mod bot upgrades

This commit is contained in:
landgreen
2020-07-22 08:50:40 -07:00
parent 0b3d9a946c
commit e30f63ad94
10 changed files with 510 additions and 452 deletions

View File

@@ -966,11 +966,20 @@ const b = {
};
bullet[me].do = function () {};
},
// **************************************************************************************************
// **************************************************************************************************
// ******************************** Bots *********************************************
// **************************************************************************************************
// **************************************************************************************************
respawnBots() {
for (let i = 0; i < mod.laserBotCount; i++) b.laserBot()
for (let i = 0; i < mod.nailBotCount; i++) b.nailBot()
for (let i = 0; i < mod.foamBotCount; i++) b.foamBot()
for (let i = 0; i < mod.boomBotCount; i++) b.boomBot()
for (let i = 0; i < mod.plasmaBotCount; i++) b.plasmaBot()
},
randomBot(where = mech.pos, isKeep = true) {
if (Math.random() < 0.05) { //very low chance of plasma bot
b.plasmaBot(where)
if (isKeep) mod.plasmaBotCount++;
} else if (Math.random() < 0.25) {
if (Math.random() < 0.25) {
b.nailBot(where)
if (isKeep) mod.nailBotCount++;
} else if (Math.random() < 0.33) {
@@ -984,11 +993,12 @@ const b = {
if (isKeep) mod.boomBotCount++;
}
},
nailBot(position = mech.pos) {
nailBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (12 + 4 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
@@ -997,7 +1007,8 @@ const b = {
restitution: 0.6 * (1 + 0.5 * Math.random()),
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 56 + Math.floor(17 * Math.random()),
// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
lastLookCycle: game.cycle + 60 * Math.random(),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 70 * (1 + 0.3 * Math.random()),
endCycle: Infinity,
@@ -1012,7 +1023,8 @@ const b = {
},
onEnd() {},
do() {
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
if (this.lastLookCycle < game.cycle) {
this.lastLookCycle = game.cycle + 65 - this.isUpgraded * 30
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
@@ -1026,25 +1038,22 @@ const b = {
}
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
// this.frictionAir = 0.1
} else { //close to player
// this.frictionAir = 0
//add player's velocity
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17)));
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
foamBot(position = mech.pos) {
foamBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (10 + 5 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 6, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
@@ -1080,12 +1089,11 @@ const b = {
const radius = 6 + 7 * Math.random()
const SPEED = 29 - radius * 0.5; //(mech.crouch ? 32 : 20) - radius * 0.7;
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
b.foam(this.position, velocity, radius)
b.foam(this.position, velocity, radius + 8 * this.isUpgraded)
break;
}
}
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > this.range) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
@@ -1096,279 +1104,12 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
plasmaBot(position = mech.pos) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = 21
bullet[me] = Bodies.polygon(position.x, position.y, 5, RADIUS, {
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 25,
cd: 0,
acceleration: 0.009,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 150) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
}
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find closest
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = mod.isPlasmaRange * 1000;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
//fire plasma at target
if (this.lockedOn && this.lockedOn.alive && mech.fieldCDcycle < mech.cycle) {
const sub = Vector.sub(this.lockedOn.position, this.position)
const DIST = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
const DRAIN = 0.0022
if (DIST < mod.isPlasmaRange * 550 && mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
}
//calculate laser collision
let best;
let range = mod.isPlasmaRange * (140 + 300 * Math.sqrt(Math.random()))
const path = [{
x: this.position.x,
y: this.position.y
},
{
x: this.position.x + range * unit.x,
y: this.position.y + range * unit.y
}
];
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 = game.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 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.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 && (!domain[i].mob || domain[i].alive)) {
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
};
if (best.who.alive) {
const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { //friction
x: best.who.velocity.x * 0.7,
y: best.who.velocity.y * 0.7
});
//draw mob damage circle
game.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(dmg) * 50,
color: "rgba(255,0,255,0.2)",
time: game.drawTime * 4
});
} else if (!best.who.isStatic) {
//push blocks away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
Matter.Body.applyForce(best.who, path[1], force)
}
}
//draw blowtorch laser beam
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2
ctx.stroke();
//draw electricity
let x = this.position.x + 20 * unit.x;
let y = this.position.y + 20 * unit.y;
ctx.beginPath();
ctx.moveTo(x, y);
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 5
for (let i = 0; i < 4; i++) {
x += step * (unit.x + 1.5 * (Math.random() - 0.5))
y += step * (unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
boomBot(position = mech.pos) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (7 + 2 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0,
minDmgSpeed: 0,
lookFrequency: 35 + Math.floor(7 * Math.random()),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 500 * (1 + 0.1 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
explode: 0,
onDmg() {
if (this.lockedOn) {
const explosionRadius = Math.min(170, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
if (explosionRadius > 60) {
this.explode = explosionRadius
//
//push away from player, because normal explosion knock doesn't do much
// const sub = Vector.sub(this.lockedOn.position, mech.pos)
// mag = Math.min(35, 20 / Math.sqrt(this.lockedOn.mass))
// Matter.Body.setVelocity(this.lockedOn, Vector.mult(Vector.normalise(sub), mag))
}
this.lockedOn = null //lose target so bot returns to player
}
},
onEnd() {},
do() {
if (this.explode) {
b.explosion(this.position, this.explode); //makes bullet do explosive damage at end
this.explode = 0;
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 100) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
} else if (distanceToPlayer < 250) { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find targets
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist && mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
}
//punch target
if (this.lockedOn && this.lockedOn.alive) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range &&
Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.012 * this.mass))
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
laserBot(position = mech.pos) {
laserBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (14 + 6 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 3, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
