double helix and timelike world line

This commit is contained in:
landgreen
2020-04-08 07:36:04 -07:00
parent ba5020889e
commit c7c8c0f2bd
5 changed files with 177 additions and 106 deletions

View File

@@ -75,6 +75,7 @@ const b = {
modGrenadeFragments: null, modGrenadeFragments: null,
isModEnergyDamage: null, isModEnergyDamage: null,
isModBotSpawner: null, isModBotSpawner: null,
modWaveHelix: null,
modOnHealthChange() { //used with acid mod modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) { if (b.isModAcidDmg && mech.health > 0.8) {
b.modAcidDmg = 0.7 b.modAcidDmg = 0.7
@@ -1029,6 +1030,23 @@ const b = {
b.modWaveSpeedBody = 0.25 b.modWaveSpeedBody = 0.25
} }
}, },
{
name: "double helix",
description: "<strong>wave beam</strong> emits <strong>two</strong> out of phase particles<br>wave particles do <strong>40%</strong> less <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
b.modWaveHelix = 2
},
remove() {
b.modWaveHelix = 1
}
},
{ {
name: "pocket universe", name: "pocket universe",
description: "<strong>wave beam</strong> bullets last <strong>4</strong> times longer<br>bullets are <strong>confined</strong> to a <strong>region</strong> around player", description: "<strong>wave beam</strong> bullets last <strong>4</strong> times longer<br>bullets are <strong>confined</strong> to a <strong>region</strong> around player",
@@ -1131,7 +1149,7 @@ const b = {
}, },
{ {
name: "tinsellated flagella", name: "tinsellated flagella",
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>33% faster</strong>", description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { allowed() {
@@ -1245,6 +1263,22 @@ const b = {
b.isModStunField = 0; b.isModStunField = 0;
} }
}, },
{
name: "timelike world line",
description: "<strong>time dilation</strong> increases your time <strong>rate</strong> by <strong>2x</strong><br>while <strong class='color-f'>energy</strong> <strong>drain</strong> is decreased by <strong>2x</strong>",
maxCount: 9,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
},
requires: "time dilation field",
effect() {
b.isModTimeSkip = true;
},
remove() {
b.isModTimeSkip = false;
}
},
{ {
name: "plasma jet", name: "plasma jet",
description: "increase <strong>plasma torch's</strong> range by <strong>33%</strong>", description: "increase <strong>plasma torch's</strong> range by <strong>33%</strong>",
@@ -1494,7 +1528,7 @@ const b = {
} }
} }
}, },
bulletActions() { //run in main loop bulletRemove() { //run in main loop
//remove bullet if at end cycle for that bullet //remove bullet if at end cycle for that bullet
let i = bullet.length; let i = bullet.length;
while (i--) { while (i--) {
@@ -1508,7 +1542,8 @@ const b = {
} }
} }
} }
//draw },
bulletDraw() {
ctx.beginPath(); ctx.beginPath();
for (let i = 0, len = bullet.length; i < len; i++) { for (let i = 0, len = bullet.length; i < len; i++) {
let vertices = bullet[i].vertices; let vertices = bullet[i].vertices;
@@ -1520,8 +1555,8 @@ const b = {
} }
ctx.fillStyle = "#000"; ctx.fillStyle = "#000";
ctx.fill(); ctx.fill();
},
//do bullet things bulletDo() {
for (let i = 0, len = bullet.length; i < len; i++) { for (let i = 0, len = bullet.length; i < len; i++) {
bullet[i].do(); bullet[i].do();
} }
@@ -1962,7 +1997,7 @@ const b = {
angle: Math.random() * 2 * Math.PI, angle: Math.random() * 2 * Math.PI,
friction: 0, friction: 0,
frictionAir: 0.025, frictionAir: 0.025,
thrust: b.isModFastSpores ? 0.0008 : 0.0004, thrust: b.isModFastSpores ? 0.001 : 0.0004,
dmg: 2.4, //damage done in addition to the damage from momentum dmg: 2.4, //damage done in addition to the damage from momentum
classType: "bullet", classType: "bullet",
collisionFilter: { collisionFilter: {
@@ -1971,7 +2006,7 @@ const b = {
