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
This commit is contained in:
62
js/bullet.js
62
js/bullet.js
@@ -2619,14 +2619,14 @@ const b = {
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}
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}
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},
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spore(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
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spore(where, velocity = null) { //used with the tech upgrade in mob.death()
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const bIndex = bullet.length;
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const size = 4
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if (bIndex < 500) { //can't make over 500 spores
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bullet[bIndex] = Bodies.polygon(where.x, where.y, size, size, {
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// density: 0.0015, //frictionAir: 0.01,
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inertia: Infinity,
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isFreeze: isFreeze,
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isFreeze: tech.isSporeFreeze,
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restitution: 0.5,
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angle: Math.random() * 2 * Math.PI,
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friction: 0,
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@@ -2693,57 +2693,19 @@ const b = {
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}
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}
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// if (!this.lockedOn && !(simulation.cycle % this.lookFrequency)) { //find mob targets
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// this.closestTarget = null;
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// this.lockedOn = null;
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// let closeDist = Infinity;
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (mob[i].isDropPowerUp && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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// // Matter.Query.ray(body, this.position, mob[i].position).length === 0
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// const targetVector = Vector.sub(this.position, mob[i].position)
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// const dist = Vector.magnitude(targetVector);
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// if (dist < closeDist) {
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// this.closestTarget = mob[i].position;
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// closeDist = dist;
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// this.lockedOn = mob[i] //Vector.normalise(targetVector);
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// if (0.3 > Math.random()) break //doesn't always target the closest mob
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// }
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// }
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// }
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// }
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// if (this.lockedOn && this.lockedOn.alive) { //accelerate towards mobs
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// this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust)
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// } else if (tech.isSporeFollow && this.lockedOn !== undefined) { //move towards player
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// //checking for undefined means that the spores don't go after the player until it has looked and not found a target
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// const dx = this.position.x - m.pos.x;
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// const dy = this.position.y - m.pos.y;
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// if (dx * dx + dy * dy > 10000) {
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// this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, Vector.add(this.playerOffPosition, this.position))), this.mass * this.thrust)
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// }
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// // this.force = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.mass * this.thrust)
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// } else {
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// this.force.y += this.mass * 0.0001; //gravity
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// }
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// if (this.nextPortCycle < simulation.cycle) { //teleport around if you have tech.isBulletTeleport
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// this.nextPortCycle = simulation.cycle + this.portFrequency
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// const range = 50 * Math.random()
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// Matter.Body.setPosition(this, Vector.add(this.position, Vector.rotate({ x: range, y: 0 }, 2 * Math.PI * Math.random())))
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// }
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},
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});
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// if (tech.isBulletTeleport) {
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// bullet[bIndex].portFrequency = 10 + Math.floor(5 * Math.random())
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// bullet[bIndex].nextPortCycle = simulation.cycle + bullet[bIndex].portFrequency
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// }
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if (velocity) {
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Matter.Body.setVelocity(bullet[bIndex], velocity);
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} else {
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const SPEED = 4 + 8 * Math.random();
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const ANGLE = 2 * Math.PI * Math.random()
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Matter.Body.setVelocity(bullet[bIndex], {
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x: SPEED * Math.cos(ANGLE),
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y: SPEED * Math.sin(ANGLE)
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});
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}
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const SPEED = 4 + 8 * Math.random();
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const ANGLE = 2 * Math.PI * Math.random()
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Matter.Body.setVelocity(bullet[bIndex], {
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x: SPEED * Math.cos(ANGLE),
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y: SPEED * Math.sin(ANGLE)
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});
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Composite.add(engine.world, bullet[bIndex]); //add bullet to world
