placebo
finalBoss has a bit less health
laser lens has a glow effect
slow light has 11->7 unique beams
slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy
JUNK tech: placebo - +777% damage +777% defense
bug fixes
This commit is contained in:
286
js/bullet.js
286
js/bullet.js
@@ -2251,23 +2251,8 @@ const b = {
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}, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
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const reflectivity = 1 - 1 / (reflections * 3)
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let damage = m.dmgScale * dmg
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let best = {
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x: 1,
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y: 1,
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dist2: Infinity,
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who: null,
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v1: 1,
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v2: 1
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};
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const path = [{
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x: where.x,
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y: where.y
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},
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{
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x: whereEnd.x,
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y: whereEnd.y
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}
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];
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let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
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const path = [{ x: where.x, y: where.y }, { x: whereEnd.x, y: whereEnd.y }];
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const vertexCollision = function(v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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@@ -2310,14 +2295,7 @@ const b = {
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};
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const checkForCollisions = function() {
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best = {
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x: 1,
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y: 1,
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dist2: Infinity,
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who: null,
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v1: 1,
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v2: 1
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};
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best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
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vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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vertexCollision(path[path.length - 2], path[path.length - 1], map);
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vertexCollision(path[path.length - 2], path[path.length - 1], body);
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@@ -2328,7 +2306,7 @@ const b = {
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if (best.who.damageReduction) {
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if ( //iridescence
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tech.laserCrit && !best.who.shield &&
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Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.997 - 0.6 / best.who.radius
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Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
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) {
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damage *= 1 + tech.laserCrit
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simulation.drawList.push({ //add dmg to draw queue
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@@ -2374,10 +2352,7 @@ const b = {
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let lastBestOdd
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let lastBestEven = best.who //used in hack below
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if (best.dist2 !== Infinity) { //if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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path[path.length - 1] = { x: best.x, y: best.y };
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laserHitMob();
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for (let i = 0; i < reflections; i++) {
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reflection();
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@@ -2385,10 +2360,7 @@ const b = {
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if (best.dist2 !== Infinity) { //if hitting something
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lastReflection = best
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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path[path.length - 1] = { x: best.x, y: best.y };
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damage *= reflectivity
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laserHitMob();
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//I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
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@@ -2409,6 +2381,31 @@ const b = {
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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}
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} else if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
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ctx.strokeStyle = tech.laserColor;
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ctx.lineWidth = 2
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ctx.lineDashOffset = 900 * Math.random()
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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for (let i = 1, len = path.length; i < len; ++i) {
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ctx.beginPath();
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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ctx.stroke();
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ctx.globalAlpha *= reflectivity; //reflections are less intense
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}
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ctx.setLineDash([]);
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// ctx.globalAlpha = 1;
