more training levels

more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"

tech: Bose Einstein condensate is removed until I can balance it

bug fixes
This commit is contained in:
landgreen
2021-12-22 08:59:10 -08:00
parent 9dc5c8d456
commit bf7a22f243
9 changed files with 620 additions and 243 deletions

View File

@@ -376,7 +376,7 @@ const b = {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
if (m.energy < 0) {
m.energy = 0
m.damage(0.03 * (tech.isRadioactiveResistance ? 0.25 : 1));
if (simulation.dmgScale) m.damage(0.03 * (tech.isRadioactiveResistance ? 0.25 : 1));
}
}
@@ -423,9 +423,9 @@ const b = {
const harm = radius * (tech.isExplosionHarm ? 0.00055 : 0.00018)
if (tech.isImmuneExplosion) {
const mitigate = Math.min(1, Math.max(1 - m.energy * 0.5, 0))
m.damage(mitigate * harm);
if (simulation.dmgScale) m.damage(mitigate * harm);
} else {
m.damage(harm);
if (simulation.dmgScale) m.damage(harm);
}
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
player.force.x += knock.x;
@@ -1084,7 +1084,7 @@ const b = {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
m.energy = 0;
m.damage(tech.isRadioactiveResistance ? 0.00016 * 0.25 : 0.00016) //0.00015
if (simulation.dmgScale) m.damage(tech.isRadioactiveResistance ? 0.00016 * 0.25 : 0.00016) //0.00015
}
}
//aoe damage to mobs
@@ -1929,7 +1929,6 @@ const b = {
y: best.who.velocity.y * 0.7
});
//draw mob damage circle
console.log(dmg)
simulation.drawList.push({
x: path[1].x,
y: path[1].y,
@@ -2928,7 +2927,7 @@ const b = {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
m.energy = 0;
m.damage(tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) //0.00015
if (simulation.dmgScale) m.damage(tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) //0.00015
}
}
//aoe damage to mobs

