added several new mods

This commit is contained in:
landgreen
2020-02-09 16:13:17 -08:00
parent b4dfb7a51d
commit b6604643db
7 changed files with 254 additions and 185 deletions

View File

@@ -33,9 +33,13 @@ const b = {
modCollisionImmuneCycles: null, modCollisionImmuneCycles: null,
modBlockDmg: null, modBlockDmg: null,
isModPiezo: null, isModPiezo: null,
isModFastDrones: null, isModDroneCollide: null,
isModFastSpores: null,
isModStomp: null, isModStomp: null,
modSuperBallNumber: null, modSuperBallNumber: null,
modLaserReflections: null,
isModNoAmmo: null,
isModAmmoFromHealth: null,
setModDefaults() { setModDefaults() {
b.modCount = 0; b.modCount = 0;
b.modFireRate = 1; b.modFireRate = 1;
@@ -47,7 +51,8 @@ const b = {
b.modHealthDrain = 0; b.modHealthDrain = 0;
b.modNoAmmo = 0; b.modNoAmmo = 0;
b.isModBulletsLastLonger = 1; b.isModBulletsLastLonger = 1;
b.isModFastDrones = false; b.isModDroneCollide = true;
b.isModFastSpores = false
b.isModImmortal = false; b.isModImmortal = false;
b.modSpores = 0; b.modSpores = 0;
b.modAcidDmg = 0; b.modAcidDmg = 0;
@@ -70,18 +75,24 @@ const b = {
b.isModStomp = false; b.isModStomp = false;
b.modCollisionImmuneCycles = 30; b.modCollisionImmuneCycles = 30;
b.modSuperBallNumber = 4; b.modSuperBallNumber = 4;
b.modLaserReflections = 2;
b.isModNoAmmo = false;
b.isModAmmoFromHealth = false;
mech.Fx = 0.015; mech.Fx = 0.015;
mech.jumpForce = 0.38; mech.jumpForce = 0.38;
mech.maxHealth = 1; mech.maxHealth = 1;
mech.fieldEnergyMax = 1; mech.fieldEnergyMax = 1;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
for (let i = 0; i < b.mods.length; i++) { for (let i = 0; i < b.mods.length; i++) {
b.mods[i].count = 0 b.mods[i].count = 0
} }
}, },
modOnHealthChange() { modOnHealthChange() {
if (b.isModAcidDmg && mech.health > 0.9) { if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)" game.playerDmgColor = "rgba(0,80,80,0.9)"
b.modAcidDmg = 1.4 b.modAcidDmg = 1.1
} else { } else {
game.playerDmgColor = "rgba(0,0,0,0.7)" game.playerDmgColor = "rgba(0,0,0,0.7)"
b.modAcidDmg = 0 b.modAcidDmg = 0
@@ -101,11 +112,11 @@ const b = {
}, },
{ {
name: "fluoroantimonic acid", name: "fluoroantimonic acid",
description: "each <strong>bullet</strong> does extra chemical <strong class='color-d'>damage</strong><br>only <strong>active</strong> when you are above <strong>90% health</strong>", description: "each <strong>bullet</strong> does extra chemical <strong class='color-d'>damage</strong><br>only <strong>active</strong> when you are above <strong>80% health</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
return true return mech.health > 0.8
}, },
effect() { effect() {
b.isModAcidDmg = true; b.isModAcidDmg = true;
@@ -138,11 +149,11 @@ const b = {
}, },
{ {
name: "quasistatic equilibrium", name: "quasistatic equilibrium",
description: "do extra <strong class='color-d'>damage</strong> at low health<br><em>up to 50% increase when near death</em>", description: "do extra <strong class='color-d'>damage</strong> at low health<br><em>up to <strong>50%</strong> increase when near death</em>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
return true return mech.health < 0.75
}, },
effect() { effect() {
b.isModLowHealthDmg = true; //used in mob.damage() b.isModLowHealthDmg = true; //used in mob.damage()
@@ -150,7 +161,7 @@ const b = {
}, },
{ {
name: "high explosives", name: "high explosives",
description: "<strong class='color-e'>explosions</strong> do +20% more <strong class='color-d'>damage</strong><br><strong class='color-e'>explosive</strong> area is +44% <strong>larger</strong>", description: "<strong class='color-e'>explosions</strong> do <strong>+20%</strong> more <strong class='color-d'>damage</strong><br><strong class='color-e'>explosive</strong> area is +44% <strong>larger</strong>",
maxCount: 3, maxCount: 3,
count: 0, count: 0,
allowed() { allowed() {
@@ -174,7 +185,7 @@ const b = {
}, },
{ {
name: "auto-loading heuristics", name: "auto-loading heuristics",
description: "your <strong>delay</strong> after firing is +14% <strong>shorter</strong>", description: "your <strong>delay</strong> after firing is <strong>+14% shorter</strong>",
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
@@ -186,7 +197,7 @@ const b = {
}, },
{ {
name: "desublimated ammunition", name: "desublimated ammunition",
