sniper mob balance, bot replication mod
This commit is contained in:
22
js/bullet.js
22
js/bullet.js
@@ -2077,7 +2077,7 @@ const b = {
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isEasyToAim: true,
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fire() {
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if (mech.crouch) {
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b.iceIX(20, 0.3)
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b.iceIX(10, 0.3)
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mech.fireCDcycle = mech.cycle + Math.floor(10 * mod.fireRate); // cool down
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} else {
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b.iceIX(2)
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@@ -2160,13 +2160,23 @@ const b = {
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bullet[me].endCycle = Infinity
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bullet[me].charge = 0;
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bullet[me].do = function () {
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if ((!game.mouseDown && this.charge > 0.6)) { //fire on mouse release
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//normal bullet behavior occurs after firing, overwrite this function
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this.do = function () {
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this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
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if ((!game.mouseDown && this.charge > 0.6) || mech.energy < 0.005) { //fire on mouse release
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if (mech.energy < 0.005) {
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this.charge = 0.1;
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mech.fireCDcycle = mech.cycle + 120; // cool down if out of energy
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//normal bullet behavior occurs after firing, overwrite this function
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this.do = function () {
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this.force.y += this.mass * 0.001; //normal gravity
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}
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} else {
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mech.fireCDcycle = mech.cycle + 2; // set fire cool down
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//normal bullet behavior occurs after firing, overwrite this function
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this.do = function () {
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this.force.y += this.mass * 0.0003 / this.charge; // low gravity that scales with charge
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}
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}
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mech.fireCDcycle = mech.cycle + 2; // set fire cool down
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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)
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this.endCycle = game.cycle + 140
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this.collisionFilter.category = cat.bullet
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19
js/engine.js
19
js/engine.js
@@ -136,6 +136,24 @@ function collisionChecks(event) {
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function collideMob(obj) {
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//player + mob collision
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if (mech.immuneCycle < mech.cycle && (obj === playerBody || obj === playerHead)) {
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// const a = Object.values(event.pairs[0].contacts)
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// contains = Matter.Bounds.contains({
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// max: {
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// x: player.position.x + 60,
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// y: player.position.y + 120
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// },
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// min: {
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// x: player.position.x - 60,
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// y: player.position.y + 40
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// }
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// }, {
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// x: a[0].vertex.x,
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// y: a[0].vertex.y
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// })
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// // Matter.Query.point([jumpSensor], point)
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// console.log(contains)
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// if (!contains) {
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mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mob[k].foundPlayer();
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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
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@@ -179,6 +197,7 @@ function collisionChecks(event) {
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}
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return;
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// }
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}
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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11
js/level.js
11
js/level.js
@@ -23,8 +23,8 @@ const level = {
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// mech.setField("pilot wave")
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// mech.setField("phase decoherence field")
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level.intro(); //starting level
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// level.testing();
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// level.intro(); //starting level
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level.testing();
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// level.stronghold()
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// level.bosses();
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// level.satellite();
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@@ -183,9 +183,10 @@ const level = {
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spawn.boost(1500, 0, 900);
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// spawn.bomberBoss(2900, -500)
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spawn.launcherBoss(1200, -500)
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spawn.launcher(1600, -400)
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// spawn.spawner(1600, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.sniper(1600, -400)
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// spawn.sneaker(1600, -500)
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spawn.sniper(1700, -120)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shooter(1600, -500)
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// spawn.striker(1600, -500)
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61
js/mods.js
61
js/mods.js
@@ -330,7 +330,7 @@ const mod = {
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maxCount: 6,
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count: 0,
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allowed() {
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return mod.foamBotCount > 0 || mod.nailBotCount > 0 || mod.laserBotCount > 0
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return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount > 0
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},
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requires: "a bot",
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effect() {