View File

@@ -8,7 +8,7 @@ const level = {
onLevel: -1,
levelsCleared: 0,
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
trainingLevels: ["trainingHold", "trainingThrow", "trainingCrouch", "trainingJump"],
trainingLevels: ["trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect"],
levels: [],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
@@ -17,11 +17,9 @@ const level = {
// localSettings.levelsClearedLastGame = 10
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("plasma torch")
// b.giveGuns("spores")
// b.giveGuns("nail gun")
// m.setField("pilot wave")
// b.giveGuns("harpoon")
// tech.giveTech("nematodes")
// tech.giveTech("Bose Einstein condensate")
// for (let i = 0; i < 9; i++) tech.giveTech("annelids")
// tech.giveTech("tinsellated flagella")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
@@ -29,9 +27,9 @@ const level = {
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
// tech.tech[297].frequency = 100
// level.trainingThrow();
// level.trainingDeflect();
if (simulation.isTraining) {
level.trainingHold();
level.trainingWalk();
} else {
level.intro(); //starting level
}
@@ -136,7 +134,13 @@ const level = {
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
}
},
trainingJump() { //learn to crouch
trainingText(say) {
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<span style="font-size: 110%;line-height: 110%;"><span style="color:#51f;">supervised.learning</span>(<span style="color:#777; font-size: 80%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span><br>${say}</span>`, Infinity)
// lore.trainer.text("Wow. Just a platform.")
},
trainingBackgroundColor: "#e1e1e1",
trainingWalk() { //learn to walk
m.addHealth(Infinity)
document.getElementById("health").style.display = "none" //hide your health bar
document.getElementById("health-bg").style.display = "none"
@@ -149,20 +153,18 @@ const level = {
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
document.body.style.backgroundColor = level.trainingBackgroundColor
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`hold down <strong>${input.key.up}</strong> longer to jump higher`, Infinity)
level.trainingText(`move <strong>↔</strong> with <strong>${input.key.left.replace('Key', '').replace('Digit', '')}</strong> and <strong>${input.key.right.replace('Key', '').replace('Digit', '')}</strong>`)
level.custom = () => {
if (instruction === 0 && m.pos.x > 300) {
if (instruction === 0 && input.right) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>hold down <strong>${input.key.up}</strong> longer to jump higher</s>`, Infinity)
level.trainingText(`<s>move <strong>↔</strong> with <strong>${input.key.left.replace('Key', '').replace('Digit', '')}</strong> and <strong>${input.key.right.replace('Key', '').replace('Digit', '')}</strong></s>
<br>exit through the blue door`)
}
m.health = 1 //can't die
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
@@ -171,21 +173,20 @@ const level = {
level.playerExitCheck();
};
level.customTopLayer = () => {
//dark
ctx.fillStyle = "rgba(0,0,0,0.2)"
ctx.fillRect(1000, 0, 450, 1800)
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(275, -350, 200, 375);
spawn.mapRect(-250, 0, 1250, 1800);
spawn.mapRect(1450, 0, 1075, 1800);
spawn.mapRect(-250, 0, 3500, 1800); //floor
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(700, -8, 50, 25);
spawn.mapRect(725, -16, 75, 25);
spawn.mapRect(1375, -16, 50, 50);
spawn.mapRect(1400, -8, 50, 25);
spawn.mapRect(750, -24, 650, 100);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
@@ -203,17 +204,14 @@ const level = {
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
document.body.style.backgroundColor = level.trainingBackgroundColor
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`press <strong>${input.key.down}</strong> to crouch`, Infinity)
level.trainingText(`press <strong>${input.key.down.replace('Key', '').replace('Digit', '')}</strong> to crouch`)
level.custom = () => {
if (instruction === 0 && input.down) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>press <strong>${input.key.down}</strong> to crouch</s>`, Infinity)
level.trainingText(`<s>press <strong>${input.key.down.replace('Key', '').replace('Digit', '')}</strong> to crouch</s>`)
}
//exit room
ctx.fillStyle = "#f2f2f2"
@@ -251,6 +249,131 @@ const level = {
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingJump() { //learn to jump
m.addHealth(Infinity)
document.getElementById("health").style.display = "none" //hide your health bar
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = level.trainingBackgroundColor
let instruction = 0
level.trainingText(`hold down <strong>${input.key.up.replace('Key', '').replace('Digit', '')}</strong> longer to jump higher`)
level.custom = () => {
if (instruction === 0 && m.pos.x > 300) {
instruction++
level.trainingText(`<s>hold down <strong>${input.key.up.replace('Key', '').replace('Digit', '')}</strong> longer to jump higher</s>`)
}
m.health = 1 //can't die
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//dark
ctx.fillStyle = "rgba(0,0,0,0.05)"
ctx.fillRect(1000, 0, 450, 1800)
ctx.fillRect(1000, -2800, 450, 2200)
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(275, -350, 200, 375);
spawn.mapRect(-250, 0, 1250, 1800); //floor
spawn.mapRect(1450, 0, 1075, 1800); //floor
