affine connection
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses) tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage mob: launcherOne - launches 1 big seeker bullet that chases you black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase applied science no longer gives research (just a random tech for every gun you have) bot fabrication increase cost every 5 -> x6 bots average console time to disappear is 3 -> 4 seconds ammo power ups no longer log ammo to in game console for performance reasons JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -3,3 +3,4 @@
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.DS_Store
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.DS_Store
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.DS_Store
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js/workspace.code-workspace
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@@ -186,6 +186,7 @@ function collisionChecks(event) {
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color: simulation.playerDmgColor,
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time: simulation.drawTime
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});
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if (tech.isLessDamageReduction && !mob[k].shield) mob[k].damageReduction *= mob[k].isBoss ? 1.005 : 1.05
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return;
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}
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//mob + body collisions
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@@ -231,15 +232,15 @@ function collisionChecks(event) {
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}
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//determine if player is on the ground
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Events.on(engine, "collisionStart", function(event) {
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Events.on(engine, "collisionStart", function (event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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if (m.alive) collisionChecks(event);
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});
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Events.on(engine, "collisionActive", function(event) {
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Events.on(engine, "collisionActive", function (event) {
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playerOnGroundCheck(event);
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// playerHeadCheck(event);
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});
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Events.on(engine, "collisionEnd", function(event) {
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Events.on(engine, "collisionEnd", function (event) {
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playerOffGroundCheck(event);
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});
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65
js/level.js
65
js/level.js
@@ -16,18 +16,17 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.setField("molecular assembler")
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// m.setField("wormhole")
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// b.giveGuns("laser")
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// b.giveGuns("nail gun")
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// b.giveGuns("harpoon")
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// tech.giveTech("darts")
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// tech.giveTech("incendiary ammunition")
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// tech.giveTech("affine connection")
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// tech.giveTech("regression")
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// tech.giveTech("relativistic momentum")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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// tech.isCancelDuplication = true
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level.intro(); //starting level
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// level.testing(); //not in rotation, used for testing
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@@ -132,8 +131,8 @@ const level = {
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// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
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}
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},
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custom() {},
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customTopLayer() {},
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custom() { },
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customTopLayer() { },
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setDifficulty() {
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simulation.difficulty = 0
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b.dmgScale = 1; //damage done by player decreases each level
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@@ -575,7 +574,7 @@ const level = {
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body[body.length] = rotor1
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body[body.length] = rotor2
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setTimeout(function() {
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setTimeout(function () {
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rotor.collisionFilter.category = cat.body;
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rotor.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet //| cat.map
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}, 1000);
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@@ -590,7 +589,7 @@ const level = {
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Composite.add(engine.world, constraint);
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if (rotate) {
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rotor.rotate = function() {
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rotor.rotate = function () {
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if (!m.isBodiesAsleep) {
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Matter.Body.applyForce(rotor, {
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x: rotor.position.x + 100,
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@@ -793,7 +792,7 @@ const level = {
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y: 0
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}, angleB)
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draw = function() {
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draw = function () {
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ctx.beginPath(); //portal
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let v = this.vertices;
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ctx.moveTo(v[0].x, v[0].y);
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@@ -803,7 +802,7 @@ const level = {
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ctx.fillStyle = this.color
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ctx.fill();
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}
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query = function(isRemoveBlocks = false) {
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query = function (isRemoveBlocks = false) {
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if (Matter.Query.collides(this, [player]).length === 0) { //not touching player
