new community map! - islands by Richard0820

new community map! - islands by Richard0820
  enable community maps in settings

plasma ball
  tech: corona discharge - increase frequency and range of electric discharges
  several bug fixes

bug fix for some people that can't store settings between reloads
This commit is contained in:
landgreen
2022-03-28 18:58:53 -07:00
parent 4765bda74d
commit d0ed1c6d03
5 changed files with 114 additions and 106 deletions

View File

@@ -1236,9 +1236,13 @@ if (localSettings.isAllowed && !localSettings.isEmpty) {
simulation.isCommunityMaps = localSettings.isCommunityMaps
document.getElementById("community-maps").checked = localSettings.isCommunityMaps
if (localSettings.difficultyMode === undefined) localSettings.difficultyMode = "2"
simulation.difficultyMode = localSettings.difficultyMode
lore.setTechGoal()
document.getElementById("difficulty-select").value = localSettings.difficultyMode
if (localSettings.fpsCapDefault === undefined) localSettings.fpsCapDefault = 'max'
if (localSettings.fpsCapDefault === 'max') {
simulation.fpsCapDefault = 999999999;
} else {

View File

@@ -20,16 +20,17 @@ const level = {
// tech.giveTech("grappling hook")
// tech.giveTech("capacitor bank")
// for (let i = 0; i < 2; i++) powerUps.directSpawn(0, 0, "tech");
// for (let i = 0; i < 9; i++) tech.giveTech("overcharge")
// for (let i = 0; i < 2; i++) tech.giveTech("corona discharge")
// for (let i = 10; i < tech.tech.length; i++) { tech.tech[i].isBanished = true }
// powerUps.research.changeRerolls(100000)
// for (let i = 0; i < 2; i++) tech.giveTech("undefined")
// for (let i = 0; i < 5; i++) tech.giveTech("corona discharge")
// tech.tech[297].frequency = 100
// m.setField("plasma torch")
// tech.giveTech("plasma ball")
// tech.giveTech("extruder")
// m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// level.difficultyIncrease(10) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
// level.islands();
// level.testing(); //not in rotation, used for testing
@@ -113,7 +114,7 @@ const level = {
for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
}
if (m.plasmaBall) this.reset()
if (m.plasmaBall) m.plasmaBall.reset()
},
trainingText(say) {
simulation.lastLogTime = 0; //clear previous messages
@@ -2544,8 +2545,8 @@ const level = {
level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
m.addHealth(Infinity)
// spawn.starter(1900, -500, 200) //big boy
for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
spawn.starter(1900, -500, 200) //big boy
// for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
// spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
@@ -8974,6 +8975,7 @@ const level = {
ctx.fillStyle = `rgba(68, 68, 68, ${Math.max(0.3,Math.min((-17650 - m.pos.y) / 100, 0.99))})`;
ctx.fillRect(58390, -17655, 1490, 740);
};
document.body.style.backgroundColor = "hsl(138, 3%, 74%)";
level.setPosToSpawn(57680, -18330);
level.exit.x = 76343;
level.exit.y = -18020;
@@ -8981,7 +8983,6 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 30);
level.defaultZoom = 2000;
simulation.zoomTransition(level.defaultZoom);
document.body.style.backgroundColor = "#00000";
// spawn.setSpawnList = [
// "hopper",
// "slasher",
@@ -9224,7 +9225,6 @@ const level = {
spawn.randomMob(75825, -18150, Infinity);
spawn.randomMob(75575, -18150, Infinity);
spawn.randomGroup(75575, -18150, 0);
// powerUps.spawn(59352, -17115, "tech");
level.chain(67250, -19325, 0, true, 14, 20);
spawn.mapRect(58725, -18300, 125, 100);
spawn.mapRect(61100, -18300, 175, 100);
@@ -9255,20 +9255,21 @@ const level = {
let i = 0, len = Math.min(simulation.difficulty / 20, 6); i < len;
++i
)
spawn.bounceBoss(59025, -17325, 50, true);
spawn.bounceBoss(59025, -17325, 50, false);
} else if (Math.random() < 0.5) {
for (
let i = 0, len = Math.min(simulation.difficulty / 9, 8); i < len;
++i
)
spawn.sprayBoss(59025, -17325, 50, true);
spawn.sprayBoss(59025, -17325, 50, false);
} else {
for (
let i = 0, len = Math.min(simulation.difficulty / 6, 10); i < len;
++i
)
spawn.mineBoss(59025, -17325, 50, true);
spawn.mineBoss(59025, -17325, 50, false);
}
powerUps.spawn(59352, -17115, "tech");
// for (let i = 0, len = 3 + simulation.difficulty / 20; i < len; ++i) spawn.mantisBoss(1487 + 300 * i, -1525, 35, false)
}
simulation.fallHeight = -15000;