description: "use 50% less <strong>ammo</strong> when <strong>crouching</strong>", description: "use <strong>50%</strong> less <strong>ammo</strong> when <strong>crouching</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
@@ -198,11 +209,11 @@ const b = {
}, },
{ {
name: "Lorentzian topology", name: "Lorentzian topology",
description: "your <strong>bullets</strong> last +33% <strong>longer</strong>", description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
maxCount: 3, maxCount: 3,
count: 0, count: 0,
allowed() { allowed() {
return true return b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
}, },
effect() { effect() {
b.isModBulletsLastLonger += 0.33 b.isModBulletsLastLonger += 0.33
@@ -219,7 +230,7 @@ const b = {
effect() { effect() {
b.modSpores += 0.11; b.modSpores += 0.11;
for (let i = 0; i < 10; i++) { for (let i = 0; i < 10; i++) {
b.spore(player) //spawn drone b.spore(player)
} }
} }
}, },
@@ -270,7 +281,7 @@ const b = {
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
return true return mech.fieldUpgrades[mech.fieldMode].name !== "time dilation field" && mech.fieldUpgrades[mech.fieldMode].name !== "phase decoherence field"
}, },
effect() { effect() {
b.modBlockDmg += 0.7 //if you change this value also update the for loop in the electricity graphics in mech.pushMass b.modBlockDmg += 0.7 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
@@ -278,7 +289,7 @@ const b = {
}, },
{ {
name: "entanglement", name: "entanglement",
description: "when your first gun is equipped<br>reduce <strong>harm</strong> by <strong>10%</strong> for each gun you have", description: "only when your <strong>first gun</strong> is equipped<br>reduce <strong>harm</strong> by <strong>10%</strong> for each gun you have",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
@@ -303,7 +314,7 @@ const b = {
} }
}, },
{ {
name: "Calvatia", name: "basidio-stomp",
description: "hard landings disrupt <strong style='letter-spacing: 2px;'>spores</strong> from the ground", description: "hard landings disrupt <strong style='letter-spacing: 2px;'>spores</strong> from the ground",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -316,7 +327,7 @@ const b = {
}, },
{ {
name: "Pauli exclusion", name: "Pauli exclusion",
description: `unable to <strong>collide</strong> with enemies for +2 seconds<br>activates after being <strong>harmed</strong> from a collision`, description: `unable to <strong>collide</strong> with enemies for <strong>+2</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
@@ -329,7 +340,7 @@ const b = {
}, },
{ {
name: "annihilation", name: "annihilation",
description: "after <strong>touching</strong> enemies, they are annihilated", description: "after <strong>touching</strong> enemies, they are <strong>annihilated</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
@@ -409,7 +420,7 @@ const b = {
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
return true return mech.health < 0.7
}, },
effect() { effect() {
b.modRecursiveHealing += 1 b.modRecursiveHealing += 1
@@ -417,7 +428,7 @@ const b = {
}, },
{ {
name: "mass-energy equivalence", name: "mass-energy equivalence",
description: "power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for +5%", description: "power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for <strong>+5%</strong><br><em>applies to guns, ammo, fields, mods, and heals</em>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
@@ -452,6 +463,36 @@ const b = {
b.isModBayesian = 0.20; b.isModBayesian = 0.20;
} }
}, },
{
name: "catabolism",
description: "when you <strong>fire</strong> while <strong>out</strong> of <strong>ammo</strong><br>convert <strong>5%</strong> health into an <strong>ammo</strong> power up",
maxCount: 1,
count: 0,
allowed() {
return true
},
effect: () => {
b.isModAmmoFromHealth = true;
}
},
{
name: "leveraged investment",
description: "<strong>remove</strong> all future <strong>ammo</strong> power ups<br>spawn 6 <strong class='color-m'>mods</strong> and 3 <strong class='color-h'>healing</strong> power ups",
maxCount: 1,
count: 0,
allowed() {
return true
},
effect: () => {
b.isModNoAmmo = true;
for (let i = 0; i < 6; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
for (let i = 0; i < 3; i++) { // spawn new mods
powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
}
}
},
{ {
name: "+1 cardinality", name: "+1 cardinality",
description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>", description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
