diff --git a/.DS_Store b/.DS_Store
index bfc7e5e..8271bdb 100644
Binary files a/.DS_Store and b/.DS_Store differ
diff --git a/js/bullet.js b/js/bullet.js
index 38c63ee..53a46cf 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -352,13 +352,11 @@ const b = {
explosion(where, radius, color = "rgba(255,25,0,0.6)") { // typically explode is used for some bullets with .onEnd
radius *= tech.explosiveRadius
- // radius = Math.max(0, Math.min(radius, (distanceToPlayer - 70) / b.explosionRange()))
-
let dist, sub, knock;
let dmg = radius * 0.019 * (tech.isExplosionStun ? 0.7 : 1); //* 0.013 * (tech.isExplosionStun ? 0.7 : 1);
if (tech.isExplosionHarm) radius *= 1.8 // 1/sqrt(2) radius -> area
if (tech.isSmallExplosion) {
- color = "rgba(255,0,30,0.7)"
+ // color = "rgba(255,0,30,0.7)"
radius *= 0.66
dmg *= 1.66
}
@@ -432,18 +430,18 @@ const b = {
m.energy -= 0.15
m.damage(0.01 * harm); //remove 99% of the damage 1-0.99
// console.log(Math.max(0, Math.min(0.15 - 0.01 * player.speed, 0.15)))
- knock = Vector.mult(Vector.normalise(sub), -0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)));
+ knock = Vector.mult(Vector.normalise(sub), 0.6 * player.mass * Math.max(0, Math.min(0.15 - 0.002 * player.speed, 0.15)) * tech.implosion);
player.force.x = knock.x; // not += so crazy forces can't build up with MIRV
player.force.y = knock.y - 0.3; //some extra vertical kick
} else {
if (simulation.dmgScale) m.damage(harm);
- knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * player.mass * 0.013 * tech.implosion);
player.force.x += knock.x;
player.force.y += knock.y;
}
}
} else if (dist < alertRange) {
- knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * player.mass * 0.005 * tech.implosion);
player.force.x += knock.x;
player.force.y += knock.y;
}
@@ -455,7 +453,7 @@ const b = {
sub = Vector.sub(where, body[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.022);
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * body[i].mass * 0.022 * tech.implosion);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
if (tech.isBlockExplode) {
@@ -470,7 +468,7 @@ const b = {
}, 150 + 300 * Math.random());
}
} else if (dist < alertRange) {
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.011);
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * body[i].mass * 0.011 * tech.implosion);
body[i].force.x += knock.x;
body[i].force.y += knock.y;
}
@@ -482,11 +480,11 @@ const b = {
sub = Vector.sub(where, powerUp[i].position);
dist = Vector.magnitude(sub);
if (dist < radius) {
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.013);
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * powerUp[i].mass * 0.013 * tech.implosion);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
} else if (dist < alertRange) {
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.007);
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg) * powerUp[i].mass * 0.007 * tech.implosion);
powerUp[i].force.x += knock.x;
powerUp[i].force.y += knock.y;
}
@@ -503,18 +501,28 @@ const b = {
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mob[i].damage(dmg * damageScale * m.dmgScale);
mob[i].locatePlayer();
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.01);
- mob[i].force.x += knock.x;
- mob[i].force.y += knock.y;
- if (tech.isExplosionStun) mobs.statusStun(mob[i], 120)
+ if (tech.isExplosionStun) {
+ mobs.statusStun(mob[i], 120)
+ knock *= 0.1
+ }
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.005 : 0.01) * tech.implosion);
+ if (!mob[i].isInvulnerable) {
+ mob[i].force.x += knock.x;
+ mob[i].force.y += knock.y;
+ }
radius *= 0.95 //reduced range for each additional explosion target
damageScale *= 0.87 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
- knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.006);
- mob[i].force.x += knock.x;
- mob[i].force.y += knock.y;
- if (tech.isExplosionStun) mobs.statusStun(mob[i], 60)
+ knock = Vector.mult(Vector.normalise(sub), Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.002 : 0.006) * tech.implosion);
+ if (tech.isExplosionStun) {
+ mobs.statusStun(mob[i], 60)
+ knock *= 0.1
+ }
+ if (!mob[i].isInvulnerable) {
+ mob[i].force.x += knock.x;
+ mob[i].force.y += knock.y;
+ }
}
}
}
@@ -761,6 +769,37 @@ const b = {
// });
// }
// },
+ fireworks(where, size) { //can occur after grenades detonate
+ const cycle = () => {
+ if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
+ count++
+ if (count < 60 && m.alive) requestAnimationFrame(cycle);
+ if (!(count % 8)) {
+ const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
+ b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.011 + 0.03 * Math.random()))), size * (0.5 + Math.random() * 0.35), `hsla(${360*Math.random()},100%,66%,0.6)`); //makes bullet do explosive damage at end
+ }
+ }
+ }
+ let count = 7
+ requestAnimationFrame(cycle);
+ },
+ starburst(where, size) { //can occur after grenades detonate
+ const color = `hsla(${360*Math.random()},100%,66%,0.6)`
+ const cycle = () => {
+ if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
+ count++
+ if (count < 21 && m.alive) requestAnimationFrame(cycle);
+ if (count % 2) {
+ const unit = Vector.rotate({ x: 1, y: 0 }, curl * 6.28 * count / 18 + off)
+ b.explosion(Vector.add(where, Vector.mult(unit, size * 0.8)), size * 0.75, color); //makes bullet do explosive damage at end
+ }
+ }
+ }
+ const off = 6 * Math.random()
+ const curl = Math.random() < 0.5 ? -1 : 1;
+ let count = 0
+ requestAnimationFrame(cycle);
+ },
grenade() {
},
@@ -769,9 +808,15 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
- bullet[me].explodeRad = 300 * size;
+ bullet[me].explodeRad = (tech.implosion ? 375 : 300) * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = function() {
- b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
+ if (tech.isCircleExplode) {
+ b.starburst(this.position, this.explodeRad)
+ } else if (tech.isClusterExplode) {
+ b.fireworks(this.position, this.explodeRad)
+ } else {
+ b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
+ }
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
bullet[me].minDmgSpeed = 1;
@@ -794,8 +839,13 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
- bullet[me].explodeRad = 305 * size;
+ bullet[me].explodeRad = (tech.implosion ? 375 : 300) * size + 100 * tech.isBlockExplode;
bullet[me].onEnd = function() {
+ if (tech.isCircleExplode) {
+ b.starburst(this.position, this.explodeRad)
+ } else if (tech.isClusterExplode) {
+ b.fireworks(this.position, this.explodeRad)
+ }
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
@@ -829,8 +879,13 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
- bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 110
+ bullet[me].explodeRad = (tech.implosion ? 425 : 350) * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() {
+ if (tech.isCircleExplode) {
+ b.starburst(this.position, this.explodeRad)
+ } else if (tech.isClusterExplode) {
+ b.fireworks(this.position, this.explodeRad)
+ }
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
@@ -862,7 +917,7 @@ const b = {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(that.position, who[i].position);
const dist = Vector.magnitude(sub);
- if (dist < radius && dist > 150) {
+ if (dist < radius && dist > 150 && !who.isInvulnerable) {
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
@@ -906,8 +961,13 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0002);
- bullet[me].explodeRad = 350 * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
+ bullet[me].explodeRad = (tech.implosion ? 425 : 350) * size + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() {
+ if (tech.isCircleExplode) {
+ b.starburst(this.position, this.explodeRad)
+ } else if (tech.isClusterExplode) {
+ b.fireworks(this.position, this.explodeRad)
+ }
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * Math.floor(2 + 1.5 * Math.random()))
}
@@ -926,7 +986,7 @@ const b = {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(that.position, who[i].position);
const dist = Vector.magnitude(sub);
- if (dist < radius && dist > 150) {
+ if (dist < radius && dist > 150 && !who.isInvulnerable) {
knock = Vector.mult(Vector.normalise(sub), mag * who[i].mass / Math.sqrt(dist));