@@ -1430,7 +1171,7 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014 * mod.isLaserDiode
mech.energy -= 0.0014 * mod.isLaserDiode - 0.0007 * this.isUpgraded
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
@@ -1438,7 +1179,6 @@ const b = {
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
//find the closest vertex
let bestVertexDistance = Infinity
let bestVertex = null
@@ -1472,6 +1212,272 @@ const b = {
})
World.add(engine.world, bullet[me]); //add bullet to world
},
boomBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = (7 + 2 * Math.random())
bullet[me] = Bodies.polygon(position.x, position.y, 4, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0,
minDmgSpeed: 0,
lookFrequency: 35 + Math.floor(7 * Math.random()),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 500 * (1 + 0.1 * Math.random()),
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
explode: 0,
onDmg() {
if (this.lockedOn) {
const explosionRadius = Math.min(170 + 70 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
if (explosionRadius > 60) {
this.explode = explosionRadius
//
//push away from player, because normal explosion knock doesn't do much
// const sub = Vector.sub(this.lockedOn.position, mech.pos)
// mag = Math.min(35, 20 / Math.sqrt(this.lockedOn.mass))
// Matter.Body.setVelocity(this.lockedOn, Vector.mult(Vector.normalise(sub), mag))
}
this.lockedOn = null //lose target so bot returns to player
}
},
onEnd() {},
do() {
if (this.explode) {
b.explosion(this.position, this.explode); //makes bullet do explosive damage at end
this.explode = 0;
}
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 100) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
} else if (distanceToPlayer < 250) { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find targets
if (!(game.cycle % this.lookFrequency) && !mech.isStealth) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist && mob[i].dropPowerUp &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
}
//punch target
if (this.lockedOn && this.lockedOn.alive) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range &&
Matter.Query.ray(map, this.position, this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.012 * this.mass))
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
plasmaBot(position = mech.pos, isUpgraded = mod.isBotUpgrade) {
const me = bullet.length;
const dir = mech.angle;
const RADIUS = 21
bullet[me] = Bodies.polygon(position.x, position.y, 5, RADIUS, {
isUpgraded: isUpgraded,
isBot: true,
angle: dir,
friction: 0,
frictionStatic: 0,
frictionAir: 0.05,
restitution: 1,
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
minDmgSpeed: 2,
lookFrequency: 25,
cd: 0,
acceleration: 0.009,
endCycle: Infinity,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield
},
lockedOn: null,
onDmg() {
this.lockedOn = null
},
onEnd() {},
do() {
const distanceToPlayer = Vector.magnitude(Vector.sub(this.position, mech.pos))
if (distanceToPlayer > 150) { //if far away move towards player
this.force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, this.position)), this.mass * this.acceleration)
}
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
//find closest
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = mod.isPlasmaRange * 1000;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (DIST < closeDist &&
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
//fire plasma at target
if (this.lockedOn && this.lockedOn.alive && mech.fieldCDcycle < mech.cycle) {
const sub = Vector.sub(this.lockedOn.position, this.position)
const DIST = Vector.magnitude(sub);
const unit = Vector.normalise(sub)
const DRAIN = 0.0016 - 0.0008 * this.isUpgraded
if (DIST < mod.isPlasmaRange * 550 && mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
mech.fieldCDcycle = mech.cycle + 120;
mech.energy = 0;
}
//calculate laser collision
let best;
let range = mod.isPlasmaRange * (140 + 300 * Math.sqrt(Math.random()))
const path = [{
x: this.position.x,
y: this.position.y
},
{
x: this.position.x + range * unit.x,
y: this.position.y + range * unit.y
}
];
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 = game.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 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = game.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 && (!domain[i].mob || domain[i].alive)) {
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
};
if (best.who.alive) {
const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
Matter.Body.setVelocity(best.who, { //friction
x: best.who.velocity.x * 0.7,
y: best.who.velocity.y * 0.7
});
//draw mob damage circle
game.drawList.push({
x: path[1].x,
y: path[1].y,
radius: Math.sqrt(dmg) * 50,
color: "rgba(255,0,255,0.2)",
time: game.drawTime * 4
});
} else if (!best.who.isStatic) {
//push blocks away
const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.007 * Math.sqrt(Math.sqrt(best.who.mass)))
Matter.Body.applyForce(best.who, path[1], force)
}
}
//draw blowtorch laser beam
ctx.strokeStyle = "rgba(255,0,255,0.1)"
ctx.lineWidth = 14
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
ctx.strokeStyle = "#f0f";
ctx.lineWidth = 2
ctx.stroke();
//draw electricity
let x = this.position.x + 20 * unit.x;
let y = this.position.y + 20 * unit.y;
ctx.beginPath();
ctx.moveTo(x, y);
const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 5
for (let i = 0; i < 4; i++) {
x += step * (unit.x + 1.5 * (Math.random() - 0.5))
y += step * (unit.y + 1.5 * (Math.random() - 0.5))
ctx.lineTo(x, y);
}
ctx.lineWidth = 2 * Math.random();
ctx.stroke();
}
}
}
})
World.add(engine.world, bullet[me]); //add bullet to world
},
// **************************************************************************************************
// **************************************************************************************************
// ******************************** Guns *********************************************
// **************************************************************************************************
// **************************************************************************************************
giveGuns(gun = "random", ammoPacks = 6) {
if (gun === "random") {
//find what guns player doesn't have
@@ -1979,8 +1985,8 @@ const b = {
name: "flak",
description: "fire a <strong>cluster</strong> of short range <strong>projectiles</strong><br><strong class='color-e'>explodes</strong> on <strong>contact</strong> or after half a second",
ammo: 0,
ammoPack: 7,
defaultAmmoPack: 7, //use to revert ammoPack after mod changes drop rate
ammoPack: 6,
defaultAmmoPack: 6, //use to revert ammoPack after mod changes drop rate
have: false,
isEasyToAim: false,
fire() {
@@ -2098,12 +2104,11 @@ const b = {
for (let i = 0, len = mob.length; i < len; ++i) {
if (mob[i].shield) {
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (dist < this.explodeRad) mob[i].damage(Infinity);
} else if (mob[i].alive && !mob[i].isShielded) {
const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
if (dist < this.explodeRad) mob[i].damage(0.8 * b.dmgScale);
if (dist < this.explodeRad) mob[i].health *= 0.8
}
}
const dist = Vector.magnitude(Vector.sub(this.position, player.position))
if (dist < this.explodeRad) mech.energy = 0 //remove player energy
}
}
bullet[me].onDmg = function () {