@@ -481,20 +522,32 @@ const b = {
} }
}, },
{ {
name: "brushless motors", name: "redundant systems",
description: "your <strong>drones</strong> accelerate 33% <strong>faster</strong>", description: "<strong>drone</strong> collisions no longer reduce their <strong>lifespan</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
return b.haveGunCheck("drones") return b.haveGunCheck("drones") || mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing"
}, },
effect() { effect() {
b.isModFastDrones = true b.isModDroneCollide = true
} }
}, },
{ {
name: "super duper balls", name: "tinsellated flagella",
description: "your <strong>super balls</strong> fire +1 extra ball", description: "your <strong style='letter-spacing: 2px;'>spores</strong> accelerate <strong>33% faster</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("spores") || b.modSpores > 0 || b.isModStomp
},
effect() {
b.isModFastSpores = true
}
},
{
name: "super duper",
description: "you fire <strong>+1</strong> additional <strong>super ball</strong>",
maxCount: 9, maxCount: 9,
count: 0, count: 0,
allowed() { allowed() {
@@ -504,7 +557,32 @@ const b = {
b.modSuperBallNumber++ b.modSuperBallNumber++
} }
}, },
{
name: "specular reflection",
description: "your <strong>laser</strong> gains <strong>+1</strong> reflection",
maxCount: 9,
count: 0,
allowed() {
return b.haveGunCheck("laser")
},
effect() {
b.modLaserReflections++;
}
},
{
name: "optimized shell packing",
description: "<strong>flak</strong> ammo drops contain <strong>2x</strong> more shells",
maxCount: 3,
count: 0,
allowed() {
return b.haveGunCheck("flak")
},
effect() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 + this.count);
}
}
},
], ],
giveMod(index = 'random') { giveMod(index = 'random') {
if (index === 'random') { if (index === 'random') {
@@ -556,7 +634,12 @@ const b = {
game.updateGunHUD(); game.updateGunHUD();
} }
} else { } else {
mech.fireCDcycle = mech.cycle + 30; //cooldown
if (b.isModAmmoFromHealth && mech.health > 0.05) {
mech.damage(0.05);
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
}
mech.fireCDcycle = mech.cycle + 30; //fire cooldown
// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><strong class = 'box'>E</strong> / <strong class = 'box'>Q</strong>", 200); // game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><strong class = 'box'>E</strong> / <strong class = 'box'>Q</strong>", 200);
game.replaceTextLog = true; game.replaceTextLog = true;
game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200); game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
@@ -922,6 +1005,7 @@ const b = {
angle: Math.random() * 2 * Math.PI, angle: Math.random() * 2 * Math.PI,
friction: 0, friction: 0,
frictionAir: 0.025, frictionAir: 0.025,
thrust: b.isModFastSpores ? 0.0008 : 0.0004,
dmg: 2.2, //damage done in addition to the damage from momentum dmg: 2.2, //damage done in addition to the damage from momentum
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {
@@ -956,9 +1040,8 @@ const b = {
} }
} }
//accelerate towards mobs //accelerate towards mobs
const THRUST = 0.0004
if (this.lockedOn && this.lockedOn.alive) { if (this.lockedOn && this.lockedOn.alive) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * THRUST) this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, this.lockedOn.position)), -this.mass * this.thrust)
// this.force.x -= THRUST * this.lockedOn.x // this.force.x -= THRUST * this.lockedOn.x
// this.force.y -= THRUST * this.lockedOn.y // this.force.y -= THRUST * this.lockedOn.y
} else { } else {
@@ -976,7 +1059,7 @@ const b = {
}, },
drone(speed = 1) { drone(speed = 1) {
const me = bullet.length; const me = bullet.length;
const THRUST = b.isModFastDrones ? 0.002 : 0.0015 const THRUST = 0.0015
const dir = mech.angle + 0.2 * (Math.random() - 0.5); const dir = mech.angle + 0.2 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize const RADIUS = (4.5 + 3 * Math.random()) * b.modBulletSize
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, { bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
@@ -998,7 +1081,7 @@ const b = {
isFollowMouse: true, isFollowMouse: true,
onDmg() { onDmg() {
this.lockedOn = null this.lockedOn = null
if (this.endCycle > game.cycle + 180) { if (this.endCycle > game.cycle + 180 && b.isModDroneCollide) {
this.endCycle -= 60 this.endCycle -= 60