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@@ -340,6 +340,38 @@ const mod = {
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mod.isBotSpawner = 0;
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}
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},
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{
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name: "self-replication",
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description: "<strong>duplicate</strong> your permanent <strong>bots</strong><br>remove all your <strong>ammo</strong>",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return mod.foamBotCount + mod.nailBotCount + mod.laserBotCount > 1
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},
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requires: "2 or more bots",
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effect() {
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//remove ammo
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for (let i = 0, len = b.guns.length; i < len; ++i) {
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if (b.guns[i].ammo != Infinity) b.guns[i].ammo = 0;
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}
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//double bots
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for (let i = 0; i < mod.nailBotCount; i++) {
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b.nailBot();
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}
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mod.nailBotCount *= 2
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for (let i = 0; i < mod.laserBotCount; i++) {
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b.laserBot();
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}
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mod.laserBotCount *= 2
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for (let i = 0; i < mod.foamBotCount; i++) {
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b.foamBot();
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}
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mod.foamBotCount *= 2
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},
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remove() {}
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},
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{
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name: "ablative mines",
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description: "rebuild your broken parts as a <strong>mine</strong><br>chance to occur after being <strong>harmed</strong>",
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@@ -769,6 +801,7 @@ const mod = {
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description: "spawn <strong>5</strong> <strong class='color-m'>mods</strong><br><strong>power ups</strong> are limited to <strong>one choice</strong>",
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maxCount: 1,
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count: 0,
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// isNonRefundable: true,
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allowed() {
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return !mod.isExtraChoice
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},
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@@ -786,7 +819,7 @@ const mod = {
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},
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{
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name: "many-worlds",
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description: "if you have <strong>zero</strong> <strong class='color-r'>rerolls</strong>, spawn a <strong class='color-r'>reroll</strong><br>after choosing a <strong>gun</strong>, <strong>field</strong>, or <strong class='color-m'>mod</strong>",
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description: "after choosing a <strong>gun</strong>, <strong>field</strong>, or <strong class='color-m'>mod</strong><br>spawn a <strong class='color-r'>reroll</strong>, if you have none",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -844,6 +877,7 @@ const mod = {
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description: "<strong>remove</strong> all current <strong class='color-m'>mods</strong><br>spawn new <strong class='color-m'>mods</strong> to replace them",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return (mod.totalCount > 6) && !build.isCustomSelection
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},
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@@ -853,23 +887,22 @@ const mod = {
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for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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bullet = [];
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let count = mod.totalCount
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if (mod.isDeterminism) count -= 4 //remove the 5 bonus mods when getting rid of determinism
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for (let i = 0; i < count; i++) { // spawn new mods
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let count = mod.totalCount + 1
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if (mod.isDeterminism) count -= 5 //remove the 5 bonus mods when getting rid of determinism
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mod.setupAllMods(); // remove all mods
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for (let i = 0; i < count; i++) { // spawn new mods power ups
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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mod.setupAllMods(); // remove all mods
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//have state is checked in mech.death()
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},
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remove() {
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//nothing to undo
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}
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remove() {}
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},
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{
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name: "reallocation",
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description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>2</strong> new <strong>guns</strong><br><em>recursive mods lose all stacks</em>",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return (mod.totalCount > 0) && !build.isCustomSelection
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},
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@@ -889,9 +922,7 @@ const mod = {
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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}
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},
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remove() {
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//nothing to remove
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}
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remove() {}
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},
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//**************************************************
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//************************************************** gun
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@@ -1178,7 +1209,7 @@ const mod = {
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}
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},
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{
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name: "self-replication",
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name: "recursion",
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description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they launch <strong>+1</strong> smaller <strong>missile</strong>",
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maxCount: 9,
