spider boss
large mods shrink on death instead of disappearing new boss mob: spiderBoss mod - Bayesian interference -> determinism spawn 4 mods and 2 heals, future power ups are limited to one choice mod - Leveraged investments -> Bayesian interference 33% chance for double power ups to drop, remove all future ammo power ups (serious progress on my level construction tools, but it's not ready yet)
This commit is contained in:
@@ -40,6 +40,7 @@
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<div id="health"></div>
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<div id="dmg"></div>
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<div id="choose-background"></div>
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<div id='construct' contenteditable="true"></div>
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<!-- guns -->
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<!-- <audio id="snare2" src="sounds\guns\snare2.ogg" preload="auto"></audio>
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@@ -24,7 +24,7 @@ const b = {
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modRecursiveHealing: null,
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modSquirrelFx: null,
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isModCrit: null,
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isModBayesian: null,
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modBayesian: null,
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isModLowHealthDmg: null,
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isModFarAwayDmg: null,
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isModEntanglement: null,
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@@ -42,7 +42,6 @@ const b = {
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modLaserReflections: null,
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modLaserDamage: null,
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modLaserFieldDrain: null,
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isModNoAmmo: null,
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isModAmmoFromHealth: null,
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modMobDieAtHealth: null,
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isModEnergyRecovery: null,
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@@ -83,6 +82,7 @@ const b = {
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isModRest: null,
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isModRPG: null,
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isMod3Missiles: null,
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isModDeterminism: null,
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modOnHealthChange() { //used with acid mod
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if (b.isModAcidDmg && mech.health > 0.8) {
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b.modAcidDmg = 0.5
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@@ -116,7 +116,7 @@ const b = {
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mods: [{
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name: "capacitor",
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// nameInfo: "<span id='mod-capacitor'></span>",
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description: "increase <strong class='color-d'>damage</strong> based on stored <strong class='color-f'>energy</strong><br><strong>+1%</strong> <strong class='color-d'>damage</strong> for every <strong>5%</strong> <strong class='color-f'>energy</strong>",
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description: "increase <strong class='color-d'>damage</strong> based on stored <strong class='color-f'>energy</strong><br><strong>+1%</strong> <strong class='color-d'>damage</strong> for every <strong>5.5%</strong> <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -316,7 +316,7 @@ const b = {
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},
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{
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name: "scrap bots",
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description: "<strong>+13%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot will follow you until you <strong>exit</strong> the map",
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description: "<strong>+12%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot will follow you until you <strong>exit</strong> the map",
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maxCount: 6,
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count: 0,
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allowed() {
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@@ -324,7 +324,7 @@ const b = {
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},
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requires: "",
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effect() {
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b.isModBotSpawner += 0.13;
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b.isModBotSpawner += 0.12;
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},
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remove() {
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b.isModBotSpawner = 0;
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@@ -726,7 +726,7 @@ const b = {
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},
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{
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name: "Bayesian inference",
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description: "<strong>33%</strong> chance for double <strong>power ups</strong> to drop<br>only <strong>one choice</strong> when selecting <strong>power ups</strong>",
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description: "<strong>33%</strong> chance for double <strong>power ups</strong> to drop<br><strong>remove</strong> all future <strong>ammo</strong> power ups",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -734,10 +734,10 @@ const b = {
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},
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requires: "",
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effect: () => {
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b.isModBayesian = 0.33;
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b.modBayesian = 0.33;
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},
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remove() {
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b.isModBayesian = 0;
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b.modBayesian = 0;
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}
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},
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{
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@@ -773,8 +773,8 @@ const b = {
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}
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},
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{
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name: "leveraged investment",
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description: "<strong>remove</strong> all future <strong>ammo</strong> power ups<br>spawn <strong>5</strong> <strong class='color-m'>mods</strong> and <strong>3</strong> <strong class='color-h'>healing</strong> power ups",
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name: "determinism",
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description: "spawn <strong>4</strong> <strong class='color-m'>mods</strong> and 2 <strong class='color-h'>heal</strong> power ups<br>future <strong>power ups</strong> are limited to <strong>one choice</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -782,23 +782,23 @@ const b = {
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},
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requires: "",
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effect: () => {
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b.isModNoAmmo = true;
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for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
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b.isModDeterminism = true;
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for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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for (let i = 0; i < 3; i++) { // spawn new mods
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for (let i = 0; i < 2; i++) { // spawn new mods
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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}
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},
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remove() {
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b.isModNoAmmo = false;
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b.isModDeterminism = false;
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}
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},
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{
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name: "reallocation",
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description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong>guns</strong><br><em>recursive mods can lose all stacks</em>",
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description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong>guns</strong><br><em>recursive mods lose all stacks</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -817,7 +817,7 @@ const b = {
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for (let i = 0; i < 2; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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}