who[i].force.x += knock.x;
who[i].force.y += knock.y;
@@ -1099,7 +1159,7 @@ const b = {
}
}
//aoe damage to mobs
- const dmg = m.dmgScale * 0.11 * tech.radioactiveDamage
+ let dmg = m.dmgScale * 0.11 * tech.radioactiveDamage
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius + mob[i].radius) {
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
@@ -1140,21 +1200,12 @@ const b = {
}
}
-
- let gunIndex = null
- for (let i = 0, len = b.guns.length; i < len; i++) {
- if (b.guns[i].name === "grenades") {
- gunIndex = i
- }
- }
-
-
if (tech.isNeutronBomb) {
b.grenade = grenadeNeutron
if (tech.isRPG) {
- b.guns[gunIndex].do = function() {}
+ b.guns[5].do = function() {}
} else {
- if (gunIndex) b.guns[gunIndex].do = function() {
+ b.guns[5].do = function() {
if (!input.field && input.down) {
const cycles = 80
const speed = input.down ? 35 : 20 //input.down ? 43 : 32
@@ -1172,7 +1223,7 @@ const b = {
}
}
} else if (tech.isRPG) {
- b.guns[gunIndex].do = function() {}
+ b.guns[5].do = function() {}
if (tech.isVacuumBomb) {
b.grenade = grenadeRPGVacuum
} else {
@@ -1180,7 +1231,7 @@ const b = {
}
} else if (tech.isVacuumBomb) {
b.grenade = grenadeVacuum
- if (gunIndex) b.guns[gunIndex].do = function() {
+ b.guns[5].do = function() {
if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 50 : 30) //30
const speed = input.down ? 44 : 35
@@ -1197,7 +1248,7 @@ const b = {
}
} else {
b.grenade = grenadeDefault
- if (gunIndex) b.guns[gunIndex].do = function() {
+ b.guns[5].do = function() {
if (!input.field && input.down) {
const cycles = Math.floor(input.down ? 120 : 80) //30
const speed = input.down ? 43 : 32
@@ -1374,7 +1425,7 @@ const b = {
minDmgSpeed: 4,
lookFrequency: Math.floor(7 + Math.random() * 3),
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.004 is normal for harpoon, 0.004*6 when buffed
- drain: 0.004,
+ drain: tech.isRailEnergyGain ? 0.002 : 0.006,
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
@@ -1467,7 +1518,7 @@ const b = {
}
}
} else {
- if (!tech.isRailEnergyGain && m.energy > 0.005) m.energy -= 0.005
+ if (m.energy > this.drain) m.energy -= this.drain
const sub = Vector.sub(this.position, m.pos)
const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
@@ -1556,13 +1607,13 @@ const b = {
dist = 0
player.force.y += 5 * player.mass * simulation.g;
}
- if (m.energy > this.drain || tech.isRailEnergyGain) {
+ if (m.energy > this.drain) {
Matter.Body.setVelocity(player, { x: player.velocity.x * 0.8, y: player.velocity.y * 0.8 });
const pull = Vector.mult(Vector.normalise(sub), 0.0008 * Math.min(Math.max(15, dist), 200))
player.force.x += pull.x
player.force.y += pull.y
- if (!tech.isRailEnergyGain && dist > 500) {
+ if (dist > 500) {
m.energy -= this.drain
if (m.energy < 0) {
this.endCycle = 0;
@@ -1626,6 +1677,7 @@ const b = {
friction: 1,
frictionAir: 0.4,
thrustMag: 0.1,
+ drain: tech.isRailEnergyGain ? 0.002 : 0.006,
turnRate: isReturn ? 0.1 : 0.03, //0.015
drawStringControlMagnitude: 3000 + 5000 * Math.random(),
drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
@@ -1747,7 +1799,7 @@ const b = {
}
}
} else {
- if (!tech.isRailEnergyGain && m.energy > 0.005) m.energy -= 0.005
+ if (m.energy > this.drain) m.energy -= this.drain
const sub = Vector.sub(this.position, m.pos)
const rangeScale = 1 + 0.000001 * Vector.magnitude(sub) * Vector.magnitude(sub) //return faster when far from player
const returnForce = Vector.mult(Vector.normalise(sub), rangeScale * this.thrustMag * this.mass)
@@ -2621,7 +2673,7 @@ const b = {
},
worm(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
const bIndex = bullet.length;
- const wormSize = 6 + tech.wormSize * 6 * Math.random()
+ const wormSize = 6 + tech.wormSize * 4.2 * Math.random()
if (bIndex < 500) { //can't make over 500 spores
bullet[bIndex] = Bodies.polygon(where.x, where.y, 3, 3, {
inertia: Infinity,
@@ -4858,8 +4910,20 @@ const b = {
// ******************************** Guns *********************************************
// **************************************************************************************************
// **************************************************************************************************
+ //0 nail gun
+ //1 shotgun
+ //2 super balls
+ //3 matter wave
+ //4 missiles
+ //5 grenades
+ //6 spores
+ //7 drones
+ //8 foam
+ //9 harpoon
+ //10 mine
+ //11 laser
guns: [{
- name: "nail gun",
+ name: "nail gun", // 0
description: "use compressed air to fire a stream of nails
delay after firing decreases as you shoot",
ammo: 0,
ammoPack: 50,
@@ -5133,7 +5197,7 @@ const b = {
},
},
{
- name: "shotgun",
+ name: "shotgun", //1
description: "fire a wide burst of short range bullets",
ammo: 0,
ammoPack: 3.5,
@@ -5336,10 +5400,10 @@ const b = {
}
}
}, {
- name: "super balls",
+ name: "super balls", //2
description: "fire 3 balls in a wide arc
balls bounce with no momentum loss",
ammo: 0,
- ammoPack: 10,
+ ammoPack: 9,
have: false,
// num: 5,
do() {},
@@ -5491,7 +5555,7 @@ const b = {
fire() {}
},
{
- name: "matter wave",
+ name: "matter wave", //3
description: "emit a wave packet of oscillating particles
that propagates through solids",
ammo: 0,
ammoPack: 115,
@@ -5830,7 +5894,7 @@ const b = {
fire() {}
},
{
- name: "missiles",
+ name: "missiles", //6
description: "launch homing missiles that explode",
ammo: 0,
ammoPack: 5,
@@ -5923,7 +5987,7 @@ const b = {
}
}
}, {
- name: "grenades",
+ name: "grenades", //5
description: "lob a single bouncy projectile
explodes on contact or after one second",
ammo: 0,
ammoPack: 7,
@@ -5941,7 +6005,7 @@ const b = {
}
},
}, {
- name: "spores",
+ name: "spores", //6
description: "fire a sporangium that discharges spores
spores seek out nearby mobs",
ammo: 0,
ammoPack: 2.6,
@@ -6072,7 +6136,7 @@ const b = {
}
}
}, {
- name: "drones",
+ name: "drones", //7
description: "deploy drones that crash into mobs
crashes reduce their lifespan by 1 second",
ammo: 0,
ammoPack: 16,
@@ -6100,7 +6164,7 @@ const b = {
}
},
{
- name: "foam",
+ name: "foam", //8
description: "spray bubbly foam that sticks to mobs
slows mobs and does damage over time",
ammo: 0,
ammoPack: 24,
@@ -6206,7 +6270,7 @@ const b = {
do() {},
},
{
- name: "harpoon",
+ name: "harpoon", //9
description: "fire a self-steering harpoon that uses energy
to retract and refund its ammo cost",
ammo: 0,
ammoPack: 0.6, //update this in railgun tech
@@ -6228,9 +6292,11 @@ const b = {
charge: 0,
railDo() {
if (this.charge > 0) {
+ const DRAIN = (tech.isRailEnergyGain ? 0.0005 : 0.002)
//exit railgun charging without firing
- if (m.energy < 0.005 && !tech.isRailEnergyGain) {
- m.energy += 0.025 + this.charge * 0.11
+ if (m.energy < DRAIN) {
+ // m.energy += 0.025 + this.charge * 22 * this.drain
+ // m.energy -= this.drain
m.fireCDcycle = m.cycle + 120; // cool down if out of energy
this.endCycle = 0;
this.charge = 0
@@ -6365,7 +6431,8 @@ const b = {
if (input.down) smoothRate *= 0.995
this.charge = this.charge * smoothRate + 1 - smoothRate
- m.energy += (this.charge - previousCharge) * ((tech.isRailEnergyGain ? 0.5 : -0.3)) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
+ if (m.energy > DRAIN) m.energy -= DRAIN
+ // m.energy += (this.charge - previousCharge) * ((tech.isRailEnergyGain ? 0.5 : -0.3)) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
//draw magnetic field
const X = m.pos.x
@@ -6722,7 +6789,7 @@ const b = {
// }
// },
}, {
- name: "mine",
+ name: "mine", //10
description: "toss a proximity mine that sticks to walls
refund undetonated mines on exiting a level", //fires nails at mobs within range
ammo: 0,
ammoPack: 1.25,
@@ -6765,393 +6832,8 @@ const b = {
}
}
},
- // {
- // name: "railgun",
- // description: "use energy to launch a high-speed dense rod
hold left mouse to charge, release to fire",
- // ammo: 0,
- // ammoPack: 3.8,
- // have: false,
- // do() {},
- // fire() {
- // function pushAway(range) { //push away blocks when firing
- // for (let i = 0, len = mob.length; i < len; ++i) {
- // const SUB = Vector.sub(mob[i].position, m.pos)
- // const DISTANCE = Vector.magnitude(SUB)
- // if (DISTANCE < range) {
- // const DEPTH = Math.min(range - DISTANCE, 1500)
- // const FORCE = Vector.mult(Vector.normalise(SUB), 0.001 * Math.sqrt(DEPTH) * mob[i].mass)
