toggle
tech supertemporal - fire your super balls at the same place in space, but delayed in time super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence (this makes adding more balls much stronger) gun - super balls has 15% less ammo standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy this should make rapidly blocking drain upto 10x less energy base blocking cost have increased by 25% wormhole gets 10% duplication (was 7%) ice-IX does 15% more damage new level element - toggle(x, y, isLockOn = false) similar to a button but doesn't require a block used on the level highrise can toggle "off and on" or "lock on"
This commit is contained in:
136
js/bullet.js
136
js/bullet.js
@@ -1944,7 +1944,7 @@ const b = {
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friction: 0,
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frictionAir: 0.10,
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restitution: 0.3,
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dmg: 0.33, //damage done in addition to the damage from momentum
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dmg: 0.38, //damage done in addition to the damage from momentum
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lookFrequency: 14 + Math.floor(8 * Math.random()),
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endCycle: simulation.cycle + 140 * tech.isBulletsLastLonger,
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classType: "bullet",
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@@ -3366,15 +3366,15 @@ const b = {
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// makeNeedle(m.angle - spread)
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},
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fireRivets() {
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 17) * b.fireCD); // cool down
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCD); // cool down
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const me = bullet.length;
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const size = tech.rivetSize * 7
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const size = tech.rivetSize * 7.5
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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World.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = m.crouch ? 55 : 46
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const SPEED = m.crouch ? 55 : 44
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(m.angle),
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y: SPEED * Math.sin(m.angle)
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@@ -3613,67 +3613,113 @@ const b = {
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name: "super balls",
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description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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ammo: 0,
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ammoPack: 13,
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ammoPack: 11,
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have: false,
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// num: 5,
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do() {},
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fire() {
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const SPEED = m.crouch ? 43 : 32
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fireOne() {
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const SPEED = m.crouch ? 43 : 36
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCD); // cool down
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if (tech.oneSuperBall) {
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let dir = m.angle
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let dir = m.angle
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 21 * tech.bulletSize, b.fireAttributes(dir, false));
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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// Matter.Body.setDensity(bullet[me], 0.0001);
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bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 1;
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bullet[me].friction = 0;
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0012;
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};
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bullet[me].beforeDmg = function(who) {
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mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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if (tech.isIncendiary) {
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b.explosion(this.position, this.mass * 285); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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},
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fireMulti() {
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const SPEED = m.crouch ? 43 : 36
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 23 : 15) * b.fireCD); // cool down
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const SPREAD = m.crouch ? 0.08 : 0.13
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let dir = m.angle - SPREAD * (tech.superBallNumber - 1) / 2;