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//glow
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ctx.lineWidth = 9 + 2 * b.guns[11].lensDamageOn
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ctx.globalAlpha = 0.13
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ctx.beginPath();
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for (let i = 1, len = path.length; i < len; ++i) {
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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}
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ctx.stroke();
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ctx.globalAlpha = 1;
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} else {
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ctx.strokeStyle = tech.laserColor;
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ctx.lineWidth = 2
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@@ -3356,20 +3353,8 @@ const b = {
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deathCycles: 110 + RADIUS * 5,
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isImproved: false,
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radioRadius: 0,
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maxRadioRadius: 300 + Math.floor(100 * Math.random()),
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beforeDmg() {
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// const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
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// Matter.Body.setVelocity(this, {
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// x: unit.x,
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// y: unit.y
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// });
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// this.lockedOn = null
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// if (this.endCycle > simulation.cycle + this.deathCycles) {
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// this.endCycle -= 60
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// if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
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// }
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},
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maxRadioRadius: 270 + Math.floor(90 * Math.random()),
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beforeDmg() {},
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onEnd() {
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if (tech.isDroneRespawn && b.inventory.length) {
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const who = b.guns[b.activeGun]
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@@ -3387,12 +3372,12 @@ const b = {
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this.radioRadius = this.radioRadius * 0.993 + 0.007 * this.maxRadioRadius //smooth radius towards max
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//aoe damage to player
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if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
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const DRAIN = tech.isRadioactiveResistance ? 0.002 * 0.25 : 0.002
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const DRAIN = tech.isRadioactiveResistance ? 0.001 : 0.004
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if (m.energy > DRAIN) {
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if (m.immuneCycle < m.cycle) m.energy -= DRAIN
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} else {
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m.energy = 0;
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if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) * tech.radioactiveDamage) //0.00015
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if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00005 : 0.0002) * tech.radioactiveDamage) //0.00015
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}
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}
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//aoe damage to mobs
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@@ -3928,7 +3913,8 @@ const b = {
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}
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},
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crit(mob, bullet) {
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if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.99 - 4 / mob.radius) {
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if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999 - 1 / mob.radius) {
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if (mob.isFinalBoss && !(Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999999)) return
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let cycle = () => { //makes this run after damage
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if (mob.health < 0.5 && mob.damageReduction > 0 && mob.alive) {
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// mob.death();
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@@ -4693,45 +4679,155 @@ const b = {
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//hit target with laser
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if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
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m.energy -= this.drain
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b.laser(this.vertices[0], this.lockedOn.position, m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
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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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this.laser();
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// b.laser(this.vertices[0], this.lockedOn.position, m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
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}
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},
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laser() {
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const push = 0.4
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const reflectivity = 1 - 1 / (tech.laserReflections * 3)
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let damage = m.dmgScale * this.laserDamage * tech.laserDamage
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let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
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const path = [{ x: this.vertices[0].x, y: this.vertices[0].y }, { x: this.lockedOn.position.x, y: this.lockedOn.position.y }];
