diff --git a/js/bullet.js b/js/bullet.js
index ce62235..14ab8e3 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -2418,7 +2418,7 @@ const b = {
},
{
name: "spores",
- description: "fire a sporangium that discharges spores
spores seek out nearby mobs",
+ description: "fire a sporangium that discharges spores
spores seek out nearby mobs",
ammo: 0,
ammoPack: 3,
have: false,
diff --git a/js/engine.js b/js/engine.js
index 12d5600..091cbe6 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -135,25 +135,11 @@ function collisionChecks(event) {
function collideMob(obj) {
//player + mob collision
- if (mech.immuneCycle < mech.cycle && (obj === playerBody || obj === playerHead)) {
- // const a = Object.values(event.pairs[0].contacts)
- // contains = Matter.Bounds.contains({
- // max: {
- // x: player.position.x + 60,
- // y: player.position.y + 120
- // },
- // min: {
- // x: player.position.x - 60,
- // y: player.position.y + 40
- // }
- // }, {
- // x: a[0].vertex.x,
- // y: a[0].vertex.y
- // })
- // // Matter.Query.point([jumpSensor], point)
- // console.log(contains)
- // if (!contains) {
-
+ if (
+ mech.immuneCycle < mech.cycle &&
+ (obj === playerBody || obj === playerHead) &&
+ !(mod.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
+ ) {
mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
mob[k].foundPlayer();
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
@@ -168,10 +154,7 @@ function collisionChecks(event) {
if (mod.mods[i].count > 0) have.push(i)
}
const choose = have[Math.floor(Math.random() * have.length)]
- //message about what mod was lost
- game.makeTextLog(`
${mod.mods[choose].name} ejected by exciton-lattice`, 300)
-
-
+ game.makeTextLog(` ${mod.mods[choose].name} ejected by exciton-lattice`, 300) //message about what mod was lost
for (let i = 0; i < mod.mods[choose].count; i++) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
mod.mods[choose].count = 0;
mod.mods[choose].remove(); // remove a random mod form the list of mods you have
diff --git a/js/game.js b/js/game.js
index a25e02f..1425a4c 100644
--- a/js/game.js
+++ b/js/game.js
@@ -621,7 +621,6 @@ const game = {
game.CDScale = 1;
game.difficulty = 0;
game.difficultyMode = Number(document.getElementById("difficulty-select").value)
- level.isBuildRun = false;
build.isCustomSelection = false;
if (game.difficultyMode === 0) {
game.isEasyMode = true;
@@ -652,7 +651,6 @@ const game = {
splashReturn() {
game.onTitlePage = true;
// document.getElementById('splash').onclick = 'run(this)';
- // build.isURLBuild = false;
document.getElementById("splash").onclick = function () {
game.startGame();
};
@@ -669,8 +667,8 @@ const game = {
},
fpsInterval: 0, //set in startGame
then: null,
- startGame() {
- if (!level.isBuildRun) { //if a build run logic flow returns to "build-button").addEventListener
+ startGame(isBuildRun = false) {
+ if (!isBuildRun) { //if a build run logic flow returns to "build-button").addEventListener
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
}
@@ -686,7 +684,6 @@ const game = {
if (game.firstRun) {
mech.spawn(); //spawns the player
- mod.setupAllMods(); //doesn't run on reset so that gun mods carry over to new runs
if (game.isCommunityMaps) {
level.levels.push("stronghold");
level.levels.push("basement");
diff --git a/js/index.js b/js/index.js
index 497f4c4..27e74f3 100644
--- a/js/index.js
+++ b/js/index.js
@@ -50,7 +50,6 @@ function getUrlVars() {
window.addEventListener('load', (event) => {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
- build.isURLBuild = true;
// game.startGame()
openCustomBuildMenu();
//add custom selections based on url
@@ -118,7 +117,6 @@ window.addEventListener('load', (event) => {
//build build grid display
const build = {
- isURLBuild: false,
onLoadPowerUps() {
const set = getUrlVars()
if (Object.keys(set).length !== 0) {
@@ -309,6 +307,7 @@ const build = {
for (let i = 0, len = mech.fieldUpgrades.length; i < len; i++) {
text += ` ${mech.fieldUpgrades[i].name}
