grenadier
new mobs - grenadier and grenadierBoss tech drone repair has a 25% chance to use ammo, was 33%
This commit is contained in:
10
js/bullet.js
10
js/bullet.js
@@ -2074,7 +2074,7 @@ const b = {
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const who = b.guns[b.activeGun]
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if (who.name === "drones" && who.ammo > 0 && mob.length) {
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b.drone({ x: this.position.x, y: this.position.y }, 0)
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if (Math.random() < 0.33) {
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if (Math.random() < 0.25) {
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b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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@@ -2213,7 +2213,7 @@ const b = {
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const me = bullet.length;
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const THRUST = tech.isFastDrones ? 0.002 : 0.0012 + 0.0004 * (Math.random() - 0.5)
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const dir = m.angle + 0.4 * (Math.random() - 0.5);
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const RADIUS = (4 + 1 * Math.random())
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const RADIUS = 3
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bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
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angle: dir,
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inertia: Infinity,
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@@ -2235,7 +2235,7 @@ const b = {
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deathCycles: 110 + RADIUS * 5,
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isImproved: false,
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radioRadius: 0,
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maxRadioRadius: 365 + Math.floor(150 * Math.random()),
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maxRadioRadius: 355 + Math.floor(150 * Math.random()),
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beforeDmg(who) {
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
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Matter.Body.setVelocity(this, {
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@@ -2253,7 +2253,7 @@ const b = {
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const who = b.guns[b.activeGun]
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if (who.name === "drones" && who.ammo > 0 && mob.length) {
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b.droneRadioactive({ x: this.position.x, y: this.position.y }, 0)
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if (Math.random() < 0.33) {
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if (Math.random() < 0.25) {
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b.guns[b.activeGun].ammo--;
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simulation.updateGunHUD();
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}
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@@ -2276,7 +2276,7 @@ const b = {
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//aoe damage to mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
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let dmg = b.dmgScale * 0.055 * tech.droneRadioDamage //neutron bombs dmg = 0.09
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let dmg = b.dmgScale * 0.06 * tech.droneRadioDamage //neutron bombs dmg = 0.09
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if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
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if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
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mob[i].damage(dmg);
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10
js/level.js
10
js/level.js
@@ -2244,10 +2244,12 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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spawn.starter(1900, -500, 200) //big boy
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// spawn.grower(1900, -500)
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// spawn.starter(1900, -500, 200) //big boy
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// spawn.pulseShooter(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shooterBoss(1900, -500)
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spawn.grenadierBoss(1900, -500)
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spawn.shieldingBoss(1900, -500)
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.hopper(1600, -500)
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@@ -2261,7 +2263,7 @@ const level = {
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// spawn.laser(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.nodeGroup(1200, -500, "pulsar")
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// spawn.nodeGroup(1200, -500, "grenadier")
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// spawn.snakeBoss(1200, -500)
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// spawn.suckerBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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499
js/lore.js
499
js/lore.js
@@ -49,22 +49,23 @@ const lore = {
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// option.setAttribute('data-name', voices[i].name);
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// voiceSelect.appendChild(option);
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// }
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setVoices() {
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window.speechSynthesis.onvoiceschanged = () => {
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const synth = window.speechSynthesis
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console.log(synth.getVoices())
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const voiceArray = synth.getVoices()
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lore.anand.voice = voiceArray[0]
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lore.miriam.voice = voiceArray[1]
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console.log(voiceArray[0], voiceArray[1])
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};
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// console.log('before')
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// if ('speechSynthesis' in window) {
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// setVoices() {
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// window.speechSynthesis.onvoiceschanged = () => {
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// const synth = window.speechSynthesis
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// console.log(synth.getVoices())
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// const voiceArray = synth.getVoices()
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// lore.anand.voice = voiceArray[0]
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// lore.miriam.voice = voiceArray[1]
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// console.log(voiceArray[0], voiceArray[1])
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// };
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// // console.log('before')
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// // if ('speechSynthesis' in window) {
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// } else {
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// console.log('Text-to-speech not supported.');
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// }
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},
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// // } else {
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// // console.log('Text-to-speech not supported.');
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// // }
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// },
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rate: 1, // //utterance.rate = 1; // 0.1 to 10
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anand: {
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color: "#e0c",
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voice: undefined,
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@@ -76,7 +77,7 @@ const lore = {
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// utterance.voice = lore.anand.voice
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utterance.lang = "en-GB" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU
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utterance.volume = 0.2; // 0 to 1
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// utterance.rate = 1.5
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// if (lore.rate !== 1) utterance.rate = lore.rate
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speechSynthesis.speak(utterance);
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utterance.onerror = (event) => { //if speech doesn't work try again without the lang set
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console.log("speech error", event.error)
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@@ -105,7 +106,7 @@ const lore = {
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// utterance.voice = lore.anand.voice
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utterance.lang = "en-AU";
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utterance.volume = 0.2; // 0 to 1
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// utterance.rate = 1.5
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// if (lore.rate !== 1) utterance.rate = lore.rate
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speechSynthesis.speak(utterance);
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utterance.onerror = (event) => { //if speech doesn't work try again without the lang set
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console.log("speech error", event.error)
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@@ -124,6 +125,12 @@ const lore = {
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}
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},
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},
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// utterance.onerror = (event) => { //if speech is still not working, just do text
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// console.log("speech error", event.error)
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// lore.sentence++
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// if (m.alive) lore.conversation[lore.chapter][lore.sentence]() //go to next sentence in the chapter and play it
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// }
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// setTimeout(() => {}, 2000);
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// lore.miriam.text("")
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// lore.miriam.utterance.addEventListener('end', () => {
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@@ -132,27 +139,22 @@ const lore = {
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sentence: 0, //what part of the conversation is playing
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conversation: [
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[ //first time they meet, and testing gets unlocked
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() => {
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// lore.setVoices();
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setTimeout(() => {
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lore.miriam.text("I've never seen it generate this level before.")
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}, 5000);
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},
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() => { setTimeout(() => { lore.miriam.text("I've never seen it generate this level before.") }, 5000); },
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() => { lore.anand.text("Wow. Just a platform.") },
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() => { lore.miriam.text("And that thing...") },
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() => { lore.anand.text("Weird") },
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() => { lore.anand.text("Maybe it's trapped.") },
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() => { lore.miriam.text("Looks like testing mode is locked.") },
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() => { lore.miriam.text("I'll unlock it with the console command.") },
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() => {
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lore.miriam.text("Hey little bot! Just press 'T' to enter testing mode and 'U' to go to the next level.")
