diff --git a/js/bullets.js b/js/bullets.js
index 7ae9c60..9a038d6 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -79,6 +79,7 @@ const b = {
isModNailPoison: null,
isModEnergyHealth: null,
isModPulseStun: null,
+ isModPilotFreeze: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
b.modAcidDmg = 0.5
@@ -211,22 +212,6 @@ const b = {
b.isModHarmDamage = false;
}
},
- {
- name: "thermal runaway",
- description: "mobs explode when they die
be careful",
- maxCount: 1,
- count: 0,
- allowed() {
- return true
- },
- requires: "",
- effect: () => {
- b.isModExplodeMob = true;
- },
- remove() {
- b.isModExplodeMob = false;
- }
- },
{
name: "auto-loading heuristics",
description: "your delay after firing is +14% shorter",
@@ -386,6 +371,22 @@ const b = {
b.modSporesOnDeath = 0;
}
},
+ {
+ name: "thermal runaway",
+ description: "mobs explode when they die
be careful",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return true
+ },
+ requires: "",
+ effect: () => {
+ b.isModExplodeMob = true;
+ },
+ remove() {
+ b.isModExplodeMob = false;
+ }
+ },
{
name: "reaction inhibitor",
description: "mobs die if their life goes below 12%",
@@ -504,7 +505,7 @@ const b = {
}
},
{
- name: "weak anthropic principle",
+ name: "anthropic principle",
description: "fatal harm can't happen
saves you up to once every 3 seconds",
maxCount: 1,
count: 0,
@@ -749,7 +750,7 @@ const b = {
},
{
name: "leveraged investment",
- description: "remove all future ammo power ups
spawn 6 mods and 3 healing power ups",
+ description: "remove all future ammo power ups
spawn 5 mods and 3 healing power ups",
maxCount: 1,
count: 0,
allowed() {
@@ -758,7 +759,7 @@ const b = {
requires: "",
effect: () => {
b.isModNoAmmo = true;
- for (let i = 0; i < 6; i++) { //if you change the six also change it in Born rule
+ for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
@@ -814,7 +815,7 @@ const b = {
bullet = [];
let count = b.modCount
- if (b.isModNoAmmo) count - 6 //remove the 6 bonus mods when getting rid of leveraged investment
+ if (b.isModNoAmmo) count - 5 //remove the 5 bonus mods when getting rid of leveraged investment
for (let i = 0; i < count; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
@@ -1496,6 +1497,22 @@ const b = {
b.superposition = false;
}
},
+ {
+ name: "Bose Einstein condensate",
+ description: "mobs in superposition with the pilot wave
are frozen for 2 second",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mech.fieldUpgrades[mech.fieldMode].name === "pilot wave"
+ },
+ requires: "pilot wave",
+ effect() {
+ b.isModPilotFreeze = true
+ },
+ remove() {
+ b.isModPilotFreeze = false
+ }
+ },
],
removeMod(index) {
b.mods[index].remove();
@@ -1533,9 +1550,15 @@ const b = {
}
} else {
if (isNaN(index)) { //find index by name
+ let found = false;
for (let i = 0; i < b.mods.length; i++) {
- if (index === b.mods[i].name) index = i
+ if (index === b.mods[i].name) {
+ index = i;
+ found = true;
+ break;
+ }
}
+ if (!found) return //if name not found don't give any mod
}
b.mods[index].effect(); //give specific mod
@@ -1818,7 +1841,7 @@ const b = {
bullet[me].onEnd = function () {
b.explosion(this.position, this.explodeRad * size); //makes bullet do explosive damage at end
for (let i = 0; i < spawn; i++) {
- b.missile(this.position, 2 * Math.PI * Math.random(), 0, 0.75)
+ b.missile(this.position, 2 * Math.PI * Math.random(), 0, 0.65)
}
}
bullet[me].onDmg = function () {
@@ -2124,7 +2147,7 @@ const b = {
friction: 0,
frictionAir: 0.10,
restitution: 0.3,
- dmg: 0.17, //damage done in addition to the damage from momentum
+ dmg: 0.16, //damage done in addition to the damage from momentum
lookFrequency: 10 + Math.floor(7 * Math.random()),
endCycle: game.cycle + 120 * b.isModBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet",
@@ -2195,7 +2218,7 @@ const b = {
frictionAir: 0.0005,
restitution: 1,
