checking for NaN health bug

mod - spores follow player
mod - nails do 66% extra damage over 6 seconds
working on pilot wave field
This commit is contained in:
landgreen
2020-04-10 12:21:13 -07:00
parent 5be4c80ccf
commit c57ae9d7fd
8 changed files with 282 additions and 159 deletions

View File

@@ -77,9 +77,10 @@ const b = {
isModBotSpawner: null,
modWaveHelix: null,
isModSporeFollow: null,
isModNailPoison: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
b.modAcidDmg = 0.7
b.modAcidDmg = 0.5
if (!build.isCustomSelection) {
setTimeout(function () {
if (document.getElementById("mod-acid")) document.getElementById("mod-acid").innerHTML = " (on)"
@@ -108,22 +109,6 @@ const b = {
}, 10);
},
mods: [{
name: "depleted uranium rounds",
description: `your <strong>bullets</strong> are <strong>+13%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
count: 0,
maxCount: 9,
allowed() {
return b.haveGunCheck("minigun") || b.haveGunCheck("shotgun") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
},
requires: "minigun, shotgun, super balls, foam",
effect() {
b.modBulletSize += 0.13
},
remove() {
b.modBulletSize = 1;
}
},
{
name: "capacitor",
nameInfo: "<span id='mod-capacitor'></span>",
description: "increase <strong class='color-d'>damage</strong> based on stored <strong class='color-f'>energy</strong><br><strong>+1%</strong> <strong class='color-d'>damage</strong> for every <strong>5%</strong> <strong class='color-f'>energy</strong>",
@@ -225,38 +210,6 @@ const b = {
b.isModHarmDamage = false;
}
},
{
name: "high explosives",
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 <strong>+44% larger</strong>",
maxCount: 3,
count: 0,
allowed() {
return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse") || b.isModMissileField;
},
requires: "an explosive gun",
effect: () => {
b.modExplosionRadius += 0.2;
},
remove() {
b.modExplosionRadius = 1;
}
},
{
name: "electric reactive armor",
description: "<strong class='color-e'>explosions</strong> drain your <strong class='color-f'>energy</strong><br>instead of <strong>harming</strong> you",
maxCount: 1,
count: 0,
allowed() {
return b.modExplosionRadius > 1 || b.isModExplodeMob
},
requires: "high explosives",
effect: () => {
b.isModImmuneExplosion = true;
},
remove() {
b.isModImmuneExplosion = false;
}
},
{
name: "thermal runaway",
description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong><br><em>be careful</em>",
@@ -413,23 +366,6 @@ const b = {
b.isModDroneOnDamage = false;
}
},
{
name: "Lorentzian topology",
description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
maxCount: 3,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam") || b.haveGunCheck("wave beam") || b.haveGunCheck("ice IX")
},
requires: "drones, spores, super balls,<br> foam, wave beam, or ice IX",
effect() {
b.isModBulletsLastLonger += 0.33
},
remove() {
b.isModBulletsLastLonger = 1;
}
},
{
name: "zoospore vector",
description: "mobs discharge <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> on <strong>death</strong><br><strong>+11%</strong> chance",
@@ -727,7 +663,7 @@ const b = {
},
{
name: "recursive healing",
description: "<strong class='color-h'>healing</strong> power ups trigger one extra time",
description: "<strong class='color-h'>healing</strong> <strong>power ups</strong> trigger a <strong>2nd</strong> time",
maxCount: 9,
count: 0,
allowed() {
@@ -808,7 +744,7 @@ const b = {
},
{
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",
description: "<strong>remove</strong> all future <strong>ammo</strong> power ups<br>spawn <strong>6</strong> <strong class='color-m'>mods</strong> and <strong>3</strong> <strong class='color-h'>healing</strong> power ups",