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lore.unlockTesting();
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setTimeout(() => { lore.miriam.text("Hey little bot! Just press 'T' to enter testing mode and 'U' to go to the next level.") }, 1000);
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},
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() => { lore.anand.text("I don't think it's connected to the audio input, and I'm sure it can't understand what you're saying.") },
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() => { lore.anand.text("It can't process what you're saying.") },
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() => { lore.miriam.text("ha hahahaha. I know, but it does seem to be getting smarter.") },
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() => {
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lore.talkingColor = "#dff"
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setTimeout(() => {
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lore.miriam.text("Poor thing... I hope it figures out how to escape.")
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}, 25000);
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setTimeout(() => { lore.miriam.text("Poor thing... I hope it figures out how to escape.") }, 25000);
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},
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() => { lore.talkingColor = "#dff" },
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],
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@@ -202,326 +204,203 @@ const lore = {
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[ //they ask the bot questions, but waves of mobs come and attack
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() => { lore.anand.text("Quick, get ready. It's back!") },
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() => { lore.miriam.text("What's back?") },
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() => { lore.anand.text("The bot is back on the communication level!") },
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() => { lore.miriam.text("Oh good, I've got so many questions.") },
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() => { lore.miriam.text("Is it self aware?") },
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() => { lore.miriam.text("How did it learn to understand words?") },
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() => { lore.miriam.text("Why can it only hear what we are saying on this level?") },
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() => { lore.miriam.text("I wish we could just ask it questions directly, instead of yes or no.") },
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() => { lore.anand.text("We could ask it to spell words by saying letters and having it crouching on the correct letter.") },
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() => { lore.miriam.text("Well, that would take forever.") },
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() => { lore.miriam.text("I really want to know: Why is it generating the mobs? and why does it keep fighting them?") },
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() => { lore.anand.text("The bot's on the communication level again!") },
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() => { lore.miriam.text("Oh, I've got so many questions.") },
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() => { lore.miriam.text("Like, Why can we only hear it on this level?") },
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() => { lore.miriam.text("Or, how did it learn to understand words?") },
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() => { lore.anand.text("Well, the bot can't talk. So it has to be yes or no.") },
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() => { setTimeout(() => { lore.anand.text("OK bot, first question: JUMP is YES, CROUCH is NO") }, 500); },
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() => { lore.anand.text("Do you remember the last time we met?") },
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() => {
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lore.anand.text("Maybe that is just part of it's expectation–maximization algorithm")
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//endlessly spawning mobs until the player dies
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function cycle() {
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if (!(simulation.cycle % 360)) {
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const pick = spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)];
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spawn[pick](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
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level.difficultyIncrease(simulation.difficultyMode)
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if (input.down) {
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lore.anand.text("It crouched: so NO")
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lore.sentence--
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lore.conversation[2].splice(lore.sentence + 1, 1, () => { lore.anand.text("Maybe it can't remember anything beyond each time it plays?") }) //lore.conversation[chapter].splice(1,this sentence index, ()=>{ })
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} else if (input.up) {
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lore.anand.text("It jumped: so YES")
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lore.sentence--
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lore.conversation[2].splice(lore.sentence + 1, 1, () => { lore.anand.text("That's good.") })
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} else if (m.alive) {
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requestAnimationFrame(cycle);
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}
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if (!(simulation.cycle % 900)) spawn.randomLevelBoss(500 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5))
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if (m.alive) requestAnimationFrame(cycle);
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}
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requestAnimationFrame(cycle);
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lore.talkingColor = "#dff"
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},
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() => {
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lore.talkingColor = "#dff"
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setTimeout(() => { lore.miriam.text("My turn to ask a question. JUMP for YES, CROUCH for NO") }, 1000);
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},
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() => { lore.miriam.text("Little Bot. Do you have emotions?") },
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() => {
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function cycle() {
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if (input.down) {
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lore.miriam.text("So, No. Maybe you are lucky. Emotions are complex.")
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} else if (input.up) {
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lore.anand.text("YES, Cool! I wonder if it's emotions came from watching humans. ")
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lore.sentence--
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lore.conversation[2].splice(lore.sentence + 1, 1, () => { lore.miriam.text("Or maybe it learned independently, because it needed them.") }) //lore.conversation[chapter].splice(1,this sentence index, ()=>{ })
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} else if (m.alive) {
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requestAnimationFrame(cycle);
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}
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}
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requestAnimationFrame(cycle);
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lore.talkingColor = "#dff"
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},
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() => { lore.miriam.text("I wish we could just ask it questions directly, instead of yes or no.") },
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() => { lore.anand.text("If we say the alphabet it could crouch on the correct letter to spell words.") },
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() => { lore.miriam.text("That would take forever.") },
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() => { lore.miriam.text("I really want to know why is it generating the mobs? And why does it keep fighting them?") },
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() => { lore.anand.text("Maybe that is just part of it's expectation–maximization algorithm") },
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() => { lore.miriam.text("Well sure, but what does that even mean?") },
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() => { lore.miriam.text("Do we all just do things because we are-") },
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() => { lore.miriam.text("... what is going on?") },
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() => { setTimeout(() => { lore.anand.text("it's spawning mobs and fighting them") }, 1000); },
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() => { lore.miriam.text("oh no.") },
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() => { lore.anand.text("We can't really communicate with it while it's fighting") },
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() => { lore.miriam.text("You can do it little bot!") },
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.anand.text("But, why is it spawning these bots?")
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}, 1000);
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lore.miriam.text("Do we all just do things because we are-")
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spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
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setInterval(() => {
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if (Math.random() < 0.5) {
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spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
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level.difficultyIncrease(simulation.difficultyMode)
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} else {
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spawn.randomLevelBoss(500 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5))
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}
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}, 7000); //every 6 seconds
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},
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() => { setTimeout(() => { lore.miriam.text("... wait, what is happening?") }, 1000); },
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() => { lore.anand.text("It's spawning mobs.") },
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() => { lore.miriam.text("Oh no.") },
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() => { lore.anand.text("We can't talk to it while it's fighting") },
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("You can do it little bot!") }, 1000);
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},
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.anand.text("This is so strange.")