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if (player.isInPortal === this) player.isInPortal = null
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} else if (player.isInPortal !== this) { //touching player
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@@ -998,7 +997,7 @@ const level = {
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opticalQuery() {
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if (this.isOn) {
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//draw
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ctx.fillStyle = `hsla(0, 100%, 50%,${0.6+0.4*Math.random()})`
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ctx.fillStyle = `hsla(0, 100%, 50%,${0.6 + 0.4 * Math.random()})`
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ctx.fillRect(this.min.x, this.min.y, this.width, this.height)
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//collision with player
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if (this.height > 0 && Matter.Query.region([player], this).length && !(m.isCloak)) {
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@@ -1418,7 +1417,7 @@ const level = {
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button.isReadyToFire = true
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} else if (button.isReadyToFire && !button.isUp) {
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button.isReadyToFire = false
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fireBlock = function(xPos, yPos) {
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fireBlock = function (xPos, yPos) {
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const index = body.length
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spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
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const bodyBullet = body[body.length - 1]
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@@ -1474,7 +1473,7 @@ const level = {
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button.isReadyToFire = true
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} else if (button.isReadyToFire && !button.isUp) {
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button.isReadyToFire = false
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fireBlock = function(xPos, yPos) {
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fireBlock = function (xPos, yPos) {
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const index = body.length
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spawn.bodyRect(xPos, yPos, 35 + 50 * Math.random(), 35 + 50 * Math.random());
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const bodyBullet = body[body.length - 1]
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@@ -1569,7 +1568,7 @@ const level = {
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y: -5
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});
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}
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ctx.fillStyle = `rgba(255,0,255,${0.2+0.7*Math.random()})`
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ctx.fillStyle = `rgba(255,0,255,${0.2 + 0.7 * Math.random()})`
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ctx.fillRect(bounds.min.x, y - 185, 38, 70);
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}
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}
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@@ -1636,7 +1635,7 @@ const level = {
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y: -5
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});
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}
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ctx.fillStyle = `rgba(255,0,255,${0.2+0.7*Math.random()})`
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ctx.fillStyle = `rgba(255,0,255,${0.2 + 0.7 * Math.random()})`
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ctx.fillRect(bounds.min.x, y - 185, 38, 70);
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}
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}
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@@ -1888,7 +1887,7 @@ const level = {
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Composite.add(engine.world, who); //add to world
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}
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let r = 150
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let hexagon = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
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let hexagon = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
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//450 horizontal spread // -130-130-130 = 390 vertical
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if (Math.random() < 0.5) {
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spawn.mapVertex(x + 775, y + -260, hexagon);
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@@ -1977,13 +1976,13 @@ const level = {
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}
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//right side hexagons
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let r = 300
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let hexagon = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
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let hexagon = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
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spawn.mapVertex(x + 1640, y + -365, hexagon);
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// r = 275
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// let hexagonHalf = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 `
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// spawn.mapVertex(x + 2300, y + -75, hexagonHalf);
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r = 150
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const hexagon150 = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 ${r*Math.cos(2.0944)} ${r*Math.sin(2.0944)} ${r*Math.cos(1.0472)} ${r*Math.sin(1.0472)} `
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const hexagon150 = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 ${r * Math.cos(2.0944)} ${r * Math.sin(2.0944)} ${r * Math.cos(1.0472)} ${r * Math.sin(1.0472)} `
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// spawn.mapVertex(x + 1750, y + -550, hexagon150);
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spawn.mapVertex(x + 1750, y + -1100, hexagon150);
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spawn.mapVertex(x + 1750, y + -1650, hexagon150);
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@@ -1991,7 +1990,7 @@ const level = {
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//left side
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r = 350
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let hexagonHalf = `${r} 0 ${r*Math.cos(5.236)} ${r*Math.sin(5.236)} ${r*Math.cos(4.189)} ${r*Math.sin(4.189)} ${-r} 0 `
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let hexagonHalf = `${r} 0 ${r * Math.cos(5.236)} ${r * Math.sin(5.236)} ${r * Math.cos(4.189)} ${r * Math.sin(4.189)} ${-r} 0 `
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spawn.mapVertex(x + 425, y + -90, hexagonHalf);
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spawn.mapVertex(x + 850, y + -500, hexagon150);
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@@ -2338,10 +2337,10 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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//???
