This commit is contained in:
landgreen
2020-05-10 18:40:28 -07:00
parent e2e9257e47
commit f89bb09b37
7 changed files with 108 additions and 23 deletions

View File

@@ -2707,8 +2707,8 @@ const b = {
if (dist < 1000000 && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
this.cd = game.cycle + this.delay;
target = Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60))
const radius = 6 + 6 * Math.random()
const SPEED = 27 - radius * 0.4; //(mech.crouch ? 32 : 20) - radius * 0.7;
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)
break;

View File

@@ -338,7 +338,9 @@ const game = {
}
//in testing mode
if (game.testing) {
if (keys[49]) { // give power ups with 1
if (keys[192]) { // `
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "reroll");
} else if (keys[49]) { // give power ups with 1
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "heal");
} else if (keys[50]) { // 2
powerUps.spawn(game.mouseInGame.x, game.mouseInGame.y, "ammo");

View File

@@ -81,7 +81,8 @@ const build = {
<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>
<br>health: ${(mech.health*100).toFixed(0)}% &nbsp; energy: ${(mech.energy*100).toFixed(0)}% &nbsp; mass: ${player.mass.toFixed(1)}
<br>health: ${(mech.health*100).toFixed(0)}% &nbsp; energy: ${(mech.energy*100).toFixed(0)}% &nbsp;
<br>mass: ${player.mass.toFixed(1)} &nbsp; rerolls: ${powerUps.reroll.rerolls}
<br>position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) &nbsp; velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
<br>global damage increase: ${((b.damageFromMods()-1)*100).toFixed(0)}%
<br>global harm reduction: ${((1-mech.harmReduction())*100).toFixed(0)}%

View File

@@ -138,6 +138,7 @@ const level = {
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
powerUps.spawnStartingPowerUps(600, -800);
powerUps.spawn(550, -800, "reroll", false); //starting gun
function blockDoor(x, y, blockSize = 58) {
spawn.mapRect(x, y - 290, 40, 60); // door lip

