From b2426cd7be033c90e58be1b438bdb37f7aa4543a Mon Sep 17 00:00:00 2001 From: landgreen Date: Sun, 2 Feb 2025 21:16:10 -0800 Subject: [PATCH] surfing pilot wave rework it's easier to surf on blocks controlled by pilot wave pilot wave secret combo spawns blocks that are easier to surf on: long and thin pilot wave location resets to player when off pilot wave hitting map no longer shrinks, it just will not enter map field speed slows down with total block mass in field energy drain 1x energy regen disabled when field is active 2x passive regen drained when out of line of sight of player energy drain that scales with size and acceleration of blocks in field added graphical flicker when field is out of line of sight a few more bosses now interact with blocks and can take damage prevented field from disabling when mouse goes off screen I don't expect any bugs from this, but maybe... ghoster mobs have 2x->1.5x extra density and health exploder mobs no longer have a chance for a shield 2.5x explode damage, 1.3x health added a red aura to show they explode on contact spawnerBossCulture changed visual look to be a flashing transparent red outline 2x explode damage laser mobs no longer explode, 1.5x density/mass --- js/bullet.js | 62 +++---------- js/index.js | 23 ++--- js/level.js | 27 ++++-- js/mob.js | 2 +- js/player.js | 249 ++++++++++++++++++++++++++------------------------- js/spawn.js | 50 ++++++++--- js/tech.js | 22 ++++- todo.txt | 63 ++++++++----- 8 files changed, 276 insertions(+), 222 deletions(-) diff --git a/js/bullet.js b/js/bullet.js index d152a93..2669cca 100644 --- a/js/bullet.js +++ b/js/bullet.js @@ -2619,14 +2619,14 @@ const b = { } } }, - spore(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death() + spore(where, velocity = null) { //used with the tech upgrade in mob.death() const bIndex = bullet.length; const size = 4 if (bIndex < 500) { //can't make over 500 spores bullet[bIndex] = Bodies.polygon(where.x, where.y, size, size, { // density: 0.0015, //frictionAir: 0.01, inertia: Infinity, - isFreeze: isFreeze, + isFreeze: tech.isSporeFreeze, restitution: 0.5, angle: Math.random() * 2 * Math.PI, friction: 0, @@ -2693,57 +2693,19 @@ const b = { } } - - // if (!this.lockedOn && !(simulation.cycle % this.lookFrequency)) { //find mob targets - // this.closestTarget = null; - // this.lockedOn = null; - // let closeDist = Infinity; - // for (let i = 0, len = mob.length; i < len; ++i) { - // if (mob[i].isDropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) { - // // Matter.Query.ray(body, this.position, mob[i].position).length === 0 - // const targetVector = Vector.sub(this.position, mob[i].position) - // const dist = Vector.magnitude(targetVector); - // if (dist < closeDist) { - // this.closestTarget = mob[i].position; - // closeDist = dist; - // this.lockedOn = mob[i] //Vector.normalise(targetVector); - // if (0.3 > Math.random()) break //doesn't always target the closest mob - // } - // } - // } - // } - // if (this.lockedOn && this.lockedOn.alive) { //accelerate towards mobs - // this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust) - // } else if (tech.isSporeFollow && this.lockedOn !== undefined) { //move towards player - // //checking for undefined means that the spores don't go after the player until it has looked and not found a target - // const dx = this.position.x - m.pos.x; - // const dy = this.position.y - m.pos.y; - // if (dx * dx + dy * dy > 10000) { - // this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust) - // } - // // this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.thrust) - // } else { - // this.force.y += this.mass * 0.0001; //gravity - // } - - // if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport - // this.nextPortCycle = simulation.cycle + this.portFrequency - // const range = 50 * Math.random() - // Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random()))) - // } }, }); - // if (tech.isBulletTeleport) { - // bullet[bIndex].portFrequency = 10 + Math.floor(5 * Math.random()) - // bullet[bIndex].nextPortCycle = simulation.cycle + bullet[bIndex].portFrequency - // } + if (velocity) { + Matter.Body.setVelocity(bullet[bIndex], velocity); + } else { + const