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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61
js/level.js
61
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 = {
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body[body.length] = part4;
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body[body.length] = part5;
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body[body.length] = part6;
|
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setTimeout(function() {
|
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setTimeout(function () {
|
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chair.collisionFilter.category = cat.body;
|
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chair.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
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chair2.collisionFilter.category = cat.body;
|
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chair2.collisionFilter.mask = cat.body | cat.player | cat.bullet | cat.mob | cat.mobBullet | cat.map
|
||||
}, 1000);
|
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@@ -5819,7 +5818,7 @@ const level = {
|
||||
body[body.length] = rightUpperLeg
|
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body[body.length] = rightLowerArm
|
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body[body.length] = rightUpperArm
|
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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);
|
||||
|
||||
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)
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
|
||||
27
js/mob.js
27
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
|
||||
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);
|
||||
|
||||
148
js/player.js
148
js/player.js
@@ -57,7 +57,7 @@ const m = {
|
||||
},
|
||||
setFillColors() {
|
||||
this.fillColor = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light}%)`
|
||||
this.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light-25}%)`
|
||||
this.fillColorDark = `hsl(${m.color.hue},${m.color.sat}%,${m.color.light - 25}%)`
|
||||
let grd = ctx.createLinearGradient(-30, 0, 30, 0);
|
||||
grd.addColorStop(0, m.fillColorDark);
|
||||
grd.addColorStop(1, m.fillColor);
|
||||
@@ -183,7 +183,7 @@ const m = {
|
||||
lastGroundedPositionY: 0,
|
||||
// mouseZoom: 0,
|
||||
lookSmoothing: 0.07, //1 is instant jerky, 0.001 is slow smooth zoom, 0.07 is standard
|
||||
look() {}, //set to lookDefault()
|
||||
look() { }, //set to lookDefault()
|
||||
lookDefault() {
|
||||
//always on mouse look
|
||||
m.angle = Math.atan2(
|
||||
@@ -405,7 +405,7 @@ const m = {
|
||||
m.health = 1;
|
||||
// m.addHealth(1)
|
||||
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
@@ -415,8 +415,8 @@ const m = {
|
||||
m.switchWorlds()
|
||||
const swapPeriod = 1000
|
||||
for (let i = 0, len = 5; i < len; i++) {
|
||||
setTimeout(function() {
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
setTimeout(function () {
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
@@ -424,16 +424,16 @@ const m = {
|
||||
simulation.clearNow = true; //triggers a map reset
|
||||
m.switchWorlds()
|
||||
simulation.isTextLogOpen = true;
|
||||
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len-i-1}`, swapPeriod);
|
||||
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len - i - 1}`, swapPeriod);
|
||||
simulation.isTextLogOpen = false;
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
ctx.fillStyle = `rgba(255,255,255,${(i+1)*(i+1)*0.006})`;
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
ctx.fillStyle = `rgba(255,255,255,${(i + 1) * (i + 1) * 0.006})`;
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, (i + 1) * swapPeriod);
|
||||
}
|
||||
setTimeout(function() {
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
setTimeout(function () {
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
simulation.isTextLogOpen = true;
|
||||
@@ -448,7 +448,7 @@ const m = {
|
||||
document.getElementById("text-log").style.opacity = 0; //fade out any active text logs
|
||||
document.getElementById("fade-out").style.opacity = 0.9; //slowly fade to 90% white on top of canvas
|
||||
// build.shareURL(false)