${mech.fieldUpgrades[i].description}
`
}
+
for (let i = 0, len = b.guns.length; i < len; i++) {
text += ``
}
@@ -400,7 +399,6 @@ const build = {
}
function openCustomBuildMenu() {
- build.isURLBuild = false;
game.isCheating = true;
document.getElementById("build-button").style.display = "none";
const el = document.getElementById("build-grid")
@@ -409,15 +407,38 @@ function openCustomBuildMenu() {
document.body.style.overflowX = "hidden";
document.getElementById("info").style.display = 'none'
- level.isBuildRun = true;
- game.startGame(); //starts game, but pauses it
+ game.startGame(true); //starts game, but pauses it
build.isCustomSelection = true;
game.paused = true;
build.reset();
}
document.getElementById("build-button").addEventListener("click", () => { //setup build run
+ //record settings so they can be reproduced in the custom menu
+ let field = 0;
+ let inventory = [];
+ let modList = [];
+ if (!game.firstRun) {
+ field = mech.fieldMode
+ inventory = [...b.inventory]
+ for (let i = 0; i < mod.mods.length; i++) {
+ modList.push(mod.mods[i].count)
+ }
+ }
openCustomBuildMenu();
+
+ if (!game.firstRun) { //if player has already died once load that previous build
+ // console.log(modList)
+ build.choosePowerUp(document.getElementById(`field-${field}`), field, 'field')
+ for (let i = 0; i < inventory.length; i++) {
+ build.choosePowerUp(document.getElementById(`gun-${inventory[i]}`), inventory[i], 'gun')
+ }
+ for (let i = 0; i < modList.length; i++) {
+ for (let j = 0; j < modList[i]; j++) {
+ build.choosePowerUp(document.getElementById(`mod-${i}`), i, 'mod')
+ }
+ }
+ }
});
diff --git a/js/level.js b/js/level.js
index 02875fd..eedaae6 100644
--- a/js/level.js
+++ b/js/level.js
@@ -9,15 +9,14 @@ const level = {
levelsCleared: 0,
levels: ["skyscrapers", "rooftops", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
start() {
- // if (build.isURLBuild && level.levelsCleared === 0) build.onLoadPowerUps();
if (level.levelsCleared === 0) { //this code only runs on the first level
- // level.difficultyIncrease(12)
+ // level.difficultyIncrease(8)
// game.enableConstructMode() //used to build maps in testing mode
// game.zoomScale = 1000;
// game.setZoom();
// mech.isStealth = true;
// mech.setField("time dilation field")
- // b.giveGuns("rail gun")
+ // b.giveGuns("ice IX")
// mod.giveMod("quantum immortality");
level.intro(); //starting level
@@ -136,8 +135,8 @@ const level = {
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.spawner(1600, -500)
- // spawn.sniper(1700, -120, 50)
- spawn.starter(1400, -120, 100)
+ spawn.sniper(1700, -120, 50)
+ // spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
// spawn.sniper(2200, -120)
// spawn.cellBossCulture(1600, -500)
@@ -3164,9 +3163,7 @@ const level = {
//******************************************************************************************************************
//******************************************************************************************************************
//******************************************************************************************************************
- isBuildRun: false,
difficultyIncrease(num = 1) {
- // if (level.isBuildRun) num++
for (let i = 0; i < num; i++) {
game.difficulty++
game.dmgScale += 0.3; //damage done by mobs increases each level
diff --git a/js/mob.js b/js/mob.js
index d6552fb..8aaccd2 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -60,7 +60,6 @@ const mobs = {
});
}
-
function applySlow(target) {
if (!target.shield && !target.isShielded && !mech.isBodiesAsleep) {
if (target.isBoss) cycles = Math.floor(cycles * 0.25)
@@ -69,6 +68,7 @@ const mobs = {
while (i--) {
if (target.status[i].type === "slow") target.status.splice(i, 1); //remove other "slow" effects on this mob
}
+ target.isSlowed = true;
target.status.push({
effect() {
Matter.Body.setVelocity(target, {
@@ -88,6 +88,10 @@ const mobs = {
ctx.fillStyle = target.fill
ctx.fill();
},
+ endEffect() {
+ //check to see if there are not other freeze effects?