SPEED = 4 + 8 * Math.random(); + const ANGLE = 2 * Math.PI * Math.random() + Matter.Body.setVelocity(bullet[bIndex], { + x: SPEED * Math.cos(ANGLE), + y: SPEED * Math.sin(ANGLE) + }); + } - const SPEED = 4 + 8 * Math.random(); - const ANGLE = 2 * Math.PI * Math.random() - Matter.Body.setVelocity(bullet[bIndex], { - x: SPEED * Math.cos(ANGLE), - y: SPEED * Math.sin(ANGLE) - }); Composite.add(engine.world, bullet[bIndex]); //add bullet to world if (tech.isMutualism && m.health > 0.01) { diff --git a/js/index.js b/js/index.js index 4bd63fc..f75d9f0 100644 --- a/js/index.js +++ b/js/index.js @@ -1206,6 +1206,7 @@ const input = { left: false, right: false, isPauseKeyReady: true, + // isMouseInside: true, // lastDown: null, key: { fire: "KeyF", @@ -1736,11 +1737,12 @@ document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting s input.fire = false; } - if (e.button === 3) { - input.field = true; - } else { - input.field = false; - } + // if (e.button === 3) { + // input.field = true; + // } else { + // input.field = false; + // } + // input.isMouseInside = true }); document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window if (e.button === 1) { @@ -1749,11 +1751,12 @@ document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting s input.fire = false; } - if (e.button === 3) { - input.field = true; - } else { - input.field = false; - } + // if (e.button === 3) { + // input.field = true; + // } else { + // input.field = false; + // } + // input.isMouseInside = false }); document.body.addEventListener("wheel", (e) => { diff --git a/js/level.js b/js/level.js index 37ac320..545b9ed 100644 --- a/js/level.js +++ b/js/level.js @@ -34,6 +34,16 @@ const level = { // tech.addJunkTechToPool(0.5) // m.couplingChange(10) // m.setField("pilot wave") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook + + // spawn.bodyRect(625, -100, 100, 75); + // spawn.bodyRect(750, -125, 250, 100); + // spawn.bodyRect(500, -150, 75, 100); + // spawn.bodyRect(1150, -125, 225, 75); + // spawn.bodyRect(1425, -250, 25, 150); + // spawn.bodyRect(1525, -100, 75, 25); + // spawn.bodyRect(1550, -200, 150, 100); + + // m.energy = 0 // powerUps.research.count = 3 // tech.isHookWire = true @@ -54,7 +64,7 @@ const level = { // for (let i = 0; i < 1; ++i) tech.giveTech("Higgs mechanism") // m.skin.egg(); // for (let i = 0; i < 1; ++i) tech.giveTech("many-worlds") - // requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("quasiparticles") }); + // requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("surfing") }); // requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("interest") }); // for (let i = 0; i < 1; i++) tech.giveTech("interest") // m.lastKillCycle = m.cycle @@ -63,11 +73,12 @@ const level = { // spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing // level.testing(); + level[simulation.isTraining ? "walk" : "initial"]() //normal starting level ************************************************** - // for (let i = 0; i < 10; ++i) spawn.starter(1900, -500) - // for (let i = 0; i < 1; i++) spawn.softBoss(1900, -500) + // for (let i = 0; i < 10; ++i) spawn.exploder(1900, -500) + // for (let i = 0; i < 1; i++) spawn.snakeBoss(1900, -500) // for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement"); // for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 450, m.pos.y + 50 * Math.random(), "gun"); // for (let i = 0; i < 100; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "ammo"); @@ -2798,7 +2809,7 @@ const level = { testing() { // simulation.enableConstructMode() //tech.giveTech('motion sickness') //used to build maps in testing mode - document.body.style.backgroundColor = "#fff"; + document.body.style.backgroundColor = "#ddd"; // color.map = "#444" //custom map color level.defaultZoom = 1500 simulation.zoomTransition(level.defaultZoom) @@ -2824,8 +2835,8 @@ const level = { ctx.fillStyle = "#d4d4d4" ctx.fillRect(2500, -475, 200, 300) - ctx.fillStyle = "#ddd" - ctx.fillRect(-150, -1000, 6875, 1000); + // ctx.fillStyle = "#ddd" + // ctx.fillRect(-150, -1000, 6875, 1000); ctx.fillStyle = "rgba(0,255,255,0.1)"; ctx.fillRect(6400, -550, 300, 350); level.exit.drawAndCheck(); @@ -6901,7 +6912,7 @@ const level = { level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit level.setPosToSpawn(900, 225); //normal spawn level.custom = () => { - ctx.fillStyle = "#d0d3d9" + ctx.fillStyle = "rgba(0, 10, 30, 0.04)"//"#d0d3d9" ctx.fillRect(-2500, -1800, 3575, 2100); ctx.fillStyle = "#c0c3c9" ctx.fillRect(-2075, -1475, 25, 1800); @@ -6929,7 +6940,7 @@ const level = { } else { level.custom = () => { - ctx.fillStyle = "#d0d3d9" + ctx.fillStyle = "rgba(0, 10, 30, 0.04)"//"#d0d3d9" ctx.fillRect(-1075, -1800, 3575, 2100); ctx.fillStyle = "#c0c3c9" ctx.fillRect(2050, -1475, 25, 1800); diff --git a/js/mob.js b/js/mob.js index 9027446..c2b71ba 100644 --- a/js/mob.js +++ b/js/mob.js @@ -981,7 +981,7 @@ const mobs = { }, explode(mass = this.mass) { if (m.immuneCycle < m.cycle) { - m.damage(Math.min(Math.max(0.02 * Math.sqrt(mass), 0.01), 0.35) * simulation.dmgScale); + m.damage(Math.min(Math.max(0.03 * Math.sqrt(mass), 0.01), 0.4) * simulation.dmgScale); this.isDropPowerUp = false; this.death(); //death with no power up or body } diff --git a/js/player.js b/js/player.js index d069673..425f243 100644 --- a/js/player.js +++ b/js/player.js @@ -3629,6 +3629,10 @@ const m = { setField(index) { // console.log("field mode: ", index) window.removeEventListener("keydown", m.fieldEvent); + if (m.fieldUpgrades[8].collider) { + Matter.Composite.remove(engine.world, m.fieldUpgrades[8].collider); + m.fieldUpgrades[8].collider = null + } if (isNaN(index)) { //find index by name let found = false @@ -4267,7 +4271,8 @@ const m = { for (let i = 0, len = 5; i < len; i++) { if (m.energy > 3 * drain) { m.energy -= drain - b.spore(m.pos) + const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random()) + b.spore(Vector.add(m.pos, Vector.mult(unit, 25)), Vector.mult(unit, 10)) } else { break } @@ -5163,7 +5168,19 @@ const m = { name: "pilot wave", description: `use energy to guide blocks↓↓→↘↓↙←↓↓
,
, and
have +3 choices
10 energy per second`, keyLog: [null, null, null, null, null, null, null], + collider: null, + fieldMass: 1, effect: () => { + m.fieldUpgrades[8].collider = Matter.Bodies.polygon(m.pos.x, m.pos.y, 8, 35, { + friction: 0, + frictionAir: 0.12, + collisionFilter: { category: cat.player, mask: cat.map }, //no collision because player is holding + classType: "field", + lastSpeed: 0, + isPLayerInField: false, + }); + Composite.add(engine.world, m.fieldUpgrades[8].collider); //add to world + //store event function so it can be found and removed in m.setField() m.fieldEvent = function (event) { m.fieldUpgrades[4].keyLog.shift() //remove first element @@ -5171,27 +5188,30 @@ const m = { const patternA = ["ArrowDown", "ArrowDown", "ArrowRight", "ArrowDown", "ArrowLeft", "ArrowDown", "ArrowDown"] const patternB = [input.key.down, input.key.down, input.key.right, input.key.down, input.key.left, input.key.down, input.key.down] const arraysEqual = (a, b) => a.length === b.length && a.every((val, i) => val === b[i]); - const where = { - x: m.pos.x, - y: m.pos.y - 75 + + const width = 90 + Math.floor(30 * Math.random()) + const height = 11 + Math.floor(7 * Math.random()) + const yOff = 60 + const blockRegion = { + min: { + x: m.pos.x - width, + y: m.pos.y + yOff - height + }, + max: { + x: m.pos.x + width, + y: m.pos.y + yOff + height + } } if ( (arraysEqual(m.fieldUpgrades[4].keyLog, patternA) || arraysEqual(m.fieldUpgrades[4].keyLog, patternB)) - && !Matter.Query.point(map, where).length + && !Matter.Query.region(map, blockRegion).length + && !m.crouch ) { - //remove old blocks - // for (let i = 0; i < body.length; i++) { - // if (body[i].isPilotWave) { - // Matter.Composite.remove(engine.world, body[i]); - // body.splice(i, 1); - // break - // } - // } + //move player up away from block + Matter.Body.setPosition(player, { x: player.position.x, y: player.position.y - height }) //spawn a block - const radius = 25 + Math.floor(15 * Math.random()) - // body[body.length] = Matter.Bodies.polygon(simulation.mouseInGame.x, simulation.mouseInGame.y, 4, radius, { - body[body.length] = Matter.Bodies.polygon(where.x, where.y, 4 + Math.floor(4 * Math.random()), radius, { + body[body.length] = Matter.Bodies.rectangle(m.pos.x, blockRegion.max.y, width * 2, height * 2, { friction: 0.05, frictionAir: 