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
Composite.clear(engine.world);
|
||||
Engine.clear(engine);
|
||||
simulation.splashReturn();
|
||||
@@ -491,7 +491,7 @@ const m = {
|
||||
baseHealth: 1,
|
||||
setMaxHealth() {
|
||||
m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage //+ tech.bonusHealth
|
||||
document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px`
|
||||
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
|
||||
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
||||
m.displayHealth();
|
||||
@@ -588,7 +588,7 @@ const m = {
|
||||
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||||
|
||||
let isDrawPlayer = true
|
||||
const shortPause = function() {
|
||||
const shortPause = function () {
|
||||
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
||||
simulation.fpsCap = simulation.fpsCapDefault
|
||||
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
||||
@@ -657,13 +657,13 @@ const m = {
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
m.energy = m.maxEnergy
|
||||
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
tech.maxDuplicationEvent()
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, 3000);
|
||||
@@ -686,13 +686,13 @@ const m = {
|
||||
<br>${powerUps.research.count}`)
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
|
||||
if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
|
||||
simulation.wipe = function() { //set wipe to have trails
|
||||
simulation.wipe = function () { //set wipe to have trails
|
||||
ctx.fillStyle = "rgba(255,255,255,0.03)";
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
tech.maxDuplicationEvent()
|
||||
simulation.wipe = function() { //set wipe to normal
|
||||
simulation.wipe = function () { //set wipe to normal
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
}
|
||||
}, 3000);
|
||||
@@ -709,7 +709,7 @@ const m = {
|
||||
}
|
||||
|
||||
if (dmg > 0.06 / m.holdingMassScale) m.drop(); //drop block if holding
|
||||
const normalFPS = function() {
|
||||
const normalFPS = function () {
|
||||
if (m.defaultFPSCycle < m.cycle) { //back to default values
|
||||
simulation.fpsCap = simulation.fpsCapDefault
|
||||
simulation.fpsInterval = 1000 / simulation.fpsCap;
|
||||
@@ -808,38 +808,7 @@ const m = {
|
||||
m.knee.x = (l / d) * (m.foot.x - m.hip.x) - (h / d) * (m.foot.y - m.hip.y) + m.hip.x + offset;
|
||||
m.knee.y = (l / d) * (m.foot.y - m.hip.y) + (h / d) * (m.foot.x - m.hip.x) + m.hip.y;
|
||||
},
|
||||
draw() {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
//draw body
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
|
||||
m.calcLeg(Math.PI, -3);
|
||||
m.drawLeg("#4a4a4a");
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#333");
|
||||
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
ctx.fillStyle = this.bodyGradient;
|
||||
ctx.fill();
|
||||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
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();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
},
|
||||
draw() { },
|
||||
drawFlipFlop() {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
@@ -875,17 +844,13 @@ const m = {
|
||||
drawDefault() {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
//draw body
|
||||
ctx.save();
|
||||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
||||
ctx.translate(m.pos.x, m.pos.y);
|
||||
|
||||
m.calcLeg(Math.PI, -3);
|
||||
m.drawLeg("#4a4a4a");
|
||||
m.calcLeg(0, 0);
|
||||
m.drawLeg("#333");
|
||||
|
||||
ctx.rotate(m.angle);
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||||
@@ -895,12 +860,6 @@ const m = {
|
||||
ctx.strokeStyle = "#333";
|
||||
ctx.lineWidth = 2;
|
||||
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();
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
},
|
||||
@@ -1022,7 +981,7 @@ const m = {
|
||||
ctx.fillRect(xOff, yOff, range * m.energy, 10);
|
||||
}
|
||||
},
|
||||
drawFieldMeterCloaking: function() {
|
||||
drawFieldMeterCloaking: function () {
|
||||
if (m.energy < m.maxEnergy) { // replaces m.drawFieldMeter() with custom code
|
||||
m.regenEnergy();
|
||||
const xOff = m.pos.x - m.radius * m.maxEnergy
|
||||
@@ -1038,11 +997,11 @@ const m = {
|
||||
ctx.stroke();
|
||||