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for (let i = 0; i < tech.superBallNumber; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 21 * tech.bulletSize, b.fireAttributes(dir, false));
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 11 * tech.bulletSize, b.fireAttributes(dir, false));
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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// Matter.Body.setDensity(bullet[me], 0.0001);
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bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
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bullet[me].endCycle = simulation.cycle + Math.floor((300 + 90 * Math.random()) * tech.isBulletsLastLonger);
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 1;
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bullet[me].restitution = 0.99;
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bullet[me].friction = 0;
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0012;
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this.force.y += this.mass * 0.001;
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};
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bullet[me].beforeDmg = function(who) {
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mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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bullet[me].beforeDmg = function() {
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if (tech.isIncendiary) {
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b.explosion(this.position, this.mass * 265); //makes bullet do explosive damage at end
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b.explosion(this.position, this.mass * 350 + 60 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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} else {
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b.muzzleFlash(20);
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const SPREAD = m.crouch ? 0.08 : 0.15
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let dir = m.angle - SPREAD * (tech.superBallNumber - 1) / 2;
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for (let i = 0; i < tech.superBallNumber; i++) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(m.pos.x + 30 * Math.cos(m.angle), m.pos.y + 30 * Math.sin(m.angle), 12, 9 * tech.bulletSize, b.fireAttributes(dir, false));
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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// Matter.Body.setDensity(bullet[me], 0.0001);
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bullet[me].endCycle = simulation.cycle + Math.floor((300 + 90 * Math.random()) * tech.isBulletsLastLonger);
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 0.99;
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bullet[me].friction = 0;
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001;
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};
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bullet[me].beforeDmg = function() {
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if (tech.isIncendiary) {
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b.explosion(this.position, this.mass * 330 + 60 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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dir += SPREAD;
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}
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dir += SPREAD;
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}
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}
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},
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fireQueue() {
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const SPEED = m.crouch ? 43 : 36
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const dir = m.angle
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const x = m.pos.x + 30 * Math.cos(m.angle)
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const y = m.pos.y + 30 * Math.sin(m.angle)
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const delay = Math.floor((m.crouch ? 18 : 12) * b.fireCD)
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m.fireCDcycle = m.cycle + delay; // cool down
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for (let i = 0; i < tech.superBallNumber; i++) {
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setTimeout(() => {
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if (!simulation.paused) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(x, y, 12, 11 * tech.bulletSize, b.fireAttributes(dir, false));
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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bullet[me].endCycle = simulation.cycle + Math.floor(330 * tech.isBulletsLastLonger);
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 0.99;
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bullet[me].friction = 0;
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001;
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};
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bullet[me].beforeDmg = function() {
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if (tech.isIncendiary) {