0.001, collisionFilter: { @@ -5201,38 +5221,20 @@ const m = { classType: "body", isPilotWave: true, }); - const block = body[body.length - 1] - //mess with the block shape (this code is horrible) - Composite.add(engine.world, block); //add to world - const r1 = radius * (0.85 + 0.6 * Math.random()) - const r2 = radius * (0.85 + 0.6 * Math.random()) - let angle = Math.PI / 4 - const vertices = [] - for (let i = 0, len = block.vertices.length; i < len; i++) { - angle += 2 * Math.PI / len + 0.06 * Math.random() - vertices.push({ x: block.position.x + r1 * Math.cos(angle), y: block.position.y + r2 * Math.sin(angle) }) - } - Matter.Body.setVertices(block, vertices) - /* ↓↘→↓↙←↑↑↓ */ + Composite.add(engine.world, body[body.length - 1]); //add to world simulation.inGameConsole(`Composite.add(engine.world, block)     //↓↓→↘↓↙←↓↓`); } } window.addEventListener("keydown", m.fieldEvent); - m.fieldMeterColor = "#333" m.eyeFillColor = m.fieldMeterColor - m.fieldPhase = 0; - m.fieldPosition = { - x: simulation.mouseInGame.x, - y: simulation.mouseInGame.y - } - m.lastFieldPosition = { - x: simulation.mouseInGame.x, - y: simulation.mouseInGame.y - } + m.fieldPosition = { x: simulation.mouseInGame.x, y: simulation.mouseInGame.y } + m.lastFieldPosition = { x: simulation.mouseInGame.x, y: simulation.mouseInGame.y } m.fieldOn = false; + // m.fieldFire = true; + m.fieldRadius = 0; m.drop(); m.hold = function () { @@ -5268,45 +5270,36 @@ const m = { } if (input.field) { if (m.fieldCDcycle < m.cycle) { - const scale = 25 - const bounds = { - min: { - x: m.fieldPosition.x - scale, - y: m.fieldPosition.y - scale - }, - max: { - x: m.fieldPosition.x + scale, - y: m.fieldPosition.y + scale - } - } - const isInMap = Matter.Query.region(map, bounds).length - // const isInMap = Matter.Query.point(map, m.fieldPosition).length - - if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location + if (!m.fieldOn) { // if field was off, teleport to player m.fieldOn = true; - // m.fieldPosition = { //smooth the mouse position, set to starting at player - // x: m.pos.x, - // y: m.pos.y - // } - m.fieldPosition = { //smooth the mouse position, set to mouse's current location - x: simulation.mouseInGame.x, - y: simulation.mouseInGame.y - } - m.lastFieldPosition = { //used to find velocity of field changes - x: m.fieldPosition.x, - y: m.fieldPosition.y - } - } else { //when field is on it smoothly moves towards the mouse - m.lastFieldPosition = { //used to find velocity of field changes - x: m.fieldPosition.x, - y: m.fieldPosition.y - } - const smooth = isInMap ? 0.985 : 0.96; - m.fieldPosition = { //smooth the mouse position - x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth), - y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth), - } + Matter.Body.setPosition(m.fieldUpgrades[8].collider, m.pos); + m.fieldPosition.x = m.pos.x + m.fieldPosition.y = m.pos.y } + //when field is on it smoothly moves towards the mouse + const sub = Vector.sub(simulation.mouseInGame, m.fieldUpgrades[8].collider.position) + const mag = Vector.magnitude(sub) + + //adjust speed of field here, and with friction and mass above where the collier is spawned + const fieldMassScale = Math.max(1.5, Math.pow(m.fieldUpgrades[8].fieldMass, 0.35)) //how much mass inside the field slows the push and cap + const scaledMag = 0.00000017 / fieldMassScale * Math.pow(mag, 2) //having the mag squared makes the effect weaker in close for fine movement + let push = Vector.mult(Vector.normalise(sub), scaledMag) + const cap = 0.17 / fieldMassScale //acts like a "speed limit" + if (Vector.magnitude(push) > cap) push = Vector.mult(Vector.normalise(push), cap) + m.fieldUpgrades[8].collider.force = push + + //check for map collisions + if (Matter.Query.ray(map, m.fieldPosition, m.fieldUpgrades[8].collider.position).length) { + Matter.Body.setVelocity(m.fieldUpgrades[8].collider, Vector.mult(m.fieldUpgrades[8].collider.velocity, 0.6)) + m.fieldRadius *= 0.6 + } + m.fieldPosition.x = m.fieldUpgrades[8].collider.position.x + m.fieldPosition.y = m.fieldUpgrades[8].collider.position.y + + //check if player is inside field + // if (tech.isSurfing) { + + // } //grab power ups into the field for (let i = 0, len = powerUp.length; i < len; ++i) { @@ -5340,42 +5333,57 @@ const m = { } } } - //grab power ups normally too + //grab power ups normally at player too m.grabPowerUp(); - if (m.energy > 0.01) { - //find mouse velocity - const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition) - const speed = Vector.magnitude(diff) - const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 60)) //limit velocity - let radius, radiusSmooth - if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field - radius = 0 - radiusSmooth = Math.max(0, isInMap ? 