crystallizer
random tech spawn chance now scales with levels clear (zero chance after level 10) (it used to scale with total tech acquired, but you probably will not even notice this change) tech: crystallizer - mods produce ice-IX crystals when they die tech pulse and tech slow light now work together for laser beam, (I think it is pretty dangerous to try them together though)
This commit is contained in:
89
js/bullet.js
89
js/bullet.js
@@ -445,17 +445,17 @@ const b = {
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}
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}
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},
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pulse(charge, angle = m.angle) {
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pulse(charge, angle = m.angle, where = m.pos) {
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let best;
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let explosionRadius = 6 * charge
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let range = 5000
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const path = [{
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x: m.pos.x + 20 * Math.cos(angle),
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y: m.pos.y + 20 * Math.sin(angle)
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x: where.x + 20 * Math.cos(angle),
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y: where.y + 20 * Math.sin(angle)
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},
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{
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x: m.pos.x + range * Math.cos(angle),
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y: m.pos.y + range * Math.sin(angle)
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x: where.x + range * Math.cos(angle),
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y: where.y + range * Math.sin(angle)
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}
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];
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const vertexCollision = function(v1, v1End, domain) {
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@@ -4477,7 +4477,6 @@ const b = {
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this.do = () => {};
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if (tech.isPulseLaser) {
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this.fire = () => {
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const drain = 0.01 * tech.isLaserDiode / b.fireCD
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if (m.energy > drain) {
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m.energy -= m.fieldRegen
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@@ -4487,26 +4486,58 @@ const b = {
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}
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}
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}
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this.do = () => {
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
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ctx.fill();
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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if (tech.beamSplitter) {
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const divergence = m.crouch ? 0.2 : 0.5
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const angle = m.angle - tech.beamSplitter * divergence / 2
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for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
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} else {
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b.pulse(1.75 * this.charge, m.angle)
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if (tech.historyLaser) {
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this.do = () => {
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const len = 1 + 2 * tech.historyLaser
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const spacing = Math.ceil(40 - 9 * tech.historyLaser)
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
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ctx.beginPath();
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const mag = 4.5 * Math.sqrt(this.charge)
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for (let i = 0; i < len; i++) {
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const history = m.history[(m.cycle - i * spacing) % 600]
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const off = history.yOff - 24.2859
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ctx.moveTo(history.position.x, history.position.y - off);
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ctx.ellipse(history.position.x, history.position.y - off, mag, mag * 0.5, history.angle, 0, 2 * Math.PI)
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}
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ctx.fill();
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//fire
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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for (let i = 1; i < len; i++) {
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const history = m.history[(m.cycle - i * spacing) % 600]
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const off = history.yOff - 24.2859
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b.pulse(1.4 * this.charge, history.angle, { x: history.position.x, y: history.position.y - off })
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}
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this.charge = 0;
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}
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this.charge = 0;
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}
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}
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};
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};
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} else {
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this.do = () => {
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if (this.charge > 0) {
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//draw charge level
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ctx.fillStyle = `rgba(255,0,0,${0.09 * Math.sqrt(this.charge)})`;
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ctx.beginPath();
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ctx.arc(m.pos.x, m.pos.y, 4.2 * Math.sqrt(this.charge), 0, 2 * Math.PI);
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ctx.fill();
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//fire
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if (!input.fire) {
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m.fireCDcycle = m.cycle + 10; // cool down
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if (tech.beamSplitter) {
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const divergence = m.crouch ? 0.2 : 0.5
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const angle = m.angle - tech.beamSplitter * divergence / 2
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for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
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} else {
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b.pulse(1.75 * this.charge, m.angle)
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}
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this.charge = 0;
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}
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}
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};
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}
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} else if (tech.beamSplitter) {
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this.fire = this.fireSplit
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} else if (tech.historyLaser) {
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@@ -4532,13 +4563,9 @@ const b = {
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b.laser();
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}
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},
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// laser(where = {
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// x: m.pos.x + 20 * Math.cos(m.angle),