+ target.isSlowed = false;
+ },
type: "slow",
endCycle: game.cycle + cycles,
})
@@ -138,6 +142,7 @@ const mobs = {
},
+ endEffect() {},
type: "stun",
endCycle: game.cycle + cycles,
})
@@ -163,6 +168,7 @@ const mobs = {
}
},
+ endEffect() {},
// type: "DoT",
endCycle: game.cycle + cycles,
startCycle: game.cycle
@@ -242,9 +248,14 @@ const mobs = {
let j = this.status.length;
while (j--) {
this.status[j].effect();
- if (this.status[j].endCycle < game.cycle) this.status.splice(j, 1);
+ if (this.status[j].endCycle < game.cycle) {
+ this.status[j].endEffect();
+ this.status.splice(j, 1);
+ }
}
},
+ isSlowed: false,
+ isStunned: false,
seeAtDistance2: Infinity, //sqrt(4000000) = 2000 = max seeing range
distanceToPlayer() {
const dx = this.position.x - player.position.x;
@@ -882,7 +893,7 @@ const mobs = {
//set direction to turn to fire
if (!(game.cycle % this.seePlayerFreq)) {
this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
- this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
+ this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 2500; //gives the bullet an arc //was / 1600
}
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
@@ -897,8 +908,8 @@ const mobs = {
spawn.bullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 5);
const v = 15;
Matter.Body.setVelocity(mob[mob.length - 1], {
- x: this.velocity.x + this.fireDir.x * v + Math.random(),
- y: this.velocity.y + this.fireDir.y * v + Math.random()
+ x: this.velocity.x + this.fireDir.x * v + 3 * Math.random(),
+ y: this.velocity.y + this.fireDir.y * v + 3 * Math.random()
});
this.noseLength = 0;
// recoil
@@ -1029,7 +1040,7 @@ const mobs = {
}
if (Math.random() < mod.isBotSpawner) b.randomBot(this.position, false)
if (mod.isExplodeMob) b.explosion(this.position, Math.min(450, Math.sqrt(this.mass + 3) * 80))
- if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob)
+ if (mod.nailsDeathMob) b.targetedNail(this.position, mod.nailsDeathMob, 40 + 7 * Math.random())
} else if (mod.isShieldAmmo && this.shield) {
let type = "ammo"
if (Math.random() < 0.4) {
diff --git a/js/mods.js b/js/mods.js
index e3c8514..d3710d6 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -368,7 +368,7 @@ const mod = {
},
{
name: "impact shear",
- description: "mobs release 2 nails when they die
nails target nearby mobs",
+ description: "mobs release 1-2 nails when they die
nails target nearby mobs",
maxCount: 9,
count: 0,
allowed() {
@@ -761,6 +761,23 @@ const mod = {
mod.isHarmFreeze = false;
}
},
+
+ {
+ name: "osmoprotectant",
+ description: `collisions with stunned or frozen mobs
cause you no harm`,
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mod.superposition + !!mod.isStunField + mod.isPulseStun + !!mod.isNeutronStun + mod.oneSuperBall + mod.isHarmFreeze + mod.isIceField + mod.isIceCrystals + mod.isSporeFreeze + mod.isAoESlow + mod.isFreezeMobs + mod.isPilotFreeze + mod.haveGunCheck("ice IX") > 1
+ },
+ requires: "at least 2 freezing or stunning effects",
+ effect() {
+ mod.isFreezeHarmImmune = true;
+ },
+ remove() {
+ mod.isFreezeHarmImmune = false;
+ }
+ },
{
name: "piezoelectricity",
description: "colliding with mobs fills your energy
15% less harm from mob collisions",
@@ -952,22 +969,6 @@ const mod = {
mod.isHealLowHealth = false;
}
},
- // {
- // name: "prismatic cleavage",
- // description: "harm that would be fatal no longer kills you
instead it is removed from your maximum health",
- // maxCount: 1,
- // count: 0,
- // allowed() {
- // return mech.maxHealth > 1 || mod.isArmorFromPowerUps
- // },
- // requires: "increased max health",
- // effect() {
- // mod.isMaxHealthRemove = true;
- // },
- // remove() {