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},
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remove() {
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@@ -839,7 +839,7 @@ const b = {
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bullet = [];
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let count = b.modCount
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if (b.isModNoAmmo) count -= 5 //remove the 5 bonus mods when getting rid of leveraged investment
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if (b.isModDeterminism) count -= 4 //remove the 5 bonus mods when getting rid of determinism
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for (let i = 0; i < count; i++) { // spawn new mods
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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@@ -1291,7 +1291,7 @@ const b = {
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},
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{
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name: "quantum tunneling",
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description: "<strong>foam</strong> bypasses <strong>shields</strong> to stick to mobs",
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description: "<strong>foam</strong> bypasses <strong>shields</strong> and sticks to mobs",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1650,7 +1650,7 @@ const b = {
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if (mech.health > 0.05) {
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mech.damage(Math.max(0.01, b.isModAmmoFromHealth * mech.health));
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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} else {
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game.replaceTextLog = true;
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game.makeTextLog("not enough health for catabolism to produce ammo", 120);
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@@ -1673,7 +1673,7 @@ const b = {
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if (b.isModHarmDamage && mech.lastHarmCycle + 300 > mech.cycle) dmg *= 2;
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if (b.isModEnergyLoss) dmg *= 1.33;
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if (b.isModRest && player.speed < 1) dmg *= 1.20;
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if (b.isModEnergyDamage) dmg *= 1 + mech.energy / 5;
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if (b.isModEnergyDamage) dmg *= 1 + mech.energy / 5.5;
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return dmg
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},
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bulletRemove() { //run in main loop
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@@ -2385,11 +2385,11 @@ const b = {
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};
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bullet[me].do = function () {};
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},
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nailBot(speed = 1) {
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nailBot(position = mech.pos) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (10 + 5 * Math.random())
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 4, RADIUS, {
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bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
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angle: dir,
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friction: 0,
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frictionStatic: 0,
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@@ -2439,16 +2439,12 @@ const b = {
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}
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: speed * Math.cos(dir),
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y: speed * Math.sin(dir)
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});
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},
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laserBot(speed = 1) {
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laserBot(position = mech.pos) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (14 + 6 * Math.random())
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
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bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, {
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angle: dir,
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friction: 0,
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frictionStatic: 0,
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@@ -2558,10 +2554,6 @@ const b = {
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}
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: speed * Math.cos(dir),
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y: speed * Math.sin(dir)
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});
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},
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giveGuns(gun = "random", ammoPacks = 6) {
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if (gun === "random") {
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@@ -3435,7 +3427,7 @@ const b = {
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Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
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Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
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Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
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if (b.isModFoamShieldSKip) {
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if (b.isModFoamShieldSKip && this.target.isShielded) {
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this.target.damage(b.dmgScale * 0.0025, true); //shield damage bypass
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} else {
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this.target.damage(b.dmgScale * 0.005);
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342
js/game.js
342
js/game.js
@@ -20,6 +20,7 @@ const game = {
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game.draw.cons();
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game.draw.testing();
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game.drawCircle();
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game.constructCycle()
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ctx.restore();
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game.testingOutput();
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game.drawCursor();
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@@ -322,8 +323,14 @@ const game = {
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if (game.testing) {
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game.testing = false;
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game.loop = game.normalLoop
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if (game.isConstructionMode) {
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document.getElementById("construct").style.display = 'none'
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}
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} else {
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game.testing = true;
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if (game.isConstructionMode) {
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document.getElementById("construct").style.display = 'inline'
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}
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game.loop = game.testingLoop
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}
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}
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@@ -758,6 +765,7 @@ const game = {
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}
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},
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testingOutput() {
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if (!game.isConstructionMode) {
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ctx.textAlign = "right";
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ctx.fillStyle = "#000";
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let line = 500;
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@@ -777,59 +785,12 @@ const game = {
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ctx.fillText("U: next level", x, line);
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line += 20;
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ctx.fillText("1-7: spawn things", x, line);
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line += 30;
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// ctx.fillText("cycle: " + game.cycle, x, line);
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// line += 20;
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// ctx.fillText("player cycle: " + mech.cycle, x, line);
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// line += 20;
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// ctx.fillText("x: " + player.position.x.toFixed(0), x, line);
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// line += 20;
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// ctx.fillText("y: " + player.position.y.toFixed(0), x, line);
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// line += 20;
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// ctx.fillText("Vx: " + mech.Vx.toFixed(2), x, line);
