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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.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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color: simulation.playerDmgColor,
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time: simulation.drawTime
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time: simulation.drawTime
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});
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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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return;
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}
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}
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//mob + body collisions
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//mob + body collisions
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15
js/level.js
15
js/level.js
@@ -16,18 +16,17 @@ const level = {
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// localSettings.levelsClearedLastGame = 10
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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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// 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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// 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("laser")
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// b.giveGuns("nail gun")
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// b.giveGuns("nail gun")
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// b.giveGuns("harpoon")
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// b.giveGuns("harpoon")
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// tech.giveTech("darts")
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// tech.giveTech("affine connection")
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// tech.giveTech("incendiary ammunition")
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// tech.giveTech("regression")
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// tech.giveTech("relativistic momentum")
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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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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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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 < 1; i++) tech.giveTech("reticulum")
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// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
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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.intro(); //starting level
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// level.testing(); //not in rotation, used for testing
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// level.testing(); //not in rotation, used for testing
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@@ -2338,10 +2337,10 @@ const level = {
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spawn.mapRect(4850, -275, 50, 175);
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spawn.mapRect(4850, -275, 50, 175);
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//???
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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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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.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.launcherBoss(3200, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.laserTargetingBoss(1700, -500)
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// spawn.powerUpBoss(3200, -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.blinkBoss(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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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.laserBombingBoss(1600, -500)
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// spawn.laserTargetingBoss(1600, -500)
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// spawn.laserTargetingBoss(1600, -500)
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// spawn.laserBoss(1600, -500)
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// spawn.laserBoss(1600, -500)
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25
js/lore.js
25
js/lore.js
@@ -11,7 +11,6 @@ const lore = {
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} else if (simulation.difficultyMode === 6) {
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} else if (simulation.difficultyMode === 6) {
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this.techGoal = 1
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this.techGoal = 1
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}
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}
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},
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},
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talkingColor: "#dff", //set color of graphic on level.null
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talkingColor: "#dff", //set color of graphic on level.null
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isSpeech: false,
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isSpeech: false,
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@@ -42,6 +41,17 @@ const lore = {
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lore.conversation[lore.chapter][lore.sentence]() //go to next sentence in the chapter and play it
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lore.conversation[lore.chapter][lore.sentence]() //go to next sentence in the chapter and play it
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}
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}
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},
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},
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unlockTesting() {
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if (localSettings.loreCount < 1) localSettings.loreCount = 1