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b.explosion(this.position, this.mass * 350 + 60 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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m.fireCDcycle = m.cycle + delay; // cool down
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}
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}, 50 * i + 100);
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}
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},
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chooseFireMethod() { //set in simulation.startGame
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if (tech.oneSuperBall) {
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this.fire = this.fireOne
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} else if (tech.superBallDelay) {
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this.fire = this.fireQueue
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} else {
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this.fire = this.fireMulti
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}
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},
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fire() {}
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}, {
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name: "wave beam",
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description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
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155
js/level.js
155
js/level.js
@@ -15,21 +15,20 @@ const level = {
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// simulation.enableConstructMode() //used to build maps in testing mode
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// m.setField("negative mass field")
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// simulation.isHorizontalFlipped = true
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// level.difficultyIncrease(30)
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// m.setField("standing wave harmonics")
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// tech.giveTech("spherical harmonics")
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// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
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// b.giveGuns("laser")
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// b.giveGuns("super balls")
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// tech.isExplodeRadio = true
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// tech.giveTech("Z-pinch")
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// tech.giveTech("MACHO")
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// tech.giveTech("potential well")
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// tech.giveTech("supertemporal")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
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// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
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// for (let i = 0; i < 9; i++) tech.giveTech("WIMPs")
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// tech.giveTech("attract")
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// level.difficultyIncrease(30)
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// simulation.isHorizontalFlipped = true
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// tech.isFlyFaster = 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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@@ -42,8 +41,8 @@ const level = {
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// level.skyscrapers();
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// level.aerie();
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// level.rooftops();
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// level.warehouse();
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// level.highrise();
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// level.warehouse();
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// level.highrise();
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// level.office();
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// level.gauntlet(); //only fighting, very simple map, before final boss
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// level.house() //community level
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@@ -260,7 +259,7 @@ const level = {
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},
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addToWorld() { //needs to be run to put bodies into the world
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for (let i = 0; i < body.length; i++) {
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if (body[i] !== m.holdingTarget) {
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if (body[i] !== m.holdingTarget && !body[i].isNoSetCollision) {
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body[i].collisionFilter.category = cat.body;
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body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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}
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@@ -548,6 +547,71 @@ const level = {
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composite[composite.length] = rotor
