pilot wave adjustments

pilot is back to it's previous speed, and spawning at mouse
pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy
pilot wave tech
  lost: time crystals, Lorentz transformation, annihilation
  gained: degenerate matter - 60% harm reduction while field is active
tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force
  this lets you hold larger blocks and flick them much faster
This commit is contained in:
landgreen
2021-05-15 07:01:22 -07:00
parent 33ed7dddfa
commit feeba5156c
7 changed files with 60 additions and 38 deletions

BIN
.DS_Store vendored

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@@ -2500,7 +2500,7 @@ const b = {
if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
Matter.Body.setAngularVelocity(this, this.spin) Matter.Body.setAngularVelocity(this, this.spin)
if (this.isUpgraded) { if (this.isUpgraded) {
m.energy += 0.11 m.energy += 0.1
simulation.drawList.push({ //add dmg to draw queue simulation.drawList.push({ //add dmg to draw queue
x: this.position.x, x: this.position.x,
y: this.position.y, y: this.position.y,
@@ -3111,7 +3111,7 @@ const b = {
} }
} }
}, },
range: 190 + 60 * tech.isOrbitBotUpgrade, //range is set in bot upgrade too! //150 + (80 + 100 * tech.isOrbitBotUpgrade) * Math.random(), // + 5 * tech.orbitBotCount, range: 190 + 100 * tech.isOrbitBotUpgrade, //range is set in bot upgrade too! //150 + (80 + 100 * tech.isOrbitBotUpgrade) * Math.random(), // + 5 * tech.orbitBotCount,
orbitalSpeed: 0, orbitalSpeed: 0,
phase: 2 * Math.PI * Math.random(), phase: 2 * Math.PI * Math.random(),
do() { do() {

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@@ -15,12 +15,12 @@ const level = {
// level.difficultyIncrease(30) // level.difficultyIncrease(30)
// simulation.zoomScale = 1000; // simulation.zoomScale = 1000;
// simulation.setZoom(); // simulation.setZoom();
// m.setField("pilot wave") m.setField("pilot wave")
// b.giveGuns("wave beam") // b.giveGuns("wave beam")
// b.giveGuns("laser") // b.giveGuns("laser")
// tech.isExplodeRadio = true // tech.isExplodeRadio = true
// tech.giveTech("pulse") // tech.giveTech("pulse")
// for (let i = 0; i < 3; i++) tech.giveTech("amplitude") tech.giveTech("potential well")
// for (let i = 0; i < 3; i++) tech.giveTech("packet length") // for (let i = 0; i < 3; i++) tech.giveTech("packet length")
// for (let i = 0; i < 3; i++) tech.giveTech("propagation") // for (let i = 0; i < 3; i++) tech.giveTech("propagation")
// for (let i = 0; i < 3; i++) tech.giveTech("bound state") // for (let i = 0; i < 3; i++) tech.giveTech("bound state")