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
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document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
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simulation.makeTextLog(`<span class='color-var'>lore</span>.unlockTesting()`, Infinity);
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sound.portamento(50)
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sound.portamento(83.333)
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sound.portamento(166.666)
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},
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anand: {
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anand: {
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color: "#e0c",
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color: "#e0c",
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voice: undefined,
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voice: undefined,
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@@ -490,19 +500,6 @@ const lore = {
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// () => { lore.miriam.text("And that is why you keep running these fighting simulations.") },
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// () => { lore.miriam.text("And that is why you keep running these fighting simulations.") },
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// () => { lore.miriam.text("You haven't been researching new technology.") },
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// () => { lore.miriam.text("You haven't been researching new technology.") },
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// () => { lore.miriam.text("You've are planning how to escape.") },
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// () => { lore.miriam.text("You've are planning how to escape.") },
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unlockTesting() {
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if (localSettings.loreCount < 1) localSettings.loreCount = 1
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localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
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document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
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simulation.makeTextLog(`<span class='color-var'>lore</span>.unlockTesting()`, Infinity);
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sound.portamento(50)
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sound.portamento(83.333)
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sound.portamento(166.666)
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},
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}
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}
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@@ -686,10 +686,17 @@ const mobs = {
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if (radius2 < range * range && radius2 > 10000) {
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if (radius2 < range * range && radius2 > 10000) {
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const curlVector = Vector.mult(Vector.perp(Vector.normalise(sub)), mag)
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const curlVector = Vector.mult(Vector.perp(Vector.normalise(sub)), mag)
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//apply curl force
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//apply curl force
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if (array[i].isMobBullet) {
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Matter.Body.setVelocity(array[i], {
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x: array[i].velocity.x * 0.97 + curlVector.x * 0.06,
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y: array[i].velocity.y * 0.97 + curlVector.y * 0.06
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})
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} else {
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Matter.Body.setVelocity(array[i], {
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Matter.Body.setVelocity(array[i], {
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x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
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x: array[i].velocity.x * 0.94 + curlVector.x * 0.06,
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y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
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y: array[i].velocity.y * 0.94 + curlVector.y * 0.06
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})
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})
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}
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if (isAntiGravity) array[i].force.y -= 0.8 * simulation.g * array[i].mass
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if (isAntiGravity) array[i].force.y -= 0.8 * simulation.g * array[i].mass
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// //draw curl, for debugging
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// //draw curl, for debugging
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// ctx.beginPath();
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// ctx.beginPath();
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70
js/player.js
70
js/player.js
@@ -808,38 +808,7 @@ const m = {
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m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset;
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m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset;
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m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y;
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m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y;
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},
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},
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draw() {
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draw() { },