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level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
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// spawn.starter(1900, -500, 200) //big boy
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level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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spawn.starter(1900, -500, 200) //big boy
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// spawn.spiderBoss(1700, -500)
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// spawn.launcherOne(1700, -500)
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// spawn.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(3200, -500)
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@@ -2371,7 +2370,7 @@ const level = {
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// spawn.blinkBoss(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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spawn.laser(1800, -320)
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// spawn.laser(1800, -320)
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// spawn.laserBombingBoss(1600, -500)
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// spawn.laserTargetingBoss(1600, -500)
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// spawn.laserBoss(1600, -500)
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@@ -2389,7 +2388,7 @@ const level = {
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level.exit.draw();
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level.enter.draw();
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};
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level.customTopLayer = () => {};
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level.customTopLayer = () => { };
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level.setPosToSpawn(0, -50); //normal spawn
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level.exit.x = 1500;
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level.exit.y = -1875;
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@@ -5519,7 +5518,7 @@ const level = {
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if (mob[i].isBoss) me = mob[i]
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}
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if (me) {
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me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
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me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs
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spawnCouloirEnHaut()
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doorSortieSalle.isOpen = false;
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};
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@@ -5535,7 +5534,7 @@ const level = {
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if (mob[i].isBoss) me = mob[i]
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}
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if (me) {
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me.onDeath = function() { //please don't edit the onDeath function this causes serious bugs
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||||
me.onDeath = function () { //please don't edit the onDeath function this causes serious bugs
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spawnCouloirEnHaut()
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doorSortieSalle.isOpen = false;
|
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};
|
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@@ -5760,11 +5759,11 @@ const level = {
|
||||
body[body.length] = part4;
|
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body[body.length] = part5;
|
||||
body[body.length] = part6;
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
chair.collisionFilter.category = cat.body;
|
||||
chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
chair2.collisionFilter.category = cat.body;
|
||||
chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -5819,7 +5818,7 @@ const level = {
|
||||
body[body.length] = rightUpperLeg
|
||||
body[body.length] = rightLowerArm
|
||||
body[body.length] = rightUpperArm
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
person.collisionFilter.category = cat.body;
|
||||
person.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -6211,7 +6210,7 @@ const level = {
|
||||
level.exit.draw();
|
||||
level.enter.draw();
|
||||
};
|
||||
level.customTopLayer = () => {};
|
||||
level.customTopLayer = () => { };
|
||||
level.defaultZoom = 1800
|
||||
simulation.zoomTransition(level.defaultZoom)
|
||||
document.body.style.backgroundColor = "#dcdcde";
|
||||
@@ -7270,7 +7269,7 @@ const level = {
|
||||
body[body.length] = part1;
|
||||
body[body.length] = part2;
|
||||
body[body.length] = part3;
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
compoundParts.collisionFilter.category = cat.body;
|
||||
compoundParts.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
@@ -7389,8 +7388,8 @@ const level = {
|
||||
|
||||
// prevent the user from getting into the secreter room without defeating all mobs
|
||||
if (m.pos.x > 1500 && m.pos.x < 2500 && m.pos.y > -4000 && m.pos.y < -3500 && mob.reduce((a, i) => {
|
||||
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
|
||||
}, false) && !emergencyActivated) {
|
||||
