From 9bc927d7ade7c3a4a0996cd04e6f1a7bdd631ef9 Mon Sep 17 00:00:00 2001 From: landgreen Date: Wed, 1 Jun 2022 19:34:29 -0700 Subject: [PATCH] path intergral boss orbitals and mineBoss mines are destroyed when you deflect them with your field drones, spores and other bullets that target mobs, will not target invulnerable mobs timeSKipBoss is a bit slower with a bit less time skipping fixed color to better match level background colors JUNK tech: path integral - your next tech choice has almost all possible choices bug fixes --- .DS_Store | Bin 6148 -> 6148 bytes js/bullet.js | 330 ++++++++++++++++++++++++++------------------------ js/index.js | 2 +- js/level.js | 68 +++++------ js/player.js | 10 +- js/powerup.js | 4 + js/spawn.js | 16 +-- js/tech.js | 284 +++++++++++++++++++++++-------------------- todo.txt | 47 +++---- 9 files changed, 395 insertions(+), 366 deletions(-) diff --git a/.DS_Store b/.DS_Store index 2bf93988860c837ce228eb88b1778a8841b9b0a8..8eea4f3a7906fae3cb034d7b1e369aaa5add71ef 100644 GIT binary patch delta 21 ccmZoMXffEJ#muDGFj 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target - if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target - closest.score = dist - closest.position = mob[i].position - } - } - } - if (!closest.position) { - // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000) - closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000) - } - const me = bullet.length; - bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], { - cycle: 0, - angle: angle, - friction: 1, - frictionAir: 0.15, - thrustMag: 0.03, - turnRate: 0.15, //0.015 - drawStringControlMagnitude: 3000 + 5000 * Math.random(), - drawStringFlip: (Math.round(Math.random()) ? 1 : -1), - dmg: 7, //damage done in addition to the damage from momentum - classType: "bullet", - endCycle: simulation.cycle + 120, - collisionFilter: { - category: cat.bullet, - mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield, - }, - minDmgSpeed: 0, - lookFrequency: Math.floor(7 + Math.random() * 3), - density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed - beforeDmg(who) { - if (tech.isShieldPierce && who.isShielded) { //disable shields - who.isShielded = false - requestAnimationFrame(() => { who.isShielded = true }); - } - if (tech.fragments) { - b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random())) - this.endCycle = 0; - } - if (!who.isBadTarget) { - this.frictionAir = 0.01 - this.do = this.doNoTargeting - } - }, - onEnd() {}, - doNoTargeting: function() { - // this.force.y += this.mass * 0.001; - if (Matter.Query.collides(this, map).length) { //stick in walls - this.collisionFilter.mask = 0; - Matter.Body.setAngularVelocity(this, 0) - Matter.Body.setVelocity(this, { - x: 0, - y: 0 - }); - this.do = () => { - // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001; - } - } - }, - do() { - this.cycle++ - // if (this.cycle > 40) { - // this.frictionAir = 0.003 - // this.do = this.doNoTargeting - // } - // if (closest.target) { //rotate towards the target - const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) }; - const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position)); - const cross = Vector.cross(vectorGoal, face) - if (cross > 0.01) { - Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross)); - } else if (cross < 0.01) { - Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross))); - } - this.force.x += this.thrustMag * this.mass * Math.cos(this.angle); - this.force.y += this.thrustMag * this.mass * Math.sin(this.angle); - // } - if (Matter.Query.collides(this, map).length) { //stick in walls - this.collisionFilter.mask = 0; - Matter.Body.setAngularVelocity(this, 0) - Matter.Body.setVelocity(this, { - x: 0, - y: 0 - }); - this.do = this.doNoTargeting - } - // else if (!(this.cycle % 2)) { //look for a target if you don't have one - // simulation.drawList.push({ //add dmg to draw queue - // x: this.position.x, - // y: this.position.y, - // radius: 10, - // color: simulation.mobDmgColor, - // time: simulation.drawTime - // }); - // let closest = { - // distance: 2000, - // target: null - // } - // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1 - // for (let i = 0, len = mob.length; i < len; ++i) { - // if ( - // mob[i].alive && !mob[i].isBadTarget && - // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight - // Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors - // ) { - // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - // if (dist < closest.distance) { - // closest.distance = dist - // closest.target = mob[i] - // } - // } - // } - // if (closest.target) { - // target = closest.target - // this.turnRate = 0.05 - // this.frictionAir = 0.8 - // } - // } - }, - }); - Matter.Body.setVelocity(bullet[me], { - x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle), - y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle) - }); - // if (!closest.target) { - // bullet[me].frictionAir = 0.002 - // bullet[me].do = bullet[me].doNoTargeting - // } - Composite.add(engine.world, bullet[me]); //add bullet to world + // dart(where, angle = m.angle, size = 0.8) { + // //find a target + // const closest = { + // score: 10000, + // position: null + // } + // for (let i = 0, len = mob.length; i < len; ++i) { + // if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) { + // const dot = Vector.dot({ x: