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:
34
index.html
34
index.html
@@ -233,6 +233,24 @@
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animation: dash 4.8s ease-in forwards;
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}
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.draw-lines-dash {
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stroke-dasharray: 4;
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stroke-dashoffset: 4;
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animation: dash 4.8s ease-in forwards;
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}
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.draw-lines-o {
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stroke-dasharray: 11;
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stroke-dashoffset: 11;
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animation: dash 4.8s ease-in forwards;
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}
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.draw-lines-g {
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stroke-dasharray: 17;
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stroke-dashoffset: 17;
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animation: dash 4.8s ease-in forwards;
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}
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.draw-lines-box-1 {
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stroke-dasharray: 1000;
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stroke-dashoffset: 1000;
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@@ -285,20 +303,20 @@
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<path transform="translate(10.9,0) scale(1.25)" d="M0 0 h1 l 0.7 0.7 v1 l -0.7 0.7 h-1 l -0.7 -0.7 v-1 l 0.7 -0.7 Z" />
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<path transform="translate(14,0)" d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" />
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</g>
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<g transform="translate(100,210) scale(34)" fill='none' stroke='#222' stroke-linejoin="round" stroke-linecap="round">
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<path class="draw-lines" d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" stroke-width='0.0875' />
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<rect class="draw-lines-dash" x="4" y="1.25" width="1" height="0.5" stroke-width='0.0875' rx='0.03' />
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<path class="draw-lines-g" transform="translate(6.9,0) scale(1.25)" d="M0 0 h1 l 0.7 0.7 v2.3 l-0.2 0.2 h-1.8 v-0.5 h1.4 L 1.1 2.4 h-1.1 l -0.7 -0.7 v-1 l 0.7 -0.7 Z" stroke-width='0.07' />
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<path class="draw-lines-o" transform="translate(10.9,0) scale(1.25)" d="M0 0 h1 l 0.7 0.7 v1 l -0.7 0.7 h-1 l -0.7 -0.7 v-1 l 0.7 -0.7 Z" stroke-width='0.07' />
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<path class="draw-lines" transform="translate(14,0)" d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" stroke-width='0.0875' />
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</g>
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<!-- <g class="draw-lines" transform="translate(100,210) scale(34)" fill='none' stroke='#222' stroke-linejoin="round" stroke-linecap="round">
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<path d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" stroke-width='0.0875' />
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<rect x="4" y="1.25" width="1" height="0.5" stroke-width='0.0875' rx='0.03' />
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<path transform="translate(6.9,0) scale(1.25)" d="M0 0 h1 l 0.7 0.7 v2.3 l-0.2 0.2 h-1.8 v-0.5 h1.4 L 1.1 2.4 h-1.1 l -0.7 -0.7 v-1 l 0.7 -0.7 Z" stroke-width='0.07' />
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<path transform="translate(10.9,0) scale(1.25)" d="M0 0 h1 l 0.7 0.7 v1 l -0.7 0.7 h-1 l -0.7 -0.7 v-1 l 0.7 -0.7 Z" stroke-width='0.07' />
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<path transform="translate(14,0)" d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" stroke-width='0.0875' />
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</g> -->
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<g class="draw-lines" transform="translate(100,210) scale(34)" fill='none' stroke='#222' stroke-linejoin="round" stroke-linecap="round">
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<path d="M0 0 v3.1 h1 v-1.7 h1 v1.7 h1 v-2.6 l-0.3-0.3 h-1.7 v-0.2 h-1" stroke-width='0.0875' />
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<rect x="4" y="1.25" width="1" height="0.5" stroke-width='0.0875' rx='0.03' />
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<path transform="translate(6.9,0) scale(1.25)" d="M0 0 h1 l 0.7 0.7 v2.3 l-0.2 0.2 h-1.8 v-0.5 h1.4 L 1.1 2.4 h-1.1 l -0.7 -0.7 v-1 l 0.7 -0.7 Z" stroke-width='0.07' />
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<path transform="translate(10.9,0) scale(1.25)" d="M0 0 l-0.7 0.7 v1 l0.7 0.7 h1 l0.7 -0.7 v-1 l-0.7 -0.7 h-1 Z" stroke-width='0.07' />
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<path transform="translate(14,0)" d="M0 0 h1 v0.2 h1.7 l0.3 0.3 v2.6 h-1 v-1.7 h-1 v1.7 h-1 z" stroke-width='0.0875' />
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</g>
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</g> -->
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<!-- mouse -->
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<g class="draw-lines3" transform="translate(290,430) scale(0.28)" stroke-linecap="round" stroke-linejoin="round" stroke-width="10px" stroke="#222" fill="none">
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<path class="fade-in" d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="rgb(0, 200, 255)" stroke="none" />
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229
js/bullets.js
229
js/bullets.js
@@ -77,9 +77,10 @@ const b = {
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isModBotSpawner: null,
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modWaveHelix: null,
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isModSporeFollow: null,
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isModNailPoison: null,
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modOnHealthChange() { //used with acid mod
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if (b.isModAcidDmg && mech.health > 0.8) {
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b.modAcidDmg = 0.7
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b.modAcidDmg = 0.5
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if (!build.isCustomSelection) {
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setTimeout(function () {
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if (document.getElementById("mod-acid")) document.getElementById("mod-acid").innerHTML = " (on)"
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@@ -108,22 +109,6 @@ const b = {
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}, 10);
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},
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mods: [{
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name: "depleted uranium rounds",
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description: `your <strong>bullets</strong> are <strong>+13%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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count: 0,
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maxCount: 9,
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allowed() {
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return b.haveGunCheck("minigun") || b.haveGunCheck("shotgun") || b.haveGunCheck("super balls") || b.haveGunCheck("foam")
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},
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requires: "minigun, shotgun, super balls, foam",
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effect() {
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b.modBulletSize += 0.13
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},
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remove() {
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b.modBulletSize = 1;
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}
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},
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{