View File

@@ -200,7 +200,7 @@ const game = {
if (b.inventory[0] === b.activeGun) {
let lessDamage = 1
for (let i = 0, len = b.inventory.length; i < len; i++) {
lessDamage *= 0.84 // 1 - 0.16
lessDamage *= 0.85 // 1 - 0.15
}
document.getElementById("mod-entanglement").innerHTML = " " + ((1 - lessDamage) * 100).toFixed(0) + "%"
} else {
@@ -908,9 +908,9 @@ const game = {
ctx.stroke();
},
wireFrame() {
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStyle = "#999";
// ctx.textAlign = "center";
// ctx.textBaseline = "middle";
// ctx.fillStyle = "#999";
const bodies = Composite.allBodies(engine.world);
ctx.beginPath();
for (let i = 0; i < bodies.length; ++i) {
@@ -928,17 +928,17 @@ const game = {
},
testing() {
//query zones
ctx.beginPath();
for (let i = 0, len = level.queryList.length; i < len; ++i) {
ctx.rect(
level.queryList[i].bounds.max.x,
level.queryList[i].bounds.max.y,
level.queryList[i].bounds.min.x - level.queryList[i].bounds.max.x,
level.queryList[i].bounds.min.y - level.queryList[i].bounds.max.y
);
}
ctx.fillStyle = "rgba(0, 0, 255, 0.2)";
ctx.fill();
// ctx.beginPath();
// for (let i = 0, len = level.queryList.length; i < len; ++i) {
// ctx.rect(
// level.queryList[i].bounds.max.x,
// level.queryList[i].bounds.max.y,
// level.queryList[i].bounds.min.x - level.queryList[i].bounds.max.x,
// level.queryList[i].bounds.min.y - level.queryList[i].bounds.max.y
// );
// }
// ctx.fillStyle = "rgba(0, 0, 255, 0.2)";
// ctx.fill();
//jump
ctx.beginPath();
let bodyDraw = jumpSensor.vertices;
@@ -947,10 +947,10 @@ const game = {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(255, 0, 0, 0.3)";
ctx.fillStyle = "rgba(255, 0, 0, 0.5)";
ctx.fill();
ctx.strokeStyle = "#000";
ctx.stroke();
// ctx.strokeStyle = "#000";
// ctx.stroke();
//main body
ctx.beginPath();
bodyDraw = playerBody.vertices;
@@ -959,9 +959,9 @@ const game = {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(0, 255, 255, 0.3)";
ctx.fillStyle = "rgba(0, 255, 255, 0.25)";
ctx.fill();
ctx.stroke();
// ctx.stroke();
//head
ctx.beginPath();
bodyDraw = playerHead.vertices;
@@ -970,9 +970,9 @@ const game = {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(255, 255, 0, 0.3)";
ctx.fillStyle = "rgba(255, 255, 0, 0.4)";
ctx.fill();
ctx.stroke();
// ctx.stroke();
//head sensor
ctx.beginPath();
bodyDraw = headSensor.vertices;
@@ -981,9 +981,9 @@ const game = {
ctx.lineTo(bodyDraw[j].x, bodyDraw[j].y);
}
ctx.lineTo(bodyDraw[0].x, bodyDraw[0].y);
ctx.fillStyle = "rgba(0, 0, 255, 0.3)";
ctx.fillStyle = "rgba(0, 0, 255, 0.25)";
ctx.fill();
ctx.stroke();
// ctx.stroke();
}
},
checkLineIntersection(v1, v1End, v2, v2End) {