- // mod.isMaxHealthRemove = false;
- // }
- // },
{
name: "adiabatic healing",
description: "heal power ups are 100% more effective",
@@ -2020,7 +2021,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
- return mod.haveGunCheck("ice IX") || mod.isIceCrystals || mod.isSporeFreeze || (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && mod.isIceField)
+ return mod.haveGunCheck("ice IX") || mod.isIceCrystals || mod.isSporeFreeze || mod.isIceField
},
requires: "a freeze effect",
effect() {
@@ -2171,13 +2172,13 @@ const mod = {
requires: "laser",
effect() {
mod.laserReflections++;
- mod.laserDamage += 0.065; //base is 0.11
- mod.laserFieldDrain += 0.0009 //base is 0.002
+ mod.laserDamage += 0.06; //base is 0.12
+ mod.laserFieldDrain += 0.0008 //base is 0.002
},
remove() {
mod.laserReflections = 2;
- mod.laserDamage = 0.13;
- mod.laserFieldDrain = 0.0018;
+ mod.laserDamage = 0.12;
+ mod.laserFieldDrain = 0.0016;
}
},
{
@@ -2213,22 +2214,6 @@ const mod = {
mod.isPulseAim = false;
}
},
- // {
- // name: "fast ignition",
- // description: "pulse explosions more efficient
delay after firing is shorter",
- // maxCount: 1,
- // count: 0,
- // allowed() {
- // return mod.haveGunCheck("pulse")
- // },
- // requires: "pulse",
- // effect() {
- // mod.isRapidPulse = true;
- // },
- // remove() {
- // mod.isRapidPulse = false;
- // }
- // },
//**************************************************
//************************************************** field
//************************************************** mods
@@ -2734,5 +2719,6 @@ const mod = {
nailGun: null,
nailInstantFireRate: null,
isCapacitor: null,
- isEjectMod: null
+ isEjectMod: null,
+ isFreezeHarmImmune: null
}
\ No newline at end of file
diff --git a/js/player.js b/js/player.js
index 3e41802..e05d35b 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1286,7 +1286,7 @@ const mech = {
description: "blocking does not drain energy
blocking has no cool down and less recoil
attract power ups from far away",
effect: () => {
mech.fieldShieldingScale = 0;
- mech.grabPowerUpRange2 = 4000000
+ mech.grabPowerUpRange2 = 10000000
// mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
// mech.fieldMeterColor = "#0af"
// mech.fieldArc = 0.3; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
diff --git a/js/powerup.js b/js/powerup.js
index aaa631f..1b5b6ec 100644
--- a/js/powerup.js
+++ b/js/powerup.js
@@ -180,7 +180,6 @@ const powerUps = {
// if (!game.lastLogTime) game.makeTextLog("+energy", 300);
// } else {
// let ammo = Math.ceil((target.ammoPack * (0.8 + 0.25 * Math.random())));
- // // if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun
// target.ammo += ammo;
// game.updateGunHUD();
// game.makeTextLog(" +" + ammo + " ammo for " + target.name + "", 300);
diff --git a/js/spawn.js b/js/spawn.js
index adb581e..c367287 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -81,9 +81,9 @@ const spawn = {
}
}
},
-
- randomLevelBoss(x, y, options = ["shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss"]) {
- // other bosses: suckerBoss, laserBoss, tetherBoss, snakeBoss //all need a particular level to work so they are not included
+ //"shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "powerUpBoss",
+ randomLevelBoss(x, y, options = ["snakeBoss"]) {
+ // other bosses: suckerBoss, laserBoss, tetherBoss, //all need a particular level to work so they are not included
spawn[options[Math.floor(Math.random() * options.length)]](x, y)
},
//mob templates *********************************************************************************************
@@ -955,21 +955,21 @@ const spawn = {
me.isBoss = true;
me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
