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
This commit is contained in:
316
js/bullet.js
316
js/bullet.js
@@ -595,7 +595,8 @@ const b = {
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newDist < dist &&
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!mob[i].isBadTarget &&
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Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
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Matter.Query.ray(body, path[0], mob[i].position).length === 0
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Matter.Query.ray(body, path[0], mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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) {
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dist = newDist
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best.who = mob[i]
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@@ -1271,148 +1272,148 @@ const b = {
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}
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}
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},
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dart(where, angle = m.angle, size = 0.8) {
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//find a target
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const closest = {
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score: 10000,
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position: null
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}
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
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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
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const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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// 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
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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
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closest.score = dist
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closest.position = mob[i].position
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}
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}
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}
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if (!closest.position) {
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// const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
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closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
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}
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const me = bullet.length;
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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 }], {
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cycle: 0,
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angle: angle,
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friction: 1,
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frictionAir: 0.15,
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thrustMag: 0.03,
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turnRate: 0.15, //0.015
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drawStringControlMagnitude: 3000 + 5000 * Math.random(),
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drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
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dmg: 7, //damage done in addition to the damage from momentum
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classType: "bullet",
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endCycle: simulation.cycle + 120,
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collisionFilter: {
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category: cat.bullet,
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mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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},
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minDmgSpeed: 0,
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lookFrequency: Math.floor(7 + Math.random() * 3),
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density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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requestAnimationFrame(() => { who.isShielded = true });
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}
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if (tech.fragments) {
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b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random()))
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this.endCycle = 0;
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}
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if (!who.isBadTarget) {
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this.frictionAir = 0.01
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this.do = this.doNoTargeting
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}
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},
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onEnd() {},
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doNoTargeting: function() {
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// this.force.y += this.mass * 0.001;
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if (Matter.Query.collides(this, map).length) { //stick in walls
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this.collisionFilter.mask = 0;
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Matter.Body.setAngularVelocity(this, 0)
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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this.do = () => {
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// if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
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}
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}
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},
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do() {
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this.cycle++
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// if (this.cycle > 40) {
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// this.frictionAir = 0.003
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// dart(where, angle = m.angle, size = 0.8) {
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// //find a target
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// const closest = {
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// score: 10000,
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// position: null
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// }
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
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// 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
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// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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// // 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
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// 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
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// closest.score = dist
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// closest.position = mob[i].position
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// }
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// }
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// }
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// if (!closest.position) {
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// // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
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// closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
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// }
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// const me = bullet.length;
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// 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 }], {
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// cycle: 0,
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// angle: angle,
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// friction: 1,
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// frictionAir: 0.15,
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// thrustMag: 0.03,
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// turnRate: 0.15, //0.015
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// drawStringControlMagnitude: 3000 + 5000 * Math.random(),
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// drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
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// dmg: 7, //damage done in addition to the damage from momentum
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// classType: "bullet",
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// endCycle: simulation.cycle + 120,
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// collisionFilter: {
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// category: cat.bullet,
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// mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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// },
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// minDmgSpeed: 0,
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// lookFrequency: Math.floor(7 + Math.random() * 3),
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// density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
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// beforeDmg(who) {
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// if (tech.isShieldPierce && who.isShielded) { //disable shields
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// who.isShielded = false
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// requestAnimationFrame(() => { who.isShielded = true });
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// }
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// if (tech.fragments) {
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// b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random()))
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// this.endCycle = 0;
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// }
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// if (!who.isBadTarget) {
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// this.frictionAir = 0.01
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// this.do = this.doNoTargeting
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// }
