mod: CPT reversal - avoid damage by rewinding to your past, but use up all your energy requires wormhole or time dilation several minor buffs to wormhole small changes to mob distribution on a few maps
611 lines
32 KiB
JavaScript
611 lines
32 KiB
JavaScript
let powerUp = [];
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const powerUps = {
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totalPowerUps: 0, //used for mods that count power ups at the end of a level
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choose(type, index) {
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if (type === "gun") {
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b.giveGuns(index)
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// game.replaceTextLog = true;
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// game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[index].name}</strong><br><br>${b.guns[index].description}`, 500);
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// game.replaceTextLog = false;
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} else if (type === "field") {
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mech.setField(index)
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// game.replaceTextLog = true;
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// game.makeTextLog(`${game.SVGrightMouse}<strong style='font-size:30px;'> ${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'></span><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 600);
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// game.replaceTextLog = false;
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} else if (type === "mod") {
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mod.giveMod(index)
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// game.replaceTextLog = true;
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// game.makeTextLog(`<div class="circle mod"></div> <strong style='font-size:30px;'>${mod.mods[index].name}</strong><br><br> ${mod.mods[index].description}`, 500);
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// game.replaceTextLog = false;
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}
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powerUps.endDraft();
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},
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showDraft() {
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// document.getElementById("choose-grid").style.gridTemplateColumns = "repeat(2, minmax(370px, 1fr))"
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document.getElementById("choose-grid").style.display = "grid"
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document.getElementById("choose-background").style.display = "inline"
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document.body.style.cursor = "auto";
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if (mod.isExtraChoice) {
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document.body.style.overflowY = "scroll";
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document.body.style.overflowX = "hidden";
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}
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game.paused = true;
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game.isChoosing = true; //stops p from un pausing on key down
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build.pauseGrid(true)
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},
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endDraft() {
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if (mod.manyWorlds && powerUps.reroll.rerolls < 1) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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document.getElementById("choose-grid").style.display = "none"
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document.getElementById("choose-background").style.display = "none"
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document.body.style.cursor = "none";
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document.body.style.overflow = "hidden"
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game.paused = false;
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game.isChoosing = false; //stops p from un pausing on key down
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mech.immuneCycle = mech.cycle + 60; //player is immune to collision damage for 30 cycles
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build.unPauseGrid()
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requestAnimationFrame(cycle);
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},
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reroll: {
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rerolls: 0,
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name: "reroll",
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color: "#f7b",
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size() {
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return 20;
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},
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effect() {
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powerUps.reroll.changeRerolls(1)
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game.makeTextLog(`<div class='circle reroll'></div> <span style='font-size:115%;'><strong>rerolls:</strong> ${powerUps.reroll.rerolls}</span>`, 300)
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},
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changeRerolls(amount) {
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powerUps.reroll.rerolls += amount
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if (powerUps.reroll.rerolls < 0) powerUps.reroll.rerolls = 0
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if (mod.isRerollBots) {
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const limit = 4
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for (; powerUps.reroll.rerolls > limit - 1; powerUps.reroll.rerolls -= limit) {
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b.randomBot()
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if (mod.renormalization) {
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for (let i = 0; i < limit; i++) {
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if (Math.random() < 0.37) {
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mech.fieldCDcycle = mech.cycle + 30;
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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}
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}
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}
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}
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if (mod.isDeathAvoid && document.getElementById("mod-anthropic")) {
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document.getElementById("mod-anthropic").innerHTML = `-${powerUps.reroll.rerolls}`
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}
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if (mod.renormalization && Math.random() < 0.37 && amount < 0) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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if (mod.isRerollHaste) {
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if (powerUps.reroll.rerolls === 0) {
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mod.rerollHaste = 0.66;
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b.setFireCD();
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} else {
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mod.rerollHaste = 1;
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b.setFireCD();