return a || ((Math.sqrt((i.position.x - 3600) * (i.position.x - 3600) + (i.position.y + 3600) * (i.position.y + 3600)) < 20000) && i.isDropPowerUp);
|
||||
}, false) && !emergencyActivated) {
|
||||
Matter.Body.setPosition(player, {
|
||||
x: 2800,
|
||||
y: m.pos.y
|
||||
|
||||
25
js/lore.js
25
js/lore.js
@@ -11,7 +11,6 @@ const lore = {
|
||||
} else if (simulation.difficultyMode === 6) {
|
||||
this.techGoal = 1
|
||||
}
|
||||
|
||||
},
|
||||
talkingColor: "#dff", //set color of graphic on level.null
|
||||
isSpeech: false,
|
||||
@@ -42,6 +41,17 @@ const lore = {
|
||||
lore.conversation[lore.chapter][lore.sentence]() //go to next sentence in the chapter and play it
|
||||
}
|
||||
},
|
||||
unlockTesting() {
|
||||
if (localSettings.loreCount < 1) localSettings.loreCount = 1
|
||||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||||
document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||||
simulation.makeTextLog(`<span class='color-var'>lore</span>.unlockTesting()`, Infinity);
|
||||
|
||||
sound.portamento(50)
|
||||
sound.portamento(83.333)
|
||||
sound.portamento(166.666)
|
||||
},
|
||||
anand: {
|
||||
color: "#e0c",
|
||||
voice: undefined,
|
||||
@@ -490,19 +500,6 @@ const lore = {
|
||||
// () => { lore.miriam.text("And that is why you keep running these fighting simulations.") },
|
||||
// () => { lore.miriam.text("You haven't been researching new technology.") },
|
||||
// () => { lore.miriam.text("You've are planning how to escape.") },
|
||||
|
||||
|
||||
unlockTesting() {
|
||||
if (localSettings.loreCount < 1) localSettings.loreCount = 1
|
||||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||||
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||||
document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||||
simulation.makeTextLog(`<span class='color-var'>lore</span>.unlockTesting()`, Infinity);
|
||||
|
||||
sound.portamento(50)
|
||||
sound.portamento(83.333)
|
||||
sound.portamento(166.666)
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
|
||||
35
js/mob.js
35
js/mob.js
@@ -128,7 +128,7 @@ const mobs = {
|
||||
const y = who.position.y - w * 0.7;
|
||||
ctx.fillStyle = "rgba(100, 100, 100, 0.3)";
|
||||
ctx.fillRect(x, y, w, h);
|
||||
ctx.fillStyle = `rgba(${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},${Math.floor(255*Math.random())},0.5)`
|
||||
ctx.fillStyle = `rgba(${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},${Math.floor(255 * Math.random())},0.5)`
|
||||
ctx.fillRect(x, y, w * who.health, h);
|
||||
|
||||
//draw fill inside mob
|
||||
@@ -165,7 +165,7 @@ const mobs = {
|
||||
});
|
||||
}
|
||||
},
|
||||
endEffect() {},
|
||||
endEffect() { },
|
||||
dmg: tickDamage,
|
||||
type: "dot",
|
||||
endCycle: simulation.cycle + cycles,
|
||||
@@ -472,7 +472,7 @@ const mobs = {
|
||||
}
|
||||
},
|
||||
laser() {
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -609,7 +609,7 @@ const mobs = {
|
||||
ctx.fillStyle = "rgba(0,0,0,0.07)";
|
||||
ctx.fill();
|
||||
//spring to random place on map
|
||||
const vertexCollision = function(v1, v1End, domain) {
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
for (let i = 0; i < domain.length; ++i) {
|
||||
let vertices = domain[i].vertices;
|
||||
const len = vertices.length - 1;
|
||||
@@ -676,7 +676,7 @@ const mobs = {
|
||||
},
|
||||
curl(range = 1000, mag = -10) {
|
||||
//cause all mobs, and bodies to rotate in a circle
|
||||
applyCurl = function(center, array, isAntiGravity = true) {
|
||||
applyCurl = function (center, array, isAntiGravity = true) {
|
||||
for (let i = 0; i < array.length; ++i) {
|
||||
if (!array[i].isNotHoldable) {
|
||||
const sub = Vector.sub(center, array[i].position)
|
||||
@@ -686,10 +686,17 @@ const mobs = {
|
||||
if (radius2 < range * range && radius2 > 10000) {
|
||||
const curlVector = Vector.mult(Vector.perp(Vector.normalise(sub)), mag)
|
||||
//apply curl force
|
||||
Matter.Body.setVelocity(array[i], {
|
||||
x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
|
||||
y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
|
||||
})
|
||||
if (array[i].isMobBullet) {
|
||||
Matter.Body.setVelocity(array[i], {
|
||||
x: array[i].velocity.x * 0.97 + curlVector.x * 0.06,
|
||||
y: array[i].velocity.y * 0.97 + curlVector.y * 0.06
|
||||
})
|
||||
} else {
|
||||
Matter.Body.setVelocity(array[i], {
|
||||
x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
|
||||
y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
|
||||
})
|
||||
}
|
||||
if (isAntiGravity) array[i].force.y -= 0.8 * simulation.g * array[i].mass
|
||||
// //draw curl, for debugging
|
||||
// ctx.beginPath();
|
||||
@@ -818,7 +825,7 @@ const mobs = {
|
||||
//be sure to declare searchTarget in mob spawn
|
||||
//accelerate towards the searchTarget
|
||||
if (!this.seePlayer.recall) {
|
||||
const newTarget = function(that) {
|
||||
const newTarget = function (that) {
|
||||
if (Math.random() < 0.0005) {
|
||||
that.searchTarget = player.position; //chance to target player
|
||||
} else {
|
||||
@@ -1221,7 +1228,7 @@ const mobs = {
|
||||
for (let i = 0, len = consBB.length; i < len; ++i) {
|
||||
if (consBB[i].bodyA === this) {
|
||||
if (consBB[i].bodyB.shield) {
|
||||
consBB[i].bodyB.do = function() {
|
||||
consBB[i].bodyB.do = function () {
|
||||
this.death();
|
||||
};
|
||||
}
|
||||
@@ -1231,7 +1238,7 @@ const mobs = {
|
||||
break;
|
||||
} else if (consBB[i].bodyB === this) {
|
||||
if (consBB[i].bodyA.shield) {