if (game.cycle + 180 > this.endCycle) this.endCycle = game.cycle + 180 if (game.cycle + 180 > this.endCycle) this.endCycle = game.cycle + 180
} }
@@ -1110,7 +1193,7 @@ const b = {
}, },
onEnd() {}, onEnd() {},
do() { do() {
if (!(game.cycle % this.lookFrequency)) { if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
let target let target
for (let i = 0, len = mob.length; i < len; i++) { for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)); const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
@@ -1190,7 +1273,7 @@ const b = {
}); });
//find targets //find targets
if (!(game.cycle % this.lookFrequency)) { if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
this.lockedOn = null; this.lockedOn = null;
let closeDist = this.range; let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) { for (let i = 0, len = mob.length; i < len; ++i) {
@@ -1328,9 +1411,9 @@ const b = {
b.muzzleFlash(35); b.muzzleFlash(35);
// mobs.alert(650); // mobs.alert(650);
const side = 13 * b.modBulletSize const side = 13 * b.modBulletSize
for (let i = 0; i < 11; i++) { for (let i = 0; i < 12; i++) {
const me = bullet.length; const me = bullet.length;
const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.35 : 1.1) const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.40 : 1.2)
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir)); bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
World.add(engine.world, bullet[me]); //add bullet to world World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = 50 + Math.random() * 10 const SPEED = 50 + Math.random() * 10
@@ -1479,7 +1562,7 @@ const b = {
} }
}, },
{ {
name: "missiles", //5 name: "missiles",
description: "fire missiles that accelerate towards enemies<br><strong class='color-e'>explodes</strong> when near target", description: "fire missiles that accelerate towards enemies<br><strong class='color-e'>explodes</strong> when near target",
ammo: 0, ammo: 0,
ammoPack: 4, ammoPack: 4,
@@ -1577,10 +1660,11 @@ const b = {
} }
} }
}, { }, {
name: "flak", //6 name: "flak",
description: "fire a cluster of short range projectiles<br><strong class='color-e'>explodes</strong> on contact or after half a second", description: "fire a cluster of short range projectiles<br><strong class='color-e'>explodes</strong> on contact or after half a second",
ammo: 0, ammo: 0,
ammoPack: 6, ammoPack: 6,
defaultAmmoPack: 6, //use to revert ammoPack after mod changes drop rate
have: false, have: false,
isStarterGun: true, isStarterGun: true,
fire() { fire() {
@@ -1820,7 +1904,7 @@ const b = {
}, },
{ {
name: "drones", //11 name: "drones", //11
description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second", description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce their <strong>lifespan</strong> by 1 second",
ammo: 0, ammo: 0,
ammoPack: (game.difficultyMode > 3) ? 8 : 10, ammoPack: (game.difficultyMode > 3) ? 8 : 10,
have: false, have: false,
@@ -1849,7 +1933,7 @@ const b = {
frictionAir: 0.003, frictionAir: 0.003,
friction: 0.2, friction: 0.2,
restitution: 0.2, restitution: 0.2,
dmg: 0, //damage done in addition to the damage from momentum dmg: 0.1, //damage done in addition to the damage from momentum
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {
category: cat.bullet, category: cat.bullet,
@@ -1954,8 +2038,6 @@ const b = {
bullet[me].endCycle = Infinity bullet[me].endCycle = Infinity
bullet[me].charge = 0; bullet[me].charge = 0;
bullet[me].do = function () { bullet[me].do = function () {
const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release
//normal bullet behavior occurs after firing, overwrite this function //normal bullet behavior occurs after firing, overwrite this function
this.do = function () { this.do = function () {
@@ -2014,7 +2096,7 @@ const b = {
this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1 this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
mech.fieldMeter -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen mech.fieldMeter -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
//draw laser targeting //draw targeting
let best; let best;
let range = 3000 let range = 3000
const dir = mech.angle const dir = mech.angle
@@ -2087,7 +2169,7 @@ const b = {
}; };
} }
//draw laser beam //draw beam
ctx.beginPath(); ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y); ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y); ctx.lineTo(path[1].x, path[1].y);