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}
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}
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},
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diceText() {
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const diceLimit = 5
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const r = powerUps.reroll.rerolls
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const fullDice = Math.min(Math.floor(r / 6), diceLimit)
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const lastDice = r % 6
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let out = ''
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if (Math.floor(r / 6) > diceLimit) out += "+"
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for (let i = 0; i < fullDice; i++) {
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out += '⚅'
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}
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if (lastDice === 1) {
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out += '⚀'
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} else if (lastDice === 2) {
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out += '⚁'
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} else if (lastDice === 3) {
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out += '⚂'
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} else if (lastDice === 4) {
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out += '⚃'
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} else if (lastDice === 5) {
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out += '⚄'
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}
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return out
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},
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use(type) { //runs when you actually reroll a list of selections, type can be field, gun, or mod
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powerUps.reroll.changeRerolls(-1)
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powerUps[type].effect();
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},
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},
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heal: {
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name: "heal",
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color: "#0eb",
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size() {
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return 40 * (game.healScale ** 0.25) * Math.sqrt(mod.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5); //(game.healScale ** 0.25) gives a smaller radius as heal scale goes down
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},
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effect() {
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if (!mod.isEnergyHealth && mech.alive) {
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const heal = mod.largerHeals * (this.size / 40 / Math.sqrt(mod.largerHeals) / (game.healScale ** 0.25)) ** 2 //heal scale is undone here because heal scale is properly affected on mech.addHealth()
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if (heal > 0) {
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game.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%</span>", 300)
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mech.addHealth(heal);
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}
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}
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if (mod.healGiveMaxEnergy) {
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mod.healMaxEnergyBonus += 0.04
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mech.setMaxEnergy();
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}
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},
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spawn() { //used to spawn a heal with a specific size / heal amount, not normally used
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}
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},
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ammo: {
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name: "ammo",
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color: "#467",
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size() {
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return 17;
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},
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effect() {
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//give ammo to all guns in inventory
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if (mod.isAmmoForGun) {
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const target = b.guns[b.activeGun]
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target.ammo += Math.ceil(Math.random() * target.ammoPack) + Math.ceil(Math.random() * target.ammoPack)
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} else {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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const target = b.guns[b.inventory[i]]
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if (target.ammo !== Infinity) {
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target.ammo += Math.ceil(Math.random() * target.ammoPack)
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}
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}
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}
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game.updateGunHUD();
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// //only get ammo for guns player has
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// let target;
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// if (b.inventory.length > 0) {
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// if (mod.isAmmoForGun) {
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// target = b.guns[b.activeGun];
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// } else {
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// //find a gun in your inventory
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// target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
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// //try 3 more times to give ammo to a gun with ammo, not Infinity
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// if (target.ammo === Infinity) {
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// target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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// if (target.ammo === Infinity) {
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// target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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// if (target.ammo === Infinity) target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]]
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// }
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// }
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// }
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// //give ammo
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// if (target.ammo === Infinity) {
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// if (mech.energy < mech.maxEnergy) mech.energy = mech.maxEnergy;
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// if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
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// } else {
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// let ammo = Math.ceil((target.ammoPack * (0.8 + 0.25 * Math.random())));