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// line += 20;
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// ctx.fillText("Vy: " + mech.Vy.toFixed(2), x, line);
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// line += 20;
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// ctx.fillText("Fx: " + player.force.x.toFixed(3), x, line);
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// line += 20;
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// ctx.fillText("Fy: " + player.force.y.toFixed(3), x, line);
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// line += 20;
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// ctx.fillText("yOff: " + mech.yOff.toFixed(1), x, line);
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// line += 20;
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// ctx.fillText("mass: " + player.mass.toFixed(1), x, line);
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// line += 20;
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// ctx.fillText("onGround: " + mech.onGround, x, line);
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// line += 20;
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// ctx.fillText("crouch: " + mech.crouch, x, line);
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// line += 20;
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// ctx.fillText("isHeadClear: " + mech.isHeadClear, x, line);
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// line += 20;
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// ctx.fillText("frictionAir: " + player.frictionAir.toFixed(3), x, line);
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// line += 20;
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// ctx.fillText("stepSize: " + mech.stepSize.toFixed(2), x, line);
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// line += 20;
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// ctx.fillText("zoom: " + game.zoom.toFixed(4), x, line);
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// line += 20;
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}
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ctx.textAlign = "center";
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ctx.fillText(`(${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)})`, game.mouse.x, game.mouse.y - 20);
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},
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draw: {
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powerUp() {
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// draw power up
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// ctx.globalAlpha = 0.4 * Math.sin(mech.cycle * 0.15) + 0.6;
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// for (let i = 0, len = powerUp.length; i < len; ++i) {
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// let vertices = powerUp[i].vertices;
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// ctx.beginPath();
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// ctx.moveTo(vertices[0].x, vertices[0].y);
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// for (let j = 1; j < vertices.length; j += 1) {
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// ctx.lineTo(vertices[j].x, vertices[j].y);
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// }
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// ctx.lineTo(vertices[0].x, vertices[0].y);
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// ctx.fillStyle = powerUp[i].color;
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// ctx.fill();
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// }
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// ctx.globalAlpha = 1;
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ctx.globalAlpha = 0.4 * Math.sin(mech.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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@@ -872,133 +833,6 @@ const game = {
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ctx.fillStyle = game.draw.mapFill;
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ctx.fill(game.draw.mapPath);
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},
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// seeEdges() {
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// const eye = {
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||||
// x: mech.pos.x + 20 * Math.cos(mech.angle),
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// y: mech.pos.y + 20 * Math.sin(mech.angle)
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||||
// };
|
||||
// //find all vertex nodes in range and in LOS
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||||
// findNodes = function (domain, center) {
|
||||
// let nodes = [];
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||||
// for (let i = 0; i < domain.length; ++i) {
|
||||
// let vertices = domain[i].vertices;
|
||||
|
||||
// for (let j = 0, len = vertices.length; j < len; j++) {
|
||||
// //calculate distance to player
|
||||
// const dx = vertices[j].x - center.x;
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||||
// const dy = vertices[j].y - center.y;
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// if (dx * dx + dy * dy < 800 * 800 && Matter.Query.ray(domain, center, vertices[j]).length === 0) {
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||||
// nodes.push(vertices[j]);
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||||
// }
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||||
// }
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||||
// }
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// return nodes;
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// };
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// let nodes = findNodes(map, eye);
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||||
// //sort node list by angle to player
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||||
// nodes.sort(function (a, b) {
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||||
// //sub artan2 from player loc
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||||
// const dx = a.x - eye.x;
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||||
// const dy = a.y - eye.y;
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||||
// return Math.atan2(dy, dx) - Math.atan2(dy, dx);
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||||
// });
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||||
// //draw nodes
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||||
// ctx.lineWidth = 2;
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||||
// ctx.strokeStyle = "#000";
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||||
// ctx.beginPath();
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||||
// for (let i = 0; i < nodes.length; ++i) {
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// ctx.lineTo(nodes[i].x, nodes[i].y);
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||||
// }
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||||
// ctx.stroke();
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||||
// },
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||||
// see() {
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||||
// const vertexCollision = function (
|
||||
// v1,
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// v1End,
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// domain,
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||||
// best = {
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||||
// x: null,
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||||
// y: null,
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||||
// dist2: Infinity,
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||||
// who: null,
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||||
// v1: null,
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||||
// v2: null
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||||
// }
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||||
// ) {
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||||
// for (let i = 0; i < domain.length; ++i) {
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||||
// let vertices = domain[i].vertices;
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||||
// const len = vertices.length - 1;
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||||
// for (let j = 0; j < len; j++) {
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||||
// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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||||
// if (results.onLine1 && results.onLine2) {
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||||
// const dx = v1.x - results.x;
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||||
// const dy = v1.y - results.y;
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||||
// const dist2 = dx * dx + dy * dy;
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||||
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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||||
// best = {
|
||||
// x: results.x,
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||||
// y: results.y,
|
||||
// dist2: dist2,
|
||||
// who: domain[i],
|
||||
// v1: vertices[j],
|
||||
// v2: vertices[j + 1]
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
||||
// if (results.onLine1 && results.onLine2) {
|
||||
// const dx = v1.x - results.x;
|
||||
// const dy = v1.y - results.y;
|
||||
// const dist2 = dx * dx + dy * dy;
|
||||
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
||||
// best = {
|
||||
// x: results.x,
|
||||
// y: results.y,
|
||||
// dist2: dist2,
|
||||
// who: domain[i],
|
||||
// v1: vertices[0],
|
||||
// v2: vertices[len]