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// if (closest.target) { //rotate towards the target
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const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
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const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position));
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const cross = Vector.cross(vectorGoal, face)
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if (cross > 0.01) {
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Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
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} else if (cross < 0.01) {
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Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
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}
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this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
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this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
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// }
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if (Matter.Query.collides(this, map).length) { //stick in walls
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this.collisionFilter.mask = 0;
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Matter.Body.setAngularVelocity(this, 0)
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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this.do = this.doNoTargeting
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}
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// else if (!(this.cycle % 2)) { //look for a target if you don't have one
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// simulation.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: 10,
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// color: simulation.mobDmgColor,
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// time: simulation.drawTime
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// },
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// onEnd() {},
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// doNoTargeting: function() {
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// // this.force.y += this.mass * 0.001;
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// if (Matter.Query.collides(this, map).length) { //stick in walls
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// this.collisionFilter.mask = 0;
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// Matter.Body.setAngularVelocity(this, 0)
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// Matter.Body.setVelocity(this, {
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// x: 0,
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// y: 0
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// });
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// let closest = {
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// distance: 2000,
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// target: null
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// }
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// const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (
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// mob[i].alive && !mob[i].isBadTarget &&
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// Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
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// 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
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// ) {
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// const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
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// if (dist < closest.distance) {
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// closest.distance = dist
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// closest.target = mob[i]
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// this.do = () => {
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// // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
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// }
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// }
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// },
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// do() {
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// this.cycle++
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// // if (this.cycle > 40) {
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// // this.frictionAir = 0.003
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// // this.do = this.doNoTargeting
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// // }
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// // if (closest.target) { //rotate towards the target
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// const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
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// const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position));
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// const cross = Vector.cross(vectorGoal, face)
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// if (cross > 0.01) {
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// Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
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// } else if (cross < 0.01) {
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// Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
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// }
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// if (closest.target) {
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// target = closest.target
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// this.turnRate = 0.05
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// this.frictionAir = 0.8
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// this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
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// this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
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// // }
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// if (Matter.Query.collides(this, map).length) { //stick in walls
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// this.collisionFilter.mask = 0;
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// Matter.Body.setAngularVelocity(this, 0)
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// Matter.Body.setVelocity(this, {
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// x: 0,
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// y: 0
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// });
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// this.do = this.doNoTargeting
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// }
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// }
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},
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});
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
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y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
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});
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// if (!closest.target) {
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// bullet[me].frictionAir = 0.002
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// bullet[me].do = bullet[me].doNoTargeting
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// }
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Composite.add(engine.world, bullet[me]); //add bullet to world
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// // else if (!(this.cycle % 2)) { //look for a target if you don't have one
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// // simulation.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: 10,
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// // color: simulation.mobDmgColor,
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// // time: simulation.drawTime
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// // });
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// // let closest = {
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// // distance: 2000,
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// // target: null
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// // }
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// // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
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// // for (let i = 0, len = mob.length; i < len; ++i) {
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// // if (
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// // mob[i].alive && !mob[i].isBadTarget &&
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// // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
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// // 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
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// // ) {
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// // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
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// // if (dist < closest.distance) {
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// // closest.distance = dist
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// // closest.target = mob[i]
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// // }
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// // }
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// // }
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// // if (closest.target) {
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// // target = closest.target
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// // this.turnRate = 0.05
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// // this.frictionAir = 0.8
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// // }
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// // }
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// },
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// });
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// Matter.Body.setVelocity(bullet[me], {
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// x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
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// y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
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// });
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// // if (!closest.target) {