- // mob[i].force.x += FORCE.x;
- // mob[i].force.y += FORCE.y;
- // }
- // }
- // for (let i = 0, len = body.length; i < len; ++i) {
- // const SUB = Vector.sub(body[i].position, m.pos)
- // const DISTANCE = Vector.magnitude(SUB)
- // if (DISTANCE < range) {
- // const DEPTH = Math.min(range - DISTANCE, 500)
- // const FORCE = Vector.mult(Vector.normalise(SUB), 0.002 * Math.sqrt(DEPTH) * body[i].mass)
- // body[i].force.x += FORCE.x;
- // body[i].force.y += FORCE.y - body[i].mass * simulation.g * 1.5; //kick up a bit to give them some arc
- // }
- // }
- // }
-
- // if (tech.isCapacitor) {
- // if ((m.energy > 0.16 || tech.isRailEnergyGain)) { //&& m.immuneCycle < m.cycle
- // m.energy += 0.16 * (tech.isRailEnergyGain ? 2.5 : -1)
- // m.fireCDcycle = m.cycle + Math.floor(40 * b.fireCDscale);
- // const me = bullet.length;
- // bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 60, 14, {
- // density: 0.005, //0.001 is normal
- // restitution: 0,
- // frictionAir: 0,
- // angle: m.angle,
- // dmg: 0, //damage done in addition to the damage from momentum
- // classType: "bullet",
- // collisionFilter: {
- // category: cat.bullet,
- // mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
- // },
- // minDmgSpeed: 5,
- // endCycle: simulation.cycle + 140,
- // beforeDmg(who) {
- // if (who.shield) {
- // for (let i = 0, len = mob.length; i < len; i++) {
- // if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
- // Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
- // break
- // }
- // }
- // Matter.Body.setVelocity(this, {
- // x: -0.5 * this.velocity.x,
- // y: -0.5 * this.velocity.y
- // });
- // // Matter.Body.setDensity(this, 0.001);
- // }
- // if (tech.fragments && this.speed > 10) {
- // b.targetedNail(this.position, tech.fragments * 13)
- // this.endCycle = 0 //triggers despawn
- // }
- // },
- // onEnd() {},
- // drawCycle: Math.floor(10 * b.fireCDscale),
- // do() {
- // this.force.y += this.mass * 0.0003; // low gravity that scales with charge
- // if (this.drawCycle > 0) {
- // this.drawCycle--
- // //draw magnetic field
- // const X = m.pos.x
- // const Y = m.pos.y
- // // const unitVector = Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
- // const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
- // const unitVectorPerp = Vector.perp(unitVector)
-
- // function magField(mag, arc) {
- // ctx.moveTo(X, Y);
- // ctx.bezierCurveTo(
- // X + unitVector.x * mag, Y + unitVector.y * mag,
- // X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
- // X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
- // ctx.bezierCurveTo(
- // X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
- // X - unitVector.x * mag, Y - unitVector.y * mag,
- // X, Y)
- // }
- // ctx.fillStyle = `rgba(50,0,100,0.05)`;
- // for (let i = 3; i < 7; i++) {
- // const MAG = 8 * i * i * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
- // const ARC = 6 * i * i * (0.93 + 0.07 * Math.random()) * (0.95 + 0.1 * Math.random())
- // ctx.beginPath();
- // magField(MAG, ARC)
- // magField(MAG, -ARC)
- // ctx.fill();
- // }
- // }
- // }
- // });
- // Composite.add(engine.world, bullet[me]); //add bullet to world
-
- // const speed = 67
- // Matter.Body.setVelocity(bullet[me], {
- // x: m.Vx / 2 + speed * Math.cos(m.angle),
- // y: m.Vy / 2 + speed * Math.sin(m.angle)
- // });
-
- // //knock back
- // const KNOCK = (input.down ? 0.08 : 0.34)
- // player.force.x -= KNOCK * Math.cos(m.angle)
- // player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
- // pushAway(800)
- // } else {
- // b.refundAmmo()
- // m.fireCDcycle = m.cycle + Math.floor(120);
- // }
- // } else {
- // const me = bullet.length;
- // bullet[me] = Bodies.rectangle(0, 0, 0.015, 0.0015, {
- // density: 0.008, //0.001 is normal
- // restitution: 0,
- // frictionAir: 0,
- // dmg: 0, //damage done in addition to the damage from momentum
- // classType: "bullet",
- // collisionFilter: {
- // category: 0,
- // mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
- // },
- // minDmgSpeed: 5,
- // beforeDmg(who) {
- // if (who.shield) {
- // for (let i = 0, len = mob.length; i < len; i++) {
- // if (mob[i].id === who.shieldTargetID) { //apply some knock back to shield mob before shield breaks
- // Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(this.velocity), 10));
- // break
- // }
- // }
- // Matter.Body.setVelocity(this, {
- // x: -0.5 * this.velocity.x,
- // y: -0.5 * this.velocity.y
- // });
- // }
- // if (tech.fragments && this.speed > 10) {
- // b.targetedNail(this.position, tech.fragments * 17)
- // this.endCycle = 0 //triggers despawn
- // }
- // },
- // onEnd() {}
- // });
- // m.fireCDcycle = Infinity; // cool down
- // Composite.add(engine.world, bullet[me]); //add bullet to world
- // bullet[me].endCycle = Infinity
- // bullet[me].charge = 0;
- // bullet[me].do = function() {
- // if (m.energy < 0.005 && !tech.isRailEnergyGain) {
- // m.energy += 0.05 + this.charge * 0.2
- // m.fireCDcycle = m.cycle + 120; // cool down if out of energy
- // this.endCycle = 0;
- // b.refundAmmo()
- // return
- // }
-
- // if ((!input.fire && this.charge > 0.6)) { //fire on mouse release or on low energy
- // m.fireCDcycle = m.cycle + 2; // set fire cool down
- // //normal bullet behavior occurs after firing, overwrites this function
- // Matter.Body.scale(this, 8000, 8000) // show the bullet by scaling it up (don't judge me... I know this is a bad way to do it)
- // this.endCycle = simulation.cycle + 140
- // this.collisionFilter.category = cat.bullet
- // Matter.Body.setPosition(this, {
- // x: m.pos.x,
- // y: m.pos.y
- // })
- // Matter.Body.setAngle(this, m.angle)
- // const speed = 90
- // Matter.Body.setVelocity(this, {
- // x: m.Vx / 2 + speed * this.charge * Math.cos(m.angle),
- // y: m.Vy / 2 + speed * this.charge * Math.sin(m.angle)
- // });
-
- // if (tech.isRodAreaDamage) {
- // this.auraRadius = 800
- // this.semiMinor = 0.5
- // this.where = { x: m.pos.x, y: m.pos.y }
- // this.velocityAura = { x: this.velocity.x, y: this.velocity.y }
- // this.angleAura = this.angle
- // this.do = function() {
- // this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
- // this.velocityAura.y += 0.085 / this.charge;
- // this.where = Vector.add(this.where, this.velocityAura)
-
- // //draw damage aura
- // this.semiMinor = this.semiMinor * 0.99
- // this.auraRadius = this.auraRadius * 0.99
- // let where = Vector.add(Vector.mult(this.velocityAura, -0.5), this.where)
- // ctx.beginPath();
- // ctx.ellipse(where.x, where.y, this.auraRadius * 0.25, this.auraRadius * 0.15 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
- // ctx.fillStyle = "rgba(255,100,0,0.75)";
- // ctx.fill();
- // where = Vector.add(Vector.mult(this.velocity, -1), where)
- // ctx.beginPath();
- // ctx.ellipse(where.x, where.y, this.auraRadius * 0.5, this.auraRadius * 0.5 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
- // ctx.fillStyle = "rgba(255,50,0,0.35)";
- // ctx.fill();
- // where = Vector.add(Vector.mult(this.velocity, -1), where)
- // ctx.beginPath();
- // ctx.ellipse(where.x, where.y, this.auraRadius * 0.75, this.auraRadius * 0.7 * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
- // ctx.fillStyle = "rgba(255,0,0,0.15)";
- // ctx.fill();
- // where = Vector.add(Vector.mult(this.velocity, -1), where)
- // ctx.beginPath();
- // ctx.ellipse(where.x, where.y, this.auraRadius, this.auraRadius * this.semiMinor, this.angleAura, 0, 2 * Math.PI)
- // ctx.fillStyle = "rgba(255,0,0,0.03)";
- // ctx.fill();
- // //damage mobs in a circle based on this.semiMinor radius
- // if (this.auraRadius > 200) {
- // for (let i = 0, len = mob.length; i < len; ++i) {
- // const dist = Vector.magnitude(Vector.sub(mob[i].position, where))
- // if (dist < mob[i].radius + this.auraRadius) {
- // //push mob in direction of bullet
- // const mag = 0.0001
- // mob[i].force.x += mag * this.velocity.x;
- // mob[i].force.y += mag * this.velocity.y;
- // //damage mob
- // const damage = m.dmgScale * 0.002 * dist
- // mob[i].damage(damage);
- // mob[i].locatePlayer();
- // simulation.drawList.push({ //add dmg to draw queue
- // x: mob[i].position.x,