}
|
||||
},
|
||||
regenEnergy: function() { //used in drawFieldMeter // rewritten by some tech
|
||||
regenEnergy: function () { //used in drawFieldMeter // rewritten by some tech
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
regenEnergyDefault: function() {
|
||||
regenEnergyDefault: function () {
|
||||
if (m.immuneCycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
@@ -1230,7 +1189,7 @@ const m = {
|
||||
m.holdingTarget.friction = m.holdingTarget.frictionStatic = m.holdingTarget.frictionAir = 0.001
|
||||
}
|
||||
//check every second to see if player is away from thrown body, and make solid
|
||||
const solid = function(that) {
|
||||
const solid = function (that) {
|
||||
const dx = that.position.x - player.position.x;
|
||||
const dy = that.position.y - player.position.y;
|
||||
if (that.speed < 3 && dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
|
||||
@@ -1262,7 +1221,7 @@ const m = {
|
||||
m.definePlayerMass() //return to normal player mass
|
||||
|
||||
if (tech.isAddBlockMass) {
|
||||
const expand = function(that, massLimit) {
|
||||
const expand = function (that, massLimit) {
|
||||
if (that.mass < massLimit) {
|
||||
const scale = 1.05;
|
||||
Matter.Body.scale(that, scale, scale);
|
||||
@@ -1507,7 +1466,7 @@ const m = {
|
||||
// wake(powerUp);
|
||||
}
|
||||
},
|
||||
hold() {},
|
||||
hold() { },
|
||||
setField(index) {
|
||||
if (isNaN(index)) { //find index by name
|
||||
let found = false
|
||||
@@ -1531,7 +1490,7 @@ const m = {
|
||||
description: "regen <strong>6</strong> <strong class='color-f'>energy</strong> per second<br>use it to <strong>deflect</strong> mobs and <strong>throw</strong> <strong class='color-block'>blocks</strong><br><strong class='color-f'>energy</strong> regen disabled if immune to <strong class='color-harm'>harm</strong>",
|
||||
// description: "use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> <strong class='color-block'>blocks</strong><br>regen <strong>6</strong> <strong class='color-f'>energy</strong>/s, when not immune to <strong class='color-harm'>harm</strong>",
|
||||
effect: () => {
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -1625,7 +1584,7 @@ const m = {
|
||||
} else {
|
||||
m.harmonicShield = m.harmonicAtomic
|
||||
}
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -1758,7 +1717,7 @@ const m = {
|
||||
}
|
||||
}
|
||||
}
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
const wave = Math.sin(m.cycle * 0.022);
|
||||
m.fieldRange = 160 + 12 * wave + 100 * tech.isBigField
|
||||
m.fieldArc = 0.34 + 0.04 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
|
||||
@@ -1850,7 +1809,7 @@ const m = {
|
||||
m.fieldHarmReduction = 0.45; //55% reduction
|
||||
m.fieldDrawRadius = 0;
|
||||
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
m.airSpeedLimit = 125 //5 * player.mass * player.mass
|
||||
m.FxAir = 0.016
|
||||
if (m.isHolding) {
|
||||
@@ -1994,7 +1953,7 @@ const m = {
|
||||
effect: () => {
|
||||
// m.fieldMeterColor = "#0c5"
|
||||
// m.eyeFillColor = m.fieldMeterColor
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 200 && (m.cycle % 2)) {
|
||||
if (tech.isSporeField) {
|
||||
if (tech.isSporeWorm) {
|
||||
@@ -2115,7 +2074,7 @@ const m = {
|
||||
set() {
|
||||
b.isExtruderOn = false
|
||||
if (tech.isExtruder) {
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
b.isExtruderOn = false
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
@@ -2156,7 +2115,7 @@ const m = {
|
||||
ctx.stroke();
|
||||
}
|
||||
} else {
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -2188,7 +2147,7 @@ const m = {
|
||||
if (tech.isRewindField) {
|
||||
this.rewindCount = 0
|
||||
m.grabPowerUpRange2 = 300000
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
m.holding();
|
||||
@@ -2358,7 +2317,7 @@ const m = {
|
||||
m.fieldFire = true;
|
||||
m.isBodiesAsleep = false;
|
||||
m.drain = 0.0005
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
if (m.isHolding) {
|
||||
m.wakeCheck();
|
||||
m.drawHold(m.holdingTarget);
|
||||
@@ -2454,7 +2413,7 @@ const m = {
|
||||
m.isSneakAttack = true;
|
||||
const drawRadius = 900
|
||||
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
// console.log(m.holdingTarget)
|