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// return best;
|
||||
// };
|
||||
// const range = 3000;
|
||||
// ctx.beginPath();
|
||||
// for (let i = 0; i < Math.PI * 2; i += Math.PI / 2 / 100) {
|
||||
// const cosAngle = Math.cos(mech.angle + i);
|
||||
// const sinAngle = Math.sin(mech.angle + i);
|
||||
|
||||
// const start = {
|
||||
// x: mech.pos.x + 20 * cosAngle,
|
||||
// y: mech.pos.y + 20 * sinAngle
|
||||
// };
|
||||
// const end = {
|
||||
// x: mech.pos.x + range * cosAngle,
|
||||
// y: mech.pos.y + range * sinAngle
|
||||
// };
|
||||
// let result = vertexCollision(start, end, map);
|
||||
// result = vertexCollision(start, end, body, result);
|
||||
// result = vertexCollision(start, end, mob, result);
|
||||
|
||||
// if (result.dist2 < range * range) {
|
||||
// // ctx.arc(result.x, result.y, 2, 0, 2 * Math.PI);
|
||||
// ctx.lineTo(result.x, result.y);
|
||||
// } else {
|
||||
// // ctx.arc(end.x, end.y, 2, 0, 2 * Math.PI);
|
||||
// ctx.lineTo(end.x, end.y);
|
||||
// }
|
||||
// }
|
||||
// // ctx.lineWidth = 1;
|
||||
// // ctx.strokeStyle = "#000";
|
||||
// // ctx.stroke();
|
||||
// ctx.fillStyle = "rgba(0,0,0,0.3)";
|
||||
// ctx.fillStyle = "#fff";
|
||||
// ctx.fill();
|
||||
// ctx.clip();
|
||||
// },
|
||||
body() {
|
||||
ctx.beginPath();
|
||||
for (let i = 0, len = body.length; i < len; ++i) {
|
||||
@@ -1146,38 +980,144 @@ const game = {
|
||||
// if line1 and line2 are segments, they intersect if both of the above are true
|
||||
return result;
|
||||
},
|
||||
//was used in level design
|
||||
buildingUp(e) {
|
||||
if (game.mouseDown) {
|
||||
game.getCoords.pos2.x = Math.round(game.mouseInGame.x / 25) * 25;
|
||||
game.getCoords.pos2.y = Math.round(game.mouseInGame.y / 25) * 25;
|
||||
let out;
|
||||
copyToClipBoard(value) {
|
||||
// Create a fake textarea
|
||||
const textAreaEle = document.createElement('textarea');
|
||||
|
||||
//body rect mode
|
||||
out = `spawn.mapRect(${game.getCoords.pos1.x}, ${game.getCoords.pos1.y}, ${game.getCoords.pos2.x - game.getCoords.pos1.x}, ${game.getCoords.pos2.y -
|
||||
game.getCoords.pos1.y});`;
|
||||
// Reset styles
|
||||
textAreaEle.style.border = '0';
|
||||
textAreaEle.style.padding = '0';
|
||||
textAreaEle.style.margin = '0';
|
||||
|
||||
//mob spawn
|
||||
//out = `spawn.randomMob(${game.getCoords.pos1.x}, ${game.getCoords.pos1.y}, 0.3);`
|
||||
// Set the absolute position
|
||||
// User won't see the element
|
||||
textAreaEle.style.position = 'absolute';
|
||||
textAreaEle.style.left = '-9999px';
|
||||
textAreaEle.style.top = `0px`;
|
||||
|
||||
//draw foreground
|
||||
//out = `level.fill.push({ x: ${game.getCoords.pos1.x}, y: ${game.getCoords.pos1.y}, width: ${game.getCoords.pos2.x-game.getCoords.pos1.x}, height: ${game.getCoords.pos2.y-game.getCoords.pos1.y}, color: "rgba(0,0,0,0.1)"});`;
|
||||
// Set the value
|
||||
textAreaEle.value = value
|
||||
|
||||
//draw background fill
|
||||
//out = `level.fillBG.push({ x: ${game.getCoords.pos1.x}, y: ${game.getCoords.pos1.y}, width: ${game.getCoords.pos2.x-game.getCoords.pos1.x}, height: ${game.getCoords.pos2.y-game.getCoords.pos1.y}, color: "#ccc"});`;
|
||||
// Append the textarea to body
|
||||
document.body.appendChild(textAreaEle);
|
||||
|
||||
//svg mode
|
||||
//out = 'rect x="'+game.getCoords.pos1.x+'" y="'+ game.getCoords.pos1.y+'" width="'+(game.getCoords.pos2.x-game.getCoords.pos1.x)+'" height="'+(game.getCoords.pos2.y-game.getCoords.pos1.y)+'"';
|
||||
// Focus and select the text
|
||||
textAreaEle.focus();
|
||||
textAreaEle.select();
|
||||
|
||||
console.log(out);
|
||||
// document.getElementById("copy-this").innerHTML = out
|
||||
//
|
||||
// window.getSelection().removeAllRanges();
|
||||
// var range = document.createRange();
|
||||
// range.selectNode(document.getElementById('copy-this'));
|
||||
// window.getSelection().addRange(range);
|
||||
// document.execCommand('copy')
|
||||
// window.getSelection().removeAllRanges();
|
||||
// Execute the "copy" command
|
||||
try {
|
||||
document.execCommand('copy');
|
||||
} catch (err) {
|
||||
// Unable to copy
|
||||
} finally {
|
||||
// Remove the textarea
|
||||
document.body.removeChild(textAreaEle);
|
||||
}
|
||||
},
|
||||
constructMouseDownPosition: {
|
||||
x: 0,
|
||||
y: 0
|
||||
},
|
||||
constructMapString: [],
|
||||
constructCycle() {
|
||||
if (game.isConstructionMode && game.constructMouseDownPosition) {
|
||||
function round(num, round = 25) {
|
||||
return Math.ceil(num / round) * round;
|
||||
}
|
||||
const x = round(game.constructMouseDownPosition.x)
|
||||
const y = round(game.constructMouseDownPosition.y)
|
||||
const dx = round(game.mouseInGame.x) - x
|
||||
const dy = round(game.mouseInGame.y) - y
|
||||
|
||||
ctx.strokeStyle = "#000"
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeRect(x, y, dx, dy);
|
||||
}
|
||||
},
|
||||
outputMapString() {
|
||||
let out = "" //combine set of map strings to one string
|
||||
let outHTML = ""
|
||||
for (let i = 0, len = game.constructMapString.length; i < len; i++) {
|
||||
out += game.constructMapString[i];
|
||||
outHTML += "<div>" + game.constructMapString[i] + "</div>"
|
||||
}
|
||||
game.copyToClipBoard(out)
|
||||
document.getElementById("construct").innerHTML = outHTML
|
||||
},
|
||||
enableConstructMode() {
|
||||
game.isConstructionMode = true;
|
||||
game.isAutoZoom = false;
|
||||
|
||||
document.body.addEventListener("mouseup", (e) => {
|
||||
if (game.testing && game.constructMouseDownPosition && game.mouseInGame.x > game.constructMouseDownPosition.x && game.mouseInGame.y > game.constructMouseDownPosition.y) { //make sure that the width and height are positive
|
||||
function round(num, round = 25) {
|
||||
return Math.ceil(num / round) * round;
|
||||
}
|
||||
//clean up positions
|
||||
const x = round(game.constructMouseDownPosition.x)
|
||||
const y = round(game.constructMouseDownPosition.y)
|
||||
const dx = round(game.mouseInGame.x) - x
|
||||
const dy = round(game.mouseInGame.y) - y
|
||||
|
||||
console.log(e.which)
|
||||
if (e.which === 1) { //add map
|
||||
game.constructMapString.push(`spawn.mapRect(${x}, ${y}, ${dx}, ${dy});`) //store command as a string in the next element of an array
|
||||
game.outputMapString();
|
||||
|
||||
//see map in world
|
||||
spawn.mapRect(x, y, dx, dy);
|
||||
len = map.length - 1
|
||||
map[len].collisionFilter.category = cat.map;
|
||||
map[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
|
||||
Matter.Body.setStatic(map[len], true); //make static
|
||||
World.add(engine.world, map[len]); //add to world
|
||||
|
||||
game.draw.setPaths() //update map graphics
|
||||
} else if (e.which === 3) { //add body
|
||||
game.constructMapString.push(`spawn.bodyRect(${x}, ${y}, ${dx}, ${dy});`) //store command as a string in the next element of an array
|
||||
game.outputMapString();
|
||||
|
||||
//see map in world
|
||||
spawn.bodyRect(x, y, dx, dy);
|
||||
len = body.length - 1
|
||||
body[len].collisionFilter.category = cat.body;
|
||||
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
||||
World.add(engine.world, body[len]); //add to world
|
||||
}
|
||||
|
||||
}
|
||||
game.constructMouseDownPosition.x = undefined
|
||||
game.constructMouseDownPosition.y = undefined
|
||||
});
|
||||
game.constructMouseDownPosition.x = undefined
|
||||
game.constructMouseDownPosition.y = undefined
|
||||
document.body.addEventListener("mousedown", () => {
|
||||
if (game.testing) {
|
||||
game.constructMouseDownPosition.x = game.mouseInGame.x
|
||||
game.constructMouseDownPosition.y = game.mouseInGame.y
|
||||
}
|
||||
});
|
||||
|
||||
document.body.addEventListener("keydown", (e) => { // e.keyCode z=90 m=77 b=66 shift = 16 c = 67
|
||||
if (game.testing && e.keyCode === 90 && game.constructMapString.length) {
|
||||
if (game.constructMapString[game.constructMapString.length - 1][6] === 'm') { //remove map
|
||||
game.constructMapString.pop();
|
||||
game.outputMapString();
|
||||
//remove from current level
|
||||
const index = map.length - 1
|
||||
Matter.World.remove(engine.world, map[index]);
|
||||
map.splice(index, 1);
|
||||
game.draw.setPaths() //update map graphics
|
||||
} else if (game.constructMapString[game.constructMapString.length - 1][6] === 'b') { //remove body
|
||||
game.constructMapString.pop();
|
||||
game.outputMapString();
|
||||
//remove from current level
|
||||
const index = body.length - 1
|
||||
Matter.World.remove(engine.world, body[index]);
|
||||
body.splice(index, 1);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
};
|
||||
34
js/index.js
34
js/index.js
@@ -268,39 +268,7 @@ const build = {
|
||||
document.getElementById("build-grid").style.display = "grid"
|
||||
},
|
||||
shareURL() {
|
||||
// Create a fake textarea
|
||||
const textAreaEle = document.createElement('textarea');
|
||||
|
||||
// Reset styles
|
||||
textAreaEle.style.border = '0';
|
||||
textAreaEle.style.padding = '0';
|
||||
textAreaEle.style.margin = '0';
|
||||
|
||||
// Set the absolute position
|
||||
// User won't see the element
|
||||
textAreaEle.style.position = 'absolute';
|
||||
textAreaEle.style.left = '-9999px';
|
||||
textAreaEle.style.top = `0px`;
|
||||
|
||||
// Set the value
|
||||
textAreaEle.value = build.generateURL();
|
||||
|
||||
// Append the textarea to body
|
||||
document.body.appendChild(textAreaEle);
|
||||
|
||||
// Focus and select the text
|
||||
textAreaEle.focus();
|
||||
textAreaEle.select();
|
||||
|
||||
// Execute the "copy" command
|
||||
try {
|
||||
document.execCommand('copy');
|
||||
} catch (err) {
|
||||
// Unable to copy
|
||||
} finally {
|
||||
// Remove the textarea
|
||||
document.body.removeChild(textAreaEle);
|
||||
}
|
||||
game.copyToClipBoard(build.generateURL())
|
||||
alert('n-gon build URL copied to clipboard.\nPaste into browser address bar.')
