timeskip
This commit is contained in:
@@ -584,24 +584,6 @@ const b = {
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b.isModEntanglement = false;
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}
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},
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{
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name: "ground state",
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description: "reduce <strong>harm</strong> by <strong>67%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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},
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requires: "",
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effect: () => {
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b.modEnergyRegen = 0;
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mech.fieldRegen = b.modEnergyRegen;
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},
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remove() {
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b.modEnergyRegen = 0.005;
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mech.fieldRegen = b.modEnergyRegen;
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}
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},
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{
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name: "piezoelectricity",
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description: "<strong>colliding</strong> with mobs fills your <strong class='color-f'>energy</strong><br><strong>15%</strong> less <strong>harm</strong> from mob collisions",
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@@ -619,6 +601,24 @@ const b = {
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b.isModPiezo = false;
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}
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},
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{
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name: "ground state",
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description: "reduce <strong>harm</strong> by <strong>50%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.isModPiezo
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},
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requires: "piezoelectricity",
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effect: () => {
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b.modEnergyRegen = 0;
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mech.fieldRegen = b.modEnergyRegen;
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},
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remove() {
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b.modEnergyRegen = 0.001;
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mech.fieldRegen = b.modEnergyRegen;
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}
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},
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{
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name: "energy conservation",
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description: "<strong>15%</strong> of <strong class='color-d'>damage</strong> done is recovered as <strong class='color-f'>energy</strong>",
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14
js/game.js
14
js/game.js
@@ -56,6 +56,20 @@ const game = {
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ctx.restore();
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game.drawCursor();
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},
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timeSkip(cycles = 60) {
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for (let i = 0; i < cycles; i++) {
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game.cycle++;
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// mech.cycle++;
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game.gravity();
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Engine.update(engine, game.delta);
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level.checkZones();
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level.checkQuery();
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mech.move();
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mobs.loop();
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mech.hold();
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b.bulletActions();
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}
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},
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mouse: {
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x: canvas.width / 2,
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y: canvas.height / 2
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@@ -16,8 +16,9 @@ const level = {
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// level.difficultyIncrease(9)
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// b.giveGuns("ice IX")
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// mech.setField("time dilation field")
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// mech.energy = 0.1;
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// b.giveMod("ground state");
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// b.giveMod("reflective cavity");
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// b.giveMod("photovoltaics");
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level.intro(); //starting level
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// level.testingMap();
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18
js/player.js
18
js/player.js
@@ -508,10 +508,10 @@ const mech = {
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if (b.isModDroneOnDamage) {
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const len = (dmg - 0.06 * Math.random()) * 40
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for (let i = 0; i < len; i++) {
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if (Math.random() < 0.75) b.drone() //spawn drone
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if (Math.random() < 0.5) b.drone() //spawn drone
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}
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}
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if (b.isModMineOnDamage && dmg > 0.005 + 0.1 * Math.random()) {
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if (b.isModMineOnDamage && dmg > 0.004 + 0.05 * Math.random()) {
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b.mine({
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x: mech.pos.x,
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y: mech.pos.y - 80
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@@ -522,7 +522,7 @@ const mech = {
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}
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dmg *= mech.fieldDamageResistance
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if (!b.modEnergyRegen) dmg *= 0.33 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
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if (!b.modEnergyRegen) dmg *= 0.5 //0.22 + 0.78 * mech.energy //77% damage reduction at zero energy
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if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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dmg *= 0.84 // 1 - 0.16
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@@ -738,7 +738,7 @@ const mech = {
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},
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setHoldDefaults() {
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if (mech.energy < mech.fieldEnergyMax) mech.energy = mech.fieldEnergyMax;
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mech.fieldRegen = b.modEnergyRegen;
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mech.fieldRegen = b.modEnergyRegen; //0.001
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mech.fieldMeterColor = "#0cf"
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mech.fieldShieldingScale = 1;
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mech.fieldDamageResistance = 1;
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@@ -1305,8 +1305,8 @@ const mech = {
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const DRAIN = 0.0023
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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if (mech.energy < DRAIN) {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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mech.wakeCheck();
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}
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@@ -1370,7 +1370,7 @@ const mech = {
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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//calculate laser collision
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@@ -1585,7 +1585,7 @@ const mech = {
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zeroG(body, this.fieldDrawRadius);
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}
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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//add extra friction for horizontal motion
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@@ -1765,7 +1765,7 @@ const mech = {
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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mech.fieldCDcycle = mech.cycle + 60;
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mech.fieldCDcycle = mech.cycle + 120;
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mech.energy = 0;
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}
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mech.isStealth = true //isStealth disables most uses of foundPlayer()
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9
todo.txt
9
todo.txt
@@ -1,13 +1,10 @@
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new mod - ground state: reduce harm by 77% but you don't regen energy
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negative feedback, entanglement, fluoroantimonic acid now indicate effects with text
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entanglement 13% -> 16% damage reduction
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piezoelectricity 10% -> 15% harm reduction
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acute stress response now does 33% damage and drains 50% energy once when a mob dies
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************** TODO - n-gon **************
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mob Boss - time skipper: sends a pulse wave out that will cause time to jump forward 1 second.
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what about a series of short time skips forward 10 cycles at a time
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add a way to run player submitted maps.
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MOB stabber - extends one vector like the shooter, but quickly in order to stab
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