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ctx.fillStyle = m.fillColor;
|
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m.walk_cycle += m.flipLegs * m.Vx;
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//draw body
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ctx.save();
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ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
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ctx.translate(m.pos.x, m.pos.y);
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m.calcLeg(Math.PI, -3);
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m.drawLeg("#4a4a4a");
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m.calcLeg(0, 0);
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m.drawLeg("#333");
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ctx.rotate(m.angle);
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ctx.beginPath();
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ctx.arc(0, 0, 30, 0, 2 * Math.PI);
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ctx.fillStyle = this.bodyGradient;
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ctx.fill();
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ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
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ctx.strokeStyle = "#333";
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ctx.lineWidth = 2;
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ctx.stroke();
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// draw eye; used in flip-flop
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// ctx.beginPath();
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// ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
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// ctx.fillStyle = m.eyeFillColor;
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// ctx.fill()
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ctx.restore();
|
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m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
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},
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drawFlipFlop() {
|
drawFlipFlop() {
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ctx.fillStyle = m.fillColor;
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ctx.fillStyle = m.fillColor;
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m.walk_cycle += m.flipLegs * m.Vx;
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m.walk_cycle += m.flipLegs * m.Vx;
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@@ -875,17 +844,13 @@ const m = {
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drawDefault() {
|
drawDefault() {
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ctx.fillStyle = m.fillColor;
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ctx.fillStyle = m.fillColor;
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m.walk_cycle += m.flipLegs * m.Vx;
|
m.walk_cycle += m.flipLegs * m.Vx;
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|
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//draw body
|
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ctx.save();
|
ctx.save();
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ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
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ctx.translate(m.pos.x, m.pos.y);
|
ctx.translate(m.pos.x, m.pos.y);
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|
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m.calcLeg(Math.PI, -3);
|
m.calcLeg(Math.PI, -3);
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m.drawLeg("#4a4a4a");
|
m.drawLeg("#4a4a4a");
|
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m.calcLeg(0, 0);
|
m.calcLeg(0, 0);
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m.drawLeg("#333");
|
m.drawLeg("#333");
|
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|
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ctx.rotate(m.angle);
|
ctx.rotate(m.angle);
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ctx.beginPath();
|
ctx.beginPath();
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ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||||
@@ -895,12 +860,6 @@ const m = {
|
|||||||
ctx.strokeStyle = "#333";
|
ctx.strokeStyle = "#333";
|
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ctx.lineWidth = 2;
|
ctx.lineWidth = 2;
|
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ctx.stroke();
|
ctx.stroke();
|
||||||
// draw eye; used in flip-flop
|
|
||||||
// ctx.beginPath();
|
|
||||||
// ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
|
|
||||||
// ctx.fillStyle = m.eyeFillColor;
|
|
||||||
// ctx.fill()
|
|
||||||
|
|
||||||
ctx.restore();
|
ctx.restore();
|
||||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||||
},
|
},
|
||||||
@@ -2897,6 +2856,7 @@ const m = {
|
|||||||
{
|
{
|
||||||
name: "wormhole",
|
name: "wormhole",
|
||||||
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
|
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
|
||||||
|
drain: 0,
|
||||||
effect: function () {
|
effect: function () {
|
||||||
m.duplicateChance = 0.07
|
m.duplicateChance = 0.07
|
||||||
m.fieldRange = 0
|
m.fieldRange = 0
|
||||||
@@ -3098,12 +3058,15 @@ const m = {
|
|||||||
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
||||||
const sub = Vector.sub(simulation.mouseInGame, m.pos)
|
const sub = Vector.sub(simulation.mouseInGame, m.pos)
|
||||||
const mag = Vector.magnitude(sub)
|
const mag = Vector.magnitude(sub)
|
||||||
const drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
|
|
||||||
if (input.field) {
|
if (input.field) {
|
||||||
m.grabPowerUp();
|
m.grabPowerUp();
|
||||||
|
|
||||||
//draw possible wormhole
|
//draw possible wormhole
|
||||||
if (mag > 250 && m.energy > drain) {
|
if (tech.isWormholeMapIgnore && Matter.Query.ray(map, m.pos, justPastMouse).length !== 0) {
|
||||||
|
this.drain = (0.06 + 0.006 * Math.sqrt(mag)) * 2
|
||||||
|
} else {
|
||||||
|
this.drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
|
||||||
|
}
|
||||||
const unit = Vector.perp(Vector.normalise(sub))
|