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return rotor
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},
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toggle(x, y, isLockOn = false) {
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spawn.mapVertex(x + 65, y + 2, "70 10 -70 10 -40 -10 40 -10");
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map[map.length - 1].restitution = 0;
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map[map.length - 1].friction = 1;
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map[map.length - 1].frictionStatic = 1;
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spawn.bodyRect(x, y, 125, 15) //Portal platform
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let flip = body[body.length - 1];
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flip.isNoSetCollision = true //prevents collision form being rewritten in level.addToWorld
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flip.collisionFilter.category = cat.body
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flip.collisionFilter.mask = cat.player | cat.body
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flip.isNotHoldable = true
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flip.frictionAir = 0.01
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flip.restitution = 0
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Matter.Body.setDensity(flip, 0.003)
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Matter.Body.setAngle(flip, (-0.25 - 0.5) * Math.PI)
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setTimeout(function() {}, 100);
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cons[cons.length] = Constraint.create({
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pointA: {
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x: x + 65,
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y: y
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},
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bodyB: flip,
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stiffness: 1,
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length: 0
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});
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World.add(engine.world, [cons[cons.length - 1]]);
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return {
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flip: flip,
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isOn: false,
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query() {
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const limit = {
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right: (-0.25 - 0.5) * Math.PI,
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left: (0.25 - 0.5) * Math.PI
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}
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if (flip.angle < limit.right) {
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Matter.Body.setAngle(flip, limit.right)
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Matter.Body.setAngularVelocity(flip, 0);
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if (!isLockOn) this.isOn = false
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} else if (flip.angle > limit.left) {
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Matter.Body.setAngle(flip, limit.left)
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Matter.Body.setAngularVelocity(flip, 0);
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this.isOn = true
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}
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if (this.isOn) {
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ctx.beginPath();
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ctx.moveTo(flip.vertices[0].x, flip.vertices[0].y);
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for (let j = 1; j < flip.vertices.length; j++) {
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ctx.lineTo(flip.vertices[j].x, flip.vertices[j].y);
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}
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ctx.lineTo(flip.vertices[0].x, flip.vertices[0].y);
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ctx.fillStyle = "#3df"
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ctx.fill();
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ctx.lineWidth = 1;
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ctx.strokeStyle = simulation.draw.bodyStroke;
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ctx.stroke();
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}
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},
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}
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},
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button(x, y, width = 126) {
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spawn.mapVertex(x + 65, y + 2, "100 10 -100 10 -70 -10 70 -10");
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map[map.length - 1].restitution = 0;
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@@ -1109,17 +1173,19 @@ const level = {
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spawn.mapRect(475, -25, 25, 50); //edge shelf
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},