spawn.mapRect(-250, -2800, 1250, 2200); //roof
spawn.mapRect(1450, -2800, 1075, 2200); //roof
spawn.mapVertex(375, 0, "150 0 -150 0 -100 -50 100 -50"); //base
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingHold() { //put block on button to open door
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = level.trainingBackgroundColor
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
const buttonDoor = level.button(500, 0)
const door = level.door(1612.5, -175, 25, 190, 185, 3)
let instruction = 0
level.trainingText(`activate your <strong class='color-f'>field</strong> with <strong>${input.key.field.replace('Key', '').replace('Digit', '')}</strong> or <strong>right mouse</strong>`)
level.custom = () => {
if (instruction === 0 && input.field) {
instruction++
level.trainingText(`<s>activate your <strong class='color-f'>field</strong> with <strong>${input.key.field.replace('Key', '').replace('Digit', '')}</strong> or <strong>right mouse</strong></s><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up`)
} else if (instruction === 1 && m.isHolding) {
instruction++
level.trainingText(`<s>activate your <strong class='color-f'>field</strong> with <strong>${input.key.field.replace('Key', '').replace('Digit', '')}</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up</s><br>drop the <strong class='color-block'>block</strong> on the red button to open the door`)
} else if (instruction === 2 && !buttonDoor.isUp && Vector.magnitudeSquared(Vector.sub(body[0].position, buttonDoor.min)) < 10000) {
instruction++
level.trainingText(`<s>activate your <strong class='color-f'>field</strong> with <strong>${input.key.field.replace('Key', '').replace('Digit', '')}</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up<br>drop the <strong class='color-block'>block</strong> on the red button to open the door</s>`)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isClosing = true
} else {
door.isClosing = false
}
door.openClose();
door.draw();
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingThrow() { //throw a block on button to open door
m.addHealth(Infinity)
//hide your health bar
@@ -265,37 +388,32 @@ const level = {
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
document.body.style.backgroundColor = level.trainingBackgroundColor
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
const buttonDoor = level.button(1635, -400)
const door = level.door(1612.5, -175, 25, 190, 185, 3)
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong>
<br>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>`, Infinity)
level.trainingText(`activate your <strong class='color-f'>field</strong> with <strong>${input.key.field.replace('Key', '').replace('Digit', '')}</strong> or <strong>right mouse</strong>
<br>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>`)
level.custom = () => {
console.log(m.throwCharge)
if (instruction === 0 && m.isHolding) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong></s>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong>`, Infinity)
level.trainingText(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong></s>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong>`)
} else if (instruction === 1 && m.throwCharge > 2) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
level.trainingText(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong></s>
<br>throw the <strong class='color-block'>block</strong> onto the button`, Infinity)
<br>throw the <strong class='color-block'>block</strong> onto the button`)
// the <strong class='color-block'>block</strong> at the button
} else if (instruction === 2 && !buttonDoor.isUp && Vector.magnitudeSquared(Vector.sub(body[0].position, buttonDoor.min)) < 10000) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
level.trainingText(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong>
<br>throw the <strong class='color-block'>block</strong> onto the button</s>`, Infinity)
<br>throw the <strong class='color-block'>block</strong> onto the button</s>`)
}
//exit room
ctx.fillStyle = "#f2f2f2"
@@ -308,9 +426,9 @@ const level = {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
door.isClosing = true
} else {
door.isOpen = false
door.isClosing = false
}
door.openClose();
door.draw();
@@ -337,7 +455,7 @@ const level = {
spawn.mapRect(1625, -400, 400, 50);
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingHold() { //put block on button to open door
trainingHit() { //throw a block at mob to open door
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
@@ -351,29 +469,17 @@ const level = {
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
document.body.style.backgroundColor = level.trainingBackgroundColor
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
const buttonDoor = level.button(500, 0)
const door = level.door(1612.5, -175, 25, 190, 185, 3)
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong>`, Infinity)
level.trainingText(`throw the <strong class='color-block'>block</strong> at the <strong>mobs</strong> to open the door`)
level.custom = () => {
if (instruction === 0 && input.field) {
if (instruction === 0 && !mob.length) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong></s><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up`, Infinity)
