new fan level, edge of map mouse zoomOut

This commit is contained in:
landgreen
2020-07-31 10:34:13 -07:00
parent 738bdcabd6
commit c08a93416d
8 changed files with 385 additions and 51 deletions

View File

@@ -1042,7 +1042,7 @@ const b = {
onEnd() {},
do() {
if (this.lastLookCycle < game.cycle) {
this.lastLookCycle = game.cycle + 65 - this.isUpgraded * 30
this.lastLookCycle = game.cycle + 65 - this.isUpgraded * 25
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
@@ -1107,7 +1107,7 @@ const b = {
const radius = 6 + 7 * Math.random()
const SPEED = 29 - radius * 0.5; //(mech.crouch ? 32 : 20) - radius * 0.7;
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
b.foam(this.position, velocity, radius + 8 * this.isUpgraded)
b.foam(this.position, velocity, radius + 7 * this.isUpgraded)
break;
}
}
@@ -1189,7 +1189,7 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014 * mod.isLaserDiode - 0.0007 * this.isUpgraded
mech.energy -= 0.0014 * mod.isLaserDiode - 0.0006 * this.isUpgraded
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
@@ -2302,7 +2302,7 @@ const b = {
} else {
const bodyCollisions = Matter.Query.collides(this, body)
if (bodyCollisions.length) {
if (!bodyCollisions[0].bodyA.isNotSticky) {
if (!bodyCollisions[0].bodyA.isNotHoldable) {
onCollide(this)
this.stuckTo = bodyCollisions[0].bodyA
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
@@ -2460,7 +2460,7 @@ const b = {
} else {
const bodyCollisions = Matter.Query.collides(this, body)
if (bodyCollisions.length) {
if (!bodyCollisions[0].bodyA.isNotSticky) {
if (!bodyCollisions[0].bodyA.isNotHoldable) {
onCollide(this)
this.stuckTo = bodyCollisions[0].bodyA
//find the relative position for when the mob is at angle zero by undoing the mobs rotation

View File

@@ -470,14 +470,22 @@ const game = {
mech.transX += (mech.transSmoothX - mech.transX) * 1;
mech.transY += (mech.transSmoothY - mech.transY) * 1;
},
edgeZoomOutSmooth: 1,
camera() {
//zoom out when mouse gets near the edge of the window
const dx = game.mouse.x / window.innerWidth - 0.5 //x distance from mouse to window center scaled by window width
const dy = game.mouse.y / window.innerHeight - 0.5 //y distance from mouse to window center scaled by window height
const d = Math.max(dx * dx, dy * dy)
game.edgeZoomOutSmooth = (1 + 4 * d * d) * 0.05 + game.edgeZoomOutSmooth * 0.95
ctx.save();
ctx.translate(canvas.width2, canvas.height2); //center
ctx.scale(game.zoom, game.zoom); //zoom in once centered
ctx.scale(game.zoom / game.edgeZoomOutSmooth, game.zoom / game.edgeZoomOutSmooth); //zoom in once centered
ctx.translate(-canvas.width2 + mech.transX, -canvas.height2 + mech.transY); //translate
//calculate in game mouse position by undoing the zoom and translations
game.mouseInGame.x = (game.mouse.x - canvas.width2) / game.zoom + canvas.width2 - mech.transX;
game.mouseInGame.y = (game.mouse.y - canvas.height2) / game.zoom + canvas.height2 - mech.transY;
game.mouseInGame.x = (game.mouse.x - canvas.width2) / game.zoom * game.edgeZoomOutSmooth + canvas.width2 - mech.transX;
game.mouseInGame.y = (game.mouse.y - canvas.height2) / game.zoom * game.edgeZoomOutSmooth + canvas.height2 - mech.transY;
},
restoreCamera() {
ctx.restore();
@@ -609,7 +617,10 @@ const game = {
if (game.firstRun) {
mech.spawn(); //spawns the player
mod.setupAllMods(); //doesn't run on reset so that gun mods carry over to new runs
if (game.isCommunityMaps) level.levels.push("stronghold");
if (game.isCommunityMaps) {
level.levels.push("stronghold");
level.levels.push("basement");
}
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.unshift("bosses"); //add bosses level to the end of the randomized levels list
}