View File

@@ -93,20 +93,20 @@ const build = {
<span style="font-size:1.5em;font-weight: 600;">PAUSED</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; press P to resume
</div>
<div class="pause-grid-module" style = "font-size: 13px;line-height: 120%;padding: 5px;">
<strong>damage increase: ${((mod.damageFromMods()-1)*100).toFixed(0)}%
<br>harm reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%
<br>fire delay decrease: ${((1-b.fireCD)*100).toFixed(0)}%</strong>
<strong class='color-d'>damage</strong> increase: ${((mod.damageFromMods()-1)*100).toFixed(0)}%
<br><strong class='color-harm'>harm</strong> reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%
<br><strong>fire delay</strong> decrease: ${((1-b.fireCD)*100).toFixed(0)}%
<br>
<br>health: (${(mech.health*100).toFixed(0)} / ${(mech.maxHealth*100).toFixed(0)}) &nbsp; energy: (${(mech.energy*100).toFixed(0)} / ${(mech.maxEnergy*100).toFixed(0)})
<br>mass: ${player.mass.toFixed(1)} &nbsp; rerolls: ${powerUps.reroll.rerolls}
<br><strong class='color-r'>rerolls</strong>: ${powerUps.reroll.rerolls}
<br><strong class='color-h'>health</strong>: (${(mech.health*100).toFixed(0)} / ${(mech.maxHealth*100).toFixed(0)}) &nbsp; <strong class='color-f'>energy</strong>: (${(mech.energy*100).toFixed(0)} / ${(mech.maxEnergy*100).toFixed(0)})
<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) &nbsp; velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
<br>mouse: (${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)}) &nbsp; mass: ${player.mass.toFixed(1)}
<br>
<br>level: ${level.levelsCleared} - ${level.levels[level.onLevel]} (${level.difficultyText()})
<br>level: ${level.levelsCleared} - ${level.levels[level.onLevel]} (${level.difficultyText()}) &nbsp; ${mech.cycle} cycles
<br>${mob.length} mobs, &nbsp; ${body.length} blocks, &nbsp; ${bullet.length} bullets, &nbsp; ${powerUp.length} power ups
<br>mouse: (${game.mouseInGame.x.toFixed(1)}, ${game.mouseInGame.y.toFixed(1)}) &nbsp; ${mech.cycle} cycles
<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
<br>harm difficulty scale: ${(game.dmgScale*100).toFixed(0)}%
<br>damage difficulty scale: ${(b.dmgScale*100).toFixed(0) }%
<br>heal difficulty scale: ${(game.healScale*100).toFixed(0)}%
<br>heal difficulty scale: ${(game.healScale*100).toFixed(1)}%
</div>`;
let countGuns = 0
let countMods = 0
@@ -407,7 +407,7 @@ function setupCanvas() {
canvas.width2 = canvas.width / 2; //precalculated because I use this often (in mouse look)
canvas.height2 = canvas.height / 2;
canvas.diagonal = Math.sqrt(canvas.width2 * canvas.width2 + canvas.height2 * canvas.height2);
ctx.font = "15px Arial";
ctx.font = "18px Arial";
ctx.lineJoin = "round";
ctx.lineCap = "round";
// ctx.lineCap='square';

