diff --git a/js/bullets.js b/js/bullets.js
index c153c3c..a5bf92d 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -592,7 +592,7 @@ const b = {
b.isModEntanglement = true
setTimeout(function () {
game.boldActiveGunHUD();
- }, 10);
+ }, 1000);
},
remove() {
@@ -1232,7 +1232,7 @@ const b = {
{
name: "water shielding",
description: "increase neutron bomb's range by 20%
player is immune to its harmful effects",
- maxCount: 3,
+ maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("neutron bomb")
@@ -1605,7 +1605,7 @@ const b = {
},
{
name: "renormalization",
- description: "phase decoherence has increased visibility
and 3x less energy drain when firing",
+ description: "phase decoherence has increased visibility
and 5x less energy drain when firing",
maxCount: 1,
count: 0,
allowed() {
@@ -1638,7 +1638,7 @@ const b = {
},
{
name: "Bose Einstein condensate",
- description: "mobs in superposition with the pilot wave
are frozen for 2 second",
+ description: "mobs in superposition with the pilot wave
are frozen for 2 seconds",
maxCount: 1,
count: 0,
allowed() {
@@ -3312,7 +3312,7 @@ const b = {
bullet[me].restitution = 0;
bullet[me].minDmgSpeed = 0;
bullet[me].damageRadius = 100;
- bullet[me].maxDamageRadius = (450 + 150 * Math.random()) * (b.isModNeutronImmune ? 1.2 : 1)
+ bullet[me].maxDamageRadius = (425 + 125 * Math.random()) * (b.isModNeutronImmune ? 1.2 : 1)
bullet[me].stuckTo = null;
bullet[me].stuckToRelativePosition = null;
bullet[me].onDmg = function () {};
@@ -3387,6 +3387,8 @@ const b = {
const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
// Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
+ } else {
+ this.force.y += this.mass * 0.001;
}
}
} else {
@@ -3404,46 +3406,46 @@ const b = {
}
}
}
-
- };
+ }
bullet[me].radiationMode = function () {
this.stuck(); //runs different code based on what the bullet is stuck to
if (!mech.isBodiesAsleep) {
this.damageRadius = this.damageRadius * 0.85 + 0.15 * this.maxDamageRadius //smooth radius towards max
this.maxDamageRadius -= 0.8 / b.isModBulletsLastLonger //+ 0.5 * Math.sin(game.cycle * 0.1) //slowly shrink max radius
- }
- if (this.damageRadius < 15) {
- this.endCycle = 0;
- } else {
- //aoe damage to player
- if (!b.isModNeutronImmune && Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
- const DRAIN = 0.0015
- if (mech.energy > DRAIN) {
- mech.energy -= DRAIN
- } else {
- mech.energy = 0;
- mech.damage(0.00015)
- }
- }
- //aoe damage to mobs
- for (let i = 0, len = mob.length; i < len; i++) {
- if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
- if (mob[i].shield) {
- mob[i].damage(5 * b.dmgScale * 0.025);
+ if (this.damageRadius < 15) {
+ this.endCycle = 0;
+ } else {
+ //aoe damage to player
+
+ if (!b.isModNeutronImmune && Vector.magnitude(Vector.sub(player.position, this.position)) < this.damageRadius) {
+ const DRAIN = 0.0015
+ if (mech.energy > DRAIN) {
+ mech.energy -= DRAIN
} else {
- mob[i].damage(b.dmgScale * 0.025);
+ mech.energy = 0;
+ mech.damage(0.00015)
}
- mob[i].locatePlayer();
}
+ //aoe damage to mobs
+ for (let i = 0, len = mob.length; i < len; i++) {
+ if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
+ if (mob[i].shield) {
+ mob[i].damage(5 * b.dmgScale * 0.023);
+ } else {
+ mob[i].damage(b.dmgScale * 0.023);
+ }
+ mob[i].locatePlayer();
+ }
+ }
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, this.damageRadius, 0, 2 * Math.PI);
+ ctx.globalCompositeOperation = "lighter"
+ ctx.fillStyle = `rgba(25,139,170,${0.2+0.06*Math.random()})`;
+ ctx.fill();
+ ctx.globalCompositeOperation = "source-over"
}
- ctx.beginPath();
- ctx.arc(this.position.x, this.position.y, this.damageRadius, 0, 2 * Math.PI);
- ctx.globalCompositeOperation = "lighter"