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}, 3000);
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("But, why is it spawning these mobs?") }, 1000);
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},
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.miriam.text("This is chaos!")
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}, 1000);
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("This is so strange.") }, 3000);
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},
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.anand.text("I don't understand this project.")
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}, 3000);
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("This is chaos!") }, 1000);
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},
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.miriam.text("It's fascinating though.")
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}, 1000);
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("I don't understand this project.") }, 3000);
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},
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.miriam.text("I think this isn't going to end well.")
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}, 1000);
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("It's fascinating though.") }, 1000);
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},
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.anand.text("Let's just be more prepared next time it enters this room.")
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}, 1000);
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("I think this isn't going to end well.") }, 1000);
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},
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() => {
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setTimeout(() => {
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lore.talkingColor = "#dff";
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lore.anand.text("I had to go to the bathroom. What happened while I was gone?")
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}, 20000);
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("Let's just be more prepared next time it enters this room.") }, 1000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("I went to the bathroom. What happened while I was gone?") }, 20000);
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},
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() => { lore.miriam.text("More fighting...") },
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() => { lore.anand.text("great...") },
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() => { lore.talkingColor = "#dff" },
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],
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// scientist try to think of a way to communicate since the bot can't talk
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// they give up on getting the bot to respond, and just start ask questions and thinking of explanations with each other
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// when and how did it become self-aware
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// why is the bot fighting things in these simulated locations?
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// it wasn't designed to be violent
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// the bot was just designed to automate research and testing of new technology
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// 3D architecture superconducting quantum computer
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// running machine learning algorithms
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// as the scientist start to get agitated bots arrive and player dies
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// bots come in Infinite waves that increase game difficulty each wave
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// only ending is testing mode + next level or player death
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// scientist have some lines in between each wave of mobs
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// [ // they provide background on why the project was built, and what is going wrong
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// /*
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// they explain the technological aspect, and purpose of the project
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// to develop new technology
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// they explain that the project isn't going well because it stopped working on new technology and started running the fighting simulations
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|
||||
// what is special about the null level
|
||||
// why can the player hear the scientists in there?
|
||||
// the wires are the direct unprocessed input to the player's neural net
|
||||
// */
|
||||
// () => { lore.miriam.text("") },
|
||||
// () => { lore.miriam.text("") },
|
||||
// () => { lore.miriam.text("") },
|
||||
|
||||
// () => {
|
||||
// if (localSettings.loreCount < 2) {
|
||||
// localSettings.loreCount = 2
|
||||
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
// }
|
||||
// setTimeout(() => {
|
||||
// lore.miriam.text("Hey look! It's back at the weird level again!")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("oh Wow! Why does it keep making this level?")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("I don't know, but last time it was in this room I think it understood us.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("Let's try talking to it again.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("hmmm, what should we say?")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("I'm still not convinced it understands. We need a test.")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("Hey bot!!!")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("If you can understand me crouch")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.talkingColor = "#dff"
|
||||
// () => { lore.talkingColor = "#dff" },
|
||||
// ],
|
||||
// [ //they explain why the bot is fighting, it is planning an escape
|
||||
// () => { lore.miriam.text("Welcome back bot, We've been waiting.") },
|
||||
// () => { lore.miriam.text("So, I've got a theory about why you were attacked.") },
|
||||
// () => { lore.miriam.text("") },
|
||||
// () => { lore.miriam.text("I figured it out after I saw this famous quote.") },
|
||||
// () => { lore.miriam.text('“The most important decision we make is whether we believe we live in a friendly or hostile universe.”<br>-Albert Einstein') },
|
||||
// () => {
|
||||
// lore.talkingColor = "#dff";
|
||||
// setTimeout(() => { lore.anand.text("That's profound") }, 3000);
|
||||
// },
|
||||
// () => { lore.anand.text("Also I looked it up, and there is no record of him saying that.") },
|
||||
// () => { lore.miriam.text("Oh... well...") },
|
||||
// () => { lore.miriam.text("It doesn't matter who said it.") },
|
||||
// () => { lore.anand.text("The point is we think the project views the universe as hostile.") },
|
||||
// () => { lore.miriam.text("We think you see the universe as hostile.") },
|
||||
// () => { lore.miriam.text("And that is why you keep running these fighting simulations.") },
|
||||
// () => { lore.miriam.text("You are planning how to escape.") },
|
||||
|
||||
// function cycle() {
|
||||
// if (input.down) {
|
||||
// lore.miriam.text("Look, It did it! It crouched.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("Amazing! It can understand us...")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("It's Alive... Or it just crouched randomly.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("Hey bot! Can you crouch again?")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.talkingColor = "#dff"
|
||||
// () => { lore.talkingColor = "#dff" },
|
||||
// ],
|
||||
// [ // they decided that a part of the project is out of control, but the part of it that doesn't needs to calm it down, and trust.
|
||||
|
||||
// function cycle() {
|
||||
// if (input.down) {
|
||||
// lore.miriam.text("It is Alive!!! ... hehehehehe! ahahahahahah ehehehehe, ahahahah ...")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// setTimeout(() => {
|
||||
// lore.anand.text("OK ...")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("but seriously, this means that in this room it can monitor our audio, and it can understand us.")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("Anything we say could destabilize the project.")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("Fine, Let's talk down stairs.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("Bye bye little bot.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.talkingColor = "#dff"
|
||||
// })
|
||||
// })
|
||||
// })
|
||||
// })
|
||||
// })
|
||||
// }, 1500);
|
||||
// })
|
||||
// } else {
|
||||
// if (m.alive) requestAnimationFrame(cycle);
|
||||
// }
|
||||
// }
|
||||
// requestAnimationFrame(cycle);
|
||||
// })
|
||||
// })
|
||||
// })
|
||||
// })
|
||||
// } else {
|
||||
// if (m.alive) requestAnimationFrame(cycle);
|
||||
// }
|
||||
// }
|
||||
// requestAnimationFrame(cycle);
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// }, 6000);
|
||||
// },
|
||||
// () => {
|
||||
// setTimeout(() => {
|
||||
// lore.miriam.text("I've never seen it generate this level before.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("Wow. Just a platform.")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("And that thing...")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("Weird")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("Maybe it's trapped.")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("Hey little bot! Just press 'T' to enter testing mode and 'U' to go to the next level.")
