sporangium sticks to things
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
This commit is contained in:
162
js/bullets.js
162
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 <strong>neutron bomb's</strong> range by <strong>20%</strong><br>player is <strong>immune</strong> 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: "<strong>phase decoherence</strong> has increased <strong>visibility</strong><br>and <strong>3x</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
|
||||
description: "<strong>phase decoherence</strong> has increased <strong>visibility</strong><br>and <strong>5x</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1638,7 +1638,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "Bose Einstein condensate",
|
||||
description: "<strong>mobs</strong> in superposition with the <strong>pilot wave</strong><br>are <strong class='color-s'>frozen</strong> for <strong>2</strong> second",
|
||||
description: "<strong>mobs</strong> in superposition with the <strong>pilot wave</strong><br>are <strong class='color-s'>frozen</strong> for <strong>2</strong> 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 <strong>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
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)
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
40
js/player.js
40
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)
|
||||
|
||||
28
js/spawn.js
28
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 () {
|
||||
|
||||
Reference in New Issue
Block a user