View File

@@ -11,12 +11,12 @@ const level = {
start() {
if (build.isURLBuild && level.levelsCleared === 0) build.onLoadPowerUps();
if (level.levelsCleared === 0) { //this code only runs on the first level
// level.difficultyIncrease(4)
// level.difficultyIncrease(12)
// game.enableConstructMode() //used to build maps in testing mode
// game.zoomScale = 1000;
// game.setZoom();
// mech.isStealth = true;
// mod.giveMod("neutron");
// mod.giveMod("bot replication");
// mod.nailBotCount += 10
// b.giveGuns("neutron bomb")
// mech.setField("plasma torch")
@@ -34,6 +34,7 @@ const level = {
// level.highrise();
// level.office();
// level.bosses(); //only fighting, very simple map
// level.basement(); //fan level
// level.stronghold() //fan level
} else {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
@@ -100,7 +101,7 @@ const level = {
const buttonDoor = level.button(600, -550)
// spawn.mapRect(600, -600, 275, 75);
const door = level.door(312, -750, 25, 190)
const door = level.door(312, -750, 25, 190, 185)
level.custom = () => {
buttonDoor.query();
@@ -1853,7 +1854,7 @@ const level = {
let button, door
if (Math.random() < 0.75) { //normal direction start in top left
button = level.button(525, 0)
door = level.door(1362, -200, 25, 200)
door = level.door(1362, -200, 25, 200, 195)
level.setPosToSpawn(1375, -1550); //normal spawn
level.exit.x = 3250;
level.exit.y = -530;
@@ -1867,7 +1868,7 @@ const level = {
});
} else { //reverse direction, start in bottom right
button = level.button(4300, 0)
door = level.door(3012, -200, 25, 200)
door = level.door(3012, -200, 25, 200, 195)
level.setPosToSpawn(3250, -550); //normal spawn
level.exit.x = 1375;
level.exit.y = -1530;
@@ -2199,7 +2200,7 @@ const level = {
y: -1700,
},
bodyB: body[body.length - 1],
stiffness: 0.0001217,
stiffness: 0.0002, //1217,
length: 200
});
@@ -2285,6 +2286,331 @@ const level = {
if (game.difficulty > 3) spawn.randomLevelBoss(1850, -1400);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
basement() { // player made level by Francois 👑 from discord
let button, door, buttonDoor, buttonPlateformEnd, doorPlateform
let isLevelReversed = Math.random();
if (isLevelReversed < 0.1) {
isLevelReversed = false;
} else {
isLevelReversed = true;
}
const elevator = level.platform(4545, -200, 110, 30, -20)
const hazard = level.hazard(1675, -1050, 800, 150);
const portal = level.portal({
x: -620,
y: -257
}, Math.PI / 2, { //down
x: 500,
y: 2025
}, -Math.PI / 2) //up
spawn.mapRect(350, 2025, 300, 300); //Bloc portail n°2
if (isLevelReversed === false) { /// Normal Spawn
button = level.button(2700, -1150);
level.setPosToSpawn(2600, -2050); //normal spawn
level.exit.x = level.enter.x + 4510;
level.exit.y = level.enter.y + 600;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
} else { /// Reversed spawn
button = level.button(1450, -1150);