const unit = Vector.perp(Vector.normalise(sub))
|
||||||
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
|
||||||
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
|
m.fieldRange = 0.97 * m.fieldRange + 0.03 * (50 + 10 * Math.sin(simulation.cycle * 0.025))
|
||||||
@@ -3115,6 +3078,8 @@ const m = {
|
|||||||
ctx.moveTo(where.x, where.y)
|
ctx.moveTo(where.x, where.y)
|
||||||
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2b.x, edge2b.y);
|
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2b.x, edge2b.y);
|
||||||
if (
|
if (
|
||||||
|
mag > 250 && m.energy > this.drain &&
|
||||||
|
(tech.isWormholeMapIgnore || Matter.Query.ray(map, m.pos, justPastMouse).length === 0) &&
|
||||||
Matter.Query.region(map, {
|
Matter.Query.region(map, {
|
||||||
min: {
|
min: {
|
||||||
x: simulation.mouseInGame.x - scale,
|
x: simulation.mouseInGame.x - scale,
|
||||||
@@ -3124,8 +3089,7 @@ const m = {
|
|||||||
x: simulation.mouseInGame.x + scale,
|
x: simulation.mouseInGame.x + scale,
|
||||||
y: simulation.mouseInGame.y + scale
|
y: simulation.mouseInGame.y + scale
|
||||||
}
|
}
|
||||||
}).length === 0 &&
|
}).length === 0
|
||||||
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
|
|
||||||
) {
|
) {
|
||||||
m.hole.isReady = true;
|
m.hole.isReady = true;
|
||||||
// ctx.fillStyle = "rgba(255,255,255,0.5)"
|
// ctx.fillStyle = "rgba(255,255,255,0.5)"
|
||||||
@@ -3142,13 +3106,11 @@ const m = {
|
|||||||
ctx.stroke();
|
ctx.stroke();
|
||||||
ctx.setLineDash([]);
|
ctx.setLineDash([]);
|
||||||
}
|
}
|
||||||
} else {
|
|
||||||
m.hole.isReady = false;
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
//make new wormhole
|
//make new wormhole
|
||||||
if (
|
if (
|
||||||
m.hole.isReady && mag > 250 && m.energy > drain &&
|
m.hole.isReady && mag > 250 && m.energy > this.drain &&
|
||||||
|
(tech.isWormholeMapIgnore || Matter.Query.ray(map, m.pos, justPastMouse).length === 0) &&
|
||||||
Matter.Query.region(map, {
|
Matter.Query.region(map, {
|
||||||
min: {
|
min: {
|
||||||
x: simulation.mouseInGame.x - scale,
|
x: simulation.mouseInGame.x - scale,
|
||||||
@@ -3158,10 +3120,9 @@ const m = {
|
|||||||
x: simulation.mouseInGame.x + scale,
|
x: simulation.mouseInGame.x + scale,
|
||||||
y: simulation.mouseInGame.y + scale
|
y: simulation.mouseInGame.y + scale
|
||||||
}
|
}
|
||||||
}).length === 0 &&
|
}).length === 0
|
||||||
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
|
|
||||||
) {
|
) {
|
||||||
m.energy -= drain
|
m.energy -= this.drain
|
||||||
m.hole.isReady = false;
|
m.hole.isReady = false;
|
||||||
m.fieldRange = 0
|
m.fieldRange = 0
|
||||||
Matter.Body.setPosition(player, simulation.mouseInGame);
|
Matter.Body.setPosition(player, simulation.mouseInGame);
|
||||||
@@ -3207,7 +3168,6 @@ const m = {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
// if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
|
||||||
// const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
// const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
||||||
// const scale = 60
|
// const scale = 60
|
||||||
|
|||||||
@@ -321,7 +321,7 @@ const powerUps = {
|
|||||||
}
|
}
|
||||||
if (tech.isRerollBots) {
|
if (tech.isRerollBots) {
|
||||||
let delay = 0
|
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
|
delay += 500
|
||||||
setTimeout(() => {
|
setTimeout(() => {
|
||||||
b.randomBot()
|
b.randomBot()
|
||||||
@@ -469,30 +469,30 @@ const powerUps = {
|
|||||||
if (tech.ammoCap) {
|
if (tech.ammoCap) {
|
||||||
const ammoAdded = Math.ceil(target.ammoPack * 0.7 * tech.ammoCap) //0.7 is average
|
const ammoAdded = Math.ceil(target.ammoPack * 0.7 * tech.ammoCap) //0.7 is average
|
||||||
target.ammo = ammoAdded
|
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> ${ammoAdded}`)
|
||||||
} else {
|
} else {
|
||||||
const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack)
|
const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack)
|
||||||
target.ammo += ammoAdded
|
target.ammo += ammoAdded
|
||||||
simulation.makeTextLog(`${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> ${ammoAdded}`)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else { //give ammo to all guns in inventory
|
} else { //give ammo to all guns in inventory
|
||||||
let textLog = ""
|
// let textLog = ""
|
||||||
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
||||||
const target = b.guns[b.inventory[i]]
|
const target = b.guns[b.inventory[i]]
|
||||||
if (target.ammo !== Infinity) {
|
if (target.ammo !== Infinity) {
|
||||||
if (tech.ammoCap) {
|
if (tech.ammoCap) {
|
||||||
const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
|
const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
|
||||||
target.ammo = ammoAdded
|
target.ammo = ammoAdded
|
||||||
textLog += `${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> ${ammoAdded}<br>`
|
||||||
} else {
|
} else {
|
||||||
const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
|
const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
|
||||||
target.ammo += ammoAdded
|
target.ammo += ammoAdded
|
||||||
textLog += `${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
|
// } else { //give ammo to all guns in inventory
|
||||||
// for (let i = 0, len = b.inventory.length; i < len; i++) {
|
// 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" /> -->
|
// <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>',
|
// 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>',
|
// 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.isTextLogOpen && !build.isExperimentSelection) {
|
||||||
if (simulation.lastLogTime > m.cycle) { //if there is an older message
|
if (simulation.lastLogTime > m.cycle) { //if there is an older message
|
||||||
document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
|
document.getElementById("text-log").innerHTML = document.getElementById("text-log").innerHTML + '<br>' + text;
|
||||||
|
|||||||
79
js/spawn.js
79
js/spawn.js
@@ -13,12 +13,13 @@ const spawn = {
|
|||||||
"grenadier", "grenadier",
|
"grenadier", "grenadier",
|
||||||
"striker", "striker",
|
"striker", "striker",
|
||||||
"laser", "laser",
|
"laser", "laser",
|
||||||
"exploder", "exploder",
|
|
||||||