maxCount: 1,
count: 0,
allowed() {
@@ -884,6 +820,22 @@ const b = {
//nothing to undo
}
},
{
name: "depleted uranium rounds",
description: `your <strong>bullets</strong> are <strong>+13%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
count: 0,
maxCount: 9,
allowed() {
return b.haveGunCheck("minigun") || b.haveGunCheck("shotgun") || b.haveGunCheck("super balls")
},
requires: "minigun, shotgun, super balls",
effect() {
b.modBulletSize += 0.13
},
remove() {
b.modBulletSize = 1;
}
},
{
name: "ice crystal nucleation",
description: "your <strong>minigun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>bullets</strong> from water vapor",
@@ -999,7 +951,7 @@ const b = {
},
{
name: "irradiated needles",
description: "<strong>fléchette</strong> needles are exposed to <strong class='color-p'>radiation</strong><br>needles do <strong>2x</strong> <strong class='color-d'>damage</strong> spread over <strong>6</strong> seconds",
description: "<strong>needles</strong> are exposed to <strong class='color-p'>plutonium-238</strong><br><strong>2x</strong> <strong class='color-d'>damage</strong> spread over <strong>6</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
@@ -1064,6 +1016,38 @@ const b = {
b.isModWaveReflect = false
}
},
{
name: "high explosives",
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 <strong>+44% larger</strong>",
maxCount: 3,
count: 0,
allowed() {
return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse") || b.isModMissileField;
},
requires: "an explosive gun",
effect: () => {
b.modExplosionRadius += 0.2;
},
remove() {
b.modExplosionRadius = 1;
}
},
{
name: "electric reactive armor",
description: "<strong class='color-e'>explosions</strong> give you <strong class='color-f'>energy</strong><br>instead of <strong>harming</strong> you",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse") || b.isModMissileField;
},
requires: "an explosive gun",
effect: () => {
b.isModImmuneExplosion = true;
},
remove() {
b.isModImmuneExplosion = false;
}
},
{
name: "self-replication",
description: "when <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they fire <strong>+1</strong> smaller <strong>missiles</strong>",
@@ -1148,6 +1132,22 @@ const b = {
b.isModMineAmmoBack = false;
}
},
{
name: "irradiated nails",
description: "<strong>nails</strong> are made with a <strong class='color-p'>cobalt-60</strong> alloy<br><strong>66%</strong> extra <strong class='color-d'>damage</strong> over <strong>6</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return b.modNailBotCount || b.haveGunCheck("mine") || b.modGrenadeFragments || b.isModRailNails || b.isModBotSpawner
},
requires: "nails",
effect() {
b.isModNailPoison = true;
},
remove() {
b.isModNailPoison = false;
}
},
{
name: "tinsellated flagella",
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
@@ -1180,6 +1180,22 @@ const b = {
b.isModSporeFollow = false
}
},
{
name: "Lorentzian topology",
description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
maxCount: 3,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" || b.haveGunCheck("spores") || b.haveGunCheck("drones") || b.haveGunCheck("super balls") || b.haveGunCheck("foam") || b.haveGunCheck("wave beam") || b.haveGunCheck("ice IX")
},
requires: "drones, spores, super balls,<br> foam, wave beam, or ice IX",
effect() {
b.isModBulletsLastLonger += 0.33
},
remove() {
b.isModBulletsLastLonger = 1;
}
},
{
name: "redundant systems",
description: "<strong>drone</strong> collisions no longer reduce their <strong>lifespan</strong>",