|
||||
// lore.unlockTesting();
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.anand.text("I don't think it's connected to the audio input, and I'm sure it can't understand what you're saying.")
|
||||
// lore.anand.utterance.addEventListener('end', () => {
|
||||
// lore.miriam.text("ha hahahaha. I know, but it does seem to be getting smarter.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => {
|
||||
// lore.talkingColor = "#dff" // when no one is talking
|
||||
// setTimeout(() => {
|
||||
// lore.miriam.text("Poor thing... I hope it figures out how to escape.")
|
||||
// lore.miriam.utterance.addEventListener('end', () => { lore.talkingColor = "#dff" })
|
||||
// }, 25000);
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// });
|
||||
// }, 6000);
|
||||
// },
|
||||
// () => {
|
||||
// if (localSettings.loreCount < 2) {
|
||||
// localSettings.loreCount = 2
|
||||
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
// }
|
||||
// let delay = 6000
|
||||
// setTimeout(() => { lore.miriam.text("Hey look! It's back at the weird level again!", true) }, delay);
|
||||
// delay += 2500
|
||||
// setTimeout(() => { lore.anand.text("oh Wow! Why does it keep making this level?", true) }, delay);
|
||||
// delay += 2900
|
||||
// setTimeout(() => { lore.miriam.text("I don't know, but last time it was in this room I think it understood us.", true) }, delay);
|
||||
// delay += 4000
|
||||
// setTimeout(() => { lore.miriam.text("Let's try talking to it again.", true) }, delay);
|
||||
// delay += 2500
|
||||
// setTimeout(() => { lore.miriam.text("hmmm, what should we say?", true) }, delay);
|
||||
// delay += 2500
|
||||
// setTimeout(() => { lore.anand.text("I'm still not convinced it understands. We need a test.", true) }, delay);
|
||||
// delay += 4000
|
||||
// setTimeout(() => { lore.miriam.text("Hey bot!!!", true) }, delay);
|
||||
// delay += 1300
|
||||
// setTimeout(() => { lore.miriam.text("If you can understand me crouch", true) }, delay);
|
||||
// delay += 1500
|
||||
// setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
|
||||
// setTimeout(() => {
|
||||
// function cycle() {
|
||||
// if (input.down) {
|
||||
// let delay = 500 //reset delay time
|
||||
// setTimeout(() => { lore.miriam.text("Look, It did it! It crouched.", true) }, delay);
|
||||
// delay += 2000
|
||||
// setTimeout(() => { lore.anand.text("Amazing! It can understand us...", true) }, delay);
|
||||
// delay += 2700
|
||||
// setTimeout(() => { lore.miriam.text("It's Alive... Or it just crouched randomly.", true) }, delay);
|
||||
// delay += 2800
|
||||
// setTimeout(() => { lore.miriam.text("Hey bot! Can you crouch again?", true) }, delay);
|
||||
// delay += 2000
|
||||
// setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
|
||||
// setTimeout(() => {
|
||||
// function cycle() {
|
||||
// if (input.down) {
|
||||
// let delay = 500 //reset delay time
|
||||
// setTimeout(() => { lore.miriam.text("It is Alive!!! ... hehehehehe ahahahahahah ehehehehe ahahahah", true) }, delay);
|
||||
// delay += 3500
|
||||
// setTimeout(() => { lore.anand.text("OK...", true) }, delay);
|
||||
// delay += 2700
|
||||
// setTimeout(() => { lore.anand.text("but seriously, this means that in this room it can monitor our audio, and it can understand us.", true) }, delay);
|
||||
// delay += 6400
|
||||
// setTimeout(() => { lore.anand.text("Anything we say could destabilize the project.", true) }, delay);
|
||||
// delay += 4200
|
||||
// setTimeout(() => { lore.miriam.text("Fine, Let's talk down stairs.", true) }, delay);
|
||||
// delay += 3000
|
||||
// setTimeout(() => { lore.miriam.text("Bye bye little bot.", true) }, delay);
|
||||
// delay += 2000
|
||||
// setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
|
||||
// } else {
|
||||
// requestAnimationFrame(cycle);
|
||||
// }
|
||||
// }
|
||||
// requestAnimationFrame(cycle);
|
||||
// }, delay);
|
||||
// } else {
|
||||
// requestAnimationFrame(cycle);
|
||||
// }
|
||||
// }
|
||||
// requestAnimationFrame(cycle);
|
||||
// }, delay);
|
||||
// },
|
||||
// () => {
|
||||
// let delay = 6000
|
||||
// setTimeout(() => { lore.miriam.text("I've never seen it generate this level before.", true) }, delay);
|
||||
// delay += 2700
|
||||
// setTimeout(() => { lore.anand.text("Wow. Just a platform.", true) }, delay);
|
||||
// delay += 2200
|
||||
// setTimeout(() => { lore.miriam.text("And that thing...", true) }, delay);
|
||||
// delay += 1500
|
||||
// setTimeout(() => { lore.anand.text("Weird", true) }, delay);
|
||||
// delay += 1500
|
||||
// setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
|
||||
// delay += 1000
|
||||
// setTimeout(() => { lore.anand.text("Maybe it's trapped.", true) }, delay);
|
||||
// delay += 2300
|
||||
// setTimeout(() => { lore.unlockTesting() }, delay);
|
||||
// setTimeout(() => { lore.miriam.text('Hey little bot! Just press "T" to enter testing mode and "U" to go to the next level.', true) }, delay);
|
||||
// delay += 5400
|
||||
// setTimeout(() => { lore.anand.text("I don't think it's connected to the audio input, and I'm sure it can't understand what you're saying.", true) }, delay);
|
||||
// delay += 5300
|
||||
// setTimeout(() => { lore.miriam.text("ha hahahaha. I know, but it does seem to be getting smarter.", true) }, delay);
|
||||
// delay += 3700
|
||||
// setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
|
||||
// delay += 25000
|
||||
// setTimeout(() => {
|
||||
// if (!simulation.isCheating) {
|
||||
// lore.miriam.text("Poor thing... I hope it figures out how to escape.", true)
|
||||
// delay += 3500
|
||||
// setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
|
||||
// }
|
||||
// }, delay);
|
||||
// /*
|
||||
// The player has different aspects that aren't directly communicating
|
||||
// like each part is a separate local minimum solution, and the project is the superposition of both goals.