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@@ -522,7 +522,7 @@ const m = {
if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.019, 0.60) if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.019, 0.60)
if (tech.isSlowFPS) dmg *= 0.8 if (tech.isSlowFPS) dmg *= 0.8
// if (tech.isPiezo) dmg *= 0.85 // if (tech.isPiezo) dmg *= 0.85
if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.5 if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.4
if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots() if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33; if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.34 if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.34
@@ -657,7 +657,7 @@ const m = {
} }
if (tech.isEnergyHealth) { if (tech.isEnergyHealth) {
m.energy -= dmg; m.energy -= dmg * 1.1;
if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) { if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
tech.isDeathAvoidedThisLevel = true tech.isDeathAvoidedThisLevel = true
@@ -1827,7 +1827,7 @@ const m = {
}, },
{ {
name: "time dilation field", name: "time dilation field",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped", description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>mobs still do <strong class='color-harm'>harm</strong> while time is stopped",
effect: () => { effect: () => {
// m.fieldMeterColor = "#000" // m.fieldMeterColor = "#000"
m.fieldFire = true; m.fieldFire = true;
@@ -2205,7 +2205,7 @@ const m = {
// }, // },
{ {
name: "pilot wave", name: "pilot wave",
description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br>allows <strong class='color-m'>tech</strong> that normally require other <strong class='color-f'>fields</strong>", description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br><strong class='color-f'>energy</strong> drain scales with block <strong>mass</strong>",
effect: () => { effect: () => {
m.fieldPhase = 0; m.fieldPhase = 0;
m.fieldPosition = { m.fieldPosition = {
@@ -2238,14 +2238,14 @@ const m = {
if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location if (!m.fieldOn) { // if field was off, and it starting up, teleport to new mouse location
m.fieldOn = true; m.fieldOn = true;
m.fieldPosition = { //smooth the mouse position, set to starting at player // m.fieldPosition = { //smooth the mouse position, set to starting at player
x: m.pos.x, // x: m.pos.x,
y: m.pos.y // y: m.pos.y
}
// m.fieldPosition = { //smooth the mouse position
// x: simulation.mouseInGame.x,
// y: simulation.mouseInGame.y
// } // }
m.fieldPosition = { //smooth the mouse position, set to mouse's current location
x: simulation.mouseInGame.x,
y: simulation.mouseInGame.y
}
m.lastFieldPosition = { //used to find velocity of field changes m.lastFieldPosition = { //used to find velocity of field changes
x: m.fieldPosition.x, x: m.fieldPosition.x,
y: m.fieldPosition.y y: m.fieldPosition.y
@@ -2255,7 +2255,7 @@ const m = {
x: m.fieldPosition.x, x: m.fieldPosition.x,
y: m.fieldPosition.y y: m.fieldPosition.y
} }
const smooth = isInMap ? 0.985 : 0.97; const smooth = isInMap ? 0.985 : 0.96;
m.fieldPosition = { //smooth the mouse position m.fieldPosition = { //smooth the mouse position
x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth), x: m.fieldPosition.x * smooth + simulation.mouseInGame.x * (1 - smooth),
y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth), y: m.fieldPosition.y * smooth + simulation.mouseInGame.y * (1 - smooth),
@@ -2293,7 +2293,7 @@ const m = {
//find mouse velocity //find mouse velocity
const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition) const diff = Vector.sub(m.fieldPosition, m.lastFieldPosition)
const speed = Vector.magnitude(diff) const speed = Vector.magnitude(diff)
const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 45)) //limit velocity const velocity = Vector.mult(Vector.normalise(diff), Math.min(speed, 40)) //limit velocity
let radius, radiusSmooth let radius, radiusSmooth
if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field if (Matter.Query.ray(map, m.fieldPosition, player.position).length) { //is there something block the player's view of the field
radius = 0 radius = 0
@@ -2306,7 +2306,7 @@ const m = {
for (let i = 0, len = body.length; i < len; ++i) { for (let i = 0, len = body.length; i < len; ++i) {
if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) { if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
const DRAIN = speed * body[i].mass * 0.000013 const DRAIN = speed * body[i].mass * 0.00001 * (1 + m.energy * m.energy) //drain more energy when you have more energy
if (m.energy > DRAIN) { if (m.energy > DRAIN) {
m.energy -= DRAIN; m.energy -= DRAIN;
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
@@ -2314,7 +2314,7 @@ const m = {
// body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects // body[i].force.y -= body[i].mass * simulation.g; //remove gravity effects
//blocks drift towards center of pilot wave //blocks drift towards center of pilot wave
const sub = Vector.sub(m.fieldPosition, body[i].position) const sub = Vector.sub(m.fieldPosition, body[i].position)
const unit = Vector.mult(Vector.normalise(sub), 0.00005 * Vector.magnitude(sub)) const unit = Vector.mult(Vector.normalise(sub), body[i].mass * tech.pilotForce * Vector.magnitude(sub))
body[i].force.x += unit.x body[i].force.x += unit.x
body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects
} else { } else {

View File

@@ -2729,14 +2729,14 @@ const spawn = {
} }
}; };
}, },
shieldingBoss(x, y, radius = 210) { shieldingBoss(x, y, radius = 200) {
mobs.spawn(x, y, 9, radius, "rgb(150, 150, 255)"); mobs.spawn(x, y, 9, radius, "rgb(150, 150, 255)");
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
Matter.Body.rotate(me, Math.random() * 2 * Math.PI) Matter.Body.rotate(me, Math.random() * 2 * Math.PI)
// me.stroke = "rgb(220,220,255)" // me.stroke = "rgb(220,220,255)"
me.isBoss = true; me.isBoss = true;
me.cycle = 0 me.cycle = 0
me.maxCycles = 120; me.maxCycles = 150;
me.frictionStatic = 0; me.frictionStatic = 0;
me.friction = 0; me.friction = 0;
me.frictionAir = 0.5; me.frictionAir = 0.5;
@@ -2744,7 +2744,7 @@ const spawn = {
spawn.shield(me, x, y, 1); spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random()) spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
Matter.Body.setDensity(me, 0.004); //extra dense //normal is 0.001 //makes effective life much larger Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
me.onDeath = function() { me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed // this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
@@ -3158,8 +3158,7 @@ const spawn = {
this.checkStatus(); this.checkStatus();
}; };
//move shield to the front of the array, so that mob is behind shield graphically mob.unshift(me); //move shield to the front of the array, so that mob is behind shield graphically
mob.unshift(me);
//swap order of shield and mob, so that mob is behind shield graphically //swap order of shield and mob, so that mob is behind shield graphically
// mob[mob.length - 1] = mob[mob.length - 2]; // mob[mob.length - 1] = mob[mob.length - 2];