@@ -1214,7 +1230,7 @@ const b = {
},
{
name: "foam stabilization",
description: "<strong>foam</strong> can stick to shields",
description: "<strong>foam</strong> can stick to <strong>shields</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1230,7 +1246,7 @@ const b = {
},
{
name: "fragmenting projectiles",
description: "<strong>rail gun</strong> fragments into nails<br> after hitting mobs at high speeds",
description: "<strong>rail gun</strong> fragments into <strong>nails</strong><br>after hitting mobs at high speeds",
maxCount: 1,
count: 0,
allowed() {
@@ -1688,12 +1704,7 @@ const b = {
if (dist < radius) {
if (b.isModImmuneExplosion) {
const drain = Math.max(radius * 0.0003, 0.15)
if (mech.energy > drain) {
mech.energy -= drain
} else {
mech.damage(radius * 0.0001); //do half damage if have the mod, but out of mana
}
mech.energy += Math.max(radius * 0.0003, 0.15)
} else {
mech.damage(radius * 0.0002); //normal player damage from explosions
}
@@ -1754,8 +1765,6 @@ const b = {
mob[i].force.y += knock.y;
radius *= 0.93 //reduced range for each additional explosion target
damageScale *= 0.8 //reduced damage for each additional explosion target
// mobs.statusStun(mob[i])
// if (isBurn) mobs.statusBurn(mob[i], 0.4) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
@@ -1767,7 +1776,7 @@ const b = {
},
missile(where, dir, speed, size = 1, spawn = 0) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(where.x, where.y, 30 * b.modBulletSize * size, 4 * b.modBulletSize * size, b.fireAttributes(dir));
bullet[me] = Bodies.rectangle(where.x, where.y, 30 * size, 4 * size, b.fireAttributes(dir));
const thrust = 0.00417 * bullet[me].mass;
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + speed * Math.cos(dir),
@@ -1862,7 +1871,7 @@ const b = {
},
mine(where, velocity, angle = 0, isAmmoBack = false) {
const bIndex = bullet.length;
bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45 * b.modBulletSize, 16 * b.modBulletSize, {
bullet[bIndex] = Bodies.rectangle(where.x, where.y, 45, 16, {
angle: angle,
friction: 1,
frictionStatic: 1,
@@ -2006,7 +2015,7 @@ const b = {
},
spore(who) { //used with the mod upgrade in mob.death()
const bIndex = bullet.length;
const side = 4 * b.modBulletSize;
const side = 4;
bullet[bIndex] = Bodies.polygon(who.position.x, who.position.y, 5, side, {
// density: 0.0015, //frictionAir: 0.01,
inertia: Infinity,
@@ -2015,13 +2024,14 @@ const b = {
friction: 0,
frictionAir: 0.025,
thrust: b.isModFastSpores ? 0.001 : 0.0004,
dmg: 2.4, //damage done in addition to the damage from momentum
dmg: 2.8, //damage done in addition to the damage from momentum
lookFrequency: 97 + Math.floor(117 * Math.random()),
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
},
endCycle: game.cycle + Math.floor((660 + Math.floor(Math.random() * 360)) * b.isModBulletsLastLonger),
endCycle: game.cycle + Math.floor((540 + Math.floor(Math.random() * 360)) * b.isModBulletsLastLonger),
minDmgSpeed: 0,
playerOffPosition: { //used when following player to keep spores separate
x: 100 * (Math.random() - 0.5),
@@ -2031,7 +2041,6 @@ const b = {
this.endCycle = 0; //bullet ends cycle after doing damage
},
onEnd() {},
lookFrequency: 97 + Math.floor(93 * Math.random()),
do() {
//find mob targets
if (!(game.cycle % this.lookFrequency)) {
@@ -2055,7 +2064,6 @@ const b = {
//accelerate towards mobs
if (this.lockedOn && this.lockedOn.alive) {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), this.mass * this.thrust)
} else if (b.isModSporeFollow && this.lockedOn !== undefined) { //move towards player