||||
if (m.isHolding) {
|
||||
m.drawHold(m.holdingTarget);
|
||||
@@ -2717,7 +2676,7 @@ const m = {
|
||||
m.fieldOn = false;
|
||||
m.fieldRadius = 0;
|
||||
m.drop();
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
if (input.field) {
|
||||
if (m.fieldCDcycle < m.cycle) {
|
||||
const scale = 25
|
||||
@@ -2897,12 +2856,13 @@ const m = {
|
||||
{
|
||||
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>
|
||||
effect: function() {
|
||||
drain: 0,
|
||||
effect: function () {
|
||||
m.duplicateChance = 0.07
|
||||
m.fieldRange = 0
|
||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||
|
||||
m.hold = function() {
|
||||
m.hold = function () {
|
||||
// m.hole = { //this is reset with each new field, but I'm leaving it here for reference
|
||||
// isOn: false,
|
||||
// isReady: true,
|
||||
@@ -3098,12 +3058,15 @@ const m = {
|
||||
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 mag = Vector.magnitude(sub)
|
||||
const drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
|
||||
|
||||
if (input.field) {
|
||||
m.grabPowerUp();
|
||||
|
||||
//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 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))
|
||||
@@ -3115,6 +3078,8 @@ const m = {
|
||||
ctx.moveTo(where.x, where.y)
|
||||
ctx.bezierCurveTo(where.x, where.y, simulation.mouseInGame.x, simulation.mouseInGame.y, edge2b.x, edge2b.y);
|
||||
if (
|
||||
mag > 250 && m.energy > this.drain &&
|
||||
(tech.isWormholeMapIgnore || Matter.Query.ray(map, m.pos, justPastMouse).length === 0) &&
|
||||
Matter.Query.region(map, {
|
||||
min: {
|
||||
x: simulation.mouseInGame.x - scale,
|
||||
@@ -3124,8 +3089,7 @@ const m = {
|
||||
x: simulation.mouseInGame.x + scale,
|
||||
y: simulation.mouseInGame.y + scale
|
||||
}
|
||||
}).length === 0 &&
|
||||
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
|
||||
}).length === 0
|
||||
) {
|
||||
m.hole.isReady = true;
|
||||
// ctx.fillStyle = "rgba(255,255,255,0.5)"
|
||||
@@ -3142,13 +3106,11 @@ const m = {
|
||||
ctx.stroke();
|
||||
ctx.setLineDash([]);
|
||||
}
|
||||
} else {
|
||||
m.hole.isReady = false;
|
||||
}
|
||||
} else {
|
||||
//make new wormhole
|
||||
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, {
|
||||
min: {
|
||||
x: simulation.mouseInGame.x - scale,
|
||||
@@ -3158,10 +3120,9 @@ const m = {
|
||||
x: simulation.mouseInGame.x + scale,
|
||||
y: simulation.mouseInGame.y + scale
|
||||
}
|
||||
}).length === 0 &&
|
||||
Matter.Query.ray(map, m.pos, justPastMouse).length === 0
|
||||
}).length === 0
|
||||
) {
|
||||
m.energy -= drain
|
||||
m.energy -= this.drain
|
||||
m.hole.isReady = false;
|
||||
m.fieldRange = 0
|
||||
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
|
||||
// const justPastMouse = Vector.add(Vector.mult(Vector.normalise(Vector.sub(simulation.mouseInGame, m.pos)), 50), simulation.mouseInGame)
|
||||
// const scale = 60
|
||||
|
||||
@@ -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
247
js/tech.js
247
js/tech.js
@@ -1,4 +1,4 @@
|
||||
const tech = {
|
||||
const tech = {
|
||||
totalCount: null,
|
||||
setupAllTech() {
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
@@ -209,6 +209,7 @@
|
||||
},
|
||||
damageFromTech() {
|
||||
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.isCloakingDamage) dmg *= 1.35
|
||||
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.5
|
||||
@@ -314,7 +315,7 @@
|
||||
name: "entanglement",
|
||||
nameInfo: "<span id = 'tech-entanglement'></span>",
|
||||
addNameInfo() {
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
simulation.boldActiveGunHUD();
|
||||
}, 1000);
|
||||
},
|
||||
@@ -329,7 +330,7 @@
|
||||
requires: "at least 2 guns, not mass-energy",
|
||||
effect() {
|
||||
tech.isEntanglement = true
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
simulation.boldActiveGunHUD();
|
||||
}, 1000);
|
||||
|
||||
@@ -424,7 +425,7 @@
|
||||
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "ad hoc",
|
||||
@@ -453,11 +454,11 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
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 ${powerUps.orb.research(1)} and
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
@@ -470,7 +471,7 @@
|
||||