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// target.ammo += ammo;
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// game.updateGunHUD();
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// game.makeTextLog("<div class='circle gun'></div> <span style='font-size:110%;'>+" + ammo + " ammo for " + target.name + "</span>", 300);
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// }
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// } else {
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// // 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
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// if (mech.energy < mech.maxEnergy) mech.energy = mech.maxEnergy;
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// if (!game.lastLogTime) game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
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// }
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}
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},
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field: {
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name: "field",
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color: "#0cf",
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size() {
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return 45;
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},
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choiceLog: [], //records all previous choice options
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effect() {
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function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
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let options = [];
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for (let i = 1; i < who.length; i++) {
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if (i !== mech.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
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}
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//remove repeats from last selection
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const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
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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
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for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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if (options.length > totalChoices) {
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for (let j = 0, len = options.length; j < len; j++) {
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if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
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options.splice(j, 1) //remove previous choice from option pool
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break
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}
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}
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}
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}
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}
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if (options.length > 0) {
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return options[Math.floor(Math.random() * options.length)]
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}
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}
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let choice1 = pick(mech.fieldUpgrades)
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let choice2 = -1
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let choice3 = -1
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if (choice1 > -1) {
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let text = ""
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if (!mod.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft()'>✕</div>`
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text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a field</h3>`
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text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice1].name}</div> ${mech.fieldUpgrades[choice1].description}</div>`
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if (!mod.isDeterminism) {
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choice2 = pick(mech.fieldUpgrades, choice1)
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if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice2].name}</div> ${mech.fieldUpgrades[choice2].description}</div>`
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choice3 = pick(mech.fieldUpgrades, choice1, choice2)
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if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice3].name}</div> ${mech.fieldUpgrades[choice3].description}</div>`
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}
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if (mod.isExtraChoice) {
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let choice4 = pick(mech.fieldUpgrades, choice1, choice2, choice3)
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if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice4].name}</div> ${mech.fieldUpgrades[choice4].description}</div>`
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let choice5 = pick(mech.fieldUpgrades, choice1, choice2, choice3, choice4)
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if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> ${mech.fieldUpgrades[choice5].name}</div> ${mech.fieldUpgrades[choice5].description}</div>`
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powerUps.field.choiceLog.push(choice4)
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powerUps.field.choiceLog.push(choice5)
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}
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powerUps.field.choiceLog.push(choice1)
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powerUps.field.choiceLog.push(choice2)
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powerUps.field.choiceLog.push(choice3)
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if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('field')"><div class="grid-title"><div class="circle-grid reroll"></div> reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
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// text += `<div style = 'color:#fff'>${game.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
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document.getElementById("choose-grid").innerHTML = text
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powerUps.showDraft();
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} else {
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powerUps.giveRandomAmmo()
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}
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}
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},
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mod: {
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name: "mod",
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color: "hsl(246,100%,77%)", //"#a8f",
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size() {
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return 42;
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},
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choiceLog: [], //records all previous choice options
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effect() {
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if (mech.alive) {
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function pick(skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
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let options = [];
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for (let i = 0; i < mod.mods.length; i++) {
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if (mod.mods[i].count < mod.mods[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && mod.mods[i].allowed()) {
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options.push(i);
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}
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}
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//remove repeats from last selection
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const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
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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
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for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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if (options.length > totalChoices) {
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for (let j = 0, len = options.length; j < len; j++) {
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if (powerUps.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i] === options[j]) {
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options.splice(j, 1) //remove previous choice from option pool
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break
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}
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}
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}
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}
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}
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if (options.length > 0) {
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const choose = options[Math.floor(Math.random() * options.length)]
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text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choose})"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[choose].name}</div> ${mod.mods[choose].description}</div>`
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return choose
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}
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}
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let text = ""
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if (!mod.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft()'>✕</div>`
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text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a mod</h3>`
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let choice1 = pick()
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let choice2 = -1
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let choice3 = -1
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if (choice1 > -1) {
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if (!mod.isDeterminism) {
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choice2 = pick(choice1)
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// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice2})"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[choice2].name}</div> ${mod.mods[choice2].description}</div>`
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choice3 = pick(choice1, choice2)
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// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice3})"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[choice3].name}</div> ${mod.mods[choice3].description}</div>`
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}
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if (mod.isExtraChoice) {
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let choice4 = pick(choice1, choice2, choice3)
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// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice4})"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[choice4].name}</div> ${mod.mods[choice4].description}</div>`
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let choice5 = pick(choice1, choice2, choice3, choice4)
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// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice5})"><div class="grid-title"><div class="circle-grid mod"></div> ${mod.mods[choice5].name}</div> ${mod.mods[choice5].description}</div>`
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powerUps.mod.choiceLog.push(choice4)
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powerUps.mod.choiceLog.push(choice5)
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}
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powerUps.mod.choiceLog.push(choice1)
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powerUps.mod.choiceLog.push(choice2)
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powerUps.mod.choiceLog.push(choice3)
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if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('mod')"><div class="grid-title"><div class="circle-grid reroll"></div> reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
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document.getElementById("choose-grid").innerHTML = text
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powerUps.showDraft();
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} else {
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powerUps.giveRandomAmmo()
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}
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}
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}
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},
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gun: {
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name: "gun",
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color: "#26a",
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size() {
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return 35;
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},
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choiceLog: [], //records all previous choice options
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effect() {
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function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
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let options = [];
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for (let i = 0; i < who.length; i++) {
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if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) {
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options.push(i);
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}
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}
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//remove repeats from last selection
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const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
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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
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for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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if (options.length > totalChoices) {
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for (let j = 0, len = options.length; j < len; j++) {
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if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
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options.splice(j, 1) //remove previous choice from option pool
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break
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}
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}