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@@ -1239,7 +1239,7 @@
}, },
{ {
name: "orbital-bot upgrade", name: "orbital-bot upgrade",
description: "<strong>convert</strong> all your bots to <strong>orbital-bots</strong><br>increase <strong class='color-d'>damage</strong> by <strong>200%</strong> and <strong>radius</strong> by <strong>30%</strong>", description: "<strong>convert</strong> all your bots to <strong>orbital-bots</strong><br>increase <strong class='color-d'>damage</strong> by <strong>200%</strong> and <strong>radius</strong> by <strong>40%</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 2, frequency: 2,
@@ -1298,7 +1298,7 @@
}, },
{ {
name: "dynamo-bot upgrade", name: "dynamo-bot upgrade",
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>increase regen to <strong>22</strong> <strong class='color-f'>energy</strong> per second", description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>increase regen to <strong>20</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 2, frequency: 2,
@@ -4848,7 +4848,7 @@
}, },
{ {
name: "degenerate matter", name: "degenerate matter",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong> while your <strong class='color-f'>field</strong> is active", description: "reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong> while your <strong class='color-f'>field</strong> is active",
isFieldTech: true, isFieldTech: true,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
@@ -5005,7 +5005,7 @@
count: 0, count: 0,
frequency: 2, frequency: 2,
allowed() { allowed() {
return m.fieldUpgrades[m.fieldMode].name === "time dilation field" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" return m.fieldUpgrades[m.fieldMode].name === "time dilation field" // || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
}, },
requires: "time dilation field", requires: "time dilation field",
effect() { effect() {
@@ -5029,7 +5029,7 @@
count: 0, count: 0,
frequency: 2, frequency: 2,
allowed() { allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "time dilation field" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && tech.energyRegen !== 0; return (m.fieldUpgrades[m.fieldMode].name === "time dilation field") && tech.energyRegen !== 0; //|| m.fieldUpgrades[m.fieldMode].name === "pilot wave"
}, },
requires: "time dilation field", requires: "time dilation field",
effect: () => { effect: () => {
@@ -5097,6 +5097,24 @@
b.setFireCD(); b.setFireCD();
} }
}, },
{
name: "potential well",
description: "the force that <strong>pilot wave</strong> generates<br>to <strong>trap blocks</strong> is greatly increased",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "metamaterial cloaking",
effect() {
tech.pilotForce = 0.0006
},
remove() {
tech.pilotForce = 0.00002
}
},
{ {
name: "cosmic string", name: "cosmic string",
description: "<strong>stun</strong> and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> to <strong>mobs</strong><br>if you tunnel through them with a <strong class='color-worm'>wormhole</strong>", description: "<strong>stun</strong> and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> to <strong>mobs</strong><br>if you tunnel through them with a <strong class='color-worm'>wormhole</strong>",

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@@ -1,15 +1,13 @@
******************************************************** NEXT PATCH ******************************************************** ******************************************************** NEXT PATCH ********************************************************
spammable methods of energy generation no longer work while immune to damage pilot is back to it's previous speed, and spawning at mouse
rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon pilot wave uses 50% less energy when you are low on energy, but it uses more energy then normal when you have more energy
pilot wave tech
lost: time crystals, Lorentz transformation, annihilation
gained: degenerate matter - 60% harm reduction while field is active
tech: potential well - blocks in pilot wave drift into the center of the field with a much higher force
this lets you hold larger blocks and flick them much faster
pilot wave follows the mouse a bit slower
(I think this is actually a buff, because blocks stay in the field better)
a newly clicked pilot wave now begins at the player, not the mouse
(this is just because it looks cool)
tech: many worlds, now only spawns 1 tech
(use to spawn a heal, ammo, research too)
******************************************************** BUGS ******************************************************** ******************************************************** BUGS ********************************************************
@@ -57,6 +55,13 @@ is there a way to check if the player is stuck inside the map or block
******************************************************** TODO ******************************************************** ******************************************************** TODO ********************************************************
Make ice crystal + rivet gun/needle gun launch freezing rivets/needles with increased energy drain
WIMPS are cool, but the 2-3 research isn't enough incentive
tech: pilot wave is projected from the player, not the mouse
give pilot wave a buff?
tech: MACHO - spawn a mob like WIMP that follows you and gives you a bonus tech: MACHO - spawn a mob like WIMP that follows you and gives you a bonus
if it touches WIMP they explode if it touches WIMP they explode