dmg: 0.17, //damage done in addition to the damage from momentum
- lookFrequency: 83 + Math.floor(41 * Math.random()),
+ lookFrequency: 107 + Math.floor(47 * Math.random()),
endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet",
collisionFilter: {
@@ -2205,18 +2228,21 @@ const b = {
minDmgSpeed: 0,
lockedOn: null,
isFollowMouse: true,
+ deathCycles: 110 + RADIUS * 5,
onDmg() {
this.lockedOn = null
- if (this.endCycle > game.cycle + 180 && b.isModDroneCollide) {
+ if (this.endCycle > game.cycle + this.deathCycles && b.isModDroneCollide) {
this.endCycle -= 60
- if (game.cycle + 180 > this.endCycle) this.endCycle = game.cycle + 180
+ if (game.cycle + this.deathCycles > this.endCycle) this.endCycle = game.cycle + this.deathCycles
}
},
onEnd() {},
do() {
- if (game.cycle + 180 > this.endCycle) { //fall and die
+ if (game.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
this.force.y += this.mass * 0.0012;
this.restitution = 0.2;
+ const scale = 0.99;
+ Matter.Body.scale(this, scale, scale);
} else {
this.force.y += this.mass * 0.0002;
//find mob targets
@@ -2496,9 +2522,15 @@ const b = {
}
} else {
if (isNaN(gun)) { //find gun by name
+ let found = false;
for (let i = 0; i < b.guns.length; i++) {
- if (gun === b.guns[i].name) gun = i
+ if (gun === b.guns[i].name) {
+ gun = i
+ found = true;
+ break
+ }
}
+ if (!found) return //if no gun found don't give a gun
}
if (!b.guns[gun].have) b.inventory.push(gun);
b.guns[gun].have = true;
@@ -3151,7 +3183,7 @@ const b = {
name: "ice IX", //11
description: "synthesize short-lived ice crystals
crystals seek out and freeze mobs",
ammo: 0,
- ammoPack: 80,
+ ammoPack: 75,
have: false,
isStarterGun: true,
isEasyToAim: true,
@@ -3898,70 +3930,5 @@ const b = {
// player.force.x -= KNOCK * Math.cos(dir)
// player.force.y -= KNOCK * Math.sin(dir) * 0.3 //reduce knock back in vertical direction to stop super jumps
// },
- // {
- // name: "triboelectricty", //14
- // description: "release particles that quickly seek out targets",
- // ammo: 0,
- // ammoPack: 40,
- // have: false,
- // isStarterGun: true,
- // fire() {
- // const dir = mech.angle + 0.2 * (Math.random() - 0.5);
- // const me = bullet.length;
- // const RADIUS = 6
- // bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
- // angle: dir,
- // inertia: Infinity,
- // // friction: 0.05,
- // // frictionAir: 0.05,
- // restitution: 0.8,
- // dmg: 0.14, //damage done in addition to the damage from momentum
- // lookFrequency: 3,
- // endCycle: game.cycle + Math.floor(120 * b.isModBulletsLastLonger),
- // classType: "bullet",
- // collisionFilter: {
- // category: 0x000100,
- // mask: 0x010111 //self collide
- // },
- // minDmgSpeed: 0,
- // lockedOn: null,
- // isFollowMouse: true,
- // onDmg() {
- // this.endCycle = 0;
- // },
- // onEnd() {},
- // do() {
- // if (this.lockedOn) { //accelerate towards mobs
- // this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * 0.01)
- // Matter.Body.setVelocity(this, {
- // x: this.velocity.x * 0.93,
- // y: this.velocity.y * 0.93
- // });
- // } else {
- // this.force.y += this.mass * 0.0004;
- // }
- // }
- // })
-
- // b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 45 : 30, dir, me); //cd , speed
-
- // //find mob targets
- // let closeDist = Infinity;
- // for (let i = 0, len = mob.length; i < len; ++i) {
- // if (
- // Matter.Query.ray(map, bullet[me].position, mob[i].position).length === 0 &&
- // Matter.Query.ray(body, bullet[me].position, mob[i].position).length === 0
- // ) {
- // const TARGET_VECTOR = Vector.sub(bullet[me].position, mob[i].position)
- // const DIST = Vector.magnitude(TARGET_VECTOR);
- // if (DIST < closeDist) {
- // closeDist = DIST;
- // bullet[me].lockedOn = mob[i]
- // }
- // }
- // }
- // }
- // },
- // {
]
};
\ No newline at end of file
diff --git a/js/level.js b/js/level.js