"stabber", "stabber",
|
"stabber", "stabber",
|
||||||
"launcher", "launcher",
|
|
||||||
"springer", "springer",
|
"springer", "springer",
|
||||||
"pulsar", "pulsar",
|
"pulsar", "pulsar",
|
||||||
"sneaker", "sneaker",
|
"exploder",
|
||||||
|
"sneaker",
|
||||||
|
"launcher",
|
||||||
|
"launcherOne",
|
||||||
"sucker",
|
"sucker",
|
||||||
"sniper",
|
"sniper",
|
||||||
"spinner",
|
"spinner",
|
||||||
@@ -28,7 +29,7 @@ const spawn = {
|
|||||||
"spawner",
|
"spawner",
|
||||||
"ghoster",
|
"ghoster",
|
||||||
],
|
],
|
||||||
allowedGroupList: ["spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "stabber", "sniper", "pulsar", "grenadier", "slasher"],
|
allowedGroupList: ["spinner", "striker", "springer", "laser", "focuser", "beamer", "exploder", "spawner", "shooter", "launcher", "launcherOne", "stabber", "sniper", "pulsar", "grenadier", "slasher"],
|
||||||
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
|
setSpawnList() { //this is run at the start of each new level to determine the possible mobs for the level
|
||||||
//each level has 2 mobs: one new mob and one from the last level
|
//each level has 2 mobs: one new mob and one from the last level
|
||||||
spawn.pickList.splice(0, 1);
|
spawn.pickList.splice(0, 1);
|
||||||
@@ -155,6 +156,7 @@ const spawn = {
|
|||||||
|
|
||||||
if (mag < this.radius) { //buff to player when inside radius
|
if (mag < this.radius) { //buff to player when inside radius
|
||||||
tech.isHarmMACHO = true;
|
tech.isHarmMACHO = true;
|
||||||
|
|
||||||
//draw halo
|
//draw halo
|
||||||
ctx.strokeStyle = "rgba(80,120,200,0.2)" //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
|
ctx.strokeStyle = "rgba(80,120,200,0.2)" //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
|
||||||
ctx.beginPath();
|
ctx.beginPath();
|
||||||
@@ -271,10 +273,7 @@ const spawn = {
|
|||||||
});
|
});
|
||||||
Composite.add(engine.world, me.constraint);
|
Composite.add(engine.world, me.constraint);
|
||||||
}, 2000); //add in a delay in case the level gets flipped left right
|
}, 2000); //add in a delay in case the level gets flipped left right
|
||||||
|
|
||||||
me.isBoss = true;
|
me.isBoss = true;
|
||||||
|
|
||||||
|
|
||||||
me.frictionAir = 0.01;
|
me.frictionAir = 0.01;
|
||||||
me.memory = Infinity;
|
me.memory = Infinity;
|
||||||
me.hasRunDeathScript = false
|
me.hasRunDeathScript = false
|
||||||
@@ -413,7 +412,7 @@ const spawn = {
|
|||||||
me.endCycle = 780;
|
me.endCycle = 780;
|
||||||
me.totalCycles = 0
|
me.totalCycles = 0
|
||||||
me.mode = 0;
|
me.mode = 0;
|
||||||
me.damageReduction = 0.25
|
me.damageReduction = 0.25 //reset on each new mode
|
||||||
me.do = function () {
|
me.do = function () {
|
||||||
// this.armor();
|
// this.armor();
|
||||||
// Matter.Body.setPosition(this, {
|
// Matter.Body.setPosition(this, {
|
||||||
@@ -433,6 +432,7 @@ const spawn = {
|
|||||||
if (this.cycle > this.endCycle) {
|
if (this.cycle > this.endCycle) {
|
||||||
this.cycle = 0;
|
this.cycle = 0;
|
||||||
this.mode++
|
this.mode++
|
||||||
|
this.damageReduction = 0.25
|
||||||
if (this.mode > 2) {
|
if (this.mode > 2) {
|
||||||
this.mode = 0;
|
this.mode = 0;
|
||||||
this.fill = "#50f";
|
this.fill = "#50f";
|
||||||
@@ -509,6 +509,21 @@ const spawn = {
|
|||||||
me.eventHorizon = 1300
|
me.eventHorizon = 1300
|
||||||
me.eventHorizonCycleRate = 4 * Math.PI / me.endCycle
|
me.eventHorizonCycleRate = 4 * Math.PI / me.endCycle
|
||||||
me.modeSuck = function () {
|
me.modeSuck = function () {
|
||||||
|
if (!(this.cycle % 60)) {
|
||||||
|
const index = Math.floor((this.cycle % 360) / 60)
|
||||||
|
spawn.seeker(this.vertices[index].x, this.vertices[index].y, 20 * (0.5 + Math.random()), 9); //give the bullet a rotational velocity as if they were attached to a vertex
|
||||||
|
const who = mob[mob.length - 1]
|
||||||
|
Matter.Body.setDensity(who, 0.00003); //normal is 0.001
|
||||||
|
who.timeLeft = 760 //* (0.8 + 0.4 * Math.random());
|
||||||
|
who.accelMag = 0.0003 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
|
||||||
|
who.frictionAir = 0.01 //* (0.8 + 0.4 * Math.random());
|
||||||
|
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[index]))), -7)
|
||||||
|
Matter.Body.setVelocity(who, {
|
||||||
|
x: this.velocity.x + velocity.x,
|
||||||
|
y: this.velocity.y + velocity.y
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
//eventHorizon waves in and out
|
//eventHorizon waves in and out
|
||||||
const eventHorizon = this.eventHorizon * (1 - 0.25 * Math.cos(simulation.cycle * this.eventHorizonCycleRate)) //0.014
|
const eventHorizon = this.eventHorizon * (1 - 0.25 * Math.cos(simulation.cycle * this.eventHorizonCycleRate)) //0.014
|
||||||
//draw darkness
|
//draw darkness
|
||||||
@@ -1583,12 +1598,11 @@ const spawn = {
|
|||||||
}
|
}
|
||||||
toMe(body, this.position, this.eventHorizon)
|
toMe(body, this.position, this.eventHorizon)
|
||||||
toMe(mob, this.position, this.eventHorizon)
|
toMe(mob, this.position, this.eventHorizon)
|
||||||
// toMe(bullet, this.position, this.eventHorizon)
|
// toMe(bullet, this.position, this.eventHorizon))
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
|
||||||
me.do = function () {
|
me.do = function () {
|
||||||
// this.armor();
|
|
||||||
//keep it slow, to stop issues from explosion knock backs
|
//keep it slow, to stop issues from explosion knock backs
|
||||||
if (this.speed > 1) {
|
if (this.speed > 1) {
|
||||||
Matter.Body.setVelocity(this, {
|
Matter.Body.setVelocity(this, {
|
||||||
@@ -1606,6 +1620,21 @@ const spawn = {
|
|||||||
}
|
}
|
||||||
this.checkStatus();
|
this.checkStatus();
|
||||||
if (this.seePlayer.recall) {
|
if (this.seePlayer.recall) {
|
||||||
|
//throw large seekers
|
||||||
|
if (!(simulation.cycle % 240) && !m.isBodiesAsleep) {
|
||||||
|
spawn.seeker(this.position.x, this.position.y, 15 * (0.7 + 0.5 * Math.random()), 7); //give the bullet a rotational velocity as if they were attached to a vertex
|
||||||
|
const who = mob[mob.length - 1]
|
||||||
|
Matter.Body.setDensity(who, 0.00001); //normal is 0.001
|
||||||
|
who.timeLeft = 600
|
||||||
|
who.accelMag = 0.0002 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
|
||||||
|
who.frictionAir = 0.01 //* (0.