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if (tech.isMutualism && m.health > 0.01) {
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23
js/index.js
23
js/index.js
@@ -1206,6 +1206,7 @@ const input = {
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left: false,
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right: false,
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isPauseKeyReady: true,
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// isMouseInside: true,
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// lastDown: null,
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key: {
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fire: "KeyF",
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@@ -1736,11 +1737,12 @@ document.body.addEventListener("mouseenter", (e) => { //prevents mouse getting s
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input.fire = false;
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}
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if (e.button === 3) {
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input.field = true;
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} else {
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input.field = false;
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}
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// if (e.button === 3) {
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// input.field = true;
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// } else {
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// input.field = false;
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// }
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// input.isMouseInside = true
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});
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document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting stuck when leaving the window
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if (e.button === 1) {
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@@ -1749,11 +1751,12 @@ document.body.addEventListener("mouseleave", (e) => { //prevents mouse getting s
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input.fire = false;
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}
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if (e.button === 3) {
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input.field = true;
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} else {
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input.field = false;
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}
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// if (e.button === 3) {
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// input.field = true;
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// } else {
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// input.field = false;
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// }
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// input.isMouseInside = false
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});
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document.body.addEventListener("wheel", (e) => {
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27
js/level.js
27
js/level.js
@@ -34,6 +34,16 @@ const level = {
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// tech.addJunkTechToPool(0.5)
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// m.couplingChange(10)
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// 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
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// spawn.bodyRect(625, -100, 100, 75);
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// spawn.bodyRect(750, -125, 250, 100);
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// spawn.bodyRect(500, -150, 75, 100);
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// spawn.bodyRect(1150, -125, 225, 75);
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// spawn.bodyRect(1425, -250, 25, 150);
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// spawn.bodyRect(1525, -100, 75, 25);
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// spawn.bodyRect(1550, -200, 150, 100);
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// m.energy = 0
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// powerUps.research.count = 3
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// tech.isHookWire = true
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@@ -54,7 +64,7 @@ const level = {
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// for (let i = 0; i < 1; ++i) tech.giveTech("Higgs mechanism")
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// m.skin.egg();
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// for (let i = 0; i < 1; ++i) tech.giveTech("many-worlds")
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("quasiparticles") });
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("surfing") });
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("interest") });
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// for (let i = 0; i < 1; i++) tech.giveTech("interest")
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// m.lastKillCycle = m.cycle
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@@ -63,11 +73,12 @@ const level = {
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// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
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// level.testing();
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level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
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// for (let i = 0; i < 10; ++i) spawn.starter(1900, -500)
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// for (let i = 0; i < 1; i++) spawn.softBoss(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.exploder(1900, -500)
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// for (let i = 0; i < 1; i++) spawn.snakeBoss(1900, -500)
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// for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement");
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// for (let i = 0; i < 2; ++i) powerUps.directSpawn(m.pos.x + 450, m.pos.y + 50 * Math.random(), "gun");
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// for (let i = 0; i < 100; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "ammo");
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@@ -2798,7 +2809,7 @@ const level = {
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testing() {
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// simulation.enableConstructMode() //tech.giveTech('motion sickness') //used to build maps in testing mode
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document.body.style.backgroundColor = "#fff";
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document.body.style.backgroundColor = "#ddd";
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// color.map = "#444" //custom map color
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level.defaultZoom = 1500
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simulation.zoomTransition(level.defaultZoom)