//checking for undefined means that the spores don't go after the player until it has looked and not found a target
const dx = this.position.x - mech.pos.x;
@@ -2082,7 +2090,7 @@ const b = {
const me = bullet.length;
const THRUST = 0.004
const dir = mech.angle + spread * (Math.random() - 0.5);
const RADIUS = 18 * b.modBulletSize
const RADIUS = 18
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
angle: dir - Math.PI,
inertia: Infinity,
@@ -2103,7 +2111,7 @@ const b = {
onDmg(who) {
mobs.statusSlow(who, 60)
this.endCycle = game.cycle
if (b.isModAlphaRadiation) mobs.statusPoison(who, 0.1, 180)
if (b.isModAlphaRadiation) mobs.statusDoT(who, 0.1, 180)
},
onEnd() {},
do() {
@@ -2152,7 +2160,7 @@ const b = {
const me = bullet.length;
const THRUST = 0.0015
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())
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
angle: dir,
inertia: Infinity,
@@ -2250,17 +2258,22 @@ const b = {
},
nail(pos, velocity, dmg = 0) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * b.modBulletSize, 2 * b.modBulletSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25, 2, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = game.cycle + 60 + 18 * Math.random();
bullet[me].dmg = dmg
bullet[me].onDmg = function (who) {
if (b.isModNailPoison) {
mobs.statusDoT(who, dmg * 0.055, 300) //66% / (360 / 30) one tick every 30 cycles in 360 cycles total
}
};
bullet[me].do = function () {};
},
nailBot(speed = 1) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (10 + 5 * Math.random()) * b.modBulletSize
const RADIUS = (10 + 5 * Math.random())
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 4, RADIUS, {
angle: dir,
friction: 0,
@@ -2319,7 +2332,7 @@ const b = {
laserBot(speed = 1) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (14 + 6 * Math.random()) * b.modBulletSize
const RADIUS = (14 + 6 * Math.random())
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 3, RADIUS, {
angle: dir,
friction: 0,
@@ -2610,7 +2623,7 @@ const b = {
},
{
name: "flechettes", //3
description: "fire a <strong>precise</strong> volley of <strong>high velocity</strong> needles<br>that apply <strong class='color-p'>chemical</strong> <strong class='color-d'>damage</strong> over 3 seconds",
description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
ammo: 0,
ammoPack: 23,
defaultAmmoPack: 23,
@@ -2633,15 +2646,15 @@ const b = {
function makeFlechette(angle = mech.angle) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(angle));
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45, 1.4, b.fireAttributes(angle));
// Matter.Body.setDensity(bullet[me], 0.0001); //0.001 is normal
bullet[me].endCycle = game.cycle + 180;
bullet[me].dmg = 0;
bullet[me].onDmg = function (who) {
if (b.isModDotFlechette) {
mobs.statusPoison(who, 0.33, 360) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
mobs.statusDoT(who, 0.33, 360) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
} else {
mobs.statusPoison(who, 0.33, 180) // (2.3) / 6 ticks (3 seconds)
mobs.statusDoT(who, 0.33, 180) // (2.3) / 6 ticks (3 seconds)
}
};
@@ -2675,7 +2688,7 @@ const b = {
const dir = mech.angle
const SPEED = 10
const wiggleMag = mech.crouch ? 6 : 12
const size = 5 * b.modBulletSize * (b.modWaveHelix === 1 ? 1 : 0.7)
const size = 5 * (b.modWaveHelix === 1 ? 1 : 0.7)
for (let i = 0; i < b.modWaveHelix; i++) {
const me = bullet.length;
bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 7, size, {
@@ -2812,8 +2825,8 @@ const b = {
b.muzzleFlash(30);
const SPEED = mech.crouch ? 29 : 25
const END = Math.floor(mech.crouch ? 30 : 18);