} else if (instruction === 1 && m.isHolding) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up</s><br>drop the <strong class='color-block'>block</strong> on the red button to open the door`, Infinity)
} else if (instruction === 2 && !buttonDoor.isUp && Vector.magnitudeSquared(Vector.sub(body[0].position, buttonDoor.min)) < 10000) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up<br>drop the <strong class='color-block'>block</strong> on the red button to open the door</s>`, Infinity)
level.trainingText(`<s>throw the <strong class='color-block'>block</strong> at the <strong>mobs</strong> to open the door</s>`)
}
//exit room
ctx.fillStyle = "#f2f2f2"
@@ -383,12 +489,10 @@ const level = {
level.playerExitCheck();
};
level.customTopLayer = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
if (mob.length > 0) {
door.isClosing = true
} else {
door.isOpen = false
door.isClosing = false
}
door.openClose();
door.draw();
@@ -410,9 +514,251 @@ const level = {
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
// spawn.mapRect(1600, -1200, 500, 850); //exit roof
// spawn.mapRect(1790, -600, 250, 225); //button left wall
// spawn.mapRect(1625, -400, 400, 50);
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
spawn.mapRect(1600, -600, 425, 250);
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
spawn.starter(425, -350, 35)
spawn.starter(800, -350, 44)
},
trainingHeal() { //learn to heal
m.addHealth(Infinity)
m.health = 0;
m.addHealth(0.25)
document.getElementById("health").style.display = "inline" //show your health bar
document.getElementById("health-bg").style.display = "inline"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = level.trainingBackgroundColor
let instruction = 0
level.trainingText(`your <strong>health</strong> is displayed in the top left corner
<br>use your <strong class='color-f'>field</strong> to pick up ${powerUps.orb.heal(3)} until your <strong>health</strong> is full`)
level.custom = () => {
if (instruction === 0 && m.health === 1) {
instruction++
level.trainingText(`<s>use your <strong class='color-f'>field</strong> to pick up ${powerUps.orb.heal(3)} until your <strong>health</strong> is full</s>`)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
if (m.health !== 1) {
door.isClosing = true
} else {
door.isClosing = false
}
door.openClose();
door.draw();
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 0, 3500, 1800); //floor
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(700, -8, 50, 25);
spawn.mapRect(725, -16, 75, 25);
spawn.mapRect(1375, -16, 50, 50);
spawn.mapRect(1400, -8, 50, 25);
spawn.mapRect(750, -24, 650, 100);
powerUps.directSpawn(875, -500, "heal", false, null, 15);
powerUps.directSpawn(1075, -500, "heal", false, null, 25);
powerUps.directSpawn(1275, -500, "heal", false, null, 35);
const door = level.door(1612.5, -175, 25, 190, 185, 3)
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingFire() { //throw a block at mob to open door
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = 15;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = level.trainingBackgroundColor
const door = level.door(1612.5, -125, 25, 190, 185, 3)
const buttonDoor = level.button(400, 0)
let instruction = 0
level.trainingText(`use your <strong class='color-f'>field</strong> to pick up the gun power up`)
level.custom = () => {
if (instruction === 0 && simulation.isChoosing) {
instruction++
level.trainingText(`<s>use your <strong class='color-f'>field</strong> to pick up the gun power up</s>
<br>choose a <strong class='color-g'>gun</strong>`)
} else if (instruction === 1 && !simulation.isChoosing) {
instruction++
level.trainingText(`<s>use your <strong class='color-f'>field</strong> to pick up the gun power up
<br>choose a <strong class='color-g'>gun</strong></s>
<br>use the <strong>left mouse</strong> button to shoot the <strong>mobs</strong>`)
} else if (instruction === 2 && mob.length === 0) {
instruction++
level.trainingText(`<s>use your <strong class='color-f'>field</strong> to pick up the gun power up
<br>choose a <strong class='color-g'>gun</strong>
<br>use the <strong>left mouse</strong> button to shoot the <strong>mobs</strong></s>
<br>drop a <strong class='color-block'>block</strong> on the red button to open the door`)
} else if (instruction === 3 && !door.isClosing) {
instruction++
level.trainingText(`<s>use your <strong class='color-f'>field</strong> to pick up the gun power up
<br>choose a <strong class='color-g'>gun</strong>
<br>use the <strong>left mouse</strong> button to shoot the <strong>mobs</strong>
<br>put a <strong class='color-block'>block</strong> on the red button to open the door</s>`)
}
//spawn ammo if you run out
if (!powerUp.length && b.activeGun && b.guns[b.activeGun].ammo === 0 && door.isClosing) {
powerUps.directSpawn(1275, -500, "ammo");
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -350, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isClosing = true
} else {
door.isClosing = false
}
door.openClose();
door.draw();
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -350, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
//ceiling steps
spawn.mapRect(725, -588, 50, 25);
spawn.mapRect(725, -600, 75, 25);
spawn.mapRect(750, -612, 75, 25);
spawn.mapRect(-275, -650, 1025, 87);