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const vertexCollision = function(v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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const checkForCollisions = function() {
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best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
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vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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vertexCollision(path[path.length - 2], path[path.length - 1], map);
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vertexCollision(path[path.length - 2], path[path.length - 1], body);
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};
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const laserHitMob = function() {
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if (best.who.alive) {
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best.who.locatePlayer();
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if (best.who.damageReduction) {
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if ( //iridescence
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tech.laserCrit && !best.who.shield &&
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Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
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) {
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damage *= 1 + tech.laserCrit
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simulation.drawList.push({ //add dmg to draw queue
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x: path[path.length - 1].x,
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y: path[path.length - 1].y,
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radius: Math.sqrt(2500 * damage * best.who.damageReduction) + 5,
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color: `hsla(${60 + 283*Math.random()},100%,70%,0.5)`, // random hue, but not red
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time: 16
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});
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} else {
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simulation.drawList.push({ //add dmg to draw queue
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x: path[path.length - 1].x,
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y: path[path.length - 1].y,
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radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
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color: tech.laserColorAlpha,
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time: simulation.drawTime
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});
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}
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best.who.damage(damage);
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}
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if (tech.isLaserPush) { //push mobs away
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const index = path.length - 1
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
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const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
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Matter.Body.applyForce(best.who, path[index], force)
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}
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} else if (tech.isLaserPush && best.who.classType === "body") {
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const index = path.length - 1
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
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const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
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Matter.Body.applyForce(best.who, path[index], force)
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}
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};
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const reflection = function() { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
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const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
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const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
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const nn = Vector.mult(n, 2 * Vector.dot(d, n));
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const r = Vector.normalise(Vector.sub(d, nn));
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path[path.length] = Vector.add(Vector.mult(r, 3000), path[path.length - 1]);
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};
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checkForCollisions();
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let lastBestOdd
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let lastBestEven = best.who //used in hack below
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if (best.dist2 !== Infinity) { //if hitting something
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path[path.length - 1] = { x: best.x, y: best.y };
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laserHitMob();
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for (let i = 0; i < tech.laserReflections; i++) {
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reflection();
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checkForCollisions();
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if (best.dist2 !== Infinity) { //if hitting something
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lastReflection = best
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path[path.length - 1] = { x: best.x, y: best.y };
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damage *= reflectivity
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laserHitMob();
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//I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
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//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
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if (i % 2) {
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if (lastBestOdd === best.who) break
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} else {
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lastBestOdd = best.who
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if (lastBestEven === best.who) break
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}