index 81b4f5b..e2a1caa 100644
--- a/js/level.js
+++ b/js/level.js
@@ -17,8 +17,7 @@ const level = {
// level.difficultyIncrease(9)
// b.giveGuns("vacuum bomb")
// mech.setField("pilot wave")
- // b.giveMod("energy");
- // b.giveMod("Born rule");
+ // b.giveMod("nonlocality");
level.intro(); //starting level
// level.testing();
@@ -103,6 +102,10 @@ const level = {
level.defaultZoom = 1500
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#ddd";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
+
level.fill.push({
x: 6400,
y: -550,
@@ -164,6 +167,9 @@ const level = {
// }
document.body.style.backgroundColor = "#ddd";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
// level.fillBG.push({
// x: -150,
@@ -242,6 +248,10 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
document.body.style.backgroundColor = "#eee";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
+
level.fillBG.push({
x: 2600,
y: -600,
@@ -395,6 +405,9 @@ const level = {
spawn.debris(3035, -3900, 1500, 3); //16 debris per level
document.body.style.backgroundColor = "#dbdcde";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
//spawn start building
spawn.mapRect(-300, -800, 50, 800);
@@ -575,6 +588,9 @@ const level = {
level.defaultZoom = 1700
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
if (Math.random() < 0.75) {
//normal direction start in top left
@@ -804,6 +820,9 @@ const level = {
spawn.debris(3450, 0, 2000, 16); //16 debris per level
spawn.debris(3500, -2350, 1500, 2); //16 debris per level
document.body.style.backgroundColor = "#dcdcde";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
//foreground
level.fill.push({
@@ -984,6 +1003,9 @@ const level = {
powerUps.spawnStartingPowerUps(1475, -1175);
spawn.debris(750, -2200, 3700, 16); //16 debris per level
document.body.style.backgroundColor = "#dcdcde";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
//foreground
level.fill.push({
@@ -1124,7 +1146,6 @@ const level = {
level.defaultZoom = 1500
game.zoomTransition(level.defaultZoom)
- document.body.style.backgroundColor = "#dcdcde" //"#fafcff";
mech.setPosToSpawn(0, -700); //normal spawn
//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
level.enter.x = mech.spawnPos.x - 50;
@@ -1135,6 +1156,10 @@ const level = {
level.exit.y = -2805;
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
powerUps.spawnStartingPowerUps(-2550, -700);
+ document.body.style.backgroundColor = "#dcdcde" //"#fafcff";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
// spawn.laserZone(-550, -350, 10, 400, 0.3)
// spawn.deathQuery(-550, -350, 50, 400)
@@ -1306,7 +1331,6 @@ const level = {
level.defaultZoom = 1300
game.zoomTransition(level.defaultZoom)
- document.body.style.backgroundColor = "#dcdcde" //"#f2f5f3";
mech.setPosToSpawn(25, -55); //normal spawn
//mech.setPosToSpawn(-2000, -1700); // left ledge spawn
level.enter.x = mech.spawnPos.x - 50;
@@ -1320,6 +1344,10 @@ const level = {
spawn.debris(-3000, -800, 3280, 6); //16 debris per level
spawn.debris(-1400, 410, 2300, 5); //16 debris per level
powerUps.spawnStartingPowerUps(25, 500);
+ document.body.style.backgroundColor = "#dcdcde" //"#f2f5f3";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
//foreground
// level.fill.push({ x: -3025, y: 50, width: 4125, height: 1350, color: "rgba(0,0,0,0.05)"});
@@ -1517,7 +1545,11 @@ const level = {
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
document.body.style.backgroundColor = "#e0e5e0";
- //foreground
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
+
+ // foreground
level.fill.push({
x: -550,
y: -1700,
@@ -1673,9 +1705,12 @@ const level = {
level.exit.y = -1250;
level.addZone(level.exit.x, level.exit.y, 100, 30, "nextLevel");
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 20); //exit bump
- document.body.style.backgroundColor = "#dbdcde";
spawn.debris(3800, -1480, 300, 12);
