diff --git a/js/bullets.js b/js/bullets.js
index efb8265..55083bf 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -53,9 +53,9 @@ const b = {
isModDeathAvoidOnCD: null,
modWaveSpeedMap: null,
modWaveSpeedBody: null,
- modFieldEfficiency: null,
isModSporeField: null,
isModMissileField: null,
+ isModSwarmField: null,
isModFlechetteMultiShot: null,
isModMineAmmoBack: null,
isModPlasmaRange: null,
@@ -66,6 +66,8 @@ const b = {
modThrowChargeRate: null,
isModBlockStun: null,
isModStunField: null,
+ isModHarmDamage: null,
+ isModAlphaRadiation: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
@@ -91,25 +93,6 @@ const b = {
b.modBulletSize = 1;
}
},
- {
- name: "fluoroantimonic acid",
- description: "each bullet does instant acid damage
active when you are above 80% base health",
- maxCount: 1,
- count: 0,
- allowed() {
- return mech.health > 0.8 || build.isCustomSelection
- },
- requires: "health above 80%",
- effect() {
- b.isModAcidDmg = true;
- b.modOnHealthChange();
- },
- remove() {
- b.modAcidDmg = 0;
- b.isModAcidDmg = false;
- game.playerDmgColor = "rgba(0,0,0,0.7)"
- }
- },
{
name: "kinetic bombardment",
description: "do up to 33% more damage at a distance
increase maxes out at about 40 steps away",
@@ -143,7 +126,26 @@ const b = {
}
},
{
- name: "quasistatic equilibrium",
+ name: "fluoroantimonic acid",
+ description: "each bullet does instant acid damage
active when you are above 80% base health",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mech.health > 0.8 || build.isCustomSelection
+ },
+ requires: "health above 80%",
+ effect() {
+ b.isModAcidDmg = true;
+ b.modOnHealthChange();
+ },
+ remove() {
+ b.modAcidDmg = 0;
+ b.isModAcidDmg = false;
+ game.playerDmgColor = "rgba(0,0,0,0.7)"
+ }
+ },
+ {
+ name: "negative feedback",
description: "do extra damage at low health
up to 50% increase when near death",
maxCount: 1,
count: 0,
@@ -158,6 +160,22 @@ const b = {
b.isModLowHealthDmg = false;
}
},
+ {
+ name: "radiative equilibrium",
+ description: "after receiving any harm
do 2x damage for 5 seconds",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return b.isModLowHealthDmg
+ },
+ requires: "quasistatic equilibrium",
+ effect() {
+ b.isModHarmDamage = true;
+ },
+ remove() {
+ b.isModHarmDamage = false;
+ }
+ },
{
name: "high explosives",
description: "explosions do +20% more damage
explosive area is +44% larger",
@@ -313,9 +331,9 @@ const b = {
maxCount: 3,
count: 0,
allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam") || b.haveGunCheck("wave beam")
+ return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam") || b.haveGunCheck("wave beam") || b.haveGunCheck("swarm")
},
- requires: "drones, spores, super balls,
foam, or wave beam",
+ requires: "drones, spores, super balls,
foam, wave beam, or swarm",
effect() {
b.isModBulletsLastLonger += 0.33
},
@@ -1004,7 +1022,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
- return b.haveGunCheck("drones") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModMissileField))
+ return b.haveGunCheck("drones") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModMissileField || b.isModSwarmField))
},
requires: "drones",
effect() {
@@ -1014,6 +1032,22 @@ const b = {
b.isModDroneCollide = true;
}
},
+ {
+ name: "alpha radiation",
+ description: "the swarm bots deliver a dose of
radioactive damage over 3 seconds",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return b.haveGunCheck("swarm") || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && b.isModSwarmField)
+ },
+ requires: "swarm",
+ effect() {
+ b.isModAlphaRadiation = true
+ },
+ remove() {
+ b.isModAlphaRadiation = false;
+ }
+ },
{
name: "foam stabilization",
description: "foam can stick to shields",
@@ -1057,18 +1091,18 @@ const b = {
requires: "laser",
effect() {
b.modLaserReflections++;
- b.modLaserDamage += 0.025; //base is 0.05
+ b.modLaserDamage += 0.035; //base is 0.06
b.modLaserFieldDrain += 0.001 //base is 0.002
},
remove() {