- // y: mob[i].position.y,
- // radius: Math.log(2 * damage + 1.1) * 40,
- // color: "rgba(255,0,0,0.25)",
- // time: simulation.drawTime
- // });
- // }
- // }
- // }
- // //push blocks power ups and mobs to the direction the rod is moving
-
- // }
- // } else {
- // this.do = function() {
- // this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
- // }
- // }
-
- // //knock back
- // const KNOCK = ((input.down) ? 0.1 : 0.5) * this.charge * this.charge
- // player.force.x -= KNOCK * Math.cos(m.angle)
- // player.force.y -= KNOCK * Math.sin(m.angle) * 0.35 //reduce knock back in vertical direction to stop super jumps
- // pushAway(1200 * this.charge)
- // } else { // charging on mouse down
- // if (tech.isFireMoveLock) {
- // Matter.Body.setVelocity(player, {
- // x: 0,
- // y: -55 * player.mass * simulation.g //undo gravity before it is added
- // });
- // player.force.x = 0
- // player.force.y = 0
- // }
-
- // m.fireCDcycle = Infinity //can't fire until mouse is released
- // const previousCharge = this.charge
- // let smoothRate = Math.min(0.998, (input.down ? 0.98 : 0.985) * (0.98 + 0.02 * b.fireCDscale)) //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
- // this.charge = this.charge * smoothRate + 1 - smoothRate
- // m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.33) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
- // //draw targeting
- // let best;
- // let range = 3000
- // const dir = m.angle
- // const path = [{
- // x: m.pos.x + 20 * Math.cos(dir),
- // y: m.pos.y + 20 * Math.sin(dir)
- // },
- // {
- // x: m.pos.x + range * Math.cos(dir),
- // y: m.pos.y + range * Math.sin(dir)
- // }
- // ];
- // const vertexCollision = function(v1, v1End, domain) {
- // for (let i = 0; i < domain.length; ++i) {
- // let vertices = domain[i].vertices;
- // const len = vertices.length - 1;
- // for (let j = 0; j < len; j++) {
- // results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
- // if (results.onLine1 && results.onLine2) {
- // const dx = v1.x - results.x;
- // const dy = v1.y - results.y;
- // const dist2 = dx * dx + dy * dy;
- // if (dist2 < best.dist2) {
- // best = {
- // x: results.x,
- // y: results.y,
- // dist2: dist2,
- // who: domain[i],
- // v1: vertices[j],
- // v2: vertices[j + 1]
- // };
- // }
- // }
- // }
- // results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
- // if (results.onLine1 && results.onLine2) {
- // const dx = v1.x - results.x;
- // const dy = v1.y - results.y;
- // const dist2 = dx * dx + dy * dy;
- // if (dist2 < best.dist2) {
- // best = {
- // x: results.x,
- // y: results.y,
- // dist2: dist2,
- // who: domain[i],
- // v1: vertices[0],
- // v2: vertices[len]
- // };
- // }
- // }
- // }
- // };
-
- // //check for collisions
- // best = {
- // x: null,
- // y: null,
- // dist2: Infinity,
- // who: null,
- // v1: null,
- // v2: null
- // };
- // vertexCollision(path[0], path[1], mob);
- // vertexCollision(path[0], path[1], map);
- // vertexCollision(path[0], path[1], body);
- // if (best.dist2 != Infinity) { //if hitting something
- // path[path.length - 1] = {
- // x: best.x,
- // y: best.y
- // };
- // }
-
- // //draw beam
- // ctx.beginPath();
- // ctx.moveTo(path[0].x, path[0].y);
- // ctx.lineTo(path[1].x, path[1].y);
- // ctx.strokeStyle = `rgba(100,0,180,0.7)`;
- // ctx.lineWidth = this.charge * 1
- // ctx.setLineDash([10, 20]);
- // ctx.stroke();
- // ctx.setLineDash([]);
-
- // //draw magnetic field
- // const X = m.pos.x
- // const Y = m.pos.y
- // const unitVector = { x: Math.cos(m.angle), y: Math.sin(m.angle) }
- // //Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos))
- // const unitVectorPerp = Vector.perp(unitVector)
-
- // function magField(mag, arc) {
- // ctx.moveTo(X, Y);
- // ctx.bezierCurveTo(
- // X + unitVector.x * mag, Y + unitVector.y * mag,
- // X + unitVector.x * mag + unitVectorPerp.x * arc, Y + unitVector.y * mag + unitVectorPerp.y * arc,
- // X + unitVectorPerp.x * arc, Y + unitVectorPerp.y * arc)
- // ctx.bezierCurveTo(
- // X - unitVector.x * mag + unitVectorPerp.x * arc, Y - unitVector.y * mag + unitVectorPerp.y * arc,
- // X - unitVector.x * mag, Y - unitVector.y * mag,
- // X, Y)
- // }
- // ctx.fillStyle = `rgba(50,0,100,0.05)`;
- // for (let i = 3; i < 7; i++) {
- // const MAG = 8 * i * i * this.charge * (0.93 + 0.07 * Math.random())
- // const ARC = 6 * i * i * this.charge * (0.93 + 0.07 * Math.random())
- // ctx.beginPath();
- // magField(MAG, ARC)
- // magField(MAG, -ARC)
- // ctx.fill();
- // }
- // }
- // }
- // }
- // }
- // },
{
- name: "laser",
+ name: "laser", //11
description: "emit a beam of collimated coherent light
drains energy instead of ammunition",
ammo: 0,
ammoPack: Infinity,
@@ -7409,47 +7091,4 @@ const b = {
// },
},
],
- // gunRewind: { //this gun is added with a tech
- // name: "CPT gun",
- // description: "use energy to rewind your health, velocity,
and position up to 10 seconds",
- // ammo: 0,
- // ammoPack: Infinity,
- // have: false,
- // isRewinding: false,
- // lastFireCycle: 0,
- // holdCount: 0,
- // activeGunIndex: null,
- // do() {},
- // fire() {
- // if (this.lastFireCycle === m.cycle - 1) { //button has been held down
- // this.rewindCount += 8;
- // const DRAIN = 0.01
- // let history = m.history[(m.cycle - this.rewindCount) % 600]
- // if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
- // this.rewindCount = 0;
- // m.resetHistory();
- // m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
- // } else {
- // m.energy -= DRAIN
- // if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
- // Matter.Body.setPosition(player, history.position);
- // Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
- // if (m.health !== history.health) {
- // m.health = history.health
- // m.displayHealth();
- // }
- // m.yOff = history.yOff
- // if (m.yOff < 48) {
- // m.doCrouch()
- // } else {
- // m.undoCrouch()
- // }
- // }
- // } else { //button is held the first time
- // this.rewindCount = 0;
- // this.activeGunIndex = b.activeGun
- // }
- // this.lastFireCycle = m.cycle;
- // }
- // }
};
\ No newline at end of file
diff --git a/js/engine.js b/js/engine.js
index d183e02..6129600 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -198,6 +198,7 @@ function collisionChecks(event) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
if (tech.blockDmg) { //electricity
+ console.log("hi")
Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
mobs.statusDoT(mob[k], tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
diff --git a/js/index.js b/js/index.js
index 2d5723d..55c5bc6 100644
--- a/js/index.js
+++ b/js/index.js
@@ -927,6 +927,10 @@ window.addEventListener("keydown", function(event) {
break
case input.key.testing:
if (m.alive && localSettings.loreCount > 0) {
+ if (simulation.difficultyMode > 4) {
+ simulation.makeTextLog("testing mode disabled for this difficulty");
+ break
+ }
if (simulation.testing) {
simulation.testing = false;
simulation.loop = simulation.normalLoop
diff --git a/js/level.js b/js/level.js
index ff6ea08..4822128 100644
--- a/js/level.js
+++ b/js/level.js
@@ -17,11 +17,11 @@ const level = {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.isHorizontalFlipped = true
// m.setField("perfect diamagnetism")
- // b.giveGuns("shotgun")
- // tech.giveTech("bremsstrahlung")
- // tech.giveTech("cherenkov radiation")
- // tech.giveTech("enthalpy")
+ // b.giveGuns("grenades")
// tech.giveTech("rule 30")
+ // tech.giveTech("cherenkov radiation")
+ // tech.giveTech("flame test")
+ // tech.giveTech("pyrotechnics")
// for (let i = 0; i < 10; i++) tech.giveTech("replication")
// tech.giveTech("decoherence")
// tech.giveTech("pneumatic actuator")
@@ -39,7 +39,7 @@ const level = {
// m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(15) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode
- // level.warehouse();
+ // level.temple();
// level.testing(); //not in rotation, used for testing
if (simulation.isTraining) { level.walk(); } else { level.intro(); } //normal starting level ************************************************
// powerUps.research.changeRerolls(3000)
@@ -2644,11 +2644,11 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
//???