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testing() {
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const button = level.button(200, -700)
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// const button = level.button(200, -700)
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const toggle = level.toggle(200, -700)
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level.custom = () => {
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button.query();
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button.draw();
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// button.draw();
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ctx.fillStyle = "rgba(0,255,255,0.1)";
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ctx.fillRect(6400, -550, 300, 350);
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level.playerExitCheck();
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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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toggle.query();
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};
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level.setPosToSpawn(0, -750); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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@@ -1171,7 +1237,7 @@ const level = {
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// spawn.grower(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shooterBoss(1900, -500)
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spawn.historyBoss(1200, -500)
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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@@ -2018,7 +2084,7 @@ const level = {
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level.enter.draw();
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};
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level.customTopLayer = () => {
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ctx.fillStyle = "rgba(0,20,40,0.2)"
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ctx.fillStyle = "rgba(0,20,40,0.25)"
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ctx.fillRect(-250, -400, 1800, 775)
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ctx.fillRect(1800, -275, 850, 775)
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ctx.fillRect(5200, 125, 450, 200)
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@@ -2073,18 +2139,18 @@ const level = {
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//tall platform
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spawn.mapVertex(1125, -450, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(150, -500, 1400, 100); //far left starting ceiling
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spawn.mapRect(150, -500, 1410, 100); //far left starting ceiling
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spawn.mapRect(625, -2450, 1000, 50); //super high shade
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spawn.bodyRect(1300, -3600, 150, 150); //shield from laser
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//tall platform
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spawn.mapVertex(2225, -250, "325 0 250 80 -250 80 -325 0 -250 -80 250 -80"); //base
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spawn.mapRect(1725, -2800, 1000, 50); //super high shade
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spawn.mapRect(1800, -300, 850, 100); //far left starting ceiling
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spawn.mapRect(1790, -300, 870, 100); //far left starting ceiling
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spawn.bodyRect(2400, -2950, 150, 150); //shield from laser
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//tall platform
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spawn.mapVertex(3350, 200, "400 0 -400 0 -275 -275 275 -275"); //base
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spawn.bodyRect(3400, -150, 150, 150);
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spawn.mapVertex(3350, 175, "425 0 -425 0 -275 -300 275 -300"); //base
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spawn.bodyRect(3350, -150, 200, 120);
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spawn.mapRect(2850, -3150, 1000, 50); //super high shade
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spawn.bodyRect(3675, -3470, 525, 20); //plank
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spawn.bodyRect(3600, -3450, 200, 300); //plank support block
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@@ -2165,7 +2231,7 @@ const level = {
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};
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level.customTopLayer = () => {
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elevator.move()
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ctx.fillStyle = "rgba(0,20,40,0.2)"
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ctx.fillStyle = "rgba(0,20,40,0.25)"
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ctx.fillRect(250 - 1800, -400, 1800, 775)
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ctx.fillRect(-1800 - 850, -275, 850, 775)
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ctx.fillRect(-5200 - 450, 125, 450, 200)
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@@ -2738,10 +2804,14 @@ const level = {