View File

@@ -2086,7 +2086,7 @@ const m = {
set() {
b.isExtruderOn = false
if (m.plasmaBall) {
m.plasmaBall.isOn = false
m.plasmaBall.reset()
Matter.Composite.remove(engine.world, m.plasmaBall);
}
if (tech.isPlasmaBall) {
@@ -2112,15 +2112,12 @@ const m = {
fire() {
this.isAttached = false;
const speed = 6 //scale with mass?
// Matter.Body.setVelocity(this, {
// x: speed * Math.cos(m.angle),
// y: speed * Math.sin(m.angle)
// });
Matter.Body.setVelocity(this, {
x: player.velocity.x * 0.5 + speed * Math.cos(m.angle),
y: player.velocity.y * 0.1 + speed * Math.sin(m.angle)
x: player.velocity.x * 0.4 + speed * Math.cos(m.angle),
y: speed * Math.sin(m.angle)
});
m.plasmaBall.setPositionToNose()
if (this.circleRadius < 10) this.isPopping = true
},
scale(scale) {
Matter.Body.scale(m.plasmaBall, scale, scale); //shrink fast
@@ -2188,11 +2185,11 @@ const m = {
//damage nearby mobs
const dmg = this.damage * m.dmgScale
const arcList = []
const dischargeRange = 150 + 1600 * tech.plasmaDischarge + 1.3 * this.circleRadius
for (let i = 0, len = mob.length; i < len; i++) {
if (!mob[i].isBadTarget && mob[i].alive) {
const sub = Vector.magnitude(Vector.sub(this.position, mob[i].position))
if (sub < this.circleRadius + mob[i].radius) {
if (mob[i].alive) {
if (!this.isAttached && !mob[i].isMobBullet) this.isPopping = true
mob[i].damage(dmg);
if (mob[i].speed > 5) {
@@ -2206,20 +2203,16 @@ const m = {
y: mob[i].velocity.y * 0.93
});
}
} else if (sub < dischargeRange + mob[i].radius && Matter.Query.ray(map, mob[i].position, this.position).length === 0) {
arcList.push(mob[i]) //populate electrical arc list
}
} else if (sub < 150 + 1.3 * this.circleRadius + mob[i].radius && !(m.cycle % 20)) { //populate electrical arc list
arcList.push(mob[i])
// mob[i].damage(dmg * 0.1);
}
}
//
if (arcList.length) {
for (let i = 0; i < arcList.length; i++) {
if (tech.plasmaDischarge > Math.random()) {
const who = arcList[Math.floor(Math.random() * arcList.length)]
who.damage(dmg * 5);
who.damage(dmg * 4);
//draw arcs
// const unit = Vector.rotate({ x: 1, y: 0 }, Math.random() * 6.28)
const sub = Vector.sub(who.position, this.position)
const unit = Vector.normalise(sub)
let len = 12
@@ -2229,17 +2222,25 @@ const m = {
ctx.beginPath();
ctx.moveTo(x, y);
for (let i = 0; i < len; i++) {
x += step * (unit.x + 1 * (Math.random() - 0.5))
y += step * (unit.y + 1 * (Math.random() - 0.5))
x += step * (unit.x + (Math.random() - 0.5))
y += step * (unit.y + (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineTo(who.position.x, who.position.y);
ctx.strokeStyle = "#88f";
ctx.lineWidth = 4 + Math.random();
ctx.lineWidth = 4 + 3 * Math.random();
ctx.stroke();
if (who.damageReduction) {
simulation.drawList.push({
x: who.position.x,
y: who.position.y,
radius: 15,
color: "rgba(150,150,255,0.4)",
time: 15
});
}
}
}
//slowly slow down if too fast
@@ -2254,7 +2255,7 @@ const m = {
//graphics
const radius = this.circleRadius * (0.99 + 0.02 * Math.random()) + 3 * Math.random()
const gradient = ctx.createRadialGradient(this.position.x, this.position.y, 0, this.position.x, this.position.y, radius);
const alpha = this.alpha + 0.15 * Math.random()
const alpha = this.alpha + 0.1 * Math.random()
gradient.addColorStop(0, `rgba(255,255,255,${alpha})`);
gradient.addColorStop(0.35 + 0.1 * Math.random(), `rgba(255,150,255,${alpha})`);
gradient.addColorStop(1, `rgba(255,0,255,${alpha})`);
@@ -2315,7 +2316,11 @@ const m = {
} else {
m.plasmaBall.isAttached = true
m.plasmaBall.isOn = true
m.plasmaBall.isPopping = false
m.plasmaBall.alpha = 0.7
m.plasmaBall.setPositionToNose()
// m.plasmaBall.reset()
}
// const scale = 0.7
// Matter.Body.scale(m.plasmaBall, scale, scale); //shrink fast