b.modLaserReflections = 2;
- b.modLaserDamage = 0.06;
+ b.modLaserDamage = 0.07;
b.modLaserFieldDrain = 0.002;
}
},
{
name: "flux pinning",
- description: "blocking stuns mobs for +1 second
with the perfect diamagnetism field",
+ description: "blocking with perfect diamagnetism
stuns mobs for +1 second",
maxCount: 9,
count: 0,
allowed() {
@@ -1082,22 +1116,6 @@ const b = {
b.isModStunField = 0;
}
},
- {
- name: "bremsstrahlung radiation",
- description: "blocking with your field does damage",
- maxCount: 9,
- count: 0,
- allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics" || mech.fieldUpgrades[mech.fieldMode].name === "perfect diamagnetism"
- },
- requires: "standing wave harmonics
or perfect diamagnetism",
- effect() {
- b.modBlockDmg += 0.4 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
- },
- remove() {
- b.modBlockDmg = 0;
- }
- },
{
name: "plasma jet",
description: "increase plasma torch's range by 33%",
@@ -1130,6 +1148,22 @@ const b = {
b.isModHawking = 0;
}
},
+ {
+ name: "bremsstrahlung radiation",
+ description: "blocking with your field does damage",
+ maxCount: 9,
+ count: 0,
+ allowed() {
+ return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics"
+ },
+ requires: "standing wave harmonics",
+ effect() {
+ b.modBlockDmg += 0.5 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
+ },
+ remove() {
+ b.modBlockDmg = 0;
+ }
+ },
{
name: "frequency resonance",
description: "standing wave harmonics shield is retuned
increase size and blocking efficiency by 30%",
@@ -1154,7 +1188,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !b.isModMissileField
+ return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModMissileField || b.isModSwarmField)
},
requires: "nano-scale manufacturing",
effect() {
@@ -1170,7 +1204,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !b.isModSporeField
+ return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModSwarmField)
},
requires: "nano-scale manufacturing",
effect() {
@@ -1180,6 +1214,22 @@ const b = {
b.isModMissileField = false;
}
},
+ {
+ name: "swarm manufacturing",
+ description: "nano-scale manufacturing is repurposed
excess energy used to construct swarm bots",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModMissileField)
+ },
+ requires: "nano-scale manufacturing",
+ effect() {
+ b.isModSwarmField = true;
+ },
+ remove() {
+ b.isModSwarmField = false;
+ }
+ },
{
name: "quantum dissipation",
description: "phase decoherence field uses energy to
damage unshielded mobs that you overlap",
@@ -1803,6 +1853,75 @@ const b = {
});
World.add(engine.world, bullet[bIndex]); //add bullet to world
},
+ swarm(speed = 0, spread = 2 * Math.PI) {
+ const me = bullet.length;
+ const THRUST = 0.004
+ const dir = mech.angle + spread * (Math.random() - 0.5);
+ const RADIUS = 17 * b.modBulletSize
+ bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
+ angle: dir - Math.PI,
+ inertia: Infinity,
+ friction: 0,
+ frictionAir: 0.10,
+ restitution: 0.2,
+ dmg: 0.3, //damage done in addition to the damage from momentum
+ lookFrequency: 10 + Math.floor(7 * Math.random()),
+ endCycle: game.cycle + 90 * b.isModBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
+ classType: "bullet",
+ collisionFilter: {
+ category: cat.bullet,
+ mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //self collide
+ },
+ minDmgSpeed: 0,
+ lockedOn: null,
+ isFollowMouse: true,
+ onDmg(who) {
+ this.endCycle = game.cycle
+ if (b.isModAlphaRadiation) mobs.statusPoison(who, 0.08, 180)
+ },
+ onEnd() {},
+ do() {
+ // this.force.y += this.mass * 0.0002;
+ //find mob targets
+ if (!(game.cycle % this.lookFrequency)) {
+ const scale = 0.9;
+ Matter.Body.scale(this, scale, scale);
+ this.lockedOn = null;
+ let closeDist = Infinity;
+ for (let i = 0, len = mob.length; i < len; ++i) {
+ if (
+ mob[i].dropPowerUp &&
+ Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
+ Matter.Query.ray(body, this.position, mob[i].position).length === 0
+ ) {