|
||||
consBB[i].bodyA.do = function() {
|
||||
consBB[i].bodyA.do = function () {
|
||||
this.death();
|
||||
};
|
||||
}
|
||||
@@ -1290,7 +1297,7 @@ const mobs = {
|
||||
//large mobs shrink so they don't block paths
|
||||
if (body[len].mass + body[len2].mass > 16) {
|
||||
const massLimit = 8 + 6 * Math.random()
|
||||
const shrink = function(that1, that2) {
|
||||
const shrink = function (that1, that2) {
|
||||
if (that1.mass + that2.mass > massLimit) {
|
||||
const scale = 0.95;
|
||||
Matter.Body.scale(that1, scale, scale);
|
||||
@@ -1313,7 +1320,7 @@ const mobs = {
|
||||
//large mobs shrink so they don't block paths
|
||||
if (body[len].mass > 9) {
|
||||
const massLimit = 7 + 4 * Math.random()
|
||||
const shrink = function(that) {
|
||||
const shrink = function (that) {
|
||||
if (that.mass > massLimit) {
|
||||
const scale = 0.95;
|
||||
Matter.Body.scale(that, scale, scale);
|
||||
|
||||
3548
js/player.js
3548
js/player.js
File diff suppressed because it is too large
Load Diff
@@ -321,7 +321,7 @@ const powerUps = {
|
||||
}
|
||||
if (tech.isRerollBots) {
|
||||
let delay = 0
|
||||
for (const cost = 2 + Math.floor(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
|
||||
for (const cost = 2 + Math.floor(0.1666 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
|
||||
delay += 500
|
||||
setTimeout(() => {
|
||||
b.randomBot()
|
||||
@@ -469,30 +469,30 @@ const powerUps = {
|
||||
if (tech.ammoCap) {
|
||||
const ammoAdded = Math.ceil(target.ammoPack * 0.7 * tech.ammoCap) //0.7 is average
|
||||
target.ammo = ammoAdded
|
||||
simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
|
||||
// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
|
||||
} else {
|
||||
const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack)
|
||||
target.ammo += ammoAdded
|
||||
simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
|
||||
// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
|
||||
}
|
||||
}
|
||||
} else { //give ammo to all guns in inventory
|
||||
let textLog = ""
|
||||
// let textLog = ""
|
||||
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
||||
const target = b.guns[b.inventory[i]]
|
||||
if (target.ammo !== Infinity) {
|
||||
if (tech.ammoCap) {
|
||||
const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
|
||||
target.ammo = ammoAdded
|
||||
textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}<br>`
|
||||
// textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}<br>`
|
||||
} else {
|
||||
const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
|
||||
target.ammo += ammoAdded
|
||||
textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}<br>`
|
||||
// textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}<br>`
|
||||
}
|
||||
}
|
||||
}
|
||||
simulation.makeTextLog(textLog)
|
||||
// simulation.makeTextLog(textLog)
|
||||
}
|
||||
// } else { //give ammo to all guns in inventory
|
||||
// for (let i = 0, len = b.inventory.length; i < len; i++) {
|
||||
|
||||
@@ -354,7 +354,7 @@ const simulation = {
|
||||
// <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#7ce" stroke="none" /> -->
|
||||
// SVGleftMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M832.41,106.64 V323.55 H651.57 V256.64 c0-82.5,67.5-150,150-150 Z" fill="#149" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
|
||||
// SVGrightMouse: '<svg viewBox="750 0 200 765" class="mouse-icon" width="40px" height = "60px" stroke-linecap="round" stroke-linejoin="round" stroke-width="25px" stroke="#000" fill="none"> <path fill="#fff" stroke="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M827,112 h30 a140,140,0,0,1,140,140 v68 h-167 z" fill="#0cf" stroke="none" /> <path fill="none" d="M827,112 h30 a140,140,0,0,1,140,140 v268 a140,140,0,0,1-140,140 h-60 a140,140,0,0,1-140-140v-268 a140,140,0,0,1,140-140h60" /> <path d="M657 317 h 340 h-170 v-207" /> <ellipse fill="#fff" cx="827.57" cy="218.64" rx="29" ry="68" /> </svg>',
|
||||
makeTextLog(text, time = 180) {
|
||||
makeTextLog(text, time = 240) {
|
||||
if (simulation.isTextLogOpen && !build.isExperimentSelection) {
|
||||
if (simulation.lastLogTime > m.cycle) { //if there is an older message
|
||||
document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
|
||||
|
||||
423
js/spawn.js
423
js/spawn.js
File diff suppressed because it is too large
Load Diff
17741
js/tech.js
17741
js/tech.js
File diff suppressed because it is too large
Load Diff
54
todo.txt
54
todo.txt
@@ -1,50 +1,46 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
change: torpor - if you have NOT killed a mob in the last 5 seconds reduce harm by 66% (no negative effect though)
|
||||
tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost
|
||||
tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses)
|
||||
tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage
|
||||
|
||||
mob: launcherOne - launches 1 big seeker bullet that chases you
|
||||
black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase
|
||||
|
||||
applied science no longer gives research (just a random tech for every gun you have)
|
||||
bot fabrication increase cost every 5 -> x6 bots
|
||||
|
||||
average console time to disappear is 3 -> 4 seconds
|
||||
ammo power ups no longer log ammo to in game console for performance reasons
|
||||
|
||||
JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
reduce some common in game console triggers, but lengthen default console time
|
||||
don't log ammo?