buttonPlateformEnd = level.button(3530, -1150);
buttonDoor = level.button(8033, -3625);
door = level.door(7700, -3905, 25, 184, 184);
doorPlateform = level.door(3200, -1225, 299, 80, 525);
level.setPosToSpawn(7110, -1450); //normal spawn
level.exit.x = level.enter.x - 4510;
level.exit.y = level.enter.y - 600;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
spawn.mapRect(7675, -3935, 75, 25);
spawn.mapRect(7675, -3715, 75, 25);
spawn.bodyRect(8075, -3675, 50, 25);
}
level.custom = () => {
level.playerExitCheck();
portal[2].query()
portal[3].query()
button.query();
button.draw();
if (isLevelReversed === true) { ///Reversed spawn
buttonDoor.draw();
buttonDoor.query();
buttonPlateformEnd.draw();
buttonPlateformEnd.query();
hazard.query();
if (buttonDoor.isUp) {
door.isOpen = false
} else {
door.isOpen = true
}
door.openClose();
if (buttonPlateformEnd.isUp) {
doorPlateform.isOpen = true;
} else {
doorPlateform.isOpen = false;
}
door.openClose();
doorPlateform.openClose();
}
hazard.level(button.isUp)
};
level.customTopLayer = () => {
if (isLevelReversed === true) {
door.draw();
doorPlateform.draw();
}
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
hazard.draw();
//elevator
if (elevator.pauseUntilCycle < game.cycle && !mech.isBodiesAsleep) {
if (elevator.plat.position.y > -200) { //bottom
elevator.plat.speed = -20
elevator.pauseUntilCycle = game.cycle + 90
} else if (elevator.plat.position.y < -3000) { //top
elevator.plat.speed = 30
elevator.pauseUntilCycle = game.cycle + 90
}
elevator.plat.position = {
x: elevator.plat.position.x,
y: elevator.plat.position.y + elevator.plat.speed
}
elevator.pointA = elevator.plat.position
}
};
level.defaultZoom = 1300
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#c7c7c7";
// GROUND //
spawn.mapRect(-400, -2000, 400, 1430); //Gros left wall
spawn.mapRect(3700, -3000, 700, 2650); //Gros right wall //Puit
spawn.mapRect(-400, -2000, 3700, 250); //Ground
spawn.mapRect(2475, -1150, 1225, 250);
spawn.mapRect(500, -1150, 1175, 250); //Ground level 3
spawn.mapRect(350, -180, 4450, 1255); // Last ground
spawn.mapRect(-400, -458, 750, 3337); //mur left sous-sol
spawn.mapRect(-2850, -3375, 5300, 1375);
spawn.mapRect(-2850, -4200, 8000, 825);
spawn.mapRect(3700, -3375, 550, 375);
spawn.mapRect(-2850, -5200, 10200, 1000);
spawn.mapRect(5600, -1250, 3550, 2000);
spawn.mapRect(9150, -5200, 1725, 5800);
// SPAWN BOX //
spawn.mapRect(2300, -3375, 950, 1000);
spawn.mapRect(3550, -3375, 150, 1625);
spawn.mapVertex(2020, -791, " 250 250 -860 250 -2200 0 250 0"); //map vertex en haut
spawn.mapVertex(690, -295, "1700 0 -200 0 -200 -284 500 -284"); //map vertex en bas
spawn.mapRect(2950, -900, 750, 250); //Extension ground apres map vertex
if (isLevelReversed === false) {
spawn.mapRect(3250, -1800, 50, 150); //Petit picot en haut, à gauche
spawn.mapRect(3400, -1800, 50, 150); //Petit picot en haut, à droite