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highrise() {
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const elevator1 = level.elevator(-790, -190, 180, 25, -1150) //, 0.007
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||||
elevator1.addConstraint();
|
||||
const button1 = level.button(-500, -200)
|
||||
// const button1 = level.button(-500, -200)
|
||||
const toggle1 = level.toggle(-500, -200) //(x,y,isLockOn = true/false)
|
||||
|
||||
const elevator2 = level.elevator(-3630, -1000, 180, 25, -1740) //, 0.007
|
||||
elevator2.addConstraint();
|
||||
const button2 = level.button(-3100, -1330)
|
||||
// const button2 = level.button(-3100, -1330)
|
||||
const toggle2 = level.toggle(-3100, -1330) //(x,y,isLockOn = true/false)
|
||||
|
||||
|
||||
level.custom = () => {
|
||||
// ctx.fillStyle = "#d0d0d2"
|
||||
@@ -2755,9 +2825,9 @@ const level = {
|
||||
level.enter.draw();
|
||||
};
|
||||
level.customTopLayer = () => {
|
||||
button1.query();
|
||||
button1.draw();
|
||||
if (button1.isUp) {
|
||||
// button1.draw();
|
||||
toggle1.query();
|
||||
if (!toggle1.isOn) {
|
||||
if (elevator1.isOn) {
|
||||
elevator1.isOn = false
|
||||
elevator1.frictionAir = 0.2
|
||||
@@ -2778,9 +2848,9 @@ const level = {
|
||||
ctx.fillRect(-700, -1140, 1, 975)
|
||||
}
|
||||
|
||||
button2.query();
|
||||
button2.draw();
|
||||
if (button2.isUp) {
|
||||
toggle2.query();
|
||||
// button2.draw();
|
||||
if (!toggle2.isOn) {
|
||||
if (elevator2.isOn) {
|
||||
elevator2.isOn = false
|
||||
elevator2.frictionAir = 0.2
|
||||
@@ -2874,7 +2944,7 @@ const level = {
|
||||
spawn.mapRect(-4450, -600, 2300, 750);
|
||||
spawn.mapRect(-2225, -450, 175, 550);
|
||||
// spawn.mapRect(-2600, -975, 450, 50);
|
||||
spawn.mapRect(-3425, -1325, 525, 50);
|
||||
spawn.mapRect(-3425, -1325, 525, 75);
|
||||
spawn.mapRect(-3425, -2200, 525, 50);
|
||||
spawn.mapRect(-2600, -1700, 450, 50);
|
||||
// spawn.mapRect(-2600, -2450, 450, 50);
|
||||
@@ -2944,17 +3014,12 @@ const level = {
|
||||
// boost1.boostBounds.max.x = -boost1.boostBounds.max.x + 100
|
||||
level.setPosToSpawn(300, -700); //-x
|
||||
elevator1.holdX = -elevator1.holdX // flip the elevator horizontally
|
||||
elevator2.removeConstraint();
|
||||
elevator2.addConstraint();
|
||||
elevator1.removeConstraint();
|
||||
elevator1.addConstraint();
|
||||
elevator2.holdX = -elevator2.holdX // flip the elevator horizontally
|
||||
elevator2.removeConstraint();
|
||||
elevator2.addConstraint();
|
||||
|
||||
button1.min.x = -button1.min.x - 126 // flip the button horizontally
|
||||
button1.max.x = -button1.max.x + 126 // flip the button horizontally
|
||||
button2.min.x = -button2.min.x - 126 // flip the button horizontally
|
||||
button2.max.x = -button2.max.x + 126 // flip the button horizontally
|
||||
|
||||
level.custom = () => {
|
||||
ctx.fillStyle = "#cff" //exit
|
||||
ctx.fillRect(4425 - 425, -3050, 425, 275)
|
||||
@@ -2963,9 +3028,8 @@ const level = {
|
||||
level.enter.draw();
|
||||
};
|
||||
level.customTopLayer = () => {
|
||||
button1.query();
|
||||
button1.draw();
|
||||
if (button1.isUp) {
|
||||
toggle1.query();
|
||||
if (!toggle1.isOn) {
|
||||
if (elevator1.isOn) {
|
||||
elevator1.isOn = false
|
||||
elevator1.frictionAir = 0.2
|
||||
@@ -2986,9 +3050,8 @@ const level = {
|
||||
ctx.fillRect(700 - 1, -1140, 1, 975)
|
||||
}
|
||||
|
||||
button2.query();
|
||||
button2.draw();
|
||||
if (button2.isUp) {
|
||||
toggle2.query();
|
||||
if (!toggle2.isOn) {
|
||||
if (elevator2.isOn) {
|
||||
elevator2.isOn = false
|
||||
elevator2.frictionAir = 0.2
|
||||
@@ -3038,7 +3101,7 @@ const level = {
|
||||
};
|
||||
|
||||
level.customTopLayer = () => {
|
||||
ctx.fillStyle = "rgba(0,0,0,0.1)"; //shadows and lights
|
||||
ctx.fillStyle = "rgba(0,0,0,0.15)"; //shadows and lights
|
||||
ctx.beginPath()
|
||||
ctx.moveTo(-1800, -500)
|
||||
ctx.lineTo(-910, -500) //3rd floor light
|
||||
@@ -3125,7 +3188,7 @@ const level = {
|
||||
isElevators = true
|
||||
elevator1 = level.elevator(-1780, 500, 260, 40, 7, 0.0003)
|
||||
elevator2 = level.elevator(820, 1300, 260, 40, 607, 0.0003)
|
||||
elevator3 = level.elevator(-2755, 1260, 160, 40, 1000, 0.006)
|
||||
elevator3 = level.elevator(-2755, 1260, 160, 40, 850, 0.003)
|
||||
spawn.bodyRect(-2375, 1300, 100, 100);
|
||||
spawn.bodyRect(-2325, 1250, 50, 50);
|
||||
spawn.bodyRect(-2275, 1350, 125, 50);
|
||||
@@ -3291,7 +3354,7 @@ const level = {
|
||||
};
|
||||
}
|
||||
level.customTopLayer = () => {
|
||||
ctx.fillStyle = "rgba(0,0,0,0.1)"; //shadows and lights
|
||||
ctx.fillStyle = "rgba(0,0,0,0.15)"; //shadows and lights
|
||||
ctx.beginPath()
|
||||
ctx.moveTo(1800, -500)
|
||||
ctx.lineTo(910, -500) //3rd floor light
|
||||
|
||||
60
js/player.js
60
js/player.js
@@ -1276,11 +1276,7 @@ const m = {
|
||||
}
|
||||
}
|
||||
},
|
||||
pushMass(who) {
|
||||
const speed = Vector.magnitude(Vector.sub(who.velocity, player.velocity))
|
||||
const fieldBlockCost = (0.025 + Math.sqrt(who.mass) * speed * 0.002) * m.fieldShieldingScale;
|
||||
const unit = Vector.normalise(Vector.sub(player.position, who.position))
|
||||
|
||||
pushMass(who, fieldBlockCost = (0.025 + Math.sqrt(who.mass) * Vector.magnitude(Vector.sub(who.velocity, player.velocity)) * 0.002) * m.fieldShieldingScale) {
|
||||