View File

@@ -16,12 +16,13 @@ const level = {
// game.zoomScale = 1000;
// game.setZoom();
// mech.isStealth = true;
// mod.giveMod("nail-bot");
// mod.giveMod("bot upgrades");
// mod.nailBotCount += 10
// b.giveGuns("ice IX")
// mech.setField("plasma torch")
level.intro(); //starting level
// level.testing();
level.intro(); //starting level
// level.testChamber()
// level.sewers();
// level.satellite();
@@ -39,17 +40,12 @@ const level = {
// spawn.pickList = ["focuser", "focuser"]
level[level.levels[level.onLevel]](); //picks the current map from the the levels array
}
level.levelAnnounce();
game.noCameraScroll();
game.setZoom();
level.addToWorld(); //add bodies to game engine
game.draw.setPaths();
for (let i = 0; i < mod.laserBotCount; i++) b.laserBot()
for (let i = 0; i < mod.nailBotCount; i++) b.nailBot()
for (let i = 0; i < mod.foamBotCount; i++) b.foamBot()
for (let i = 0; i < mod.boomBotCount; i++) b.boomBot()
for (let i = 0; i < mod.plasmaBotCount; i++) b.plasmaBot()
b.respawnBots();
if (mod.isArmorFromPowerUps) {
mech.maxHealth += 0.05 * powerUps.totalPowerUps
if (powerUps.totalPowerUps) game.makeTextLog("<span style='font-size:115%;'> max health increased by " + (0.05 * powerUps.totalPowerUps * 100).toFixed(0) + "%</span>", 300)
@@ -121,6 +117,19 @@ const level = {
}
}
}
//remove block if touching
touching = Matter.Query.collides(this, body)
if (touching.length !== 0) {
if (body.length) {
for (let i = 0; i < body.length; i++) {
if (body[i] === touching[0].bodyB) {
body.splice(i, 1);
break;
}
}
}
Matter.World.remove(engine.world, touching[0].bodyB);
}
}
const portalA = composite[composite.length] = Bodies.rectangle(centerA.x, centerA.y, width, height, {
@@ -172,6 +181,30 @@ const level = {
return [portalA, portalB, mapA, mapB]
},
testChamber() {
level.setPosToSpawn(0, -50); //lower start
level.exit.y = level.enter.y - 550;
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = level.enter.x;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 2000
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#444";
level.fillBG.push({ //full map white
x: -375,
y: -3700,
width: 2975,
height: 3800,
color: "#ddd"
});
level.fillBG.push({ //exit room
x: -300,
y: -1000,
width: 650,
height: 500,
color: "#d4f4f4"
});
const portal = level.portal({
x: 2500,
y: -75
@@ -188,19 +221,6 @@ const level = {
y: -2150
}, -Math.PI / 2) //up
const hazard = level.hazard(175, -2050, 1050, 10, 0.15, "hsl(0, 100%, 50%)") //laser
const hazard2 = level.hazard(1775, -2550, 150, 10, 0.15, "hsl(0, 100%, 50%)") //laser
const button = level.button(2100, -2600)
level.setPosToSpawn(0, -50); //lower start
level.exit.y = level.enter.y - 550;
level.fillBG.push({
x: -300,
y: -1000,
width: 650,
height: 500,
color: "#d4f4f4"
});
const portal3 = level.portal({
x: 1850,
y: -550
@@ -208,6 +228,9 @@ const level = {
x: 2425,
y: -600
}, -2 * Math.PI / 3) //up left
const hazard = level.hazard(175, -2050, 1050, 10, 0.15, "hsl(0, 100%, 50%)") //laser
const hazard2 = level.hazard(1775, -2550, 150, 10, 0.15, "hsl(0, 100%, 50%)") //laser
const button = level.button(2100, -2600)
level.custom = () => {
level.playerExitCheck();
@@ -245,13 +268,6 @@ const level = {
portal3[2].draw();
portal3[3].draw();
};
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = level.enter.x;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 2000
game.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#dcdcde";
powerUps.spawnStartingPowerUps(1975, -3075);
const powerUpPos = shuffle([{ //no debris on this level but 2 random spawn instead
@@ -278,22 +294,24 @@ const level = {
spawn.mapRect(-400, 0, 3100, 200); //floor
//lower entrance /exit
spawn.mapRect(300, -550, 50, 350); //right entrance wall
spawn.mapRect(-400, -550, 1825, 50); //ceiling
spawn.bodyRect(312, -750, 25, 200);
spawn.mapRect(1075, -100, 575, 200);
spawn.bodyRect(1775, -75, 75, 75);
// spawn.mapRect(300, -550, 50, 350); //right entrance wall
// spawn.mapRect(-400, -550, 1825, 50); //ceiling
// spawn.mapRect(1075, -100, 575, 200);
// spawn.bodyRect(312, -200, 25, 200);
// spawn.bodyRect(1775, -75, 100, 100);
spawn.mapRect(1075, -375, 50, 225);
spawn.bodyRect(1087, -150, 25, 150);
//upper entrance / exit
spawn.mapRect(-400, -1050, 750, 50);
spawn.mapRect(300, -1050, 50, 300);