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@@ -2824,8 +2835,8 @@ const level = {
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ctx.fillStyle = "#d4d4d4"
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ctx.fillRect(2500, -475, 200, 300)
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ctx.fillStyle = "#ddd"
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ctx.fillRect(-150, -1000, 6875, 1000);
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// ctx.fillStyle = "#ddd"
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// ctx.fillRect(-150, -1000, 6875, 1000);
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ctx.fillStyle = "rgba(0,255,255,0.1)";
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ctx.fillRect(6400, -550, 300, 350);
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level.exit.drawAndCheck();
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@@ -6901,7 +6912,7 @@ const level = {
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level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
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level.setPosToSpawn(900, 225); //normal spawn
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level.custom = () => {
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ctx.fillStyle = "#d0d3d9"
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ctx.fillStyle = "rgba(0, 10, 30, 0.04)"//"#d0d3d9"
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ctx.fillRect(-2500, -1800, 3575, 2100);
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ctx.fillStyle = "#c0c3c9"
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ctx.fillRect(-2075, -1475, 25, 1800);
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@@ -6929,7 +6940,7 @@ const level = {
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} else {
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level.custom = () => {
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ctx.fillStyle = "#d0d3d9"
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ctx.fillStyle = "rgba(0, 10, 30, 0.04)"//"#d0d3d9"
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ctx.fillRect(-1075, -1800, 3575, 2100);
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ctx.fillStyle = "#c0c3c9"
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ctx.fillRect(2050, -1475, 25, 1800);
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@@ -981,7 +981,7 @@ const mobs = {
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},
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explode(mass = this.mass) {
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if (m.immuneCycle < m.cycle) {
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m.damage(Math.min(Math.max(0.02 * Math.sqrt(mass), 0.01), 0.35) * simulation.dmgScale);
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m.damage(Math.min(Math.max(0.03 * Math.sqrt(mass), 0.01), 0.4) * simulation.dmgScale);
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this.isDropPowerUp = false;
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this.death(); //death with no power up or body
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}
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249
js/player.js
249
js/player.js
@@ -3629,6 +3629,10 @@ const m = {
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setField(index) {
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// console.log("field mode: ", index)
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window.removeEventListener("keydown", m.fieldEvent);
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if (m.fieldUpgrades[8].collider) {
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Matter.Composite.remove(engine.world, m.fieldUpgrades[8].collider);
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m.fieldUpgrades[8].collider = null
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}
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if (isNaN(index)) { //find index by name
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let found = false
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@@ -4267,7 +4271,8 @@ const m = {
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for (let i = 0, len = 5; i < len; i++) {
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if (m.energy > 3 * drain) {
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m.energy -= drain
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b.spore(m.pos)
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const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
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b.spore(Vector.add(m.pos, Vector.mult(unit, 25)), Vector.mult(unit, 10))
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} else {
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break
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}
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@@ -5163,7 +5168,19 @@ const m = {
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name: "pilot wave",
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description: `use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><em style ="float: right; font-family: monospace;font-size:1rem;color:#fff;">↓↓→↘↓↙←↓↓</em><br><div class="circle-grid tech"></div>, <div class="circle-grid gun"></div>, and <div class="circle-grid field"></div> have <strong>+3</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong><br><strong>10</strong> <strong class='color-f'>energy</strong> per second`,
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keyLog: [null, null, null, null, null, null, null],
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collider: null,
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fieldMass: 1,
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effect: () => {
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m.fieldUpgrades[8].collider = Matter.Bodies.polygon(m.pos.x, m.pos.y, 8, 35, {
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friction: 0,
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frictionAir: 0.12,
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collisionFilter: { category: cat.player, mask: cat.map }, //no collision because player is holding
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classType: "field",
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lastSpeed: 0,
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isPLayerInField: false,
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});
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Composite.add(engine.world, m.fieldUpgrades[8].collider); //add to world
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//store event function so it can be found and removed in m.setField()
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m.fieldEvent = function (event) {
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m.fieldUpgrades[4].keyLog.shift() //remove first element
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@@ -5171,27 +5188,30 @@ const m = {
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const patternA = ["ArrowDown", "ArrowDown", "ArrowRight", "ArrowDown", "ArrowLeft", "ArrowDown", "ArrowDown"]