- level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
+ // level.difficultyIncrease(30) //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)
+ // for (let i = 0; i < 10; ++i) spawn.launcher(1900, -500)
// spawn.slashBoss(1900, -500)
// spawn.launcherBoss(3200, -500)
// spawn.laserTargetingBoss(1700, -500)
@@ -2663,7 +2663,7 @@ const level = {
// spawn.blinkBoss(1700, -500)
// spawn.snakeSpitBoss(3200, -500)
// spawn.laserBombingBoss(1700, -500)
- // spawn.launcherBoss(3200, -500)
+ spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500)
// spawn.blinkBoss(3200, -500)
// spawn.spiderBoss(1700, -500)
@@ -9511,22 +9511,14 @@ const level = {
me.attackCycle = 0;
me.lastAttackCycle = 0;
- Matter.Body.setDensity(me, 0.014); // extra dense, normal is 0.001 // makes effective life much larger
+ Matter.Body.setDensity(me, 0.012); // extra dense, normal is 0.001 // makes effective life much larger
me.onDeath = function() {
// applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawn(this.position.x + 20, this.position.y, "ammo");
if (Math.random() > 0.5) powerUps.spawn(this.position.x, this.position.y, "ammo");
if (Math.random() > 0.3) powerUps.spawn(this.position.x, this.position.y, "heal", true, null, 30 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5));
- if (simulation.difficulty > 5) {
- // fling player to center
- const SUB = V.sub(this.position, player.position)
- const DISTANCE = V.magnitude(SUB)
- if (DISTANCE < this.eventHorizon) {
- Matter.Body.setVelocity(player, V.mult(SUB, 5e4 / (100 + DISTANCE) / (100 + DISTANCE)))
- }
- }
};
- me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
+ me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1);
me.do = function() {
// keep it slow, to stop issues from explosion knock backs
if (this.speed > 1) {
@@ -9650,12 +9642,13 @@ const level = {
me.isBoss = true;
me.stroke = "transparent";
- me.eventHorizon = 1000;
+ me.eventHorizon = 950;
me.collisionFilter.mask = cat.player | cat.bullet | cat.body;
me.memory = Infinity;
me.attackCycle = 0;
me.lastAttackCycle = 0;
+ me.spawnCycle = 0;
Matter.Body.setDensity(me, 0.08); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function() {
for (let j = 0; j < 8; j++) { //in case some mobs leave things after they die
@@ -9763,14 +9756,16 @@ const level = {
}
}
me.periodicSpawns = function() {
+ if (this.isInvulnerable) return;
+ this.spawnCycle++;
// Spawn annoying purple thing(s) that chases the player
- if (!(simulation.cycle % 180)) {
+ if (!(this.spawnCycle % 180)) {
spawn.seeker(this.position.x, this.position.y, 15 * (0.7 + 0.5 * Math.random()), 7);
spawn.seeker(this.position.x, this.position.y, 4 * (0.7 + 0.5 * Math.random()), 7);
spawn.seeker(this.position.x, this.position.y, 4 * (0.7 + 0.5 * Math.random()), 7);
}
// Spawn the annoying pink (now blue) exploder that doesn't chase the player
- if (!(simulation.cycle % 300)) {
+ if (!(this.spawnCycle % 300)) {
for (let i = 0; i < 3; i++) {
mobGrenade(1100 + 700 * i, -13030, undefined, Math.min(700, 300 + simulation.difficulty * 4), 10);
setVel(mob[mob.length - 1], { x: 0, y: -10 });
@@ -9779,19 +9774,30 @@ const level = {
}
}
// Spawn a bunch of mobs
- if (!(simulation.cycle % 600)) {
- spawn.nodeGroup(this.position.x, this.position.y, "focuser", 3);
+ if (!(this.spawnCycle % 600)) {
+ // This is just ripped off of spawn.nodeGroup because I don't want the shield
+ const nodes = 3;
+ const radius = Math.ceil(Math.random() * 10) + 18;
+ const sideLength = Math.ceil(Math.random() * 100) + 70;
+ const stiffness = Math.random() * 0.03 + 0.005;
+ spawn.allowShields = false; //don't want shields on individual group mobs
+ const angle = 2 * Math.PI / nodes
+ for (let i = 0; i < nodes; ++i) {
+ spawn.focuser(x + sideLength * Math.sin(i * angle), y + sideLength * Math.cos(i * angle), radius);
+ }
+ spawn.constrainAllMobCombos(nodes, stiffness);
+ spawn.allowShields = true;
}
}
me.invulnerableTrap = function() {
if (this.trapCycle < 1) return;
this.trapCycle++;
- // 32 is just an arbitrarily large number
- const spawnCycles = Math.min(32, Math.max(8, 6 + Math.floor(simulation.difficulty / 3)));
+ // 24 is just an arbitrarily large number
+ const spawnCycles = Math.min(24, Math.max(6, 4 + Math.floor(simulation.difficulty / 3)));
// I have no idea how to balance at all, please help me
const spawnDelay = Math.floor(5 + 10 / (1 + Math.sqrt(simulation.difficulty) / 5));
- if (this.trapCycle >= 120) {
- const cycle = this.trapCycle - 120;
+ if (this.trapCycle >= 90) {
+ const cycle = this.trapCycle - 90;
if (!(cycle % spawnDelay)) {
const radius = Math.min(500, 200 + simulation.difficulty * 3);
mobGrenade(600, -13050, 30, radius);
@@ -10220,7 +10226,6 @@ const level = {
this.pit1.height = this.pit1.width = 0;
this.pit2.height = this.pit2.width = 0;
}
-
},
draw() {
this.pit1.query();
@@ -10412,8 +10417,6 @@ const level = {
break;
}
}
- // UwU
- // Will I get timed out for this
if (!isInBounds) {
m.damage(0.1 * simulation.difficultyMode);
trapPlayer(level.enter.x, level.enter.y);
@@ -10601,7 +10604,8 @@ const level = {
powerUps.addResearchToLevel();
}
if (templePlayer.room1.cycles % 600 === 0 && templePlayer.room1.cycles <= 2400) {
- for (let i = 0; i < 3 + Math.pow(simulation.difficulty / 2, 0.7) + Math.floor(templePlayer.room1.cycles / 720); i++) {
+ const spawnAmt = Math.min(3 + Math.pow(simulation.difficulty / 1.7, 0.6), 10) + Math.floor(templePlayer.room1.cycles / 720);
+ for (let i = 0; i < spawnAmt; i++) {
if (Math.random() < 0.5 + 0.07 * simulation.difficulty) {
spawn.randomMob(800 + Math.random() * 3e3, -2400 - Math.random() * 600, Infinity);
}
diff --git a/js/mob.js b/js/mob.js
index d182097..0197f71 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -1060,28 +1060,17 @@ const mobs = {
dmg *= tech.damageFromTech()
//mobs specific damage changes
if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
- // if (this.shield) dmg *= 0.075
- // if (this.isBoss) dmg *= 0.25
- // if (this.damageReduction < 1) { //only used for bosses with this.armor() or shields
- // this.damageReductionGoal += dmg * this.damageReductionScale //reduce damageReductionGoal
- // dmg *= this.damageReduction
- // }
dmg *= this.damageReduction
//energy and heal drain should be calculated after damage boosts
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp && Math.random() < tech.healthDrain * Math.min(this.health, dmg)) {
powerUps.spawn(m.pos.x + 20 * (Math.random() - 0.5), m.pos.y + 20 * (Math.random() - 0.5), "heal");
- // powerUps.spawn(this.position.x + 20 * (Math.random() - 0.5), this.position.y + 20 * (Math.random() - 0.5), "heal");
- // m.addHealth(Math.min(this.health, dmg) * tech.healthDrain)
- // if (m.health > m.maxHealth) m.health = m.maxHealth
}
dmg /= Math.sqrt(this.mass)
this.health -= dmg
//this.fill = this.color + this.health + ')';
this.onDamage(dmg); //custom damage effects
- if ((this.health < 0.05 || isNaN(this.health)) && this.alive) {
- this.death();
- }
+ if ((this.health < 0.05 || isNaN(this.health)) && this.alive) this.death();
}
},
onDamage() {
diff --git a/js/player.js b/js/player.js
index 53cb94c..b43c7e0 100644
--- a/js/player.js
+++ b/js/player.js
@@ -543,18 +543,19 @@ const m = {
for (let i = 1, len = Math.floor(4 + steps / 40); i < len; i++) {
b.grenade(Vector.add(m.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -i * Math.PI / len) //fire different angles for each grenade
const who = bullet[bullet.length - 1]
- if (tech.isVacuumBomb) {
+
+ if (tech.isNeutronBomb) {
+ Matter.Body.setVelocity(who, {
+ x: who.velocity.x * 0.3,
+ y: who.velocity.y * 0.3
+ });
+ } else if (tech.isVacuumBomb) {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.5,
y: who.velocity.y * 0.5
});
} else if (tech.isRPG) {
who.endCycle = simulation.cycle + 10
- } else if (tech.isNeutronBomb) {
- Matter.Body.setVelocity(who, {
- x: who.velocity.x * 0.3,
- y: who.velocity.y * 0.3
- });
} else {
Matter.Body.setVelocity(who, {
x: who.velocity.x * 0.5,
diff --git a/js/powerup.js b/js/powerup.js
index 2381030..a2a7228 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -300,7 +300,7 @@ const powerUps = {
},
endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
if (isCanceled) {
- if (tech.isCancelTech && Math.random() < 0.9) {
+ if (tech.isCancelTech && Math.random() < 0.94) {