effect() {
|
||||
for (let i = b.inventory.length - 1; i > -1; i--) {
|
||||
//spawn a research for each gun
|
||||
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||||
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||||
//find a gun tech for this gun
|
||||
const gunTechPool = []
|
||||
for (let j = 0, len = tech.tech.length; j < len; j++) {
|
||||
@@ -496,7 +497,7 @@
|
||||
}
|
||||
simulation.boldActiveGunHUD();
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "logistics",
|
||||
@@ -519,7 +520,7 @@
|
||||
{
|
||||
name: "supply chain",
|
||||
junk: 0.05,
|
||||
descriptionFunction() { return `double your current <strong class='color-ammo'>ammo</strong> for all <strong class='color-g'>guns</strong><br><strong>+${this.junk*100}%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool` },
|
||||
descriptionFunction() { return `double your current <strong class='color-ammo'>ammo</strong> for all <strong class='color-g'>guns</strong><br><strong>+${this.junk * 100}%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool` },
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -732,6 +733,23 @@
|
||||
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",
|
||||
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",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">bot fabrication</a>`,
|
||||
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>`,
|
||||
maxCount: 1,
|
||||
@@ -1691,7 +1709,7 @@
|
||||
{
|
||||
name: "capacitor bank",
|
||||
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
|
||||
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false)?"<strong>foam</strong>" :"foam"}, ${tech.isRailGun?"<strong>railgun</strong>" :"railgun"}, ${tech.isPulseLaser?"<strong>pulse</strong>" :"pulse"}, ${tech.isTokamak?"<strong>tokamak</strong>" :"tokamak"}</em>` },
|
||||
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -1893,7 +1911,7 @@
|
||||
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
|
||||
nameInfo: "<span id = 'tech-flip-flop'></span>",
|
||||
addNameInfo() {
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
if (document.getElementById("tech-flip-flop")) {
|
||||
if (tech.isFlipFlopOn) {
|
||||
document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
|
||||
@@ -1931,7 +1949,7 @@
|
||||
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
|
||||
nameInfo: "<span id = 'tech-switch'></span>",
|
||||
addNameInfo() {
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
if (document.getElementById("tech-switch")) {
|
||||
if (tech.isFlipFlopOn) {
|
||||
document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
|
||||
@@ -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",
|
||||
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after receiving <strong class='color-harm'>harm</strong>",
|
||||
@@ -2580,7 +2616,7 @@
|
||||
requires: "not ground state, apex predator",
|
||||
effect() {
|
||||
tech.isCrouchRegen = true; //only used to check for requirements
|
||||
m.regenEnergy = function() {
|
||||
m.regenEnergy = function () {
|
||||
if (m.immuneCycle < m.cycle && m.crouch) m.energy += 7 * m.fieldRegen; //m.fieldRegen = 0.001
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
@@ -2652,7 +2688,7 @@
|
||||
requires: "not inductive coupling",
|
||||
effect() {
|
||||
tech.isDamageAfterKillNoRegen = true;
|
||||
m.regenEnergy = function() {
|
||||
m.regenEnergy = function () {
|
||||
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen; //m.fieldRegen = 0.001
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
@@ -2870,13 +2906,13 @@
|
||||
if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "anthropic principle",
|
||||
nameInfo: "<span id = 'tech-anthropic'></span>",
|
||||
addNameInfo() {
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
powerUps.research.changeRerolls(0)
|
||||
}, 1000);
|
||||
},
|
||||
@@ -2893,7 +2929,7 @@
|
||||
effect() {
|
||||
tech.isDeathAvoid = true;
|
||||
tech.isDeathAvoidedThisLevel = false;
|
||||
setTimeout(function() {
|
||||
setTimeout(function () {
|
||||
powerUps.research.changeRerolls(0)
|
||||
}, 1000);
|
||||
},
|
||||
@@ -3149,12 +3185,12 @@
|
||||
for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups
|
||||