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const patternB = [input.key.down, input.key.down, input.key.right, input.key.down, input.key.left, input.key.down, input.key.down]
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const arraysEqual = (a, b) => a.length === b.length && a.every((val, i) => val === b[i]);
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const where = {
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x: m.pos.x,
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y: m.pos.y - 75
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const width = 90 + Math.floor(30 * Math.random())
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const height = 11 + Math.floor(7 * Math.random())
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const yOff = 60
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const blockRegion = {
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min: {
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x: m.pos.x - width,
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y: m.pos.y + yOff - height
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},
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max: {
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x: m.pos.x + width,
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y: m.pos.y + yOff + height
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}
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}
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if (
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(arraysEqual(m.fieldUpgrades[4].keyLog, patternA) || arraysEqual(m.fieldUpgrades[4].keyLog, patternB))
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&& !Matter.Query.point(map, where).length
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&& !Matter.Query.region(map, blockRegion).length
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&& !m.crouch
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) {
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//remove old blocks
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// for (let i = 0; i < body.length; i++) {
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// if (body[i].isPilotWave) {
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// Matter.Composite.remove(engine.world, body[i]);
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// body.splice(i, 1);
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// break
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// }
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// }
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//move player up away from block
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Matter.Body.setPosition(player, { x: player.position.x, y: player.position.y - height })
|
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//spawn a block
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const radius = 25 + Math.floor(15 * Math.random())
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// body[body.length] = Matter.Bodies.polygon(simulation.mouseInGame.x, simulation.mouseInGame.y, 4, radius, {
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body[body.length] = Matter.Bodies.polygon(where.x, where.y, 4 + Math.floor(4 * Math.random()), radius, {
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body[body.length] = Matter.Bodies.rectangle(m.pos.x, blockRegion.max.y, width * 2, height * 2, {
|
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friction: 0.05,
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frictionAir: 0.001,
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collisionFilter: {
|
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@@ -5201,38 +5221,20 @@ const m = {
|
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classType: "body",
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isPilotWave: true,
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});
|
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const block = body[body.length - 1]
|
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//mess with the block shape (this code is horrible)
|
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Composite.add(engine.world, block); //add to world
|
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const r1 = radius * (0.85 + 0.6 * Math.random())
|
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const r2 = radius * (0.85 + 0.6 * Math.random())
|
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let angle = Math.PI / 4
|
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const vertices = []
|
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for (let i = 0, len = block.vertices.length; i < len; i++) {
|
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angle += 2 * Math.PI / len + 0.06 * Math.random()
|
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vertices.push({ x: block.position.x + r1 * Math.cos(angle), y: block.position.y + r2 * Math.sin(angle) })
|
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}
|
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Matter.Body.setVertices(block, vertices)
|
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/* <em style ="float: right; font-family: monospace;font-size:1rem;color:#fff;">↓↘→↓↙←↑↑↓</em> */
|
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Composite.add(engine.world, body[body.length - 1]); //add to world
|
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simulation.inGameConsole(`Composite<span class='color-symbol'>.</span>add<span class='color-symbol'>(</span>engine.world<span class='color-symbol'>,</span> block<span class='color-symbol'>)</span> <em style ="float: right; font-family: monospace;font-size:1rem;color:#fff;">//↓↓→↘↓↙←↓↓</em>`);
|
||||
}
|
||||
}
|
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window.addEventListener("keydown", m.fieldEvent);
|
||||
|
||||
|
||||
m.fieldMeterColor = "#333"
|
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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();
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
50
js/spawn.js
50
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();
|
||||
|
||||
22
js/tech.js
22
js/tech.js
@@ -5551,7 +5551,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "super ball",
|
||||
description: "fire just <strong>1 large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>2</strong> second",
|
||||
description: "fire just <strong>1 large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>2</strong> 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<br><strong>1.5x</strong> 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 <strong>level</strong> spawn ${powerUps.orb.research(4)}<br>and a dangerous particle that slowly <strong>chases</strong> you`,
|
||||
@@ -12350,4 +12369,5 @@ const tech = {
|
||||
mineralDamage: null,
|
||||
negativeMassCost: null,
|
||||
beamCollimator: null,
|
||||
isSurfing: null,
|
||||
}
|
||||
63
todo.txt
63
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 ******************************************************
|
||||
|
||||
|
||||
Reference in New Issue
Block a user