- ctx.fillStyle = `rgba(25,139,170,${0.3+0.06*Math.random()})`;
- ctx.fill();
- ctx.globalCompositeOperation = "source-over"
}
}
}
@@ -3472,7 +3474,7 @@ const b = {
name: "spores",
description: "fire a sporangium that discharges spores",
ammo: 0,
- ammoPack: (game.difficultyMode > 3) ? 3 : 4,
+ ammoPack: 5,
have: false,
isStarterGun: false,
isEasyToAim: true,
@@ -3480,33 +3482,105 @@ const b = {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir, false));
- b.fireProps(mech.crouch ? 60 : 40, mech.crouch ? 28 : 14, dir, me); //cd , speed
+ b.fireProps(mech.crouch ? 50 : 30, mech.crouch ? 30 : 16, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.000001);
- bullet[me].endCycle = game.cycle + 80;
+ bullet[me].endCycle = Infinity;
bullet[me].frictionAir = 0;
bullet[me].friction = 0.5;
+ bullet[me].radius = 4.5;
+ bullet[me].maxRadius = 30;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
+ bullet[me].stuck = function () {};
bullet[me].onDmg = function () {};
bullet[me].do = function () {
- if (!mech.isBodiesAsleep) {
- const SCALE = 1.022
- Matter.Body.scale(this, SCALE, SCALE);
- this.frictionAir += 0.00023;
+ function onCollide(that) {
+ that.collisionFilter.mask = 0; //non collide with everything
+ Matter.Body.setVelocity(that, {
+ x: 0,
+ y: 0
+ });
+ that.do = that.grow;
}
- this.force.y += this.mass * 0.00045;
+ const mobCollisions = Matter.Query.collides(this, mob)
+ if (mobCollisions.length) {
+ onCollide(this)
+ this.stuckTo = mobCollisions[0].bodyA
+
+ if (this.stuckTo.isVerticesChange) {
+ this.stuckToRelativePosition = {
+ x: 0,
+ y: 0
+ }
+ } else {
+ //find the relative position for when the mob is at angle zero by undoing the mobs rotation
+ this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
+ }
+ this.stuck = function () {
+ if (this.stuckTo && this.stuckTo.alive) {
+ const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
+ Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
+ Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
+ } else {
+ this.collisionFilter.mask = cat.map; //non collide with everything but map
+ this.stuck = function () {
+ this.force.y += this.mass * 0.0006;
+ }
+ }
+ }
+ } else {
+ const bodyCollisions = Matter.Query.collides(this, body)
+ if (bodyCollisions.length) {
+ onCollide(this)
+ this.stuckTo = bodyCollisions[0].bodyA
+ //find the relative position for when the mob is at angle zero by undoing the mobs rotation
+ this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
+ this.stuck = function () {
+ if (this.stuckTo) {
+ const rotate = Vector.rotate(this.stuckToRelativePosition, this.stuckTo.angle) //add in the mob's new angle to the relative position vector
+ Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.stuckTo.velocity), this.stuckTo.position))
+ // Matter.Body.setVelocity(this, this.stuckTo.velocity); //so that it will move properly if it gets unstuck
+ } else {
+ this.force.y += this.mass * 0.0006;
+ }
+ }
+ } else {
+ if (Matter.Query.collides(this, map).length) {
+ onCollide(this)
+ } else { //if colliding with nothing just fall
+ this.force.y += this.mass * 0.0006;
+ }
+ }
+ }
+ //draw green glow
+ ctx.fillStyle = "rgba(0,200,125,0.16)";
+ ctx.beginPath();
+ ctx.arc(this.position.x, this.position.y, this.maxRadius, 0, 2 * Math.PI);
+ ctx.fill();
+ }
+
+ bullet[me].grow = function () {
+ this.stuck(); //runs different code based on what the bullet is stuck to
+ if (!mech.isBodiesAsleep) {
+ const SCALE = 1.013
+ Matter.Body.scale(this, SCALE, SCALE);
+ this.radius *= SCALE
+ if (this.radius > this.maxRadius) this.endCycle = 0;
+ }
+
+ // this.force.y += this.mass * 0.00045;
//draw green glow
ctx.fillStyle = "rgba(0,200,125,0.16)";
ctx.beginPath();