+ const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
+ const DIST = Vector.magnitude(TARGET_VECTOR);
+ if (DIST < closeDist) {
+ closeDist = DIST;
+ this.lockedOn = mob[i]
+ }
+ }
+ }
+ }
+ if (this.lockedOn) { //accelerate towards mobs
+ this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST)
+ } else {
+ this.force = Vector.mult(Vector.normalise(this.velocity), this.mass * THRUST)
+ }
+ }
+ })
+
+ World.add(engine.world, bullet[me]); //add bullet to world
+ // Matter.Body.setAngularVelocity(bullet[me], 2 * (0.5 - Math.random())) //doesn't work due to high friction
+ Matter.Body.setVelocity(bullet[me], {
+ x: speed * Math.cos(dir),
+ y: speed * Math.sin(dir)
+ });
+ // Matter.Body.setVelocity(bullet[me], {
+ // x: mech.Vx / 2 + speed * Math.cos(dir),
+ // y: mech.Vy / 2 + speed * Math.sin(dir)
+ // });
+ },
drone(speed = 1) {
const me = bullet.length;
const THRUST = 0.0015
@@ -2704,6 +2823,25 @@ const b = {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 5) * b.modFireRate); // cool down
}
},
+ {
+ name: "swarm", //11
+ description: "rapidly deploy short-lived bots
that seek out nearby mobs",
+ ammo: 0,
+ ammoPack: 80,
+ have: false,
+ isStarterGun: true,
+ isEasyToAim: true,
+ fire() {
+ if (mech.crouch) {
+ b.swarm(20, 0.3)
+ mech.fireCDcycle = mech.cycle + Math.floor(10 * b.modFireRate); // cool down
+ } else {
+ b.swarm(2)
+ mech.fireCDcycle = mech.cycle + Math.floor(3 * b.modFireRate); // cool down
+ }
+
+ }
+ },
{
name: "foam", //12
description: "spray bubbly foam that sticks to mobs
does damage over time and slows movement",
diff --git a/js/engine.js b/js/engine.js
index 83d047b..63a29bc 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -181,6 +181,7 @@ function collisionChecks(event) {
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
let dmg = b.dmgScale * (obj.dmg + b.modAcidDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
+ // console.log(obj.dmg, 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
// console.log(obj.dmg / (0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity))))
if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
mob[k].foundPlayer();
diff --git a/js/game.js b/js/game.js
index bee633b..b7771be 100644
--- a/js/game.js
+++ b/js/game.js
@@ -689,9 +689,6 @@ const game = {
if (b.isModEnergyLoss) {
mech.energy = 0.05;
}
-
- } else { //haven't killed a mob in the last 5 seconds
-
}
if (!(game.cycle % 420)) { //once every 7 seconds
diff --git a/js/level.js b/js/level.js
index 6a952f2..96f1486 100644
--- a/js/level.js
+++ b/js/level.js
@@ -14,9 +14,9 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(9)
- // b.giveGuns("mine")
+ // b.giveGuns("swarm")
// mech.setField("time dilation field")
- // b.giveMod("irradiated needles");
+ // b.giveMod("quantum immortality");
// b.giveMod("reflective cavity");
level.intro(); //starting level
@@ -136,7 +136,7 @@ const level = {
// powerUps.spawn(950, -425, "gun", false);
// }
- spawn.nodeBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
+ // spawn.nodeBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
// spawn.lineBoss(-500, -600, spawn.allowedBossList[Math.floor(Math.random() * spawn.allowedBossList.length)]);
// spawn.bodyRect(-135, -50, 50, 50);
// spawn.bodyRect(-140, -100, 50, 50);
@@ -147,8 +147,8 @@ const level = {
// powerUps.spawn(450, -400, "mod", false, 6);
// powerUps.spawn(450, -400, "mod", false);
// spawn.bodyRect(-45, -100, 40, 50);
- spawn.starter(800, -450, 150);
- // spawn.cellBoss(400, -750);
+ // spawn.starter(800, -450, 150);
+ spawn.laserBoss(400, -750);
// spawn.randomLevelBoss(400, -750)
diff --git a/js/mobs.js b/js/mobs.js
index dcde5df..0ecc753 100644
--- a/js/mobs.js
+++ b/js/mobs.js
@@ -154,7 +154,7 @@ const mobs = {
x: who.position.x,
y: who.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
- color: `rgba(255,${Math.floor(255*Math.random())},0,0.9)`,
+ color: `rgba(255,${Math.floor(200*Math.random())},0,0.9)`,
time: game.drawTime
});
}
@@ -984,8 +984,7 @@ const mobs = {