//have state is checked in m.death()
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "Occam's razor",
|
||||
descriptionFunction() {
|
||||
return `randomly remove <strong>${this.removePercent*100}%</strong> of your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved*100}%</strong> <strong class='color-d'>damage</strong>`
|
||||
return `randomly remove <strong>${this.removePercent * 100}%</strong> of your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3424,7 +3460,7 @@
|
||||
tech.tech[choose].isLost = true
|
||||
simulation.updateTechHUD();
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "monte carlo experiment",
|
||||
@@ -3443,7 +3479,7 @@
|
||||
const removeTotal = tech.removeTech()
|
||||
for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "strange attractor",
|
||||
@@ -3464,7 +3500,7 @@
|
||||
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||||
if (Math.random() < tech.duplicationChance() * 2) powerUps.directSpawn(m.pos.x + 10, m.pos.y + 5, "tech");
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "vector fields",
|
||||
@@ -3541,7 +3577,7 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "unified field theory",
|
||||
@@ -5996,7 +6032,7 @@
|
||||
b.randomBot()
|
||||
b.randomBot()
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "bot prototypes",
|
||||
@@ -6073,7 +6109,7 @@
|
||||
}
|
||||
notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() //choose random function from the array and run it
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "mycelium manufacturing",
|
||||
@@ -6700,7 +6736,7 @@
|
||||
},
|
||||
{
|
||||
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,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6793,16 +6829,16 @@
|
||||
},
|
||||
{
|
||||
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,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
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() {
|
||||
tech.isFreeWormHole = true
|
||||
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
|
||||
//************************************************** modes
|
||||
@@ -6839,7 +6894,7 @@
|
||||
effect() {
|
||||
m.shipMode()
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "-quantum leap-",
|
||||
@@ -7046,6 +7101,25 @@
|
||||
// },
|
||||
// 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",
|
||||
description: `<strong class='color-block'>block</strong> are <strong>100</strong> times less <strong>dense</strong>`,
|
||||
@@ -7163,7 +7237,7 @@
|
||||
const bc = new BroadcastChannel('planetesimals');
|
||||
bc.activated = false
|
||||
|
||||
bc.onmessage = function(ev) {
|
||||
bc.onmessage = function (ev) {
|
||||
if (ev.data === 'tech') powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||||
if (ev.data === 'death') {
|
||||
m.death()
|
||||
@@ -7175,7 +7249,7 @@
|
||||
}
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "facsimile",
|
||||
@@ -7191,7 +7265,7 @@
|
||||
effect() {
|
||||
level.levels.splice(level.onLevel, 0, level.levels[level.onLevel]);
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "negative friction",
|
||||
@@ -7420,7 +7494,7 @@
|
||||
effect: () => {
|
||||
//setup audio context
|
||||
function tone(frequency) {
|
||||
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
|
||||
const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
|
||||
const oscillator1 = audioCtx.createOscillator();
|
||||
const gainNode1 = audioCtx.createGain();
|
||||
gainNode1.gain.value = 0.5; //controls volume
|
||||
@@ -7434,7 +7508,7 @@
|
||||
// let sound = tone(1050)
|
||||
|
||||
function EBS() {
|
||||
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
|
||||
const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
|
||||
|
||||
const oscillator1 = audioCtx.createOscillator();
|
||||
const gainNode1 = audioCtx.createGain();
|
||||
@@ -7499,7 +7573,7 @@
|
||||
}, delay);
|
||||
}, delay);
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "automatic",
|
||||
@@ -7542,7 +7616,7 @@
|
||||
document.getElementById("health-bg").style.display = "none"
|
||||
for (let i = 0; i < 15; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "not a bug",
|
||||
@@ -7567,7 +7641,7 @@
|
||||
|
||||
// for (;;) {} //freezes the tab