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name: "capacitor",
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nameInfo: "<span id='mod-capacitor'></span>",
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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>",
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@@ -225,38 +210,6 @@ const b = {
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b.isModHarmDamage = false;
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}
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},
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{
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name: "high explosives",
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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>",
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maxCount: 3,
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count: 0,
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allowed() {
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return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse") || b.isModMissileField;
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},
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requires: "an explosive gun",
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effect: () => {
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b.modExplosionRadius += 0.2;
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},
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remove() {
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b.modExplosionRadius = 1;
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}
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},
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{
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name: "electric reactive armor",
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description: "<strong class='color-e'>explosions</strong> drain your <strong class='color-f'>energy</strong><br>instead of <strong>harming</strong> you",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.modExplosionRadius > 1 || b.isModExplodeMob
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},
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requires: "high explosives",
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effect: () => {
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b.isModImmuneExplosion = true;
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},
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remove() {
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b.isModImmuneExplosion = false;
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}
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},
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{
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name: "thermal runaway",
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description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong><br><em>be careful</em>",
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@@ -413,23 +366,6 @@ const b = {
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b.isModDroneOnDamage = false;
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}
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},
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{
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name: "Lorentzian topology",
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description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
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maxCount: 3,
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count: 0,
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allowed() {
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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")
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},
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requires: "drones, spores, super balls,<br> foam, wave beam, or ice IX",
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effect() {
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b.isModBulletsLastLonger += 0.33
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},
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remove() {
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b.isModBulletsLastLonger = 1;
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}
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},
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{
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name: "zoospore vector",
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description: "mobs discharge <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> on <strong>death</strong><br><strong>+11%</strong> chance",
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@@ -727,7 +663,7 @@ const b = {
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},
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{
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name: "recursive healing",
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description: "<strong class='color-h'>healing</strong> power ups trigger one extra time",
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description: "<strong class='color-h'>healing</strong> <strong>power ups</strong> trigger a <strong>2nd</strong> time",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -808,7 +744,7 @@ const b = {
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},
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{
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name: "leveraged investment",
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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",
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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",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -884,6 +820,22 @@ const b = {
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//nothing to undo
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}
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},
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{
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name: "depleted uranium rounds",
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description: `your <strong>bullets</strong> are <strong>+13%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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count: 0,
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maxCount: 9,
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allowed() {
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return b.haveGunCheck("minigun") || b.haveGunCheck("shotgun") || b.haveGunCheck("super balls")
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},
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requires: "minigun, shotgun, super balls",
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effect() {
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b.modBulletSize += 0.13
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},
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remove() {
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b.modBulletSize = 1;
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}
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},
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{
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name: "ice crystal nucleation",
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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",
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@@ -999,7 +951,7 @@ const b = {
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},
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{
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name: "irradiated needles",
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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",
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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",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1064,6 +1016,38 @@ const b = {
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b.isModWaveReflect = false
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}
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},
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{