|
||||
},
|
||||
generateURL() {
|
||||
|
||||
37
js/level.js
37
js/level.js
@@ -14,18 +14,18 @@ const level = {
|
||||
start() {
|
||||
if (build.isURLBuild && level.levelsCleared === 0) build.onLoadPowerUps();
|
||||
if (level.levelsCleared === 0) { //this code only runs on the first level
|
||||
// game.enableConstructMode() //used to build maps in testing mode
|
||||
// level.difficultyIncrease(9)
|
||||
// b.giveGuns("foam")
|
||||
// mech.setField("time dilation field")
|
||||
// b.giveMod("renormalization");
|
||||
// b.giveMod("quantum tunneling");
|
||||
// b.giveGuns("grenades")
|
||||
// b.giveMod("rocket-propelled grenade");
|
||||
// b.giveGuns("rail gun")
|
||||
// mech.setField("pilot wave")
|
||||
// mech.setField("perfect diamagnetism")
|
||||
|
||||
level.intro(); //starting level
|
||||
// level.testing();
|
||||
// level.intro(); //starting level
|
||||
level.testing();
|
||||
// level.stronghold()
|
||||
// level.bosses();
|
||||
// level.satellite();
|
||||
@@ -152,19 +152,18 @@ const level = {
|
||||
spawn.mapRect(6400, -200, 400, 300); //right wall
|
||||
spawn.mapRect(6700, -1800, 800, 2600); //right wall
|
||||
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
|
||||
spawn.boost(1500, 0, 900);
|
||||
|
||||
// spawn.bomberBoss(2900, -500)
|
||||
spawn.suckerBoss(1200, -500)
|
||||
// spawn.hopper(1200, -500)
|
||||
// spawn.suckerBoss(1200, -500)
|
||||
// spawn.hopper(1200, -500, 70)
|
||||
// spawn.hopper(1200, -500, 100)
|
||||
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
|
||||
|
||||
// spawn.nodeBoss(1200, -500, "spiker")
|
||||
// spawn.hopper(1200, -500)
|
||||
spawn.spiderBoss(1200, -500)
|
||||
// spawn.timeSkipBoss(2900, -500)
|
||||
// spawn.randomMob(1600, -500)
|
||||
spawn.boost()
|
||||
spawn.boost(1500, 0, 1400);
|
||||
|
||||
},
|
||||
bosses() {
|
||||
level.defaultZoom = 1500
|
||||
@@ -591,7 +590,9 @@ const level = {
|
||||
spawn.randomBoss(1600, -100, 0);
|
||||
spawn.randomBoss(5000, -3900, -0.3);
|
||||
if (game.difficulty > 3) {
|
||||
if (Math.random() < 0.25) {
|
||||
if (Math.random() < 0.1) {
|
||||
spawn.randomLevelBoss(2800, -1400);
|
||||
} else if (Math.random() < 0.25) {
|
||||
spawn.laserBoss(2900 + 300 * Math.random(), -2950 + 150 * Math.random());
|
||||
} else if (Math.random() < 0.33) {
|
||||
spawn.laserBoss(1800 + 250 * Math.random(), -2600 + 150 * Math.random());
|
||||
@@ -975,7 +976,7 @@ const level = {
|
||||
spawn.randomBoss(4000, -350, 0.6);
|
||||
spawn.randomBoss(2750, -550, 0.1);
|
||||
if (game.difficulty > 2) {
|
||||
if (Math.random() < 0.1) { // tether ball
|
||||
if (Math.random() < 0.09) { // tether ball
|
||||
spawn.tetherBoss(4250, 0)
|
||||
cons[cons.length] = Constraint.create({
|
||||
pointA: {
|
||||
@@ -986,6 +987,9 @@ const level = {
|
||||
stiffness: 0.00007
|
||||
});
|
||||
if (game.difficulty > 4) spawn.nodeBoss(4250, 0, "spawns", 8, 20, 105); //chance to spawn a ring of exploding mobs around this boss
|
||||
}
|
||||
if (Math.random() < 0.08) {
|
||||
spawn.randomLevelBoss(4250, -250);
|
||||
} else {
|
||||
//floor below right tall tower
|
||||
spawn.bodyRect(3000, 50, 150, 250, 0.9);
|
||||
@@ -1343,7 +1347,6 @@ const level = {
|
||||
spawn.randomBoss(-3250, -2700, 0.2);
|
||||
spawn.randomBoss(-2450, -1100, 0);
|
||||
if (game.difficulty > 4) spawn.randomLevelBoss(-3400, -2800);
|
||||
|
||||
},
|
||||
warehouse() {
|
||||
level.defaultZoom = 1300
|
||||
@@ -1522,7 +1525,13 @@ const level = {
|
||||
//spawn.randomMob(1120, -1200, 0.3);
|
||||
//spawn.randomSmallMob(2200, -1775);
|
||||
|
||||
if (game.difficulty > 2) spawn.snakeBoss(-1300 + Math.random() * 2000, -2200); //boss snake with head
|
||||
if (game.difficulty > 3) {
|
||||
if (Math.random() < 0.1) {
|
||||
spawn.randomLevelBoss(-800, -1300)
|
||||
} else {
|
||||
spawn.snakeBoss(-1300 + Math.random() * 2000, -2200); //boss snake with head
|
||||
}
|
||||
}
|
||||
},
|
||||
office() {
|
||||
level.defaultZoom = 1400
|
||||
|
||||
21
js/mobs.js
21
js/mobs.js
@@ -992,11 +992,11 @@ const mobs = {
|
||||
}
|
||||
}
|
||||
if (Math.random() < b.isModBotSpawner) {
|
||||
(Math.random() < 0.5) ? b.nailBot(): b.laserBot()
|
||||
(Math.random() < 0.5) ? b.nailBot(this.position): b.laserBot(this.position)
|
||||
if (mech.energy > 0.33) mech.energy -= 0.33
|
||||
}
|
||||
if (b.isModExplodeMob) b.explosion(this.position, Math.min(450, Math.sqrt(this.mass + 3) * 80))
|
||||
}
|
||||
|
||||
},
|
||||
removeConsBB() {
|
||||
for (let i = 0, len = consBB.length; i < len; ++i) {
|
||||
@@ -1040,20 +1040,31 @@ const mobs = {
|
||||
},
|
||||
//replace dead mob with a regular body
|
||||
replace(i) {
|
||||
//large mobs or too many bodies go intangible and fall until removed from game to help performance
|
||||
if (this.leaveBody && this.mass < 10 && body.length < 50) {
|
||||
//if there are too many bodies don't turn into blocks to help performance
|
||||
if (this.leaveBody && body.length < 60 && this.mass < 100) {
|
||||
const len = body.length;
|
||||
body[len] = Matter.Bodies.fromVertices(this.position.x, this.position.y, this.vertices);
|
||||
