restitution

tech: restitution: thrown blocks are bouncy and blocks do 150% more damage
  the tech previously named restitution is now named buckling

after getting a bot upgrade, future bot tech will be for the upgraded bot type
  (doesn't effect tech that gives random bots)

bug fixes
This commit is contained in:
landgreen
2021-07-29 05:46:30 -07:00
parent 030824ed5d
commit c7c837672e
7 changed files with 162 additions and 73 deletions

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.DS_Store vendored

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@@ -2384,7 +2384,7 @@ const b = {
//aoe damage to mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
let dmg = b.dmgScale * 0.1 * tech.droneRadioDamage //neutron bombs dmg = 0.09
let dmg = 0.11 * b.dmgScale * tech.droneRadioDamage //neutron bombs dmg = 0.09
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
mob[i].damage(dmg);
@@ -2884,14 +2884,14 @@ const b = {
}
}
},
randomBot(where = player.position, isKeep = true, isAll = true) {
if (Math.random() < 0.167 && isAll) {
b.dynamoBot(where)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25 && isAll) {
randomBot(where = player.position, isKeep = true, isLaser = true) {
if (Math.random() < 0.166 && isLaser) {
b.laserBot(where)
if (isKeep) tech.laserBotCount++;
} else if (Math.random() < 0.25 && isAll) {
} else if (Math.random() < 0.2) {
b.dynamoBot(where)
if (isKeep) tech.dynamoBotCount++;
} else if (Math.random() < 0.25) {
b.orbitBot(where);
if (isKeep) tech.orbitBotCount++;
} else if (Math.random() < 0.33) {
@@ -2961,7 +2961,7 @@ const b = {
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
Matter.Body.setAngularVelocity(this, this.spin)
if (this.isUpgraded) {
m.energy += 0.1
m.energy += 0.08
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,

View File

@@ -192,7 +192,7 @@ function collisionChecks(event) {
if (obj.classType === "body" && obj.speed > 6) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
let dmg = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2 : 1) * (tech.isMobBlockFling ? 2 : 1);
let dmg = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2.5 : 1) * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {

View File

@@ -2332,8 +2332,6 @@ const level = {
ctx.fillRect(5400, -550, 300, 350)
};
spawn.powerUpBoss(0, 0)
spawn.powerUpBoss(0, 0)
level.setPosToSpawn(0, -250); //normal spawn
spawn.mapRect(5500, -330 + 20, 100, 20); //spawn this because the real exit is in the wrong spot
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);

View File

@@ -627,7 +627,7 @@ const m = {
return
}
m.lastHarmCycle = m.cycle
if (tech.isDroneOnDamage) { //chance to build a drone on damage from tech
if (tech.isDroneOnDamage && bullet.length < 150) { //chance to build a drone on damage from tech
const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction
for (let i = 0; i < len; i++) {
if (Math.random() < 0.5) b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 100 * (Math.random() - 0.5) }) //spawn drone
@@ -1138,6 +1138,7 @@ const m = {
//bullet-like collisions
m.holdingTarget.collisionFilter.category = cat.bullet
m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
if (tech.isBlockRestitution) m.holdingTarget.restitution = 0.999 //extra bouncy
//check every second to see if player is away from thrown body, and make solid
const solid = function(that) {
const dx = that.position.x - player.position.x;
@@ -1588,8 +1589,9 @@ const m = {
},
{
name: "perfect diamagnetism",
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br><strong>deflecting</strong> has <strong>90%</strong> less <strong>recoil</strong>",
// description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> doesn't drain <strong class='color-f'>energy</strong><br>thrown <strong class='color-block'>blocks</strong> have",
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
effect: () => {
m.fieldShieldingScale = 0;
m.fieldBlockCD = 4;
@@ -1659,7 +1661,7 @@ const m = {
},
{
name: "negative mass field",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp;<strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br><strong class='color-block'>blocks</strong> held by the field have a lower <strong>mass</strong>",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp;<strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br>hold <strong class='color-block'>blocks</strong> as if they have a lower <strong>mass</strong>",
fieldDrawRadius: 0,
effect: () => {
m.fieldFire = true;
@@ -1847,7 +1849,7 @@ const m = {
m.energy -= 0.04;
b.iceIX(1)
} else if (tech.isDroneRadioactive) {
m.energy -= 0.9;
m.energy -= 0.85;
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 25)
} else {
m.energy -= 0.45 * tech.droneEnergyReduction;