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1600, -600, 425, 300);
spawn.mapRect(1600, -400, 50, 275);
powerUps.directSpawn(1275, -500, "gun", false);
spawn.starter(900, -300, 35)
spawn.starter(1400, -400, 44)
},
trainingDeflect() { //learn to jump
m.addHealth(Infinity)
m.health = 1;
document.getElementById("health").style.display = "inline" //show your health bar
document.getElementById("health-bg").style.display = "inline"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = level.trainingBackgroundColor
let instruction = 0
// activate your <strong class='color-f'>field</strong> with <strong>${input.key.field.replace('Key', '').replace('Digit', '')}</strong> or <strong>right mouse</strong>
level.trainingText(`use your <strong class='color-f'>field</strong> to <strong>deflect</strong> the <strong style="color:rgb(215,0,145);">mobs</strong>`)
level.custom = () => {
if (instruction === 0 && m.pos.x > 1350) {
instruction++
level.trainingText(`<s>use your <strong class='color-f'>field</strong> to <strong>deflect</strong> the <strong style="color:rgb(215,0,145);">mobs</strong></s>`)
}
//teleport to start if hit
if (m.immuneCycle > m.cycle) {
m.energy = m.maxEnergy
Matter.Body.setPosition(player, { x: 60, y: -50 })
}
//spawn bullets
if (!(simulation.cycle % 5)) {
spawn.sniperBullet(660 + 580 * Math.random(), -2000, 10, 4);
const who = mob[mob.length - 1]
Matter.Body.setVelocity(who, { x: 0, y: 8 });
who.timeLeft = 300
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//dark
ctx.fillStyle = "rgba(0,0,0,0.05)"
// ctx.fillRect(450, -2800, 1025, 2200)
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 0, 3000, 1800); //floor
spawn.mapRect(-250, -2800, 900, 2200); //roof
spawn.mapRect(1250, -2800, 1275, 2200); //roof
spawn.mapVertex(950, 0, "400 0 -400 0 -300 -50 300 -50"); //base
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
//spawn bullets on load to avoid sprint
//spawn bullets
for (let i = 0; i < 32; i++) {
spawn.sniperBullet(660 + 580 * Math.random(), -2000 + 40 * i, 10, 4);
const who = mob[mob.length - 1]
Matter.Body.setVelocity(who, { x: 0, y: 8 });
who.timeLeft = 300
}
},
trainingTemplate() { //learn to crouch
m.addHealth(Infinity)
document.getElementById("health").style.display = "none" //hide your health bar
@@ -426,17 +772,17 @@ const level = {
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
document.body.style.backgroundColor = level.trainingBackgroundColor
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`press <strong>${input.key.down}</strong> to crouch`, Infinity)
level.trainingText(`press <strong>${input.key.down.replace('Key', '').replace('Digit', '')}</strong> to crouch`)
level.custom = () => {
if (instruction === 0 && input.down) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>press <strong>${input.key.down}</strong> to crouch</s>`, Infinity)
level.trainingText(`<s>press <strong>${input.key.down.replace('Key', '').replace('Digit', '')}</strong> to crouch</s>`)
}
//exit room
ctx.fillStyle = "#f2f2f2"
@@ -530,24 +876,42 @@ const level = {
// <br><span class='color-var'>m</span>.field.description = "<span class='color-text'>${m.fieldUpgrades[m.fieldMode].description}</span>"
// `, 1200);
},
disableExit: false,
nextLevel() {
level.levelsCleared++;
// level.difficultyIncrease(simulation.difficultyMode) //increase difficulty based on modes
if (!level.disableExit) {
level.levelsCleared++;
level.onLevel++; //cycles map to next level
if (simulation.isTraining) {
if (level.onLevel > level.levels.length - 1) {
level.disableExit = true
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
document.getElementById("fade-out").style.opacity = 1; //slowly fades out
setTimeout(function() {
simulation.paused = true;
level.disableExit = false;
engine.world.bodies.forEach((body) => { Matter.Composite.remove(engine.world, body) })
Engine.clear(engine);
simulation.splashReturn();
}, 6000);
return
} else {
level.setDifficulty()
}
} else {
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
level.difficultyIncrease(simulation.difficultyMode)
}
//difficulty is increased 5 times when finalBoss dies
// const len = level.levelsCleared / level.levels.length //add 1 extra difficulty step for each time you have cleared all the levels
// for (let i = 0; i < len; i++)
level.difficultyIncrease(simulation.difficultyMode)
level.onLevel++; //cycles map to next level
if (level.onLevel > level.levels.length - 1) level.onLevel = 0;
//reset lost tech display
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isLost) tech.tech[i].isLost = false;
//reset lost tech display
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isLost) tech.tech[i].isLost = false;
}
tech.isDeathAvoidedThisLevel = false;
simulation.updateTechHUD();
simulation.clearNow = true; //triggers in simulation.clearMap to remove all physics bodies and setup for new map
}
tech.isDeathAvoidedThisLevel = false;
simulation.updateTechHUD();
simulation.clearNow = true; //triggers in simulation.clearMap to remove all physics bodies and setup for new map
},
populateLevels() {
if (simulation.isTraining) {
@@ -1076,18 +1440,10 @@ const level = {
friction: 1,
frictionStatic: 1,
restitution: 0,
isOpen: false,
isClosing: false,
openClose() {
if (!m.isBodiesAsleep) {
if (!this.isOpen) {
if (this.position.y > y - distance) { //try to open