spawn.bodyRect(312, -200, 25, 200);
spawn.bodyRect(312, -750, 25, 200);
// spawn.mapRect(1400, -1025, 50, 300);
// spawn.mapRect(1400, -1025, 50, 825);
spawn.mapRect(600, -600, 275, 75);
spawn.bodyRect(675, -725, 125, 125);
spawn.mapRect(1075, -1050, 550, 400);
spawn.mapRect(300, -550, 1475, 250);
spawn.mapRect(-400, -550, 2175, 250);
spawn.mapRect(-200, -1700, 150, 25); //platform above exit room
spawn.mapRect(-200, -1325, 350, 25);
@@ -332,30 +350,37 @@ const level = {
spawn.mapRect(0, -1975, 175, 50);
spawn.mapRect(1225, -1975, 175, 50);
spawn.mapRect(150, -2150, 50, 225);
spawn.mapRect(1200, -2150, 50, 225);
spawn.mapRect(150, -2150, 25, 225);
spawn.mapRect(1225, -2150, 25, 225);
spawn.randomMob(1075, -3500, 0.2);
spawn.randomMob(-75, -3425, 0.2);
spawn.randomMob(1475, -225, 0.3);
spawn.randomMob(2075, -150, 0.5);
spawn.randomMob(2175, -700, 0.5);
if (game.difficulty > 40) {
spawn.randomMob(2300, -2775, 0.4);
spawn.randomMob(600, -925, 0.1);
spawn.randomMob(1550, -2750, 0.3);
spawn.randomMob(1350, -1150, 0.4);
spawn.randomMob(-75, -1475, 0.6);
//mobs
spawn.randomMob(1075, -3500, 0);
// spawn.randomMob(-75, -3425, 0.2);
spawn.randomMob(1475, -225, 0);
spawn.randomMob(2075, -150, 0);
spawn.randomMob(2175, -700, 0);
spawn.randomMob(-75, -850, 0.1);
spawn.randomMob(1300, -600, 0.1);
spawn.randomMob(550, -3400, 0.1);
if (game.difficulty > 50) {
spawn.randomMob(2300, -2775, -0.5);
spawn.randomMob(600, -925, -0.5);
spawn.randomMob(1550, -2750, -0.5);
spawn.randomMob(1350, -1150, -0.5);
spawn.randomMob(-75, -1475, 0);
spawn.randomBoss(600, -2600, 0);
}
if (game.difficulty > 24) spawn.randomBoss(600, -2600, 0.4);
if (game.difficulty > 12) {
spawn.randomLevelBoss(700, -1550, ["shooterBoss", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss"]);
} else {
// spawn.randomMob(700, -1650, 1);
spawn.randomMob(600, -3500, 1);
spawn.randomMob(-75, -1175, 1);
if (game.difficulty < 30) {
spawn.randomMob(700, -1650, 0);
spawn.randomMob(600, -3500, 0.2);
spawn.randomMob(-75, -1175, 0.2);
powerUps.spawnBossPowerUp(-125, -1760);
} else {
if (Math.random() < 0.5) {
spawn.randomLevelBoss(700, -1550, ["shooterBoss", "launcherBoss", "laserTargetingBoss"]);
} else {
spawn.randomLevelBoss(675, -2775, ["shooterBoss", "launcherBoss", "laserTargetingBoss"]);
}
}
powerUps.addRerollToLevel() //needs to run after mobs are spawned
},
@@ -2304,26 +2329,26 @@ const level = {
// if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.21; //damage done by mobs increases each level
b.dmgScale *= 0.91; //damage done by player decreases each level
game.dmgScale += 0.25; //damage done by mobs increases each level
b.dmgScale *= 0.92; //damage done by player decreases each level
game.accelScale *= 1.027 //mob acceleration increases each level
game.lookFreqScale *= 0.974 //mob cycles between looks decreases each level
game.CDScale *= 0.964 //mob CD time decreases each level
game.lookFreqScale *= 0.975 //mob cycles between looks decreases each level
game.CDScale *= 0.966 //mob CD time decreases each level
}
game.healScale = 1 / (1 + game.difficulty * 0.09) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
game.healScale = 1 / (1 + game.difficulty * 0.08) //a higher denominator makes for lower heals // mech.health += heal * game.healScale;
},
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
for (let i = 0; i < num; i++) {
game.difficulty--
game.dmgScale -= 0.21; //damage done by mobs increases each level
game.dmgScale -= 0.25; //damage done by mobs increases each level
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
b.dmgScale /= 0.91; //damage done by player decreases each level
b.dmgScale /= 0.92; //damage done by player decreases each level
game.accelScale /= 1.027 //mob acceleration increases each level
game.lookFreqScale /= 0.974 //mob cycles between looks decreases each level
game.CDScale /= 0.964 //mob CD time decreases each level
game.lookFreqScale /= 0.975 //mob cycles between looks decreases each level
game.CDScale /= 0.966 //mob CD time decreases each level
}
if (game.difficulty < 1) game.difficulty = 0;
game.healScale = 1 / (1 + game.difficulty * 0.09)
game.healScale = 1 / (1 + game.difficulty * 0.08)
},
difficultyText(mode = document.getElementById("difficulty-select").value) {
if (mode === "0") {