View File

@@ -204,6 +204,37 @@
spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList);
}
},
setTechFrequency(name, frequency) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === name) tech.tech[i].frequency = frequency
}
},
setBotTechFrequency(f = 0) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) {
switch (tech.tech[i].name) {
case "dynamo-bot":
tech.tech[i].frequency = f
break;
case "orbital-bot":
tech.tech[i].frequency = f
break;
case "laser-bot":
tech.tech[i].frequency = f
break;
case "boom-bot":
tech.tech[i].frequency = f
break;
case "foam-bot":
tech.tech[i].frequency = f
break;
case "nail-bot":
tech.tech[i].frequency = f
break;
}
}
}
},
tech: [{
name: "integrated armament",
description: `increase <strong class='color-d'>damage</strong> by <strong>30%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
@@ -1093,12 +1124,17 @@
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("nail-bot", 5)
},
remove() {
tech.isNailBotUpgrade = false
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isNailBotUpgrade = false
}
},
{
@@ -1144,12 +1180,17 @@
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("foam-bot", 5)
},
remove() {
tech.isFoamBotUpgrade = false
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isFoamBotUpgrade = false
}
},
{
@@ -1195,12 +1236,17 @@
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("boom-bot", 5)
},
remove() {
tech.isBoomBotUpgrade = false
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isBoomBotUpgrade = false
}
},
{
@@ -1246,12 +1292,17 @@
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("laser-bot", 5)
},
remove() {
tech.isLaserBotUpgrade = false
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isLaserBotUpgrade = false
}
},
{
@@ -1302,10 +1353,11 @@
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
}
}
tech.setBotTechFrequency()
tech.setTechFrequency("orbital-bot", 5)
},
remove() {
tech.isOrbitBotUpgrade = false
if (this.count) {
const range = 190 + 100 * tech.isOrbitBotUpgrade
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') {
@@ -1313,6 +1365,9 @@
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
}
}
tech.setBotTechFrequency(1)
}
tech.isOrbitBotUpgrade = false
}
},
{
@@ -1342,7 +1397,7 @@
},
{
name: "dynamo-bot upgrade",
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>increase regen to <strong>20</strong> <strong class='color-f'>energy</strong> per second",
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>increase regen to <strong>16</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 2,
@@ -1358,12 +1413,17 @@
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("dynamo-bot", 5)
},
remove() {
tech.isDynamoBotUpgrade = false
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isDynamoBotUpgrade = false
}
},
{
@@ -1456,7 +1516,7 @@
},
{
name: "ersatz bots",
description: "<strong>double</strong> your permanent <strong class='color-bot'>bots</strong><br>remove <strong>all</strong> of your <strong class='color-g'>guns</strong>",
description: "<strong>double</strong> your current permanent <strong class='color-bot'>bots</strong><br>remove <strong>all</strong> of your current <strong class='color-g'>guns</strong>",
maxCount: 1,
count: 0,
frequency: 2,
@@ -1531,7 +1591,7 @@
},
{
name: "flywheel",
description: "after a mob <strong>dies</strong> its <strong class='color-block'>block</strong> is <strong>flung</strong> at mobs<br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>100%</strong>",
description: "after a mob <strong>dies</strong> its <strong class='color-block'>block</strong> is <strong>flung</strong> at mobs<br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>150%</strong>",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1547,6 +1607,24 @@
tech.isMobBlockFling = false
}
},
{
name: "restitution",
description: "throwing a <strong class='color-block'>block</strong> makes it very <strong>bouncy</strong><br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>150%</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
},
requires: "mass driver, not pilot wave not tokamak",
effect() {
tech.isBlockRestitution = true
},
remove() {
tech.isBlockRestitution = false
}
},
// {
// name: "fermions",
// description: "<strong class='color-block'>blocks</strong> thrown by you or <strong>pilot wave</strong> will<br><strong>collide</strong> with <strong>intangible</strong> mobs, but not you",
@@ -1565,6 +1643,24 @@
// tech.isBlockBullets = false
// }
// },
{
name: "inelastic collision",
description: "<strong>holding</strong> a <strong class='color-block'>block</strong> reduces <strong class='color-harm'>harm</strong> by <strong>85%</strong><br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>150%</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isEnergyHealth
},
requires: "mass driver, a field that can hold things, not mass-energy",
effect() {
tech.isBlockHarm = true
},
remove() {
tech.isBlockHarm = false
}
},
{
name: "inflation",
description: "<strong>throwing</strong> a <strong class='color-block'>block</strong> expands it by <strong>300%</strong><br>increase <strong>throw</strong> charge rate by <strong>200%</strong>",
@@ -1573,9 +1669,9 @@
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave"
return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
},
requires: "mass driver, not pilot wave",
requires: "mass driver, not pilot wave not tokamak",
effect() {
tech.isAddBlockMass = true
},
@@ -1584,7 +1680,7 @@
}
},
{
name: "restitution",
name: "buckling",
description: "if a <strong class='color-block'>block</strong> you threw kills a mob<br>spawn <strong>1</strong> <strong class='color-h'>heal</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>research</strong>",
maxCount: 1,
count: 0,
@@ -1601,24 +1697,6 @@
tech.isBlockPowerUps = false
}
},
{
name: "inelastic collision",
description: "<strong>holding</strong> a <strong class='color-block'>block</strong> reduces <strong class='color-harm'>harm</strong> by <strong>85%</strong><br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>100%</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isEnergyHealth
},
requires: "mass driver, a field that can hold things, not mass-energy",
effect() {
tech.isBlockHarm = true
},
remove() {
tech.isBlockHarm = false
}
},
{
name: "Pauli exclusion",
description: `after receiving <strong class='color-harm'>harm</strong> from a <strong>collision</strong> become<br><strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1</strong> extra second`,
@@ -2629,9 +2707,9 @@
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.isDeathAvoid
return tech.isDeathAvoid && tech.duplicationChance() < 0.66
},
requires: "anthropic principle",
requires: "anthropic principle, below 66% duplication chance",
effect() {
tech.isAnthropicTech = true
powerUps.setDo(); //needed after adjusting duplication chance
@@ -3825,7 +3903,7 @@
},
{
name: "worm-shot",
description: "<strong>shotgun</strong> hatches <strong>3-4</strong> mob seeking <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>", //<br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> seek out nearby mobs
description: "<strong>shotgun</strong> hatches <strong>3-4</strong> mob seeking <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong><br><em>worms benefit from spore technology</em>", //<br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> seek out nearby mobs
isGunTech: true,
maxCount: 1,
count: 0,
@@ -7653,5 +7731,6 @@
isWormShot: null,
isFoamShot: null,
isIceShot: null,
isNeedleShot: null
isNeedleShot: null,
isBlockRestitution: null
}