// powerUps.research.use('tech')
powerUps[type].effect();
return
diff --git a/js/simulation.js b/js/simulation.js
index ecf78bb..253b5d5 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -838,13 +838,13 @@ const simulation = {
if (tech.isDronesTravel && m.alive) {
//count drones
- let count = 0
+ let droneCount = 0
let sporeCount = 0
let wormCount = 0
let deliveryCount = 0
for (let i = 0; i < bullet.length; ++i) {
if (bullet[i].isDrone) {
- count++
+ droneCount++
if (bullet[i].isImproved) deliveryCount++
} else if (bullet[i].isSpore) {
sporeCount++
@@ -855,11 +855,11 @@ const simulation = {
//respawn drones in animation frame
let respawnDrones = () => {
- if (count > 0) {
+ if (droneCount > 0) {
requestAnimationFrame(respawnDrones);
if (!simulation.paused && !simulation.isChoosing) {
const where = { x: level.enter.x + 50, y: level.enter.y - 60 }
- count--
+ droneCount--
if (tech.isDroneRadioactive) {
b.droneRadioactive({ x: where.x + 100 * (Math.random() - 0.5), y: where.y + 100 * (Math.random() - 0.5) }, 0)
} else {
@@ -1037,7 +1037,7 @@ const simulation = {
if (!(m.cycle % 420)) { //once every 7 seconds
if (tech.isZeno) {
- m.health *= 0.93 //remove 7%
+ m.health *= 0.94 //remove 7%
m.displayHealth();
}
if (tech.cyclicImmunity && m.immuneCycle < m.cycle + tech.cyclicImmunity) m.immuneCycle = m.cycle + tech.cyclicImmunity; //player is immune to damage for 60 cycles
diff --git a/js/tech.js b/js/tech.js
index d4d73d0..5e64ae0 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -217,7 +217,7 @@ const tech = {
}
},
hasExplosiveDamageCheck() {
- return tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.boomBotCount > 1 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
+ return tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isBoomBotUpgrade || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
},
damageFromTech() {
let dmg = 1 //m.fieldDamage
@@ -864,7 +864,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun
+ return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.isOrbitBotUpgrade || tech.isExplosionStun
},
requires: "a stun effect",
effect() {
@@ -2539,7 +2539,7 @@ const tech = {
},
{
name: "Zeno's paradox",
- description: "reduce harm by 85%, but every 5 seconds
remove 7% of your current health",
+ description: "reduce harm by 85%, but every 5 seconds
remove 6% of your current health",
// description: "every 5 seconds remove 1/10 of your health
reduce harm by 90%",
maxCount: 1,
count: 0,
@@ -2704,9 +2704,9 @@ const tech = {
frequencyDefault: 1,
isHealTech: true,
allowed() {
- return !tech.isEnergyHealth
+ return !tech.isNoHeals
},
- requires: "not mass-energy equivalence",
+ requires: "not ergodicity",
effect() {
tech.healthDrain += 0.02;
},
@@ -3296,9 +3296,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
- return level.onLevel > 1 && !tech.isEnergyHealth
+ return level.onLevel > 1 && !tech.isEnergyHealth && !tech.healthDrain
},
- requires: "past level 1, not mass-energy",
+ requires: "past level 1, not mass-energy, enthalpy",
effect() {
tech.isNoHeals = true;
level.difficultyDecrease(simulation.difficultyMode * 2)
@@ -3338,7 +3338,7 @@ const tech = {
{
name: "options exchange",
link: `options exchange`,
- description: `clicking × for a field, tech, or gun has a 90%
chance to randomize choices and not cancel`,
+ description: `clicking × for a field, tech, or gun has a 94%
chance to randomize choices and not cancel`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3961,7 +3961,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
+ return tech.isMineDrop + tech.isNailBotUpgrade + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
},
requires: "nails, nail gun, rivets, shotgun",
effect() {
@@ -4073,7 +4073,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (tech.isNailShot || tech.isNeedles || tech.nailBotCount > 1 || tech.haveGunCheck("nail gun") || tech.isRivets) && !tech.isIncendiary
+ return (tech.isNailShot || tech.isNeedles || tech.isNailBotUpgrade || tech.haveGunCheck("nail gun") || tech.isRivets) && !tech.isIncendiary
},
requires: "nail gun, needles, nails, rivets, not incendiary",
effect() {
@@ -4093,8 +4093,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- // return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) + tech.isNeedles + tech.isNailShot) * 2 > 1
- return tech.isMineDrop || tech.nailBotCount || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !tech.isLaserMine) || (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
+ return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !tech.isLaserMine) || (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
},
requires: "nail gun, nails, rivets, mine, not ceramic needles",
effect() {
@@ -4436,7 +4435,7 @@ const tech = {
},
{
name: "amplitude",
- description: "wave packet amplitude is 33% higher
wave damage is increased by 50%",
+ description: "wave packet amplitude is 33% higher
wave damage is increased by 37%",
isGunTech: true,
maxCount: 3,
count: 0,
@@ -4448,7 +4447,7 @@ const tech = {
requires: "matter wave",
effect() {
tech.waveFrequency *= 0.66
- tech.wavePacketDamage *= 1.5
+ tech.wavePacketDamage *= 1.37
},
remove() {
tech.waveFrequency = 0.2
@@ -4457,7 +4456,7 @@ const tech = {
},
{
name: "propagation",
- description: "wave packet propagation speed is 20% slower
wave damage is increased by 50%",
+ description: "wave packet propagation speed is 25% slower
wave damage is increased by 37%",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -4469,11 +4468,11 @@ const tech = {
requires: "matter wave",
effect() {
tech.waveBeamSpeed *= 0.8;
- tech.waveBeamDamage += 1.5 * 0.5 //this sets base matter wave damage, not used by arcs or circles
+ tech.waveBeamDamage += 1.5 * 0.37 //this sets base matter wave damage
},
remove() {
tech.waveBeamSpeed = 10;
- tech.waveBeamDamage = 1.5 //this sets base matter wave damage, not used by arcs or circles
+ tech.waveBeamDamage = 1.5 //this sets base matter wave damage
}
},
{
@@ -4662,9 +4661,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
+ return tech.implosion === -1 && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.isBoomBotUpgrade || tech.isTokamak)
},
- requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
+ requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation, implosion",
effect: () => {
tech.isExplodeRadio = true; //iridium-192
},
@@ -4681,9 +4680,9 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
- return tech.haveGunCheck("harpoon") || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isRivets || tech.blockDamage > 0.075
+ return !tech.isExplodeRadio && (tech.haveGunCheck("harpoon") || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isRivets || tech.blockDamage > 0.075)
},
- requires: "grenades, missiles, rivets, harpoon, or mass driver",
+ requires: "grenades, missiles, rivets, harpoon, or mass driver, not iridium-192",
effect() {
tech.fragments++
},
@@ -4693,7 +4692,7 @@ const tech = {
},
{
name: "ammonium nitrate",
- description: "increase explosive damage by 27%
increase explosive radius by 27%",
+ description: "increase explosive damage by 24%
increase explosive radius by 24%",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -4704,7 +4703,7 @@ const tech = {
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
- tech.explosiveRadius += 0.27;
+ tech.explosiveRadius += 0.24;
},
remove() {
tech.explosiveRadius = 1;
@@ -4719,9 +4718,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
+ return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() && !tech.isExplosionHarm
},
- requires: "an explosive damage source, not iridium-192",
+ requires: "an explosive damage source, not iridium-192, acetone peroxide",
effect: () => {
tech.isSmallExplosion = true;
},
@@ -4739,9 +4738,9 @@ const tech = {
frequencyDefault: 2,
isBadRandomOption: true,
allowed() {
- return tech.hasExplosiveDamageCheck()
+ return tech.hasExplosiveDamageCheck() && !tech.isSmallExplosion
},
- requires: "an explosive damage source",
+ requires: "an explosive damage source, not nitroglycerin",
effect: () => {
tech.isExplosionHarm = true;
},
@@ -4833,7 +4832,7 @@ const tech = {
},
{
name: "MIRV",
- description: "fire +1 missile and grenade per shot
decrease explosion radius up to 12%",