spawn.mapRect(3150, -1300, 50, 200) //Petit picot en bas, à gauche
spawn.mapRect(3500, -1300, 50, 200) //Petit picot en bas, à droite
spawn.mapRect(3050, -3375, 500, 1260);
spawn.mapRect(3400, -2265, 150, 515); //Mur fond tunnel
spawn.bodyRect(3625, -1225, 75, 75); //Pitit bloc à droite en bas spawn
} else {
spawn.mapRect(3050, -3375, 500, 1000);
spawn.mapRect(3400, -2400, 150, 650); //Mur fond tunnel
spawn.bodyRect(3425, -1515, 75, 75); //Petit en bas spawn
spawn.mapRect(3200, -1275, 300, 175);
}
// TRAMPOLING //
if (isLevelReversed === false) { /// Normal spawn
spawn.bodyRect(0, -1000, 500, 120, 1, spawn.propsHoist); //hoist
cons[cons.length] = Constraint.create({
pointA: {
x: 250,
y: -1750,
},
bodyB: body[body.length - 1],
stiffness: 0.00014,
length: 120
});
spawn.bodyRect(0, -1250, 240, 190) //Fat cube ascenseur
} else { /// Reversed spawn
spawn.bodyRect(0, -650, 225, 175);
spawn.mapRect(425, -950, 175, 50);
spawn.mapRect(-25, -1150, 100, 50);
}
// PUIT //
spawn.mapVertex(4200, -1810, "0 0 450 0 600 -2500 0 -2500")
spawn.mapVertex(5000, -1809, "0 0 450 0 450 -2500 -150 -2500")
spawn.mapRect(4800, -3000, 800, 5875); //big right Puit
// BOSS AREA //
spawn.mapRect(4800, -3150, 50, 200); //Premiere barriere
spawn.mapRect(5100, -3530, 50, 380); //2nd barriere
spawn.mapRect(5100, -3200, 150, 50); //Marche en dessous mapVertex 1
spawn.mapVertex(5450, -3650, "220 0 200 30 -200 30 -220 0 -200 -30 200 -30");
spawn.mapVertex(6225, -3350, "275 0 250 50 -250 50 -275 0 -250 -50 250 -50");
spawn.mapRect(5600, -3000, 1600, 725); //ground Boss Area
//Ouverture right boss area
spawn.mapRect(7300, -3325, 50, 50); //petite marche pour accéder à l'ouverture
spawn.mapRect(7350, -4075, 850, 50); //Bouche
spawn.mapRect(7400, -4050, 800, 50); //Bouche
spawn.mapRect(7450, -4025, 750, 50); //Bouche
spawn.mapRect(7500, -4000, 700, 50); //Bouche
spawn.mapRect(7550, -3975, 650, 50); //Bouche
spawn.mapRect(7350, -3600, 850, 50); //Bouche
spawn.mapRect(7400, -3625, 800, 50); //Bouche
spawn.mapRect(7450, -3650, 575, 50); //Bouche
spawn.mapRect(7500, -3675, 525, 50); //Bouche
spawn.mapRect(7550, -3700, 475, 50); //Bouche
spawn.boost(8290, -2100, 1800);
//Murs
spawn.mapRect(7350, -5200, 1800, 1125);
spawn.mapRect(8475, -4075, 675, 2825);
spawn.mapRect(7300, -2100, 1175, 850);
spawn.mapRect(7350, -3550, 850, 1275);
//Escaliers
spawn.mapRect(6600, -2100, 200, 75); //escaliers
spawn.mapRect(6750, -2100, 750, 250); //escaliers
spawn.mapRect(6950, -1850, 550, 200); //escaliers
spawn.mapRect(6750, -1400, 750, 150); //escaliers
spawn.mapRect(6550, -1625, 250, 375); //escaliers
spawn.mapRect(6350, -1800, 250, 550); //escaliers
spawn.mapRect(5600, -2275, 800, 1025); //escaliers
// BLOCS
if (isLevelReversed === false) { /// Normal spawn
spawn.bodyRect(1350, -1175, 225, 25);
spawn.bodyRect(1450, -1200, 25, 25);
} else { /// Reversed spawn