|
||||
don't log health
|
||||
cap length of console?
|
||||
new late game level that is easier if you can: platform well, jump high, immune to slime, wormhole through walls, fly fast
|
||||
climb vertically to avoid rising slime
|
||||
|
||||
tech if you are inside the MACHO halo get a benefit
|
||||
field tech - disable blocking, but does high damage to mobs inside field
|
||||
and maybe slows mobs it damages
|
||||
|
||||
mob/boss that fires a laser at player, but give player time to avoid
|
||||
laser isn't always on
|
||||
they target where player was 1 second ago
|
||||
they turn to face player?
|
||||
|
||||
dart: a new bullet type for string-less harpoons
|
||||
can turn harder
|
||||
dart, draw quick line to indicate targeting
|
||||
can get new targets?
|
||||
|
||||
convert tech descriptions into a method()
|
||||
this means the text would generate when you: press pause, or display options, or open experiment mode
|
||||
this would allow the description to reference variables inside it, like this.count
|
||||
who could use this:
|
||||
Occam's razor
|
||||
|
||||
tech: dart - alt fire several small harpoons, with guidance
|
||||
requires not railgun
|
||||
|
||||
tech: after bullets hit a mob, the mob takes 1% more damage
|
||||
this.damageReduction *= 1.01
|
||||
only for drones?
|
||||
only for drones, spores, worms, ice-IX?
|
||||
|
||||
|
||||
make it easier to push blocks around with your body
|
||||
part of negative mass?
|
||||
link to other block tech
|
||||
|
||||
tech: instead of throwing a block, give bots that last for 20 seconds
|
||||
|
||||
tech: open a new tab for n-gon, spawn things in the original game based on events in new game
|
||||
if you die in new die in original?
|
||||
new is n-gon classic?
|
||||
make a JUNK tech?
|
||||
if you die in original open a tab with a new n-gon that starts on a random level with a random load out. if you clear the level you come back to life in the original?
|
||||
|
||||
tech or field aspect - Firing now doesn't alert any mob but the mob you hit
|
||||
|
||||
bug - death while paused crashes game?
|
||||
|
||||
tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage
|
||||
@@ -448,7 +444,6 @@ level boss: fires a line intersection in a random direction every few seconds.
|
||||
******************************************************** LORE ********************************************************
|
||||
|
||||
possible names for tech
|
||||
astrophage
|
||||
strange loop
|
||||
homeostasis
|
||||
holonomy - parallel transport of a vector leads to movement (applies to curved space)
|
||||
@@ -461,7 +456,6 @@ possible names for tech
|
||||
Gödel's incompleteness
|
||||
quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields)
|
||||
counterfactual - something false
|
||||
axion - maybe a 3rd dark matter type tech
|
||||
Pigeonhole principle - if there are several things that are matched up
|
||||
regression to the mean
|
||||
phlogiston theory is a superseded scientific theory that postulated the existence of a fire-like element called phlogiston
|
||||
@@ -469,13 +463,13 @@ possible names for tech
|
||||
evolutionary cosmology
|
||||
eternal inflation
|
||||
hypergraph
|
||||
gnarl
|
||||
SQUID (for superconducting quantum interference device) is a very sensitive magnetometer used to measure extremely subtle magnetic fields, based on superconducting loops containing Josephson junctions.
|
||||
nuclear pasta - hard matter in neutron star
|
||||
nonlocal
|
||||
fine-tuned universe
|
||||
eternalism https://en.wikipedia.org/wiki/Eternalism_(philosophy_of_time)
|
||||
axial motor
|
||||
hall effect thrusters
|
||||
|
||||
a tutorial / lore intro
|
||||
needs to be optional so it doesn't slow experienced players
|
||||
|
||||
Reference in New Issue
Block a user