const side1 = 17 * b.modBulletSize
const side2 = 4 * b.modBulletSize
const side1 = 17
const side2 = 4
const totalBullets = 6
const angleStep = (mech.crouch ? 0.06 : 0.25) / totalBullets
let dir = mech.angle - angleStep * totalBullets / 2;
@@ -2855,7 +2868,7 @@ const b = {
fire() {
const me = bullet.length;
const dir = mech.angle; // + Math.random() * 0.05;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, true));
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, b.fireAttributes(dir, true));
b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].totalCycles = 100;
@@ -2917,7 +2930,7 @@ const b = {
fire() {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 35 * b.modBulletSize, b.fireAttributes(dir, false));
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 35, b.fireAttributes(dir, false));
b.fireProps(10, mech.crouch ? 42 : 28, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.0002);
@@ -3138,7 +3151,7 @@ const b = {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 12 : 5) * b.modFireRate); // cool down
const me = bullet.length;
const dir = mech.angle + 0.2 * (Math.random() - 0.5)
const RADIUS = (8 + 16 * Math.random()) * b.modBulletSize
const RADIUS = (8 + 16 * Math.random())
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 25, RADIUS, {
angle: dir,
density: 0.00005, // 0.001 is normal density
@@ -3236,7 +3249,7 @@ const b = {
isEasyToAim: false,
fire() {
const me = bullet.length;
bullet[me] = Bodies.rectangle(0, 0, 0.015 * b.modBulletSize, 0.0015 * b.modBulletSize, {
bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, {
density: 0.01, //0.001 is normal
//frictionAir: 0.01, //restitution: 0,
// angle: 0,
@@ -3329,7 +3342,7 @@ const b = {
});
//knock back
const KNOCK = ((mech.crouch) ? 0.1 : 0.5) * b.modBulletSize * b.modBulletSize * this.charge * this.charge
const KNOCK = ((mech.crouch) ? 0.1 : 0.5) * this.charge * this.charge
player.force.x -= KNOCK * Math.cos(mech.angle)
player.force.y -= KNOCK * Math.sin(mech.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
@@ -3764,7 +3777,7 @@ const b = {
// const me = bullet.length;
// const dir = mech.angle
// const TOTAL_CYCLES = 1020
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(dir), mech.pos.y + 30 * Math.sin(dir), 3 * b.modBulletSize, {
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(dir), mech.pos.y + 30 * Math.sin(dir), 3 , {
// density: 0.05,
// //frictionAir: 0.01,
// restitution: 0,
@@ -3836,7 +3849,7 @@ const b = {
// // mobs.alert(800);
// const me = bullet.length;
// const dir = mech.angle;
// bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 * b.modBulletSize, 30 * b.modBulletSize, b.fireAttributes(dir));
// bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 70 , 30 , b.fireAttributes(dir));
// b.fireProps(mech.crouch ? 55 : 40, 50, dir, me); //cd , speed
// bullet[me].endCycle = game.cycle + Math.floor(180 * b.isModBulletsLastLonger);
// bullet[me].do = function () {
@@ -3844,7 +3857,7 @@ const b = {
// };
// //knock back
// const KNOCK = ((mech.crouch) ? 0.025 : 0.25) * b.modBulletSize * b.modBulletSize
// const KNOCK = ((mech.crouch) ? 0.025 : 0.25)
// player.force.x -= KNOCK * Math.cos(dir)
// player.force.y -= KNOCK * Math.sin(dir) * 0.3 //reduce knock back in vertical direction to stop super jumps
// },
@@ -3858,7 +3871,7 @@ const b = {
// fire() {
// const dir = mech.angle + 0.2 * (Math.random() - 0.5);
// const me = bullet.length;
// const RADIUS = 6 * b.modBulletSize
// const RADIUS = 6
// bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), RADIUS, {
// angle: dir,
// inertia: Infinity,