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count: 0,
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@@ -1674,7 +1705,7 @@ const mod = {
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},
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{
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name: "renormalization",
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description: "<strong>phase decoherence</strong> has increased <strong>visibility</strong><br>and <strong>5x</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
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description: "<strong>phase decoherence</strong> adds <strong>visibility</strong> to bullets<br><strong>5x</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1691,7 +1722,7 @@ const mod = {
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{
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name: "superposition",
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// description: "<strong>phase decoherence field</strong> applies a <strong>stun</strong><br> to unshielded <strong>mobs</strong> for <strong>2</strong> seconds",
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description: "apply a <strong>4</strong> second <strong>stun</strong> to unshielded <strong>mobs</strong><br>that <strong>overlap</strong> with <strong>phase decoherence field</strong>",
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description: "while <strong>phase decoherence field</strong> is active<br>mobs that <strong>overlap</strong> with the player are <strong>stunned</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -372,11 +372,8 @@ const mech = {
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let options = [];
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for (let i = 0, len = mod.mods.length; i < len; i++) {
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if (mod.mods[i].count < mod.mods[i].maxCount &&
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!mod.mods[i].isNonRefundable &&
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mod.mods[i].name !== "quantum immortality" &&
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mod.mods[i].name !== "Born rule" &&
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mod.mods[i].name !== "determinism" &&
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mod.mods[i].name !== "reallocation" &&
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mod.mods[i].name !== "many-worlds" &&
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mod.mods[i].allowed()
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) options.push(i);
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}
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180
js/spawn.js
180
js/spawn.js
@@ -2,25 +2,26 @@
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const spawn = {
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pickList: ["starter", "starter"],
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fullPickList: [
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"shooter", "shooter", "shooter", "shooter",
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"hopper", "hopper", "hopper", "hopper",
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"chaser", "chaser", "chaser",
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"striker", "striker",
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"laser", "laser",
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"exploder", "exploder",
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"stabber", "stabber",
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"launcher", "launcher",
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"spinner",
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"grower",
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"springer",
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"beamer",
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"focuser",
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"sucker",
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"spawner",
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"ghoster",
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"sneaker",
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// "hopper", "hopper", "hopper", "hopper",
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// "shooter", "shooter", "shooter",
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// "chaser", "chaser",
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// "striker", "striker",
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// "laser", "laser",
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// "exploder", "exploder",
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// "stabber", "stabber",
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// "launcher", "launcher",
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"sniper",
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// "spinner",
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// "grower",
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// "springer",
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// "beamer",
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// "focuser",
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// "sucker",
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// "spawner",
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// "ghoster",
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// "sneaker",
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],
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allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber"],
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allowedBossList: ["chaser", "spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper"],
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setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
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//each level has 2 mobs: one new mob and one from the last level
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spawn.pickList.splice(0, 1);
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@@ -1353,7 +1354,8 @@ const spawn = {
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shooter(x, y, radius = 25 + Math.ceil(Math.random() * 50)) {
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mobs.spawn(x, y, 3, radius, "rgb(255,100,150)");
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
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// me.vertices = Matter.Vertices.clockwiseSort(Matter.Vertices.rotate(me.vertices, Math.PI, me.position)); //make the pointy side of triangle the front
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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me.isVerticesChange = true
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// Matter.Body.rotate(me, Math.PI)
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@@ -1437,6 +1439,146 @@ const spawn = {
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this.timeLimit();
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};
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},
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sniper(x, y, radius = 35 + Math.ceil(Math.random() * 30)) {
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mobs.spawn(x, y, 3, radius, "transparent"); //"rgb(25,0,50)")
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let me = mob[mob.length - 1];
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me.vertices = Matter.Vertices.rotate(me.vertices, Math.PI, me.position); //make the pointy side of triangle the front
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me.isVerticesChange = true
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// Matter.Body.rotate(me, Math.PI)
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me.stroke = "transparent"; //used for drawSneaker
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me.alpha = 1; //used in drawSneaker