dmg /= Math.sqrt(this.mass)
if (this.shield) dmg *= 0.04
if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
-
- // if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(1000, Math.min(3500, this.distanceToPlayer())) - 1000) * 0.01 //up to 50% dmg at max range of 3500
+ if (b.isModHarmDamage && mech.lastHarmCycle + 300 > mech.cycle) dmg *= 2;
if (b.isModEnergyLoss) dmg *= 1.5;
if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
if (b.modEnergySiphon && dmg !== Infinity) mech.energy += Math.min(this.health, dmg) * b.modEnergySiphon
diff --git a/js/player.js b/js/player.js
index 24dae55..55dd5dc 100644
--- a/js/player.js
+++ b/js/player.js
@@ -54,6 +54,7 @@ const mech = {
},
cycle: 0,
lastKillCycle: 0,
+ lastHarmCycle: 0,
width: 50,
radius: 30,
fillColor: "#fff", //changed by mod piezoelectric plating (damage immunity)
@@ -249,19 +250,59 @@ const mech = {
}
//horizontal move on ground
+
+
+
+ // function blink(dir) {
+ // dir *= 6
+ // mech.fieldCDcycle = mech.cycle + 15;
+ // for (let i = 0; i < 100; i++) {
+ // Matter.Body.setPosition(player, {
+ // x: player.position.x + dir,
+ // y: player.position.y
+ // });
+ // const bounds = {
+ // min: {
+ // x: player.bounds.min.x,
+ // y: player.bounds.min.y
+ // },
+ // max: {
+ // x: player.bounds.max.x,
+ // y: player.bounds.max.y - 30
+ // }
+ // }
+
+ // if (Matter.Query.region(map, bounds).length !== 0 || Matter.Query.region(body, bounds).length !== 0) {
+ // Matter.Body.setPosition(player, {
+ // x: player.position.x - dir,
+ // y: player.position.y
+ // });
+ // break;
+ // }
+ // }
+ // }
+
//apply a force to move
if (keys[65] || keys[37]) { //left / a
+ // if (game.mouseDownRight && mech.fieldCDcycle < mech.cycle && !mech.crouch) {
+ // blink(-1)
+ // } else {
if (player.velocity.x > -2) {
player.force.x -= mech.Fx * 1.5
} else {
player.force.x -= mech.Fx
}
+ // }
} else if (keys[68] || keys[39]) { //right / d
+ // if (game.mouseDownRight && mech.fieldCDcycle < mech.cycle && !mech.crouch) {
+ // blink(1)
+ // } else {
if (player.velocity.x < 2) {
player.force.x += mech.Fx * 1.5
} else {
player.force.x += mech.Fx
}
+ // }
} else {
const stoppingFriction = 0.92;
Matter.Body.setVelocity(player, {
@@ -323,10 +364,6 @@ const mech = {
}
function randomizeMods() {
- b.setupAllMods(); //remove all mods
- //remove all bullets
- for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
- bullet = [];
for (let i = 0; i < totalMods; i++) {
//find what mods I don't have
let options = [];
@@ -335,6 +372,7 @@ const mech = {
b.mods[i].name !== "quantum immortality" &&
b.mods[i].name !== "Born rule" &&
b.mods[i].name !== "leveraged investment" &&
+ b.mods[i].name !== "reallocation" &&
b.mods[i].allowed()
) options.push(i);
}
@@ -354,7 +392,7 @@ const mech = {
}
function randomizeHealth() {
- mech.health = 0.55 + Math.random()
+ mech.health = 0.6 + Math.random()
if (mech.health > 1) mech.health = 1;
mech.displayHealth();
}
@@ -375,7 +413,7 @@ const mech = {
//randomize ammo
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
- b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(6 * b.guns[b.inventory[i]].ammo * (Math.random() - 0.1)))
+ b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(5 * b.guns[b.inventory[i]].ammo * (Math.random() - 0.1)))
}
}
game.makeGunHUD(); //update gun HUD
@@ -385,23 +423,29 @@ const mech = {
ctx.fillStyle = "rgba(255,255,255,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
- randomizeHealth()
- randomizeField()
- randomizeGuns()
- randomizeMods()
+
+ function randomizeEverything() {
+ b.setupAllMods(); //remove all mods
+ for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
+ bullet = []; //remove all bullets
+ randomizeHealth()
+ randomizeField()
+ randomizeGuns()
+ randomizeMods()
+ }
+
+ randomizeEverything()
+ const swapPeriod = 1000
for (let i = 0, len = 7; i < len; i++) {
setTimeout(function () {
- randomizeHealth()
- randomizeField()
- randomizeGuns()
- randomizeMods()
+ randomizeEverything()