View File

@@ -89,7 +89,6 @@ const game = {
x: 0,
y: 0
},
g: 0.001,
onTitlePage: true,
paused: false,

View File

@@ -537,6 +537,14 @@ function cycle() {
}
game.loop();
if (isNaN(mech.health)) {
console.log(`mech.health = ${mech.health}`)
game.paused = true;
game.replaceTextLog = true;
build.pauseGrid()
document.body.style.cursor = "auto";
alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
}
// for (let i = 0, len = loop.length; i < len; i++) {
// loop[i]()
// }

View File

@@ -13,10 +13,10 @@ const level = {
levelsCleared: 0,
start() {
if (build.isURLBuild && level.levelsCleared === 0) build.onLoadPowerUps();
if (level.levelsCleared === 0) {
if (level.levelsCleared === 0) { //this code only runs on the first level
// level.difficultyIncrease(9)
// b.giveGuns("vacuum bomb")
// mech.setField("phase decoherence field")
// mech.setField("pilot wave")
// mech.energy = 0.1;
// b.giveMod("negative feedback");
// b.giveMod("photovoltaics");
@@ -147,9 +147,9 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.laserBoss(2900, -500)
spawn.beamer(1200, -500)
// spawn.sucker(1200, -500)
// spawn.timeSkipBoss(2900, -500)
// spawn.randomMob(3200, -500)
spawn.randomMob(1600, -500)
},
bosses() {
@@ -671,7 +671,7 @@ const level = {
});
level.fill.push({
x: 1760,
x: 1735,
y: -1550,
width: 1390,
height: 550,
@@ -701,7 +701,7 @@ const level = {
//spawn.mapRect(-700, 0, 6250, 100); //ground
spawn.mapRect(3400, 0, 2150, 100); //ground
spawn.mapRect(-700, -2000, 2110, 50); //Top left ledge
spawn.mapRect(-700, -2000, 2125, 50); //Top left ledge
spawn.bodyRect(1300, -2125, 50, 125, 0.8);
spawn.bodyRect(1307, -2225, 50, 100, 0.8);
spawn.mapRect(-700, -2350, 50, 400); //far left starting left wall
@@ -733,7 +733,7 @@ const level = {
spawn.bodyRect(2710, -1250, 125, 125, 0.8);
spawn.bodyRect(2705, -1350, 75, 100, 0.8);
spawn.mapRect(3500, -1600, 350, 50);
spawn.mapRect(1750, -1600, 1410, 50);
spawn.mapRect(1725, -1600, 1435, 50);
spawn.bodyRect(3100, -1015, 375, 15);
spawn.bodyRect(3500, -850, 75, 125, 0.8);
spawn.mapRect(3450, -1000, 50, 580); //left building wall

View File

@@ -111,7 +111,7 @@ const mobs = {
})
}
},
statusPoison(who, tickDamage, cycles = 180) {
statusDoT(who, tickDamage, cycles = 180) {
if (!who.isShielded) {
who.status.push({
effect() {
@@ -126,40 +126,44 @@ const mobs = {
time: game.drawTime
});
}
},
type: "poison",
endCycle: game.cycle + cycles,
startCycle: game.cycle
})
}
},
statusBurn(who, tickDamage, cycles = 90 + Math.floor(90 * Math.random())) {
if (!who.isShielded) {
//remove other "burn" effects on this mob
let i = who.status.length
while (i--) {
if (who.status[i].type === "burn") who.status.splice(i, 1);
}
who.status.push({
effect() {
if ((game.cycle - this.startCycle) % 15 === 0) {
let dmg = b.dmgScale * tickDamage * 0.5 * (1 + Math.random())
who.damage(dmg);
game.drawList.push({ //add dmg to draw queue
x: who.position.x,
y: who.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: `rgba(255,${Math.floor(200*Math.random())},0,0.9)`,
time: game.drawTime
});
if (true) {
//check for nearby mobs
}
},
type: "burn",
// type: "DoT",
endCycle: game.cycle + cycles,
startCycle: game.cycle
})
}
},
// statusBurn(who, tickDamage, cycles = 90 + Math.floor(90 * Math.random())) {
// if (!who.isShielded) {
// //remove other "burn" effects on this mob
// let i = who.status.length
// while (i--) {
// if (who.status[i].type === "burn") who.status.splice(i, 1);
// }
// who.status.push({
// effect() {
// if ((game.cycle - this.startCycle) % 15 === 0) {
// let dmg = b.dmgScale * tickDamage * 0.5 * (1 + Math.random())
// who.damage(dmg);
// game.drawList.push({ //add dmg to draw queue
// x: who.position.x,
// y: who.position.y,
// radius: Math.log(2 * dmg + 1.1) * 40,
// color: `rgba(255,${Math.floor(200*Math.random())},0,0.9)`,
// time: game.drawTime
// });
// }
// },
// type: "burn",
// endCycle: game.cycle + cycles,
// startCycle: game.cycle
// })
// }
// },
//**********************************************************************************************
//**********************************************************************************************