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} else {
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break
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}
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}
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}
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ctx.strokeStyle = tech.laserColor;
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ctx.lineWidth = 2
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ctx.lineDashOffset = 900 * Math.random()
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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for (let i = 1, len = path.length; i < len; ++i) {
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ctx.beginPath();
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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ctx.stroke();
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ctx.globalAlpha *= reflectivity; //reflections are less intense
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}
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ctx.setLineDash([]);
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ctx.globalAlpha = 1;
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}
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})
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Composite.add(engine.world, bullet[me]); //add bullet to world
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//laser mobs that fire with the player
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// if (true) {
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// bullet[me].do = function() {
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// if (!(simulation.cycle % this.lookFrequency)) {
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// if (Math.random() < 0.15) {
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// const range = 170 + 3 * b.totalBots()
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// this.offPlayer = {
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// x: range * (Math.random() - 0.5),
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// y: range * (Math.random() - 0.5) - 20,
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// }
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// }
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// }
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// const playerPos = Vector.add(Vector.add(this.offPlayer, m.pos), Vector.mult(player.velocity, 20)) //also include an offset unique to this bot to keep many bots spread out
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// const farAway = Math.max(0, (Vector.magnitude(Vector.sub(this.position, playerPos))) / this.playerRange) //linear bounding well
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// const mag = Math.min(farAway, 4) * this.mass * this.acceleration
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// this.force = Vector.mult(Vector.normalise(Vector.sub(playerPos, this.position)), mag)
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// //manual friction to not lose rotational velocity
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// Matter.Body.setVelocity(this, { x: this.velocity.x * 0.95, y: this.velocity.y * 0.95 });
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// //hit target with laser
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// if (input.fire && m.energy > this.drain) {
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// m.energy -= this.drain
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// const unit = Vector.sub(simulation.mouseInGame, this.vertices[0])
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// b.laser(this.vertices[0], Vector.mult(unit, 1000), m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
|
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// }
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// }
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// }
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},
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boomBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
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if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.boomBot()`);
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@@ -7255,6 +7351,11 @@ const b = {
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}
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}
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ctx.stroke();
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if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
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ctx.lineWidth = 20 + 3 * b.guns[11].lensDamageOn
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ctx.globalAlpha = 0.3
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ctx.stroke();
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}
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ctx.globalAlpha = 1;
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}
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},
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@@ -7265,8 +7366,8 @@ const b = {
|
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} else {
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m.fireCDcycle = m.cycle
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m.energy -= drain
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const dmg = 0.37 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
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const spacing = Math.ceil(5 - 0.4 * tech.historyLaser)
|
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const dmg = 0.5 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
|
||||
const spacing = Math.ceil(10 - 0.4 * tech.historyLaser)
|
||||
ctx.beginPath();
|
||||
b.laser({
|
||||
x: m.pos.x + 20 * Math.cos(m.angle),
|
||||
@@ -7275,7 +7376,7 @@ const b = {
|
||||
x: m.pos.x + 3000 * Math.cos(m.angle),
|
||||
y: m.pos.y + 3000 * Math.sin(m.angle)
|
||||
}, dmg, 0, true, 0.2);
|
||||
for (let i = 1, len = 5 + tech.historyLaser * 5; i < len; i++) {
|
||||
for (let i = 1, len = 3 + tech.historyLaser * 3; i < len; i++) {
|
||||
const history = m.history[(m.cycle - i * spacing) % 600]
|
||||
const off = history.yOff - 24.2859
|
||||
b.laser({
|
||||
@@ -7289,6 +7390,13 @@ const b = {
|
||||
ctx.strokeStyle = tech.laserColor;
|
||||
ctx.lineWidth = 1
|
||||
ctx.stroke();
|
||||
if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
|
||||
ctx.strokeStyle = tech.laserColor;
|
||||