Math.cos(angle), y: Math.sin(angle) }, Vector.normalise(Vector.sub(mob[i].position, where))) //the dot product of diff and dir will return how much over lap between the vectors + // const dist = Vector.magnitude(Vector.sub(where, mob[i].position)) + // // if (dist < closest.score && ((dist > 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target + // if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target + // closest.score = dist + // closest.position = mob[i].position + // } + // } + // } + // if (!closest.position) { + // // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000) + // closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000) + // } + // const me = bullet.length; + // bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], { + // cycle: 0, + // angle: angle, + // friction: 1, + // frictionAir: 0.15, + // thrustMag: 0.03, + // turnRate: 0.15, //0.015 + // drawStringControlMagnitude: 3000 + 5000 * Math.random(), + // drawStringFlip: (Math.round(Math.random()) ? 1 : -1), + // dmg: 7, //damage done in addition to the damage from momentum + // classType: "bullet", + // endCycle: simulation.cycle + 120, + // collisionFilter: { + // category: cat.bullet, + // mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield, + // }, + // minDmgSpeed: 0, + // lookFrequency: Math.floor(7 + Math.random() * 3), + // density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed + // beforeDmg(who) { + // if (tech.isShieldPierce && who.isShielded) { //disable shields + // who.isShielded = false + // requestAnimationFrame(() => { who.isShielded = true }); + // } + // if (tech.fragments) { + // b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random())) + // this.endCycle = 0; + // } + // if (!who.isBadTarget) { + // this.frictionAir = 0.01 + // this.do = this.doNoTargeting + // } + // }, + // onEnd() {}, + // doNoTargeting: function() { + // // this.force.y += this.mass * 0.001; + // if (Matter.Query.collides(this, map).length) { //stick in walls + // this.collisionFilter.mask = 0; + // Matter.Body.setAngularVelocity(this, 0) + // Matter.Body.setVelocity(this, { + // x: 0, + // y: 0 + // }); + // this.do = () => { + // // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001; + // } + // } + // }, + // do() { + // this.cycle++ + // // if (this.cycle > 40) { + // // this.frictionAir = 0.003 + // // this.do = this.doNoTargeting + // // } + // // if (closest.target) { //rotate towards the target + // const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) }; + // const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position)); + // const cross = Vector.cross(vectorGoal, face) + // if (cross > 0.01) { + // Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross)); + // } else if (cross < 0.01) { + // Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross))); + // } + // this.force.x += this.thrustMag * this.mass * Math.cos(this.angle); + // this.force.y += this.thrustMag * this.mass * Math.sin(this.angle); + // // } + // if (Matter.Query.collides(this, map).length) { //stick in walls + // this.collisionFilter.mask = 0; + // Matter.Body.setAngularVelocity(this, 0) + // Matter.Body.setVelocity(this, { + // x: 0, + // y: 0 + // }); + // this.do = this.doNoTargeting + // } + // // else if (!(this.cycle % 2)) { //look for a target if you don't have one + // // simulation.drawList.push({ //add dmg to draw queue + // // x: this.position.x, + // // y: this.position.y, + // // radius: 10, + // // color: simulation.mobDmgColor, + // // time: simulation.drawTime + // // }); + // // let closest = { + // // distance: 2000, + // // target: null + // // } + // // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1 + // // for (let i = 0, len = mob.length; i < len; ++i) { + // // if ( + // // mob[i].alive && !mob[i].isBadTarget && + // // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight + // // Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors + // // ) { + // // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) + // // if (dist < closest.distance) { + // // closest.distance = dist + // // closest.target = mob[i] + // // } + // // } + // // } + // // if (closest.target) { + // // target = closest.target + // // this.turnRate = 0.05 + // // this.frictionAir = 0.8 + // // } + // // } + // }, + // }); + // Matter.Body.setVelocity(bullet[me], { + // x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle), + // y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle) + // }); + // // if (!closest.target) { + // // bullet[me].frictionAir = 0.002 + // // bullet[me].do = bullet[me].doNoTargeting + // // } + // Composite.add(engine.world, bullet[me]); //add bullet to world - }, + // }, grapple(where, angle = m.angle, harpoonSize = 1) { const me = bullet.length; const returnRadius = 100 * Math.sqrt(harpoonSize) @@ -2012,7 +2013,8 @@ const b = { for (let i = 0, len = mob.length; i < len; ++i) { if ( mob[i].alive && !mob[i].isBadTarget && - Matter.Query.ray(map, this.position, mob[i].position).length === 0 + Matter.Query.ray(map, this.position, mob[i].position).length === 0 && + !mob[i].isInvulnerable // && Matter.Query.ray(body, this.position, mob[i].position).length === 0 ) { const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position)); @@ -2639,7 +2641,8 @@ const b = { !mob[i].isBadTarget && Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 