View File

@@ -1722,15 +1722,15 @@ const mech = {
mech.hold = function () {
if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) {
if (b.isModSporeField) {
mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
const len = Math.floor(6 + 4 * Math.random())
mech.energy -= len * 0.06;
mech.energy -= len * 0.074;
for (let i = 0; i < len; i++) {
b.spore(player)
}
} else if (b.isModMissileField) {
mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.44;
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.5;
b.missile({
x: mech.pos.x + 40 * Math.cos(mech.angle),
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
@@ -1740,11 +1740,11 @@ const mech = {
1, b.modBabyMissiles)
} else if (b.isModIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.055;
mech.energy -= 0.061;
b.iceIX(1)
} else {
mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.34;
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.33;
b.drone(1)
}
@@ -1891,5 +1891,63 @@ const mech = {
}
}
},
// {
// name: "pilot wave",
// description: "push stuff",
// isEasyToAim: false,
// effect: () => {
// game.replaceTextLog = true; //allow text over write
// mech.lastMouseInGame = {
// x: game.mouseInGame.x,
// y: game.mouseInGame.y
// }
// mech.drop();
// mech.fieldPhase = 0;
// mech.hold = function () {
// if ((keys[32] || game.mouseDownRight && mech.fieldCDcycle < mech.cycle)) { //not hold but field button is pressed
// mech.grabPowerUp();
// //disable if player is inside field
// const radius = 100
// if (mech.energy > 0.05) {
// // && Vector.magnitude(Vector.sub(game.mouseInGame, player.position)) > radius * 1.5
// //find mouse velocity
// const diff = Vector.sub(game.mouseInGame, mech.lastMouseInGame)
// const velocity = Vector.mult(Vector.normalise(diff), Math.min(Vector.magnitude(diff), 60)) //limit velocity
// //find nearby blocks
// for (let i = 0, len = body.length; i < len; ++i) {
// if (Vector.magnitude(Vector.sub(body[i].position, game.mouseInGame)) < radius) {
// // Matter.Query.collides(body, bodies)
// Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
// body[i].force.y -= body[i].mass * game.g; //antigravity
// //maybe give blocks some weak attraction to mouse
// }
// }
// ctx.beginPath();
// const rotate = mech.cycle * 0.008;
// mech.fieldPhase += 0.2 // - 0.5 * Math.sqrt(Math.min(mech.energy, 1));
// const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
// const off2 = 1 - 0.06 * Math.sin(mech.fieldPhase);
// ctx.beginPath();
// ctx.ellipse(game.mouseInGame.x, game.mouseInGame.y, radius * off1, radius * off2, rotate, 0, 2 * Math.PI);
// // ctx.arc(game.mouseInGame.x, game.mouseInGame.y, this.fieldRange, 0, 2 * Math.PI);
// ctx.fillStyle = "#eef";
// ctx.globalCompositeOperation = "difference";
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.lineWidth = 1;
// ctx.stroke();
// ctx.globalCompositeOperation = "source-over";
// }
// }
// mech.lastMouseInGame = { //constantly log last mouse position so you can calc mouse velocity
// x: game.mouseInGame.x,
// y: game.mouseInGame.y
// }
// mech.drawFieldMeter()
// }
// }
// },
],
};