- ctx.arc(this.position.x, this.position.y, 26, 0, 2 * Math.PI);
+ ctx.arc(this.position.x, this.position.y, this.maxRadius, 0, 2 * Math.PI);
ctx.fill();
};
//spawn bullets on end
bullet[me].onEnd = function () {
- const NUM = 10;
+ const NUM = 10
for (let i = 0; i < NUM; i++) {
b.spore(this)
}
diff --git a/js/level.js b/js/level.js
index a0edbfc..6e024b6 100644
--- a/js/level.js
+++ b/js/level.js
@@ -22,8 +22,9 @@ const level = {
// b.giveMod("impact shear");
// b.giveMod("clock gating");
// b.giveGuns("neutron bomb")
+ // b.giveGuns("spores")
// mech.setField("pilot wave")
- // mech.setField("perfect diamagnetism")
+ // mech.setField("phase decoherence field")
level.intro(); //starting level
// level.testing();
@@ -158,8 +159,8 @@ const level = {
// spawn.bomberBoss(2900, -500)
// spawn.shooterBoss(1200, -500)
// spawn.spinner(1200, -500)
- // spawn.grower(1600, -500)
- spawn.cellBossCulture(1600, -500)
+ spawn.stabber(1600, -500)
+ // spawn.cellBossCulture(1600, -500)
// spawn.shooter(1600, -500)
// spawn.shield(mob[mob.length - 1], 1200, -500, 1);
diff --git a/js/player.js b/js/player.js
index fcfff3a..b5d1dd3 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1588,15 +1588,15 @@ const mech = {
}
//calculate laser collision
let best;
- let range = b.isModPlasmaRange * (175 + (mech.crouch ? 450 : 350) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
- const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
+ let range = b.isModPlasmaRange * (140 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
+ // const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
const path = [{
- x: mech.pos.x + 20 * Math.cos(dir),
- y: mech.pos.y + 20 * Math.sin(dir)
+ x: mech.pos.x + 20 * Math.cos(mech.angle),
+ y: mech.pos.y + 20 * Math.sin(mech.angle)
},
{
- x: mech.pos.x + range * Math.cos(dir),
- y: mech.pos.y + range * Math.sin(dir)
+ x: mech.pos.x + range * Math.cos(mech.angle),
+ y: mech.pos.y + range * Math.sin(mech.angle)
}
];
const vertexCollision = function (v1, v1End, domain) {
@@ -1658,12 +1658,12 @@ const mech = {
y: best.y
};
if (best.who.alive) {
- const dmg = 0.55 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
+ const dmg = 0.8 * b.dmgScale; //********** SCALE DAMAGE HERE *********************
best.who.damage(dmg);
best.who.locatePlayer();
//push mobs away
- const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.01 * Math.sqrt(best.who.mass))
+ const force = Vector.mult(Vector.normalise(Vector.sub(mech.pos, path[1])), -0.02 * Math.sqrt(best.who.mass))
Matter.Body.applyForce(best.who, path[1], force)
// const angle = Math.atan2(player.position.y - best.who.position.y, player.position.x - best.who.position.x);
// const mass = Math.min(Math.sqrt(best.who.mass), 6);
@@ -1832,8 +1832,15 @@ const mech = {
mech.fieldPhase = 0;
mech.hold = function () {
+ function expandField() {
+ if (this.fieldRange < 2000) {
+ this.fieldRange += 100
+ drawField(this.fieldRange)
+ }
+ }
+
function drawField(radius) {
- radius *= 0.8 + 0.7 * mech.energy;
+ radius *= 0.9 + 1 * mech.energy;
const rotate = mech.cycle * 0.005;
mech.fieldPhase += 0.5 - 0.5 * Math.sqrt(Math.max(0.01, Math.min(mech.energy, 1)));
const off1 = 1 + 0.06 * Math.sin(mech.fieldPhase);
@@ -1862,7 +1869,10 @@ const mech = {
mech.isStealth = false //isStealth disables most uses of foundPlayer()
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
if (mech.isHolding) {
- this.fieldRange = 2000;
+ if (this.fieldRange < 2000) {
+ this.fieldRange += 100
+ drawField(this.fieldRange)
+ }
mech.drawHold(mech.holdingTarget);
mech.holding();
mech.throwBlock();
@@ -1870,7 +1880,7 @@ const mech = {
mech.grabPowerUp();
mech.lookForPickUp();
- const DRAIN = 0.0004 + 0.0002 * player.speed + ((!b.modRenormalization && mech.fireCDcycle > mech.cycle) ? 0.005 : 0.0017)