@@ -2136,12 +2218,20 @@ const b = {
isStarterGun: true, isStarterGun: true,
fire() { fire() {
const FIELD_DRAIN = 0.0018 //laser drains energy as well as bullets const FIELD_DRAIN = 0.0018 //laser drains energy as well as bullets
const damage = 0.05 const reflectivity = 1 - 1 / (b.modLaserReflections * 1.5)
let damage = b.dmgScale * 0.05
if (mech.fieldMeter < FIELD_DRAIN) { if (mech.fieldMeter < FIELD_DRAIN) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else { } else {
mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
let best; let best = {
x: null,
y: null,
dist2: Infinity,
who: null,
v1: null,
v2: null
};
const color = "#f00"; const color = "#f00";
const range = 3000; const range = 3000;
const path = [{ const path = [{
@@ -2207,92 +2297,71 @@ const b = {
vertexCollision(path[path.length - 2], path[path.length - 1], map); vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body); vertexCollision(path[path.length - 2], path[path.length - 1], body);
}; };
const laserHitMob = function (dmg) { const laserHitMob = function () {
if (best.who.alive) { if (best.who.alive) {
dmg *= b.dmgScale * damage; best.who.damage(damage);
best.who.damage(dmg);
best.who.locatePlayer(); best.who.locatePlayer();
//draw mob damage circle ctx.fillStyle = color; //draw mob damage circle
ctx.fillStyle = color;
ctx.beginPath(); ctx.beginPath();
ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI); ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(damage) * 100, 0, 2 * Math.PI);
ctx.fill(); ctx.fill();
} }
}; };
const reflection = function () { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const reflection = function () {
// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2))); const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
const d = Vector.sub(path[path.length - 1], path[path.length - 2]); const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n)); const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn)); const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]); path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
}; };
//beam before reflection
checkForCollisions(); checkForCollisions();
if (best.dist2 != Infinity) { let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) {
//if hitting something //if hitting something
path[path.length - 1] = { path[path.length - 1] = {
x: best.x, x: best.x,
y: best.y y: best.y
}; };
laserHitMob(1); laserHitMob();
for (let i = 0; i < b.modLaserReflections; i++) {
reflection();
checkForCollisions();
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
//1st reflection beam path[path.length - 1] = {
reflection(); x: best.x,
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body y: best.y
let who = best.who; };
checkForCollisions(); damage *= reflectivity
if (best.dist2 != Infinity) { laserHitMob();
//if hitting something //I'm not clear on how this works, but it gets ride of a bug where the laser reflects inside a block, often vertically.
path[path.length - 1] = { //I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
x: best.x, if (i % 2) {
y: best.y if (lastBestOdd === best.who) break
}; } else {
laserHitMob(0.8); lastBestOdd = best.who
if (lastBestEven === best.who) break
//2nd reflection beam
//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
if (who !== best.who) {
reflection();
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.63);
reflection();
checkForCollisions();
if (best.dist2 != Infinity) {
//if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
laserHitMob(0.5);
}
} }
} else {
break
} }
} }
} }
ctx.fillStyle = color; ctx.fillStyle = color;
ctx.strokeStyle = color; ctx.strokeStyle = color;
ctx.lineWidth = 2; ctx.lineWidth = 2;
ctx.lineDashOffset = 300 * Math.random() ctx.lineDashOffset = 300 * Math.random()
// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]); ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) { for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath(); ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y); ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y); ctx.lineTo(path[i].x, path[i].y);
ctx.stroke(); ctx.stroke();
ctx.globalAlpha *= 0.65; //reflections are less intense ctx.globalAlpha *= reflectivity; //reflections are less intense
// ctx.globalAlpha -= 0.1; //reflections are less intense
} }
ctx.setLineDash([0, 0]); ctx.setLineDash([0, 0]);
ctx.globalAlpha = 1; ctx.globalAlpha = 1;