spawn.bodyRect(700, -1175, 225, 25);
spawn.bodyRect(800, -1200, 25, 25);
}
spawn.bodyRect(1100, -1375, 225, 225);
spawn.bodyRect(1775, -925, 75, 25);
spawn.bodyRect(2225, -950, 75, 50);
spawn.bodyRect(2000, -1000, 50, 100);
spawn.bodyRect(3100, -1175, 50, 25);
spawn.bodyRect(2200, -375, 50, 50);
spawn.bodyRect(2200, -425, 50, 50);
spawn.bodyRect(2200, -475, 50, 50);
spawn.bodyRect(2200, -525, 50, 50);
spawn.bodyRect(1050, -400, 50, 25);
spawn.mapRect(2200, -650, 50, 125);
spawn.mapRect(2200, -325, 50, 150);
spawn.mapRect(2875, -225, 250, 50);
spawn.mapRect(2050, -1225, 75, 100); //Plateforme over acid
// MOBS
if (isLevelReversed === false) { ///Normal spawn
if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(7000, -3300)
cons[cons.length] = Constraint.create({
pointA: {
x: 7300,
y: -3300
},
bodyB: mob[mob.length - 1],
stiffness: 0.00006
});
if (game.difficulty > 4) spawn.nodeBoss(7000, -3300, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(6100, -3600, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss"]);
}
}
} else { /// Reversed spawn
if (game.difficulty > 2) {
if (Math.random() < 0.2) {
// tether ball
spawn.tetherBoss(2300, -1300)
cons[cons.length] = Constraint.create({
pointA: {
x: 2300,
y: -1750
},
bodyB: mob[mob.length - 1],
stiffness: 0.00036
});
if (game.difficulty > 4) spawn.nodeBoss(2350, -1300, "spawns", 8, 20, 105);
} else if (game.difficulty > 3) {
spawn.randomLevelBoss(2300, -1400, ["shooterBoss", "launcherBoss", "laserTargetingBoss", "spiderBoss", "laserBoss", "snakeBoss"]);
}
}
}
spawn.randomSmallMob(100, -1000, 1);
spawn.randomSmallMob(1340, -675, 1);
spawn.randomSmallMob(7000, -3750, 1);
spawn.randomSmallMob(6050, -3200, 1);
spawn.randomMob(1970 + 10 * Math.random(), -1150 + 20 * Math.random(), 1);
spawn.randomMob(3500, -525, 0.8);
spawn.randomMob(6700, -3700, 0.8);
spawn.randomMob(2600, -1300, 0.7);
spawn.randomMob(600, -1250, 0.7);
spawn.randomMob(2450, -250, 0.6);
spawn.randomMob(6200, -3200, 0.6);
spawn.randomMob(900, -700, 0.5);
spawn.randomMob(1960, -400, 0.5);
spawn.randomMob(5430, -3520, 0.5);
spawn.randomMob(400, -700, 0.5);
spawn.randomMob(6500, -4000, 0.4);
spawn.randomMob(3333, -400, 0.4);
spawn.randomMob(3050, -1220, 0.4);
spawn.randomMob(800, 1200, 0.3);
spawn.randomMob(7200, -4000, 0.3);
spawn.randomMob(250, -1550, 0.3);
spawn.randomBoss(900, -1450, 0.3);
spawn.randomBoss(2980, -400, 0.3);
spawn.randomBoss(5750, -3860, 0.4);
spawn.randomBoss(1130, 1300, 0.1);
powerUps.addRerollToLevel() //needs to run after mobs are spawned
powerUps.spawn(1900, -940, "heal");
powerUps.spawn(3000, -230, "heal");
powerUps.spawn(5450, -3675, "ammo");
// SECRET BOSS AREA //
//hidden zone
level.fill.push({
x: -750,
y: -900,
width: 750,
height: 450,
color: "rgba(61,62,62,0.95)"
});
//hidden house
spawn.mapRect(-850, -2000, 600, 1150); //Toit hidden house