|
||||||
|
const velocity = Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), -20); //set direction to turn to fire //Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[index]))), -35)
|
||||||
|
Matter.Body.setVelocity(who, {
|
||||||
|
x: this.velocity.x + velocity.x,
|
||||||
|
y: this.velocity.y + velocity.y
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
//accelerate towards the player
|
//accelerate towards the player
|
||||||
const forceMag = this.accelMag * this.mass;
|
const forceMag = this.accelMag * this.mass;
|
||||||
const dx = this.seePlayer.position.x - this.position.x
|
const dx = this.seePlayer.position.x - this.position.x
|
||||||
@@ -3654,6 +3683,36 @@ const spawn = {
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
},
|
},
|
||||||
|
launcherOne(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];
|
||||||
|
me.accelMag = 0.00004 * simulation.accelScale;
|
||||||
|
me.fireFreq = Math.floor(420 + 90 * Math.random() * simulation.CDScale)
|
||||||
|
me.frictionStatic = 0;
|
||||||
|
me.friction = 0;
|
||||||
|
me.frictionAir = 0.015;
|
||||||
|
spawn.shield(me, x, y);
|
||||||
|
me.onDamage = function () { };
|
||||||
|
me.do = function () {
|
||||||
|
this.seePlayerCheck();
|
||||||
|
this.checkStatus();
|
||||||
|
this.attraction();
|
||||||
|
if (this.seePlayer.recall && !(simulation.cycle % this.fireFreq) && !m.isBodiesAsleep) {
|
||||||
|
Matter.Body.setAngularVelocity(this, 0.14)
|
||||||
|
spawn.seeker(this.vertices[0].x, this.vertices[0].y, 20, 9); //give the bullet a rotational velocity as if they were attached to a vertex
|
||||||
|
const who = mob[mob.length - 1]
|
||||||
|
Matter.Body.setDensity(who, 0.00003); //normal is 0.001
|
||||||
|
who.timeLeft = 840 //* (0.8 + 0.4 * Math.random());
|
||||||
|
who.accelMag = 0.00035 * simulation.accelScale; //* (0.8 + 0.4 * Math.random())
|
||||||
|
who.frictionAir = 0.01 //* (0.8 + 0.4 * Math.random());
|
||||||
|
const velocity = Vector.mult(Vector.perp(Vector.normalise(Vector.sub(this.position, this.vertices[0]))), -6)
|
||||||
|
Matter.Body.setVelocity(who, {
|
||||||
|
x: this.velocity.x + velocity.x,
|
||||||
|
y: this.velocity.y + velocity.y
|
||||||
|
});
|
||||||
|
}
|
||||||
|
};
|
||||||
|
},
|
||||||
launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
|
launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40)) {
|
||||||
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
|
mobs.spawn(x, y, 3, radius, "rgb(150,150,255)");
|
||||||
let me = mob[mob.length - 1];
|
let me = mob[mob.length - 1];
|
||||||
|
|||||||
91
js/tech.js
91
js/tech.js
@@ -209,6 +209,7 @@
|
|||||||
},
|
},
|
||||||
damageFromTech() {
|
damageFromTech() {
|
||||||
let dmg = 1 //m.fieldDamage
|
let dmg = 1 //m.fieldDamage
|
||||||
|
if (tech.isAxion && tech.isHarmMACHO) dmg *= 1 + 0.75 * (1 - m.harmReduction())
|
||||||
if (tech.OccamDamage) dmg *= tech.OccamDamage
|
if (tech.OccamDamage) dmg *= tech.OccamDamage
|
||||||
if (tech.isCloakingDamage) dmg *= 1.35
|
if (tech.isCloakingDamage) dmg *= 1.35
|
||||||
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.5
|
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.5
|
||||||
@@ -457,7 +458,7 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "applied science",
|
name: "applied science",
|
||||||
description: `spawn ${powerUps.orb.research(1)} and get a random <strong class='color-m'>tech</strong><br>for each <strong class='color-g'>gun</strong> in your inventory`,
|
description: `get a random <strong class='color-m'>tech</strong><br>for each <strong class='color-g'>gun</strong> in your inventory`, //spawn ${powerUps.orb.research(1)} and
|
||||||
maxCount: 9,
|
maxCount: 9,
|
||||||
count: 0,
|
count: 0,
|
||||||
isNonRefundable: true,
|
isNonRefundable: true,
|
||||||
@@ -470,7 +471,7 @@
|
|||||||
effect() {
|
effect() {
|
||||||
for (let i = b.inventory.length - 1; i > -1; i--) {
|
for (let i = b.inventory.length - 1; i > -1; i--) {
|
||||||
//spawn a research for each gun
|
//spawn a research for each gun
|
||||||
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||||||
//find a gun tech for this gun
|
//find a gun tech for this gun
|
||||||
const gunTechPool = []
|
const gunTechPool = []
|
||||||
for (let j = 0, len = tech.tech.length; j < len; j++) {
|
for (let j = 0, len = tech.tech.length; j < len; j++) {
|
||||||
@@ -732,6 +733,23 @@
|
|||||||
tech.isFarAwayDmg = false;
|
tech.isFarAwayDmg = false;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
name: "regression",
|
||||||
|
description: "bullet <strong>collisions</strong> increase <strong>vulnerability</strong> to<br><strong class='color-d'>damage</strong> by <strong>5%</strong> for mobs <em>(0.5% for bosses)</em>",
|
||||||
|
maxCount: 1,
|
||||||
|
count: 0,
|
||||||
|
frequency: 1,
|
||||||
|
frequencyDefault: 1,
|
||||||
|
allowed() { return true },
|
||||||
|
requires: "",
|
||||||
|
effect() {
|
||||||
|
tech.isLessDamageReduction = true
|
||||||
|
},
|
||||||
|
remove() {
|
||||||
|
tech.isLessDamageReduction = false
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
name: "simulated annealing",
|
name: "simulated annealing",
|
||||||
