
||||
mod.foamBotCount++;
|
||||
}
|
||||
if (!mod.isBoomBotUpgrade) {
|
||||
notUpgradedBots.push(() => {
|
||||
})
|
||||
if (!mod.isBoomBotUpgrade) notUpgradedBots.push(() => {
|
||||
mod.giveMod("boom-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) mod.giveMod("boom-bot")
|
||||
})
|
||||
mod.setModToNonRefundable("boom-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) {
|
||||
b.boomBot()
|
||||
mod.boomBotCount++;
|
||||
}
|
||||
if (!mod.isLaserBotUpgrade) {
|
||||
notUpgradedBots.push(() => {
|
||||
})
|
||||
if (!mod.isLaserBotUpgrade) notUpgradedBots.push(() => {
|
||||
mod.giveMod("laser-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) mod.giveMod("laser-bot")
|
||||
})
|
||||
mod.setModToNonRefundable("laser-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) {
|
||||
b.laserBot()
|
||||
mod.laserBotCount++;
|
||||
}
|
||||
if (!mod.isOrbitBotUpgrade) {
|
||||
notUpgradedBots.push(() => {
|
||||
})
|
||||
if (!mod.isOrbitBotUpgrade) notUpgradedBots.push(() => {
|
||||
mod.giveMod("orbital-bot upgrade")
|
||||
for (let i = 0; i < 2; i++) mod.giveMod("orbital-bot")
|
||||
})
|
||||
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: "<strong>negative mass field</strong> uses <strong class='color-f'>energy</strong><br>to <strong class='color-s'>freeze</strong> each mob caught in it's effect",
|
||||
name: "Bose Einstein condensate",
|
||||
description: "<strong>mobs</strong> inside your <strong class='color-f'>field</strong> are <strong class='color-s'>frozen</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
|
||||
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: "<strong class='color-plasma'>plasma</strong> torch ejects a thin <strong class='color-plasma'>hot</strong> wire<br>increases <strong class='color-d'>damage</strong>, and <strong class='color-f'>energy</strong> 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: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
|
||||
@@ -3401,22 +3439,6 @@ const mod = {
|
||||
b.setFireCD();
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "Bose Einstein condensate",
|
||||
description: "<strong>mobs</strong> in superposition with the <strong>pilot wave</strong><br>are <strong class='color-s'>frozen</strong> for <strong>2</strong> 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: "<strong>stun</strong> and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> to <strong>mobs</strong><br>if you tunnel through them with a <strong class='color-worm'>wormhole</strong>",
|
||||
@@ -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
|
||||
}
|
||||
152
js/player.js
152
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 = {
|
||||
}
|
||||
}
|
||||
}
|
||||
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)
|
||||
|
||||
12
js/spawn.js
12
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 {
|
||||
|
||||
53
todo.txt
53
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?
|
||||
|
||||
Reference in New Issue
Block a user