700 + mob[i].radius + random && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && - Matter.Query.ray(body, this.position, mob[i].position).length === 0 + Matter.Query.ray(body, this.position, mob[i].position).length === 0 && + !mob[i].isInvulnerable ) { if (tech.isExplosionStun) b.AoEStunEffect(this.position, 700 + mob[i].radius + random); if (tech.isMineSentry) { @@ -2753,7 +2756,7 @@ const b = { this.lockedOn = null; let closeDist = Infinity; for (let i = 0, len = mob.length; i < len; ++i) { - if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) { + if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) { const targetVector = Vector.sub(this.position, mob[i].position) const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5); if (dist < closeDist) { @@ -2841,7 +2844,7 @@ const b = { this.lockedOn = null; let closeDist = Infinity; for (let i = 0, len = mob.length; i < len; ++i) { - if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) { + if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) { const targetVector = Vector.sub(this.position, mob[i].position) const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5); if (dist < closeDist) { @@ -2957,7 +2960,8 @@ const b = { if ( !mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && - Matter.Query.ray(body, this.position, mob[i].position).length === 0 + Matter.Query.ray(body, this.position, mob[i].position).length === 0 && + !mob[i].isInvulnerable ) { const TARGET_VECTOR = Vector.sub(this.position, mob[i].position) const DIST = Vector.magnitude(TARGET_VECTOR); @@ -3059,7 +3063,6 @@ const b = { Matter.Body.scale(this, scale, scale); } else { this.force.y += this.mass * 0.0002; - if (!(simulation.cycle % this.lookFrequency)) { //find mob targets this.lockedOn = null; @@ -3068,7 +3071,8 @@ const b = { if ( !mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && - Matter.Query.ray(body, this.position, mob[i].position).length === 0 + Matter.Query.ray(body, this.position, mob[i].position).length === 0 && + !mob[i].isInvulnerable ) { const TARGET_VECTOR = Vector.sub(this.position, mob[i].position) const DIST = Vector.magnitude(TARGET_VECTOR); @@ -3297,7 +3301,8 @@ const b = { if ( !mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && - Matter.Query.ray(body, this.position, mob[i].position).length === 0 + Matter.Query.ray(body, this.position, mob[i].position).length === 0 && + !mob[i].isInvulnerable ) { const TARGET_VECTOR = Vector.sub(this.position, mob[i].position) const DIST = Vector.magnitude(TARGET_VECTOR); @@ -3785,9 +3790,10 @@ const b = { const dist = Vector.magnitude(Vector.sub(position, mob[i].position)); if ( dist < range + mob[i].radius && - (!mob[i].isBadTarget) && //|| mob[i].isMobBullet + !mob[i].isBadTarget && //|| mob[i].isMobBullet Matter.Query.ray(map, position, mob[i].position).length === 0 && - Matter.Query.ray(body, position, mob[i].position).length === 0 + Matter.Query.ray(body, position, mob[i].position).length === 0 && + !mob[i].isInvulnerable ) { targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles } @@ -4280,7 +4286,8 @@ const b = { dist < 3000000 && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && Matter.Query.ray(body, this.position, mob[i].position).length === 0 && - !mob[i].isShielded + !mob[i].isShielded && + !mob[i].isInvulnerable ) { const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position)) if (this.isUpgraded) { @@ -4338,7 +4345,8 @@ const b = { mob[i].alive && !mob[i].isBadTarget && dist2 > 40000 && - Matter.Query.ray(map, this.position, mob[i].position).length === 0 + Matter.Query.ray(map, this.position, mob[i].position).length === 0 && + !mob[i].isInvulnerable ) { this.cd = simulation.cycle + this.delay; const angle = Vector.angle(this.position, mob[i].position) @@ -4670,10 +4678,12 @@ const b = { let closeDist = tech.isPlasmaRange * 1000; for (let i = 0, len = mob.length; i < len; ++i) { const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius; - if (DIST < closeDist && - (!mob[i].isBadTarget || mob[i].isMobBullet) && + if ( + DIST < closeDist && (!mob[i].isBadTarget || mob[i].isMobBullet) && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && - Matter.Query.ray(body, this.position, mob[i].position).length === 0) { + Matter.Query.ray(body, this.position, mob[i].position).length === 0 && + !mob[i].isInvulnerable + ) { closeDist = DIST; this.lockedOn = mob[i] } @@ -6376,7 +6386,7 @@ const b = { const dir = { x: Math.cos(angle), y: Math.sin(angle) }; //make a vector for the player's direction of length 1; used in dot product for (let i = 0, len = mob.length; i < len; ++i) { - if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) { + if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) { const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors const dist = Vector.magnitude(Vector.sub(where, mob[i].position)) // console.log(dot, 0.95 - Math.min(dist * 0.00015, 0.3)) @@ -6521,7 +6531,7 @@ const b = { const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1) let targetCount = 0 for (let i = 0, len = mob.length; i < len; ++i) { - if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) { + if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) { const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors const dist = Vector.magnitude(Vector.sub(where, mob[i].position)) if (dist < range && dot > 0.9) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target @@ -6553,7 +6563,7 @@ const b = { //single harpoon const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product for (let i = 0, len = mob.length; i < len; ++i) { - if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) { + if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) { const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors const dist = Vector.magnitude(Vector.sub(where, mob[i].position)) if (dist < closest.distance && dot > 0.98 - Math.min(dist * 0.00014, 0.3)) { //target closest mob that player is looking at and isn't too close to target diff --git a/js/index.js b/js/index.js index bbb4704..8278b91 100644 --- a/js/index.js +++ b/js/index.js @@ -52,7 +52,7 @@ const cat = { } const color = { //light - background: "#ddd", + // background: "#ddd", // used instead: document.body.style.backgroundColor block: "rgba(140,140,140,0.85)", blockS: "#222", map: "#444", diff --git a/js/level.js b/js/level.js index c7c8af0..43a3512 100644 --- a/js/level.js +++ b/js/level.js @@ -18,14 +18,16 @@ const level = { // // simulation.isHorizontalFlipped = true // m.addHealth(Infinity) // m.setField("time dilation") - // b.giveGuns("nail gun") + // b.giveGuns("spores") // tech.giveTech("closed timelike curve") // tech.giveTech("retrocausality") - // tech.giveTech("pneumatic actuator") + // tech.giveTech("clock gating") // tech.giveTech("6s half-life") // for (let i = 0; i < 10; i++) tech.giveTech("replication") // tech.giveTech("eternalism") - // for (let i = 0; i < 10; i++) tech.giveTech("ammonium nitrate") + // m.maxHealth = 100 + // m.health = m.maxHealth + // for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide") // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech"); // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research"); // for (let i = 0; i < 15; i++) tech.giveTech() @@ -33,11 +35,15 @@ const level = { // powerUps.research.changeRerolls(100000) // tech.tech[297].frequency = 100 // m.immuneCycle = Infinity //you can't take damage - // level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why + // level.difficultyIncrease(20) //30 is near max on hard //60 is near max on why // simulation.enableConstructMode() //used to build maps in testing mode // level.testing(); - // spawn.snakeSpitBoss(1900, -500) - // level.reservoir(); //not in rotation, used for testing + // simulation.fpsCap = 30 //new fps + // simulation.fpsInterval = 1000 / simulation.fpsCap; + //how long to wait to return to normal fps + // m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg)) + // spawn.timeSkipBoss(1900, -500) + // level.reactor(); //not in rotation, used for testing if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************ // powerUps.research.changeRerolls(3000) @@ -2619,7 +2625,7 @@ const level = { // level.difficultyIncrease(14); //hard mode level 7 level.defaultZoom = 1500 simulation.zoomTransition(level.defaultZoom) - document.body.style.backgroundColor = color.background //"#ddd"; + document.body.style.backgroundColor = "#ddd"; spawn.mapRect(-950, 0, 8200, 800); //ground spawn.mapRect(-950, -1200, 800, 1400); //left wall spawn.mapRect(-950, -1800, 8200, 800); //roof @@ -2761,22 +2767,23 @@ const level = { for (let i = 0; i < 9; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "ammo") for (let i = 0; i < 3; ++i) powerUps.spawn(1200 + 550 * Math.random(), -1700, "heal"); const scale = Math.pow(simulation.difficulty, 0.73) //hard around 30, why around 54 - if (Math.random() < 0.07 && simulation.difficulty > 24) { - for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15 - for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); - for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) - for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); - } else { - if (Math.random() < 0.25) { - for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15 - } else if (Math.random() < 0.33) { - for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15 - } else if (Math.random() < 0.5) { - for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15 - } else { - for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15 - } - } + for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15 + // if (Math.random() < 0.07 && simulation.difficulty > 24) { + // for (let i = 0, len = scale * 0.25 / 4; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 60, false); //spawn 1-2 at difficulty 15 + // for (let i = 0, len = scale * 0.1 / 4; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); + // for (let i = 0, len = scale * 0.16 / 4; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) + // for (let i = 0, len = scale * 0.23 / 4; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); + // } else { + // if (Math.random() < 0.25) { + // for (let i = 0, len = scale * 0.25; i < len; ++i) spawn.timeBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15 + // } else if (Math.random() < 0.33) { + // for (let i = 0, len = scale * 0.1; i < len; ++i) spawn.bounceBoss(1487 + 200 * i, -1525, 80, false); //spawn 1-2 at difficulty 15 + // } else if (Math.random() < 0.5) { + // for (let i = 0, len = scale * 0.16; i < len; ++i) spawn.sprayBoss(1487 + 200 * i, -1525, 30, false) //spawn 2-3 at difficulty 15 + // } else { + // for (let i = 0, len = scale * 0.23; i < len; ++i) spawn.mineBoss(1487 + 200 * i, -1525, 50, false); //spawn 3-4 at difficulty 15 + // } + // } spawn.secondaryBossChance(2200, -800) } } else { @@ -4740,19 +4747,15 @@ const level = { skyscrapers() { const boost1 = level.boost(475, 0, 1300) const boost2 = level.boost(4450, 0, 1300); - level.custom = () => { boost1.query(); boost2.query(); - ctx.fillStyle = "#d4f4f4" ctx.fillRect(1350, -2100, 400, 250) ctx.fillStyle = "#d4d4d7" ctx.fillRect(3350, -1300, 50, 1325) ctx.fillRect(1300, -1800, 750, 1800) - level.exit.drawAndCheck(); - level.enter.draw(); }; level.customTopLayer = () => { @@ -4766,20 +4769,16 @@ const level = { ctx.fillStyle = "rgba(0,0,0,0.15)" ctx.fillRect(-250, -300, 450, 300) }; - level.setPosToSpawn(-50, -60); //normal spawn spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20); level.exit.x = 1500; level.exit.y = -1875; - level.defaultZoom = 2000 simulation.zoomTransition(level.defaultZoom) powerUps.spawnStartingPowerUps(1475, -1175); spawn.debris(750, -2200, 3700, 16); //16 debris per level document.body.style.backgroundColor = "#dcdcde"; - // simulation.draw.mapFill = "#444" - // simulation.draw.bodyFill = "rgba(140,140,140,0.85)" - // simulation.draw.bodyStroke = "#222" + spawn.mapRect(-300, 0, 5100, 300); //***********ground spawn.mapRect(-300, -350, 50, 400); //far left starting left wall spawn.mapRect(-300, -10, 500, 50); //far left starting ground @@ -4844,13 +4843,12 @@ const level = { spawn.randomMob(-100, -1700, -0.2); spawn.randomGroup(3700, -1500, 0.4); spawn.randomGroup(1700, -900, 0.4); - if (simulation.difficulty > 1) spawn.randomLevelBoss(2600, -2300); + if (simulation.difficulty > 1) spawn.randomLevelBoss(2800 + 200 * Math.random(), -2200 + 200 * Math.random()); powerUps.addResearchToLevel() //needs to run after mobs are spawned - spawn.secondaryBossChance(3075, -2050) + spawn.secondaryBossChance(4000, -1825) if (simulation.isHorizontalFlipped) { //flip the map horizontally level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit - boost1.boostBounds.min.x = -boost1.boostBounds.min.x - 100 boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100 boost2.boostBounds.min.x = -boost2.boostBounds.min.x - 100 diff --git a/js/player.js b/js/player.js index dfd14f6..ff046a4 100644 --- a/js/player.js +++ b/js/player.js @@ -1379,7 +1379,10 @@ const m = { x: player.velocity.x - (15 * unit.x) / massRoot, y: player.velocity.y - (15 * unit.y) / massRoot }); - if (who.isOrbital) Matter.Body.setVelocity(who, { x: 0, y: 0 }); + if (who.isUnstable) { + if (m.fieldCDcycle < m.cycle + 30) m.fieldCDcycle = m.cycle + 30 + who.death(); + } if (m.crouch) { Matter.Body.setVelocity(player, { @@ -1762,7 +1765,10 @@ const m = { x: player.velocity.x - (30 * unit.x) / massRoot, y: player.velocity.y - (30 * unit.y) / massRoot }); - if (mob[i].isOrbital) Matter.Body.setVelocity(mob[i], { x: 0, y: 0 }); + if (mob[i].isUnstable) { + if (m.fieldCDcycle < m.cycle + 10) m.fieldCDcycle = m.cycle + 10 + mob[i].death(); + } if (!isFree) { //player knock backs if (mob[i].isDropPowerUp && player.speed < 12) { const massRootCap = Math.sqrt(Math.min(10, Math.max(0.2, mob[i].mass))); diff --git a/js/powerup.js b/js/powerup.js index b4eca9b..92333b2 100644 --- a/js/powerup.js +++ b/js/powerup.js @@ -758,6 +758,10 @@ const powerUps = { text += `
  ${m.fieldUpgrades[choiceField].name}
${m.fieldUpgrades[choiceField].description}
` } } + if (tech.tooManyTechChoices) { + tech.tooManyTechChoices-- + for (let i = 0; i < powerUps.tech.lastTotalChoices; i++) pick() + } if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) { tech.isBrainstormActive = true diff --git a/js/spawn.js b/js/spawn.js index 37f9ba8..2f9fce4 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -2398,6 +2398,7 @@ const spawn = { me.memory = Infinity me.onDeath = function() { powerUps.spawnBossPowerUp(this.position.x, this.position.y) + ctx.setLineDash([]); }; me.damageReduction = 0.35 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) // me.damageReductionGoal me.awake = function() { @@ -3784,6 +3785,7 @@ const spawn = { me.isDropPowerUp = false; me.isBadTarget = true; me.isMobBullet = true; + me.isUnstable = true; //dies when blocked me.showHealthBar = false; me.explodeRange = 200 + 150 * Math.random() me.isExploding = false @@ -5179,16 +5181,16 @@ const spawn = { }; }, timeSkipBoss(x, y, radius = 50) { - mobs.spawn(x, y, 15, radius, "rgb(150, 150, 255)"); + mobs.spawn(x, y, 15, radius, "transparent"); let me = mob[mob.length - 1]; me.isBoss = true; me.eventHorizon = 0; //set in mob loop me.frictionStatic = 0; me.friction = 0; me.frictionAir = 0.004; - me.accelMag = 0.0001 + 0.00003 * simulation.accelScale + me.accelMag = 0.00008 + 0.00002 * simulation.accelScale spawn.shield(me, x, y, 1); - spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random(), true) + spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random()) Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger me.damageReduction = 0.07 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) @@ -5208,14 +5210,14 @@ const spawn = { this.seePlayerByHistory(); this.attraction(); this.checkStatus(); - this.eventHorizon = 950 + 170 * Math.sin(simulation.cycle * 0.005) + this.eventHorizon = 900 + 200 * Math.sin(simulation.cycle * 0.005) if (!simulation.isTimeSkipping) { if (Vector.magnitude(Vector.sub(this.position, m.pos)) < this.eventHorizon) { this.attraction(); this.damageReduction = this.startingDamageReduction this.isInvulnerable = false if (!