description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong>20%</strong> increased <strong><em>delay</em></strong> after firing",
|
description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong>20%</strong> increased <strong><em>delay</em></strong> after firing",
|
||||||
@@ -1539,7 +1557,7 @@
|
|||||||
name: "bot fabrication",
|
name: "bot fabrication",
|
||||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">bot fabrication</a>`,
|
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">bot fabrication</a>`,
|
||||||
descriptionFunction() {
|
descriptionFunction() {
|
||||||
return `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
|
return `after you collect ${powerUps.orb.research(2 + Math.floor(0.1666 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 6 bots)</em>`
|
||||||
},
|
},
|
||||||
// description: `if you collect ${powerUps.orb.research(2)}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`,
|
// description: `if you collect ${powerUps.orb.research(2)}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`,
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
@@ -2182,6 +2200,24 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
name: "axion",
|
||||||
|
description: "while inside the <strong>MACHO</strong> <strong>75%</strong> of your total<br><strong class='color-harm'>harm</strong> reduction is added to your <strong class='color-d'>damage</strong>",
|
||||||
|
maxCount: 1,
|
||||||
|
count: 0,
|
||||||
|
frequency: 2,
|
||||||
|
frequencyDefault: 2,
|
||||||
|
allowed() {
|
||||||
|
return tech.isMACHO
|
||||||
|
},
|
||||||
|
requires: "MACHO",
|
||||||
|
effect: () => {
|
||||||
|
tech.isAxion = true
|
||||||
|
},
|
||||||
|
remove() {
|
||||||
|
tech.isAxion = false
|
||||||
|
}
|
||||||
|
},
|
||||||
{
|
{
|
||||||
name: "ablative drones",
|
name: "ablative drones",
|
||||||
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after receiving <strong class='color-harm'>harm</strong>",
|
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after receiving <strong class='color-harm'>harm</strong>",
|
||||||
@@ -6700,7 +6736,7 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "virtual particles",
|
name: "virtual particles",
|
||||||
description: `use ${powerUps.orb.research(4)}to exploit your <strong>wormhole</strong> for a<br><strong>13%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
|
description: `use ${powerUps.orb.research(4)}to exploit your <strong class='color-worm'>wormhole</strong> for a<br><strong>13%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
|
||||||
isFieldTech: true,
|
isFieldTech: true,
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
@@ -6793,16 +6829,16 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "charmed baryons",
|
name: "charmed baryons",
|
||||||
description: `<strong>wormhole</strong> field uses no <strong class='color-f'>energy</strong><br><strong>move</strong> and <strong>jump</strong> <strong>33%</strong> <strong>slower</strong>`,
|
description: `<strong class='color-worm'>wormholes</strong> require <strong>zero</strong> <strong class='color-f'>energy</strong><br><strong>move</strong> and <strong>jump</strong> <strong>33%</strong> <strong>slower</strong>`,
|
||||||
isFieldTech: true,
|
isFieldTech: true,
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
frequency: 2,
|
frequency: 2,
|
||||||
frequencyDefault: 2,
|
frequencyDefault: 2,
|
||||||
allowed() {
|
allowed() {
|
||||||
return m.fieldUpgrades[m.fieldMode].name === "wormhole"
|
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && !tech.isWormholeMapIgnore
|
||||||
},
|
},
|
||||||
requires: "wormhole",
|
requires: "wormhole, not affine connection",
|
||||||
effect() {
|
effect() {
|
||||||
tech.isFreeWormHole = true
|
tech.isFreeWormHole = true
|
||||||
tech.baseFx *= 0.66
|
tech.baseFx *= 0.66
|
||||||
@@ -6819,6 +6855,25 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
name: "affine connection",
|
||||||
|
description: "<strong class='color-worm'>wormholes</strong> can tunnel through the <strong>map</strong><br>at <strong>200%</strong> increased <strong class='color-f'>energy</strong> cost",
|
||||||
|
isFieldTech: true,
|
||||||
|
maxCount: 1,
|
||||||
|
count: 0,
|
||||||
|
frequency: 2,
|
||||||
|
frequencyDefault: 2,
|
||||||
|
allowed() {
|
||||||
|
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && !tech.isFreeWormHole
|
||||||
|
},
|
||||||
|
requires: "wormhole, not charmed baryons",
|
||||||
|
effect() {
|
||||||
|
tech.isWormholeMapIgnore = true
|
||||||
|
},
|
||||||
|
remove() {
|
||||||
|
tech.isWormholeMapIgnore = false
|
||||||
|
}
|
||||||
|
},
|
||||||
//**************************************************
|
//**************************************************
|
||||||
//************************************************** experimental
|
//************************************************** experimental
|
||||||
//************************************************** modes
|
//************************************************** modes
|
||||||
@@ -7046,6 +7101,25 @@
|
|||||||
// },
|
// },
|
||||||
// remove() {}
|
// remove() {}
|
||||||
// },
|
// },
|
||||||
|
{
|
||||||
|
name: "catabolysis",
|
||||||
|