if (m.energy > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
|
||||
m.energy -= fieldBlockCost
|
||||
if (m.energy < 0) m.energy = 0;
|
||||
@@ -1292,6 +1288,7 @@ const m = {
|
||||
for (let i = 0; i < tech.blockingIce; i++) b.iceIX(10, m.angle + Math.random() - 0.5, m.pos)
|
||||
}
|
||||
}
|
||||
const unit = Vector.normalise(Vector.sub(player.position, who.position))
|
||||
if (tech.blockDmg) {
|
||||
who.damage(tech.blockDmg * b.dmgScale)
|
||||
//draw electricity
|
||||
@@ -1364,15 +1361,6 @@ const m = {
|
||||
}
|
||||
}
|
||||
},
|
||||
pushMobs360(range) { // find mobs in range in any direction
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < range && !mob[i].isShielded) {
|
||||
// && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
||||
mob[i].locatePlayer();
|
||||
m.pushMass(mob[i]);
|
||||
}
|
||||
}
|
||||
},
|
||||
lookForPickUp() { //find body to pickup
|
||||
if (m.energy > m.fieldRegen) m.energy -= m.fieldRegen;
|
||||
const grabbing = {
|
||||
@@ -1505,15 +1493,14 @@ const m = {
|
||||
},
|
||||
{
|
||||
name: "standing wave harmonics",
|
||||
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br><strong>deflecting</strong> has <strong>50%</strong> less <strong>recoil</strong>", //<strong class='color-harm'>harm</strong> and
|
||||
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> protects you in every <strong>direction</strong><br><strong>deflecting</strong> has <strong>50%</strong> less <strong>recoil</strong>", //drains <strong class='color-f'>energy</strong>
|
||||
drainCD: 0,
|
||||
effect: () => {
|
||||
// m.fieldHarmReduction = 0.80;
|
||||
m.fieldBlockCD = 0;
|
||||
// m.fieldHarmReduction = 0.75;
|
||||
m.blockingRecoil = 2 //4 is normal
|
||||
m.fieldRange = 175
|
||||
m.fieldShieldingScale = Math.pow(0.5, (tech.harmonics - 3))
|
||||
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
|
||||
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
|
||||
|
||||
m.harmonic3Phase = () => { //normal standard 3 different 2-d circles
|
||||
const fieldRange1 = (0.7 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
|
||||
const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
|
||||
@@ -1529,12 +1516,24 @@ const m = {
|
||||
ctx.beginPath();
|
||||
ctx.arc(m.pos.x, m.pos.y, fieldRange3, 0, 2 * Math.PI);
|
||||
ctx.fill();
|
||||
m.pushMobs360(netfieldRange);
|
||||
//360 block
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < netfieldRange && !mob[i].isShielded) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
||||
mob[i].locatePlayer();
|
||||
if (this.drainCD > m.cycle) {
|
||||
m.pushMass(mob[i], 0);
|
||||
} else {
|
||||
m.pushMass(mob[i]);
|
||||
this.drainCD = m.cycle + 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
|
||||
m.harmonicAtomic = () => { //several ellipses spinning about different axises
|
||||
const rotation = simulation.cycle * 0.002
|
||||
const phase = simulation.cycle * 0.03
|
||||
const radius = m.fieldRange * m.harmonicRadius //+ 20 * Math.sin(m.cycle * 0.05)
|
||||
const radius = m.fieldRange * m.harmonicRadius
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeStyle = "rgba(110,170,200,0.9)"
|
||||
ctx.fillStyle = "rgba(110,170,200," + Math.min(0.7, m.energy * (0.13 + 0.15 * Math.random()) * (3 / tech.harmonics)) + ")";
|
||||
@@ -1545,7 +1544,18 @@ const m = {
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
}
|
||||
m.pushMobs360(radius);
|
||||
//360 block
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) - mob[i].radius < radius && !mob[i].isShielded) { // && Matter.Query.ray(map, mob[i].position, m.pos).length === 0
|
||||
mob[i].locatePlayer();
|
||||
if (this.drainCD > m.cycle) {
|
||||
m.pushMass(mob[i], 0);
|
||||
} else {
|
||||
m.pushMass(mob[i]);
|
||||
this.drainCD = m.cycle + 10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (tech.harmonics === 2) {
|
||||
m.harmonicShield = m.harmonic3Phase
|
||||
@@ -1577,8 +1587,6 @@ const m = {
|
||||
}
|
||||
m.harmonicShield()
|
||||
}
|
||||
|
||||
|
||||
m.drawFieldMeter()
|
||||
}
|
||||
}
|
||||
@@ -2479,9 +2487,9 @@ 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>
|
||||
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>10%</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() {
|
||||
m.duplicateChance = 0.07
|
||||
m.duplicateChance = 0.1
|
||||
powerUps.setDo(); //needed after adjusting duplication chance
|
||||
|
||||
m.hold = function() {
|
||||
|
||||
@@ -540,6 +540,7 @@ const simulation = {
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
tech.dynamoBotCount = 0;
|
||||
tech.nailBotCount = 0;
|
||||
|
||||
49
js/tech.js
49
js/tech.js
@@ -3643,7 +3643,33 @@
|
||||
tech.superBallNumber++
|
||||
},
|
||||
remove() {
|
||||
tech.superBallNumber = 4;
|
||||
tech.superBallNumber = 3;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "supertemporal",
|
||||
description: "fire <strong>super ball</strong> from the same point in <strong>space</strong><br> but separated by <strong>0.1</strong> seconds in <strong>time</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
|
||||
},
|
||||
requires: "super balls, but not the tech super ball or super duper",
|
||||
effect() {
|
||||
tech.superBallDelay = true
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
if (tech.superBallDelay) {
|
||||
tech.superBallDelay = false;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -3654,14 +3680,22 @@