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me.showHealthBar = false;
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me.canTouchPlayer = false; //used in drawSneaker
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me.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob //can't touch player
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me.memory = 60 //140;
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me.fireFreq = 0.006 + Math.random() * 0.002;
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me.noseLength = 0;
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me.fireAngle = 0;
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me.accelMag = 0.0005 * game.accelScale;
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me.frictionAir = 0.05;
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me.torque = 0.0001 * me.inertia;
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me.fireDir = {
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x: 0,
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y: 0
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};
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me.onDeath = function () { //helps collisions functions work better after vertex have been changed
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
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}
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// spawn.shield(me, x, y);
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me.do = function () {
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// this.seePlayerByLookingAt();
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this.seePlayerCheck();
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this.checkStatus();
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if (!mech.isBodiesAsleep) {
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const setNoseShape = () => {
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const mag = this.radius + this.radius * this.noseLength;
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this.vertices[1].x = this.position.x + Math.cos(this.angle) * mag;
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this.vertices[1].y = this.position.y + Math.sin(this.angle) * mag;
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};
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//throw a mob/bullet at player
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if (this.seePlayer.recall) {
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//set direction to turn to fire
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if (!(game.cycle % this.seePlayerFreq)) {
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this.fireDir = Vector.normalise(Vector.sub(this.seePlayer.position, this.position));
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// this.fireDir.y -= Math.abs(this.seePlayer.position.x - this.position.x) / 1600; //gives the bullet an arc
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}
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//rotate towards fireAngle
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const angle = this.angle + Math.PI / 2;
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c = Math.cos(angle) * this.fireDir.x + Math.sin(angle) * this.fireDir.y;
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const threshold = 0.2;
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if (c > threshold) {
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this.torque += 0.000004 * this.inertia;
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} else if (c < -threshold) {
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this.torque -= 0.000004 * this.inertia;
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} else if (this.noseLength > 1.5) {
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//fire
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spawn.sniperBullet(this.vertices[1].x, this.vertices[1].y, 5 + Math.ceil(this.radius / 15), 4);
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const v = 20 * game.accelScale;
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: this.velocity.x + this.fireDir.x * v + Math.random(),
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y: this.velocity.y + this.fireDir.y * v + Math.random()
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});
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this.noseLength = 0;
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// recoil
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this.force.x -= 0.005 * this.fireDir.x * this.mass;
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this.force.y -= 0.005 * this.fireDir.y * this.mass;
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} else {
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this.torque += 0.000001 * this.inertia; //
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}
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if (this.noseLength < 1.5) this.noseLength += this.fireFreq;
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setNoseShape();
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} else if (this.noseLength > 0.1) {
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this.noseLength -= this.fireFreq / 2;
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setNoseShape();
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}
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// else if (this.noseLength < -0.1) {
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// this.noseLength += this.fireFreq / 4;
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// setNoseShape();
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// }
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if (this.seePlayer.recall) {
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if (this.alpha < 1) this.alpha += 0.01;
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} else {
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if (this.alpha > 0) this.alpha -= 0.03;
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}
|
||||
}
|
||||
//draw
|
||||
if (this.alpha > 0) {
|
||||
if (this.alpha > 0.95) {
|
||||
this.healthBar();
|
||||
if (!this.canTouchPlayer) {
|
||||
this.canTouchPlayer = true;
|
||||
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can touch player
|
||||
}
|
||||
}
|
||||
//draw body
|
||||
ctx.beginPath();
|
||||
const vertices = this.vertices;
|
||||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||||
for (let j = 1, len = vertices.length; j < len; ++j) {
|
||||
ctx.lineTo(vertices[j].x, vertices[j].y);
|
||||
}
|
||||
ctx.lineTo(vertices[0].x, vertices[0].y);
|
||||
ctx.fillStyle = `rgba(25,0,50,${this.alpha * this.alpha})`;
|
||||
ctx.fill();
|
||||
} else if (this.canTouchPlayer) {
|
||||
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)");
|
||||
let me = mob[mob.length - 1];
|
||||
me.stroke = "transparent";
|
||||
me.onHit = function () {
|
||||
this.explode(this.mass * 10);
|
||||
};
|
||||
Matter.Body.setDensity(me, 0.0001); //normal is 0.001
|
||||
me.timeLeft = 240;
|
||||
me.g = 0.001; //required if using 'gravity'
|
||||
me.frictionAir = 0;
|
||||
me.restitution = 0;
|
||||
me.leaveBody = false;
|
||||
me.dropPowerUp = false;
|
||||
me.showHealthBar = false;
|
||||
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.timeLeft = 0
|
||||
this.dropPowerUp = false;
|
||||
this.death(); //death with no power up
|
||||
}
|
||||
};
|
||||
},
|
||||
launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
|
||||
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
|
||||
let me = mob[mob.length - 1];
|
||||
|
||||
5
todo.txt
5
todo.txt
@@ -1,6 +1,11 @@
|
||||
new mod: doubles current bots
|
||||
|
||||
************** TODO - n-gon **************
|
||||
|
||||
shielded mobs don't knock back the same as unshielded mobs
|
||||
|
||||
buff harmonic field to cover legs
|
||||
|
||||
movement fluidity
|
||||
let legs jump on mobs, but player will still take damage
|
||||
like: ori and the blind forest, celeste
|
||||
|
||||
Reference in New Issue
Block a user