spawn.debris(3600, -1130, 200, 2);
+ document.body.style.backgroundColor = "#dbdcde";
+ // game.draw.mapFill = "#444"
+ // game.draw.bodyFill = "rgba(140,140,140,0.85)"
+ // game.draw.bodyStroke = "#222"
level.fillBG.push({
x: -500,
diff --git a/js/player.js b/js/player.js
index 6d81d1e..e97ab6d 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1225,9 +1225,15 @@ const mech = {
hold() {},
setField(index) {
if (isNaN(index)) { //find index by name
+ let found = false
for (let i = 0; i < mech.fieldUpgrades.length; i++) {
- if (index === mech.fieldUpgrades[i].name) index = i
+ if (index === mech.fieldUpgrades[i].name) {
+ index = i;
+ found = true;
+ break;
+ }
}
+ if (!found) return //if you can't find the field don't give a field to avoid game crash
}
mech.fieldMode = index;
document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name
@@ -1376,7 +1382,7 @@ const mech = {
}
} else if (b.isModMissileField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
- mech.energy -= 0.5;
+ mech.energy -= 0.6;
b.missile({
x: mech.pos.x + 40 * Math.cos(mech.angle),
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
@@ -1927,7 +1933,7 @@ const mech = {
},
{
name: "pilot wave",
- description: "use energy to push blocks with your mouse
energy drain is increased out of line of sight",
+ description: "use energy to push blocks with your mouse
field radius decreases out of line of sight",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write
@@ -1944,16 +1950,22 @@ const mech = {
mech.fieldRadius = 0;
mech.drop();
mech.hold = function () {
- if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
+ if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) {
+ const scale = 25
+ const bounds = {
+ min: {
+ x: mech.fieldPosition.x - scale,
+ y: mech.fieldPosition.y - scale
+ },
+ max: {
+ x: mech.fieldPosition.x + scale,
+ y: mech.fieldPosition.y + scale
+ }
+ }
+ const isInMap = Matter.Query.region(map, bounds).length
+ // const isInMap = Matter.Query.point(map, mech.fieldPosition).length
-
- // if (Matter.Query.ray(map, game.mouseInGame, player.position).length === 0){
-
- // } else {
- // mech.fieldOn = false;
- // }
-
- if (!mech.fieldOn) {
+ if (!mech.fieldOn) { // if field was off, and it starting up, teleport to new mouse location
mech.fieldOn = true;
mech.fieldPosition = { //smooth the mouse position
x: game.mouseInGame.x,
@@ -1963,62 +1975,58 @@ const mech = {
x: mech.fieldPosition.x,
y: mech.fieldPosition.y
}
- } else {
+ } else { //when field is on it smoothly moves towards the mouse
mech.lastFieldPosition = { //used to find velocity of field changes
x: mech.fieldPosition.x,
y: mech.fieldPosition.y
}
- const smooth = 0.97
+ const smooth = isInMap ? 0.985 : 0.96;
mech.fieldPosition = { //smooth the mouse position
x: mech.fieldPosition.x * smooth + game.mouseInGame.x * (1 - smooth),
y: mech.fieldPosition.y * smooth + game.mouseInGame.y * (1 - smooth),
}
}
- // Matter.Query.ray(map, game.mouseInGame, player.position).length === 0
- //make it so the field only works in line of sight
- // make the field not get stuck on map when there in no line of site
- // maybe track the last mouse position, and revert to smooting towards it when mouse leaves line of site
- // if (Matter.Query.ray(map, mech.fieldPosition, player.position).length === 0)
-
-
-
mech.grabPowerUp();
- //disable if player is inside field
-
if (mech.energy > 0.01) {
- // && Vector.magnitude(Vector.sub(game.mouseInGame, player.position)) > radius * 1.5 //disable effect when near player
//find mouse velocity
const diff = Vector.sub(mech.fieldPosition, mech.lastFieldPosition)
const speed = Vector.magnitude(diff)
- const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 60)) //limit velocity
- let radius = Math.max(50, 250 - 1.5 * speed) //change radius proportional to mouse speed //run a smoothing function?