spawn.mapRect(-2850, -2000, 2150, 4880); //Mur gauche hidden house
spawn.mapRect(-850, -458, 500, 3340); //Bloc sol hidden house
//
spawn.mapRect(-400, 2025, 3450, 850); //Sol secret boss area
spawn.mapRect(625, 1300, 225, 50); //Plateforme horizontale n°1
spawn.mapRect(850, 1775, 470, 50); //Plateforme horizontale n°2
spawn.mapRect(1000, 1625, 100, 150); //Plateforme vertiale n°1
spawn.mapRect(1400, 1275, 100, 100); //Plateforme carrée
spawn.mapRect(1700, 1675, 75, 450); //Plateforme verticale n°2
spawn.mapRect(2100, 1375, 450, 50); //Plateforme accroche boss
spawn.mapRect(2900, 900, 175, 325); //Débord de toit droite haut
spawn.mapRect(2900, 1675, 150, 350); //Muret en bas à droite
spawn.mapRect(2900, 1225, 75, 100); //Picot haut entrée salle trésor
spawn.mapRect(2900, 1575, 75, 100); //Picot bas entrée salle trésor
spawn.mapRect(2800, 1575, 100, 25); //Plongeoir sortie salle trésor
spawn.mapRect(3050, 1675, 400, 1200); //Sol sallle trésor
spawn.mapRect(3075, 1075, 375, 150); //Plafond salle trésor
spawn.mapRect(3300, 1075, 1500, 1800); //Mur droite salle trésor
// tether ball
spawn.tetherBoss(2330, 1850)
cons[cons.length] = Constraint.create({
pointA: {
x: 2330,
y: 1425
},
bodyB: mob[mob.length - 1],
stiffness: 0.00017
});
//chance to spawn a ring of exploding mobs around this boss
if (game.difficulty > 4) spawn.nodeBoss(2330, 1850, "spawns", 8, 20, 105);
powerUps.spawn(3010, 1630, "mod");
powerUps.spawn(3100, 1630, "heal");
},
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
@@ -2524,7 +2850,6 @@ const level = {
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotSticky: true,
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
@@ -2564,13 +2889,11 @@ const level = {
rotor(x, y, rotate = 0, radius = 900, width = 50, density = 0.0005) {
const rotor1 = Matter.Bodies.rectangle(x, y, width, radius, {
density: density,
isNotSticky: true,
isNotHoldable: true
});
const rotor2 = Matter.Bodies.rectangle(x, y, width, radius, {
angle: Math.PI / 2,
density: density,
isNotSticky: true,
isNotHoldable: true
});
rotor = Body.create({ //combine rotor1 and rotor2
@@ -2678,7 +3001,7 @@ const level = {
}
}
},
door(x, y, width, height) {
door(x, y, width, height, distance) {
x = x + width / 2
y = y + height / 2
const doorBlock = body[body.length] = Bodies.rectangle(x, y, width, height, {
@@ -2687,7 +3010,6 @@ const level = {
mask: cat.player | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet //cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet
},
inertia: Infinity, //prevents rotation
isNotSticky: true,
isNotHoldable: true,
friction: 1,
frictionStatic: 1,
@@ -2696,7 +3018,7 @@ const level = {
openClose() {
if (!mech.isBodiesAsleep) {
if (!this.isOpen) {
if (this.position.y > y - height) { //try to open
if (this.position.y > y - distance) { //try to open
const position = {
x: this.position.x,
y: this.position.y - 1