View File

@@ -1,8 +1,24 @@
******************************************************** NEXT PATCH ********************************************************
tech: restitution: thrown blocks are bouncy and blocks do 150% more damage
the tech previously named restitution is now named buckling
after getting a bot upgrade, future bot tech will be for the upgraded bot type
(doesn't effect tech that gives random bots)
bug fixes
******************************************************** TODO ********************************************************
using worming makes you immune to harm and drains energy until you run out
disable incoming energy, by saving current energy and just setting energy in the next cycle to be lower then the saved value
pink seeker boss is cool as heck, make an alt version of it
perfect diamagnetism field stays when you aren't holding field
good for perfect because it doesn't use energy
holding field moves it the player
block shattering
get code from planetesimals
https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
@@ -12,17 +28,11 @@ mob that grows or gets a shield when player is near
charge triggers an escape mode
mob wonders and drops eggs that hatch into seekers if no player around
pink seeker boss is cool as heck, make an alt version of it
perfect diamagnetism field stays when you aren't holding field
good for perfect because it doesn't use energy
holding field moves it the player
scrolling console history in pause menu?
also make tech, guns scrolling?
in testing mode console log the body you click on
pause should at least show the last in game console message
in testing mode console log the body you click on
make the player get a buff after using wormhole
while energy lasts: drain energy and give damage buff