View File

@@ -100,7 +100,9 @@ function collisionChecks(event) {
} }
function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) { function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
if (obj.classType === "body" && obj.speed > speedThreshold && obj.mass > massThreshold) { //dmg from hitting a body //player dmg from hitting a body
if (obj.classType === "body" && obj.speed > speedThreshold && obj.mass > massThreshold &&
(obj.velocity.y > 0 || player.velocity.y > 0)) {
const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity)); const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity));
if (v > speedThreshold && mech.collisionImmune < mech.cycle) { if (v > speedThreshold && mech.collisionImmune < mech.cycle) {
mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles

View File

@@ -557,7 +557,6 @@ const game = {
game.reset(); game.reset();
game.firstRun = false; game.firstRun = false;
//setup FPS cap //setup FPS cap
game.fpsInterval = 1000 / game.fpsCap; game.fpsInterval = 1000 / game.fpsCap;
game.then = Date.now(); game.then = Date.now();

View File

@@ -2,9 +2,18 @@
/* TODO: ******************************************* /* TODO: *******************************************
***************************************************** *****************************************************
add difficulty slider to custom? speed up movement
higher gravity, larger jump force
faster horizontal acceleration
only increase top speed a bit
phase decoherence energy drain is proportional to player speed mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
10% max health
20% of your current health
mob: targeting laser, then a high speed, no gravity bullet
add difficulty slider to custom?
add recursive mod counts to pause screen add recursive mod counts to pause screen
@@ -14,8 +23,6 @@ key required to open the exit to some levels
css transition for pause menu css transition for pause menu
mod: remove all ammo drops from the game, but double player damage
mod: like Born rule, but for guns mod: like Born rule, but for guns
field that pushes everything back, and can destroy smaller blocks field that pushes everything back, and can destroy smaller blocks
@@ -23,6 +30,7 @@ field that pushes everything back, and can destroy smaller blocks
mod: make player invisible when... mod: make player invisible when...
use the flag from phase field use the flag from phase field
when health is low?
field: a larger radius that attracted enemies field: a larger radius that attracted enemies
still deflected them near the robot still deflected them near the robot
@@ -60,10 +68,6 @@ mod: do something at the end of each level
take no damage take no damage
don't shoot don't shoot
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
10% max health
20% of your current health
gun: Spirit Bomb (singularity) gun: Spirit Bomb (singularity)
use charge up like rail gun use charge up like rail gun
electricity graphics like plasma torch electricity graphics like plasma torch
@@ -243,7 +247,7 @@ const build = {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>` text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[i].name}</div> ${b.guns[i].description}</div>`
} }
for (let i = 0, len = b.mods.length; i < len; i++) { for (let i = 0, len = b.mods.length; i < len; i++) {
if (b.mods[i].name === "Born rule" || b.mods[i].name === "+1 cardinality") { if (b.mods[i].name === "Born rule" || b.mods[i].name === "+1 cardinality" || b.mods[i].name === "leveraged investment") {
text += `<div class="build-grid-module" style="opacity:0.3;"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name}</div> ${b.mods[i].description}</div>` text += `<div class="build-grid-module" style="opacity:0.3;"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
} else { } else {
text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name}</div> ${b.mods[i].description}</div>` text += `<div class="build-grid-module" onclick="build.choosePowerUp(this,${i},'mod')"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[i].name}</div> ${b.mods[i].description}</div>`
@@ -318,8 +322,8 @@ const build = {
document.getElementById("starting-level").innerHTML = `starting difficulty: <strong style="font-size:1.05em;">${difficulty}</strong>` document.getElementById("starting-level").innerHTML = `starting difficulty: <strong style="font-size:1.05em;">${difficulty}</strong>`
}, },
startBuildRun() { startBuildRun() {
spawn.setSpawnList(); //gives random mobs, not starter mobs
spawn.setSpawnList(); spawn.setSpawnList();
spawn.setSpawnList(); //gives random mobs, not starter
game.startGame(); game.startGame();
let difficulty = build.list.length * game.difficultyMode - 1 let difficulty = build.list.length * game.difficultyMode - 1
if (game.difficultyMode === 0) { if (game.difficultyMode === 0) {
@@ -330,6 +334,9 @@ const build = {
level.difficultyIncrease(difficulty) level.difficultyIncrease(difficulty)
level.isBuildRun = true; level.isBuildRun = true;
build.givePowerUps();
},
givePowerUps() {
for (let i = 0; i < build.list.length; i++) { for (let i = 0; i < build.list.length; i++) {
if (build.list[i].type === "field") { if (build.list[i].type === "field") {
mech.setField(build.list[i].index) mech.setField(build.list[i].index)