(simulation.cycle % 15)) requestAnimationFrame(() => { - simulation.timePlayerSkip(8) + simulation.timePlayerSkip(5) simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations }); //wrapping in animation frame prevents errors, probably @@ -5237,7 +5239,7 @@ const spawn = { simulation.camera(); ctx.beginPath(); //gets rid of already draw shapes ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI, false); //part you can't see - ctx.fillStyle = color.background; + ctx.fillStyle = document.body.style.backgroundColor; ctx.fill(); ctx.restore(); }) @@ -5854,7 +5856,7 @@ const spawn = { me.leaveBody = false; me.isDropPowerUp = false; me.isBadTarget = true; - me.isUnblockable = true; + me.isUnstable = true; //dies when blocked me.showHealthBar = false; me.isOrbital = true; // me.isShielded = true diff --git a/js/tech.js b/js/tech.js index 756e796..65ad875 100644 --- a/js/tech.js +++ b/js/tech.js @@ -223,22 +223,21 @@ const tech = { let dmg = 1 //m.fieldDamage if (tech.isDeathSkipTime) dmg *= 1.67 if (tech.isNoDraftPause) dmg *= 1.4 - if (tech.isTechDebt) dmg *= Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount) - if (tech.isAxion && tech.isHarmMACHO) dmg *= 1 + 0.75 * (1 - m.harmReduction()) - if (tech.OccamDamage) dmg *= tech.OccamDamage if (tech.isCloakingDamage) dmg *= 1.35 - if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555 - if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599 - if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg if (tech.isTechDamage) dmg *= 1.9 - if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance()) - if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy) if (tech.isMaxEnergyTech) dmg *= 1.5 if (tech.isEnergyNoAmmo) dmg *= 1.88 + if (tech.isEnergyLoss) dmg *= 1.55 + if (tech.OccamDamage) dmg *= tech.OccamDamage + if (tech.isTechDebt) dmg *= Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount) + if (tech.isAxion && tech.isHarmMACHO) dmg *= 1 + 0.75 * (1 - m.harmReduction()) + if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555 + if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599 + if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance()) + if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy) if (tech.isDamageForGuns) dmg *= 1 + 0.13 * b.inventory.length if (tech.isLowHealthDmg) dmg *= 1 + Math.max(0, 1 - m.health) * 0.5 if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3; - if (tech.isEnergyLoss) dmg *= 1.55; if (tech.isAcidDmg && m.health > 1) dmg *= 1.35; if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.125; @@ -249,6 +248,7 @@ const tech = { if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165) if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots() if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.5 + if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg return dmg * tech.slowFire * tech.aimDamage }, duplicationChance() { @@ -7932,51 +7932,51 @@ const tech = { }, remove() {} }, - { - name: "translate", - description: "translate n-gon into a random language", - maxCount: 1, - count: 0, - frequency: 0, - isJunk: true, - isNonRefundable: true, - allowed() { - return true - }, - requires: "", - effect() { - // generate a container - const gtElem = document.createElement('div') - gtElem.id = "gtElem" - gtElem.style.visibility = 'hidden' // make it invisible - document.body.append(gtElem) + // { + // name: "translate", + // description: "translate n-gon into a random language", + // maxCount: 1, + // count: 0, + // frequency: 0, + // isJunk: true, + // isNonRefundable: true, + // allowed() { + // return true + // }, + // requires: "", + // effect() { + // // generate a container + // const gtElem = document.createElement('div') + // gtElem.id = "gtElem" + // gtElem.style.visibility = 'hidden' // make it invisible + // document.body.append(gtElem) - // generate a script to run after creation - function initGT() { - // create a new translate element - new google.translate.TranslateElement({ pageLanguage: 'en', layout: google.translate.TranslateElement.InlineLayout.HORIZONTAL }, 'gtElem') - // ok now since it's loaded perform a funny hack to make it work - const langSelect = document.getElementsByClassName("goog-te-combo")[0] - // select a random language. It takes a second for all langauges to load, so wait a second. - setTimeout(() => { - langSelect.selectedIndex = Math.round(langSelect.options.length * Math.random()) - // simulate a click - langSelect.dispatchEvent(new Event('change')) - // now make it go away - const bar = document.getElementById(':1.container') - bar.style.display = 'none' - bar.style.visibility = 'hidden' - }, 1000) + // // generate a script to run after creation + // function initGT() { + // // create a new translate element + // new google.translate.TranslateElement({ pageLanguage: 'en', layout: google.translate.TranslateElement.InlineLayout.HORIZONTAL }, 'gtElem') + // // ok now since it's loaded perform a funny hack to make it work + // const langSelect = document.getElementsByClassName("goog-te-combo")[0] + // // select a random language. It takes a second for all langauges to load, so wait a second. + // setTimeout(() => { + // langSelect.selectedIndex = Math.round(langSelect.options.length * Math.random()) + // // simulate a click + // langSelect.dispatchEvent(new Event('change')) + // // now make it go away + // const bar = document.getElementById(':1.container') + // bar.style.display = 'none' + // bar.style.visibility = 'hidden' + // }, 1000) - } + // } - // add the google translate script - const translateScript = document.createElement('script') - translateScript.src = '//translate.google.com/translate_a/element.js?cb=initGT' - document.body.append(translateScript) - }, - remove() {} - }, + // // add the google translate script + // const translateScript = document.createElement('script') + // translateScript.src = '//translate.google.com/translate_a/element.js?cb=initGT' + // document.body.append(translateScript) + // }, + // remove() {} + // }, { name: "discount", description: "get 3 random JUNK tech for the price of 1!", @@ -9674,6 +9674,108 @@ const tech = { }, remove() {} }, + { + name: "path integral", + link: `path integral`, + // description: "your next 3 tech choices
present almost every possible option", + description: "your next tech choice
presents almost every possible option", + maxCount: 1, + count: 0, + frequency: 1, + frequencyDefault: 1, + isNonRefundable: true, + isJunk: true, + allowed() { return true }, + requires: "", + effect() { + tech.tooManyTechChoices = 1 + for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false); + }, + remove() { + tech.tooManyTechChoices = 0 + } + }, + { + name: "rule 30", + maxCount: 1, + count: 0, + frequency: 0, + isJunk: true, + allowed() { + return true + }, + requires: "", + effect() {}, + remove() {}, + state: [ + [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false] + ], + rule(state, a, b, c) { + //30 + if (state[a] && state[b] && state[c]) return false; // TTT => F + if (state[a] && state[b] && !state[c]) return false; // TTF => F + if (state[a] && !state[b] && state[c]) return false; //TFT => F + if (state[a] && !state[b] && !state[c]) return true; //TFF => T + if (!state[a] && state[b] && state[c]) return true; //FTT => T + if (!state[a] && state[b] && !state[c]) return true; //FTF => T + if (!state[a] && !state[b] && state[c]) return true; //FFT => T + if (!state[a] && !state[b] && !state[c]) return false; //FFF => F + }, + id: 0, + descriptionFunction() { + + if (this.id === 0 && Math.random() < 0.5) { + // for (let i = 0; i < 29; i++) this.state[0][i] = Math.random() < 0.5 //randomize seed + this.name = "rule 90" + this.link = `${this.name}` + // console.log(this.name) + this.state[0] = [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false] + this.rule = function(state, a, b, c) { + if (state[a] && state[b] && state[c]) return false; // TTT => F + if (state[a] && state[b] && !state[c]) return true; // TTF => T + if (state[a] && !state[b] && state[c]) return false; //TFT => F + if (state[a] && !state[b] && !state[c]) return true; //TFF => T + if (!state[a] && state[b] && state[c]) return true; //FTT => T + if (!state[a] && state[b] && !state[c]) return false; //FTF => F + if (!state[a] && !state[b] && state[c]) return true; //FFT => T + if (!state[a] && !state[b] && !state[c]) return false; //FFF => F + } + } + + const loop = () => { + if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0) + let b = []; //produce next row + b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around + for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array + b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1)); + } + b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around + this.state.push(b) + if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML + if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research"); + setTimeout(() => { loop() }, 400); + } + } + setTimeout(() => { loop() }, 400); + this.id++ + return `${this.outputText()}` + }, + outputText() { + let text = "" + for (let j = 0; j < this.state.length; j++) { + text += "

" + for (let i = 0; i < this.state[j].length; i++) { + if (this.state[j][i]) { + text += "⬛" //"█" //"■" + } else { + text += "⬜" //"    " //"□" + } + } + text += "

" + } + return text + }, + }, { name: "cosmogonic myth", description: `open a portal to a primordial version of reality
in 5 minutes close the portal, spawn 1 of each power up
`, @@ -9835,87 +9937,7 @@ const tech = { // return text // }, // }, - { - name: "rule 30", - maxCount: 1, - count: 0, - frequency: 0, - isJunk: true, - allowed() { - return true - }, - requires: "", - effect() {}, - remove() {}, - state: [ - [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false] - ], - rule(state, a, b, c) { - //30 - if (state[a] && state[b] && state[c]) return false; // TTT => F - if (state[a] && state[b] && !state[c]) return false; // TTF => F - if (state[a] && !state[b] && state[c]) return false; //TFT => F - if (state[a] && !state[b] && !state[c]) return true; //TFF => T - if (!state[a] && state[b] && state[c]) return true; //FTT => T - if (!state[a] && state[b] && !state[c]) return true; //FTF => T - if (!state[a] && !state[b] && state[c]) return true; //FFT => T - if (!state[a] && !state[b] && !state[c]) return false; //FFF => F - }, - id: 0, - descriptionFunction() { - if (this.id === 0 && Math.random() < 0.5) { - // for (let i = 0; i < 29; i++) this.state[0][i] = Math.random() < 0.5 //randomize seed - this.name = "rule 90" - this.link = `${this.name}` - // console.log(this.name) - this.state[0] = [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false] - this.rule = function(state, a, b, c) { - if (state[a] && state[b] && state[c]) return false; // TTT => F - if (state[a] && state[b] && !state[c]) return true; // TTF => T - if (state[a] && !state[b] && state[c]) return false; //TFT => F - if (state[a] && !state[b] && !state[c]) return true; //TFF => T - if (!state[a] && state[b] && state[c]) return true; //FTT => T - if (!state[a] && state[b] && !state[c]) return false; //FTF => F - if (!state[a] && !state[b] && state[c]) return true; //FFT => T - if (!state[a] && !state[b] && !state[c]) return false; //FFF => F - } - } - - const loop = () => { - if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0) - let b = []; //produce next row - b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around - for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array - b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1)); - } - b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around - this.state.push(b) - if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML - if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research"); - setTimeout(() => { loop() }, 400); - } - } - setTimeout(() => { loop() }, 400); - this.id++ - return `${this.outputText()}` - }, - outputText() { - let text = "" - for (let j = 0; j < this.state.length; j++) { - text += "

" - for (let i = 0; i < this.state[j].length; i++) { - if (this.state[j][i]) { - text += "⬛" //"█" //"■" - } else { - text += "⬜" //"    " //"□" - } - } - text += "

" - } - return text - }, - }, //************************************************** //************************************************** undefined / lore //************************************************** tech diff --git a/todo.txt b/todo.txt index 904ec56..e6c8ced 100644 --- a/todo.txt +++ b/todo.txt @@ -1,40 +1,32 @@ ******************************************************** NEXT PATCH ************************************************** -tech: propagator - 67% damage, lose 1/2 second of time when a mob dies +boss orbitals and mineBoss mines are destroyed when you deflect them with your field +drones, spores and other bullets that target mobs, will not target invulnerable mobs +timeSKipBoss is a bit slower with a bit less time skipping + fixed color to better match level background colors -timeSkipBoss is back, maybe it will not cause bugs this time - immune to harm unless player is inside horizon - player loses time when inside horizon - -snake bosses are immune to harm until your remove their tail - -mob shields are 30% stronger -time dilation: retrocausality automatically grabs power ups -eternalism 50->40% damage -paradigm shift 10->16% chance to get a research when ejecting tech -reaction inhibitor 11->13% mob health reduction -recycling 1->0.5% health for 5 seconds - up to 2.5% per mob kill at normal max health +JUNK tech: path integral - your next tech choice has almost all possible choices bug fixes -******************************************************** TODO ******************************************************** -make targeting skip invulnerable mobs - drones, spores, harpoon, missiles?, mines, nail on death - this helps beat snake boss - spores are biggest issue +*********************************************************** TODO ***************************************************** -let blocking instantly destroy the red orbitals? since they can't be deflected - also mines on reactor level? - also any bullet? +timeskip flickers with tech: clock gating, and game pause after large hit + probably not related to timeskip, related to graphics effect + not a big problem, actually it's kinda neat effect + only fix if there is a clear solution + +JUNK tech show 20+ options in tech selection + +bullets that can target the player + occurs if no mobs targets around + worms? drones? missiles? spores? + all of the above? BUG time skip probably led to player being able to move, and game not being paused for a few seconds while the death screen faded in also small chance it happened with rewind instead, but unlikely -make one value to track all the +dmg effects that don't need dynamic calculations - update it with a set damage function - block manufacturing - molecular assembler tech Holding r-click will create a slowly increasing in size block, which will be thrown on release @@ -48,10 +40,6 @@ make MEE work with harm reduction how to nerf MEE maybe harm reduction could also reduce energy regen -simulation.timeSkip(60) - maybe run simulation.timeSkip(60) in a room in labs - mob fires laser/bullets that timeSkip player - Currently, the mob just deals higher damage on impact, which is annoying although not hard to compete with nor unique By "redesign" I mean replacing instances of the regular mob, since the same code is used for the tiny red projectiles (I think) just add a new mob and remove the old one from the rotation The new mob should be as such, a "real" exploding mob: @@ -65,7 +53,6 @@ Regular state: red About to explode: animation to dark red Exploding: several shockwaves from the explosion points and tiny trails given to the shrapnel for a second or two until they deaccelerate - make laser gain damage and energy drain from fire delay tech wording? put it in the gun description