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name: "high explosives",
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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>",
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maxCount: 3,
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count: 0,
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allowed() {
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return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse") || b.isModMissileField;
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},
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requires: "an explosive gun",
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effect: () => {
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b.modExplosionRadius += 0.2;
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},
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remove() {
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b.modExplosionRadius = 1;
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}
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},
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{
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name: "electric reactive armor",
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description: "<strong class='color-e'>explosions</strong> give you <strong class='color-f'>energy</strong><br>instead of <strong>harming</strong> you",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.haveGunCheck("missiles") || b.haveGunCheck("flak") || b.haveGunCheck("grenades") || b.haveGunCheck("vacuum bomb") || b.haveGunCheck("pulse") || b.isModMissileField;
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},
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requires: "an explosive gun",
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effect: () => {
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b.isModImmuneExplosion = true;
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},
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remove() {
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b.isModImmuneExplosion = false;
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}
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},
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{
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name: "self-replication",
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description: "when <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they fire <strong>+1</strong> smaller <strong>missiles</strong>",
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@@ -1148,6 +1132,22 @@ const b = {
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b.isModMineAmmoBack = false;
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}
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},
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{
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name: "irradiated nails",
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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",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.modNailBotCount || b.haveGunCheck("mine") || b.modGrenadeFragments || b.isModRailNails || b.isModBotSpawner
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},
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requires: "nails",
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effect() {
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b.isModNailPoison = true;
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},
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remove() {
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b.isModNailPoison = false;
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}
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},
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{
|
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name: "tinsellated flagella",
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description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
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@@ -1180,6 +1180,22 @@ const b = {
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b.isModSporeFollow = false
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}
|
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},
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{
|
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name: "Lorentzian topology",
|
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description: "your <strong>bullets</strong> last <strong>+33% longer</strong>",
|
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maxCount: 3,
|
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count: 0,
|
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allowed() {
|
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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")
|
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},
|
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requires: "drones, spores, super balls,<br> foam, wave beam, or ice IX",
|
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effect() {
|
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b.isModBulletsLastLonger += 0.33
|
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},
|
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remove() {
|
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b.isModBulletsLastLonger = 1;
|
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}
|
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},
|
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{
|
||||
name: "redundant systems",
|
||||
description: "<strong>drone</strong> collisions no longer reduce their <strong>lifespan</strong>",
|
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@@ -1214,7 +1230,7 @@ const b = {
|
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},
|
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{
|
||||
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,
|
||||
|
||||
@@ -89,7 +89,6 @@ const game = {
|
||||
x: 0,
|
||||
y: 0
|
||||
},
|
||||
|
||||
g: 0.001,
|
||||
onTitlePage: true,
|
||||
paused: false,
|
||||
|
||||
@@ -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]()
|
||||
// }
|
||||
|
||||
14
js/level.js
14
js/level.js
@@ -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
|
||||
|
||||
60
js/mobs.js
60
js/mobs.js
@@ -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
|
||||
// })
|
||||
// }
|
||||
// },
|
||||
|
||||
//**********************************************************************************************
|
||||
//**********************************************************************************************
|
||||
|
||||
72
js/player.js
72
js/player.js
@@ -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()
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
],
|
||||
};
|
||||
23
todo.txt
23
todo.txt
@@ -1,12 +1,35 @@
|
||||
|
||||
mod - spores follow player
|
||||
mod - nails do 66% extra damage over 6 seconds
|
||||
|
||||
|
||||
************** TODO - n-gon **************
|
||||
|
||||
field - pilot wave
|
||||
while mouse is down blocks (and mobs?) are move with the mouse
|
||||
players can do serious damage by flicking the mouse and firing blocks
|
||||
on mouse down calculate relative position of block to mouse and maintain that as mouse moves
|
||||
on mouse up give blocks the computed mouse velocity
|
||||
use a gravity effect that pulls blocks in range towards the center of the mouse
|
||||
maybe no force in the very center to prevent clumping
|
||||
draw a ellipse around the mouse that wobbles like phase decoherence field, and changes color maybe like negative mass field
|
||||
|
||||
make flurooantimonic acid mod a damage over time
|
||||
rename to radiation damage?
|
||||
|
||||
mod - radiation damage over time effects can spread to nearby mobs
|
||||
do a check for nearby mobs on each tick
|
||||
|
||||
try adding a subtile shift of color towards red, green or blue
|
||||
block, map, background, text? color
|
||||
could be random as each level loads
|
||||
|
||||
player health becomes NaN
|
||||
occurred a few times at higher levels
|
||||
game.dmgScale, game.healScale not corrupted
|
||||
|
||||
didn't occur: shotgun / laser with all mods that have no requirements
|
||||
|
||||
mod - killing a stunned mob gives something
|
||||
ammo or heal power up?
|
||||
|
||||
|
||||
Reference in New Issue
Block a user