0.96 - 0.02 * speed : 0.995); //0.99 - } else { - radius = Math.max(50, 250 - 2 * speed) - radiusSmooth = 0.97 - } - m.fieldRadius = m.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth) + let radiusGoal, radiusSmooth, drainPassive + if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something blocking the player's view of the field + radiusGoal = 0 + radiusSmooth = 0.995 + drainPassive = 1.5 * m.fieldRegen //* (tech.isSurfing && m.fieldUpgrades[8].collider.isPLayerInField ? 0 : 1) + } else { + radiusGoal = Math.max(50, 250 - 2 * m.fieldUpgrades[8].collider.speed) //* (tech.isSurfing && m.fieldUpgrades[8].collider.isPLayerInField ? 1.5 : 1) + radiusSmooth = 0.97 + drainPassive = m.fieldRegen //* (tech.isSurfing && m.fieldUpgrades[8].collider.isPLayerInField ? 0 : 1) + } + m.fieldRadius = m.fieldRadius * radiusSmooth + radiusGoal * (1 - radiusSmooth) + //track velocity change for calculating block energy drain + const speedChange = Math.max(0, m.fieldUpgrades[8].collider.speed - m.fieldUpgrades[8].collider.lastSpeed) + m.fieldUpgrades[8].collider.lastSpeed = m.fieldUpgrades[8].collider.speed + + if (m.energy > drainPassive) { + m.energy -= drainPassive; + m.fieldUpgrades[8].fieldMass = 1 for (let i = 0, len = body.length; i < len; ++i) { if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) { - const DRAIN = speed * body[i].mass * 0.0000035 // * (1 + m.energy * m.energy) //drain more energy when you have more energy - if (m.energy > DRAIN) { - m.energy -= DRAIN; - Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity + // const drainBlock = m.fieldUpgrades[8].collider.speed * body[i].mass * 0.0000013 + const drainBlock = speedChange * body[i].mass * 0.000095 //* (tech.isSurfing && m.fieldUpgrades[8].collider.isPLayerInField ? 0 : 1) + if (m.energy > drainBlock) { + m.energy -= drainBlock; + Matter.Body.setVelocity(body[i], m.fieldUpgrades[8].collider.velocity); //give block mouse velocity Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8) - // body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects + m.fieldUpgrades[8].fieldMass += body[i].mass //blocks drift towards center of pilot wave const sub = Vector.sub(m.fieldPosition, body[i].position) const push = Vector.mult(Vector.normalise(sub), 0.0001 * body[i].mass * Vector.magnitude(sub)) body[i].force.x += push.x body[i].force.y += push.y - body[i].mass * simulation.g //remove gravity effects - // if (body[i].collisionFilter.category !== cat.bullet) { - // body[i].collisionFilter.category = cat.bullet; - // } + + if (m.standingOn === body[i] && m.onGround) { + //try to stop the walk animation + m.walk_cycle -= m.flipLegs * m.Vx + m.stepSize *= 0 + //extra stability + Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0) + //match velocity upto a change of 10 per cycle + const limit = 10 + const deltaV = Math.max(-limit, Math.min((m.fieldUpgrades[8].collider.velocity.x - player.velocity.x), limit)) + Matter.Body.setVelocity(player, { x: player.velocity.x + deltaV, y: player.velocity.y }); + } + } else { - m.fieldCDcycle = m.cycle + 120; + m.fieldCDcycle = m.cycle + 60; m.fieldOn = false m.fieldRadius = 0 break @@ -5383,24 +5391,6 @@ const m = { } } - - // m.holdingTarget.collisionFilter.category = cat.bullet; - // m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield; - // //check every second to see if player is away from thrown body, and make solid - // const solid = function(that) { - // const dx = that.position.x - player.position.x; - // const dy = that.position.y - player.position.y; - // if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) { - // that.collisionFilter.category = cat.body; //make solid - // that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now - // } else { - // setTimeout(solid, 40, that); - // } - // }; - // setTimeout(solid, 200, m.holdingTarget); - - - // if (tech.isFreezeMobs) { // for (let i = 0, len = mob.length; i < len; ++i) { // if (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius + mob[i].radius) { @@ -5418,17 +5408,22 @@ const m = { const off2 = 1 - 0.06 * Math.sin(m.fieldPhase); ctx.beginPath(); ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI); - ctx.globalCompositeOperation = "exclusion"; //"exclusion" "difference"; - ctx.fillStyle = "#fff"; //"#eef"; + ctx.globalCompositeOperation = "exclusion"; + ctx.fillStyle = "#fff"; ctx.fill(); ctx.globalCompositeOperation = "source-over"; ctx.beginPath(); ctx.ellipse(m.fieldPosition.x, m.fieldPosition.y, 1.2 * m.fieldRadius * off1, 1.2 * m.fieldRadius * off2, rotate, 0, 2 * Math.PI * m.energy / m.maxEnergy); - ctx.strokeStyle = "#000"; + if (radiusGoal || m.cycle % 5) { + ctx.strokeStyle = "#000"; + } else { + ctx.strokeStyle = "#fff"; + } ctx.lineWidth = 4; ctx.stroke(); + } else { - m.fieldCDcycle = m.cycle + 120; + m.fieldCDcycle = m.cycle + 60; m.fieldOn = false m.fieldRadius = 0 } @@ -5440,6 +5435,16 @@ const m = { m.fieldRadius = 0 } m.drawRegenEnergy("rgba(0,0,0,0.2)") + + // //draw physics collider + // ctx.beginPath(); + // const vertices = m.fieldUpgrades[8].collider.vertices; + // ctx.moveTo(vertices[0].x, vertices[0].y); + // for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y); + // ctx.lineTo(vertices[0].x, vertices[0].y); + // ctx.strokeStyle = "#000"; + // ctx.lineWidth = 2; + // ctx.stroke(); } } }, diff --git a/js/spawn.js b/js/spawn.js index 0aa972a..32bf00d 100644 --- a/js/spawn.js +++ b/js/spawn.js @@ -1498,7 +1498,7 @@ const spawn = { for (let i = 0; i < num; i++) spawn.spawnerBoss(x, y, radius, spawnID) }, spawnerBoss(x, y, radius, spawnID) { - mobs.spawn(x + Math.random(), y + Math.random(), 4, radius, "rgba(255,60,0,0.3)") //); + mobs.spawn(x + Math.random(), y + Math.random(), 4, radius, "rgba(255,0,70,1)") //); let me = mob[mob.length - 1]; me.isBoss = true; @@ -1518,10 +1518,24 @@ const spawn = { // spawn.shield(me, x, y, 1); me.onHit = function () { //run this function on hitting player - this.explode(); + this.explode(2 * this.mass); }; me.damageReduction = 0.14 me.doAwake = function () { + //draw aura + ctx.beginPath(); + const vertices = this.vertices; + ctx.moveTo(vertices[0].x, vertices[0].y); + for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y); + ctx.lineTo(vertices[0].x, vertices[0].y); + ctx.strokeStyle = `rgba(255,0,70,${0.2 + 0.4 * Math.random()})` + ctx.lineWidth = Math.floor(5 + 30 * this.health) + ctx.stroke(); + // ctx.strokeStyle = "rgba(255,60,0,0.1)" + // ctx.lineWidth = 70 + // ctx.stroke(); + // this.fill = `rgba(255,0,70,${0.1 + 0.1 * Math.random()})` + this.alwaysSeePlayer(); this.checkStatus(); this.attraction(); @@ -1546,6 +1560,7 @@ const spawn = { this.checkStatus(); if (this.seePlayer.recall) { this.do = this.doAwake + this.fill = `transparent` //awaken other spawnBosses for (let i = 0, len = mob.length; i < len; i++) { if (mob[i].isSpawnBoss && mob[i].spawnID === this.spawnID) mob[i].seePlayer.recall = 1 @@ -1601,7 +1616,7 @@ const spawn = { me.seePlayerFreq = Math.floor(11 + 7 * Math.random()) me.seeAtDistance2 = 200000 //1400000; me.stroke = "transparent" - me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)" + me.collisionFilter.mask = cat.player | cat.bullet | cat.body //| cat.map //"rgba(255,60,0,0.3)" me.buffCount = 0 me.accelMag = 0.00005 //* simulation.accelScale; @@ -2030,7 +2045,7 @@ const spawn = { // Matter.Body.setStatic(me, true); //make static (disables taking damage) me.frictionAir = 1 me.damageReduction = 2 - me.collisionFilter.mask = cat.bullet //| cat.body + me.collisionFilter.mask = cat.bullet | cat.body // me.collisionFilter.category = cat.mobBullet; // me.collisionFilter.mask = cat.bullet | cat.body // | cat.player me.isMine = true @@ -3930,7 +3945,7 @@ const spawn = { me.nextBlinkCycle = me.delay; me.JumpDistance = 0//set in redMode() // spawn.shield(me, x, y, 1); - me.collisionFilter.mask = cat.bullet | cat.map //| cat.body //cat.player | + me.collisionFilter.mask = cat.bullet | cat.map | cat.body //cat.player | me.powerUpNames = [] me.redMode = function () { this.color = `rgba(255,0,200,` @@ -4711,10 +4726,11 @@ const spawn = { Matter.Body.rotate(me, Math.random() * Math.PI * 2); me.accelMag = 0.0001 * simulation.accelScale; me.laserInterval = 100 + Matter.Body.setDensity(me, 0.0015); //extra dense //normal is 0.001 //makes effective life much larger spawn.shield(me, x, y); me.onHit = function () { //run this function on hitting player - this.explode(); + // this.explode(); }; me.do = function () { this.torque = this.lookTorque * this.inertia * 0.5; @@ -6184,7 +6200,7 @@ const spawn = { me.seeAtDistance2 = 500000; me.accelMag = 0.0002 + 0.0001 * simulation.accelScale; if (map.length) me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search - Matter.Body.setDensity(me, 0.0002); //normal is 0.001 + Matter.Body.setDensity(me, 0.00015); //normal is 0.001 me.damageReduction = 0.1 me.stroke = "transparent"; //used for drawGhost me.alpha = 1; //used in drawGhost @@ -6324,7 +6340,7 @@ const spawn = { me.friction = 0; me.frictionAir = 0.01; me.memory = Infinity; - me.collisionFilter.mask = cat.player | cat.bullet //| cat.body + me.collisionFilter.mask = cat.player | cat.bullet | cat.body spawn.shield(me, x, y, 1); const len = Math.floor(Math.min(15, 3 + Math.sqrt(simulation.difficulty))) @@ -7429,13 +7445,27 @@ const spawn = { exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50)) { mobs.spawn(x, y, 4, radius, "rgb(255,0,0)"); let me = mob[mob.length - 1]; + Matter.Body.setDensity(me, 0.0013); //normal is 0.001 me.onHit = function () { //run this function on hitting player - this.explode(); + this.explode(2.5 * this.mass); }; me.g = 0.0004; //required if using this.gravity - spawn.shield(me, x, y); + // spawn.shield(me, x, y); me.do = function () { + //draw aura + ctx.beginPath(); + const vertices = this.vertices; + ctx.moveTo(vertices[0].x, vertices[0].y); + for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y); + ctx.lineTo(vertices[0].x, vertices[0].y); + ctx.strokeStyle = `rgba(255,0,50,${0.13 + 0.45 * Math.random()})` + ctx.lineWidth = 30 + ctx.stroke(); + ctx.strokeStyle = "rgba(255,0,50,0.1)" + ctx.lineWidth = 70 + ctx.stroke(); + this.gravity(); this.seePlayerCheck(); this.checkStatus(); diff --git a/js/tech.js b/js/tech.js index 3807f51..d6a4c66 100644 --- a/js/tech.js +++ b/js/tech.js @@ -5551,7 +5551,7 @@ const tech = { }, { name: "super ball", - description: "fire just 1 large super ball
that stuns mobs for 2 second", + description: "fire just 1 large super ball
that stuns mobs for 2 seconds", isGunTech: true, maxCount: 1, count: 0, @@ -8828,6 +8828,25 @@ const tech = { tech.isDamageFieldTech = false } }, + // { + // name: "surfing", + // description: `while player is inside the pilot wave field
1.5x field radius and no field energy drain`, + // isFieldTech: true, + // maxCount: 1, + // count: 0, + // frequency: 4, + // frequencyDefault: 4, + // allowed() { + // return m.fieldMode === 8 + // }, + // requires: "pilot wave", + // effect() { + // tech.isSurfing = true + // }, + // remove() { + // tech.isSurfing = false + // } + // }, { name: "WIMPs", description: `at the exit to each level spawn ${powerUps.orb.research(4)}
and a dangerous particle that slowly chases you`, @@ -12350,4 +12369,5 @@ const tech = { mineralDamage: null, negativeMassCost: null, beamCollimator: null, + isSurfing: null, } \ No newline at end of file diff --git a/todo.txt b/todo.txt index 4c467bc..cf4299e 100644 --- a/todo.txt +++ b/todo.txt @@ -1,22 +1,28 @@ ******************************************************** NEXT PATCH ************************************************** -tech: collimator - add 1 laser beam and align your diverging beams to be parallel - requires diffraction grating +pilot wave effect rework + it's easier to surf on blocks controlled by pilot wave + pilot wave secret combo spawns blocks that are easier to surf on: long and thin + pilot wave location resets to player when off + pilot wave hitting map no longer shrinks, it just will not enter map + field speed slows down with total block mass in field + energy drain + 1x energy regen disabled when field is active + 2x passive regen