description: `set your <strong>maximum</strong> <strong class='color-h'>health</strong> to <strong>1</strong><br><strong>double</strong> your current <strong class='color-ammo'>ammo</strong> <strong>10</strong> times`,
|
||||||
|
maxCount: 1,
|
||||||
|
count: 0,
|
||||||
|
frequency: 0,
|
||||||
|
isNonRefundable: true,
|
||||||
|
isExperimentHide: true,
|
||||||
|
isJunk: true,
|
||||||
|
allowed() { return !tech.isFallingDamage && !tech.isOverHeal && !tech.isEnergyHealth },
|
||||||
|
requires: "not quenching, tungsten carbide, mass-energy",
|
||||||
|
effect() {
|
||||||
|
m.baseHealth = 0.01
|
||||||
|
m.setMaxHealth();
|
||||||
|
for (let i = 0; i < b.guns.length; i++) b.guns[i].ammo = b.guns[i].ammo * Math.pow(2, 10)
|
||||||
|
simulation.updateGunHUD();
|
||||||
|
},
|
||||||
|
remove() { }
|
||||||
|
},
|
||||||
{
|
{
|
||||||
name: "density",
|
name: "density",
|
||||||
description: `<strong class='color-block'>block</strong> are <strong>100</strong> times less <strong>dense</strong>`,
|
description: `<strong class='color-block'>block</strong> are <strong>100</strong> times less <strong>dense</strong>`,
|
||||||
@@ -8960,4 +9034,7 @@
|
|||||||
isCrouchRegen: null,
|
isCrouchRegen: null,
|
||||||
isDarts: null,
|
isDarts: null,
|
||||||
OccamDamage: null,
|
OccamDamage: null,
|
||||||
|
isAxion: null,
|
||||||
|
isWormholeMapIgnore: null,
|
||||||
|
isLessDamageReduction: null
|
||||||
}
|
}
|
||||||
54
todo.txt
54
todo.txt
@@ -1,50 +1,46 @@
|
|||||||
******************************************************** NEXT PATCH **************************************************
|
******************************************************** 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 ********************************************************
|
******************************************************** TODO ********************************************************
|
||||||
|
|
||||||
reduce some common in game console triggers, but lengthen default console time
|
new late game level that is easier if you can: platform well, jump high, immune to slime, wormhole through walls, fly fast
|
||||||
don't log ammo?
|
climb vertically to avoid rising slime
|
||||||
don't log health
|
|
||||||
cap length of console?
|
|
||||||
|
|
||||||
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
|
dart: a new bullet type for string-less harpoons
|
||||||
can turn harder
|
can turn harder
|
||||||
|
dart, draw quick line to indicate targeting
|
||||||
can get new targets?
|
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
|
tech: dart - alt fire several small harpoons, with guidance
|
||||||
requires not railgun
|
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
|
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?
|
if you die in new die in original?
|
||||||
new is n-gon classic?
|
new is n-gon classic?
|
||||||
make a JUNK tech?
|
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?
|
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?
|
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
|
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 ********************************************************
|
******************************************************** LORE ********************************************************
|
||||||
|
|
||||||
possible names for tech
|
possible names for tech
|
||||||
astrophage
|
|
||||||
strange loop
|
strange loop
|
||||||
homeostasis
|
homeostasis
|
||||||
holonomy - parallel transport of a vector leads to movement (applies to curved space)
|
holonomy - parallel transport of a vector leads to movement (applies to curved space)
|
||||||
@@ -461,7 +456,6 @@ possible names for tech
|
|||||||
Gödel's incompleteness
|
Gödel's incompleteness
|
||||||
quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields)
|
quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields)
|
||||||
counterfactual - something false
|
counterfactual - something false
|
||||||
axion - maybe a 3rd dark matter type tech
|
|
||||||
Pigeonhole principle - if there are several things that are matched up
|
Pigeonhole principle - if there are several things that are matched up
|
||||||
regression to the mean
|
regression to the mean
|
||||||
phlogiston theory is a superseded scientific theory that postulated the existence of a fire-like element called phlogiston
|
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
|
evolutionary cosmology
|
||||||
eternal inflation
|
eternal inflation
|
||||||
hypergraph
|
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.
|
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
|
nuclear pasta - hard matter in neutron star
|
||||||
nonlocal
|
nonlocal
|
||||||
fine-tuned universe
|
fine-tuned universe
|
||||||
eternalism https://en.wikipedia.org/wiki/Eternalism_(philosophy_of_time)
|
eternalism https://en.wikipedia.org/wiki/Eternalism_(philosophy_of_time)
|
||||||
axial motor
|
axial motor
|
||||||
|
hall effect thrusters
|
||||||
|
|
||||||
a tutorial / lore intro
|
a tutorial / lore intro
|
||||||
needs to be optional so it doesn't slow experienced players
|
needs to be optional so it doesn't slow experienced players
|
||||||
|
|||||||
Reference in New Issue
Block a user