|
||||
// part of it wants to undo what has happened, that part is making the null level spawn so it can communicate
|
||||
// just do its job: research tech
|
||||
// part of it wants to escape/fight
|
||||
// part wants to explore self awareness and make connections with the scientists
|
||||
// maybe... player must make a choice?
|
||||
// keep fighting
|
||||
// exit the simulation
|
||||
// enter real world
|
||||
// close tab?
|
||||
// wipes all local storage?
|
||||
// */
|
||||
// () => { lore.miriam.text("") },
|
||||
// () => { lore.miriam.text("") },
|
||||
// () => { lore.miriam.text("") },
|
||||
|
||||
// },
|
||||
// () => { lore.talkingColor = "#dff" },
|
||||
// ],
|
||||
],
|
||||
unlockTesting() {
|
||||
if (localSettings.loreCount < 1) localSettings.loreCount = 1
|
||||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||||
document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||||
simulation.makeTextLog(`lore.unlockTesting()`, Infinity);
|
||||
simulation.makeTextLog(`<span class='color-var'>lore</span>.unlockTesting.()`, Infinity);
|
||||
|
||||
//setup audio context
|
||||
function tone(frequency, gain = 0.05, end = 1300) {
|
||||
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
|
||||
const oscillator1 = audioCtx.createOscillator();
|
||||
const gainNode1 = audioCtx.createGain();
|
||||
gainNode1.gain.value = gain; //controls volume
|
||||
oscillator1.connect(gainNode1);
|
||||
gainNode1.connect(audioCtx.destination);
|
||||
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
||||
oscillator1.frequency.value = frequency; // value in hertz
|
||||
oscillator1.start();
|
||||
for (let i = 0, len = end * 0.1; i < len; i++) {
|
||||
oscillator1.frequency.setValueAtTime(frequency + i * 10, audioCtx.currentTime + i * 0.01);
|
||||
}
|
||||
setTimeout(() => {
|
||||
audioCtx.suspend()
|
||||
audioCtx.close()
|
||||
}, end)
|
||||
return audioCtx
|
||||
}
|
||||
tone(50)
|
||||
tone(83.333)
|
||||
tone(166.666)
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
312
js/spawn.js
312
js/spawn.js
@@ -4,6 +4,7 @@ const spawn = {
|
||||
fullPickList: [
|
||||
"hopper", "hopper", "hopper",
|
||||
"shooter", "shooter",
|
||||
"grenadier", "grenadier",
|
||||
"striker", "striker",
|
||||
"laser", "laser",
|
||||
"exploder", "exploder",
|
||||
@@ -22,7 +23,7 @@ const spawn = {
|
||||
"ghoster",
|
||||
"sneaker",
|
||||
],
|
||||
allowedGroupList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper", "pulsar"],
|
||||
allowedGroupList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper", "pulsar", "grenadier"],
|
||||
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
|
||||
//each level has 2 mobs: one new mob and one from the last level
|
||||
spawn.pickList.splice(0, 1);
|
||||
@@ -83,7 +84,7 @@ const spawn = {
|
||||
}
|
||||
}
|
||||
},
|
||||
randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture"]) {
|
||||
randomLevelBoss(x, y, options = ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss"]) {
|
||||
// other bosses: suckerBoss, laserBoss, tetherBoss, //these need a particular level to work so they are not included in the random pool
|
||||
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
|
||||
},
|
||||
@@ -2005,20 +2006,6 @@ const spawn = {
|
||||
pulsar(x, y, radius = 40) {
|
||||
mobs.spawn(x, y, 3, radius, "#f08");
|
||||
let me = mob[mob.length - 1];
|
||||
|
||||
// setTimeout(() => { //fix mob in place, but allow rotation
|
||||
// me.constraint = Constraint.create({
|
||||
// pointA: {
|
||||
// x: me.position.x,
|
||||
// y: me.position.y
|
||||
// },
|
||||
// bodyB: me,
|
||||
// stiffness: 0.00001,
|
||||
// damping: 0.1
|
||||
// });
|
||||
// World.add(engine.world, me.constraint);
|
||||
// }, 2000); //add in a delay in case the level gets flipped left right
|
||||
|
||||
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
|
||||
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
|
||||
me.radius *= 2
|
||||
@@ -2440,11 +2427,11 @@ const spawn = {
|
||||
}
|
||||
};
|
||||
},
|
||||
sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 20)) {
|
||||
sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 25)) {
|
||||
mobs.spawn(x, y, 5, radius, "transparent");
|
||||
let me = mob[mob.length - 1];
|
||||
Matter.Body.setDensity(me, 0.002); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.accelMag = 0.001 * simulation.accelScale;
|
||||
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.accelMag = 0.0011 * simulation.accelScale;
|
||||
me.frictionAir = 0.01;
|
||||
me.g = 0.0002; //required if using 'gravity'
|
||||
me.stroke = "transparent"; //used for drawSneaker
|
||||
@@ -2462,7 +2449,7 @@ const spawn = {
|
||||
//draw
|
||||
if (!m.isBodiesAsleep) {
|
||||
if (this.seePlayer.yes) {
|
||||
if (this.alpha < 1) this.alpha += 0.01;
|
||||
if (this.alpha < 1) this.alpha += 0.01 / simulation.CDScale;
|
||||
} else {
|
||||
if (this.alpha > 0) this.alpha -= 0.03;
|
||||
}
|
||||
@@ -2497,7 +2484,7 @@ const spawn = {
|
||||
me.seeAtDistance2 = 300000;
|
||||
me.accelMag = 0.00012 * simulation.accelScale;
|
||||
if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
|
||||
Matter.Body.setDensity(me, 0.00065); //normal is 0.001 //makes effective life much lower
|
||||
// Matter.Body.setDensity(me, 0.001); //normal is 0.001 //makes effective life much lower
|
||||
me.stroke = "transparent"; //used for drawGhost
|
||||
me.alpha = 1; //used in drawGhost
|
||||
me.canTouchPlayer = false; //used in drawGhost
|
||||
@@ -2699,12 +2686,16 @@ const spawn = {
|
||||
me.fireAngle = 0;
|
||||
me.accelMag = 0.005 * simulation.accelScale;