+ description: "fire +1 missile and grenade per shot
decrease explosion damage and radius 12%",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -4892,6 +4891,25 @@ const tech = {
b.setGrenadeMode()
}
},
+ {
+ name: "implosion",
+ description: "explosions pull objects towards them
increase grenade radius and damage 25%",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.haveGunCheck("grenades") && !tech.isExplodeRadio && !tech.isNeutronBomb
+ },
+ requires: "grenades, not iridium-192, neutron bomb",
+ effect: () => {
+ tech.implosion = 1;
+ },
+ remove() {
+ tech.implosion = -1;
+ }
+ },
{
name: "chain reaction",
description: "increase grenade radius and damage 33%
blocks caught in explosions also explode",
@@ -4901,9 +4919,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.isVacuumBomb && !tech.isExplodeRadio
+ return tech.haveGunCheck("grenades") && !tech.isExplodeRadio && !tech.isNeutronBomb //tech.isVacuumBomb
},
- requires: "grenades, vacuum bomb, not iridium-192",
+ requires: "grenades, not iridium-192, neutron bomb",
effect() {
tech.isBlockExplode = true; //chain reaction
},
@@ -4911,6 +4929,44 @@ const tech = {
tech.isBlockExplode = false;
}
},
+ {
+ name: "flame test",
+ description: "when grenades detonate they release
a colorful cluster of small explosions",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.haveGunCheck("grenades") && !tech.isNeutronBomb
+ },
+ requires: "grenades, not neutron bomb",
+ effect() {
+ tech.isClusterExplode = true;
+ },
+ remove() {
+ tech.isClusterExplode = false;
+ }
+ },
+ {
+ name: "pyrotechnics",
+ description: "when grenades detonate they release
a colorful circle of explosions",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && tech.isClusterExplode
+ },
+ requires: "grenades, flame test, not neutron bomb",
+ effect() {
+ tech.isCircleExplode = true;
+ },
+ remove() {
+ tech.isCircleExplode = false;
+ }
+ },
{
name: "neutron bomb",
description: "grenades are irradiated with Cf-252
does damage, harm, and drains energy",
@@ -4920,9 +4976,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio
+ return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio && !tech.isBlockExplode && !tech.isClusterExplode && tech.implosion === -1
},
- requires: "grenades, not fragmentation, vacuum bomb, iridium-192",
+ requires: "grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, implosion",
effect() {
tech.isNeutronBomb = true;
b.setGrenadeMode()
@@ -4972,9 +5028,9 @@ const tech = {
},
{
name: "nuclear transmutation",
- description: "radiation does 70% more damage and harm
nail, drone, neutron bomb, iridium, string, deflect",
+ description: "radiation does 47% more damage and harm
nail, drone, neutron bomb, iridium, string, deflect",
isGunTech: true,
- maxCount: 1,
+ maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
@@ -4983,7 +5039,7 @@ const tech = {
},
requires: "radiation damage source",
effect() {
- tech.radioactiveDamage = 1.7
+ tech.radioactiveDamage += 1.47
},
remove() {
tech.radioactiveDamage = 1
@@ -5213,7 +5269,7 @@ const tech = {
},
{
name: "annelids",
- description: "increase worm size and damage
between 10% and 120%",
+ description: "increase worm size and damage
by an average of 37%",
isGunTech: true,
maxCount: 3,
count: 0,
@@ -5259,7 +5315,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("matter wave") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.isSporeWorm || tech.foamBotCount > 1 || tech.isFoamBall
+ return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("matter wave") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.isSporeWorm || tech.isFoamBotUpgrade || tech.isFoamBall
},
requires: "drones, spores, missiles, foam, matter wave, neutron bomb, ice IX",
effect() {
@@ -5530,7 +5586,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return !tech.isBulletTeleport && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot || tech.isFoamBall)
+ return !tech.isBulletTeleport && (tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall)
},
requires: "foam, not uncertainty",
effect() {
@@ -5549,7 +5605,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (!tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot || tech.isFoamBall)) || (tech.haveGunCheck("matter wave") && !tech.isLongitudinal)
+ return (!tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall)) || (tech.haveGunCheck("matter wave") && !tech.isLongitudinal)
},
requires: "foam, matter wave, not electrostatic induction, not phonon",
effect() {
@@ -5568,7 +5624,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.haveGunCheck("foam") || tech.isFoamBall || tech.foamBotCount > 1 || tech.isFoamShot || tech.isSporeWorm
+ return tech.haveGunCheck("foam") || tech.isFoamBall || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isSporeWorm
},
requires: "foam, worms",
effect() {
@@ -5587,7 +5643,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot || tech.isFoamBall
+ return tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall
},
requires: "foam",
effect() {
@@ -5608,7 +5664,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot || tech.isFoamBall
+ return tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall
},
requires: "foam",
effect() {
@@ -5814,7 +5870,7 @@ const tech = {
},
{
name: "alternator",
- description: "harpoons drain no energy
railgun generates energy", //as they retract
crouch firing harpoon generates energy",
+ description: "harpoon, railgun, and grappling hook
drain 60% less energy",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5852,7 +5908,10 @@ const tech = {
},
{
name: "Bessemer process",
- description: "increase the size of your harpoon
by 10% of the square root of harpoon ammo",
+ descriptionFunction() {
+ return `increase harpoon size and damage
by 1/10 √ harpoon ammo (${(10 * Math.sqrt(b.guns[9].ammo)).toFixed(0)}%)`
+ },
+ // description: "increase the size of your harpoon
by 10% of √ of harpoon ammo",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5878,8 +5937,8 @@ const tech = {
isGunTech: true,
maxCount: 9,
count: 0,
- frequency: 1,
- frequencyDefault: 1,
+ frequency: 2,
+ frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && b.returnGunAmmo('harpoon') >= (tech.isRailGun ? 5 : 3) * (1 + this.count)
},
@@ -5913,7 +5972,10 @@ const tech = {
},
{
name: "UHMWPE",
- description: "increase the length of your harpoon's rope
by 1% per harpoon ammo",
+ descriptionFunction() {
+ return `increase the length of your harpoon's rope
by 1/100 of harpoon ammo (${(b.guns[9].ammo).toFixed(0)}%)`
+ },
+ // description: "increase the length of your harpoon's rope
by 1% per harpoon ammo",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6021,7 +6083,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine) && tech.laserDamage === 0.17
+ return (tech.haveGunCheck("laser") || tech.isLaserBotUpgrade || tech.isLaserMine) && tech.laserDamage === 0.17
},
requires: "laser, not free-electron",
effect() {
@@ -6044,7 +6106,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isPulseLaser && tech.isLaserDiode === 1
+ return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isPulseLaser && tech.isLaserDiode === 1
},
requires: "laser, not pulse, diodes",
effect() {
@@ -6069,7 +6131,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.laserBotCount > 1
+ return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.isLaserBotUpgrade
},
requires: "laser, not pulse",
effect() {
@@ -6088,7 +6150,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
+ return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
},
requires: "laser, not diffuse beam, pulse, or slow light",
effect() {
@@ -6344,7 +6406,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
+ return m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "standing wave, perfect diamagnetism",
effect() {
@@ -6363,7 +6425,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
- return (m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism") && tech.blockDmg
+ return (m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && tech.blockDmg
},
requires: "bremsstrahlung",
effect() {
@@ -6459,9 +6521,9 @@ const tech = {
frequency: 3,
frequencyDefault: 3,
allowed() {
- return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass") && (build.isExperimentSelection || powerUps.research.count > 3)