}, },
endCycle: game.cycle + Math.floor((660 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger), endCycle: game.cycle + Math.floor((660 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger),
minDmgSpeed: 0, minDmgSpeed: 0,
onDmg() { onDmg(who) {
// mobs.statusPoison(who, 0.5, 180) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds) // mobs.statusPoison(who, 0.5, 180) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
this.endCycle = 0; //bullet ends cycle after doing damage this.endCycle = 0; //bullet ends cycle after doing damage
}, },
@@ -2608,13 +2643,15 @@ const b = {
isStarterGun: true, isStarterGun: true,
isEasyToAim: false, isEasyToAim: false,
fire() { fire() {
const me = bullet.length; mech.fireCDcycle = mech.cycle + Math.floor(3 * b.modFireRate); // cool down
const dir = mech.angle const dir = mech.angle
const SPEED = 10 const SPEED = 10
const wiggleMag = mech.crouch ? 3 : 10 const wiggleMag = mech.crouch ? 5 : 12
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, 5 * b.modBulletSize, { bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 7, 5 * b.modBulletSize, {
angle: dir, angle: dir,
cycle: 0, cycle: -0.5,
endCycle: game.cycle + Math.floor((b.isModWaveReflect ? 480 : 120) * b.isModBulletsLastLonger), endCycle: game.cycle + Math.floor((b.isModWaveReflect ? 480 : 120) * b.isModBulletsLastLonger),
inertia: Infinity, inertia: Infinity,
frictionAir: 0, frictionAir: 0,
@@ -2644,7 +2681,7 @@ const b = {
for (let i = 0; i < q.length; i++) { for (let i = 0; i < q.length; i++) {
slowCheck = 0.3; slowCheck = 0.3;
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
let dmg = b.dmgScale * 0.45 / Math.sqrt(q[i].mass) let dmg = b.dmgScale * 0.43 / Math.sqrt(q[i].mass) * (b.modWaveHelix ? 0.6 : 1) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
q[i].damage(dmg); q[i].damage(dmg);
q[i].foundPlayer(); q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue game.drawList.push({ //add dmg to draw queue
@@ -2662,7 +2699,7 @@ const b = {
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), SPEED * slowCheck)); Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(this.velocity), SPEED * slowCheck));
} }
this.cycle++ this.cycle++
const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35)) const wiggle = Vector.mult(transverse, wiggleMag * Math.cos(this.cycle * 0.35) * ((i % 2) ? -1 : 1))
Matter.Body.setPosition(this, Vector.add(this.position, wiggle)) Matter.Body.setPosition(this, Vector.add(this.position, wiggle))
} }
// if (b.isModWaveReflect) { //single reflection // if (b.isModWaveReflect) { //single reflection
@@ -2702,13 +2739,13 @@ const b = {
} }
}); });
World.add(engine.world, bullet[me]); //add bullet to world World.add(engine.world, bullet[me]); //add bullet to world
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.modFireRate); // cool down
Matter.Body.setVelocity(bullet[me], { Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(dir), x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir) y: SPEED * Math.sin(dir)
}); });
const transverse = Vector.normalise(Vector.perp(bullet[me].velocity)) const transverse = Vector.normalise(Vector.perp(bullet[me].velocity))
} }
}
}, },
{ {
name: "missiles", name: "missiles",
@@ -3032,7 +3069,7 @@ const b = {
name: "drones", //11 name: "drones", //11
description: "deploy drones that <strong>crash</strong> into mobs<br>collisions reduce their <strong>lifespan</strong> by 1 second", description: "deploy drones that <strong>crash</strong> into mobs<br>collisions reduce their <strong>lifespan</strong> by 1 second",
ammo: 0, ammo: 0,
ammoPack: 11, ammoPack: 12,
have: false, have: false,
isStarterGun: true, isStarterGun: true,
isEasyToAim: true, isEasyToAim: true,