View File

@@ -13,17 +13,13 @@ const level = {
levelsCleared: 0, levelsCleared: 0,
start() { start() {
if (level.levelsCleared === 0) { if (level.levelsCleared === 0) {
// level.difficultyIncrease(15) // level.difficultyIncrease(5)
b.giveGuns("super balls") // b.giveGuns("laser")
// mech.setField("phase decoherence field") // mech.setField("phase decoherence field")
// b.giveMod("squirrel-cage rotor"); // b.giveMod("optimized shell packing");
b.giveMod("super duper balls");
b.giveMod("super duper balls");
b.giveMod("super duper balls");
level.intro(); //starting level
// level.intro(); //starting level // level.testingMap();
level.testingMap();
// level.bosses(); // level.bosses();
// level.satellite(); // level.satellite();
// level.skyscrapers(); // level.skyscrapers();
@@ -38,6 +34,7 @@ const level = {
level[level.levels[level.onLevel]](); //picks the current map from the the levels array level[level.levels[level.onLevel]](); //picks the current map from the the levels array
level.levelAnnounce(); level.levelAnnounce();
} }
// if (level.isBuildRun) build.givePowerUps();
game.noCameraScroll(); game.noCameraScroll();
game.setZoom(); game.setZoom();
level.addToWorld(); //add bodies to game engine level.addToWorld(); //add bodies to game engine
@@ -54,26 +51,39 @@ const level = {
// if (level.isBuildRun) num++ // if (level.isBuildRun) num++
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
game.difficulty++ game.difficulty++
game.dmgScale += 0.13; //damage done by mobs increases each level game.dmgScale += 0.17; //damage done by mobs increases each level
b.dmgScale *= 0.93; //damage done by player decreases each level b.dmgScale *= 0.91; //damage done by player decreases each level
game.accelScale *= 1.02 //mob acceleration increases each level game.accelScale *= 1.02 //mob acceleration increases each level
game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level game.lookFreqScale *= 0.98 //mob cycles between looks decreases each level
game.CDScale *= 0.97 //mob CD time decreases each level game.CDScale *= 0.97 //mob CD time decreases each level
} }
game.healScale = 1 / (1 + game.difficulty * 0.065) //a higher denominator makes for lower heals // mech.health += heal * game.healScale; game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
}, },
difficultyDecrease(num = 1) { //used in easy mode for game.reset() difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) { for (let i = 0; i < num; i++) {
game.difficulty-- game.difficulty--
game.dmgScale -= 0.13; //damage done by mobs increases each level game.dmgScale -= 0.17; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1; if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.93; //damage done by player decreases each level b.dmgScale /= 0.91; //damage done by player decreases each level
game.accelScale /= 1.02 //mob acceleration increases each level game.accelScale /= 1.02 //mob acceleration increases each level
game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level game.lookFreqScale /= 0.98 //mob cycles between looks decreases each level
game.CDScale /= 0.97 //mob CD time decreases each level game.CDScale /= 0.97 //mob CD time decreases each level
} }
if (game.difficulty < 1) game.difficulty = 1; if (game.difficulty < 1) game.difficulty = 1;
game.healScale = 1 / (1 + game.difficulty * 0.065) game.healScale = 1 / (1 + game.difficulty * 0.09)
},
levelAnnounce() {
let mode = document.getElementById("difficulty-select").value
if (mode === "0") {
mode = "(easy)"
} else if (mode === "1") {
mode = "(normal)"
} else if (mode === "2") {
mode = "(hard)"
} else if (mode === "4") {
mode = "(why)"
}
document.title = "n-gon: L" + (level.levelsCleared) + " " + level.levels[level.onLevel] + " " + mode;
}, },
//****************************************************************************************************************** //******************************************************************************************************************
//****************************************************************************************************************** //******************************************************************************************************************
@@ -1559,25 +1569,32 @@ const level = {
spawn.randomBoss(1800, -800, -0.2); spawn.randomBoss(1800, -800, -0.2);
spawn.randomBoss(4150, -1000, 0.6); spawn.randomBoss(4150, -1000, 0.6);
if (game.difficulty > 2) { // tether ball if (game.difficulty > 2) {
level.fillBG.push({ if (Math.random() < 0.7) {
x: 2495, // tether ball
y: -500, level.fillBG.push({
width: 10, x: 2495,
height: 525, y: -500,
color: "#ccc" width: 10,
}); height: 525,
spawn.tetherBoss(2850, -80) color: "#ccc"
cons[cons.length] = Constraint.create({ });
pointA: { spawn.tetherBoss(2850, -80)
x: 2500, cons[cons.length] = Constraint.create({
y: -500 pointA: {
}, x: 2500,
bodyB: mob[mob.length - 1], y: -500
stiffness: 0.00012 },
}); bodyB: mob[mob.length - 1],
//chance to spawn a ring of exploding mobs around this boss stiffness: 0.00012
if (game.difficulty > 4) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105); });
//chance to spawn a ring of exploding mobs around this boss
if (game.difficulty > 4) spawn.nodeBoss(2850, -80, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.shooterBoss(2200, -650);
}
} }
}, },
//***************************************************************************************************************** //*****************************************************************************************************************
@@ -1763,32 +1780,7 @@ const level = {
target.death(); target.death();
} }
}, },
levelAnnounce() { addToWorld() {
let mode = document.getElementById("difficulty-select").value
if (mode === "0") {
mode = "(easy)"
} else if (mode === "1") {
mode = "(normal)"
} else if (mode === "2") {
mode = "(hard)"
} else if (mode === "6") {
mode = "(why)"
}
document.title = "n-gon: L" + (level.levelsCleared) + " " + level.levels[level.onLevel] + " " + mode;
// game.makeTextLog(`<div style='font-size: 25px;'>level ${game.difficulty} </div> <div style='font-size: 32px;'>${level.levels[level.onLevel]} </div>`, 300);
// if (game.difficulty === 0) text = "";
// text = "Level " + (game.difficulty + 1) + ": " + spawn.pickList[0] + "s + " + spawn.pickList[1] + "s";
// text = text + " with population: ";
// for (let i = 0, len = spawn.pickList.length; i < len; ++i) {
// if (spawn.pickList[i] != spawn.pickList[i - 1]) {
// text += spawn.pickList[i] + ", ";
// }
// }
// this.speech(text);
// game.makeTextLog(text, 360);
},
addToWorld(mapName) {
//needs to be run to put bodies into the world //needs to be run to put bodies into the world
for (let i = 0; i < body.length; i++) { for (let i = 0; i < body.length; i++) {
//body[i].collisionFilter.group = 0; //body[i].collisionFilter.group = 0;