drained when out of line of sight of player + energy drain that scales with size and acceleration of blocks in field + added graphical flicker when field is out of line of sight + a few more bosses now interact with blocks and can take damage + prevented field from disabling when mouse goes off screen + I don't expect any bugs from this, but maybe... -added secret pilot wave combo to make blocks -rewrote combo test algorithm to be more forgiving with pattern matching - also extended combos test to arrow keys, not just WASD +ghoster mobs have 2x->1.5x extra density and health +exploder mobs no longer have a chance for a shield + 2.5x explode damage, 1.3x health + added a red aura to show they explode on contact +spawnerBossCulture changed visual look to be a flashing transparent red outline + 2x explode damage +laser mobs no longer explode, 1.5x density/mass -cache 17->15x ammo -metamaterial cloaking 0.3->0.4x damage reduction while cloaked -boson composite drains more energy when passing through mobs - scales with difficulty -subway level has 6->4 (5 on hard difficulty) stations -subway gives 1/3->1/5 interest per station - -bug fixes - Higgs skin removal fixed - diaphragm skin removal fixed ******************************************************** BUGS ******************************************************** @@ -24,6 +30,22 @@ player can become crouched while not touching the ground if they exit the ground *********************************************************** TODO ***************************************************** +tech - while player is in field increase field radius and no energy drain + check if player is inside field + m.fieldUpgrades[8].collider.isPLayerInField = false + fix tech.isSurfing && m.fieldUpgrades[8].collider.isPLayerInField + +tech - get a benefit while surfing on a block inside the pilot wave field + defense? damage? +tech - benefit if you haven't killed any mobs on this level +tech - benefit in the first 20 seconds of the level + +plasma globe - it should not explode on map contact, but instead shrink? + only explode on mouse release + +mob - moves around, but then stops and makes porcupine spikes for 2 seconds, then moves again. + maybe use hopper movement? + soft body boss? search softBody(x, y, angle = 0, isAttached = true, len = 15, radius = 20, stiffness = 1, damping = 1) { @@ -44,10 +66,14 @@ use ←↑→↓↖↗↘↙ combos to allow fields to have special actions negative mass molecular assembler - done plasma torch + move around like you have recoil, move kinda fast so it's hard to control + like form recoil but fast time dilation metamaterial cloaking pilot wave - done wormhole + toggle bullets entering with wormholes + and player?? shoot out all the blocks that were sucked in this level (maybe cap at like 10?, cap with energy spent to fire) are block sizes stored properly? because they shrink before they get eaten... store vertices on the body object if one does already exists @@ -81,8 +107,6 @@ new level idea: escort mission make the style look like substructure, that level looks great use the motion sense lasers -tech synergy ideas - a tech that spawns mobs that the player can use to trigger mob death tech tech: - remove the research costs of all tech there's about 15 tech with a research cost @@ -91,12 +115,10 @@ tech: - remove the research costs of all tech when far away from your wormhole regenerate 1% of your max energy per second when far away from your wormhole reduce damage taken heal last hit damage after enter wormhole -!!quasar - plasma torch from both ends +!!quasar - plasma torch from both ends of wormhole only after wormhole eats a block fire? or just increase plasma length after eating block? -make a text orb for JUNK text to make JUNK more clear - procedural animation https://www.youtube.com/watch?v=qlfh_rv6khY @@ -1274,6 +1296,7 @@ possible names for tech active optics - something with lasers? maybe something with diffuse beam getting smaller Quintessence - related to dark energy biofilm - something defensive? related to spores? + Thermogalvanic - makes things cold, for no energy ******************************************************* DESIGN ******************************************************