Matter.Body.setVelocity(body[len], this.velocity);
|
||||
Matter.Body.setAngularVelocity(body[len], this.angularVelocity);
|
||||
body[len].collisionFilter.category = cat.body;
|
||||
body[len].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet;
|
||||
|
||||
// if (body[len].mass > 10 || 45 + 10 * Math.random() < body.length) {
|
||||
// body[len].collisionFilter.mask = cat.player | cat.bullet | cat.mob | cat.mobBullet;
|
||||
// }
|
||||
body[len].classType = "body";
|
||||
World.add(engine.world, body[len]); //add to world
|
||||
|
||||
//large mobs shrink so they don't block paths
|
||||
if (body[len].mass > 10) {
|
||||
const shrink = function (that, massLimit) {
|
||||
if (that.mass > massLimit) {
|
||||
const scale = 0.95;
|
||||
Matter.Body.scale(that, scale, scale);
|
||||
setTimeout(shrink, 20, that, massLimit);
|
||||
}
|
||||
};
|
||||
shrink(body[len], 9 + 5 * Math.random())
|
||||
}
|
||||
}
|
||||
Matter.World.remove(engine.world, this);
|
||||
mob.splice(i, 1);
|
||||
|
||||
17
js/player.js
17
js/player.js
@@ -371,7 +371,7 @@ const mech = {
|
||||
if (b.mods[i].count < b.mods[i].maxCount &&
|
||||
b.mods[i].name !== "quantum immortality" &&
|
||||
b.mods[i].name !== "Born rule" &&
|
||||
b.mods[i].name !== "leveraged investment" &&
|
||||
b.mods[i].name !== "determinism" &&
|
||||
b.mods[i].name !== "reallocation" &&
|
||||
b.mods[i].allowed()
|
||||
) options.push(i);
|
||||
@@ -603,7 +603,7 @@ const mech = {
|
||||
|
||||
// freeze game and display a full screen red color
|
||||
if (dmg > 0.05) {
|
||||
if (dmg > 0.15 * mech.holdingMassScale) mech.drop(); //drop block if holding
|
||||
if (dmg > 0.20 * mech.holdingMassScale) mech.drop(); //drop block if holding
|
||||
game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
|
||||
game.fpsInterval = 1000 / game.fpsCap;
|
||||
} else {
|
||||
@@ -714,6 +714,13 @@ const mech = {
|
||||
mech.knee.x = (l / d) * (mech.foot.x - mech.hip.x) - (h / d) * (mech.foot.y - mech.hip.y) + mech.hip.x + offset;
|
||||
mech.knee.y = (l / d) * (mech.foot.y - mech.hip.y) + (h / d) * (mech.foot.x - mech.hip.x) + mech.hip.y;
|
||||
},
|
||||
// collisionImmune: false,
|
||||
// beginCollisionImmune() {
|
||||
|
||||
// },
|
||||
// endCollisionImmune() {
|
||||
|
||||
// },
|
||||
draw() {
|
||||
// mech.fillColor = (mech.collisionImmuneCycle < mech.cycle) ? "#fff" : "rgba(255,255,255,0.1)" //"#cff"
|
||||
ctx.fillStyle = mech.fillColor;
|
||||
@@ -721,6 +728,12 @@ const mech = {
|
||||
|
||||
//draw body
|
||||
ctx.save();
|
||||
// if (mech.collisionImmuneCycle < mech.cycle) {
|
||||
// ctx.globalAlpha = 1
|
||||
// if (mech.collisionImmune) mech.collisionImmune = false;
|
||||
// } else {
|
||||
// ctx.globalAlpha = 0.7
|
||||
// }
|
||||
ctx.globalAlpha = (mech.collisionImmuneCycle < mech.cycle) ? 1 : 0.7
|
||||
ctx.translate(mech.pos.x, mech.pos.y);
|
||||
mech.calcLeg(Math.PI, -3);
|
||||
|
||||
@@ -81,7 +81,7 @@ const powerUps = {
|
||||
if (mech.energy < mech.maxEnergy) mech.energy = mech.maxEnergy;
|
||||
if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
|
||||
} else {
|
||||
let ammo = Math.ceil((target.ammoPack * (1 + 0.1 * Math.random())));
|
||||
let ammo = Math.ceil((target.ammoPack * (0.8 + 0.25 * Math.random())));
|
||||
// if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun
|
||||
target.ammo += ammo;
|
||||
game.updateGunHUD();
|
||||
@@ -115,7 +115,7 @@ const powerUps = {
|
||||
if (choice1 > -1) {
|
||||
let text = `<div class='cancel' onclick='powerUps.cancel("field")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a field</h3>`
|
||||
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice1].name}</div> ${mech.fieldUpgrades[choice1].description}</div>`
|
||||
if (!b.isModBayesian) {
|
||||
if (!b.isModDeterminism) {
|
||||
choice2 = pick(mech.fieldUpgrades, choice1)
|
||||
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice2].name}</div> ${mech.fieldUpgrades[choice2].description}</div>`
|
||||
choice3 = pick(mech.fieldUpgrades, choice1, choice2)
|
||||
@@ -160,7 +160,7 @@ const powerUps = {
|
||||
if (choice1 > -1) {
|
||||
let text = `<div class='cancel' onclick='powerUps.cancel("mod")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a mod</h3>`
|
||||
text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice1})"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[choice1].name}</div> ${b.mods[choice1].description}</div>`
|
||||
if (!b.isModBayesian) {
|
||||
if (!b.isModDeterminism) {
|
||||
choice2 = pick(choice1)
|
||||
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice2})"><div class="grid-title"><div class="circle-grid mod"></div> ${b.mods[choice2].name}</div> ${b.mods[choice2].description}</div>`
|
||||
choice3 = pick(choice1, choice2)
|
||||
@@ -198,7 +198,7 @@ const powerUps = {
|
||||
if (choice1 > -1) {
|
||||
let text = `<div class='cancel' onclick='powerUps.cancel("gun")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a gun</h3>`
|
||||
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
|
||||
if (!b.isModBayesian) {
|
||||
if (!b.isModDeterminism) {
|
||||