const position = {
x: this.position.x,
y: this.position.y - speed
}
Matter.Body.setPosition(this, position)
}
} else {
if (this.isClosing) {
if (this.position.y < y) { //try to close
if (
Matter.Query.collides(this, [player]).length === 0 &&
@@ -1101,6 +1457,14 @@ const level = {
Matter.Body.setPosition(this, position)
}
}
} else {
if (this.position.y > y - distance) { //try to open
const position = {
x: this.position.x,
y: this.position.y - speed
}
Matter.Body.setPosition(this, position)
}
}
}
},
@@ -3178,9 +3542,9 @@ const level = {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
door.isClosing = true
} else {
door.isOpen = false
door.isClosing = false
}
door.openClose();
@@ -4927,9 +5291,9 @@ const level = {
button.query();
button.draw();
if (button.isUp) {
door.isOpen = true
door.isClosing = true
} else {
door.isOpen = false
door.isClosing = false
}
door.openClose();
ctx.fillStyle = "#ccc"
@@ -5064,9 +5428,9 @@ const level = {
button.query();
button.draw();
if (button.isUp) {
door.isOpen = true
door.isClosing = true
} else {
door.isOpen = false
door.isClosing = false
}
door.openClose();
ctx.fillStyle = "#ccc"
@@ -5320,15 +5684,15 @@ const level = {
buttonPlateformEnd.query();
// hazard.query(); //bug reported from discord?
if (buttonDoor.isUp) {
door.isOpen = false
door.isClosing = false
} else {
door.isOpen = true
door.isClosing = true
}
door.openClose();
if (buttonPlateformEnd.isUp) {
doorPlateform.isOpen = true;
doorPlateform.isClosing = true;
} else {
doorPlateform.isOpen = false;
doorPlateform.isClosing = false;
}
door.openClose();
doorPlateform.openClose();
@@ -5616,7 +5980,7 @@ const level = {
let buttonSortieSalle
let portalEnBas
let portalEnHaut
let door3isOpen = false;
let door3isClosing = false;
function drawOnTheMapMapRect(x, y, dx, dy) {
spawn.mapRect(x, y, dx, dy);
@@ -5839,7 +6203,7 @@ const level = {
// me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
// this.removeCons(); //remove constraint
// spawnCouloirEnHaut()
// doorSortieSalle.isOpen = false;
// doorSortieSalle.isClosing = false;
// };
// if (simulation.difficulty > 4) spawn.nodeGroup(8000, 630, "spawns", 8, 20, 105);
// } else {
@@ -5853,11 +6217,11 @@ const level = {
if (me) {
me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
doorSortieSalle.isClosing = false;
};
} else {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
doorSortieSalle.isClosing = false;
}
// }
} else {
@@ -5869,11 +6233,11 @@ const level = {
if (me) {
me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
doorSortieSalle.isClosing = false;
};
} else {
spawnCouloirEnHaut()
doorSortieSalle.isOpen = false;
doorSortieSalle.isClosing = false;
}
}
},
@@ -5982,24 +6346,24 @@ const level = {
buttonBedroom.draw();
if (buttonBedroom.isUp) {
if (hasAlreadyBeenActivated == false) {
doorBedroom.isOpen = true;
doorGrenier.isOpen = true;
voletLucarne1.isOpen = true;
voletLucarne2.isOpen = true;
voletLucarne3.isOpen = true;
voletLucarne4.isOpen = true;
voletLucarne5.isOpen = true;
voletLucarne6.isOpen = true;
doorBedroom.isClosing = true;
doorGrenier.isClosing = true;
voletLucarne1.isClosing = true;
voletLucarne2.isClosing = true;
voletLucarne3.isClosing = true;
voletLucarne4.isClosing = true;
voletLucarne5.isClosing = true;
voletLucarne6.isClosing = true;
}
} else {
doorBedroom.isOpen = false;
doorGrenier.isOpen = false;
voletLucarne1.isOpen = false;
voletLucarne2.isOpen = false;
voletLucarne3.isOpen = false;
voletLucarne4.isOpen = false;
voletLucarne5.isOpen = false;
voletLucarne6.isOpen = false;
doorBedroom.isClosing = false;
doorGrenier.isClosing = false;
voletLucarne1.isClosing = false;
voletLucarne2.isClosing = false;
voletLucarne3.isClosing = false;
voletLucarne4.isClosing = false;
voletLucarne5.isClosing = false;
voletLucarne6.isClosing = false;
if (hasAlreadyBeenActivated == false) {
hasAlreadyBeenActivated = true;
}
@@ -6891,8 +7255,8 @@ const level = {
const drip1 = level.drip(1875, -660, -400, 70)
const drip2 = level.drip(3525, -940, -400, 150)
const drip3 = level.drip(1975, 100, 1200, 100)
door.isOpen = true;
exitDoor.isOpen = true;
door.isClosing = true;
exitDoor.isClosing = true;
// UPPER AREA //
spawn.mapRect(4500, -2400, 1700, 2050)
@@ -7031,7 +7395,7 @@ const level = {
if (simulation.difficulty > 3) {
spawn.randomLevelBoss(1900, 400, ["shieldingBoss", "shooterBoss", "launcherBoss", "streamBoss"])
} else {
exitDoor.isOpen = false;
exitDoor.isClosing = false;
}
spawn.secondaryBossChance(800, -800)
@@ -7103,9 +7467,9 @@ const level = {
}
if (g && y && r) {
door.isOpen = false;
door.isClosing = false;
} else {
door.isOpen = true;
door.isClosing = true;
}
door.openClose()
@@ -7146,11 +7510,11 @@ const level = {
nextBlockSpawn = simulation.cycle + Math.floor(Math.random() * 60 + 30)
}
if (exitDoor.isOpen) {
exitDoor.isOpen = false;
if (exitDoor.isClosing) {
exitDoor.isClosing = false;
for (i = 0; i < mob.length; i++) {
if (mob[i].isBoss && 525 < mob[i].position.x < 3200 && -2500 < mob[i].position.y < 100) {
exitDoor.isOpen = true;
exitDoor.isClosing = true;
}
}
}
@@ -7858,7 +8222,7 @@ const level = {
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
}, false) && !emergencyActivated;
door.isOpen = hasMob;
door.isClosing = hasMob;
door.openClose();
ctx.fillStyle = "#444444" + secretRoomTrans.toString(16);