game.replaceTextLog = true;
- game.makeTextLog(`probability amplitude will synchronize in ${len-i-1} seconds`, 1000);
+ game.makeTextLog(`probability amplitude will synchronize in ${len-i-1} seconds`, swapPeriod);
game.wipe = function () { //set wipe to have trails
ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
- }, (i + 1) * 1000);
+ }, (i + 1) * swapPeriod);
}
setTimeout(function () {
@@ -410,7 +454,7 @@ const mech = {
}
game.replaceTextLog = true;
game.makeTextLog("your quantum probability has stabilized", 1000);
- }, 8000);
+ }, 8 * swapPeriod);
} else if (mech.alive) { //normal death code here
mech.alive = false;
@@ -458,6 +502,7 @@ const mech = {
defaultFPSCycle: 0, //tracks when to return to normal fps
collisionImmuneCycle: 0, //used in engine
damage(dmg) {
+ mech.lastHarmCycle = mech.cycle
dmg *= mech.fieldDamageResistance
if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) {
@@ -1194,7 +1239,7 @@ const mech = {
ctx.fillStyle = "rgba(110,170,200," + (0.06 + 0.03 * Math.random()) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.35 + 0.05 * Math.random()) + ")"
} else {
- ctx.fillStyle = "rgba(110,170,200," + (0.2 + 0.13 * Math.random() - 0.15 * wave) + ")";
+ ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
}
ctx.beginPath();
@@ -1635,18 +1680,18 @@ const mech = {
isEasyToAim: true,
effect: () => {
mech.fieldRegen *= 2;
- mech.fieldShieldingScale = b.modFieldEfficiency;
mech.hold = function () {
if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) {
- mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
if (b.isModSporeField) {
+ mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
const len = Math.floor(6 + 3 * Math.random())
- mech.energy -= len * 0.08;
+ mech.energy -= len * 0.07;
for (let i = 0; i < len; i++) {
b.spore(player)
}
} else if (b.isModMissileField) {
- mech.energy -= 0.55;
+ mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
+ mech.energy -= 0.5;
b.missile({
x: mech.pos.x + 40 * Math.cos(mech.angle),
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
@@ -1654,7 +1699,12 @@ const mech = {
mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.modFireRate,
1, b.modBabyMissiles)
+ } else if (b.isModSwarmField) {
+ // mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
+ mech.energy -= 0.05;
+ b.swarm(1)
} else {
+ mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.33;
b.drone(1)
}
diff --git a/js/spawn.js b/js/spawn.js
index fbc603b..d451bce 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -743,17 +743,18 @@ const spawn = {
}
me.dmg = 0.14 * game.dmgScale;
me.frictionAir = 0.03;
- me.torque -= me.inertia * 0.002
- Matter.Body.rotate(me, 0.25);
+ // me.torque -= me.inertia * 0.002
Matter.Body.setDensity(me, 0.03); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1); //not working, not sure why
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
+ me.rotateVelocity = 0.0035 * Math.sqrt(game.accelScale) * (level.levelsCleared > 8 ? 1 : -1)
me.do = function () {
this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
// Matter.Body.rotate(this, -0.003 / (0.3 + this.health))
- this.torque -= this.inertia * 0.0000025 / (4 + this.health);
+ Matter.Body.rotate(me, this.rotateVelocity)
+ // this.torque -= this.inertia * 0.0000025 / (4 + this.health);
Matter.Body.setVelocity(this, {
x: 0,
y: 0
diff --git a/todo.txt b/todo.txt
index e5056b1..e38c328 100644
--- a/todo.txt
+++ b/todo.txt
@@ -2,8 +2,7 @@
************** TODO - n-gon **************
-desublimated ammo + mine reclaimation not fun game play interaction
-
+mod - drop a mine after taking damage
work on burn status effect
graphics don't look right
@@ -28,8 +27,6 @@ dash - mod when pressing left or right on the ground, teleport to the right unt
do repeated horizontal zone queries until they hit map or block
up to a max range of like 10 player widths
-bug - mech.fieldShieldingScale doesn't reset when switching fields
-
mod - blocks stun mobs
mod or field - turn blocks into spores or drones