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// // bullet[me].frictionAir = 0.002
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// // bullet[me].do = bullet[me].doNoTargeting
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// // }
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// Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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// },
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grapple(where, angle = m.angle, harpoonSize = 1) {
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const me = bullet.length;
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const returnRadius = 100 * Math.sqrt(harpoonSize)
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@@ -2012,7 +2013,8 @@ const b = {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (
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mob[i].alive && !mob[i].isBadTarget &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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// && Matter.Query.ray(body, this.position, mob[i].position).length === 0
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) {
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const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
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@@ -2639,7 +2641,8 @@ const b = {
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!mob[i].isBadTarget &&
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Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 700 + mob[i].radius + random &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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) {
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if (tech.isExplosionStun) b.AoEStunEffect(this.position, 700 + mob[i].radius + random);
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if (tech.isMineSentry) {
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@@ -2753,7 +2756,7 @@ const b = {
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
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const targetVector = Vector.sub(this.position, mob[i].position)
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const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
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if (dist < closeDist) {
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@@ -2841,7 +2844,7 @@ const b = {
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
|
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
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const targetVector = Vector.sub(this.position, mob[i].position)
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const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
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if (dist < closeDist) {
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@@ -2957,7 +2960,8 @@ const b = {
|
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if (
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!mob[i].isBadTarget &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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) {
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const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
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const DIST = Vector.magnitude(TARGET_VECTOR);
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@@ -3059,7 +3063,6 @@ const b = {
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Matter.Body.scale(this, scale, scale);
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} else {
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this.force.y += this.mass * 0.0002;
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if (!(simulation.cycle % this.lookFrequency)) {
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//find mob targets
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this.lockedOn = null;
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@@ -3068,7 +3071,8 @@ const b = {
|
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if (
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!mob[i].isBadTarget &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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) {
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const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
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const DIST = Vector.magnitude(TARGET_VECTOR);
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@@ -3297,7 +3301,8 @@ const b = {
|
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if (
|
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!mob[i].isBadTarget &&
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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
|
||||
|
||||
@@ -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",
|
||||
|
||||
66
js/level.js
66
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
|
||||
}
|
||||
}
|
||||
// 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
|
||||
|
||||
10
js/player.js
10
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)));
|
||||
|
||||
@@ -758,6 +758,10 @@ const powerUps = {
|
||||
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choiceField})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>`
|
||||
}
|
||||
}
|
||||
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
|
||||
|
||||
16
js/spawn.js
16
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
|
||||
|
||||
284
js/tech.js
284
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 <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> for the price of 1!",
|
||||
@@ -9674,6 +9674,108 @@ const tech = {
|
||||
},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: "path integral",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
|
||||
// description: "your next <strong>3</strong> <strong class='color-m'>tech</strong> choices<br>present almost every possible <strong>option</strong>",
|
||||
description: "your next <strong class='color-m'>tech</strong> choice<br>presents almost every possible <strong>option</strong>",
|
||||
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 = `<a target="_blank" href='https://en.wikipedia.org/w/index.php?search=${encodeURIComponent(this.name).replace(/'/g, '%27')}&title=Special:Search' class="link">${this.name}</a>`
|
||||
// console.log(this.name)
|
||||
this.state[0] = [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false]
|
||||
this.rule = function(state, a, b, c) {
|
||||
if (state[a] && state[b] && state[c]) return false; // TTT => F
|
||||
if (state[a] && state[b] && !state[c]) return true; // TTF => T
|
||||
if (state[a] && !state[b] && state[c]) return false; //TFT => F
|
||||
if (state[a] && !state[b] && !state[c]) return true; //TFF => T
|
||||
if (!state[a] && state[b] && state[c]) return true; //FTT => T
|
||||
if (!state[a] && state[b] && !state[c]) return false; //FTF => F
|
||||
if (!state[a] && !state[b] && state[c]) return true; //FFT => T
|
||||
if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
|
||||
}
|
||||
}
|
||||
|
||||
const loop = () => {
|
||||
if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
|
||||
let b = []; //produce next row
|
||||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
|
||||
for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
|
||||
b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
|
||||
}
|
||||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
|
||||
this.state.push(b)
|
||||
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
|
||||
if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
|
||||
setTimeout(() => { loop() }, 400);
|
||||
}
|
||||
}
|
||||
setTimeout(() => { loop() }, 400);
|
||||
this.id++
|
||||
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
|
||||
},
|
||||
outputText() {
|
||||
let text = ""
|
||||
for (let j = 0; j < this.state.length; j++) {
|
||||
text += "<p style = 'margin-bottom: -11px;'>"
|
||||
for (let i = 0; i < this.state[j].length; i++) {
|
||||
if (this.state[j][i]) {
|
||||
text += "⬛" //"█" //"■"
|
||||
} else {
|
||||
text += "⬜" //" " //"□"
|
||||
}
|
||||
}
|
||||
text += "</p>"
|
||||
}
|
||||
return text
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "cosmogonic myth",
|
||||
description: `<span style = "opacity: 9%;">open a portal to a primordial version of reality<br>in 5 minutes close the portal, spawn 1 of each power up</span>`,
|
||||
@@ -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 = `<a target="_blank" href='https://en.wikipedia.org/w/index.php?search=${encodeURIComponent(this.name).replace(/'/g, '%27')}&title=Special:Search' class="link">${this.name}</a>`
|
||||
// console.log(this.name)
|
||||
this.state[0] = [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false]
|
||||
this.rule = function(state, a, b, c) {
|
||||
if (state[a] && state[b] && state[c]) return false; // TTT => F
|
||||
if (state[a] && state[b] && !state[c]) return true; // TTF => T
|
||||
if (state[a] && !state[b] && state[c]) return false; //TFT => F
|
||||
if (state[a] && !state[b] && !state[c]) return true; //TFF => T
|
||||
if (!state[a] && state[b] && state[c]) return true; //FTT => T
|
||||
if (!state[a] && state[b] && !state[c]) return false; //FTF => F
|
||||
if (!state[a] && !state[b] && state[c]) return true; //FFT => T
|
||||
if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
|
||||
}
|
||||
}
|
||||
|
||||
const loop = () => {
|
||||
if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
|
||||
let b = []; //produce next row
|
||||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
|
||||
for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
|
||||
b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
|
||||
}
|
||||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
|
||||
this.state.push(b)
|
||||
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
|
||||
if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
|
||||
setTimeout(() => { loop() }, 400);
|
||||
}
|
||||
}
|
||||
setTimeout(() => { loop() }, 400);
|
||||
this.id++
|
||||
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
|
||||
},
|
||||
outputText() {
|
||||
let text = ""
|
||||
for (let j = 0; j < this.state.length; j++) {
|
||||
text += "<p style = 'margin-bottom: -11px;'>"
|
||||
for (let i = 0; i < this.state[j].length; i++) {
|
||||
if (this.state[j][i]) {
|
||||
text += "⬛" //"█" //"■"
|
||||
} else {
|
||||
text += "⬜" //" " //"□"
|
||||
}
|
||||
}
|
||||
text += "</p>"
|
||||
}
|
||||
return text
|
||||
},
|
||||
},
|
||||
//**************************************************
|
||||
//************************************************** undefined / lore
|
||||
//************************************************** tech
|
||||
|
||||
47
todo.txt
47
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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user