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// y: m.pos.y + 20 * Math.sin(m.angle)
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// }, whereEnd = {
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// x: where.x + 3000 * Math.cos(m.angle),
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// y: where.y + 3000 * Math.sin(m.angle)
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// }, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
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firePulse() {
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},
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fireSplit() {
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if (m.energy < tech.laserFieldDrain) {
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m.fireCDcycle = m.cycle + 100; // cool down if out of energy
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@@ -12,17 +12,19 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(90)
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// level.difficultyIncrease(30)
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("metamaterial cloaking")
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// b.giveGuns("wave beam")
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// b.giveGuns("laser")
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// tech.isExplodeRadio = true
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// tech.giveTech("phase velocity")
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// tech.giveTech("pulse")
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// for (let i = 0; i < 1; i++) tech.giveTech("crystallizer")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
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// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
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// for (let i = 0; i < 3; i++) tech.giveTech("amplitude")
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// for (let i = 0; i < 9; i++) tech.giveTech("slow light")
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level.intro(); //starting level
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// level.testing(); //not in rotation
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@@ -1053,6 +1053,11 @@ const mobs = {
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this.alive = false; //triggers mob removal in mob[i].replace(i)
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if (this.isDropPowerUp) {
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if (tech.iceIXOnDeath && this.isSlowed && Math.random() > 0.5) {
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for (let i = 0, len = 3 * Math.sqrt(this.mass) * tech.iceIXOnDeath; i < len; i++) b.iceIX(3, Math.random() * 2 * Math.PI, this.position)
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}
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if (tech.deathSpawnsFromBoss || (tech.deathSpawns && this.isDropPowerUp)) {
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const spawns = tech.deathSpawns + tech.deathSpawnsFromBoss
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const len = Math.min(12, spawns * Math.ceil(Math.random() * simulation.difficulty * spawns))
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@@ -115,7 +115,9 @@ const powerUps = {
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if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
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document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
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}
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if (tech.renormalization && Math.random() < 0.37 && amount < 0) powerUps.spawn(m.pos.x, m.pos.y, "research");
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if (tech.renormalization && Math.random() < 0.37 && amount < 0) {
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for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
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}
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if (tech.isRerollHaste) {
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if (powerUps.research.count === 0) {
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tech.researchHaste = 0.66;
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@@ -532,7 +534,8 @@ const powerUps = {
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powerUps.spawn(x, y, "gun");
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return;
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}
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if (Math.random() < 0.0027 * (22 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
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// if (Math.random() < 0.0027 * (22 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
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if (Math.random() < 0.005 * (10 - level.levelsCleared)) { //a new tech has a low chance that decreases in later levels
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powerUps.spawn(x, y, "tech");
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return;
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}
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@@ -606,7 +606,7 @@ const spawn = {
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me.seeAtDistance2 = 200000 //1400000;
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me.cellMassMax = 70
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me.stroke = "transparent"
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body //| cat.map //"rgba(255,60,0,0.3)"
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body //| cat.map //"rgba(255,60,0,0.3)"
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// Matter.Body.setDensity(me, 0.0014) // normal density is 0.001
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Matter.Body.setAngularVelocity(me, 0.12 * (Math.random() - 0.5))
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// spawn.shield(me, x, y, 1);
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@@ -687,7 +687,7 @@ const spawn = {
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me.seeAtDistance2 = 1000000;
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me.accelMag = 0.0005 * simulation.accelScale;
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Matter.Body.setDensity(me, 0.00035); //normal is 0.001
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me.collisionFilter.mask = cat.bullet | cat.player | cat.body
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me.collisionFilter.mask = cat.bullet | cat.player //| cat.body
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me.memory = Infinity;
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me.seePlayerFreq = 30
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me.lockedOn = null;
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@@ -3168,7 +3168,7 @@ const spawn = {
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me.memory = Infinity;
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me.frictionAir = 0.01;
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me.accelMag = 0.00004 * simulation.accelScale;
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me.collisionFilter.mask = cat.player | cat.bullet | cat.body
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me.collisionFilter.mask = cat.player | cat.bullet //| cat.body
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spawn.shield(me, x, y, 1);
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const rangeInnerVsOuter = Math.random()
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34
js/tech.js
34
js/tech.js
@@ -877,7 +877,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling
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return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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requires: "an explosive damage source, no other mob death tech",
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effect: () => {
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@@ -887,6 +887,23 @@
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tech.isExplodeMob = false;
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}
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},
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{