View File

@@ -477,9 +477,9 @@ const mech = {
//chance to build a drone on damage from mod //chance to build a drone on damage from mod
if (b.isModDroneOnDamage) { if (b.isModDroneOnDamage) {
const len = (dmg - 0.06 + 0.07 * Math.random()) / 0.05 const len = (dmg - 0.06 * Math.random()) * 40
for (let i = 0; i < len; i++) { for (let i = 0; i < len; i++) {
if (Math.random() < 0.6) b.drone() //spawn drone if (Math.random() < 0.75) b.drone() //spawn drone
} }
} }
@@ -1512,7 +1512,7 @@ const mech = {
}, },
{ {
name: "phase decoherence field", name: "phase decoherence field",
description: "use <strong class='color-f'>energy</strong> to to become <strong>intangible</strong><br><em style='opacity: 0.6;'>can't see or be seen outside field</em>", description: "become <strong>intangible</strong> and <strong>invisible</strong><br>drains <strong class='color-f'>energy</strong> as you move",
effect: () => { effect: () => {
// mech.grabRange = 230 // mech.grabRange = 230
mech.hold = function () { mech.hold = function () {
@@ -1523,7 +1523,7 @@ const mech = {
mech.holding(); mech.holding();
mech.throwBlock(); mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { } else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
const DRAIN = 0.0015 const DRAIN = 0.0002 + 0.00027 * player.speed
if (mech.fieldMeter > DRAIN) { if (mech.fieldMeter > DRAIN) {
mech.fieldMeter -= DRAIN; mech.fieldMeter -= DRAIN;

View File

@@ -79,7 +79,7 @@ const powerUps = {
if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300); if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
} else { } else {
let ammo = Math.ceil((target.ammoPack * (1 + 0.1 * Math.random()))); let ammo = Math.ceil((target.ammoPack * (1 + 0.1 * Math.random())));
if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun // if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun
target.ammo += ammo; target.ammo += ammo;
game.updateGunHUD(); game.updateGunHUD();
game.makeTextLog("<div class='circle gun'></div> &nbsp; <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300); game.makeTextLog("<div class='circle gun'></div> &nbsp; <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
@@ -227,17 +227,17 @@ const powerUps = {
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "heal");
return; return;
} }
if (Math.random() < 0.15 && b.inventory.length > 0) { if (Math.random() < 0.15 && b.inventory.length > 0 && !b.isModNoAmmo) {
powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo");
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "ammo");
return; return;
} }
if (Math.random() < 0.0025 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3 if (Math.random() < 0.002 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
powerUps.spawn(x, y, "gun"); powerUps.spawn(x, y, "gun");
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun");
return; return;
} }
if (Math.random() < 0.003 * (12 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 7 if (Math.random() < 0.0027 * (14 - b.modCount)) { //a new mod has a low chance for each not acquired mod up to 15
powerUps.spawn(x, y, "mod"); powerUps.spawn(x, y, "mod");
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod");
return; return;
@@ -252,13 +252,13 @@ const powerUps = {
if (mech.fieldMode === 0) { if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field") powerUps.spawn(x, y, "field")
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field") if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field")
} else if (Math.random() < 0.75) { } else if (Math.random() < 0.80) {
powerUps.spawn(x, y, "mod") powerUps.spawn(x, y, "mod")
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod") if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "mod")
} else if (Math.random() < 0.2) { } else if (Math.random() < 0.35) {
powerUps.spawn(x, y, "gun") powerUps.spawn(x, y, "gun")
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun") if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "gun")
} else if (Math.random() < 0.6) { } else if (Math.random() < 0.65) {
powerUps.spawn(x, y, "field"); powerUps.spawn(x, y, "field");
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field"); if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field");
} else if (mech.health < 0.7) { } else if (mech.health < 0.7) {
@@ -270,7 +270,7 @@ const powerUps = {
powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal");
} }
} else { } else if (!b.isModNoAmmo) {
powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo");
@@ -286,7 +286,7 @@ const powerUps = {
if (Math.random() < 0.5) { if (Math.random() < 0.5) {
powerUps.spawn(x, y, "heal", false); powerUps.spawn(x, y, "heal", false);
} else { } else {
powerUps.spawn(x, y, "ammo", false); if (!b.isModNoAmmo) powerUps.spawn(x, y, "ammo", false);
} }
}, },
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun