let powerUp = []; const powerUps = { totalPowerUps: 0, //used for mods that count power ups at the end of a level choose(type, index) { if (type === "gun") { b.giveGuns(index) // game.replaceTextLog = true; // game.makeTextLog(`${game.SVGleftMouse} ${b.guns[index].name}

${b.guns[index].description}`, 500); // game.replaceTextLog = false; } else if (type === "field") { mech.setField(index) // game.replaceTextLog = true; // game.makeTextLog(`${game.SVGrightMouse} ${mech.fieldUpgrades[mech.fieldMode].name}

${mech.fieldUpgrades[mech.fieldMode].description}`, 600); // game.replaceTextLog = false; } else if (type === "mod") { mod.giveMod(index) // game.replaceTextLog = true; // game.makeTextLog(`
  ${mod.mods[index].name}

${mod.mods[index].description}`, 500); // game.replaceTextLog = false; } powerUps.endDraft(); }, endDraft() { if (mod.manyWorlds && powerUps.reroll.rerolls < 1) { powerUps.spawn(mech.pos.x, mech.pos.y, "reroll"); if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll"); } document.body.style.cursor = "none"; document.getElementById("choose-grid").style.display = "none" document.getElementById("choose-background").style.display = "none" game.paused = false; game.isChoosing = false; //stops p from un pausing on key down requestAnimationFrame(cycle); }, showDraft() { document.getElementById("choose-grid").style.display = "grid" document.getElementById("choose-background").style.display = "inline" document.body.style.cursor = "auto"; game.paused = true; game.isChoosing = true; //stops p from un pausing on key down }, reroll: { rerolls: 0, name: "reroll", color: "#f7b", size() { return 20; }, effect() { powerUps.reroll.changeRerolls(1) game.makeTextLog("
  +1 reroll", 300) }, changeRerolls(amount) { powerUps.reroll.rerolls += amount if (powerUps.reroll.rerolls < 0) powerUps.reroll.rerolls = 0 if (mod.isDeathAvoid && document.getElementById("mod-anthropic")) { document.getElementById("mod-anthropic").innerHTML = `(${powerUps.reroll.rerolls})` } }, diceText() { const r = powerUps.reroll.rerolls const fullDice = Math.floor(r / 6) const lastDice = r % 6 let out = '' for (let i = 0; i < fullDice; i++) { out += '⚅' } if (lastDice === 1) { out += '⚀' } else if (lastDice === 2) { out += '⚁' } else if (lastDice === 3) { out += '⚂' } else if (lastDice === 4) { out += '⚃' } else if (lastDice === 5) { out += '⚄' } return out }, use(type) { powerUps.reroll.changeRerolls(-1) powerUps[type].effect(); }, }, heal: { name: "heal", color: "#0eb", size() { return 40 * Math.sqrt(0.1 + Math.random() * 0.5); }, effect() { if (!mod.isEnergyHealth && mech.alive) { let heal = 0 for (let i = 0; i < mod.recursiveHealing; i++) heal += ((this.size / 40) ** 2) if (heal > 0) { game.makeTextLog("
  heal " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%", 300) mech.addHealth(heal); } } } }, ammo: { name: "ammo", color: "#467", size() { return 17; }, effect() { //only get ammo for guns player has let target; if (b.inventory.length > 0) { if (mod.isAmmoForGun) { target = b.guns[b.activeGun]; } else { //find a gun in your inventory target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]; //try 3 more times to give ammo to a gun with ammo, not Infinity if (target.ammo === Infinity) { target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]] if (target.ammo === Infinity) { target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]] if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]] } } } //give ammo if (target.ammo === Infinity) { if (mech.energy < mech.maxEnergy) mech.energy = mech.maxEnergy; if (!game.lastLogTime) game.makeTextLog("+energy", 300); } else { let ammo = Math.ceil((target.ammoPack * (0.8 + 0.25 * Math.random()))); // if (level.isBuildRun) ammo = Math.floor(ammo * 1.1) //extra ammo on build run because no ammo from getting a new gun target.ammo += ammo; game.updateGunHUD(); game.makeTextLog("
  +" + ammo + " ammo for " + target.name + "", 300); } } else { // target = b.guns[Math.floor(Math.random() * b.guns.length)]; //if you don't have any guns just add ammo to a random gun you don't have yet if (mech.energy < mech.maxEnergy) mech.energy = mech.maxEnergy; if (!game.lastLogTime) game.makeTextLog("+energy", 300); } } }, field: { name: "field", color: "#0cf", size() { return 45; }, choiceLog: [], //records all previous choice options effect() { function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) { let options = []; for (let i = 1; i < who.length; i++) { if (i !== mech.fieldMode && (!game.isEasyToAimMode || mech.fieldUpgrades[i].isEasyToAim) && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i); } //remove repeats from last selection const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2 if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection if (options.length > totalChoices) { for (let j = 0, len = options.length; j < len; j++) { if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) { options.splice(j, 1) //remove previous choice from option pool break } } } } } if (options.length > 0) { return options[Math.floor(Math.random() * options.length)] } } let choice1 = pick(mech.fieldUpgrades) let choice2 = -1 let choice3 = -1 if (choice1 > -1) { let text = `

choose a field

` text += `
  ${mech.fieldUpgrades[choice1].name}
${mech.fieldUpgrades[choice1].description}
` if (!mod.isDeterminism) { choice2 = pick(mech.fieldUpgrades, choice1) if (choice2 > -1) text += `
  ${mech.fieldUpgrades[choice2].name}
${mech.fieldUpgrades[choice2].description}
` choice3 = pick(mech.fieldUpgrades, choice1, choice2) if (choice3 > -1) text += `
  ${mech.fieldUpgrades[choice3].name}
${mech.fieldUpgrades[choice3].description}
` } if (mod.isExtraChoice) { let choice4 = pick(mech.fieldUpgrades, choice1, choice2, choice3) if (choice4 > -1) text += `
  ${mech.fieldUpgrades[choice4].name}
${mech.fieldUpgrades[choice4].description}
` let choice5 = pick(mech.fieldUpgrades, choice1, choice2, choice3, choice4) if (choice5 > -1) text += `
  ${mech.fieldUpgrades[choice5].name}
${mech.fieldUpgrades[choice5].description}
` powerUps.field.choiceLog.push(choice4) powerUps.field.choiceLog.push(choice5) } powerUps.field.choiceLog.push(choice1) powerUps.field.choiceLog.push(choice2) powerUps.field.choiceLog.push(choice3) if (powerUps.reroll.rerolls) text += `
  reroll ${powerUps.reroll.diceText()}
` // text += `
${game.SVGrightMouse} activate the shield with the right mouse
fields shield you from damage
and let you pick up and throw blocks
` document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } else { powerUps.giveRandomAmmo() } } }, mod: { name: "mod", color: "hsl(246,100%,77%)", //"#a8f", size() { return 42; }, choiceLog: [], //records all previous choice options effect() { function pick(skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) { let options = []; for (let i = 0; i < mod.mods.length; i++) { if (mod.mods[i].count < mod.mods[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && mod.mods[i].allowed()) { options.push(i); } } //remove repeats from last selection const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2 if (powerUps.mod.choiceLog.length > totalChoices || powerUps.mod.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection if (options.length > totalChoices) { for (let j = 0, len = options.length; j < len; j++) { if (powerUps.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i] === options[j]) { options.splice(j, 1) //remove previous choice from option pool break } } } } } if (options.length > 0) { const choose = options[Math.floor(Math.random() * options.length)] text += `
  ${mod.mods[choose].name}
${mod.mods[choose].description}
` return choose } } let text = `

choose a mod

` let choice1 = pick() let choice2 = -1 let choice3 = -1 if (choice1 > -1) { if (!mod.isDeterminism) { choice2 = pick(choice1) // if (choice2 > -1) text += `
  ${mod.mods[choice2].name}
${mod.mods[choice2].description}
` choice3 = pick(choice1, choice2) // if (choice3 > -1) text += `
  ${mod.mods[choice3].name}
${mod.mods[choice3].description}
` } if (mod.isExtraChoice) { let choice4 = pick(choice1, choice2, choice3) // if (choice4 > -1) text += `
  ${mod.mods[choice4].name}
${mod.mods[choice4].description}
` let choice5 = pick(choice1, choice2, choice3, choice4) // if (choice5 > -1) text += `
  ${mod.mods[choice5].name}
${mod.mods[choice5].description}
` powerUps.mod.choiceLog.push(choice4) powerUps.mod.choiceLog.push(choice5) } powerUps.mod.choiceLog.push(choice1) powerUps.mod.choiceLog.push(choice2) powerUps.mod.choiceLog.push(choice3) if (powerUps.reroll.rerolls) text += `
  reroll ${powerUps.reroll.diceText()}
` document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } else { powerUps.giveRandomAmmo() } } }, gun: { name: "gun", color: "#26a", size() { return 35; }, choiceLog: [], //records all previous choice options effect() { function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) { let options = []; for (let i = 0; i < who.length; i++) { if (!who[i].have && (!game.isEasyToAimMode || b.guns[i].isEasyToAim) && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) { options.push(i); } } //remove repeats from last selection const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2 if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection if (options.length > totalChoices) { for (let j = 0, len = options.length; j < len; j++) { if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) { options.splice(j, 1) //remove previous choice from option pool break } } } } } if (options.length > 0) { return options[Math.floor(Math.random() * options.length)] } } let choice1 = pick(b.guns) let choice2 = -1 let choice3 = -1 if (choice1 > -1) { let text = `

choose a gun

` text += `
  ${b.guns[choice1].name}
${b.guns[choice1].description}
` if (!mod.isDeterminism) { choice2 = pick(b.guns, choice1) if (choice2 > -1) text += `
  ${b.guns[choice2].name}
${b.guns[choice2].description}
` choice3 = pick(b.guns, choice1, choice2) if (choice3 > -1) text += `
  ${b.guns[choice3].name}
${b.guns[choice3].description}
` } if (mod.isExtraChoice) { let choice4 = pick(b.guns, choice1, choice2, choice3) if (choice4 > -1) text += `
  ${b.guns[choice4].name}
${b.guns[choice4].description}
` let choice5 = pick(b.guns, choice1, choice2, choice3, choice4) if (choice5 > -1) text += `
  ${b.guns[choice5].name}
${b.guns[choice5].description}
` powerUps.gun.choiceLog.push(choice4) powerUps.gun.choiceLog.push(choice5) } powerUps.gun.choiceLog.push(choice1) powerUps.gun.choiceLog.push(choice2) powerUps.gun.choiceLog.push(choice3) if (powerUps.reroll.rerolls) text += `
  reroll ${powerUps.reroll.diceText()}
` // console.log(powerUps.gun.choiceLog) // console.log(choice1, choice2, choice3) document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } else { powerUps.giveRandomAmmo() } } }, giveRandomAmmo() { const ammoTarget = Math.floor(Math.random() * (b.guns.length)); const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6); if (ammo === Infinity) { b.guns[ammoTarget].ammo += ammo; game.makeTextLog("+energy", 300); } else { b.guns[ammoTarget].ammo += ammo; game.updateGunHUD(); game.makeTextLog("+" + ammo + " ammo for " + b.guns[ammoTarget].name + "", 300); } }, spawnRandomPowerUp(x, y) { //mostly used after mob dies if ((Math.random() * Math.random() - 0.3 > Math.sqrt(mech.health) && !mod.isEnergyHealth) || Math.random() < 0.035) { //spawn heal chance is higher at low health powerUps.spawn(x, y, "heal"); if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "heal"); return; } if (Math.random() < 0.15 && b.inventory.length > 0 && !mod.bayesian) { powerUps.spawn(x, y, "ammo"); if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "ammo"); return; } if (Math.random() < 0.002 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3 powerUps.spawn(x, y, "gun"); if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun"); return; } if (Math.random() < 0.0027 * (15 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15 powerUps.spawn(x, y, "mod"); if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod"); return; } if (Math.random() < 0.006) { powerUps.spawn(x, y, "field"); if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field"); return; } if (Math.random() < 0.005) { powerUps.spawn(x, y, "reroll"); if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "reroll"); return; } }, spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades if (level.levelsCleared < 20 || level.levelsCleared % 2 == 0) { //drop only on even levels above level 20 if (game.difficultyMode > 1 || Math.random() < 0.66) { //easy and normal have only a 66% chance for a power up spawnPowerUps() if (game.difficultyMode > 2 && level.levelsCleared % 2 == 0) spawnPowerUps() //why? has an extra power up on even numbered levels } else { if (mech.health < 0.65 && !mod.isEnergyHealth) { powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); if (Math.random() < mod.bayesian) { powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); } } else if (!mod.bayesian) { powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo"); } } } function spawnPowerUps() { if (mech.fieldMode === 0) { powerUps.spawn(x, y, "field") if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "field") } else if (Math.random() < 0.9) { powerUps.spawn(x, y, "mod") if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "mod") } else if (Math.random() < 0.5) { powerUps.spawn(x, y, "gun") if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun") } else if (mech.health < 0.65 && !mod.isEnergyHealth || mod.bayesian) { powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); if (Math.random() < mod.bayesian) { powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); } } else { powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo"); } } }, chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris if (Math.random() < 0.05) { powerUps.spawn(x, y, "reroll"); } else if (Math.random() < 0.5) { powerUps.spawn(x, y, "heal", false); } else if (!mod.bayesian) { powerUps.spawn(x, y, "ammo", false); } }, spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun if (level.levelsCleared < 5) { if (b.inventory.length === 0) { powerUps.spawn(x, y, "gun", false); } else if (mod.totalCount === 0) { powerUps.spawn(x, y, "mod", false); //starting gun } else if (b.inventory.length < 2) { powerUps.spawn(x, y, "gun", false); } else { powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); } } else { powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); powerUps.spawnRandomPowerUp(x, y); } }, spawn(x, y, target, moving = true, mode = null) { // if (!level.isBuildRun || target === "heal" || target === "ammo") { let index = powerUp.length; target = powerUps[target]; size = target.size(); powerUp[index] = Matter.Bodies.polygon(x, y, 0, size, { density: 0.001, frictionAir: 0.01, restitution: 0.8, inertia: Infinity, //prevents rotation collisionFilter: { group: 0, category: cat.powerUp, mask: cat.map | cat.powerUp }, color: target.color, effect: target.effect, name: target.name, size: size }); if (mode) { powerUp[index].mode = mode } if (moving) { Matter.Body.setVelocity(powerUp[index], { x: (Math.random() - 0.5) * 15, y: Math.random() * -9 - 3 }); } World.add(engine.world, powerUp[index]); //add to world // } }, };