View File

@@ -1026,7 +1026,7 @@ const mobs = {
} else if (Math.random() < 0.5 && !mod.isSuperDeterminism) {
type = "reroll"
}
for (let i = 0, len = 1 + Math.ceil(2 * Math.random()); i < len; i++) {
for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
powerUps.spawn(this.position.x, this.position.y, type);
if (Math.random() < mod.bayesian) powerUps.spawn(this.position.x, this.position.y, type);
}

View File

@@ -204,9 +204,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return true
return mech.harmReduction() < 1
},
requires: "",
requires: "some harm reduction",
effect() {
mod.isHarmDamage = true;
},
@@ -460,13 +460,13 @@ const mod = {
},
{
name: "bot fabrication",
description: "anytime you collect <strong>3</strong> <strong class='color-r'>rerolls</strong><br>use them to build a random <strong>bot</strong>",
description: "anytime you collect <strong>4</strong> <strong class='color-r'>rerolls</strong><br>use them to build a random <strong>bot</strong>",
maxCount: 1,
count: 0,
allowed() {
return powerUps.reroll.rerolls > 2 || build.isCustomSelection
return powerUps.reroll.rerolls > 3 || build.isCustomSelection
},
requires: "at least 3 rerolls",
requires: "at least 4 rerolls",
effect() {
mod.isRerollBots = true;
powerUps.reroll.changeRerolls(0)
@@ -493,7 +493,23 @@ const mod = {
},
{
name: "perimeter defense",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>6%</strong><br>for each of your permanent <strong>bots</strong>",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>4%</strong><br>for each of your permanent <strong>bots</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.totalBots() > 4 && !mod.isEnergyHealth
},
requires: "5 or more bots",
effect() {
mod.isBotArmor = true
},
remove() {
mod.isBotArmor = false
}
},
{
name: "bot upgrades",
description: "<strong>50% improved:</strong> nail fire rate, boom explosion,<br>foam size, laser drain, and plasma drain",
maxCount: 1,
count: 0,
allowed() {
@@ -501,10 +517,16 @@ const mod = {
},
requires: "2 or more bots",
effect() {
mod.isBotArmor = true
mod.isBotUpgrade = true
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].isBot) bullet[i].isUpgraded = true
}
},
remove() {
mod.isBotArmor = false
mod.isBotUpgrade = false
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].isBot) bullet[i].isUpgraded = false
}
}
},
{
@@ -514,9 +536,9 @@ const mod = {
count: 0,
// isNonRefundable: true,
allowed() {
return mod.totalBots() > 1
return mod.totalBots() > 2
},
requires: "2 or more bots",
requires: "3 or more bots",
effect() {
//remove ammo
for (let i = 0, len = b.guns.length; i < len; ++i) {
@@ -627,9 +649,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return !mod.isEnergyHealth
return !mod.isEnergyHealth && mech.harmReduction() < 1
},
requires: "not mass-energy equivalence",
requires: "some harm reduction",
effect() {
mod.isHarmArmor = true;
},
@@ -677,7 +699,7 @@ const mod = {
game.boldActiveGunHUD();
}, 1000);
},
description: "while your <strong>first gun</strong> is equipped<br>reduce <strong class='color-harm'>harm</strong> by <strong>16%</strong> for each of your <strong class='color-g'>guns</strong>",
description: "while your <strong>first gun</strong> is equipped<br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong> for each of your <strong class='color-g'>guns</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -740,7 +762,7 @@ const mod = {
},
requires: "not piezoelectricity<br>or acute stress response",
effect: () => {
// mech.health = 0
mech.health = 0
// mech.displayHealth();
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
@@ -752,7 +774,7 @@ const mod = {
document.getElementById("health").style.display = "inline"
document.getElementById("health-bg").style.display = "inline"
document.getElementById("dmg").style.backgroundColor = "#f67";
mech.health = mech.energy;
mech.health = Math.min(mech.maxHealth, mech.energy);
}
},
{
@@ -872,7 +894,7 @@ const mod = {
},
{
name: "negentropy",
description: "at the start of each <strong>level</strong><br><strong class='color-h'>heal</strong> up to <strong>66%</strong> of <strong>maximum health</strong>",
description: `at the start of each <strong>level</strong><br><strong class='color-h'>heal</strong> a percent of <strong>maximum health</strong>`,
maxCount: 1,
count: 0,
allowed() {
@@ -926,7 +948,7 @@ const mod = {
powerUps.reroll.changeRerolls(0)
}, 1000);
},
description: "<strong class='color-h'>heal</strong> to full <strong>health</strong> instead of <strong>dying</strong><br>consumes <strong>1</strong> <strong class='color-r'>reroll</strong>",
description: "instead of <strong>dying</strong> consume <strong>1</strong> <strong class='color-r'>reroll</strong><br><strong class='color-h'>heal</strong> a percent of <strong>max health</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -945,7 +967,7 @@ const mod = {
},
{
name: "bubble fusion",
description: "after destroying a mob's <strong>shield</strong><br>spawn <strong>2-3</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>rerolls</strong>",
description: "after destroying a mob's <strong>shield</strong><br>spawn <strong>1-3</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>rerolls</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -961,7 +983,7 @@ const mod = {
},
{
name: "Bayesian inference",
description: "<strong>40%</strong> chance for double <strong>power ups</strong> to drop<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong> from mobs",
description: "<strong>33%</strong> chance for double <strong>power ups</strong> to drop<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong> from mobs",
maxCount: 1,
count: 0,
allowed() {
@@ -969,7 +991,7 @@ const mod = {
},
requires: "",
effect: () => {
mod.bayesian = 0.4;
mod.bayesian = 0.33;
},
remove() {
mod.bayesian = 0;
@@ -977,7 +999,7 @@ const mod = {
},
{
name: "logistics",
description: "<strong class='color-g'>ammo</strong> power ups add to your <strong>current gun</strong><br>spawn <strong>6 ammo</strong>",
description: "<strong class='color-g'>ammo</strong> power ups add to your <strong>current gun</strong><br>spawn <strong>7 ammo</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -986,7 +1008,7 @@ const mod = {
requires: "at least 2 guns",
effect() {
mod.isAmmoForGun = true;
for (let i = 0; i < 6; i++) {
for (let i = 0; i < 7; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
}
@@ -1023,7 +1045,7 @@ const mod = {
},
requires: "not mass-energy equivalence",
effect: () => {
mod.isAmmoFromHealth = 0.02;
mod.isAmmoFromHealth = 0.023;
},
remove() {
mod.isAmmoFromHealth = 0;
@@ -1047,7 +1069,7 @@ const mod = {
},
{
name: "gun turret",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong> when <strong>crouching</strong>",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>40%</strong> when <strong>crouching</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1640,7 +1662,7 @@ const mod = {
},
{
name: "electromagnetic pulse",
description: "<strong>vacuum bomb's </strong> <strong class='color-e'>explosion</strong> destroys <strong>shields</strong><br>increase bomb <strong class='color-d'>damage</strong> by <strong>20%</strong>",
description: "<strong>vacuum bomb's </strong> <strong class='color-e'>explosion</strong> removes<br><strong>80%</strong> of <strong>shields</strong> and <strong>100%</strong> of <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1970,7 +1992,7 @@ const mod = {
//**************************************************
{
name: "flux pinning",
description: "blocking with <strong>perfect diamagnetism</strong><br><strong>stuns</strong> mobs for <strong>1</strong> second",
description: "blocking with <strong>perfect diamagnetism</strong><br><strong>stuns</strong> mobs for <strong>+1</strong> second",
maxCount: 9,
count: 0,
allowed() {
@@ -2004,7 +2026,7 @@ const mod = {
},
{
name: "Lorentz transformation",
description: "<strong>time dilation field</strong> has an effect while inactive<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
description: "<strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster<br>while <strong>time dilation</strong> is active or inactive ",
maxCount: 1,
count: 0,
allowed() {
@@ -2042,7 +2064,7 @@ const mod = {
},
{
name: "degenerate matter",
description: "<strong class='color-harm'>harm</strong> reduction from <strong>negative mass field</strong><br>is increased from 60% to <strong>80%</strong>",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>40%</strong><br>while <strong>negative mass field</strong> is active",
maxCount: 1,
count: 0,
allowed() {
@@ -2051,11 +2073,10 @@ const mod = {
requires: "negative mass field",
effect() {
mod.isHarmReduce = true
mech.fieldHarmReduction = 0.2;
},
remove() {
mod.isHarmReduce = false;
if (mech.fieldUpgrades[mech.fieldMode].name === "negative mass field") mech.setField("negative mass field") //reset harm reduction
// if (mech.fieldUpgrades[mech.fieldMode].name === "negative mass field") mech.setField("negative mass field") //reset harm reduction
}
},
{
@@ -2276,7 +2297,7 @@ const mod = {
{
name: "rerolls",
description: "spawn <strong>6</strong> <strong class='color-r'>reroll</strong> power ups",
description: "spawn <strong>5</strong> <strong class='color-r'>reroll</strong> power ups",
maxCount: 9,
count: 0,
isNonRefundable: true,
@@ -2285,7 +2306,7 @@ const mod = {
},
requires: "not superdeterminism",
effect() {
for (let i = 0; i < 6; i++) {
for (let i = 0; i < 5; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
}
@@ -2434,6 +2455,7 @@ const mod = {
rerollHaste: null,
isMineDrop: null,
isRerollBots: null,
isRailTimeSlow: null
isRailTimeSlow: null,
isBotUpgrade: null
// isMaxHealthRemove: null
}