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "posture",
|
||||
@@ -7607,7 +7681,7 @@
|
||||
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
|
||||
}, 100);
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "spinor",
|
||||
@@ -7623,7 +7697,7 @@
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.look = function() {
|
||||
m.look = function () {
|
||||
//always on mouse look
|
||||
m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI
|
||||
//smoothed mouse look translations
|
||||
@@ -7680,7 +7754,7 @@
|
||||
}
|
||||
}, 1000); //every 1 seconds
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
// {
|
||||
// name: "inverted mouse",
|
||||
@@ -7751,7 +7825,7 @@
|
||||
simulation.makeGunHUD()
|
||||
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "probability",
|
||||
@@ -7781,7 +7855,7 @@
|
||||
tech.tech[index].frequency = 100
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "encryption",
|
||||
@@ -7795,7 +7869,7 @@
|
||||
allowed() { return true },
|
||||
requires: "",
|
||||
effect() {
|
||||
String.prototype.shuffle = function() {
|
||||
String.prototype.shuffle = function () {
|
||||
var a = this.split(""),
|
||||
n = a.length;
|
||||
|
||||
@@ -7810,7 +7884,7 @@
|
||||
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle()
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "transparency",
|
||||
@@ -7824,9 +7898,9 @@
|
||||
allowed() { return true },
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = () => {}
|
||||
m.draw = () => { }
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "quantum leap",
|
||||
@@ -7845,7 +7919,7 @@
|
||||
simulation.trails()
|
||||
}, 20000); //every 30 seconds
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "score",
|
||||
@@ -7864,7 +7938,7 @@
|
||||
simulation.makeTextLog(`simulation.score <span class='color-symbol'>=</span> ${score.toFixed(0)}`);
|
||||
}, 10000); //every 10 seconds
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "pop-ups",
|
||||
@@ -7882,7 +7956,7 @@
|
||||
alert(`The best combo is ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name} with ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name}!`);
|
||||
}, 30000); //every 30 seconds
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "music",
|
||||
@@ -7898,7 +7972,7 @@
|
||||
effect() {
|
||||
window.open('https://www.youtube.com/results?search_query=music', '_blank')
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "performance",
|
||||
@@ -7912,9 +7986,9 @@
|
||||
allowed() { return true },
|
||||
requires: "",
|
||||
effect() {
|
||||
(function() {
|
||||
(function () {
|
||||
var script = document.createElement('script');
|
||||
script.onload = function() {
|
||||
script.onload = function () {
|
||||
var stats = new Stats();
|
||||
document.body.appendChild(stats.dom);
|
||||
requestAnimationFrame(function loop() {
|
||||
@@ -7929,7 +8003,7 @@
|
||||
document.getElementById("health").style.left = "86px"
|
||||
document.getElementById("health-bg").style.left = "86px"
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "repartitioning",
|
||||
@@ -7952,7 +8026,7 @@
|
||||
}
|
||||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "defragment",
|
||||
@@ -7970,7 +8044,7 @@
|
||||
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "ship",
|
||||
@@ -7989,7 +8063,7 @@
|
||||
m.shipMode()
|
||||
level.difficultyDecrease(simulation.difficultyMode)
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
// {
|
||||
// name: "lubrication",
|
||||
@@ -8026,7 +8100,7 @@
|
||||
effect() {
|
||||
setInterval(() => { if (!simulation.paused) ctx.rotate(0.001 * Math.sin(simulation.cycle * 0.01)) }, 16);
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "umbra",
|
||||
@@ -8043,7 +8117,7 @@
|
||||
ctx.shadowColor = '#06f';
|
||||
ctx.shadowBlur = 25;
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "lighter",
|
||||
@@ -8061,7 +8135,7 @@
|
||||
effect() {
|
||||
ctx.globalCompositeOperation = "lighter";
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "rewind",
|
||||
@@ -8079,7 +8153,7 @@
|
||||
setTimeout(() => { m.rewind(120) }, i * 5000);
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "energy to mass conversion",
|
||||
@@ -8107,7 +8181,7 @@
|
||||