View File

@@ -6637,27 +6637,6 @@ const tech = {
if (this.count > 0) powerUps.research.changeRerolls(this.count * 2)
}
},
{
name: "plasma ball",
description: "<strong>grow</strong> an expanding <strong>ball</strong> of <strong class='color-plasma'>plasma</strong><br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder && tech.isPlasmaRange === 1
},
requires: "plasma torch, not extruder, plasma jet",
effect() {
tech.isPlasmaBall = true;
m.fieldUpgrades[m.fieldMode].set()
},
remove() {
tech.isPlasmaBall = false;
if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
}
},
{
name: "extruder",
description: "<strong>extrude</strong> a thin hot wire of <strong class='color-plasma'>plasma</strong><br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
@@ -6692,37 +6671,52 @@ const tech = {
},
requires: "extruder",
effect() {
tech.extruderRange += 50
tech.extruderRange += 60
},
remove() {
tech.extruderRange = 15
}
},
// {
// name: "CPT gun",
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/CPT_symmetry' class="link">CPT gun</a>`,
// description: `adds the <strong>CPT</strong> <strong class='color-g'>gun</strong> to your inventory<br>it <strong>rewinds</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>, and <strong>position</strong>`,
// isGunTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return (b.totalBots() > 3 || m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth && !tech.isRewindAvoidDeath //build.isExperimentSelection ||
// },
// requires: "bots > 3, plasma torch, assembler, pilot wave, not mass-energy equivalence, CPT",
// effect() {
// tech.isRewindGun = true
// b.guns.push(b.gunRewind)
// b.giveGuns("CPT gun");
// },
// remove() {
// if (tech.isRewindGun) {
// b.removeGun("CPT gun", true)
// tech.isRewindGun = false
// }
// }
// },
{
name: "plasma ball",
description: "<strong>grow</strong> an expanding <strong>ball</strong> of <strong class='color-plasma'>plasma</strong><br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder && tech.isPlasmaRange === 1
},
requires: "plasma torch, not extruder, plasma jet",
effect() {
tech.isPlasmaBall = true;
m.fieldUpgrades[m.fieldMode].set()
},
remove() {
tech.isPlasmaBall = false;
if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
}
},
{
name: "corona discharge",
description: "increase the <strong>range</strong> and <strong>frequency</strong><br>of <strong class='color-plasma'>plasma</strong> ball's <strong>electric arc</strong> ",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder && tech.isPlasmaRange === 1
},
requires: "plasma torch, not extruder, plasma jet",
effect() {
tech.plasmaDischarge += 0.03
},
remove() {
tech.plasmaDischarge = 0.01 //default chance per cycle of a discharge
}
},
{
name: "retrocausality",
description: "<strong>time dilation</strong> uses <strong class='color-f'>energy</strong> to <strong>rewind</strong> your<br><strong class='color-h'>health</strong>, <strong>velocity</strong>, and <strong>position</strong> up to <strong>10 s</strong>",
@@ -9561,5 +9555,6 @@ const tech = {
isImmuneGrapple: null,
isDronesTravel: null,
isTechDebt: null,
isPlasmaBall: null
isPlasmaBall: null,
plasmaDischarge: null
}

View File

@@ -1,16 +1,19 @@
******************************************************** NEXT PATCH **************************************************
new community map! - islands by Richard0820
enable community maps in settings
plasma ball
once released explodes on mobs or map
slows mobs
grows at 2x rate if you have energy above max
player is slowed when holding plasma ball
every 20 cycles damage a nearby mob
next patch plasma ball tech
tech: corona discharge - increase frequency and range of electric discharges
several bug fixes
bug fix for some people that can't store settings between reloads
******************************************************** TODO ********************************************************
plasma ball
gently scale damage with circleRadius
balance corona discharge
delay on returning to player is annoying
scale float effect with ball size
tech upgrades