View File

@@ -1022,12 +1022,12 @@ const mobs = {
if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob)
} else if (mod.isShieldAmmo && this.shield) {
let type = "ammo"
if (Math.random() < 0.33 || mod.bayesian) {
if (Math.random() < 0.4 || mod.bayesian) {
type = "heal"
} else if (Math.random() < 0.5 && !mod.isSuperDeterminism) {
} else if (Math.random() < 0.3 && !mod.isSuperDeterminism) {
type = "reroll"
}
for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
for (let i = 0, len = Math.ceil(2.8 * Math.random()); i < len; i++) {
powerUps.spawn(this.position.x, this.position.y, type);
if (Math.random() < mod.bayesian) powerUps.spawn(this.position.x, this.position.y, type);
}

View File

@@ -508,7 +508,7 @@ const mod = {
},
{
name: "bot upgrades",
description: "<strong>50% improved:</strong> nail fire rate, boom explosion,<br>foam size, laser drain, and plasma drain",
description: "<strong>40% improved:</strong> nail fire rate, boom explosion,<br>foam size, laser drain, and plasma drain",
maxCount: 1,
count: 0,
allowed() {
@@ -530,7 +530,7 @@ const mod = {
},
{
name: "bot replication",
description: "<strong>duplicate</strong> your permanent <strong>bots</strong><br>remove <strong>all</strong> of your <strong class='color-g'>ammo</strong>",
description: "<strong>duplicate</strong> your permanent <strong>bots</strong><br>remove <strong>all</strong> of your <strong class='color-g'>guns</strong>",
maxCount: 1,
count: 0,
// isNonRefundable: true,
@@ -539,11 +539,8 @@ const mod = {
},
requires: "3 or more bots",
effect() {
//remove ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
}
game.updateGunHUD();
b.removeAllGuns();
game.makeGunHUD();
//double bots
for (let i = 0; i < mod.nailBotCount; i++) {
b.nailBot();

View File

@@ -1974,7 +1974,7 @@ const mech = {
mech.fieldRadius = mech.fieldRadius * radiusSmooth + radius * (1 - radiusSmooth)
for (let i = 0, len = body.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(body[i].position, mech.fieldPosition)) < mech.fieldRadius) {
if (Vector.magnitude(Vector.sub(body[i].position, mech.fieldPosition)) < mech.fieldRadius && !body[i].isNotHoldable) {
const DRAIN = speed * body[i].mass * 0.000015
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;

View File

@@ -410,7 +410,7 @@ const powerUps = {
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun");
return;
}
if (Math.random() < 0.0027 * (15 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
if (Math.random() < 0.0027 * (20 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
powerUps.spawn(x, y, "mod");
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod");
return;
@@ -480,10 +480,7 @@ const powerUps = {
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
if (Math.random() < 0.01) {
powerUps.spawn(x, y, "reroll");
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "reroll");
} else if (Math.random() < 0.5) {
if (Math.random() < 0.5) {
powerUps.spawn(x, y, "heal", false);
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "heal", false);
} else if (!mod.bayesian) {
@@ -491,7 +488,7 @@ const powerUps = {
}
},
addRerollToLevel() { //add a random power up to a location that has a mob, mostly used to give each level one randomly placed reroll
if (mob.length) {
if (mob.length && Math.random() < 0.9) { // 80% chance
const index = Math.floor(Math.random() * mob.length)
powerUps.spawn(mob[index].position.x, mob[index].position.y, "reroll");
if (Math.random() < mod.bayesian) powerUps.spawn(mob[index].position.x, mob[index].position.y, "reroll");

View File

@@ -1,11 +1,26 @@
block air friction is now the same as the player (lower)
block and power up gravity is now the same as the player (higher)
portals now affect blocks (high speed and large blocks are unpredictable)
the game zooms out a bit when the mouse is near the edge of the browser window
(is it annoying or helpful?)
maybe I should add in a smoothing variable for the edge zoom
************** TODO - n-gon **************
test block gravity increase
test throw damage
drop level boss rate mods a bit earlier
or increase damage scaling
fix tension on stronghold
zoom out a bit when mouse is near edge of screen
map: laboratory
rooms with switches that change physics
gravity room
portal room
laser room
radiation room
a button that spawns a heal.
mob: wall mounted guns / lasers
not part of randomized mob pool, customized to each level
atmosphere levels
change the pace, give the user a rest between combat
@@ -57,14 +72,6 @@ level boss: boss that dies and comes back to life but with one less side until i
level boss: fires a line intersection in a random direction every few seconds.
the last two intersections have a destructive laser between them.
map: laboratory
rooms with switches that change physics
gravity room
portal room
laser room
radiation room
a button that spawns a heal.
map: observatory
button controls rotation of telescope
laser beam shoots out of telescope