View File

@@ -52,6 +52,18 @@ const lore = {
sound.portamento(83.333)
sound.portamento(166.666)
},
trainer: {
color: "#f20",
voice: undefined,
text: function(say) {
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color
const utterance = new SpeechSynthesisUtterance(say);
utterance.lang = "en-AU" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU
utterance.volume = 0.2; // 0 to 1
speechSynthesis.speak(utterance);
},
},
anand: {
color: "#e0c",
voice: undefined,

View File

@@ -1446,14 +1446,17 @@ const m = {
}
}
}
if (tech.isFreezeMobs) {
for (let i = 0, len = mob.length; i < len; ++i) {
Matter.Sleeping.set(mob[i], false)
mobs.statusSlow(mob[i], 60)
}
} else {
wake(mob);
}
// if (tech.isFreezeMobs) {
// for (let i = 0, len = mob.length; i < len; ++i) {
// const ICE_DRAIN = 0.0005
// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
// Matter.Sleeping.set(mob[i], false)
// mobs.statusSlow(mob[i], 60)
// }
// } else {
// wake(mob);
// }
wake(mob);
wake(body);
wake(bullet);
for (let i = 0, len = cons.length; i < len; i++) {
@@ -1909,20 +1912,20 @@ const m = {
y: player.velocity.y * 0.98
});
}
if (tech.isFreezeMobs) {
const ICE_DRAIN = 0.0002
for (let i = 0, len = mob.length; i < len; i++) {
if (((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius) && !mob[i].shield && !mob[i].isShielded) {
if (m.energy > ICE_DRAIN * 2) {
m.energy -= ICE_DRAIN;
this.fieldDrawRadius -= 2;
mobs.statusSlow(mob[i], 60)
} else {
break;
}
}
}
}
// if (tech.isFreezeMobs) {
// const ICE_DRAIN = 0.0005
// for (let i = 0, len = mob.length; i < len; i++) {
// if (!mob[i].isMobBullet && !mob[i].shield && !mob[i].isShielded && ((mob[i].distanceToPlayer() + mob[i].radius) < this.fieldDrawRadius)) {
// if (m.energy > ICE_DRAIN * 2) {
// m.energy -= ICE_DRAIN;
// this.fieldDrawRadius -= 2;
// mobs.statusSlow(mob[i], 60)
// } else {
// break;
// }
// }
// }
// }
//draw zero-G range
ctx.beginPath();
@@ -2809,13 +2812,15 @@ const m = {
if (tech.isFreezeMobs) {
for (let i = 0, len = mob.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(mob[i].position, m.fieldPosition)) < m.fieldRadius) {
mobs.statusSlow(mob[i], 180)
}
}
}
// 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) {
// const ICE_DRAIN = 0.0005
// if (m.energy > ICE_DRAIN) m.energy -= ICE_DRAIN;
// mobs.statusSlow(mob[i], 180)
// }
// }
// }
ctx.beginPath();
const rotate = m.cycle * 0.008;