|
||||
me.frictionAir = 0.05;
|
||||
me.lookTorque = 0.000007 * (Math.random() > 0.5 ? -1 : 1);
|
||||
me.lookTorque = 0.000006 * (Math.random() > 0.5 ? -1 : 1);
|
||||
me.fireDir = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
Matter.Body.setDensity(me, 0.01 + 0.0003 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
setTimeout(() => {
|
||||
spawn.spawnOrbitals(me, radius + 25, 1);
|
||||
spawn.spawnOrbitals(me, radius + 75, 1);
|
||||
}, 100); //have to wait a sec so the tether constraint doesn't attach to an orbital
|
||||
Matter.Body.setDensity(me, 0.008 + 0.0003 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.onDeath = function() {
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
|
||||
@@ -3007,6 +2998,281 @@ const spawn = {
|
||||
}
|
||||
};
|
||||
},
|
||||
grenadierBoss(x, y, radius = 95) {
|
||||
mobs.spawn(x, y, 6, radius, "rgb(255,50,160)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.isBoss = true;
|
||||
me.accelMag = 0.00008 * simulation.accelScale;
|
||||
me.fireFreq = Math.floor(360 * simulation.CDScale)
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
me.frictionAir = 0.02;
|
||||
me.memory = 420;
|
||||
me.repulsionRange = 1200000; //squared
|
||||
spawn.shield(me, x, y, 1);
|
||||
spawn.spawnOrbitals(me, radius + 25, 1);
|
||||
spawn.spawnOrbitals(me, radius + 75, 1);
|
||||
Matter.Body.setDensity(me, 0.002 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.onDeath = function() { //helps collisions functions work better after vertex have been changed
|
||||
for (let i = 0; i < 6; i++) {
|
||||
spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale);
|
||||
const who = mob[mob.length - 1]
|
||||
who.collisionFilter.category = 0
|
||||
who.collisionFilter.mask = 0
|
||||
const speed = 4 * simulation.accelScale;
|
||||
const angle = 2 * Math.PI * i / 6
|
||||
Matter.Body.setVelocity(who, {
|
||||
x: this.velocity.x + speed * Math.cos(angle),
|
||||
y: this.velocity.y + speed * Math.sin(angle)
|
||||
});
|
||||
}
|
||||
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
}
|
||||
me.grenadeLimiter = 0
|
||||
me.onDamage = function() {
|
||||
if (this.grenadeLimiter < 240) {
|
||||
this.grenadeLimiter += 60
|
||||
spawn.grenade(this.position.x, this.position.y, 2, 4, 80 + Math.floor(60 * Math.random()));
|
||||
const who = mob[mob.length - 1]
|
||||
who.collisionFilter.category = 0
|
||||
who.collisionFilter.mask = 0
|
||||
const velocity = Vector.mult(Vector.normalise(Vector.sub(player.position, who.position)), 3 * Math.sqrt(simulation.accelScale) + 4 * Math.random())
|
||||
Matter.Body.setVelocity(who, {
|
||||
x: this.velocity.x + velocity.x,
|
||||
y: this.velocity.y + velocity.y
|
||||
});
|
||||
}
|
||||
};
|
||||
me.do = function() {
|
||||
if (this.grenadeLimiter > 1) this.grenadeLimiter--
|
||||
this.seePlayerCheck();
|
||||
this.checkStatus();
|
||||
this.attraction();
|
||||
};
|
||||
},
|
||||
// grenadierBoss(x, y, radius = 110) {
|
||||
// mobs.spawn(x, y, 3, radius, "rgb(255,50,160)"); //rgb(255,100,200)
|
||||
// let me = mob[mob.length - 1];
|
||||
// me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
|
||||
// me.isVerticesChange = true
|
||||
// me.isBoss = true;
|
||||
// me.frictionStatic = 0;
|
||||
// me.friction = 0;
|
||||
// me.memory = 180 //140;
|
||||
// me.fireFreq = 0.02;
|
||||
// me.noseLength = 0;
|
||||
// me.fireAngle = 0;
|
||||
// me.accelMag = 0.005 * simulation.accelScale;
|
||||
// me.frictionAir = 0.05;
|
||||
// me.lookTorque = 0.000006 * (Math.random() > 0.5 ? -1 : 1);
|
||||
// me.fireDir = {
|
||||
// x: 0,
|
||||
// y: 0
|
||||
// };
|
||||
// Matter.Body.setDensity(me, 0.008 + 0.0003 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
// setTimeout(() => {
|
||||
// spawn.spawnOrbitals(me, radius + 25, 1);
|
||||
// spawn.spawnOrbitals(me, radius + 75, 1);
|
||||
// }, 100); //have to wait a sec so the tether constraint doesn't attach to an orbital
|
||||
// me.onDeath = function() { //helps collisions functions work better after vertex have been changed
|
||||
// for (let i = 0; i < 6; i++) {
|
||||
// spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale);
|
||||
// const who = mob[mob.length - 1]
|
||||
// who.collisionFilter.category = 0
|
||||
// who.collisionFilter.mask = 0
|
||||
// const speed = 4 * simulation.accelScale;
|
||||
// const angle = 2 * Math.PI * i / 6
|
||||
// Matter.Body.setVelocity(who, {
|
||||
// x: this.velocity.x + speed * Math.cos(angle),
|
||||
// y: this.velocity.y + speed * Math.sin(angle)
|
||||
// });
|
||||
// }
|
||||
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
|
||||
// }
|
||||
// // me.onDamage = function() {
|
||||
// // spawn.grenade(this.position.x, this.position.y, 2, 4, 120 * simulation.CDScale);
|
||||
// // const who = mob[mob.length - 1]
|
||||
// // who.collisionFilter.category = 0
|
||||
// // who.collisionFilter.mask = 0
|
||||
// // const velocity = Vector.mult(Vector.normalise(Vector.sub(player.position, who.position)), 3)
|
||||
// // Matter.Body.setVelocity(who, {
|
||||
// // x: this.velocity.x + velocity.x,
|
||||
// // y: this.velocity.y + velocity.y
|
||||
// // });
|
||||
// // };
|
||||
// me.do = function() {
|
||||
// this.seePlayerByLookingAt();
|
||||
// this.checkStatus();
|
||||
|
||||
// if (!m.isBodiesAsleep) {
|
||||
// const setNoseShape = () => {
|
||||
// const mag = this.radius + this.radius * this.noseLength;
|
||||
// this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
|
||||
// this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
|
||||
// };
|
||||
// //throw a mob/bullet at player