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name: "crystallizer",
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description: "after <strong class='color-s'>frozen</strong> mobs <strong>die</strong><br>they have a chance shatter into <strong class='color-s'>ice IX</strong> crystals",
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return (tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
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},
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requires: "a localized freeze effect, no other mob death tech",
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effect() {
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tech.iceIXOnDeath++
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},
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remove() {
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tech.iceIXOnDeath = 0
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}
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},
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{
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name: "impact shear",
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description: "mobs release a <strong>nail</strong> when they <strong>die</strong><br><em>nails target nearby mobs</em>",
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@@ -894,7 +911,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling
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return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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requires: "no other mob death tech",
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effect: () => {
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@@ -911,7 +928,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling
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return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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requires: "no other mob death tech",
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effect() {
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@@ -988,7 +1005,7 @@
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frequency: 1,
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isBotTech: true,
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allowed() {
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return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling
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return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling && !tech.iceIXOnDeath
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},
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requires: "no other mob death tech",
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effect() {
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@@ -1504,7 +1521,7 @@
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return tech.throwChargeRate > 1 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner
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return tech.throwChargeRate > 1 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath
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},
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requires: "mass driver, no other mob death tech",
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effect() {
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@@ -4460,7 +4477,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.isWideLaser
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return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isWideLaser
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},
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requires: "laser, not specular reflection, diffraction grating, diffuse beam",
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effect() {
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@@ -4488,7 +4505,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && !tech.historyLaser
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return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser
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},
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requires: "laser, not specular reflection, not diffuse",
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effect() {
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@@ -6622,5 +6639,6 @@
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waveBeamSpeed: null,
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wavePacketAmplitude: null,
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waveLengthRange: null,
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isCollisionRealitySwitch: null
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isCollisionRealitySwitch: null,
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iceIXOnDeath: null
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}
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20
todo.txt
20
todo.txt
@@ -1,13 +1,11 @@
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******************************************************** NEXT PATCH ********************************************************
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new COMMUNITY LEVEL vats by Dablux on discord!
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(also the community map order wasn't randomizing right and was giving an extra level before the final boss)
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******************************************************** BUGS ********************************************************
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(once) CPT gun only rewound 0.25 seconds
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after a randomize run (non-unityary)
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after a randomize run (non-unitary)
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had enough energy
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increase the width on the grid by a few pixels so that very small screens or people with odd fonts don't goto a new line
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@@ -39,25 +37,11 @@ is there a way to check if the player is stuck inside the map or block
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(repeatable almost every time) bug - mines spawn extra mines when fired at thin map wall while jumping
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******************************************************** TODO ********************************************************
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make all of a packet have the same angle
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also position? but how
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spawn the entire packet in an instant
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wave tech: delay similar to quantum foam
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firing makes the entire packet, but with a delay?
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wave tech: dispersion - add noise and damage to waves
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wave tech: chirp - amplitude and damage increases towards the end of the wavePacket
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wave tech: wave bullets are removed after doing damage, but they do something
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more damage, explode, freeze,
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taking damage randomizes your run
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power ups disappear after 3-5 seconds
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only apply to drops from killing mobs
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+duplication 20%
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tech: mobs that die while frozen produce ice-IX bullets
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tech: picking up heal power ups when at full health does harm equal to the heal values
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benefit on pick up:
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get ammo
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Block a user