ctx.lineWidth = 10 + 2 * b.guns[11].lensDamageOn
|
||||
ctx.globalAlpha = 0.2
|
||||
ctx.stroke(); //glow
|
||||
ctx.globalAlpha = 1;
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
|
||||
48
js/level.js
48
js/level.js
@@ -28,19 +28,20 @@ const level = {
|
||||
// m.setField("standing wave") //molecular assembler standing wave time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass pilot wave
|
||||
// simulation.molecularMode = 2
|
||||
// m.damage(0.1);
|
||||
// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
|
||||
// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
|
||||
// b.guns[0].ammo = 10000
|
||||
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("needle gun")
|
||||
// tech.giveTech("pressure vessel")
|
||||
// tech.giveTech("quintessence")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("freezer burn")
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("reaction inhibitor")
|
||||
// tech.giveTech("lens")
|
||||
// for (let i = 0; i < 9; ++i) tech.giveTech("compound lens")
|
||||
// tech.giveTech("dye laser")
|
||||
// for (let i = 0; i < 1; ++i) tech.giveTech("iridescence")
|
||||
// for (let i = 0; i < 1; i++) tech.giveTech("slow light")
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "boost");
|
||||
// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "coupling");
|
||||
|
||||
// level.final();
|
||||
// level.testing();
|
||||
// spawn.starter(1900, -500, 200)
|
||||
// spawn.starter(1900, -500)
|
||||
// spawn.timeBoss(2538, -950)
|
||||
// for (let i = 0; i < 33; ++i) spawn.sniper(1000 + 5000 * Math.random(), -500 + 300 * Math.random())
|
||||
@@ -1088,7 +1089,7 @@ const level = {
|
||||
if (!m.isBodiesAsleep) {
|
||||
if (this.isClosing) {
|
||||
if (this.position.y < y) { //try to close
|
||||
if (
|
||||
if ( //if clear of stuff
|
||||
Matter.Query.collides(this, [player]).length === 0 &&
|
||||
Matter.Query.collides(this, body).length < 2 &&
|
||||
Matter.Query.collides(this, mob).length === 0
|
||||
@@ -1100,6 +1101,25 @@ const level = {
|
||||
Matter.Body.setPosition(this, position)
|
||||
}
|
||||
}
|
||||
// else {
|
||||
// const blocks = Matter.Query.collides(this, body)
|
||||
// console.log(blocks.length)
|
||||
// for (let i = 0; i < blocks.length; i++) {
|
||||
// // console.log(blocks[i])
|
||||
// if (blocks[i].bodyA) {
|
||||
// if (touching[i].bodyB !== m.holdingTarget) {
|
||||
// for (let j = 0, len = body.length; j < len; j++) {
|
||||
// if (body[j] === touching[i].bodyB) {
|
||||
// body.splice(j, 1);
|
||||
// len--
|
||||
// Matter.Composite.remove(engine.world, touching[i].bodyB);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
} else {
|
||||
if (this.position.y > y - distance) { //try to open
|
||||
const position = {
|
||||
@@ -2955,6 +2975,12 @@ const level = {
|
||||
if (!doorOut.isClosed() || !doorIn.isClosed()) {
|
||||
doorIn.isClosing = true
|
||||
doorOut.isClosing = true
|
||||
//block caught in a door
|
||||
if (Matter.Query.collides(doorOut, body).length > 1 || Matter.Query.collides(doorIn, body).length > 1) {
|
||||
button.isUp = true
|
||||
doorIn.isClosing = false
|
||||
doorOut.isClosing = false
|
||||
}
|
||||
} else {
|
||||
isSpawnedBoss = true
|
||||
isDoorsLocked = true
|
||||
@@ -3039,6 +3065,12 @@ const level = {
|
||||
if (!doorOut.isClosed() || !doorIn.isClosed()) {
|
||||
doorIn.isClosing = true
|
||||
doorOut.isClosing = true
|
||||
//block caught in a door
|
||||
if (Matter.Query.collides(doorOut, body).length > 1 || Matter.Query.collides(doorIn, body).length > 1) {
|
||||
button.isUp = true
|
||||
doorIn.isClosing = false
|
||||
doorOut.isClosing = false
|
||||
}
|
||||
} else {
|
||||
isSpawnedBoss = true
|
||||
isDoorsLocked = true
|
||||
|
||||
11
js/player.js
11
js/player.js
@@ -602,13 +602,10 @@ const m = {
|
||||
x: 250 * (Math.random() - 0.5),
|
||||
y: 250 * (Math.random() - 0.5)
|
||||
}));
|
||||
Matter.Body.setVelocity(bullet[i], {
|
||||
x: 0,
|
||||
y: 0
|
||||
});
|
||||
Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
|
||||
}
|
||||
}
|
||||
m.energy = Math.max(m.energy - steps / 150, 0.01)
|
||||
m.energy = Math.max(m.energy - steps / 200, 0.01)
|
||||
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||||
|
||||
let isDrawPlayer = true
|
||||
@@ -1049,7 +1046,7 @@ const m = {
|
||||
} else {
|
||||
m.fieldRegen = 0.001 //6 energy per second
|
||||
}
|
||||
if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.001 * m.coupling
|
||||
if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.008333 * m.coupling
|
||||
if (tech.isTimeCrystals) {
|
||||
m.fieldRegen *= 3
|
||||
} else if (tech.isGroundState) {
|
||||
@@ -1572,7 +1569,7 @@ const m = {
|
||||
case 3: //negative mass
|
||||
return `<strong>+${((1-0.73 ** couple)*100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
|
||||
case 4: //assembler
|
||||
return `generate <strong>${(6*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
|
||||
return `generate <strong>${(5*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
|
||||
case 5: //plasma
|
||||
return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
|
||||
case 6: //time dilation
|
||||
|
||||
@@ -331,7 +331,7 @@ const powerUps = {
|
||||
// }
|
||||
// requestAnimationFrame(cycle);
|
||||
|
||||
document.getElementById("choose-grid").style.opacity = "0.9"
|
||||
document.getElementById("choose-grid").style.opacity = "0.92"
|
||||
} else {
|
||||
simulation.paused = true;
|
||||
document.getElementById("choose-grid").style.opacity = "1"
|
||||
@@ -343,8 +343,8 @@ const powerUps = {
|
||||
ctx.fillStyle = `rgba(221,221,221,0.6)`;
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
});
|
||||
document.getElementById("pause-grid-right").style.opacity = "0.3"
|
||||
document.getElementById("pause-grid-left").style.opacity = "0.3"
|
||||
document.getElementById("pause-grid-right").style.opacity = "0.7"
|
||||
document.getElementById("pause-grid-left").style.opacity = "0.7"
|
||||
}
|
||||
build.pauseGrid()
|
||||
},
|
||||
|
||||
@@ -954,7 +954,7 @@ const simulation = {
|
||||
let respawnDrones = () => {
|
||||
if (droneCount > 0) {
|
||||
requestAnimationFrame(respawnDrones);
|
||||
if (!simulation.paused && !simulation.isChoosing) {
|
||||
if (!simulation.paused && !simulation.isChoosing && m.alive) {
|
||||
const where = { x: level.enter.x + 50, y: level.enter.y - 60 }
|
||||
droneCount--
|
||||
if (tech.isDroneRadioactive) {
|
||||
|
||||
@@ -367,7 +367,7 @@ const spawn = {
|
||||
me.cycle = 1;
|
||||
|
||||
Matter.Body.setDensity(me, 0.2); //extra dense //normal is 0.001 //makes effective life much larger
|
||||
me.damageReduction = 0.12
|
||||
me.damageReduction = 0.14
|
||||
me.startingDamageReduction = me.damageReduction