}
|
||||
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "level.nextLevel()",
|
||||
@@ -8123,7 +8197,7 @@
|
||||
effect() {
|
||||
level.nextLevel();
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "expert system",
|
||||
@@ -8140,7 +8214,7 @@
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||||
tech.addJunkTechToPool(0.64)
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "energy investment",
|
||||
@@ -8164,7 +8238,7 @@
|
||||
}, i * 10000);
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "missile Launching System",
|
||||
@@ -8188,7 +8262,7 @@
|
||||
}, i * 1000);
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "grenade production",
|
||||
@@ -8213,7 +8287,7 @@
|
||||
}, i * 1000);
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
// {
|
||||
// name: "inverted input",
|
||||
@@ -8253,7 +8327,7 @@
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = function() {
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
@@ -8283,7 +8357,7 @@
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "diegesis",
|
||||
@@ -8299,7 +8373,7 @@
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = function() {
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
|
||||
@@ -8324,7 +8398,7 @@
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "pareidolia",
|
||||
@@ -8340,7 +8414,7 @@
|
||||
},
|
||||
requires: "",
|
||||
effect() {
|
||||
m.draw = function() {
|
||||
m.draw = function () {
|
||||
ctx.fillStyle = m.fillColor;
|
||||
m.walk_cycle += m.flipLegs * m.Vx;
|
||||
ctx.save();
|
||||
@@ -8393,7 +8467,7 @@
|
||||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15;
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "prism",
|
||||
@@ -8412,12 +8486,12 @@
|
||||
sat: 100,
|
||||
light: 50
|
||||
}
|
||||
setInterval(function() {
|
||||
setInterval(function () {
|
||||
m.color.hue++
|
||||
m.setFillColors()
|
||||
}, 10);
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "assimilation",
|
||||
@@ -8476,7 +8550,7 @@
|
||||
const index = Math.floor(Math.random() * bots.length)
|
||||
for (let i = 0; i < total; i++) bots[index]()
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "growth hacking",
|
||||
@@ -8492,7 +8566,7 @@
|
||||
effect() {
|
||||
level.difficultyIncrease(simulation.difficultyMode)
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "stun",
|
||||
@@ -8508,7 +8582,7 @@
|
||||
effect() {
|
||||
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 480)
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "re-arm",
|
||||
@@ -8536,7 +8610,7 @@
|
||||
}
|
||||
simulation.makeGunHUD(); //update gun HUD
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "re-research",
|
||||
@@ -8558,7 +8632,7 @@
|
||||
}
|
||||
powerUps.research.count = 0
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "quantum black hole",
|
||||
@@ -8579,7 +8653,7 @@
|
||||
powerUps.research.changeRerolls(-4)
|
||||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>--</span><br>${powerUps.research.count}`)
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
{
|
||||
name: "black hole cluster",
|
||||
@@ -8599,7 +8673,7 @@
|
||||
spawn.sucker(where.x, where.y)
|
||||
}
|
||||
},
|
||||
remove() {}
|
||||
remove() { }
|
||||
},
|
||||
//**************************************************
|
||||
//************************************************** undefined / lore
|
||||
@@ -8631,7 +8705,7 @@
|
||||
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`
|
||||
// }
|
||||
// for (let i = 0, len = 10; i < len; i++) tech.addLoreTechToPool()
|
||||
this.description = `<em>uncaught error:</em><br><strong>${Math.max(0,lore.techGoal-lore.techCount)}</strong> more required for access to <strong class="lore-text">null</strong>`
|
||||
this.description = `<em>uncaught error:</em><br><strong>${Math.max(0, lore.techGoal - lore.techCount)}</strong> more required for access to <strong class="lore-text">null</strong>`
|
||||
}
|
||||
}, 1);
|
||||
},
|
||||
@@ -8960,4 +9034,7 @@
|
||||
isCrouchRegen: null,
|
||||
isDarts: null,
|
||||
OccamDamage: null,
|
||||
}
|
||||
isAxion: null,
|
||||
isWormholeMapIgnore: null,
|
||||
isLessDamageReduction: null
|
||||
}
|
||||
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