+ const DRAIN = 0.0003 + 0.00015 * player.speed + ((!b.modRenormalization && mech.fireCDcycle > mech.cycle) ? 0.005 : 0.001)
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
// if (mech.energy < 0.001) {
@@ -1878,7 +1888,7 @@ const mech = {
// mech.energy = 0;
// mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
// }
- this.fieldRange = this.fieldRange * 0.87 + 0.13 * 160
+ this.fieldRange = this.fieldRange * 0.8 + 0.2 * 160
drawField(this.fieldRange)
mech.isStealth = true //isStealth disables most uses of foundPlayer()
@@ -1925,10 +1935,14 @@ const mech = {
}
} else if (mech.holdingTarget && mech.fieldCDcycle < mech.cycle) { //holding, but field button is released
mech.pickUp();
+ if (this.fieldRange < 2000) {
+ this.fieldRange += 100
+ drawField(this.fieldRange)
+ }
} else {
// this.fieldRange = 3000
if (this.fieldRange < 2000 && mech.holdingTarget === null) {
- this.fieldRange += 40
+ this.fieldRange += 100
drawField(this.fieldRange)
}
mech.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
diff --git a/js/spawn.js b/js/spawn.js
index 7f9aa0d..665e762 100644
--- a/js/spawn.js
+++ b/js/spawn.js
@@ -925,20 +925,20 @@ const spawn = {
me.rotateVelocity = Math.min(0.0054, 0.0022 * game.accelScale * game.accelScale) * (level.levelsCleared > 8 ? 1 : -1)
me.do = function () {
this.fill = '#' + Math.random().toString(16).substr(-6); //flash colors
- // Matter.Body.rotate(this, -0.003 / (0.3 + this.health))
- // if (!mech.isBodiesAsleep) Matter.Body.rotate(me, this.rotateVelocity)
- //check if slowed
- let slowed = false
- for (let i = 0; i < this.status.length; i++) {
- if (this.status[i].type === "slow") {
- slowed = true
- break
+ if (!mech.isBodiesAsleep) {
+ //check if slowed
+ let slowed = false
+ for (let i = 0; i < this.status.length; i++) {
+ if (this.status[i].type === "slow") {
+ slowed = true
+ break
+ }
+ }
+ if (!slowed) {
+ this.count++
+ Matter.Body.setAngle(me, this.count * this.rotateVelocity)
}
- }
- if (!slowed) {
- this.count++
- Matter.Body.setAngle(me, this.count * this.rotateVelocity)
}
// this.torque -= this.inertia * 0.0000025 / (4 + this.health);
@@ -1058,7 +1058,7 @@ const spawn = {
const spike = Vector.mult(Vector.normalise(Vector.sub(this.vertices[this.spikeVertex], this.position)), this.radius * this.spikeLength)
this.vertices[this.spikeVertex].x = this.position.x + spike.x
this.vertices[this.spikeVertex].y = this.position.y + spike.y
- this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
+ // this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
};
me.do = function () {
@@ -1368,7 +1368,7 @@ const spawn = {
y: 0
};
me.onDeath = function () { //helps collisions functions work better after vertex have been changed
- this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
+ // this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices))
}
// spawn.shield(me, x, y);
me.do = function () {
diff --git a/todo.txt b/todo.txt
index 0a72fd2..6e18747 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,15 +1,9 @@
+sporangium gun now sticks to things, takes longer to germinate, ammo and fire rate are increased.
+plasma field does 50% more damage, pushes 20% harder, but has 20% less range
+
************** TODO - n-gon **************
-mod - neutron bomb, water shielding, player takess no damage or energy drain
- also increase range?
-
-extend neutron mob sticking code to foam gun and mines?
-
-phase field is kinda annoying
- large vision range,
- faster animation (instant?)
- shrink vision range slowly over time, not with energy
- also shrink when firing or moving?
+mod - if energy goes zero after shield block, knock back and stun nearby mobs
mod - frozen mobs take +33% damage