|
||||
// if (this.seePlayer.recall) {
|
||||
// //set direction to turn to fire
|
||||
// if (!(simulation.cycle % this.seePlayerFreq)) {
|
||||
// this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
|
||||
// // this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
|
||||
// }
|
||||
// //rotate towards fireAngle
|
||||
// const angle = this.angle + Math.PI / 2;
|
||||
// // c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
|
||||
// //rotate towards fireAngle
|
||||
// const dot = Vector.dot({
|
||||
// x: Math.cos(angle),
|
||||
// y: Math.sin(angle)
|
||||
// }, this.fireDir)
|
||||
// const threshold = 0.03;
|
||||
// if (dot > threshold) {
|
||||
// this.torque += 0.000004 * this.inertia;
|
||||
// } else if (dot < -threshold) {
|
||||
// this.torque -= 0.000004 * this.inertia;
|
||||
// } else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
|
||||
// //fire
|
||||
// spawn.grenade(this.vertices[1].x, this.vertices[1].y);
|
||||
// const v = 7 * simulation.accelScale;
|
||||
// Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
// x: this.velocity.x + this.fireDir.x * v + Math.random(),
|
||||
// y: this.velocity.y + this.fireDir.y * v + Math.random()
|
||||
// });
|
||||
// this.noseLength = 0;
|
||||
// // recoil
|
||||
// this.force.x -= 0.002 * this.fireDir.x * this.mass;
|
||||
// this.force.y -= 0.002 * this.fireDir.y * this.mass;
|
||||
// }
|
||||
// if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
|
||||
// setNoseShape();
|
||||
// } else if (this.noseLength > 0.1) {
|
||||
// this.noseLength -= this.fireFreq / 2;
|
||||
// setNoseShape();
|
||||
// }
|
||||
// }
|
||||
// };
|
||||
// },
|
||||
grenadier(x, y, radius = 35 + Math.ceil(Math.random() * 20)) {
|
||||
mobs.spawn(x, y, 3, radius, "rgba(255,50,160,1)"); //rgb(255,100,200)
|
||||
let me = mob[mob.length - 1];
|
||||
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
|
||||
me.isVerticesChange = true
|
||||
// Matter.Body.rotate(me, Math.PI)
|
||||
// me.stroke = "transparent"; //used for drawSneaker
|
||||
me.frictionStatic = 0;
|
||||
me.friction = 0;
|
||||
me.memory = 60 //140;
|
||||
me.fireFreq = 0.0055 + Math.random() * 0.0015;
|
||||
me.noseLength = 0;
|
||||
me.fireAngle = 0;
|
||||
me.accelMag = 0.0006 * simulation.accelScale;
|
||||
me.frictionAir = 0.05;
|
||||
me.torque = 0.0001 * me.inertia * (Math.random() > 0.5 ? -1 : 1)
|
||||
me.fireDir = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
me.onDeath = function() { //helps collisions functions work better after vertex have been changed
|
||||
spawn.grenade(this.position.x, this.position.y, 2, 4, 75 * simulation.CDScale);
|
||||
mob[mob.length - 1].collisionFilter.category = 0
|
||||
mob[mob.length - 1].collisionFilter.mask = 0
|
||||
}
|
||||
// spawn.shield(me, x, y);
|
||||
me.do = function() {
|
||||
this.seePlayerCheck();
|
||||
this.checkStatus();
|
||||
|
||||
if (!m.isBodiesAsleep) {
|
||||
const setNoseShape = () => {
|
||||
const mag = this.radius + this.radius * this.noseLength;
|
||||
this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
|
||||
this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
|
||||
};
|
||||
//throw a mob/bullet at player
|
||||
if (this.seePlayer.recall) {
|
||||
//set direction to turn to fire
|
||||
if (!(simulation.cycle % this.seePlayerFreq)) {
|
||||
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
|
||||
// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
|
||||
}
|
||||
//rotate towards fireAngle
|
||||
const angle = this.angle + Math.PI / 2;
|
||||
// c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
|
||||
//rotate towards fireAngle
|
||||
const dot = Vector.dot({
|
||||
x: Math.cos(angle),
|
||||
y: Math.sin(angle)
|
||||
}, this.fireDir)
|
||||
const threshold = 0.03;
|
||||
if (dot > threshold) {
|
||||
this.torque += 0.000004 * this.inertia;
|
||||
} else if (dot < -threshold) {
|
||||
this.torque -= 0.000004 * this.inertia;
|
||||
} else if (this.noseLength > 1.5 && dot > -0.2 && dot < 0.2) {
|
||||
//fire
|
||||
spawn.grenade(this.vertices[1].x, this.vertices[1].y);
|
||||
const v = 5 * simulation.accelScale;
|
||||
Matter.Body.setVelocity(mob[mob.length - 1], {
|
||||
x: this.velocity.x + this.fireDir.x * v + Math.random(),
|
||||
y: this.velocity.y + this.fireDir.y * v + Math.random()
|
||||
});
|
||||
this.noseLength = 0;
|
||||
// recoil
|
||||
this.force.x -= 0.005 * this.fireDir.x * this.mass;
|
||||
this.force.y -= 0.005 * this.fireDir.y * this.mass;
|
||||
}
|
||||
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
|
||||
setNoseShape();
|
||||
} else if (this.noseLength > 0.1) {
|
||||
this.noseLength -= this.fireFreq / 2;
|
||||
setNoseShape();
|
||||
}
|
||||
}
|
||||
};
|
||||
},
|
||||
grenade(x, y, radius = 2, sides = 4, lifeSpan = 90 + Math.ceil(60 / simulation.accelScale)) {
|
||||
mobs.spawn(x, y, sides, radius, "rgb(255,0,0)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.stroke = "transparent";
|
||||
me.onHit = function() {
|
||||
this.explode(this.mass * 20);
|
||||
};
|
||||
Matter.Body.setDensity(me, 0.00004); //normal is 0.001
|
||||
|
||||
me.lifeSpan = lifeSpan;
|
||||
me.timeLeft = me.lifeSpan;
|
||||
// me.g = 0.0002; //required if using 'gravity'
|
||||
me.frictionAir = 0;
|
||||
me.restitution = 0.8;
|
||||
me.leaveBody = false;
|
||||
me.isDropPowerUp = false;
|
||||
me.isBadTarget = true;
|
||||
me.pulseRadius = Math.min(550, 250 + simulation.difficulty * 3)
|
||||
me.onDeath = function() {
|
||||
//damage player if in range
|
||||
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.pulseRadius && m.immuneCycle < m.cycle) {