+ return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass") && (build.isExperimentSelection || powerUps.research.count > 3) && !tech.isEnergyHealth
},
- requires: "perfect diamagnetism, negative mass, pilot wave",
+ requires: "perfect diamagnetism, negative mass, pilot wave, not mass energy",
effect() {
tech.isFieldHarmReduction = true
for (let i = 0; i < 2; i++) {
@@ -6710,7 +6772,7 @@ const tech = {
frequency: 3,
frequencyDefault: 3,
allowed() {
- return (build.isExperimentSelection || powerUps.research.count > 0) && m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport || tech.isDronesTravel)
+ return (build.isExperimentSelection || powerUps.research.count > 0) && m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport)
},
requires: "molecular assembler, no other manufacturing, no drone tech",
effect() {
@@ -7732,7 +7794,7 @@ const tech = {
// },
{
name: "panpsychism",
- description: "awaken all blocks
blocks have a chance to spawn random power ups",
+ description: "awaken all blocks
blocks have a chance to spawn power ups",
maxCount: 1,
count: 0,
frequency: 0,
@@ -9592,6 +9654,70 @@ const tech = {
},
remove() {}
},
+ // {
+ // name: "rule 90",
+ // maxCount: 1,
+ // count: 0,
+ // frequency: 0,
+ // isJunk: true,
+ // allowed() {
+ // return true
+ // },
+ // requires: "",
+ // effect() {},
+ // remove() {},
+ // state: [
+ // [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false]
+ // ],
+ // rule(state, a, b, c) {
+ // if (state[a] && state[b] && state[c]) return false; // TTT => F
+ // if (state[a] && state[b] && !state[c]) return true; // TTF => T
+ // if (state[a] && !state[b] && state[c]) return false; //TFT => F
+ // if (state[a] && !state[b] && !state[c]) return true; //TFF => T
+ // if (!state[a] && state[b] && state[c]) return true; //FTT => T
+ // if (!state[a] && state[b] && !state[c]) return false; //FTF => F
+ // if (!state[a] && !state[b] && state[c]) return true; //FFT => T
+ // if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
+ // },
+ // id: 0,
+ // descriptionFunction() {
+ // const loop = () => {
+ // if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
+ // let b = []; //produce next row
+ // b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
+ // for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
+ // b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
+ // }
+ // b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
+ // this.state.push(b)
+ // if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
+ // if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
+ // setTimeout(() => { loop() }, 400);
+ // }
+ // }
+ // setTimeout(() => { loop() }, 400);
+ // // if (this.id === 0) {
+ // // for (let i = 0; i < 29; i++) this.state[0][i] = Math.random() < 0.5 //randomize seed
+ // // }
+ // this.id++
+ // return `${this.outputText()}`
+ // },
+ // outputText() {
+ // let text = ""
+ // for (let j = 0; j < this.state.length; j++) {
+ // text += "
" + // for (let i = 0; i < this.state[j].length; i++) { + // if (this.state[j][i]) { + // text += "⬛" //"█" //"■" + // } else { + // text += "⬜" //" " //"□" + // } + // } + // text += "
" + // } + // return text + // }, + // }, { name: "rule 30", maxCount: 1, @@ -9607,7 +9733,8 @@ const tech = { state: [ [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false] ], - rule30(state, a, b, c) { + rule(state, a, b, c) { + //30 if (state[a] && state[b] && state[c]) return false; // TTT => F if (state[a] && state[b] && !state[c]) return false; // TTF => F if (state[a] && !state[b] && state[c]) return false; //TFT => F @@ -9619,21 +9746,40 @@ const tech = { }, id: 0, descriptionFunction() { + + if (this.id === 0 && Math.random() < 0.5) { + // for (let i = 0; i < 29; i++) this.state[0][i] = Math.random() < 0.5 //randomize seed + this.name = "rule 90" + this.link = `${this.name}` + // console.log(this.name) + this.state[0] = [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false] + this.rule = function(state, a, b, c) { + if (state[a] && state[b] && state[c]) return false; // TTT => F + if (state[a] && state[b] && !state[c]) return true; // TTF => T + if (state[a] && !state[b] && state[c]) return false; //TFT => F + if (state[a] && !state[b] && !state[c]) return true; //TFF => T + if (!state[a] && state[b] && state[c]) return true; //FTT => T + if (!state[a] && state[b] && !state[c]) return false; //FTF => F + if (!state[a] && !state[b] && state[c]) return true; //FFT => T + if (!state[a] && !state[b] && !state[c]) return false; //FFF => F + } + } + const loop = () => { if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0) let b = []; //produce next row - b.push(this.rule30(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around + b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array - b.push(this.rule30(this.state[this.state.length - 1], i - 1, i, i + 1)); + b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1)); } - b.push(this.rule30(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around + b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around this.state.push(b) if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research"); - setTimeout(() => { loop() }, 500); + setTimeout(() => { loop() }, 400); } } - setTimeout(() => { loop() }, 500); + setTimeout(() => { loop() }, 400); this.id++ return `${this.outputText()}` }, @@ -10038,5 +10184,8 @@ const tech = { isFoamBall: null, isNoDraftPause: null, isFoamPressure: null, - foamDamage: null + foamDamage: null, + implosion: null, + isClusterExplode: null, + isCircleExplode: null } \ No newline at end of file diff --git a/todo.txt b/todo.txt index 8e9b34a..07b16e9 100644 --- a/todo.txt +++ b/todo.txt @@ -1,22 +1,51 @@ ******************************************************** NEXT PATCH ************************************************** -bremsstrahlung does extra damage to shields +grenade tech: flame test - grenades release a cluster of smaller explosions +grenade tech: pyrotechnics - grenades release a circle of smaller explosions +grenade tech: implosion - explosions pull things in, not out, +25% to grenade explosion damage and radius +chain reaction no longer requires vacuum bomb +bosses and mobs have much less knock back from explosions + invulnerable mobs have no knock back + +alternator harpoon/grapple/railgun energy drain reduced by 100->60% +bots no longer unlock tech until you upgrade to a bot type +JUNK tech rule 30 is now sometimes rule 90 instead +disabled testing for why? mode + +wave beam + amplitude 50->37% damage + propagation 50->37% damage +worms + annelids 10-120% -> about 37% damage +radiation + nuclear transmutation stacks 9x + gives 70->47% damage per stack +explosions + ammonium nitrate 27->24% damage and radius -bug fixes ******************************************************** TODO ******************************************************** -tech: increase damage from all radioactive sources by 66% - apply to dots and to drones, neutron bomb, and radioactive explosions +buff early matter wave without phonon + +some grenade tech made all the bosses go away and not drop anything + check: fireworks, vacuum, stun, chain reaction, implosion + +more fireworks themed grenade tech + shotting star - fire a series of explosions higher and higher up, also increase radius with height + star burst - 5 explosions in star shape + delay - explosion in same place + pulse + 30s of lasers + +merge mines and grenades? +tech - neutron bombs deal 100% more damage, but finishes detonating much faster +tech - neutron bombs will explode into a small iridum explosion after it expires tech: damage mobs in your last 10 seconds of history field tech? time dilation? -standing wave is weak vs. exploding bullets - -add foam tech that makes foam stronger vs. shields - tech: eternalism - don't pause time during draft bugs? requirements change after draft is generated @@ -26,6 +55,7 @@ tech expansion: should also make other fields do things how to make the description work change description based on your current field? perfect diamagnetism moves forward when you hold down the shield + it's great, but maybe annoying? maybe only with crouch? time dilation drains 1/2 as much energy when paused grow plasma torch as you hold it down