View File

@@ -51,7 +51,9 @@ const game = {
level.drawFills(); level.drawFills();
game.draw.drawMapPath(); game.draw.drawMapPath();
b.fire(); b.fire();
b.bulletActions(); b.bulletRemove();
b.bulletDraw();
b.bulletDo();
game.drawCircle(); game.drawCircle();
ctx.restore(); ctx.restore();
game.drawCursor(); game.drawCursor();
@@ -74,7 +76,8 @@ const game = {
mech.hold(); mech.hold();
b.fire(); b.fire();
b.bulletActions(); b.bulletRemove();
b.bulletDo();
} }
game.isTimeSkipping = false; game.isTimeSkipping = false;
}, },
@@ -174,7 +177,7 @@ const game = {
if (b.inventory[0] === b.activeGun) { if (b.inventory[0] === b.activeGun) {
let lessDamage = 1 let lessDamage = 1
for (let i = 0, len = b.inventory.length; i < len; i++) { for (let i = 0, len = b.inventory.length; i < len; i++) {
lessDamage *= 0.87 // 1 - 0.13 lessDamage *= 0.84 // 1 - 0.16
} }
document.getElementById("mod-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%" document.getElementById("mod-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%"
} else { } else {

View File

@@ -723,6 +723,7 @@ const mech = {
fieldEnergyMax: 1, //can be increased by a mod fieldEnergyMax: 1, //can be increased by a mod
holdingTarget: null, holdingTarget: null,
fieldShieldingScale: 1, fieldShieldingScale: 1,
timeSkipLastCycle: 0,
// these values are set on reset by setHoldDefaults() // these values are set on reset by setHoldDefaults()
fieldRange: 155, fieldRange: 155,
energy: 0, energy: 0,
@@ -1339,7 +1340,32 @@ const mech = {
cons[i].stiffness = 0; cons[i].stiffness = 0;
} }
} }
game.cycle--; //pause all functions that depend on game cycle increasing game.cycle--; //pause all functions that depend on game cycle increasing
if (b.isModTimeSkip) {
game.isTimeSkipping = true;
mech.cycle++;
game.gravity();
Engine.update(engine, game.delta);
// level.checkZones();
// level.checkQuery();
mech.move();
game.checks();
// mobs.loop();
// mech.draw();
mech.walk_cycle += mech.flipLegs * mech.Vx;
// mech.hold();
mech.energy += 0.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
b.fire();
// b.bulletRemove();
b.bulletDo();
game.isTimeSkipping = false;
}
// game.cycle--; //pause all functions that depend on game cycle increasing
// if (b.isModTimeSkip && !game.isTimeSkipping) { //speed up the rate of time
// game.timeSkip(1)
// mech.energy += 1.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
// }
} }
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released } else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.wakeCheck(); mech.wakeCheck();

View File

@@ -80,7 +80,7 @@ const spawn = {
}, },
randomLevelBoss(x, y) { randomLevelBoss(x, y) {
// suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included // suckerBoss, laserBoss, tetherBoss, snakeBoss all need a particular level to work so they are not included
const options = ["shooterBoss", "cellBossCulture", "bomberBoss", "timeSkipBoss"] const options = ["shooterBoss", "cellBossCulture", "bomberBoss"] //, "timeSkipBoss"
// const options = ["timeSkipBoss"] // const options = ["timeSkipBoss"]
spawn[options[Math.floor(Math.random() * options.length)]](x, y) spawn[options[Math.floor(Math.random() * options.length)]](x, y)
}, },
@@ -644,7 +644,7 @@ const spawn = {
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
// me.stroke = "transparent"; //used for drawSneaker // me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0 me.timeSkipLastCycle = 0
me.eventHorizon = 2000; //required for black hole me.eventHorizon = 1600; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000 me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
me.accelMag = 0.0004 * game.accelScale; me.accelMag = 0.0004 * game.accelScale;
// me.frictionAir = 0.005; // me.frictionAir = 0.005;

View File

@@ -1,9 +1,14 @@
mod - your damage scales with current energy mod - your damage scales with current energy
mod - 10% chance after killing a mob to gain a bot mod - 10% chance after killing a mob to gain a bot
that follows you until you exit the map that follows you until you exit the map
mod - move extra fast with less energy cost in time dilation
mod - double helix fire two wave bullets, but they do 40% less damage
************** TODO - n-gon ************** ************** TODO - n-gon **************
boss level for timeSkipBoss because of game instability for boss on normal levels
boss level needs to be very simple (maybe no other mobs, or no random mobs)
mod - you can no longer see your current health mod - you can no longer see your current health
boss mob - just a faster and larger version of a springer mob boss mob - just a faster and larger version of a springer mob