View File

@@ -441,13 +441,14 @@ const mech = {
let dmg = 1
dmg *= mech.fieldHarmReduction
dmg *= mod.isSlowFPS ? 0.85 : 1
if (mod.isBotArmor) dmg *= 0.94 ** mod.totalBots()
if (mod.isHarmReduce && mech.fieldUpgrades[mech.fieldMode].name === "negative mass field" && mech.isFieldActive) dmg *= 0.6
if (mod.isBotArmor) dmg *= 0.95 ** mod.totalBots()
if (mod.isHarmArmor && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 0.5;
if (mod.energyRegen === 0) dmg *= 0.5 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
if (mod.isTurret && mech.crouch) dmg /= 2;
if (mod.isTurret && mech.crouch) dmg *= 0.6;
if (mod.isEntanglement && b.inventory[0] === b.activeGun) {
for (let i = 0, len = b.inventory.length; i < len; i++) {
dmg *= 0.84 // 1 - 0.16
dmg *= 0.85 // 1 - 0.15
}
}
return dmg
@@ -684,6 +685,7 @@ const mech = {
holdingTarget: null,
timeSkipLastCycle: 0,
// these values are set on reset by setHoldDefaults()
isFieldActive: false,
fieldRange: 155,
fieldShieldingScale: 1,
energy: 0,
@@ -713,7 +715,7 @@ const mech = {
mech.airSpeedLimit = 125
mech.drop();
mech.holdingMassScale = 0.5;
mech.isFieldActive = false; //only being used by negative mass field
mech.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
mech.isBodiesAsleep = true;
@@ -1361,21 +1363,18 @@ const mech = {
},
{
name: "negative mass field",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp; <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong>",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp; <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong>",
fieldDrawRadius: 0,
isEasyToAim: true,
effect: () => {
mech.fieldFire = true;
mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
mech.fieldMeterColor = "#000"
if (mod.isHarmReduce) {
mech.fieldHarmReduction = 0.2;
} else {
mech.fieldHarmReduction = 0.4;
}
mech.fieldHarmReduction = 0.5;
mech.hold = function () {
mech.airSpeedLimit = 125 //5 * player.mass * player.mass
mech.FxAir = 0.016
mech.isFieldActive = false;
if (mech.isHolding) {
mech.drawHold(mech.holdingTarget);
mech.holding();
@@ -1385,6 +1384,7 @@ const mech = {
mech.lookForPickUp();
const DRAIN = 0.00035
if (mech.energy > DRAIN) {
mech.isFieldActive = true; //used with mod.isHarmReduce
mech.airSpeedLimit = 400 // 7* player.mass * player.mass
mech.FxAir = 0.005
// mech.pushMobs360();
@@ -1399,8 +1399,6 @@ const mech = {
// mob[i].force.y = force.y
// }
// }
//look for nearby objects to make zero-g
function zeroG(who, range, mag = 1.06) {
for (let i = 0, len = who.length; i < len; ++i) {
@@ -1496,7 +1494,7 @@ const mech = {
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
mech.grabPowerUp();
mech.lookForPickUp();
const DRAIN = 0.0014
const DRAIN = 0.0017
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
@@ -1656,7 +1654,7 @@ const mech = {
mech.grabPowerUp();
mech.lookForPickUp(180);
const DRAIN = 0.0014
const DRAIN = 0.001
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
if (mech.energy < DRAIN) {
@@ -1793,7 +1791,7 @@ const mech = {
// game.draw.bodyFill = "transparent"
// game.draw.bodyStroke = "transparent"
const DRAIN = 0.0002 + 0.0001 * player.speed + ((!mod.renormalization && mech.fireCDcycle > mech.cycle) ? 0.005 : 0.001)
const DRAIN = 0.00014 + ((!mod.renormalization && mech.fireCDcycle > mech.cycle) ? 0.007 : 0.001)
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
// if (mech.energy < 0.001) {

View File

@@ -56,7 +56,7 @@ const powerUps = {
if (powerUps.reroll.rerolls < 0) powerUps.reroll.rerolls = 0
if (mod.isRerollBots) {
const limit = 3
const limit = 4
for (; powerUps.reroll.rerolls > limit - 1; powerUps.reroll.rerolls -= limit) {
b.randomBot()
}

View File

@@ -467,8 +467,8 @@ em {
.color-harm {
/* color: */
/* text-shadow: #FC0 1px 0 10px; */
background-color: hsla(325, 100%, 85%, 0.2);
padding: 3px;
background-color: hsla(325, 100%, 85%, 0.15);
padding: 2px;
border-radius: 4px;
letter-spacing: 1px;
}

View File

@@ -1,15 +1,23 @@
determinism mod no longer lets you cancel power ups
mod: frame dragging - rail gun doesn't drain energy, and slows time while charging
mod: high caliber - minigun bullets are bigger, but fire slower
new level: testChamber
it's a bit different, so don't hold back on feedback positive or negative
mod: upgrade all bots (current and future bots)
some difficulty scaling changes (harm ramps a bit faster at high levels)
************** TODO - n-gon **************
too many mods are dropping at high levels on hard
mod: upgrade all your current bots
upgrade should be equal to a 50% increases in value for the bot
nail-bot fires faster
foam bot fires larger radius foam
larger boom-bot explosions
laser-bot does more damage
plasma-bot uses less energy
testChamber
too much block clutter near portals
make reverse path viable
removing block from button releases boss?
portals:
portal while holding block sometimes send player back to original portal