View File

@@ -598,6 +598,13 @@ const simulation = {
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
}
if (isTrainingRun) {
simulation.isTraining = true
simulation.isNoPowerUps = true
} else {
simulation.isTraining = false
simulation.isNoPowerUps = false;
}
simulation.onTitlePage = false;
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
@@ -621,12 +628,11 @@ const simulation = {
} else {
Composite.add(engine.world, [player])
}
if (isTrainingRun) simulation.isTraining = true
level.populateLevels()
input.endKeySensing();
b.removeAllGuns();
simulation.isNoPowerUps = false;
tech.setupAllTech(); //sets tech to default values
tech.cancelCount = 0;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun

View File

@@ -3374,7 +3374,7 @@ const tech = {
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 100,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
@@ -4972,7 +4972,7 @@ const tech = {
},
{
name: "mutualism",
description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>150%</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>0.5</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>",
description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>150%</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>0.5</strong> <strong>health</strong> until they <strong>die</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6114,25 +6114,25 @@ const tech = {
tech.isFlyFaster = false;
}
},
{
name: "Bose Einstein condensate",
description: "<strong>mobs</strong> inside your <strong class='color-f'>field</strong> are <strong class='color-s'>frozen</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || (m.fieldUpgrades[m.fieldMode].name === "time dilation" && !tech.isRewindField)
},
requires: "pilot wave, negative mass, time dilation, not retrocausality",
effect() {
tech.isFreezeMobs = true
},
remove() {
tech.isFreezeMobs = false
}
},
// {
// name: "Bose Einstein condensate",
// description: "use <strong class='color-f'>energy</strong> to <strong class='color-s'>freeze</strong> <strong>mobs</strong> in your <strong class='color-f'>field</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || (m.fieldUpgrades[m.fieldMode].name === "time dilation" && !tech.isRewindField)
// },
// requires: "pilot wave, negative mass, time dilation, not retrocausality",
// effect() {
// tech.isFreezeMobs = true
// },
// remove() {
// tech.isFreezeMobs = false
// }
// },
{
name: "pair production",
description: "picking up a <strong>power up</strong> gives you <strong>200</strong> <strong class='color-f'>energy</strong>",
@@ -7272,7 +7272,7 @@ const tech = {
},
{
name: "density",
description: `<strong class='color-block'>block</strong> are <strong>100</strong> times less <strong>dense</strong>`,
description: `<strong class='color-block'>block</strong> are <strong>10</strong> times less <strong>dense</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
@@ -7282,14 +7282,15 @@ const tech = {
allowed() { return true },
requires: "",
effect() {
for (let i = 0; i < body.length; i++) Matter.Body.setDensity(body[i], 0.00001) //set current blocks to low density
for (let i = 0; i < body.length; i++) Matter.Body.setDensity(body[i], 0.0001) //set current blocks to low density
level.addToWorld = () => {
for (let i = 0; i < body.length; i++) {
if (body[i] !== m.holdingTarget && !body[i].isNoSetCollision) {
body[i].collisionFilter.category = cat.body;
body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
}
Matter.Body.setDensity(body[i], 0.00001) //THIS IS THE ONLY ADDED LINE OF CODE
Matter.Body.setDensity(body[i], 0.0001) //THIS IS THE ONLY ADDED LINE OF CODE
body[i].classType = "body";
Composite.add(engine.world, body[i]); //add to world
}