View File

@@ -18,14 +18,9 @@ const powerUps = {
// game.makeTextLog(`<div class="circle mod"></div> &nbsp; <strong style='font-size:30px;'>${b.mods[index].name}</strong><br><br> ${b.mods[index].description}`, 500);
// game.replaceTextLog = false;
}
document.body.style.cursor = "none";
document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-background").style.display = "none"
game.paused = false;
game.isChoosing = false; //stops p from un pausing on key down
requestAnimationFrame(cycle);
powerUps.endDraft();
},
cancel() {
endDraft() {
document.body.style.cursor = "none";
document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-background").style.display = "none"
@@ -40,6 +35,60 @@ const powerUps = {
game.paused = true;
game.isChoosing = true; //stops p from un pausing on key down
},
reroll: {
rerolls: 0,
name: "reroll",
color: "#f7b",
size() {
return 20;
},
effect() {
powerUps.reroll.rerolls++
game.makeTextLog("<div class='circle reroll'></div> &nbsp; <span style='font-size:115%;'> <strong>+1 reroll</strong></span>", 300)
},
diceText() {
const r = powerUps.reroll.rerolls
const fullDice = Math.floor(r / 6)
const lastDice = r % 6
let out = ''
for (let i = 0; i < fullDice; i++) {
out += '⚅'
}
if (lastDice === 1) {
out += '⚀'
} else if (lastDice === 2) {
out += '⚁'
} else if (lastDice === 3) {
out += '⚂'
} else if (lastDice === 4) {
out += '⚃'
} else if (lastDice === 5) {
out += '⚄'
}
return out
},
// diceText() {
// if (powerUps.reroll.rerolls === 1) {
// return '⚀'
// } else if (powerUps.reroll.rerolls === 2) {
// return '⚁'
// } else if (powerUps.reroll.rerolls === 3) {
// return '⚂'
// } else if (powerUps.reroll.rerolls === 4) {
// return '⚃'
// } else if (powerUps.reroll.rerolls === 5) {
// return '⚄'
// } else if (powerUps.reroll.rerolls === 6) {
// return '⚅'
// } else if (powerUps.reroll.rerolls > 6) {
// return '⚅+'
// }
// },
use(type) {
powerUps.reroll.rerolls--;
powerUps[type].effect();
},
},
heal: {
name: "heal",
color: "#0eb",
@@ -113,7 +162,7 @@ const powerUps = {
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
let text = `<div class='cancel' onclick='powerUps.cancel("field")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a field</h3>`
let text = `<div class='cancel' onclick='powerUps.endDraft("field")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a field</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[choice1].name}</div> ${mech.fieldUpgrades[choice1].description}</div>`
if (!b.isModDeterminism) {
choice2 = pick(mech.fieldUpgrades, choice1)
@@ -127,6 +176,8 @@ const powerUps = {
let choice5 = pick(mech.fieldUpgrades, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[choice5].name}</div> ${mech.fieldUpgrades[choice5].description}</div>`
}
if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('field')"><div class="grid-title"><div class="circle-grid reroll"></div> &nbsp; reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
// text += `<div style = 'color:#fff'>${game.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
@@ -156,7 +207,7 @@ const powerUps = {
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
let text = `<div class='cancel' onclick='powerUps.cancel("mod")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a mod</h3>`
let text = `<div class='cancel' onclick='powerUps.endDraft("mod")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a mod</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice1})"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[choice1].name}</div> ${b.mods[choice1].description}</div>`
if (!b.isModDeterminism) {
choice2 = pick(choice1)
@@ -170,6 +221,8 @@ const powerUps = {
let choice5 = pick(choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice5})"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${b.mods[choice5].name}</div> ${b.mods[choice5].description}</div>`
}
if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('mod')"><div class="grid-title"><div class="circle-grid reroll"></div> &nbsp; reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
} else {
@@ -196,7 +249,7 @@ const powerUps = {
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
let text = `<div class='cancel' onclick='powerUps.cancel("gun")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a gun</h3>`
let text = `<div class='cancel' onclick='powerUps.endDraft("gun")'>✕</div><h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a gun</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
if (!b.isModDeterminism) {
choice2 = pick(b.guns, choice1)
@@ -208,8 +261,12 @@ const powerUps = {
let choice4 = pick(b.guns, choice1, choice2, choice3)
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
let choice5 = pick(b.guns, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
<div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
}
if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('gun')"><div class="grid-title"><div class="circle-grid reroll"></div> &nbsp; reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
} else {
@@ -255,6 +312,11 @@ const powerUps = {
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "field");
return;
}
if (Math.random() < 0.01) {
powerUps.spawn(x, y, "reroll");
if (Math.random() < b.modBayesian) powerUps.spawn(x, y, "reroll");
return;
}
},
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
if (mech.fieldMode === 0) {
@@ -287,18 +349,15 @@ const powerUps = {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
if (Math.random() < b.modBayesian) {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
}
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
if (Math.random() < 0.5) {
if (Math.random() < 0.02) {
powerUps.spawn(x, y, "reroll");
} else if (Math.random() < 0.5) {
powerUps.spawn(x, y, "heal", false);
} else {
if (!b.modBayesian) powerUps.spawn(x, y, "ammo", false);
} else if (!b.modBayesian) {
powerUps.spawn(x, y, "ammo", false);
}
},
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun

View File

@@ -487,6 +487,8 @@ em {
margin-bottom: -5px;
}
.field {
background: #0cf;
}
@@ -508,6 +510,22 @@ em {
background: #0d9;
}
.reroll {
/* #f84 #f99*/
background: #f7b;
}
.dice {
font-size: 45px;
vertical-align: -5px;
float: right;
/* position: absolute;
top: 15px;
right: 15px; */
/* text-align: right; */
}
.box {
padding: 3px 8px 3px 8px;
border: 2px solid #444;

View File

@@ -4,6 +4,10 @@ mod: foam-bots
************** TODO - n-gon **************
power up reroll
color yellow?
sticking bullets don't always gain the correct speed from mobs after they die
mod - frozen mobs take +33% damage