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}
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}
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}
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if (options.length > 0) {
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return options[Math.floor(Math.random() * options.length)]
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}
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}
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let choice1 = pick(b.guns)
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let choice2 = -1
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let choice3 = -1
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if (choice1 > -1) {
|
|
let text = ""
|
|
if (!mod.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft()'>✕</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a gun</h3>`
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
|
|
if (!mod.isDeterminism) {
|
|
choice2 = pick(b.guns, choice1)
|
|
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
|
|
choice3 = pick(b.guns, choice1, choice2)
|
|
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
|
|
}
|
|
if (mod.isExtraChoice) {
|
|
let choice4 = pick(b.guns, choice1, choice2, choice3)
|
|
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
|
|
let choice5 = pick(b.guns, choice1, choice2, choice3, choice4)
|
|
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
|
|
<div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
|
|
powerUps.gun.choiceLog.push(choice4)
|
|
powerUps.gun.choiceLog.push(choice5)
|
|
}
|
|
powerUps.gun.choiceLog.push(choice1)
|
|
powerUps.gun.choiceLog.push(choice2)
|
|
powerUps.gun.choiceLog.push(choice3)
|
|
if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('gun')"><div class="grid-title"><div class="circle-grid reroll"></div> reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
|
|
|
|
// console.log(powerUps.gun.choiceLog)
|
|
// console.log(choice1, choice2, choice3)
|
|
if (mod.isOneGun) text += `<div style = "color: #f24">replaces your current gun</div>`
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
} else {
|
|
powerUps.giveRandomAmmo()
|
|
}
|
|
}
|
|
},
|
|
onPickUp(where) {
|
|
if (mod.isMassEnergy && mech.energy < mech.maxEnergy * 2.5) mech.energy = mech.maxEnergy * 2.5;
|
|
if (mod.isMineDrop) b.mine({
|
|
x: where.x,
|
|
y: where.y
|
|
}, {
|
|
x: 0,
|
|
y: 0
|
|
}, 0, mod.isMineAmmoBack)
|
|
},
|
|
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("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
|
|
} else {
|
|
b.guns[ammoTarget].ammo += ammo;
|
|
game.updateGunHUD();
|
|
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
|
|
}
|
|
},
|
|
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
|
|
if ((Math.random() * Math.random() - 0.3 > Math.sqrt(mech.health) && !mod.isEnergyHealth) || Math.random() < 0.04) { //spawn heal chance is higher at low health
|
|
powerUps.spawn(x, y, "heal");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.15 && b.inventory.length > 0) {
|
|
powerUps.spawn(x, y, "ammo");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.0015 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
|
|
powerUps.spawn(x, y, "gun");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.0027 * (25 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
|
|
powerUps.spawn(x, y, "mod");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.006) {
|
|
powerUps.spawn(x, y, "field");
|
|
return;
|
|
}
|
|
// if (Math.random() < 0.01) {
|
|
// powerUps.spawn(x, y, "reroll");
|
|
// return;
|
|
// }
|
|
},
|
|
randomPowerUpCounter: 0,
|
|
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
|
|
level.bossKilled = true;
|
|
|
|
if (mech.fieldMode === 0) {
|
|
powerUps.spawn(x, y, "field")
|
|
} else {
|
|
powerUps.randomPowerUpCounter++;
|
|
powerUpChance(Math.max(level.levelsCleared, 10) * 0.1)
|
|
}
|
|
powerUps.randomPowerUpCounter += 0.6;
|
|
powerUpChance(Math.max(level.levelsCleared, 6) * 0.1)
|
|
|
|
function powerUpChance(chanceToFail) {
|
|
if (Math.random() * chanceToFail < powerUps.randomPowerUpCounter) {
|
|
powerUps.randomPowerUpCounter = 0;
|
|
if (Math.random() < 0.95) {
|
|
powerUps.spawn(x, y, "mod")
|
|
} else {
|
|
powerUps.spawn(x, y, "gun")
|
|
}
|
|
} else {
|
|
if (mech.health < 0.65 && !mod.isEnergyHealth) {
|
|
powerUps.spawn(x, y, "heal");
|
|
powerUps.spawn(x, y, "heal");
|
|
} else {
|
|
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() < 0.5) {
|
|
powerUps.spawn(x, y, "heal", false);
|
|
} else {
|
|
powerUps.spawn(x, y, "ammo", false);
|
|
}
|
|
},
|
|
addRerollToLevel() { //add a random power up to a location that has a mob, mostly used to give each level one randomly placed reroll
|
|
if (mob.length && Math.random() < 0.8) { // 80% chance
|
|
const index = Math.floor(Math.random() * mob.length)
|
|
powerUps.spawn(mob[index].position.x, mob[index].position.y, "reroll");
|
|
}
|
|
},
|
|
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
|
|
if (level.levelsCleared < 4) { //runs 4 times on all difficulty levels
|
|
if (level.levelsCleared > 1) powerUps.spawn(x, y, "mod")
|
|
|
|
//bonus power ups for clearing runs in the last game
|
|
if (level.levelsCleared === 0 && !game.isCheating) {
|
|
for (let i = 0; i < localSettings.levelsClearedLastGame / 4 - 1; i++) {
|
|
powerUps.spawn(mech.pos.x, mech.pos.y, "mod", false); //spawn a mod for levels cleared in last game
|
|
}
|
|
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
}
|
|
if (b.inventory.length === 0) {
|
|
powerUps.spawn(x, y, "gun", false); //first gun
|
|
} else if (mod.totalCount === 0) { //first mod
|
|
powerUps.spawn(x, y, "mod", false);
|
|
} else if (b.inventory.length < 2) { //second gun or extra ammo
|
|
if (Math.random() < 0.5) {
|
|
powerUps.spawn(x, y, "gun", false);
|
|
} else {
|
|
powerUps.spawn(x, y, "ammo", false);
|
|
powerUps.spawn(x, y, "ammo", false);
|
|
powerUps.spawn(x, y, "ammo", false);
|
|
powerUps.spawn(x, y, "ammo", 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);
|
|
}
|
|
},
|
|
ejectMod() {
|
|
//find which mods you have
|
|
const have = []
|
|
for (let i = 0; i < mod.mods.length; i++) {
|
|
if (mod.mods[i].count > 0) have.push(i)
|
|
}
|
|
if (have.length) {
|
|
const choose = have[Math.floor(Math.random() * have.length)]
|
|
game.makeTextLog(`<div class='circle mod'></div> <strong>${mod.mods[choose].name}</strong> was ejected`, 600) //message about what mod was lost
|
|
for (let i = 0; i < mod.mods[choose].count; i++) {
|
|
powerUps.directSpawn(mech.pos.x, mech.pos.y, "mod");
|
|
powerUp[powerUp.length - 1].isBonus = true
|
|
}
|
|
// remove a random mod from the list of mods you have
|
|
mod.mods[choose].remove();
|
|
mod.mods[choose].count = 0;
|
|
mod.mods[choose].isLost = true;
|
|
game.updateModHUD();
|
|
mech.fieldCDcycle = mech.cycle + 30; //disable field so you can't pick up the ejected mod
|
|
}
|
|
},
|
|
directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
|
|
let index = powerUp.length;
|
|
target = powerUps[target];
|
|
powerUp[index] = Matter.Bodies.polygon(x, y, 0, size, {
|
|
density: 0.001,
|
|
frictionAir: 0.03,
|
|
restitution: 0.85,
|
|
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
|
|
},
|
|
spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
|
|
if (
|
|
(!mod.isSuperDeterminism || (target === 'mod' || target === 'heal' || target === 'ammo')) &&
|
|
!(mod.isEnergyNoAmmo && target === 'ammo') &&
|
|
(!game.isNoPowerUps || (target === 'reroll' || target === 'heal' || target === 'ammo'))
|
|
) {
|
|
powerUps.directSpawn(x, y, target, moving, mode, size)
|
|
if (mod.duplicateChance && Math.random() < mod.duplicateChance) {
|
|
powerUps.directSpawn(x, y, target, moving, mode)
|
|
powerUp[powerUp.length - 1].isBonus = true
|
|
}
|
|
}
|
|
},
|
|
}; |