- let isVisible = true
- if (Matter.Query.ray(map, mech.fieldPosition, player.position).length !== 0) {
- isVisible = false
- radius *= 0.2
+ const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 45)) //limit velocity
+ let radius, radiusSmooth
+ if (Matter.Query.ray(map, mech.fieldPosition, player.position).length) { //is there something block the player's view of the field
+ radius = 0
+ radiusSmooth = Math.max(0, isInMap ? 0.96 - 0.02 * speed : 0.995); //0.99
+ } else {
+ radius = Math.max(50, 250 - 2 * speed)
+ radiusSmooth = 0.97
}
- smooth = 0.9
- mech.fieldRadius = mech.fieldRadius * smooth + radius * (1 - smooth)
+ mech.fieldRadius = mech.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth)
- //find nearby blocks
for (let i = 0, len = body.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(body[i].position, mech.fieldPosition)) < mech.fieldRadius) {
- // Matter.Query.collides(player, [body[i]]).length === 0) { //block is not touching player, for no flying
- // (Matter.Query.ray(map, game.mouseInGame, player.position).length === 0 ? 1 : 4)
- const DRAIN = speed * body[i].mass * 0.00002 * (isVisible ? 1 : 4)
+ const DRAIN = speed * body[i].mass * 0.00002
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8)
body[i].force.y -= body[i].mass * game.g; //remove gravity effects
} else {
- mech.fieldOn = false
mech.fieldCDcycle = mech.cycle + 120;
+ mech.fieldOn = false
mech.fieldRadius = 0
break
}
}
}
+
+ if (b.isModPilotFreeze) {
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ if (Vector.magnitude(Vector.sub(mob[i].position, mech.fieldPosition)) < mech.fieldRadius) {
+ mobs.statusSlow(mob[i], 120)
+ }
+ }
+ }
+
ctx.beginPath();
const rotate = mech.cycle * 0.008;
mech.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(mech.energy, 1));
@@ -2026,21 +2034,18 @@ const mech = {
const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
ctx.beginPath();
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, 2 * Math.PI);
- // ctx.ellipse(game.mouseInGame.x, game.mouseInGame.y, radius * off1, radius * off2, -rotate, 0, 2 * Math.PI);
- // ctx.arc(game.mouseInGame.x, game.mouseInGame.y, this.fieldRange, 0, 2 * Math.PI);
- ctx.fillStyle = "#fff"; //"#eef";
ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference";
+ ctx.fillStyle = "#fff"; //"#eef";
ctx.fill();
ctx.globalCompositeOperation = "source-over";
-
ctx.beginPath();
ctx.ellipse(mech.fieldPosition.x, mech.fieldPosition.y, 1.2 * mech.fieldRadius * off1, 1.2 * mech.fieldRadius * off2, rotate, 0, mech.energy * 2 * Math.PI);
ctx.strokeStyle = "#000";
ctx.lineWidth = 4;
ctx.stroke();
} else {
- mech.fieldOn = false
mech.fieldCDcycle = mech.cycle + 120;
+ mech.fieldOn = false
mech.fieldRadius = 0
}
} else {
diff --git a/todo.txt b/todo.txt
index 192bcad..0db43dc 100644
--- a/todo.txt
+++ b/todo.txt
@@ -3,6 +3,8 @@
************** TODO - n-gon **************
+mod pilot wave - nonlocality: works out of LOS
+
an effect when canceling a power up
ammo? heals?
50% chance for a mod, 25% heal, 25% ammo
@@ -13,19 +15,9 @@ liquid nitrogen cooling
uranium reactor core
Mobs get irradiated on contact with the player
-add player Scent Trails for mod navigation
+add player Scent Trails for mob navigation
https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding
-try adding a subtile shift of color towards red, green or blue
- block, map, background, text? color
- could be random as each level loads
-
-player health becomes NaN
-occurred a few times at higher levels
- game.dmgScale, game.healScale not corrupted
-
- didn't occur: shotgun / laser with all mods that have no requirements
-
mod - killing a stunned mob gives something
ammo or heal power up?
@@ -42,16 +34,12 @@ boss mob - just a faster and larger version of a springer mob
always shielded
consider combining with time skipper field?
-pulse and time dilation only upgrades left with no dedicated mod
-
mob - time skipper: sends a pulse wave out that will cause time to jump forward 1 second.
mob stabber - extends one vector like the shooter, but quickly in order to stab
mob sniper - targeting laser, then a high speed, no gravity bullet
-mod - nails do poison damage
-
mod - increase laser bot range, and reduce energy drain
mod - mines become a turret that fires nails