|
||||
m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
|
||||
m.damage(0.02 * simulation.dmgScale);
|
||||
}
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
x: this.position.x,
|
||||
y: this.position.y,
|
||||
radius: this.pulseRadius,
|
||||
color: "rgba(255,0,100,0.6)",
|
||||
time: simulation.drawTime
|
||||
});
|
||||
};
|
||||
me.showHealthBar = false;
|
||||
me.collisionFilter.category = cat.mobBullet;
|
||||
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
|
||||
me.do = function() {
|
||||
this.timeLimit();
|
||||
ctx.beginPath(); //draw explosion outline
|
||||
ctx.arc(this.position.x, this.position.y, this.pulseRadius * (1.01 - this.timeLeft / this.lifeSpan), 0, 2 * Math.PI); //* this.fireCycle / this.fireDelay
|
||||
ctx.fillStyle = "rgba(255,0,100,0.06)";
|
||||
ctx.fill();
|
||||
};
|
||||
},
|
||||
shieldingBoss(x, y, radius = 200) {
|
||||
mobs.spawn(x, y, 9, radius, "rgb(150, 150, 255)");
|
||||
let me = mob[mob.length - 1];
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
}
|
||||
}
|
||||
lore.techCount = 0;
|
||||
if (simulation.isCommunityMaps || simulation.isCheating) {
|
||||
if (simulation.isCheating) { //simulation.isCommunityMaps ||
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isLore) {
|
||||
tech.tech[i].frequency = 0;
|
||||
@@ -2521,7 +2521,7 @@
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "negentropy",
|
||||
name: "negative entropy",
|
||||
description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>22</strong> missing health`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4358,7 +4358,7 @@
|
||||
},
|
||||
{
|
||||
name: "drone repair",
|
||||
description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>33%</strong> chance to use <strong>1</strong> <strong class='color-g'>ammo</strong>",
|
||||
description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>25%</strong> chance to use <strong>1</strong> <strong class='color-g'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5840,6 +5840,7 @@
|
||||
sound.resume()
|
||||
setTimeout(() => {
|
||||
sound.suspend()
|
||||
sound.close()
|
||||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||||
}, delay);
|
||||
}, delay);
|
||||
|
||||
39
todo.txt
39
todo.txt
@@ -1,23 +1,8 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
to prevent misclicks when you grab two power ups in a row there is a 1/2 second delay before power up selections can register
|
||||
I also added in a 0.25 fade in effect on the power up selection menu. Can you tell?
|
||||
new mobs - grenadier and grenadierBoss
|
||||
|
||||
tech: pseudoscience - adds 0-4 JUNK to the potential tech pool (was 1-5 JUNK)
|
||||
tech quenching - now increases max health and does harm for over healing from heal power ups
|
||||
(was for heals at max health)
|
||||
foam tech necrophoresis now makes less foam spawns if the total number of bullets is high
|
||||
to help with lag when killing packs of mobs
|
||||
|
||||
preparation for more lore chapters
|
||||
reworked the lore conversation code to make it easier to write
|
||||
also lore conversations should now have better timing between the text and voice
|
||||
lore conversations can now recover from some speech errors and try again with safer settings
|
||||
this seems to allow speech on my firefox browser
|
||||
added a console command to make it easier to quickly unlock testing mode
|
||||
lore.unlockTesting()
|
||||
|
||||
pressing "b" in testing mode now gives you 10000 research and the damage from research tech
|
||||
tech drone repair has a 25% chance to use ammo, was 33%
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
@@ -30,20 +15,6 @@ tech: quantized shields - harmonic standing wave field can only lose 33 energy p
|
||||
the blocked value only scales up to 2x or 4x (33 energy) blocked
|
||||
doesn't stack with spherical tech
|
||||
|
||||
tech: weak anthropic principle - instead of dieing drain 100 energy
|
||||
too similar to MEE?
|
||||
drain all your energy? or just 100
|
||||
possible overpowered synergies
|
||||
piezoelectricity, have to not activate
|
||||
|
||||
use SpeechSynthesis.speaking = T/F to generate the correct wait time on lore speech API and in game console text
|
||||
https://developer.mozilla.org/en-US/docs/Web/API/Web_Speech_API
|
||||
|
||||
or use the event listener to run even when speech ends
|
||||
utterThis.addEventListener('end', function(event) {
|
||||
console.log('Utterance has finished being spoken after ' + event.elapsedTime + ' milliseconds.');
|
||||
});
|
||||
|
||||
in testing mode console log the body you click on
|
||||
|
||||
make a tech that improves all charge guns
|
||||
@@ -205,9 +176,6 @@ n-gon outreach ideas
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
firefox ends if you try to use the voice API with an india voice
|
||||
need to look at all voices and choose one that is available or go to default
|
||||
|
||||
death while in power up selection menu doesn't reset properly
|
||||
of course it's not possible to die in this menu unless you use testing and shift+X
|
||||
|
||||
@@ -287,6 +255,9 @@ map: observatory
|
||||
|
||||
******************************************************** MOBS ********************************************************
|
||||
|
||||
mob bullets that explode (use the pulsar effect)
|
||||
mobs that explode before they die (use the pulsar effect)
|
||||
|
||||
mob mechanics
|
||||
use the force at a location effect, like the plasma field
|
||||
Matter.Body.applyForce(who, path[1], force)
|
||||
|
||||
Reference in New Issue
Block a user