Matter.Body.rotate(me, Math.random() * Math.PI * 2);
- me.accelMag = 0.00065 * game.accelScale;
- me.seePlayerFreq = Math.floor(25 * game.lookFreqScale);
+ me.accelMag = 0.0002 * Math.sqrt(game.accelScale);
+ me.seePlayerFreq = Math.floor(30 * game.lookFreqScale);
me.memory = 420;
me.restitution = 1;
- me.frictionAir = 0.035;
+ me.frictionAir = 0.01;
me.frictionStatic = 0;
me.friction = 0;
- me.lookTorque = 0.000005 * (Math.random() > 0.5 ? -1 : 1);
+ me.lookTorque = 0.000001 * (Math.random() > 0.5 ? -1 : 1);
me.fireDir = {
x: 0,
y: 0
}
- Matter.Body.setDensity(me, 0.025); //extra dense //normal is 0.001 //makes effective life much larger
+ Matter.Body.setDensity(me, 0.023); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
me.onHit = function () {
//run this function on hitting player
@@ -994,7 +994,7 @@ const spawn = {
//rotate towards fireAngle
const angle = this.angle + Math.PI / 2;
c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
- const threshold = 0.04;
+ const threshold = 0.4;
if (c > threshold) {
this.torque += 0.000004 * this.inertia;
} else if (c < -threshold) {
@@ -1087,7 +1087,6 @@ const spawn = {
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
-
}
};
},
@@ -1515,7 +1514,7 @@ const spawn = {
// }
// };
// },
- bomberBoss(x, y, radius = 80 + Math.floor(Math.random() * 15)) {
+ bomberBoss(x, y, radius = 88) {
//boss that drops bombs from above and holds a set distance from player
mobs.spawn(x, y, 3, radius, "transparent");
let me = mob[mob.length - 1];
@@ -1524,7 +1523,7 @@ const spawn = {
me.stroke = "rgba(255,0,200)"; //used for drawGhost
me.seeAtDistance2 = 1500000;
- me.fireFreq = Math.ceil(60 + 3000 / radius);
+ me.fireFreq = Math.floor(120 * game.CDScale);
me.searchTarget = map[Math.floor(Math.random() * (map.length - 1))].position; //required for search
me.hoverElevation = 460 + (Math.random() - 0.5) * 200; //squared
me.hoverXOff = (Math.random() - 0.5) * 100;
@@ -1581,7 +1580,7 @@ const spawn = {
this.fire();
};
},
- shooterBoss(x, y, radius = 130) {
+ shooterBoss(x, y, radius = 110) {
mobs.spawn(x, y, 3, radius, "rgb(255,70,180)");
let me = mob[mob.length - 1];
me.isBoss = true;
@@ -1592,7 +1591,7 @@ const spawn = {
x: x,
y: y
};
- me.fireFreq = 0.02;
+ me.fireFreq = 0.025;
me.noseLength = 0;
me.fireAngle = 0;
me.accelMag = 0.005 * game.accelScale;
@@ -1602,7 +1601,7 @@ const spawn = {
x: 0,
y: 0
};
- Matter.Body.setDensity(me, 0.02 + 0.0008 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
+ Matter.Body.setDensity(me, 0.03 + 0.0008 * Math.sqrt(game.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function () {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
@@ -1649,7 +1648,7 @@ const spawn = {
this.explode(this.mass * 10);
};
me.onDeath = function () {
- if (game.difficulty > 10) {
+ if (game.difficulty > 7) {
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
spawn.bullet(this.position.x, this.position.y, this.radius / 3, 5);
@@ -1679,7 +1678,7 @@ const spawn = {
}
}
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
- me.timeLeft = 95 + Math.floor(Math.random() * 15);
+ me.timeLeft = 140 + Math.floor(Math.random() * 30);
me.g = 0.001; //required if using 'gravity'
me.frictionAir = 0;
me.restitution = 1;
@@ -1693,7 +1692,6 @@ const spawn = {
this.timeLimit();
};
},
-
sniper(x, y, radius = 35 + Math.ceil(Math.random() * 30)) {
mobs.spawn(x, y, 3, radius, "transparent"); //"rgb(25,0,50)")
let me = mob[mob.length - 1];
@@ -1761,8 +1759,6 @@ const spawn = {
// recoil
this.force.x -= 0.005 * this.fireDir.x * this.mass;
this.force.y -= 0.005 * this.fireDir.y * this.mass;
- } else {
- this.torque += 0.000001 * this.inertia; //
}
if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
setNoseShape();
@@ -1804,12 +1800,11 @@ const spawn = {
this.canTouchPlayer = false;
this.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
}
-
};
},
sniperBullet(x, y, radius = 6, sides = 4) {
//bullets
- mobs.spawn(x, y, sides, radius, "rgb(190,0,255)");
+ mobs.spawn(x, y, sides, radius, "rgb(255,0,155)");
let me = mob[mob.length - 1];
me.stroke = "transparent";
me.onHit = function () {
@@ -1826,9 +1821,7 @@ const spawn = {
me.collisionFilter.category = cat.mobBullet;
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.do = function () {
- // this.gravity();
this.timeLimit();
-
if (Matter.Query.collides(this, map).length > 0 || Matter.Query.collides(this, body).length > 0 && this.speed < 3) {
this.dropPowerUp = false;
this.death(); //death with no power up
@@ -1864,12 +1857,12 @@ const spawn = {
}
};
},
- launcherBoss(x, y, radius = 90) {
+ launcherBoss(x, y, radius = 85) {
mobs.spawn(x, y, 6, radius, "rgb(150,150,255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.00008 * game.accelScale;
- me.fireFreq = Math.floor(330 * game.CDScale)
+ me.fireFreq = Math.floor(360 * game.CDScale)
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.02;
diff --git a/todo.txt b/todo.txt
index 5cf6c2c..7e463ac 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,19 +1,37 @@
-field: perfect diamagnetism is a bit larger
- can now grab power ups from far away
+after you die, you can find the build you used in the custom menu
-mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod
- eject extra mods if you have recursive stacks
+shooterBoss - smaller, but more massive,
+ aims better at short range, and fires faster
+bomberBoss fires faster, bombs are more likely to split
-power ups have a bit more air friction
-power ups must be in line of sight to be pulled by the player
-why mode now gets 100% chance for a second boss power up (up from 50%)
- this should let why mode reach more interesting build depth
-laser and pulse got a damage and energy use buff
-immune to harm for a second after exiting the power up selection menu
+mod: osmoprotectant - stunned or frozen mobs cause no harm
************** TODO - n-gon **************
-new gun fire 3+ balls in arc
+after you die custom should be populated with your last build
+also you should be able to share while paused
+
+standing wave harmonics mod - push things away
+ push scales with mass up to about 4
+ has a 25% effect on shielded mobs?
+ push when using field key
+ or push away at the peak of an oscillation
+ or always push
+
+give drones bremstranlung radiation?
+ name: micro-harmonics?
+ reduce drone life span by 50%
+ drone drain energy on hits?
+
+add tailed level boss to random pool?
+
+hit scan bullets -> nails
+
+mod: frozen mobs can't do collision damage
+ also stunned mobs can't do collision damage
+ or they do reduced damage
+
+new gun or field - fire 3+ balls in arc
name: something about energy
does damage in area, like neutron bomb
ends on contact with wall, doesn't stick or bounce
@@ -23,8 +41,6 @@ new gun fire 3+ balls in arc
fix: even with a scroll bar the top of the selection window is off screen for very short windows
rework perfect diamagnetism
- keep the zero energy cost
- add a very short blocking CD
let the shield also do bremsstrahlung radiation
mod: grab and launch mobs?
@@ -45,9 +61,6 @@ fix door.isOpen actually meaning isClosed
mod - laser fires 3 beams
-after you die custom should be populated with your last build
-also you should be able to share while paused
-
give missiles a suck and delay explosion, like vacuum bomb
bot that does AOE damage while it rotates around player