choice2 = pick(b.guns, choice1)
|
||||
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
|
||||
choice3 = pick(b.guns, choice1, choice2)
|
||||
@@ -230,43 +230,43 @@ const powerUps = {
|
||||
spawnRandomPowerUp(x, y) { //mostly used after mob dies
|
||||
if ((Math.random() * Math.random() - 0.3 > Math.sqrt(mech.health) && !b.isModEnergyHealth) || Math.random() < 0.035) { //spawn heal chance is higher at low health
|
||||
powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "heal");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.15 && b.inventory.length > 0 && !b.isModNoAmmo) {
|
||||
if (Math.random() < 0.15 && b.inventory.length > 0 && !b.modBayesian) {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "ammo");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.002 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
|
||||
powerUps.spawn(x, y, "gun");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun");
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "gun");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.0027 * (15 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 15
|
||||
powerUps.spawn(x, y, "mod");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod");
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "mod");
|
||||
return;
|
||||
}
|
||||
if (Math.random() < 0.006) {
|
||||
powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field");
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "field");
|
||||
return;
|
||||
}
|
||||
},
|
||||
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
|
||||
if (mech.fieldMode === 0) {
|
||||
powerUps.spawn(x, y, "field")
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field")
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "field")
|
||||
} else if (Math.random() < 0.9) {
|
||||
powerUps.spawn(x, y, "mod")
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod")
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "mod")
|
||||
} else if (Math.random() < 0.5) {
|
||||
powerUps.spawn(x, y, "gun")
|
||||
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun")
|
||||
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "gun")
|
||||
// } else if (Math.random() < 0.5) {
|
||||
// powerUps.spawn(x, y, "field");
|
||||
// if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field");
|
||||
// if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "field");
|
||||
} else if (mech.health < 0.65 && !b.isModEnergyHealth) {
|
||||
powerUps.spawn(x, y, "heal");
|
||||
powerUps.spawn(x, y, "heal");
|
||||
@@ -274,18 +274,18 @@ const powerUps = {
|
||||
powerUps.spawn(x, y, "heal");
|
||||
powerUps.spawn(x, y, "heal");
|
||||
powerUps.spawn(x, y, "heal");
|
||||
if (Math.random() < b.isModBayesian) {
|
||||
if (Math.random() < b.modBayesian) {
|
||||
powerUps.spawn(x, y, "heal");
|
||||
powerUps.spawn(x, y, "heal");
|
||||
powerUps.spawn(x, y, "heal");
|
||||
}
|
||||
} else if (!b.isModNoAmmo) {
|
||||
} else if (!b.modBayesian) {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
if (Math.random() < b.isModBayesian) {
|
||||
if (Math.random() < b.modBayesian) {
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
powerUps.spawn(x, y, "ammo");
|
||||
@@ -296,10 +296,11 @@ const powerUps = {
|
||||
if (Math.random() < 0.5) {
|
||||
powerUps.spawn(x, y, "heal", false);
|
||||
} else {
|
||||
if (!b.isModNoAmmo) powerUps.spawn(x, y, "ammo", false);
|
||||
if (!b.modBayesian) powerUps.spawn(x, y, "ammo", false);
|
||||
}
|
||||
},
|
||||
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
||||
if (level.levelsCleared < 5) {
|
||||
if (b.inventory.length === 0) {
|
||||
powerUps.spawn(x, y, "gun", false);
|
||||
} else if (b.modCount === 0) {
|
||||
@@ -312,6 +313,11 @@ const powerUps = {
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
}
|
||||
} else {
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
powerUps.spawnRandomPowerUp(x, y);
|
||||
}
|
||||
},
|
||||
spawn(x, y, target, moving = true, mode = null) {
|
||||
// if (!level.isBuildRun || target === "heal" || target === "ammo") {
|
||||
|
||||
83
js/spawn.js
83
js/spawn.js
@@ -81,7 +81,7 @@ const spawn = {
|
||||
},
|
||||
randomLevelBoss(x, y) {
|
||||
// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
|
||||
const options = ["shooterBoss", "cellBossCulture", "bomberBoss"] //, "timeSkipBoss"
|
||||
const options = ["spiderBoss"] //, "timeSkipBoss" //"shooterBoss", "cellBossCulture", "bomberBoss",
|
||||
// const options = ["timeSkipBoss"]
|
||||
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
|
||||
},
|
||||
@@ -329,6 +329,7 @@ const spawn = {
|
||||
let me = mob[mob.length - 1];
|
||||
me.big = false; //required for grow
|
||||
me.accelMag = 0.00045 * game.accelScale;
|
||||
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
|
||||
me.do = function () {
|
||||
this.seePlayerByLookingAt();
|
||||
this.checkStatus();
|
||||
@@ -384,7 +385,6 @@ const spawn = {
|
||||
this.searchSpring();
|
||||
this.checkStatus();
|
||||
this.springAttack();
|
||||
//not properly effected by stun, if looking at player while stun will still attack...