|
||||
me.nextHealthThreshold = 0.999
|
||||
me.invulnerableCount = 0
|
||||
|
||||
62
js/tech.js
62
js/tech.js
@@ -288,7 +288,7 @@ const tech = {
|
||||
},
|
||||
tech: [{
|
||||
name: "ordnance",
|
||||
description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>",
|
||||
description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong> and <strong>+5%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -299,12 +299,18 @@ const tech = {
|
||||
requires: "",
|
||||
effect() {
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||||
// this.count--
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2
|
||||
}
|
||||
this.refundAmount += tech.addJunkTechToPool(0.05)
|
||||
},
|
||||
remove() {}
|
||||
refundAmount: 0,
|
||||
remove() {
|
||||
if (this.count > 0 && this.refundAmount > 0) {
|
||||
tech.removeJunkTechFromPool(this.refundAmount)
|
||||
this.refundAmount = 0
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ad hoc",
|
||||
@@ -4956,8 +4962,8 @@ const tech = {
|
||||
isRemoveGun: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
isBot: true,
|
||||
isBotTech: true,
|
||||
allowed() {
|
||||
@@ -4984,8 +4990,8 @@ const tech = {
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isImmuneExplosion && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.isBoomBotUpgrade || tech.isTokamak)
|
||||
},
|
||||
@@ -6305,8 +6311,8 @@ const tech = {
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return ((tech.haveGunCheck("wave") && tech.infiniteWaveAmmo !== 1) || tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)) && !tech.isEnergyNoAmmo
|
||||
},
|
||||
@@ -6479,8 +6485,8 @@ const tech = {
|
||||
isGunTech: true,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
|
||||
},
|
||||
@@ -6498,8 +6504,8 @@ const tech = {
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseAim && !tech.historyLaser
|
||||
},
|
||||
@@ -6522,8 +6528,8 @@ const tech = {
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 3,
|
||||
frequencyDefault: 3,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.historyLaser
|
||||
},
|
||||
@@ -6592,7 +6598,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "infrared diode",
|
||||
description: "<strong>+50%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><em>infrared light is outside visual perception</em>",
|
||||
description: "<strong>+60%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><em>infrared light is outside visual perception</em>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6603,7 +6609,7 @@ const tech = {
|
||||
},
|
||||
requires: "laser, not free-electron, pulse",
|
||||
effect() {
|
||||
tech.laserDrain *= 0.5; //100%-50%
|
||||
tech.laserDrain *= 0.4; //100%-50%
|
||||
tech.laserColor = "transparent" //"rgb(255,0,20,0.02)"
|
||||
// tech.laserColorAlpha = "rgba(255,0,20,0.05)"
|
||||
},
|
||||
@@ -6615,7 +6621,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "dye laser",
|
||||
description: "<strong>+20%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+20%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||||
description: "<strong>+25%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+25%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6626,8 +6632,8 @@ const tech = {
|
||||
},
|
||||
requires: "laser, not pulse, infrared diode",
|
||||
effect() {
|
||||
tech.laserDrain *= 0.8
|
||||
tech.laserDamage *= 1 + 0.2
|
||||
tech.laserDrain *= 0.75
|
||||
tech.laserDamage *= 1.25
|
||||
tech.laserColor = "rgb(0, 11, 255)"
|
||||
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
|
||||
},
|
||||
@@ -6640,7 +6646,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "free-electron laser",
|
||||
description: "<strong>–250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+190%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||||
description: "<strong>–250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+200%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6652,7 +6658,7 @@ const tech = {
|
||||
requires: "laser, not pulse, infrared diode",
|
||||
effect() {
|
||||
tech.laserDrain *= 1 + 2.5 //250% more drain
|
||||
tech.laserDamage *= 1 + 1.9 //190% more damage
|
||||
tech.laserDamage *= 1 + 2 //190% more damage
|
||||
tech.laserColor = "#83f"
|
||||
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
|
||||
},
|
||||
@@ -8172,6 +8178,18 @@ const tech = {
|
||||
return `<span id = "boost-JUNK-id${this.id}">${this.text}</span>`
|
||||
},
|
||||
},
|
||||
{
|
||||
name: "placebo",
|
||||
description: "<strong>+777%</strong> <strong class='color-d'>damage</strong><br><strong>+777%</strong> <strong class='color-defense'>defense</strong><br>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
isJunk: true,
|
||||
allowed: () => true,
|
||||
requires: "",
|
||||
effect() {},
|
||||
remove() {}
|
||||
},
|
||||
{
|
||||
name: "return",
|
||||
description: "return to the introduction level<br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",
|
||||
|
||||
28
todo.txt
28
todo.txt
@@ -1,15 +1,28 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
finalBoss has a new phase: "boulders"
|
||||
each phase has been rebalanced
|
||||
boss health is a bit higher
|
||||
mob mines are white now
|
||||
finalBoss has a bit less health
|
||||
|
||||
pilot wave gets +1 choice for gun,field,tech
|
||||
laser lens has a glow effect
|
||||
slow light has 11->7 unique beams
|
||||
slow light has 38% more damage per beam
|
||||
infrared diode 50->60% energy efficiency
|
||||
dye laser 20->25% energy efficiency
|
||||
20->25% laser damage
|
||||
free-electron laser 190->200% laser damage
|
||||
crit angle is smaller for iridescence and stress concentration on large mobs
|
||||
ordnance has +5% JUNK
|
||||
CPT uses 25% less energy and leaves you with about 10-20 energy
|
||||
|
||||
JUNK tech: placebo - +777% damage +777% defense
|
||||
|
||||
bug fixes
|
||||
|
||||
|
||||
bug fixes:
|
||||
|
||||
*********************************************************** TODO *****************************************************
|
||||
|
||||
laserMines need a copy of laser-bot method
|
||||
this is a very rare bug, so not a priority
|
||||
|
||||
finalBoss
|
||||
add synergies between modes:
|
||||
@@ -1047,8 +1060,7 @@ possible names for tech
|
||||
prion quine - self replicating protein
|
||||
Unitarity - https://en.wikipedia.org/wiki/Unitarity_(physics) - all probabilities add up to 1, calculations work the same forward and backwards in time
|
||||
this is violated by expansion of the universe
|
||||
|
||||
|
||||
https://en.wikipedia.org/wiki/Cosmic_censorship_hypothesis - black holes can't leak
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user