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("super balls") && tech.superBallNumber === 4
|
||||
return tech.haveGunCheck("super balls") && tech.superBallNumber === 3 && !tech.superBallDelay
|
||||
},
|
||||
requires: "super balls, but not super duper",
|
||||
requires: "super balls, but not super duper or super queue",
|
||||
effect() {
|
||||
tech.oneSuperBall = true;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
tech.oneSuperBall = false;
|
||||
if (tech.oneSuperBall) {
|
||||
tech.oneSuperBall = false;
|
||||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -4559,12 +4593,12 @@
|
||||
requires: "standing wave harmonics",
|
||||
effect() {
|
||||
tech.harmonics++
|
||||
m.fieldShieldingScale = Math.pow(0.6, (tech.harmonics - 2))
|
||||
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
|
||||
m.harmonicShield = m.harmonicAtomic
|
||||
},
|
||||
remove() {
|
||||
tech.harmonics = 2
|
||||
m.fieldShieldingScale = Math.pow(0.6, (tech.harmonics - 2))
|
||||
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
|
||||
m.harmonicShield = m.harmonic3Phase
|
||||
}
|
||||
},
|
||||
@@ -6893,5 +6927,6 @@
|
||||
isFallingDamage: null,
|
||||
harmonics: null,
|
||||
isStandingWaveExpand: null,
|
||||
isBlockExplosion: null
|
||||
isBlockExplosion: null,
|
||||
superBallDelay: null
|
||||
}
|
||||
53
todo.txt
53
todo.txt
@@ -1,24 +1,28 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
tech supertemporal - fire your super balls at the same place in space, but delayed in time
|
||||
|
||||
tech: WIMPs now requires wormhole
|
||||
gives 3-9 research now (was 2-3)
|
||||
super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence
|
||||
(this makes adding more balls much stronger)
|
||||
gun - super balls has 15% less ammo
|
||||
|
||||
tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower
|
||||
standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy
|
||||
this should make rapidly blocking drain upto 10x less energy
|
||||
base blocking cost have increased by 25%
|
||||
|
||||
wormhole gets 10% duplication (was 7%)
|
||||
ice-IX does 15% more damage
|
||||
|
||||
new level element - toggle(x, y, isLockOn = false)
|
||||
similar to a button but doesn't require a block
|
||||
used on the level highrise
|
||||
can toggle "off and on" or "lock on"
|
||||
|
||||
bug fixes
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
sharing 1 stack of spherical harmonics doesn't activate visually
|
||||
https://landgreen.github.io/sidescroller/index.html?&tech0=crystallizer&tech1=thermoelectric%20effect&tech2=thermoelectric%20effect&tech3=spherical%20harmonics&tech4=expansion&tech5=triple%20point&tech6=triple%20point&tech7=flux%20pinning&field=standing%20wave%20harmonics&difficulty=4&level=0&noPower=0
|
||||
|
||||
a couple times people have reported the final boss dropping extra bodies on death
|
||||
|
||||
figure out how to undo ship mode
|
||||
if you die in ship mode it spawns with m.look set to non ship methods
|
||||
look is set in many tech and in startGame
|
||||
|
||||
Why does micro-extruder lag so much
|
||||
|
||||
blue triangle boss can move backwards and aim away from you if set up properly
|
||||
@@ -45,28 +49,39 @@ labs - procedural generation
|
||||
1500px, 3000px per room
|
||||
room types
|
||||
entrance - no mobs, starting power ups`
|
||||
exit - plenty of mobs
|
||||
exit - possible duplication boss spawn location
|
||||
up, down - 2 paired rooms - boost, elevator, portal
|
||||
boss - standard random boss spawns
|
||||
empty - just a dead end - possible duplication boss spawn location
|
||||
button - opens door to exit room
|
||||
empty - a dead end
|
||||
button - like empty, but also has a switch that opens door to exit room
|
||||
room ideas -
|
||||
gravity room
|
||||
low gravity room, controlled with a button?
|
||||
portal room
|
||||
endlessly falling blocks down a slide, that the player has to climb up
|
||||
portal + rotor + falling blocks = perpetual motion
|
||||
laser room
|
||||
slime radiation room
|
||||
spinner room
|
||||
|
||||
make a switch level element
|
||||
basically button, but go off and on when it hits player (or block?)
|
||||
use a constrained body like a spinner
|
||||
use offset constraint? like in vats
|
||||
can this work?
|
||||
check location of center of mass for on/off state
|
||||
only collide with player, but run code that stops it from rotating too far
|
||||
part of it is inside switch map element
|
||||
player moving left go on, right go off as if they are pushing the switch in that direction ?
|
||||
indicate on/off
|
||||
angle of stick "light-switch"
|
||||
with colors?
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
standing wave harmonics - can block too often on the same mob if you push it into a corner
|
||||
add a small cooldown
|
||||
return to normal knock back // 4
|
||||
add a cool down that only stops energy drain and iceIX, but still lets you block
|
||||
let standing wave harmonics get tech decorrelation
|
||||
|
||||
* inductive coupling - sucks without catabolism, too much delayed gratification. should probably be bundled with transceiver chip
|
||||
|
||||
tech: cloaking field - decrease/increase cooldown on sneak attack?
|
||||
decrease/increase damage bonus?
|
||||
decrease/increase visual radius?
|
||||
|
||||
Reference in New Issue
Block a user