|
||||
};
|
||||
},
|
||||
hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30)) {
|
||||
@@ -638,6 +638,82 @@ const spawn = {
|
||||
}
|
||||
}
|
||||
},
|
||||
spiderBoss(x, y, radius = 50 + Math.ceil(Math.random() * 10)) {
|
||||
let targets = [] //track who is in the node boss, for shields
|
||||
mobs.spawn(x, y, 6, radius, "#b386e8");
|
||||
let me = mob[mob.length - 1];
|
||||
targets.push(me.id) //add to shield protection
|
||||
me.friction = 0;
|
||||
me.frictionAir = 0.0065;
|
||||
me.lookTorque = 0.0000008; //controls spin while looking for player
|
||||
me.g = 0.00025; //required if using 'gravity'
|
||||
me.seePlayerFreq = Math.round((40 + 25 * Math.random()) * game.lookFreqScale);
|
||||
const springStiffness = 0.00006;
|
||||
const springDampening = 0.0006;
|
||||
|
||||
me.springTarget = {
|
||||
x: me.position.x,
|
||||
y: me.position.y
|
||||
};
|
||||
const len = cons.length;
|
||||
cons[len] = Constraint.create({
|
||||
pointA: me.springTarget,
|
||||
bodyB: me,
|
||||
stiffness: springStiffness,
|
||||
damping: springDampening
|
||||
});
|
||||
cons[len].length = 100 + 1.5 * radius;
|
||||
me.cons = cons[len];
|
||||
|
||||
me.springTarget2 = {
|
||||
x: me.position.x,
|
||||
y: me.position.y
|
||||
};
|
||||
const len2 = cons.length;
|
||||
cons[len2] = Constraint.create({
|
||||
pointA: me.springTarget2,
|
||||
bodyB: me,
|
||||
stiffness: springStiffness,
|
||||
damping: springDampening
|
||||
});
|
||||
cons[len2].length = 100 + 1.5 * radius;
|
||||
me.cons2 = cons[len2];
|
||||
// Matter.Body.setDensity(me, 0.001); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.onDeath = function () {
|
||||
this.removeCons();
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
};
|
||||
me.do = function () {
|
||||
this.gravity();
|
||||
this.searchSpring();
|
||||
this.checkStatus();
|
||||
this.springAttack();
|
||||
};
|
||||
|
||||
radius = 22 // radius of each node mob
|
||||
const sideLength = 100 // distance between each node mob
|
||||
const nodes = 6
|
||||
const angle = 2 * Math.PI / nodes
|
||||
|
||||
spawn.allowShields = false; //don't want shields on individual boss mobs
|
||||
|
||||
for (let i = 0; i < nodes; ++i) {
|
||||
spawn.stabber(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius);
|
||||
targets.push(mob[mob.length - 1].id) //track who is in the node boss, for shields
|
||||
}
|
||||
//spawn shield for entire boss
|
||||
spawn.bossShield(targets, x, y, sideLength + 1 * radius + nodes * 5 - 25);
|
||||
spawn.allowShields = true;
|
||||
|
||||
spawn.constrain2AdjacentMobs(nodes + 1, 0.05, true); //loop mobs together
|
||||
for (let i = 0; i < nodes; ++i) { //attach to center mob
|
||||
consBB[consBB.length] = Constraint.create({
|
||||
bodyA: me,
|
||||
bodyB: mob[mob.length - i - 1],
|
||||
stiffness: 0.05
|
||||
});
|
||||
}
|
||||
},
|
||||
timeSkipBoss(x, y, radius = 70) {
|
||||
mobs.spawn(x, y, 6, radius, '#000');
|
||||
let me = mob[mob.length - 1];
|
||||
@@ -945,6 +1021,7 @@ const spawn = {
|
||||
me.spikeLength = 0;
|
||||
me.isSpikeGrowing = false;
|
||||
me.isSpikeReset = true;
|
||||
me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.player //can't touch other mobs
|
||||
Matter.Body.rotate(me, Math.PI * 0.1);
|
||||
spawn.shield(me, x, y);
|
||||
// me.onDamage = function () {};
|
||||
@@ -1013,7 +1090,7 @@ const spawn = {
|
||||
me.g = 0.0002; //required if using 'gravity'
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
me.delay = 120 * game.CDScale;
|
||||
me.delay = 90 * game.CDScale;
|
||||
me.cd = Infinity;
|
||||
Matter.Body.rotate(me, Math.PI * 0.1);
|
||||
spawn.shield(me, x, y);
|
||||
|
||||
19
style.css
19
style.css
@@ -95,6 +95,25 @@ summary {
|
||||
/* transition: display 0.5s; */
|
||||
}
|
||||
|
||||
#construct {
|
||||
display: none;
|
||||
position: absolute;
|
||||
bottom: 0%;
|
||||
right: 0%;
|
||||
z-index: 1;
|
||||
width: 300px;
|
||||
height: 320px;
|
||||
background-color: #fff;
|
||||
color: #000;
|
||||
font-size: 0.9em;
|
||||
user-select: text;
|
||||
white-space: pre;
|
||||
padding: 3px;
|
||||
overflow: scroll;
|
||||
/* border-radius: 0px; */
|
||||
border: 2px #333 solid;
|
||||
}
|
||||
|
||||
#choose-grid {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
|
||||
20
todo.txt
20
todo.txt
@@ -1,10 +1,24 @@
|
||||
|
||||
|
||||
foam gun now slows down when touching walls
|
||||
mod - quantum foam now bypasses shields
|
||||
Bayesian now only give one mod choice on election, but 33% (from 20%) chance at double power ups
|
||||
large mods shrink on death instead of disappearing
|
||||
new boss mob: spiderBoss
|
||||
mod - Bayesian interference -> determinism
|
||||
spawn 4 mods and 2 heals, future power ups are limited to one choice
|
||||
mod - Leveraged investments -> Bayesian interference
|
||||
33% chance for double power ups to drop, remove all future ammo power ups
|
||||
|
||||
(serious progress on my level construction tools, but it's not ready yet)
|
||||
|
||||
************** TODO - n-gon **************
|
||||
|
||||
construct
|
||||
display outline of map to be draw while mouse is down
|
||||
toggle between maps and bodies
|
||||
?highlight map/body mouse is over and be able to remove it?
|
||||
display current output text in a box
|
||||
live update it
|
||||
|
||||
|
||||
mod - blocking with perfect diamagnetism fires your gun
|
||||
maybe doesn't trigger cooldown?
|
||||
does use ammo
|
||||
|
||||
Reference in New Issue
Block a user